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Let's Play Together: GM'd Battletech via Megamek II

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gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden » Wed Dec 20, 2017 7:43 pm

The Centurion will move to 0824 facing N and will attack the Vindicator with the lasers, kicking if possible.

The Assassin will move to 1722 and will attack the Vindicator on the wall, punching the laser turret if possible.

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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Wed Dec 20, 2017 11:57 pm

And how does it take two turns to get into an APC, anyway?

The Hunchback will move to 1624. Fire the AC/20 and one medium laser at the Phoenix Hawk.

Firestarter will move to 1525 and fire at the Phoenix Hawk.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Thu Dec 21, 2017 12:09 am

Let's hear it for curb-stomping the missile launcher!

Vindy to move to 0920. Naughty Dervish shouldn't run away.

Warhamer to rotate right x2 and engage Saladin #1.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 11:12 am

Round 10:
The Warhammer takes an AC/20 shot to the center torso, blowing away armor and cracking the engine shielding. It returns fire and hits with a PPC but the shot fails to make the kill, leaving a sliver of armor on the front of the Saladin. The enemy Vindicator then scores a PPC hit on the weakend center torso but miraculously fails to damage any internal components. Our Centurion then takes the PPC off the enemy mech's right arm, along with a shoulder actuator. The Centurion also delivers a kick, but the sturdy enemy mech remains standing.

Isgrimnur strips the last of the armor off the right leg of the Dervish with a medium laser and lays into the left torso with the PPC, zapping off all armor and going internal.

El Guapo's mech takes a pounding from the Phoenix Hawk and indirect-fire LRMs and is knocked off balance, whiffing all shots and losing right arm armor.

The crew of the jammed-barrel small laser frantically works to clear the jammed barrel, while the other small laser turret's crew picks up the slack and damages the Assassin's medium laser, even as it boots the building in revenge.

Raw movement, heat, firing data:
Spoiler:
Centurion CN9-ALF (1st Octopus Overlords) must make a piloting skill check while moving in hex 0926 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 6 : succeeds.


Centurion CN9-ALF (1st Octopus Overlords) must make a piloting skill check while moving in hex 0925 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 12 : succeeds.

Weapon Attack Phase
-------------------

Crew of Small Laser Turret (Dual) (Capellan Confederation) repairs weapon malfunction in Small Laser.

Weapons fire for Saracen Medium Hover Tank (Standard) (Capellan Confederation)
    LRM 10 at Warhammer WHM-6D (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 4, rolls 5 : 5 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.

    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 4, rolls 11 : 3 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 3 points of damage.

    SRM 6 at Hex 1721 of Building #1649112234 (Collapse)needs 0, rolls 6 : 4 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 8 points of damage.

    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 8 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 5 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 10 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


    SRM 2 at Hex 1422 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 5 : 2 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 4 points of damage.

Weapons fire for Saladin Assault Hover Tank (Standard) (Capellan Confederation)
    AC/20 at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 10 : hits CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 20 damage to CT.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.


Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Large Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 8, rolls 7 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 5 : misses


    PPC at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 11 : hits FR (critical)
        Saladin Assault Hover Tank (Standard) (Capellan Confederation) takes 10 damage to FR (critical).
            4 Armor remaining.
            Critical hit on FR. Roll is 2; no effect.


    Medium Laser at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 11, rolls 8 : misses


Weapons fire for Locust LCT-1E (Capellan Confederation)
    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 8 : hits RL
        Warhammer WHM-6D (1st Octopus Overlords) takes 5 damage to RL.
            20 Armor remaining.


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Vindicator VND-1X (Capellan Confederation)
    Medium Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 8, rolls 7 : misses


    Machine Gun at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 12, rolls 8 : misses

    Machine Gun at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 12, rolls 4 : misses

    LRM 5 at Centurion CN9-ALF (1st Octopus Overlords); needs 11, rolls 9 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Dervish DV-6M (Capellan Confederation); needs 9, rolls 9 : hits (using Left Side table) LA
        Dervish DV-6M (Capellan Confederation) takes 10 damage to LA.
        10 damage transfers to LT.
        Dervish DV-6M (Capellan Confederation) takes 10 damage to LT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.


    Medium Laser at Dervish DV-6M (Capellan Confederation); needs 8, rolls 9 : hits (using Left Side table) RL
        Dervish DV-6M (Capellan Confederation) takes 5 damage to RL.
            0 Armor remaining.


    Small Laser at Dervish DV-6M (Capellan Confederation); needs 12, rolls 9 : misses


Weapons fire for Phoenix Hawk PXH-1 (Capellan Confederation)
    Large Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 7, rolls 11 : hits RA
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 8 damage to RA.
            1 Armor remaining.


    Medium Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 7, rolls 8 : hits CT
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 5 damage to CT.
            18 Armor remaining.


    Machine Gun at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 11, rolls 9 : misses

    Machine Gun at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 11, rolls 10 : misses

    Medium Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 7, rolls 7 : hits CT
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 5 damage to CT.
            13 Armor remaining.


Weapons fire for LRM/10 Turret (Single) (Capellan Confederation)
    LRM 10 at Firestarter FS9-K2 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Hunchback HBK-4G #2 (1st Octopus Overlords)
    AC/20 (Tracer ammo) at Phoenix Hawk PXH-1 (Capellan Confederation); needs 7, rolls 2 : misses


    Medium Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 8, rolls 5 : misses


Weapons fire for Hunter Light Support Tank (Standard) (Capellan Confederation)
    LRM 20 at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 10, rolls 10 : 12 missile(s) hit.

