Savage Battletech! (#2) (Inactive)

Game Master Atlas2112


1 to 50 of 56 << first < prev | 1 | 2 | next > last >>
Dark Archive

SWBT test map

It's like BattleTech, only more Savage!

Dark Archive

SWBT test map

Noach enters the familiar simm chamber and is greeted by the customary soft tones of his instructor.

Liberty's Edge

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1| Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

"Alright you maggot get in yer simm and get hot! We're not gonna pussy-foot around with training classes anymore! This is pass or fail. You live, you pass. You die? Well that ain't gonna look so good now is it?"


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

The youthful face of one of the recruits reveals a smile beneath tightly-cropped black hair. He then speaks up, in a tone shaped by regular elocution lessons.

"Then we had best pass - sir!"

His nametag reads: "Noach Andre Visser".

Dark Archive

SWBT test map

As Noach reclines in the above-average comfort of the REALleather pilot chair, the upper canopy closes down and the surround-screens light up to reflect a battlescape.

A touch of the responsive control panel brings up the familiar and comforting female voice.

"Reactor: Online. Sensors: Online. Weapons: Online."

Across from him materializes the form of a dull brown Locust. Perhaps second only to the ubiquitous Wasp, it's among the most popular and numerous mechs in known space. While it doesn't have the jump capability, it does tout first-rate speed and more protection than it's right for any mech so light to have.

Like most light mechs it lacks any long-range punch, so you should be able to handle it...if you can hit it.


A fresh-faced young man with sandy hair comes hustling through the door. He scats a bass line and moves his body to his own rhythm as he stows his bag in one the temporary lockers. He strips off his cadet uniform quickly without stopping his beat-boxing or dancing until he's wearing his boots, boxers, and a vintage Buckaroo Banzai and the Hong Kong Cavaliers t-shirt under a cooling vest.

Once ready for the simulator he spins in place theatrically and claps. "Got my war face on, let's go! I gotta work out my frustration from Professor Warren's 'Advanced Jump Jet Troubleshooting' practical. How do I ace the written and barely pass the practicals every freakin' time?" he asks no one in particular.

He moves to the ready position and stands at attention. "Cadet Simon Pritch reporting for duty!"

Liberty's Edge

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1| Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

Gaius motions to a slowly opening simmpod. "Oh right this way yer lordship!

And by the way, Warren can catch you off guard if you don't bisto-math the hypotenuse."

That reminds me. I've been wrestling with the right math for DFA. Shall we start with '15 units of movement can give you 10 units forward -and- 10 units up'? That seems fine.

As Simon climbs in he hears the familiar start up and the battlescape puts him in a sturdy SDR-5V Spider.

Across from him materializes a a basic Wasp. The match is set to see who can claim to be King of the Scouts!


+++Mic check, 1, 2, 3, mic hot, you copy control?+++ Simon's hands grasp the controls and he finds the familiar firing studs for his lasers. Throttle is a little looser than Gramp's Spider. But oh? I wish my pedals gave me this kind of feedback, he thinks testing the resistance of the interface. +++All set, control. Let's play hide and seek, over.+++


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

In a level tone, Noach's voice responds over the comms:

+++Solar Spear engaging Locust.+++

Noach opens with a volley of LRMs, aiming to test the Locust.

Knowledge (Electronic Warfare) to guide LRMs vs Locust: 1d10 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (4) - 4 = 0


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

A quartet of missiles streaks from one of Solar Spear's launchers!

LRM to hit with wild die: 1d10 ⇒ 41d10 ⇒ 11d10 ⇒ 101d10 ⇒ 101d6 ⇒ 4

One missile is on track to hit!

Damage if it does: 6d6 ⇒ (2, 6, 3, 1, 6, 1) = 19


Bennies 2/3

Markov moved through the area, knowing he'd get called out before reaching the next opening pod... it was the way of the world. His dark hair moved a little with every foot step. He was clean cut and below average size compared to his peers his build could be argued to be more suitable for a aero jock than a mechwarrior.

