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 4

Joined
Mar 9, 2012
Messages
382
Project: Eternity
Backpedalling, eh? Well, I do guess we seem more impressive up close. Didn't peg the charger as someone who'd run away though. :troll:


We'll see how the AC-20 on the 8+ goes before I comment.
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
816
Pathfinder: Wrath
Could we maybe speed this up a bit? Like, if there are orders missing after 1 week the corresponding mechs just don't do anything?
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 10 Fire (slightly shaken (not stirred))

This round has Cyan focus firing the Jenner while Orange concentrates their efforts on the Charger. And while a few hits are scored, it's not enough to make either mech stumble. The Charger chose the Hatchetman as the target of his AC/20 and SRMs but fails to score a single hit.

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Hatchetman HCT-3F (Orange); needs 11, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 10 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 5 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..


Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Jenner JR7-F (Orange); needs 9, rolls 5 : misses.

LRM 20 at Jenner JR7-F (Orange); needs 9, rolls 12 : 12 missile(s) hit.

Jenner JR7-F (Orange) takes 5 damage to LT.
6 Armor remaining.

Jenner JR7-F (Orange) takes 5 damage to LL.
10 Armor remaining.

Jenner JR7-F (Orange) takes 2 damage to LT.
4 Armor remaining.



Weapons fire for Wolverine WVR-6K (Orange)
Large Laser at Charger CGR-1A5 (Cyan); needs 8, rolls 7 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 8, rolls 11 : hits RL
Charger CGR-1A5 (Cyan) takes 5 damage to RL.
28 Armor remaining.

SRM 6 at Charger CGR-1A5 (Cyan); needs 8, rolls 5 : misses.



Weapons fire for Centurion CN9-AH (Cyan)
LRM 10 at Jenner JR7-F (Orange); needs 10, rolls 8 : misses.



Weapons fire for Hatchetman HCT-3F (Orange)
Medium Laser at Charger CGR-1A5 (Cyan); needs 9, rolls 11 : hits LA
Charger CGR-1A5 (Cyan) takes 5 damage to LA.
19 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 9, rolls 3 : misses.

AC/10 at Charger CGR-1A5 (Cyan); needs 7, rolls 5 : misses.



Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 12, rolls 10 : misses.



Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 12 : hits (using Left Side table) RT
Charger CGR-1A5 (Cyan) takes 5 damage to RT.
6 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 4 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 5 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 10, rolls 5 : misses.


The Charger, Archer, Wolverine and Jenner gain considerable heat and all of them enjoy a -1 movement penalty.

Annihilator ANH-1A (Orange) gains 2 heat, sinks 2 heat and is now at 0 heat.
Charger CGR-1A5 (Cyan) gains 16 heat, sinks 13 heat and is now at 6 heat.
Archer ARC-2R (Cyan) gains 13 heat, sinks 10 heat and is now at 5 heat.
Centurion CN9-AH (Cyan) gains 6 heat, sinks 6 heat and is now at 0 heat.
Mongoose MON-67 (Cyan) gains 5 heat, sinks 5 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 16 heat, sinks 14 heat and is now at 7 heat.
Hatchetman HCT-3F (Orange) gains 9 heat, sinks 9 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 13 heat, sinks 10 heat and is now at 6 heat.

The smoke spreads and three more hexes are now covered in heavy smoke.

Light smoke cloud drifts to 1714 and 1613and 1813and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Light smoke continues to fill 1715.
Light smoke continues to fill 1614.
Light smoke continues to fill 1814.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.

Here's a picture of the smoke cloud.

Round10_Fire.png
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
The Charger chose the Hatchetman as the target of his AC/20 and SRMs but fails to score a single hit.

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Hatchetman HCT-3F (Orange); needs 11, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 10 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 5 : misses.

:rage:
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
The Charger chose the Hatchetman as the target of his AC/20 and SRMs but fails to score a single hit.

