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

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NickAragua
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Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Vote Results:
Spoiler:
2x light hovercraft
2x medium hovercraft
air support - air superiority
falcon (we have only one, so we'll devolve to the Pegasus for the next one)
pegasus
The 10th Donegal hovercraft aren't entirely what we would have picked, but we work with what we've got: a Savannah Master mounting two small lasers, a Harasser mounting a pair of medium lasers, a Davion-variant Condor hovertank (this is the stupid one with two AC/2s in the turret and a pair of front-mounted machine guns). However, their command tank is an LTV-4, a heavy but low-profile hovertank armed with a PPC and an SRM/4 launcher. Well, one out of four ain't too bad, right? Still, the Savannah Master and Harasser are lightning fast, so they should be able to hold their own as long as they can avoid any stiff breezes, while the Condor can simply plink away from maximum range and is unlikely to be targeted.

Our Falcon and Pegasus will be plinking away with SRMs, but their effectiveness is predicated on someone being able to score an armor breach.

Leraje looks at the drainage outlet and shakes his head - our mechs can avoid the water just fine, and our hovercraft will zip over it no problem. "Move out, maximum speed. Hovercraft, keep it moving, but stay with us. Keep an eye out for an opportunity to light some fires to block line of sight."
Spoiler:
Enlarge Image
Our aerospace fighters engage the Falcon aerospace fighters way up high, so we *definitely* won't be able to shoot at them this time.

Objectives:
- At least five units must reach the north edge without becoming crippled, including at least two mechs.

Pick your units - you either get one mech or three hovertanks. Once you have done so, place them in the southernmost row, then move. Note that mechs may use "sprint" movement, which is 2x walk MP, but prevents you from firing any weapons.

The regular buildings are all CF 40. The turret-looking buildings are CF 150. All buildings are expendable, but also irrelevant.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Lt. Demesu "Leraje" Jafar
Gunnery/Piloting: 2/3, Terrain Master (Mountaineer), Cluster Hitter, Gunnery Specialization - Energy
Black Knight BL-6b-KNT
75 tons
Movement: 4/6
Heat Sinks: 16 (32)
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
ER PPC - Right Arm - 15 - 10 - 7/14/23
Large Pulse Laser - Left Torso/Right Torso - 10 - 9 - 3/7/10 (+2 to hit)
Medium Laser x4 - Left Arm/Right Arm/Left Torso/Right Torso - 3 - 5 - 3/6/9
Small Laser - Head - 1 - 3 - 1/2/3
Mech Quirks:
Command Mech

Cpl. Karla "Wolf" Mellum
Gunnery/Piloting: 2/3, Terrain Master (Mountaineer), Iron Man
Warhammer WHM-6R (OXL)
70 tons
Movement: 4/6
Heat Sinks: 23
Armor: 216
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC x2 - Left Arm/Right Arm - 10 - 10 - 6/12/18 (min range 3)
Medium Laser x2 - Right Torso, Left Torso - 3 - 5 - 3/6/9
SRM/6 - Right Torso - 4 - 12 (6x2) - 3/6/9 (15 shots)
Small Laser x2 - Right Torso, Left Torso - 1 - 3 - 1/2/3
Machine Gun x2 - Right Torso, Left Torso - 0 - 2 - 1/2/3 (100 shots)
Mech Quirks:
Stable

Pvt. Frederick "Xwraith" Hakim
Gunnery/Piloting: 3/4
Catapult CPLT-C1
65 tons
Movement: 4/6/4
Heat Sinks: 15
Armor: 160 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/15 x2 - Left Arm, Right Arm - 5 - 15 (3x5) - 7/14/21 (16 shots total) (min range 6)
Medium Laser x4 - Left Torso, Right Torso, 2x Center Torso - 3 - 5 - 3/6/9
Mech Quirks:
No/Minimal Arms
Weak Head Armor(1)

