|
Chronojam posted:There's a whole phase for such things? That kinda makes it fair. Two. one to fire your artillery indirect (before the turn begins), and then there is a tag phase just before shooting if you don't fire indirect you fire directly 7-17 hexes in the main gunnery phase.
|
# ? Sep 6, 2012 03:57 |
|
|
# ? Apr 27, 2024 19:11 |
|
AtomikKrab posted:He would have had to already have fired it in the indirect phase to do it. I'm simplifying things for readability since the players are well within the 'missile arrives the same turn' radius. Needless to say, that expensive homing missile ammo is still used when Tag doesn't designate an appropriate target.
|
# ? Sep 6, 2012 05:31 |
|
jng2058 posted:Atlas orders in. I, ummm, think we're gonna lose a truck this turn but it can't really be helped.
|
# ? Sep 6, 2012 05:33 |
|
PoptartsNinja posted:I'm simplifying things for readability since the players are well within the 'missile arrives the same turn' radius. Needless to say, that expensive homing missile ammo is still used when Tag doesn't designate an appropriate target. Thats what i'm saying, that he is probably using the expensive ammo right now and thus not shooting regular rounds over the hill to try to paste us goons.
|
# ? Sep 6, 2012 05:51 |
|
I'm picturing Bane saying this. "When
|
# ? Sep 6, 2012 05:51 |
|
I have an exciting turn of sinking heat and firing one meager gun to look forward to!
|
# ? Sep 6, 2012 08:05 |
|
I'm just shooting missiles at things I can't even see. Could be hitting puppy orphanages for all I know. Also, orders are in.
|
# ? Sep 6, 2012 13:26 |
|
joneswt posted:I'm just shooting missiles at things I can't even see. Could be hitting puppy orphanages for all I know. You're a Death Commando. You know.
|
# ? Sep 6, 2012 14:51 |
|
joneswt posted:I'm just shooting missiles at things I can't even see. Could be hitting puppy orphanages for all I know. Also, orders are in. Puppy sibkos, we're fighting clanners. No parents to lose.
|
# ? Sep 6, 2012 16:06 |
|
AJ_Impy posted:Puppy sibkos, we're fighting clanners. No parents to lose. Rex grimaced as he stalked through the Clan junkyard. He had failed, again, to attain his puppyname, and had brought dishonor to himself. Now, he was relegated to garrisoning a second-line clan junkyard for the rest of his days. Twice as many parts to pick from, at half the price with a quarter of the grime! That's CRAZY PHELANS KER-RAZY CLAN PHICK-A-PHART!
|
# ? Sep 6, 2012 16:45 |
|
This is going to be the best turn. I can tell. Ahahaha, yup. PoptartsNinja fucked around with this message at 00:34 on Sep 7, 2012 |
# ? Sep 7, 2012 00:27 |
|
PoptartsNinja posted:This is going to be the best turn. I can tell. This sounds promising.
|
# ? Sep 7, 2012 00:41 |
|
Here we go, gentlemen
|
# ? Sep 7, 2012 00:45 |
|
ERPPC headcap.
|
# ? Sep 7, 2012 01:15 |
|
Meltdown: Tactical Update 5 Movement Phase - Truck MP reduced by heat! Y2 Banshee IIC - Attempts to move into an occupied hex, movement ends in 2014! Combat Phase Y1 Stalker - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 4, hit Left Arm (0/22 armor, 12/15 structure remains)! - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 4, hit Center Torso (18/34 armor remains)! - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 4, hit Center Torso (13/34 armor remains)! - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 9, hit Right Torso (2/30 armor remains)! - Fires SRM-6 at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement - 1 iLK = 3): rolled 6, 2 missiles hit Head (5/9 armor remains (Pilot hit!)), Left Torso (13/30 armor remains)! - Fires SRM-6 at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement - 1 iLK = 3): rolled 12, 3 missiles hit Left Leg (17/29 armor remains), Right Arm (2/22 armor remains), Left Leg (15/29 armor remains)! - Gains 35 heat, sinks 30! Overheating! Y2 Banshee IIC - Torso twists to threaten hex 1924! - Fires Clan ER PPC at J1 Annihilator IIC (1 base + 2 range + 1 movement + 2 enemy movement + 1 partial cover = 7): rolled 9, hit Left Torso (16/31 armor remains)! - Fires Ultra AC/10 (Ultra) at J1 Annihilator (1 base + 2 range + 1 movement + 2 enemy movement + 1 partial cover = 7): rolled 6, miss! - Gains 27 heat, sinks 22! Overheating! Y3 Crockett - Fires AC/10 at J4 Exterminator IIC (1 base + 0 