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In Progress Codexian Battletech Carnage, Volume 4

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
I've lost track. The Mongoose now only has it's head-mounted small laser left?

You know what must be done.

STK610652.jpg
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
The Mongoose still has one arm, with a mounted medium laser left, but to fire anything, it needs to prop on said arm. So it's basically down to just that small laser, unless it manages to stand up.

Excellent.

Now to the planning phase. :smug:
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 16 Movement (Hatchet prevention)

The Archer probably sees his head in danger and moves away from the cliff. The Mongoose shows some fighting spirit and tries to get on his feet again to have more than one laser ready. With a damaged gyro he isn't able to keep the light mech under control and damages both his leg and the center torso. It doesn't take any more punishment and another mech warrior goes out in a fireball. No movement from Orange.

Mongoose MON-67 (Cyan) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 5 : falls.
Mongoose MON-67 (Cyan) falls on its left side, suffering 3 damage.
Mongoose MON-67 (Cyan) takes 3 damage to LL.
9 Armor remaining.

Pilot of Mongoose MON-67 (Cyan) "eklektyk" must roll 8 to avoid damage; rolls 7 : fails.
Pilot of Mongoose MON-67 (Cyan) "eklektyk" takes 1 damage.
Pilot of Mongoose MON-67 (Cyan) "eklektyk" needs a 5 to stay conscious. Rolls 7 : successful!

Mongoose MON-67 (Cyan) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 4 : falls.
Mongoose MON-67 (Cyan) falls on its right side, suffering 3 damage.
Mongoose MON-67 (Cyan) takes 3 damage to RA.
3 damage transfers to RT.
Mongoose MON-67 (Cyan) takes 3 damage to RT.
3 damage transfers to CT.
Mongoose MON-67 (Cyan) takes 3 damage to CT.
SECTION DESTROYED,
*** Mongoose MON-67 (Cyan) DESTROYED by damage! ***
Critical hit on CT.
Roll is 8; 1 location.
CRITICAL HIT on Engine.

Pilot of Mongoose MON-67 (Cyan) "eklektyk" must roll 8 to avoid damage; rolls 7 : fails.
Pilot of Mongoose MON-67 (Cyan) "eklektyk" takes 1 damage.

Round16.png
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 16 Fire (the heat is on)

Only a question of time now unless the Archer scores some lucky hits. The Annihilator and Hatchetman outgun him heavily and he no longer enjoys cover from the woods. I only now noticed I haven't written down modifiers for your shots this round but the choices are fairly limited now anyway. The Archer suffers heavy damage to the center torso and is even hit by a through armor critical to the head, destroying its life support systems. Having his movement and aiming hindered by the heat he also misses with both lasers.

Weapons fire for Archer ARC-2R (Cyan)
Medium Laser at Hatchetman HCT-3F (Orange); needs 9, rolls 8 : misses.
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Medium Laser at Hatchetman HCT-3F (Orange); needs 9, rolls 7 : misses.
Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Annihilator ANH-1A (Orange)

AC/10 at Archer ARC-2R (Cyan); needs 7, rolls 3 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 7, rolls 10 : hits LT
Archer ARC-2R (Cyan) takes 10 damage to LT.
4 Armor remaining.

AC/10 at Archer ARC-2R (Cyan); needs 7, rolls 7 : hits LT
Archer ARC-2R (Cyan) takes 10 damage to LT.
Armor destroyed, 9 Internal Structure remaining
Critical hit on LT. Roll is 5; no effect.

AC/10 at Archer ARC-2R (Cyan); needs 7, rolls 8 : hits CT
Archer ARC-2R (Cyan) takes 10 damage to CT.
23 Armor remaining.

Weapons fire for Hatchetman HCT-3F (Orange)

Medium Laser at Archer ARC-2R (Cyan); needs 4, rolls 5 : hits RA
Archer ARC-2R (Cyan) takes 5 damage to RA.
Armor destroyed, 8 Internal Structure remaining
Critical hit on RA. Roll is 5; no effect.

