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

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

Post by moleymoleymoley »

South is nearly cleaned out, I will jump behind the Ryoken and unload my lasers, hopefully that will put an end to that and we can all pivot north and go to work on the remaining clanners up there.

Risky, he can still hit me with half of his weaponry, but, I've taken down 2 Clan mechs so far, I'm clearly invincible.
moleymoleymoley
Posts: 126
Joined: Mon Dec 03, 2018 10:04 am

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

Post by moleymoleymoley »

I would say a lot of how this turns out hinges upon how the relatively undamaged Lich, Guapo, Awesome and Leraje get on vs the two damaged Mad Cats, and whether destroying them convinces the rest of the Clanners to go home. I'll be heading over to them if I survive this latest encounter.
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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 »

moleymoleymoley wrote: Tue Nov 02, 2021 9:59 am South is nearly cleaned out, I will jump behind the Ryoken and unload my lasers, hopefully that will put an end to that and we can all pivot north and go to work on the remaining clanners up there.

Risky, he can still hit me with half of his weaponry, but, I've taken down 2 Clan mechs so far, I'm clearly invincible.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

"Right. Three, Four, Seven - finish that Ryo... Ryu... goddammit. The designated 55-ton mech. Everyone else, break north. Engage Mad Cats. Stay away from the 100-tonner for now." El Guapo directs, firing PPCs and a gauss slug at one of the Mad Cats. His mech bucks as a large laser slices a large chunk of armor off the left arm while LRMs pepper the Marauder's right side, while El Guapo's PPCs crack open the Mad Cat's center torso armor. The 75-ton mech's heat spikes, indicating an engine hit. LRMs from TheMix fly in from behind, nailing the other Mad Cat and taking out its streak SRM launcher, with Stefan running in from behind as well, firing lasers into the clan mech's thick armor. TheMix glances down at the ammo indicator, noting that he only has one salvo of LRMs left.

"It's actually a Stormcrow." Leraje comments, firing the Black Knight's lasers at the fleeing Mad Cat to the south. "And the 100-tonner is called a Dire Wolf."

"Huh? Targeting computer says... "

"Yeah, but the clanners call them different." Leraje responds.

"Go figure. Kinda like the clan names better." El Guapo trails off.

El Guapo's target blasts the Kurita Archer as the 70-ton mech tries to bleed off heat - the right arm takes major damage, the laser being disabled along with an actuator, while the left foot gets fused by PPC fire as well - the mech drops to a knee. Lich runs in, blasting away with the Griffin's weaponry, exploiting the armor breaches created by El Guapo - a second engine hit really puts the hurt on the clan mech, while the PPC fries a machine gun.

Having taken some major damage without really accomplishing much, the two Mad Cats begin pushing back to the west, one trailing smoke and debris while practically glowing.

An explosion from the northwest signals the end of the Kurita Shadow Hawk as the Daishi finishes the downed mech off. The Kurita Phoenix Hawk disengages from the Elementals and the Loki, successfully avoiding its weapons fire, but a nearby Ryoken slices lasers into the 45-tonner's left arm, disabling it along with a left torso jump jet. The Elementals blast away at a nearby Wolverine instead, which fires at the downed Loki, breaching armor on its other leg.

Moley jumps in behind the southern Ryoken, firing lasers into its back - one laser finds a weak spot in the rear armor, melting off some engine shielding. The hostile mech twists right, firing some lasers at Siljanus while the right-arm weapons swing around and blast a hole in our Thunderbolt's center torso armor. Siljanus' mech absorbs the incoming lasers, returning fire with PPCs - one penetrates the right arm armor, melting the shoulder actuator. Moley's boot comes down on the back of the 55-tonner's leg, cracking an actuator, but the clan mechwarrior stays upright and limps off into the woods to the west.

WestOrEast's Hatamoto-Hi lays into the Mad Cat, severing its left arm entirely, along with the LRM launcher, leaving the 75-ton mech with a single SRM rack. It ducks under Leraje's weapons fire and moves rapidly to escape, although it doesn't work out too well - the damaged hip actuator prevents the mech from moving too fast and it drops to the ground after getting down from the hill.

Overall, it appears that the clanners that aren't fleeing are attempting to rally around the Daishi on top of the hill to the far northwest.

Current battlefield state:
Spoiler:
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Raw data:
Spoiler:
Initiative Phase for Round #15
-------------------
1st Octopus Overlords rolls a 15[11+4].
Clan Smoke Jaguar rolls a 6[6+0].
Wind direction is Northeast.

