|
It was fun while it lasted, crab lance. Rest in peace.
|
# ? Aug 2, 2011 05:25 |
|
|
# ? Apr 28, 2024 06:21 |
|
PoptartsNinja posted:Oh god the criticals Well, I guess that's mission wipe.
|
# ? Aug 2, 2011 05:26 |
|
It's been an honour serving with you, gentlemen.
|
# ? Aug 2, 2011 05:30 |
|
Like I said. We're already getting rolled, initiative would just speed things up. So. Things are about to go a lot faster.
|
# ? Aug 2, 2011 05:44 |
|
It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet.
|
# ? Aug 2, 2011 05:48 |
|
Is it possible for everyone to be
|
# ? Aug 2, 2011 05:52 |
|
KnoxZone posted:It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet. Yes, but you're a Clan sympathizer trying to spread disinformation! =P
|
# ? Aug 2, 2011 05:53 |
|
KnoxZone posted:It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet. All joking aside, I did entertain that notion for a few seconds before my natural cynicism kicked in. Hope for the best, expect the worst.
|
# ? Aug 2, 2011 05:55 |
|
Personally I'm assuming that everyone died to cockpit TACs except me.
|
# ? Aug 2, 2011 05:57 |
|
Xmas Future posted:Personally I'm assuming that everyone died to cockpit TACs except me. Nah. I probably got killed by an ammo explosion. One TAC cooks off my LRM ammo, and then another one causes my AMS ammo to explode... again.
|
# ? Aug 2, 2011 06:03 |
|
Since the potential for a three-way goon-on-goon match seems to be that of a major reductor in the size of the list, I'd like to throw in my hat for a mech command. Don't have plat, but my e-mail is elite2012 at ymail dot com.
|
# ? Aug 2, 2011 06:06 |
|
We need to hurry up with the Tech Dispersion in the setting, so that we can have more than just Ammunition explode on a regular basis. EDIT: Also, this is god drat torture. Just reveal that the Hyperpulse Generator was inhabited by Ghosts already and make sure it fries all the mechs on the field of battle with a multitude of Stackpole-imposed Criticals. Chicken Slayer fucked around with this message at 06:10 on Aug 2, 2011 |
# ? Aug 2, 2011 06:07 |
|
House Call: Tactical Update 9 Movement Phase R3 Black Knight - Attempts to stand (3 base + 0 movement = 3): rolled 11, succeeds! R4 Exterminator - Deactivates Null Signature System! Combat Phase R1 King Crab - Fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 4, miss! - Fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 7, hit Center Torso (4/28 armor remains)! - Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser= 6): rolled 6, hit Right Rear Leg (8/34 armor remains)! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 8): rolled 8, 2 missiles hit Center Torso (2/28 armor remains), Left Rear Leg (17/34 armor remains)! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Gains 15 heat, sinks 13! R2 Flashman - Fires Large Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 8, hit Left Front Leg (3/34 armor remains)! - Fires Large Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (6/26 armor remains)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Front Leg (0/34 armor, 15/17 structure remains)! Critical Chance! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 8, hit Left Torso (1/26 armor remains)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Front Leg (10/17 structure remains)! Critical Chance! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (0/26 armor, 13/17 structure remains)! Critical Chance! - Gains 29 heat, sinks 30! R3 Black Knight - Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser = 5): rolled 12, hit Left Front Leg (1/17 structure remains)! Critical Chance! - Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser = 5): rolled 6, hit Left Front Leg (0/17 structure remains), damage transfers to Left Torso (5/13 structure remains)! Critical Chance! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 2, miss! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Torso (0/17 structure remains)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (0/17 structure remains), damage transfers to Center Torso (0/28 armor remains, 22/25 structure remains)! Critical Chance! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 6, miss! - Fires Small Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 3, miss! - Gains 35 heat, sinks 32! R4 Exterminator - Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Right Arm (29/34 armor remains)! - Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Center Torso (41/46 armor remains)! - Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 6, miss! - Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 12, hit Right Torso (27/32 armor remains)! - Fires Small Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 6, hit Left Torso (29/32 armor remains)! - Gains 25 heat, sinks 20! Overheating! R5 Lynx - Fires ER PPC at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 10, hit Left Rear Leg (10/20 armor remains)! - Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 2, miss! - Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 9, hit Right Torso (12/17 armor remains)! - Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 3, miss! - Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 12, hit Right Front Leg (15/20 armor remains)! - Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 3, Streak SRM-2 fails to achieve lock and does not fire! - Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 4, Streak SRM-2 fails to achieve lock and does not fire! - Gains 32 heat, sinks 30! R6 Starslayer - Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Arm (26/34 armor remains)! - Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 4, miss! - Fires Medium Laser at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 6, miss! - Fires SRM 4 at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 6, miss! - Gains 27 heat, sinks 22! Overheating! F1 King Crab IIC - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Left Torso (28/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 6, hit Head (7/9 armor remains)! Pilot Hit! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 3, hit Head (5/9 armor remains)! Pilot Hit! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 4, hit Right Torso (28/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 7, hit Left Arm (32/34 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 5, hit Left Arm (22/24 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Right Leg (38/40 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 4, hit Left Leg (28/40 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 7, hit Right Torso (26/30 armor remains)! - Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Right Arm (20/34 armor remains)! - Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 10, hit Center Torso (0/28 armor, 15/18 structure remains)! Critical Chance! - Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 12, hit Left Arm (2/18 armor remains)! - Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 7, hit Right Leg (3/26 armor remains)! F2 Unknown Quad 1 - Fires ER Large Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 7, hit Left Torso (3/24 armor remains)! - Fires ER Large Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 9, hit Right Leg (5/24 armor remains)! - Fires LRM 20 w/ Artemis IV at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 12, 20 missiles hit Left Torso (0/24 armor, 14/16 structure remains (Critical Chance!)), Left Arm (19/24 armor remains), Left Torso (9/16 structure remains (Critical Chance!)), Right Arm (1/24 armor remains)! - Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 5, miss! - Fires ER Small Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 5, miss! - Fires ER Small Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 6, hit Head (2/9 armor remains),! Pilot Hit! F5 Unknown Quad 2 - Fires Streak SRM 6 at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 12, 6 missiles hit Right Arm (7/18 armor remains), Left Torso (5/13 structure remains (Critical Chance!)), Left Leg (24/26 armor remains), Left Torso (3/13 structure remains (Critical Chance!)), Left Leg (22/26 armor remains), Left Leg (20/26 armor remains)! - Fires Streak SRM 6 at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 4, miss! - Fires ER Medium Laser at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 11, hit Left Torso (0/13 structure remains), damage transfers to Center Torso (11/18 structure remains (Critical Chance!))