Dark Archive

2 people marked this as a favorite.
SWBT test map

Excellent! Now, a Light (LRM) missile has an AP of 8. (Please include the AP of the weapon somewhere in future rolls.) The locust has a toughness of 26(11). Mind you, missiles, like all things in SW, can get raises on the to-hit, so we want to roll that ace. Also, damage, like all things in SW, gets to roll Aces. But it's okay, I'm very patient with people who don't know the rules for SW. ^_^

K(EW) Ace!: 1d10 ⇒ 8 = 18 = raise.

Damage from Missiles + d6 for Raise and two ACES!!: 3d6 ⇒ (5, 1, 2) = 8 = 27 total.

There we go. That's better!

So the missile damage total is 27, AP 8. Take 8 Armor away from the Locust and we're at 18. 27 is {22, 26, 30} two Raise higher, so that's two wounds. And we're giving every wound a roll on the critical hit table (the table to be used is the Robots one found in the RIFTS book.
It more accurately depicts hits to robots. I'll duplicate it here if we need it.

Crit 1!: 2d6 ⇒ (6, 1) = 7 nothing
Crit 2!: 2d6 ⇒ (5, 4) = 9 (We are swapping the 'Weapon' results with the 'Pilot' results. Hence 9-10 is Weapon, and 11 is Pilot, rather than the other way 'round. Hence, people actually have a chance of living through their first combat.)

1; Auto, 2; Laser: 1d2 ⇒ 2

Lastly, every time there is an attack that is greater than the Toughness on a Mech,(whether it results in a wound or not) the Pilot must make a Piloting check or or fall. (Falling is the way that Mechs go 'Out of Control'.) Apply all modifiers for any wounds taken, including the ones just taken.

Piloting! With 2 wounds!: 1d8 - 2 ⇒ (5) - 2 = 3

Aaaaaand, if you fall down, you take falling damage, of (Size)d6[/dice]

Falling Damage!: 6d6 ⇒ (2, 6, 6, 6, 3, 3) = 26
Falling Damage ACES!: 3d6 ⇒ (1, 1, 4) = 6 = 32.

The Locust already took 2 wounds from the missiles, so this new damage will definitely give it it's third and final wound. Hence!

Four white contrails ZOOM out of the 'Spear's LRM launcher, streaking toward the foe. Three of them get confused and go off into the sunset to find attractive missiles and raise cute little missiles of their very own.

But one missiles decides it doesn't want all that and SLAMS into the medium laser port, breaking through steel and wires and other important bits the other pilot really needs just now.

The smoking crater interferes with the mech's handling, and the kinetic energy TOPPLES the Locust over, where the hard, uncaring ground crushes into the compromised body. It does not rise again.

Liberty's Edge

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1| Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

"Party's already started Cadet Ranaway!" the instructor calls out, adding his pet name. "Get in a pod and try shooting the enemy with guns. See how that works."


Female Human

At least Private Turncoat didn't stick, Nedora thinks as she hustles to the next pod. It's not long before things are coming online and she's showing green across the board.

"I wonder what the commander stuck me in today," she wonders aloud while her mic is dead. A ferocious grin comes across her face as she sees everything turning from the orange of standby to green.

Liberty's Edge

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1| Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

"Try not to get -this- one blown up, Cadet Neddy."

The instructor's dulcet tones are accompanied by an unusual mech.

You have the feeling that you're in for something special. The technical readout for this mech isn't Light. It's Medium.

The ASN-21 Assassin battlemech is like the story of the camel, with everyone trying to make something that did everything, but then does nothing. (That story is also applied to the Vindicator, but unlike this mech, that mech is effective.)

The Assassin is a fast-moving weapons platform for virtually every weapon wielded by battlemechs today. Except the good ones. Reliance on the single normal, unmodified medium laser is usually expected.

Across from you, true to form, is another medium mech, the CLNT-2-3T Clint. A lean, trim dealer of death, it cooly carries an impressive auto-cannon in it's firm right hand.