        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 5 damage to RA (critical).
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.
            Critical hit on RA. Roll is 6; no effect.

        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 5 damage to LT.
            15 Armor remaining.

        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 2 damage to LA.
            9 Armor remaining.


Weapons fire for Striker Light Tank (LRM) (Capellan Confederation)
    LRM 15 at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Assassin ASN-21 (1st Octopus Overlords)
    Medium Laser at Vindicator VND-1X (Capellan Confederation); needs 8, rolls 7 : misses


    SRM 2 at Vindicator VND-1X (Capellan Confederation); needs 8, rolls 5 : misses


    LRM 5 at Hex 1721 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 2 : 5 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 5 points of damage.

Weapons fire for Small Laser Turret (Single) (Capellan Confederation)
    Small Laser at Assassin ASN-21 (1st Octopus Overlords); needs 7, rolls 9 : hits RA
        Assassin ASN-21 (1st Octopus Overlords) takes 3 damage to RA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on Lower Arm.


Weapons fire for Vindicator VND-1R (Capellan Confederation)
    PPC at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 11 : hits (using Right Side table) CT
        Warhammer WHM-6D (1st Octopus Overlords) takes 10 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.


    LRM 5 at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 9 : 3 missile(s) hit (using Right Side table).

        Warhammer WHM-6D (1st Octopus Overlords) takes 3 damage to RA.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Dervish DV-6M (Capellan Confederation)
    LRM 10 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 4 : misses


    LRM 10 at Warhammer WHM-6D (1st Octopus Overlords); needs 8, rolls 7 : misses


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Centurion CN9-ALF (1st Octopus Overlords)
    Large Laser at Vindicator VND-1R (Capellan Confederation); needs 7, rolls 11 : hits (using Right Side table) RT
        Vindicator VND-1R (Capellan Confederation) takes 8 damage to RT.
            1 Armor remaining.


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 7, rolls 5 : misses


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 7, rolls 10 : hits (using Right Side table) RA
        Vindicator VND-1R (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on +PPC.
            CRITICAL HIT on Shoulder.


    Small Laser at Vindicator VND-1R (Capellan Confederation); needs 7, rolls 5 : misses




Warhammer WHM-6D (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 9 : succeeds.

Hunchback HBK-4G #2 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 12 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Assassin ASN-21 (1st Octopus Overlords)
    Kick (Left leg) at Hex 1721 of Building #1649112234 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Heavy Standard Building #1649112234 absorbs 8 points of damage.
        Damage threshold exceeded. Possible critical hit!
            No critical hit.

Physical attacks for Centurion CN9-ALF (1st Octopus Overlords)
    Kick (Left leg) at Vindicator VND-1R (Capellan Confederation); needs 5, rolls 5 : hits (using Right Side Kick table) RL
        Vindicator VND-1R (Capellan Confederation) takes 10 damage to RL.
            3 Armor remaining.


Vindicator VND-1R (Capellan Confederation) must make 1 piloting skill roll(s) (was kicked).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 0 (was kicked)); needs 6, rolls 8 : succeeds.

Heat Phase
-------------------
Firestarter FS9-K2 (1st Octopus Overlords) gains 9 heat, sinks 11 heat and is now at 3 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 29 heat, sinks 20 heat and is now at 9 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 15 heat, sinks 15 heat and is now at 0 heat.
Hunchback HBK-4G #2 (1st Octopus Overlords) gains 11 heat, sinks 13 heat and is now at 6 heat.
Locust LCT-1E (Capellan Confederation) gains 7 heat, sinks 7 heat and is now at 0 heat.
Vindicator VND-1X (Capellan Confederation) gains 8 heat, sinks 8 heat and is now at 0 heat.
Phoenix Hawk PXH-1 (Capellan Confederation) gains 16 heat, sinks 10 heat and is now at 10 heat.
Assassin ASN-21 (1st Octopus Overlords) gains 8 heat, sinks 8 heat and is now at 0 heat.
Centurion CN9-ALF (1st Octopus Overlords) gains 17 heat, sinks 16 heat and is now at 4 heat.
Vindicator VND-1R (Capellan Confederation) gains 16 heat, sinks 16 heat and is now at 0 heat.
Dervish DV-6M (Capellan Confederation) gains 14 heat, sinks 10 heat and is now at 4 heat.
Enlarge Image

After surviving the Centurion's kick, the Vindicator 1R slips on the pavement and falls over. The Dervish, Saladins and Locust close in on the Warhammer, hoping to finish it off, with the Dervish firing up its jump jets. The Vindicator 1X hops off the wall and retreats east, trailing sparks from its perforated right torso. The Phoenix Hawk makes one last attempt to interfere with the extraction, jumping over to the north courtyard as the infantry squad loads up into the Maxim.

Lt. Scrub starts sweating in the Warhammer. Not only is the engine shielding cracked, but the center torso has 8 internal structure left.
El Guapo is structurally ok, but the right arm has 4 internal structure and he's got 1 AC/20 round left.
The Assassin is also structurally ok, but the right arm also has 4 internal structure left.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Thu Dec 21, 2017 11:26 am

What’s the movement on the WH this round?

And since the 1R has graciously decided to step into my line of Fire, I will oblige him.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 11:32 am

3/5

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Thu Dec 21, 2017 11:39 am

Time to head for the exits. Due South with all available speed.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 11:46 am

Well that was a shitty round of dice.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 12:44 pm

So the Maxim needs one more round of loading before it can start moving?

Not totally sure how I'm going to get the Hunchback out of this alive.

I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:

(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.

On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 12:57 pm

El Guapo wrote:
Thu Dec 21, 2017 12:44 pm
So the Maxim needs one more round of loading before it can start moving?