! - Fires ER Medium Laser at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 7, miss! V1 Unknown VTOL 1 - Fires ER Large Laser at F2 Flashman (4 base + 0 range + 1 movement + 2 enemy movement + 2 EM Interference = 9): rolled 10, hit Rear Center Torso (0/10 armor, 21/23 structure remains)! Critical Chance! End Phase: F2 Unknown Quad 1 - Left Front Leg Blown Off! - ER Small Laser destroyed! - ER Small Laser destroyed! - Left Torso Destroyed! - Suffers an Engine Hit due to Torso Destruction! - Suffers an Engine Hit due to Torso Destruction! - Anti-Missile System Destroyed! - Critical Chance in Center Torso: No critical hits sustained! - Leg Destroyed, suffers an automatic fall! Suffers a hit to Right Rear Leg (3/34 armor remains), Right Rear Leg (0/34 armor remains)! - Pilot must roll to avoid pilot damage (3 base + 1 Movement + 1 Massive Damage + 5 Leg Destroyed + 1 Trying to avoid pilot damage = 11): rolled 10, fails! - Pilot must pass a 3+ consciousness test: rolled 5, succeeds! - Overheating: must roll a 4+ to avoid ammo explosion: rolled 5, succeeds! F5 Unknown Quad 2 - Must make a piloting test or fall (3 base + 2 movement + 1 massive damage = 6): rolled 10, succeeds! R1 King Crab - Pilot hit, must pass a 3+ consciousness test! Rolled 8, succeeds! - Pilot hit, must pass a 5+ consciousness test! Rolled 5, succeeds! - Must pass a piloting test or fall (2 base + 0 movement + 1 massive damage = 3): rolled 7, succeeds! R3 Black Knight - Pilot hit, must pass a 7+ consciousness test! Rolled 8, succeeds! - Critical Chance in Left Torso! No critical hit sustained! - Critical Chance in Left Torso! No critical hit sustained! - Must pass a piloting test or fall (3 base + 1 movement + 1 massive damage = 5): rolled 10, succeeds! F5 Lynx - Critical Chance in Center Torso! 1 critical hit sustained! - Engine destroyed! - ‘Mech destroyed by Engine Destruction! Physical Combat Phase: R3 Black Knight - Attempts to punch F2 Unknown Quad 2: automatic miss, target is prone! R4 Exterminator - Kicks F1 King Crab IIC (3 base + 3 movement + 0 enemy movement - 2 kick = 4): rolled 7, hit Right Leg (29/42 armor remains)! End Phase: - Must pass a piloting test or fall (2 base + 0 movement + 1 massive damage + 0 kicked = 3): rolled 9, succeeds! Turn End Phase: Clanners seize initiative! O’Donnelly’s King Crab weathered salvo after salvo of its counterpart’s light autocannons, the small-bore guns chipping armor plating or, more frequently, popping welds and sending whole armor plates clattering to the ground at the King Crab’s disproportionately small cloven feet. O’Donnelly smirked—there was no way small-caliber smoothbore autocannons could— He blinked, his radio-chatter had skipped a beat, his King Crab frozen midstep—he had to struggle to keep it from toppling. What the hell? His vision blurred for a moment before he realized the streaks on his cockpit glass weren’t simply computer-generated tracers from that damned Clan assault ‘Mech, but were the spiderweb fractures of shattered armored glass. He winced, looked down—trying to take stock of his situation. Winced again as he realized that damned Clanner had, from over a quarter of a kilometer, shot him in the gut. His wince quietly shifted to a grimace of silent determination. A hit like that—the wound would already be soaked in ‘Mech coolant. No wonder he’d blacked out; even if only for an instant: ‘Mech coolant was extremely toxic, and the quantity mixing with his blood right now would be lethal without immediate medical aid. Under any other circumstance, O’Donnelly would have been out of the fight. With a flick of a switch he killed his comm. transmissions. His soldiers knew what to do—they were already capitalizing on the damage he’d done to that damned fast-moving Clan quad, they didn’t need him telling them what to do. They’d fight better if they didn’t realize he’d been hit; and he wasn’t about to back down. Not now. Enemy Forces / Next Turn’s Movement: F1 King Crab IIC seizes the initiative! F2 Unknown Quad 1 seizes the initiative! F 5 Unknown Quad 2 seizes the initiative! V1 Unknown VTOL 1 seizes the initiative! Mission Objectives Defeat the Hell’s Horses (3/7 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 28/30 (21/21) LT R A(S): 10/10 CT A(S): 44/44 (31/31) CT R A(S): 15/15 RT A(S): 26/30 (21/21) RT R A(S): 10/10 LA A(S): 32/34 (17/17) RA A(S): 20/34 (17/17) LL A(S): 28/40 (21/21) RL A(S): 38/40 (21/21) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: Shrapnel Wound, Coolant Poisoning (5+) Armament: LRM 15 – LT (Heat: 5, Ammo: 3, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 20, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 99, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 21/25 (23/23) CT R A(S): 4/16 RT A(S): 20/22 (16/16) RT R A(S): 10/10 LA A(S): 0/24 (10/12) RA A(S): 24/24 (12/12) LL A(S): 3/27 (16/16) RL A(S): 12/27 (16/16) Heat: 6/30 Overheat Penalty: Movement reduced to 4/6/0! Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew Mechwarrior Status: Whiplash (3+)! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – CT (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 – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), 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: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 2/9 (3/3) LT A(S): 0/24 (9/16) LT R A(S): 8/8 CT A(S): 27/29 (23/23) CT R A(S): 10/10 RT A(S): 8/24 (16/16) RT R A(S): 8/8 LA A(S): 19/24 (12/12) RA A(S): 1/24 (12/12) LL A(S): 20/24 (16/16) RL A(S): 5/24 (16/16) Heat: 3/30 Overheat Penalty: Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+) Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), 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: OK!) Medium Laser – RT (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!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 11/20 (15/15) LT R A(S): 8/8 CT A(S): 9/21 (21/21) CT R A(S): 8/8 RT A(S): 0/20 (13/15) RT R A(S): 8/8 LA A(S): 16/18 (10/10) RA A(S): 16/18 (10/10) LL A(S): 17/19 (15/15) RL A(S): 12/19 (15/15) Heat: 5/30 Overheat Penalty: Movement reduced to 5/8/6! Heat Sinks: 10(20) Movement: 6/9/6 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!) Critical Damage: 1 Engine hit (+5 heat/turn)! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 0/20 (0/13) LT R A(S): 6/6 CT A(S): 0/28 (15/18) CT R A(S): 8/8 RT A(S): 0/20 (10/13) RT R A(S): 6/6 LA A(S): 0/18 (0/9) RA A(S): 7/18 (9/9) LL A(S): 20/26 (13/13) RL A(S): 3/26 (13/13) Heat: 4/30 Overheat Penalty: Heat Sinks: 15(30) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: Limb Blown Off!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: Limb Blown Off!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: Torso Destroyed!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – HD (Heat: 2, Ammo: 95, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: Engine Destroyed! Notes: no hands or arm actuators STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/19 (12/12) LT R A(S): 5/5 CT A(S): 22/26 (16/16) CT R A(S): 6/6 RT A(S): 12/19 (12/12) RT R A(S): 5/5 LA A(S): 7/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 24/24 (12/12) RL A(S): 24/24 (12/12) Heat: 5/30 Overheat Penalty: Movement reduced to 4/6/5! Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: 3rd Degree Burns, Neural Feedback (5+) Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 23, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Ed Mechwarrior Status: Mild concussion (3+)! Armament: Unknown Critical Damage: None! Notes: F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior Name: Simmons Mechwarrior Status: Killed! Notes: ‘Mech Destroyed, counts as Rough Terrain! F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior Name: Fitzgerald Mechwarrior Status: Ok! Notes: ‘Mech Destroyed, counts as Rough Terrain! F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: V1 Unknown VTOL 1 Weight: 21 tons (VTOL) Crew: Pilot 4, Gunnery 4 Crew Names: Pilot Mortimer, Gunner Bartlebee VTOL Status: Rotor hit, movement reduced to 8/12! Stabilizer hit, movement penalty doubled for Front-mounted weapons! Armament: Unknown Notes: V1 Unknown VTOL 2 Weight: 21 tons (VTOL) Crew Names: Pilot Skye, Gunner Benjamin VTOL Status: Crashed! Notes: Vehicle Destroyed, counts as Rough Terrain! PoptartsNinja fucked around with this message at 19:09 on Aug 2, 2011 |
# ? Aug 2, 2011 06:16 |
|
Defiance Industries posted:I wouldn't say so, just because a 9-hex long range is insufficient for a modern battlefield. Yes, but the point is that you can get a superior short-range weapon set for minimum tonnage leaving everything else open for long-range stuff. As a result you have a mech with almost maximum long-range firepower and a lot of short-range power as well. 2 LRM 20s vs. 2 LRM 15s and 6 medium lasers? 3 ER PPCs vs. 2 ER PPCs and 7 medium lasers? Suddenly the trade-off Archer or Awesome does isn't as lucrative unless you're certain you can keep everything at long distance. And vice versa, Hunchback was a viable idea in 3025 but 12 medium lasers and 4 heat sinks beats AC 20 almost every time.
|
# ? Aug 2, 2011 06:18 |
|
I'll be the first to say it: gently caress.
|
# ? Aug 2, 2011 06:21 |
|
That is a scary Kraken. Also: Shouldn't the Flashman need to make a PSR because of that gyro hit?
