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

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

Post by TheMix »

Thanks. Then I'll focus on the Mad Cat.

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

Post by WestorEast »

My Kurita P. Hawk will fire on the Mad Cat on 2702.

My H-H will fire on the Mad Cat on 203
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moleymoleymoley
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Jump to 2131 and fire all lasers at the mad cat 2033
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TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Gonna let you decide on both Lich and the Archer, Nick.

Haven't managed anything but kicking the Thor with the big lug.
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Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

If the Black Hawk is not showing signs of giving up, I'm all for finding the best method of persuasion this round. If it is, we can go to 2324 and see if we can pop more Elementals.
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 XII

Post by NickAragua »

TheMix has found his rhythm, continuously firing up the Crusader's jump jets for quick jumps across the river. The Vulture targeting him has given up, which is great, although he only manages to land a couple of SRMs on the legs of the Mad Cat he's targeting. The Kurita Phoenix Hawk continues targeting the same Mad Cat as well, circling around its back and blasting away with lasers and machine guns, slowly wittling armor away. The Phoenix Hawk manages to avoid the Mad Cat's return PPC fire as well.

Isgrimnur and Lich look at each other then drop down to the Black Hawk's position, Isgrimnur sending a flight of SRMs at the downed mech to "surgically detach" its left arm. Lich's mech shakes a little as a pair of Elementals deliver some parting small arms fire, spoiling his aim on the Black Hawk's head. "You little ..." mouths our mechwarrior before joining Isgrimnur in stomping on the smaller clan mech's torso. Engine shielding cracks under the assault, although the mechwarrior manages to wake up and get the mech upright again, preparing to jump away.

Moley jumps south, engaging the Mad Cat in its flank, scoring a couple of laser hits across its armor - the mech complains about heat thresholds, but it's tolerable. WestOrEast's Hatamoto-Hi joins in with PPCs, the Mad Cat ducking under one while the second fries the right shoulder joint - not that critical, since the gauss rifle is already out of ammo. Still, the combined fire brings the Mad Cat down to a knee.

One of El Guapo's PPCs creates a weak spot in the target hilltop Vulture's armor, cracking the engine shielding. The gauss slug spangs off the mech's leg armor, rendering said armor ineffective. Siljanus adds the Mackie's PPCs to the mix as well, one impacting the rather large cockpit directly - it's technically intact, but the mechwarrior inside should be feeling some serious heat. The Kurita Wolverine nearby trips the heavier mech up as well, missing with weapons fire but reaching out with an arm to yank one of its feet - the damaged actuator causes the Vulture to drop to a knee.

Leraje targets a Mad Cat to the north, burning armor off with a laser and a PPC blast. The Kurita Archer targets it as well, the enemy 75-tonner returning fire and forcing said Archer to a knee.

The Kurita Thunderbolt backs up, plastering the Ryoken trying to get behind it in the back and legs with laser fire, although it's a little less effective than the Kurita mechwarrior hoped. Still, a good amount of armor flakes off the 50-ton mech.

The Shadow Hawk and Wolf Trap move to team up on the Daishi, hoping to take it down, but are unable to score any hits, the fire and smoke making targeting the looming 100-ton monster difficult. The Wolf Trap takes some serious return fire, eating multiple large and medium pulse lasers, causing a left torso armor breach.

Current battlefield status:
Spoiler:
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Raw firing/physical/heat data:
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Initiative Phase for Round #12
-------------------
1st Octopus Overlords rolls a 13[9+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 while moving in hex 3713 (moving backwards over an elevation change).
Needs 4 [4 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 7 : succeeds.


Orion ON1-K ID:23 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 4 : succeeds.


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

Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 8 : misses


     Streak SRM 2 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 6 : fails to achieve lock.

     Streak SRM 2 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 11 : 2 missile(s) hit (using Rear table).

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 2 damage to LL.
            15 Armor remaining.

        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 2 damage to RL.
            19 Armor remaining.


     LRM 10 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 2 : misses


     LRM 10 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


Weapons fire for Thug THG-11EO ID:69 (1st Octopus Overlords)
     SRM 6 at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs -1, rolls 4 : 4 missile(s) hit (using Left Side table).

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LA.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on ER Medium Laser.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to CT.
            5 Armor remaining.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LA.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LL.
             8 Internal Structure remaining.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.