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Hatchetman HCT-3F (Orange); needs 11, rolls 7 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 10 : misses.

Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
SRM 6 at Hatchetman HCT-3F (Orange); needs 11, rolls 5 : misses.

:rage:

:troll:
 

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
Is it cyan's game plan to win by making their opponents lose interest in this LP?
 

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
When in doubt, charge. What have you got to lose? Maybe you'll rape us with those AC/20s, maybe we'll take you down, at least it'll be better than this constant waiting for updates. It's just an LP ffs.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 11 Movement (Charging the Annihilator)

:mhd:
Which might be a most suicidal thing to do. 60 damage alpha strike incoming. To make things worse the Wolverine and Hatchetman will join the 100 ton monstrosity. Will there be anything left of the Charger? Still the Charger packs some firepower himself with his twin SRMs and AC/20.
Elsewhere on the battlefield the Jenner managed to get around the Mongoose, who himself tried to get behind the Jenner, and Centurion who rushed to the front lines to support the Charger.


Round11.png


Lance Cyan:

Charger (+2, ran)
Annihilator (3 hexes) +2 (+2 target in heavy smoke)
Wolverine (3 hexes) +2 (+2 target in heavy smoke)
Hatchetman (4 hexes) +2 (+2 target in heavy woods)
Jenner (14 hexes) out of range

Archer (+0, no movement)
Annihilator (15 hexes) +2 (+2 target in heavy smoke)
Wolverine (14 hexes) +2 (+2 target in heavy smoke)
Hatchetman (17 hexes) +2 (+2 target in heavy woods)
Jenner (9 hexes) +2 (+2 target movement)

Centurion (+2, ran)
Annihilator (10 hexes) +4 (+2 intervening heavy smoke, +2 target in heavy smoke)
Wolverine (9 hexes) +2 (+2 target in heavy smoke)
Hatchetman (12 hexes) +2 (+2 target in heavy woods)
Jenner (6 hexes) not in arc

Mongoose (+2, ran)
Annihilator (10 hexes) out of range
Wolverine (9 hexes) +2 (+2 target in heavy smoke)
Hatchetman (12 hexes) out of range
Jenner (6 hexes) +2 (+2 target movement) only RA

Lance Orange:

Annihilator (+1, walked)
Charger (3 hexes) +1 (+1 target movement)
Archer (15 hexes) +0
Centurion (10 hexes) +3 (+2 intervening heavy smoke, +1 target movement)
Mongoose (10 hexes) +4 (+2 intervening heavy smoke, +2 target movement)

Wolverine (+1, walked)
Charger (3 hexes) +1 (+1 target movement)
Archer (14 hexes) +0
Centurion (9 hexes) +1 (+1 target movement)
Mongoose (9 hexes) +2 (+2 target movement)

Hatchetman (+0, no movement)
Charger (4 hexes) +1 (+1 target movement)
Archer (17 hexes) out of range
Centurion (12 hexes) +1 (+1 target movement)
Mongoose (12 hexes) no LoS

Jenner (+2, ran)
Charger (14 hexes) out of range
Archer (9 hexes) +0
Centurion (6 hexes) +1 (+1 target movement) only LA
Mongoose (6 hexes) +2 (+2 target movement) only LA
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 11 Fire (What's in a name)

It's the end of the game as we know it: The heaviest mechs on both sides choose to exchange shots, the odds heavily favor Lance Orange though as the Annihilator hits on 6+, while the Charger needs a 8+. And while heavy damage for the Charger was pretty predictable, the amount of damage really was not. 7 out of the 8 shots from the Annihilator hit the Charger, including all 4 ACs. Three shots hit the LT and leave only 1 point of armor. Which is then hit by the Wolverine's SRMs resulting in catastrophic damage as the AC/20 ammo storage is hit. Luckily CGR ejects safely from the wreck that was once a mighty 80 ton battlemech. The Archer scores a solid hit with one of his LRMs on the Wolverine but the missiles scatter and impact all over the fast medium mech. The Mongoose and Jenner also show some great marksmanship as the eklektyk cuts through all of the Jenner rear LT armour and the Jenner hits the Centurions cockpit but Deuce Traveler remains in control of his mech.

