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

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

Post by NickAragua »

July 2, 3030
Alpha and Delta lance form up outside the myomer factory, awaiting the incoming "pirate" attack. To the north is a fairly large group of hovercraft, with a few tanks and some mechs for backup. Also, in their previous engagement, Beta lance identified several APCs. From the south, we're seeing almost a full company of mechs. There are a few fog clouds over the rivers between which the factory is located. Gbasden goes over the mission parameters one last time.

"First objective: defend the factory. Don't let it get shot up, don't let any infantry into the control centers. I wish I didn't have to say it, but do *not* shoot up the buildings or set them on fire. Damage to the factory comes out of our paycheck, so pay attention to what you're doing. We kill enough of them, they'll turn tail and run. The good news: some of their units took some nasty damage getting past Beta and Epsilon. If you need to, blow the bridges. But, again, we're on the hook for any damage to the facility, so, avoid it if you can."

------------------------

Enlarge Image

This is the battlefield. Each player will control three units (see the next post for stats). Once you've figured out who controls which units, nominate your deployment hex and facing. You may deploy your units within two hexes of any building in the central building cluster.

Primary objectives:
- Prevent opfor from putting any infantry inside the marked buildings (the ones surrounded by red squares that look like radar towers).
- Prevent destruction of the marked buildings

Secondary objectives:
- Do not destroy bridges
- Prevent destruction of non-marked buildings
- Conserve your mechs
- Destroy or disable enemy forces

If anyone needs a refresher on the actual Battletech rules, here are the quick-start rules.

The opfor is operating under "forced withdrawal" rules. So, mechs that take severe damage or become immobilized are generally considered out of the fight, unless somebody fires on them. If one of our mechs becomes damaged, it can "lift arms" and head for the nearest board edge, and will not be fired upon unless it fires.

Following are the stat blocks for the OO and opposing force.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

The Octopus Overlords force consists of Alpha and Delta lances, reinforced by elements of Gamma lance. This force of twelve mechs has been divided into four short lances, so each player commands three mechs.

Find your dude, you're definitely driving that mech. Then, discuss amongst yourselves and each pick two additional mechs.

Cpt. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 3/4, Gunnery Specialization (Energy)
Awesome AWS-8Q
80 tons
Movement: 3/5
Heat Sinks: 28
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)

PFC Fionna Corbin
Gunnery/Piloting: 3/3
Thunderbolt TDR-5SE
65 tons
Movement: 4/6/4
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
LRM/10 - Left Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Medium Laser x3 - Left Torso - 3 - 5 - 3/6/9
Quirks:
Multi-trac

PFC An "Isgrimnur" Taalib
Gunnery/Piloting: 3/4, Dodge
Vindicator VND-1R
45 tons
Movement: 4/6/4
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
Quirks:
No Torso Twist

PFC Kesia "Freyland" Hauli
Gunnery/Piloting: 3/4, Weapon Specialization (Medium Laser)
Quickdraw QKD-4GF
60 tons
Movement: 5/8/5
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Center Torso - 3 - 8 (4x2) - 3/6/9
LRM/10 - Left Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Medium Laser x3 - Right Torso, Left Arm, Right Arm - 3 - 5 - 3/6/9
Quirks:
Hyper-extending Actuators

PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators

Cpl Maricel Enriquez
Gunnery/Piloting: 3/3, Hot Dog, Gunnery Specialization (Energy)
Quickdraw QKD-4GF #2
60 tons
Movement: 5/8/5
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Center Torso - 3 - 8 (4x2) - 3/6/9
LRM/10 - Left Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Medium Laser x3 - Right Torso, Left Arm, Right Arm - 3 - 5 - 3/6/9
Quirks:
Hyper-extending Actuators

Pvt. Imer "Cylus Maxii" Berisaj
Gunnery/Piloting: 4/4
Phoenix Hawk PXH-1D
45 tons
Movement: 6/9/6
Heat Sinks: 12
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9

Pvt. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 4/4
Vulcan VL-5T
40 tons
Movement: 6/9/6
Heat Sinks: 12
Armor: 112 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Left Arm - 0 - 2 - 1/2/3
Flamer - Right Arm - 3 - 2 - 1/2/3
Medium Laser x4 - Right Torso - 3 - 5 - 3/6/9
Quirks:
Narrow/Low Profile

PFC Shi-Wen "Madmarcus" Xu
Gunnery/Piloting: 3/4, Tactical Genius
Wolverine WVR-6M
55 tons
Movement: 5/8/5
Heat Sinks: 14
Armor: 168 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
Medium Laser x2 - Head, Right Arm - 3 - 5 - 3/6/9
SRM/6 - Left Torso - 3 - 12 (6x2) - 3/6/9
Quirks:
Command Mech
Extended Torso Twist
Cramped Cockpit

