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

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

Post by Stefan Stirzaker »

Head to 2311 which should be max movement. Torso twist south and fire lrms at the heavy tank. Or should i try the mech in the woods which hasnt moved so may be easier to hit
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

2311 is rough terrain, so you can't get there without sprinting. Maybe jump into some heavy woods? You've got jump jets and an ability that reduces your accuracy penalty to that of running. Manticore is the easiest target (0 movement mod), followed by Warhammer and Bulldog, which both have a +2 (Warhammer because it's in heavy woods, Bulldog because of movement).
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

2611 woods? Ok jump jet and fire 2x lrms at manticore
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

I'll walk backwards to 3342 and fire on Phoenix Hawk 3 in 2637.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Round 2:
"Phoenix Hawks closing in. Get them!" Gbasden barks as several large laser beams zorch by, one connecting with his left torso. The cockpit polarization throws his aim off a little, but one of his PPCs connects with the target Phoenix Hawk's right arm, exposing the internal structure. His actuators protest the increased heat load, but it's mostly manageable.

El Guapo complies, stepping to the edge of the woods, and fires off another pair of PPC shots, adding a burst from the autocannon as well. One of the PPCs goes wide, while the autocannon chews up dirt, but the other PPC shot intersects directly with the enemy mech's head. There's a brief blue flash, and then the 45-ton mech collapses to the ground, trailing a puff of smoke from the head section. Most of Isgrimnur's fire connects as well, but is somewhat superfluous.

Stefan jumps clear of the swarming enemy tanks, taking a PPC hit to the center of mass from the Warhammer firing at him, but connecting another LRM salvo with the Manticore. More chunks come off the damaged treads, which slip off, along with half of the wheels, completely immobilizing it (unless you count spinning in place and spurting dirt as mobility). The heavy tank ceases fire with its PPC and LRMs and the crew clambers out pretty quickly.

You can almost hear the cursing from the Pegasus near Gbasden as the gunner realizes his guns aren't attached.

Raw Data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 5 : misses

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

    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 10 : hits CT
        Catapult CPLT-C1 (1st Octopus Overlords) takes 10 damage to CT.
            14 Armor remaining.


Weapons fire for Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor)
    Large Laser at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 10 : hits LT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 8 damage to LT.
            16 Armor remaining.


Weapons fire for Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor)
    Large Laser at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 9 : misses


Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    PPC at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 7, rolls 11 : hits HD
        Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor) takes 10 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor) "Tilsim Hanîminönü" is already dead, so no damage is dealt!


    PPC at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 7, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    AC/10 at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 9, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 12 : no fire..

Weapons fire for Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor)
    Large Laser at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 12, rolls 9 : misses


Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    LRM 10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 12, rolls 8 : misses

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

Weapons fire for Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 9 : misses

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

    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 6 : misses

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

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 9, rolls 2 : misses

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

    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 9, rolls 7 : misses

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

Weapons fire for Manticore Heavy Tank (Standard) (Lyran Commonwealth Opfor)
    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 9 : misses

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

    LRM 10 at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 9 : misses

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

Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 8, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    PPC at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 8, rolls 5 : misses

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

    PPC at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 8, rolls 8 : hits RA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 10 damage to RA.
            0 Armor remaining.


Weapons fire for AC/2 Carrier (Standard) (Lyran Commonwealth Opfor)
    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 10 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 8 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 5 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 9 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor)
    AC/5 at Hatchetman HCT-3F (1st Octopus Overlords); needs 12, rolls 5 : misses

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

Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    LRM 15 at Manticore Heavy Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 7 : 9 missile(s) hit (using Left Side table).

        Manticore Heavy Tank (Standard) (Lyran Commonwealth Opfor) takes 5 damage to FR.
            33 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Manticore Heavy Tank (Standard) (Lyran Commonwealth Opfor) takes 4 damage to FR.
            29 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    LRM 15 at Manticore Heavy Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 9, rolls 9 : hits LT
        Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor) takes 10 damage to LT.
            8 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 11, rolls 6 : misses

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

    Medium Laser at Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor); needs 11, rolls 11 : hits CT
        Phoenix Hawk PXH-1 #2 (Lyran Commonwealth Opfor) takes 5 damage to CT.
            18 Armor remaining.


Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 24 heat, sinks 21 heat and is now at 3 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 31 heat, sinks 28 heat and is now at 6 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 14 heat, sinks 15 heat and is now at 2 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 13 heat, sinks 11 heat and is now at 2 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 6 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 2 heat, sinks 2 heat and is now at 0 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 14 heat, sinks 10 heat and is now at 4 heat.
Centurion CN9-A (Lyran Commonwealth Opfor) gains 6 heat, sinks 6 heat and is now at 0 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 6 heat.
Battlefield State:
Spoiler:
Enlarge Image
The remaining Phoenix Hawks continue jumping in, backed up by the Centurion, with the Warhammer firmly ensconced in its impromptu bunker. Tanks continue swarming Stefan's position.

The unarmed Pegasus zips off back towards the base.

Objective Update:
3x rocket launcher turrets crippled
Bulldog crippled
Manticore immobilized
Phoenix Hawk destroyed
6/19 enemy units crippled, disabled or destroyed

Movement mods:
Warhammers: 0 (but +2 on the north one for heavy woods, +3 on the south one for partial cover+hulldown)
North Pegasus, Vedette: +3
Vedette AC/2, Bulldog AC/2: +2
Phoenix Hawks: +4
Centurion: +2
AC/2 Carrier: 0
Goblin: +2
Southern Vedette: +3
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Stefan Stirzaker
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

Can i get to woods at 2112 and fire at the warhammer in the woods?
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

EG: :tjg:
It's almost as if people are the problem.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Isgrimnur wrote: Mon Nov 05, 2018 10:52 pmEG: :tjg:
Me right now.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

Nice. :D
It's almost as if people are the problem.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

I'll go to 3125, and fire at the Phoenix Hawk in 3124:

4 heat, including walking.

AC/10 (3 heat)
SRM6 (4 heat)
4 medium lasers (12 heat)
2 small lasers (2 heat)

-21 heat sinks should leave me at 4 heat.

I'll also kick him for good measure. And hey, I don't think I'm firing any weapons on either arm, so double punch him too I suppose.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Stefan Stirzaker wrote: Mon Nov 05, 2018 10:46 pm Can i get to woods at 2112 and fire at the warhammer in the woods?
You're one hex short - only got 4 jump jets, 2112 is 5 away.
El Guapo wrote: Mon Nov 05, 2018 11:20 pm I'll also kick him for good measure. And hey, I don't think I'm firing any weapons on either arm, so double punch him too I suppose.
You'll need to pick, it's either punches or a kick. Kick is more likely to hit (-2 to the target number), punch is two potential hits to the upper half of the mech.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

2212 should be ok then :)
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

NickAragua wrote:
Stefan Stirzaker wrote: Mon Nov 05, 2018 10:46 pm Can i get to woods at 2112 and fire at the warhammer in the woods?
You're one hex short - only got 4 jump jets, 2112 is 5 away.
El Guapo wrote: Mon Nov 05, 2018 11:20 pm I'll also kick him for good measure. And hey, I don't think I'm firing any weapons on either arm, so double punch him too I suppose.
You'll need to pick, it's either punches or a kick. Kick is more likely to hit (-2 to the target number), punch is two potential hits to the upper half of the mech.
Same damage for a punch as for a kick? If so I'll double punch. If not I'll kick.

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

Post by Isgrimnur »

Jump to 3235, face N, engage 3134. Maybe I can get the kill this time.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

I'll move to 2839 and fire 2 PPCs at the Goblin to cool down a bit.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Punches do half the damage of a kick, but there are two so it comes out to the same. The main advantage of punches is that you're hitting the upper section of the mech. Turns out it's irrelevant though.

Round 3:
Gbasden's actuators continue to protest, putting him a bit short of where he wanted to go. Both his PPC shots land on the Goblin, fusing some treads to slow the tank down, the jarring causing the enemy gunner to miss his shot, while the nearby Vedette dings our Awesome with the AC/5. A steady stream of AC/2 rounds from the carrier down range flies overhead as the gunner has trouble adjusting his aim. By the end of it though, the considerable number of heat sinks is able to dissipate the heat so that the Awesome is able to move normally again.

Stefan jumps away from the swarming tanks and opens fire on the "nearby" Warhammer, as the enemy mech reduces its outgoing fire to just one PPC to prevent the targeting reticle from "swimming", its shot going wide. Stefan's center torso armor indicator flashes yellow as an AC/2 round from a Bulldog impacts that area. Only five out of thirty LRMs launched land on the target Warhammer.

