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

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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Kurita Awesome - turn and back up into 3015 (do I have the movement for that?) and fire at the Man O' War. Can I hit him in the back?

Marauder - move to whatever part of the forest gives me the best smoke cover (probably stay in place?) face south, and fire at one of the Loki, Black Hawk, or Elementals depending on what's the easiest to hit after the Black Hawk moves.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

El Guapo wrote: Sun Oct 10, 2021 10:43 am Kurita Awesome - turn and back up into 3015 (do I have the movement for that?) and fire at the Man O' War. Can I hit him in the back?
Not quite enough to back up into hvy woods (2MP to rotate, 3 MP to enter heavy woods).

Rear arcs are a little restricted, and look like this:

Image
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El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

NickAragua wrote:
El Guapo wrote: Sun Oct 10, 2021 10:43 am Kurita Awesome - turn and back up into 3015 (do I have the movement for that?) and fire at the Man O' War. Can I hit him in the back?
Not quite enough to back up into hvy woods (2MP to rotate, 3 MP to enter heavy woods).

Rear arcs are a little restricted, and look like this:

Image
Ok, so the Kurita will go to the forest space that gives it the best defense bonus.

Seems like the Marauder might be able to hit in the back? If so he'll take back shots if he has a decent to hit number.

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moleymoleymoley
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Oh and I want to

trigger my decoy mech
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TheMix levers the Crusader up, moving northwest into some better cover and symbolically firing some LRMs at the Vulture that's targeted him. This throws the clan mechwarrior off enough that the Vulture is unable to scorea ny hits with its pulse lasers. The Kurita BattleMaster to the north moves up to target the hilltop mech, breaching the reverse-legged 60-tonner's right arm armor with laser blasts and a PPC shot, but a Mad Cat runs in behind it and blasts it in the rear with lasers and MGs, lighting off the SRM ammo bin. The mech explodes, sending its left arm spinning off into the distance and the ejection seat into the air while the rest of the hulk collapses.

Isgrimnur jumps north while Siljanus backs up, leaving the Black Hawk without an opening to get at Siljanus, who backs up as well. The lighter enemy mech jumps backwards, snapping off a few shots at WestOrEast instead. Siljanus, however, keeps the targeting reticle on the squat enemy mech, ignoring the SRMs coming from nearby Elementals, while Isgrimnur absorbs pulse lasers and LBX pellets from the Nobori-Nin. Siljanus' shots are still disrupted though, only inflicting symbolic damage.

El Guapo's mech continues informing him about climbing reactor temperatures as our mechwarrior keeps blasting away at the Man O' War attempting its escape. The Man O' War mostly makes it out, only taking a grazing shot to the back of the head from a PPC. And a PPC from the nearby Kurita Awesome to the center torso. A Kurita Phoenix Hawk jumps in as well, adding lasers and machine guns to the incoming firepower, but the mech remains upright. Until the Phoenix Hawk delivers a kick to the assault mech's right leg during an inopportune moment, cracking the hip joint and sending it to the ground.

WestOrEast and Leraje continue hammering the Loki as it tries to move into the woods for some kind of cover, WestOrEast bringing the Hatamoto-Hi's pulse lasers into action while giving one of the PPCs a break - the pulse lasers are less accurate at their maximum range, but will inflict more damage overall. Stefan and Lich join in as well, Lich's cockpit turning into a sauna as the Griffin's weapons put out more heat than even the upgraded double heat sinks can handle. Leraje focuses the Black Knight's large lasers on the Loki, blasting through the center torso armor, the enemy mech's temperature shooting up as its engine shielding is melted away. WestOrEast is unable to fully capitalize on the breach, but still scores several armor hits, and the Loki is in trouble, stumbling to the ground as additional shots from Lich and Stefan come in.

Stefan's Trebuchet eats lasers and a salvo of streak SRMs, but its armor holds up, except for the already breached left arm hanging on by a couple of loose myomer bundles.

Moley runs in behind the Mad Cat to the south, intending to push it into the river while firing LRMs at the Ryoken to the southwest. Said Ryoken blasts our Thunderbolt in the face with an extended range laser as it swings its arm around, making our mechwarrior see stars. WestOrEast takes a gauss slug and a pulse laser from Moley's target Mad Cat, as well as some LRMs, the Hatamoto-Hi's armor holding up, while Moley takes a few pings from the 75-tonner's small pulse laser mounted in an arm reaching backwards. A few nearby Elementals unload SRMs at our Thunderbolt as well, peppering the 65-ton mech's armor. All this prevents Moley from scoring any weapons hits, although he does manage to land a solid kick on the Mad Cat after it avoids his pushing attempts, stripping most of the armor from its left leg.