range + 3 movement + 3 enemy movement = 7): rolled 11, hit Left Leg (3/21 armor remains)! - Gains 9 heat, sinks 22! Y4 Atlas - Fires Gauss Rifle at J2 Pilliager IIC (0 base + 2 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Right Arm (16/31 armor remains)! - Fires MRM-40 at J2 Pilliager IIC (0 base + 4 range + 2 movement + 0 enemy movement - 1 iLK = 5): rolled 4, miss! - Gains 18 heat, sinks 30! Y5 Archer - Fires LRM-20 at J4 Exterminator IIC: No line of sight to target! - Gains 4 heat, sinks 15! Y6 Flashman - Fires Large Laser at J4 Exterminator IIC (1 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 9): rolled 3, miss! - Fires Large Laser at J4 Exterminator IIC (1 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 9): rolled 7, miss! - Fires Large Laser at J4 Exterminator IIC (1 base + 2 range + 2 movement + 3 enemy movement + 1 partial cover = 9): rolled 2, miss! - Gains 27 heat, sinks 27! Y7 Raven - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 5, heat Head (0/9 armor remains (Pilot hit!))! - Fires Medium Laser at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 6, hit Right Arm (0/22 armor, 12/15 structure remains (Critical chance!))! - Fires MRM-10 at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement - 1 iLK = 3): rolled 8, 6 missiles hit Left Arm (7/15 structure remains (Critical chance!)), Left Leg (14/29 armor remains)! - Fires MRM-10 at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement - 1 iLK = 3): rolled 7, 6 missiles hit Center Torso (8/34 armor remains), Right Leg (24/29 armor remains)! - Uses Recon Camera on J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement = 4): rolled 9, hit! - - Spots Cyclops for Indirect Fire! - Gains 21 heat, sinks 18! Y8 Po 1 - Fires MRM-10 at J3 Cyclops IIC (1 base + 4 range + 2 movement + 1 enemy movement - 1 iLK = 7): rolled 6, miss! - Fires MRM-10 at J3 Cyclops IIC (1 base + 4 range + 2 movement + 1 enemy movement - 1 iLK = 7): rolled 11, 8 missiles hit Center Torso (3/34 armor remains), Left Torso (10/30 armor remains)! - Fires MRM-10 at J3 Cyclops IIC (1 base + 4 range + 2 movement + 1 enemy movement - 1 iLK = 7): rolled 5, miss ! - Gains 17 heat, sinks 18! Y9 Po 2 - Fires MRM-10 at J3 Cyclops IIC (1 base + 2 range + 2 movement + 1 enemy movement - 1 iLK = 5): rolled 7, 8 missiles hit Left Leg (9/29 armor remains), Center Torso (0/34 armor remains)! - Fires MRM-10 at J3 Cyclops IIC (1 base + 2 range + 2 movement + 1 enemy movement - 1 iLK = 5): rolled 5, 8 missiles hit Left Torso (5/30 armor remains), Left Torso (2/30 armor remains)! - Fires MRM-10 at J3 Cyclops IIC (1 base + 2 range + 2 movement + 1 enemy movement - 1 iLK = 5): rolled 3, miss ! - Gains 13 heat, sinks 18! Y10 Phoenix Hawk - Fires Large Laser ay J3 Cyclops IIC (1 base + 2 range + 3 movement + 1 enemy movement = 7): rolled 5, miss! - Gains 17 heat, sinks 15! J1 Annihilator IIC - Fires Ultra AC/10 (Ultra) at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 7, 2 shells hit Left Leg (15/25 armor remains), Left Torso (8/25 armor remains)! - Fires Ultra AC/10 (Ultra) at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 7, 1 shell hits Left Torso (0/25 armor, 16/18 structure remains)! Critical chance! - Fires Medium Pulse Laser at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 5): rolled 6, hit Center Torso (29/36 armor remains)! - Fires Medium Pulse Laser at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement - 2 pulse laser = 5): rolled 5, hit Center Torso (22/36 armor remains)! - Fires LB-10X/AC (Cluster) at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement - 1 cluster = 6): rolled 7, 8 clusters hit Left Torso (15/18 structure remains (Critical chance!)), Left Arm (15/23 armor remains), Center Torso (21/36 armor remains), Left Leg (14/25 armor remains), Left Torso (14/18 structure remains (Critical chance!)), Head (8/9 armor remains (Pilot hit!)), Center Torso (20/36 armor remains), Center Torso (19/36 armor remains)! - Fires LB-10X/AC (Cluster) at Y1 Stalker (2 base + 2 range + 2 movement + 1 enemy movement - 1 cluster = 6): rolled 11, 8 clusters hit Right Leg (24/25 armor remains), Right Arm (20/23 armor remains), Center Torso (18/36 armor remains), Right Leg (23/25 armor remains), Center Torso (17/36 armor remains), Right Leg (22/25 armor remains), Center Torso (16/36 armor remains), Center Torso (15/36 armor remains)! J2 Pillager IIC - Fires Gauss Rifle at Y4 Atlas (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 7, hit Right Arm (19/34 armor remains)! - Fires Gauss Rifle at Y4 Atlas (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 11, hit Left Torso (17/32 armor remains)! - Fires ER Large Laser at Y4 Atlas (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 7, hit Right Torso (22/32 armor remains)! - Fires ER Large Laser at Y4 Atlas (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 7, hit Left Torso (7/32 armor remains (Through-Armor Critical chance!))