Let's Play Together: GMed Battletech via Megamek V
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- NickAragua
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- Location: Boston, MA
Let's Play Together: GMed Battletech via Megamek V
July 2nd, 3032
Outside Comstar HPG facility
Our lance approaches the HPG facility, escorting a Maxim hover transport. The plan is to blast through any Dracs in the way, clearing the path for our transport vehicle. The cloud cover drops the temperature to just below 50 degrees celsius. We get some indeterminate readings signifying about a lance's worth of battlemechs in the area, and the broad spectrum radio jamming is particularly nasty, to the point where our comms systems are having trouble finding an unjammed frequency. Switching to laser comms does the trick though. But communications with base are cut off for sure.
Just as the Maxim revs up its engines for a run to the HPG, the Comstar guys decide to throw a wrinkle in the plan, their transmission cutting through the jamming like a hot knife through butter:
"This is uh... adept ... uh... Johnson. We would like to remind the imminent combatants to uh... avoid firing on the uh... blessed hyper pulse generator. Or uh... trespassing on the generator's sacred grounds."
This is the battlefield. The OO lance deploys within three hexes of the western edge.
Primary Objective: Destroy or cripple any enemy mechs present.
Secondary Objective: Locate and destroy enemy signal jammers
The area within one hex of the HPG is off limits. Moving through or into one of those hexes may "provoke a hostile response from Comstar".
It's not possible to fire through the HPG as it's height 2. However, if a weapon is fired at a unit, misses, and the firing line goes past the unit and touches the HPG, there's a chance it'll hit the HPG. Comstar will also take a dim view of that.
Obviously, directly firing at or making physical attacks on the HPG will also provoke a response.
Before we begin the festivities, we have two spare mechs. The Stalker and a Champion (stats outlined in a post below). Also an extra Griffin. If anybody wants to swap their regular mech for one of those for the duration of the scenario, feel free to do so.
Outside Comstar HPG facility
Our lance approaches the HPG facility, escorting a Maxim hover transport. The plan is to blast through any Dracs in the way, clearing the path for our transport vehicle. The cloud cover drops the temperature to just below 50 degrees celsius. We get some indeterminate readings signifying about a lance's worth of battlemechs in the area, and the broad spectrum radio jamming is particularly nasty, to the point where our comms systems are having trouble finding an unjammed frequency. Switching to laser comms does the trick though. But communications with base are cut off for sure.
Just as the Maxim revs up its engines for a run to the HPG, the Comstar guys decide to throw a wrinkle in the plan, their transmission cutting through the jamming like a hot knife through butter:
"This is uh... adept ... uh... Johnson. We would like to remind the imminent combatants to uh... avoid firing on the uh... blessed hyper pulse generator. Or uh... trespassing on the generator's sacred grounds."
This is the battlefield. The OO lance deploys within three hexes of the western edge.
Primary Objective: Destroy or cripple any enemy mechs present.
Secondary Objective: Locate and destroy enemy signal jammers
The area within one hex of the HPG is off limits. Moving through or into one of those hexes may "provoke a hostile response from Comstar".
It's not possible to fire through the HPG as it's height 2. However, if a weapon is fired at a unit, misses, and the firing line goes past the unit and touches the HPG, there's a chance it'll hit the HPG. Comstar will also take a dim view of that.
Obviously, directly firing at or making physical attacks on the HPG will also provoke a response.
Before we begin the festivities, we have two spare mechs. The Stalker and a Champion (stats outlined in a post below). Also an extra Griffin. If anybody wants to swap their regular mech for one of those for the duration of the scenario, feel free to do so.
Black Lives Matter
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
Game rules:
Low Gravity:
Mech speeds are adjusted upwards (and this will be reflected in the stat blocks)
However, running faster than the mech's normal run speed or jumping further than the mech's normal jump speed will force a PSR, failing which causes internal damage to the legs (and the associated possible crits).
Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1
Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3
Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-10 spaces: +3
11-14 spaces: +4
15+ spaces: +5 (there are higher mods, but nobody goes that fast in this scenario)
"Woods" between you and your target (not including your hex):
+1 per light woods
+2 per heavy woods
Entering rubble or rough terrain costs +1 MP and requires a PSR
Entering light woods costs +1MP
Entering heavy woods costs +2MP
if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
As usual, the opfor loses initiative entirely, so they move then you move.
Low Gravity:
Mech speeds are adjusted upwards (and this will be reflected in the stat blocks)
However, running faster than the mech's normal run speed or jumping further than the mech's normal jump speed will force a PSR, failing which causes internal damage to the legs (and the associated possible crits).
Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1
Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3
Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-10 spaces: +3
11-14 spaces: +4
15+ spaces: +5 (there are higher mods, but nobody goes that fast in this scenario)
"Woods" between you and your target (not including your hex):
+1 per light woods
+2 per heavy woods
Entering rubble or rough terrain costs +1 MP and requires a PSR
Entering light woods costs +1MP
Entering heavy woods costs +2MP
if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
As usual, the opfor loses initiative entirely, so they move then you move.
Black Lives Matter
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
The OO lance:
Cpt. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 2/3, Gunnery Specialization (Energy), Melee Specialist
Awesome AWS-8Q
80 tons
Movement: 3/5 (mech is too slow to benefit from this level of low G)
Heat Sinks: 28
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)
PFC An "Isgrimnur" Taalib
Gunnery/Piloting: 3/3, Dodge
Vindicator VND-1R
45 tons
Movement: 5/8/5 (originally 4/6/4)
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21 (24 shots)
Medium Laser - Head - 3 - 5 - 3/6/9
Quirks:
No Torso Twist
PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 2/3, Dodge, Multi-Tasker
Griffin GRF-1N
55 tons
Movement: 6/9/6 (originally 5/8/5)
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/10 - Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7) (24 shots)
Pvt. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 3/3, Hopping Jack
Hermes II HER-2S
40 tons
Movement: 7/11 (originally 6/9)
Heat Sinks: 10
Armor: 120 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/5 - Right Torso - 1 - 5 - 6/12/18 (20 shots)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
Flamer - Left Arm - 3 - 2 - 1/2/3
Quirks:
No Torso Twist
Available spare mechs:
Champion CHP-2N (modified)
60 tons
Movement: 6/9 (originally 5/8)
Heat Sinks: 11
Armor: 128
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 - Left Torso - 3 - 12 (6x2) - 3/6/9 (15 shots)
Medium Laser - 2x Left Torso - 3 - 5 - 3/6/9
AC/10 -Right Torso - 3 - 10 - 5/10/15 (20 shots)
Quirks:
No/minimal arms
Stalker STK-3F
85 tons
Movement: 3/5 (too slow to benefit from the low G)
Heat Sinks: 20 (effective 24)
Armor: 216
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - 2x Left Arm, 2x Right Arm - 3 - 5 - 3/6/9
LRM/10 - Left Arm, Right Arm - 4 - 10 (2x5) - 7/14/21 (minimum range 7) (24 shots total)
SRM/6 x2 - Left Torso, Right Torso - 4 - 12 (6x2) - 3/6/9 (30 shots total)
Large Laser x2 - Left Torso, Right Torso - 8 - 8 - 5/10/15
An explanation of the quirks and pilot abilities:
Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that type of weapon, -1 to fire the other types (energy, ballistic, missile)
Melee Specialist - +1 damage to physical attacks, -1 to target number to hit with physical attacks
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Multi-Tasker - Secondary target modifiers reduced by 1
Hopping Jack - "to hit" target roll when jumping is +2 instead of +3
Quirks:
Battle Fist - -1 "to hit" number when punching with that hand
No Torso Twist - may not torso twist at all
No/minimal arms - punching is harder and does less damage
Combat Computer - sinks an extra 4 heat at the end of the round
Cpt. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 2/3, Gunnery Specialization (Energy), Melee Specialist
Awesome AWS-8Q
80 tons
Movement: 3/5 (mech is too slow to benefit from this level of low G)
