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 3

Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 0: Deployment

The first dice have been cast, eklektyk pilots the Guillotine. As he wanted to go pure random I even rolled for the facing but it didn't result in him mooning you guys. Sorry, if I've let you down.
Here's the map:
Round0.png


As of now the Archer can see both the Stalker and the Guillotine while the Dragon and Thunderbolt are hiding in the woods. While you're there why not uproot a tree and use it as a club? :)

Once you have figured out where you want to move, please send in your orders for round 1.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 1 Movement (Pacifists in my Battletech?)

Round1Fire.png


While the Archer enjoyed his elevated position and is already opening his missile doors, the Stalker advanced into a slightly better covered position. With the help of his jump jets the Thunderbolt got out the forest as fast as he could and now has the Dragon, the Archer and the Stalker in his sights, the Guillotine used them to avoid the Thunderbolt. Meanwhile tindrli stayed in the forest to tend to his trees. I was clearly clairvoyant, painting his mech green. Due to the Thunderbolt's elevated position, he surprisingly can still fire his PPC, though. Or maybe he wants to grab a tree instead, who knows?

Here are the modifiers for your shots, I will include modifiers for your own movement, the enemies' movement, terrain modifiers and state whether a mech is covered (shots to the legs do no damage). Just add these to your base to hit value (4+, 6+ and 8+ for short, medium and long range) and heat modifiers. After the shooting I will state your heat levels and what this means for next rounds movement.

Thunderbolt (+3, jumped)
Archer (14 hexes) +2 (+2 intervening heavy woods)
Stalker (15 hexes) +1 (+1 target in light woods)
Dragon (12 hexes) +4 (+2 target in heavy woods, +2 intervening heavy woods)
Guillotine (9 hexes) no LoS

Archer (+0, no movement)
Thunderbolt (14 hexes) +5 (+1 target movement, +1 target jumped, +2 intervening heavy woods, +1 target in light woods)
Stalker (10 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (20 hexes) +4 (+2 intervening heavy woods, +2 target in heavy woods)
Guillotine (13 hexes) +4 (+1 target movement, +1 target jumped, +2 intervening light woods)

Stalker (+1, walked)
Thunderbolt (15 hexes) +3 (+1 target movement, +1 target jumped, +1 target in light woods
Archer (10 hexes) +1 (+1 intervening light woods)
Dragon (11 hexes) no LoS
Guillotine (20 hexes) no LoS

Dragon (+0, no movement)
Thunderbolt (12 hexes) +5 (+1 target movement, +1 target jumped, +2 intervening heavy woods, +1 target in light woods)
Archer (20 hexes) out of range
Stalker (11 hexes) no LoS
Guillotine (20 hexes) no LoS

Guillotine (+3, jumped)
Thunderbolt (9 hexes) no LoS
Archer (13 hexes) +3 (+2 intervening light woods, +1 target in partial cover)
Stalker (20 hexes) no LoS
Dragon (20 hexes) no LoS
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 1 Fire (Quite the fireworks)

It's only the first round and we already see some decent hits. But with 50 LRMs being fired from or at the Archer something has to hit, right? The Stalker's arsenal proved slightly move effective than the Archer's LRMs. Both mechs have enough heat sinks to continue this exchange but the Archer might have to reconsider his position as both the Guillotine and the Thunderbolt might be able to join in on the action this round. Predictably both the Dragon and Thunderbolt missed this round, but with enough ammo and heat sinks there is no harm in trying. The Guillotine's manoeuvering prevented him from being able to hit at all.

Round1FireDiagram.png


Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 8, rolls 8 : hits CT
Archer ARC-2S (Deuce) takes 8 damage to CT.
25 Armor remaining.

Large Laser at Archer ARC-2S (Deuce); needs 8, rolls 8 : hits RA
Archer ARC-2S (Deuce) takes 8 damage to RA.
14 Armor remaining.

LRM 10 at Archer ARC-2S (Deuce); needs 8, rolls 5 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
LRM 10 at Archer ARC-2S (Deuce); needs 11, rolls 7 : misses.



Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Stalker STK-4P (rashiakas); needs 8, rolls 9 : 12 missile(s) hit.

Stalker STK-4P (rashiakas) takes 5 damage to LL.
25 Armor remaining.

Stalker STK-4P (rashiakas) takes 5 damage to RA.
17 Armor remaining.

Stalker STK-4P (rashiakas) takes 2 damage to LA.
20 Armor remaining.

LRM 15 at Stalker STK-4P (rashiakas); needs 8, rolls 6 : misses.



Weapons fire for Dragon DRG-1S-UK (tindrli)
PPC at Thunderbolt TDR-5SE (Azira); needs 11, rolls 3 : misses.

Thunderbolt TDR-5SE (Azira) gains 8 heat, sinks 8 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 10 heat, sinks 10 heat and is now at 0 heat.
Stalker STK-4P (rashiakas) gains 21 heat, sinks 20 heat and is now at 1 heat.
Dragon DRG-1S-UK (tindrli) gains 10 heat, sinks 10 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 3 heat, sinks 3 heat and is now at 0 heat.

No heat penalties so far. As no mech has fallen down you can use the map in the previous post to plan your movement.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 2 Movement (why is everyone staring at me?)

After taking the first hits the Archer realized that having a good firing position isn't worth it if you also present the best target for multiple enemies and ran into the woods for protection. Only to find himself in front the Guillotine's PPC. Meanwhile the Dragon crept slowly towards the Thunderbolt, who went into some thicker woods, but still remained in LoS of three of his enemies. Confident in his heavy armour and impressive long range arsenal, the Stalker just watched events unfold and with the Archer going south has one less thing to worry about for now.