! - Fires ER Large Laser at Y4 Atlas (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 2, miss! J3 Cyclops IIC - Fires Medium Pulse Laser at Y7 Raven (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Left Torso (5/12 armor remains)! - Fires Medium Pulse Laser at Y7 Raven (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 9, hit Right Torso (5/12 armor remains)! - Fires LRM-10 w/ Artemis IV at Y7 Raven (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 10 missiles hit Left Leg (7/12 armor remains), Center Torso (8/13 armor remains)! - Fires Streak SRM-6 at Y7 Raven (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, fails to lock on! J4 Exterminator IIC - Fires TAG at Y3 Crockett (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, TAGGED! - Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 6): rolled 6, hit Left Leg (22/36 armor remains)! - Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, hit Right Arm (21/28 armor remains)! - Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss! - Fires Medium Pulse Laser at Y3 Crockett (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Right Arm (14/28 armor remains)! J5 Unknown Heavy - Fires Arrow IV Missile System (Homing) at Lower Left quadrant: rolled 6, hit! - - Y3 Crockett is Tagged: rolled 7, hit directly! Missile hits Right Torso (5/25 armor remains)! S1 Salamander - Holds fire! S2 Salamander - Holds fire! S3 Salamander S4 Salamander - Holds fire! S5 Salamander - Fires Inferno SRMs (OS) at Y1 Stalker (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 4, 4 missiles hit! Y1 Stalker gains 8 heat! - Fires Flamer (Damage) at Y1 Stalker (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 6, 3 troopers hit Left Leg (12/25 armor remains), Right Torso (Rear) (5/7 armor remains), Left Arm (13/23 armor remains)! - Fires Flamer (Damage) at Y1 Stalker (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 9, 4 troopers hit Right Arm (18/23 armor remains (Through-Armor Critical chance!)), Right Torso (Rear) (3/7 armor remains), Left Torso (Rear) (5/7 armor remains), Left Leg (10/25 armor remains)! End Phase: J3 Cyclops IIC - Must pass a 7+ consciousness test: rolled 6, fails! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): automatic failure! - - Suffers 9 damage in the fall to Right Arm (7/15 structure remains (Critical chance!)), Right Leg (20/29 armor remains) - - Pilot suffers an automatic hit! - Critical chance in Right Arm! No critical hits sustained! - Critical chance in Left Arm! No critical hits sustained! - Critical chance in Right Arm! Limb blown off! Y1 Stalker - Must pass a 3+ consciousness test: rolled 6, succeeds! - Critical chance in Left Torso! No critical hits sustained! - Critical chance in Left Torso! No critical hits sustained! - Critical chance in Left Torso! 1 critical hit sustained! - - SRM-6 hit! - Through-Armor Critical chance in Right Arm! 1 critical hit sustained! - - LRM-10 Ammo hit! - Pilot hit! Pilot hit! - Suffers 60 damage to Right Arm (0/23 armor, 0/18 structure remains)! Limb blown off! - - 28 damage transfers to Right Torso (0/25 armor, 11/18 structure remains)! Critical chance! - Critical chance in Right torso! 