Archer ARC-2R ID:26 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 6 : succeeds.

Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) passes through a fire. It will generate 2 more heat this round.

Thug THG-11EO ID:69 (1st Octopus Overlords) passes through a fire. It will generate 2 more heat this round.

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

Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 3, rolls 7 : - Direct Blow - hits (using Right Side table) LA
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 11 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is (5+1) = 6; no effect.


     ER Large Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 3, rolls 4 : hits (using Right Side table) LT
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 10 damage to LT.
            3 Armor remaining.


     ER Large Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits (using Right Side table) LA
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 11 damage to LA.
             SECTION DESTROYED.
        8 damage transfers to LT.
            Critical hit on LA. Roll is (2+1) = 3; no effect.
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 8 damage to LT.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on AC/5.
            CRITICAL HIT on AC/5.
            CRITICAL HIT on Jump Jet.


     Medium Pulse Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 1, rolls 9 : - Direct Blow - hits (using Right Side table) RT
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 9 damage to RT.
            2 Armor remaining.


     Medium Pulse Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 1, rolls 8 : - Direct Blow - hits (using Right Side table) RL
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 9 damage to RL.
             SECTION DESTROYED.
        5 damage transfers to RT.
            Critical hit on RL. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Foot.
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 5 damage to RT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is (3+2) = 5; no effect.


     Medium Pulse Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 1, rolls 9 : - Direct Blow - hits (using Right Side table) RT
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 9 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on LRM 5 Ammo (18).
            *** LRM 5 Ammo EXPLODES! 90 DAMAGE! ***
        Pilot of Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) "Connor Quinn" takes 2 damage (3 total hits).
        Pilot of Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) "Connor Quinn" needs a 5 to stay conscious. Rolls 4 : blacks out.

                 >Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
            
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) must make a piloting skill check (landing in light woods).
            Needs 16 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 5 : fails.

                Pilot of Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) "Connor Quinn" takes 5 damage, killing the pilot (6 total hits).
         *** Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) DESTROYED by pilot death! ***
                Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 90 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                89 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 89 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.



Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 5, rolls 8 : - Direct Blow - hits LA
        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 11 damage to LA.
            11 Armor remaining.


     ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 5, rolls 4 : misses


     LRM 20 at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 5, rolls 6 : - Glancing Blow due to Narrow/Low Profile - 9 missile(s) hit (w/ -4 malus).

        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 5 damage to RA.
            2 Armor remaining.

        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 4 damage to RL.
            13 Armor remaining.


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - hits LA
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 11 damage to LA.
             SECTION DESTROYED.
        4 damage transfers to LT.
            Critical hit on LA. Roll is (5+1) = 6; no effect.
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 4 damage to LT.
            2 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 11 : hits LT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 7 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 7 : misses


     LB 10-X AC at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 10 : - Glancing Blow -hits RT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 5 damage to RT.
            6 Armor remaining.


Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER Medium Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 8 : misses


     Streak SRM 6 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 6 : fails to achieve lock.

     ER PPC at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 10, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (ER PPC) + 2 (accidental)] to ignite, rolls 6

Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 5, rolls 9 : - Direct Blow - hits (using Right Side table) RA (critical)
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 16 damage to RA (critical).
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RA. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Medium Laser.
            CRITICAL HIT on Upper Arm.
            Critical hit on RA. Roll is (5+1) = 6; no effect.


     ER PPC at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 5, rolls 7 : hits (using Right Side table) LL
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 15 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.


     Medium Pulse Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits (using Right Side table) RT
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 8 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is (6+1) = 7; no effect.


     Medium Pulse Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 3, rolls 6 : - Direct Blow - hits (using Right Side table) CT
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 8 damage to CT.
            4 Armor remaining.


     Streak SRM 6 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 5, rolls 12 : - Direct Blow - 6 missile(s) hit (using Right Side table).

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to RL.
            24 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to RL.
            22 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to RL.
            20 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to CT.
            2 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to CT.
            0 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to RA.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is (2+2) = 4; no effect.


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits RL
        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 5 damage to RL.
            37 Armor remaining.


     ER Medium Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LA
        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 3 damage to LA.
            14 Armor remaining.


     ER Medium Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 7, rolls 2 : misses


     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits CT
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 5 damage to CT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is (5-2) = 3; no effect.


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar)
     Small Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 7, rolls 9 : 3 troopers hit
        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 3 damage to RA.
            4 Armor remaining.

        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 3 damage to RT.
            12 Armor remaining.

