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

This is the place for self-contained forum games

Moderator: Zaxxon

User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Round 4->5:

Two of our hovercraft, the Condor and Savannah Master clear the battlefield.

"Break west!" Leraje orders, seeing the missiles lift off from the Naga's shoulder racks, shoving the Black Knight's control stick to the left and taking off as fast as the mech can go. Xwraith joins in, timing the Catapult's landing to wind up close enough to the Dragonfly to attempt to give it a solid kick. Two of Xwraith's lasers score hits on the light mech, taking armor off the left leg.

Leraje joins in on the Dragonfly, hitting the nimble mech with the Black Knight's large pulse laser and a pair of mediums. A PPC from the Loki hits our Black Knight in the left leg, causing the armor to go from green to yellow instantly.

Our Grasshopper breaks north, firing at the Loki. A PPC blast grazes the right torso, melting some armor off of there, but the rest of our retreating mech's shots go wide. Said Loki also takes multiple shots from our disabled hovertank, pockmarking its armor with SRM blasts. The Grasshopper eats a laser blast from the Naga, and the Dragonfly's pulse lasers stitch across its rear. The computer cheerfully announces a rear center torso armor breach.

After being stomped on by the Naga, the crew of the LTV-4 have had it and bail out.

The missiles look big and impressive, but they're slow and our mechs avoid them.

Wolf grits her teeth, gets the Warhammer up off the ground again, and moves southwest, engaging the Mad Cat with short-range weapons, thinking to at least stay inside the minimum range of its twin LRM-20 racks. The Clan mech has opted to stand still, making it an easy target, so lasers, machine guns and SRMs flay and blast armor off the 75-ton mech. A PPC shot from Leraje's Black Knight flies over the Mad Cat as well, but that's not much help. The Clan mech responds by firing most of its lasers and an LRM salvo blasting large chunks of armor off the Warhammer and breaching the left torso armor, taking out a heat sink. This time, our mechwarrior keeps the mech upright.

"How the hell do they get their long-range missiles so accurate that close?" Our mechwarrior wonders aloud to nobody in particular.

Raw data:
Spoiler:
Harasser Laser Platform (Standard) ID:2 (1st Octopus Overlords) must make a piloting skill check while moving from hex 0513 to hex 0512 (flanking and turning).
Needs 6 [6 (Base piloting skill) + 0 (flanking and turning)], rolls 11 : succeeds.


Condor Heavy Hover Tank (Davion) ID:3 (1st Octopus Overlords) flees the battlefield.

Savannah Master Hovercraft (SL) ID:1 (1st Octopus Overlords) flees the battlefield.

Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 3 : succeeds.

Offboard Attack Phase
-------------------
Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV at Hex: 0614 (Artillery) needs 15, rolls 12 : misses and scatters to hex 0617.

    Arrow IV at Hex: 0812 (Artillery) needs 15, rolls 8 : misses and scatters to hex 1515.



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

Weapons fire for Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords)
    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 8 : - Direct Blow - hits RL
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 6 damage to RL.
            26 Armor remaining.


    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 9 : - Direct Blow - hits LA
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 6 damage to LA.
            18 Armor remaining.


    Small Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 7 : - Direct Blow - hits RA
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 4 damage to RA.
            20 Armor remaining.


    Small Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 9 : - Direct Blow - hits RA
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 4 damage to RA.
            16 Armor remaining.


    Machine Gun at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 8 : - Direct Blow - hits RL
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 3 damage to RL.
            23 Armor remaining.


    Machine Gun at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 10 : - Direct Blow - hits CT
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 4 damage to CT.
            32 Armor remaining.


    SRM 6 at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 10 : - Direct Blow - 6 missile(s) hit (w/ +4 bonus).

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to CT.
            30 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to LT.
            23 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RL.
            21 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RL.
            19 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RT.
            23 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RT.
            21 Armor remaining.


Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 7 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 12 : hits (using Left Side table) LL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to LL.
            14 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 12 : hits (using Left Side table) LL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to LL.
            9 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 4 : misses


Weapons fire for Grasshopper GHR-5N ID:98 (1st Octopus Overlords)
    PPC at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 10, rolls 10 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) RT
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            9 Armor remaining.


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 12, rolls 3 : misses


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 12, rolls 5 : misses


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 12, rolls 6 : misses


Weapons fire for Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords)
    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 5, rolls 9 : - Direct Blow - hits LT
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 10 damage to LT.
            3 Armor remaining.


