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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 10 Movement (problems getting it up)


Double update! This time the Dragon attempts to get back on his feet, unable to strain his left leg, he can't quite keep his balance though and crashes back to the ground. Apart from the Stalker, who likes the cover the thick woods provide, everyone else walks towards their closest adversary and finally everyone has something to shoot again, the Guillotine and Thunderbolt almost getting into short range of each other.
Round10Movement.png

The Dragon takes damage to his CT armour, and it's pilot tindrli hurts himself. Note that the odds, of blacking out increase with every point of damage to the pilot.

Dragon DRG-1S-UK (tindrli) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 7 : falls.
Dragon DRG-1S-UK (tindrli) falls on its right side, suffering 6 damage.
Dragon DRG-1S-UK (tindrli) takes 5 damage to CT.
24 Armor remaining.
Dragon DRG-1S-UK (tindrli) takes 1 damage to CT.
23 Armor remaining.

Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" must roll 10 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 5 to stay conscious. Rolls 9 : successful!


Thunderbolt (+1, walked)
Archer (14 hexes) +3 (+2 intervening light woods, +1 target in light woods)
Stalker (8 hexes) no LoS
Dragon (6 hexes) no LoS
Guillotine (4 hexes) +4 (+2 intervening light woods, +1 partial cover, +1 target in light woods

Archer (+1, walked)
Thunderbolt (14 hexes) +3 (+2 intervening light woods, +1 target in light woods)
Stalker (16 hexes) +2 (target in heavy woods)
Dragon (19 hexes) +4 (+1 target prone and at range, +1 intervening light woods, +2 target in heavy woods)
Guillotine (10 hexes) +3 (+2 intervening heavy woods, +1 target in light woods)

Stalker (+0, no movement)
Thunderbolt (8 hexes) no LoS
Archer (16 hexes) +1 (+1 target in light woods)
Dragon (6 hexes) +5 (+1 target prone and at range, +2 intervening light woods, +2 target in heavy woods)
Guillotine (11 hexes) no LoS

Dragon (+2, ran)
Thunderbolt (6 hexes) no LoS
Archer (19 hexes) out of range
Stalker (6 hexes) +6 (+2 attacker prone, +2 intervening light woods, +2 target in heavy woods)
Guillotine (9 hexes) no LoS

Guillotine (+1, walked)
Thunderbolt (4 hexes) +4 (+2 intervening light woods, +1 partial cover, +1 target in light woods)
Archer (10 hexes) +3 (+2 intervening heavy woods, +1 target in light woods)
Stalker (11 hexes) no LoS
Dragon (9 hexes) no LoS
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 10 Fire (throw enough mud at the wall)

Again I'm moving on without getting firing orders from tindrli but again the only weapon that could hit was the PPC and it wouldn't generate more heat than he'd be able to dissipate, so why not keep this thing going? Most of the fire again misses it's mark but the sheer amount of weapons fired leads to some hits. All those hits are exchanged between the Guillotine and Thunderbolt, the Guillotine's CT armour now one med laser shot away from destruction, and with an exposed CT often come gyro and engine hits, both of which can severely cripple a mech. To avoid this fate the Guillotine has to aim for other things than the Thunderbolt's left arm as it holds no weapons. Apart from the tree of course.
Round10FireDiagram.png


Here are the exact results:
Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Dragon DRG-1S-UK (tindrli); needs 11, rolls 7 : misses.

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



Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Guillotine GLT-4P (eklektyk); needs 9, rolls 8 : misses.

Medium Laser at Guillotine GLT-4P (eklektyk); needs 11, rolls 8 : misses.

Medium Laser at Guillotine GLT-4P (eklektyk); needs 11, rolls 11 : hits (using Partial cover table) CT
Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
5 Armor remaining.

Medium Laser at Guillotine GLT-4P (eklektyk); needs 11, rolls 10 : misses.

LRM 10 at Archer ARC-2S (Deuce); needs 11, rolls 7 : misses.