PFC Aksata Moorthy
Gunnery/Piloting: 3/4, Manuevering Ace
Orion ON1-K
75 tons
Movement: 4/6
Heat Sinks: 10
Armor: 231 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Left Torso - 3 - 8 (4x2) - 3/6/9
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
AC/10 - Right Torso - 3 - 10 - 5/10/15
LRM/15 - Left Torso - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Quirks:
AA targeting

Lt. Adam "Archinerd" Belak
Gunnery/Piloting: 3/3, Weapon Specialization (LRM/10)
Dervish DV-6M
55 tons
Movement: 5/8/5
Heat Sinks: 10
Armor: 120 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/2 x2 - Left Arm, Right Arm - 2 - 4 (2x2) - 3/6/9
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
LRM/10 x2 - Left Torso, Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Quirks:
Hyper-Extending Actuators

Cpl. Mab "Paingod" Orme
Gunnery/Piloting: 3/3, Pain Resistance
Shadow Hawk SHD-2K
55 tons
Movement: 5/8/3
Heat Sinks: 17
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Right Torso - 2 - 5 - 7/14/21
Quirks:
Battle Fist (Left Arm, Right Arm)

An explanation of the quirks and pilot abilities:
Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that type of weapon, -1 to fire the other types (energy, ballistic, missile)
Weapon Specialization - gives +2 to fire a particular type of weapon
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Tactical Genius - may reroll initiative
Pain Resistance - get +1 on consciousness rolls. Reduced damage from ammo explosions.
Manuevering Ace - may "side step" for 2 MP. +1 on rolls to prevent skidding on roads and pavement.
Hot Dog - gets +1 bonus to heat-related rolls (shutdown, ammo explosion, etc)

Quirks:
Battle Fist - -1 "to hit" number when punching with that hand
Multi-trac - may fire at multiple targets without the usual +2 "secondary target" penalty
Hyper-Extending Actuators - may "flip arms" to fire at targets in the rear arc with arm-mounted weapons
AA targeting - -2 "to hit" number against aircraft
Narrow/Low Profile - +1 "to hit" number for attacks against this unit
Command Mech - +1 to initiative rolls
Extended Torso Twist - may torso twist two hex sides instead of the normal one
Cramped Cockpit - +1 to target number for movement related piloting rolls
No Torso Twist - may not torso twist at all
Last edited by NickAragua on Mon Feb 05, 2018 1:36 pm, edited 3 times in total.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Isgrimnur »

The Quickdraw and Orion match my movement rates, so I'll take those if there are no objections.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

The Opfor consists of units that made it past Beta and Epsilon lances in the previous two missions. It will deploy on the north and south edges of the map. Some of these units have previously taken damage and/or expended ordnance.

Trebuchet TBT-5S
Movement: 5/8
Armor: 120
SRM/6 x2 - Left Arm, Right Torso - 3 - 12 (6x2) - 3/6/9
Medium Laser x3 - Left Arm, Right Arm x2 - 3 - 5 - 3/6/9

Pegasus Scout Hover Tank (Standard)x4
Movement: 8/12 (hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/6 x3 - Turret - 0 - 12 (6x2) - 3/6/9

Galleon Light Tank GAL-100
Movement: 6/9 (Tracked)
Armor: 56
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
Small Laser x2 - Left, Right Side - 0 - 3 - 1/2/3

Vedette Medium Tank (Standard) x2
Movement: 4/6 (tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Front - 0 - 1 - 1/2/3
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)

APC (Tracked SRM)
Movement: 6/9 (Tracked)
Armor: 30
SRM/4 - Front - 0 - 12 (6x2) - 3/6/9
Carries two infantry squads

APC (Heavy Tracked LRM)
Movement: 5/8 (Tracked)
Armor: 56
LRM/5 - Front - 0 - 5 - 7/14/21 (minimum range 7)
Machine Gun x2 - Front - 0 - 1 - 1/2/3
Carries infantry platoon

APC (Heavy Wheeled SRM) x2
Armor: 56
SRM/4 - Front - 0 - 8 (4x2) - 3/6/9
Machine Gun x2 - Front - 0 - 1 - 1/2/3
Carries infantry platoon

APC (Heavy Hover SRM)
Armor: 56
SRM/4 - Front - 0 - 8 (4x2) - 3/6/9
Machine Gun x2 - Front - 0 - 1 - 1/2/3
Carries infantry platoon

Packrat LRPV x2
Movement: 7/11 (Wheeled)
Armor: 64
SRM/6 - Front - 0 - 12 (6x2) - 3/6/9
Flamer - Rear - 0 - 2 - 1/2/3
Carries two infantry squads

Saladin Assault Hover Tank (Standard) x2
Movement: 8/12 (hover)
Armor: 32
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Front - 0 - 20 - 3/6/9

