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KaoliniteMilkshake posted:Regarding bug mechs... Well, the thing about jump jets is that post-3065ish, you get IJJs, which allow for heavy mechs to manage the jumping maneuverability of a light with no huge issues. This means that light mechs which sacrifice speed for jumpjets rapidly face the issue that there can be assault 'mechs with equal maneuverability and far greater survivability. For the bug trinity some of the later Project Phoenix versions like the Wasp-7MAF are pretty impressive... for 20-tonners. And that's the problem. I don't play 3025 much anymore (sadly) and as it stands the only reason to use a 20-tonner right now is to stuff it full of Null-Sig and Chameleon, give it a XXL engine, and use it as an unarmed ground recon platform.
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# ? Feb 16, 2011 19:48 |
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# ? May 11, 2024 09:12 |
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I'm just dabbling in Battletech now and then, but am I the only one who thinks that the technology sounds less and less interesting the later it is implemented? "This superimproved version of the weapon has fewer drawbacks, and you have improved heat sinks, improved engines, improved targeting, improved toilet facilities, your light mechs can carry PPCs (sorry, improved PPCs) and your assault mechs can jump". It just makes me want to play Succession War eras with Riflemen and plain stock Medium Lasers.
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# ? Feb 16, 2011 20:18 |
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MJ12 posted:I don't play 3025 much anymore (sadly) and as it stands the only reason to use a 20-tonner right now is to stuff it full of Null-Sig and Chameleon, give it a XXL engine, and use it as an unarmed ground recon platform. C3. BAP and other electronics gear. Stealth Armor. All useful in creating viable 20 tonners. But they aren't really combat machines anymore, true. (But were they ever, really?) lilljonas posted:I'm just dabbling in Battletech now and then, but am I the only one who thinks that the technology sounds less and less interesting the later it is implemented? There's a time period where that is true - 3050-3065 or so. By 3067 and onward, there's enough new toys out there that things have really settled back into a rough equivalence with the state of play in 3025 - just faster, better armored, and with nastier guns. Later tech level play really works better in Megamek than pure tabletop, because you need a hell of a lot more room (and not having to deal with all the interaction between various e-war gear manually is handy too.) Kenlon fucked around with this message at 20:22 on Feb 16, 2011 |
# ? Feb 16, 2011 20:19 |
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MJ12 posted:Well, the thing about jump jets is that post-3065ish, you get IJJs, which allow for heavy mechs to manage the jumping maneuverability of a light with no huge issues. This means that light mechs which sacrifice speed for jumpjets rapidly face the issue that there can be assault 'mechs with equal maneuverability and far greater survivability. Stuff like this is why I don't bother with anything after 3058 (and that's pushing it). lilljonas posted:I'm just dabbling in Battletech now and then, but am I the only one who thinks that the technology sounds less and less interesting the later it is implemented? No, you are most definitely not the only one.
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# ? Feb 16, 2011 20:19 |
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Tempest_56 posted:It isn't just the movement, though. The Locust packs notably more firepower than the others and has flippable arms as well. Take the LCT-1E for example. It's a 20 ton mech, but it's got 16 points of damage on a 360 degree arc of fire. The only light mech that can best that is the Jenner. The Locust also out-armors the Wasp and the Stinger (LCT-1M aside)! Even the Stinger's uparmored -3R variant is worse, as the armor distribution isn't as good.
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# ? Feb 16, 2011 20:23 |
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Zaodai posted:I love that the thread jumped on those of us who were discussing WH40k between turns for being off topic, but fat kids getting gangrene in the woods is fine and dandy. Hang on, did I miss out on a 40K discussion? Or was I there? Sometimes I can't remember because I have fluff-sperg blackouts where I wake up surrounded by a 40 page dissertation on Imperial institutions. Arglebargle III fucked around with this message at 21:04 on Feb 16, 2011 |
# ? Feb 16, 2011 21:01 |
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3025 era is good, but I have to admity I really like some of the newer stuff, and the new tactics it allows. MASC, NARC and C3 come to mind. The Merry Marauder posted:Not every fight is a Grand Melee on a featureless plain, quiaff?
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# ? Feb 16, 2011 21:47 |
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Tarquinn posted:Gesundheit.
