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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
Well, your last comment was just "ok no moving then":oops:
edit: You can't hit anyone with your tree as it would require two working hands and shoulders and you standing.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
Well, your last comment was just "ok no moving then":oops:
edit: You can't hit anyone with your tree as it would require two working hands and shoulders and you standing.

hmmm.. than im a sitting duck!.. i wonder.. can i shoot my own hex with "SM" and try to set it on fire so i can kill MY SELF at least???:rage:
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
Can he pop the lid on his mech, go for a walk. Maybe walk up to one of our mechs and kick it for a bit, just out of spite? :M Or would that wreck the game again (the no end turn for a pilot out of his mech)
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
1360574225_11022013-gifki-gifki-smeshnye-gifki-gifki.gif
 

Deuce Traveler

2012 Newfag
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Joined
May 11, 2012
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2,903
Location
Okinawa, Japan
Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
Well, your last comment was just "ok no moving then":oops:

After "Move to xxxx and turn north", so I kinda expected to only turn, not move. But in hindsight, I should have point that out.

You'll take a few shots on your back armor, so you can save some of that front armor for later. I recommend trying to take two or three salvos in such a manner. :troll:
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 15 Fire (good things come to those who wait)

At least if you see things from the Stalker's perspective: all that jumping around apparently made Azira dizzy. He didn't grab the golden opportunity and misses the Stalker's back side with all three lasers.

Weapons fire for Thunderbolt TDR-5SE (Azira)
Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 6 : misses.

Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 4 : misses.

Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 5 : misses.


With so few guns fired everybody is at zero heat again.

Thunderbolt TDR-5SE (Azira) gains 12 heat, sinks 12 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 2 heat, sinks 4 heat and is now at 0 heat.
Stalker STK-4P (rashiakas) gains 0 heat, sinks 6 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 1 heat, sinks 1 heat and is now at 0 heat.
Guillotine GLT-4P (eklektyk) gains 4 heat, sinks 4 heat and is now at 0 heat.

Sorry guys for the slow turn. From now on the updates will return to the usual pace.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 16 Movement (morituri te salutant)

Our three combatants in the east continue their little dance and the Guillotine and Stalker can get a clear shot at each other. The Thunderbolt again uses his jump jets to bring some forest hexes between himself and both his opponents. He won't be hitting as hard but of course that also means it will be more difficult to hit him. Will the others punish him for his clever cowardly tactics or will they take the clear shot? This and more in the next exiting episode of CODEEEXIAN BATTLETECH MAAADNEEESS! *cough*

Round16Movement.png



Thunderbolt (+3, jumped)
Archer (11 hexes) +3 (+2 intervening light woods, +1 target movement)
Stalker (2 hexes) +3 (+2 intervening heavy woods, +1 target in light woods)
Dragon (1 hex) not in arc
Guillotine (2 hexes) +4 (+2 intervening heavy woods, +1 target movement, +1 target in light woods)

Archer (+2, ran)
Thunderbolt (11 hexes) +4 (+2 intervening light woods, +1 target jumped, +1 target in light woods)
Stalker (10 hexes) no LoS
Dragon (12 hexes) no LoS
Guillotine (9 hexes) no LoS

Stalker (+2, ran)
Thunderbolt (2 hexes) +4 (+2 intervening heavy woods, +1 target jumped, +1 target in light woods)
Archer (10 hexes)
Dragon (3 hexes) no LoS
Guillotine (3 hexes) +2 (+1 target movement, +1 target in light woods)

Dragon (can't fire)
Thunderbolt (1 hex)
Archer (12 hexes)
Stalker (3 hexes)
Guillotine (3 hexes)

Guillotine (+2, ran)
Thunderbolt (2 hexes) +4 (+2 intervening heavy woods, +1 target jumped, +1 target in light woods)
Archer (9 hexes) no LoS
Stalker (3 hexes) +1 (+1 target in light woods)
Dragon (3 hexes) no LoS
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Looking forward to this one, so much potential damage. The Thunderbolt's LT armour is almost gone, the Guillotine's CT is completely exposed. This is what SRMs are made for.
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
820
Pathfinder: Wrath
Is there an option in megamek to decrease the impact of cover? I find the low hit chances a bit ridiculous.
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
820
Pathfinder: Wrath
Well, if I am calculating right, everyone will mostly miss (again) because you have to roll between a 8+ and 10+ for a hit, which I find somewhat strange at this range. Might be because I played only the computer battletech games where scoring a hit was rather easy at close ranges, I don't know how the tabletop is supposed to work.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 16 Fire (case in point: CASE saves lives)