Skulker
Movement: 7/11 (Wheeled)
Armor: 64
Medium Laser - Front - 0 - 5 - 3/6/9

Wasp x2
20 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
SRM/2 - Left Leg - 2 - 4 (2x2) - 3/6/9

Spider
30 tons
Movement: 8/12/8
Heat Sinks: 10
Armor: 56 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x2 - Center Torso - 3 - 5 - 3/6/9

Firestarter x2
35 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 88 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
Flamer x4 - Left Arm, Right Arm, Center Torso, Center Torso Rear - 3 - 2 - 1/2/3
Machine Gun x2 - Left Torso, Right Torso - 0 - 2 - 1/2/3

Jenner
35 tons
Movement: 7/11/5
Heat Sinks: 10
Armor: 64 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x4 - Left Arm x2, Right Arm x2 - 3 - 5 - 3/6/9
SRM/4 - Center Torso - 3 - 8 (4x2) - 3/6/9

Hornet
20 tons
Movement: 5/8/5
Heat Sinks: 10
Armor: 64 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
Small Laser - Left Arm - 1 - 3 - 1/2/3
LRM/5 - Right Torso - 2 - 5 - 7/14/21 (minimum range 7)
Quirks:
No Torso Twist

J. Edgar Light Hover Tank (Internal Combustion Engine)
Movement: 8/12 (hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/2 x2 - Turret - 0 - 4 (2x2) - 3/6/9

LTV-4
Movement: 7/11 (Hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Turret - 0 - 10 - 6/12/18 (minimum range 3)
SRM/4 - Turret - 0 - 8 (4x2) - 3/6/9

Striker Light Tank (Standard)
Movement: 5/8 (Wheeled)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/10 - Turret - 0 - 10 - 7/14/21 (minimum range 6)
SRM/6 - Turret - 3 - 12 (6x2) - 3/6/9

Hunter Light Support Tank (Standard)
Movement: 5/8 (Tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/20 - Front - 0 - 20 - 7/14/21 (minimum range 6)
Flamer - Rear - 0 - 2 - 1/2/3

Forces deploying to the south:
Blackjack BJ-1
45 tons
Movement: 4/6/4
Heat Sinks: 11
Armor: 125 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x4 - Left Arm, Right Arm, Left Torso, Right Torso - 3 - 5 - 3/6/9
AC/2 - Left Arm, Right Arm - 1 - 2 - 8/16/24 (minimum range 6)

Whitworth WTH-1
40 tons
Movement: 4/6/4
Heat Sinks: 10
Armor: 100 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x3 - Left Arm, Right Arm, Head - 3 - 5 - 3/6/9
LRM/10 x2 - Left Torso, Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)


Wolverine WVR-6R
55 tons
Movement: 5/8/5
Heat Sinks: 14
Armor: 168 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/5 - Right Arm - 1 - 5 - 6/12/18 (minimum range 3)
Medium Laser - Head - 3 - 5 - 3/6/9
SRM/6 - Left Torso - 3 - 12 (6x2) - 3/6/9
Quirks:
Command Mech
Extended Torso Twist
Cramped Cockpit

Javelin JV10-N x3
30 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 64points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 x2 - Left Torso, Right Torso - 3 - 12 (6x2) - 3/6/9

Vulcan VL-2T
40 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 80 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Left Arm - 0 - 2 - 1/2/3
Flamer - Right Arm - 3 - 2 - 1/2/3
Medium Laser - Left Torso - 3 - 5 - 3/6/9
AC/2 - Right Torso - 1 - 2 - 8/16/24 (minimum range 6)
Quirks:
Narrow/Low Profile

Also:
Firestarter FS9-H x2
Dervish DV-6M x2
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

Is it just me, or are there only three unnamed mechs?

I'll take the Thunderbolt, in any event.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

El Guapo wrote: Fri Feb 02, 2018 1:54 pm Is it just me, or are there only three unnamed mechs?

I'll take the Thunderbolt, in any event.
You can take the named ones, as long as they're not being controlled by another player.

As far as I know, it's you, Isgrimnur, Stefan and Gbasden.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

NickAragua wrote: Fri Feb 02, 2018 2:03 pm
El Guapo wrote: Fri Feb 02, 2018 1:54 pm Is it just me, or are there only three unnamed mechs?

I'll take the Thunderbolt, in any event.
You can take the named ones, as long as they're not being controlled by another player.

As far as I know, it's you, Isgrimnur, Stefan and Gbasden.
Ah, gotcha.

Then I'll take the Thunderbolt and the (madmarcus) Wolverine, then, if there are no objections.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker »

I'll take the Quickdraw and Archinerd Dervish if no objections.

