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In Progress Codexian Battletech Carnage, Volume 3

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
i just need a miracle!!!!
 

Deuce Traveler

2012 Newfag
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May 11, 2012
Messages
2,905
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
No movement from the Archer, he is obviously satisfied sitting at his optimal range as his odds will show. The Guillotine only changed facing and has to expect taking some heavy hits, while only being able to fire his PPC as all his other weapons are out of range of the Stalker or need a 13+ to hit the Archer, which is obviously impssible with only two dice.

You can't win. Strike me down and I shall become more powerful than you can possibly imagine. Oh, and orders sent.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 7 Fire (surgical lasers)

This round only two mechs managed to score hits. Of course those mechs were the Archer and Thunderbolt. The Archer's missiles struck the Guillotine but didn't inflict enough damage to make him lose his footing. It still scraped off the last bits of the right arms armour, which may soon reduce the Guillotine's firepower by two lasers. The Thunderbolt scored another hit on the Dragon's left leg, destroying it in the process and the right torso, his kick hit the left arm. If it gets destroyed too, the Dragon cannot prop itself up anymore.

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

Large Laser at Thunderbolt TDR-5SE (Azira); needs 9, rolls 7 : misses.



Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Dragon DRG-1S-UK (tindrli); needs 5, rolls 7 : hits LL
Dragon DRG-1S-UK (tindrli) takes 8 damage to LL.
SECTION DESTROYED,
2 damage transfers to LT.
Critical hit on LL. Roll is 6; no effect.
Dragon DRG-1S-UK (tindrli) takes 2 damage to LT.
8 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 5, rolls 11 : hits RT
Dragon DRG-1S-UK (tindrli) takes 5 damage to RT.
15 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 5, rolls 8 : hits RT
Dragon DRG-1S-UK (tindrli) takes 5 damage to RT.
10 Armor remaining.

Medium Laser at Dragon DRG-1S-UK (tindrli); needs 5, rolls 4 : misses.



Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (Deuce); needs 11, rolls 6 : misses.



Weapons fire for Dragon DRG-1S-UK (tindrli)
Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 4 : misses.

SRM 6 at Thunderbolt TDR-5SE (Azira); needs 10, rolls 7 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 6 : misses.

Medium Laser at Thunderbolt TDR-5SE (Azira); needs 10, rolls 5 : misses.



Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (eklektyk); needs 6, rolls 7 : 9 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to LT.
12 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 4 damage to RA.
Armor destroyed, 9 Internal Structure remaining
Critical hit on RA. Roll is 7; no effect.

LRM 15 at Guillotine GLT-4P (eklektyk); needs 6, rolls 10 : 9 missile(s) hit.

Guillotine GLT-4P (eklektyk) takes 5 damage to CT.
10 Armor remaining.

Guillotine GLT-4P (eklektyk) takes 4 damage to RL.
8 Armor remaining.

Physical attacks for Thunderbolt TDR-5SE (Azira)
Kick (Left leg) at Dragon DRG-1S-UK (tindrli); needs 3, rolls 5 : hits LA
Dragon DRG-1S-UK (tindrli) takes 13 damage to LA.
2 Armor remaining.



Thunderbolt TDR-5SE (Azira) gains 17 heat, sinks 17 heat and is now at 10 heat.
Archer ARC-2S (Deuce) gains 10 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (rashiakas) gains 17 heat, sinks 17 heat and is now at 0 heat.
Dragon DRG-1S-UK (tindrli) gains 14 heat, sinks 13 heat and is now at 11 heat.
Guillotine GLT-4P (eklektyk) gains 11 heat, sinks 22 heat and is now at 1 heat.

Heat effects:
Usually you would still get one attempt to get up, even with a destroyed leg. Due to the high heat, the Dragon cannot do this, he actually cannot move at all this round, not even a facing change. He also still gets a +1 to all his shots.
The Thunderbolt is still at 2/4/4 and a +1 to hit, the Guillotine has cooled off and now enjoys no more penalties.

As no mech fell, you can use the last map to plan your movement.
 

Azira

Arcane
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Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
Pondering my movement orders, need a bit of clarification from good little toastboy first, but I'm almost ready to send in my orders.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
Pondering my movement orders, need a bit of clarification from good little toastboy first, but I'm almost ready to send in my orders.

i wonder what did you need to clarify??
we posted our orders so there is no harm done
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
It was just a rules clarification on intervening terrain and such. Don't want to tip my hand too much, but after the current movement phase has been processed, I will post the question and answer both here. :salute:
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
827
Pathfinder: Wrath
Ok, problem solved. And here I thought I start to know how this game works, figures.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 8 Movement (evasive maneuvers)

As the Dragon cannot even turn this round, the Thunderbolt moves into the woods behind him, to evade the Stalker's fire, which works like a charm as the Stalker leaves his hill and loses sight to all enemy mechs. The Guillotine decides to move finally, but to much surprise (I can't be the only one, right?) he retreats from the Archer instead of closing the distance.

Round8Movement.png


Thunderbolt (+3, jumped)
Archer (20 hexes) no LoS
Stalker (8 hexes) no LoS
Dragon (2 hexes) +4 (+1 target prone and at range, +1 heat, +2 target in heavy woods)
Guillotine (13 hexes) no LoS

Archer (+0, no movement)
Thunderbolt (20 hexes) no LoS
Stalker (15 hexes) +1 (+1 intervening light woods)
Dragon (20 hexes) +5 (+1 target prone and at range, +2 intervening light woods, +2 target in heavy woods)
Guillotine (9 hexes) +4 (+1 target jumped, +2 intervening light woods, +1 target in light woods)

Stalker (+2, ran)
Thunderbolt (8 hexes) no LoS
Archer (15 hexes) target not in arc
Dragon (6 hexes) no LoS
Guillotine (15 hexes) no LoS

Dragon (0, no movement)
Thunderbolt (2 hexes) target not in arc
Archer (20 hexes) no LoS, out of range
Stalker (6 hexes) no LoS
Guillotine (14 hexes) no LoS

Guillotine (+3, jumped)
Thunderbolt (13 hexes) no LoS
Archer (9 hexes) +3 (+2 intervening light woods, +1 target in light woods)
Stalker (15 hexes) no LoS
Dragon (14 hexes) no LoS
 

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