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In Progress Codexian Battletech Carnage, Volume 3

Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 6 Movement (oak trees engaged)

It has actually happened. The Dragon and Thunderbolt got into melee range, ready to smash trees in their opponent's cockpit. Meanwhile the Archer craftily sneaks into minimum range of his LRMs and is ready to unleash them on the Guillotine, who remains motionless. The Stalker moves around some of the Archer's cover and again is the only mech who has everyone in his sights.

Round6Start_alternate.png


Thunderbolt (+2, ran)
Archer (21 hexes) no LoS
Stalker (8 hexes) +2 (+2 intervening light woods)
Dragon (1 hex) +2 (target in heavy woods)
Guillotine (16 hexes) no LoS

Archer (+2, ran)
Thunderbolt (21 hexes) no LoS
Stalker (13 hexes) +1 (+1 intervening light woods)
Dragon (20 hexes) +4 (+2 intervening light woods, +2 target in heavy woods)
Guillotine (7 hexes) +2 (+2 intervening light woods)

Stalker (+1, walked)
Thunderbolt (8 hexes) +4 (+2 intervening light woods, +2 target in heavy woods)
Archer (13 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (8 hexes) +4 (+2 intervening light woods, +2 target in heavy woods)
Guillotine (15 hexes) +1 (+1 intervening light woods)

Dragon (+1, walked)
Thunderbolt (1 hex) +3 (+2 target in heavy woods, +1 heat)
Archer (20 hexes) out of range
Stalker (8 hexes) +3 (+2 intervening light woods, +1 heat)
Guillotine (15 hexes) no LoS

Guillotine (+0, no movement)
Thunderbolt (16 hexes) no LoS
Stalker (15 hexes) +2 (+1 intervening light woods, +1 heat)
Archer (7 hexes) +4 (+2 intervening light woods, +1 target in light woods, +1 heat)
Dragon (15 hexes) no LoS


Melee options (remember, if you want to club you can't fire weapons located in both arms, if you want to punch with one arm you cannot fire weapons located in that arm; you can only punch, club or kick)

Thunderbolt
7+ to kick the Dragon (13 damage), 8+ to club the Dragon (13 damage), 9+ to punch the Dragon (7 damage per arm)

Dragon
7+ to club the Thunderbolt (didn't now this was possible, 12 damage per arm), 8+ to punch the Thunderbolt (6 damage per arm)
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Actually I don't have firing orders from tindrli, I gather from the picture that he wants to use his club. Don't know what he wants to do with his torso mounted two med lasers and SRM6, though.

Hopefully I can write an update this evening or tomorrow morning.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,477
Location
Dragodol
ufff my bad.. i thought that if i use the club i cant fire .. Sorry Bros.. will send orders ASAP
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 6 Fire (I don't want to be a Dragon)

The tides may have turned in the west as the Stalker leaves the Archer and Guillotine to themselves. The Archer has carefully positioned himself at the 7 hex sweetspot, which is optimal for his LRMs but 1 hex into medium/long range of the Guillotine. Thus he scores the only hits with one LRM while the Guillotine misses every single shot. The Dragon easily evades the Stalker's laser, which scorch only the trees but the Thunderbolt scores some good hits on his left leg, whose right arm gets hit yet again and the armour is about to give in.
The Dragon is the first to strike with his mighty club but barely misses. Expecting a swing from the Thunderbolt's club the Dragon is caught off-guard by a kick to his left leg. What is left of the armour gets annihilated and two actuators get crushed by the mighty hit, sending the Dragon down on his back.

Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Dragon DRG-1S-UK (tindrli; needs 11, rolls 6 : misses.

Large Laser at Dragon DRG-1S-UK (tindrli); needs 11, rolls 7 : misses.



Weapons fire for Dragon DRG-1S-UK (tindrli)
SRM 6 at Thunderbolt TDR-5SE (Azira); needs 8, rolls 7 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 8, rolls 6 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 8, rolls 12 : hits RA
Thunderbolt TDR-5SE (Azira) takes 5 damage to RA.
3 Armor remaining.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 10, rolls 4 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 12, rolls 5 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 12, rolls 8 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 12, rolls 5 : misses.

Medium Laser at Archer ARC-2S (Deuce); needs 12, rolls 6 : misses.

SRM 6 at Archer ARC-2S (Deuce); needs 12, rolls 3 : misses.



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.
2 Armor remaining.

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

LRM 15 at Guillotine GLT-4P (eklektyk); needs 8, rolls 7 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Dragon DRG-1S-UK (tindrli); needs 8, rolls 7 : misses.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 8, rolls 10 : hits (using Left Side table) LL
Dragon DRG-1S-UK (tindrli) takes 5 damage to LL.
10 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 8, rolls 12 : hits (using Left Side table) LL
Dragon DRG-1S-UK (tindrli) takes 5 damage to LL.
5 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 8, rolls 10 : hits (using Left Side table) LT
Dragon DRG-1S-UK (tindrli) takes 5 damage to LT.
10 Armor remaining.