Not totally sure how I'm going to get the Hunchback out of this alive.

I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:

(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.

On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
Correct, the Maxim will need one more round.

The Hunchback is mostly fine, just the right arm is about to fall off.

You can only punch or kick, not both. Additionally, if you fired a weapon on the limb, you cannot punch/kick with that limb (so if you fire small lasers off the left arm, you can't punch with the left arm).

Yep, 5 heat = -1 movement. 8 heat = +1 to hit difficulty.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 1:02 pm

NickAragua wrote:
Thu Dec 21, 2017 12:57 pm
El Guapo wrote:
Thu Dec 21, 2017 12:44 pm
So the Maxim needs one more round of loading before it can start moving?

Not totally sure how I'm going to get the Hunchback out of this alive.

I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:

(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.

On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
Correct, the Maxim will need one more round.

The Hunchback is mostly fine, just the right arm is about to fall off.

You can only punch or kick, not both. Additionally, if you fired a weapon on the limb, you cannot punch/kick with that limb (so if you fire small lasers off the left arm, you can't punch with the left arm).

Yep, 5 heat = -1 movement. 8 heat = +1 to hit difficulty.
Cool, thanks.

So Firestarter to 1324, fire all lasers (but not the flamer), and kick.

Hunchback to 1425, torso twist, and AC/20 and small laser at the Phoenix Hawk.
Last edited by El Guapo on Thu Dec 21, 2017 3:31 pm, edited 1 time in total.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden » Thu Dec 21, 2017 2:36 pm

The Assassin will turn around, move to 1622 and fire whatever I can still fire at the Phoenix Hawk to try to distract them from the Maxim.

The Centurion is going to lay into that prone Vindicator with the lasers and give it a swift kick as well.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 3:02 pm

gbasden wrote:
Thu Dec 21, 2017 2:36 pm
The Assassin will turn around, move to 1622 and fire whatever I can still fire at the Phoenix Hawk to try to distract them from the Maxim.
Can't go to that hex due to stacking limitations (apparently there's a maximum of two units that can be stacked in a hex regardless of unit type).

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 7:40 pm

Round 11:
The Firestarter not so gingerly steps over the central building and winds up in the Phoenix Hawk's rear arc.

The Assassin can't quite find a place in its target hex to step without stepping on the infantry or the Maxim, so he takes a gamble, running over the top of the Capellan compound to try to kick the Phoenix Hawk from high up. The building is *just* sturdy enough to support his mech. The question is, are the Capellans willing to kill a bunch of their own personnel under a collapsing building in order to cause some minor damage to a 40-ton mech?

Not really. Some LRMs pepper the Assassin from the east, but he's otherwise fine, then delivers a boot to the Phoenix Hawk's arm.

The Maxim continues blazing away at the nearby turrets, rotating its own turret to deal with the Phoenix Hawk, the two machine gun hits doing nothing. El Guapo tracks the Phoenix Hawk as it comes in for a landing, letting rip a perfect shot with the AC/20. But it goes into the building between them instead of into the PXH. The enemy mech is badly overheated, so limits itself to just the machineguns, but both its shots go wide (it's not entirely clear what it was shooting at).

The Firestarter also gangs up on the Phoenix Hawk with a boot - between the Assassin's and Firestarter's kicks, the enemy mech goes down. The Firestarter takes a few LRMs as well, but nothing serious.

Isgrimnur lines up the PPC and medium laser, taking the right torso off the downed Vindicator. The Centurion takes some mostly ineffectual SRMs from the nearby Saracen, then joins the party, nearly taking the left arm off the prone Vindicator with lasers, damaging two actuators. The follows up with a kick to the left torso, breaching armor and damaging two heat sinks. That would normally cause heat problems but since the mech doesn't have its PPC anyway, it's merely icing on the cake.

Raw data:
Spoiler:

Warhammer WHM-6D (1st Octopus Overlords) must make a piloting skill check while moving in hex 1128 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.


Weapon Attack Phase
-------------------

Crew of Small Laser Turret (Dual) (Capellan Confederation) repairs weapon malfunction in Small Laser.

Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    SRM 6 at Phoenix Hawk PXH-1 (Capellan Confederation); needs 6, rolls 3 : misses


    Machine Gun at Phoenix Hawk PXH-1 (Capellan Confederation); needs 6, rolls 9 : hits RL
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 2 damage to RL.
            13 Armor remaining.


    Machine Gun at Phoenix Hawk PXH-1 (Capellan Confederation); needs 6, rolls 7 : hits CT
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 2 damage to CT.
            21 Armor remaining.


    Machine Gun at Phoenix Hawk PXH-1 (Capellan Confederation); needs 6, rolls 4 : misses

    SRM 2 at Hex 1422 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : 2 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 4 points of damage.

    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 5, rolls 7 : 4 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 4 points of damage.

    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 5, rolls 8 : 3 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 3 points of damage.

Weapons fire for Saracen Medium Hover Tank (Standard) (Capellan Confederation)
    SRM 2 at Centurion CN9-ALF (1st Octopus Overlords); needs 8, rolls 6 : misses


    SRM 2 at Centurion CN9-ALF (1st Octopus Overlords); needs 8, rolls 8 : 2 missile(s) hit (using Right Side table).

        Centurion CN9-ALF (1st Octopus Overlords) takes 2 damage to CT.
            21 Armor remaining.

        Centurion CN9-ALF (1st Octopus Overlords) takes 2 damage to RA.
            2 Armor remaining.


