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In Progress Codexian Battletech Carnage, Volume 4

Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Welcome back to Codexian Battletech Carnage, this time it's another team game, lance vs. lance.

I've enabled rules for starting fires, floating through-armor-crits (through armor crits will not always hit the CT), and firing while prone with one arm missing.

This will be the map:
Map.png


Please pick your mechs and designate a lance commander. The commander of lance 1 can choose on which side (east or west) he wants his lance to start. Lance 2 will start at the opposite side.

Lance 1 will consist of:

Annihilator ANH-1A
ANH-1AANNIHILATOR-1.png
Annihilator.gif

100 tons
BV: 1434

Movement: 2/3
Heat Sinks: 18

Internal: 152
Armor: 200/307

Head: 3 9
Center Torso: 31 25 (10)
Right Torso: 21 21 (9)
Left Torso: 21 21 (9)
Right Arm: 17 24
Left Arm: 17 24
Right Leg: 21 24
Left Leg: 21 24

Weapons:
AC/10 [LA] 3 Heat
Medium Laser [LA] 3 Heat
AC/10 [RA] 3 Heat
Medium Laser [RA] 3 Heat
AC/10 [LT] 3 Heat
AC/10 [RT] 3 Heat
Medium Laser [CT] 3 Heat
Medium Laser [CT] 3 Heat

Ammo:
AC/10 Ammo [LT] 10 Shots
AC/10 Ammo [LT] 10 Shots
AC/10 Ammo [RT] 10 Shots
AC/10 Ammo [RT] 10 Shots

Wolverine WVR-6K
Wolverine.png
WolverineK.gif

55 tons
BV: 1248

Movement: 5/8
Heat Sinks: 14

Internal: 91
Armor: 184/185

Head: 3 9
Center Torso: 18 25 (10)
Right Torso: 13 20 (6)
Left Torso: 13 20 (6)
Right Arm: 9 18
Left Arm: 9 18
Right Leg: 13 26
Left Leg: 13 26

Weapons:
Large Laser [RA] 8 heat
Medium Laser [RA] 3 heat
Small Laser [RA] 1 heat
SRM 6 [LT] 4 heat
Medium Laser [HD] 3 heat

Ammo:
SRM 6 Ammo [RT] 15 shots
SRM 6 Ammo [RT] 15 shots

Hatchetman HCT-3F
413px-HCT-Hatchetman.png
Hatchetman.gif

45 tons
BV: 854

Movement: 4/6/4
Heat Sinks: 11

Internal: 75
Armor: 104/153

Head: 3 6
Center Torso: 14 14 (4)
Right Torso: 11 14 (4)
Left Torso: 11 14 (4)
Right Arm: 7 11
Left Arm: 7 11
Right Leg: 11 11
Left Leg: 11 11

Weapons:
Medium Laser [LA] 3 heat
Medium Laser [RA] 3 heat
AC/10 [RT] 3 heat

Ammo:
AC/10 Ammo [CT] 10 shots
AC/10 Ammo [CT] 10 shots

Equipment:
Hatchet [RA]

Jenner JR7-F
jenner.jpg
Jenner.gif

35 tons
BV: 1011

Movement: 7/11/5
Heat Sinks: 10

Internal: 58
Armor: 112/119

Head: 3 7
Center Torso: 11 15 (6)
Right Torso: 8 11 (5)
Left Torso: 8 11 (5)
Right Arm: 6 11
Left Arm: 6 11
Right Leg: 8 15
Left Leg: 8 15

Weapons:
Medium Laser [LA] 3 heat
Medium Laser [LA] 3 heat
Medium Laser [RA] 3 heat
Medium Laser [RA] 3 heat

Total BV of lance 1 is 4547, total tonnage is 235.

