Let's Play Together: GM'd Battletech via MegaMek X

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$iljanus
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Drillson to 2422 and target the Dragonfly. Gunship to 1418.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

So has the Dragonfly moved already? If so I'll just stay still and fire both PPCs and the Gauss at him.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Vote Results:
Spoiler:
air strike on Loki - almost unanimous
Thud turns the Awesome back to the north, firing PPCs at the entrenched Loki - two bolts fly high while the third hits the hill in front of the enemy mech. Part of the poor aim may be from getting pounded by SRMs from the battle armor to the west.

El Guapo stands still, tracking the Dragonfly with the Marauder's long-range weapons. The gauss round gets lost in the smoke, but the PPC shots hit. One grazes the left leg, while the second hits center of mass. The Dragonfly's heat readings spike massively as its core is laid open.

Which is just as well, since both Fury and Guru miss almost all their shots, except for one of Fury's lasers brushing the light mech's right leg. The enemy mech hops over our Thug's clumsy kick, forcing our mechwarrior to the ground, then pings a few MG rounds off the assault mech's thick armor to little effect.

The Loki comes under fire by our aerospace fighters - its anti-missile system goes to work, knocking a couple of missiles out of the sky as it closes in, but our lasers strike true. The enemy mech fires back, scoring multiple hits on our Shilone, but its AMS is overwhelmed, and the mech disappears in an enormous explosion as one of its ammo bins blows (ironically, the AMS ammo). No ejection seat appears.

The HQ is leveled by fire from the Dragonfly and Black Hawk, while the western-most turret is blown to bits by a retreating Ryoken as one of its LBX slugs penetrates through to an autocannon ammo bin.

Raw data:
Spoiler:
Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) must make a piloting skill check while moving from hex 2019 to hex 2120 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 4 : succeeds.


Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords) must make a piloting skill check while moving from hex 2421 to hex 2422 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 9 : succeeds.

AC/10 Turret (Single) ID:157 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 8 : avoids successfully!
Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords) is on fire. Needs an 8+ to avoid damage, rolls 9 : avoids successfully!

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


Shilone SL-17 ID:126 (1st Octopus Overlords) loses 1 altitude(s) from weapon attack.

Lucifer LCF-R15O ID:71 (1st Octopus Overlords) loses 1 altitude(s) from weapon attack.

Lucifer LCF-R15OA ID:143 (1st Octopus Overlords) loses 1 altitude(s) from weapon attack.

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

Weapons fire for Awesome AWS-8QXL ID:114 (1st Octopus Overlords)
    ER PPC at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 10, rolls 3 : misses


    PPC at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 10, rolls 8 : misses


    PPC at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 10, rolls 12 : hits (using Partial cover (horizontal 50%) table) LL
        Loki (Hellbringer) Prime ID:10 suffers no damage. (LL behind cover)


Weapons fire for Marauder MAD-3RXL ID:115 (1st Octopus Overlords)
    PPC at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 7, rolls 8 : - Glancing Blow due to Narrow/Low Profile - hits LL
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 5 damage to LL.
            12 Armor remaining.


    PPC at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 7, rolls 11 : - Direct Blow - hits CT (critical)
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 11 damage to CT (critical).
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on CT. Roll is (2+1) = 3; no effect.
            Critical hit on CT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


    Gauss Rifle at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 9, rolls 6 : misses


Weapons fire for Thug THG-11EO ID:103 (1st Octopus Overlords)
    PPC at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 11, rolls 6 : misses


    PPC at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 11, rolls 10 : misses


Weapons fire for Guillotine GLT-4LJ ID:124 (1st Octopus Overlords)
    Large Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 6 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 9 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 9 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 10 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits RL
        Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 1 damage to RL.
            18 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 10, rolls 7 : misses


Weapons fire for Shilone SL-17 ID:126 (1st Octopus Overlords)
    Large Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 3, rolls 5 : hits RT
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 8 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 6.
            6 Armor remaining.


    Medium Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 3, rolls 8 : - Direct Blow - hits CT
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 6 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            11 Armor remaining.


    Medium Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 3, rolls 3 : - Glancing Blow -hits LT
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 2 damage to LT.
            12 Armor remaining.


    LRM 20 at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 3, rolls 12 : - Direct Blow - hits.
hits (AMS engaged! Reduced AV by 2).

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to RL.
            10 Armor remaining.

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Loki (Hellbringer) Prime ID:10 (Alpha Trinary) "Tai Trinh" takes 1 damage (1 total hits).
        Pilot of Loki (Hellbringer) Prime ID:10 (Alpha Trinary) "Tai Trinh" needs a 3 to stay conscious. Rolls 8 : successful!


