|
PoptartsNinja posted:Well, that's one way to avoid eating some LRMs. Skidding!
|
# ? Apr 5, 2011 17:13 |
|
|
# ? Apr 27, 2024 16:13 |
|
Mukaikubo posted:Skidding! Like that, but more hilarious.
|
# ? Apr 5, 2011 17:17 |
|
PoptartsNinja posted:Like that, but more hilarious. Oooh oooh, is it the nightmare scenario I thought of when I submitted my orders of me failing the piloting skill roll to run on pavement, falling, skidding, and knocking Warlocke over as I demonstrate my consummate skill at mech bowling? Because at least by Zell the clanner would have to let us up.
|
# ? Apr 5, 2011 17:21 |
|
Mukaikubo posted:Oooh oooh, is it the nightmare scenario I thought of when I submitted my orders of me failing the piloting skill roll to run on pavement, falling, skidding, and knocking Warlocke over as I demonstrate my consummate skill at mech bowling? Not if you knock him out of the map he doesn't. ... But no, that didn't happen. I was kinda hoping it would, but the sheer amount of luck required for something like that to happen would've been totally unbelievable. Rolls required: 5 or less on 2d6, skid into 1715; accidental charge on Cyclops. Hit or miss, fall checks made, then the Cyclops would have to roll a 1 on 'facing after fall' to fall into the Copperhead. Accidental charge on Copperhead. Then the copperhead would have to roll a 4 or 5 to fall out of the map. So, not impossible, but extremely unlikely. PoptartsNinja fucked around with this message at 17:28 on Apr 5, 2011 |
# ? Apr 5, 2011 17:25 |
|
Tanith posted:
WarLocke posted:In my case at least the hate for LAMs is based on the fact that they really don't fit into BattleTech at all. The idea of a mech that changes into a plane is just... Not BT. Yeah yeah I know the Unseen are all from various anime stuff, but a Phoenix Hawk is nothing like a veritech even if it's based on the same model, and trying to jam some transforming variant in is just...
|
# ? Apr 5, 2011 17:28 |
|
PoptartsNinja posted:Like that, but more hilarious. Skidding into a building?
|
# ? Apr 5, 2011 18:00 |
|
Well, that was unexpected.
|
# ? Apr 5, 2011 18:01 |
|
PoptartsNinja posted:Well, that was unexpected. Post it already
|
# ? Apr 5, 2011 18:03 |
|
Slaan posted:Post it already Can't. I'm still rolling SRM hits.
|
# ? Apr 5, 2011 18:04 |
|
PoptartsNinja posted:Can't. I'm still rolling SRM hits.
|
# ? Apr 5, 2011 18:06 |
|
PoptartsNinja posted:Can't. I'm still rolling SRM hits. All we need is the Justice Foot MkIITM One roll, and the Wolfhound gets a kill.
|
# ? Apr 5, 2011 18:07 |
|
PoptartsNinja posted:Can't. I'm still rolling SRM hits. Either Warlocke or I just got JACKED UP
|
# ? Apr 5, 2011 18:08 |
|
Mukaikubo posted:Either Warlocke or I just got JACKED UP Or both of you got mildly inconvenienced.
|
# ? Apr 5, 2011 18:11 |
|
Please tell me that missile salvos collided with each other midair for the most awesome encounter possible
|
# ? Apr 5, 2011 18:23 |
|
Volmarias posted:Please tell me that missile salvos collided with each other midair for the most awesome encounter possible I think at one point there were rules for shooting down Arrow IVs that way.
|
# ? Apr 5, 2011 18:26 |
|
PoptartsNinja posted:I think at one point there were rules for shooting down Arrow IVs that way. I would love to see a Mechwarrior game simulated to Total Annihilation/Supreme Commander levels.
|
# ? Apr 5, 2011 18:29 |
|
Oh, Jesus Christ, that was unexpected. Gotta love TACs.
|
# ? Apr 5, 2011 18:32 |
|
PoptartsNinja posted:Oh, Jesus Christ, that was unexpected. Gotta love TACs. Andddd there it is. The moment where I start ing like a maniac.
|
# ? Apr 5, 2011 18:33 |
|
KnoxZone posted:Andddd there it is. The moment where I start ing like a maniac. Prediction: tacticlol
|
# ? Apr 5, 2011 18:42 |
|
PoptartsNinja posted:Oh, Jesus Christ, that was unexpected. Gotta love TACs. Judging by PTN's tone in this, I think we either just lost a mech or will in the next turn...