2 critical hits sustained! - - SRM-6 hit! - - Large Laser hit! - Must pass a 7+ consciousness test: rolled 3, fails! - Must pass a piloting test or fall (2 base + 1 massive damage = 3): automatic success! - - Suffers 8 damage in the fall to Left Leg (5/25 armor remains), Right Leg (19/25 armor remains)! - - Pilot suffers an automatic hit! Y4 Atlas - Critical chance in Left Torso! No critical hits sustained! - Must pass a piloting test or fall (1 base + 1 massive damage = 2): Automatic success! Ho He’s ER PPC scored a deep furrow on the enemy commander’s side, blasting more than a ton of armor from the massive assault `Mech. It staggered more from surprise than an actual loss of balance and turned to stare incredulously with the single baleful eye-like cockpit. “We are betrayed!” Tython Yeh howled, enraged. “Fine then, Miranda. I had readied myself to be impressed by your stunning combat acumen but now? I shall kill each and every one of your newfound ‘friends.’” With a hiss, the Annihilator’s torso spun with dread precision; the autocannons in its chest belching meter-long gouts of flame as heavy slugs pulverized armor protecting Cong Tsui’s Stalker. His `Mech’s skeleton screeched in protest as heavy slugs tore armor plating away and medium lasers stitched an eye-searing ‘x’ across its center torso. The Annihilator’s arm-mounted autocannons spoke with a rumbling boom, peppering the brutalized Stalker with submunitions. A gout of smoke burst from the `Mech’s left breast as the short range missile launcher housed there was blasted apart, spilling its complement of six missiles to the ground at the Stalker’s feet. Ho He’s eyes widened as the scarab-like figures of enemy infantry clawed their way up through the cracked ground. White-hot steam washed over them without apparent discomfort, and the contrails of Inferno SRMs set the Stalker aflame; each adding in a pair of arm-mounted flamethrowers for good measure. Like a skyrocket, the Stalker’s right arm burst from its chest like a boxy, multi-ton missile and the massive Assault `Mech collapsed in a boneless heap. Mission Objective: Secure the Geothermal Plant ((1/2)/5) OR Destroy Outflow Control Bunkers (0/2) Key: Y1 Stalker, Y2 Banshee IIC, Y3 Crockett, Y4 Atlas, Y5 Archer, Y6 Flashman, Y7 Raven, Y8 Po 1, Y9 Po 2, Y10 Phoenix Hawk T1 Nondescript Cargo Truck A, T2 Nondescript Cargo Truck B Enemy Movement Mods J1 Annihilator IIC: +1 Reversed J2 Pilliager IIC: +0 Stationary J3 Cyclops IIC: +0 Immobile J4 Exterminator IIC: +3 Jumped J5 Unknown Heavy: +0 Walked S1 Salamander: +0 Stationary S2 Salamander: +0 Stationary S3 Salamander: ??? S4 Salamander: +0 Stationary S5 Salamander: ??? Y1 STLK-3F Stalker Weight: 85 tons (Assault) HD A(S): 8/9 (3/3) LT A(S): 0/25 (14/18) LT R A(S): 5/7 CT A(S): 15/36 (27/27) CT R A(S): 11/11 RT A(S): 0/25 (11/18) RT R A(S): 3/7 LA A(S): 13/23 (14/14) RA A(S): 0/23 (0/14) LL A(S): 5/25 (18/18) RL A(S): 19/25 (18/18) Heat: 0/30 Overheat Penalty: Movement reduced to 2/3/0! Heat Sinks: 20[30] Movement: 3/5/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Cong Tsui Mechwarrior Player: Olesh Mechwarrior Status: Shrapnel Wound, Compound Rib Fracture, Neural Feedback (9+)! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: BLOWN OFF!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: BLOWN OFF!) Medium Laser – LA (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!) Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: DAMAGED!) Large Laser – LT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) iLK SRM-6 – RT (Heat: 4, Ammo: 20, Range: (L:9 M:6 S:3), Status: DAMAGED!) iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: DAMAGED!) iLK LRM-10 – RA (Heat: 6, Ammo: 6, Range: (L:21 M:14 S:7 Min:6), Status: BLOWN OFF!) iLK LRM-10 – LA (Heat: 6, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y2 Banshee IIC Weight: 95 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 30/30 (20/20) LT R A(S): 10/10 CT A(S): 47/47 (30/30) CT R A(S): 12/12 RT A(S): 30/30 (20/20) RT R A(S): 10/10 LA A(S): 31/31 (16/16) RA A(S): 31/31 (16/16) LL A(S): 39/39 (20/20) RL A(S): 39/39 (20/20) Heat: 5/30 Overheat Penalty: Movement reduced to 3/5/0! Heat Sinks: 11[22] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery1 Mechwarrior Name: Ho He Mechwarrior Player: Chronojam Mechwarrior Status: OK! Armament: Clan ER PPC – LT (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Clan Ultra AC/10 – RT (Heat: 3/shot, Ammo: 18, Range: (L:18 M:12 S:6), Status: OK!) Clan ER Small Laser – HD (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!) Critical Damage: None! Notes: 2 hands Y3 CRK-5003-0 Crockett Weight: 85 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 18/25 (18/18) LT R A(S): 11/11 CT A(S): 11/35 (27/27) CT R A(S): 19/19 RT A(S): 5/25 (18/18) RT R A(S): 11/11 LA A(S): 