    ER PPC at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 2 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 6 : misses


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 8 : - Glancing Blow due to Narrow/Low Profile - hits LL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LL.
            7 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 12 : - Direct Blow - hits RT
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 6 damage to RT.
            7 Armor remaining.


Weapons fire for Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords)
    SRM 6 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 7 : 4 missile(s) hit (using Right Side table).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to RL.
            13 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to CT.
            15 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LL.
            13 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LA.
            9 Armor remaining.


    SRM 6 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 10 : - Direct Blow - 6 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LL.
            11 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to RL.
            11 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to RT.
            7 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to RL.
            9 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LA.
            7 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LL.
            9 Armor remaining.


Weapons fire for Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 6, rolls 8 : hits (using Right Side table) RA
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to RA.
            7 Armor remaining.


    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 6, rolls 11 : - Direct Blow - 4 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to RA.
            5 Armor remaining.

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to RL.
            17 Armor remaining.

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LA.
            10 Armor remaining.

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LA.
            8 Armor remaining.


    SRM 6 at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 6, rolls 7 : - Glancing Blow due to Narrow/Low Profile - 2 missile(s) hit (using Right Side table) (w/ -4 malus).

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to RL.
            15 Armor remaining.

        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to RA.
            3 Armor remaining.


Weapons fire for LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords)
    PPC at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 6, rolls 6 : - Glancing Blow -hits CT
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to CT.
            10 Armor remaining.


    SRM 4 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 8, rolls 5 : misses


Weapons fire for Naga B ID:80 (Beta Trinary)
    ER Medium Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 8, rolls 9 : hits (using Right Side table) LT
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 7 damage to LT.
            13 Armor remaining.


Weapons fire for Loki (Hellbringer) Prime ID:26 (Beta Trinary)
    ER PPC at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 6, rolls 5 : misses


    ER PPC at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Left Side table) LL
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 15 damage to LL.
            9 Armor remaining.


    Streak SRM 6 at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 9, rolls 5 : fails to achieve lock.

Weapons fire for Vulture (Mad Dog) Prime ID:24 (Beta Trinary)
    LRM 20 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 10, rolls 7 : misses


    Medium Pulse Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Rear table) RL
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 7 damage to RL.
            19 Armor remaining.


    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Rear table) CTR
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 7 damage to CTR.
            Armor destroyed.
             17 Internal Structure remaining.
            Critical hit on CT. Roll is 6; no effect.


    Machine Gun at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 9, rolls 8 : misses

    Machine Gun at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 9, rolls 8 : misses

    SRM 4 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 9 : - Direct Blow - hits (using Right Side table) RL
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 11 damage to RL.
            4 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 4 : - Glancing Blow -hits (using Right Side table) RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to RA.
        3 damage transfers to RT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to RT.
            16 Armor remaining.


    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 5 : hits (using Right Side table) RT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 7 damage to RT.
            9 Armor remaining.


    Medium Pulse Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 2, rolls 6 : - Direct Blow - hits (using Right Side table) CT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to CT.
            15 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 5 : hits (using Right Side table) RT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to RT.
            7 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits (using Right Side table) LA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to LA.
            5 Armor remaining.


    LRM 20 at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 5 : 6 missile(s) hit (using Right Side table).

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 1 damage to CT.
            14 Armor remaining.




Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) 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.

Grasshopper GHR-5N ID:98 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 7 : succeeds.

Dragonfly (Viper) Prime ID:27 (Beta Trinary) 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 11 : succeeds.

Loki (Hellbringer) Prime ID:26 (Beta Trinary) 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.

Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) 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 8 : succeeds.

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

Physical attacks for Naga B ID:80 (Beta Trinary)
    Kick (Left leg) at LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) ID:4; needs -1, rolls 4 : hits (using Random Side table) RS
        LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) takes 16 damage to RS.
            0 Armor remaining.


Physical attacks for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    Kick (Left leg) at Dragonfly (Viper) Prime ID:27 (Beta Trinary) ID:27; needs 9, rolls 6 : misses.

Catapult CPLT-C1 ID:34 (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.