Weapons fire for Dragon DRG-1S-UK (tindrli)
PPC at Stalker STK-4P (rashiakas); needs 12, rolls 10 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Thunderbolt TDR-5SE (Azira); needs 9, rolls 9 : hits (using Partial cover table) LA
Thunderbolt TDR-5SE (Azira) takes 10 damage to LA.
8 Armor remaining.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 11, rolls 11 : Thunderbolt TDR-5SE suffers no damage. (RL behind cover)

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 11, rolls 5 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 11, rolls 8 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 11, rolls 7 : misses.

SRM 6 at Thunderbolt TDR-5SE (Azira); needs 11, rolls 8 : misses.



Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Stalker STK-4P (rashiakas); needs 11, rolls 8 : misses.

LRM 15 at Stalker STK-4P (rashiakas); needs 11, rolls 2 : misses.
Here's the heat.
Thunderbolt TDR-5SE (Azira) gains 22 heat, sinks 17 heat and is now at 5 heat.
Archer ARC-2S (Deuce) gains 11 heat, sinks 10 heat and is now at 1 heat.
Stalker STK-4P (rashiakas) gains 16 heat, sinks 16 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 13 heat, sinks 13 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 27 heat, sinks 22 heat and is now at 5 heat.
This takes the Thunderbolt and Guillotine to 3/5/4 again. Having jump jets they probably are not worried about movement penalties.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,477
Location
Dragodol
i m trying TO GET up damn..

I didnt shoot coz i was cooling a little bit.

and BTW i would like to use this opportunity to officially apology to all participants especially to Mr. Toastboy for tolerating my retard orders (i think that AI on easy level would do better) and all others for waiting me all this time

:love:
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,477
Location
Dragodol
I was trying to GET up god damnit!!!! i didnt fire on purpose.. but seems that i will need to elaborate more in the future
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Turn 11 Movement (balls of steel)

While the Stalker slowly creeps towards the Dragon, who again fails to get back on his feet, the Archer and Guillotine chose to remain motionless to steady their aim. This made it possible for Azira to attempt the most reckless maneuver: Jumping straight into the Guillotine's face, hoping to destroy the cockpit completely or to knock out it's pilot.

:thumbsup:

Round11Movement.png


Pilot tindrli suffers his third wound in the fall, but for now stays conscious.
Dragon DRG-1S-UK (tindrli) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 8 : falls.
Dragon DRG-1S-UK (tindrli) falls on its left side, suffering 6 damage.
Dragon DRG-1S-UK (tindrli) takes 5 damage to LT.
3 Armor remaining.
Dragon DRG-1S-UK (tindrli) takes 1 damage to LA.
1 Armor remaining.

Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" must roll 10 to avoid damage; rolls 9 : fails.
Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" takes 1 damage.
Pilot of Dragon DRG-1S-UK (tindrli) "tindrli" needs a 7 to stay conscious. Rolls 7 : successful!



Thunderbolt (can't shoot, DFA)
Archer (11 hexes)
Stalker (11 hexes)
Dragon (9 hexes)
Guillotine (1 hex)

Archer (+0, no movement)
Thunderbolt (11 hexes) +4 (+2 intervening heavy woods, +1 target movement, +1 target jumped)
Stalker (17 hexes) +1 (+1 intervening light woods)
Dragon (19 hexes) +4 (+1 intervening light woods, +1 target prone and at range, +2 target in heavy woods)
Guillotine (10 hexes) +3 (+2 intervening heavy woods, +1 target in light woods)

Stalker (+2, ran)
Thunderbolt (11 hexes) +4 (+2 intervening light woods, +1 target movement, +1 target jumped)
Archer (17 hexes) +2 (+1 intervening light woods, +1 target in light woods)
Dragon (4 hexes) no LoS
Guillotine (11 hexes) no LoS