Heat Sinks: 28
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)
PFC An "Isgrimnur" Taalib
Gunnery/Piloting: 3/3, Dodge
Vindicator VND-1R
45 tons
Movement: 5/8/5 (originally 4/6/4)
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21 (24 shots)
Medium Laser - Head - 3 - 5 - 3/6/9
Quirks:
No Torso Twist
PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 2/3, Dodge, Multi-Tasker
Griffin GRF-1N
55 tons
Movement: 6/9/6 (originally 5/8/5)
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/10 - Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7) (24 shots)
Pvt. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 3/3, Hopping Jack
Hermes II HER-2S
40 tons
Movement: 7/11 (originally 6/9)
Heat Sinks: 10
Armor: 120 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/5 - Right Torso - 1 - 5 - 6/12/18 (20 shots)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
Flamer - Left Arm - 3 - 2 - 1/2/3
Quirks:
No Torso Twist
Available spare mechs:
Champion CHP-2N (modified)
60 tons
Movement: 6/9 (originally 5/8)
Heat Sinks: 11
Armor: 128
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 - Left Torso - 3 - 12 (6x2) - 3/6/9 (15 shots)
Medium Laser - 2x Left Torso - 3 - 5 - 3/6/9
AC/10 -Right Torso - 3 - 10 - 5/10/15 (20 shots)
Quirks:
No/minimal arms
Stalker STK-3F
85 tons
Movement: 3/5 (too slow to benefit from the low G)
Heat Sinks: 20 (effective 24)
Armor: 216
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - 2x Left Arm, 2x Right Arm - 3 - 5 - 3/6/9
LRM/10 - Left Arm, Right Arm - 4 - 10 (2x5) - 7/14/21 (minimum range 7) (24 shots total)
SRM/6 x2 - Left Torso, Right Torso - 4 - 12 (6x2) - 3/6/9 (30 shots total)
Large Laser x2 - Left Torso, Right Torso - 8 - 8 - 5/10/15
An explanation of the quirks and pilot abilities:
Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that type of weapon, -1 to fire the other types (energy, ballistic, missile)
Melee Specialist - +1 damage to physical attacks, -1 to target number to hit with physical attacks
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Multi-Tasker - Secondary target modifiers reduced by 1
Hopping Jack - "to hit" target roll when jumping is +2 instead of +3
Quirks:
Battle Fist - -1 "to hit" number when punching with that hand
No Torso Twist - may not torso twist at all
No/minimal arms - punching is harder and does less damage
Combat Computer - sinks an extra 4 heat at the end of the round
Last edited by NickAragua on Sun Jun 17, 2018 12:19 am, edited 1 time in total.
Black Lives Matter
- El Guapo
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- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek V
Sure, I'll take the Stalker. What the hell. I'll deploy at 0405, facing northeast.
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- Archinerd
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Re: Let's Play Together: GMed Battletech via Megamek V
Good luck and if you don't get those shows don't bother coming back.
- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
0312, SE.
It's almost as if people are the problem.
- gbasden
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Re: Let's Play Together: GMed Battletech via Megamek V
0318, NE. I'm assuming the rock formations on the map in 0418 is impassible, but do those offer any cover?
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
The rocks are actually "rubble". They cost an extra +1 MP to enter, and force a PSR. They do not offer any cover to active battlemechs. However, it *is* possible for one of the Drac signal jammers to be hidden in one of those hexes.
Also, El Guapo, 0405 is four hexes away from the western edge, not three.
Also, El Guapo, 0405 is four hexes away from the western edge, not three.
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- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
How close do we have to get to detect them?
It's almost as if people are the problem.
- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
I was wondering about that, but decided that the "western edge" was the left-most row of hexes 0101, 0102, etc.), and that therefore 0405 is three hexes away from that edge.NickAragua wrote: ↑Mon Jun 11, 2018 3:07 pm The rocks are actually "rubble". They cost an extra +1 MP to enter, and force a PSR. They do not offer any cover to active battlemechs. However, it *is* possible for one of the Drac signal jammers to be hidden in one of those hexes.
Also, El Guapo, 0405 is four hexes away from the western edge, not three.