Heat Phase
-------------------
Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) gains 15 heat, sinks 18 heat and is now at 0 heat.
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) gains 16 heat, sinks 15 heat and is now at 1 heat.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 36 heat, sinks 32 heat and is now at 4 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 18 heat, sinks 18 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 21 heat, sinks 23 heat and is now at 0 heat.
Loki (Hellbringer) Prime ID:26 (Beta Trinary) gains 32 heat, sinks 26 heat and is now at 7 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 33 heat, sinks 34 heat and is now at 1 heat.
Naga B ID:80 (Beta Trinary) gains 27 heat, sinks 24 heat and is now at 3 heat.
Lucifer LCF-R15OA ID:142 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Starfire SF-1XO ID:157 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Battlefield state:
Spoiler:
Ah, imgur's back.
Enlarge Image
Air traffic update:
"Good shot, Strike Three. Search and Rescue, mobilize at marked coordinates and retrieve Strike-Two. Three, you're with me. Let's give the ground pounders some support."

The Naga and Loki move north along the eastern side of the corridor, the Naga looking like it's intending to stomp the Pegasus, it's missile racks pointing skyward.

The Mad Cat, seeing our aerospace fighters coming in, backs up a little to limit rear armor exposure to them, while the Dragonfly leaps forward, keeping up with the Grasshopper and landing in some dense woods.

The Vulture continues retreating.

Unit status update:
Grasshopper - center torso rear armor breach
Warhammer - left torso armor breach, heat sink destroyed (down to 22 heat sinks)

Objective update:
Condor, Savannah Master escaped (2/5 units escaped)

Air support (a Lucifer and Starfire) will be available for air strikes this round. The angle of approach for our aerospace fighters means it'll be impossible for them to attack the Mad Cat or the Vulture.

Nominate two targets, one for the Starfire, one for the Lucifer:
[] Loki
[] Naga
[] Dragonfly

Movement Modifier:
Vulture: +1
Loki: +1
Mad Cat: +1
Dragonfly: +5 (jumping + heavy woods)
Naga: +2
Black Lives Matter
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

Nominate two targets, one for the Starfire, one for the Lucifer:
[XX] Loki
[] Naga
[] Dragonfly

[/quote]

I'm assuming that the movement modifiers apply the same to our aircraft as to us. If so, seems like it makes the most sense to focus fire on the target easiest to hit, with the hopes of crippling at least one of our pursuers (and the one that's farthest north currently).

A couple questions. First, can I run through the Black Knight's space? I'm assuming yes since he's moving at the same time?

Second, what's the deal with sprinting? I know you can't fire if sprinting, but how much additional movement do you get?
Black Lives Matter.
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

For now I'll say xwraith will run to 0316, which I believe takes 5 movement due to elevation changes. Torso twist to the right if needed, and fire both LRMs at the Loki. If it's possible to hit the Dragonfly with medium lasers and if it doesn't cause me to sink heat, then I might as well, but I'm pretty sure that between the Dragonfly's crazy to hit modifier and secondary target penalties that's probably a 13+ or 14+ to hit.
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

El Guapo wrote: Mon Feb 01, 2021 12:11 pm A couple questions. First, can I run through the Black Knight's space? I'm assuming yes since he's moving at the same time?

Second, what's the deal with sprinting? I know you can't fire if sprinting, but how much additional movement do you get?
Yes.

Sprinting gets you 2x your walk MP and makes you easier to hit.
Black Lives Matter
User avatar
Isgrimnur
Posts: 82085
Joined: Sun Oct 15, 2006 12:29 am
Location: Chookity pok
Contact:

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

Post by Isgrimnur »

Grasshopper to 0508

Assuming the Harasser can climb hills, N with all possible speed.
It's almost as if people are the problem.
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

NickAragua wrote: Mon Feb 01, 2021 1:25 pm
El Guapo wrote: Mon Feb 01, 2021 12:11 pm A couple questions. First, can I run through the Black Knight's space? I'm assuming yes since he's moving at the same time?

Second, what's the deal with sprinting? I know you can't fire if sprinting, but how much additional movement do you get?
Yes.