Weapons fire for Lucifer LCF-R15O ID:71 (1st Octopus Overlords)
    Large Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 4 : - Glancing Blow -hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 4 damage to LA.
            7 Armor remaining.


    Large Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 4 : - Glancing Blow -hits RT
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 4 damage to RT.
            2 Armor remaining.


    LRM 15 at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 6, rolls 11 : - Direct Blow - hits.

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to CT (critical).
            6 Armor remaining.
            Critical hit on CT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Anti-Missile System Ammo [Clan] (23).
            *** Anti-Missile System Ammo [Clan] EXPLODES! 46 DAMAGE! ***
                Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 46 damage to CT.
                     SECTION DESTROYED.
        *** Loki (Hellbringer) Prime ID:10 (Alpha Trinary) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 4;         no effect.

        Pilot of Loki (Hellbringer) Prime ID:10 (Alpha Trinary) "Tai Trinh" is already dead, so no damage is dealt!

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 4 damage to RA.
            7 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 6 : hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 3 damage to LA.
            4 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 4 : - Glancing Blow -hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 1 damage to LA.
            3 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 9 : - Direct Blow - hits RT
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 4 damage to RT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is (5+1) = 6; no effect.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 4, rolls 4 : - Glancing Blow -hits RA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 1 damage to RA.
            6 Armor remaining.


Weapons fire for Lucifer LCF-R15OA ID:143 (1st Octopus Overlords)
    Large Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 4 : misses


    Large Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 6 : hits RA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 8 damage to RA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.


    LRM 15 (Artemis-capable ammo) at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 6 : hits.

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to RL.
            5 Armor remaining.

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to LT.
            7 Armor remaining.

        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 2 damage to LT.
            5 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 11 : - Direct Blow - hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 5 damage to LA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on +ER PPC.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 9 : - Direct Blow - hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 4 damage to LA.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is (6+1) = 7; no effect.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 5 : - Glancing Blow -hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 1 damage to LA.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is (7-2) = 5; no effect.


    Small Laser at Loki (Hellbringer) Prime ID:10 (Alpha Trinary); needs 5, rolls 7 : hits LA
        Loki (Hellbringer) Prime ID:10 (Alpha Trinary) takes 3 damage to LA.
             SECTION DESTROYED.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Upper Arm.


Weapons fire for Drillson Heavy Hover Tank (Standard) ID:152 (1st Octopus Overlords)
    Large Laser at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 11, rolls 6 : misses


    LRM 10 at Black Hawk (Nova) D ID:8 (Alpha Trinary); needs 9, rolls 9 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - 3 missile(s) hit (using Left Side table) (w/ -8 malus).

        Black Hawk (Nova) D ID:8 (Alpha Trinary) takes 3 damage to LL.
            15 Armor remaining.


Weapons fire for AC/10 Turret (Single) ID:155 (1st Octopus Overlords)
    AC/10 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 9 : misses


Weapons fire for AC/10 Turret (Single) ID:154 (1st Octopus Overlords)
    AC/10 at Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary); needs 12, rolls 5 : misses


Weapons fire for AC/10 Turret (Single) ID:156 (1st Octopus Overlords)
    AC/10 at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 11, rolls 7 : misses


Weapons fire for Medium Laser Turret (Dual) ID:162 (1st Octopus Overlords)
    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 8, rolls 8 : - Glancing Blow -hits CT
        Ryoken (Stormcrow) C ID:9 (Alpha Trinary) takes 2 damage to CT.
            20 Armor remaining.


Weapons fire for Medium Laser Turret (Dual) ID:159 (1st Octopus Overlords)
    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 7 : misses


    Medium Laser at Ryoken (Stormcrow) C ID:9 (Alpha Trinary); needs 10, rolls 5 : misses


Weapons fire for Black Hawk (Nova) D ID:8 (Alpha Trinary)
    LRM 20 at Hex 1916 of Building #1534 (Collapse) needs 3, rolls 7 : 12 missile(s) hit.

        Hardened Fortress Building #1534 absorbs 12 points of damage.
        
Damage changed to 6 due to building scale.
            6 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            Medium Laser is hit!

    LB 5-X AC at Hex 1916 of Building #1534 (Collapse) needs 1, rolls 10 : hits.

        Hardened Fortress Building #1534 absorbs 5 points of damage.
        
Damage changed to 2 due to building scale.
            4 CF remaining.


Weapons fire for Elemental Battle Armor [Flamer] ID:78 (Alpha Trinary)
    SRM 2 at Awesome AWS-8QXL ID:114 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -4 missile(s) hit (w/ -4 malus).