Here are the dice rolls:

Weapons fire for Charger CGR-1A5 (Cyan)
AC/20 at Annihilator ANH-1A (Orange); needs 8, rolls 5 : misses.

SRM 6 at Annihilator ANH-1A (Orange); needs 8, rolls 4 : misses.

SRM 6 at Annihilator ANH-1A (Orange); needs 8, rolls 11 : 4 missile(s) hit.

Annihilator ANH-1A (Orange) takes 2 damage to RL (critical).
12 Armor remaining.
Critical hit on RL. Roll is 4; no effect.

Annihilator ANH-1A (Orange) takes 2 damage to RL.
10 Armor remaining.

Annihilator ANH-1A (Orange) takes 2 damage to RT.
19 Armor remaining.

Annihilator ANH-1A (Orange) takes 2 damage to LT.
14 Armor remaining.



Weapons fire for Annihilator ANH-1A (Orange)
AC/10 at Charger CGR-1A5 (Cyan); needs 6, rolls 6 : hits LT
Charger CGR-1A5 (Cyan) takes 10 damage to LT.
16 Armor remaining.

AC/10 at Charger CGR-1A5 (Cyan); needs 6, rolls 6 : hits LA (critical)
Charger CGR-1A5 (Cyan) takes 10 damage to LA (critical).
9 Armor remaining.
Critical hit on LA. Roll is 6; no effect.

AC/10 at Charger CGR-1A5 (Cyan); needs 6, rolls 12 : hits LT
Charger CGR-1A5 (Cyan) takes 10 damage to LT.
6 Armor remaining.

AC/10 at Charger CGR-1A5 (Cyan); needs 6, rolls 8 : hits RA
Charger CGR-1A5 (Cyan) takes 10 damage to RA.
9 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 11 : hits LT
Charger CGR-1A5 (Cyan) takes 5 damage to LT.
1 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 5 : misses.

Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 7 : hits RL
Charger CGR-1A5 (Cyan) takes 5 damage to RL.
23 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 10 : hits RA
Charger CGR-1A5 (Cyan) takes 5 damage to RA.
4 Armor remaining.



Weapons fire for Archer ARC-2R (Cyan)
LRM 20 at Wolverine WVR-6K (Orange); needs 8, rolls 4 : misses.

LRM 20 at Wolverine WVR-6K (Orange); needs 8, rolls 9 : 12 missile(s) hit.

Wolverine WVR-6K (Orange) takes 5 damage to LT.
15 Armor remaining.

Wolverine WVR-6K (Orange) takes 5 damage to LL.
16 Armor remaining.

Wolverine WVR-6K (Orange) takes 2 damage to CT.
18 Armor remaining.



Weapons fire for Wolverine WVR-6K (Orange)
Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 9 : hits LL
Charger CGR-1A5 (Cyan) takes 5 damage to LL.
28 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 6, rolls 10 : hits CT
Charger CGR-1A5 (Cyan) takes 5 damage to CT.
34 Armor remaining.

SRM 6 at Charger CGR-1A5 (Cyan); needs 6, rolls 12 : 5 missile(s) hit.

Charger CGR-1A5 (Cyan) takes 2 damage to RT.
4 Armor remaining.

Charger CGR-1A5 (Cyan) takes 2 damage to LT.
Armor destroyed, 16 Internal Structure remaining
Critical hit on LT. Roll is 11; 2 locations.
CRITICAL HIT on +SRM 6.
CRITICAL HIT on AC/20 Ammo (5).
*** AC/20 Ammo EXPLODES! 100 DAMAGE! *** >Charger CGR-1A5 (Cyan) suffers catastrophic damage, but the autoeject system was engaged.