To the north, the Orion and Crusader team up on the Ryoken that appears to have overreached a little. The clan 55-tonner blasts the Crusader with its lasers, frying the heavy mech's left foot actuator and the leg-mounted SRM launcher (not a big loss on a standard Crusader - it couldn't fire all those guns anyway), while avoiding the Orion's shots. The Ryoken ducks under the Crusader's less-than-effective kick, the foot actuator damage impairing the attack, but catches a boot to the chest from the Orion, exposing its center torso.

Current battlefield state:
Spoiler:
Enlarge Image

Raw firing/heat/melee data:
Spoiler:
Crusader CRD-3LD ID:49 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.


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

Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 3 : misses


     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 9 : hits LL
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 10 damage to LL.
            22 Armor remaining.


     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 4 : misses


     Ultra AC/5 at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 6 : misses


     Ultra AC/5 at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 6 : misses


     LRM 10 at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 8 : 6 missile(s) hit.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 5 damage to RT.
            17 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 1 damage to LA.
            23 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow -hits (using Rear table) LTR
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 5 damage to LTR.
            3 Armor remaining.


     ER Large Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 6, rolls 10 : - Direct Blow - hits (using Rear table) CTR
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 11 damage to CTR.
            0 Armor remaining.


     ER Medium Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits (using Rear table) LTR
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 8 damage to LTR.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LT. Roll is (4+1) = 5; no effect.


     Medium Pulse Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 4, rolls 9 : - Direct Blow - hits (using Rear table) LTR
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 8 damage to LTR.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
        Pilot of BattleMaster BLR-1G ID:21 (1st Octopus Overlords) "Reinhard Bi" takes 2 damage (3 total hits).
        Pilot of BattleMaster BLR-1G ID:21 (1st Octopus Overlords) "Reinhard Bi" needs a 5 to stay conscious. Rolls 10 : successful!
        Pilot of BattleMaster BLR-1G ID:21 (1st Octopus Overlords) "Reinhard Bi" needs a 7 to stay conscious. Rolls 5 : blacks out.

                 >BattleMaster BLR-1G ID:21 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
            
BattleMaster BLR-1G ID:21 (1st Octopus Overlords) must make a piloting skill check (landing in clear terrain).
            Needs 5 [3 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
         *** BattleMaster BLR-1G ID:21 (1st Octopus Overlords) DESTROYED by ejection! ***
                BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 180 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                175 damage transfers to CT.
                    Critical hit on LT.         Roll is 7;         no effect.
                BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 175 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 4;         no effect.

            Location has no more hittable critical slots.


     Machine Gun at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Rear table) CTR
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 2 damage to CTR.


     Machine Gun at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 6, rolls 2 : misses
        Checking for accidental fire; needs 3 or below, rolls 12 : no fire..

Weapons fire for Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar)
     ER Large Laser at Crusader CRD-3R ID:28 (1st Octopus Overlords); needs 6, rolls 12 : - Direct Blow - hits LL
        Crusader CRD-3R ID:28 (1st Octopus Overlords) takes 12 damage to LL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LL. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on +SRM 6.


     ER Large Laser at Crusader CRD-3R ID:28 (1st Octopus Overlords); needs 6, rolls 5 : misses


     ER Medium Laser at Crusader CRD-3R ID:28 (1st Octopus Overlords); needs 6, rolls 4 : misses


     ER Medium Laser at Crusader CRD-3R ID:28 (1st Octopus Overlords); needs 6, rolls 7 : hits RL
        Crusader CRD-3R ID:28 (1st Octopus Overlords) takes 7 damage to RL.
            14 Armor remaining.


     ER Medium Laser at Crusader CRD-3R ID:28 (1st Octopus Overlords); needs 6, rolls 5 : misses


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 10, rolls 9 : misses

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

     Medium Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 12, rolls 3 : misses

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

Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits LL
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 3 damage to LL.
            15 Armor remaining.


     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 6, rolls 4 : misses

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

     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 6, rolls 7 : - Glancing Blow due to Narrow/Low Profile - hits CT
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 3 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            32 Armor remaining.


     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 6, rolls 2 : misses

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

     Streak SRM 6 at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - 6 missile(s) hit.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RT.
            15 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RA.
            20 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to LA.
            20 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT.
            30 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to LL.
            11 Armor remaining.


     ER Small Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 11, rolls 3 : misses


Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 9, rolls 5 : misses


     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits RT
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 3 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 6.
            10 Armor remaining.


     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 9, rolls 8 : misses


     Streak SRM 6 at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 8 : fails to achieve lock.

     Machine Gun at LoaderMech LL-FLU ID:39 (1st Octopus Overlords); needs 12, rolls 10 : misses
        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

     Machine Gun at LoaderMech LL-FLU ID:39 (1st Octopus Overlords); needs 12, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     LRM 10 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 11, rolls 7 : misses


     LRM 10 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 11, rolls 10 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     Large Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 7, rolls 2 : misses

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

     Large Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 7, rolls 5 : misses

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

     Medium Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 7, rolls 6 : misses

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

Weapons fire for Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar)
     ER Medium Laser at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 7, rolls 9 : hits (using Left Side table) LT
        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 7 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 4.
            6 Armor remaining.