I swear this is a real mech and not something I just made up just now. Totally.

Your normal J-pop music has been replaced. On infinite loop.


Female Human

J-pop? J-POP?! Ned's a metalhead, through and through.

Nedora sighs and starts planning on how she's going to make it through this one.


Female Human

Can I blanket an area in rocket fire to stir up a lot of dust? I would like to use all of the LRMs if I can.


Bennies 2/3

Markov gets into the pod and closes the hatch.

Maybe we can put borders on the mechs to make things clearer... I haven't actually joined the fight an am already getting confused and people haven't started moving about yet.

Dark Archive

SWBT test map

I have placed your char pics near your mechs. How's that?


Female Human

Okay, the plan is to create a dust cloud that cuts visibility to 0 or as close as I can get it against the Clint Eastwood stand in. I would like to fire two volleys of LRMs to do that, so I'm assuming a -2 penalty on the Know(EW) rolls.

Know(EW) Volley 1: 4d6 ⇒ (5, 4, 5, 1) = 151d6 ⇒ 4 No successes after penalties

Know(EW) Volley 2: 4d6 ⇒ (4, 5, 3, 6) = 181d6 ⇒ 5 1 Success: 8
ACE: 1d6 + 6 - 2 ⇒ (4) + 6 - 2 = 8

Two volleys of missiles come streaking out of the LRM 4 mount as she sends the 'mech lurching forward. Unfortunately for her, the missiles all go flying wildly off course.

Welp, this might suck.

16 Missiles left, 3 Bennies left.


Bennies 2/3

Markov unleashes the long range missiles in an arc towards the locust combining fire on the same target as Noach, hoping their team could get an early numerical advantage against the opposition.

LRM4: 1d8 ⇒ 7
LRM4: 1d8 ⇒ 4
LRM4: 1d8 ⇒ 8
LRM4: 1d8 ⇒ 3
Wild Die: 1d6 ⇒ 1
LRM4 Third Missile Exploding: 1d8 ⇒ 6
So 7, 4, 14 and 3 to hit... I'm not sure what we need to hit but the 14 seems like it should and the 7 is likely. The 14 might get a raise but I amn't sure.
Damage if 14 hits: 6d6 ⇒ (5, 4, 2, 3, 1, 4) = 19
Damage if 7 hits: 6d6 ⇒ (1, 6, 1, 2, 3, 2) = 15

Dark Archive

SWBT test map

Alright, yes, a 14 hits, and is a Raise over the TN 8, so you get an additional d6 of damage.

Raise damage!: 1d6 ⇒ 5

That brings us to a total of 24, with an AP 8. The WASP's toughness is 24(9), take away 8 armor, leaves us with 16. 24 is exactly 8 above that, so two wounds. Good job! 2 wounds means 2 crit checks....

crit check 1!: 2d6 ⇒ (5, 5) = 10 = weapons
crit check 2!: 2d6 ⇒ (5, 1) = 6 = nothing

weapons; 1 SRM 2 laser : 1d2 ⇒ 2

And then we're left with the same situation of the pilot needing to make a pilot check or fall down.

Pilot!: 1d8 - 2 ⇒ (6) - 2 = 4

aaaaaaaaaaaaand he's fine.

Four missiles WHOOOOOOOOOOOOOOOOOOOOSH off from the Iron Wraith and, the Locust already having fallen to the Solar Spear's devastating attack, head straight for the other scout on the field.

Three of the missiles get bored and decide it's a totally great idea to surf for a living. Totally. But one of the missiles studies hard, works harder, and eventually makes something of itself by plowing into the medium laser, turning it into slag, and leaving a gaping hole where some really important stuff used to be.

The cunning AI decides that this imaginary pilot will be standing just right now, but the WASP is totering on the edge of death.

I totally call Edge of Death as a band name, no takesies.

Dark Archive

SWBT test map

alright, Imma bot Simon for now to keep this sweet, sweet action going.

The Spider takes aim at the ailing WASP and lets a laser sizzle.