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# ? Feb 16, 2011 22:07 |
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lilljonas posted:I'm just dabbling in Battletech now and then, but am I the only one who thinks that the technology sounds less and less interesting the later it is implemented? Assault mechs could always jump. Also, those XL engines are one of the most basic examples of newtech having a new drawback: if you mount an Inner Sphere XL engine, and you lose a side torso, your mech is destroyed. It triples the amount of "instant kill" sections on your machine. L1 is easy to play, but I also find construction to be not quite as rewarding because there's almost no way you'll ever run in to crit space trouble. My preferred era is 3039, since you begin to see some of the advanced stuff like XL engines and Gauss rifles, but they're very rare. However, a few things like FF armor are coming around to be semi-common, so you might actually need to think about crit placement.
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# ? Feb 16, 2011 23:53 |
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I am ninja-ing some pop-tarts right now as I wait for the next update.
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# ? Feb 16, 2011 23:57 |
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Y'all are really going to regret not shooting the heavy tank. 4 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 6 PoptartsNinja fucked around with this message at 00:08 on Feb 17, 2011 |
# ? Feb 17, 2011 00:05 |
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The Zhukov is one of the best tanks of it's era. The Po's better, though.
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# ? Feb 17, 2011 00:13 |
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PoptartsNinja posted:Y'all are really going to regret not shooting the heavy tank. Ah, a rather traditional result of Mechs vs. vehicles; "lower priority" is always a dangerous tag to apply to vehicles. Though at least it's a problem in-universe as well, though I have to admit Natasha Kerensky noting she'd "never seen a tank jump up and down on a Battlemech until it was a smear on the road" was a good reply on the subject (though I'd pay good money to see a Kanga pull it off ).
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# ? Feb 17, 2011 00:13 |
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I personally found 3050 IS stuff sans double heat sinks the most fun you could have. Energy weapons aren't completely dominant and you have to make some interesting trade-offs especially when you design assaults (although Gauss rifles are still kinda spoilsports). Even in mediums it's not completely obvious whether a PPC or ER PPC would be better.
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# ? Feb 17, 2011 00:14 |
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Then again, you do get stupidly lucky sometimes, so who knows whether that 6+ to hit will actually matter. Edit: And sometimes one of you moves into a position where he has no line of sight to anything that's not a friendly target.
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# ? Feb 17, 2011 00:16 |
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PoptartsNinja posted:Edit: And sometimes one of you moves into a position where he has no line of sight to anything that's not a friendly target. That means none of the bad guys can shoot him either!
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# ? Feb 17, 2011 00:23 |
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They had closer, easier targets anyway. I'm going to assume they're setting up a flank, 'cause that's what it looks like they're trying for (and that's awesome).
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# ? Feb 17, 2011 00:28 |
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I wonder if I'm gonna get shot up. I know I didn't move
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# ? Feb 17, 2011 00:42 |
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PoptartsNinja posted:Y'all are really going to regret not shooting the heavy tank. Welp. It's been nice knowing you guys.
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# ? Feb 17, 2011 00:55 |
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.. hahahaha...
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# ? Feb 17, 2011 00:55 |
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PoptartsNinja posted:.. hahahaha... <MW2 disembodied voice> Critical hit. Gyro. Critical hit. Weapon destroyed. Critical hit... </MW2>
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# ? Feb 17, 2011 01:00 |
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Talk about being sufficiently ominous without hinting if it is a good or bad ominous. This thread is the epitome of
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# ? Feb 17, 2011 01:01 |
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KnoxZone posted:Talk about being sufficiently ominous without hinting if it is a good or bad ominous. This thread is the epitome of PTN : Dance my puppets! Dance!
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# ? Feb 17, 2011 01:25 |
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Don't worry guys. Y'all are rolling with protagonist luck so nothing irrevocably bad could possibly happen. TAC on ammo please!
