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.

Completed The Next Codex battle of the Giant Robots. Your chance to pilot a mech against other Codexians.

Joined
Mar 9, 2012
Messages
382
Project: Eternity
This is odd, I'm using megamek 0.35.30 and can do it. I just fire with the arm I don't want to use to prop and it automatically uses the other arm to prop.

edit: Found this in the rulebook:

Rulebook said:
A ’Mech that has fallen or dropped to the ground may fire some of its weapons as long as neither of its arms has been destroyed. The warrior uses one arm to support the ’Mech as it fires, and so the weapons on that arm cannot fi re. The warrior may fire all weapons mounted on the other arm, and the ’Mech may fire any weapons mounted in its head or torso (including rear-mounted weapons). A prone ’Mech may not fire any leg-mounted weapons.

The Rifleman's RA was completely destroyed so he couldn't prop himself. The Panther should be able to.

Well there you go. I was a bit confused that it could not happen last time, thanks for the clarity.
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
Jesus, 56 Damage and we hit the still armored leg and a useless arm. :( He probably can still use it to support himself and fire both the PPC and SRM.
Can we have another picture showing the facing of the fallen mechs?

Turn8Movement-1.jpg
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I think it's more that Garfunkel can't be found anywhere, and the site's loading REALLY ASS SLOW for me, so I haven't been able to finish loading this thread to fill in.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,159
Location
Searching for my kidnapped sister
Honey baby. I give you lots of time to do that shit. The fact that you stir your dick in right after the deadline show that you wanting to stir your dick in. If you want to wave the command flag, I dont mind. COMMAND AFTER THIS TURN!
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
Round 8 MOVEMENT (I get knocked down, but I get up again)

"...bzzzt, Scatter Scatter!....no, stick to the plan.....frack, they hit me.....bzzzt" A mistaken transmission in the clear indicates that Team gold is having some coordination issues. However, note the following:

Panther PNT-9R (Team A) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Right Leg destroyed) + 0 (getting up)], rolls 12 : succeeds.

Cronus CRS-3M (Team B) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 6 : succeeds.

The Cronus only needed a 5+ to get up, so no surprise there, but boxcars on the piloting skill roll says that the Panther may be dying this round, but at least it goes out on feet. Dare I say, with its boot on?

The Javelin jumped in for the kill and found itself in a mess of enemy mechs, with an interesting quandary. Does it open up on the Panther like it was clearly planning on doing, or take the up-the-kilt shot it has on the rear armor of the Griffin? Offensively it was a pretty clever move, the Griffin cannot get a clear shot at it (could only fire stuff in the right arm), and the Panther cannot hit with its PPC at such a close range. Of course the Dragon is going to f**k it up (in its behind even), but there is definitely a chance that the armor can take one round of fire from one mech....maybe.

The Warhammer and the Hunchback shuffled forward so they could get the malus to hit caused by moving, but still manage to neither effectively close the range nor gain defensive benifits of fast movement. Perhaps they were moving like that to take fire from the Cronus, which also pulled itself to its feet.

On the side of Team gold, the Dragon continues to limp along with a hard choice, Open up and stay at high heat or let the Javelin perform its cheeky maneuver unscathed? At 5 hexes and low modifiers, the Griffin can pound on pretty much anyone it feels like, other than the Javelin, while the Panther can send out a PPC love tap across the river and still keep a side of SRM for the Javelin. Lastly the Trebuchet is locked in on the Cronus, but despite the range, does it want to take the shot on the Javelin? We'll find out.

Here is your map (as requested, a big one).
Round8Fire.jpg

And here are your numbers:

Team Gold:
Dragon (+1 Walked +1 heat):
Warhammer (6 Hexes) +0
Hunchback (6 Hexes) +0
Cronus (6 Hexes) +1
Javelin (no LOS) +3 (+6 for the PPC)

Trebuchet (+0)
Warhammer (No LOS) +2
Hunchback (Lo LOS) +1
Cronus (7 Hexes) +3
Javelin (10 hexes) +3

Panther (+1 Walked)
Warhammer (5 Hexes) +0
Hunchback (5 Hexes) +0
Cronus (5 Hexes) +1
Javelin (1 Hex) +3 (+6 for the PPC)

Griffin (+ 1 Walked )
Warhammer (9 Hexes) +0
Hunchback (11 Hexes) +0
Cronus (6 Hexes) +1
Javelin (no LOS) +3