Shooting!: 1d10 ⇒ 2
WILD Shooting!: 1d6 ⇒ 2

But he plugged the range in as miles instead of kilometres and the shot is off.

Huh. Did not see that coming. Bad guys turn!

The WASP returns fire at him who hath wronged him.

K(EW) SRM 1!: 1d8 ⇒ 5
K(EW) SRM 1!: 1d8 ⇒ 5

Rann's K(EW) is d6, so that's 3, plus 2 is a 5 base, plus 2 from AMCM is 7. Two misses.

The virtual pilot is too busy putting out a virtual fire to concentrate on the targeting solution, and both missiles miss.

more coming

Dark Archive

SWBT test map

The heretofore ignored hussar steps up and looses a blast in the Iron Wraith's direction.

Shooting!: 1d8 ⇒ 5

The heavy laser connects as the one trick pony does its...one trick.

Damage! AP15: 4d10 ⇒ (3, 4, 5, 7) = 19

The Valk's TOU is 26(11). With AP 15 its down to its base 15, so that makes one full wound incoming. Rann? Care to soak?


Bennies 2/3

Markov twists at the last moment to angle his armour against the attack.

Soak: 1d4 ⇒ 3
Wild: 1d6 ⇒ 6

You said we could spend bennies to do this... seeing as you prompted me I assume I have at least one but honestly don't know.


1 person marked this as a favorite.

+++Control, I've got some sort of crazy sim lag going on in here!+++ Pritch growls into his throat mic before kicking the plastic console. The screens fuzz for a second before refreshing. The Wasp has jumped in space and missiles streak away from it. Oh, come on! It's like I've got gremlins following me everywhere!

He jams his feet down and yanks the stick around to make a somewhat evasive approach and lines up a shot with his medium laser.

Shooting w/move: 1d10 - 2 ⇒ (4) - 2 = 2 Well that was exciting on my part, huh? lol

Dark Archive

SWBT test map

Meanwhile, back at the ranch...

The Clint takes some umbrage at having its targeting obscured and takes a few light steps forward, aiming its barrel past the haze that enshrouds it and at the Assassin whom hath wronged it.

Shooting!: 1d8 - 2 ⇒ (3) - 2 = 1

Alas for it the missiles did their work and kicked up so much dust it's sensors can't get a lock on themselves least of all another mech, and the heavy auto-canon round flies into the uncaring virtual horizon.

Party up!


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Another quartet of missiles races from the Solar Spear's launchers, this time towards the mech opposite Simon!

LRM to hit with wild die: 1d10 ⇒ 71d10 ⇒ 91d10 ⇒ 31d10 ⇒ 51d6 ⇒ 6

Wild die ace: 1d6 ⇒ 3

Assuming a TN of 8, that's two hits! {Second 1d10 and the 6+3 from the wild die and ace)

First Missle Damage: 6d6 ⇒ (5, 2, 4, 3, 2, 6) = 22

Second Missle Damage: 6d6 ⇒ (2, 6, 6, 5, 1, 2) = 22

That's...even!


Female Human

Reload LRM 4 with next set of rounds.
Fire LRM 4 and try to give CLNT 3457W00D a -2 to shooting again

LRM4 (Kn:EW): 4d6 ⇒ (2, 2, 6, 6) = 161d6 ⇒ 5 With MAP, that's a 0, 3, 5, and a whopping 25! Without MAP it's 2, 5, 7, and 27! So 2 successes with MAP, 3 without MAP, and a whole mess of raises on one of them either way.
ACES!: 1d6 + 6 - 2 ⇒ (1) + 6 - 2 = 51d6 + 6 - 2 ⇒ (6) + 6 - 2 = 10
ACE!: 1d6 + 10 ⇒ (6) + 10 = 16
ACE!: 1d6 + 16 ⇒ (6) + 16 = 22
ACE!: 1d6 + 22 ⇒ (3) + 22 = 25


Bennies 2/3

Another flurry of missiles surged forth from Iron Wraith leaving a trail of smoke as they arked towards the stinger... and left several craters around it.