Sprinting gets you 2x your walk MP and makes you easier to hit.
Why does sprinting make you easier to hit?
Black Lives Matter.
User avatar
gbasden
Posts: 7664
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden »

If the Warhammer backed up one space, would that give it any cover? It looks like it has no real issues with hitting me regardless, so cover seems better than trying to move more. I assume from the elevation of the madcat the buildings at height 2 most likely would not give any cover?
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

El Guapo wrote: Mon Feb 01, 2021 2:31 pm Why does sprinting make you easier to hit?
The "fluff" explanation is that, instead of concentrating on normal evasive maneuvers, the mechwarrior is focusing on moving as fast as possible in a predictable pattern.
gbasden wrote: Mon Feb 01, 2021 2:33 pm If the Warhammer backed up one space, would that give it any cover? It looks like it has no real issues with hitting me regardless, so cover seems better than trying to move more. I assume from the elevation of the madcat the buildings at height 2 most likely would not give any cover?
Backing up one space would prevent the Mad Cat from seeing you at all - there's a special case for determining LOS where, if you're right up against a hill/building that's as tall as you are, it prevents all LOS to you. So, in this case, you could hang out where you are, or back up one space, and the Mad Cat can't target you.
Black Lives Matter
User avatar
$iljanus
Forum Moderator
Posts: 13676
Joined: Wed Oct 13, 2004 3:46 pm
Location: New England...or under your bed

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

Post by $iljanus »

You go little Falcon! Fire what I can at the Naga.
Black lives matter!

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
User avatar
Leraje
Posts: 608
Joined: Tue Feb 18, 2020 11:27 am
Location: NYC

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

Post by Leraje »

Head towards 0113 via the best possible route. Let me know what hex I'll end up in, since I'd like to set some woods on fire.

ASFs to fire on Naga and Hellbringer.
Captainwolfer
Posts: 36
Joined: Thu Nov 12, 2020 9:55 pm

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

Post by Captainwolfer »

I would focus solely on the Loki, its a bit more damaged and is easier to hit than the Naga for our ASFs
The order is- Lady Harrington, and no mercy!
User avatar
gbasden
Posts: 7664
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden »

NickAragua wrote: Mon Feb 01, 2021 2:55 pm
El Guapo wrote: Mon Feb 01, 2021 2:31 pm Why does sprinting make you easier to hit?
The "fluff" explanation is that, instead of concentrating on normal evasive maneuvers, the mechwarrior is focusing on moving as fast as possible in a predictable pattern.
gbasden wrote: Mon Feb 01, 2021 2:33 pm If the Warhammer backed up one space, would that give it any cover? It looks like it has no real issues with hitting me regardless, so cover seems better than trying to move more. I assume from the elevation of the madcat the buildings at height 2 most likely would not give any cover?
Backing up one space would prevent the Mad Cat from seeing you at all - there's a special case for determining LOS where, if you're right up against a hill/building that's as tall as you are, it prevents all LOS to you. So, in this case, you could hang out where you are, or back up one space, and the Mad Cat can't target you.
The problem is that if I disappear the Mad Cat will LRM the others and they need to escape. Is there anywhere within move range that gives me some cover but not total cover?
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Sorry, nothing helpful in terms of partial cover.
Black Lives Matter
User avatar
gbasden
Posts: 7664
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden »

NickAragua wrote: Tue Feb 02, 2021 9:41 am Sorry, nothing helpful in terms of partial cover.
Can I get to 0929, keep the right side facing the Mad Cat and fire?
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

gbasden wrote: Wed Feb 03, 2021 2:42 am
NickAragua wrote: Tue Feb 02, 2021 9:41 am Sorry, nothing helpful in terms of partial cover.
Can I get to 0929, keep the right side facing the Mad Cat and fire?
The building that's in the way will collapse if you step on it, so no. Backing up to 0427 is an option if you want to take a hit on your right side.
Black Lives Matter
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Leraje wrote: Mon Feb 01, 2021 4:18 pm Head towards 0113 via the best possible route. Let me know what hex I'll end up in, since I'd like to set some woods on fire.
You'll wind up in 0214 or 0115.
Black Lives Matter
User avatar
Leraje
Posts: 608
Joined: Tue Feb 18, 2020 11:27 am
Location: NYC

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

Post by Leraje »

NickAragua wrote: Wed Feb 03, 2021 11:31 am
Leraje wrote: Mon Feb 01, 2021 4:18 pm Head towards 0113 via the best possible route. Let me know what hex I'll end up in, since I'd like to set some woods on fire.
You'll wind up in 0214 or 0115.
0214. Set 0314 or 0413 (if possible) on fire. Priority to 0413.
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

That's a good idea. So if my secondary medium laser shots on the Dragonfly are 12+ or worse, I'll use any extra heat to fire medium lasers to set the forests at 0314 or 0413 on fire.
Black Lives Matter.
User avatar
gbasden
Posts: 7664
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden »

NickAragua wrote: Wed Feb 03, 2021 11:29 am
gbasden wrote: Wed Feb 03, 2021 2:42 am
NickAragua wrote: Tue Feb 02, 2021 9:41 am Sorry, nothing helpful in terms of partial cover.
Can I get to 0929, keep the right side facing the Mad Cat and fire?
The building that's in the way will collapse if you step on it, so no. Backing up to 0427 is an option if you want to take a hit on your right side.
OK, lets go to 0427.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Round 5->6:

Wolf backs up, continuing to pour weapons fire at the Mad Cat, the Warhammer's remaining PPC, medium lasers and SRMs gouging armor off the enemy mech. The clanner returns the favor with a pair of blasts from its arm-mounted lasers [], following up with a full salvo from its shoulder-mounted missile pods. Wolf's alarms scream as the cockpit heat shoots up - missiles blow out all the left torso weapons in addition to several hits on the engine shielding. Our mechwarrior manages to keep the mech upright, but it can't take any more damage. The Mad Cat rocks a bit as well, but the mechwarrior keeps it upright effortlessly.

Our aerospace fighters fly overhead, and are targeted by the Vulture, which uses its remaining left-side weapons, and the Naga, which aims its missile racks skyward and lets fly. The aerospace fighters themselves inflict major damage on the Loki - the Lucifer nails an ammo bin in its right torso blows, sending the arm spinning off into the distance, then the Starfire comes in for a follow-up, blasting the 65-ton machine center of mass. The mech's heat readings spike, and then it simply shuts down in place. The Starfire gets nailed by both of the huge missiles, a bunch of pulse laser blasts and some LRMs - the aero jock is unable to maintain control of the aircraft and it slams into the ground. Xwraith is somewhat distracted watching the exchange and the Catapult's LRMs whiff.

As a bonus, the Loki misses its shots on our escaping Harasser. In the mechwarrior's defense, it's a little hard to aim when half your mech goes flying off. The Naga gives the Pegasus a good stomp, and the crew decides to bail out as well.

Leraje moves north, lighting a cluster of trees on fire in an effort to generate some smoke, while getting a couple of glancing hits on the Dragonfly with the Black Knight's pulse lasers. Said mech engages the back of our Grasshopper, severely weakening the center torso structure, though, luckily, not hitting any major components.

Raw data:
Spoiler:
LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) is abandoned by its crew.
*** LTV-4 Hover Tank (Standard) ID:4 (1st Octopus Overlords) DESTROYED by ejection! ***

Harasser Laser Platform (Standard) ID:2 (1st Octopus Overlords) must make a piloting skill check while moving from hex 0707 to hex 0706 (flanking and turning).
Needs 6 [6 (Base piloting skill) + 0 (flanking and turning)], rolls 10 : succeeds.


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

Weapons fire for Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords)
    PPC at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 4 : - Glancing Blow -hits RA
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 5 damage to RA.
            11 Armor remaining.


    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 8 : hits RL
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 5 damage to RL.
            14 Armor remaining.


    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 3 : misses


    SRM 6 at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 9 : - Direct Blow - 6 missile(s) hit (w/ +2 bonus).

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RA.
            9 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to LT.
            21 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RA.
            7 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RT.
            19 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to LT.
            19 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to LL.
            30 Armor remaining.


    Machine Gun at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 9, rolls 6 : misses

    Machine Gun at Vulture (Mad Dog) Prime ID:24 (Beta Trinary); needs 9, rolls 4 : misses

Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    LRM 15 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 9, rolls 7 : misses


    LRM 15 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 9, rolls 4 : misses


    Medium Laser at Hex: 0413 (Ignite) needs 2, rolls 8 : hits!
        Needs 7 [7 (Medium Laser)] to ignite, rolls 4


Weapons fire for Grasshopper GHR-5N ID:98 (1st Octopus Overlords)
    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 11, rolls 2 : misses

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

Weapons fire for Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords)
    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 8 : - Glancing Blow due to Narrow/Low Profile - hits (using Rear Partial cover (horizontal 50%) table) LA
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 4 damage to LA.
            4 Armor remaining.


    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 7 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits (using Rear Partial cover (horizontal 50%) table) RTR
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to RTR.
            5 Armor remaining.


