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Messages - Haspen

Pages: 1 ... 2127 2128 [2129] 2130 2131 ... 2254
31921
Players:

1. Twi:
"Move back north two spaces. Face south. Fire Lionheart at Mare 1."

Twi retreats to better position and then shoots at one of his attackers!

Hit chance: 75+5+0-16-0=64
Hit roll: 53 [Hit!]

Damage roll: 1d10
Damage dealt: 10-1=9

The shell smashes against the vehicle, almost toppling it.

Twi: -1 ammo, Lionheart
Mare 1: -9 HP

2. Sarge Jacksmith:
"MOVE TO L7!"

Sarge moves south, but is unable to reach desired point! At least, not now.

3. Furtuka:
"South two fire at Mare 2"

Furtuka moves south and then, from side, shoots at Mare 2 with his gun!

Hit chance: 75+10+0+9-0=84
Hit roll: 33 [Hit!]

Damage roll: 1d8
Damage dealt: 5-1=4

Shortly after several bullets pierce the armor, Mare 2 explodes!

Furtuka: -8 ammo, Gigas
Mare 2: -4 HP

Mare 2 (enemy) has been destroyed!

4. John Doe:
"Move two tiles to the south and fire at Mare 1 with my Lionheart yet again!"

John loads his Lionheart while running, and the shell takes off after he stops so close to Mare 1!

Hit chance: 75+10+0-16-0=69
Hit roll: 54 [Hit!]

Damage roll: 1d10
Damage dealt: 4-1=3

Mare gets shot at front, the titanium layer getting a dent.

John: -1 ammo, Lionheart
Mare 1: -3 HP

5. Derek Faust:
"Move to J7, attack mare one with lionheart cannon."

Derek moves south and tries to shot the enemy with Lionheart, but Mare is too close!

6. Alan Cartago:
"Move to I3 whilst firing at Mare 3 With Cannon"

Alan goes south yet his destination is occupied by Twi. Then he launches a shell onto Mare 3!

Hit chance: 75+10+0-16=69
Hit roll: 85 [Miss!]

Alan: -1 ammo, Lionheart

Enemies:

1. Mare 1

"Retreat."

Mare 1 runs south three tiles!

3. Mare 3

"Shoot."

Mare 3 shoots at John's side!

Hit chance: 75+5+0+14-10=84
Hit roll: 20 [Hit!]

Damage roll: 1d8
Damage dealt: 3-1=2

The bullets mainly ricochet from John's armor.

Mare 3: -8 ammo, Gigas
John: -2 HP

Mare 4 & PS-1

"We wait."

Again!

6. Kaiser Stationary

"Target acquired: shooting."

Kaiser shoots at John's side!

Hit chance: 75+15+0+14-5=94
Hit roll: 75 [Hit!]

Damage roll: 1d10
Damage dealt: 8-1=7

John gets a hit to his mecha's head! It sure shook a little.

Kaiser Stationary: -1 ammo, Kaiser
John: -7hp

TURN 4!



Spoiler: "Player's Status" (click to show/hide)

Spoiler: "Enemies' Status" (click to show/hide)

31922
Forum Games and Roleplaying / Re: Rate the avatar of the person above you!
« on: December 15, 2010, 08:23:12 am »
Sexy guy is sexy? Y/N?

6/7

31923
Turn the jousting practice target into ROBO-PRINCE. Present them both to the Queen and ask which one is real.
This one wins.

31924
Ahh, time zones, our common enemy.

As I'm going to hit the bed soon, the turn will be posted tomorrow.

31925
Don't get your hopes up, it means a nice robot with base equipment and lot of empty weapon/module slots for customization :P

Why do you crush my dreams  :(

Because I liekz~ :3

I will give Bigboy time to tomorrow 3pm (Eastern European Time) before we will assume he his pilot fell asleep and will miss a turn.

31926
If he IS a true prince...

...make him dissappear and become the new heir!

31927
Quote
Advanced:
EQ License needed to access more advanced mecha, weapons and modules.
Also, allows specialized/custom mechas.

 :o I will abuse this. *coughweaponcalledTwinLinkedKnucklecough*

Don't get your hopes up, it means a nice robot with base equipment and lot of empty weapon/module slots for customization :P

And where's Bigboy? He lags behind~

31928
This is totally hillarious.

I mean, why I haven't noticed this earlier?

Play some METAL, try to impress the prince.

