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In Progress Codexian Battletech Carnage, Volume 3

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
thats coz we luv ju THAT much ... :troll:
 

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'm afraid of what a large laser or PPC amount of love is going to do to my back armor. If the Archer could handle heat better, I'd be up for charging in one direction or the other.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 3 Fire (cue Sinatra)

Round2FireDiagram.png

(I reused the diagram from last round)

Everyone chose to improve on last round's shooting and while the exchange between the Dragon and Thunderbolt was a lackluster as before and the Stalker missed with both lasers, the Archer and Guillotine were not messing around. 21 missiles struck the Guillotine but this time he retaliated with deadly precision and hit the Archer right in the face cockpit, injuring it's pilot Deuce Traveler. Another shot to the cockpit will destroy it, unless it's a single stray LRM. Things are starting to look grim for the Archer.

Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 6, rolls 11 : 9 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to LA.
7 Armor remaining.

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

LRM 15 at Guillotine GLT-4P (eklektyk); needs 6, rolls 8 : 12 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
20 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
15 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 2 damage to RT.
15 Armor remaining.



Weapons fire for Dragon DRG-1S-UK (tindrli)
PPC at Thunderbolt TDR-5SE (Azira); needs 8, rolls 3 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
LRM 10 at Dragon DRG-1S-UK (tindrli); needs 8, rolls 8 : 3 missile(s) hit.

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

Large Laser at Dragon DRG-1S-UK (tindrli); needs 10, rolls 6 : misses.



Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 7 : misses.

Large Laser at Archer ARC-2S (Deuce); needs 10, rolls 9 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 7, rolls 11 : hits HD
Archer ARC-2S (Deuce) takes 10 damage to HD.
Armor destroyed, 2 Internal Structure remaining
Critical hit on HD. Roll is 4; no effect.

Pilot of Archer ARC-2S (Deuce) "Deuce Traveler" takes 1 damage.
Pilot of Archer ARC-2S (Deuce) "Deuce Traveler" needs a 3 to stay conscious. Rolls 8 : successful!

From the Rulebook: Had Deuce Traveler failed his consciousness roll, everyone would have been able to make called shots against his immobile mech. Against any location but the head, they would have gotten a -4 modifier, against the head it's a +3 modifier. If they would succeed the to-hit roll the chance to hit the desired location would be at least 43% (additional roll, 6, 7 and 8 on 2D6 means you hit the desired location, for any other result you roll again on the hit location table).

Guillotine GLT-4P (eklektyk) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.


Heat levels are the same as last round.
Thunderbolt TDR-5SE (Azira) gains 12 heat, sinks 12 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 10 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (rashiakas) gains 16 heat, sinks 16 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 10 heat, sinks 10 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 10 heat, sinks 10 heat and is now at 0 heat.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 4 Movement (Southwards, ho!)

Finally we see some movement again as the Archer, Stalker and Dragon move southwards. The Stalker, being true to his name, keeping a steady eye on the Archer, and the Dragon trying to outflank the Thunderbolt. With his jump jets giving him a clear mobility advantage in the thick forest and the hopes to outmaneuver his opponent, the Thunderbolt closes in on the Dragon, their sensors showing their enemies only 150 meters away, yet hidden behind the trees. The Guillotine or "the turret", as his friends call him, rejoices as the Archer is now in range of all of his guns.

Round4.png



Thunderbolt (+3, jumped)
Archer (15 hexes) +4 (+2 intervening light woods, +1 target in light woods, +1 target movement)
Stalker (12 hexes) no LoS
Dragon (5 hexes) no LoS
Guillotine (12 hexes) no LoS

Archer (+2, ran)
Thunderbolt (15 hexes) +6 (+2 intervening light woods, +2 target in heavy woods, +1 target movement, +1 target jumped)
Stalker (12 hexes) Target not in arc (even with torso twisted left) for everything but the medium laser [LA]
Dragon (19 hexes) no LoS
Guillotine (8 hexes) +1 (+1 intervening light woods)

Stalker (+1, walked)
Thunderbolt (12 hexes) no LoS
Archer (12 hexes) +2 (+1 target in light woods, +1 target movement)
Dragon (11 hexes) no LoS
Guillotine (17 hexes) no LoS

