Search results

  1. D

    Battletech - Blood of Kerensky

    Not really, you weren't downed by damage but by crits, which on your center torso are still the same. Sorry for the mix up on the designs, running 3 trials on the same thread has been difficult to say the least.
  2. D

    Battletech - Blood of Kerensky

    Oops, I didn't think your new design was coming into play until after the trial. And btw, you don't have to fight till your down here. Unneccessary warrior death in their trials to become warriors are considered wasteful.
  3. D

    Battletech - Blood of Kerensky

    Your actually doing quite well. Btw, i didn't use the punch table because I took some advice (both online and at home) and made the punch hit/leg hit only apply within 3 hexes. And yes, your opponent is down for the count. You completely destroyed its center torso.
  4. D

    Battletech - Blood of Kerensky

    according to your roll and my notes, you have stats of 3 Gunnery, and 3 Piloting.
  5. D

    Battletech - Blood of Kerensky

    Trial #2: The Cauldron Born runs 7 forward to 27,05 and changes facing towards hex 26,06. OOC: Bloodweaver2: Ok, whether or not you decide to try and fight your next opponent on the ground or power down and take your victory, you can't move. If you decide to shoot, I'll assume your facing was...
  6. D

    Battletech - Blood of Kerensky

    Trial #4: The Mad Dog runs 8 Hexes forward to 32,30. He is now 4 hexes away from Lev. Your turns. We need movement from Fenris, and shooting declarations from both of you.
  7. D

    Battletech - Blood of Kerensky

    Trial #2: Round 3: Shooting Phase: Drerek opens up on his opponent with everything but his ER Large. Drerek's Hit Difficulty: Gunnery (+3), He walked (+1), He Ran 7 (+3), Range (Varies), Pulse (-2), Tagetting Computer (-1) (I missed this earlier, I apologise. However, it didn't affect any of...
  8. D

    Battletech - Blood of Kerensky

    First off, your opponenet already did move, and you don't HAVE to go very last unless a grand melee opens up and you become a target for your partner and his mechs. Second, Brother Allard misposted, so we're going to catch him up with the Mad Dog's round 2 movement phase, round 2 shooting...
  9. D

    Battletech - Blood of Kerensky

    OOC: Dire Lemming: Thats going to be 2 rounds from now before he moves (Arkhandus has to finish this round, and they give you a 1 round grace period)
  10. D

    Battletech - Blood of Kerensky

    Dire Lemming, your next opponent is a Battle Cobra (40 Tons): hex 46,19
  11. D

    Battletech - Blood of Kerensky

    Ok, heres how it worked. You two shot the crap out of each other. He went down because of his paper thin armor you eluded to before. You see, your tactics actually gave him the advantage, because when you don't move, you don't take penalties, but neither does he. When he moves, he takes -2, and...
  12. D

    Battletech - Blood of Kerensky

    OK, I found the problem here. As far as I can tell, you never posted your movement to 20,27. Because I can't find your move, (and I've looked about 5 times now) I didn't post his move. Bacause I didn't post his move, he didn't end up firing. Sorry about that. So 20,27 was your move correct...
  13. D

    Battletech - Blood of Kerensky

    Sorry, I lost another line of text again. The Cauldron Born turns north, and runs 7 hexes to 27,12. It is now 7 Hexes away from you. Now, you guys have sort of a half and half thing going with the hill now, so its your choice. Either the hill will act as cover, blocking you two completely from...
  14. D

    Battletech - Blood of Kerensky

    Trial #3: OOC: Ok, normally, I don't seperate trial parts, and since Arhandus hasn't posted yet, I shouldn't be doing this. But I figure Dire Lemming should know the results to this round. The Kit Fox and Asher both do the same thing they did last round, Asher staying still and firing 2 ER...
  15. D

    Battletech - Blood of Kerensky

    Because you beat the Mad Cat in initiative, it can't declare its firing until you declare your movement. So you can post your move any time. Also, you can delcare what your shooting if you get in range. (Its 23 Hexes away from you before you move btw.)
  16. D

    Battletech - Blood of Kerensky

    So I'm assuming then that you will be firing the 2 large again? You're 14 hexes away btw.
  17. D

    Battletech - Blood of Kerensky

    Lol, sorry Drerek, I just realized you didn't have a second Large Pulse anyways. I looked at its 2 slots and thought it was 2 for some reason. Silly me :lol: Anyways, you make it to 23,07 backing up. Blood, that will still count as a run for you, but only count as 5 hexes for his to hit...
  18. D

    Battletech - Blood of Kerensky

    So not moving then?
  19. D

    Battletech - Blood of Kerensky

    The Mad Dog has an initiative of 8 vs your 5, so you go first. Fenris2 goes before his becaused he refocused. Btw, Dire Lemming, the Kit Fox moved 9, not 7. The hex was still right though. Your problem is that unless you put the hill between you and it, you can't possibly move out of the PPCs...
  20. D

    World War Z

    Arell P. Str: ** Dex: **** Sta: ** Int: *** Wits: *** Resolve: * Presence: ** Manipulation: ** Composure: ** Academics: Computer: * Crafts: Investigation: * Medicine: Occult: Politics: * Science: * Athletics: * Brawl: *** Drive: * Firearms: * Larceny: Stealth: ** Survival: * Weaponry: **...
Top