LRM4 With Wild Die: 4d8 + 1d6 ⇒ (4, 3, 4, 3) + (2) = 16
Previous Turns Wild Die Exploding: 1d6 ⇒ 1

Dark Archive

SWBT test map
Noach Andre Visser wrote:

Another quartet of missiles races from the Solar Spear's launchers, this time towards the mech opposite Simon!

Assuming a TN of 8, that's two hits! {Second 1d10 and the 6+3 from the wild die and ace)

First Missle Damage]22

Second Missle Damage]22

That's...even!

The WASP is 24(9), the LRMs are AP 8, so we're looking at a net 16 TOU, which means 1 wound each!

Crit 1?: 2d6 ⇒ (5, 3) = 8 nope
Crit 2?: 2d6 ⇒ (3, 1) = 4 leg, pace is halved

Half the missiles miss, or half the missiles hit, depending on how you like your glasses of water.

One does what it's parents always said it should do and dutifully hits in the center torso, smashing important bits but otherwise failing to crack any ceilings.
The other missile is a rebel living by its own rules, and it drops down a bit, hitting just to the left of the cojones. The opposing pilot makes a high-pitched shriek (probably) before trying to stay upright.

Pilot? 1: 1d8 - 2 ⇒ (7) - 2 = 5

Surprisingly the WASP fails to rush into the ground and remains standing, but he'll never have any kids.

Dark Archive

SWBT test map

Nedora makes a glorious mess while Rann also makes a mess, but not as glorious, while Simon continues to have computer troubles.

The WASP says no, sir, he does not prefer to be hit by missiles, and he hobbles a bit forward before firing his own missiles at Andre's Valk.

Great Jabba the Hutt have I been saying that Wound penalties apply to Shooting? That is wrong wrong wrong. Wounds apply to Piloting rolls, but not Shooting rolls. You may now go back to your lives, citizens!

SRM1!: 1d8 ⇒ 7
SRM2!: 1d8 ⇒ 3

Could everyone please put numbers in their headers? You Missile TN would be nice. Andre, your's is (5+2+2 = 9!).

The missiles pass by other missiles their same age and decide to knock of being responsible to go chase some beer tents. The WASP pilot pouts (probably).

The Hussar has tasted blood and likes it. He stalks forward and continues to press the FIRE button.

Large Laser!: 1d8 ⇒ 3

And misses.

Lastly the medium mech is quite put out with all this dust on his windshield, and fires at the annoying AssAssIn.

I just checked my own rules and it appears that the auto canon is Quad-linked. Essentially this means it's 4 canons firing at once. But because SW is awesome, I don't handle 4 different shots, but it's just one roll. Dual linked weapons are +1 to hit and +2 damage. Quad are +2 to hit and +4 damage. Yes, I've also ruled that this takes up 4 times the ammunition, and have loaded it out appropriately.

Quad linked Auto canon!: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4 that's gonna hit
Quad linked Auto canon damage! AP20!: 4d10 + 4 ⇒ (5, 3, 7, 7) + 4 = 26


1 person marked this as a favorite.
Female Human

Nedora shakes around in the cockpit before being blinded by a blinding white flash. After she clears the spots from her eyes, she sees the dreaded red text in the screen.

"Simulation Failed"

"Aw man."


Bennies 2/3

Markov adjusted his aim and unleashed another volley, this time one of the missiles hitting and an explosion blossoming from the impact site.

LRM4 With Wild Die: 4d8 + 1d6 ⇒ (5, 8, 7, 6) + (1) = 27
Exploding Dice: 1d8 ⇒ 7
Damage+Raise: 6d6 + 1d6 ⇒ (6, 2, 2, 6, 1, 4) + (2) = 23


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Realising that he has focused too much on firing and not enough on coordinating, Noach notes:

+++Solar Spear engaging Huzzar. Missiles away.+++

Noach turns his mech to face said Huzzar, and another four missles launch!