Machine gun rounds plink off of El Guapo's right arm as he opens up on the nearby Phoenix Hawk with short range weapons. Autocannon rounds and lasers score solid hits, stripping armor, while the SRM salvo goes wide. One of the small lasers zaps a shoulder actuator while the other hits the head. No secondary explosions, but the mech keels over anyway, as the mechwarrior inside takes a forced nap. Isgrimnur's fire severely weakens the right arm, which is completely crushed as the Pixie hits the ground, leaving it with just a medium laser and a machine gun. The Centurion lands an autocannon burst and an LRM salvo on El Guapo's mech to flake off a little more armor, while the Warhammer camping out in the base hits the right arm with a PPC. The mech rattles a bit, but El Guapo keeps it upright, then stomps on the left torso. The impact rips the armor off and bends the internal structure but causes no critical damage otherwise.

Raw Data:
Spoiler:
Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [7 (PPC) + 2 (accidental) + 2 (conditions)] to ignite, rolls 7

Weapons fire for Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor)
    Medium Laser at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [7 (Medium Laser) + 2 (accidental) + 2 (conditions)] to ignite, rolls 6

    Machine Gun at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    Machine Gun at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 12 : hits RA
        Banshee BNC-3S (1st Octopus Overlords) takes 2 damage to RA.
            19 Armor remaining.


Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    AC/10 at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 10 : hits CT
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 10 damage to CT.
            13 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 7 : hits LA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 5 damage to LA.
            5 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 9 : hits LA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 5 damage to LA.
            0 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 8 : hits RT
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 5 damage to RT.
            13 Armor remaining.


    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    SRM 6 at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 5 : misses

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

    Small Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 8 : hits LA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 3 damage to LA.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Shoulder.


    Small Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 7, rolls 7 : hits HD
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 3 damage to HD.
            3 Armor remaining.

        Pilot of Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) "Lavon Shih" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) "Lavon Shih" needs a 3 to stay conscious. Rolls 2 : blacks out.


Weapons fire for Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor)
    Large Laser at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    AC/10 at Banshee BNC-3S (1st Octopus Overlords); needs 8, rolls 8 : hits RL
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to RL.
            16 Armor remaining.


    LRM 10 at Banshee BNC-3S (1st Octopus Overlords); needs 10, rolls 12 : 6 missile(s) hit.

        Banshee BNC-3S (1st Octopus Overlords) takes 5 damage to CT.
            35 Armor remaining.

        Banshee BNC-3S (1st Octopus Overlords) takes 1 damage to RA.
            18 Armor remaining.


    Medium Laser at Banshee BNC-3S (1st Octopus Overlords); needs 11, rolls 4 : misses

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

Weapons fire for Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 12 : hits CT
        Catapult CPLT-C1 (1st Octopus Overlords) takes 2 damage to CT.
            12 Armor remaining.


    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 12, rolls 10 : misses

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

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 8, rolls 11 : hits RA
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to RA.
            8 Armor remaining.


Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 7, rolls 8 : hits FR
        Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 10 damage to FR.
            20 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    PPC at Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 7, rolls 8 : hits LS
        Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 10 damage to LS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 5; (w/ +0 bonus)
             no effect.


Weapons fire for AC/2 Carrier (Standard) (Lyran Commonwealth Opfor)
    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 8 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 9 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 3 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 9 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor)
    AC/5 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 8 : hits CT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 5 damage to CT.
            25 Armor remaining.


Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    LRM 15 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 4 : misses

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

    LRM 15 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 8 : 5 missile(s) hit.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 5 damage to RA.
            15 Armor remaining.


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 10, rolls 10 : hits RA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 5 damage to RA.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.


    Medium Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 10, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..



Banshee BNC-3S (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 7 : succeeds.

Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) falls on its right side, suffering 5 damage.
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 5 damage to RA.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +Machine Gun.
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 3 damage to RT.
            10 Armor remaining.
    
Pilot of Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) "Lavon Shih" cannot avoid damage.
        Pilot of Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) "Lavon Shih" takes 1 damage (2 total hits).


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

Physical attacks for Banshee BNC-3S (1st Octopus Overlords)
    Kick (Left leg) at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs 0, rolls 6 : hits LT
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 19 damage to LT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on LT. Roll is 2; no effect.


Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 22 heat, sinks 21 heat and is now at 4 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 22 heat, sinks 28 heat and is now at 0 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 14 heat, sinks 15 heat and is now at 1 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 13 heat, sinks 11 heat and is now at 4 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 10 heat, sinks 16 heat and is now at 0 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 6 heat, sinks 6 heat and is now at 0 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 9 heat, sinks 10 heat and is now at 3 heat.
Centurion CN9-A (Lyran Commonwealth Opfor) gains 12 heat, sinks 10 heat and is now at 2 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 10 heat, sinks 16 heat and is now at 0 heat.
Battlefield State prior to enemy movement:
Spoiler:
Enlarge Image
I should have had you guys do this with your turns to speed up the process, but Delta Lance has now arrived. Pick deployment locations within three hexes of the eastern edge.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

Freyland at 3329, facing SW.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Freyland »

Okay, so, I have my car facing the southwest, but I'm unsure if 3329 is a street address or an Interstate.
Sims 3 and signature unclear.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Madmarcus's Wolverine at 3335, facing NW.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

Archinerd in 3544 facing NW
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

Paingod to 3310 facing sw
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Battlefield State after enemy movement:
Spoiler:
Enlarge Image
The arrival of Delta-One changes the balance of power quite a bit. The Warhammers remain stationary, while the tanks in the south pull back. Except the Goblin, which drops some infantry off and the squad scampers behind some rocks for cover.

Movement mods:
Vedette North: 2
Vedette AC/2: 3
Pegasus Sensors: 3
Bulldog AC/2: 1
Warhammers: 0 (the hull-down one has a +3 partial cover mod, the one in heavy woods has a +2 for the heavy woods)
Centurion: 1
Phoenix Hawk: 4
Downed Phoenix Hawk: -4 (immobile)
Vedette #2: 3
Goblin: 0
Infantry Squad: 0 (always has a +1 for being a squad)
AC/2 Carrier: 0

Re: the downed Phoenix Hawk, you can target specific locations on it. The head imparts, I believe a -6 to the roll, everything else does not. Targeting a location just makes it more likely you'll hit it, doesn't guarantee it.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

Hatchetman to 3231, QD rotate right. Both engage PH at 2727.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

Griffin to 3317 (orientation 1, 7 run) or will i be one short due to trees in last one? If so I'll go to 3316. Twist west. Fire PPC at 3014 and LRM at 2719.
catapult JJ to 2610 facing sw. Lasers at 2511 and 2413 and melee 2513 vedette.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Stefan Stirzaker wrote: Wed Nov 07, 2018 4:32 pm Griffin to 3317 (orientation 1, 7 run) or will i be one short due to trees in last one? If so I'll go to 3316. Twist west. Fire PPC at 3014 and LRM at 2719.
catapult JJ to 2610 facing sw. Lasers at 2511 and 2413 and melee 2513 vedette.
You'll be coming up short, so 3316. Just FYI, you'll be exposing your rear arc to a lot of SRMs from that Pegasus, and are within minimum range on both the PPC vs the Pegasus and LRMs vs the Bulldog.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

New plan for him then griffin to 3014 melee pegasus and fire ppc at bulldog and lrms at manticore
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Manticore's been abandoned, so it's not a threat, but you can certainly do some target practice if you want. :D
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

So the downed Phoenix Hawk is immobile for at least one turn (until the pilot regains consciousness), but is still a "threat", right? I.e. not disabled? So that we still need to finish him off?
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

I'll take the warhammer with LRMS for $100 thanks larry
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

El Guapo wrote: Wed Nov 07, 2018 6:02 pm So the downed Phoenix Hawk is immobile for at least one turn (until the pilot regains consciousness), but is still a "threat", right? I.e. not disabled? So that we still need to finish him off?
Correct, if he were to get up, he'd start shooting at you again (with the one medium laser and machine gun).
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Banshee - Stay put. Fire both PPCs at the Centurion in 2429. Fire one small laser at the downed Phoenix Hawk (targeting whatever non-head spot is out of armor), and also kick the downed Phoenix Hawk.

Wolverine - jump to 3339. Fire Large laser, one medium laser, and SRM6 at the Vedette in 3342.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

Dervish - move to 3442, melee and fire short range weapons at the Vedette in 3342, fire LRMs at Goblin if the split targeting isn't too horrific.