Notwithstanding your incorrect definition of "western edge", I will choose 0306 instead.
So the dracs are going to set up somewhere on the eastern side, I gather?
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- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
One question about the Stalker read-out. There's only one LRM/10, right? So the location of "left arm, right arm", reflects that the ammo is scattered between the two arms, right?NickAragua wrote: ↑Mon Jun 11, 2018 11:02 am
LRM/10 - Left Arm, Right Arm - 4 - 10 (2x5) - 7/14/21 (minimum range 7) (24 shots total)
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- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
Correct, under the same restrictions. Except for the signal jammers, you don't know where those are. But, pro tip, they can't hide on open ground, in water, or in the HPG building.So the dracs are going to set up somewhere on the eastern side, I gather?
Two LRM/10 launchers, one in each arm.Stalker
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- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
My bad, missed this.
When you enter an adjacent hex. They also get a point blank pot shot at you if they're facing the right way.
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- NickAragua
- Posts: 6164
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Re: Let's Play Together: GMed Battletech via Megamek V
The Draconis Combine units resolve to a single heavy lance.
From top to bottom:
Orion ON1-K
75 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 10
Armor: 231 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Left Torso - 3 - 8 (4x2) - 3/6/9
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
AC/10 - Right Torso - 3 - 10 - 5/10/15
LRM/15 - Left Torso - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Grasshopper GHR-5H
70 tons
Movement: 5/8/5 (originally 4/6/4)
Heat Sinks: 22
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x4 - Left Arm, Right Arm, Left Torso, Right Torso - 3 - 5 - 3/6/9
Large Laser - Center Torso - 8 - 8 - 5/10/15
LRM/5 - Head - 2 - 5 (1x5) - 7/14/21 (minimum range 7)
Crusader CRD-3R
65 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 10
Armor: 192 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 - Left Leg, Right Leg - 4 - 12 (6x2) - 3/6/9
LRM/15 - Left Arm, Right Arm - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
Machine Gun x2 - Left Arm, Right Arm - 0 - 2 - 1/2/3
Archer ARC-2K
70 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 12
Armor: 176 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Left Arm, Right Arm - 8 - 8 - 5/10/15
LRM/15 - Left Torso, Right Torso - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
They waste no time in advancing, the Orion and Grasshopper to the north, the Archer and Crusader to the south.
FYI, for those of you faster due to low G, your "going too fast" piloting checks are at 3+ on a 2d6.
Optional rule: If you want to set a forest hex on fire, you may do so by firing weapons at it. Energy weapons and flamers work better, and it's easy to hit (-4 to the target number due to being immobile). It'll spawn three "smoke" hexes. The wind is blowing to the northwest. The smoke will start out light and become dense after a turn. The fire may spread. Walking through the fire generates 2 extra heat. Standing in the fire generates 5 heat.
From top to bottom:
Orion ON1-K
75 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 10
Armor: 231 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Left Torso - 3 - 8 (4x2) - 3/6/9
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
AC/10 - Right Torso - 3 - 10 - 5/10/15
LRM/15 - Left Torso - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Grasshopper GHR-5H
70 tons
Movement: 5/8/5 (originally 4/6/4)
Heat Sinks: 22
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x4 - Left Arm, Right Arm, Left Torso, Right Torso - 3 - 5 - 3/6/9
Large Laser - Center Torso - 8 - 8 - 5/10/15
LRM/5 - Head - 2 - 5 (1x5) - 7/14/21 (minimum range 7)
Crusader CRD-3R
65 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 10
Armor: 192 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 - Left Leg, Right Leg - 4 - 12 (6x2) - 3/6/9
LRM/15 - Left Arm, Right Arm - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
Machine Gun x2 - Left Arm, Right Arm - 0 - 2 - 1/2/3
Archer ARC-2K
70 tons
Movement: 5/8 (originally 4/6)
Heat Sinks: 12
Armor: 176 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Left Arm, Right Arm - 8 - 8 - 5/10/15
LRM/15 - Left Torso, Right Torso - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
They waste no time in advancing, the Orion and Grasshopper to the north, the Archer and Crusader to the south.