Cpl. Kwan-uk Virmani
Gunnery/Piloting: 2/3, Melee Master
Grasshopper GHR-5N
70 tons
Movement: 4/6/4
Heat Sinks: 22
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Torso - 10 - 10 - 6/12/18 (min range 3)
Medium Laser x5 - both arms, torso - 3 - 5 - 3/6/9

Pegasus Scout Hover Tank
Gunnery/Piloting: 2/4
35 tons
Movement: 8/12 (hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Front - 0 - 5 - 3/6/9
SRM/6 x2 - Turret - 0 - 12 (6x2) - 3/6/9 (15 shots)

Falcon Hover Tank
Gunnery/Piloting: 2/4
50 tons
Movement: 9/14 (hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/6 x2 - Turret - 0 - 12 (6x2) - 3/6/9 (15 shots)

Harasser Laser Platform
Gunnery/Piloting: 4/6
50 tons
Movement: 10/15 (hover)
Armor: 24
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - 2x Turret - 0 - 5 - 3/6/9

Savannah Master (SL)
Gunnery/Piloting: 4/5
50 tons
Movement: 13/20 (hover)
Armor: 24
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - 2x Front - 0 - 3 - 1/2/3

Condor Hover Tank (Davion)
Gunnery/Piloting: 3/5
50 tons
Movement: 8/12 (hover)
Armor: 128
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/2 x2 - Turret - 0 - 2 - 8/16/24 (90 shots)
Machine Gun x2 - Front - 0 - 2 - 1/2/3 (200 shots)

LTV-4 Hover Tank
Gunnery/Piloting: 3/5
50 tons
Movement: 7/11 (hover)
Armor: 88
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Turret - 0 - 10 - 6/12/18 (min range 3)
SRM/4 - Turret - 0 - 12 (4x2) - 3/6/9 (25 shots)
Quirks:
Narrow/Low Profile

Special ability and quirk descriptions:
Gunnery Specialization: +1 to hit with weapons of that type
Terrain Master [Mountaineer]: -1 MP cost when moving into a hex results in an elevation change
Iron Man (Woman?): Take only 1 pilot damage from ammo explosions

Command Mech: +1 to initiative
Hyper-Extending Actuators: can flip arms into rear arc
Narrow/Low Profile: being hit by an attack at the target number or target number +1 does half damage
Stable: +1 to PSRs vs physical attacks
No/Minimal Arms: No punching attacks
Weak Head Armor: -1 effective armor
Last edited by NickAragua on Mon Jan 25, 2021 6:38 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Rules refresher:

Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1

Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3
You sprinted: can't fire

Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-9 spaces: +3
10-17 spaces: +4
18+ spaces: +5
Jumped: Extra +1

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

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: +1, leg hits negated

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

A unit may attempt to fire on woods or a building with the intention of setting a fire. Attack is handled normally, then a 2d6 is rolled to see whether you set the fire succesfully. Lasers are better at this than missiles and autocannons.

Hull Down:
costs 2 MP
cannot kick
having partial cover grants an additional +1 penalty to hit hull-down units
costs 2 MP and a PSR to get back up (failure results in remaining hull down)

Entering depth 1 water costs 3MP, and you cannot go into a run
(1MP for movement, 1 MP for changing height, 1 MP for water)

Sprint: move at 2x your walk MP, but take penalties to PSR, are easier to hit and cannot fire weapons.

Mechs can climb/jump down up to two levels, tanks can climb one.

When moving faster than walk/cruise MP, hovertanks must make a piloting skill roll every time they enter a new hex immediately after turning. Failure results in a skid in the direction the hovercraft was moving before the turn (so watch out for walls). This rule also applies to mechs moving along pavement (the gray hexes), although skids cause damage to mechs even if they don't hit a wall.

We are playing using "rapid fire autocannons", which means an autocannon can be rapid-fired, behaving like an Ultra AC, but with a 3/36 chance of jamming and 1/36 chance of the round exploding in the barrel.