LRM to hit with wild die: 1d10 ⇒ 61d10 ⇒ 31d10 ⇒ 11d10 ⇒ 71d6 ⇒ 2

Unfortunately, he fires a fraction soon, as his Valkyrie is still turning, and no missle of his lands home.

Dark Archive

SWBT test map
Markov Rann wrote:

Markov adjusted his aim and unleashed another volley, this time one of the missiles hitting and an explosion blossoming from the impact site.

Rann, two of your dice ACED, which means you rolled a 6 on a d6, so you get to roll them again. I'll roll them now for sake of time.

Damage ACE!: 2d6 ⇒ (3, 4) = 7 + 23 = 30

The WASP is 24(9), the missiles are AP 8, so against a base TOUGHNESS of 16 we have 30 damage, which is {20, 24, 29} 3 wounds. The WASP already had 2 wounds so it asploud.

The WASP goes up in a brilliant shower of fire and flame, ending the scouty scouty threat.

The Valkyrie can't seem to get it's missiles to row in the same direction and they all go off to start their own glee club, the Four Aces, specializing in war-time jazz.

The Hussar is less excited about being shot at and decides to return the favor.

Shooting!: 1d8 ⇒ 8
Shooting ACE!!: 1d8 ⇒ 1 ._.

The Large Laser of the Hussar hits Noach's mech dead-center.

Damage! AP15!: 4d10 ⇒ (7, 6, 10, 7) = 30
Damage ACE!!: 1d10 ⇒ 3 = 33

The Clint targets Simon, as the dust cloud swirls around.

Shooting! at pen: 1d8 - 2 ⇒ (4) - 2 = 2

The shot misses the mech, but hits the dust cloud, both of them dying spectacularly.

Party is up!


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Bennies 2/3

Piloting to avoid damage: 1d6 ⇒ 11d6 ⇒ 5

Success, which I think isn't enough? @Atlas, can I get confirmation on that before I proceed?


Bennies 2/3

The Iron Wraiths servos whir as Markov commands, a targetting reticule centering over the Hussar seeking to take some heat off Noach and "Solar Spear".

LRM4 With Wild Die: 4d8 + 1d6 ⇒ (8, 6, 5, 1) + (2) = 22
Exploding Dice: 1d8 ⇒ 1
Damage+Raise: 6d6 ⇒ (2, 4, 4, 4, 3, 6) = 23
Aced: 1d6 ⇒ 3 26 Damage AP 8


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Notch is horrified to realise that he cannot evade the Huzzar's next attack - and overcompensates again.

Solar Spear falls over, clearly damaged.

+++"Solar Spear is still going, but I am down a missile rack and my controls are acting up!"+++

The Rolls. THE ROLLS.:

1st Critical Hit: 2d6 ⇒ (6, 5) = 11

2nd Critical Hit: 2d6 ⇒ (4, 5) = 9

Weapon Hit (1=Quad Laser, 2=1st Missile Rack, 3=2nd Missile Rack: 1d3 ⇒ 2

Piloting check to avoid OOC, -2 Wound Penalty: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (5) - 2 = 3

Spending benny to reroll 1/3

Rerolled Piloting check to avoid OOC, -2 Wound Penalty: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (1) - 2 = -1

Spend benny to soak wound from falling, 0/3

Piloting to soak wound, -2 W: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (5) - 2 = 3

3rd Critical Hit: 2d6 ⇒ (2, 3) = 5

Dark Archive

SWBT test map

Noach's screen is a mixed display of shadow and flame as a great booming laser consumes all his sight just before his mech crashes to the ground in an orgy of violence and screaming metal.

His screen fades to a stand-by grey.

Just then Gauis' dulcet tones fill his ear-holes.

Liberty's Edge

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1| Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

***Noach, Simon is having some major technical issues with his pod. I think it's because he's smoking -again- but I can't be sure until I get technical in here to sort it out.