     SRM 6 at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs -1, rolls 8 : - Direct Blow - 6 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LL.
             6 Internal Structure remaining.
            Critical hit on LL. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Hip.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LT.
            3 Armor remaining.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LL.
             4 Internal Structure remaining.
            Critical hit on LL. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            Location has no more hittable critical slots.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LA.
             1 Internal Structure remaining.
            Critical hit on LA. Roll is (11+2) = 13;LIMB BLOWN OFF Left Arm blown off.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to LT.
            1 Armor remaining.

        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 2 damage to RA.
            4 Armor remaining.


     PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 10, rolls 6 : misses

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

Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits (using Left Side table) LT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 9 damage to LT.
            4 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 8, rolls 9 : hits (using Left Side table) RA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 5 damage to RA.
            9 Armor remaining.


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


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 6 : misses

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

     ER PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 8 : hits RT
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 10 damage to RT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.


     Gauss Rifle at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits LL
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 7 damage to LL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LL. Roll is (6-2) = 4; no effect.


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 6, rolls 5 : misses

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

     PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 6, rolls 7 : hits HD
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) "Robert Suryanarayanan" takes 1 damage (1 total hits).
        Pilot of Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) "Robert Suryanarayanan" needs a 3 to stay conscious. Rolls 6 : successful!


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 2 : misses

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

     ER Large Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits RL
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to RL.
            24 Armor remaining.


     ER PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits LL
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 5 damage to LL.
            27 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 9, rolls 12 : - Direct Blow - hits RA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 11 damage to RA.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Shoulder.


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


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 6 : misses

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

Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 6, rolls 5 : misses

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

     ER Medium Laser at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 6, rolls 5 : misses

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

     ER Medium Laser at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 6, rolls 8 : hits RT
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 7 damage to RT.
            4 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 12, rolls 6 : misses

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

     PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 12, rolls 7 : misses

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

Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 2 : misses

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

     LRM 20 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 2 : misses

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

Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     Large Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Rear table) LTR
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 4 damage to LTR.
            5 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Rear table) CTR
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to CTR.
            8 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Rear table) RL
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to RL.
            23 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits (using Rear table) RA
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 6 damage to RA.
            12 Armor remaining.


     SRM 2 at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -1 missile(s) hit (using Rear table) (w/ -4 malus).

        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to LTR.
            3 Armor remaining.


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     AC/5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.

     Medium Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 5 : misses

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

     SRM 6 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 7, rolls 6 : misses

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

Weapons fire for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
     AC/5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 10 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) LL
        Daishi (Dire Wolf) Prime ID:1 suffers no damage. (LL behind cover)


     LRM 5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 5 : misses

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

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 7, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.

     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 7, rolls 3 : misses

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

     LB 10-X AC (Cluster ammo) at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 6, rolls 5 : misses

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

Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 6 : misses


     Machine Gun at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 9 : hits (using Rear table) LTR
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 2 damage to LTR.
            5 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 9 : hits (using Rear table) RTR
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 5 damage to RTR.
            2 Armor remaining.


     Machine Gun at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits (using Rear table) RL
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 1 damage to RL.
            18 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 7, rolls 9 : hits CT
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 10 damage to CT.
            7 Armor remaining.


     ER Large Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 7, rolls 9 : hits LT
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 10 damage to LT.
            3 Armor remaining.


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 5, rolls 5 : - Glancing Blow -hits RA
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 3 damage to RA.
            8 Armor remaining.


     Medium Pulse Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 5, rolls 6 : hits LT
        Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) takes 7 damage to LT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.


Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 4 : misses

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

     ER PPC at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 5 : misses

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

Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow -hits CT
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 5 damage to CT.
            24 Armor remaining.


     ER Medium Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 4 : misses

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

     ER Medium Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 2 : misses

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

     Medium Pulse Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 7, rolls 6 : misses

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

     LRM 20 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 6, rolls 8 : 20 missile(s) hit.

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

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

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

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


Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 11, rolls 6 : misses


     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 11, rolls 7 : misses


     Streak SRM 6 at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 12, rolls 9 : fails to achieve lock.

     ER PPC at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar)
     ER PPC at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 7, rolls 6 : misses


     ER Medium Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits (using Right Side table) CT
        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 3 damage to CT.
            7 Armor remaining.


     ER Medium Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 9, rolls 4 : misses


     ER Medium Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 9, rolls 7 : misses


     Streak SRM 6 at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 10, rolls 6 : fails to achieve lock.

Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     LRM 10 ((Clan) Artemis-capable ammo) at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 8, rolls 6 : misses


     SRM 4 ((Clan) Artemis-capable ammo) at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 10, rolls 3 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     LRM 20 at Griffin GRF-3MO ID:186 (1st Octopus Overlords); needs 7, rolls 8 : 12 missile(s) hit.

        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 5 damage to CT (critical).
            17 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.

        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 5 damage to RT.
            15 Armor remaining.

        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 2 damage to LT.
            18 Armor remaining.


     Large Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 6, rolls 7 : hits LT
        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 10 damage to LT.
            3 Armor remaining.


     Medium Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 6, rolls 12 : - Direct Blow - hits RA
        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 9 damage to RA.
            7 Armor remaining.


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - hits (using Rear table) CTR
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 8 damage to CTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


     LB 10-X AC (Cluster ammo) at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 8, rolls 7 : misses

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

     Large Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 6, rolls 7 : hits LL
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 10 damage to LL.
            11 Armor remaining.


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 4 : misses

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

     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 8 : misses

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

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 7 : misses

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

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 10 : misses

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

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 7 : misses

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

Weapons fire for Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar)
     Small Laser at Griffin GRF-3MO ID:186 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - 1 troopers hit (using Rear table)
        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 4 damage to LL.
            15 Armor remaining.


     Auto-Rifle (Modern, Generic) at Griffin GRF-3MO ID:186 (1st Octopus Overlords); needs 3, rolls 6 : - Direct Blow - 2 troopers hit (using Rear table), causing 1 damage.
        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 1 damage to LA.
            17 Armor remaining.




Archer ARC-2R ID:26 (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 4 : falls.
Archer ARC-2R ID:26 (1st Octopus Overlords) goes back to the hull down position instead of falling to the ground.

Wolverine WVR-6R ID:29 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (cramped cockpit)].
    Roll #1, (4 (Base piloting skill) + 1 (cramped cockpit) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.

Wolf Trap (Tora) WFT-1 ID:31 (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 4 : falls.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) goes back to the hull down position instead of falling to the ground.

Mad Cat (Timber Wolf) B ID:11 (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 4 : falls.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.

Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 4 : succeeds.

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

Physical attacks for Thug THG-11EO ID:69 (1st Octopus Overlords)
    Kick (Left leg) at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs -3, rolls 7 : - Direct Blow - hits (using Left Side table) CT
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 17 damage to CT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.


Physical attacks for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
    Kick (Left leg) at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs -4, rolls 2 : hits LA
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 11 damage to LA.
        11 damage transfers to LT.
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 11 damage to LT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.


Physical attacks for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
    Kick (Left leg) at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 6, rolls 6 : - Glancing Blow -hits (using Rear Kick table) RL
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 6 damage to RL.
            17 Armor remaining.


Physical attacks for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
    Punch (Left Arm) at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 5, rolls 9 : - Direct Blow - hits (using Rear Kick table) LL
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 7 damage to LL.
             4 Internal Structure remaining.
            Critical hit on LL. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Foot.



Physical attacks for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
    Kick (Left leg) at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 4, rolls 3 : misses.

Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 4 : succeeds.

Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (leg/foot actuator hit)); needs 4, rolls 3 : falls.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.

Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (was kicked).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (was kicked) - 1 (stable)); needs 2, rolls 2 : succeeds.

Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 25 heat, sinks 20 heat and is now at 5 heat.
Adding 5 heat from a fire...
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 24 heat, sinks 28 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 5 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 32 heat, sinks 30 heat and is now at 7 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 22 heat, sinks 21 heat and is now at 5 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 39 heat, sinks 34 heat and is now at 5 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 7 heat, sinks 7 heat and is now at 0 heat.
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 26 heat, sinks 28 heat and is now at 7 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 0 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 8 heat, sinks 10 heat and is now at 4 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 13 heat, sinks 10 heat and is now at 5 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 20 heat, sinks 15 heat and is now at 6 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 9 heat, sinks 12 heat and is now at 0 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 5 heat, sinks 5 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 8 heat, sinks 10 heat and is now at 2 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.
Adding 5 heat from a fire...
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 39 heat, sinks 44 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 10 heat, sinks 22 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 34 heat, sinks 34 heat and is now at 4 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 26 heat, sinks 26 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 3 heat, sinks 3 heat and is now at 0 heat.
Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) gains 37 heat, sinks 26 heat and is now at 11 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 1 heat, sinks 1 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 9 heat, sinks 9 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 33 heat, sinks 33 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 26 heat, sinks 24 heat and is now at 5 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 18 heat, sinks 20 heat and is now at 3 heat.