Stacking rules:
One mech per hex. Max two allied units per hex.

Pass-through rules:
Can pass through allied units freely.
Cannot pass through hostile units.
Tanks can end movement in same hex as hostile mech.

Heat Chart:
5: -1MP
8: -1 to attack rolls
10: -2MP
13: -2 to attack rolls
14: shutdown check, trivial
15: -3 MP
17: -3 to attack rolls
18: shutdown check, easy
19: ammo explosion check
20: -4 MP
Last edited by NickAragua on Tue Jan 26, 2021 1:40 pm, edited 2 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Black Knight - 0534, sprint forward. My slow jump-less ass needs as much headstart as possible.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Captainwolfer »

Don't have the time or will to actually take part, so I'm just gonna give some advice:
- We need to keep moving north and should not stop for any reason
- On the first turn all mechs should probably sprint. And should stay in a group to maximize firepower, since they all have 4/6 or 4/6/4 movement
- I think it may be best to cut through the comms center, use the building to block LOS
- Likewise, we will want to use the hills to block LOS as much as possible when we get to them
- Hovercraft should probably always move at their max speed to minimize the chance of them getting knocked out

Questions for NickAragua:
1. Can the bridges support the weight of our mechs
2. Where are the clan mechs starting?
The order is- Lady Harrington, and no mercy!
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Captainwolfer wrote: Fri Jan 22, 2021 2:24 pm Questions for NickAragua:
1. Can the bridges support the weight of our mechs
2. Where are the clan mechs starting?
1. Whoops, my bad. They're 120CF, so yes.
2. South edge as well.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

I don't need to be part of this since I just did the Alpha battle, but if we need participants I'd be happy to join and take from whatever the Beta people don't take.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

El Guapo wrote:I don't need to be part of this since I just did the Alpha battle, but if we need participants I'd be happy to join and take from whatever the Beta people don't take.
Same for me. Glad to give others a chance in this battle but happy to crew a hovertank if needed!
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

I'll take Cpl. Kwan-uk Virmani 0534
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Stefan Stirzaker »

Going to have to sit this one out. Going mainly offline for a week due to business trip
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Ok. With five people, unless someone has any objections, we'll do "everyone gets a mech and a hovertank, except one person who gets two hovertanks". Let's try to avoid that last person wind up with the Savannah Master and Harasser, lol.

Remember to do your first move with your deployment.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

I'll take Wolf in the Warhammer. I think we've given others enough opportunity to jump in if they want to. :) I'll start in 0334 and sprint forward. If we are also getting a tank, I'll take the LTV4 Savannah Master (to be kind to the last player), start it in 1434 and run it forward as well.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Xwraith is still available, right? If so I'll take him and a Pegasus.

We have to start right against the south border, right? If so I'll put Xwraith in 0434 and the Pegasus in 1334 and move them both forward maximum speed.

Enlarge Image
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Condor 1534, full speed ahead! Gunners are to de-ass the vehicle and push it for extra acceleration
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

Gimme whatever ammo magnet is left and lets make a run for the border.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

Falcon at 1134 to 0626 facing the road to provide cover. LTV-4 at 1534 to 1523 (if it can end movement in that shrubbery) facing the southern edge to provide cover with the PPC.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Round 1->2:

Our hovercraft zip forward, while our mech lance advances through the abandoned comms center.

Then the clan mechs come lumbering in. Well, "lumbering" isn't the right word, they're, for their mass, very agile. Even the 80 tonner coming in from the southeast with two giant missile racks for arms (it also mounts four lasers in the torso, but that seems less intimidating somehow compared to the extremely large size of the individual missiles in its racks).

It's buddied up with a Loki, the 65-tonner with its two extended-range PPCs, anti-missile system, six-rack streak SRM launcher and extended-range medium lasers. The readout is pretty fuzzy, but the Beagle probe on Leraje's Black Knight cuts through the interference.