|
# ? Apr 5, 2011 18:44 |
|
landcollector posted:Judging by PTN's tone in this, I think we either just lost a mech or will in the next turn... Voting TAC: Cockpit
|
# ? Apr 5, 2011 18:48 |
|
landcollector posted:Judging by PTN's tone in this, I think we either just lost a mech or will in the next turn... I'm worried about the Mad Dog
|
# ? Apr 5, 2011 18:57 |
|
PoptartsNinja posted:Oh, Jesus Christ, that was unexpected. Gotta love TACs. You can be kinda mean sometimes Poptarts. Do go on.
|
# ? Apr 5, 2011 19:01 |
|
Aesirstorm posted:I'm worried about the Mad Dog By what I infer from PTN's comment about lots of SRM rolls, that Mad Dog probably has quite a few SSRM launchers mounted (most likely being SSRM-4 and/or SSRM-6 launchers) in addition to the 2 Clan ER-PPCs.
|
# ? Apr 5, 2011 19:06 |
|
Arquinsiel posted:It's literally the exact same thing dude. Yeah.... no.
|
# ? Apr 5, 2011 19:12 |
|
Slaan posted:I would love to see a Mechwarrior game simulated to Total Annihilation/Supreme Commander levels. BattleForce 2. Or whatever the new one is called. Strategic Ops?
|
# ? Apr 5, 2011 19:14 |
|
Nervously hoping that the TAC shot down the SRMs by accident
|
# ? Apr 5, 2011 19:14 |
|
Volmarias posted:Nervously hoping that the TAC shot down the SRMs by accident TAC means Through Armor Critical and it is Not A Good ThingTM. Well, at least it's not a good thing when it happens to you.
|
# ? Apr 5, 2011 19:16 |
|
landcollector posted:TAC means Through Armor Critical and it is Not A Good ThingTM. Well, at least it's not a good thing when it happens to you. I'm hoping that there was a through-and-through shot that managed to knock missiles out midair.
|
# ? Apr 5, 2011 19:18 |
|
landcollector posted:By what I infer from PTN's comment about lots of SRM rolls, that Mad Dog probably has quite a few SSRM launchers mounted (most likely being SSRM-4 and/or SSRM-6 launchers) in addition to the 2 Clan ER-PPCs. The canon Mad Dog with ERPPC and SRMs has 6 SRM6s.
|
# ? Apr 5, 2011 19:18 |
|
landcollector posted:By what I infer from PTN's comment about lots of SRM rolls, that Mad Dog probably has quite a few SSRM launchers mounted (most likely being SSRM-4 and/or SSRM-6 launchers) in addition to the 2 Clan ER-PPCs. Longinus00 posted:The canon Mad Dog with ERPPC and SRMs has 6 SRM6s. Yeah, but if you put on 4 Streak-6s instead, you can always fire at least one ERPPC fearlessly. PTN added a whole lot of DHS as I recall, so perhaps he went a different way. We'll soon see, I suppose.
|
# ? Apr 5, 2011 19:21 |
|
The Merry Marauder posted:Yeah, but if you put on 4 Streak-6s instead, you can always fire at least one ERPPC fearlessly. PTN added a whole lot of DHS as I recall, so perhaps he went a different way. We'll soon see, I suppose. Actually, that was a fuckup on my part. Everyone had the same heat sinks as the Nova, even though I went out of my way to make the Clan 'Mechs less heat efficient.
|
# ? Apr 5, 2011 19:23 |
|
WarLocke posted:Yeah.... no.
|
# ? Apr 5, 2011 19:33 |
|
So before this derail goes too much farther, in the original battledroids and the old scenario packs they more or less traced the artwork from the anime series they got the designs from. It wasn't until later (like the TRO) that they redrew them.
|
# ? Apr 5, 2011 19:38 |
|
Having seen the design for this mech in question, I am all the more intrigued about what all these hints mean.