Edit: And Enriquez's Hot Dog is actually Dodge? Can't see a Hot Dog skill.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Stefan Stirzaker wrote: Fri Feb 02, 2018 6:53 pm I'll take the Quickdraw and Archinerd Dervish if no objections.

Edit: And Enriquez's Hot Dog is actually Dodge? Can't see a Hot Dog skill.
Whoops, forgot that one. Update the post. It's +1 bonus on heat-related rolls (shutdown, ammo explosion, etc)
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by gbasden »

OK - I'll take the Orion. Stefan, which Quickdraw did you take - Maricel Enriquez or Freyland? I'll take the other.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Isgrimnur wrote: Fri Feb 02, 2018 1:51 pm The Quickdraw and Orion match my movement rates, so I'll take those if there are no objections.
gbasden wrote: Fri Feb 02, 2018 10:50 pm OK - I'll take the Orion. Stefan, which Quickdraw did you take - Maricel Enriquez or Freyland? I'll take the other.
You guys ought to discuss it. :)
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by gbasden »

Gah. I keep trying to match up who has who and I'm failing. And I missed Isgrimnur's post wedged between yours. I guess that leaves me with Cylus Maxii in the Phoenix Hawk and Paingod in the Shadow Hawk?
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Isgrimnur »

I was going with Cpl Maricel Enriquez, as I didn't remember who all was playing.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Yep, at this point, it's:

Isgrimnur, Quickdraw - Enriquez, Orion
El Guapo, Thunderbolt, Wolverine
Stefan, Quickdraw - Freyland, Dervish
Gbasden, Phoenix Hawk, Shadow Hawk

Looks like everybody's got a reasonable mix of mech weights.

Now, it's time to place those mechs. The opfor will be deploying after you (at the north and south edges of the map), but will lose initiative subsequently.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Isgrimnur »

Enriquez (to be known as QE2) will start at 3321. I will be at 2620. The Orion at 2420. All facing North.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker »

Ok :) Glad we got that worked out lol :)

Deploy Archinerd Dervish to 4031 facing south
Deploy Freyland Quickdraw to 2532 facing south
Deploy Stefan Vulcan to 3234 facing south.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by gbasden »

I'll deploy the Awesome to 4021, the Shadow Hawk to 3721, and the Phoenix Hawk to 3420, facing N.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

I'll put:

-The Rifleman at 2829, facing south
- The Thunderbolt at 2732. facing south
- The Wolverine at 2826, facing south.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

A couple of notes:
I've set the camo patterns differently for each of your short lances so it's easier to tell them apart.

Isgrimnur - Green
Stefan - blue/brown
Gbasden - Dark blue/light blue
El Guapo - classic blue

You may have noticed the little fog clouds in the rivers. Those have the same effect as "light smoke" - they do not impede movement, but otherwise act as light woods for the purposes of LOS and weapons fire.

The planted fields in the northwest (the farm-looking area) block LOS if there are three or more in between you and the target.

Those, along with any woods hexes can be targeted to be set on fire. A hex on fire produces smoke in some of the surrounding hexes. Mechs in an "on fire" hex get extra heat, while vehicles can take crits and infantry simply dies on an 8+.
----------------

The "pirate" force comes into visual and weapons range and advances towards the river banks. A Packrat driver to the east gets a little too excited and floors it, then tries to take a turn - the vehicle skids off the riverbank and into the drink. I guess he really wanted to go back to his historical roots.

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

Post by Isgrimnur »

Put the Orion facing North at 2018, engage the Heavy Hover with all reasonable weapons, with any remaining at the Saladin at 2013.

Vindy will stay put and open up on the Spider at 2612.

QE2 will engage the Saladin on the bridge, moving to 3320 if needed for LOS issues.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by gbasden »

The Awesome will move forward into hex 4020 and will attack the Vedette in 4312. Paingod in the Shadow Hawk will move forward to 3617 and will fire on the Saladin. Cylus Maxxi will move backwards to 3421 and fire at the Pegasus in 3115.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker »

Vulcan to move backwards to 3233 and fire 3 Med Lasers at Wolverine at 3343 (I think that's 9)
Freyland Quickdraw to fire LRMs at Whitworth
Archinard Dervish to fire LRMs at Wolverine at 3343
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Stefan Stirzaker wrote: Sun Feb 04, 2018 6:31 am Vulcan to move backwards to 3233 and fire 3 Med Lasers at Wolverine at 3343 (I think that's 9)
Freyland Quickdraw to fire LRMs at Whitworth
Archinard Dervish to fire LRMs at Wolverine at 3343
Looks like 10 from 3233 to 3343.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Stefan Stirzaker »

NickAragua wrote: Mon Feb 05, 2018 1:36 am
Stefan Stirzaker wrote: Sun Feb 04, 2018 6:31 am Vulcan to move backwards to 3233 and fire 3 Med Lasers at Wolverine at 3343 (I think that's 9)
Freyland Quickdraw to fire LRMs at Whitworth
Archinard Dervish to fire LRMs at Wolverine at 3343
Looks like 10 from 3233 to 3343.
Ok I'll fire this round then , move next round depending :)
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

How much AC/10 ammo do I have in my Rifleman, and how much LRM10 ammo in the Thunberbolt? Also, I can't read the height of the white buildings with green height text on them - how tall are they generally? And how tall is the one in 3032 specifically?