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

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

Pilot of Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) "Hanno Korner" needs a 5 to wake up. Rolls 6 : successful!
Target modifiers:
Vulture 1314: +1
Daishi: +1
Ryoken 1601: +3
Loki 2003: +3 (+1 if attacker adjacent)
Mad Cat 3004: +2
Mad Cat 3005: +3
Black Hawk: +1
Ryoken 1631: +3
Mad Cat 1732: +1

Objective update:
Black Hawk crippled and withdrawing (10/20)
Vulture 1314 crippled and withdrawing (11/20)

Status update:
Black Hawk left arm missing
Vulture 1619 no arm, no leg: can't get up, can't fire.
El Guapo at 7 heat: -1 walk MP
Lich at 7 heat: -1 walk MP
Moley at 5 heat: -1 walk MP; center torso 4 armor left
WestOrEast: right torso, 2 armor left; right arm 4 armor left
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

My H-H will move west and fire on either the Mad Cat or the Ryoken, though I'd like it to be the Mad Cat.

The Kurita P. Hawk will circle north and fire on the rear of the Loki, unless it's destroyed by the time I act. Then, keep on firing at those two Mad Cats, with 3004 given priority.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

I think that Kurita Wolf Trap needs to get the hell out of Dodge. I didn't realize that was a 100 ton mech it was going after. But it definitely doesn't want to deal with the Daishi and the Ryoken. At least not until we can get it some help.

Can WestorEast, Moley, $iljanus, Lich, and Isg handle the southern Ryoken, Mad Cat, and Black Hawk (and the 2 remaining elementals)? If so, then we could definitely use Stefan and El Guapo, along with the Kurita Awesome, up north. Maybe helping with the two Mad Cats? Maybe have the Shadow Hawk team with the Wolverine to see if they can put the Vulture out of business? If the Wolf Trap retreats, it might keep the Daishi occupied for a turn or two while we hopefully clear a couple of these other mechs out. Then we can really focus fire.

Actually, I got my Vultures mixed up, I think. Looks like the Wolverine and Shadow Hawk don't have to focus on that one. Is the Vulture at 1619 still a threat?

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

Post by Leraje »

BL-KNT >> Stay put, fire ErLL x2 @ Timberwolf 1732 or Nova 2124, whichever one offers a better odds.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Needed two 6s, rolled two 5s

Image

If the kick wasn't literally impossible to miss (needing a negative four), I'd have critfailled it too.

Mechs left in the field are up for salvage, right? So the first Loki that fleed, for example, isn't on the table, but the immobile Vulture is?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Can I see the mad cat and Ryoken from where I am? Can they see me?

If they can't see me, stay still and fire a heat sensible load (just large laser? Medium lasers?) at the mad cat.

If they can see me, move to 2230 and relax a bit
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Vulture at 1619 is no longer a threat - it's missing an arm and a leg, and is prone.
moleymoleymoley wrote: Thu Oct 28, 2021 8:45 am Can I see the mad cat and Ryoken from where I am? Can they see me?
Yes to both.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

I agree with TheMix that it makes sense to send my Marauder north, but is there any way to get in position where I have LOS to a target in the north? Doesn't seem like it?

Remind me how much movement I get if I sprint?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

El Guapo wrote: Thu Oct 28, 2021 9:54 am I agree with TheMix that it makes sense to send my Marauder north, but is there any way to get in position where I have LOS to a target in the north? Doesn't seem like it?

Remind me how much movement I get if I sprint?
You have long range, right? If so, you should head for the high ground with the Archer. As I discovered, that negates the LOS issues for woods.

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

Post by TheMix »

Question, is it worth having the Wolverine and/or Shadow Hawk go after the Vulture in 1314? It is withdrawing. But I'm fuzzy on whether that means that it may still attack. Plus, if we actually disable it, we'll potentially get salvage. Or are we supposed to "respect" the rules and let it go?

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

Post by NickAragua »

Sprint is 2x walk speed. You're down to 3 for that, so it'd be 6. Getting LOS on anything at ground level would be problematic. You *might* be able to take a pot shot at the Daishi if you book it forward/north as far as you can.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.