     ER Medium Laser at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 7, rolls 3 : misses

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

     ER Medium Laser at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 7, rolls 5 : misses

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

     Streak SRM 6 at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -6 missile(s) hit (using Left Side table).

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            22 Armor remaining.

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            20 Armor remaining.

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to LA.
             1 Internal Structure remaining.
            Critical hit on LA. Roll is (6-2) = 4; no effect.

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to LL.
            12 Armor remaining.

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to LL.
            10 Armor remaining.

        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 2 damage to RT.
            9 Armor remaining.


     Machine Gun at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 12, rolls 9 : misses
        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

     Machine Gun at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 12, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar)
     LB 5-X AC at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LT
        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 2 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            2 Armor remaining.


     SRM 6 at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Right Side table) HD
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 5; no effect.

        Pilot of Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) "Lieutenant SG Daniel "Moley Mk II" Adedapo" takes 1 damage (1 total hits).
        Pilot of Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) "Lieutenant SG Daniel "Moley Mk II" Adedapo" needs a 3 to stay conscious. Rolls 6 : successful!


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow -hits (using Right Side table) LT
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 3 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 2.
            21 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     Large Pulse Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits RL
        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 11 damage to RL.
            23 Armor remaining.


     LRM 10 ((Clan) Artemis-capable ammo) at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 7, rolls 9 : 8 missile(s) hit (w/ +2 bonus).

        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 5 damage to CT.
            17 Armor remaining.

        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 3 damage to LL.
            31 Armor remaining.


     Gauss Rifle at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits RA
        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 7 damage to RA.
            19 Armor remaining.


     SRM 4 ((Clan) Artemis-capable ammo) at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 11, rolls 8 : misses


     Small Pulse Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - hits CT
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 4 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            16 Armor remaining.


Weapons fire for Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar)
     Small Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - 1 troopers hit (using Left Side table)
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 4 damage to RT.
            13 Armor remaining.


     SRM 2 at Orion ON1-K ID:23 (1st Octopus Overlords); needs 3, rolls 9 : - Direct Blow - 8 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to LL.
            20 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to RT.
            11 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to CT.
            19 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to LA.
            21 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to CT.
            17 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to LL.
            18 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to LA.
            19 Armor remaining.

        Orion ON1-K ID:23 (1st Octopus Overlords) takes 2 damage to LA.
            17 Armor remaining.


     Auto-Rifle (Modern, Generic) at Orion ON1-K ID:23 (1st Octopus Overlords); needs 7, rolls 3 : misses


Weapons fire for Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar)
     SRM 2 at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 5, rolls 11 : - Direct Blow - 6 missile(s) hit (w/ +4 bonus).

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to CT.
            41 Armor remaining.

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to CT.
            39 Armor remaining.

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to CT.
            37 Armor remaining.

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to LA.
            17 Armor remaining.

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to LL.
            22 Armor remaining.

        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 2 damage to LT.
            20 Armor remaining.


     Small Laser at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 3, rolls 7 : - Direct Blow - 3 troopers hit (using Left Side table)
        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 4 damage to RL (critical).
            0 Armor remaining.
            Critical hit on RL. Roll is (2+1) = 3; no effect.

        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 4 damage to RT.
            0 Armor remaining.

        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 4 damage to RA.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Medium Laser.


     Auto-Rifle (Modern, Generic) at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 3, rolls 9 : - Direct Blow - 3 troopers hit (using Left Side table), causing 2 damage.
        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 2 damage to LT.
            0 Armor remaining.


Weapons fire for Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar)
     SRM 2 at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 10, rolls 10 : - Glancing Blow -4 missile(s) hit (using Left Side table) (w/ -4 malus).

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to CT.
            14 Armor remaining.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to RT.
            22 Armor remaining.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to LL.
            27 Armor remaining.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to CT.
            12 Armor remaining.


     Auto-Rifle (Modern, Generic) at LoaderMech LRM5-FLU ID:194 (1st Octopus Overlords); needs 8, rolls 7 : misses


     Small Laser at LoaderMech LRM5-FLU ID:194 (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar)
     ER PPC at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 12, rolls 8 : misses


Weapons fire for Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar)
     Medium Pulse Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 7, rolls 8 : hits LA
        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 7 damage to LA.
            19 Armor remaining.


     Medium Pulse Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 7, rolls 11 : - Direct Blow - hits LA
        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 8 damage to LA.
            11 Armor remaining.


     LB 10-X AC (Cluster ammo) at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 10 : 6 pellet(s) hit.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 5.
            24 Armor remaining.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            23 Armor remaining.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to LA.
            10 Armor remaining.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to RL.
            33 Armor remaining.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to LA.
            9 Armor remaining.

        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to RA.
            25 Armor remaining.


Weapons fire for Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar)
     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 6 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 7 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 10 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 7 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 8 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 7 : misses


     ER Medium Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 12, rolls 5 : misses


Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 4 : misses


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 5 : misses


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 5 : misses


     LRM 10 at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 7, rolls 5 : misses


     ER PPC at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits (using Rear table) HD
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) "Senen Simbolon" takes 1 damage (1 total hits).
        Pilot of Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) "Senen Simbolon" needs a 3 to stay conscious. Rolls 8 : successful!


     Gauss Rifle at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 7, rolls 2 : misses


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 8, rolls 4 : misses

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

     PPC at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits CT
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to CT.
            7 Armor remaining.


     Gauss Rifle at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 10, rolls 4 : misses


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 5, rolls 6 : hits CT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 10 damage to CT.
            0 Armor remaining.


     ER Large Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 5, rolls 9 : - Direct Blow - hits CT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 11 damage to CT.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.


     ER PPC at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 5, rolls 6 : hits RA
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 10 damage to RA.
            1 Armor remaining.


Weapons fire for Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords)
     Medium Pulse Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 4 : misses

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

     Medium Pulse Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 8 : hits LT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 6 damage to LT.
            6 Armor remaining.


     Medium Pulse Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 9 : hits RT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 6 damage to RT.
            8 Armor remaining.


     Medium Pulse Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 9 : hits RT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 6 damage to RT.
            2 Armor remaining.


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 6, rolls 10 : - Direct Blow - hits CT
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 6 damage to CT.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is (6+1) = 7; no effect.


     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 6, rolls 5 : misses

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

     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 5, rolls 3 : misses

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

     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 5, rolls 11 : - Direct Blow - hits LA
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 7 damage to LA.
            4 Armor remaining.


     LRM 15 (Artemis-capable ammo) at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 9, rolls 8 : misses

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

Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits RL
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 7 damage to RL.
            8 Armor remaining.


     ER Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 6 : misses

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

     ER Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 3 : misses

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

     LRM 15 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 7, rolls 6 : misses

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

Weapons fire for BattleMaster BLR-1G ID:21 (1st Octopus Overlords)
     Medium Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 8, rolls 6 : misses


     Medium Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


     PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 6, rolls 11 : - Direct Blow - hits RA
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 11 damage to RA.
            5 Armor remaining.


     Medium Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits RA
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 6 damage to RA.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RA. Roll is (6+1) = 7; no effect.


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 4 : misses


     PPC at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits (using Right Side table) CT
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 5 damage to CT.
            23 Armor remaining.


     PPC at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 3 : misses


Weapons fire for Orion ON1-K ID:23 (1st Octopus Overlords)
     AC/10 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

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

     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 2 : misses

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

     SRM 4 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 3 : misses

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

Weapons fire for Crusader CRD-3R ID:28 (1st Octopus Overlords)
     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 4 : misses

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

     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 10 : hits LL
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 5 damage to LL.
            19 Armor remaining.


     Machine Gun at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

     Machine Gun at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 10 : hits RL
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 2 damage to RL.
            22 Armor remaining.


     SRM 6 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 8, rolls 5 : misses

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

Weapons fire for Marauder MAD-3R ID:24 (1st Octopus Overlords)
     PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 4 : misses

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

     PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 8 : misses

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

Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 11, rolls 9 : misses

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

Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     Large Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 10 : - Direct Blow - hits LL
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 9 damage to LL.
            14 Armor remaining.


     LRM 15 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -5 missile(s) hit (w/ -4 malus).

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            11 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 3 : misses


     SRM 2 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 3 : misses


     AC/5 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 5 : misses


     SRM 6 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


Weapons fire for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
     AC/5 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 4 : misses


     LRM 5 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 11 : 1 missile(s) hit.

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 1 damage to RT.
            15 Armor remaining.


Weapons fire for Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 12, rolls 7 : misses

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

     LB 10-X AC (Cluster ammo) at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 9, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [9 (LB 10-X AC) + 2 (accidental)] to ignite, rolls 6

Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Medium Laser at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 12 : - Direct Blow - hits (using Rear table) RL
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 6 damage to RL.
            4 Armor remaining.


     Machine Gun at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 6 : misses

     Medium Laser at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits (using Rear table) LL
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 2 damage to LL.
            7 Armor remaining.


     Machine Gun at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 9, rolls 2 : misses

Weapons fire for Thug THG-11EO ID:69 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


     SRM 6 at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 12, rolls 4 : misses




Thug THG-11EO ID:69 (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 8 : succeeds.

Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 1 (20+ damage)); needs 3, rolls 12 : succeeds.

Hatamoto-Hi HTM-27U ID:103 (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 11 : succeeds.

Orion ON1-K ID:23 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 6 : succeeds.

Crusader CRD-3R ID:28 (1st Octopus Overlords) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit)); needs 6, rolls 7 : succeeds.

Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (60+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (60+ damage)); needs 7, rolls 2 : falls.
     Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) falls on its right side, suffering 7 damage.
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 5 damage to LT.
            1 Armor remaining.
        Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) takes 2 damage to LA.
            2 Armor remaining.

Pilot of Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) "Hung Talenti" must roll 7 to avoid damage; rolls 6 : fails.
        Pilot of Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) "Hung Talenti" takes 1 damage (2 total hits).
        Pilot of Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) "Hung Talenti" needs a 5 to stay conscious. Rolls 6 : successful!


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

Physical attacks for Orion ON1-K ID:23 (1st Octopus Overlords)
    Kick (Left leg) at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 7, rolls 8 : hits (using Punch table) CT
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 15 damage to CT.
            0 Armor remaining.


Physical attacks for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
    Kick (Left leg) at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 4, rolls 5 : hits (using Rear Kick table) LL
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 13 damage to LL.
            5 Armor remaining.


Physical attacks for Crusader CRD-3R ID:28 (1st Octopus Overlords)
    Kick (Right leg) at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 8, rolls 5 : misses.

Physical attacks for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
    Kick (Left leg) at Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar); needs 6, rolls 8 : hits (using Rear Kick table) RL
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 9 damage to RL.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.


Crusader CRD-3R ID:28 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed) + 0 (missed a kick)); needs 6, rolls 6 : succeeds.

Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) - 1 (stable)); needs 3, rolls 8 : succeeds.

Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) must make 2 piloting skill roll(s) (hip actuator hit; was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (hip actuator hit) + 0 (was kicked)); needs 6, rolls 4 : falls.
     Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) falls on its right side, suffering 8 damage.
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 5 damage to CT (critical).
            18 Armor remaining.
            Critical hit on CT. Roll is 3; no effect.
        Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) takes 3 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 4; no effect.

Pilot of Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) "Senen Simbolon" must roll 6 to avoid damage; rolls 9 : succeeds.


Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 5 : succeeds.

Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 16 heat, sinks 20 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 28 heat, sinks 28 heat and is now at 1 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 15 heat, sinks 17 heat and is now at 2 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 32 heat, sinks 30 heat and is now at 6 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 22 heat, sinks 21 heat and is now at 4 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 40 heat, sinks 34 heat and is now at 6 heat.
Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) gains 17 heat, sinks 19 heat and is now at 2 heat.
Trebuchet TBT-3C ID:110 (1st Octopus Overlords) gains 19 heat, sinks 19 heat and is now at 0 heat.
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 35 heat, sinks 28 heat and is now at 7 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 4 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 3 heat.
Marauder MAD-3R ID:24 (1st Octopus Overlords) gains 22 heat, sinks 16 heat and is now at 6 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 6 heat, sinks 10 heat and is now at 2 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 19 heat, sinks 19 heat and is now at 3 heat.
Crusader CRD-3R ID:28 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 5 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 13 heat, sinks 12 heat and is now at 1 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 5 heat, sinks 5 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 7 heat, sinks 9 heat and is now at 0 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 2 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 44 heat, sinks 44 heat and is now at 3 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 3 heat, sinks 10 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 35 heat, sinks 34 heat and is now at 1 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 17 heat, sinks 23 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) gains 8 heat, sinks 8 heat and is now at 0 heat.
Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) gains 25 heat, sinks 25 heat and is now at 0 heat.
Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) gains 18 heat, sinks 20 heat and is now at 1 heat.
Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) gains 26 heat, sinks 26 heat and is now at 5 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 36 heat, sinks 36 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 22 heat, sinks 22 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 35 heat, sinks 38 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 25 heat, sinks 24 heat and is now at 5 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 19 heat, sinks 19 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 16 heat, sinks 20 heat and is now at 0 heat.
Mech Status Update:
Lich: -1 MP due to heat
El Guapo: -1 MP due to heat
Kurita Crusader: -1 MP due to foot actuator damage. Running movement requires PSR with +1 penalty. SRM/6 launcher destroyed.
TheMix: engine hit, +5 heat per turn
Leraje: -1 MP due to heat

Objective update:
2/21 allied units destroyed (+BattleMaster)

Target mods (do not include intervening terrain or attacker mods):
Mad Cat 1933: +2
Ryoken 1730: +3
All Elementals: +4
Black Hawk: +4
Nobori-Nin: +2
Loki 2731: +1
Vulture 1213: +0
Vulture 1212: +3
Loki 1409: +2
Mad Cat 1509: +2
Daishi: +1
Mad Cat 1705: +1
Ryoken 1805: +3
Ryoken 3404: +3
Thor: +4
Man O' War: +3
Last edited by NickAragua on Tue Oct 12, 2021 2:54 pm, edited 3 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

While I ponder other moves, seems worth it to detonate my decoy mech. I notice it's prone but I think I missed where it became prone - are the elementals next to it going after it / "swarming" it?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Pretty sure the Black Hawk lasered one of its legs off. The elementals are ignoring it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

One question - is the space where my Marauder is on fire? Looks like there's some red / pink beneath it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

NickAragua wrote: Tue Oct 12, 2021 2:04 pm Pretty sure the Black Hawk lasered one of its legs off. The elementals are ignoring it.
So they probably won't be next to it when the decoy detonates, then?