Round2.png


Thunderbolt (+1, walked)
Archer (11 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Stalker (14 hexes) +1 (+1 target in light woods)
Dragon (11 hexes) +2 (+2 target in heavy woods)
Guillotine (8 hexes) no LoS

Archer (+2, ran)
Thunderbolt (11 hexes) +3 (+1 intervening light woods, +2 target in heavy woods)
Stalker (12 hexes) Target not in arc (even with torso twisted left) for everything but the medium laser [LA]
Dragon (19 hexes) +2 (+2 target in heavy woods)
Guillotine (11 hexes) +0

Stalker (+0, no movement)
Thunderbolt (14 hexes) +2 (+2 target in heavy woods)
Archer (12 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (11 hexes) no LoS
Guillotine (20 hexes) no LoS

Dragon (+1, walked)
Thunderbolt (11 hexes) +2 (+2 target in heavy woods)
Archer (19 hexes) out of range
Stalker (11 hexes) no LoS
Guillotine (19 hexes) no LoS, out of range

Guillotine (+0, no movement)
Thunderbolt (8 hexes) no LoS
Archer (11 hexes) +1 (+1 target in light woods)
Stalker (20 hexes) no LoS, out of range
Dragon (19 hexes) no LoS, out of range

Expect some heavier hits this round as every mech's odds to hit something have increased or at least stayed the same.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 2 Fire (Making enemies)

Well knowing that he was beyond the range of most of his enemy's weapons the Archer was unimpressed by the Guillotine suddenly appearing in front of him and blasted his limbs with both LRMs. What was planned as an ambush turned out as a disaster for the Guillotine, who must have panicked when he heard the missile warning and missed his shot. The Stalker still kept his focus on the Archer and almost made up for the Guillotine's blunder, getting another good hit in with his trusty large lasers; why he didn't fire his missiles as well will remain his secret though. Piloting the only mech, that didn't get shot, he probably doesn't worry too much. Over in the east the Thunderbolt decided not to take the easier shot at the Stalker and twisted his torso to the right as another PPC shot set a tree right in front of him on fire. Only three of his missiles found their target, the Dragon lurking in the thick woods below him.

Round2FireDiagram.png


Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 8, rolls 11 : 9 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to RA.
11 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 4 damage to RA.
7 Armor remaining.

LRM 15 at Guillotine GLT-4P (eklektyk); needs 8, rolls 8 : 9 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to RL.
16 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 4 damage to LA.
12 Armor remaining.



Weapons fire for Dragon DRG-1S-UK (tindrli)
PPC at Thunderbolt TDR-5SE (Azira); needs 9, rolls 5 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
LRM 10 at Dragon DRG-1S-UK (tindrli); needs 9, rolls 9 : 3 missile(s) hit.

Dragon DRG-1S-UK (tindrli) takes 3 damage to LA.
15 Armor remaining.

Large Laser at Dragon DRG-1S-UK (tindrli); needs 11, rolls 10 : misses.



Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 11 : hits (using Left Side table) LA
Archer ARC-2S (Deuce) takes 8 damage to LA.
14 Armor remaining.

Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 6 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 7, rolls 6 : misses.


Thunderbolt TDR-5SE (Azira) gains 13 heat, sinks 13 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 12 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (rashiakas) gains 16 heat, sinks 17 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 11 heat, sinks 11 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 10 heat, sinks 10 heat and is now at 0 heat.
No heat problems for either mech yet, keep up the pace guys, this is moving along as fast a I can update. :salute:
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
I'm pretty satisfied with the map. At first I though there might be too many spots, where you can just hide but that doesn't seem to be the case. The hills let you ignore a lot of the woods for LoS, the few elevation 2 hexes might just break LoS but it's never a safe bet, as you have to predict enemy movement.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 3 "Movement" (yes, I'm being ironic)

So how can I make this one interesting to read? I guess I can't, since no one fucking moved. At all. Even though the Guillotine and Dragon can still only get their PPCs to bear and the Guillotine doesn't even have the cover of some trees. On the other hand this probably means we get to see some big hits. 8+ will be the worst odds this round and that's still a 41.6% chance to hit. The anticipation is killing me.

Updated map for current armour status:
Round3.png


Thunderbolt (+0, no movement)
Archer (11 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Stalker (14 hexes) +1 (+1 target in light woods)
Dragon (11 hexes) +2 (+2 target in heavy woods)
Guillotine (8 hexes) no LoS

Archer (+0, no movement)
Thunderbolt (11 hexes) +3 (+1 intervening light woods, +2 target in heavy woods
Stalker (12 hexes) Target not in arc (even with torso twisted left) for everything but the medium laser [LA]
Dragon (19 hexes) +2 (+2 target in heavy woods)
Guillotine (11 hexes) +0

Stalker (+0, no movement)
Thunderbolt (14 hexes) +2 (+2 target in heavy woods)
Archer (12 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (11 hexes) no LoS
Guillotine (20 hexes) no LoS

Dragon (+0, no movement)
Thunderbolt (11 hexes) +2 (+2 target in heavy woods)
Archer (19 hexes) out of range
Stalker (11 hexes) no LoS
Guillotine (19 hexes) no LoS, out of range

Guillotine (+0, no movement)
Thunderbolt (8 hexes) no LoS
Archer (11 hexes) +1 (+1 target in light woods)
Stalker (20 hexes) no LoS, out of range
Dragon (19 hexes) no LoS, out of range
 

Deuce Traveler

2012 Newfag
Patron
Joined
May 11, 2012
Messages
2,920
Location
Stuttgart, Germany
Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
I think the Stalker and Guillotine are just fine with the idea of tag-teaming my long range support mech.
 

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