Battletech - Blood of Kerensky

I'd personally much rather have common sense than a bunch of tech I'm not sensible enough to take full advantage of. Especially since the latter is allot easier to aquire after the fact than the latter, but oh well. I'd like to get this over with and be out of suspense, but I'm about to go to bed right now so I don't know if I should go next.

How do you determine the grid numbers on a hex map?

I don't mind if you roll my dice for me. In a tabletop game rolling dice is part of the fun, but in an online game rolling virtual dice is just a pain. Of course if you find it a pain as well I'll still do it myself.
 

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Drerek said:
I'm ready to start, but how do I roll initiative?

Piloting: 3
Gunnery: 3

If you go through the trial that was already held it goes over the rules. Initiative is 2d6 - piloting score.

Dire Lemming: I will be rolling most of your dice for you, but I want the initiative roll to signify your being ready to start. As for the Hex numbers, go to the top toolbar, click map, then go to hex numbering. And btw, you may say the tech can be aquired later, but for the most part thats not true. Feel free to browse the Inner Sphere tech level 1 stuff, cause thats what you are going against. I assure you its a significant advantage. Clan tech is rare in the Inner Sphere until much later in the war.
 




For those who were having visual problems with the Trial Map and who wanted to be able to track Mech movements, I printed the original map into a .pdf and made it open it all sources. (At least I think I did) I hope this helps!

Functional feedack is encourage if corrections need to be made. Thanks!

The .pdf file itself is too large to upload. If you are having problems with .rar let me know and I can e-mail it to you.

EDIT: Attached are Update Maps for Trials 2, 3, 4. (Updated 21 Aug 07)

-Blood
 

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Darimaus said:
If you go through the trial that was already held it goes over the rules. Initiative is 2d6 - piloting score.

Dire Lemming: I will be rolling most of your dice for you, but I want the initiative roll to signify your being ready to start. As for the Hex numbers, go to the top toolbar, click map, then go to hex numbering. And btw, you may say the tech can be aquired later, but for the most part thats not true. Feel free to browse the Inner Sphere tech level 1 stuff, cause thats what you are going against. I assure you its a significant advantage. Clan tech is rare in the Inner Sphere until much later in the war.

Meanwhile the clans never got common sense. I'm also looking at the long term here. We're jerks, and we're doomed. :p
 
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Cauldron Born is the Clan name of the Cauldron Born 'Mech; it is a 'Mech that the Inner Sphere did not confront until a bit later on, after they learned Clan 'Mech designations. A homage to the iron wombs that Trueborns are grown in, and reference to an old irish or celtic myth IIRC.
 

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