Awesome - move to 2640, melee the Goblin, fire PPCs at AC2 carrier in 1526.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Round 4:
Paingod's Griffin takes a PPC hit from the Warhammer in the woods, and a pair of AC/2 hits from the Bulldog but the left torso armor holds up. He delivers a PPC hit to the offending Bulldog and knocks an SRM launcher off the top of the Pegasus with a boot.

El Guapo juggles targets, scoring a hit on the Centurion's right arm with a PPC and carving out a bit of the downed Phoenix Hawk's internal structure with a small laser. The PPC hit throws off the Centurion's aim, and it whiffs its fire against Isgrimnur's Hatchetman. The Warhammer behind the impromptu bunker sends a shot into El Guapo's center torso, but that's thick armor. El Guapo stomps down on the left torso section of the downed Pixie, completely crushing it.

Gbasden smirks with some amusement as machine gun fire and light autocannon rounds plink off the Awesome's armor, then sends PPC bolts flying towards the AC/2 Carrier. The woods absorb two, but one goes in the front, the vehicle throwing out sparks as some sensitive internal component (sensors, in point of fact) blows out. He gives the Goblin a good kick, crunching through the left side armor.

Stefan jumps in behind a Vedette trying to circle around him and fires on it with lasers as his Catapult flies over. One of the lasers cuts into the tank's main gun, disabling it.

Archinerd spreads fire between the nearby Vedette and the more distant Goblin, hitting both but not inflicting any critical damage, although he is able to kick the smaller tank and rattle it around a bit. Madmarcus jumps in and fires a solid spread of weapons at the Vedette as well, the large laser going wide, but the medium laser cutting through a section of front armor to cut some kind of drive system, and an SRM hitting the same spot, at which point the tank shudders to a halt.

Isgrimnur and Freyland stalemate their target Phoenix Hawk, nobody scoring any hits there.

Raw Data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Griffin GRF-1N #3 (1st Octopus Overlords); needs 9, rolls 4 : misses


    PPC at Griffin GRF-1N #3 (1st Octopus Overlords); needs 9, rolls 11 : hits LT
        Griffin GRF-1N #3 (1st Octopus Overlords) takes 10 damage to LT.
            10 Armor remaining.


Weapons fire for Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor)
    Medium Laser at Quickdraw QKD-4HF #2 (1st Octopus Overlords); needs 11, rolls 5 : misses

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

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

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

Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    PPC at Centurion CN9-A (Lyran Commonwealth Opfor); needs 6, rolls 12 : hits RA
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 10 damage to RA.
            6 Armor remaining.


    PPC at Centurion CN9-A (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses


    Small Laser at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs -3, rolls 7 : hits LT (hit aimed location)
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 3 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.


Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at AC/2 Carrier (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses

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

    PPC at AC/2 Carrier (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 8 : hits FR (critical)
        AC/2 Carrier (Standard) (Lyran Commonwealth Opfor) takes 10 damage to FR (critical).
            2 Armor remaining.
            Critical hit on FR. Roll is 9; Sensors Hit!


    PPC at AC/2 Carrier (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses

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

Weapons fire for Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor)
    Large Laser at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 7 : misses


    Machine Gun at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 8 : hits LL
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to LL.
            31 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor)
    AC/5 at Catapult CPLT-C1 (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    AC/10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 5 : misses


    LRM 10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 4 : misses


    Medium Laser at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 4 : misses


Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    Medium Laser at Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 6 : hits (using Rear table) TU (critical)
        Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 5 damage to TU (critical).
            15 Armor remaining.
            Critical hit on TU. Roll is 10;Critical hit on AC/5.


    Medium Laser at Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 6 : hits (using Rear table) RR
        Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 5 damage to RR.
            15 Armor remaining.


    Medium Laser at Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses


    Medium Laser at Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 6, rolls 3 : misses


Weapons fire for Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 7, rolls 8 : hits CT
        Griffin GRF-1N #3 (1st Octopus Overlords) takes 2 damage to CT.
            18 Armor remaining.


    AC/2 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 7, rolls 8 : hits LT
        Griffin GRF-1N #3 (1st Octopus Overlords) takes 2 damage to LT.
            8 Armor remaining.