Dragon (+2, ran)
Thunderbolt (5 hexes) no LoS
Archer (19 hexes) no LoS
Stalker (11 hexes) no LoS
Guillotine (16 hexes) no LoS

Guillotine (+0, no movement)
Thunderbolt (12 hexes) no LoS
Archer (8 hexes) +3 (+1 intervening light woods, +1 target in light woods, +1 target movement)
Stalker (17 hexes) no LoS
Dragon (16 hexes) no LoS
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 4 Fire (more like gardening)
Round%204%20Fire.gif

Impressive shooting there guys, 0 damage was dealt this round. You managed to make the uprooting of trees the most interesting thing that happened this round. To be honest, it is quite interesting as both mechs' tonnage is enough to finish their opponent with one hit, should they happen to hit the cockpit.
Here are the rolls:

Dragon DRG-1S-UK (tindrli) uproots a tree for use as a club.

Thunderbolt TDR-5SE (Azira) uproots a tree for use as a club.


Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 9, rolls 6 : misses.

LRM 15 at Guillotine GLT-4P (eklektyk); needs 9, rolls 7 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 9, rolls 6 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 11, rolls 6 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 11, rolls 6 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 11, rolls 3 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 11, rolls 6 : misses.

SRM 6 at Archer ARC-2S (Deuce); needs 11, rolls 8 : misses.



Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (Deuce); needs 11, rolls 7 : misses.

Large Laser at Archer ARC-2S (Deuce); needs 11, rolls 3 : misses.

Heat is starting to build up for the Archer and Guillotine, still no penalties though.

Thunderbolt TDR-5SE (Azira) gains 4 heat, sinks 4 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 12 heat, sinks 10 heat and is now at 4 heat.
Stalker STK-4P (rashiakas) gains 17 heat, sinks 17 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 2 heat, sinks 2 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 26 heat, sinks 22 heat and is now at 4 heat.

Do we get to see a melee this round? Send me your movement orders and we will find out.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 5 Movement (brawling in the brushes)

Eager to get into the fight the Dragon ran straight at the spot where his sensors picked up the Thunderbolt, when suddenly it appeared in the sky, landing a only few meters to the left. At the same time he noticed the Stalker's bright red paint through the trees. Will he focus on the Thunderbolt or go for maximum coolness - his PPC carrying right arm aiming at the Stalker and the left arm's medium laser aiming at the Thunderbolt - and shoot them both?

akimbo.jpg


Meanwhile in the west, the Archer tried to escape his enemies' fire, focusing more on protection as he doesn't have the heat sinks to keep moving and firing like a madman. The Guillotine clearly favors another doctrine and avoids moving at all to steady his aim and only have to worry about the heat his guns generate. The Stalker slowly and steadily creeps closer towards his opponents and now has all his enemies in sight.

Round5.png


Thunderbolt (+3, jumped)
Archer (20 hexes) +1 (target in light woods)
Stalker (12 hexes) +0
Dragon (2 hexes) +2 (+2 target in heavy woods)
Guillotine (16 hexes) no LoS

Archer (+1, walked)
Thunderbolt (20 hexes) target not in arc
Stalker (11 hexes) target not in arc
Dragon (19 hexes) target not in arc
Guillotine (8 hexes) +1 (+1 intervening light woods)

Stalker (+1, walked)
Thunderbolt (12 hexes) +4 (+2 target in heavy woods, +1 target jumped, +1 target movement)
Archer (11 hexes) +1 (target in light woods)
Dragon (10 hexes) +4 (+2 intervening light woods, +2 target in heavy woods)
Guillotine (15 hexes) +0

Dragon (+2, ran)
Thunderbolt (2 hexes) +4 (+2 target in heavy woods, +1 target jumped, +1 target movement)
Archer (19 hexes) out of Range
Stalker (10 hexes) +2 (+2 intervening light woods)
Guillotine (15 hexes) no LoS

Guillotine (+0, no movement, who would have thought?)
Thunderbolt (16 hexes) no LoS
Archer (8 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Stalker (15 hexes) +0
Dragon (15 hexes) no LoS

Your orders please, gentlemen.
 

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