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# ? Feb 17, 2011 01:34 |
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Hostage Situation: Tactical Update 6 Movement Phase La Dama Muerta uses Distracting Tirade (needs 6, rolls 2) Hostage Killed Combat Phase: St Hunchback fires AC20 at D3 Cataphract (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 11): rolled 11, hit left arm (2/22 armor remains)! St Hunchback fires medium laser at D3 Cataphract (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 11): rolled 9, miss! St Hunchback fires medium laser at D3 Cataphract (5 base + 2 movement + 1 enemy movement + 2 range + 1 light woods = 11): rolled 4, miss! St Gains 15 heat, sinks 13. Now at Overheat 2! F Catapult attempts to fire at D3 Cataphract (Line of Sight Blocked by Terrain)! F Catapult gains 2 heat, sinks 15! SS Rifleman fires large laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 6): Rolled 8, hit left leg (14/22 armor remains)! Floating through-armor critical chance! SS Rifleman fires large laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 6): Rolled 10, hit right arm (14/22 armor remains)! SS Rifleman fires large laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 6): Rolled 4, miss! SS Rifleman fires large laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 6): Rolled 5, miss! SS Rifleman gains 18 heat, sinks 10! Now at Overheat 9 (movement reduced to 3/5, +1 penalty to hit!) Sw Wolverine fires medium laser at V2 Zhukov (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 8, hit right side (27/32 armor remains)! Chance for motive system damage! Sw Wolverine fires medium laser at V2 Zhukov (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 6, hit front (39/44 armor remains)! Sw Wolverine fires SRM 6 at V2 Zhukov (3 base + 2 movement + 0 enemy movement + 0 range = 5): rolled 8, 3 missiles hit turret (42/44 armor remains), front (37/44 armor remains), right side (25/32 armor remains)! Chance for motive system damage! Sw Wolverine gains 11 heat, sinks 14! Now at Overheat 0! FY Lancelot fires PPC at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods + 1 overheat = 7): rolled 7, hit right torso (6/16 armor remains)! FY Lancelot fires Large Laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 0 range + 1 light woods + 1 overheat = 7): rolled 4, miss! FY Lancelot fires Medium Laser at D3 Cataphract (4 base + 0 movement + 1 enemy movement + 2 range + 1 light woods + 1 overheat = 9): rolled 10, hit left leg (9/22 armor remains)! FY Lancelot gains 21 heat, sinks 26! Now at Overheat 2 (overheat penalties end)! D1 Warhammer fires PPC at Sw Wolverine (3 base + 2 movement + 2 enemy movement + 2 range + 1 partial cover = 10): rolled 8, miss! D1 Warhammer gains 12 heat, sinks 18! Now at Overheat 0! D2 Vindicator fires PPC at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 8, hit center torso (12/22 armor remains)! D2 Vindicator fires LRM 5 at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 6, miss! D2 Vindicator gains 15 heat, sinks 16 D3 Cataphract fires AC 10 at FY Lancelot (3 base + 2 movement + 0 enemy movement + 0 range +1 light woods + 2 heavy woods = 8): rolled 11, hit center torso (11/21 armor remains)! D3 Cataphract fires PPC at FY Lancelot (3 base + 2 movement + 0 enemy movement + 0 range +1 light woods + 2 heavy woods = 8): rolled 8, hit left arm (4/14 armor remains)! D3 Cataphract gains 1 heat, sinks 16 D4 Blackjack fires AC 2 at St Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods + 1 partial cover = 5): rolled 6, hit center torso (24/26 armor remains)! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 light woods + 1 partial cover = 9): rolled 9, hit left arm (11/16 armor remains)! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 light woods + 1 partial cover = 9): rolled 6, miss! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 light woods + 1 partial cover = 9): rolled 12, hit left leg (15/20 armor remains)! D4 Blackjack gains 10 heat, sinks 11! V2 Zhukov fires AC 10 at St Hunchback (4 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 6): rolled 8, hit right torso (10/20 armor remains)! V2 Zhukov fires AC 10 at St Hunchback (4 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 6): rolled 12, hit left torso (10/20 armor remains)! V2 Zhukov fires SRM 6 at Sw Wolverine (4 base + 1 movement + 2 enemy movement + 0 range + 1 partial cover + 1 secondary target = 9): rolled 10, hit with 5 missiles: hits right torso (8/20 armor remains), center torso (11/25 armor remains), center torso (9/25 armor remains), left torso (18/20 armor remains), center torso (7/25 armor remains)! V3 Goblin fires Large Laser at SS Rifleman (5 base + 2 movement + 0 enemy movement + 2 range + 1 light woods + 2 heavy woods = 12): rolled 8, miss! End Phase Scout Snipers snipe V1 APC, free roll on the motive system damage table: rolled (6 - 1 snipe +2 side hit) = 7, minor damage (+1 penalty to all driving rolls)! D3 Cataphract chance for critical hit in left leg, rolled 12. Leg blown off! V2 Zhukov chance for motive system damage, rolled 4, no effect! V2 Zhukov chance for motive system damage, rolled 7, minor damage (+1 penalty to all driving rolls)! D3 Cataphract must make piloting test or fall (3 base + 1 massive damage + leg blown off = automatic fall): automatic fall! D3 Cataphract takes 14 damage to right arm (9/22 armor remains), center torso (21/26 armor remains) , right torso (2/16 armor remains)! D3 Cataphract must make a piloting test to avoid pilot damage (3 base + 1 massive damage = 4): rolled 6, succeeds! St Hunchback must make piloting test or fall (3 base + 1 massive damage = 4): rolled 11, succeeds! Fy Lancelot must make piloting test or fall (4 base + 1 massive damage = 5): rolled 9, succeeds! D3 Cataphract is disabled, pilot ejects! Physical Combat Phase: No physical combat takes place End Phase: K3 Stolen Karnov deploys Scout Platoon into hex 1210 K3 Stolen Karnov has no crew, is now out of control “Nice speech, DJ,” Longstrider said, clapping his platoon sergeant on the shoulder. “But, uh… do you even know how to land this bird?” “Not a clue,” DJ grinned, “get yourselves some silk backpacks, people, we jump in bail in six seconds. After that? I don’t give a poo poo where this Capellan vulture comes down!” ***** Annie didn’t flinch as the little Capellan Vindicator’s PPC scored armor from her ‘Mech’s broad chest, even though the impact shook her in the cockpit like a child with a rag doll. Bunny bear fell over in the excitement, but he could take care of himself. She dropped her crosshairs over the Cataphract even as Divot opened up with her fancy-rear end lostech supermech. Annie smirked, give her a good old-fashioned brawler like a rifleman over Divot’s prancing Lancelot any day. She unloaded with everything, cringed as her cockpit filled with heat. She didn’t have to look, she knew her aim was true. The Cataphract keeled over, its armor intact… her large laser had caught the oh-so-vulnerable hip joint and sawed through it cleanly. Divot sputtered into the comms. “That,” Annie said wickedly, “is what they get for cobbling a ‘Mech together out of junk.” Bobby laughed on the comms, “Way to go, Avengin’ Annie!” the Navajo Wolf crowed, he seemed actually happy for a brief instant. “Show those Capellan fuckers what’s what!” Enemy Forces D1 WHM-6L Warhammer D2 VND-1R Vindicator D4 BJ-1 Blackjack I1 Capellan Militia I2 Capellan Militia I3 Death Commando Infantry I4 Capellan Militia V1 Heavy Wheeled APC (MG Variant) V2 Zhukov Heavy Tank V3 Goblin Medium Tank V4 SRM Carrier Turn 7 OpForce Movement: D1 Remained Stationary D2 Ran to to 0415 (3 hexes) D4 Remained stationary I1 Remained Stationary I2 Debarks into hex 1110 I3 Moved to hex 1313 (2 hexes) I4 Debarks into hex 1010 V1 Remained Stationary (0 hex (movement costs doubled, not on pavement)) V2 Reversed to 1116 (2 hexes) V3 Flanked to 0717 (4 hexes) V4 Remained Stationary Mission Objectives 17/20 hostages remain! Rescue the Hostages or Bury them SS “Lil’ Sure Shot” RFL-3N Rifleman Weight: 60 tons (Heavy) HD A(S): 6/6 (3/3) LT A(S): 15/15 (14/14) LT R A(S): 2/2 CT A(S): 12/22 (20/20) CT R A(S): 4/4 RT A(S): 15/15 (14/14) RT R A(S): 2/2 LA A(S): 15/15 (10/10) RA A(S): 15/15 (10/10) LL A(S): 12/12 (14/14) RL A(S): 12/12 (14/14) Heat: 9/30 Overheat Penalty: Movement Reduced to 3/5/0, +1 penalty to hit Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Annie Sue Hurd Mechwarrior Player: Tempest_56 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) AC5 – RA (Heat: 1, Ammo: 14, Range: (L:18 M:12 S:6 Min:3), Status: OK!) AC5 – LA (Heat: 1, Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc. S2 Scout Snipers Platoon(4/4) Type: Sniper Weapon: Sniper Rifle Player: Tempest_56 Movement MP: 1 Range: 6 hexes Notes: May snipe or double-tap at infantry or vehicles. St “Stubby” HBK-4G Hunchback Weight: 50 tons (Medium Class) HD A(S): 9/9 (3/3) LT A(S): 10/20 (12/12) LT R A(S): 4/4 CT A(S): 24/26 (16/16) CT R A(S): 5/5 RT A(S): 10/20 (12/12) RT R A(S): 4/4 LA A(S): 11/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 15/20 (12/12) RL A(S): 20/20 (12/12) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 5 Mechwarrior Name: Andre “Clueless” Norris Mechwarrior Player: Polaron Mechwarrior Status: OK! Armament: AC20 – RT (Heat: 7, Ammo: 9, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) La Dama Muerta Player: Polaron May either use a Distracting Tirade or Mock and Berate the Capellans once per turn. FY “Sir gently caress You” LNC25-01 Lancelot Weight: 60 tons (Heavy) HD A(S): 7/7 (3/3) LT A(S): 16/16 (14/14) LT R A(S): 10/10 CT A(S): 11/21 (20/20) CT R A(S): 16/16 RT A(S): 16/16 (14/14) RT R A(S): 10/10 LA A(S): 4/14 (10/10) RA A(S): 14/14 (10/10) LL A(S): 14/14 (14/14) RL A(S): 14/14 (14/14) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 (double capacity) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Rebecca “Divot” Moss Mechwarrior Player: bunnyofdoom Mechwarrior Status: OK! Armament: PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc S1 Scout Sapper Player: bunnyofdoom May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP. May use either ability this turn! F “Firewalker” CPLT-C1 Catapult Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 17/19 (15/15) LT R A(S): 8/8 CT A(S): 24/24 (21/21) CT R A(S): 11/11 RT A(S): 19/19 (15/15) RT R A(S): 8/8 LA A(S): 13/13 (10/10) RA A(S): 13/13 (10/10) LL A(S): 18/18 (15/15) RL A(S): 18/18 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: “Engine Joe” Running Wild Mechwarrior Player: Red_Mage Mechwarrior Status: OK! Armament: LRM 15 – RA (Heat: 5, Ammo: 10, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc TA Tech Platoon APC Weight: 10 tons (Light) Front A(S): 10/10 (1/1) Left A(S): 8/8 (1/1) Right A(S): 8/8 (1/1) Turret A(S): 4/4 (1/1) Rear A(S): 10/10 (1/1) Movement: 6/9 Driver: Pilot 4, Gunnery 6 Player: Red_Mage Tank Status: Ok! Armament: Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Notes: Currently Carrying Tech Platoon TP Tech Platoon (30/30) Type: SRM Infantry Weapon: SRM Gunnery: 5 Anti-Mech: 3 Player: Red_Mage Movement MP: 2 Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4 Notes: 1 round of Inferno ammo, currently carried by TA APC SW “Skinwalker” WVR-6M Wolverine Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/20 (13/13) LT R A(S): 6/6 CT A(S): 7/25 (18/18) CT R A(S): 8/8 RT A(S): 8/20 (13/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 12/19 (13/13) RL A(S):19/19 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 14 Movement: 5/8/5 Mechwarrior: Pilot 2, Gunnery 3 Mechwarrior Name: “Navajo Wolf” Bobby Begay Mechwarrior Player: Bobbin Threadbare Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LT (Heat: 3, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) Special Ability: Eights to Aces (2/2) S3 Scout Company(30/30) Type: Caballeros Scouts Weapon: Submachine Guns and Grenades Gunnery: 3 Anti-Mech: 4 Player: Bobbin Threadbare Movement MP: 2 Range: To-hit modifier: 0: -2, 1: 0, 2: +3 Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1 Stolen Karnov UR Transport Helicopter Weight: 30 tons Front A(S): 6/6 (3/3) Left A(S): 5/5 (3/3) Right A(S): 5/5 (3/3) Rotor A(S): 2/2 (3/3) Rear A(S): 6/6 (3/3) Movement: 11/17 Driver: Pilot 6 Player: None VTOL Status: Height 3 Armament: Notes: No crew, in an uncontrolled crash Enemy Status D1 WHM-6L Warhammer Damage: None Status: Armament: Unknown Notes: D2 VND-1R Vindicator Damage: None Status: Armament: Unknown Notes: D3 CTF-1X Cataphract Status: Disabled, pilot escaped! D4 BJ-1 Blackjack Damage: AC2 destroyed, Left Shoulder Destroyed Status: Pilot injured! Armament: Unknown Notes: I1 Capellan Militia (30/30) Damage: None Status: Armament: Ballistic Rifle Notes: I2 Capellan Militia (30/30) Damage: None Status: Armament: Ballistic Rifle Notes: Being Transported by Heavy APC I3 Death Commando Infantry (21/21) Damage: None Status: Armament: SRM Notes: Being Transported By Goblin Medium Tank [b]I4[/b] Capellan Militia (30/30) [b]Damage:[/b] None [b]Status:[/b] Fine [b]Armament:[/b] Flamer [b]Notes:[/b] Being Transported by Heavy APC [b]V1[/b] Heavy Wheeled APC (MG Variant) [b]Damage:[/b] None [b]Status:[/b] minor motive system damage +1 to all driving skill rolls [b]Armament:[/b] 6 Machine Guns [b]Notes:[/b] [b]V2[/b] Zhukov Heavy Tank [b]Damage:[/b] None [b]Status:[/b] minor motive system damage +1 to all driving skill rolls [b]Armament:[/b] AC 10, AC 10, SRM 6 [b]Notes:[/b] [b]V3[/b] Goblin Medium Tank [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] Large Laser, Machine Gun [b]Notes:[/b] Transporting [b]I3[/b] [b]V4[/b] SRM Carrier [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6 [b]Notes:[/b] [b]K1[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain [b]K2[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain PoptartsNinja fucked around with this message at 05:25 on Jan 9, 2013 |