    SRM 4 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 9, rolls 4 : misses


    SRM 4 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 9, rolls 5 : misses


Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 7, rolls 5 : misses

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

    PPC at Banshee BNC-3S (1st Octopus Overlords); needs 7, rolls 8 : hits CT
        Banshee BNC-3S (1st Octopus Overlords) takes 10 damage to CT.
            25 Armor remaining.


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    Medium Laser at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 7, rolls 7 : hits (using Right Side table) RS
        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 5 damage to RS.
            13 Armor remaining.


    Medium Laser at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 7, rolls 3 : misses


    SRM 2 at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 7, rolls 3 : misses


    LRM 10 at Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 5, rolls 5 : 4 missile(s) hit.

        Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 4 damage to FR.
            16 Armor remaining.


Weapons fire for AC/2 Carrier (Standard) (Lyran Commonwealth Opfor)
    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 7 : misses


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 9 : hits RL
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to RL.
            31 Armor remaining.


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 9 : hits CT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to CT.
            23 Armor remaining.


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 10 : hits LT
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to LT.
            14 Armor remaining.


    AC/2 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 8 : hits LL
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 2 damage to LL.
            29 Armor remaining.


Weapons fire for Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor)
    AC/5 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 10, rolls 6 : misses


    Machine Gun at Dervish DV-6M (1st Octopus Overlords); needs 10, rolls 9 : misses

Weapons fire for Griffin GRF-1N #3 (1st Octopus Overlords)
    PPC at Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor); needs 5, rolls 5 : hits (using Left Side table) LS
        Bulldog Medium Tank (AC2) (Lyran Commonwealth Opfor) takes 10 damage to LS.
            10 Armor remaining.


    LRM 10 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 10, rolls 6 : misses


    SRM 2 at Griffin GRF-1N #3 (1st Octopus Overlords); needs 12, rolls 12 : 1 missile(s) hit (using Right Side table).

        Griffin GRF-1N #3 (1st Octopus Overlords) takes 2 damage to RL.
            16 Armor remaining.


Weapons fire for Wolverine WVR-6M #2 (1st Octopus Overlords)
    Large Laser at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 8, rolls 4 : misses


    Medium Laser at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 8, rolls 12 : hits (using Left Side table) FR
        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 5 damage to FR.
            15 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.


    SRM 6 at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 8, rolls 10 : 4 missile(s) hit (using Left Side table).

        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 2 damage to RR.
            18 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.

        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 2 damage to TU.
            18 Armor remaining.

        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 2 damage to LS.
            16 Armor remaining.

        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 2 damage to FR.
            13 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 13 [9 (AC/10) + 2 (accidental) + 2 (conditions)] to ignite, rolls 9

    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 12, rolls 7 : misses

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

    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 12, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Quickdraw QKD-4HF #2 (1st Octopus Overlords)
    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 6 : misses

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

    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 5 : misses

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

    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 8, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    SRM 4 at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..



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

Physical attacks for Banshee BNC-3S (1st Octopus Overlords)
    Kick (Left leg) at Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor); needs -4, rolls 2 : hits LA
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 19 damage to LA.
             SECTION DESTROYED.
        15 damage transfers to LT.
            Critical hit on LA. Roll is 6; no effect.
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 15 damage to LT.
             SECTION DESTROYED.
        8 damage transfers to CT.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.
        Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) takes 8 damage to CT.
            5 Armor remaining.


Physical attacks for Awesome AWS-8Q #3 (1st Octopus Overlords)
    Kick (Left leg) at Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 2, rolls 5 : hits LS
        Goblin Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 17 damage to LS.
            Armor destroyed.
             2 Internal Structure remaining.
            Chance for motive system damage. Roll is 3; (w/ +0 bonus)
             no effect.
            Critical hit on LS. Roll is 3; no effect.


Physical attacks for Catapult CPLT-C1 (1st Octopus Overlords)
    Kick (Left leg) at Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor); needs 4, rolls 8 : hits (using Rear table) RR
        Vedette Medium Tank (Standard) (Lyran Commonwealth Opfor) takes 14 damage to RR.
            1 Armor remaining.