|
# ? Aug 2, 2011 06:22 |
|
PoptartsNinja posted:R4 Exterminator Uh waiter... I ordered a Kick, not a Punch.
|
# ? Aug 2, 2011 06:23 |
|
I don't believe the Lynx went down to a loving small laser to the CTor. The mechwarrior player inside me screams at the immense bullshittery of such a terrible weapon getting a kill. I know, small lasers aren't worthless in the tabletop like they are in Mechwarrior, but it's force of habit.
|
# ? Aug 2, 2011 06:24 |
|
... Um, well. Nice knowing you, CrabGuard. At least one of the ponies is essentially out of the fight. Just the Evil Crab and the other pony left... Just be sure to finish the wounded targets off because the Clanners are going to keep murdering you all.
|
# ? Aug 2, 2011 06:25 |
|
W.T. Fits posted:Uh waiter... I ordered a Kick, not a Punch. Oh, whoops. Yes you did, I misread the Black Knight's punch attempt as yours. Stupid cheat sheet. Fixing that.
|
# ? Aug 2, 2011 06:26 |
|
PoptartsNinja posted:Oh, whoops. Yes you did, I misread the Black Knight's punch attempt as yours. Stupid cheat sheet. Fixing that. Awesome. Also: PoptartsNinja posted:- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 12, hit Right Torso (27/32 armor remains)! Aren't 12s supposed to be critical hits?
|
# ? Aug 2, 2011 06:28 |
|
Also, you forgot to list the critical damage for the Pony-mech that got trashed.
|
# ? Aug 2, 2011 06:34 |
|
drat cheating ponymech. Falling over instead of allowing itself to get punched in the face. Truly these clanners show that their honour is false by failing to respect the rules of Steiner Duelling. Well, all up that could have been a hell of a lot worse. I mean, we have mechs still active after all and our two heavy hitters aren't taking dirt naps or anything. I can't remember how initiative affects things, but one person needs to curb stomp that Ponymech whilst the rest focus the Kraken. You know, before it headslaps our Demi Precentor back into the stone age. EDIT: Didn't that chopper suffer the critical damage to all forward firing weapons? Or is that Laser tail mounted or something? Chicken Slayer fucked around with this message at 06:42 on Aug 2, 2011 |
# ? Aug 2, 2011 06:36 |
|
Man, you guys really know how to economize for the military in these difficult economic times. After this battle, everyone can get sent home in the same sponge! Edit: It looks like you have put quad 1 down for a little bit. Even with initiative, it's not going anywhere very far. On the other hand, the tasty little Quad 2 and the very annoying King Crab IIc are in a tight little knot, perfect for surrounding and love tapping. I'd say that everyone should gather round those two to block off escape routes and divide up 1:3 or 3:1 to take down targets. I'd recommend focusing on the KC IIC, since it's a bona fide critseeker and most of you have some very vulnerable recently-installed ventilation. Rivensteel fucked around with this message at 06:43 on Aug 2, 2011 |
# ? Aug 2, 2011 06:38 |
|
W.T. Fits posted:Aren't 12s supposed to be critical hits? No. Critical chances are determined by the hit chart (or actually penetrating armor), not the to-hit roll. A 12 is pretty much just a guaranteed hit. Edit: I'm still half waiting for someone to send me 'idkfa' as their orders. For the unaware, that did something special in the old 'Mechwarrior 2' game. It killed you. PoptartsNinja fucked around with this message at 06:45 on Aug 2, 2011 |
# ? Aug 2, 2011 06:41 |
|
W.T. Fits posted:Awesome. Also: No, your to-hit roll has nothing to do with whether you get a critical hit.
|
# ? Aug 2, 2011 06:43 |
|
I see the Flashman did in fact topple. Should make next turn fun.
|
# ? Aug 2, 2011 06:44 |
|
KnoxZone posted:I see the Flashman did in fact topple. Should make next turn fun. Gyro hits are a bitch. He's actually lucky--that engine hit was just short of a second Gyro hit.
|
# ? Aug 2, 2011 06:46 |
|
Those pilots are injured as gently caress, holy crap. I mean, considering they're inside giant robots you'd think the two states would be "fine, robot didn't explode" or "robot exploded, reduced to gibs". As is you're going to have a burn ward for a command even if you win.