    Medium Laser at Hex: 0314 (Ignite) needs 0, rolls 6 : hits!
        Needs 7 [7 (Medium Laser)] to ignite, rolls 6


    Medium Laser at Hex: 0314 (Ignite) needs 0, rolls 6 : hits!
        Needs 7 [7 (Medium Laser)] to ignite, rolls 7
        Fire started in hex 0314.


    Medium Laser at Hex: 0314 (Ignite) needs 0, rolls 6 : hits!
        The hex is already on fire


Weapons fire for Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords)
    SRM 6 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 7 : 2 missile(s) hit (using Left Side table).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to CT (critical).
            8 Armor remaining.
            Critical hit on CT. Roll is 2; no effect.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LA.
            5 Armor remaining.


    SRM 6 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 8 : - Direct Blow - 5 missile(s) hit (using Left Side table) (w/ +2 bonus).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to RA.
            9 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LL.
            7 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LA.
            3 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to LA.
            1 Armor remaining.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 2 damage to CT (critical).
            6 Armor remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


Weapons fire for Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords)
    Medium Laser at Naga B ID:80 (Beta Trinary); needs 8, rolls 6 : misses


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 8, rolls 6 : misses


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 8, rolls 12 : - Direct Blow - 5 missile(s) hit (using Left Side table) (w/ +2 bonus).

        Naga B ID:80 (Beta Trinary) takes 2 damage to RA.
            12 Armor remaining.

        Naga B ID:80 (Beta Trinary) takes 2 damage to LA.
            6 Armor remaining.

        Naga B ID:80 (Beta Trinary) takes 2 damage to LL.
            13 Armor remaining.

        Naga B ID:80 (Beta Trinary) takes 2 damage to LL.
            11 Armor remaining.

        Naga B ID:80 (Beta Trinary) takes 2 damage to LT.
            4 Armor remaining.


Weapons fire for Lucifer LCF-R15OA ID:142 (1st Octopus Overlords)
    Large Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 7 : hits RT
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 8 damage to RT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Streak SRM 6 Ammo (14).
            *** Streak SRM 6 Ammo EXPLODES! 168 DAMAGE! ***
        Pilot of Loki (Hellbringer) Prime ID:26 (Beta Trinary) "Barnabas" takes 2 damage (2 total hits).
        Pilot of Loki (Hellbringer) Prime ID:26 (Beta Trinary) "Barnabas" needs a 3 to stay conscious. Rolls 5 : successful!
        Pilot of Loki (Hellbringer) Prime ID:26 (Beta Trinary) "Barnabas" needs a 5 to stay conscious. Rolls 8 : successful!

                Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 168 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 154 damage prevented by CASE.
                    Critical hit on RT.         Roll is 7;         no effect.



    Large Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 8 : - Direct Blow - hits LL
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 9 damage to LL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LL. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Upper Leg.


    LRM 15 (Artemis-capable ammo) at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 10 : - Direct Blow - hits.
hits (AMS engaged! Reduced AV by 2).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to LA.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LA. Roll is (11+1) = 12;LIMB BLOWN OFF Left Arm blown off.

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to RL.
            4 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 4 : misses


    Small Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 8 : - Direct Blow - hits CT (critical)
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 4 damage to CT (critical).
            2 Armor remaining.
            Critical hit on CT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.
*** Loki (Hellbringer) Prime ID:26 (Beta Trinary) DESTROYED by engine destruction! ***


    Small Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 10 : - Direct Blow - hits RL
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 4 damage to RL.
            0 Armor remaining.


    Small Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 9 : - Direct Blow - hits LL
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 4 damage to LL.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is (2+1) = 3; no effect.


Weapons fire for Starfire SF-1XO ID:157 (1st Octopus Overlords)
    Ultra AC/5 at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 6 : 1 shot(s) hit (using Left Side table).

        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to LT.
            9 Armor remaining.


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 11 : - Direct Blow - hits (using Left Side table) LT (critical)
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 7 damage to LT (critical).
            2 Armor remaining.
            Critical hit on LT. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Engine.


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 3 : misses


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 7 : hits (using Left Side table) RL
        Loki (Hellbringer) Prime ID:26 (Beta Trinary) takes 5 damage to RL.
             10 Internal Structure remaining.
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Lower Leg.