In lieu of your total failure as a mechwarrior, if I don't 4 deaths for 4 cadets, the paperwork just won't be right.

I'm slotting you into Simon's spider for right now.

I'd tell you not to screw this one up but in my day we'd call piloting a Spider 'fighting in hard mode'.

Look on the bright side. You can't disappoint me.***

Dark Archive

SWBT test map

Noach's veiwscreen again takes on the familiar aspect of the battleview. All is just how he left it. One hulking hussar stalks triumphantly forward to the right, one large, looming Clint advances with a cool, deadly grace to the left, and a Valkyrie smokes away its ghost behind you.

As an advanced cadet you know that the Spider doesn't pack much, just two separate medium lasers. But it's the fastest mech currently walking in the 'verse, and it has jumpjets.

Whether you can make all that work to your favor is anyone's guess.

Dark Archive

SWBT test map

Oh, Noach, due to the change is ridership, the Spider is currently...
1-3 standing, 4-6 prone: 1d6 ⇒ 3
...currently standing.

Then Markov's missiles hit.

Or, rather, one of the 4. One of them sells his cow for normal beans and is eaten by his starving mom. One of them sells the cow for magic beans, but falls halfway up the beanstalk. One of them sells the cow for magic beans and makes it all the way up the beanstalk, but then is eaten by the giant.

But one of them steals away the bag of gold and lives happily ever after.

Until it rams into the hussar's fuselage.

Crit check: 2d6 ⇒ (5, 6) = 11
Soak check?: 1d8 ⇒ 2 yeah no

By some hand of Divinity, the lone missiles careens straight into the piloting compartment, knocking out the enemy mechwarrior, and the Hussar stands but a moment before falling unceremoniously into the dust.

Hey man, nice shot.

There's only one mech remaining, but it's a relic of a by-gone era, were men stalked wind-stripped streets and stood alone before armed bandits. The ravening mob raved before the men of law crying out that they had a right to destroy public property and loot stores in recognition of all The Unfairness.

And those men stood their ground, whispering, "no".

Dismissing the Spider as not a threat wah wah the Clint aims its heavy autocanon at the far-off WASP, squeezing off a cool shot.

Shooting!: 1d8 ⇒ 6

Hitting! AP20!: 4d10 ⇒ (3, 3, 4, 3) = 13

Alas, though the shot strikes true, it hits the WASP where the armor is thickest, and the heavy slug stops dead before dropping ignominiously to the ground.

Party is up!


Bennies 2/3

Iron Wraith's servo's whirred as Markov selected a new target. Checking the gauge he could see he had blown through over half his ammo as the most recent salvo was discarged towards the clint.

LRM4 With Wild Die Vs Clint: 4d8 + 1d6 ⇒ (6, 4, 6, 8) + (4) = 28
Exploding Dice: 1d8 ⇒ 6
Damage+Raise: 6d6 + 1d6 ⇒ (2, 5, 2, 5, 2, 2) + (6) = 24
Aced: 1d6 ⇒ 1


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Noach decides to get moving, hoping to use his newly-acquired speed to his advantage.

Also, while firing lasers at the Huzzar!

2 x M Lasers vs Huzzar, while walking: 1d8 ⇒ 71d8 ⇒ 81d6 ⇒ 1

Ace on second M laser: 1d8 ⇒ 5

Success with two raises, three hits

Damage: 3d10 ⇒ (1, 1, 9) = 11

Damage: 3d10 ⇒ (10, 4, 7) = 21

Damage: 3d10 ⇒ (4, 2, 7) = 13

Dark Archive

SWBT test map

spoiler:

CLINT
Speed 2Jumps  4ATS  3Armor  4M laser  2M laser  2Quad-linked med canon  6+2 to hit
4d10+4 dmg
+20 shots

Pace: 26
Toughness: 33(14)

25
38-23 = 15

Rann's battery of missiles flies straight and true. One missiles hits solidly, doing its best. But the Clint is a medium mech, more durable and virile than the rest of the smoking hulks that litter the field.

