Valeros

Markov Rann's page

41 posts. Alias of Kevin O'Rourke 440.


RSS


Bennies 2/3

No worries Atlas.

Consider looking into Gallant Knight Games' TinyD6 system, I played a session of the basic rules but the GM mentioned they've got a supplement for the sci fi version called Tiny Frontiers Mecha and Monsters... it's more geared towards something like pacific rim but might work for battletech. The system is more rules light than Savage Worlds though once more you'd have to do some modifications.

I love playing the Battletech Wargame and have run a bunch of the various versions of the RPG but it's ungainly. Noach will recall the ten hour character generation session the last time we had a stab at it.


Bennies 2/3

More would be good I think.


Bennies 2/3

"Stay alert for ambushes and traps. Easy to set up a cover for a pit infantry or a light vehicle can move over that could lead to a nasty drop for us."


Bennies 2/3

"I think the trick will be balancing between being overly confident and overly cautious. A well placed man portable SRM or dedicated anti mech infantry could make an impressionn but we should have the edge as long as we don't get cocky."


Bennies 2/3

Does our distance moved affect the enemy's chance to hit us?

I'm off too minds, I've been finding it a bit more difficult to get to the play by posts of late but I'm happy to go on for a bit more, do another fight at least to refine the rules.


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?


Bennies 2/3

Sure worth trying.

That said does our movement affect hit rolls? Seems a bit odd with light mechs not to be.


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


Bennies 2/3

So I'm guessing Noach got an arm blown off then?


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


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


Bennies 2/3

I have a copy of the explorers guide somewhere. I've been watching a few videos.


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


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.
Bennies 2/3

Oh my god they've got an Imp!

No sir thats just an urban mech...


Bennies 2/3

The Stinger?


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


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.


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.


Bennies 2/3

Iron Wraith... all the good ones were already taken by the last several hundred years of mechwarriors!


Bennies 2/3

Should I join in?


...our GM has been AWOL since late August so I am sorry to say you'll just have to wait for another game of it... like the rest of us. If I lapse in judgement and start up another PBP and got for a 40k one I'll send you a PM.


Bennies 2/3

I'm sorry for your loss.


Bennies 2/3

This was a little more along Caericius's line of focus so Rann listened to the questions and information.


Bennies 2/3

Multiple augmented ambulls and mysterious forces backing them... a considerable threat. Rann nodded "The organisation behind this has considerable resources and access to technology or warpcraft unknown to us. I have heard of Wyrds and other low grade psykers manipulating vermin but I can only imagine the stubborn Ambulls would be beyond such a simple answer. Exterminating and examining one of them would narrow down the means of their control."


Bennies 2/3

"I would request you identify the last known locations and times these groups were last in contact. Patterns may help narrow our own search."


Bennies 2/3

Brother Rann takes the opportunity to clean and perform maintenance on his gear. They hadn't been through heavy combat but he'd avail of the rare opportunity as it came along.


Bennies 2/3

Markkov moves from cover to cover checking the siege auspex eager to not delay the group any further.
Tech: 5d6 + 1d6 ⇒ (4, 1, 1, 3, 1) + (3) = 13 Only one success


Bennies 2/3

Markov moves to follow Orson's instructions. He quickly picks up the frag grenade, laspistol and bludgeon handing them out to members of the expedition. He keeps an eye on the siege auspex to help them stay alert for traps and hazards.

Tech: 5d6 + 1d6 ⇒ (5, 6, 4, 3, 4) + (3) = 25 Five successes if needed, will shift for extra information if possible or glory

I don't have need of any but could make use of the Frag Grenade potentially


Bennies 2/3

The Eschers were far less dangerous foes than he had been concerned about but they had been engaged now. He leveled his shotgun at another biker and let off a controlled burst at their center mass.

Combat Shotgun: 8d6 + 2d6 ⇒ (2, 5, 2, 6, 6, 5, 5, 4) + (2, 4) = 41 Four to hit. Shift one for glory (4) and one for extra damage
Extra Damage: 2d6 ⇒ (6, 4) = 10 12 Damage


Bennies 2/3

"Three hostiles approaching quickly via the road. Most likely using bikes or similar sized vehicles. Recommend we take up positions in cover to hamper their assault, setting up overlapping fields of fire. Convert their tactical advantages to weakness." The pause before responding as to confirm the number. He let his elder make the call but eyed up positions and pointed them out to the non astrates for defendable positions for an ambush.

Stealth?: 8d6 ⇒ (3, 1, 2, 2, 6, 2, 5, 6) = 27 Five successes if stealth is the most suitable.


Bennies 2/3

Athletics: 6d6 ⇒ (4, 1, 2, 1, 1, 4) = 13
Scholar: 6d6 ⇒ (6, 6, 4, 3, 4, 1) = 24

Markov finds the path down more challenging than expected. "Understood." Markov took the rebuke stoically and offered no excuse. He would have to be more mindful in future.

Markov relayed pertinent information from the siege auspex as he fell into line at the back of the group.

A six on the wrath dice earns us one glory. Shifting an exalted icon I don't need for another point of glory. I amn't sure if we have any previous glory earned yet, good to get some lined up for now.


Bennies 2/3

"Agreed, we should proceed with no further delay." Markov begins moving out.


1 person marked this as a favorite.
Bennies 2/3

Awareness: 6d6 ⇒ (1, 6, 2, 1, 4, 6) = 20

Markov takes the earnest request perhaps a bit more seriously than he should... but its a bit too mich like a siege set up for a son of Dorn not to consider. "You overall cordone is executed well but if a few sentries are redeployed you should be able to maintain that integrity and have a greater degree of line of sight with each other. Trust in the skill of another loyal warrior in service of the Emperor before servitors but they have their uses."

"What is the current nature of entities seeking to breach your perimeter, gangers?"

Complication, spends longer than he means to when they are meant to be moving quickly. Five successes


Bennies 2/3

You could shift one to momentum... I've a feeling we'll need them later... or possibly sooner.


Bennies 2/3

"The environmental hazards will not hamper me. I will move ahead of the group to check for potential ambushes and ascertain the best means of descent." Markov readies his shotgun before ranging a little ahead of the group. It can be disconcerting to see such a large figure thread so lightly as he moves through the ruins and rubble.

Stealth, following the GM's lead the first dice is Wrath: 8d6 ⇒ (2, 2, 4, 5, 5, 3, 4, 4) = 29 Five successes


Bennies 2/3

Rann looked down at the guard and presented his identification. "We are authorized to proceed through this area into the underhive." He added matter of factly.


Bennies 2/3

Sorry I missed that. A shame it would have been nice to interject sooner but it is what it is.


Bennies 2/3

"A useful insight Caericus. The Old Wildsnake Brewery would be worth checking out. If any taint lingers it would be best to deal with it sooner rather than later... it the Orlok's expunged it very well. Our contacts are expecting urgent contact however. A short delay on investigating the brewery might be best after we ascertain our current primary mission."

Voting for going to meet up with the contacts but not trying to deny the agency of the other players!


Bennies 2/3

Rann's got that much at least.


Progess is being made, a bit more work needs to be done on his background.