What's our strategy generally on this? Since we're outnumbered it seems like the best approach is to use the buildings to limit their shots on us as much as possible.

Here's the plan - let me know if any of this is stupid / impossible:

- Rifleman: jump to 3031, fire AC/10s at the Javelin in 1940.
- Thunderbolt: jump to 2331, fire large laser and LRM10s at the Dervish in 2243
-Wolverine: Run to 2424, fire large laser at the J. Edgar in 1814.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

20 shots total for the AC/10s on the Rifleman.
24 shots for the LRM/10 ammo on the Thunderbolt.

Building 3032 is height 2. I'm going to try some other colors for the screenshots going forward to see if it's any better.

Thunderbolt doesn't have LOS from 2331 on the Dervish in 2243 due to the heavy woods and light woods in 2334 and 2335 respectively.

Rifleman doesn't have jump jets.

Wolverine can fire the laser, but it'd be a 14+ shot (+4 long range, +2 attacker running, +4 target moved 10-17 hexes, +1 light woods in the way). Pretty much all the hovercraft this round moved at full tilt, so most will have the +4 target move mod.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

NickAragua wrote: Fri Feb 02, 2018 1:47 pm

PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6/4
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators
Doesn't the Rifleman have jump jets? Its movement is listed as 4/6/4.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Isgrimnur »

Since we're protecting the installations from infiltration, my priority is to take out the APCs when I have a decent shot. After that, it's biggest nail.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

El Guapo wrote: Mon Feb 05, 2018 1:31 pm
NickAragua wrote: Fri Feb 02, 2018 1:47 pm

PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6/4
Heat Sinks: 17
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators
Doesn't the Rifleman have jump jets? Its movement is listed as 4/6/4.
That's my bad, I made a copy paste error. Should be just 4/6. I'll update the original post as well.

Edit: Also noticed I whiffed on the Quickdraws, those are actually 5/8/5.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

Ok, revised plan:

- Move the Rifleman to 2831. Fire AC/10s at the Dervish in 2143.
- Jump the Thunderbolt to the heavy woods in 2334. Fire large laser and LRM10 at the Dervish in 2143. Fire one medium laser at the Javelin in 1940.
- Run the Wolverine to 2732. Fire large laser at the Dervish in 2143.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Cylus Maxii hops back and makes a splash, but is unable to fire at the Saladin due to both his and the target's motion (it looks like I forgot to turn the "backwards movement" rule on again, so no stepping backwards into lakes. Sorry.)

Madmarcus runs down the road north and skids on the pavement as he tries to take the turn, falling over on its rear.

The Thunderbolt's shot at the Javelin is impossible to hit, so the mechwarrior conserves heat, while missing its other shots.

QE2 ducks under a large number of SRMs and AC/20 rounds, then pumps lasers into the incoming Saladin, but fails to disable the tank. 7 points of front armor left though.

Freyland fires his LRMs at the distant Whitworth. The Whitworth and Dervishes fire back, but only eight of the missiles hit.

The main event of the round for the pirates comes when the Wolverine hops up to the far river bank. Archinerd stays cool and puts ten missiles onto the Wolverine that hopped the river. Stefan helps with one out of the four medium lasers (well, it is at the maximum possible weapons range). The enemy mech fires back at the Vulcan. Most of its shots whiff, and normally, a single SRM just dings the armor, but this one goes straight through the left torso armor, as if it wasn't even there, and the explosion lights up the MG ammo. The mech pretty much disappears. The mechwarrior manages to eject safely.

Raw data:
Spoiler:
Orion ON1-K (1st Octopus Overlords) must make a piloting skill check while moving in hex 2420 (running & turning on pavement).
Needs 2 [4 (Base piloting skill) - 2 (running & turning on pavement)], rolls 12 : succeeds.


Awesome AWS-8Q (1st Octopus Overlords) must make a piloting skill check while moving from hex 4021 to hex 4020 (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 4 : succeeds.


Phoenix Hawk PXH-1D (1st Octopus Overlords) must make a piloting skill check (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 6 : succeeds.