    SRM 2 at Centurion CN9-ALF (1st Octopus Overlords); needs 8, rolls 10 : 1 missile(s) hit (using Right Side table).

        Centurion CN9-ALF (1st Octopus Overlords) takes 2 damage to CT.
            19 Armor remaining.


    LRM 10 at Centurion CN9-ALF (1st Octopus Overlords); needs 12, rolls 7 : misses


Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Large Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 10, rolls 7 : misses


    Small Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 10, rolls 11 : hits (using Rear table) CTR
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 3 damage to CTR.
            2 Armor remaining.


    Small Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 10, rolls 6 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Vindicator VND-1R (Capellan Confederation); needs 8, rolls 10 : hits (using Right Side table) RT
        Vindicator VND-1R (Capellan Confederation) takes 10 damage to RT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 10, rolls 10 : hits (using Right Side table) RT
        Vindicator VND-1R (Capellan Confederation) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Vindicator VND-1R (Capellan Confederation) takes 3 damage to CT.
            15 Armor remaining.


    LRM 5 at Saracen Medium Hover Tank (Standard) (Capellan Confederation); needs 10, rolls 9 : misses


Weapons fire for Hunchback HBK-4G #2 (1st Octopus Overlords)
    AC/20 (Tracer ammo) at Phoenix Hawk PXH-1 (Capellan Confederation); needs 9, rolls 11 : hits (using Right Side Partial cover (horizontal 50%) table) RL
        Phoenix Hawk PXH-1 suffers no damage. (RL behind cover)
            Light Fortress Building #243967769 blocks the shot and takes 19 points of damage.
            
Damage changed to 9 due to building scale.


    Small Laser at Phoenix Hawk PXH-1 (Capellan Confederation); needs 12, rolls 6 : misses


Weapons fire for Phoenix Hawk PXH-1 (Capellan Confederation)
    Machine Gun at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 9, rolls 6 : misses

    Machine Gun at Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords); needs 9, rolls 6 : misses

Weapons fire for LRM/10 Turret (Single) (Capellan Confederation)
    LRM 10 at Firestarter FS9-K2 (1st Octopus Overlords); needs 7, rolls 10 : 6 missile(s) hit.

        Firestarter FS9-K2 (1st Octopus Overlords) takes 5 damage to LA.
            1 Armor remaining.

        Firestarter FS9-K2 (1st Octopus Overlords) takes 1 damage to RT.
            6 Armor remaining.


Weapons fire for Jump Platoon (LRM) (1st Octopus Overlords)
    LRM Launcher (Corean Farshot) at Hex 1422 of Building #1649112234 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : 9 troopers hit, causing 5 damage.
        Heavy Standard Building #1649112234 absorbs 5 points of damage.


Weapons fire for Small Laser Turret (Single) (Capellan Confederation)
    Small Laser at Jump Platoon (LRM) (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Vindicator VND-1X (Capellan Confederation)
    LRM 5 at Assassin ASN-21 (1st Octopus Overlords); needs 12, rolls 5 : misses


Weapons fire for Hunter Light Support Tank (Standard) (Capellan Confederation)
    LRM 20 at Assassin ASN-21 (1st Octopus Overlords); needs 10, rolls 11 : 12 missile(s) hit (using Rear table).

        Assassin ASN-21 (1st Octopus Overlords) takes 2 damage to RL.
            1 Armor remaining.

        Assassin ASN-21 (1st Octopus Overlords) takes 2 damage to LA.
            4 Armor remaining.

        Assassin ASN-21 (1st Octopus Overlords) takes 1 damage to LA.
            3 Armor remaining.


Weapons fire for Assassin ASN-21 (1st Octopus Overlords)
    SRM 2 at Phoenix Hawk PXH-1 (Capellan Confederation); needs 10, rolls 8 : misses


    LRM 5 at Vindicator VND-1R (Capellan Confederation); needs 12, rolls 5 : misses


Weapons fire for Striker Light Tank (LRM) (Capellan Confederation)
    LRM 15 at Assassin ASN-21 (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Vindicator VND-1R (Capellan Confederation)
    Medium Laser at Centurion CN9-ALF (1st Octopus Overlords); needs 11, rolls 12 : hits LL
        Centurion CN9-ALF (1st Octopus Overlords) takes 5 damage to LL.
            19 Armor remaining.


    Small Laser at Centurion CN9-ALF (1st Octopus Overlords); needs 11, rolls 5 : misses


Weapons fire for Dervish DV-6M (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 6 : misses


    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Centurion CN9-ALF (1st Octopus Overlords)
    Large Laser at Vindicator VND-1R (Capellan Confederation); needs 4, rolls 10 : hits RT
        Vindicator VND-1R (Capellan Confederation) takes 8 damage to RT.
        8 damage transfers to CT.
        Vindicator VND-1R (Capellan Confederation) takes 8 damage to CT.
            7 Armor remaining.


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 4, rolls 2 : misses


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 4, rolls 5 : hits LA
        Vindicator VND-1R (Capellan Confederation) takes 5 damage to LA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Shoulder.


    Small Laser at Vindicator VND-1R (Capellan Confederation); needs 4, rolls 5 : hits LA
        Vindicator VND-1R (Capellan Confederation) takes 3 damage to LA.
             1 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.




Physical Attack Phase
-------------------

Physical attacks for Firestarter FS9-K2 (1st Octopus Overlords)
    Kick (Left leg) at Phoenix Hawk PXH-1 (Capellan Confederation); needs 7, rolls 9 : hits (using Rear Kick table) RL
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 7 damage to RL.
            6 Armor remaining.


Physical attacks for Phoenix Hawk PXH-1 (Capellan Confederation)
    Kick (Left leg) at Jump Platoon (LRM) (1st Octopus Overlords); needs 8, rolls 7 : misses.

Physical attacks for Assassin ASN-21 (1st Octopus Overlords)
    Kick (Left leg) at Phoenix Hawk PXH-1 (Capellan Confederation); needs 8, rolls 9 : hits (using Punch table) LA
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 8 damage to LA.
            2 Armor remaining.


Physical attacks for Centurion CN9-ALF (1st Octopus Overlords)
    Kick (Left leg) at Vindicator VND-1R (Capellan Confederation); needs 2, rolls 8 : hits LT
        Vindicator VND-1R (Capellan Confederation) takes 10 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


Phoenix Hawk PXH-1 (Capellan Confederation) must make 3 piloting skill roll(s) (was kicked; missed a kick; was kicked).
The base target is 7 [7 (Base piloting skill)].
    Roll #1, (7 (Base piloting skill) + 0 (was kicked) + 0 (missed a kick) + 0 (was kicked)); needs 7, rolls 5 : falls.
    Phoenix Hawk PXH-1 (Capellan Confederation) falls on its front, suffering 6 damage.
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 5 damage to LT.
            13 Armor remaining.
        Phoenix Hawk PXH-1 (Capellan Confederation) takes 1 damage to CT.
            20 Armor remaining.

Pilot of Phoenix Hawk PXH-1 (Capellan Confederation) "Annakhatoun Avinian" must roll 7 to avoid damage; rolls 6 : fails.
        Pilot of Phoenix Hawk PXH-1 (Capellan Confederation) "Annakhatoun Avinian" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 (Capellan Confederation) "Annakhatoun Avinian" needs a 3 to stay conscious. Rolls 6 : successful!


Heat Phase
-------------------
Firestarter FS9-K2 (1st Octopus Overlords) gains 12 heat, sinks 11 heat and is now at 4 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 7 heat, sinks 16 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 15 heat, sinks 15 heat and is now at 0 heat.
Hunchback HBK-4G #2 (1st Octopus Overlords) gains 10 heat, sinks 13 heat and is now at 3 heat.
Locust LCT-1E (Capellan Confederation) gains 1 heat, sinks 1 heat and is now at 0 heat.
Vindicator VND-1X (Capellan Confederation) gains 6 heat, sinks 6 heat and is now at 0 heat.
Phoenix Hawk PXH-1 (Capellan Confederation) gains 5 heat, sinks 10 heat and is now at 5 heat.
Assassin ASN-21 (1st Octopus Overlords) gains 6 heat, sinks 6 heat and is now at 0 heat.
Centurion CN9-ALF (1st Octopus Overlords) gains 15 heat, sinks 16 heat and is now at 3 heat.
Vindicator VND-1R (Capellan Confederation) gains 6 heat, sinks 6 heat and is now at 0 heat.
Dervish DV-6M (Capellan Confederation) gains 13 heat, sinks 10 heat and is now at 7 heat.
Enlarge Image

The Phoenix Hawk gets up and tries to clamber over the wall to safety. Just as the small laser turret's crew get their guns unjammed, an unwisely placed step from the medium mech collapses the entire weakened structure. The Phoenix Hawk's right torso is crushed in the mayhem, and the arm comes off. It staggers up amid the debris.

The downed Vindicator backs away with a limp, trailing coolant. The enemy mechwarrior lets his lock on the Centurion laps and 'lifts arms' briefly. Well, the one remaining arm, signalling his intent to leave the battlefield.

As the search and rescue squad loads up on the Maxim and slams the door shot, the remaining Saladins and Locust group up to the west of the compound to try to head off the anticipated escape, while a Saracen zips over to the north. The enemy Dervish runs south parallel to the Warhammer, leaving its arm behind somewhere.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 10:08 pm

Can I move into the LRM turret space with the dead crew? How much structure is left in that building? If I can I do (and then fire lasers at the Saracen in 1126.

Regardless the Firestarter is going to jump to 1128, facing north, and I'll fire the small lasers and the flamer at the Locust, and then kick it.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 10:09 pm

The AC/20 is out of ammo now, right?

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Thu Dec 21, 2017 10:47 pm

You can move *through* the building. It requires a PSR, but it's already known that there's no basement. I would advise against trying to climb over, the building doesn't have enough CF left to support a 50 ton mech. The segments next to the dead crew LRM turret are still pretty intact so you can climb over.

The AC/20 is completely out of ammo, yes.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Thu Dec 21, 2017 11:05 pm

NickAragua wrote:
Thu Dec 21, 2017 10:47 pm
You can move *through* the building. It requires a PSR, but it's already known that there's no basement. I would advise against trying to climb over, the building doesn't have enough CF left to support a 50 ton mech. The segments next to the dead crew LRM turret are still pretty intact so you can climb over.

The AC/20 is completely out of ammo, yes.
I can move through 1226? What is the PSR roll (what's the target)? Also I know I can move into the same space as a vehicle - does that apply to a mech, too? Like can I move into 1127? If so I'll move there, turn twice, and fire lasers at the Saladin in front of me (and kick it).

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Fri Dec 22, 2017 12:05 am

Looks like you can move *into* 1226, but don't have the MP to get out. You need a 6+ to successfully navigate it.

Two mechs cannot share the same hex.

Also seems there's a global two unit stacking limit per hex.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Fri Dec 22, 2017 12:11 am

WH to 0634 with a quickness.