Lance 2:

Charger CGR-1A5
3_DakArkabCharger.jpg
Charger1A5.gif

80 tons
BV: 1468

Movement: 4/6
Heat Sinks: 13

Internal: 122
Armor: 240/247

Head: 3 9
Center Torso: 25 39 (10)
Right Torso: 17 26 (8)
Left Torso: 17 26 (8)
Right Arm: 13 24
Left Arm: 13 24
Right Leg: 17 33
Left Leg: 17 33

Weapons:
SRM 6 [LT] 4 heat
SRM 6 [LT] 4 heat
AC/20 [RT] 7 heat
Medium Laser [CT] 3 heat
Small Laser [HD] 1 heat

Ammo:
SRM 6 Ammo [LT] 15 shots
AC/20 Ammo [LT] 5 shots
AC/20 Ammo [LT] 5 shots

Archer ARC-2R
archerR.gif
Archer.gif

70 tons
BV: 1477

Movement: 4/6
Heat Sinks: 10

Internal: 107
Armor: 208/217

Head: 3 9
Center Torso: 22 33 (10)
Right Torso: 15 24 (6)
Left Torso: 15 24 (6)
Right Arm: 11 22
Left Arm: 11 22
Right Leg: 15 26
Left Leg: 15 26

Weapons:
Medium Laser [LA] 3 heat
Medium Laser [RA] 3 heat
LRM 20 [LT] 6 heat
LRM 20 [RT] 6 heat
Medium Laser (R) [CT] 3 heat
Medium Laser (R) [CT] 3 heat

Ammo:
LRM 20 Ammo [LT] 6 shots
LRM 20 Ammo [LT] 6 shots
LRM 20 Ammo [RT] 6 shots
LRM 20 Ammo [RT] 6 shots

Centurion CN9-AH
cn9ah.jpg
CenturionAH.gif

50 tons
BV: 945

Movement: 4/6
Heat Sinks: 10

Internal: 83
Armor: 136/169

Head: 3 9
Center Torso: 16 18 (7)
Right Torso: 12 13 (6)
Left Torso: 12 13 (6)
Right Arm: 8 16
Left Arm: 8 16
Right Leg: 12 16
Left Leg: 12 16

Weapons:
AC/20 [RA] 7 heat
LRM 10 [LT] 4 heat

Ammo:
LRM 10 Ammo [LT] 12 shots
LRM 10 Ammo [LT] 12 shots
AC/20 Ammo [RT] 5 shots
AC/20 Ammo [RT] 5 shots

Mongoose MON-67
mongoose67.gif
Mongoose.gif

25 tons
BV: 741

Movement: 8/12
Heat Sinks: 10

Internal: 43
Armor: 88/89

Head: 3 9
Center Torso: 8 12 (3)
Right Torso: 6 10 (2)
Left Torso: 6 10 (2)
Right Arm: 4 8
Left Arm: 4 8
Right Leg: 6 12
Left Leg: 6 12

Weapons:
Medium Laser [LA] 3 heat
Medium Laser [RA] 3 heat
Medium Laser [CT] 3 heat
Small Laser [HD] 1 heat

Total BV of lance 2 is 4631, total tonnage is 225.


Basic Movement Rules:

Each mech can either walk or run, and some mechs can jump. Walking generates 1 heat and gives a +1 (that is a malus) to hit. Running generates 2 heat and gives a +2 penalty to hit. Jumping generates 1 heat/hex moved and gives a +3 penalty to hit. The penalty is the number that is added to the number that you need to hit (on 2d6).

Moving forward into a clear space takes 1 movement. Entering woods, rubble, or water takes an additional movement (or 2 for heavy woods). This means that moving forward into light woods would take 2 movement points total. Changing facings also takes 1 movement. Changing elevation also takes 1 movement per level.

But what if two mechs want to move to the same square!?

Good question. In the event that two mechs give move orders to the same square, the prority is:
fastest jumper (if jump jets were used)>fastest ground top speed>furthest distance moved (if ground speed is the same)

The priority mech can either:
a) take the square, causing the other mech to stop in their penultimate movement hex or,
b) execute a charge/death from above on the other mech


But what if I shoot at a mech that another player has killed with fire?

In that event you will continue to slag the rubble.
Mechs can back up at their walking rate, and mix forward and backward movement as they like. However you cannot change elevation while going backwards.

So that means that if we wanted to change face, and go up a hill (1 level) into light woods it would take a total of 4 movement. 1 (face change) + 2 (light woods) + 1 (elevation change) = 4 total Movement points

If anyone really cares, here is a complete list of movement costs http://www.sarna.net/wiki/TW_Movement_Costs_Table Jumping is different. A jumping mech ignores intervening terrain, and can land in any facing it wants. However, a jumping mech generates 1 heat per hex jumped and gets a +3 penality to hit. That is all that matters, just remember that the faster you move the harder it is to be hit.

