Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

In Progress Codexian Battletech Carnage, Volume 4

Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 8 Movement (increasing the odds)

Orange leaves the Jenner to defend the right flank but the Mongoose decided not to commit and retreated back the cliffs. The Charger leaves its central position and advances towards the Hatchetman and Wolverine, who has no intentions to face the Charger and climbs back into the woods behind the Hatchetman, who for the first time didn't move and suddenly has a good shot at the Charger and the Archer. The Centurion and Archer are determined to keep providing long range support. At some point those missiles have to hit again, right?

Round8.png


Country_Gravy easily got back up on his feet. The heat generated by the burning woods around the Jenner will cause no problems this turn as he can't get at shot at any of the opposing mechs:

Wolverine WVR-6K (Orange) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 8 : succeeds.

Jenner JR7-F (Orange) passes through a fire. It will generate 2 more heat this round.

Lance Cyan:

Charger (+1, walked)
Annihilator (11 hexes) no Los, out of range
Wolverine (9 hexes) +4 (+1 target movement, +2 intervening heavy woods, +1 target in light woods)
Hatchetman (8 hexes) +2 (+2 target in heavy woods)
Jenner (11 hexes) out of range

Archer (+0, no movement)
Annihilator (16 hexes) +1 (+1 target in light woods)
Wolverine (15 hexes) +4 (+1 target movement, +2 intervening heavy woods, +1 target in light woods)
Hatchetman (14 hexes) +2 (+2 target in heavy woods)
Jenner (16 hexes) +2 (+2 target in heavy woods)

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

Mongoose (+1, walked)
Annihilator (12 hexes) no LoS, out of range
Wolverine (12 hexes) no LoS, out of range
Hatchetman (11 hexes) no LoS, out of range
Jenner (9 hexes) no LoS

Lance Orange:

Annihilator (+2, ran)
Charger (11 hexes) no LoS
Archer (16 hexes) out of range
Centurion (19 hexes) out of range
Mongoose (12 hexes) no LoS

Wolverine (+2, ran)
Charger (9 hexes) +3 (+1 target movement, +2 intervening heavy woods)
Archer (15 hexes) +2 (+2 intervening heavy woods)
Centurion (19 hexes) out of range
Mongoose (12 hexes) no LoS

Hatchetman (+0, no movement)
Charger (8 hexes) +1 (+1 target movement)
Archer (14 hexes) +0
Centurion (18 hexes) out of range
Mongoose (11 hexes) no LoS

Jenner (+1, walked)
Charger (11 hexes) out of range
Archer (16 hexes) out of range
Centurion (16 hexes) out of range
Mongoose (9 hexes) no LoS
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 8 Fire (double blind)

Another stunning display of marksmanship: The Charger and Archer focus their fire on the Hatchetman, while the Centurion takes another potshot at the Annihilator. Orange concentrates their efforts on the Charger. The results are disappointing as always: only 6 missiles hit the Annihilator and a single medium laser scratches the Charger.
On average Cyan should have done 14 damage and Orange 8.17.


Here are the dice roll results:

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Hatchetman HCT-3F (Orange); needs 11, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
Medium Laser at Hex: 1918 (Ignite); needs 6, rolls 5 : misses.



Weapons fire for Hatchetman HCT-3F (Orange)
Medium Laser at Charger CGR-1A5 (Cyan); needs 9, rolls 10 : hits RT
Charger CGR-1A5 (Cyan) takes 5 damage to RT.
21 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 9, rolls 5 : misses.

AC/10 at Charger CGR-1A5 (Cyan); needs 7, rolls 5 : misses.



Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Hatchetman HCT-3F (Orange); needs 8, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
LRM 20 at Hatchetman HCT-3F (Orange); needs 8, rolls 6 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..


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

Annihilator ANH-1A (Orange) takes 5 damage to LA.
19 Armor remaining.

Annihilator ANH-1A (Orange) takes 1 damage to CT.
24 Armor remaining.



