|
Axe-man posted:The emperor of man is actually Kai Allard-Liao! Fixed that for you
|
# ? Jan 31, 2011 06:42 |
|
|
# ? May 27, 2024 03:29 |
|
Polaron posted:Fixed that for you You just permanently ruined 40k for me. I hope you are happy.
|
# ? Jan 31, 2011 06:43 |
|
Kell Hounds: Cylene Tactical Update 8 Combat Results: C Vulcan Jumps into a forest hex. 5 base: rolled 5, piloting check successful. C Vulcan sticks the landing (pun intended)! A Griffin Fires PPC at K4 (3 base + 0 stationary + 0 enemy movement + 2 medium range + 1 light woods = 6): Rolled 4, miss! Fires LRM10 at K4 (3 base + 0 stationary + 0 enemy movement + 2 medium range + 1 light woods = 6): Rolled 9, hit with 10 missiles (7/14 structure remaining on right leg, 2/14 structure remaining on right leg)! Critical chance x2! Generates 14 heat, sinks 12. Now at 2 residual heat. B Blackjack Fires large laser at K2 (4 base + 1 walked + 3 enemy movement + 0 short range = 8): Rolled 8, hit (0/5 armor 2/5 structure remaining on right arm)! Critical chance! Fires medium laser at K2 (4 base + 1 walked + 3 enemy movement + 0 short range = 8): Rolled 12, hit (0/2 armor remaining on rear left torso, 4/7 structure remaining in left torso)! Critical chance! Fires medium laser at K2 (4 base + 1 walked + 3 enemy movement + 0 short range = 8): Rolled 3, miss! Generates 15 heat, sinks 17. Now at 4 residual heat. C Vulcan Fires medium laser at K2 (4 base + 3 jumped + 3 enemy movement + 0 short range = 10): Rolled 6, miss! Fires medium laser at K2 (4 base + 3 jumped + 3 enemy movement + 0 short range = 10): Rolled 3, miss! Fires machine gun at K2 (4 base + 3 jumped + 3 enemy movement + 4 long range = 14): Automatic miss! Generates 11 heat, sinks 12. Now at 0 residual heat. D Jenner Fires medium laser at K2 (4 base + 2 ran + 3 enemy movement + 0 short range = 9): Rolled 6, miss! Fires medium laser at K2 (4 base + 2 ran + 3 enemy movement + 0 short range = 9): Rolled 6, miss! Fires medium laser at K2 (4 base + 2 ran + 3 enemy movement + 0 short range = 9): Rolled 12, hit (1/6 armor remaining on left torso)! Fires medium laser at K2 (4 base + 2 ran + 3 enemy movement + 0 short range = 9): Rolled 2, miss! Fires SRM4 at K2 (4 base + 2 ran + 3 enemy movement + 0 short range = 9): Rolled 8, miss! Generates 17 heat, sinks 10. now at 12 residual heat. Movement reduced to 6/9/5, -1 penalty to hit K1 Hussar Fires Large Laser at C Vulcan (2 base + 2 ran + 3 enemy movement + 2 medium range + 1 partial cover + 1 light woods = 11): Rolled 11, hit (0/12 armor, 5/10 structure remaining on right torso)! Critical chance! Generates 10 heat, sinks 10. K2 Spider Fires Medium Laser at C Vulcan (5 base + 3 jumped + 3 enemy movement + 0 short range + 2 light woods = 13): Automatic miss! Generates 9 heat, sinks 10. K4 Dragon Fires LRM 10 at A Griffin (4 base + 0 stationary + 0 enemy movement + 2 medium range + 1 light woods = 7): Rolled 10, hit with 4 missiles (14/18 armor remaining on right leg)! Fires Autocannon 5 at A Griffin (4 base + 0 stationary + 0 enemy movement + 2 medium range + 1 light woods = 7): Rolled 7, hit (9/14 armor remaining on left arm)! Generates 6 heat, sinks 10. Critical Chances K4 Dragon 1 critical sustained in right leg! Hip Actuator destroyed! K2 Spider 1 critical sustained in right arm! Upper Arm Actuator destroyed! K2 Spider 2 criticals sustained in left torso! 