Wolverine WVR-6M (1st Octopus Overlords) must make a piloting skill check while moving in hex 2831 (running & turning on pavement).
Needs 6 [4 (Base piloting skill) + 1 (cramped cockpit) + 1 (running & turning on pavement)], rolls 5 : falls.
Wolverine WVR-6M (1st Octopus Overlords) falls 0 level(s) into hex 2831
    Wolverine WVR-6M (1st Octopus Overlords) falls on its rear, suffering 6 damage.
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to RTR.
            1 Armor remaining.
        Wolverine WVR-6M (1st Octopus Overlords) takes 1 damage to LTR.
            5 Armor remaining.

Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" must roll 6 to avoid damage; rolls 5 : fails.
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" takes 1 damage (1 total hits).
        Pilot of Wolverine WVR-6M (1st Octopus Overlords) "Private 1st Class Shi-Wen Xú" needs a 3 to stay conscious. Rolls 9 : successful!

    Skids into hex 2832.
    Skids into hex 2833.
    Skids into hex 2834.
    Wolverine WVR-6M (1st Octopus Overlords) suffers 9 damage from the skid.
        Wolverine WVR-6M (1st Octopus Overlords) takes 5 damage to RT.
            15 Armor remaining.
        Wolverine WVR-6M (1st Octopus Overlords) takes 4 damage to RT (critical).
            11 Armor remaining.
            Critical hit on RT. Roll is 5; no effect.

    Skid ends.

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

Weapons fire for Pegasus Scout Hover Tank (Standard) (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 12, rolls 8 : misses


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 12, rolls 7 : misses


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 12, rolls 9 : misses


Weapons fire for Vulcan VL-5T (1st Octopus Overlords)
    Medium Laser at Wolverine WVR-6R (Pirate); needs 11, rolls 2 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 11, rolls 3 : misses


    Medium Laser at Wolverine WVR-6R (Pirate); needs 11, rolls 9 : misses


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


Weapons fire for Vedette Medium Tank (Standard) (Pirate)
    AC/5 at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Heavy Tracked APC (LRM) (Pirate)
    LRM 5 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 8 : misses


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    LRM 10 at Wolverine WVR-6R (Pirate); needs 8, rolls 10 : 10 missile(s) hit.

        Wolverine WVR-6R (Pirate) takes 5 damage to LT.
            15 Armor remaining.

        Wolverine WVR-6R (Pirate) takes 5 damage to RA.
            11 Armor remaining.


    LRM 10 at Wolverine WVR-6R (Pirate); needs 8, rolls 5 : misses


Weapons fire for Saladin Assault Hover Tank (Standard) (Pirate)
    AC/20 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) #2 (Pirate)
    Medium Laser at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 9 : misses


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 4 : misses


    SRM 6 at Quickdraw QKD-4GF (1st Octopus Overlords); needs 10, rolls 4 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Dervish DV-6M (Pirate); needs 11, rolls 10 : misses


    AC/10 at Dervish DV-6M (Pirate); needs 11, rolls 7 : misses


Weapons fire for Pegasus Scout Hover Tank (Standard) #3 (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 7 : misses


    SRM 6 at Orion ON1-K (1st Octopus Overlords); needs 11, rolls 8 : misses


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


Weapons fire for Saladin Assault Hover Tank (Standard) #2 (Pirate)
    AC/20 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 8 : misses


Weapons fire for Heavy Hover APC (SRM) (Pirate)
    SRM 4 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Large Laser at Dervish DV-6M (Pirate); needs 12, rolls 10 : misses


    LRM 10 at Dervish DV-6M (Pirate); needs 12, rolls 5 : misses


Weapons fire for Skulker Wheeled Scout Tank (Standard) (Pirate)
    Medium Laser at Awesome AWS-8Q (1st Octopus Overlords); needs 12, rolls 5 : misses


Weapons fire for Quickdraw QKD-4GF (1st Octopus Overlords)
    LRM 10 at Saladin Assault Hover Tank (Standard) (Pirate); needs 8, rolls 7 : misses


    Medium Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 10, rolls 11 : hits FR
        Saladin Assault Hover Tank (Standard) (Pirate) takes 5 damage to FR.
            12 Armor remaining.


    Medium Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 10, rolls 11 : hits FR
        Saladin Assault Hover Tank (Standard) (Pirate) takes 5 damage to FR.
            7 Armor remaining.