Vindy can rotate right, back up twice to 1119, rotate left, and try to finish off my counterpart at 1123.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Fri Dec 22, 2017 12:31 am

NickAragua wrote:
Fri Dec 22, 2017 12:05 am
Looks like you can move *into* 1226, but don't have the MP to get out. You need a 6+ to successfully navigate it.

Two mechs cannot share the same hex.

Also seems there's a global two unit stacking limit per hex.
Out of curiosity, what exactly am I doing when I move *through* a building? Just crashing into the building and knocking (part of) it over?

And just to confirm, the "front firing arc" for a unit that has a front-mounted weapon (say, a Saladin) is the front facing hex plus the hexes on each side, right? So that the Saladin in 1126 can fire at 1226?

Assuming so, I don't really love chancing a 6+ piloting roll, and since I am back up to 6 movement, I'm going to run to 1327, turn right, and torso twist right, and then fire all lasers at the Saladin in 1126.

Firestarter's still jumping to 1128.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Fri Dec 22, 2017 12:43 am

Yeah, going through a building is exactly what it sounds like. You shoulder down and plow through.

The "front firing arc" for the Saladin is, yes, the three hexes in front. So, the Saladin at 1126 can fire at 1025, 1125 and 1225 (and the hexes beyond, subject to LOS, range, etc).

You won't have LOS on those Saladins (or the Locust) from 1327, since they're right next to and below the wall in column 12.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Fri Dec 22, 2017 12:52 am

I assume rules of engagement will let me lift arms on the WH and beat feet to the W edge with no opposition?
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Fri Dec 22, 2017 1:12 am

NickAragua wrote:
Fri Dec 22, 2017 12:43 am
Yeah, going through a building is exactly what it sounds like. You shoulder down and plow through.

The "front firing arc" for the Saladin is, yes, the three hexes in front. So, the Saladin at 1126 can fire at 1025, 1125 and 1225 (and the hexes beyond, subject to LOS, range, etc).

You won't have LOS on those Saladins (or the Locust) from 1327, since they're right next to and below the wall in column 12.
Ugh, fuck it, I'll plow into 1226 then. I'd rather risk the PSR than step into an AC/20 firing arc. Then fire lasers at and kick the Saladin. Unless the Saladin dies during the shooting phase, in which case I'll kick the Locust.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Fri Dec 22, 2017 1:25 am

Isgrimnur wrote:
Fri Dec 22, 2017 12:52 am
I assume rules of engagement will let me lift arms on the WH and beat feet to the W edge with no opposition?
Correct, as long as you don't fire on anyone, they'll let you go. Unless you've already insulted their mothers.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Fri Dec 22, 2017 8:57 am

I’ll wait until I’m in the last hex and exiting to do that.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Fri Dec 22, 2017 7:51 pm

gbasden wrote:
Thu Dec 21, 2017 2:36 pm
post
Paging Dr. G to the operating room.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden » Sat Dec 23, 2017 12:41 am

NickAragua wrote:
Fri Dec 22, 2017 7:51 pm
gbasden wrote:
Thu Dec 21, 2017 2:36 pm
post
Paging Dr. G to the operating room.
Sorry, my customer had a meltdown two days before the holidays and I've been merrily losing my mind.

How badly messed up is the Vindicator in 1123? I've lost track of which one is where.

Also, can the Assassin make it to 1621 to physically engage the Saracen?

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Sat Dec 23, 2017 12:55 pm

The Vindicator in 1123 is currently under "forced withdrawal" (missing a torso section), so it's retreating but will fire back if attacked.

The assassin can get to 1521. From 1621, it'd be too high to kick the Saracen (and also the gate building would collapse, as it's got less than 40 CF). You can try to walk through it instead, but it's probably a 7+ PSR.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden » Sat Dec 23, 2017 4:15 pm

The Centurion will move to 1025, fire at the Saladin in 1126 and kick the Saladin in 1125. Or vice versa if that doesn't work due to facing.

The assassin doesn't have many good moves available. I guess I'll try jumping to 1720 and kicking the Saracen if I have enough leg structure left to not destroy my mech. Otherwise I'll hang and guard the Maxim.

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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Sat Dec 23, 2017 4:16 pm

NickAragua wrote:
Sat Dec 23, 2017 12:55 pm
The Vindicator in 1123 is currently under "forced withdrawal" (missing a torso section), so it's retreating but will fire back if attacked
Too bad he's still my best target and in my way.
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Tue Dec 26, 2017 11:47 am

Round 12:
This looks to be a pretty decisive ten seconds, as our lance closes in on the remaining functional enemy units.

Isgrimnur scores a solid hit on the retreating Vindicator, stripping armor off with the right leg. The enemy mech retaliates by providing target data to the LRM launchers on the east side of the map. A bunch of LRMs land all around Isgrimnur's position, but all miss.

As El Guapo comes crashing through the building, the enemy Locust is on the ball, hitting with every laser and scoring a head shot, but not breaching armor. The impact is enough to throw El Guapo's aim completely off.

The Maxim disables the small laser turret to the east of the gate, clearing it for departure.

The Centurion then manages to avoid both Saladin AC/20 rounds and cuts the northern one to shreds with lasers, then plants a boot through the left side of the one to the south.

The Locust escapes the flurry of kicks aimed at it.

Raw data:
Spoiler:
Warhammer WHM-6D (1st Octopus Overlords) must make a piloting skill check while moving in hex 1132 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.


Hunchback HBK-4G #2 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1326 to hex 1226 (moving through Heavy Building #1649112234).
Needs 6 [4 (Base piloting skill) + 2 (moving through Heavy Building #1649112234)], rolls 12 : succeeds.