31929
Always say with WHAT you're firing. If not, I will use the weakest of weapons you have :3

31930
Players:

1. Twi:
"Move south two, fire submachinegun at Mare Two."

Twi moves two tiles south, and shoots at Mare Two!

Hit chance: 75+5+0-16-5=59
Hit roll: 20 [Hit!]

Damage roll: 1d8
Damage dealt: 7-1=6

The bullets pierce the armor of the vehicle.

Twi: -8 ammo, Gigas
Mare 2: -6 HP

2. Sarge Jacksmith:
"Move east one, south one"

Sarge moves east, then south.

3. Furtuka:
"move south 2 and fire submachine gun at mare two"

Furtuka moves two tiles south, and shoots at Mare Two!

Hit chance: 75+5+0-16-0=64
Hit roll: 57 [Hit!]

Damage roll: 1d8
Damage dealt: 4-1=3

The bullets mostly bounce off the armor, dealing little damage.

Furtuka: -8 ammo, Gigas
Mare 2: -3 HP

4. John Doe:
"I move two tiles to the West and fire my Lionheart Cannon at Mare 1."

John moves two tiles to the west, and shoots with his cannon at Mare 1.

Hit chance: 75+10+0-16-0=69
Hit roll: 74 [Miss!]

John: -1 ammo, Lionheart

The shell hits the desert and creates a large cloud of dust, engulfing Mare 1! The AI seems to be disgusted with it's new sandy coating.

5. Derek Faust:
"Move to J5 unload lionheart cannon on mare 2."

Derek rushes forward, loading his cannon and BOOM! The shell flies toward the enemy!

Hit chance: 75+10+0-16-0=69
Hit roll: 4 [Hit!]

Damage roll: 1d10
Damage dealt: 8-1=7

Derek: -1 ammo, Lionheart
Mare 2: -7 HP

After the cloud dust settles down, everyone can see a large hole in the very middle of the Mare.

6. Alan Cartago:
"Move To H2"

Alan continues to dance on the sand, going south-east this time.


Enemies:

Mare 1:
"Destroy, destroy, destroy."

Mare 1 shoots at Twi with it's gun!

Hit chance: 75+5+0-11-0=69%
Hit roll: 13 [Hit!]

Damage roll: 1d8
Damage dealt: 5-1=4

Unlike previous time, this time Twi gets a few small holes in his shiny armor.

Mare 1: -8 ammo, Gigas
Twi: -4 HP

Mare 2:
"Retreat, shoot from distance."

Mare 2 hides behind Mare 1 and from there, it shoots at Twi!

Hit chance: 75+5+0-11-5=64%
Hit roll: 94 [Miss!]

The barrage flies well above Twi's head.

Mare 2: -8 ammo, Gigas

Mare 3:
"North, 2, shoot."

Mare 3 moves north, and shoots at Twi's right side!

Hit chance: 75+5+0-(-14)-5=89%
Hit roll: 41 [Hit!]

Damage roll: 1d8
Damage dealt: 6-1=5

Bullets puncture the titanium layers at Twi's right shoulder!

Mare 3: -8 ammo, Gigas
Twi: -5 HP

Mare 4, PS-1 and Kaiser:
"We wait."

They do.

The radios buzzed with static after the last gunfight.

"Pilot 1, what I have told you about thinking carefully? Remember, pilots, Mare are equipped with special traveling gear so even if they have weaker engines than you, they are actually faster." Razimov wasn't angry - he just sounded a tad bit dissappointed.


TURN 3!



Spoiler: "Player's Status" (click to show/hide)

Spoiler: "Enemies' Status" (click to show/hide)

31931
Gah, made a mistake. Hold on.

There, Sarge was meant to move first, then Mr.Doe :P

I must think about some kind of initiative system or something. But that for next mission.

31932
Players:

1. Twi:
"Since I apparently have nowhere else to go, move to I3 and wait."

Twi moves south 2 tiles.

2. Sarge Jacksmith:
"I move to K3, not sure I can do anything else though"

Sarge moves east, then south.

3. Furtuka:
"Move two squares south and fire cannon at mare 2 unless I counted The squares wrong"

Furtuka moves south 2 tiles, but the distance is too large for his Lionheart!

4. John Doe:
"Move two tiles south and fire the Lionheart at Mare 1."

John moves south one tile, and further movement is blocked by Sarge.

5. Derek Faust:
"I move to J3 and fire a cannon shell at the the mare[3]."

Derek moves south two tiles, but the distance is too large for his Lionheart!