Physical attacks for Dervish DV-6M (1st Octopus Overlords)
    Kick (Left leg) at Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor); needs 1, rolls 3 : hits (using Right Side table) FR
        Vedette Medium Tank (Standard) #2 (Lyran Commonwealth Opfor) takes 11 damage to FR.
            2 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


Physical attacks for Griffin GRF-1N #3 (1st Octopus Overlords)
    Kick (Left leg) at Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor); needs 5, rolls 11 : hits (using Random Side table) TU (critical)
        Pegasus Scout Hover Tank (Sensors) (Lyran Commonwealth Opfor) takes 11 damage to TU (critical).
            10 Armor remaining.
            Critical hit on TU. Roll is 10;Critical hit on SRM 4.


Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 4 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 4 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 16 heat, sinks 15 heat and is now at 2 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 10 heat, sinks 11 heat and is now at 3 heat.
Dervish DV-6M (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 4 heat.
Griffin GRF-1N #3 (1st Octopus Overlords) gains 16 heat, sinks 12 heat and is now at 4 heat.
Wolverine WVR-6M #2 (1st Octopus Overlords) gains 19 heat, sinks 14 heat and is now at 5 heat.
Quickdraw QKD-4HF #2 (1st Octopus Overlords) gains 16 heat, sinks 13 heat and is now at 3 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 2 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 12 heat, sinks 10 heat and is now at 2 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 0 heat, sinks 3 heat and is now at 0 heat.
Centurion CN9-A (Lyran Commonwealth Opfor) gains 11 heat, sinks 10 heat and is now at 3 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 20 heat, sinks 18 heat and is now at 2 heat.
Battlefield state:
Spoiler:
Enlarge Image
The Goblin can't get out of there fast enough (no, really, the treads are flapping all over the place and the engine is sputtering). It rolls left as more infantry scamper out, then turns around and tries to get away. The Vedette whose main gun Stefan blew off hits the gas and begins retreating as well. The guy in the downed Phoenix Hawk wakes up, looks at his missing torso and slowly gets up, obviously intending to retreat. Crew scamper out of the disabled Vedette to the south.

The unarmed Pegasus zips into a hangar in the southwest corner of the base, while the AC/2 Carrier continues aiming at Gbasden.

Objective update:
Vedette in 1910 crippled (no major weapons remaining)
Phoenix Hawk in 3134 crippled (left torso section destroyed)
Vedette #2 in 3342 disabled
Goblin in 2639 crippled (armor breach)
Manticore in 2721 abandoned
10/19 enemy units crippled, disabled or destroyed

Movement modifiers:
Warhammers, Centurion: 0
Vedette AC/2, Bulldog: 2
Pegasus: 4
Phoenix Hawk: 3
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Banshee - back up one space to 3235. Fire both PPCs at the Warhammer in 2132.

Wolverine - jump to 3135, facing NW. Fire large laser at the Warhammer in 2132. Are jump jets one heat per space? If so he'll stick to just the large laser. If not may fire a weapon at the building in front of the Warhammer.

Also, is the rough terrain with the bigger rocks drawn on it "heavy rough terrain", or the like? If so, is it +2 MP to walk or run through it?
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

Freyland to engage the tank at 2924.

I will back into 3332 and return fire at the Centurion.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

The "big pile of rocks" (e.g. hex 2935) is actually "rubble", which requires a PSR to move into, in addition to the +1 MP. Jump jets are one heat per space.
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Stefan Stirzaker
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

Catapult JJ to 2212. Fire LRMS at Warhammer in woods at 2422 and 2xMed Laser at Vedette at 2319
Can the griffin get to 3418 and fire at the Phoenix Hawk?
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Yes, it's not the easiest shot due to the two intervening woods, but it can be done.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Looking over abilities. A few questions. First, does this:
NickAragua wrote: Thu Nov 01, 2018 11:06 am
Terrain Master [Forest Ranger]: -1 MP to move into woods, -1 to attacks against unit if it used MP in woods, +1 to PSRs while in woods
Mean that if I'm staying still inside of woods, I don't get the +1 bonus (the -1 penalty for opponents)? Only if I moved that turn into or through woods?

Also, what does "tactical genius" do?
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NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Re: Forest Ranger, I *believe* you have to expend MP in a woods hex to become harder to hit. This means either moving into one or turning in place.

Tactical Genius lets you re-roll initiative and pick the best of the two rolls. Kind of pointless in this situation now that I think about it, but very helpful in a game where you don't auto-win initiative.
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