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In Progress Codexian Battletech Carnage, Volume 4

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
Oi. The private planning and plotting thread had only seen one reply to my proposed plan, and I promptly forgot to post the actual orders after that. :oops: Problem rectified by now.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 6 Movement (like ebb and flow)

After only one round of dancing the Mongoose and Wolverine disengage in completely different directions while the Charger moves in to intercept the Wolverine. Not much movement from the Archer and Centurion (no orders = no movement) to steady their aim. The rest of lance Orange closes the distance as careful as they can.

Round6.png


Here are your shooting modifiers:

Lance Cyan:

Charger (+2, ran)
Annihilator (16 hexes) out of range
Wolverine (11 hexes) out of range
Hatchetman (11 hexes) out of range
Jenner (13 hexes) out of range

Archer (+1, walked)
Annihilator (18 hexes) +1 (target in light woods)
Wolverine (13 hexes) no LoS
Hatchetman (13 hexes) +4 (+1 target movement, +1 target jumped, +1 intervening light woods, +1 target in light woods)
Jenner (15 hexes) +5 (+2 target movement, +1 target jumped, +1 intervening light woods, +1 target in light woods)

Centurion (+0, no movement)
Annihilator (20 hexes) +1 (target in light woods)
Wolverine (17 hexes) no LoS
Hatchetman (16 hexes) +4 (+1 target movement, +1 target jumped, +1 intervening light woods, +1 target in light woods)
Jenner (19 hexes) +5 (+2 target movement, +1 target jumped, +1 intervening light woods, +1 target in light woods)

Mongoose (+2 ran)
Annihilator (15 hexes) out of range
Wolverine (12 hexes) out of range
Hatchetman (11 hexes) out of range
Jenner (14 hexes) out of range

Lance Orange:

Annihilator (+2, ran)
Charger (16 hexes) out of range
Archer (18 hexes) out of range
Centurion (20 hexes) out of range
Mongoose (15 hexes) +6 (+3 target movement, +2 intervening light woods, +1 partial cover)

Wolverine (+2, ran)
Charger (11 hexes) no LoS
Archer (13 hexes) no LoS
Centurion (17 hexes) no LoS
Mongoose (12 hexes) no LoS

Hatchetman (+3, jumped)
Charger (11 hexes) +3 (+1 target movement, +1 intervening light woods, +1 partial cover)
Archer (13 hexes) +1 (+1 intervening light woods)
Centurion (16 hexes) out of range
Mongoose (11 hexes) +5 (+3 target movement, +1 intervening light woods, +1 partial cover)

Jenner (+3, jumped)
Charger (13 hexes) out of range
Archer (15 hexes) out of range
Centurion (19 hexes) out of range
Mongoose (14 hexes) out of range
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
Well, to be fair, we didn't post firing orders. Then again, we did not do so, because none from our lance could actually hit the enemy, so we found it redundant. If that was not the case, I have specified the non-orders now. :salute:
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 6 Fire (putting the miss in missile)

The Annihilator remains the easiest target and again draws the fire from lance Cyan, none of the 30 missiles coming his way reach their target though.

Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Annihilator ANH-1A (Orange); needs 10, rolls 3 : misses.

Checking for accidental fire; needs 3 or below, rolls 5 : no fire..


Weapons fire for Centurion CN9-AH (Cyan)
LRM 10 at Annihilator ANH-1A (Orange); needs 9, rolls 6 : misses.

Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Firing only one LRM rack the Archer cools down and no longer has a movement penaly. Neither does the Wolverine (obviously).

Annihilator ANH-1A (Orange) gains 2 heat, sinks 2 heat and is now at 0 heat.
Charger CGR-1A5 (Cyan) gains 2 heat, sinks 2 heat and is now at 0 heat.
Archer ARC-2R (Cyan) gains 7 heat, sinks 10 heat and is now at 2 heat.
Centurion CN9-AH (Cyan) gains 4 heat, sinks 4 heat and is now at 0 heat.
Mongoose MON-67 (Cyan) gains 2 heat, sinks 4 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 2 heat, sinks 7 heat and is now at 0 heat.
Hatchetman HCT-3F (Orange) gains 4 heat, sinks 4 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 5 heat, sinks 5 heat and is now at 0 heat.


In case someone wants to start a fire I will post wind from now on.

Wind direction is South. Wind strength is Calm.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Oh and the Hatchetman had the Archer on a 12 and you might have wanted to start fires, therefore always post orders even if (you think) you can't hit a mech.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 7 Movement (Tales of a Popamole Wolverine)

While Orange keeps shuffling their mechs around and the Wolverine oiling his gears of war, it looks like the Mongoose tries to get around Orange's right flank. The Charger changes his course as there is no Wolverine to intercept and moves to enjoy partial cover from the small hills on the central plateau. Again we are only one turn away from the shorter ranged mechs getting to use their guns.

Round7.png


Thanks for not commenting on my alcohol problem colour mixup last time.