In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

TheMix wrote: Thu Oct 28, 2021 10:03 am
El Guapo wrote: Thu Oct 28, 2021 9:54 am I agree with TheMix that it makes sense to send my Marauder north, but is there any way to get in position where I have LOS to a target in the north? Doesn't seem like it?

Remind me how much movement I get if I sprint?
You have long range, right? If so, you should head for the high ground with the Archer. As I discovered, that negates the LOS issues for woods.
How high do you need to get to ignore the woods? The high ground makes sense, but ideally I'd like to be able to only miss one round of firing.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Nick,

What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)

I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.

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

Post by TheMix »

El Guapo wrote: Thu Oct 28, 2021 10:10 am
TheMix wrote: Thu Oct 28, 2021 10:03 am
El Guapo wrote: Thu Oct 28, 2021 9:54 am I agree with TheMix that it makes sense to send my Marauder north, but is there any way to get in position where I have LOS to a target in the north? Doesn't seem like it?

Remind me how much movement I get if I sprint?
You have long range, right? If so, you should head for the high ground with the Archer. As I discovered, that negates the LOS issues for woods.
How high do you need to get to ignore the woods? The high ground makes sense, but ideally I'd like to be able to only miss one round of firing.
That I'm not sure. The Vulture was 3 above me. Though I think the other Vulture was only 2 above me, and still could target.

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

Post by TheMix »

NickAragua wrote: Thu Oct 28, 2021 10:10 am Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.

In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
But it doesn't help us if the Kurita get the salvage. So in that case, we'd definitely rather have them break off and go after the active targets to the north.

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

Post by NickAragua »

Going up to even level 1 lets you ignore woods at level 0, other than what's in the target's hex.
TheMix wrote: Thu Oct 28, 2021 10:13 am What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)

I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
The Ryoken is still "locked on" to the Thunderbolt. The Mad Cats can be targeted from 2504 with some penalties for intervening woods.

Jumping gives you a +3 to the "target number". However, it's a major maneuverability booster, so it's usually worth it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

NickAragua wrote: Thu Oct 28, 2021 10:23 am Going up to even level 1 lets you ignore woods at level 0, other than what's in the target's hex.
TheMix wrote: Thu Oct 28, 2021 10:13 am What are the odds that the Ryoken targets me if I jump to 2504? Or would there be enough interference to block LOS? And from there, would I be able to target one or both of the Mad Cats? (I checked the notes but didn't see anything; what is the benefit(s) from the elevation?)

I also just noticed that the jumping is not helping my to hit numbers. Or heat. But if I don't jump, I think I can't get LOS on anyone, and it makes me easier to hit.
The Ryoken is still "locked on" to the Thunderbolt. The Mad Cats can be targeted from 2504 with some penalties for intervening woods.

Jumping gives you a +3 to the "target number". However, it's a major maneuverability booster, so it's usually worth it.
Thanks. For now that's pretty much how I'm using jumping. I think when a few more mechs join in on the fun, I may settle down and go for hits. Right now I'm just trying to distract, but minimize incoming damage.

So... I think...

Crusader "THEMIX" >> jump to 2504, adjust facing to S/SW as appropriate; target Mad Cat with best chance to hit (looks like maybe 3004)

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

Post by TotallyNotEvil »

NickAragua wrote: Thu Oct 28, 2021 10:10 am Re: salvage (which, of course, will only be a thing if we retain control of the battlefield by winning) - if the Kurita guys score a kill (meaning, fire the kill shot), they'll claim salvage on it. Currently, you'll be able to clearly claim salvage on the Nobori-Nin, as well as the Ryoken to the northeast.

In this particular scenario, nobody's going to give you a hard time for going after "crippled and withdrawing" units.
Should have shot that Loki then.

I think the best play is to take out that "fleeing" Black Hawk then. It's still dangerous, and will likely turn around and shoot while fleeing.

And, of course, to get some sweet salvage.

@edit: Wait, shouldn't we get the prone Vulture as well?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

I was thinking the same thing. There are a number of "out of the fight" mechs. Do we need to "finish them off" to get salvage? Like the Ryoken in 3806.

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

Post by El Guapo »

Marauder will sprint to 3318 Modify if I'm exposing myself to any back fire - maybe torso twist if the 1619 vulture is capable and interested in firing that way. I should be able to run to 3414 and start firing on northern mechs next turn, I believe.