2 Jump Jets destroyed! C Vulcan 1 critical sustained in right torso! Jump Jet destroyed! Desmond kicked his ‘mech forward as the Spider sailed over his head. Spinning, Desmond flicked his control-sticks and his Blackjack’s torso screeched even as he came about. His crosshairs crossed the Spider’s vulnerable back as it landed and Desmond’s fingers instinctively closed on the trigger. The Kurita ‘mech’s laughable armor withered and ran under the assault. Behind it, St. Croix’s Vulcan touched down in the woods, nearly impaling itself on a tree. Her own medium lasers joined Des and Yoshita’s assault on the Kurita light ‘mech. Desmond smiled, then frowned suddenly. “Wait, has anyone seen the—” St. Croix’s Vulcan staggered under the touch of the Hussar’s large laser; the heavy beam burning through her already damaged right torso. She staggered, but like the spider, didn’t fall. She cursed into her headset. “Another hit like that and I’m in serious trouble,” Sandra cursed, “and that damned fast mover’s between us and the dropships!” Turn 9 OpForce Movement: K1 HSR-300-D Hussar runs to 1304 K2 SDR-5K Spider runs to 1506 K4 DRG-1N Dragon remains in 2014 Enemy Forces K1 HSR-300-D Hussar K2 SDR-5K Spider K4 DRG-1N Dragon Victory Condition: Disable or Destroy both J. Edgar hovertanks (complete!) Optional Secondary Condition: Disable or Destroy all House Kurita ‘mech forces (1/4) Kell Hounds ’Mech Status A GRF-1N Griffin (KnoxZone) Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (13/13) LT R A(S): 6/6 CT A(S): 13/20 (18/18) CT R A(S): 7/7 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 9/14 (9/9) RA A(S): 13/14 (9/9) LL A(S): 13/18 (13/13) RL A(S): 14/18 (13/13) Heat: 2/30 Overheat Penalty: None Heat Sinks: 12 Movement: 5/8/5 Mechwarrior: Pilot 6, Gunnery 3 Mechwarrior Status: OK! Armament: PPC – RA (Heat: 10, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!) LRM 10 – RT (Heat: 4, Ammo: 21, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if PPC is fired) B BJ-1DB Blackjack (Axe-man) Weight: 45 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/14 (11/11) LT R A(S): 5/5 CT A(S): 16/16 (14/14) CT R A(S): 7/7 RT A(S): 14/14 (11/11) RT R A(S): 5/5 LA A(S): 11/11 (7/7) RA A(S): 11/11 (7/7) LL A(S): 14/14 (11/11) RL A(S): 14/14 (11/11) Heat: 4/30 Overheat Penalty: None Heat Sinks: 17 Movement: 4/6/4 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Ammo: 0, Range: (L:15 M:10 S:5 Min:0), Status: OK!) Medium Laser – RA (Heat: 8, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Large Laser – LA (Heat: 3, Ammo: 0, Range: (L:15 M:10 S:5 Min:), Status: OK!) Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc) C VLT-5T Vulcan (Pladdicus) Weight: 40 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 7/12 (10/10) LT R A(S): 4/4 CT A(S): 9/15 (12/12) CT R A(S): 6/6 RT A(S): 0/12 (5/10) RT R A(S): 0/4 LA A(S): 11/11 (6/6) RA A(S): 7/11 (6/6) LL A(S): 14/14 (10/10) RL A(S): 9/14 (10/10) Heat: 0/30 Overheat Penalty: None Heat Sinks: 12 Movement: 6/9/5 Mechwarrior: Pilot 5, Gunnery 4 Mechwarrior Status: Lightly Injured (sprained back) Armament: Medium Laser – LT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: DESTROYED!) Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: DESTROYED!) Flamer – RA (Heat: 3, Ammo: 0, Range: (L:3 M:2 S:1 Min:0), Status: OK!) Machine Gun – LA (Heat: 0, Ammo: 196, Range: (L:3 M:2 S:1 Min:0), Status: OK!) Notes: no hands—may punch with either arm at increased risk of self-damage D JR7-D Jenner (Cthulhu Dreams) Weight: 35 tons (Light) HD A(S): 7/7 (3/3) LT A(S): 8/8 (8/8) LT R A(S): 4/4 CT A(S): 10/10 (11/11) CT R A(S): 3/3 RT A(S): 8/8 (8/8) RT R A(S): 4/4 LA A(S): 4/4 (6/6) RA A(S): 4/4 (6/6) LL A(S): 6/6 (8/8) RL A(S): 6/6 (8/8) Heat: 12/30 Overheat Penalty: Movement reduced to 6/9/5, +1 penalty to hit Heat Sinks: 10 Movement: 7/11/5 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Status: OK! Armament: Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!) SRM 4 – CT (Heat: 3, Ammo: 22, Range: (L:9 M:6 S:3 Min:0), Status: OK!) Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc) Enemy ‘Mech Status K1 HSR-300-D Hussar Ran: 10 Damage: None Status: Fine Armament: Large Laser K2 SDR-5K Spider Ran: 7 Damage: None Status: Fine Armament: Medium Laser, 2 machine guns K3 JR7-D Jenner Status: Destroyed, counts as rough terrain K4 DRG-1N Dragon Remained Stationary: Remained Stationary Damage: None Status: Fine Armament: 1 Autocannon 5, 1 LRM 10, 2 medium lasers K5 J. Edgar light hover tank Status: Destroyed, counts as rough terrain K6 J. Edgar light hover tank Status: Destroyed, counts as rough terrain PoptartsNinja fucked around with this message at 05:16 on Jan 9, 2013 |
# ? Jan 31, 2011 06:47 |
|
Silly little nuggets. That Vulcan is worth more than the lot of ya. It better still be operational when I finish up on this Dragon and get over there.
|
# ? Jan 31, 2011 06:53 |
|
Wow, they got some pretty good shots in on our Vulcan. Especially their Hussar hitting it's DC 11 shot. Also, Cthulhu Dreams, you might want to watch your heat. Jesus... [EDIT] The Dragon lost a Hip Actuator, and has one leg exposed on the edge of a river. Is it functionally immobilized?
|
# ? Jan 31, 2011 06:57 |
|
Wow our Vulcan is in some serious trouble. That Hussar has got to go.
|
# ? Jan 31, 2011 06:58 |
|
^^^^^ Every time someone says that, everyone gangs up on the Spider.Zaodai posted:[EDIT] The Dragon lost a Hip Actuator, and has one leg exposed on the edge of a river. Is it functionally immobilized? Pretty much, yeah. It can move, but it's got hugely restricted movement, has to make piloting attempts just to try, and the checks all have a +3 penalty due to the leg not working.
|
# ? Jan 31, 2011 07:02 |
|
lets pick a mech guys and focus fire again!
|
# ? Jan 31, 2011 07:02 |
|
So half the thread goes "Kill the Hussar, it's weak but has enough firepower to murder all of you if he feels like it." Then nobody bothers to shoot the Hussar, instead opening up on the Spider which poses nearly no threat at all. Seriously guys. Kill the god damned Hussar. He can outmaneuver you, outrange most of you, and has ridiculous shooting skill. He's only peeled half the Vulcan apart and you've been lucky. If you do not put it down ASAP at least one of you will be walking home.
|
# ? Jan 31, 2011 07:05 |
|
So I see I can get a huge amount of those wizkids Mechwarrior figures for relatively cheap on ebay. Having never played any form of Battletech mini's, is it worth while? Is that clix version that bad?
|
# ? Jan 31, 2011 07:06 |
|
Tempest_56 posted:So half the thread goes "Kill the Hussar, it's weak but has enough firepower to murder all of you if he feels like it." Then nobody bothers to shoot the Hussar, instead opening up on the Spider which poses nearly no threat at all. Which mech has the highest chance of dying next turn? Spider or Hussar? Can the Vulcan afford to take another turn of fire from the Hussar?
|
# ? Jan 31, 2011 07:06 |
|
PoptartsNinja posted:K4 DRG-1G Grand Dragon remains in 2014 Pst. Poptarts. You did it again.
|
# ? Jan 31, 2011 07:06 |
|
Might not be a bad idea to start sending some fire towards that Hussar. The Hussar is an amazing shot and has a weapon with long enough reach to take down the Vulcan. Certainly make an effort to finish off the Spider, but it isn't really much of a threat to the Blackjack or Jenner.