Charger CGR-1A5 (Cyan) must make a piloting skill check (landing in clear terrain).
Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds. The pilot ejects safely!
*** Charger CGR-1A5 (Cyan) DESTROYED by ejection! ***
Charger CGR-1A5 (Cyan) takes 100 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
84 damage transfers to CT.
Critical hit on LT. Roll is 4; no effect.
Charger CGR-1A5 (Cyan) takes 84 damage to CT.
SECTION DESTROYED,
Critical hit on CT. Roll is 8; 1 location.
CRITICAL HIT on Engine.



Charger CGR-1A5 (Cyan) takes 2 damage to LA.
2 damage transfers to LT.
Charger CGR-1A5 (Cyan) takes 2 damage to LT.
2 damage transfers to CT.
Charger CGR-1A5 (Cyan) takes 2 damage to CT.

Charger CGR-1A5 (Cyan) takes 2 damage to LL.
26 Armor remaining.

Charger CGR-1A5 (Cyan) takes 2 damage to LL.
24 Armor remaining.



Weapons fire for Centurion CN9-AH (Cyan)
LRM 10 at Wolverine WVR-6K (Orange); needs 10, rolls 9 : misses.



Weapons fire for Hatchetman HCT-3F (Orange)
AC/10 at Charger CGR-1A5 (Cyan); needs 5, rolls 6 : hits LA
Charger CGR-1A5 (Cyan) takes 10 damage to LA.
10 damage transfers to LT.
Charger CGR-1A5 (Cyan) takes 10 damage to LT.
10 damage transfers to CT.
Charger CGR-1A5 (Cyan) takes 10 damage to CT.

Medium Laser at Charger CGR-1A5 (Cyan); needs 7, rolls 7 : hits RL
Charger CGR-1A5 (Cyan) takes 5 damage to RL.
18 Armor remaining.

Medium Laser at Charger CGR-1A5 (Cyan); needs 7, rolls 9 : hits CT
Charger CGR-1A5 (Cyan) takes 5 damage to CT.



Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 10, rolls 12 : hits (using Rear table) LTR
Jenner JR7-F (Orange) takes 5 damage to LTR.
0 Armor remaining.



Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Centurion CN9-AH (Cyan); needs 9, rolls 10 : hits (using Left Side table) HD
Centurion CN9-AH (Cyan) takes 5 damage to HD.
4 Armor remaining.

Pilot of Centurion CN9-AH (Cyan) "Deuce Traveler" takes 1 damage.
Pilot of Centurion CN9-AH (Cyan) "Deuce Traveler" needs a 3 to stay conscious. Rolls 11 : successful!

Medium Laser at Centurion CN9-AH (Cyan); needs 9, rolls 3 : misses.

The Annihilator gains quite a lot of heat but I don't think he cares much:

Annihilator ANH-1A (Orange) gains 25 heat, sinks 18 heat and is now at 7 heat.
Archer ARC-2R (Cyan) gains 12 heat, sinks 10 heat and is now at 7 heat.
Centurion CN9-AH (Cyan) gains 6 heat, sinks 6 heat and is now at 0 heat.
Mongoose MON-67 (Cyan) gains 5 heat, sinks 5 heat and is now at 0 heat.
Wolverine WVR-6K (Orange) gains 11 heat, sinks 14 heat and is now at 4 heat.
Hatchetman HCT-3F (Orange) gains 9 heat, sinks 9 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 8 heat, sinks 10 heat and is now at 4 heat.




Here's what happens to the wall of smoke - nothing.

Light smoke cloud drifts to 1717 and 1616 and 1816 and dissipates completely!
Light smoke cloud drifts to 1714 and 1613 and 1813 and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Heavy smoke overpowers light smoke in 1715.
Heavy smoke overpowers light smoke in 1614.
Heavy smoke overpowers light smoke in 1814.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.




No change in weather:

Wind direction is South. Wind strength is Calm. The weather is Clear.
 

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