        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 3 damage to LA.
            13 Armor remaining.


     Auto-Rifle (Modern, Generic) at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 7, rolls 5 : misses


Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 5, rolls 10 : - Direct Blow - hits CT
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 11 damage to CT.
            6 Armor remaining.


     ER PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 5, rolls 8 : - Direct Blow - hits CT
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 11 damage to CT.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on CT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.


     Gauss Rifle at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 5, rolls 8 : - Direct Blow - hits LA
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 16 damage to LA.
            3 Armor remaining.


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


     PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     LRM 10 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -3 missile(s) hit (using Right Side table) (w/ -4 malus).

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 3 damage to RA.
            16 Armor remaining.


     LRM 10 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - 8 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RT (critical).
            18 Armor remaining.
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on +Streak SRM 6.

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 3 damage to RL.
            15 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 7 : misses


Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Large Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Rear table) RA
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 4 damage to RA.
            3 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Rear table) CTR (critical)
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 2 damage to CTR (critical).
            1 Armor remaining.
            Critical hit on CT. Roll is (10-2) = 8; 1 location.
            CRITICAL HIT on Engine.


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 3, rolls 11 : - Direct Blow - hits (using Right Side table) RT
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 12 damage to RT.
            2 Armor remaining.


     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 3, rolls 6 : - Direct Blow - hits (using Right Side table) RA
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 11 damage to RA.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Shoulder.


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 7, rolls 3 : misses


Weapons fire for Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 5, rolls 7 : hits (using Left Side table) LA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to LA.
        10 damage transfers to LT.
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to LT.
             SECTION DESTROYED.
        8 damage transfers to CT.
            Critical hit on LT. Roll is 7; no effect.
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 8 damage to CT.
            3 Armor remaining.


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 5, rolls 6 : hits (using Left Side table) RT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to RT.
            13 Armor remaining.


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

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

     ER Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 9, rolls 3 : misses

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

Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits (using Rear Partial cover (horizontal 50%) table) RL
        Mad Cat (Timber Wolf) A ID:12 suffers no damage. (RL behind cover)


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 9 : hits (using Rear Partial cover (horizontal 50%) table) RA
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RA.
            11 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 8 : hits (using Rear Partial cover (horizontal 50%) table) RA
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RA.
            6 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 5 : misses


     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 3 : misses


Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 6, rolls 7 : hits CT
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 15 damage to CT.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Machine Gun.


     ER Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits RA
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 3 damage to RA.
            20 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits LT
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 8 damage to LT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.


     LRM 15 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 6, rolls 7 : 9 missile(s) hit.

        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to RA.
            15 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 4 damage to LA.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits (using Left Side table) LL
        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 2 damage to LL.
            1 Armor remaining.


     SRM 6 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 7, rolls 8 : 4 missile(s) hit (using Left Side table).

        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 2 damage to RA.
            9 Armor remaining.

        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) "Alice Hanl" takes 1 damage (3 total hits).
        Pilot of Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) "Alice Hanl" needs a 7 to stay conscious. Rolls 9 : successful!

        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 2 damage to CT.
            15 Armor remaining.

        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 2 damage to LL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Anti-Personnel Pods (A-Pods).


     AC/5 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 4 : misses

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

Weapons fire for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


Weapons fire for Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords)
     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 10 : - Glancing Blow -hits (using Left Side table) RT
        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 2 damage to RT.
            29 Armor remaining.


     LRM 10 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


     LB 10-X AC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 8, rolls 3 : misses


Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Large Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 5 : misses

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



Marauder MAD-5SO ID:75 (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 7 : succeeds.

Archer ARC-2R ID:26 (1st Octopus Overlords) must make 2 piloting skill roll(s) (leg/foot actuator hit; 40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 2 (40+ damage)); needs 7, rolls 6 : falls.
Archer ARC-2R ID:26 (1st Octopus Overlords) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 ID:32 (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 7 : succeeds.

Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (60+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 3 (60+ damage)); needs 6, rolls 9 : succeeds.

Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [4 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed)].
    Roll #1, (4 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (20+ damage)); needs 7, rolls 8 : succeeds.

Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) 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 10 : succeeds.

Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) 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 11 : succeeds.

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

Physical attacks for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
    Kick (Left leg) at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 6, rolls 6 : - Glancing Blow -hits (using Rear Kick table) LL
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 6 damage to LL.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.


Physical attacks for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
    Kick (Left leg) at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 4, rolls 6 : hits (using Left Side table) RT
        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 11 damage to RT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Machine Gun.


Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) must make 2 piloting skill roll(s) (leg/foot actuator hit; was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 5, rolls 8 : succeeds.
    Roll #2, (4 (Base piloting skill) + 0 (was kicked) - 1 (stable) + 1 (leg/foot actuator hit)); needs 4, rolls 10 : succeeds.

Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 6 heat, sinks 6 heat and is now at 0 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 21 heat, sinks 17 heat and is now at 7 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 33 heat, sinks 30 heat and is now at 6 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 24 heat, sinks 21 heat and is now at 4 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 26 heat, sinks 31 heat and is now at 0 heat.
Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) gains 21 heat, sinks 19 heat and is now at 5 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 32 heat, sinks 28 heat and is now at 4 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 21 heat, sinks 27 heat and is now at 0 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 8 heat, sinks 8 heat and is now at 0 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 3 heat, sinks 10 heat and is now at 2 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 13 heat, sinks 12 heat and is now at 1 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 4 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 15 heat, sinks 10 heat and is now at 8 heat.
LoaderMech SRM6-FLU ID:34 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 48 heat, sinks 44 heat and is now at 6 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 10 heat, sinks 10 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 42 heat, sinks 34 heat and is now at 12 heat.
Adding 5 heat from a fire...
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 25 heat, sinks 26 heat and is now at 3 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 0 heat, sinks 0 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 12 heat, sinks 12 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 44 heat, sinks 40 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 7 heat, sinks 7 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 46 heat, sinks 42 heat and is now at 4 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 21 heat, sinks 20 heat and is now at 4 heat.


End Phase
-------------------

Pilot of Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) "Hazel Lévy" needs a 7 to wake up. Rolls 3 : stays unconscious.

Pilot of Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) "José Morín" needs a 10 to wake up. Rolls 8 : stays unconscious.
Target modifiers:
Mad Cat 3809: +0
Daishi: +2
Mad Cat 3407: +2
Ryoken 2106: +4
Loki: +3/+1 if attacker adjacent
Ryoken 1525: +3
Mad Cat 1733: +2/+0 if attacker adjacent

Objective Update:
Kurita Shadow Hawk destroyed (7/21)
Mad Cat 4010 crippled and withdrawing (13/20)

Status update:
Moley center torso armor breached
TheMix down to one salvo of LRM/10s.
El Guapo at 6 heat, movement down to 3/5
Kurita Phoenix Hawk left arm destroyed (missing a laser and MG), right arm at 3 structure
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

2127 sure looks a lot like 2218. :think:
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Which Mad Cat is the one that's withdrawing? 3407 or 3809?

ALSO - can we label the Ryuken mech as the Hadouken instead?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Isgrimnur wrote: Tue Nov 02, 2021 2:23 pm 2127 sure looks a lot like 2218. :think:
Wow, that's some serious early Alzheimers from me. Didn't realize you still wanted to do that.
Last edited by NickAragua on Tue Nov 02, 2021 2:36 pm, edited 3 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

El Guapo wrote: Tue Nov 02, 2021 2:29 pm Which Mad Cat is the one that's withdrawing? 3407 or 3809?

ALSO - can we label the Ryuken mech as the Hadouken instead?
3809. He'll still be shooting and all that stuff (but not so much due to the 2x engine hits), but if you want to prioritize targets that haven't been "scored", 3407 hasn't yet.

You can try to rename it. Not sure it'll catch, heh.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

Just call me Know-Northing Naimish.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Isgrimnur wrote: Tue Nov 02, 2021 2:34 pm Just call me Know-Northing Naimish.
Since I woofed on your turn, you get a "disable one clan mech's weapons for one turn" bonus.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Let's see...

WestorEast - finish off the Mad Cat in 1733?

Moley and $iljanus - take out the Ryoken in 1525?

Stefan, Lich, Kurita Archer - go after the Mad Cat in 3809?

TheMix, El Guapo, Kurita Awesome - finish off the Mad Cat in 3409? (I'm thinking of jumping in behind him... Nick, how much firepower can the Mad Cat in 3809 bring to bear, since that might open up my back to him?)

Issie and Leraje - looks like you are mostly going to be positioning. Issie, that hill to your left might give you LOS on the Dire Wolf.