FYI, for those of you faster due to low G, your "going too fast" piloting checks are at 3+ on a 2d6.
Optional rule: If you want to set a forest hex on fire, you may do so by firing weapons at it. Energy weapons and flamers work better, and it's easy to hit (-4 to the target number due to being immobile). It'll spawn three "smoke" hexes. The wind is blowing to the northwest. The smoke will start out light and become dense after a turn. The fire may spread. Walking through the fire generates 2 extra heat. Standing in the fire generates 5 heat.
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- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
Sorry if I missed this, but what's the meaning of the darkly shaded hexes? Spooky shadows?
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- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
Run to 0815.
It's almost as if people are the problem.
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
That's me forgetting to take off "highlight hexes out of LOS".
Also, I forgot to mention that every one of the enemy mechs moved 5 hexes for a +2 modifier to the to-hit number.
Also, I forgot to mention that every one of the enemy mechs moved 5 hexes for a +2 modifier to the to-hit number.
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- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
Ok, turn right, run to 0607. If I have this right that should put me within LRM range of the Grasshopper, but no one else. Then I'll fire my LRM10s at said Grasshopper, which should be:
Gunnery (2) + I ran (2) + long-range (4) + target moved 5 hexes (2) = 10.
Difficult shot, but what the hell. At the very least it'll be fewer exploding LRMs when one of my arms gets shot up.
Gunnery (2) + I ran (2) + long-range (4) + target moved 5 hexes (2) = 10.
Difficult shot, but what the hell. At the very least it'll be fewer exploding LRMs when one of my arms gets shot up.
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Re: Let's Play Together: GMed Battletech via Megamek V
0925 fire ac5 at archer
- gbasden
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- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
Stefan pushes his mech's engine just that much faster to get into actual maximum range of the AC/5 (you were off by 1 hex). The shot it as at maximum range though, so it goes wide.
The Archer and Crusader fire LRMs at long range as the OO lance closes in. Out of sixty LRMs, only 9 hit, sandpapering some torso armor. Having nothing within range, Gbasden takes a second to fire some PPCs at the nearby woods.
El Guapo exchanges LRMs with the Grasshopper, hitting with ten of his own to flake some armor off the right torso and leg, while the dinky little five LRMs from the enemy mech spray dirt.
Raw firing/heat data:
The enemy mechs advance at a good clip, each team of two staying together.
[mechanical notes]
Every enemy mech has a +2 move modifier due to running.
The light smoke acts exactly like light woods, except that it doesn't cost extra to move through it.
[/mechanical notes]
The Archer and Crusader fire LRMs at long range as the OO lance closes in. Out of sixty LRMs, only 9 hit, sandpapering some torso armor. Having nothing within range, Gbasden takes a second to fire some PPCs at the nearby woods.
El Guapo exchanges LRMs with the Grasshopper, hitting with ten of his own to flake some armor off the right torso and leg, while the dinky little five LRMs from the enemy mech spray dirt.
Raw firing/heat data:
Spoiler:
The enemy mechs advance at a good clip, each team of two staying together.
[mechanical notes]
Every enemy mech has a +2 move modifier due to running.
The light smoke acts exactly like light woods, except that it doesn't cost extra to move through it.
[/mechanical notes]
Black Lives Matter
- El Guapo
- Posts: 42010
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- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek V
If I run down to 0611 and torso twist to the left, can I fire with my right arm (LRM) at the Grasshopper and/or Orion (is it in my right arm's firing arc)?
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- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
You can torso twist from 0611 and fire with both LRMs.
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- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
Jump to 1215 and see if we can blow up the Crusader's ammo bins.
It's almost as if people are the problem.
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
Word of warning, two of your jump jets are in the legs, so your jump capability will be reduced to 2 next turn.
On the plus side, any shots hitting your legs will hit the water instead.
On the plus side, any shots hitting your legs will hit the water instead.
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- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
Sufficient to get me to deep water or the soon-to-be-burning trees.
It's almost as if people are the problem.