Weapons fire for Wolverine WVR-6K (Orange)
Large Laser at Charger CGR-1A5 (Cyan); needs 11, rolls 7 : misses.



Firing both LRM brings the Archer to 6 heat, that's a -1 movement penalty.
Annihilator ANH-1A (Orange) gains 2 heat, sinks 2 heat and is now at 0 heat.
Charger CGR-1A5 (Cyan) gains 11 heat, sinks 11 heat and is now at 0 heat.
Archer ARC-2R (Cyan) gains 12 heat, sinks 10 heat and is now at 6 heat.
Centurion CN9-AH (Cyan) gains 4 heat, sinks 4 heat and is now at 0 heat.
Mongoose MON-67 (Cyan) gains 1 heat, sinks 1 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 11 heat, sinks 11 heat and is now at 0 heat.
Hatchetman HCT-3F (Orange) gains 9 heat, sinks 9 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 3 heat, sinks 4 heat and is now at 0 heat.

Both fires are still burning:

Fire at 1713 is burning brightly.
Fire at 1716 is burning brightly.
Light smoke continues to fill 1714.
Light smoke continues to fill 1613.
Light smoke continues to fill 1813.
Light smoke continues to fill 1717.
Light smoke continues to fill 1616.
Light smoke continues to fill 1816.

And here we learn something about smoke light smoke + light smoke = heavy smoke. The three hexes downwind of each burning hex now contain heavy smoke which acts the same as heavy woods.

Wind direction is South. Wind strength is Calm.

I get the feeling that I should have had to edit the weather for the map as wind direction and strength remain the same yet again.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 9 Movement (Operation Stand Firm)

Serious damage incoming. Lots 8+ and better odds this turn. While lance Cyan decides to stay in position with three of its four mechs, sending only the Charger forward, Orange advances in force. The Wolverine vanishes into the smoke, with the Annihilator ready to follow into its footsteps. The Jenner moves around the cliffs and now has the Mongoose in his sight, his fast movement giving him a slight aiming advantage over the Mongoose. The focus this round might be on the Hatchetman though: will the heavy woods provide him with enough cover from the might AC/20? Or has he overstayed his welcome and will this be the last shot from his AC/10?

Round9.png



Lance Cyan:

Charger (+1, walked)
Annihilator (7 hexes) no LoS
Wolverine (5 hexes) +5 (+2 intervening heavy smoke, +2 target in heavy smoke, +1 target in light woods)
Hatchetman (5 hexes) +2 (+2 target in heavy woods)
Jenner (11 hexes) out of range

Archer (+0, no movement)
Annihilator (15 hexes) +0
Wolverine (13 hexes) +5 (+2 intervening heavy smoke, +2 target in heavy smoke, +1 target in light woods)
Hatchetman (14 hexes) +2 (+2 target in heavy woods)
Jenner (16 hexes) +3 (+2 target movement, +1 target in light woods)

Centurion (+0, no movement)
Annihilator (19 hexes) +0
Wolverine (17 hexes) +5 (+2 intervening heavy smoke, +2 target in heavy smoke, +1 target in light woods)
Hatchetman (18 hexes) +2 (+2 target in heavy woods)
Jenner (16 hexes) +3 (+2 target movement, +1 target in light woods)

Mongoose (+0, no movement)
Annihilator (12 hexes) no LoS
Wolverine (10 hexes) no LoS
Hatchetman (11 hexes) no LoS
Jenner (6 hexes) +3 (+2 target movement, +1 target in light woods)

Lance Orange:

Annihilator (+2, ran)
Charger (7 hexes) no LoS
Archer (15 hexes) +0
Centurion (19 hexes) out of range
Mongoose (12 hexes) no LoS

Wolverine (+1, walked)
Charger (5 hexes) +3 (+2 intervening heavy smoke, +1 target movement)
Archer (13 hexes) +2 (+2 intervening heavy smoke)
Centurion (17 hexes) out of range
Mongoose (10 hexes) no LoS

