Battletech - Blood of Kerensky

Trial 3

Asher stares across the field at his first opponent. "Well, let us see what this old fox can do." He waits patiently in Zilpah's cockpit, knowing that the one advantage his opponent has over him is experience. It would not be wise to engage them recklessly.

Refocus while waiting for the enemy to get within range.
 

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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 would have moved 5 hexes so you would have +2 difficulty to be hit.

Rylee steps out to challenge the Cougar, but her opponent doesn't seem too interested in a direct confrontation, running past her 9 hexes to 43,24. They are now 5 Hexes away from each other.

Now for the Shooting Phase:
Blood, the latest design you sent me doesn't have a small laser anymore. Just for this round, I'll tailer your declaration to the 3 pulses, 2 ER Mediums, and the ER large for a total of 0 heat buildup.

You fire at the Cougar. Your Difficulty = you ran (+2) + he ran 9 hexes (+3) + Gunnery (+3) + range (0 for ERs, +2 for Pulses). Your pulses have -2. All your weapons hit on an 8.
Attacks

You strike the cougar in the torso with one of your lasers as the two of you open up on each other.

The Cougar fires back. Its difficulty = It ran (+2) + You moved 5 hexes (+2) + Gunnery (+2) + Range (+2) + Pulses (-2). It hits on a 6. It opens up with 6 medium pulses.
Attacks
Ouch, 5 hits. /Wince

Hit locations.
2 = Center Torso Crit
3+4 = Right Arm
5 = Right Leg
6 = Right Torso
7 = Center Torso
8 = Left Torso
9 = Left Leg
10+11 = Left Arm
12 = Head
Hit Locations

Rylee takes 14 damage to the left arm, 14 damage to the left leg, and 7 damage to the Center Torso.

Crit Chance:
2-7 = No crit
8+9 = 1 Crit
1+11 = 2 Crits:
12 = 3 Crits or Limb Blown off.

Crit Chance
OOC: Ok, this is getting rediculous. I was going to let invisible castle be impartial on this trial, but this is just unfair. I'm going to negate this crit. It doesn't happen. However, for the interest of showing people what would have happened, I'll post the non-existant results.

Crits:
1st 1d6:
1-3: Bottom Chart
4-6: Top Chart

2nd 1d6: Item destroyed.

1st Crit
Engine Hit (Every engine hit increases heat output every round by 5. 3 Engine hits and the mech is destroyed.)

2nd Crit
Jump Jest Destroyed.

Invisible Castle is a harsh DM today.

Drerek and his target also commence destruction of each other.

Drerek's difficulty: You walked (+1) + He Ran 8 (+3) + Gunnery (3) + Range (Varies) + Pulse (-2)

AC 5 = 9
LRM = 9
Large Pulse = 7
ER Large = 7

Attacks

Drerek is unable to strike his oppoenet with his LRMs or AC, but his lasers strike true, one nailing the left leg, and one nailing the left arm.

The Cauldron Born also unleashes its might.

Cauldron Born difficulty: He Ran (+2) + You walked 4 hexes (+1) + Gunnery (3) + Range (Varies)

ER Medium Laser: 8
Gauss Rifle: 6
LB 5-X AC: 6
LRM 10: 8

Attacks

Fortunatly for Drerek, his attacks put the other mech off balance and caused its retaliation to miss.

Next Movement phase. Your turns.
 

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 Shooting Phase:

The Kit Fox opens up on Asher at extreme range as Asher waits to find an opportune moment to strike.

Kit Fox Difficulty: He Ran (+2) + Gunner (+2) + Range (+4)

ER PPC = 8

Attacks

Its two bolts of man made lightning crash into the hill beneath the stationary mech, their energy wasted.

Next Round: Movement Phase

The Kit Fox is going to try and take advantage of its long range. Its not going to move from its spot.

The Madcat beat Arkhandus, but I'm just going to post its move now. It continues to move in its casual strut, getting to hex 32,40.

You guys can post both your movements and your weapons declaration now.
 
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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 Tons): Hex 44,40
Turkina (95 Tons): Hex 48,41

Movement Phase. You can post your movements now.
 

Drerek smiles at his two hits and the misses of his opponent. "Glory for the Wolf!"

He'll move Thunder to 23,10 and turn to face south if possible. If there's not enough move to do that, then move to 23,11 and turn to face south.
 

#4)

Ramone thinks to himself, "A Black Lanner? Hmmm... Those are supposed to be very fast. This could be troublesome. I have got to get in the flow for this combat, or my foe will out manouver me." He smiled, "His instructors would be berating him for what he was about to do, but that was not a new experience for him, was it? And yet here he was, a year later than some in his initial group admittedly, but he always made it through the tests - frequently unconventionally... No sense dissapointing their expectations now was there?"

Ramone takes time to examine his foe and get into just the right grove. I.e. Refocus. Init = 10
 
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#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 Mechwarrior!

Predatory instincts ascendant, Lev throws back his head and howls into the close confines of the cockpit.

Move: Turn S (1), run 4 hexes to 10-22 (2-5), turn SE (6), run 2 hexes to 12-23 (7-8).
 

Trial #2

She does her best to ignore the red warning lights that flash across her screen like some religious holiday. Instead she moves her Mech down across the hill and out into the plans hoping to make herself a harder target for the Cougar to hit.


OOC: In attempts to gain some distance: Turns to 37, 22, (1) moves to 33, 24 (5) then Jump Jets to 29, 26 (4) facing 30, 25 (free facing movement) MASC roll will be needed.
 

Bloodweaver1 said:
She does her best to ignore the red warning lights that flash across her screen like some religious holiday. Instead she moves her Mech down across the hill and out into the plans hoping to make herself a harder target for the Cougar to hit.


OOC: In attempts to gain some distance: Turns to 37, 22, (1) moves to 33, 24 (5) then Jump Jets to 29, 26 (4) facing 30, 25 (free facing movement) MASC roll will be needed.

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 straight line, and you can't choose your facing when you land.
 

I'm a bit confused. I thought refocusing gave you the advatage over your opponent, as in, they move first. If that's the case, what does my opponent do? If it's not, then what does refocusing do?

Man, EnWorld is really sluggish today.
 

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