    Medium Laser at Saladin Assault Hover Tank (Standard) (Pirate); needs 10, rolls 2 : misses


Weapons fire for Firestarter FS9-H (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 8 : misses


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 7 : misses


Weapons fire for Jenner JR7-D (Pirate)
    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 5 : misses


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 7 : misses


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 9 : misses


    SRM 4 at Vindicator VND-1R (1st Octopus Overlords); needs 12, rolls 11 : misses


Weapons fire for J. Edgar Light Hover Tank (ICE) (Pirate)
    Medium Laser at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 7 : misses


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 7 : misses


    SRM 2 at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Large Laser at Pegasus Scout Hover Tank (Standard) #2 (Pirate); needs 13, rolls 6 : misses


Weapons fire for LTV-4 Hover Tank (Standard) (Pirate)
    PPC at Orion ON1-K (1st Octopus Overlords); needs 10, rolls 3 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Vedette Medium Tank (Standard) (Pirate); needs 10, rolls 9 : misses


    PPC at Vedette Medium Tank (Standard) (Pirate); needs 10, rolls 7 : misses


    PPC at Vedette Medium Tank (Standard) (Pirate); needs 10, rolls 9 : misses


Weapons fire for Striker Light Tank (Standard) (Pirate)
    LRM 10 at Awesome AWS-8Q (1st Octopus Overlords); needs 12, rolls 8 : misses


Weapons fire for Shadow Hawk SHD-2K (1st Octopus Overlords)
    PPC at Saladin Assault Hover Tank (Standard) (Pirate); needs 11, rolls 7 : misses


    LRM 5 at Pegasus Scout Hover Tank (Standard) #2 (Pirate); needs 12, rolls 7 : misses


Weapons fire for Blackjack BJ-1 (Pirate)
    AC/2 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 10, rolls 9 : misses


    AC/2 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Whitworth WTH-1 (Pirate)
    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 8 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 10, rolls 5 : misses


Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Spider SDR-5V (Pirate); needs 11, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

    LRM 5 at Spider SDR-5V (Pirate); needs 11, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

Weapons fire for Wolverine WVR-6R (Pirate)
    AC/5 at Vulcan VL-5T (1st Octopus Overlords); needs 8, rolls 6 : misses


    Medium Laser at Vulcan VL-5T (1st Octopus Overlords); needs 10, rolls 6 : misses


    SRM 6 at Vulcan VL-5T (1st Octopus Overlords); needs 10, rolls 11 : 2 missile(s) hit.

        Vulcan VL-5T (1st Octopus Overlords) takes 2 damage to LA.
            9 Armor remaining.

        Vulcan VL-5T (1st Octopus Overlords) takes 2 damage to LT (critical).
            10 Armor remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Machine Gun Ammo (200).
            *** Machine Gun Ammo EXPLODES! 400 DAMAGE! ***
                >Vulcan VL-5T (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
            
Vulcan VL-5T (1st Octopus Overlords) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
        *** Vulcan VL-5T (1st Octopus Overlords) DESTROYED by ejection! ***
                Vulcan VL-5T (1st Octopus Overlords) takes 400 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                390 damage transfers to CT.
                    Critical hit on LT.         Roll is 7;         no effect.
                Vulcan VL-5T (1st Octopus Overlords) takes 390 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 5;         no effect.

        Pilot of Vulcan VL-5T (1st Octopus Overlords) "Private Manny Campos" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


Weapons fire for Vulcan VL-2T (Pirate)
    AC/2 at Dervish DV-6M (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Quickdraw QKD-4GF #2 (1st Octopus Overlords)
    LRM 10 at Whitworth WTH-1 (Pirate); needs 9, rolls 4 : misses


Weapons fire for Dervish DV-6M (Pirate)
    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 10, rolls 10 : 8 missile(s) hit (using Partial cover (horizontal 50%) table).

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

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


    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Dervish DV-6M #2 (Pirate)
    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 9, rolls 6 : misses


    LRM 10 at Quickdraw QKD-4GF #2 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Orion ON1-K (1st Octopus Overlords)
    LRM 15 at Heavy Hover APC (SRM) (Pirate); needs 12, rolls 8 : misses


    AC/10 at Saladin Assault Hover Tank (Standard) #2 (Pirate); needs 12, rolls 8 : misses