Medium Laser at Archer ARC-2R (Cyan); needs 4, rolls 10 : hits HD (critical)
Archer ARC-2R (Cyan) takes 5 damage to HD (critical).
4 Armor remaining.
Critical hit on HD. Roll is 9; 1 location.
CRITICAL HIT on Life Support.

Pilot of Archer ARC-2R (Cyan) "Hellraiser" takes 1 damage.
Pilot of Archer ARC-2R (Cyan) "Hellraiser" needs a 3 to stay conscious. Rolls 7 : successful!

AC/10 at Archer ARC-2R (Cyan); needs 4, rolls 2 : misses.

Archer ARC-2R (Cyan) 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 9 : succeeds.

With damaged life support systems a mech warrior suffers 1 point of damage if the heat level is 15 or above and 2 points of damage if it's 26 or higher. I'm a bit sad that it was a laser to the AC not an AC to the AC. :(

Annihilator ANH-1A (Orange) gains 12 heat, sinks 18 heat and is now at 2 heat.
Archer ARC-2R (Cyan) gains 8 heat, sinks 10 heat and is now at 11 heat.
Hatchetman HCT-3F (Orange) gains 9 heat, sinks 9 heat and is now at 0 heat.

Smoke will be of no concern for the rest of the game.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 17 Movement (like back in the olden days)

Probably preparing to fire everything the Archer remains in position this round, while the Hatchetman gets closer to use his signature weapon. Future combat: using hatchets against archers. Only this time the hatchet weighs 3 tons. If the Archer survives the shooting phase that is.

Round17.png


This time with shooting modifiers (kind of):

Lance Cyan:

Archer (+0, no movement)
Annihilator (9 hexes) +1 (+1 heat)
Hatchetman (1 hex) +1 (+1 heat)

Lance Orange:

Annihilator (+0, no movement)
Archer +0

Hatchetman (+1, walked)
Archer +0
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 17 Fire (time to salvage)

In his final moments the Archer fires his lasers and LRMs at the Hatchetman. He cuts through the RL armor but no critical damage is inflicted.
The Annihilator on the other hand hits with all four ACs and a med laser, tearing the Archer's left arm off and destroying the LT LRM20 and hits the RT ammo storage. Luckily it has already been depleted. No time for Hellraiser to rejoice as he sees another bright light cutting through the cockpit and killing him outright. The Archer remains standing is ready to be picked up by Orange's salvage team.

Weapons fire for Archer ARC-2R (Cyan)
Medium Laser at Hatchetman HCT-3F (Orange); needs 5, rolls 5 : hits CT
Hatchetman HCT-3F (Orange) takes 5 damage to CT.
9 Armor remaining.

Medium Laser at Hatchetman HCT-3F (Orange); needs 5, rolls 6 : hits RL
Hatchetman HCT-3F (Orange) takes 5 damage to RL.
Armor destroyed, 7 Internal Structure remaining
Critical hit on RL. Roll is 7; no effect.

LRM 20 at Hatchetman HCT-3F (Orange); needs 11, rolls 8 : misses.
LRM 20 at Hatchetman HCT-3F (Orange); needs 11, rolls 6 : misses.

Weapons fire for Annihilator ANH-1A (Orange)

AC/10 at Archer ARC-2R (Cyan); needs 6, rolls 6 : hits LT
Archer ARC-2R (Cyan) takes 10 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
1 damage transfers to CT.
Critical hit on LT. Roll is 9; 1 location.
CRITICAL HIT on +LRM 20.
Archer ARC-2R (Cyan) takes 1 damage to CT.
22 Armor remaining.

Medium Laser at Archer ARC-2R (Cyan); needs 8, rolls 5 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 6, rolls 7 : hits RL
Archer ARC-2R (Cyan) takes 10 damage to RL.
6 Armor remaining.