|
# ? Jan 31, 2011 07:07 |
|
Yeah, I know. However, really wanted to kill the spider, and had no particularly great shots on the Hussar. I am unlikely to be able to shoot this turn, so I can walk forward and blow off some heat. Unfortunately, I still cannot shoot straight. That's another salvo of 6s. We should break line of sight and fall back behind the hills, and wait to see how the situation develops. I do not see how we can attack the Hussar unless we force it to come to us. The spider is irrelevant.
|
# ? Jan 31, 2011 07:08 |
|
Tempest_56 posted:So half the thread goes "Kill the Hussar, it's weak but has enough firepower to murder all of you if he feels like it." Then nobody bothers to shoot the Hussar, instead opening up on the Spider which poses nearly no threat at all. to be honest it was 7s verus going for 11s on the hussar, the thing is hard to hit.
|
# ? Jan 31, 2011 07:08 |
|
Tempest_56 posted:Pst. Poptarts. You did it again. ... I've fixed that like, six times. >:/
|
# ? Jan 31, 2011 07:09 |
|
Axe-man posted:to be honest it was 7s verus going for 11s on the hussar, the thing is hard to hit. Yeah, we cannot fight the Hussar where it is - it just moves to fast and the guy is a great shot. We need to suck him into the terrain south of the lake, so why don't we pull back behind the Hill in 1011. Then we can overcome our gunnery and movement disadvantage by attacking him in close at short range.
|
# ? Jan 31, 2011 07:11 |
|
Cthulhu Dreams posted:Yeah, we cannot fight the Hussar where it is - it just moves to fast and the guy is a great shot. We need to suck him into the terrain south of the lake, so why don't we pull back behind the Hill in 1011. Won't he just run for the dropship, scout it out, and invalidate the entire mission?
|
# ? Jan 31, 2011 07:12 |
|
Cthulhu Dreams posted:Yeah, we cannot fight the Hussar where it is - it just moves to fast and the guy is a great shot. We need to suck him into the terrain south of the lake, so why don't we pull back behind the Hill in 1011. pull back to behind the cover would force him to come into knife range, and then we could get some actual you know 8s or 9s on him.
|
# ? Jan 31, 2011 07:12 |
|
Artificer posted:Which mech has the highest chance of dying next turn? Spider or Hussar? Can the Vulcan afford to take another turn of fire from the Hussar? The Spider technically has a higher chance of dying. It has ammo and has been punched internal in two places. However, the Spider has almost half the effective range and firepower of the Hussar and is much slower. As for surviving another turn of fire? The Hussar does 8 points in a hit. The Vulcan has 7 points of armor left on his Left Torso. Which means that the next time the Hussar hits the Vulcan's LT, he will be rolling a crit chance versus the machine gun ammo there. And one more hit to the RT from either direction will destroy it, reducing the Vulcan's firepower to a single medium laser and a machine gun. At this point, it's likely to get at least two more shots, which means that it could also open up either of the Vulcan's legs or the CT. The Vulcan stands a not unreasonable chance of being destroyed or severely crippled on the next hit and is probably going to be shot at least twice more.
|
# ? Jan 31, 2011 07:12 |
|
Tempest_56 posted:The Spider technically has a higher chance of dying. It has ammo and has been punched internal in two places. However, the Spider has almost half the effective range and firepower of the Hussar and is much slower. Well drat. Fall back and make a run for it, St. Croix!
|
# ? Jan 31, 2011 07:14 |
|
Sorry to derail (hide your mechs, guys, it's a 25 ton light!) but is there any chance of getting Mechwarrior 4: Vengeance or Mercenaries to run on a 64 bit platform?
|
# ? Jan 31, 2011 07:16 |
|
Arglebargle III posted:Sorry to derail (hide your mechs, guys, it's a 25 ton light!) but is there any chance of getting Mechwarrior 4: Vengeance or Mercenaries to run on a 64 bit platform? Doing it right now on a Windows 7 x64 laptop. Mercenaries, at least.