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

Post by NickAragua »

TheMix wrote: Tue Nov 02, 2021 2:49 pmhow much firepower can the Mad Cat in 3809 bring to bear, since that might open up my back to him?)
He's still got all his guns (2x large laser, 2x medium laser, 2x LRM/20 with no minimum range, 1x machine gun). He'll probably have to hold some of those due to heat. Still, I wouldn't put my back to him.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Does landing at 4113 put me at disadvantage to hit either Mad Cats?

Also, one of them has literally 3 HP on the center torso left?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Tue Nov 02, 2021 4:06 pm Does landing at 4113 put me at disadvantage to hit either Mad Cats?

Also, one of them has literally 3 HP on the center torso left?
Rear arc for both; crippled one will be in laser short range.

Yep, the crippled one has 3 internal structure left, so a random medium laser will completely core it out.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

>LICH: Jump to 4113, ERPPC and double ERML the shot-up Mad Cat.
>ARC-2R: GM's call


Fun fact: I can fit a Clan LRM-20 on the Griffin while keeping everything else by simple virtue of stripping the FF armor for standard one (and a full 12t of it).
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

I think....

Crusader "THEMIX" >> jump to 3705; facing South; fire at Mad Cat with best odds

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

Post by Leraje »

BL-KNT >> Face NW, fire ErLL x2 and ErPPC @ Timberwolf 3809 or Timberwolf 3407
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

If I have LOS, my Mackie fires again at that Ryoken in 1525
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

Jump to 2214.

Hey, guys! What's going on up here?
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

My H-H will finish off the Mad Cat, stepping into the water to help cool off.

The Kurita P. Hawk will get the hell out of dodge, firing at the Loki as it moves into the woods.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Marauder to 3311. Fire at the 3407 Mad Cat.

Awesome to 2913. Fire at 3407 Mad Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

I'm not sure I should be mixing it up with that ryoken any more with a hole in my chest
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

jump to 2425, fire LRMs at the Ryoken if there's a Chance they'll hit
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Moley pulls back under Siljanus' protection, sending some symbolic LRMs in the Ryoken's direction - thankfully, the clan mech has become distracted by our Mackie instead, firing at it ineffectually. Siljanus' fire is much more effective covering the Ryoken's surrounding woods with coolant fluid and blowing out a shoulder actuator. The Ryoken appears to have had enough and retreats to the west.

Isgrimnur jumps north into the river, landing flawlessly ("this is much easier than trying to get that stupid remote drone into the river"), but is unable to take any shots. He'll need to get closer.

"Aah, that hits the spot." WestOrEast comments, splashing the Hatamoto-Hi into the water and taking a couple of PPC shots at the downed Mad Cat. Steam quickly comes up from the water, along with a whole bunch of boiled fish as the mech's heat sinks do their job, one of the PPCs blasting through the downed enemy mech's right torso armor. The enemy mech attempts to get up but is unable to do so, and stops moving.

The damaged Mad Cat unloads its LRM/20s on the struggling Kurita Archer. The 70-ton mech's right arm goes limp under the onslaught and the right torso section looks like swiss cheese. TheMix continues firing at the offending Mad Cat, sending the last of the Crusader's LRMs and a couple of medium laser blasts at it, pinging the already damaged left torso and otherwise taking some armor off. The mechwarrior's eyes roll as the streak SRMs once again fail to achieve lock. Lich joins the party from behind the Mad Cat, sawing its left arm off with the Griffin's extended-range PPC as the 75-tonner attempts to make its escape through some woods to the northwest.

Stefan circles around the north, losing the Trebuchet's left arm to a long-range LBX slug from a distant Ryoken as he fires at El Guapo's target. El Guapo's Marauder rocks as armor melts off under pulse laser onslaught, the mech informing our mechwarrior that the left leg armor no longer exists as such. El Guapo returns fire, putting a PPC into the Mad Cat's right arm, sending blue heat sink mist spraying out, while the gauss slug severs the left arm at the shoulder. The 75-ton mech staggers, which gives Leraje the opportunity to line up a shot with the Black Knight's extended-range laser and drill the Mad Cat directly through the cockpit, the enemy mech dropping to the ground like a marionette with its strings cut.

To the north, the Kurita medium mechs scatter for the moment, the Phoenix Hawk jumping away to cool off, while the Wolverine and Wolf Trap take mostly ineffectual potshots with longer-range weapons, the Wolf Trap attracting the 100-ton mech's attention with an LRM salvo to the back. The Daishi rotates its arms backwards and blasts a large chunk out of the Wolf Trap's left torso, sending its arm spinning off into the distance - as that particular mech has an XL engine which extends out into said left torso, it also shuts down - unlike with clan mechs, you actually need the whole reactor to run the mech.