Lance Cyan:

Charger (+2, ran)
Annihilator (12 hexes) out of range
Wolverine (12 hexes) out of range
Hatchetman (11 hexes) out of range
Jenner (10 hexes) out of range

Archer (+0, no movement)
Annihilator (17 hexes) +1 (+1 intervening light woods)
Wolverine (15 hexes) +2 (+1 target movement, +1 target prone and at range)
Hatchetman (14 hexes) +4 (+1 target movement, +1 target jumped, +2 target in heavy woods)
Jenner (15 hexes) +4 (+2 target movement, +1 target jumped, +1 target in light woods)

Centurion (+0, no movement)
Annihilator (19 hexes) +1 (+1 intervening light woods)
Wolverine (19 hexes) no LoS
Hatchetman (18 hexes) +4 (+1 target movement, +1 target jumped, +2 target in heavy woods)
Jenner (16 hexes) +4 (+2 target movement, +1 target jumped, +1 target in light woods)

Mongoose (+2, ran)
Annihilator (10 hexes) out of range
Wolverine (14 hexes) out of range
Hatchetman (11 hexes) out of range
Jenner (7 hexes) +4 (+2 target movement, +1 target jumped, +1 target in light woods)

Lance Orange:

Annihilator (+2, ran)
Charger (12 hexes) +4 (+1 target movement, +2 intervening light woods, +1 partial cover)
Archer (17 hexes) out of range
Centurion (19 hexes) out of range
Mongoose (10 hexes) +5 (+3 target movement, +2 intervening heavy woods)

Wolverine (+2, ran)
Charger (12 hexes) no LoS
Archer (15 hexes) not in arc
Centurion (19 hexes) out of range
Mongoose (14 hexes) no LoS

Hatchetman (+3, jumped)
Charger (11 hexes) +2 (+1 target movement, +1 partial cover)
Archer (14 hexes) +0
Centurion (18 hexes) out of range
Mongoose (11 hexes) +5 (+3 target movement, +2 intervening light woods)

Jenner (+3 jumped)
Charger (10 hexes) out of range
Archer (15 hexes) out of range
Centurion (16 hexes) out of range
Mongoose (7 hexes) +3 (+3 target movement)
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 7 Fire (this map is now on fire)

This is getting really bad for lance Cyan. Once again no hits with the LRMs. At least the Charger and Mongoose manage to start fires. The Hatchetman tries to get another lucky shot in but this time he also fails to hit.


Weapons fire for Charger CGR-1A5 (Cyan)
Medium Laser at Hex: 1716 (Ignite); needs 6, rolls 8 : hits!
Needs 7 [7 (Medium Laser)] to ignite, rolls 9
Fire started in hex 1716.



Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Annihilator ANH-1A (Orange); needs 9, rolls 4 : misses.

LRM 20 at Annihilator ANH-1A (Orange); needs 9, rolls 3 : misses.



Weapons fire for Centurion CN9-AH (Cyan)
LRM 10 at Annihilator ANH-1A (Orange); needs 9, rolls 8 : misses.



Weapons fire for Hatchetman HCT-3F (Orange)
AC/10 at Archer ARC-2R (Cyan); needs 11, rolls 6 : misses.



Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Hex: 1713 (Ignite); needs 6, rolls 5 : misses.

Medium Laser at Hex: 1713 (Ignite); needs 6, rolls 6 : hits!
Needs 7 [7 (Medium Laser)] to ignite, rolls 10
Fire started in hex 1713.



Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Hex: 1615 (Ignite); needs 4, rolls 5 : hits!
Needs 7 [7 (Medium Laser)] to ignite, rolls 5

Medium Laser at Hex: 1615 (Ignite); needs 4, rolls 2 : misses.



Note how the Jenner gains heat due to the fire started by the Mongoose:


Annihilator ANH-1A (Orange) gains 2 heat, sinks 2 heat and is now at 0 heat.
Charger CGR-1A5 (Cyan) gains 5 heat, sinks 5 heat and is now at 0 heat.
Archer ARC-2R (Cyan) gains 12 heat, sinks 10 heat and is now at 4 heat.
Centurion CN9-AH (Cyan) gains 4 heat, sinks 4 heat and is now at 0 heat.
Mongoose MON-67 (Cyan) gains 8 heat, sinks 8 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 3 heat, sinks 3 heat and is now at 0 heat.
Hatchetman HCT-3F (Orange) gains 7 heat, sinks 7 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 11 heat, sinks 10 heat and is now at 1 heat.



Fire and smoke spread rolls:


Fire at 1713 was started this round.
Light smoke fills 1714.
Light smoke fills 1613.
Light smoke fills 1813.
Fire at 1716 was started this round.
Light smoke fills 1717.
Light smoke fills 1616.
Light smoke fills 1816.

Round7Fire.png




The wind hasn't changed:


Wind direction is South. Wind strength is Calm.
 

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