Gunfire, explosions and all the other things that make giant stompy fighting machines great fun at parties.
About this creation
The un-named Klonei homeword, in the periphery system "Vult", 23rd of May, 2716: two weeks after planetfall.
Location: the foothills of Mount Fed, 16 kilometres from Clonetard City.
This first image is where we were at the conclusion of the last turn.
You'll notice the Invader infantry skipped about a bit. This was because I frakked up a little with the exact positioning.
So, without ado..
Last round we had First Blood. Now we've got plenty of it.
To begin with: the Marauder Malefactor opens up with three quarters of its weaponry, but surprisingly fails to hit with any of it, proving again: eating potato delicacies and driving giant stompy war machines don't mix. Either that or Lady Luck is playing silly beggars again.
Wifts of smoke drift from its missile racks, and a hillside (and 35.763% of a hapless goat) half a kilometre beyond the combat area is ripped into lumps of damp sod by the impact of a score of deadly missiles.
The laser beam only serves to bake the other 64.237% of a goat into a delicious lump of charcoal.
To the Malefactor's right, the Banshee that kicked things off last turn keeps up the barrage as it walks behind a hill, stripping off armour from the target's left leg and leaving a messy trail of craters up his weapon arm.
To the Malefactor's left, the other Banshee cuts loose with a volley; luckily for the target one of the bursts misses. Unluckily for him, the other one doesn't, and does a number on one of his tires, slowing him by 20%.
Other than that, no-one gets their feelings hurt by being shot at with deadly weapons.
On movement: the Invader Caracal SE that spent last turn moving up the hill has continued its journey, taking up a defensive position at the top. Close behind it is their Specter scout mecha, presumably knowing a good thing when it sees it.
The Marauder Wraith, demonstrating either impressive courage or a death wish, opts to charge.
Incidentally, so does the Varion commander, having decided to join his troops in the so far rather one-sided battle.
The Archer missile support tank moves back behind cover, and so does the Cheetah scout vehicle, deciding that discretion is the better part of valour.
The Marauder infantry also head North.
Banzai!
Skidding to a halt, the Wraith's pilot, callsign "The Almighty Bob", crouches into his most stable firing pose. My weapons might not be individually powerful, he thinks to himself, but by gum they can make a mess as a team!
Down South, Lieutenant Hood hops down from his hill, the Cheetah carries on its withdrawl, and "Deus" Inviere waits with remarkable calm for his weapons to recharge.
Map of ending positions:
Yeah, Chimeras are frakking fast for heavyweight mecha.
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Who has line of sight to whom:
Invaders:
Awe: needless to say, you have full line of sight to Deus.
Lasers, missiles; they'd all need a 6 to hit. You can also have a go at chopping him with your sword, but that would involve chasing him wherever he tried to run. Or he might stand his ground and try to stick the boot in. Either or.
Jake: you have full line of sight to Bob. It'd take a 10 to hit him.
Finn: you too have full line of sight to bob. You'd need an 8 for the lasers, and a 10 for the missiles.
Marauders:
Deus: you have full line of sight to Awe. To hits: missiles 8, lasers 7.
You also have LOS to Finn, although your lasers are out of range and missiles would need a 10 to hit him.
Bob: 10 to hit Finn with Small lasers and machineguns, 8 to hit him with the Medium laser.
Everyone else: you're either out of range or you can't see anyone.
Just a reminder: you can move and shoot in the same turn. Melee attacks force you to chase the other guy, though.
And it'd be preferable if you wouldn't neglect to send in your order forms to areetsa@gmail.com.
Okay, you've got most of the week. Next phototaking will be on Friday or Saturday, depending on events.
Jake H and Timmy Kid: the rules have very little room for bending. If you can't manage to send in an order form by the end of this week, your units will be up for grabs. That's how it works, and it's how you got in them in the first place. I can't let X number of people hold up the game at all. Momentum is important. Anyone who's failed to get out of the way of a giant fighting robot can tell you that.
Quoting Tyler Evans
verygood so far, but in my order form i said to move to D11, not C11. thanks for allowing me to participate.
Whoops, sorry. Misread.
Quoting Bob the almighty
If our mech is destroyed, can we claim a new one if someone neglects to send in their order form?
Yes.
Quoting Spaztastic the Diabolical
Chimeras are actually rather light for a heavyweight class. Also, do I not have line of sight to anyone?
I don't think any of the mecha in this are completely "legal" for Battletech. I'm pretty sure one of the mediums is overweight. The Chimera and Malefactor, as I recall, are 65 tonnes. At least, that's what I put into the 'Mechbuilder application. The difference is that the Malefactor is optimized for firepower, armour and adaptability, and the Chimera is optimized for speed, mobility and close range hitting power. As for you.. you have line of sight, but your cannon doesn't quite have the range to hit anyone.