If the Kurita Awesome runs to 2714, can it target the Daishi since it's high up?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

El Guapo wrote: Thu Oct 28, 2021 10:52 am If the Kurita Awesome runs to 2714, can it target the Daishi since it's high up?
I think just barely.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

NickAragua wrote: Thu Oct 28, 2021 11:36 am
El Guapo wrote: Thu Oct 28, 2021 10:52 am If the Kurita Awesome runs to 2714, can it target the Daishi since it's high up?
I think just barely.
Sure, we'll go for that then. Though if there's a better target from there, happy to switch.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

I'm not sure we should be going after fleeing mechs, there's plenty enough mechs on the field to worry about without involving those that are removing themselves.

There will be plenty more opportunities for salvage
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Move to 2230, face south ​and relax a bit

Thin armour and overheating = time for a breather
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

NickAragua wrote: Wed Oct 27, 2021 10:22 pm Isgrimnur and Lich look at each other then drop down to the Black Hawk's position, Isgrimnur sending a flight of SRMs at the downed mech to "surgically detach" its left arm. Lich's mech shakes a little as a pair of Elementals deliver some parting small arms fire, spoiling his aim on the Black Hawk's head. "You little ..." mouths our mechwarrior before joining Isgrimnur in stomping on the smaller clan mech's torso. Engine shielding cracks under the assault, although the mechwarrior manages to wake up and get the mech upright again, preparing to jump away.
Do we have grappling rules available? If not, continued persuasion to give up can continue.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

I'm gonna have to double check, but I think we do.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Yep, we do. Best part about grappling? The grappling units can only make attacks with torso and head-mounted weapons. Guess where all the Black Hawk's guns are?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

W00t! SRM/6s at grapple range!
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 $iljanus »

Kurita Thunderbolt moves to hex 2006 and fires at Loki in hex 2003

Mackie moves to 2421 and fires at any targets that present themselves
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

So, Isgrimmur is going to grapple the black hawk? Nice.

Then,

>> LICH: Jump to 2622, ERPPC and LRM the hilltop Vulture.
> ARCHER: Double LRM whatever is a juicier target and is in range.
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TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

TotallyNotEvil wrote: Fri Oct 29, 2021 8:50 am So, Isgrimmur is going to grapple the black hawk? Nice.

Then,

>> LICH: Jump to 2622, ERPPC and LRM the hilltop Vulture.
> ARCHER: Double LRM whatever is a juicier target and is in range.
I believe that Vulture is out of the fight. What about jumping to 1825 and going after the southern Mad Cat or Ryoken?

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

Post by NickAragua »

Heat slows Siljanus down, the ancient mech doing its best to get where the mechwarrior wants it to go and coming up a little short. Letting the heat sinks work, our mechwarrior sends only one PPC blast at the hilltop Vulture, joined by Lich who sends one as well, along with some LRMs. Siljanus' PPC disables the Vulture's left arm entirely - not the most useful thing since all the weapons there were gone, but still. The Vulture hops down behind the hill, attempting to clear the field.

Isgrimnur remains in the fire, temporarily holding weapons while he reaches over to "embrace" the nearby Black Hawk. The clan mech is unable to do much to deter our mechwarrior, only scoring a single glancing blow on the Thug's left leg with a laser. The end result is a much taller 80-ton mech holding a squat 50 ton mech by the left shoulder and right arm, preventing it from moving or firing. Isgrimnur notes with some satisfaction that the clanner doesn't take more than a couple of seconds of staring at the Thug's SRM launchers to power down.

Leraje and WestOrEast both target the southwestern Mad Cat, while Moley and the nearby Ryoken exchange laser fire, Moley stepping back into the woods for a little cover and only taking a grazing laser hit to the left arm, answering in kind with a brief graze of the left torso. The Mad Cat responds with its remaining weapon, an LRM/10 launcher, blasting out a pair of pulse lasers in WestOrEast's Hatomoto-Hi. One of Leraje's large lasers blasts the right arm, detonating the gauss rifle there. The clan mech's advanced damage control systems prevent the blast from spreading any further, but there is now a stump where the arm used to be, and that mechwarrior's ears must be ringing (not to mention the neurofeedback headache). The 75-ton mech drops to a knee, though he's able to get up shortly and move into some nearby woods for cover.

To the north, the Kurita medium mechs swarm the Daishi, which fires at the Phoenix Hawk trying to take a piece of the downed Loki - the 45-tonner absorbs quite a number of lasers and a little autocannon fire, but its armor holds for now. Mostly. Stefan helps out with some LRMs from long range, watching with some amusement as the Kurita Awesome whiffs all its shots.

TheMix continues harassing the Mad Cats, taking a couple of pulse laser blasts to the torso and left leg - armor holds up, but between the heat, the jumping and the target's movement, our mechwarrior is unable to land any return fire.

Current battlefield state:
Spoiler:
Enlarge Image
Raw firing/melee/heat data:
Spoiler:
Initiative Phase for Round #13
-------------------
1st Octopus Overlords rolls a 13[9+4].
Clan Smoke Jaguar rolls a 3[3+0].

Wind direction is Northeast.

Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) must make a piloting skill check while moving in hex 2230 (moving backwards over an elevation change).
Needs 2 [2 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 5 : succeeds.


Marauder MAD-5SO ID:75 (1st Octopus Overlords) passes through a fire. It will generate 2 more heat this round.

Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 4 : succeeds.


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

Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits RA
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 11 damage to RA.
            8 Armor remaining.


     Medium Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 6, rolls 2 : misses


     Medium Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 6, rolls 7 : hits RA
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 7 damage to RA.
            1 Armor remaining.


Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 12 : - Direct Blow - hits LT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 12 damage to LT.
            6 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 8 : hits CT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 7 damage to CT.
            11 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 8 : hits CT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 7 damage to CT.
            4 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 7 : hits RA
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 7 damage to RA.
            3 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 5 : misses


     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 6, rolls 4 : misses


     Ultra AC/5 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 8, rolls 9 :
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 5 damage to RL.
            10 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 10, rolls 7 : misses

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

     ER Large Laser at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 10, rolls 7 : misses

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

     LRM 20 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 10, rolls 6 : misses

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

Weapons fire for Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar)
     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -hits LL
        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 3 damage to LL.
            26 Armor remaining.


     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 4 : misses

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

     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 6 : misses

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

     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 5 : misses

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

     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 5 : misses

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

     ER Medium Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 8, rolls 7 : misses

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

Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     LRM 10 ((Clan) Artemis-capable ammo) at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - 10 missile(s) hit (w/ +4 bonus).

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

        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 5 damage to RT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Medium Pulse Laser.
            CRITICAL HIT on Medium Pulse Laser.


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     Large Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 7, rolls 8 : hits (using Rear table) RTR
        Wolverine WVR-6R ID:29 (1st Octopus Overlords) takes 10 damage to RTR.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.


     Medium Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) LA
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 5 damage to LA.
            15 Armor remaining.


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

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

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (ER Medium Laser) + 2 (accidental)] to ignite, rolls 5

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 8 : misses

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

     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 10 : misses

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

Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 9, rolls 4 : misses

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

     ER PPC at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 9, rolls 5 : misses

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

     Medium Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - hits RT
        Crusader CRD-3LD ID:49 (1st Octopus Overlords) takes 8 damage to RT.
            9 Armor remaining.


     Medium Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 8, rolls 5 : misses

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

     Medium Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 8, rolls 9 : hits CT
        Crusader CRD-3LD ID:49 (1st Octopus Overlords) takes 7 damage to CT.
            9 Armor remaining.


     Streak SRM 6 at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 10, rolls 3 : fails to achieve lock.

Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER PPC at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 8, rolls 6 : misses


     ER Medium Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 8, rolls 10 : hits LL
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 7 damage to LL.
            9 Armor remaining.


     ER Medium Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - hits RL
        Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) takes 8 damage to RL.
            1 Armor remaining.


     ER Medium Laser at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 8, rolls 7 : misses


     Streak SRM 6 at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 11, rolls 4 : fails to achieve lock.

Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     Medium Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 3 : misses


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


     Streak SRM 2 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 9 : fails to achieve lock.

     Streak SRM 2 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 6 : fails to achieve lock.

Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 10, rolls 10 : - Glancing Blow -hits LT
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 2 damage to LT.
            8 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


     Medium Laser at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 8 : misses

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

     LRM 15 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

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

Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 6, rolls 9 : - Direct Blow - hits (using Left Side table) LA
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 11 damage to LA.
             SECTION DESTROYED.
        6 damage transfers to LT.
            Critical hit on LA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Lower Arm.
        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 6 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on *LRM 20.


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 6, rolls 9 : - Direct Blow - hits LA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 11 damage to LA.
        11 damage transfers to LT.
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 11 damage to LT.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is (5+1) = 6; no effect.