Dragon (+2, ran)
Thunderbolt (9 hexes) +6 (+2 intervening light woods, +2 attacker prone, +1 target movement, +1 target jumped)
Archer (19 hexes) not in arc, out of range
Stalker (4 hexes) no LoS
Guillotine (9 hexes) no LoS

Guillotine (+0, no movement)
Thunderbolt (1 hex) +2 (+1 target movement, +1 target jumped)
Archer (10 hexes) not in arc
Stalker (11 hexes) no LoS
Dragon (9 hexes) no LoS

The death from above will hit on an 8+ and will deal 20 damage to the Guillotine and 13 to the Thunderbolt's legs. Of course both mechs may fall down and suffer additional damage. The Guillotine's best hope is to inflict enough damage and force piloting rolls which have to be resolved before the DFA.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
It may be difficult to notice, but the fall has left you facing SE. So you couldn't even shoot the Stalker no matter what terrain is between you. What breaks the LoS between the Stalker and the Dragon are the woods at 2014, 2015 and 2116. Again the line between you is directly on the border of two hexes twice: 1915/2014 and 2016/2116. Megamek as stated before always chooses the more difficult shot.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,527
Location
Copenhagen, Denmark
Codex 2012
Honestly though, I had hoped the DFA attack would be resolved before shooting, but nevertheless, it's just too darn flashy not to try. :smug:
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 11 Fire (death from above)

Realizing the threat of the Thunderbolt the Guillotine opens fire with everything he has: His lasers cut all over the Thunderbolt's torso and left arm, half of his missiles hit the torso. He even fires his PPC much preferring damage to his arm than his head. It strikes the left torso of the Thunderbolt, the feedback nearly taking his own arm off. But was it enough to stop the Thunderbolt?
It wasn't, Azira might be insane but he also is a good pilot and brings down his right foot right onto the Guillotines center torso, his left foot grazes the right torso but then strikes the right arm, destroying one of the medium lasers.
The heavy impact sends the Guillotine uphill spinning around and it lands on its right arm, which luckily doesn't snap. Azira doesn't manage to keep his Thunderbolt standing either and crashes hard to the ground right behind the Guillotine.
Also the Archer hit the Stalker :shrug:

Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Stalker STK-4P (rashiakas); needs 9, rolls 7 : misses.

LRM 15 at Stalker STK-4P (rashiakas); needs 9, rolls 12 : 9 missile(s) hit.

Stalker STK-4P (rashiakas) takes 5 damage to LT.
20 Armor remaining.

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



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Thunderbolt TDR-5SE (Azira); needs 6, rolls 8 :
Fired PPC without field inhibitor, checking for damage:
Needs 10 to avoid damage, rolls 5: fails, subjecting the unit to particle feedback!
Guillotine GLT-4P (eklektyk) takes 10 damage to Internal Structure of LA.
1 Internal Structure remaining
Critical hit on LA. Roll is 6; no effect.


(continuing hit report):
hits LT
Thunderbolt TDR-5SE (Azira) takes 10 damage to LT.
12 Armor remaining.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 6, rolls 10 : hits CT
Thunderbolt TDR-5SE (Azira) takes 5 damage to CT.
23 Armor remaining.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 6, rolls 9 : hits RT
Thunderbolt TDR-5SE (Azira) takes 5 damage to RT.
19 Armor remaining.

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

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 6, rolls 7 : hits LA
Thunderbolt TDR-5SE (Azira) takes 5 damage to LA.
3 Armor remaining.

SRM 6 at Thunderbolt TDR-5SE (Azira); needs 6, rolls 6 : 3 missile(s) hit.

Thunderbolt TDR-5SE (Azira) takes 2 damage to LT.
10 Armor remaining.

Thunderbolt TDR-5SE (Azira) takes 2 damage to CT.
21 Armor remaining.

Thunderbolt TDR-5SE (Azira) takes 2 damage to LA.
1 Armor remaining.


Thunderbolt TDR-5SE (Azira) 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 11 : succeeds.