- gbasden
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Re: Let's Play Together: GMed Battletech via Megamek V
I'll run to 1220 and fire on the crusader.
- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
Ok, then I'll do that and fire both LRMs at the Grasshopper.
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Re: Let's Play Together: GMed Battletech via Megamek V
Run to 1622 and fire on archer
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
Isgrimnur effortlessly splashes his Vindicator into the water. Back in the day, for a rookie mechwarrior, that would have been a risky move, but years of experience makes it a cinch. He's so busy admiring his handiwork that his shots all whiff.
Gbasden scores a PPC hit on the Crusader's right arm and shrugs some LRMs off.
Stefan walks his mech up just outside of LRM range of the Archer and Crusader. Still a risky move, moving that slow out in the open, but we'll see if it pays off. He takes a couple of LRMs across the front, but is fine. His autocannon shot rings true against the Archer's center torso, but he takes a nasty large laser hit to the left torso.
El Guapo continues hovering outside main weapons range for the Orion and Grasshopper, exchanging LRMs (all whiff this time).
Raw data:
Stefan's left torso armor is bright red, with 1 point left. The Archer and Crusader are looking pretty heated up, with 7 and 5 residual heat respectively. Every enemy mech has a +2 movement modifier, except the Archer with a +1.
Gbasden scores a PPC hit on the Crusader's right arm and shrugs some LRMs off.
Stefan walks his mech up just outside of LRM range of the Archer and Crusader. Still a risky move, moving that slow out in the open, but we'll see if it pays off. He takes a couple of LRMs across the front, but is fine. His autocannon shot rings true against the Archer's center torso, but he takes a nasty large laser hit to the left torso.
El Guapo continues hovering outside main weapons range for the Orion and Grasshopper, exchanging LRMs (all whiff this time).
Raw data:
Spoiler:
Stefan's left torso armor is bright red, with 1 point left. The Archer and Crusader are looking pretty heated up, with 7 and 5 residual heat respectively. Every enemy mech has a +2 movement modifier, except the Archer with a +1.
Black Lives Matter
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Re: Let's Play Together: GMed Battletech via Megamek V
Can i get to 2620 or 2720 behind archer to flame and kick archer?
- NickAragua
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Re: Let's Play Together: GMed Battletech via Megamek V
You can get to 2520 and below, but no further north or east.
I personally wouldn't recommend 2520, as the Archer can kick you there. The good part for you is that he's pretty heated up, so he's unlikely to fire both lasers.
I personally wouldn't recommend 2520, as the Archer can kick you there. The good part for you is that he's pretty heated up, so he's unlikely to fire both lasers.
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- El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V
If I walk to 0712, the Grasshopper and Orion can't hit me because of +3 or more from woods in between me and them, right? If so I'll do that and then fire my LRMs and large lasers at the Crusader.
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- Isgrimnur
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Re: Let's Play Together: GMed Battletech via Megamek V
I’m fine where I’m at. And the Crusader can take my fire as well. Rotate me left if need be.
It's almost as if people are the problem.
-
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Re: Let's Play Together: GMed Battletech via Megamek V
2522 it is i think. Can i turn so damaged torso is away from the enemy? If not thats ok
Target archer again
Target archer again
Last edited by Stefan Stirzaker on Fri Jun 15, 2018 1:12 am, edited 1 time in total.
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GMed Battletech via Megamek V
I'll run to 1620 and fire at the Crusader again.
- NickAragua
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- Joined: Mon Feb 23, 2009 5:20 pm
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Re: Let's Play Together: GMed Battletech via Megamek V
Heat be damned or conservatively? You're at +4 right now. Firing all three PPCs would put you at +8, which brings an unwelcome -1 MP and +1 to the to-hit target number. On the other hand, extra PPC shot at 7+ on a 2d6.
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- gbasden
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Re: Let's Play Together: GMed Battletech via Megamek V
Heat be damned, I think. I'd like to get that Centurion out of the fight. Would it make sense to slow to a walk and end up in 1421 facing NE to reduce heat creation and to hit modifiers?