The missiles fails to pierce the heavy armor, but does rattle the mech and forces the pilot to try to keep it under control.

Piloting!: 1d8 ⇒ 7

Which it does with aplomb.

The raise on the damage allowed you to equal the CLint's toughness, after Armor Piercing. Which forced an OOC roll.

Noach: Rann already killed the Hussar with a critical hit to the Pilot compartment, killing the pilot. It's okay, it was in the middle of a big post so you probably missed that. Also, you're middle shot not only aced, but hit with a Raise, so you get +d6 damage on that. Also also, you aced a damage roll, which also gets to re-roll. I'll handle it now for sake of time. =p

Aced damage and Raise damage shot #2!: 1d10 + 1d6 ⇒ (10) + (5) = 15
ACE ACE DAMAGE ROLL WHY IS THIS INSANITY!?!: 1d10 ⇒ 2 ._.

With the original damage roll of 21 + the crazy insane aced and raised damage of 17, 21 + 17 = 38. Of note, Medium lasers have an AP value of 10. Since the Clint has a Toughness of 33(14), with 10 AP we have a final TOU of 23. 38 is 15 more than 23, so that's 3 raises, and 3 wounds. However, as we've said before, all mechs have Comnpartmentalization, which means they can only take a max of 2 wounds per hit incident.

GM benny to soak! GM bennies 1/2: 1d8 - 3 ⇒ (2) - 3 = -1

The Clint fails the soak, and so takes 3 wounds, which are maxxed down to 2.

Crit roll 1!: 2d6 ⇒ (2, 4) = 6 nope
Crit roll 2!: 2d6 ⇒ (6, 1) = 7 and nope

Piloting!: 1d8 - 2 ⇒ (8) - 2 = 6

And the pilot makes his OOC check.

Dark Archive

SWBT test map

Battered and bruised but not beaten, the Clint raises his giant autocanon with a fist that is steady and cool and fires at the Spider, which is now the greatest threat, for it wounded him sorely.

Shooting!: 1d8 ⇒ 4

Damage!: 4d10 ⇒ (3, 3, 4, 5) = 15

The shot doesn't pierce the armor, but does hit with enough force to threaten the Spider's gyro-computer.

Hit but not raise, Noach needs a piloting roll or take -2 to everything. PARTY IS UP.


Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 / Missle TN 8 / Bennies 0/3

Piloting: 1d6 ⇒ 51d6 ⇒ 1

Noach is able to keep the spider moving smoothly despite the autocannon shells rattling the Spider's armour. He continues moving the Spider and lasering the Clint.

[b]"+++Spider attempting flanking manoeuvre.

2 x M Lasers vs Huzzar, while walking, AP 10: 1d8 ⇒ 81d8 ⇒ 31d6 ⇒ 6

1st Laser Ace: 1d8 ⇒ 7

Wild Die Ace: 1d6 ⇒ 2

So that's 15, 3, and 8. Hit with two raises!

Damage: 4d10 + 2d6 ⇒ (9, 3, 9, 8) + (1, 4) = 34


Bennies 2/3

Seeing he had done little more than damage the clint's paint job Markov continued to fire at it until he gave it something to really worry about.

LRM4 With Wild Die Vs Clint: 4d8 + 1d6 ⇒ (8, 4, 5, 1) + (4) = 22
Exploding Dice: 1d8 ⇒ 7
Damage+Raise: 6d6 + 1d6 ⇒ (5, 6, 6, 5, 5, 4) + (4) = 35
Aced: 2d6 ⇒ (5, 6) = 11
Aced again?: 1d6 ⇒ 5
Total Damage 51?

Dark Archive

SWBT test map

ouchie

The medium-sized mech is decimated under a withering fire of laser and missile. It explodes in a dazzling display of the best computer-generated graphics can be expected to provide.

The still-smoldering landscape fades to black as the internal lights come up and your pods open of their own accord.

1 to 50 of 56 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Savage Battletech! (#2) All Messageboards

Want to post a reply? Sign in.