Team Blue:
Warhammer (+1 Walked)
Dragon (6 Hexes)
Griffin (4 hexes) +1
Panther (5 Hexes)
Trebuchet (No LOS)

Hunchback ( +1 Walked )
Dragon (6 Hexes)
Griffin (4 Hexes) +1
Panther (5 Hexes)
Trebuchet (No LOS)

Cronus ( +1 Walked )
Dragon (6 Hexes)
Griffin (4 Hexes) +1
Panther (5 Hexes)
Trebuchet (7 Hexes) +2

Javelin (+3 Jumped)
Dragon (No fire possible)
Griffin (2 hexes) +1
Panther (1 hex)
Trebuchet (out of range)
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
Round 8 FIRE (In which many interesting things happen)

No map, forgot to get a screen shot.

How should I describe this round. Probably the first thing that I should say is that, given a choice, you should not let a Hunchback within 6 hexes of you. The Hunchback started things off with a hit to the Griffin's right leg. As is to be expected, this stripped all the armor off (the undamaged) right leg and also managed to get 2 crits. The location is foot and a heatsink, for crits a minor effect, but now the Griffin is a 4/6 mech that really does not want to get its feet wet. Of course, we will get back to that damaged leg.

Meanwhile the Dragon was desperately trying to take down the Javelin and despite stripping off 2/3s of all of its rear armor (not as impressive as you might think given that it only had 6 points back there to start with), the only true penetrations were the right and left arm; the latter of which took a pointless lower arm actuator crit. Of course, 2 medium lasers + 5 SRM missiles = 20 points of damage, but more on that later. That was all the fire on the Javelin.

While this was going on, the Javelin proved that you don't have to have 10+ target numbers to miss with everything and the Panther got off scott free this round.

The rest of Team gold opened up on the Cronus, trying to bring stack up enough cumulative damage to start sticking. Alas, it did not happen this round. Of course the Panther missing (he was so shocked he was not dead I guess) meant that the Cronus took only 19 points of damage total, not enough for a piloting roll.

Finally, the remainder of Team blue fired on the Griffin, hoping to capatize on the damage the Hunchback already did.....and succeeded pretty well. An SRM round connected with the right leg and knocked out another actuator and the Warhammer got a lucky CT possible crit that succeded in wiping out one medium laser. Don't count the Griffin out though, it has plenty of fight left in it. Oh, and the Griffin also took a large laser to the head, so any other decent head shot will kill it.

Now a few words about piloting rolls. The Panther took no damage so it does not need to make a piloting roll it would almost certainly fail. The Griffin got smacked hard and with leg crits it needs an 8+, and the Javelin took just barely 20 damage so it needs a 6+ to stay up.

Griffin rolls....5, down he goes.
Javelin rolls.....4, down he goes too!

This means that the Javelin will not get to kick the Panther (almost certainly knocking it over), AND it means that the Dragon gets to enjoy a nice full body kick to the now-prone Javelin. Oh and it will have to stand up next round so it won't be able to jump. On the bright side, the Panther won't be able to do a 3 point punch attempt at the Javelin, so I guess it is not all bad.

Physical attacks are kind of a no-brainer, so I'll do them for you.

Here are your numbers, look at all those rolls.

Weapons fire for Javelin JVN-10N (Team B)
SRM 6 at Panther PNT-9R (Team A); needs 7, rolls 6 : misses.
SRM 6 at Panther PNT-9R (Team A); needs 7, rolls 2 : misses.

Weapons fire for Dragon DRG-1S-UK (Team A)
Medium Laser at Javelin JVN-10N (Team B); needs 9, rolls 11 : hits (using Rear table) LA
Javelin JVN-10N (Team B) takes 5 damage to LA. 1 Armor remaining.
SRM 6 at Javelin JVN-10N (Team B); needs 9, rolls 9 : 5 missile(s) hit (using Rear table).
Javelin JVN-10N (Team B) takes 2 damage to RA. 4 Armor remaining.
Javelin JVN-10N (Team B) takes 2 damage to RL. 6 Armor remaining.
Javelin JVN-10N (Team B) takes 2 damage to RTR. 0 Armor remaining.
Javelin JVN-10N (Team B) takes 2 damage to CTR. 0 Armor remaining.
Javelin JVN-10N (Team B) takes 2 damage to LA. Armor destroyed, 4 Internal Structure remaining
Critical hit on LA. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on Lower Arm.
Medium Laser at Javelin JVN-10N (Team B); needs 9, rolls 6 : misses.
Medium Laser at Javelin JVN-10N (Team B); needs 9, rolls 10 : hits (using Rear table) RA
Javelin JVN-10N (Team B) takes 5 damage to RA. Armor destroyed, 4 Internal Structure remaining
Critical hit on RA. Roll is 6; no effect.