|
# ? Apr 5, 2011 19:51 |
|
Vipers of Somerset: Tactical Update 7 Movement Phase Random Ace Beta: B2 Thunderchild! Random Ace Gamma: G2 Unknown Assault 2! B2 Thunderchild jumped to 1118 in the previous turn! L2 Zeus must make a piloting test to avoid skidding (5 base + 1 hexes moved = 6): rolled 9, succeeds! L4 Wolfhound backs down a hill, must make a piloting test to avoid a fall (3 base + 0 hexes moved = 3): rolled 2, falls! Combat Phase: L* Cyclops fires AC/20 at B3 Copperhead (4 base + 2 movement + 2 enemy movement + 0 range = 8): rolled 4, miss! L* Cyclops fires SRM 4 at B3 Copperhead (4 base + 2 movement + 2 enemy movement + 0 range = 8): rolled 7, miss! L* Cyclops gains 13 heat, sinks 12! Now at Overheat 1! L2 Zeus fires Large Laser at B3 Copperhead (4 base + 2 movement + 2 enemy movement + 0 range = 8): rolled 9, hits right leg (15/23 armor remains)! L2 Zeus fires Medium Laser at B3 Copperhead (4 base + 2 movement + 2 enemy movement + 0 range = 8): rolled 8, hits right leg (10/23 armor remains)! L2 Zeus fires Autocannon/5 at B3 Copperhead (4 base + 2 movement + 2 enemy movement + 0 range + 3 minimum range = 11): rolled 5, miss! L2 Zeus gains 11 heat, sinks 17! Now at Overheat 0! L3 Banshee fires PPC at B5 Lucerne (4 base + 1 movement + 1 enemy movement + 0 range + 1 light woods = 7): rolled 8, hits Right Arm (10/20 armor remains)! L3 Banshee fires PPC at B5 Lucerne (4 base + 1 movement + 1 enemy movement + 0 range + 1 light woods = 7): rolled 5, miss! L3 Banshee fires Autocannon/10 at B5 Lucerne (4 base + 1 movement + 1 enemy movement + 2 range + 1 light woods = 9): rolled 11, hits Right Leg (20/30 armor remains)! L3 Banshee gains 24 heat, sinks 21! Now at Overheat 3! L4 Wolfhound holds fire! L4 Wolfhound gains 1 heat, sinks 10! Now at Overheat 0! T1 Rommel Tank fires Autocannon/20 at B4 Unknown Heavy 2 (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 6, miss! T1 Rommel Tank fires LRM 5 at B4 Unknown Heavy 2 (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods + 4 minimum range = 13): automatic miss! T1 Rommel Tank fires Small Laser at B4 Unknown Heavy 2 (4 base + 2 movement + 2 enemy movement + 2 range + 1 light woods = 11): rolled 3, miss! B2 Thunderchild holds fire! B2 Thunderchild gains 6 heat, sinks 34! Now at overheat 0! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 5, 4 missiles hit right leg (15/17 armor remains), right torso (4/20 armor remains), left leg (15/17 armor remains), right leg (13/17 armor remains)! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 5, 4 missiles hit center torso (21/30 armor remains), left leg (13/17 armor remains), right arm (8/10 armor remains), left torso (11/20 armor remains)! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 10, 4 missiles hit right leg (11/17 armor remains), center torso (19/30 armor remains), center torso (17/30 armor remains), center torso (15/30 armor remains)! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 5, 2 missiles hit left torso (9/20 armor remains), head (7/9 armor remains (pilot hit))! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 4, miss! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 7, 4 missiles hit center torso (13/30 armor remains), left leg (11/17 armor remains), left leg (9/17 armor remains), right torso (2/20 armor remains)! B3 Copperhead fires SRM 6 at L* Cyclops (3 base + 2 movement + 1 enemy movement + 0 range - 1 Clan Neural Implants = 5): rolled 8, 4 missiles hit right arm (6/10 armor remains), left arm (9/15 structure remains (critical chance)), left arm (7/15 structure remains (critical chance)), right leg (9/17 armor remains)! B3 Copperhead gains 32 heat, sinks 30! Now at overheat 4! B4 Unknown Heavy 2 torso twists left! B4 Unknown Heavy 2 fires LRM 20 w/ Artemis IV at T1 Rommel (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 1 light woods = 7): rolled 7, 20 missiles hit front (35/40 armor remains (chance for motive system damage)), front (30/40 armor remains), turret (35/40 armor remains), front (25/40 armor remains)! B4 Unknown Heavy 8 gains 7 heat, sinks 28! Now at overheat 0! B5 Lucerne fires PPC at L3 Banshee (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods - 1 targeting computer = 4): rolled 12, hit head (0/9 armor, 0/3 structure remains)! ‘Mech destroyed! B5 Lucerne fires ER Medium Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range + 1 light woods - 1 targeting computer = 6): rolled 9, hit left leg (16/26 armor remains)! B5 Lucerne fires ER Medium Laser at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range + 1 light woods - 1 targeting computer = 6): rolled 8, hit center torso (23/40 armor remains)! B5 Lucerne fires Streak SRM 6 at L3 Banshee (3 base + 1 movement + 0 enemy movement + 2 range + 1 light woods = 7): rolled 5, Streak SRM 6 fails to lock on! B5 Lucerne gains 26 heat, sinks 26! Now at overheat 0! End Phase Friendly Fighter Flyover (Turn 5/5) L* Cyclops must pass a 3+ consciousness test: rolled 10, succeeds! L* Cyclops critical chance in left arm, no critical hit sustained! L* Cyclops critical chance in left arm, no critical hit sustained! L* Cyclops must make a piloting test or fall (5 base + 1 massive damage + 1 hexes moved = 7): rolled 9, succeeds! L4 Wolfhound falls! L4 Wolfhound takes damage to Left Leg (13/16 armor remains), through-armor critical chance! L4 Wolfhound must make a piloting test to avoid pilot damage (5 base + 0 hexes moved + 1 trying to avoid pilot damage = 6): rolled 7, succeeds! L4 Wolfhound critical chance in left leg, limb blown off! L4 Wolfhound disabled! T1 Rommel chance for motive system damage, suffers moderate damage (-1 cruising MP, +2 penalty to all driving rolls) B3 Unknown Heavy 1 must make a feedback test or suffer pilot damage (1 base + 1 cumulative penalty + 1 took damage this turn + 0 fell this turn + 0 weapon destroyed this turn = 3): rolled 7, succeeds! Physical Combat Phase: L* Cyclops attempts to push B3 Copperhead (4 base + 2 movement + 2 enemy movement - 1 push = 7): rolled 10, succeeds! L2 Zeus attempts to kick B3 Copperhead (4 base + 2 movement + 2 enemy movement - 1 kick = 7): rolled 4, miss! End Phase: L2 Zeus must make a piloting test or fall (5 base + 2 hexes moved + 0 missed kick = 7): rolled 6, falls! L2 Zeus takes damage to right torso (13/18 armor remains), right arm (19/22 armor remains)! L2 Zeus must make a piloting test to avoid pilot damage (5 base + 2 hexes moved + 1 trying to avoid pilot damage + 0 missed kick = 8): rolled 3, fails! L2 Zeus must pass a 3+ consciousness test: rolled 11, succeeds! B3 Copperhead pushed off the map, ‘Mech eliminated! Fire needs 11+ to spread to 1609 (60 degrees from downwind), rolled 6, fire fails to spread! Fire needs 11+ to spread to 1510 (60 degrees from downwind), rolled 9, fire fails to spread! “My computer keeps trying to call this thing a Marauder / Warhammer,” Kempner called, his discharging PPCs filling the comms with static. “I’m tagging it a Lucerne, since these Clanners seem to have better range—” His comms went abruptly silent, and Sam instinctively toggled to a direct feed. Nothing. She bit back tears, there were only two reasons the Banshee would go silent: either a hit had just sheared off its comm. antennae, or Kempner had just been killed. She kicked her ‘Mech into gear, adrenaline burning the dread from her chest in a wash of anger. She let fly with her lasers, burning armor from the Copperhead’s leg. To her left, she saw the Colonel advancing as well; walking his Cyclops into a storm of exploding SRMs. He let fly with his autocannon and short-range missiles, but missed cleanly as the Clanner’s barrage shook his ‘Mech to bits, accomplishing nothing but tearing up the well-manicured lawn at the Copperhead’s feet. Sam stopped short, drew her leg back for a kick—the Clan machine’s leg shot forward, the rear-facing bird toe hooked behind her ankle and pulled. Sam’s whole world spun as her Zeus was pulled off balance, she gritted her teeth to avoid biting her own tongue. Her heavy Neurohelmet saved her from whiplash, but not from injury as the impact of her eighty-ton giant overstressed the muscles in her lower back. The Copperhead loomed above her, missile racks unmasked and venting smoke. It loomed over her like a vulture as one-by-one she counted missiles reloading. Then Colonel’s battered