|
# ? Aug 2, 2011 06:49 |
|
Question: Can we jump onto the Hyperpulse Generator?
|
# ? Aug 2, 2011 06:55 |
|
I haven't got the faintest idea what to do now. How much move does just standing up take? Also did I seriously crit the ponymech a million times to accomplish a grand total of jack poo poo because it still has three legs? Well I guess the engine hits would be something if it wasn't about to die this turn anyway and thus probably intending to alpha regardless of heat.
|
# ? Aug 2, 2011 07:03 |
|
UberJew posted:I haven't got the faintest idea what to do now. How much move does just standing up take? 2 MP to (try to) stand; you need to roll a 6. I'd probably back to 0816. Knocking a leg off a quad isn't useless - it does fall down and loses 1 MP and the quad benefits. It's also down to internals on another leg, the loss of which would make it nearly ineffective. Don't forget it lost a torso, so it has less to alpha with, presumably.
|
# ? Aug 2, 2011 07:20 |
|
I know when bipedal mechs lose a leg, they automatically fall. But I thought quad mechs didn't?
|
# ? Aug 2, 2011 07:26 |
|
The Merry Marauder posted:2 MP to (try to) stand; you need to roll a 6. I'd probably back to 0816. You can also careful stand, which is pretty much a sure thing: but it takes all your MP (regardless how much you have). As another thing to note: running with a damaged gyro will force a piloting test to avoid a fall. Gyro hits are nasty, but fortunately pretty uncommon. The Merry Marauder posted:Don't forget it lost a torso, so it has less to alpha with, presumably. Just heat sinks and an AMS. It still has its full armament (not counting the leg-mounted small lasers it lost).
|
# ? Aug 2, 2011 07:27 |
|
^^ Any leg loss is an automatic fall; Quads can just get back up afterward (they just can't lateral shift anymore and lose the stability bonus to piloting checks). Edit: Also, quote is not edit. I'm going to bed.
|
# ? Aug 2, 2011 07:28 |
|
Oh OK. Maybe I'm thinking of a crit to a hip actuator or something. I've been using Barghests in Legends and I remember being surprised at one of mine remaining standing after getting a leg hosed up.
|
# ? Aug 2, 2011 07:30 |
|
Also didn't that quad also take two engine hits as well?
|
# ? Aug 2, 2011 07:36 |
|
Hmm. Alright. So the Clanners have the initiative right now. Assuming F2 successfully stands up, it'll probably try moving out of melee range. If it fails to successfully stand up, I can kick it to stomp its head in, though. However I'm thinking my best bet might be to assume it will, and start to move north so when it's finished off I can more quickly engage the others, and just pour more MLs into the ponymech and just hope I manage to either fry that right leg or get the engine. What do you guys think?
|
# ? Aug 2, 2011 07:42 |
|
Gothsheep posted:However I'm thinking my best bet might be to assume it will, and start to move north so when it's finished off I can more quickly engage the others, and just pour more MLs into the ponymech and just hope I manage to either fry that right leg or get the engine. It is very likely to be able to stand, even without the quad bonus. My first thought was to move north to the base of the hill, but I have visions of F5 jumping above you and Clanner Footing your head off if you do; perhaps backing to 1419 would be best and keep your options mostly open?
|
# ? Aug 2, 2011 07:50 |
|
|
# ? Apr 28, 2024 06:21 |
|
The Merry Marauder posted:It is very likely to be able to stand, even without the quad bonus. My first thought was to move north to the base of the hill, but I have visions of F5 jumping above you and Clanner Footing your head off if you do; perhaps backing to 1419 would be best and keep your options mostly open? Is that an actual worry? Clanners don't really do melee combat unless they have no choice. Still, I don't want to run because I don't want to incur any more to-hit penalties than I have to. I'm thinking of moving 2 hexes north and then blasting F2 wherever it goes. That should put me within striking range of the Kraken round after next as well, assuming F2 goes down on the next one.
|
# ? Aug 2, 2011 08:02 |