Battletech - Blood of Kerensky

Johan turns the Stone Rhino and jogs it up the hill, stopping at edge of the crater.

Running to 35,21, facing south. No shooting this round.
 

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Great, that figures. Where is the back of this thing now anyway? How far can it swivel? What's the point of back armor if it can just swivel so that I'm facing it's side after it's turn but before I get a chance to fire?
 

(Most likely it can only torso-twist one hex in either direction, I think.... It is in 05,11 now and facing 06,10, which means its facing northeast. I think you are close enough that you could run or jump behind him to shoot his back, but I do not know. Torso-twisting does not affect what hit locations are used against the 'Mech, right? At least that is what I thought Darimaus meant. If so, then you only need to get to the opposite of which way he is generally facing.)
 

Oh, well if that's the case then I'll jump behind him and fire all the lasers I can without generating more heat, into his back... or try. Hopefully that'll allow my heat to dissipate while still doing some damage.
 
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Dire Lemming said:
Great, that figures. Where is the back of this thing now anyway? How far can it swivel? What's the point of back armor if it can just swivel so that I'm facing it's side after it's turn but before I get a chance to fire?

The point is, torso twisting only affects firing arcs. It doesn't affect facing I.E, where he takes damage from.
 

Finally got my hands on a .pdf The Battletech Compendium (FASA 1640) and did some homework. I finally understand everything there is to know about movements, facing, heat, levels, LOS and most importantly increasing pilots skill levels. For every four Mechs destroyed one can increase either Gunnery or Piloting by one point. Good stuff over all.

Question how are we going to handle repairs and replacement parts after a mission?
The book describes a methos but I was not too sure if there was a house rule.


-Blood
 

Bloodweaver1 said:
Finally got my hands on a .pdf The Battletech Compendium (FASA 1640) and did some homework. I finally understand everything there is to know about movements, facing, heat, levels, LOS and most importantly increasing pilots skill levels. For every four Mechs destroyed one can increase either Gunnery or Piloting by one point. Good stuff over all.

Question how are we going to handle repairs and replacement parts after a mission?
The book describes a methos but I was not too sure if there was a house rule.


-Blood

As you are Clanner's, and therfore the most equipped war machine in the Inner Sphere, I'm just going to rule that unless a mission begins immediatly where a mission left off, or unless you guys become less popular, you will be given full refit and repair after every mission. If your mech can't be fixed, they will give you a new one.
 

Trial #3:

OOC: Dire Lemming: I'm going to select 1 ER Large and 2 ER Small Lasers for you to fire, which including your jump will put you at 32 heat, so next round you'll only have 6 heat.

Dire Lemming's Difficulty: You Jumped (+3), Gunnery (+3), Heat (+1), Targetting Computer (-1), Arm Damage (+1), Heavy Forest (+2)

ER Large Laser = 8
ER Small (R) = 8
ER Small (L) = 9

Attacks:
Hit Location:
Crit Threat:

Asher jumps behind is foe and unleashes, but is only able to score a hit on the mech's right arm with a small laser. However, the laser cuts into the arm's internals, slicing it off at the shoulder.

The Battle Cobra returns fire, torso twisting to fire with its undamaged left arm.

Battle Cobra's Difficulty: It Ran (+2), You jumped (+1), Gunnery (+2), Light Forest Hex (+1),
Pulse (-2)

Large Pulse = 4
Small Pulse = 4

Attacks:
Hit Locations:
Crit Threat

The Battle Cobra returns fire against Asher, slicing into his opponent's arm with his pulses, and destroying Asher's Left Arm. The two armless mechs stand brutally punished but still fully willing to fight.

Left Arm: 10 Damage, Blown off
Left Torso: 8 Damage transferred from Left Arm, 4 Crits Remaining
Right Leg: 3 Damage, 15 Armor Remaining

Next Round Movement Phase:

The Battle Cobra Moves to 06,09, facing 07,10.

The Warhowk moves to 35,38.

Your Turns
 
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Johan moves to the southern edge of the crater, looking downrange for his next opponent...

Running 3 hexes to 36,23 and turning, facing south. If Johan can see the Warhawk, he will open fire with all four weapons. I believe we are 15 hexes away.
 

#4) Another boring round I fear... lol

Ramone turns and runs from 17,15 to 12,17 turns and continues to 10,16...

No shooting because modifers are too high for all...
 

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