To the west is a mech with the chassis of a Catapult, but a pair of Marauder arms sticking out from the torso, pointing multiple lasers our way, mass reading at 75 tons. It's backed up by a smaller 60-ton mech, also with reverse-jointed legs, a torso sloped to the rear, mounting a pair of 20-rack LRMs and dual laser barrels in each arm.

Rounding out the group is a Dragonfly like the one Alpha-Heavy ran into, a 40-ton mech mounting a pair of pulse lasers in the right arm and an SRM/4 in the left, plus a pair of machine guns and an anti-missile system. It's probably the least threatening of the bunch, but the last time we observed it, it was lightning fast and could likely keep up with our hovercraft.

"Holy shit, that thing moves like a Charger." one of the hovertank drivers comments.

"Yeah, like you've ever seen a Charger." comes a wisecrack from the back of the tank.

Raw Data:
Spoiler:

Movement Phase
-------------------

Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1433 to hex 1432 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 8 : succeeds.


Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords) must make a piloting skill check while moving from hex 0531 to hex 0530 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 4 : succeeds.


Condor Heavy Hover Tank (Davion) ID:3 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1524 to hex 1623 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 6 : succeeds.
Battlefield state:
Spoiler:
Enlarge Image
Our aerospace fighters report engaging targets overhead.

The clan mechs advance - the Naga and Loki moving east of the comms facility, probably aiming to cut us off as we come out, while the Mad Cat and Vulture plow forward, with the Dragonfly zipping over the wall on its substantial jump jets.

Movement Modifiers:
Mad Cat, Vulture: +2
Loki, Naga: +3
Dragonfly: +4

Notes:
The Warhammer is at height level 2 currently, so moving off that building to the ground is 3 MP (2 MP for the level change, 1 as usual).

The red area is affected by ECM. If "high-tech electronics" pass through the field, the high tech part stops working (we don't have anything that would be affected by it).

Isgrimnur, looks like you wound up with the Harasser.

Remember that you have to get two mechs over the north edge (but a total of 5 units)

Will update the rules refresher with stacking/pass-through-other-units rules in a sec (seems relevant).
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

BK-KNT to 0622, fire LPLs at Viper (think I have LoS for that). Failing that, engage any other available target.
Condor to 1612, ding some AC2 rounds off Naga
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Leraje wrote: Tue Jan 26, 2021 2:56 pm BK-KNT to 0622, fire LPLs at Viper (think I have LoS for that).
Nope, 0622 doesn't get you LOS to anything. Those walls are height 2 (except for the little turret bits, which are also height 2 but with a building instead of solid concrete).
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

All the walls are height 2? So if xwraith jumps to 0725, there would only be LOS between him and the Dragonfly?

Also, is there any significance to 0724 being grey?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

NickAragua wrote: Tue Jan 26, 2021 3:04 pm
Leraje wrote: Tue Jan 26, 2021 2:56 pm BK-KNT to 0622, fire LPLs at Viper (think I have LoS for that).
Nope, 0622 doesn't get you LOS to anything. Those walls are height 2 (except for the little turret bits, which are also height 2 but with a building instead of solid concrete).
At least that means that they have no LoS to me.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

So let’s move the LTV from 1524 to 1220 and turn and take a shot at that mech that’s in hex 1627 (a “naga”?)

Move the Falcon to 0224 and turn and target the Dragonfly.

Use all possible weapons in both cases.

As the Warboys say in Mad Max Fury Road...WITNESS ME! (Do we have someone on a vehicle playing a kickass guitar with a wall of speakers?)
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

El Guapo wrote: Tue Jan 26, 2021 3:12 pm All the walls are height 2? So if xwraith jumps to 0725, there would only be LOS between him and the Dragonfly?

Also, is there any significance to 0724 being grey?
Yes. From the looks of it, yes, just the Dragonfly. Although you can walk there as well.

As for the grey hexes, I forgot to turn LOS indicators off for the Warhammer, so those are the hexes that aren't in LOS from the Warhammer's current position.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Is there a PSR required if you turn on a road?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

If you turn and then attempt to enter a new hex while running. So, in this case, yes. Pretty sure it'd be 5+: piloting skill 4, +1 because of running.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

Let's kick it into high gear and get my Grasshopper to 0522.

Put the Harasser at 0921 and engage the choicest target of opportunity.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

How much heat is jumping? 1/hex?

I don't love making PSR rolls as failing one would seem like a recipe for a quick death, SO xwraith will jump to 0725 facing south, and fire medium lasers at the Dragonfly up to his heat sink level (if jumping is four heat, might as well fire all four medium lasers, which I think would put him at 1 heat left over).
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Pegasus will zip to 0719, which I believe is out of LOS for everyone. But he'll be around to potentially help out as things move north.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Is it just me or is this situation pretty grim? It's hard to see how we get the mechs away from the Clan mechs.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

Can the Warhammer get to 0226 if it sprints? Will those buildings hold its weight?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Yeah, heat for jumping is 1/hex, with a minimum of 3 heat (which I didn't know until very recently).

Fighting it out will be a little rough, but you may be able to distract the clanners somehow.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Tue Jan 26, 2021 9:56 pm Can the Warhammer get to 0226 if it sprints? Will those buildings hold its weight?
It can get to 0326 with sprinting, although that's just partial cover. The buildings are CF 40, the Warhammer weighs 70 tons, so no.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »


NickAragua wrote:Yeah, heat for jumping is 1/hex, with a minimum of 3 heat (which I didn't know until very recently).

Fighting it out will be a little rough, but you may be able to distract the clanners somehow.
"distract" probably means flirt a bit using a hovercraft and lifting up its skirts.

But the heart of a mech company are its mechs so I'll keep weaving and firing off shots while the mechs get outta Dodge.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by gbasden »

NickAragua wrote: Tue Jan 26, 2021 10:08 pm
gbasden wrote: Tue Jan 26, 2021 9:56 pm Can the Warhammer get to 0226 if it sprints? Will those buildings hold its weight?
It can get to 0326 with sprinting, although that's just partial cover. The buildings are CF 40, the Warhammer weighs 70 tons, so no.
Well, partial cover is better than no cover and moving is better than not moving, so I'll take it. And the poor Savannah Master will just keep heading north and try to get behind cover, like 1509 if it can make it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

gbasden wrote: Tue Jan 26, 2021 11:47 pm Well, partial cover is better than no cover and moving is better than not moving, so I'll take it. And the poor Savannah Master will just keep heading north and try to get behind cover, like 1509 if it can make it.
Turns out that building was height 2, so it would have provided complete cover. Unfortunately, failed PSR = no cover. But hey, prone "bonus" definitely saved your bacon.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Round 2->3

Xwraith hops northeast to engage the Dragonfly, while Isgrimnur and Leraje attempt to get away to the north.

Wolf gets into trouble, slipping on the pavement while trying to sprint out of line of sight and slamming the Warhammer against one of the interior walls before winding up on the ground. Our hovercraft scatter, leaving our mechwarrior to wonder if they're coming back. The Mad Cat opens up at close range with its lasers and machine guns, but fails to penetrate armor.

"The cowardly surats flee before the might of the Falcon's Claws!" comes a taunt over the general channel. "I will destroy this ramshackle Warhammer myself. Mechwarrior Claude, you can take that Grasshopper." The Mad Cat follows through on its stated intent by flaying a ton and a half of armor from all around the Warhammer with its lasers.

"Aff, star commander." comes the response from the Vulture, as it unloads three rapid-fire pulse lasers at the back of our Grasshopper. Despite taking multiple hits to the rear, the Grasshopper's armor somehow holds.

Our hovercraft score a couple of hits, the Falcon briefly brushing its laser over the Dragonfly's center of mass, while the Condor pings an AC/2 round off the Naga.

Xwraith's Catapult eats multiple pulse laser blasts from the smaller mech, as well as some distracting but lightly damaging fireworks from one of its machine guns - as a result, our mechwarrior is unable to land a single laser hit.

The LTV-4 fires off a single PPC blast, which goes wide. The hovertank avoids the searing return fire from the Loki's energy weapons, but is nailed by its streak SRMs, with a couple of extra laser blasts from the Naga added in for good measure. The skirt deflates, leaving the tank on the ground, immobilized.

Raw data:
Spoiler:
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) must make a piloting skill check while moving in hex 0523 (running & turning on pavement).
Needs 3 [3 (Base piloting skill) + 0 (running & turning on pavement)], rolls 9 : succeeds.


LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1423 to hex 1422 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 4 : succeeds.


LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1419 to hex 1320 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 4 : succeeds.


Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1422 to hex 1322 (flanking and turning).
Needs 4 [4 (Base piloting skill) + 0 (flanking and turning)], rolls 7 : succeeds.


Savannah Master Hovercraft (SL) ID:1 (1st Octopus Overlords) must make a piloting skill check while moving from hex 1516 to hex 1515 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 7 : succeeds.


Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make a piloting skill check while moving in hex 0428 (running & turning on pavement).
Needs 4 [3 (Base piloting skill) + 2 (Sprinting) - 1 (running & turning on pavement)], rolls 3 : falls.
Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) falls 0 level(s) into hex 0428
    Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) falls on its left side, suffering 7 damage.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 6.
            18 Armor remaining.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to RL.
            28 Armor remaining.

Pilot of Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) "Corporal Karla Mellum" must roll 4 to avoid damage; rolls 8 : succeeds.

    Skids into hex 0528.
    Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) suffers 4 damage from the skid.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 4 damage to RA.
            18 Armor remaining.

    Skid ends.


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

Weapons fire for Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords)
    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 9, rolls 7 : misses


    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 9, rolls 6 : misses


    Small Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 11, rolls 5 : misses


    Small Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 11, rolls 2 : misses


    Machine Gun at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 11, rolls 10 : misses

    Machine Gun at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 11, rolls 7 : misses

    SRM 6 at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 9, rolls 7 : misses


Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 6 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 3 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 2 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 9 : misses


Weapons fire for Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 9, rolls 9 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits CT
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 1 damage to CT.
            15 Armor remaining.


    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 9, rolls 8 : misses


    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 9, rolls 6 : misses


Weapons fire for Condor Heavy Hover Tank (Davion) ID:3 (1st Octopus Overlords)
    AC/2 at Naga B ID:80 (Beta Trinary); needs 10, rolls 11 : hits CT
        Naga B ID:80 (Beta Trinary) takes 2 damage to CT.
            15 Armor remaining.


    AC/2 at Naga B ID:80 (Beta Trinary); needs 10, rolls 9 : misses


Weapons fire for LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords)
    PPC at Naga B ID:80 (Beta Trinary); needs 10, rolls 7 : misses


    SRM 4 at Naga B ID:80 (Beta Trinary); needs 12, rolls 7 : misses


Weapons fire for Grasshopper GHR-5N ID:98 (1st Octopus Overlords)
    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 10, rolls 4 : misses


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 5, rolls 8 : - Direct Blow - hits LL
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 8 damage to LL.
            10 Armor remaining.


    Medium Pulse Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 5, rolls 8 : - Direct Blow - hits RT
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 8 damage to RT.
            11 Armor remaining.


    SRM 4 at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 7, rolls 5 : misses


    Machine Gun at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 10, rolls 7 : misses

    Machine Gun at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 10, rolls 11 : hits LL
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 2 damage to LL.
            8 Armor remaining.