|
# ? Jan 31, 2011 07:17 |
|
Artificer posted:Won't he just run for the dropship, scout it out, and invalidate the entire mission? Yeah, possibly.. but we cannot stop that from happening. If he runs, we need to get onto the blower to high command and say 'poo poo we have a situation' - we've already caused massive damage to this recon force (2 scout vehicles down, one strike mech down, 1 scout mech crippled, 1 scout/firesupport/whatever a dragon is heavily damaged - and it cannot run, so it cannot support the Hussar any more.) That's a fairly massive success. Modern doctrine for a Counter Recon battle calls for: A) troops to find the hostile scouts B) Troops to kill the hostile scouts It's not clear if we're supposed to be A or B. If we are A, we have already won an overwhelming victory from a 'mission' perspective, their scouting force is all kinds of hosed up. If we're supposed to be B, we're pretty undergunned - you typically want overwhelming force, or massive artillery support. Edit: Also, if the Hussar was going to do that, he could have done it last turn. We should plan as though he keeps fighting, and if he runs away, let's get command on the phone. Cthulhu Dreams fucked around with this message at 07:21 on Jan 31, 2011 |
# ? Jan 31, 2011 07:18 |
|
The Vulcan can probably stay in the fight if it dumps the machine gun ammo. It may end up with nothing but melee attacks, but it can certainly still make its presence felt! Also, if you guys can survive against a mere Hussar for a couple more turns, I should be ready to assist. I doubt that Hussar will be eager to snipe when it has a Griffin bearing down on it.
|
# ? Jan 31, 2011 07:18 |
|
Cthulhu Dreams posted:
I suppose if it does make a run for the dropship that'll make the secondary objective impossible and make it a good reason for the rest of you to run like hell. Maybe after dropping the spider and dragon for possible loot?
|
# ? Jan 31, 2011 07:20 |
|
KnoxZone posted:The Vulcan can probably stay in the fight if it dumps the machine gun ammo. It may end up with nothing but melee attacks, but it can certainly still make its presence felt! We can completely get him out of the line of fire this turn - and we should do that before he gets more shot up. Artificer posted:I suppose if it does make a run for the dropship that'll make the secondary objective impossible and make it a good reason for the rest of you to run like hell. If the Hussar runs, we should just kill everyone else on the map, then 'roleplay' withdrawing back to the dropship - the Vulcan needs repairs.
|
# ? Jan 31, 2011 07:22 |
|
I could move up on him and open fire, a large laser that hits would be devestating while the lights move back.
|
# ? Jan 31, 2011 07:25 |
|
Okay, looking at the tactical situation a bit more, here's my advice: First, stop worrying about the Hussar running away. As Cthulhu notes, if he wants to there is no way you can stop him from doing so. He's MUCH faster than you and has a range lead. If he's going to leave now, there is nothing you can do about it. Second, presuming he isn't running away, at this point he is going to eat you alive from long range. The Vulcan and the Jenner need to get out of his LOS immediately. You're in no position to hurt him this turn, and he will murder either of you cold. Fall back behind that hill and let him come to you. Yes, the Jenner too. Aside from your CT, he can open your armor up in any location on a single hit. Including your head. Third, the Blackjack, while tougher, will not be able to win in a duel. You have equal range, but he moves two and a half times as fast as you and targets at two less. In practical terms, this means that you're going to have a to-hit of anywhere between 9 and 12, best case. If he's allowed to exploit the range, it isn't tough to make it literally impossible for you to hit. Meanwhile, while you're shooting at 10s, he's shooting at 6s. You will not win. Fall back into the brush. If you fall back, he'll be forced to engage at closer range. Rougher terrain means less movement modifiers. You only need one good salvo to cripple the Hussar, but you need him in close and slowed to get that salvo.
|
# ? Jan 31, 2011 07:32 |
|
What is machine gun ammo made out of in BattleTech? It sounds like pure explodium rather than some fairly harmless small arms rounds. Dump the machine gun ammo, hide, wave the white flag, join the Dragon. It's the only way to survive this encounter.
|
# ? Jan 31, 2011 07:34 |
|
Okay, so let's focus on getting our entire lance except C out of the line of sight of K1 and K2 Bonus objective for this turn: Get a line of sight on K4 without exposing yourselves. There is a non zero risk that the Hussar and the spider will shoot our valiant platoon leader, so let's be in a position to murder the dragon if they break the deal first. But the prime focus is get out of the line of fire.