28/28 (14/14) RA A(S): 14/28 (14/14) LL A(S): 22/36 (18/18) RL A(S): 29/36 (18/18) Heat: 0/30 Overheat Penalty: Heat Sinks: 15[22] Movement: 3/5/3 Mechwarrior: Vox Nihili Mechwarrior Name: Iskander Vassiliev Mechwarrior Player: Mechwarrior Status: Prior Injury (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!) Small Laser – RA (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Small Laser – LA (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) iLK SRM-6 – RT (Heat: 4, Ammo: 24, Range: (L:9 M:6 S:3), Status: OK!) iLK SRM-6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Autocannon/10 – LT (Heat: 3, Ammo: 14, Range: (L:15 M:10 S:5), Status: OK!) Critical Damage: None! Notes: no hands Y4 AS7-DC Atlas Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 7/32 (16/21) LT R A(S): 10/10 CT A(S): 27/47 (31/31) CT R A(S): 14/14 RT A(S): 22/32 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 19/34 (17/17) LL A(S): 41/41 (21/21) RL A(S): 39/41 (21/21) Heat: 0/30 Overheat Penalty: Heat Sinks: 20[30] Movement: 3/5[6]/0 Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Terrace Williams Mechwarrior Player: jng2058 Mechwarrior Status: OK! Armament: Medium Laser – RA (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!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK MRM-40 – LT (Heat: 12, Ammo: 7, Range: (L:15 M:8 S:3), Status: OK!) Gauss Rifle – RT (Heat: 1, Ammo: 14, Range: (L:22 M:15 S:7 Min:2), Status: OK!) Critical Damage: Gyro damaged! Notes: 2 hands Y5 ARC-2R Archer Weight: 70 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 24/24 (15/15) LT R A(S): 6/6 CT A(S): 33/33 (22/22) CT R A(S): 10/10 RT A(S): 24/24 (10/15) RT R A(S): 6/6 LA A(S): 0/22 (0/11) RA A(S): 22/22 (11/11) LL A(S): 26/26 (15/15) RL A(S): 26/26 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10[15] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Lukas Boehm Mechwarrior Player: joneswt Mechwarrior Status: OK! Armament: Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) iLK LRM-20 – RT (Heat: 6, Ammo: 19, Range: (L:21 M:14 S:7 Min:6), Status: Ok!) Critical Damage: Left Arm Blown Off! Notes: 2 hands Y6 FLSH-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 7/22 (16/16) LT R A(S): 10/10 CT A(S): 0/25 (23/23) CT R A(S): 16/16 RT A(S): 22/22 (16/16) RT R A(S): 10/10 LA A(S): 24/24 (12/12) RA A(S): 14/24 (12/12) LL A(S): 27/27 (16/16) RL A(S): 27/27 (16/16) Heat: 5/30 Overheat Penalty: Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Urjasz Sobczak Mechwarrior Player: AJ_Impy Mechwarrior Status: Prior Injury (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 – 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!) Medium Laser – LT(REAR) (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, Range: (S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y7 RVN-1DC Raven Weight: 30 tons (Light) HD A(S): 9/9 (3/3) LT A(S): 5/12 (8/8) LT R A(S): 3/3 CT A(S): 8/13 (11/11) CT R A(S): 4/4 RT A(S): 5/12 (8/8) RT R A(S): 3/3 LA A(S): 8/8 (6/6) RA A(S): 8/8 (6/6) LL A(S): 7/12 (8/8) RL A(S): 12/12 (8/8) Heat: 3/30 Overheat Penalty: None Heat Sinks: 12[18] Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Nkiruka Olisaemeka Mechwarrior Player: Putin It In Mah rear end Mechwarrior Status: OK! Armament: Medium Laser – RA (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!) iLK MRM-10 – RT (Heat: 4, Ammo: 32, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Searchlight – LA (Status: OK!) Recon Camera – LA (Range: (L:15 M:10 S:5), Status: OK!) Beagle Active Probe – LT (Range: (S:6), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y8 PO-2L Po 1 Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 15/15 (10/10) LT R A(S): 4/4 CT A(S): 18/18 (12/12) CT R A(S): 5/5 RT A(S): 15/15 (10/10) RT R A(S): 4/4 LA A(S): 11/11 (6/6) RA A(S): 11/11 (6/6) LL A(S): 14/14 (10/10) RL A(S): 14/14 (10/10) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12[18] Movement: 4/6/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Louw Bouman Mechwarrior Player: Taerkar Mechwarrior Status: OK! Armament: iLK MRM-10 – RA (Heat: 4, Ammo: 31, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – CT (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Flamer – RT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Flamer – LT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y9 