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  1. Brother Allard

    Battletech - Blood of Kerensky

    Lev pulls up on the throttle, bringing the Timberwolf to a sudden stop. Exhilarated, he takes a moment to survey the smoking wreckage of his first kill. He realizes in a flash that he is now a Mechwarrior and grins. The first step on the path to greatness. Action: Refocus. New Init is then...
  2. Brother Allard

    Gaming W/Jemal - FinalFantasy D&D (Going Again!)

    I'll be on the road this weekend, starting tomorrow, and after tonight I most likely won't be able to post again until Tuesday. I'll have the laptop and be on the lookout for opportunities to check in, but that may not happen. FYI. Feel free to ghost as necessary.
  3. Brother Allard

    Battletech - Blood of Kerensky

    I'll be on the road this weekend, starting tomorrow, and after tonight I most likely won't be able to post again until Tuesday. I'll have the laptop and be on the lookout for opportunities to check in, but that may not happen. FYI.
  4. Brother Allard

    Battletech - Blood of Kerensky

    Trial #4, Round 3 The two mechs streaking toward each other at top speed, Lev is suddenly and inexplicably calm. His mech moving smoothly and rhythmically beneath him, he is in the eye of the storm. Steadying his nerves, he opens up everything he has, hoping for a quick kill shot. Lev's Hit...
  5. Brother Allard

    Battletech - Blood of Kerensky

    Lev continues his mad dash forward, hooting in joy at having scored first blood. Move: run 8 hexes forward to 28,31.
  6. Brother Allard

    Battletech - Blood of Kerensky

    Holy crap, you're right. How did that happen? I must have bungled the post somehow. I meant to post: run straight 8 hexes to 20-27. Sorry about that. (that would be round 2)
  7. Brother Allard

    Battletech - Blood of Kerensky

    No, I understand. Hmmm... let's see. In Rnd 1, I moved from 1018 to 1223, and the Mad dog moved from 4436 to 3833. In Rnd 2, I moved from 1223 to 2027, and the Mad Dog didn't move at all. Now, in Rnd 3, I'm set to move again. I think the Mad Dog was mean to move last in Rnd 2 and didn't. I'm...
  8. Brother Allard

    Battletech - Blood of Kerensky

    Trial #4 OOC: I think the Mad Dog has yet to move in round #2. Or is it sitting still?
  9. Brother Allard

    Battletech - Blood of Kerensky

    Heh. I just realized that this is a near miss - I'm only 2 hexes away and also traveling at high speed. Gotta be careful. Don't want to start a Grand Melee.
  10. Brother Allard

    Battletech - Blood of Kerensky

    #4 Blood roaring in his ears, Lev throws the throttle forward and Hell's Bells leaps from its crouch, huge clods of turf propelled into the air in its wake. Now totally in the moment, any trepidations are washed from his mind on a tide of adrenaline. Today is his day. Today he becomes a...
  11. Brother Allard

    Battletech - Blood of Kerensky

    I remember that when we used to play Battletech, the initiative phase was meant to occur each turn - that is, we rolled initiative again before every movement phase. It's been quite a while, and I'm totally out of touch, so I'm not sure what rulechanges have happened in the meantime - was that...
  12. Brother Allard

    Battletech - Blood of Kerensky

    Lev swiftly runs his Timberwolf through its pre-battle checks, a routine so frequently rehearsed as to have been entirely embedded in his subconscious, leaving the rest of his mind free to race through every possible contingency. All those years of training, persevering, pushing forcibly...
  13. Brother Allard

    Battletech - Blood of Kerensky

    New mech is sent. Initial rolls are: 5 & 1, make for: Pilot: 4 Gunner: 2 No more time today, so I'll let someone else take this trial.
  14. Brother Allard

    Knights of the Old Republic - IC

    "What's to stop us from going after the Sith right now?" Jarec asks, his expression perfectly neutral. "We should just follow the tunnels to whatever waits below."
  15. Brother Allard

    Final Fantasy J

    Eyes wide, nostrils flared, Aluf shakes his long black hair loose and raises his massive sword high above his head. Taking a massive breath, he shouts the distinctively unnerving warcry for which he had become so famed in the war - a high-pitched, ululating cry, unnerving to all but the most...
  16. Brother Allard

    Final Fantasy J

    Aluf Lawful Good Human Knight 12 Str 21 +5 base 16 + 1 level + 4 enhancement Dex 12 +1 base 12 Con 22 +6 base 18 + 2 level + 2 enhancement Int 10 +0 base 10 Wis 10 +0 base 10 Cha 16 +3 base 16 Age 32 Height 6'4" Weight 215 lbs Description: Tall, broad, and solid, Aluf is an imposing...
  17. Brother Allard

    Battletech - Blood of Kerensky

    I know. I'm on my way. As I said, The Project from Hell has finally wound down. I'll be catching up today as much as I can. The rest will have to wait for Monday. </hijack>
  18. Brother Allard

    Battletech - Blood of Kerensky

    Oops. I didn't realize that. If you'd prefer, I could swap them out for something else. Maybe Streak SRMs or something. I'd have to think about it. Presuming we can get that sorted out, I'm game for the first trial.
  19. Brother Allard

    Battletech - Blood of Kerensky

    The mech is sent. Timberwolf XA: 75 tons, near max armor, move 5, 2 jump jets, ATM-12 (x2), ER Medium Laser (x6), Active Probe, ECM, Targeting Computer. Built with a premium placed on flexibility. It's strong, tough, fast, can function either as fire support (ATM with ER loaded), as a...
  20. Brother Allard

    Battletech - Blood of Kerensky

    With regard to ATMs and MASCS and Narc, oh my! I found this extremely helpful website, which I thought I would share: http://www.battletechchopshop.com/database/battletech/ Just click on "Missile Weapons" on the left-hand dropdown, and Bob's your uncle.
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