|
# ? Jan 31, 2011 07:35 |
|
I just had an amusing image in my head of two medium mechs and a superior light mech all fleeing in terror from a lone Hussar. Then I realized that it is actually happening
|
# ? Jan 31, 2011 07:37 |
|
Arglebargle III posted:What is machine gun ammo made out of in BattleTech? It sounds like pure explodium rather than some fairly harmless small arms rounds. It's down to the very odd way Battletech handles ammo explosions. You see, each notional 'shot' deals damage to the mech. Machine gun ammo comes in 100 shots per half-ton. You can see how that would quickly get out of hand.
|
# ? Jan 31, 2011 07:38 |
|
KnoxZone posted:I just had an amusing image in my head of two medium mechs and a superior light mech all fleeing in terror from a lone Hussar. I say blitz them, but yeah it's going to be difficult on that side, so i'll go into the trees and try for some nice shots.
|
# ? Jan 31, 2011 07:40 |
|
Agent Interrobang posted:It's down to the very odd way Battletech handles ammo explosions. You see, each notional 'shot' deals damage to the mech. Machine gun ammo comes in 100 shots per half-ton. Basically, it is made of pure explodium, instead of doing the rational thing and just jamming and refusing to feed any more ammo.
|
# ? Jan 31, 2011 07:42 |
|
Arglebargle III posted:What is machine gun ammo made out of in BattleTech? It sounds like pure explodium rather than some fairly harmless small arms rounds. It's one ton of .50 ammo. An actual, physical ton on a single belt-feed mechanism. It is a lot of armor-piercing bullets.
|
# ? Jan 31, 2011 07:44 |
|
Agent Interrobang posted:It's down to the very odd way Battletech handles ammo explosions. You see, each notional 'shot' deals damage to the mech. Machine gun ammo comes in 100 shots per half-ton. Though to be fair, all ammo is dangerous like that. Autocannons hold about 100 points of damage per ton of ammo, SRMs pack about 200, LRMs about 120. The machine gun is skewed because of how many shots it has - it carries 400 points of damage per ton. And while you can fire off most other weapons fast enough to bring their explosive potential down, you will NEVER fire enough machine gun rounds off to have an appreciable difference in how badly it screws you. Exception: 1 ton of ammo, 20 machine guns. Then it works!
|
# ? Jan 31, 2011 07:45 |
|
KnoxZone posted:I just had an amusing image in my head of two medium mechs and a superior light mech all fleeing in terror from a lone Hussar. Really? Seriously, he ran 10. We're not even going to hit him next turn, with our best case +6 to hit modifers, and more likely +8/9 Anyway, we're not running in terror, we're attempting to draw him into an ambush. That's my story, and I'm sticking to it.
|
# ? Jan 31, 2011 07:46 |
|
PoptartsNinja posted:It's one ton of .50 ammo. An actual, physical ton on a single belt-feed mechanism. It is a lot of armor-piercing bullets. A .50 BMG round weighs between 42 and 52g. So a ton of MG ammo is packing between 17,000 and 21,000 rounds of ammo.
|
# ? Jan 31, 2011 07:49 |
|
|
# ? May 27, 2024 03:29 |
|
PoptartsNinja posted:It's one ton of .50 ammo. An actual, physical ton on a single belt-feed mechanism. It is a lot of armor-piercing bullets. Bullets don't explode, though. With Autocannon rounds, you can say that the shells themselves are full of significant quantities of high explosives, but even a .50 BMG is propelled by a relatively small amount of propellant, which is not explosive, it just burns really, really fast. All that would happen if you shot an ammo feed like that is that the feed would jam, some bullets might cook off, bursting their brass and making a mess of things - but you're talking about just disabling the feed. Not annihilating a BattleMech. You know, basically what happens if a Gauss Rifle's ammo gets shot. [edit]As an aside, this is why when I'm making a custom MG-abuse mech, I put the ammo in the Head slot. The way I figure it, if I'm taking a critical to the Head, I'm already hosed. ShadowDragon8685 fucked around with this message at 07:53 on Jan 31, 2011 |
# ? Jan 31, 2011 07:51 |