Moving gives the following penalties to be hit based on the total hexes MOVED. In the previous example, spending 4 movement to go one hex (up a hill into a forest) resulted in a net of 1 hex moved. This modifier is added to the number required to get (on 2d6) in order to hit. If you mixed forward and backward movement the penalty will only be for the number of hexes in the direction you've moved last.
0-2 +0
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11+ +5

Basic Firing Rules:

All weapons have short (4+), medium(6+), and long(8+)ranges. The range gives the base to hit before movement, terrain and heat modifiers. In practice, assuming both mechs moved, you can assume that shooting at short range will hit about 60% of the time, while at long range you will hit about 10% of the time.

Shooting through or into (but not out of) woods gives a penalty of +1 for light woods and +2 for heavy woods. More than a few hexes of woods blocks line of sight. Standing behind a hill gives partial cover this gives a +1 penalty to be hit, and in addition if you are hit, any shots that would hit the legs instead miss.

PPCs and LRMs have a minimum range of 3 and 6 hexes repectivly. Each hex inside minimum gives a +1 penalty to hit. In practice, it is noticeably harder to hit with PPCs at point blank range and effectively impossible for LRMs.

Firing Arcs:

When declaring your shots you can twist your torso one hexside to the left or right, after this your firing arcs will look like this:
firing_arcs.png


Physical attacks

If you are next to, and facing (front 3 hexes) a mech you can punch or kick them. Note, if you are kicked, or miss a kick there is a chance you can fall down. Kicks do tonnage/5 to a leg and punches (you can punch with any arm that does not fire a weapon in that round) do tonnage/10, but have a high chance to hit the head.
You can also pick up a tree or another mech's blown-off limbs to use as clubs, you cannot fire in the turn you pick up the club though. Clubs do tonnage/5 damage.

Here are the ranges of the weapons in play.

Weapon Heat Damage Min Short Med Long

Sm Laser Heat 1 Dam 3 Short 1 Med 2 Long 3
Med Laser Heat 3 Dam 5 Short 1-3 Med 4-6 Long 7-9
Lg Laser Heat 8 Damage 8 Short 1-5 Med 6-10 Long 11-15

AC/10 Heat 3 Damage 10 Short 1-5 Med 5-10 Long 11-15
AC/20 Heat 7 Damage 20 Short 1-3 Med 4-6 Long 7-9

SRM 6 Heat 4 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9

LRM 10 Heat 4 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21
LRM 20 Heat 6 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21

Heat Rules

Moving and shooting generates heat, your heat sinks dissipate heat. If you generate more heat than you dissipate then heat builds up. A small amount of heat is no big deal, but as it builds it can cause bad stuff. Most of the mechs (deliberately) do not have heat problems; i.e. it is difficult/impossible to increase heat level. Otherwise you can get to heat 4 without problems and 7 with only a minor movement penalty.


Here is the heat chart

Heat Effect
0
1
2
3
4
5 -1 Movement
6
7
8 +1 To hit
9
10 -2 Movement
11
12
13 +2 To hit
14 Possible Shutdown (avoid 4+)
15 -3 Movement
16
17 +3 To hit
18 Possible Shutdown (avoid 6+)
19 Ammo Explosion (avoid 4+)
20 -4 Movement
21
22 Possible Shutdown (avoid 8+)
23 Ammo Explosion (avoid 6+)
24 +4 To hit
25 -5 Movement
26 Possible Shutdown (avoid 10+)
27
28 Ammo Explosion (avoid 8+)
29
30 Shutdown
30+ Mech cannot power up.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
I thought tindrli might want to pick a mech, but I don't really care who will play, as long as we can get this going. It would be nice if both teams could designate a lance commander and if team 1 could pick a side (east or west) on which they want to start.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
I thought tindrli might want to pick a mech, but I don't really care who will play, as long as we can get this going. It would be nice if both teams could designate a lance commander and if team 1 could pick a side (east or west) on which they want to start.

Well then, in the private Lance 1 discussion, it seems I've been pushed forward to serve as ceromonial commander. :oops:

And it also seems we've agreed on taking the eastern approach. :salute:
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
hell yeah, :troll: i thought that mr. toasty is sick of my retarded orders.. why not.. can anyone tell me which mechs are still available and which team is not full yet
 

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