Also, I assume no one else on the battlefield is paying attention to it? Seems worth detonating regardless in the hopes that someone is next to it, since I can't imagine spending a turn moving it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

El Guapo wrote: Tue Oct 12, 2021 2:04 pm One question - is the space where my Marauder is on fire? Looks like there's some red / pink beneath it.
Yeah, the fire spread, I believe. And yeah, everyone is basically ignoring your decoy at this point.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

One of these days I'm going to roll exactly average, and it will look mighty impressive.

In other news, our Kurita budies really can't be losing Warhammers and Orions like these, or we will soon find ourselves heavily outnumbered.

The Thor is in position to backstab the Kurita Awesome, don't let that happen.

Guapo, maybe detonate your decoy? Hopefully it hurts those toads right beside it.

Nick, what's the to-hit on the Thor and Man-o-War?

Also, do MP penalties from heat affect jumping? If no, I think I could get within 7 squares of the Loki's rear with no intervening cover, by jumping to 3427, right?

@edit: Also, do we have the fancy helmets that let us split fire? If yes, or if we can do it at a penalty, what is it?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 12, 2021 2:20 pm Nick, what's the to-hit on the Thor and Man-o-War?
Updated the main post: +4 and +3 respectively.

MP penalties from heat do not affect jump MP.

You can split fire at any time, but for secondary targets you get a +1 penalty to your TN. And also the "primary" target has to be in your front arc.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

NickAragua wrote: Tue Oct 12, 2021 2:43 pm
TotallyNotEvil wrote: Tue Oct 12, 2021 2:20 pm Nick, what's the to-hit on the Thor and Man-o-War?
Updated the main post: +4 and +3 respectively.

MP penalties from heat do not affect jump MP.

You can split fire at any time, but for secondary targets you get a +1 penalty to your TN. And also the "primary" target has to be in your front arc.
Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 12, 2021 2:47 pm Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.
I'm including the modifiers for the woods they're in, since there's no way for any of you (except Leraje with the Black Knight's active probe) to ignore those.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

NickAragua wrote: Tue Oct 12, 2021 2:48 pm
TotallyNotEvil wrote: Tue Oct 12, 2021 2:47 pm Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.
I'm including the modifiers for the woods they're in, since there's no way for any of you (except Leraje with the Black Knight's active probe) to ignore those.
Ahh, gotcha.

Is the first health bar their remaining armor, with the second remaining structure?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 12, 2021 2:52 pm Is the first health bar their remaining armor, with the second remaining structure?
Exactly.

Also, some status updates for mech heat and damage effects in the main post.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

I would just like to say that it's nice to see the Clan mechs missing a bit. I was looking at the rolls. They even missed some "easy" ones. I'll take what I can get.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Ok people, we need to start going at it seriously, as we've lost some heavy Kurita metal while barely scratching the clanners, and they've got some scary mechs up there.

Here's what I'm thinking:
DECOYS
Guapo and Isgrimmur could blow decoys, I believe the detonation hits the surrounding squares. Hurt those elementals a bit.

KURITAS

I believe the Crusader and Orion could turn around and alpha the back of the Ryoken, that's a super clean shot. Might need to do a tiny bit of moving to get in the very strict rear firing arc, but that's a golden chance.

Phoenix Hawk should try to finish the Man-O-War with all the guns and more kicking. My Archer will help.

Tbh, we are really quite fucked on this side. They have more mechs, and significantly better ones. We need to start taking their units off the field, and fast.

The Awesome fucked up a bit, ngl. That was a perfect chance to finish off the Man-o-War, now it doesn't have good moves. It has to move around, or it will get deleted from two backstabs. If it were me, I'd trust the hefty armor, get out to 6 squares of the Man-o-War and fire two PPCs from short range into it while avoiding the intervening woods, as there's a free corridor. Nothing's in position to hit your back from the south quite yet.

The Wolverine could Move (not Run) to 1514 I think, facing north, and unload on the back of the 1509 Mad Cat. It's unfortunately the shit Wolverine, so it has zero big guns, but we might get lucky and hit an ML and a couple of SRMs in the same spot. I don't know if the two-level difference would give it protection from the 1212 Vulture, but it needs a miracle to not die regardless.

Hm, the Wolverine looks to be in the rear-hitting arc of the Mad Cat already. I don't think the Shadow Hawk is in position to get to where the Wolverine is, right? One short for jumping, and walking costs... a lot of movement now that I'm mathing it out. I think it could jump 2810 and shot&kick the Thor. I don't expect it to do much, but hey, a lucky kick can happen.

The Wolf Trap is actually pretty good. It's fast and hits hard, but this dense terrain doesn't favor a non-jumping light. It could move way north, to 2003, fire MLs and LB-10 at the 1705 Mad Cat and LRMs at the 1509 one. Hell, it could melee the 1705 Mad Cat, but it's quite possibly die to the Daishi.

The Marauder could probably get into the woods right in front of it and also fire at the 1705 Mad Cat. The idea for it and the Wolf Trap is to keep in short range to hopefully hit something.

Thud I don't know. It's brawling. I'd say it should target either of the Mad Cats. They are close, possibly short-range-for-LL close for the one on 1509 after moving.


OVERLORDS

Isgrimmur, you look like you could move, SRM6x2 + kick the Nobori-Nin at a measly 7+, while maybe PPC-ing the Black Hawk as a secondary target (it's a 10+ if I did the math right, but you have a lot of cooling).

Mix, I believe 1814 is in the rear arc of the 1509 Mad Cat. A fine place to unload everything into.

Moley, you are in a bit of a pickle. I'm pretty sure the Loki in front of you is going to die this turn, but it can still shoot before dying. Maybe play it conservatively and jump to 2829 to help finish it off? Or hey, maybe 2232 while keeping your back to the wall and the many woods, to keep advancing and putting on pressure.

West, Steffan, Leraje, we don't have much to shoot at but that Loki, so let's finally finish it. We should start moving West, we are too far back I think.

I'm going to jump to 3427 and ERPPC the Loki's back from short range, counting on you guys to finish it off. Need to bleed the heat.

Siljannus, you are a crack-shot. Just by moving a bit forward and all your guns have medium range and perfect LOS to the 1730 Ryoken. That'd be hitting on 6s with very big guns.

Guapo, maybe turn around and help Siljannus work on the 1730 Ryoken? The smoke will stop backstabs from the Thor and Man-o-War, and you got an even scarier loadout. I think you could move to behind Siljannus and also be withing medium range of all your big guns.


Nick, what's the Archer's final to hit on the Ryoken at 3404? What would be the easiest targets for its LRMs?


Thoughts? I think we have pretty good odds of taking down the Man-o-War and the southern Loki, and the Nobori-nin isn't long from this world with double SRM6s and an Assault's kick. Moley jumping kind of backwards puts him in position to threaten a backstab on the Mad Cat next round. The 1730 Ryoken might get sufficiently fucked up to run, given the amount of dakka on its way from ace pilots.

Up top, double alphas into the fleeing Ryoken could honestly take it out. Rear armor is thin, there are no woods in the way and the mechs are good.

Black Hawk and Thor are too hard to hit.

The 1509 Mad Cat could blow up too from Mix and the Wolverine hitting its hear, and maybe the Thud. could add something to it as well.

Honestly, a lot could go very right for us this round. We just need dem rolls.
Last edited by TotallyNotEvil on Tue Oct 12, 2021 4:36 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

I have zero problems having my P. hawk jumping up and down on the Man-O-War and it seems that even one or two hits will take it out of the fight for good. And I think it is time to move my H-H west, at the very least to the river. And since the Loki is the only mech in range for most of my guns, it makes sense to fire at it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

I was going to try to make my way to a spot where I could finish off that Black Hawk but didn’t notice that Ryoken lurking by that hill (thanks for pointing it out!) So…

Mackie moves to hex 2824 and fires at Ryoken in hex 1730.

Don’t feel like dying from a thousand cuts from those Elementals in the area so hopefully those decoys can winnow them down a little by blowing themselves up.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

For the Kurita Crusader, it looks like the Ryoken is 6 away. So if it just turns and fires, that's medium range for the 2ML and the one remaining SRM? Is it worth trying to move also? I think getting to short range is probably out? Or could I get it to 3403 with 4 movement? I don't think so. That's 3 for the hexes + 1 for the change in elevation + 1? 2? for the turning? If it turns to the southeast, that would give it some protection from being shot in the back right (looking at the Clan mechs to the west)? If it turned and moved up one or two, that looks like it would make the back more open.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

TotallyNotEvil wrote: Tue Oct 12, 2021 4:20 pm Mix, I believe 1814 is in the rear arc of the 1509 Mad Cat. A fine place to unload everything into.
How much does that leave me open to the two Vultures? My back may not be exposed, but that's a lot of firepower. And my only defense is moving. The tree cover won't matter since they are above me.

So, the question is, is my possibly taking out the Mad Cat (though I only have 2 ML and the Streak SRMs), worth us losing me?

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 12, 2021 4:20 pm Nick, what's the Archer's final to hit on the Ryoken at 3404? What would be the easiest targets for its LRMs?
Looks like 9 or 10+ (4 gunnery + 3 target move mod + 2 range + 1 intervening woods maybe (? the LOS tool is being dumb)). Man O' War is looking like 8+.

Note that Wolverine, Marauder, T-Bolt and Wolf Trap have already moved.

