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    Battletech - Blood of Kerensky

    Trial #4: Shooting Phase: Nobody fires Next Round: Movement Phase: The Black Lanner Charges forward 14 Hexes at Ramone. It now in 33,22. Your Turns.
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    Battletech - Blood of Kerensky

    Trial #3: OOC: Dire Lemming: Unfortunatly moving to that space still puts you inside the PPCs range. I'm going to assume you stay still then. Asher's Difficulty: Gunnery (+3), Range (+4), Targetting Computer (-1) 2x ER Large Laser: 6 Attacks: Asher hits the Kit Fox with one laser, slicing...
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    Battletech - Blood of Kerensky

    Trial #2: Drerek continues in his persecuton of the one standing in his way of being a warrior, onleashing every one of his weapons on it the Cauldron Born. Drerek's Difficulty: You ran (+2), He ran (+3), Gunnery (+3), Range (Varies) Ultra AC-5: 10 (Btw, I'm going to add a little extra here...
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    Battletech - Blood of Kerensky

    OOC: The good thing about firing overtop of a level 1 hill is that you hit on the punch location table. You can't hit the legs, and you have a 1 in 6 chance of hitting the head instead of a 1 in 36 chance. (With a PPC, a head shot is an auto kill). However, he gains +4 difficulty, putting your...
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    Battletech - Blood of Kerensky

    You're right, I just got my notes a little mixed up, sorry.
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    Battletech - Blood of Kerensky

    Sorry, I think I deleted it by accident. Its in 19,29
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    Battletech - Blood of Kerensky

    Actually, the Mad Cat beats you in initiative. I just posted its move actions with the other stuff because there wasn't anything you could do that would make it do anything else. Sorry for the confusion.
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    Battletech - Blood of Kerensky

    Trial #4: The Mad Dog moves 6 Hexes forward to 38,33. It is now 26 Hexes away from Lev. The Black Lanner moves 7 Hexes forward. It is It is now 31 hexes away from Ramone. Noones in range for Shooting, so next round. Movement Phase. The Black Lanner stays were it is and doesn't move. Your...
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    Battletech - Blood of Kerensky

    Your misreading the situation. Just because its your turn doesn't mean you HAVE to use it to move. He has forgone his movement action.
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    Battletech - Blood of Kerensky

    Trial #2: OOC: Bloodweaver1: Because you can't walk and jump, you won't be able to get the free facing. However, I'm going to just assume to face towards 30,26 instead, which won't let the enemy get anywhere near your rear facing. The Cougar, pumped up from its first successful strike against...
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    Battletech - Blood of Kerensky

    OOC: Ok, Your still a little foggy on the jump jets. You can only use one form of movement on any given turn. This comes out of the 4 catagories we are using, walking, running, jumping, and running jump. The only way you can move and jump is using the fourth option, but you can only move in a...
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    No Man's Land (IC)

    Hey guys, sorry about the absence. Aside from tech problems, and being overworked, my battletech campain is requiring alot of time and effort to get started. (I just spent 5 hours working on it :p ) However, now that its started thing should run smoother, giving time to get back on thid. I'm...
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    Battletech - Blood of Kerensky

    Trial #4: Fenris2's Opponents: Black Lanner (55 tons): Hex 12,32, Initiative 8, It is 38 hexes away from Ramone. Timber Wolf (75 Tons): Hex 08,33 Supernova (90) Tons): Hex 06,36 Brother Allard's Opponents: Mad Dog (60 Tons): Hex 44,36, Initiative 8, It is 35 Hexes away from Lev. Summoner (70...
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    Battletech - Blood of Kerensky

    Trial #3: The Madcat walks foreward casually, moving 4 hexes foreward to the start of the forest blocking if from tis target, 32,42. It is 37 Hexes away from Arkhandus. The Kit Fox takes off at a run, moving 9 hexes foreward to 35,17. It is 21 Hexes away from Dire Lemming. Now for the...
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    Battletech - Blood of Kerensky

    Trial #2: OOC: Bloodweaver: You're getting the hang of the movement thing now. Just remember, you can only move back or foreward, so facing is very important (you brought it up in the OOC thread, I'm just confirming for you). You movement would cost 7 MP, have you end up facing south, and you...
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    Battletech - Blood of Kerensky

    I'm pretty sure that you are right on the initiative every round thing, I'm pretty sure its a house rule that got introduced to me when I first started playing. But thats also why I introduced a refocus rule.
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    Battletech - Blood of Kerensky

    Strangly enough, moving up hills don't cost any extra movement in this system unless its too steep for the mech to cross. Btw, I want you to go through a step by step list of your movements since the start. Some of your turns aren't sinking up all that well. Include all instances of changing...
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    Battletech - Blood of Kerensky

    Trial #2: The Couger continue with its run, interposing the hill between it and Rylee. It runs 9 hexes to 34,28. It is now 13 hexes away from Rylee. The Couldron Born changes its facing to North and oves 7 hexes to 19,23. It is now 14 hexes away from Drerek. Time to declare what your firing...
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    Battletech - Blood of Kerensky

    Ok, looks like everyone ready now, so we can break this back into pairs. Instead of going with Arkhandus and Dire Lemming, Fenris2 will be pairing off with Brother Allard. You two can roll your initiatives and select your starting locations, then you can get started on trial #4.
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    Battletech - Blood of Kerensky

    OOC: Arkhandus: If it helps, the map section of the top toolbar includes a hex numbering function. The hex you want is 22,08. I'll still need you to roll initiative, though if the last member of this trial post before you do, I'll just roll it myself. Dire Lemming: Startin location approved. We...
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