     ER Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 10 : - Direct Blow - hits RA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 11 damage to RA.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Gauss Rifle.
            *** Gauss Rifle EXPLODES! 20 DAMAGE! ***
        Pilot of Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) "Francisco Ramírez" takes 2 damage (2 total hits).
        Pilot of Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) "Francisco Ramírez" needs a 3 to stay conscious. Rolls 4 : successful!
        Pilot of Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) "Francisco Ramírez" needs a 5 to stay conscious. Rolls 9 : successful!

                Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 20 damage to RA.
                    remaining 20 damage prevented by CASE.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 1 damage to RT.
            23 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 7, rolls 5 : misses


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 7, rolls 5 : misses


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow - (ECM prevents bonus) 5 missile(s) hit (w/ -4 malus).

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


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


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


     PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 12, rolls 9 : 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 9, rolls 6 : misses


     LRM 20 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 7 : misses


Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 8, rolls 11 : - Direct Blow - hits LT (critical)
        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 6 damage to LT (critical).
            6 Armor remaining.
            Critical hit on LT. Roll is (3+1) = 4; no effect.


     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 8, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (Medium Laser) + 2 (accidental)] to ignite, rolls 4

     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 8, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 2 : possible fire.
        Needs 9 [7 (Medium Laser) + 2 (accidental)] to ignite, rolls 9
        Fire started in hex 2003.

     SRM 2 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     AC/5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 12, rolls 8 : misses


Weapons fire for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
     AC/5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 10 : hits (using Right Side Partial cover (horizontal 50%) table) LL
        Daishi (Dire Wolf) Prime ID:1 suffers no damage. (LL behind cover)


     LRM 5 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 12, rolls 9 : misses


     SRM 2 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 11, rolls 10 : misses


     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 11, rolls 3 : misses


Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 11, rolls 8 : misses

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

     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 11, rolls 4 : misses

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



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 10 : succeeds.

Mad Cat (Timber Wolf) B ID:11 (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 4 : falls.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.

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

Physical attacks for Thug THG-11EO ID:69 (1st Octopus Overlords)
     Grappling Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 2, rolls 8 : hits.


Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 15 heat, sinks 20 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 10 heat, sinks 15 heat and is now at 0 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 5 heat, sinks 12 heat and is now at 0 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 12 heat, sinks 17 heat and is now at 0 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 24 heat, sinks 29 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 7 heat.
Trebuchet TBT-3C ID:110 (1st Octopus Overlords) gains 7 heat, sinks 7 heat and is now at 0 heat.
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 25 heat, sinks 28 heat and is now at 4 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 7 heat, sinks 10 heat and is now at 1 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 7 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 12 heat, sinks 15 heat and is now at 3 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 3 heat, sinks 3 heat and is now at 0 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 3 heat, sinks 7 heat and is now at 0 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 8 heat, sinks 10 heat and is now at 0 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 44 heat, sinks 44 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 13 heat, sinks 13 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 32 heat, sinks 34 heat and is now at 2 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 31 heat, sinks 26 heat and is now at 5 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 1 heat, sinks 1 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 33 heat, sinks 33 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 6 heat, sinks 6 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 23 heat, sinks 24 heat and is now at 4 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 20 heat, sinks 20 heat and is now at 3 heat.
Objective status:
Enemy units destroyed or crippled: 11/20
Allied/our units destroyed or crippled: 5/21

Target modifiers:
Mad Cats: +2
Ryoken 2334: +3
Elementals 1925: +2
All Other Elementals: +4
Ryoken 2004: +4
Daishi: +2

Status update:
Kurita Phoenix Hawk: center torso 4 armor left, left arm armor breach
TheMix: Left leg 4 armor left
Isgrimnur: Grappling Black Hawk (enemy mech has powered down, may be released)
WestOrEast: Right torso armor breach, 2x medium pulse laser disabled; right arm 4 armor left
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TheMix
Posts: 10904
Joined: Thu Oct 14, 2004 5:19 pm
Location: Broomfield, Colorado

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

Post by TheMix »

Looks like my best/only option is...

Crusader "THEMIX" >> jump to 2904, facing E/NE (to protect the left side); fire at Mad Cats (whichever has the best firing solution

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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 »

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


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


PPC at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 12, rolls 9 : misses
Out of curiosity, why did the third PPC have a higher to hit number? Doesn't matter because the 9 misses under either to hit number, but just wondering why that would be.
Black Lives Matter.
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