Cyclops gave it a hard shove, the Copperhead stumbled and fell. “Star Commander Winter Breen,” a woman said, smug satisfaction creeping into her voice. It took Sam a moment to realize it was Star Colonel Dusk. “You have broken your bid by leaving your mission area.” “Star Colonel!” Breen protested, “I was pushed—” “Excuses are unbefitting a warrior,” Mechwarrior Knox taunted, earning a vicious laugh from Star Colonel Dusk. “Aff, Knox. Star Commander, you have broken your bid—you may either forfeit your honor and allow us to engage; or return to the Dropship as a casualty and hope your warriors are up to the challenge of defeating these Warriors without you.” “Inner Sphere ‘Mechwarriors, know that you have won on a technicality only. I withdraw as my Star Colonel orders, but I will challenge this,” Breen promised. “I look forward to taking you as my bondsmen.” Sam watched the Copperhead roll to its feet in a single, efficient motion that didn’t involve the ‘Mech’s arms even once. It spun on its bird-like heels and stalked away in a manner that spoke of pent-up frustration. The Clanners were treating this like a game, she realized bitterly. The lance was just being toyed with because they were playing along— “I’m in trouble here,” Dick Hunter called over the comms. “What’s your status?” Rossi called calmly. “I miss-stepped,” Dick replied darkly, “and my leg snapped off. What’re they making these wolfhounds out of, toothpicks?!” Enemy Forces: B2 Unknown Medium 2: Waiting to Move! B4 Unknown Heavy 2: Runs 4 to 1024! B5 Unknown Heavy 3: Remains Stationary! G1 Unknown Assault 1: Remains Stationary! G2 Unknown Assault 2: Remains Stationary! G3 Unknown Assault 3: Remains Stationary! G4 Unknown Assault 4: Remains Stationary! G5 Unknown Assault 5: Waiting to Move! Mission Objectives Defeat Beta Star! (Partial Victory) Survive! (6/20 Turns) (Total Victory) Ace Note: Previous turn's movement will be in black, current turn's movement will be in green! Map Note: A height 1 tunnel extends from hex 0912 to 1213. It is large enough to accommodate the Rommel, but not large enough for a Battlemech. Due to heat concerns, the Rommel may not fire its weapons while within the tunnel. Special Guest Note: Tank front arc is the triangle. CP-10-Z Cyclops Weight: 90 tons (Assault) HD A(S): 7/9 (3/3) LT A(S): 9/20 (19/19) LT R A(S): 8/8 CT A(S): 13/30 (29/29) CT R A(S): 11/11 RT A(S): 2/20 (19/19) RT R A(S): 8/8 LA A(S): 0/10 (11/15) RA A(S): 6/10 (15/15) LL A(S): 9/17 (19/19) RL A(S): 9/17 (19/19) Heat: 1/30 Overheat Penalty: None Heat Sinks: 12 Movement: 4/6/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Colonel Aldo Rossi Mechwarrior Player: WarLocke Mechwarrior Status: Shrapnel wound (consciousness 3+)! Armament: Autocannon 20 – RT (Heat: 8, Ammo: 17, Range: (L:9 M:6 S:3), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: DESTROYED!) SRM 4 – CT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Medium Laser destroyed! Notes: 2 hands ZEU-6S Zeus Weight: 80 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 18/18 (17/17) LT R A(S): 6/6 CT A(S): 26/26 (25/25) CT R A(S): 9/9 RT A(S): 13/18 (17/17) RT R A(S): 6/6 LA A(S): 7/22 (13/13) RA A(S): 19/22 (13/13) LL A(S): 24/24 (17/17) RL A(S): 24/24 (17/17) Heat: 0/30 Overheat Penalty: None Heat Sinks: 17 Movement: 4/6/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Leutnant Samantha Clover Mechwarrior Player: Mukaikubo Mechwarrior Status: Sprained back (consciousness 3+)! Armament: Large Laser – LT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) LRM 15 – RA (Heat: 5, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser (REAR) – LT(R) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/5 – LA (Heat: 1, Ammo: 19, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Critical Damage: None! Notes: No hands BNC-3S Banshee Weight: 95 tons (Assault) HD A(S): 0/9 (0/3) LT A(S): 4/30 (20/20) LT R A(S): 5/10 CT A(S): 12/40 (30/30) CT R A(S): 17/17 RT A(S): 20/30 (20/20) RT R A(S): 10/10 LA A(S): 11/21 (16/16) RA A(S): 4/21 (16/16) LL A(S): 16/26 (20/20) RL A(S): 26/26 (20/20) Heat: 3/30 Overheat Penalty: None Heat Sinks: 21 Movement: 3/5/0 