PO-2L Po 2 Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 15/15 (10/10) LT R A(S): 4/4 CT A(S): 18/18 (12/12) CT R A(S): 5/5 RT A(S): 15/15 (10/10) RT R A(S): 4/4 LA A(S): 11/11 (6/6) RA A(S): 11/11 (6/6) LL A(S): 14/14 (10/10) RL A(S): 14/14 (9/10) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12[18] Movement: 5/8/0 Mechwarrior: Pilot 2, Gunnery 1 Mechwarrior Name: Ethan Parkinson Mechwarrior Player: AtomikKrab Mechwarrior Status: OK! Armament: iLK MRM-10 – RA (Heat: 4, Ammo: 29, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – LA (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) iLK MRM-10 – CT (Heat: 4, Ammo: -, Range: (L:15 M:8 S:3), Status: OK!) Flamer – RT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Flamer – LT (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators Y10 PHX-1 Phoenix Hawk Weight: 45 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/18 (11/11) LT R A(S): 4/4 CT A(S): 23/23 (13/14) CT R A(S): 5/5 RT A(S): 18/18 (11/11) RT R A(S): 4/4 LA A(S): 10/10 (7/7) RA A(S): 10/10 (7/7) LL A(S): 15/15 (11/11) RL A(S): 15/15 (11/11) Heat: 4/30 Overheat Penalty: Heat Sinks: 10[15] Movement: 6/9/6 Mechwarrior: Pilot 1, Gunnery 1 Mechwarrior Name: Zdenko Horvat Mechwarrior Player: Fuzzy Mammal Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), 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!) Machine Gun – RA (Ammo: 98, Range: (L:3 M:2 S:1), Status: OK!) Machine Gun – LA (Ammo: -, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 2 hands T1) Nondescript Cargo Truck A Weight: 10 tons (Support Vehicle) Front A(S): 12/12 (1/1) Left A(S): 10/10 (1/1) Right A(S): 10/10 (1/1) Rear A(S): 8/8 (1/1) Movement: 3/4 Driver: Pilot 5 Driver Name: Piet Support Vehicle Status: Ok! Armament: High Yield Explosives – Cargo Bay (Ammo: 1, Range: (L:0 M:0 S:0), Status: OK!) Notes: Waiting for deployment orders! T2) Nondescript Cargo Truck B Weight: 10 tons (Support Vehicle) Front A(S): 12/12 (1/1) Left A(S): 10/10 (1/1) Right A(S): 10/10 (1/1) Rear A(S): 8/8 (1/1) Movement: 2/3 Driver: Pilot 5 Driver Name: Mao Pan Support Vehicle Status: Ok! Armament: High Yield Explosives – Cargo Bay (Ammo: 1, Range: (L:0 M:0 S:0), Status: OK!) Notes: Waiting for deployment orders! J1 Annihilator IIC Weight: 100 tons (Assault) Overheat Penalty: None Movement: 3/5/0 Mechwarrior: Pilot 2, Gunnery 2 Mechwarrior Name: Star Captain Tithon Yeh Mechwarrior Status: OK! Armament: 4x Autocannon/10, 4x Medium Laser Critical Damage: None! Notes: no hands J2 Pillager IIC [b]Weight:[/b] 100 tons (Assault) [b]Overheat Penalty:[/b] None [b]Movement:[/b] 3/5/0 [b]Mechwarrior:[/b] Pilot 4, Gunnery 3 [b]Mechwarrior Name:[/b] Renesme [b]Mechwarrior Status:[/b] OK! [b]Armament:[/b] 2x Gauss Rifles, 4x Large Lasers, ??? [b]Critical Damage:[/b] None! [b]Notes:[/b] 2 hands [b]J3 Cyclops IIC[/b] [b]Weight:[/b] 90 tons (Assault) [b]Overheat Penalty:[/b] None [b]Movement:[/b] 4/6/0 [b]Mechwarrior:[/b] Pilot 4, Gunnery 3 [b]Mechwarrior Name:[/b] Tegrin [b]Mechwarrior Status:[/b] Unconscious (9+)! [b]Armament:[/b] Autocannon/20, LRM-10, SRM-6, 2x Medium Lasers [b]Critical Damage:[/b] None! [b]Notes:[/b] 2 hands [b]J4 Exterminator IIC[/b] [b]Weight:[/b] 65 tons (Heavy) [b]Overheat Penalty:[/b] None [b]Movement:[/b] 6/9/6 [b]Mechwarrior:[/b] Pilot 4, Gunnery 3 [b]Mechwarrior Name:[/b] Steve [b]Mechwarrior Status:[/b] OK! [b]Armament:[/b] LRM-10, 4x Medium Laser, TAG, ECM [b]Critical Damage:[/b] None! [b]Notes:[/b] 2 hands [b]J5 Unknown Heavy[/b] [b]Weight:[/b] 70 tons (Class) [b]Overheat Penalty:[/b] None [b]Movement:[/b] 5/8/0 [b]Mechwarrior:[/b] Pilot 4, Gunnery 3 [b]Mechwarrior Name:[/b] Aias [b]Mechwarrior Status:[/b] OK! [b]Armament:[/b] LRM-20, 3x Medium Laser, Arrow IV Artillery System, ???, ???, ??? [b]Critical Damage:[/b] None! [b]Notes:[/b] 1 hand [b]S1 Salamander[/b] 5 troopers active! [b]S2 Salamander[/b] 5 troopers active! [b]S3 Salamander[/b] 5 troopers active! [b]S4 Salamander[/b] 5 troopers active! [b]S5 Salamander[/b] 5 troopers active! PoptartsNinja fucked around with this message at 01:23 on Sep 7, 2012 |
# ? Sep 7, 2012 01:20 |
|
Trading the Stalker for the Cyclops is a good trade, but the damage is quickly piling up on the goon assault mechs. Not exactly the awe inspiring backstab I was expecting, either.