"Come, stravags. The rest of my trinary may have been incompetent, but I will destroy you all." comes a transmission over the open frequency. "I understand you call this mech the 'Gray Death' - I will demonstrate why!"

Current battlfield state:
Spoiler:
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Raw data:
Spoiler:
Initiative Phase for Round #16
-------------------
1st Octopus Overlords rolls a 11[7+4].
Clan Smoke Jaguar rolls a 7[7+0].
Wind direction is Northeast.

Thug THG-11EO ID:69 (1st Octopus Overlords) must make a piloting skill check (entering Depth 1 Water).
Needs 2 [3 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.

Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) must make a piloting skill check while moving from hex 2633 to hex 2534 (entering Depth 1 Water).
Needs 2 [3 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 2 : succeeds.


Archer ARC-2R ID:26 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [4 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed) - 2 (careful stand) + 0 (getting up)], rolls 6 : succeeds.


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

Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     LRM 20 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - 12 missile(s) hit (w/ +2 bonus).

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 5 damage to RA.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is (5+1) = 6; no effect.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 5 damage to RA.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RA. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Hand.
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on *LRM 20.
            CRITICAL HIT on *LRM 20.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to LA.
            18 Armor remaining.


     LRM 20 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 11 : - Direct Blow - 12 missile(s) hit (w/ +2 bonus).

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 5 damage to RT.
             SECTION DESTROYED.
        4 damage transfers to CT.
            Critical hit on RT. Roll is (4+1) = 5; no effect.
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 4 damage to CT.
             18 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 5 damage to RL.
            15 Armor remaining.

        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 2 damage to LT.
            7 Armor remaining.


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     LRM 20 at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 12, rolls 8 : misses


     Large Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 11, rolls 4 : misses


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 9, rolls 8 : misses


     ER Large Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 13, rolls 2 : misses


     ER Medium Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 9, rolls 7 : misses


     ER Medium Laser at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 13, rolls 6 : misses


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 9, rolls 7 : misses


     LB 10-X AC at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 11, rolls 12 : hits LA
        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 10 damage to LA.
             SECTION DESTROYED.
        9 damage transfers to LT.
            Critical hit on LA. Roll is 5; no effect.
        Trebuchet TBT-3C ID:110 (1st Octopus Overlords) takes 9 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.


Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 4, rolls 9 : - Direct Blow - hits CT
        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 16 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            19 Armor remaining.


     ER PPC at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 4, rolls 3 : misses


     Medium Pulse Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 2, rolls 11 : - Direct Blow - hits LL
        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 10 damage to LL.
            8 Armor remaining.


     Medium Pulse Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 2, rolls 6 : - Direct Blow - hits LL
        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 8 damage to LL.
            0 Armor remaining.


Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 8, rolls 5 : misses


     ER Large Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 8, rolls 12 : - Direct Blow - hits RL
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 11 damage to RL.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RL. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Upper Leg.


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 7, rolls 6 : misses


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 7, rolls 8 : hits LT
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 7 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
            Critical hit on LT. Roll is 4; no effect.
*** Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) DESTROYED by engine destruction! ***


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 7, rolls 9 : hits LA
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 7 damage to LA.
        7 damage transfers to LT.
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 7 damage to LT.
        7 damage transfers to CT.
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 7 damage to CT.
            0 Armor remaining.


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 7, rolls 5 : misses


     Ultra AC/5 at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 8, rolls 10 :
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 5 damage to RA.
            3 Armor remaining.


     Ultra AC/5 at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 2 damage to LL.
            13 Armor remaining.


Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits LT
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 2 damage to LT.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is (5-2) = 3; no effect.


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 9 : hits RA
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to RA.
            10 Armor remaining.


     LRM 10 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -6 missile(s) hit (w/ -4 malus).

        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to RA.
            5 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 1 damage to RT.
            24 Armor remaining.


     Streak SRM 2 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 5 : fails to achieve lock.

     Streak SRM 2 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 3 : fails to achieve lock.

Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     LRM 10 at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 12, rolls 9 : misses

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

Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 4, rolls 5 : hits (using Left Side table) RA
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 10 damage to RA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.


     Medium Pulse Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 4, rolls 4 : - Glancing Blow -hits (using Left Side table) RT
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 3 damage to RT.
            15 Armor remaining.


     Medium Pulse Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 4, rolls 10 : - Direct Blow - hits (using Left Side table) CT
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 8 damage to CT.
            22 Armor remaining.


     Gauss Rifle at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 4, rolls 8 : - Direct Blow - hits (using Left Side table) LA
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 17 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is (11+1) = 12;LIMB BLOWN OFF Left Arm blown off.


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 4, rolls 7 : - Direct Blow - hits (using Left Side table) RT
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 11 damage to RT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.


     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 4, rolls 11 : - Direct Blow - hits (using Left Side table) LA
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 12 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Shoulder.


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 6 : misses


     ER Large Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits (using Left Side table) HD
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 11 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) DESTROYED by damage! ***
            Critical hit on HD. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Life Support.

         Pilot of Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) "Wirke Prodzinski" is already dead, so no damage is dealt!


     ER PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 9 : hits (using Left Side table) CT
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 10 damage to CT.
            12 Armor remaining.


Weapons fire for Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 8, rolls 10 : hits (using Right Side table) RT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to RT.
            0 Armor remaining.


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


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 9 : 15 missile(s) hit (w/ +2 bonus).

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to CT.
            7 Armor remaining.

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to LA.
        5 damage transfers to LT.
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to LT.
            6 Armor remaining.

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to LA.
        5 damage transfers to LT.
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to LT.
            1 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 8 : misses


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits LL
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 2 damage to LL.
            13 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits HD
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 2 damage to HD.

         Pilot of Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) "Wirke Prodzinski" is already dead, so no damage is dealt!


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 9 : hits RL
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RL.
            10 Armor remaining.


Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 4, rolls 5 : hits (using Rear table) LA
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 15 damage to LA.
             SECTION DESTROYED.
        4 damage transfers to LTR.
            Critical hit on LA. Roll is 7; no effect.
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 4 damage to LTR.
            0 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 4, rolls 9 : - Direct Blow - hits (using Rear table) CTR
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 8 damage to CTR.
            1 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 4, rolls 2 : misses


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 7 : misses


     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits RT
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RT.
            10 Armor remaining.


     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


Weapons fire for Orion ON1-K ID:23 (1st Octopus Overlords)
     LRM 15 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 7 : misses


Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 8, rolls 10 : 9 missile(s) hit (using Left Side table).

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to LT (critical).
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 4 damage to RT.
            6 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 10 : hits RL
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to RL.
            19 Armor remaining.


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     AC/5 at Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar); needs 12, rolls 7 : misses

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

Weapons fire for Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords)
     LB 10-X AC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 8 : misses


     LRM 10 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 11 : 8 missile(s) hit (using Rear table).

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 5 damage to LTR.
            5 Armor remaining.

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 3 damage to LA.
            30 Armor remaining.




Marauder MAD-5SO ID:75 (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 7 : succeeds.

Archer ARC-2R ID:26 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed)].
    Roll #1, (4 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed) + 1 (20+ damage)); needs 6, rolls 8 : succeeds.

Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (40+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 2 (40+ damage)); needs 5, rolls 8 : succeeds.

Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)].
    Roll #1, (4 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (20+ damage)); needs 6, rolls 10 : succeeds.


Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 19 heat, sinks 19 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 4 heat, sinks 4 heat and is now at 0 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 8 heat, sinks 15 heat and is now at 0 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 25 heat, sinks 30 heat and is now at 1 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 20 heat, sinks 21 heat and is now at 3 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 21 heat, sinks 23 heat and is now at 3 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 30 heat, sinks 28 heat and is now at 6 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 12 heat, sinks 10 heat and is now at 2 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 3 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 6 heat, sinks 7 heat and is now at 0 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 5 heat, sinks 10 heat and is now at 3 heat.
LoaderMech SRM6-FLU ID:34 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 42 heat, sinks 44 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 10 heat, sinks 10 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 24 heat, sinks 32 heat and is now at 4 heat.
Adding 5 heat from a fire...
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 6 heat, sinks 9 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 0 heat, sinks 0 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 12 heat, sinks 12 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 23 heat, sinks 23 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 41 heat, sinks 38 heat and is now at 7 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 14 heat, sinks 18 heat and is now at 0 heat.

End Phase
-------------------

Pilot of Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) "Hazel Lévy" needs a 7 to wake up. Rolls 7 : successful!

Pilot of Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) "José Morín" needs a 10 to wake up. Rolls 5 : stays unconscious.
Target modifiers:
Mad Cat 3506: +3
Ryoken 2104: +4
Elementals 2203: +2
Daishi: +2

Objective Update:
Kurita Wolf Trap destroyed (engine kill) (8/21)
Kurita Archer crippled and withdrawing (9/21)
Ryoken 1525 crippled and withdrawing (14/20)
Mad Cat 3407 destroyed (15/20; our kill!)

Status update:
Lich at 6 heat, movement down to 4/6/5
Stefan left arm destroyed, 2 lasers and 1 LRM/15 launcher remaining
Leraje at 6 heat, movement down to 3/5/4
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

NickAragua wrote: Wed Nov 03, 2021 11:17 am
Target modifiers:
Mad Cat 3506: +3
Ryoken 2104: +4
Elementals 2203: +2
Daishi: +2
Are these the only remaining alive and mobile Clan targets left?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

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

Post by El Guapo »

Marauder will move to 3009. Fire at the Daishi unless there's another live target that I have better to hit chances on.

Awesome to 2812. Also fire at the Daishi unless there's a better to hit target available.


Are there any penalties (or do you have to make a PSR) if you're moving through a space with mech rubble?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

El Guapo wrote: Wed Nov 03, 2021 11:53 am Are there any penalties (or do you have to make a PSR) if you're moving through a space with mech rubble?
Nope.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

Keep moving North at best possible movement
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

It'll be nice to be back in the woods. On top of that these woods aren't currently on fire, which is a nice bonus.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Also, with regards to the Kurita Awesome, I'll hold back on firing the PPC in the damaged arm for heat management - only fire if the to hit number is 9 or lower, unless I have the spare heat anyway.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

I like this dire wolf guy
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Out of curiosity, what's the tally for kills so far, in terms of us vs Kuritas?

Especially for the ones that will remain on the battelfield afterwards.

Also, that 3806 Ryoken isn't shooting, is it?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Really we should all bunch up and rush him at the same time, I think there's zero chance of that logistically with play by post (and it would take ages), I'm going to make my way to cover at 1216, ready to jump to the top of the hill and sprinkle the Dire wolf from range with my LRMs because that's about all I can realistically contribute.

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

Post by WestorEast »

The H-H will move north as quickly as possible.

The P. Hawk will keep on firing at the Loki
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

Since all the fun is now to the north…

Mackie moves to 2420 in how ever many turns it takes where I will ponder whether or not to cross the river to eventually engage that annoying Dashi in the north

I assume all enemy forces in the “south” are no longer combat effective and won’t be taking potshots at us as we reposition ourselves?

I also want to say over comms, “I’m sorry Dashi, did you say bad breath?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Wed Nov 03, 2021 1:58 pm Out of curiosity, what's the tally for kills so far, in terms of us vs Kuritas?

Especially for the ones that will remain on the battelfield afterwards.

Also, that 3806 Ryoken isn't shooting, is it?
Of the ones that are definitely down and won't be going anywhere
Man O' War - Kurita Phoenix Hawk
Elementals (crispy): Isgrimnur
Thor: Kurita Archer
Vulture 1619: Kurita Shadow Hawk
Nobori-Nin: Isgrimnur
Ryoken 3806: Leraje (theoretically may wake up and get up on one leg and hop off into the sunset, but it's an 11+ to get up so unlikely)
Mad Cat 3407: Leraje
Black Hawk: Isgrimnur/Lich

The 3806 Ryoken's mechwarrior is still unconscious.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Freaking Kuritas, no shame at all.

How liable is the Ryoken's pilot to wake up? Not very, I hope. Do we even need to roll to hit it when it's completely immobile?

For now,

> LICH: Jump to 3909, ERML x2 the Mad Cat

What would the penalty for LRM-ing the Mad Cat from there be, and how many salvos do I have left?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

TotallyNotEvil wrote: Wed Nov 03, 2021 3:39 pm Freaking Kuritas, no shame at all.

How liable is the Ryoken's pilot to wake up? Not very, I hope. Do we even need to roll to hit it when it's completely immobile?

For now,

> LICH: Jump to 3909, ERML x2 the Mad Cat

What would the penalty for LRM-ing the Mad Cat from there be, and how many salvos do I have left?
Can you hit the Daishi? I think having everyone playing pinata with the Daishi could be productive in terms of generating salvage (would be sweet to salvage the chassis, for one).
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Wed Nov 03, 2021 3:39 pm What would the penalty for LRM-ing the Mad Cat from there be, and how many salvos do I have left?
+2, you've got six shots. PPC will be two hexes short of the Daishi.

Ryoken, you get a -4 to hit it. He's taken 4 hits so far, so he's looking at a 10+.
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