Hatchetman (+0, no movement)
Charger (5 hexes) +1 (+1 target movement)
Archer (14 hexes) +0
Centurion (18 hexes) out of range
Mongoose (11 hexes) no LoS

Jenner (+1, walked)
Charger (11 hexes) out of range
Archer (16 hexes) out of range
Centurion (16 hexes) out of range
Mongoose (6 hexes) +1 (+1 partial cover)

Please make this round glorious.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 9 Fire (shamefur dispray)

Lots of guns fired this round: the Charger and Hatchetman exchange fire and while the Hatchetman has the easier shots the Charger sports twice its firepower. His berzerking Viking gods must have answered Azira's prayers as the AC/20 and SRMs just barely miss the Hatchetman, while his AC/10 and one laser strike the right torso and arm of the Charger. The Archer and Annihilator trade blows as well but again not enough damage is scored to force a piloting roll as only 12 missiles hit the Annihilator and 1 AC round hits the Archer. The third exchange of fire happens between the light mechs in the north, again Orange as the better odds but this time also the superior firepower. In a weak display of marksmanship the Mongoose doesn't even scratch the Jenner while getting blasted by two lasers and only the cover of the cliff protectiong its left leg. The Wolverine and Centurion try to take potshots at the preoccupied Charger and Annihilator but manage not to score a single hit.

Again really bad dice rolls for Cyan, scoring only 12/89 damage. Orange fares much better with 35/110.

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Hatchetman HCT-3F (Orange); needs 9, rolls 8 : misses.

Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 9, rolls 8 : misses.

Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 9, rolls 5 : misses.

Checking for accidental fire; needs 3 or below, rolls 7 : no fire..


Weapons fire for Annihilator ANH-1A (Orange)
AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 10 : hits LL
Archer ARC-2R (Cyan) takes 10 damage to LL.
16 Armor remaining.

AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 8 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 5 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 6 : misses.



Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Annihilator ANH-1A (Orange); needs 8, rolls 10 : 12 missile(s) hit.

Annihilator ANH-1A (Orange) takes 5 damage to RL.
14 Armor remaining.

Annihilator ANH-1A (Orange) takes 5 damage to LT.
16 Armor remaining.

Annihilator ANH-1A (Orange) takes 2 damage to LL.
21 Armor remaining.



Weapons fire for Wolverine WVR-6K (Orange)
Large Laser at Charger CGR-1A5 (Cyan); needs 8, rolls 6 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 7 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 3 : misses.

SRM 6 at Charger CGR-1A5 (Cyan); needs 10, rolls 9 : misses.



Weapons fire for Centurion CN9-AH (Cyan)
LRM 10 at Annihilator ANH-1A (Orange); needs 8, rolls 3 : misses.



Weapons fire for Hatchetman HCT-3F (Orange)
AC/10 at Charger CGR-1A5 (Cyan); needs 5, rolls 8 : hits RT
Charger CGR-1A5 (Cyan) takes 10 damage to RT.
11 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 7, rolls 4 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 7, rolls 8 : hits RA
Charger CGR-1A5 (Cyan) takes 5 damage to RA.
19 Armor remaining.



Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 9, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
Medium Laser at Jenner JR7-F (Orange); needs 9, rolls 5 : misses.

Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
Medium Laser at Jenner JR7-F (Orange); needs 9, rolls 4 : misses.

Checking for accidental fire; needs 3 or below, rolls 11 : no fire..


Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Mongoose MON-67 (Cyan); needs 8, rolls 12 : hits (using Partial cover table) LT
Mongoose MON-67 (Cyan) takes 5 damage to LT.
5 Armor remaining.

Medium Laser at Mongoose MON-67 (Cyan); needs 8, rolls 9 : Mongoose MON-67 suffers no damage. (LL behind cover)

Medium Laser at Mongoose MON-67 (Cyan); needs 8, rolls 5 : misses.

