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

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Moderator: Zaxxon

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NickAragua
Posts: 4139
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua » Fri Feb 09, 2018 1:19 pm

Stefan Stirzaker wrote:
Fri Feb 09, 2018 2:49 am
Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Firing arc for the torso LRMs is just one hex short of the tank at 4917.

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El Guapo
Posts: 31504
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo » Fri Feb 09, 2018 2:09 pm

NickAragua wrote:
Fri Feb 09, 2018 11:09 am
gbasden wrote:
Thu Feb 08, 2018 5:35 pm
Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
El Guapo wrote:
Thu Feb 08, 2018 12:52 pm
2925 works for the Thunderbolt.
Looks like you guys have a collision.
Can I suggest that Cylus Maxii jump to 2923 instead, and unload on the Jenner? I think our only plausible route to victory here is through getting the enemy force depleted by 50%+ ASAP anyway, and I'm not inclined to sweat that one building much anymore.

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gbasden
Posts: 5575
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden » Fri Feb 09, 2018 8:50 pm

El Guapo wrote:
Fri Feb 09, 2018 2:09 pm
NickAragua wrote:
Fri Feb 09, 2018 11:09 am
gbasden wrote:
Thu Feb 08, 2018 5:35 pm
Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
El Guapo wrote:
Thu Feb 08, 2018 12:52 pm
2925 works for the Thunderbolt.
Looks like you guys have a collision.
Can I suggest that Cylus Maxii jump to 2923 instead, and unload on the Jenner? I think our only plausible route to victory here is through getting the enemy force depleted by 50%+ ASAP anyway, and I'm not inclined to sweat that one building much anymore.
OK, that works.

Stefan Stirzaker
Posts: 937
Joined: Wed Nov 03, 2004 6:12 pm
Location: Australia

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

Post by Stefan Stirzaker » Fri Feb 09, 2018 9:21 pm

NickAragua wrote:
Fri Feb 09, 2018 1:19 pm
Stefan Stirzaker wrote:
Fri Feb 09, 2018 2:49 am
Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Firing arc for the torso LRMs is just one hex short of the tank at 4917.
Ok no LRMs then :) Unless there's someone else it can get .
Quickdraw 2628 (facing southeast, possible torso twist to the left) and then unloading on the Firestarter in 2728

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NickAragua
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Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua » Fri Feb 09, 2018 11:05 pm

"This is Lucifer One, coming in for a strafing run. L-2, hang back and nail that Eagle for me."

Archinerd conserves the Dervish's heat and only fires two medium lasers and an SRM, taking off a wheel, then takes advantage of the vehicles lack of mobility to crush the left side entirely.

Gbasden takes some fire from the Dervish as it runs by, but it goes overhead or hits the water. The less said about his attempts at shooting the APC, the better. Meanwhile, the Firestarter, rather than get punched in the leg, fires up the jumpjets and heads northwest.

Madmarcus's Wolverine unloads on the nearby Pegasus, heavily damaging the hover skirt and reducing its mobility. He takes a whole bunch of SRMs in return, falling over forward.

The Thunderbolt hops back and fires lasers at the nearby Wasp, stripping armor off the right arm, then spares a kick for the infantry in the nearby control building. A large amount of shrapnel crushes three dudes.

El Guapo hits the Wolverine with the remaining AC/10 and two medium lasers.

Paingod takes a bunch of SRMs from the Harasser. It's hard to hit it, so he takes the right arm off the distant Hunter light mech instead with the PPC. That one had the medium laser.

The Orion fires lasers and SRMs at the Wasp, blowing off the right leg, sending the little bug mech to the ground.

Freyland's Quickdraw scores a hit on the enemy Firestarter then takes a very large amount of SRMs in return from a variety of sources. The armor on the right arm takes a breach, and the mech loses the shoulder and upper arm actuator. Followed by the arm. Well, at least we won't have to spend time pulling the arm off to fix that actuator.

Our Lucifer makes a strafing run over a straight line of tanks. The APC closing in with additional infantry is sliced in half by a large laser. The one that just dropped troops off takes a couple of hits as well, losing all mobility. He also nails a Vedette and immobilizes the Pegasus damaged by Madmarcus. He takes some fire from the Eagle, which is shot up by the second Lucifer.

Raw movement, firing, heat data:
Spoiler:


Shadow Hawk SHD-2K (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) - 2 (careful stand) + 0 (getting up)], rolls 3 : succeeds.


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

Weapons fire for Trebuchet TBT-5S (Pirate)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 8 : misses


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 10 : hits (using Right Side Partial cover (horizontal 50%) table) RL
        Awesome AWS-8Q suffers no damage. (RL behind cover)


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 5 : misses


    SRM 6 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 8 : misses


    SRM 6 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    Medium Laser at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 8 : hits (using Rear table) LS
        Heavy Wheeled APC (SRM) (Pirate) takes 5 damage to LS.
            8 Armor remaining.
            Chance for motive system damage. Roll is 5; (w/ +3 bonus)
             no effect.


    Medium Laser at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 5 : misses


    SRM 2 at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 9 : 2 missile(s) hit (using Rear table).

        Heavy Wheeled APC (SRM) (Pirate) takes 2 damage to RR.
            8 Armor remaining.

        Heavy Wheeled APC (SRM) (Pirate) takes 2 damage to RS.
            11 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +3 bonus)
             Major damage, vehicle immobile.


Weapons fire for Galleon Light Tank GAL-100 (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Wolverine WVR-6M (1st Octopus Overlords)
    Large Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 4, rolls 5 : hits (using Rear table) RR
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 8 damage to RR.
            11 Armor remaining.


    Medium Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 4, rolls 8 : hits (using Rear table) TU
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 5 damage to TU.
            16 Armor remaining.


    SRM 6 at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 4, rolls 7 : 5 missile(s) hit (using Rear table).

        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 2 damage to RR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +4 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 2 damage to RS.
            17 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.

        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 2 damage to RR.
            7 Armor remaining.

        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 2 damage to RR.
            5 Armor remaining.

        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 2 damage to LS.
            17 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +4 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


Weapons fire for Heavy Tracked APC (LRM) (Pirate)
    LRM 5 at Lucifer LCF-R20 (1st Octopus Overlords); needs 5, rolls 10 : hits.

        Lucifer LCF-R20 (1st Octopus Overlords) takes 3 damage to NOS.
            125 Armor remaining.


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Medium Laser at Wasp WSP-1A (Pirate); needs 9, rolls 7 : misses


    Medium Laser at Wasp WSP-1A (Pirate); needs 9, rolls 9 : hits (using Right Side table) RA
        Wasp WSP-1A (Pirate) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.


    Medium Laser at Wasp WSP-1A (Pirate); needs 9, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (Pirate)
    AC/5 at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Harasser Missile Platform (Standard) (Pirate)
    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 6, rolls 6 : 4 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            8 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to CT.
            9 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LA.
            1 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to CT.
            7 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2K (1st Octopus Overlords); needs 6, rolls 7 : 5 missile(s) hit.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RL.
            12 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RT.
            6 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RL.
            10 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.

        Shadow Hawk SHD-2K (1st Octopus Overlords) takes 2 damage to RA.
            10 Armor remaining.


Weapons fire for Quickdraw QKD-4GF (1st Octopus Overlords)
    Medium Laser at Heavy Wheeled APC (SRM) (Pirate); needs 8, rolls 6 : misses


    Medium Laser at Heavy Wheeled APC (SRM) (Pirate); needs 8, rolls 4 : misses


    SRM 4 at Heavy Wheeled APC (SRM) (Pirate); needs 10, rolls 7 : misses


Weapons fire for Spider SDR-5V (Pirate)
    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 9, rolls 4 : misses


    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) (Pirate)
    AC/20 at Lucifer LCF-R20 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Medium Laser at Jenner JR7-D (Pirate); needs 10, rolls 9 : misses


    Medium Laser at Jenner JR7-D (Pirate); needs 10, rolls 9 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) #3 (Pirate)
    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 5, rolls 7 : 6 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RA.
            14 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LA.
            12 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            23 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RT.
            3 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            15 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            21 Armor remaining.


    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 5, rolls 5 : 3 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            19 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RL.
            17 Armor remaining.


Weapons fire for Heavy Hover APC (SRM) (Pirate)
    SRM 4 at Wolverine WVR-6M (1st Octopus Overlords); needs 4, rolls 7 : 2 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            17 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LT.
            14 Armor remaining.


    Machine Gun at Wolverine WVR-6M (1st Octopus Overlords); needs 4, rolls 7 : hits LT
        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.


    Machine Gun at Wolverine WVR-6M (1st Octopus Overlords); needs 4, rolls 7 : hits LL
        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            11 Armor remaining.


Weapons fire for Pegasus Scout Hover Tank (Standard) #4 (Pirate)
    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Wolverine WVR-6R (Pirate); needs 5, rolls 6 : hits RT
        Wolverine WVR-6R (Pirate) takes 10 damage to RT.
            10 Armor remaining.


    Medium Laser at Wolverine WVR-6R (Pirate); needs 5, rolls 5 : hits CT
        Wolverine WVR-6R (Pirate) takes 5 damage to CT.
            5 Armor remaining.


    Medium Laser at Wolverine WVR-6R (Pirate); needs 5, rolls 11 : hits RA
        Wolverine WVR-6R (Pirate) takes 5 damage to RA.
            6 Armor remaining.


Weapons fire for Wasp WSP-1A (Pirate)
    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 7, rolls 9 : hits LA
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to LA.
            7 Armor remaining.


    SRM 2 at Wolverine WVR-6M (1st Octopus Overlords); needs 7, rolls 8 : 2 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            15 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LA.
            5 Armor remaining.