Death from Above:

Physical attacks for Thunderbolt TDR-5SE (Azira)
Attempting death from above on Guillotine GLT-4P (eklektyk); needs 8, rolls 8 : hits.
Defender takes 20 damage (using Punch table).
Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
0 Armor remaining.
Guillotine GLT-4P (eklektyk) takes 5 damage to RT.
6 Armor remaining.
Guillotine GLT-4P (eklektyk) takes 5 damage to RA.
4 Internal Structure remaining
Critical hit on RA. Roll is 8; 1 location.
CRITICAL HIT on +Medium Laser.
Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
17 Internal Structure remaining
Critical hit on CT. Roll is 7; no effect.
Guillotine GLT-4P (eklektyk) is displaced into hex 1121.
Attacker takes 13 damage.
Thunderbolt TDR-5SE (Azira) takes 5 damage to RL.
24 Armor remaining.
Thunderbolt TDR-5SE (Azira) takes 5 damage to RL.
19 Armor remaining.
Thunderbolt TDR-5SE (Azira) takes 3 damage to LL.
26 Armor remaining.

Thunderbolt TDR-5SE (Azira) is displaced into hex 1221.

Thunderbolt TDR-5SE (Azira) must make 1 piloting skill roll(s) (executed death from above).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 4 (executed death from above)); needs 9, rolls 4 : falls.
Thunderbolt TDR-5SE (Azira) falls on its right side, suffering 7 damage.
Thunderbolt TDR-5SE (Azira) takes 5 damage to LT.
5 Armor remaining.
Thunderbolt TDR-5SE (Azira) takes 2 damage to RL.
17 Armor remaining.

Pilot of Thunderbolt TDR-5SE (Azira) "Azira" must roll 9 to avoid damage; rolls 9 : succeeds.

Guillotine GLT-4P (eklektyk) must make 2 piloting skill roll(s) (hit by death from above; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 2 (hit by death from above) + 1 (20+ damage)); needs 8, rolls 9 : succeeds.
Roll #2, (5 (Base piloting skill) + 1 (20+ damage) + 2 (hit by death from above)); needs 8, rolls 7 : falls.
Guillotine GLT-4P (eklektyk) falls on its left side, suffering 7 damage.
Guillotine GLT-4P (eklektyk) takes 5 damage to LT.
7 Armor remaining.
Guillotine GLT-4P (eklektyk) takes 2 damage to RA.
2 Internal Structure remaining
Critical hit on RA. Roll is 6; no effect.

Pilot of Guillotine GLT-4P (eklektyk) "eklektyk" must roll 8 to avoid damage; rolls 7 : fails.
Pilot of Guillotine GLT-4P (eklektyk) "eklektyk" takes 1 damage.
Pilot of Guillotine GLT-4P (eklektyk) "eklektyk" needs a 3 to stay conscious. Rolls 8 : successful!

The Thunderbolt took 51 damage this round, the Guillotine 37. Sadly or luckily - depending on you perspective - no hits to the head.

Thunderbolt TDR-5SE (Azira) gains 4 heat, sinks 9 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 10 heat, sinks 10 heat and is now at 1 heat.
Stalker STK-4P (rashiakas) gains 2 heat, sinks 2 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 3 heat, sinks 3 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 26 heat, sinks 22 heat and is now at 9 heat.

This means -1 movement and a +1 to-hit penalty for the Guillotine next round.
Here's the updated map.

Round11Aftermath.png
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
I took the liberty to disengage the inhibitor, thinking you'd prefer 72.2% odds to 27.7% odds, despite the potential feedback. As this gave us additional 20 damage, I'm quite satisfied with the decision :smug:
As a bonus here's what the Guillotine and Thunderbolt look like after this round. Whoever designed the Guillotine was definitely a fan of disengaged field inhibitors as he has exactly one internal structure left.
The Thunderbolt's left torso armour is almost broken, this might be bad as four of his five weapons are located there.

Guillotine:
GuillotineAftermath.png


Thunderbolt:
ThunderboltAftermath.png
 

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