|
# ? Sep 7, 2012 01:25 |
|
Shouldn't the Cyclops have taken two critical rolls in the left arm? It took structure damage twice.
|
# ? Sep 7, 2012 01:38 |
|
Ok We got a bit dumb there. Also the atlas as well. Remember we can't move through the salamanders (as they can grapple us) so Atlas you should turn left twice and book it 4 hexes and outside where they can shoot you and engage the big annie. If I remember firing on an unconcious pilot is extremely dishonorable for the clans right? So as long as we hands off the cyclops we can hope they won't shoot the stalker?
|
# ? Sep 7, 2012 01:40 |
|
AtomikKrab posted:If I remember firing on an unconcious pilot is extremely dishonorable for the clans right? So as long as we hands off the cyclops we can hope they won't shoot the stalker? Maybe, but you guys have really pissed the Clanners off. I am almost certain that honor isn't a thing anymore. I doubt they will waste shots on a harmless mech though. The Salamanders will probably finish it off.
|
# ? Sep 7, 2012 01:42 |
|
Wow, the Stalker got absolutely mauled. Weaponry is down to 2 MLs, a LL, and a LRM-10. It's a little worrisome to see that the Assault Lance is getting worked over.
|
# ? Sep 7, 2012 01:44 |
|
Shouldn't the Crockett have a piloting skill check for taking 20 damage?
|
# ? Sep 7, 2012 01:45 |
|
Ok Phawk can DFA the Pillager, this can be massively effective since it will punt the mech off a height 2 hill. Should it do so? And i'm considering going prone at the end of my movmement to get myself some protection from the incoming firestorm. AtomikKrab fucked around with this message at 02:00 on Sep 7, 2012 |
# ? Sep 7, 2012 01:52 |
AtomikKrab posted:Ok We got a bit dumb there. Also the atlas as well. It was move forward and be able to shoot, stand still and get fried and TAGged, or back up and still get TAGged and fried. I don't know what else you think I should have done. Also, if I'd managed to hit with the 5+ MRM-40 I'd have done some decent damage to the the Pillager. It should have worked.
|
|
# ? Sep 7, 2012 02:23 |
|
AtomikKrab posted:Ok Phawk can DFA the Pillager, this can be massively effective since it will punt the mech off a height 2 hill. Should it do so? Only if your pilot says "Lemme show you how we do things in Sian" right before she slams her feet into the dude's cockpit.
|
# ? Sep 7, 2012 02:26 |
|
jng2058 posted:It was move forward and be able to shoot, stand still and get fried and TAGged, or back up and still get TAGged and fried. I don't know what else you think I should have done. Also, if I'd managed to hit with the 5+ MRM-40 I'd have done some decent damage to the the Pillager. AtomikKrab fucked around with this message at 02:30 on Sep 7, 2012 |
# ? Sep 7, 2012 02:27 |
|
Hey, I'm seeing a discrepancy between last turn and this one. Last turn we had this: quote:- Fires MRM-10 at J3 Cyclops IIC (1 base + 2 range + 2 movement + 1 enemy movement - 1 iLK = 5): rolled 8, 12 missiles hit Left Arm (7/22 armor remains), Left Leg (2/22 armor remains), Right Torso (15/30 armor remains)! And this turn we have this: quote:- Fires SRM-6 at J3 Cyclops IIC (1 base + 0 range + 2 movement + 1 enemy movement - 1 iLK = 3): rolled 12, 3 missiles hit Left Leg (17/29 armor remains), Right Arm (2/22 armor remains), Left Leg (15/29 armor remains)! I understand this won't actually affect what happens to me, but I'm pretty sure the Cyclops has to roll a bunch of critical chances on that leg. Also, I had a kick in my orders - does this not happen because I was taken out during shooting?