        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 2 damage to RL.
            31 Armor remaining.

        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 2 damage to CT.
            5 Armor remaining.

        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 2 damage to LT.
            22 Armor remaining.

        Awesome AWS-8QXL ID:114 (1st Octopus Overlords) takes 2 damage to RT.
            22 Armor remaining.


Weapons fire for Dragonfly (Viper) Prime ID:7 (Alpha Trinary)
    Medium Pulse Laser at Hex 1916 of Building #1534 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Hardened Fortress Building #1534 absorbs 7 points of damage.
        
Damage changed to 3 due to building scale.
            1 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            Medium Laser jams!


    Medium Pulse Laser at Hex 1916 of Building #1534 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 3 : hits.

        Hardened Fortress Building #1534 absorbs 7 points of damage.
        
Damage changed to 3 due to building scale.
            0 CF remaining.
         BUILDING DESTROYED


    Machine Gun at Thug THG-11EO ID:103 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits CT
        Thug THG-11EO ID:103 (1st Octopus Overlords) takes 1 damage to CT.
            32 Armor remaining.


    Machine Gun at Thug THG-11EO ID:103 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits RT
        Thug THG-11EO ID:103 (1st Octopus Overlords) takes 1 damage to RT.
            2 Armor remaining.


Weapons fire for Ryoken (Stormcrow) C ID:6 (Alpha Trinary)
    LB 10-X AC at Hex 1117 of Building #1287 (Collapse) needs 4, rolls 11 : hits.

        Hardened Fortress Building #1287 absorbs 10 points of damage.
        
Damage changed to 5 due to building scale.
            30 CF remaining.
        Damage threshold exceeded. Possible critical hit!
            Ammunition explosion! Building #1287 takes 70 damage, reducing its CF to 0.
        *** Medium Laser Turret (Dual) ID:162 (1st Octopus Overlords) DESTROYED by ammo explosion! ***
        *** AC/10 Turret (Single) ID:154 (1st Octopus Overlords) DESTROYED by ammo explosion! ***
         BUILDING DESTROYED


Weapons fire for Ryoken (Stormcrow) C ID:9 (Alpha Trinary)
    LB 10-X AC at Hex 1117 of Building #1287 (Collapse) needs 0, rolls 6 : hits.

        Hardened Fortress Building #1287 absorbs 10 points of damage.
        
Damage changed to 5 due to building scale.
            0 CF remaining.


Weapons fire for Loki (Hellbringer) Prime ID:10 (Alpha Trinary)
    ER PPC at Shilone SL-17 ID:126 (1st Octopus Overlords); needs 3, rolls 3 : - Glancing Blow -hits LWG
        Shilone SL-17 ID:126 (1st Octopus Overlords) takes 7 damage to LWG.
            37 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (7-2) = 5 : no effect.


    ER Medium Laser at Shilone SL-17 ID:126 (1st Octopus Overlords); needs 3, rolls 7 : - Direct Blow - hits RWG
        Shilone SL-17 ID:126 (1st Octopus Overlords) takes 8 damage to RWG.
            36 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (4+1) = 5 : no effect.


    ER Medium Laser at Shilone SL-17 ID:126 (1st Octopus Overlords); needs 3, rolls 5 : hits RWG
        Shilone SL-17 ID:126 (1st Octopus Overlords) takes 7 damage to RWG.
            29 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.


    ER Medium Laser at Shilone SL-17 ID:126 (1st Octopus Overlords); needs 3, rolls 5 : hits NOS
        Shilone SL-17 ID:126 (1st Octopus Overlords) takes 7 damage to NOS.
            48 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.


    Streak SRM 6 at Shilone SL-17 ID:126 (1st Octopus Overlords); needs 6, rolls 5 : fails to achieve lock.

    Machine Gun at Shilone SL-17 ID:126 (1st Octopus Overlords); , the shot is an automatic miss (Target out of range), rolls 6 : misses

    Machine Gun at Shilone SL-17 ID:126 (1st Octopus Overlords); , the shot is an automatic miss (Target out of range), rolls 7 : misses



Building #1287 collapses due to damage.



Building #1534 collapses due to damage.
*** AC/10 Turret (Single) ID:157 (1st Octopus Overlords) DESTROYED by building collapse! ***

*** Medium Laser Turret (Dual) ID:163 (1st Octopus Overlords) DESTROYED by building collapse! ***


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

Physical attacks for Dragonfly (Viper) Prime ID:7 (Alpha Trinary)
    Kick (Left leg) at Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) ID:124; needs 7, rolls 6 : misses.

Physical attacks for Thug THG-11EO ID:103 (1st Octopus Overlords)
    Kick (Left leg) at Dragonfly (Viper) Prime ID:7 (Alpha Trinary) ID:7; needs 11, rolls 9 : misses.

Thug THG-11EO ID:103 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 3 : falls.
Thug THG-11EO ID:103 (1st Octopus Overlords) ID:103 goes back to the hull down position instead of falling to the ground.

Dragonfly (Viper) Prime ID:7 (Alpha Trinary) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 5 : succeeds.

Heat Phase
-------------------
Awesome AWS-8QXL ID:114 (1st Octopus Overlords) gains 36 heat, sinks 33 heat and is now at 3 heat.
Marauder MAD-3RXL ID:115 (1st Octopus Overlords) gains 21 heat, sinks 17 heat and is now at 6 heat.
Thug THG-11EO ID:103 (1st Octopus Overlords) gains 24 heat, sinks 24 heat and is now at 0 heat.
Guillotine GLT-4LJ ID:124 (1st Octopus Overlords) gains 24 heat, sinks 22 heat and is now at 2 heat.
Shilone SL-17 ID:126 (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 0 heat.
Lucifer LCF-R15O ID:71 (1st Octopus Overlords) gains 25 heat, sinks 25 heat and is now at 0 heat.
Lucifer LCF-R15OA ID:143 (1st Octopus Overlords) gains 25 heat, sinks 25 heat and is now at 0 heat.
Dragonfly (Viper) Prime ID:7 (Alpha Trinary) gains 26 heat, sinks 20 heat and is now at 6 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) D ID:8 (Alpha Trinary) gains 8 heat, sinks 8 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:6 (Alpha Trinary) gains 10 heat, sinks 10 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:9 (Alpha Trinary) gains 14 heat, sinks 20 heat and is now at 1 heat.

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

Shilone SL-17 ID:126 (1st Octopus Overlords) must make 1 control roll(s) (damage threshold exceeded).
The base target is 3 [2 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 3, rolls 7 : succeeds.

End Phase
-------------------
Fire at 1916 goes out due to lack of fuel.
Battlefield state:
Spoiler:
Enlarge Image
Objective update:
Loki destroyed (64% hostile force destroyed or crippled, commander destroyed)
Dragonfly crippled (80% hostile force destroyed or crippled)
HQ destroyed

Scenario outcome: victory

The Black Hawk and Dragonfly fire up their jump jets and head north, attempting to disengage, while the Ryoken to the west attempts to do the same without jump jets. The legged Ryoken's mechwarrior fires the escape pod, obviously intending to be picked up by the Elementals nearby.

"Well fought, surats." comes the transmission from one of the clan mechs, the tattooed mechwarrior scowling as sparks and distortion show in the video feed. "We cede the field to you and will cease fire. For now."

We can either let them go, as they appear to be requesting, or not. Current salvage looks like (maybe) a few shot-up suits of battle armor and a legged Ryoken. Refusing and continuing to fire will likely get us an extra Ryoken, but the Dragonfly and Black Hawk are probably going to get away anyway. And also it's unlikely we can expect any mercy in subsequent engagements across this world. Not to mention that the salvage isn't going to us but to our employer.

[] "The hell you do. Cut them down."
[] "See you around, then."

AN: Well, that was unexpectedly decisive, thanks to the critical hit on the Loki's ammo bin and double engine crit on the Dragonfly.
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Zarathud
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Zarathud »

Great shot kid. That’s one in a million.
"If the facts don't fit the theory, change the facts." - Albert Einstein
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“Bad men need nothing more to compass their ends, than that good men should look on and do nothing.” - John Stuart Mill, Inaugural Address Delivered to the University of St Andrews, 2/1/1867
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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

NickAragua wrote: Tue Jan 19, 2021 2:27 pm
[] "The hell you do. Cut them down."
[X] "See you around, then."
Yeah, this seems like an easy call. Can we leave this system now?
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Tue Jan 19, 2021 2:54 pm Can we leave this system now?
Sure, if you want to a) abandon the contract and b) run a warship blockade.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

NickAragua wrote: Tue Jan 19, 2021 3:01 pm
El Guapo wrote: Tue Jan 19, 2021 2:54 pm Can we leave this system now?
Sure, if you want to a) abandon the contract and b) run a warship blockade.
Boooo!!! Mainly because of the warship blockade.