Medium Laser at Archer ARC-2R (Cyan); needs 8, rolls 6 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 6, rolls 11 : hits RT
Archer ARC-2R (Cyan) takes 10 damage to RT.
4 Armor remaining.

AC/10 at Archer ARC-2R (Cyan); needs 6, rolls 9 : hits RT
Archer ARC-2R (Cyan) takes 10 damage to RT.
Armor destroyed, 9 Internal Structure remaining
Critical hit on RT. Roll is 3; no effect.

Medium Laser at Archer ARC-2R (Cyan); needs 8, rolls 6 : misses.

Medium Laser at Archer ARC-2R (Cyan); needs 8, rolls 8 : hits RT
Archer ARC-2R (Cyan) takes 5 damage to RT.
4 Internal Structure remaining
Critical hit on RT. Roll is 8; 1 location.
CRITICAL HIT on LRM 20 Ammo (0).

Weapons fire for Hatchetman HCT-3F (Orange)

Medium Laser at Archer ARC-2R (Cyan); needs 5, rolls 6 : hits (using Left Side table) HD
Archer ARC-2R (Cyan) takes 5 damage to HD.
Armor destroyed, 2 Internal Structure remaining
Critical hit on HD. Roll is 10; 2 locations.
CRITICAL HIT on Standard Cockpit.
*** Archer ARC-2R (Cyan) DESTROYED by pilot death! ***
CRITICAL HIT on Sensors
.

AC/10 at Archer ARC-2R (Cyan); needs 5, rolls 5 : hits (using Left Side table) LA
Archer ARC-2R (Cyan) takes 10 damage to LA.
10 damage transfers to LT.
Archer ARC-2R (Cyan) takes 10 damage to LT.
10 damage transfers to CT.
Archer ARC-2R (Cyan) takes 10 damage to CT.
12 Armor remaining.

Survivors are:

Annihilator ANH-1A (Orange)
Pilot : rashiakas [4/5]
Kills : 1

Hatchetman HCT-3F (Orange)
Pilot : Azira [4/5]
Kills : 1

MechWarrior Computer Gamer Refugee (Cyan)
Gunnery Skill : Computer Gamer Refugee [4]
Kills : 0

MechWarrior Country_Gravy (Orange)
Gunnery Skill : Country_Gravy [4] ( 1 hit(s) )
Kills : 0


Graveyard contains:

Centurion CN9-AH (Cyan)
Pilot : Deuce Traveler [4/5] ( 6 hit(s) )
Kills : 1
Destroyed by Annihilator ANH-1A (Orange)

Jenner JR7-F (Orange)
Pilot : Overboard [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by Mongoose MON-67 (Cyan)

Mongoose MON-67 (Cyan)
Pilot : eklektyk [4/5] ( 3 hit(s) )
Kills : 1
Destroyed by pilot error.

Archer ARC-2R (Cyan)
Pilot : Hellraiser [4/5] ( 6 hit(s) )
Kills : 0 Destroyed by Hatchetman HCT-3F (Orange)


The following utterly destroyed units are not available for salvage:

Charger CGR-1A5 (Cyan)
Pilot : Computer Gamer Refugee [4/5]
Kills : 0
Destroyed by Wolverine WVR-6K (Orange)

Wolverine WVR-6K (Orange)
Pilot : Country_Gravy [4/5] ( 1 hit(s) )
Kills : 1
Destroyed by Centurion CN9-AH (Cyan)
 

Country_Gravy

Arcane
Patron
Joined
Mar 24, 2004
Messages
3,407
Location
Up Yours
Wasteland 2
What exactly does this mean:

MechWarrior Country_Gravy (Orange)
Gunnery Skill : Country_Gravy [4] ( 1 hit(s) )
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
I have no idea why megamek lists this in this way, maybe there are some hidden rolls that determine whether an injured mechwarrior loses gunnery skill. 4 was the gunnery skill (this is your base to hit number) of all mechwarriors when we started the game and you apparently received 1 hit during the course of the game.
 

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