Glorious destruction this round. rashiakas proves again that he knows where to aim with those large lasers and hits the Guillotine's ammo storage, utterly destroying the mech. In his last seconds before ejecting eklektyk manages to his with three of his lasers, combined with another hit from the Thunderbolt this takes the Stalker to the magic number of 20 damage, but he doesn't stumble in his moment of triumph.
Explosion-l.jpg


Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Guillotine GLT-4P (eklektyk); needs 8, rolls 11 : hits RT
Guillotine GLT-4P (eklektyk) takes 8 damage to RT.
Armor destroyed, 13 Internal Structure remaining
Critical hit on RT. Roll is 11; 2 locations.
CRITICAL HIT on SRM 6 Ammo (8).
*** SRM 6 Ammo EXPLODES! 96 DAMAGE! *** >Guillotine GLT-4P (eklektyk) suffers catastrophic damage, but the autoeject system was engaged.

Guillotine GLT-4P (eklektyk) must make a piloting skill check (landing in clear terrain).
Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds. The pilot ejects safely!
*** Guillotine GLT-4P (eklektyk) DESTROYED by ejection! ***
Guillotine GLT-4P (eklektyk) takes 96 damage to RT.
SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
83 damage transfers to CT.
Critical hit on RT. Roll is 11; 2 locations.
CRITICAL HIT on Heat Sink.
CRITICAL HIT on +Medium Laser.
Guillotine GLT-4P (eklektyk) takes 83 damage to CT.
SECTION DESTROYED,
Critical hit on CT. Roll is 8; 1 location.
CRITICAL HIT on Standard Gyro.


Location has no more hittable critical slots.

SRM 6 at Guillotine GLT-4P (eklektyk); needs 8, rolls 6 : misses.

SRM 6 at Guillotine GLT-4P (eklektyk); needs 8, rolls 9 : 2 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 2 damage to HD.
7 Armor remaining.


Guillotine GLT-4P (eklektyk) takes 2 damage to RA.
2 damage transfers to RT.
Guillotine GLT-4P (eklektyk) takes 2 damage to RT.
2 damage transfers to CT.
Guillotine GLT-4P (eklektyk) takes 2 damage to CT.



Weapons fire for Guillotine GLT-4P (eklektyk)
Medium Laser at Stalker STK-4P (rashiakas); needs 7, rolls 8 : hits CT
Stalker STK-4P (rashiakas) takes 5 damage to CT.
31 Armor remaining.

Medium Laser at Stalker STK-4P (rashiakas); needs 7, rolls 7 : hits LT
Stalker STK-4P (rashiakas) takes 5 damage to LT.
15 Armor remaining.

Medium Laser at Stalker STK-4P (rashiakas); needs 7, rolls 9 : hits LL
Stalker STK-4P (rashiakas) takes 5 damage to LL.
16 Armor remaining.

SRM 6 at Stalker STK-4P (rashiakas); needs 7, rolls 4 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 7 : misses.

Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 11 : hits LT
Stalker STK-4P (rashiakas) takes 5 damage to LT.
10 Armor remaining.

Medium Laser at Stalker STK-4P (rashiakas); needs 10, rolls 5 : misses.


Stalker STK-4P (rashiakas) 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.

Here's the heat:

Thunderbolt TDR-5SE (Azira) gains 12 heat, sinks 12 heat and is now at 0 heat.
Archer ARC-2S (Deuce) gains 2 heat, sinks 2 heat and is now at 0 heat.
Stalker STK-4P (rashiakas) gains 18 heat, sinks 18 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 1 heat, sinks 1 heat and is now at 0 heat.

Sadly this leads to the end of this game as again I cannot move the ejected pilot.
:rage:

Apparently this happens every time when the only units left to move are ejected pilots and I really see no way around this in this game. In a team game it's easy to prevent this bug by just moving pilots first. For a FFA game I guess I have to give an additional unit to every player and just keep it away from the carnage. This would also make DFAs and charge attacks always possible as I can always construct those and not have to hope a favorable initiative roll.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
So. Glorious destruction is glorious and all, but the game's dead in the water again? Is that it? Or do we reroll the game backwards and hope for auto-eject not to fire?

Do we call it quits now, or change the rules so only melee is allowed? :troll:
 

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