Can we have our company lawyers start researching the Clan honor code and figure out the precise set of requests / demands that we need to make to get them to let us leave?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

Great work aerospace fighters. Those clan mechs and power armour are really next level compared to what we have.

Edit: Oh and let them leave. I'm sure we will be meeting again.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Image

[x] "See you around, then.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

And hey, guess who has two thumbs and hit a mech's engine from range through heavy smoke?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

NickAragua wrote: Tue Jan 19, 2021 2:27 pm [] "The hell you do. Cut them down."
[x] "See you around, then."
No need to antagonize them.

Can we look for Hellbringer's arms and take them home with us? I want those PPCs :P
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Leraje wrote: Tue Jan 19, 2021 6:11 pm
NickAragua wrote: Tue Jan 19, 2021 2:27 pm [] "The hell you do. Cut them down."
[x] "See you around, then."
No need to antagonize them.

Can we look for Hellbringer's arms and take them home with us? I want those PPCs :P
So we can’t moon them as they limp off the field? :obscene-buttsway:
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

Your mech is wearing pants?
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Isgrimnur wrote: Tue Jan 19, 2021 7:13 pm Your mech is wearing pants?
I was a common tank and gunship guy for this battle so we’ll (what’s left of us anyway) be hopping out and mooning as they leave since we’re crazy that way! :horse:
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

$iljanus wrote: Tue Jan 19, 2021 7:16 pm
Isgrimnur wrote: Tue Jan 19, 2021 7:13 pm Your mech is wearing pants?
I was a common tank and gunship guy for this battle so we’ll (what’s left of us anyway) be hopping out and mooning as they leave since we’re crazy that way! :horse:
Than you were pants-less. At least hovers have a kilt (skirt) :P
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Leraje wrote: Tue Jan 19, 2021 7:29 pm
$iljanus wrote: Tue Jan 19, 2021 7:16 pm
Isgrimnur wrote: Tue Jan 19, 2021 7:13 pm Your mech is wearing pants?
I was a common tank and gunship guy for this battle so we’ll (what’s left of us anyway) be hopping out and mooning as they leave since we’re crazy that way! :horse:
Than you were pants-less. At least hovers have a kilt (skirt) :P
Oy that’s awful! But I laughed :lol:
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by AWS260 »

Holy shit, you guys did it.

I knew it you could do it! I never doubted you for a second!
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Zenn7 »

AWS260 wrote: Wed Jan 20, 2021 12:27 am Holy shit, you guys did it.

I knew it you could do it! I never doubted you for a second!
I never doubted you for a single second... it was more like several rounds of battle.

Let them go! Not eager to see how much more damage they can inflict before we finish them.

So, we had a lance, turrets, 3 ASF and some vehicles. They had 5 mechs (a star), 2 ASF (a point?) and 2 squads of elementals (1 point each). Was that their definition of balanced?

I guess with our normal opponents, we usually face hordes of vehicles and outnumbered by the mechs, so maybe that was reasonably balanced by comparison?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

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So on our report to our employer, let's emphasize the "strong victory over technologically advanced opponents" part and downplay the "headquarters destroyed with everyone inside killed" part.

Is there any way we can snag some Clan tech that gets 'forgotten' off the salvage list? At least like an ER PPC or something?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

El Guapo wrote:So on our report to our employer, let's emphasize the "strong victory over technologically advanced opponents" part and downplay the "headquarters destroyed with everyone inside killed" part.

Is there any way we can snag some Clan tech that gets 'forgotten' off the salvage list? At least like an ER PPC or something?
Well if our employers invested in some fire extinguishers maybe things would have turned out a little differently!
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Zenn7 wrote: Wed Jan 20, 2021 1:53 am So, we had a lance, turrets, 3 ASF and some vehicles. They had 5 mechs (a star), 2 ASF (a point?) and 2 squads of elementals (1 point each). Was that their definition of balanced?

I guess with our normal opponents, we usually face hordes of vehicles and outnumbered by the mechs, so maybe that was reasonably balanced by comparison?
BV (Battle Value) is the balancing mechanism, and it works ok as a general guideline as long as the numbers of units are roughly similar. The clan lance had a significant BV edge, but that eroded once we added all the helper units.

Good game everyone. This one was a combination of good pre-battle choices (making the clan ground-bound units come through the swamp/mud really slowed them down and made them easier to hit) and luck (especially on that last turn with the Dragonfly and Loki). The clan guys lucked out by finding your building right away, but there's no way the two remaining guys would have been able to take out two assaults and two heavies, especially with aerospace fighters flying overhead.

Update in main thread, then some decisions re: the next engagement, then we're off to the next round!
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