Weapons fire for Loki (Hellbringer) Prime ID:26 (Beta Trinary)
    ER PPC at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 6 : misses


    ER Medium Laser at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 7 : misses


    ER Medium Laser at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 6 : misses


    Streak SRM 6 at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 10, rolls 12 : 6 missile(s) hit (using Left Side table).

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to LS.
            14 Armor remaining.

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to LS.
            12 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +5 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to TU.
            14 Armor remaining.

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to TU.
            12 Armor remaining.

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to LS.
            10 Armor remaining.

        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 2 damage to RR.
            14 Armor remaining.
            Chance for motive system damage. Roll is 16; (w/ +5 bonus)
             Major damage, vehicle immobile.


Weapons fire for Naga B ID:80 (Beta Trinary)
    ER Medium Laser at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 11 : hits (using Left Side table) TU
        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 7 damage to TU.
            5 Armor remaining.


    ER Medium Laser at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits (using Left Side table) LS
        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 1 damage to LS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +5 bonus)
             Major damage, vehicle immobile.


    ER Medium Laser at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:24 (Beta Trinary)
    Large Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits (using Rear table) CTR
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 11 damage to CTR.
            2 Armor remaining.


    Large Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 6, rolls 5 : misses


    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 6, rolls 11 : - Direct Blow - hits (using Rear table) LTR
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 8 damage to LTR.
            2 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LA.
            17 Armor remaining.


    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits CT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            28 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 7, rolls 11 : - Direct Blow - hits RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RA.
            10 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 7, rolls 9 : hits LA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 7 damage to LA.
            10 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 8, rolls 10 : hits RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to RA.
            8 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 8, rolls 10 : hits LA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to LA.
            8 Armor remaining.


Heat Phase
-------------------
Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) gains 16 heat, sinks 15 heat and is now at 1 heat.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 5 heat, sinks 5 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 2 heat, sinks 2 heat and is now at 0 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 18 heat, sinks 18 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 26 heat, sinks 24 heat and is now at 2 heat.
Loki (Hellbringer) Prime ID:26 (Beta Trinary) gains 31 heat, sinks 26 heat and is now at 5 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 36 heat, sinks 34 heat and is now at 2 heat.
Naga B ID:80 (Beta Trinary) gains 17 heat, sinks 17 heat and is now at 0 heat.
Battelfield State:
Spoiler:
Enlarge Image
The Vulture moves after the Grasshopper, keen on finishing what it started, as our mech's armor alarms blare. The Naga and Loki continue moving up the east, although the Loki's heat system appears to be struggling with the heat load, as that mech has slowed down a little bit. The Dragonfly zips over the north wall of the compound, landing in a small patch of trees.

Air traffic update:
"Got a good piece of him, he's losing altitude."

"Strike-Two, watch your ten, he's coming in!"

"Holy shit, what the hell was that?! Strike Two, you ok?"

"Yeah, floating down."

Unit status:
Grasshopper rear left and rear center torso armor in the red.

Objective update:
LTV-4 immobilized

Movement modifiers:
Mad Cat: +1
Vulture: +2
Dragonfly: +4
Loki: +2
Naga: +3

LTV-4:
[] Order the crew to bail out
[] Order the crew to keep shooting
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

No Harasser action?
It's almost as if people are the problem.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Isgrimnur wrote: Wed Jan 27, 2021 1:13 pm No Harasser action?
No LOS to anything. Those walls are high enough to obscure a mech.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

What walls? What's LOS SE from 0921?
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

LTV-4:
[] Order the crew to bail out
[X] Order the crew to keep shooting

Vehicle commander gets on the comms net:

We may not be able to move but we will not sell our lives cheaply. Get to safety my brothers and live to fight these arrogant bastards. Come for us Clan Dog or Mouse or whatever vermin you call yourselves.

So which mech do I have a better shot at, the Naga or Loki? Hope I can cause some damage before getting lit up.

Move the Falcon to 0718. If I have a shot at that Dragonfly, take it.
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