Medium Laser at Mongoose MON-67 (Cyan); needs 8, rolls 8 : hits (using Partial cover table) RT
Mongoose MON-67 (Cyan) takes 5 damage to RT.
5 Armor remaining.


Here's the heat buildup, leading to the Wolverine losing movement yet again:

Annihilator ANH-1A (Orange) gains 14 heat, sinks 14 heat and is now at 0 heat.
Charger CGR-1A5 (Cyan) gains 16 heat, sinks 13 heat and is now at 3 heat.
Archer ARC-2R (Cyan) gains 6 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 9 heat, sinks 9 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 19 heat, sinks 14 heat and is now at 5 heat.
Hatchetman HCT-3F (Orange) gains 9 heat, sinks 9 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 13 heat, sinks 10 heat and is now at 3 heat.

Fire and smoke spread:

Fire at 1713 is burning brightly.
Fire spreads to 1714!
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Fire at 1714 was started this round.
Light smoke fills 1715.
Light smoke fills 1614.
Light smoke fills 1814.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.

Round9_Fire.png


The weather remains the same:
Wind direction is South. Wind strength is Calm.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 10 Movement (still moving... backwards)

Cyan decides they don't want to get shot by the Annihilator and move out of range/behind a curtain of smoke. Still none of their mechs enjoys the cover of woods or hills, while Orange occupies the smoking woods in the center of the map. Easier shots for Orange all around.

Round10.png


Let's take a look at those odds.

Lance Cyan:

Charger (+1, walked)
Annihilator (7 hexes) no LoS (blocked by smoke)
Wolverine (6 hexes) +2 (+2 target in heavy smoke)
Hatchetman (8 hexes) +2 (+2 target in heavy woods)
Jenner (8 hexes) not in arc

Archer (+1, walked)
Annihilator (16 hexes) +5 (+2 intervening heavy smoke, +2 target in heavy smoke, +1 target in light woods)
Wolverine (15 hexes) +2 (+2 target in heavy smoke)
Hatchetman (17 hexes) +2 (+2 target in heavy woods)
Jenner (14 hexes) +2 (+2 target movement)

Centurion (+2, ran)
Annihilator (14 hexes) no LoS (blocked by smoke)
Wolverine (13 hexes) +2 (+2 target in heavy smoke)
Hatchetman (15 hexes) +2 (+2 target in heavy woods)
Jenner (9 hexes) +2 (+2 target movement)

Mongoose (+2, ran)
Annihilator (13 hexes) out of range
Wolverine (12 hexes) out of range
Hatchetman (14 hexes) out of range
Jenner (7 hexes) +2 (+2 target movement) only right arm

Lance Orange:

Annihilator (+2, ran)
Charger (7 hexes) no LoS (blocked by smoke)
Archer (16 hexes) out of range
Centurion (14 hexes) no LoS (blocked by smoke)
Mongoose (13 hexes) no LoS (blocked by smoke)

Wolverine (+1, walked)
Charger (6 hexes) +1 (+1 target movement)
Archer (15 hexes) +1 (+1 target movement)
Centurion (13 hexes) +1 (+1 target movement)
Mongoose (12 hexes) +2 (+2 target movement)

Hatchetman (+0, no movement)
Charger (8 hexes) +1 (+1 target movement)
Archer (17 hexes) out of range
Centurion (15 hexes) +1 (+1 target movement)
Mongoose (14 hexes) +2 (+2 target movement)

Jenner (+1, walked)
Charger (8 hexes) +1 (+1 target movement)
Archer (14 hexes) out of range
Centurion (9 hexes) +1 (+1 target movement)
Mongoose (7 hexes) +2 (+2 target movement)
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
Backpedalling, eh? Well, I do guess we seem more impressive up close. Didn't peg the charger as someone who'd run away though. :troll:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom