Battletech - Blood of Kerensky

Darimaus said:
Trial #4:

The Black Lanner Charges forward 14 Hexes at Ramone. It now in 33,22.

Your Turns.

Ramone thinks to himself, *That was fast... How difficult. But I zen your movement... Now lets see if I can trick out some almost risk free damage off your eagerness. Either that or we are both in for a surprise...*

walk 5 from 37,15 to 37,20 putting us at 4 hexes range - torso twist if needed

open up first with a single ER ppc and follow with 4 medium pulse lasers, 0 end heat

gunnery 2, +0 range (all short), +1 walk, +4 his move, -1 target comp, +4 cover = 10 for ppc, 8 for medium pulse lasers

Also gimme an active probe of this fella to figure out his mech afaik if he enters in 6 hexes I get some sort of read out on him?
 
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Darimaus said:
Trial #2:

OOC: Drerek: I forgot to add the attack roll for one of the Pulses (I missed one when I went through your weapon payload). I'll give you a choice though, you can either fire it and I'll roll your attack roll with it after you reply, or you can not fire it and stop yourself from massivly overheating (Overheat by 12)
OOC: Let's say he doesn't fire it so no big bad overheating.

IC: Drerek laughs at the destruction of the other mech's arm (OOC: did that shut down any of its weapons?). He backs up the hill as far as possible at a walk and unleashes just the Autocannon and SRM's on his opponent (OOC: that will cool him down, right?).
 

Asher's curse is drowned by the sound of the impact against Zilpah's armor. Pushing away the thoughts of the posibility that this old fox might have better aim than him, he jerks the controls around, and turns to retreat to a better range, one in which he cannot be hit by the enemy's big guns.

(OOC: So, I want to retreat in a southerly direction to a place where I can still see the enemy but am out of ER PPC range. Of course, I don't know how to tell where that might be on the map. If I can't keep him in view though that's alright. The main thing is that I don't want to get annihilated by my first foe.)
 


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

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 range. And in that case, you can't fire back.

Drerek: You only overheat 2 since you didn't fire the pulse. You can fire alot more than that and not gain any heat. Go over your weapons load again and compare it to your max heat, make sure its at least 4 under, to burn off your last 2 heat and to cover any heat you'll get for moving (running = 2 heat).
 
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This thing is rediculous. I'll try to shoot it again and hope I take it out before it gets me. I can't outrun it so trying to get away would be pointless, it must have really crappy armor if it can carry that much firepower and still move that quickly.
 

Dire Lemming said:
This thing is rediculous. I'll try to shoot it again and hope I take it out before it gets me. I can't outrun it so trying to get away would be pointless, it must have really crappy armor if it can carry that much firepower and still move that quickly.

So not moving then?
 


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 difficulty.

Trial #2:

The Cougar rushes foreward again, afraid of Rylee's vengeance. He moves 9 Hexes to 28,31.

Firing Round. Your Turns.
 


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