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Battletech - Blood of Kerensky
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<blockquote data-quote="Darimaus" data-source="post: 3708803" data-attributes="member: 50345"><p>Alrighty, so Caros runs to 11,29</p><p></p><p>Jemal runs to 34,14. He is now 28 Hexes away from his opponent.</p><p></p><p>Caros's first opponent runs to 23,23. He is now 15 Hexes away from Caros.</p><p></p><p>Now we come to the torso twist phase. You can change your firing arc up to 1 hex to the left or right, but it does not affect your movement, or your facing in terms of to hit charts and back/foreward armor.</p><p></p><p>In this case, I'm assuming all involved will just pick the most direct facing to their opponents.</p><p></p><p>Next phase is weapon declaration phase, where people decide what guns they are firing and at whom they are doing so. This phase also goes lowest initiative goes first. To save time, I will always roll attack rolls and to hit rolls, that way we can merge this phase with the firing phase that happens afterwards. </p><p></p><p>Jemal can't hit his opponent, so we'll skip him, and Caros has already posted. Now for the fun part. The results.</p><p></p><p>Caros opens up with his large Lasers at the Shadowcat. Unfortunatly, he fails to hit with either of them.</p><p></p><p>The Shadowcat will return fire with its Gauss Rifle, but is also unsuccessful at hitting its target.</p><p></p><p>Hit Difficulty:</p><p>Caros: He Ran +2, His oppoenet moved 12 hexes +4, Firing at Medium Range +2, Gunnery +2 = Difficulty 10</p><p></p><p>Shadowcat: He Ran +2, His opponent moved 8 Hexes +3, Firing at Medium Range +2, Gunnery +3 = Difficulty 10</p><p></p><p>The next phase is the physical attack phase. This won't come up for awhile, so I won't cover it.</p><p></p><p>The phase after that is the cooling phase. You gain a certain number of heat, subtract the amount of heat from the cooling capaicty of your heat sinks, and then follow the chart for effects. In this case, nobody gained any heat this round. </p><p></p><p>This marks the end of the first round of combat. The only thing I will add here is a house rule involving initiative. If you take no actions during your entire turn, you can refocus, setting your initiative to a roll of 12 and making you roll off with everyone who rolled a 12 or refocused initiative to determine the new order. </p><p></p><p>We now go back to the movement phase.</p><p></p><p>Jemal's opponent, a Stooping Hawk, will not move at all. It is now Caros and Jemal's turn again.</p></blockquote><p></p>
[QUOTE="Darimaus, post: 3708803, member: 50345"] Alrighty, so Caros runs to 11,29 Jemal runs to 34,14. He is now 28 Hexes away from his opponent. Caros's first opponent runs to 23,23. He is now 15 Hexes away from Caros. Now we come to the torso twist phase. You can change your firing arc up to 1 hex to the left or right, but it does not affect your movement, or your facing in terms of to hit charts and back/foreward armor. In this case, I'm assuming all involved will just pick the most direct facing to their opponents. Next phase is weapon declaration phase, where people decide what guns they are firing and at whom they are doing so. This phase also goes lowest initiative goes first. To save time, I will always roll attack rolls and to hit rolls, that way we can merge this phase with the firing phase that happens afterwards. Jemal can't hit his opponent, so we'll skip him, and Caros has already posted. Now for the fun part. The results. Caros opens up with his large Lasers at the Shadowcat. Unfortunatly, he fails to hit with either of them. The Shadowcat will return fire with its Gauss Rifle, but is also unsuccessful at hitting its target. Hit Difficulty: Caros: He Ran +2, His oppoenet moved 12 hexes +4, Firing at Medium Range +2, Gunnery +2 = Difficulty 10 Shadowcat: He Ran +2, His opponent moved 8 Hexes +3, Firing at Medium Range +2, Gunnery +3 = Difficulty 10 The next phase is the physical attack phase. This won't come up for awhile, so I won't cover it. The phase after that is the cooling phase. You gain a certain number of heat, subtract the amount of heat from the cooling capaicty of your heat sinks, and then follow the chart for effects. In this case, nobody gained any heat this round. This marks the end of the first round of combat. The only thing I will add here is a house rule involving initiative. If you take no actions during your entire turn, you can refocus, setting your initiative to a roll of 12 and making you roll off with everyone who rolled a 12 or refocused initiative to determine the new order. We now go back to the movement phase. Jemal's opponent, a Stooping Hawk, will not move at all. It is now Caros and Jemal's turn again. [/QUOTE]
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