Weapons fire for Firestarter FS9-H (Pirate)
    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 11 : hits CT
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to CT.
            5 Armor remaining.


    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 8 : hits RA
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RA.
        5 damage transfers to RT.
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RT.
            0 Armor remaining.


    Machine Gun at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 6 : misses

    Machine Gun at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 8 : hits LT
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 3 : misses


    PPC at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 5 : misses


    PPC at Heavy Wheeled APC (SRM) (Pirate); needs 7, rolls 6 : misses


    Small Laser at Heavy Wheeled APC (SRM) (Pirate); needs 10, rolls 6 : misses


Weapons fire for Jenner JR7-D (Pirate)
    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 9, rolls 4 : misses


    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for J. Edgar Light Hover Tank (ICE) (Pirate)
    Medium Laser at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 8 : misses


    SRM 2 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 8 : misses


    SRM 2 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Firestarter FS9-H #2 (Pirate)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 5 : misses


    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 5 : misses


    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 9 : hits (using Left Side Partial cover (horizontal 50%) table) RA
        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to RA.
            22 Armor remaining.


    Machine Gun at Awesome AWS-8Q (1st Octopus Overlords); needs 8, rolls 10 : hits (using Left Side Partial cover (horizontal 50%) table) LA
        Awesome AWS-8Q (1st Octopus Overlords) takes 2 damage to LA.
            22 Armor remaining.


Weapons fire for Shadow Hawk SHD-2K (1st Octopus Overlords)
    PPC at Hornet HNT-151 (Pirate); needs 7, rolls 8 : hits RA
        Hornet HNT-151 (Pirate) takes 10 damage to RA.
            Armor destroyed.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RA. Roll is 5; no effect.
        Hornet HNT-151 (Pirate) takes 1 damage to RT.
            7 Armor remaining.


    LRM 5 at Hornet HNT-151 (Pirate); needs 5, rolls 9 : 2 missile(s) hit.

        Hornet HNT-151 (Pirate) takes 2 damage to LA.
            4 Armor remaining.


Weapons fire for Wasp WSP-1A #2 (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 12 : hits RL
        Orion ON1-K (1st Octopus Overlords) takes 5 damage to RL.
            25 Armor remaining.


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 3 : misses


Weapons fire for LTV-4 Hover Tank (Standard) (Pirate)
    PPC at Orion ON1-K (1st Octopus Overlords); needs 7, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    SRM 4 at Orion ON1-K (1st Octopus Overlords); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

Weapons fire for Hornet HNT-151 (Pirate)
    LRM 5 at Lucifer LCF-R20 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Striker Light Tank (Standard) (Pirate)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 7 : misses


    SRM 6 at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Quickdraw QKD-4GF #2 (1st Octopus Overlords)
    Medium Laser at Firestarter FS9-H (Pirate); needs 7, rolls 5 : misses


    Medium Laser at Firestarter FS9-H (Pirate); needs 7, rolls 7 : hits (using Rear table) LL
        Firestarter FS9-H (Pirate) takes 5 damage to LL.
            3 Armor remaining.


    Medium Laser at Firestarter FS9-H (Pirate); needs 7, rolls 5 : misses


    SRM 4 at Firestarter FS9-H (Pirate); needs 9, rolls 5 : misses


Weapons fire for Blackjack BJ-1 (Pirate)
    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 3 : misses


    AC/2 at Rifleman RFL-3C (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Dervish DV-6M (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 5 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 10 : 6 missile(s) hit.

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LL.
            2 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 1 damage to CT.
            4 Armor remaining.


Weapons fire for Whitworth WTH-1 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 4 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Orion ON1-K (1st Octopus Overlords)
    Medium Laser at Wasp WSP-1A #2 (Pirate); needs 6, rolls 6 : hits RL
        Wasp WSP-1A #2 (Pirate) takes 5 damage to RL.
            0 Armor remaining.


    Medium Laser at Wasp WSP-1A #2 (Pirate); needs 6, rolls 6 : hits RL
        Wasp WSP-1A #2 (Pirate) takes 5 damage to RL.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RL. Roll is 7; no effect.
        Wasp WSP-1A #2 (Pirate) takes 1 damage to RT.
            5 Armor remaining.


    SRM 4 at Wasp WSP-1A #2 (Pirate); needs 6, rolls 8 : 2 missile(s) hit.

        Wasp WSP-1A #2 (Pirate) takes 2 damage to RA.
            2 Armor remaining.

        Wasp WSP-1A #2 (Pirate) takes 2 damage to LA.
            2 Armor remaining.


Weapons fire for Wolverine WVR-6R (Pirate)
    AC/5 at Wolverine WVR-6M (1st Octopus Overlords); needs 5, rolls 8 : hits (using Right Side Partial cover (horizontal 50%) table) RA
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to RA.
            9 Armor remaining.


    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 7, rolls 4 : misses


    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 7, rolls 3 : misses


Weapons fire for Javelin JVN-10N (Pirate)
    SRM 6 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 8, rolls 8 : 4 missile(s) hit.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RT.
            7 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LA.
            7 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RL.
            11 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.


    SRM 6 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 8, rolls 8 : 5 missile(s) hit.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LA.
            5 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to CT.
            8 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RA.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Upper Arm.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to CT.
            6 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LA.
            3 Armor remaining.


Weapons fire for Vulcan VL-2T (Pirate)
    AC/2 at Dervish DV-6M (1st Octopus Overlords); needs 9, rolls 4 : misses


Weapons fire for Javelin JVN-10N #2 (Pirate)
    SRM 6 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 7, rolls 10 : 4 missile(s) hit.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 5; no effect.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LT.
            9 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to LT.
            7 Armor remaining.

        Quickdraw QKD-4GF #2 (1st Octopus Overlords) takes 2 damage to CT.
            4 Armor remaining.


    SRM 6 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 7, rolls 6 : misses


Strafing run for Lucifer LCF-R20 (1st Octopus Overlords)
    Large Laser at Hex: 2826 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 8 damage.


    Large Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 11 : hits (using Left Side table) LS
        Heavy Hover APC (SRM) (Pirate) takes 8 damage to LS.
            5 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +5 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    Large Laser at Hex: 2726 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 5 : misses


    Large Laser at Hex: 2625 (Clear)needs 2, rolls 7 : hits!
        Terrain takes 8 damage.


    Large Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 12 : hits (using Right Side table) RS
        Heavy Tracked APC (LRM) (Pirate) takes 8 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
*** Heavy Tracked APC (LRM) (Pirate) DESTROYED by damage! ***
            Critical hit on RS. Roll is 8; Crew stunned for 1 turns.


    Large Laser at Hex: 2525 (Clear)needs 2, rolls 8 : hits!
        Terrain takes 8 damage.


    Large Laser at Hex: 2424 (Clear)needs 2, rolls 8 : hits!
        Terrain takes 8 damage.


    Large Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 9 : hits (using Right Side table) FR
        Vedette Medium Tank (Standard) #2 (Pirate) takes 8 damage to FR.
             SECTION DESTROYED.
*** Vedette Medium Tank (Standard) #2 (Pirate) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on FR. Roll is 12; Crew killed.


    Large Laser at Hex: 2826 (Clear)needs 2, rolls 7 : hits!
        Terrain takes 8 damage.


    Large Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 4 : misses


    Large Laser at Hex: 2726 (Clear)needs 2, rolls 3 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 7 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 8 damage to RS.
            9 Armor remaining.


    Large Laser at Hex: 2625 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 8 damage.


    Large Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 8 : misses


    Large Laser at Hex: 2525 (Clear)needs 2, rolls 11 : hits!
        Terrain takes 8 damage.


    Large Laser at Hex: 2424 (Clear)needs 2, rolls 4 : hits!
        Terrain takes 8 damage.


    Large Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 10 : hits (using Right Side table) RS
        Vedette Medium Tank (Standard) #2 (Pirate) takes 8 damage to RS.
            10 Armor remaining.
            Chance for motive system damage. Roll is 4; (w/ +2 bonus)
             no effect.


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 7 : hits (using Left Side table) RR
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to RR.
            7 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +5 bonus)
             Major damage, vehicle immobile.


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 7 : hits (using Right Side table) TU
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to TU.
            13 Armor remaining.


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 6 : misses


    Small Laser at Hex: 2525 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Laser at Hex: 2424 (Clear)needs 2, rolls 11 : hits!
        Terrain takes 3 damage.


    Small Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 10 : hits (using Right Side table) RS
        Vedette Medium Tank (Standard) #2 (Pirate) takes 3 damage to RS.
            7 Armor remaining.


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 10 : hits (using Left Side table) LS
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to LS.
            2 Armor remaining.


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 11 : hits (using Right Side table) RR
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to RR.
            2 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +5 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 6 : misses


    Small Laser at Hex: 2525 (Clear)needs 2, rolls 7 : hits!
        Terrain takes 3 damage.


    Small Laser at Hex: 2424 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 8 : misses


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 7 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 8 : hits (using Left Side table) FR
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to FR.
            17 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +5 bonus)
             Major damage, vehicle immobile.


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 6 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to RS.
            6 Armor remaining.


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 11 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 7 : misses


    Small Laser at Hex: 2525 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Laser at Hex: 2424 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 6 : misses


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 6, rolls 8 : hits (using Left Side table) LS (critical)
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to LS (critical).
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on LS. Roll is 7; Crew stunned for 1 turns.
            Critical hit on LS. Roll is 6; Crew stunned for 2 turns.


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 8 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 6, rolls 8 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to RS.
            3 Armor remaining.
            Chance for motive system damage. Roll is 16; (w/ +5 bonus)
             Major damage, vehicle immobile.


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Laser at Heavy Tracked APC (LRM) (Pirate); needs 9, rolls 6 : misses


    Small Laser at Hex: 2525 (Clear)needs 2, rolls 7 : hits!
        Terrain takes 3 damage.


    Small Laser at Hex: 2424 (Clear)needs 2, rolls 11 : hits!
        Terrain takes 3 damage.


    Small Laser at Vedette Medium Tank (Standard) #2 (Pirate); needs 9, rolls 9 : hits (using Right Side table) TU (critical)
        Vedette Medium Tank (Standard) #2 (Pirate) takes 3 damage to TU (critical).
            12 Armor remaining.
            Critical hit on TU. Roll is 8; AC/5 malfunctions.


Weapons fire for Dervish DV-6M #2 (Pirate)
    LRM 10 at Lucifer LCF-R20 (1st Octopus Overlords); needs 12, rolls 6 : misses


    LRM 10 at Lucifer LCF-R20 (1st Octopus Overlords); needs 12, rolls 5 : misses


Weapons fire for Eagle EGL-R6 (Pirate)
    Large Laser at Lucifer LCF-R20 (1st Octopus Overlords); needs 2, rolls 7 : hits (using Left Side table) LWG
        Lucifer LCF-R20 (1st Octopus Overlords) takes 8 damage to LWG.
            52 Armor remaining.


    Medium Laser at Lucifer LCF-R20 (1st Octopus Overlords); needs 2, rolls 2 : hits (using Left Side table) AFT
        Lucifer LCF-R20 (1st Octopus Overlords) takes 5 damage to AFT.
            67 Armor remaining.


    Large Laser at Lucifer LCF-R20 (1st Octopus Overlords); needs 2, rolls 6 : hits (using Left Side table) LWG
        Lucifer LCF-R20 (1st Octopus Overlords) takes 8 damage to LWG.
            44 Armor remaining.


Weapons fire for Lucifer LCF-R20 #2 (1st Octopus Overlords)
    Large Laser at Eagle EGL-R6 (Pirate); needs 1, rolls 6 : hits RWG
        Eagle EGL-R6 (Pirate) takes 8 damage to RWG.
            44 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.


    Large Laser at Eagle EGL-R6 (Pirate); needs 1, rolls 7 : hits RWG
        Eagle EGL-R6 (Pirate) takes 8 damage to RWG.
            36 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.


    Small Laser at Eagle EGL-R6 (Pirate); needs 1, rolls 6 : hits RWG
        Eagle EGL-R6 (Pirate) takes 3 damage to RWG.
            33 Armor remaining.


    Small Laser at Eagle EGL-R6 (Pirate); needs 1, rolls 8 : hits NOS
        Eagle EGL-R6 (Pirate) takes 3 damage to NOS.
            77 Armor remaining.




Wolverine WVR-6M (1st Octopus Overlords) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 2 (40+ damage)); needs 7, rolls 4 : falls.
    Wolverine WVR-6M (1st Octopus Overlords) falls on its front, suffering 6 damage.
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to RL.
            12 Armor remaining.
        Wolverine WVR-6M (1st Octopus Overlords) takes 1 damage to RT.
            2 Armor remaining.

Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" takes 1 damage (2 total hits).
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" needs a 5 to stay conscious. Rolls 5 : successful!


Quickdraw QKD-4GF #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 5 : succeeds.

Wasp WSP-1A #2 (Pirate) must make 1 piloting skill roll(s) (leg destroyed).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Wasp WSP-1A #2 (Pirate) falls on its left side, suffering 2 damage.
        Wasp WSP-1A #2 (Pirate) takes 2 damage to CT.
            4 Armor remaining.

Pilot of Wasp WSP-1A #2 (Pirate) "Ron Austin" must roll 11 to avoid damage; rolls 7 : fails.
        Pilot of Wasp WSP-1A #2 (Pirate) "Ron Austin" takes 1 damage (1 total hits).
        Pilot of Wasp WSP-1A #2 (Pirate) "Ron Austin" needs a 3 to stay conscious. Rolls 8 : successful!


Wolverine WVR-6R (Pirate) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.

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

Physical attacks for Dervish DV-6M (1st Octopus Overlords)
    Kick (Left leg) at Heavy Wheeled APC (SRM) (Pirate); needs 1, rolls 9 : hits (using Rear table) LS
        Heavy Wheeled APC (SRM) (Pirate) takes 11 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Heavy Wheeled APC (SRM) (Pirate) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 9; (w/ +3 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 5; no effect.


Physical attacks for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Kick (Left leg) at Hex 2825 of Building #1055209240 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Heavy Standard Building #1055209240 absorbs 13 points of damage.
            65 CF remaining.
            3 damage is passed on to Foot Platoon (Anti-'Mech) (Flamer) (Pirate).
        Foot Platoon (Anti-'Mech) (Flamer) (Pirate) takes 1 damage to MEN.
            9 men alive


Physical attacks for Firestarter FS9-H (Pirate)
    Kick (Left leg) at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 7 : misses.

Physical attacks for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Kick (Left leg) at Jenner JR7-D (Pirate); needs 8, rolls 7 : misses.

Physical attacks for Firestarter FS9-H #2 (Pirate)
    Kick (Left leg) at Awesome AWS-8Q (1st Octopus Overlords); needs 6, rolls 4 : misses.

Physical attacks for Awesome AWS-8Q (1st Octopus Overlords)
    Punch (Left Arm) at Firestarter FS9-H #2 (Pirate); needs 6, rolls 2 : misses.

Phoenix Hawk PXH-1D (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 5 : succeeds.

Firestarter FS9-H (Pirate) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 10 : succeeds.

Firestarter FS9-H #2 (Pirate) 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 12 : succeeds.

Heat Phase
-------------------
Dervish DV-6M (1st Octopus Overlords) gains 9 heat, sinks 10 heat and is now at 3 heat.
Wolverine WVR-6M (1st Octopus Overlords) gains 16 heat, sinks 14 heat and is now at 3 heat.
Thunderbolt TDR-5SE (1st Octopus Overlords) gains 13 heat, sinks 17 heat and is now at 0 heat.
Quickdraw QKD-4GF (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 2 heat.
Phoenix Hawk PXH-1D (1st Octopus Overlords) gains 10 heat, sinks 12 heat and is now at 1 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 2 heat.
Awesome AWS-8Q (1st Octopus Overlords) gains 32 heat, sinks 32 heat and is now at 0 heat.
Shadow Hawk SHD-2K (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Quickdraw QKD-4GF #2 (1st Octopus Overlords) gains 16 heat, sinks 14 heat and is now at 4 heat.
Orion ON1-K (1st Octopus Overlords) gains 9 heat, sinks 10 heat and is now at 2 heat.
Trebuchet TBT-5S (Pirate) gains 19 heat, sinks 18 heat and is now at 2 heat.
Spider SDR-5V (Pirate) gains 13 heat, sinks 10 heat and is now at 3 heat.
Wasp WSP-1A (Pirate) gains 10 heat, sinks 10 heat and is now at 1 heat.
Firestarter FS9-H (Pirate) gains 11 heat, sinks 10 heat and is now at 1 heat.
Jenner JR7-D (Pirate) gains 11 heat, sinks 10 heat and is now at 4 heat.
Firestarter FS9-H #2 (Pirate) gains 9 heat, sinks 10 heat and is now at 2 heat.
Wasp WSP-1A #2 (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Hornet HNT-151 (Pirate) gains 3 heat, sinks 3 heat and is now at 0 heat.
Firestarter FS9-H #3 (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Blackjack BJ-1 (Pirate) gains 2 heat, sinks 3 heat and is now at 0 heat.
Whitworth WTH-1 (Pirate) gains 12 heat, sinks 10 heat and is now at 2 heat.
Wolverine WVR-6R (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Javelin JVN-10N (Pirate) gains 11 heat, sinks 10 heat and is now at 5 heat.
Vulcan VL-2T (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Firestarter FS9-H #4 (Pirate) gains 5 heat, sinks 5 heat and is now at 0 heat.
Javelin JVN-10N #2 (Pirate) gains 9 heat, sinks 10 heat and is now at 3 heat.
Javelin JVN-10N #3 (Pirate) gains 5 heat, sinks 5 heat and is now at 0 heat.
Dervish DV-6M (Pirate) gains 13 heat, sinks 10 heat and is now at 3 heat.
Dervish DV-6M #2 (Pirate) gains 13 heat, sinks 10 heat and is now at 3 heat.
Eagle EGL-R6 (Pirate) gains 19 heat, sinks 19 heat and is now at 0 heat.
Lucifer LCF-R20 (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 0 heat.
Lucifer LCF-R20 #2 (1st Octopus Overlords) gains 18 heat, sinks 18 heat and is now at 0 heat.

Control Rolls
-------------------

Eagle EGL-R6 (Pirate) must make 1 control roll(s) (damage threshold exceeded).
The base target is 5 [4 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 5, rolls 8 : succeeds.

End Phase
-------------------

Pilot of Vindicator VND-1R (1st Octopus Overlords) "Private 1st Class An Taalib" needs a 5 to wake up. Rolls 7 : successful!
Enlarge Image

Isgrimnur blinks as he wakes up, his mech on the ground and the battle having moved on.

El Guapo looks with concern at his damage indicator - the right side of his mech is just about gone, and center torso armor is reduced to four loosely hanging plates attached by a couple of wire strands.

Madmarcus' Wolverine's armor is showing yellow or red across the board, while Freyland's Quickdraw is missing the right arm.

The crews of the disabled Pegasus and hover APC scamper out, as reinforcements pile in to the center of town in an attempt to secure it. The heavier mechs stay on the outskirts of town, looking for easy LRM shots. The light mechs that made a mess of the southwest of the town slowly and carefully get up. The westernmost Javelin begins limping away from the battlefield, smoke coming out of the torso section.

[mechanical notes]
14 enemy units are disabled, destroyed or crippled.

The center is kind of a mess (completely unreadable when I turn on unit name display), so I'll do my best to describe the situation:
Hex 2625 has a Pegasus facing southeast, with a +3 movement mod.
Hex 2726 has a Galleon facing southeast, with a +3 movement mod. The Pegasus in that hex is abandoned.
Hex 2826 (right above El Guapo's beat-up Rifleman) has a Saladin facing southwest, with a +3 movement mod. The Hover APC in that hex is abandoned.
Hex 2725 has a Packrat facing northeast, with a +2 movement mod.
Hex 2825 (the control building) has a Wolverine standing on top of it, facing northeast. Building CF is 65.

All the mechs in the center area (Javelins, Jenner, Firestarter, Wolverine) jumped for a total +4 movement mod.

The rest of the units, I've written out the mods for on the map.
[/mechanical notes]

Stefan Stirzaker
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker » Sat Feb 10, 2018 12:21 am

So just checking, with 14 destroyed, we only need another 7 to force them to retreat?

Can the quickdraw get to2725 or 2624 with jumpjets?

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

Post by NickAragua » Sat Feb 10, 2018 1:09 am

Stefan Stirzaker wrote:
Sat Feb 10, 2018 12:21 am
So just checking, with 14 destroyed, we only need another 7 to force them to retreat?

Can the quickdraw get to2725 or 2624 with jumpjets?
Yes, it can. Not the best spot if you're trying to avoid getting hit, since the magic numbers for jumping are 1/3/5.

7 units should do fine, yes, although high success in capturing their objectives may spur them on to incredibly heights of bravery (if they've got control of a lot of buildings, you might need to blow up more enemy units or kill the infantry in the objective buildings (possibly destroying the buildings in the process).

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

Post by gbasden » Sat Feb 10, 2018 3:13 am

If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.

Man did I screw up positioning on my units. I forgot just how fast these damned things move. :(

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

Post by Stefan Stirzaker » Sat Feb 10, 2018 7:09 am

gbasden wrote:
Sat Feb 10, 2018 3:13 am
If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.

Man did I screw up positioning on my units. I forgot just how fast these damned things move. :(
Same, i thought i had tons of room and then boom they're there!

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

Post by NickAragua » Sat Feb 10, 2018 12:16 pm

gbasden wrote:
Sat Feb 10, 2018 3:13 am
If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.

Man did I screw up positioning on my units. I forgot just how fast these damned things move. :(
A mech in 2824 would mean it takes the infantry an two turns to get to 2924 rather than one - they'll be able to enter 2824 but not exit it (normally, they'd sprint the two hexes). Just make sure to get out of the way if they wind up in the same hex as you or they might swarm you.

I wouldn't worry about the former APC in 3923, it's been shot up and stomped pretty good by Archinerd's Dervish.

PPCs firing at the infantry in 3724 would hit the building. It's a "heavy" building, so the infantry inside takes 25% of the damage, rounded up (so, 3 per PPC shot).

4817 is a Striker tank. Mounts an LRM/10 and SRM/6.

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

Post by gbasden » Sat Feb 10, 2018 4:36 pm

Ugh, ok.

Phoenix Hawk will move to 2824 facing SW and fire upon/stomp the infantry in 2725. Paingod will jump to 3619 and unload on the enemy mech in 3720 with a follow up punch. If I recall correctly it's either easier or automatic to hit a building, so if that's true the Awesome will move to 3822 and attack the infantry in the building in 3724. If the to hit penalties are too severe, I'll stop in 3922.

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

Post by Isgrimnur » Sat Feb 10, 2018 5:03 pm

Orion at 2018 facing south, firing on the Hornet.

QEII to jump to 3725, facing NE and unloading at the mech at 4025.

I will try to stand up, and fire at 2821. If there's a better chance of me collapsing the building than damaging the mech, I'll go that route.
Silver - 3k

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

Post by Stefan Stirzaker » Mon Feb 12, 2018 2:33 am

Freyland Quickdraw to 2226 facing east. Firing at anything possible. Tanks, APC, mechs on buildings.

Archinard to 4421facing west. Kicking punching close mechs. Firing SRM and Mediums at close mechs and the tank at 3923. LRMS at 3720 if it's not shadowed by buildings.

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

Post by El Guapo » Mon Feb 12, 2018 3:37 pm

Wolverine - get up and jump to 2527. Attack mech in 2626
Thunderbolt - jump to 2624, facing southeast. Attack whatever targets are best.
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.

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

Post by NickAragua » Mon Feb 12, 2018 3:51 pm

El Guapo wrote:
Mon Feb 12, 2018 3:37 pm
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
With the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).

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

Post by El Guapo » Mon Feb 12, 2018 4:00 pm

NickAragua wrote:
Mon Feb 12, 2018 3:51 pm
El Guapo wrote:
Mon Feb 12, 2018 3:37 pm
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
With the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
I thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?

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

Post by El Guapo » Mon Feb 12, 2018 4:14 pm

Anyway, if the Rifleman can't flee like a coward, then he'll turn left, back up into 2727, turn right, and torso twist to the right, then fire whatever he can at 2728.

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

Post by NickAragua » Mon Feb 12, 2018 4:18 pm

El Guapo wrote:
Mon Feb 12, 2018 4:00 pm
NickAragua wrote:
Mon Feb 12, 2018 3:51 pm
El Guapo wrote:
Mon Feb 12, 2018 3:37 pm
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
With the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
I thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?
Correct. Mechanically, you can do that once you've passed the "forced withdrawal" threshold, which is when:
- your mech loses a torso section entirely (right torso internal structure is still fully intact, so no)
- takes two engine, or an engine and gyro hit (no)
- loses sensors (no)
- internal damage in three or more limbs (no)
- internal damage in two torso sections (not even one)
- four or more pilot hits (no)
- depleted all ammo and can't fire beyond range 3 (no)
Spoiler:
Image
So, basically, that's the status of the Rifleman currently. Fluff-wise, there's no way that the opfor will believe it to be a genuine surrender.

You do want to avoid exposing that side as much as possible, since that's where all the AC/10 ammo is.

Edit: So your move is about as good as it gets without plowing into one of the buildings to hide out. The building in 2728 and 2728 is height 1 so it's not the best cover.

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

Post by NickAragua » Mon Feb 12, 2018 4:29 pm

Isgrimnur wrote:
Sat Feb 10, 2018 5:03 pm
QEII to jump to 3725, facing NE and unloading at the mech at 4025.
I missed it, but that building is height 6, so you can't make it over.

Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!

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

Post by El Guapo » Mon Feb 12, 2018 4:31 pm

NickAragua wrote:
Mon Feb 12, 2018 4:18 pm
El Guapo wrote:
Mon Feb 12, 2018 4:00 pm
NickAragua wrote:
Mon Feb 12, 2018 3:51 pm
El Guapo wrote:
Mon Feb 12, 2018 3:37 pm
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
With the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
I thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?
Correct. Mechanically, you can do that once you've passed the "forced withdrawal" threshold, which is when:
- your mech loses a torso section entirely (right torso internal structure is still fully intact, so no)
- takes two engine, or an engine and gyro hit (no)
- loses sensors (no)
- internal damage in three or more limbs (no)
- internal damage in two torso sections (not even one)
- four or more pilot hits (no)
- depleted all ammo and can't fire beyond range 3 (no)
Spoiler:
Image
So, basically, that's the status of the Rifleman currently. Fluff-wise, there's no way that the opfor will believe it to be a genuine surrender.

You do want to avoid exposing that side as much as possible, since that's where all the AC/10 ammo is.

Edit: So your move is about as good as it gets without plowing into one of the buildings to hide out. The building in 2728 and 2728 is height 1 so it's not the best cover.
Ok then. I guess I'll stick with my move and hope for the best.

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

Post by NickAragua » Mon Feb 12, 2018 4:32 pm

Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.

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

Post by Isgrimnur » Mon Feb 12, 2018 4:43 pm

NickAragua wrote:
Mon Feb 12, 2018 4:29 pm
Isgrimnur wrote:
Sat Feb 10, 2018 5:03 pm
QEII to jump to 3725, facing NE and unloading at the mech at 4025.
I missed it, but that building is height 6, so you can't make it over.

Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!
What are the heights on 3820 and 3821?
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua » Mon Feb 12, 2018 4:44 pm

Isgrimnur wrote:
Mon Feb 12, 2018 4:43 pm
NickAragua wrote:
Mon Feb 12, 2018 4:29 pm
Isgrimnur wrote:
Sat Feb 10, 2018 5:03 pm
QEII to jump to 3725, facing NE and unloading at the mech at 4025.
I missed it, but that building is height 6, so you can't make it over.

Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!
What are the heights on 3820 and 3821?
6 and 1 respectively.

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

Post by El Guapo » Mon Feb 12, 2018 4:46 pm

NickAragua wrote:
Mon Feb 12, 2018 4:32 pm
Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.
Can the wolverine back up into the building behind him?

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

Post by NickAragua » Mon Feb 12, 2018 4:50 pm

El Guapo wrote:
Mon Feb 12, 2018 4:46 pm
NickAragua wrote:
Mon Feb 12, 2018 4:32 pm
Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.
Can the wolverine back up into the building behind him?
Not back up (Megamek is showing it as an illegal move, probably because it takes him into running MP territory), but he has enough MP to move there and face southeast (or straight north). It's two piloting rolls: 5+ to get up, 7+ to get into the building (and also the basement roll).

It's a nice, solid 87 CF though, so the whole thing won't collapse at least.

Also, a reminder that you can walk *through* friendly mechs with no problem.
Last edited by NickAragua on Mon Feb 12, 2018 4:50 pm, edited 1 time in total.

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

Post by Isgrimnur » Mon Feb 12, 2018 4:50 pm

Well, let's just turn toward the guy to my North and give him a great, big SRM and laser bearhug.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo » Mon Feb 12, 2018 4:58 pm

If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?

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

Post by NickAragua » Mon Feb 12, 2018 5:05 pm

El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.

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

Post by El Guapo » Mon Feb 12, 2018 5:09 pm

NickAragua wrote:
Mon Feb 12, 2018 5:05 pm
El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
Whoops, that second "Wolverine" should say "Rifleman".

My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.

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

Post by NickAragua » Mon Feb 12, 2018 5:33 pm

El Guapo wrote:
Mon Feb 12, 2018 5:09 pm
NickAragua wrote:
Mon Feb 12, 2018 5:05 pm
El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
Whoops, that second "Wolverine" should say "Rifleman".

My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
Sorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.

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

Post by El Guapo » Mon Feb 12, 2018 5:40 pm

NickAragua wrote:
Mon Feb 12, 2018 5:33 pm
El Guapo wrote:
Mon Feb 12, 2018 5:09 pm
NickAragua wrote:
Mon Feb 12, 2018 5:05 pm
El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
Whoops, that second "Wolverine" should say "Rifleman".

My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
Sorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.
Does plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).

2529 would also work fine.

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

Post by NickAragua » Mon Feb 12, 2018 5:44 pm

El Guapo wrote:
Mon Feb 12, 2018 5:40 pm
NickAragua wrote:
Mon Feb 12, 2018 5:33 pm
El Guapo wrote:
Mon Feb 12, 2018 5:09 pm
NickAragua wrote:
Mon Feb 12, 2018 5:05 pm
El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
Whoops, that second "Wolverine" should say "Rifleman".

My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
Sorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.
Does plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).

2529 would also work fine.
Yeah, for a heavy building, it's +3 MP per hex. So walking over it is actually cheaper.

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

Post by El Guapo » Mon Feb 12, 2018 6:03 pm

NickAragua wrote:
Mon Feb 12, 2018 5:44 pm
El Guapo wrote:
Mon Feb 12, 2018 5:40 pm
NickAragua wrote:
Mon Feb 12, 2018 5:33 pm
El Guapo wrote:
Mon Feb 12, 2018 5:09 pm
NickAragua wrote:
Mon Feb 12, 2018 5:05 pm
El Guapo wrote:
Mon Feb 12, 2018 4:58 pm
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
Whoops, that second "Wolverine" should say "Rifleman".

My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
Sorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.
Does plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).

2529 would also work fine.
Yeah, for a heavy building, it's +3 MP per hex. So walking over it is actually cheaper.
But I can't walk over it because of the enemy mech on top of the building, right? Or is that a legal move?

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

Post by NickAragua » Mon Feb 12, 2018 6:13 pm

El Guapo wrote:
Mon Feb 12, 2018 6:03 pm
But I can't walk over it because of the enemy mech on top of the building, right? Or is that a legal move?
You can go 2827 -> 2828 -> 2729 -> 2629.

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

Post by El Guapo » Mon Feb 12, 2018 6:16 pm

NickAragua wrote:
Mon Feb 12, 2018 6:13 pm
El Guapo wrote:
Mon Feb 12, 2018 6:03 pm
But I can't walk over it because of the enemy mech on top of the building, right? Or is that a legal move?
You can go 2827 -> 2828 -> 2729 -> 2629.
Ok, we'll go with that.

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

Post by NickAragua » Mon Feb 12, 2018 6:52 pm

"This is L-Two to L-One, good effect on target. Coming on on your vector, keep that Eagle off me."

Madmarcus struggles to his feet as the enemy Wolverine jumps on top of the building in front of him, exposing its back. The volume of incoming fire is unpleasant, and a Saladin AC/20 takes off the right torso. His Wolverine is unable to keep balanced and falls back down.

Gbasden chases after the infantry attempting to escape into one of the factory structures. Three PPCs and a boot bring the building down, and the platoon is reduced to eight ragged stragglers.

Archinerd hops over and absorbs some SRM and medium laser fire. Well, only one medium laser hits, and four SRMs, the rest go wide. His kick strips weakened armor off the Trebuchet's leg, snapping myomer bundles but the mechwarrior controls his mech and remains upright. Still, the left leg looks like it's hanging on by a thread.

Cylus Maxii walks over and begins picking off individual infantry with lasers, frying six men, while the Thunderbolt targets the Packrat. The Thunderbolt eats a large number of SRMs from the Pegasus. He takes multiple head shots from SRMs, breaching head armor. The breeze cools the mechwarrior off nicely so he doesn't black out. Then, a bunch of automatic rifle fire from the nearby infantry platoon focuses in on the armor breach, and the mech falls over, as the transmission cuts out. Mechwarrior status is unknown.

Enriquez' Quickdraw takes the left arm off the target Firestarter with a medium laser, and damages a leg actuator with the SRMs, causing the little mech to fall over as the mechwarrior blacks out. She gives the mech another boot, damaging a leg actuator as it goes down.

El Guapo's Rifleman walks up to and opens up on an enemy Firestarter, taking off the right torso with the remaining AC/10 and blowing through the center torso armor with a medium laser to damage the gyro. A large number of LRMs come in from the south, cracking open the center torso armor and damaging his gyro, however. He manages to take a knee.

Isgrimnur's having a bad day against Wasp-launched SRMs, as one breaches his right arm armor and severs the arm. "Hey, I needed that PPC!". The impact throws his aim off completely (the building wasn't going to reach low enough CF)

The Orion walks out from the woods and is rewarded with a PPC to the center torso. Armor holds, thankfully, but it throws off the mechwarrior's aim.

The Lucifer's strafing run is a little less successful. There are some explosions and some tanks are destroyed, and the Javelin on top of the building staggers a little, but the two destroyed tanks were already immobilized. The second Lucifer blasts the Eagle quite well though, but it remains in the air.

Raw Data:
Spoiler:
Rifleman RFL-3C (1st Octopus Overlords) must make a piloting skill check while moving in hex 2828 (running & turning on pavement).
Needs 2 [3 (Base piloting skill) - 1 (running & turning on pavement)], rolls 9 : succeeds.


Wolverine WVR-6M (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [4 (Base piloting skill) + 1 (cramped cockpit) - 2 (careful stand) + 0 (getting up)], rolls 6 : succeeds.

Offboard Attack Phase
-------------------


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

Weapons fire for Trebuchet TBT-5S (Pirate)
    Medium Laser at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 7 : misses


    Medium Laser at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 11 : hits LT
        Dervish DV-6M (1st Octopus Overlords) takes 5 damage to LT.
            10 Armor remaining.


    Medium Laser at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 6 : misses


    SRM 6 at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 6 : misses


    SRM 6 at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    Medium Laser at Trebuchet TBT-5S (Pirate); needs 8, rolls 5 : misses


    SRM 2 at Trebuchet TBT-5S (Pirate); needs 8, rolls 7 : misses


    SRM 2 at Trebuchet TBT-5S (Pirate); needs 8, rolls 10 : 2 missile(s) hit (using Left Side table).

        Trebuchet TBT-5S (Pirate) takes 2 damage to LL.
            3 Armor remaining.

        Trebuchet TBT-5S (Pirate) takes 2 damage to LL.
            1 Armor remaining.


Weapons fire for Galleon Light Tank GAL-100 (Pirate)
    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 6, rolls 12 : hits RL
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to RL.
            7 Armor remaining.


Weapons fire for Wolverine WVR-6M (1st Octopus Overlords)
    Medium Laser at Wolverine WVR-6R (Pirate); needs 7, rolls 6 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 7, rolls 4 : misses


    SRM 6 at Wolverine WVR-6R (Pirate); needs 7, rolls 11 : 3 missile(s) hit (using Right Side table).

        Wolverine WVR-6R (Pirate) takes 2 damage to RT.
            8 Armor remaining.

        Wolverine WVR-6R (Pirate) takes 2 damage to LT.
            3 Armor remaining.

        Wolverine WVR-6R (Pirate) takes 2 damage to RL.
            14 Armor remaining.


Weapons fire for Harasser Missile Platform (Standard) (Pirate)
    SRM 6 at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 8 : 4 missile(s) hit.

        Dervish DV-6M (1st Octopus Overlords) takes 2 damage to CT.
            18 Armor remaining.

        Dervish DV-6M (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.

        Dervish DV-6M (1st Octopus Overlords) takes 2 damage to LA.
            8 Armor remaining.

        Dervish DV-6M (1st Octopus Overlords) takes 2 damage to LL.
            11 Armor remaining.


    SRM 6 at Dervish DV-6M (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Spider SDR-5V (Pirate)
    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 5 : misses


    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Large Laser at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 8, rolls 8 : hits (using Left Side table) LS
        Packrat LRPV PKR-T5 (ICE) (Pirate) takes 8 damage to LS.
            4 Armor remaining.


    Medium Laser at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 8, rolls 4 : misses


    Medium Laser at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 8, rolls 6 : misses


    Medium Laser at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 8, rolls 4 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) (Pirate)
    AC/20 at Wolverine WVR-6M (1st Octopus Overlords); needs 5, rolls 6 : hits RT
        Wolverine WVR-6M (1st Octopus Overlords) takes 20 damage to RT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        5 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to CT.
            10 Armor remaining.


Weapons fire for Quickdraw QKD-4GF (1st Octopus Overlords)
    Medium Laser at Firestarter FS9-H #2 (Pirate); needs 6, rolls 7 : hits CT
        Firestarter FS9-H #2 (Pirate) takes 5 damage to CT.
            8 Armor remaining.


    Medium Laser at Firestarter FS9-H #2 (Pirate); needs 6, rolls 4 : misses


    Medium Laser at Firestarter FS9-H #2 (Pirate); needs 6, rolls 8 : hits LA
        Firestarter FS9-H #2 (Pirate) takes 5 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LA. Roll is 4; no effect.
        Firestarter FS9-H #2 (Pirate) takes 3 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.


    SRM 4 at Firestarter FS9-H #2 (Pirate); needs 8, rolls 9 : 2 missile(s) hit.

        Firestarter FS9-H #2 (Pirate) takes 2 damage to RL.
            6 Armor remaining.

        Firestarter FS9-H #2 (Pirate) takes 2 damage to LL.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.


Weapons fire for Pegasus Scout Hover Tank (Standard) #3 (Pirate)
    Medium Laser at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 6, rolls 9 : hits RL
        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 5 damage to RL.
            24 Armor remaining.


    SRM 6 at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 6, rolls 9 : 4 missile(s) hit.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to RA.
            18 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to LA.
            18 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to LA.
            16 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to CT.
            8 Armor remaining.


    SRM 6 at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 6, rolls 9 : 5 missile(s) hit.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to LL.
            27 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to LL.
            25 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to RL.
            22 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to RL.
            20 Armor remaining.

        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 2 damage to RA.
            16 Armor remaining.


Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Large Laser at Foot Platoon (Anti-'Mech) (Rifle) (Pirate); needs 5, rolls 6 : hits MEN
        Direct fire weapon against infantry, damage changed from 8 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Rifle) (Pirate) takes 2 damage to MEN.
            26 men alive


    Medium Laser at Foot Platoon (Anti-'Mech) (Rifle) (Pirate); needs 5, rolls 5 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Rifle) (Pirate) takes 2 damage to MEN.
            24 men alive


    Medium Laser at Foot Platoon (Anti-'Mech) (Rifle) (Pirate); needs 5, rolls 7 : hits MEN
        Direct fire weapon against infantry, damage changed from 5 to 1
        Infantry platoon caught in the open!!! Damage doubled.
        Foot Platoon (Anti-'Mech) (Rifle) (Pirate) takes 2 damage to MEN.
            22 men alive


Weapons fire for Pegasus Scout Hover Tank (Standard) #4 (Pirate)
    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 5, rolls 7 : hits HD
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" needs a 3 to stay conscious. Rolls 12 : successful!


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 5, rolls 9 : 5 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
            6 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LT.
            14 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            17 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
            4 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
            2 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 5, rolls 10 : 3 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            15 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" takes 1 damage (2 total hits).
        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" needs a 5 to stay conscious. Rolls 9 : successful!

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LT.
            12 Armor remaining.


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Firestarter FS9-H #3 (Pirate); needs 7, rolls 12 : hits RT
        Firestarter FS9-H #3 (Pirate) takes 10 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        4 damage transfers to CT.
            Critical hit on RT. Roll is 6; no effect.
        Firestarter FS9-H #3 (Pirate) takes 4 damage to CT.
            4 Armor remaining.


    Medium Laser at Firestarter FS9-H #3 (Pirate); needs 7, rolls 3 : misses


    Medium Laser at Firestarter FS9-H #3 (Pirate); needs 7, rolls 9 : hits CT
        Firestarter FS9-H #3 (Pirate) takes 5 damage to CT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.


Weapons fire for Wasp WSP-1A (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 7, rolls 7 : hits LL
        Vindicator VND-1R (1st Octopus Overlords) takes 5 damage to LL.
            7 Armor remaining.


    SRM 2 at Vindicator VND-1R (1st Octopus Overlords); needs 7, rolls 11 : 2 missile(s) hit.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RA.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is 12;LIMB BLOWN OFF Right Arm blown off.

        Vindicator VND-1R (1st Octopus Overlords) takes 2 damage to RL.
            10 Armor remaining.


Weapons fire for Firestarter FS9-H (Pirate)
    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 7, rolls 8 : hits (using Rear table) LL
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 5 damage to LL.
            8 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 7, rolls 6 : misses


    Machine Gun at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 8 : misses

    Machine Gun at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 4 : misses

Weapons fire for Jenner JR7-D (Pirate)
    Medium Laser at Wolverine WVR-6M (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Hex 3724 of Building #918243854 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 11 : hits.

        Heavy Standard Building #918243854 absorbs 10 points of damage.
            31 CF remaining.
            3 damage is passed on to Foot Platoon (Anti-'Mech) (Laser) (Pirate).
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 1 damage to MEN.
            27 men alive



    PPC at Hex 3724 of Building #918243854 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 12 : hits.

        Heavy Standard Building #918243854 absorbs 10 points of damage.
            21 CF remaining.
            3 damage is passed on to Foot Platoon (Anti-'Mech) (Laser) (Pirate).
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 1 damage to MEN.
            26 men alive



    PPC at Hex 3724 of Building #918243854 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 11 : hits.

        Heavy Standard Building #918243854 absorbs 10 points of damage.
            11 CF remaining.
            3 damage is passed on to Foot Platoon (Anti-'Mech) (Laser) (Pirate).
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 1 damage to MEN.
            25 men alive



    Small Laser at Hex 3724 of Building #918243854 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Heavy Standard Building #918243854 absorbs 3 points of damage.
            8 CF remaining.
            1 damage is passed on to Foot Platoon (Anti-'Mech) (Laser) (Pirate).
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 1 damage to MEN.
            24 men alive



Weapons fire for J. Edgar Light Hover Tank (ICE) (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 8, rolls 10 : hits LA
        Orion ON1-K (1st Octopus Overlords) takes 5 damage to LA.
            11 Armor remaining.


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 8, rolls 8 : 1 missile(s) hit.

        Orion ON1-K (1st Octopus Overlords) takes 2 damage to LL.
            30 Armor remaining.


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 8, rolls 6 : misses


Weapons fire for Firestarter FS9-H #2 (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 7, rolls 4 : misses


    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 7, rolls 9 : hits LA
        Quickdraw QKD-4GF (1st Octopus Overlords) takes 5 damage to LA.
            6 Armor remaining.


    Machine Gun at Quickdraw QKD-4GF (1st Octopus Overlords); needs 7, rolls 9 : hits RT
        Quickdraw QKD-4GF (1st Octopus Overlords) takes 2 damage to RT.
            10 Armor remaining.


    Machine Gun at Quickdraw QKD-4GF (1st Octopus Overlords); needs 7, rolls 12 : hits LA
        Quickdraw QKD-4GF (1st Octopus Overlords) takes 2 damage to LA.
            4 Armor remaining.


Weapons fire for Shadow Hawk SHD-2K (1st Octopus Overlords)
    PPC at Striker Light Tank (Standard) (Pirate); needs 8, rolls 2 : misses


    LRM 5 at Striker Light Tank (Standard) (Pirate); needs 8, rolls 4 : misses


Weapons fire for LTV-4 Hover Tank (Standard) (Pirate)
    PPC at Orion ON1-K (1st Octopus Overlords); needs 5, rolls 9 : hits CT
        Orion ON1-K (1st Octopus Overlords) takes 10 damage to CT.
            14 Armor remaining.


    SRM 4 at Orion ON1-K (1st Octopus Overlords); needs 7, rolls 4 : misses


Weapons fire for Hornet HNT-151 (Pirate)
    LRM 5 at Lucifer LCF-R20 #2 (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Striker Light Tank (Standard) (Pirate)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 5 : misses


    SRM 6 at Dervish DV-6M (1st Octopus Overlords); needs 11, rolls 7 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Wasp WSP-1A (Pirate); needs 9, rolls 3 : misses


    Medium Laser at Wasp WSP-1A (Pirate); needs 7, rolls 5 : misses


    Small Laser at Wasp WSP-1A (Pirate); needs 9, rolls 7 : misses


    LRM 5 at Wasp WSP-1A (Pirate); needs 12, rolls 9 : misses


Weapons fire for Packrat LRPV PKR-T5 (ICE) (Pirate)
    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 7, rolls 7 : 2 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RT.
            16 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
            0 Armor remaining.


Weapons fire for Firestarter FS9-H #3 (Pirate)
    Medium Laser at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 8 : hits LA
        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LA.
            8 Armor remaining.


    Machine Gun at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 9 : hits RL
        Rifleman RFL-3C (1st Octopus Overlords) takes 2 damage to RL.
            9 Armor remaining.


    Flamer at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Blackjack BJ-1 (Pirate)
    AC/2 at Wolverine WVR-6M (1st Octopus Overlords); needs 8, rolls 11 : hits (using Right Side Partial cover (horizontal 50%) table) RL
        Wolverine WVR-6M suffers no damage. (RL behind cover)
            Heavy Standard Building #1663227349 blocks the shot and takes 2 points of damage.
                88 CF remaining.


    AC/2 at Wolverine WVR-6M (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Quickdraw QKD-4GF #2 (1st Octopus Overlords)
    Medium Laser at J. Edgar Light Hover Tank (ICE) (Pirate); needs 8, rolls 7 : misses


    Medium Laser at J. Edgar Light Hover Tank (ICE) (Pirate); needs 8, rolls 4 : misses


    SRM 4 at J. Edgar Light Hover Tank (ICE) (Pirate); needs 10, rolls 5 : misses


Weapons fire for Whitworth WTH-1 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 6 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Wolverine WVR-6R (Pirate)
    AC/5 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 10 : hits LT
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 5 damage to LT.
            7 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 6, rolls 6 : hits LL
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 5 damage to LL.
            3 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 6, rolls 2 : misses


Weapons fire for Javelin JVN-10N (Pirate)
    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 6, rolls 3 : misses


    SRM 6 at Wolverine WVR-6M (1st Octopus Overlords); needs 6, rolls 7 : 4 missile(s) hit.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RA.
        2 damage transfers to RT.
        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            8 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            9 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to LL.
            7 Armor remaining.

        Wolverine WVR-6M (1st Octopus Overlords) takes 2 damage to CT.
            6 Armor remaining.


Weapons fire for Orion ON1-K (1st Octopus Overlords)
    Medium Laser at Hornet HNT-151 (Pirate); needs 8, rolls 7 : misses


    Medium Laser at Hornet HNT-151 (Pirate); needs 8, rolls 6 : misses


    SRM 4 at Hornet HNT-151 (Pirate); needs 8, rolls 6 : misses


Weapons fire for Vulcan VL-2T (Pirate)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 7 : misses


    AC/2 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Firestarter FS9-H #4 (Pirate)
    Medium Laser at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 11, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Medium Laser at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Javelin JVN-10N #2 (Pirate)
    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 7, rolls 8 : 3 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RT.
            14 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RA.
            8 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            13 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 7, rolls 7 : 4 missile(s) hit.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LL.
            1 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            11 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RA.
            6 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT.
            9 Armor remaining.


Weapons fire for Dervish DV-6M (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 11 : 10 missile(s) hit (using Left Side table).

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to RL.
            4 Armor remaining.

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to LA.
            3 Armor remaining.


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 8, rolls 10 : 8 missile(s) hit (using Left Side table).

        Rifleman RFL-3C (1st Octopus Overlords) takes 5 damage to CT.
            Armor destroyed.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        Rifleman RFL-3C (1st Octopus Overlords) takes 3 damage to LL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.


Weapons fire for Dervish DV-6M #2 (Pirate)
    LRM 10 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 11 : 6 missile(s) hit (using Partial cover (horizontal 50%) table).

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 5 damage to LA.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Upper Arm.

        Phoenix Hawk PXH-1D suffers no damage. (LL behind cover)
            Heavy Standard Building #1055209240 blocks the shot and takes 1 points of damage.
                64 CF remaining.
                    Foot Platoon (Anti-'Mech) (Flamer) (Pirate) receives no damage.


    LRM 10 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Lucifer LCF-R20 (1st Octopus Overlords)
    Large Laser at Eagle EGL-R6 (Pirate); needs 4, rolls 9 : hits (using Left Side table) LWG
        Eagle EGL-R6 (Pirate) takes 8 damage to LWG.
            44 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.


    Large Laser at Eagle EGL-R6 (Pirate); needs 4, rolls 12 : hits (using Left Side table) LWG
        Eagle EGL-R6 (Pirate) takes 8 damage to LWG.
            36 Armor remaining.
            Possible critical hit (12 to hit); needs 8, rolls 11 : no bombs to destroy.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : no bombs to destroy.


    Small Laser at Eagle EGL-R6 (Pirate); needs 4, rolls 10 : hits (using Left Side table) LWG
        Eagle EGL-R6 (Pirate) takes 3 damage to LWG.
            33 Armor remaining.


    Small Laser at Eagle EGL-R6 (Pirate); needs 4, rolls 7 : hits (using Left Side table) NOS
        Eagle EGL-R6 (Pirate) takes 3 damage to NOS.
            74 Armor remaining.


Weapons fire for Foot Platoon (Anti-'Mech) (Rifle) (Pirate)
    Auto-Rifle (Modern, Generic) at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 4, rolls 9 : 17 troopers hit, causing 9 damage.
        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to LA.
             SECTION DESTROYED.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            CRITICAL HIT on Lower Arm.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to CT (critical).
            7 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to HD.
             SECTION DESTROYED.
*** Phoenix Hawk PXH-1D (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" is already dead, so no damage is dealt!

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 2 damage to RT.
            12 Armor remaining.

        Phoenix Hawk PXH-1D (1st Octopus Overlords) takes 1 damage to HD.

        Pilot of Phoenix Hawk PXH-1D (1st Octopus Overlords) "Private Imer Berishaj" is already dead, so no damage is dealt!


Strafing run for Lucifer LCF-R20 #2 (1st Octopus Overlords)
    Large Laser at Hex: 2927 (Clear)needs 2, rolls 4 : hits!
        Terrain takes 8 damage.
        Checking for accidental fire; needs 5 or below, rolls 6 : no fire..


    Large Laser at Hex 2927 of Building #1088702817 (Collapse)needs 2, rolls 8 : hits.

        Hardened Standard Building #1088702817 absorbs 8 points of damage.
            90 CF remaining.


    Large Laser at Javelin JVN-10N (Pirate); needs 9, rolls 6 : misses


    Large Laser at Hex: 2826 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 8 damage.


    Large Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 9, rolls 5 : misses


    Large Laser at Heavy Hover APC (SRM) (Pirate); needs 2, rolls 7 : hits (using Left Side table) LS
        Heavy Hover APC (SRM) (Pirate) takes 8 damage to LS.
             SECTION DESTROYED.
*** Heavy Hover APC (SRM) (Pirate) DESTROYED by damage! ***
            Critical hit on LS. Roll is 5; no effect.


    Large Laser at Hex: 2726 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 2, rolls 7 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 8 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
*** Pegasus Scout Hover Tank (Standard) #3 (Pirate) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 10; (w/ +5 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on RS. Roll is 5; no effect.


    Large Laser at Galleon Light Tank GAL-100 (Pirate); needs 9, rolls 8 : misses


    Large Laser at Hex: 2625 (Clear)needs 2, rolls 12 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #4 (Pirate); needs 9, rolls 5 : misses


    Large Laser at Hex: 2927 (Clear)needs 2, rolls 2 : hits!
        Terrain takes 8 damage.
        Checking for accidental fire; needs 5 or below, rolls 2 : possible fire.
        Needs 10 [7 (Large Laser) + 2 (accidental) + 1 (building)] to ignite, rolls 5


    Large Laser at Hex 2927 of Building #1088702817 (Collapse)needs 2, rolls 7 : hits.

        Hardened Standard Building #1088702817 absorbs 8 points of damage.
            82 CF remaining.


    Large Laser at Javelin JVN-10N (Pirate); needs 9, rolls 8 : misses


    Large Laser at Hex: 2826 (Clear)needs 2, rolls 12 : hits!
        Terrain takes 8 damage.


    Large Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 9, rolls 7 : misses


    Large Laser at Heavy Hover APC (SRM) (Pirate); needs 2, rolls 3 : hits (using Left Side table) LS
        Heavy Hover APC (SRM) (Pirate) takes 8 damage to LS.


    Large Laser at Hex: 2726 (Clear)needs 2, rolls 4 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 2, rolls 7 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 8 damage to RS.


    Large Laser at Galleon Light Tank GAL-100 (Pirate); needs 9, rolls 8 : misses


    Large Laser at Hex: 2625 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 8 damage.


    Large Laser at Pegasus Scout Hover Tank (Standard) #4 (Pirate); needs 9, rolls 10 : hits TU
        Pegasus Scout Hover Tank (Standard) #4 (Pirate) takes 8 damage to TU.
            13 Armor remaining.


    Small Laser at Hex: 2927 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.
        Checking for accidental fire; needs 5 or below, rolls 6 : no fire..


    Small Laser at Hex 2927 of Building #1088702817 (Collapse)needs 2, rolls 7 : hits.

        Hardened Standard Building #1088702817 absorbs 3 points of damage.
            79 CF remaining.


    Small Laser at Javelin JVN-10N (Pirate); needs 9, rolls 10 : hits (using Left Side table) CT
        Javelin JVN-10N (Pirate) takes 3 damage to CT.
            5 Armor remaining.


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 9, rolls 7 : misses


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 2, rolls 9 : hits (using Left Side table) LS
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to LS.


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 2, rolls 9 : hits (using Right Side table) RS
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to RS.


    Small Laser at Galleon Light Tank GAL-100 (Pirate); needs 9, rolls 11 : hits LS
        Galleon Light Tank GAL-100 (Pirate) takes 3 damage to LS.
            7 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 12 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #4 (Pirate); needs 9, rolls 9 : hits FR
        Pegasus Scout Hover Tank (Standard) #4 (Pirate) takes 3 damage to FR.
            21 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +3 bonus)
             Minor damage, +1 to driving skill rolls.


    Small Laser at Hex: 2927 (Clear)needs 2, rolls 6 : hits!
        Terrain takes 3 damage.
        Checking for accidental fire; needs 5 or below, rolls 10 : no fire..


    Small Laser at Hex 2927 of Building #1088702817 (Collapse)needs 2, rolls 6 : hits.

        Hardened Standard Building #1088702817 absorbs 3 points of damage.
            76 CF remaining.


    Small Laser at Javelin JVN-10N (Pirate); needs 9, rolls 12 : hits (using Left Side table) RA
        Javelin JVN-10N (Pirate) takes 3 damage to RA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.


    Small Laser at Hex: 2826 (Clear)needs 2, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 9, rolls 11 : hits (using Left Side table) LS
        Saladin Assault Hover Tank (Standard) (Pirate) takes 3 damage to LS.
            2 Armor remaining.


    Small Laser at Heavy Hover APC (SRM) (Pirate); needs 2, rolls 5 : hits (using Left Side table) LS (critical)
        Heavy Hover APC (SRM) (Pirate) takes 3 damage to LS (critical).


    Small Laser at Hex: 2726 (Clear)needs 2, rolls 3 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #3 (Pirate); needs 2, rolls 5 : hits (using Right Side table) TU
        Pegasus Scout Hover Tank (Standard) #3 (Pirate) takes 3 damage to TU.
            10 Armor remaining.


    Small Laser at Galleon Light Tank GAL-100 (Pirate); needs 9, rolls 5 : misses


    Small Laser at Hex: 2625 (Clear)needs 2, rolls 8 : hits!
        Terrain takes 3 damage.


    Small Laser at Pegasus Scout Hover Tank (Standard) #4 (Pirate); needs 9, rolls 11 : hits FR
        Pegasus Scout Hover Tank (Standard) #4 (Pirate) takes 3 damage to FR.
            18 Armor remaining.




Wolverine WVR-6M (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 1 (20+ damage)); needs 6, rolls 3 : falls.
    Wolverine WVR-6M (1st Octopus Overlords) falls on its right side, suffering 6 damage.
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to CT.
            1 Armor remaining.
        Wolverine WVR-6M (1st Octopus Overlords) takes 1 damage to CT.
            0 Armor remaining.

Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" must roll 6 to avoid damage; rolls 2 : fails.
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" takes 1 damage (3 total hits).
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" needs a 7 to stay conscious. Rolls 10 : successful!


Thunderbolt TDR-5SE (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 9 : succeeds.

Rifleman RFL-3C (1st Octopus Overlords) must make 3 piloting skill roll(s) (gyro hit; leg/foot actuator hit; 20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 3 (gyro hit) + 1 (leg/foot actuator hit) + 1 (20+ damage)); needs 8, rolls 7 : falls.
Rifleman RFL-3C (1st Octopus Overlords) goes back to the hull down position instead of falling to the ground.

Firestarter FS9-H #2 (Pirate) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit)); needs 5, rolls 3 : falls.
    Firestarter FS9-H #2 (Pirate) falls on its left side, suffering 4 damage.
        Firestarter FS9-H #2 (Pirate) takes 4 damage to CT.
            4 Armor remaining.

Pilot of Firestarter FS9-H #2 (Pirate) "Emil Scripca" must roll 5 to avoid damage; rolls 2 : fails.
        Pilot of Firestarter FS9-H #2 (Pirate) "Emil Scripca" takes 1 damage (1 total hits).
        Pilot of Firestarter FS9-H #2 (Pirate) "Emil Scripca" needs a 3 to stay conscious. Rolls 2 : blacks out.


Firestarter FS9-H #3 (Pirate) must make 1 piloting skill roll(s) (gyro hit).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 3 (gyro hit)); needs 9, rolls 9 : succeeds.

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

Physical attacks for Dervish DV-6M (1st Octopus Overlords)
    Kick (Left leg) at Trebuchet TBT-5S (Pirate); needs 6, rolls 7 : hits (using Left Side Kick table) LL
        Trebuchet TBT-5S (Pirate) takes 11 damage to LL.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Lower Leg.


Physical attacks for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Kick (Left leg) at Packrat LRPV PKR-T5 (ICE) (Pirate); needs 6, rolls 3 : misses.

Physical attacks for Quickdraw QKD-4GF (1st Octopus Overlords)
    Kick (Left leg) at Firestarter FS9-H #2 (Pirate); needs -1, rolls 5 : hits RL
        Firestarter FS9-H #2 (Pirate) takes 12 damage to RL.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.


Physical attacks for Awesome AWS-8Q (1st Octopus Overlords)
    Kick (Left leg) at Hex 3724 of Building #918243854 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Heavy Standard Building #918243854 absorbs 16 points of damage.
            0 CF remaining.
         BUILDING DESTROYED
            4 damage is passed on to Foot Platoon (Anti-'Mech) (Laser) (Pirate).
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 1 damage to MEN.
            23 men alive


Building #918243854 collapses due to damage.
    Foot Platoon (Anti-'Mech) (Laser) (Pirate) is hit by falling debris for 15 damage.
        Foot Platoon (Anti-'Mech) (Laser) (Pirate) takes 15 damage to MEN.
            8 men alive


Thunderbolt TDR-5SE (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 5 : succeeds.

Trebuchet TBT-5S (Pirate) must make 2 piloting skill roll(s) (leg/foot actuator hit; was kicked).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 9 : succeeds.
    Roll #2, (6 (Base piloting skill) + 0 (was kicked) + 1 (leg/foot actuator hit)); needs 7, rolls 11 : succeeds.

Heat Phase
-------------------
Dervish DV-6M (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 4 heat.
Wolverine WVR-6M (1st Octopus Overlords) gains 12 heat, sinks 13 heat and is now at 2 heat.
Thunderbolt TDR-5SE (1st Octopus Overlords) gains 20 heat, sinks 17 heat and is now at 3 heat.
Quickdraw QKD-4GF (1st Octopus Overlords) gains 13 heat, sinks 14 heat and is now at 1 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 3 heat.
Awesome AWS-8Q (1st Octopus Overlords) gains 33 heat, sinks 28 heat and is now at 5 heat.
Shadow Hawk SHD-2K (1st Octopus Overlords) gains 15 heat, sinks 15 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 18 heat, sinks 16 heat and is now at 2 heat.
Quickdraw QKD-4GF #2 (1st Octopus Overlords) gains 13 heat, sinks 14 heat and is now at 3 heat.
Orion ON1-K (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 2 heat.
Trebuchet TBT-5S (Pirate) gains 19 heat, sinks 18 heat and is now at 3 heat.
Spider SDR-5V (Pirate) gains 13 heat, sinks 10 heat and is now at 6 heat.
Wasp WSP-1A (Pirate) gains 10 heat, sinks 10 heat and is now at 1 heat.
Firestarter FS9-H (Pirate) gains 11 heat, sinks 10 heat and is now at 2 heat.
Jenner JR7-D (Pirate) gains 8 heat, sinks 10 heat and is now at 2 heat.
Firestarter FS9-H #2 (Pirate) gains 11 heat, sinks 10 heat and is now at 3 heat.
Wasp WSP-1A #2 (Pirate) gains 3 heat, sinks 3 heat and is now at 0 heat.
Hornet HNT-151 (Pirate) gains 4 heat, sinks 4 heat and is now at 0 heat.
Firestarter FS9-H #3 (Pirate) gains 9 heat, sinks 9 heat and is now at 0 heat.
Blackjack BJ-1 (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Whitworth WTH-1 (Pirate) gains 10 heat, sinks 10 heat and is now at 2 heat.
Wolverine WVR-6R (Pirate) gains 13 heat, sinks 12 heat and is now at 1 heat.
Javelin JVN-10N (Pirate) gains 13 heat, sinks 10 heat and is now at 8 heat.
Vulcan VL-2T (Pirate) gains 6 heat, sinks 6 heat and is now at 0 heat.
Firestarter FS9-H #4 (Pirate) gains 8 heat, sinks 8 heat and is now at 0 heat.
Javelin JVN-10N #2 (Pirate) gains 13 heat, sinks 10 heat and is now at 6 heat.
Javelin JVN-10N #3 (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Dervish DV-6M (Pirate) gains 10 heat, sinks 10 heat and is now at 3 heat.
Dervish DV-6M #2 (Pirate) gains 10 heat, sinks 10 heat and is now at 3 heat.
Eagle EGL-R6 (Pirate) gains 0 heat, sinks 0 heat and is now at 0 heat.
Lucifer LCF-R20 (1st Octopus Overlords) gains 18 heat, sinks 18 heat and is now at 0 heat.
Lucifer LCF-R20 #2 (1st Octopus Overlords) gains 18 heat, sinks 18 heat and is now at 0 heat.

Control Rolls
-------------------

Eagle EGL-R6 (Pirate) must make 1 control roll(s) (damage threshold exceeded).
The base target is 5 [4 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 5, rolls 9 : succeeds.
Enlarge Image

Having gotten a little beat up by the strafing runs, the opfor spreads out from the center of town. Some hovertanks break west, some break north. Some light mechs cycle into the center while others cycle out to cool off. El Guapo's target wasn't in great shape to begin with (missing a third of the torso section). With El Guapo taking off the other side of the torso, the mechwarrior loses his cool and slowly limps off, the mech barely remaining upright. He'd jump, but he's got no jump jets left.

The remnants of Gbasden's rampage scamper off to the south, trying to get into one of their objective buildings.

By some magical luck, a Packrat makes it through the confusion in the center of town and emerges to the east.

A Firestarter misjudges his jump and collapses the building to Isgrimnur's left.

[mechanical notes]
Two enemy mechs crippled this round - Firestarter to the south and Firestarter to the northeast.

The Wolverine is considered crippled and may retreat.

Rubble may be moved through, but it's +1 MP and a straight piloting roll.

Edit: missed a mech - the Spider has a +3 mod.
[/mechanical notes]

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

Post by Isgrimnur » Mon Feb 12, 2018 8:00 pm

What's my status and where's that Wasp?
Silver - 3k

People who are wrong often get mad at people who are right. (I have surprisingly never been shot.) (h/t Kevin Underhill, Lowering the Bar)

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

Post by NickAragua » Mon Feb 12, 2018 8:46 pm

Isgrimnur wrote:
Mon Feb 12, 2018 8:00 pm
What's my status and where's that Wasp?
Right arm and PPC missing. Armor elsewhere is medium-high. Wasp jumped to 2926.

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

Post by gbasden » Tue Feb 13, 2018 12:25 am

If I recall correctly, now that they are out of the building my PPC shots would only kill a single trooper per hit?

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

Post by gbasden » Tue Feb 13, 2018 12:39 am

gbasden wrote:
Tue Feb 13, 2018 12:25 am
If I recall correctly, now that they are out of the building my PPC shots would only kill a single trooper per hit?

Never mind - looking at the raw data there are a lot more men in that unit than I can possibly kill. That was a waste of time.

The Awesome will move back to 4021 facing NE and fire at the mech in 4619 with 2 PPCs. Paingod will move to 4017 facing NE and fire at the same mech.

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