Weapons fire for Hunchback HBK-4G (Team B)
Autocannon/20 at Griffin GRF-1RG-BT (Team A); needs 8, rolls 9 : hits RL
Griffin GRF-1RG-BT (Team A) takes 20 damage to RL. Armor destroyed, 11 Internal Structure remaining
Critical hit on RL. Roll is 11; 2 locations.
<<<CRITICAL HIT>>> on Heat Sink.
<<<CRITICAL HIT>>> on Foot.
Medium Laser at Griffin GRF-1RG-BT (Team A); needs 8, rolls 5 : misses.
Medium Laser at Griffin GRF-1RG-BT (Team A); needs 8, rolls 10 : hits LL
Griffin GRF-1RG-BT (Team A) takes 5 damage to LL. 13 Armor remaining.

Weapons fire for Griffin GRF-1RG-BT (Team A)
Large Laser at Cronus CRS-3M (Team B); needs 6, rolls 5 : misses.
Medium Laser at Cronus CRS-3M (Team B); needs 8, rolls 5 : misses.
Medium Laser at Cronus CRS-3M (Team B); needs 8, rolls 10 : hits LT
Cronus CRS-3M (Team B) takes 5 damage to LT. 7 Armor remaining.
Medium Laser at Cronus CRS-3M (Team B); needs 8, rolls 9 : hits LA
Cronus CRS-3M (Team B) takes 5 damage to LA. 1 Armor remaining.

Weapons fire for Warhammer WHM-6D (Team B)
Particle Cannon at Griffin GRF-1RG-BT (Team A); needs 7, rolls 6 : misses.
Medium Laser at Griffin GRF-1RG-BT (Team A); needs 9, rolls 9 : hits CT (critical)
Griffin GRF-1RG-BT (Team A) takes 5 damage to CT (critical). 15 Armor remaining.
Critical hit on CT. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on +Medium Laser.
Medium Laser at Griffin GRF-1RG-BT (Team A); needs 9, rolls 5 : misses.

Weapons fire for Trebuchet TBT-5N (Team A)
LRM 15 at Cronus CRS-3M (Team B); needs 7, rolls 4 : misses.
LRM 15 at Cronus CRS-3M (Team B); needs 7, rolls 10 : 9 missile(s) hit (using Right Side table).
Cronus CRS-3M (Team B) takes 5 damage to RL. 15 Armor remaining.
Cronus CRS-3M (Team B) takes 4 damage to RA. 12 Armor remaining.

Weapons fire for Cronus CRS-3M (Team B)
Large Laser at Griffin GRF-1RG-BT (Team A); needs 6, rolls 9 : hits HD
Griffin GRF-1RG-BT (Team A) takes 8 damage to HD. 1 Armor remaining.
Pilot of Griffin GRF-1RG-BT (Team A) "Ulminati" takes 1 damage.
Pilot of Griffin GRF-1RG-BT (Team A) "Ulminati" needs a 3 to stay conscious. Rolls 8 : successful!

Medium Laser at Griffin GRF-1RG-BT (Team A); needs 8, rolls 8 : hits CT
Griffin GRF-1RG-BT (Team A) takes 5 damage to CT. 10 Armor remaining.
Medium Laser at Griffin GRF-1RG-BT (Team A); needs 8, rolls 7 : misses.
SRM 4 at Griffin GRF-1RG-BT (Team A); needs 8, rolls 9 : 3 missile(s) hit.
Griffin GRF-1RG-BT (Team A) takes 2 damage to RT. 18 Armor remaining.
Griffin GRF-1RG-BT (Team A) takes 2 damage to RL. 9 Internal Structure remaining
Critical hit on RL. Roll is 8; 1 location.
<<<CRITICAL HIT>>> on Lower Leg.
Griffin GRF-1RG-BT (Team A) takes 2 damage to RT. 16 Armor remaining.

Weapons fire for Panther PNT-9R (Team A)
SRM 4 at Javelin JVN-10N (Team B); needs 9, rolls 5 : misses.
Particle Cannon at Cronus CRS-3M (Team B); needs 8, rolls 7 : misses.