6. Alan Cartago:
"Move Two tiles west and fire cannon at kaiser"

Alan moves west two tiles, but the distance is too large for his Lionheart!

Enemies:

1. Mare 1:
"North, 3, Attack."

Mare 1 moves 3 tiles North, and then shoots at Twi!

Hit chance: 75+5+0-11-10=59%
Hit roll: 89 [Miss!]

Twi manages to evade the bullets, which go just above his mecha's left shoulder.

Mare 1: -8 ammo, Gigas

2. Mare 2:
"North, 3, Attack."

Mare 2 moves 3 tiles North, and then shoots at Furtuka!

Hit chance: 75+5+0-11-10=59%
Hit roll: 40 [Hit!]

Damage roll: 1d8
Damage dealt: 5-1=4

The barrage hits Furtuka's suit, straight in chest, sparkles floating from the titanium surface.

Mare 2: -8 ammo, Gigas
Furtuka: -5 HP

3. Mare 3:
"North, 1, Wait."

Mare 3 makes a shy move one tile to North.

4. Mare 4:
"Wait."

Mare 4 makes no move.

5. PS-1 [m]
"East, 1, South, 1, Face, East."

The PS-1 comes closer to the Green Marker, and sets it's cockpit to East.

6. Kaizer Stationary
"Wait."

Kaizer Stationary makes no move.

TURN 2!



Spoiler: "Player's Status" (click to show/hide)

Spoiler: "Enemies' Status" (click to show/hide)

31933
You got normal numbers now.

31934
Ahhh, one thing.

The shooting pattern is not a square, rather a diamond - if you want to shoot one tile diagonally, that's range of 2.

Code: [Select]
..O
...
X..

In this example, the range from O to X is 4.

Same goes for moving! For example, O have distance of 3 before it will be adjacent to X and can use a melee weapon.

And remember: In sand, your Mecha move only 2 tiles per turn.

31935
"Great! Off with you!"

===

The Mecha Carrier Vehicle opened it's doors and all six of you have been deployed on the bright yellow sand, forced to endure the scorching sun and uneven footing.

As the carrier went to the north, your radios buzzed with activity.

"Welcome, Rookies!" The voice of Commander Weissritter boomed from the devices.

"As you can see, it won't be that easy of a training mission. Your goal is to come in contact with Green Marker. When you will stand on it, your IFF signal for the AI controlled dummies will be changed to neutral. Those who will touch that marker, obviously passed the training mission. Those whose mecha's will be destroyed... well, the Command decided that I cannot kick you out, but rest assured that I won't be happy when you will be back. Now, Captain Razimov, my aide, will describe the objectives." The silence lasted for only few seconds before someone coughed into the microphone.

"Good day, comrades! We haven't met yet, I'm Issac Razimov, personal aide to Commander Weissritter, and most of the time, I will be giving you a small briefing. Now, the task seem easy, right? But look to the west - there's Kaiser Stationary howitzer ready to shoot at you if you will move an inch toward the Green Marker. The Mare's are nothing more than armored personal carriers with submachine guns, so you don't have to be afraid of them. That PS-1 out there is supplied with aiming module." There was a short pause before Razimov would continue.

"The sand makes walking around quite difficult, and you will be slowed down. Think carefully about which path you want to take, don't rush into the fray. Good luck and don't panic - your mecha are outfitted with Auto-Evacuation modules so you won't die here."

With those words, the transmission has been broken and the only indication that Weissritter, Razimov and rest of the staff are watching is that black unmanned plane circling above the desert, giving a live transmission of your progress.


===

Objectives:

1. Stand on the same tile as the Green Marker. This will make the AI-controlled enemies render you as neutral.

Map specifics:

Yellow tiles: Sand. Movement cost is 2 (PS-1T can move 2 tiles per turn due to this).
Brown lines: Cliffs. Wall-type tile. Cannot be traversed.

PS: You can tell where you go by "I go 2 tiles south" or "I move to J3". Simple, no? C:

MAP:


Units list:

Players:
1. Twi "Lockon"
2. Sarge Jacksmith
3. Furtuka
4. John Doe
5. Derek Faust
6. Alan Cartago

Enemies:
1. Mare [1]
2. Mare [2]
3. Mare [3]
4. Mare [4]
5. PS-1 [m]
6. Kaiser Stationary

Spoiler: "Players" (click to show/hide)

Spoiler: "Enemies" (click to show/hide)

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