Firestarter FS9-K2 (1st Octopus Overlords) must make a piloting skill check (jumped in high gravity).
Needs 4 [4 (Base piloting skill) + 0 (jumped in high gravity)], rolls 7 : succeeds.

Phoenix Hawk PXH-1 (Capellan Confederation) must make 1 piloting skill roll(s) (20+ damage).
The base target is 7 [7 (Base piloting skill) + 0 (Rubble)].
    Roll #1, (7 (Base piloting skill) + 0 (Rubble) + 1 (20+ damage)); needs 8, rolls 9 : succeeds.

Assassin ASN-21 (1st Octopus Overlords) must make a piloting skill check (jumped in high gravity).
Needs 6 [5 (Base piloting skill) + 1 (cramped cockpit) + 0 (jumped in high gravity)], rolls 6 : succeeds.

Weapon Attack Phase
-------------------

Weapons fire for Firestarter FS9-K2 (1st Octopus Overlords)
    Small Laser at Locust LCT-1E (Capellan Confederation); needs 10, rolls 3 : misses


    Small Laser at Locust LCT-1E (Capellan Confederation); needs 10, rolls 7 : misses


    Flamer at Locust LCT-1E (Capellan Confederation); needs 10, rolls 7 : misses


Weapons fire for Saracen Medium Hover Tank (Standard) (Capellan Confederation)
    SRM 2 at Assassin ASN-21 (1st Octopus Overlords); needs 11, rolls 7 : misses


    SRM 2 at Assassin ASN-21 (1st Octopus Overlords); needs 11, rolls 8 : misses


    SRM 2 at Assassin ASN-21 (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) (Capellan Confederation)
    AC/20 at Centurion CN9-ALF (1st Octopus Overlords); needs 7, rolls 5 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Vindicator VND-1R (Capellan Confederation); needs 6, rolls 6 : hits (using Right Side table) RL
        Vindicator VND-1R (Capellan Confederation) takes 10 damage to RL.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RL. Roll is 6; no effect.


    LRM 5 at Vindicator VND-1R (Capellan Confederation); needs 9, rolls 6 : misses


    Medium Laser at Vindicator VND-1R (Capellan Confederation); needs 8, rolls 5 : misses


Weapons fire for Locust LCT-1E (Capellan Confederation)
    Medium Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 6, rolls 11 : hits HD

        Heavy Standard Building #1649112234 absorbs 1 points of damage.
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 4 damage to HD.
            5 Armor remaining.

        Pilot of Hunchback HBK-4G #2 (1st Octopus Overlords) "Private Patrick Allain" takes 1 damage (1 total hits).
        Pilot of Hunchback HBK-4G #2 (1st Octopus Overlords) "Private Patrick Allain" needs a 3 to stay conscious. Rolls 10 : successful!


    Medium Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 6, rolls 6 : hits LA

        Heavy Standard Building #1649112234 absorbs 1 points of damage.
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 4 damage to LA.
            5 Armor remaining.


    Small Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 6, rolls 8 : hits LL

        Heavy Standard Building #1649112234 absorbs 1 points of damage.
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 2 damage to LL.
            7 Armor remaining.


    Small Laser at Hunchback HBK-4G #2 (1st Octopus Overlords); needs 6, rolls 7 : hits LA

        Heavy Standard Building #1649112234 absorbs 1 points of damage.
        Hunchback HBK-4G #2 (1st Octopus Overlords) takes 2 damage to LA.
            3 Armor remaining.


Weapons fire for Hunchback HBK-4G #2 (1st Octopus Overlords)
    Medium Laser at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 3 : misses


    Medium Laser at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 5 : misses


    Small Laser at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 5 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation)
    AC/20 at Centurion CN9-ALF (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Small Laser Turret (Single) (Capellan Confederation)
    Small Laser at Assassin ASN-21 (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Maxim Heavy Hover Transport (Standard) (1st Octopus Overlords)
    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 4, rolls 4 : 3 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 3 points of damage.

    LRM 5 at Hex 1721 of Building #1649112234 (Collapse)needs 4, rolls 10 : 3 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 3 points of damage.

    SRM 6 at Hex 1721 of Building #1649112234 (Collapse)needs 0, rolls 8 : 3 missile(s) hit.

        Heavy Standard Building #1649112234 absorbs 6 points of damage.
        Damage threshold exceeded. Possible critical hit!
            +Small Laser is hit!

    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 3 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 8 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


    Machine Gun at Hex 1721 of Building #1649112234 (Collapse)needs 2, rolls 6 : hits.

        Heavy Standard Building #1649112234 absorbs 2 points of damage.


Weapons fire for Vindicator VND-1X (Capellan Confederation)
    LRM 5 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Hunter Light Support Tank (Standard) (Capellan Confederation)
    LRM 20 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Striker Light Tank (LRM) (Capellan Confederation)
    LRM 15 at Vindicator VND-1R (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Assassin ASN-21 (1st Octopus Overlords)
    SRM 2 at Saracen Medium Hover Tank (Standard) (Capellan Confederation); needs 11, rolls 9 : misses


Weapons fire for LRM/10 Turret (Single) (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 8 : misses


Weapons fire for Dervish DV-6M (Capellan Confederation)
    LRM 10 at Vindicator VND-1R (1st Octopus Overlords); needs 11, rolls 9 : misses


Weapons fire for Centurion CN9-ALF (1st Octopus Overlords)
    Large Laser at Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation); needs 8, rolls 10 : hits (using Left Side table) LS
        Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation) takes 8 damage to LS.
            Armor destroyed.
             1 Internal Structure remaining.
            Chance for motive system damage. Roll is 12; (w/ +5 bonus)
             Major damage, vehicle immobile.
            Critical hit on LS. Roll is 9; Engine destroyed. Immobile.