LRM 10 at Stalker STK-4P (rashiakas); needs 11, rolls 7 : misses.

Physical attacks for Dragon DRG-1S-UK (tindrli)
Tree Club attack on Thunderbolt TDR-5SE (Azira); needs 7, rolls 6 : misses.

Physical attacks for Thunderbolt TDR-5SE (Azira)
Kick (Left leg) at Dragon DRG-1S-UK (tindr); needs 7, rolls 7 : hits (using Left Side Kick table) LL
Dragon DRG-1S-UK (tindrli) takes 13 damage to LL.
Armor destroyed, 6 Internal Structure remaining
Critical hit on LL. Roll is 10; 2 locations.
CRITICAL HIT on Foot.
CRITICAL HIT on Upper Leg.


Dragon DRG-1S-UK (tindrli) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; was kicked).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 7 : succeeds.
Roll #2, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 3 : falls.
Dragon DRG-1S-UK (tindrli) falls on its rear, suffering 6 damage.
Dragon DRG-1S-UK (tindrli) takes 5 damage to CTR.
5 Armor remaining.
Dragon DRG-1S-UK (tindrli) takes 1 damage to RA.
17 Armor remaining.

Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" must roll 7 to avoid damage; rolls 6 : fails.
Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" takes 1 damage.
Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" needs a 3 to stay conscious. Rolls 6 : successful!

Heat levels have increased quite a bit:

Thunderbolt TDR-5SE (Azira) gains 23 heat, sinks 17 heat and is now at 10 heat.
Archer ARC-2S (Deuce) gains 12 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (rashiakas) gains 17 heat, sinks 18 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 11 heat, sinks 13 heat and is now at 10 heat.
Guillotine GLT-4P (eklektyk) gains 26 heat, sinks 22 heat and is now at 12 heat.

Heavy penalties for the Thunderbolt, Dragon and Guillotine.
The Thunderbolt has his movement reduced to 2/4/4, the Dragon to 1/2 (-2 due to the actuator damage, -2 from the heat) and the Guillotine is also at 2/4/4.
All three mechs get a +1 modifier to their shots.

Here's the current map. To get up the Dragon needs a 7+, as he is only 1/2 right now he only gets one chance this round. He can choose to face in whichever direction he wants if he wants to get up, or change facing one hexside to the right or left if he chooses to stay prone.
Round7.png
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 7 Movement (kicking a man while he's down)

No movement from the Archer, he is obviously satisfied sitting at his optimal range as his odds will show. The Guillotine only changed facing and has to expect taking some heavy hits, while only being able to fire his PPC as all his other weapons are out of range of the Stalker or need a 13+ to hit the Archer, which is obviously impssible with only two dice. On the other side of the map the Thunderbolt kept close to the Dragon, who chose to stay put guaranteeing him some retaliating fire. The Stalker climbed the tall hill to get clearer shots at the Thunderbolt and Dragon. Here the Dragon's decision to stay prone pays off as it gives him additional protection from the Stalker. Not sure he will like the 5+ shots and kick from the Thunderbolt though.
Round7Movement.png



Thunderbolt (+0, no movement)
Archer (21 hexes) no LoS
Stalker (8 hexes) +1 (heat)
Dragon (1 hex) +1 (-2 target prone and adjacent, +1 heat, +2 target in heavy woods)
Guillotine (16 hexes) no LoS

Archer (+0, no movement)
Thunderbolt (21 hexes) no LoS
Stalker (13 hexes) +1 (+1 intervening light woods)
Dragon (20 hexes) +5 (+1 target prone and at range, +2 intervening light woods, +2 target in heavy woods)
Guillotine (7 hexes) +2 (+2 intervening light woods)

Stalker (+1, walked)
Thunderbolt (8 hexes) +2 (+2 target in heavy woods)
Archer (13 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (7 hexes) +4 (+1 target prone and at range, +1 intervening light woods, +2 target in heavy woods)
Guillotine (14 hexes) +1 (+1 intervening light woods)

Dragon (+1, walked)
Thunderbolt (1 hex) +5 (+2 attacker prone, +1 heat, +2 target in heavy woods)
Archer (20 hexes) no LoS, out of range
Stalker (7 hexes) +4 (+2 attacker prone, +1 intervening light woods, +1 heat)
Guillotine (15 hexes) no LoS

Guillotine (+1, walked)
Thunderbolt (16 hexes) no LoS
Archer (7 hexes) +4 (+2 intervening light woods, +1 heat, +1 target in light woods)
Stalker (14 hexes) +2 (+1 intervening light woods, +1 heat)
Dragon (15 hexes) no LoS

As the Dragon chose to stay prone the only melee option for the Thunderbolt is a kick. 3+ to hit!
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
839
Pathfinder: Wrath
Orders sent, hopefully we get some better rolls this round :salute:
 

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