Heat Phase
-------------------
Dervish DV-6M (1st Octopus Overlords) gains 8 heat, sinks 8 heat and is now at 0 heat.
Wolverine WVR-6M (1st Octopus Overlords) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thunderbolt TDR-5SE (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 0 heat.
Quickdraw QKD-4GF (1st Octopus Overlords) gains 13 heat, sinks 13 heat and is now at 0 heat.
Phoenix Hawk PXH-1D (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 7 heat, sinks 7 heat and is now at 0 heat.
Awesome AWS-8Q (1st Octopus Overlords) gains 31 heat, sinks 31 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 12 heat, sinks 12 heat and is now at 0 heat.
Quickdraw QKD-4GF #2 (1st Octopus Overlords) gains 4 heat, sinks 4 heat and is now at 0 heat.
Orion ON1-K (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 0 heat.
Trebuchet TBT-5S (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Spider SDR-5V (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Wasp WSP-1A (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Firestarter FS9-H (Pirate) gains 8 heat, sinks 8 heat and is now at 0 heat.
Jenner JR7-D (Pirate) gains 14 heat, sinks 10 heat and is now at 4 heat.
Firestarter FS9-H #2 (Pirate) gains 3 heat, sinks 3 heat and is now at 0 heat.
Wasp WSP-1A #2 (Pirate) gains 2 heat, sinks 2 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 4 heat, sinks 4 heat and is now at 0 heat.
Whitworth WTH-1 (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Wolverine WVR-6R (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Javelin JVN-10N (Pirate) gains 2 heat, sinks 2 heat and is now at 0 heat.
Vulcan VL-2T (Pirate) gains 6 heat, sinks 6 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 2 heat, sinks 2 heat and is now at 0 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 0 heat.
Dervish DV-6M #2 (Pirate) gains 10 heat, sinks 10 heat and is now at 0 heat.
Eagle EGL-R6 (Pirate) gains 0 heat, sinks 0 heat and is now at 0 heat.
Enlarge Image

The pirate forces continue to have trouble with their units. The Vedette tries to cross the bridge in front of it. Unfortunately, the driver fails to observe that the bridge construction isn't exactly the sturdiest, so the tank crashes right through. The APC and Skulker that were behind it try to turn around but mostly just spin their tires.

The two Pegasi that are currently in the buildings were trying to execute some high speed turns but wound up becoming a part of the local architecture instead. The crew appear to still be inside, but those hovertanks are wedged in there pretty good.

<mechanical note>
Looks like I'm going to need to come up with a way to communicate enemy movement mods. For now, I'm writing them out on the board in proximity to the relevant units. Feel free to let me know if the mechanism I've come up with is unclear. Also, it looks like there's not much I can do about the poor resolution of the building height text.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

Well that went well. Is it too early to surrender / defect?

On the movement mods, what does the +2 / +3 mean? Does that mean plus movement? If so, does that apply to all forms of movement (walking / running / jumping)?
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

How much movement is it for the Wolverine to get up? Do I decide the full movement before finding out whether he succeeds on his "getting up" roll?
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by Isgrimnur »

Orion to 1919, facing S, engage the APC.

QEII will stay put and attempt to finish off the Saladin, and fire other weapons at targets of opportunity.

Looks like I need an exterminator, as I stay put and deal with the Spider and Wasp.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

The movement mods mean that, when firing at the unit, you add that number to the 'to-hit' difficulty.

It takes two MP to get up, and you do have to declare the entire movement. However, if he fails to get up, you can then declare a different destination for the next attempt. It'll be a 5+ roll to get up. Alternately, you can do a "Careful Stand", which gets you up on a 3+, but stops you in the hex where you started.
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by El Guapo »

NickAragua wrote: Mon Feb 05, 2018 4:16 pm The movement mods mean that, when firing at the unit, you add that number to the 'to-hit' difficulty.
Wow. That's crazy good - how can we get that mod?
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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 »

NickAragua wrote: Mon Feb 05, 2018 3:57 pm Cylus Maxii hops back and makes a splash, but is unable to fire at the Saladin due to both his and the target's motion (it looks like I forgot to turn the "backwards movement" rule on again, so no stepping backwards into lakes. Sorry.)
Does the "no backward movement rule" only apply to lakes?

Also, in general we can walk backwards but not run backwards, right?
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

Isgrimnur wrote: Mon Feb 05, 2018 4:16 pm QEII will stay put and attempt to finish off the Saladin, and fire other weapons at targets of opportunity.
No LOS from QE2 to the Saladin - the building in 3220 is in the way (the line goes directly along the edge of the hex, so it counts as being between the two points).

The Spider, BTW (should have mentioned it) is at elevation three, so no melee fighting vs the Vindicator.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

El Guapo wrote: Mon Feb 05, 2018 4:21 pm
NickAragua wrote: Mon Feb 05, 2018 3:57 pm Cylus Maxii hops back and makes a splash, but is unable to fire at the Saladin due to both his and the target's motion (it looks like I forgot to turn the "backwards movement" rule on again, so no stepping backwards into lakes. Sorry.)
Does the "no backward movement rule" only apply to lakes?

Also, in general we can walk backwards but not run backwards, right?
Elevation changes of any kind. In general, yes, you can walk but not run backwards. You can also combine backward and forward movement, but if you do any backward movement, you're limited to a walk.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III

Post by NickAragua »

El Guapo wrote: Mon Feb 05, 2018 4:20 pm
NickAragua wrote: Mon Feb 05, 2018 4:16 pm The movement mods mean that, when firing at the unit, you add that number to the 'to-hit' difficulty.
Wow. That's crazy good - how can we get that mod?
Drive hovercraft or light mechs with paper thin armor?
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