# ? Feb 17, 2011 01:37 |
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drat. Why do bad things always happen to the good guys? Poor Capellans.
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# ? Feb 17, 2011 01:40 |
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God dammit. Start executing the kids faster!
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# ? Feb 17, 2011 01:41 |
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They didn't even breach the Cataphract's armor. It still has more armor than than any two of the Caballero 'Mechs put together.
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# ? Feb 17, 2011 01:49 |
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PTN, where did the sapper go? I know I said he mighta popped off to take a leak, but he's not on the map. Also, I'm thinking of blazing away at the vindicator right infront of me, while someone else takes out the Zhukov.
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# ? Feb 17, 2011 01:50 |
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PoptartsNinja posted:D3 Cataphract chance for critical hit in left leg, rolled 12. Leg blown off!
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# ? Feb 17, 2011 01:59 |
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Goddamnit. Poor Capellans can't even catch a break outside of canon. I guess you could say they're... canon fodder.
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# ? Feb 17, 2011 02:05 |
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KnoxZone posted:drat. Why do bad things always happen to the good guys? Poor Capellans. never forget that brave Cataphract that looked in the face of Mexican Oppression and said softly "No more" and then murdered a child.
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# ? Feb 17, 2011 02:05 |
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bunnyofdoom posted:PTN, where did the sapper go? Fixed
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# ? Feb 17, 2011 02:06 |
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I told you guys you had protagonist luck.
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# ? Feb 17, 2011 02:08 |
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Is my PPC within the minimum range to fire at d2?
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# ? Feb 17, 2011 02:09 |
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We really need to take down that Zhukov so that I feel safe engaging the Warhammer. I really don't want to burn AC/20 ammo on it, though.
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# ? Feb 17, 2011 02:16 |
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I got a basic plan for what we could do Bobbin Move to 1019, blaze away at V3 Tempest Move to 0617, blaze away at D2 I personally move to 417 and hit D4
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# ? Feb 17, 2011 02:31 |
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PoptartsNinja posted:F Catapult attempts to fire at D3 Cataphract (Line of Sight Blocked by Terrain)! Aren't there rules for indirect LRM fire, PTN?
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# ? Feb 17, 2011 02:31 |
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Polaron posted:We really need to take down that Zhukov so that I feel safe engaging the Warhammer. I really don't want to burn AC/20 ammo on it, though. You've got enough ammo for 9 more rounds of firing. Given how big a threat the Hunchie is, I honestly doubt you're going to last longer than 9 rounds - might as well get the most out of that boomstick while you've got it.
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# ? Feb 17, 2011 02:33 |
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# ? May 11, 2024 09:12 |
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WarLocke posted:Aren't there rules for indirect LRM fire, PTN? You have to have a spotter.
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# ? Feb 17, 2011 02:41 |