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Name: Staff Sergeant Major Gerhart von Kempner Mechwarrior Player: Angry_Ed Mechwarrior Status: Killed In Action! Armament: Autocannon/10 – LT (Heat: 3, Ammo: 17, Range: (L:15 M:10 S:5), Status: OK!) PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) PPC – LA (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) SRM 6 – RT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Small Laser – CT (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 1 hand WLF-1 Wolfhound Weight: 35 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 11/11 (8/8) LT R A(S): 5/5 CT A(S): 16/16 (11/11) CT R A(S): 6/6 RT A(S): 11/11 (8/8) RT R A(S): 5/5 LA A(S): 12/12 (6/6) RA A(S): 12/12 (6/6) LL A(S): 13/16 (8/8) RL A(S): 16/16 (8/8) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10 Movement: 6/9/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Corporal Richard Hunter Mechwarrior Player: Spencerb Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser (REAR) – CT(R) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Left Leg blown off! Notes: 1 hand Rommel Tank: Weight: 65 tons (Heavy) Front A(S): 25/40 (7/7) Left A(S): 39/39 (7/7) Right A(S): 39/39 (7/7) Turret A(S): 35/40 (7/7) Rear A(S): 26/26 (7/7) Movement: 3/5 Tracked Crew: Driving 5, Gunnery 4 Tank Crew Twelve: Sergeant Bonnie Hammer, Private Sarah Montesquieu, PFC John Blucher Player: Raverrn Motive System Damage: None! Critical Damage: None! Armament: Autocannon/20 – Turret (Ammo: 18, Range: (L:9 M:6 S:3), Status: OK!) LRM 5 – Turret (Ammo: 21, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – Front (Range: (L:3 M:2 S:1), Status: OK!) Notes: Moderate motive-system damage, +2 penalty to all driving rolls Enemy Status Beta Krait B1 Battle Cobra Critical Damage: Destroyed! Notes: Counts as rough terrain! B2 Thunderchild Tonnage: 50 Target: None Critical Damage: Right Arm Destroyed! Pilot Name: Mechwarrior Knox (severe concussion [3+ consciousness]) Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: Equipped with ECM, becomes 'hidden' when out of Line of Sight! B3 Copperhead Critical Damage: None! Notes: Forced off-map! B4 Unknown Heavy 2 Tonnage: 65 Target: WLF-1 Wolfhound Critical Damage: None! Pilot Name: Mechwarrior Azael Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: B5 Unknown Heavy 3 Tonnage: 65 Target: Seeking New Challenger! Critical Damage: None! Pilot Name: Mechwarrior Drang Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: Equipped with ECM, becomes 'hidden' when out of Line of Sight! Gamma Boa G1 Unknown Assault Tonnage: 80 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 2, Gunnery 1 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G2 Unknown Assault Tonnage: 80 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G3 Unknown Assault Tonnage: 85 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G4 Unknown Assault Tonnage: 90 Target: None Possible! Critical Damage: None! Pilot Name: ??? Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: G5 Unknown Assault Tonnage: 95 Target: None Possible! Critical Damage: None! Pilot Name: Star Colonel Dusk Pilot: Piloting 4, Gunnery 3 Heat: 0/30 Overheat Penalty: None! Armament: Unknown Notes: PoptartsNinja fucked around with this message at 20:15 on Apr 5, 2011 |
# ? Apr 5, 2011 19:53 |
|
PPCs are brutal things. Also: That Wolfhound is not going to become a bondsman, I think. KnoxZone fucked around with this message at 19:58 on Apr 5, 2011 |
# ? Apr 5, 2011 19:56 |
|
/\ Indeed. The BV boost for head-choppers is enormous. You can back down a level?
|
# ? Apr 5, 2011 19:59 |
|
Warlocke: Get the colonel's rear end into the woods. I'll challenge B5 and hold him off for, let's be optimistic, 3 rounds with my tank buddy. Start some more fires if you can, every last bit will help. It'll be your Alamo. Steiner's Last Stand.
|
# ? Apr 5, 2011 20:00 |
|
|
# ? Apr 27, 2024 16:13 |
|
The Merry Marauder posted:You can back down a level? Clearly, you can't. but yes, a 'Mech can reverse up or down an elevation change, it just requires a piloting test--normally pretty easy, I just rolled a 2. And then rolled another 2.
|
# ? Apr 5, 2011 20:02 |