    Medium Laser at Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation); needs 8, rolls 10 : hits (using Left Side table) LS
        Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation) takes 5 damage to LS.
             SECTION DESTROYED.
*** Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 5; no effect.


    Medium Laser at Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation); needs 8, rolls 5 : misses


    Small Laser at Saladin Assault Hover Tank (Standard) #2 (Capellan Confederation); needs 8, rolls 7 : misses




Physical Attack Phase
-------------------

Physical attacks for Firestarter FS9-K2 (1st Octopus Overlords)
    Kick (Left leg) at Locust LCT-1E (Capellan Confederation); needs 6, rolls 5 : misses.

Physical attacks for Locust LCT-1E (Capellan Confederation)
    Kick (Left leg) at Hex 1226 of Building #1649112234 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Heavy Standard Building #1649112234 absorbs 4 points of damage.
        Damage threshold exceeded. Possible critical hit!
            Turret jammed.

Physical attacks for Assassin ASN-21 (1st Octopus Overlords)
    Kick (Left leg) at Saracen Medium Hover Tank (Standard) (Capellan Confederation); needs 9, rolls 8 : misses.

Physical attacks for Centurion CN9-ALF (1st Octopus Overlords)
    Kick (Left leg) at Saladin Assault Hover Tank (Standard) (Capellan Confederation); needs 6, rolls 9 : hits (using Left Side table) LS
        Saladin Assault Hover Tank (Standard) (Capellan Confederation) takes 10 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Saladin Assault Hover Tank (Standard) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 10; Engine destroyed. Immobile.


Physical attacks for Hunchback HBK-4G #2 (1st Octopus Overlords)
    Kick (Left leg) at Locust LCT-1E (Capellan Confederation); needs 5, rolls 3 : misses.

Firestarter FS9-K2 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 6 : succeeds.

Hunchback HBK-4G #2 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 4 : succeeds.

Assassin ASN-21 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 6 [5 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (5 (Base piloting skill) + 1 (cramped cockpit) + 0 (missed a kick)); needs 6, rolls 11 : succeeds.

Heat Phase
-------------------
Firestarter FS9-K2 (1st Octopus Overlords) gains 10 heat, sinks 11 heat and is now at 3 heat.
Warhammer WHM-6D (1st Octopus Overlords) gains 7 heat, sinks 7 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 0 heat.
Hunchback HBK-4G #2 (1st Octopus Overlords) gains 9 heat, sinks 12 heat and is now at 0 heat.
Locust LCT-1E (Capellan Confederation) gains 9 heat, sinks 9 heat and is now at 0 heat.
Vindicator VND-1X (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Phoenix Hawk PXH-1 (Capellan Confederation) gains 4 heat, sinks 9 heat and is now at 0 heat.
Assassin ASN-21 (1st Octopus Overlords) gains 7 heat, sinks 7 heat and is now at 0 heat.
Centurion CN9-ALF (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 3 heat.
Vindicator VND-1R (Capellan Confederation) gains 2 heat, sinks 2 heat and is now at 0 heat.
Dervish DV-6M (Capellan Confederation) gains 6 heat, sinks 10 heat and is now at 3 heat.
Enlarge Image

With about two combat effective units remaining, the rest of the Capellan forces "lift arms" and pull back, trailing smoke, wires and various coolants/lubricating fluids.

Mission accomplished, and, even better, our salvage crews will have a couple of hours to pick over the wreckage, as there are no Capellan units anywhere close. No mechs, but plenty of vehicles.

Kill board:

El Guapo (Hunchback HBK-4G) - 2.5: LRM/10 turret (dual), Wasp WSP-1A, Swift Wind scout car (shared)
Gbasden (Assassin ASN-21) - 1.5: Saracen #2, Swift Wind scout car (shared)
Gbasden (Centurion CN9-ALF) - 3: Saladin #1, #2, #3
Isgrimnur (Warhammer WHM-6D) - 1: Harasser
Isgrimnur (Vindicator VND-1R) - 1: Pegasus
Maxim transport - 1: J. Edgar Light Hover Tank, Small Laser Turret (single)
Capellans - 2: Pegasus #2, Small Laser Turret (dual)

We also crippled four enemy mechs, heavily damaged one. Two light enemy tanks got away crippled and a pair of enemy LRM launcher tanks got away completely clean (other than expended LRMs).

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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Tue Dec 26, 2017 12:02 pm

Heh, rough round for my mechs (missed both kicks!) but mission accomplished. I'm glad that we rescued...whoever it was that we were rescuing again.

Thanks for running this.

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Isgrimnur
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Snooze

Re: Let's Play Together: GM'd Battletech via Megamek II

Post by Isgrimnur » Tue Dec 26, 2017 12:13 pm

Salvage, woo! Hover tank bumper cars!
Silver - 2k

Autobots and Starfleet officers — we fight together!

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El Guapo
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Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Let's Play Together: GM'd Battletech via Megamek II

Post by El Guapo » Tue Dec 26, 2017 12:16 pm

I also want to say to whoever it was that we rescued...I was *definitely* sure that you were not in the scout car when we melted it.

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NickAragua
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Location: Boston, MA

Re: Let's Play Together: GM'd Battletech via Megamek II

Post by NickAragua » Tue Dec 26, 2017 5:33 pm

All's well that ends well.

Unless you're in that scout car.

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gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek II

Post by gbasden » Wed Dec 27, 2017 3:10 am

Thank you again for running this! This is always a whole lot of fun.

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