|
# ? Sep 7, 2012 02:48 |
|
Olesh posted:Hey, I'm seeing a discrepancy between last turn and this one. It does not happen because you were taken out in the shooting. If you weren't you'd auto-hit due to a prone adjacent out cold target. It looks like 3 crit chances on that leg. chance to get luckily and pop it off. AtomikKrab fucked around with this message at 02:52 on Sep 7, 2012 |
# ? Sep 7, 2012 02:49 |
|
jng2058 posted:It was move forward and be able to shoot, stand still and get fried and TAGged, or back up and still get TAGged and fried. I don't know what else you think I should have done. Also, if I'd managed to hit with the 5+ MRM-40 I'd have done some decent damage to the the Pillager. You should have clearly gone for a Crane Kick. There is no defense against it.
|
# ? Sep 7, 2012 02:52 |
|
Only if you do it right though, a difficult feat.
|
# ? Sep 7, 2012 02:59 |
|
Death Commandos sweep the leg. Are you thinking what I'm thinking, jng2058? No matter who you shoot at, there's a guy just waiting to be kicked while he's down. On another note, I also approve of any DFA antics that might send random Clanners tumbling down from high places. Imagine the fluff reactions if you succeed! EDIT: These are probably bad ideas come to think of it, and in one case involves walking through a hex filled with bearmen in fireproof robo-onesies. Runa fucked around with this message at 04:07 on Sep 7, 2012 |
# ? Sep 7, 2012 04:02 |
|
And he probably will. I think he's hitting on a 4. It might not be a good move, but it's the BEST move. DFA DFA DFA
|
# ? Sep 7, 2012 04:08 |
|
Crocket pilot here. Currently, my CT armor shows up like this: CT A(S): 11/35 (27/27) But I don't think I've been hit in the CT yet. Error? Edit: Also, could I get confirmation on my current heat level? Vox Nihili fucked around with this message at 05:40 on Sep 7, 2012 |
# ? Sep 7, 2012 04:12 |
T.G. Xarbala posted:Death Commandos sweep the leg. Eh, I'm probably gonna die in a turn or two anyway...you seen what's left of my CT and the number of guns they've got on me? Math ain't looking good. Might as well go out curb-stomping a Cyke before I die.
|
|
# ? Sep 7, 2012 04:56 |
|
jng2058 posted:Eh, I'm probably gonna die in a turn or two anyway...you seen what's left of my CT and the number of guns they've got on me? Math ain't looking good. Might as well go out curb-stomping a Cyke before I die. You can't reach the cyclops there is a salamander in the way. You can move into their hex, but not through it. but that would be a bad idea. AtomikKrab fucked around with this message at 05:23 on Sep 7, 2012 |
# ? Sep 7, 2012 05:20 |
|
Compromise: kick the Salamander onto the Cyclops
|
# ? Sep 7, 2012 05:30 |
|
-Troika- posted:Compromise: kick the Salamander onto the Cyclops Also a bad idea, movement is life.
|
# ? Sep 7, 2012 05:33 |
|
T.G. Xarbala posted:fireproof robo-onesies.
|
# ? Sep 7, 2012 05:52 |
|
drat, the Banshee's Ultra AC missed on a 7 in ultra mode. It would've really torn open a hole open in the enemy's armor. If we're really lucky, the Cyclops' pilot might stay down and we'll have some pretty nice salvage at the end of this battle.
|
# ? Sep 7, 2012 06:00 |
|
Please don't yell at me guys, but uh... hey, PTN, you're forgetting the +1 "MRMs suck" mod to shooting with MRMs. Or is that gone because it makes MRMs too sucky? (because it does)
|
# ? Sep 7, 2012 06:01 |
|
|
# ? Apr 27, 2024 19:11 |
|
Leperflesh posted:Please don't yell at me guys, but uh... hey, PTN, you're forgetting the +1 "MRMs suck" mod to shooting with MRMs. Or is that gone because it makes MRMs too sucky? (because it does) iLK is supposed to cancel it out, so he likely just forgot. On the plus side, he doesn't correct mistakes made in the players favor so you've really only reminded him for future turns.
|
# ? Sep 7, 2012 06:06 |