Griffin GRF-1RG-BT (Team A) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (20+ damage)); needs 8, rolls 5 : falls.
Griffin GRF-1RG-BT (Team A) falls on its left side, suffering 6 damage.
Griffin GRF-1RG-BT (Team A) takes 5 damage to LT. 15 Armor remaining.
Griffin GRF-1RG-BT (Team A) takes 1 damage to LT. 14 Armor remaining.
Pilot of Griffin GRF-1RG-BT (Team A) "Ulminati" must roll 8 to avoid damage; rolls 9 : succeeds.

Javelin JVN-10N (Team B) 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 4 : falls.
Javelin JVN-10N (Team B) falls on its front, suffering 3 damage.
Javelin JVN-10N (Team B) takes 3 damage to LL. 5 Armor remaining.
Pilot of Javelin JVN-10N (Team B) "good little toastboy" must roll 6 to avoid damage; rolls 10 : succeeds.
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
Round 8 PHYSICAL ATTACKS (Bad joke incoming)

So a man comes home from a vacation and he asks his friend how his beloved cat is doing. His friend replies "your cat's dead." The man gasps and said "Woah, you need to break that to me easily. What happened?" The friend replies, well the cat ran onto the roof to chase a squirrel, but fell off. It broke it's leg in the fall and must have had internal injuries, because it lingered for about three days and then died." The man said, "You should really have started with "Your cat got into trouble on the roof, that way you can bring it around to the death more gently." He continued "how's mom?"

Uh, said the friend, "your mom got trapped on the roof."

Why start with this meandering story....Well, the the Javelin took a kick from the Dragon, 12 points, if it hits something is going to give. The kick hit the right torso, shit only 3 internal structure left. Roll for crit resulted in 2 crits. Uh, oh, not much in there, expect to lose an SRM launcher (half the firepower of the mech). Results, heat sink, and ammo.

The ammo cooks off, doing 180 damage to the Javelin. Technically the mech was destroyed when the auto-eject kicked off. On the bright side, although Good Little Toastboy failed to land in clear terrain, he is still ok, but the mech is a loss.

Here are your numbers.



Physical Attack Phase
-------------------

Physical attacks for Dragon DRG-1S-UK (Team A)
Kick (Left ) at Javelin JVN-10N (Team B); needs 5, rolls 7 : hits (using Left Side table) RT
Javelin JVN-10N (Team B) takes 12 damage to RT. Armor destroyed, 3 Internal Structure remaining
Critical hit on RT. Roll is 11; 2 locations.
<<<CRITICAL HIT>>> on Heat Sink.
<<<CRITICAL HIT>>> on SRM 6 Ammo (15).
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
Javelin JVN-10N (Team B) suffers catastrophic damage, but the autoeject system was engaged.
Javelin JVN-10N (Team B) must make a piloting skill check (landing in clear terrain).
Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 2 : fails.
Pilot of MechWarrior good little toastboy (Team B) "good little toastboy" takes 3 damage.
The pilot ejects safely!

*** Javelin JVN-10N (Team B) DESTROYED by ejection! ***
Javelin JVN-10N (Team B) takes 180 damage to RT. <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
177 damage transfers to CT.
Critical hit on RT. Roll is 6; no effect.
Javelin JVN-10N (Team B) takes 177 damage to CT. <<<SECTION DESTROYED>>>,
Critical hit on CT. Roll is 8; 1 location.
<<<CRITICAL HIT>>> on Standard Gyro.
 
Joined
Mar 9, 2012
Messages
382
Project: Eternity
Here is your heat.


Heat Phase
-------------------
Dragon DRG-1S-UK (Team A) gains 14 heat, sinks 13 heat and is now at 13 heat.
Griffin GRF-1RG-BT (Team A) gains 18 heat, sinks 16 heat and is now at 4 heat.
Trebuchet TBT-5N (Team A) gains 10 heat, sinks 10 heat and is now at 2 heat.
Panther PNT-9R (Team A) gains 16 heat, sinks 13 heat and is now at 6 heat.
Cronus CRS-3M (Team B) gains 19 heat, sinks 14 heat and is now at 12 heat.
Hunchback HBK-4G (Team B) gains 14 heat, sinks 13 heat and is now at 3 heat.
Warhammer WHM-6D (Team B) gains 17 heat, sinks 20 heat and is now at 6 heat.
Dragon is -2 movement, +2 to hit
Panther is -1 movement (hah hah)
Cronus is -2 movement +1 hit
Warhammer is -1 movement
 

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