The Shadow Hawk is actually 5/8/3 (because it's a Shadow Hawk), but it can probably get to melee range of the Man O War via ground movement.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Wait, has the northeastern Ryoken not moved yet? If it moves at any further away, I doubt the Kurita Crusader will have any chance to hit.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TheMix wrote: Tue Oct 12, 2021 5:34 pm Wait, has the northeastern Ryoken not moved yet? If it moves at any further away, I doubt the Kurita Crusader will have any chance to hit.
It's moved. No ace this turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

NickAragua wrote: Tue Oct 12, 2021 5:41 pm
TheMix wrote: Tue Oct 12, 2021 5:34 pm Wait, has the northeastern Ryoken not moved yet? If it moves at any further away, I doubt the Kurita Crusader will have any chance to hit.
It's moved. No ace this turn.
Whew. Okay.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

So...

Kurita Crusader > turn and attack Ryoken 3404 *Turning amount and additional positioning as suggested by the numbers for best outcome. :)

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Oh. I just noticed the hill between the K. Crusader and the Clan mechs to the west. That may mean no LOS anyway.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Leraje »

BL-KNT >> 3929, face NW, fire ErLL x2 @ Hellbringer 2731 or Manowar 2812
ON1-K >> 3002, fire @ Stormcrow 3404
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

>LICH: Jump to 3427, ERML x2 on the Loki @2731
>ARC-2R: LRM x1 the Man-o-War
TheMix wrote: Tue Oct 12, 2021 5:28 pm
So, the question is, is my possibly taking out the Mad Cat (though I only have 2 ML and the Streak SRMs), worth us losing me?
Did you lose the LRMs? I thought you only had a head hit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

The info posted at the beginning said the minimum range on LRMs is 7. If I move away to get to 7, then everything else moves to long range.

Edit: Whoops. I was looking at the other Crusader. And may also have been confusing the two when I wrote that post. So I would be at range 7.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

The point still stands somewhat. It's hard for me to gauge, but it feels risky. It'll be me and the wolverine potentially against 4 Clan mechs. And I'm not in great shape.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Yeah, those two vultures without minimum range on LRMs are quite troublesome, you are not in a good spot period.

Don't see many other good maneuvers tho. You still get a woods you are in against the guys on higher levels, just not the ones between you and them.

And you can still shoot under minimum range, it just gets a penalty.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

TotallyNotEvil wrote: Tue Oct 12, 2021 11:48 pm And you can still shoot under minimum range, it just gets a penalty.
Oh. I didn't realize that. Thanks.

What's the range of the Vultures? Should I be considering moving backwards? We need to draw them out from their perches. Though that pretty much guarantees the Wolverine is toast.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

So if my Marauder moves to 3021, the Man O' War and Thor to the north can't hit me?

Also in general, IIRC if a woods "to hit" penalty reaches +3 or greater, then you can't hit the target (absent active probe or the like), right? Does smoke stack with that? Like if you have +2 from woods and +1 from smoke, is the target unhittable?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

El Guapo wrote: Wed Oct 13, 2021 9:48 am So if my Marauder moves to 3021, the Man O' War and Thor to the north can't hit me?

Also in general, IIRC if a woods "to hit" penalty reaches +3 or greater, then you can't hit the target (absent active probe or the like), right? Does smoke stack with that? Like if you have +2 from woods and +1 from smoke, is the target unhittable?
I believe you are correct. They would have to move way down to either east or west of you.

From the initial posts:
Woods between you and your target (not including your hex):
+1 per light woods
+2 per heavy woods

Smoke between you and your target (not including your hex):
+1 per light smoke
+2 per heavy smoke

Mech standing directly behind partial cover (level 1 hill, level 1 building) from attacker on the same level: +1, leg hits negated

3 or more points of woods/smoke *between* you and your target obstructs LOS.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Also from 3021, can I hit the Loki in 2731, or is the hill in 2730 blocking LOS?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

El Guapo wrote: Wed Oct 13, 2021 10:01 am Also from 3021, can I hit the Loki in 2731, or is the hill in 2730 blocking LOS?
I think the answer is yes. From what I posted above (tucked in the middle there):
Mech standing directly behind partial cover (level 1 hill, level 1 building) from attacker on the same level: +1, leg hits negated
There may be a negative for the elevation change, but there is only one level of elevation between you. So you should be able to hit, but any leg hits will not get counted. That's my read, anyway.

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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

I didn’t know my Warhammer decoy was still around! It looks banged up but does it have any ordinance left? And can it move into the water with the intent of either eventually engaging a mech west of the river or drawing fire to attract attention away from TheMix?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

The Vulture LRMs have the same range brackets as regular LRMs (7/14/21) but no minimum range. Their large pulse lasers are 6/14/20 while their medium pulse lasers are 4/8/12.

Smoke does appear to stack with woods for LOS blocking purposes.

No line of site from Thor/Gargoyle to 3021.

There does not appear to be LOS from 3021 to the Loki to the south, either. That line touches the tip of the left woods hex in 2729, so there's technically 3 light woods in the way.
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