    Medium Laser at Loki (Hellbringer) Prime ID:26 (Beta Trinary); needs 5, rolls 4 : misses


Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV at Starfire SF-1XO ID:157 (1st Octopus Overlords) ID:157 needs 6, rolls 8 : hits the target in hex 1408 with FLAK rounds.
Starfire SF-1XO ID:157 (1st Octopus Overlords) hit (using Rear table) for 20 damage.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to AFT.
            34 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Possibly out of control!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to LWG.
            44 Armor remaining.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to AFT.
            29 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Heat Sink destroyed!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to AFT.
            24 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.

    Arrow IV at Starfire SF-1XO ID:157 (1st Octopus Overlords) ID:157 needs 6, rolls 5 : misses and the FLAK rounds scatter to hex 1308.
Starfire SF-1XO ID:157 (1st Octopus Overlords) hit (using Left Side table) for 10 damage.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to LWG.
            39 Armor remaining.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to AFT.
            19 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.

    ER Medium Laser at Starfire SF-1XO ID:157 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow -hits (using Right Side table) RWG
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 3 damage to RWG.
            46 Armor remaining.


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 7, rolls 11 : - Direct Blow - hits (using Rear table) CTR
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 8 damage to CTR.
             9 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 7, rolls 6 : misses


    SRM 4 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -2 missile(s) hit (using Rear table) (w/ -4 malus).

        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 2 damage to LA (critical).
            20 Armor remaining.
            Critical hit on LA. Roll is (6-2) = 4; no effect.

        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 2 damage to LL.
            24 Armor remaining.


Weapons fire for Vulture (Mad Dog) Prime ID:24 (Beta Trinary)
    Large Pulse Laser at Starfire SF-1XO ID:157 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits (using Left Side table) LWG
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 11 damage to LWG.
            28 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (6+1) = 7 : no effect.


    Medium Pulse Laser at Starfire SF-1XO ID:157 (1st Octopus Overlords); needs 6, rolls 4 : misses


    LRM 20 at Starfire SF-1XO ID:157 (1st Octopus Overlords); needs 5, rolls 6 : 9 missile(s) hit (using Left Side table).

        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 5 damage to LWG.
            23 Armor remaining.

        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 4 damage to LWG.
            19 Armor remaining.


Weapons fire for Loki (Hellbringer) Prime ID:26 (Beta Trinary)
    ER PPC at Harasser Laser Platform (Standard) ID:2 (1st Octopus Overlords); needs 10, rolls 9 : misses


    ER Medium Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 10, rolls 9 : misses


    Streak SRM 6 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 11, rolls 8 : fails to achieve lock.

Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 4 : - Glancing Blow -hits LA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LA.
            0 Armor remaining.


    ER Large Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 9 : - Direct Blow - hits RT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 11 damage to RT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is (4+1) = 5; no effect.


    LRM 20 at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 8 : - Direct Blow - 16 missile(s) hit (w/ +2 bonus).

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on Small Laser.
            CRITICAL HIT on +Machine Gun.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to RA.
        5 damage transfers to RT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to RT.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is (3+1) = 4; no effect.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 5 damage to LL.
            20 Armor remaining.

        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 1 damage to LT.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Heat Sink.


    LRM 20 at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 2 : misses




Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 9 : succeeds.

Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) 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 8 : succeeds.

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

Physical attacks for Naga B ID:80 (Beta Trinary)
    Kick (Left leg) at Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) ID:166; needs -2, rolls 7 : - Direct Blow - hits (using Random Side table) TU
        Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) takes 17 damage to TU.
            4 Armor remaining.


Heat Phase
-------------------
Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) gains 31 heat, sinks 20 heat and is now at 11 heat.
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) gains 15 heat, sinks 15 heat and is now at 1 heat.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 5 heat, sinks 5 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 31 heat, sinks 32 heat and is now at 3 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 16 heat, sinks 16 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 31 heat, sinks 24 heat and is now at 7 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 37 heat, sinks 34 heat and is now at 4 heat.
Naga B ID:80 (Beta Trinary) gains 27 heat, sinks 24 heat and is now at 6 heat.
Lucifer LCF-R15OA ID:142 (1st Octopus Overlords) gains 25 heat, sinks 25 heat and is now at 0 heat.
Starfire SF-1XO ID:157 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.

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

Starfire SF-1XO ID:157 (1st Octopus Overlords) must make 2 control roll(s) (critical hit; damage threshold exceeded).
The base target is 4 [3 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (critical hit) + 0 (damage threshold exceeded)].
    Roll #1, (critical hit); needs 4, rolls 2 : out of control
*Starfire SF-1XO ID:157 (1st Octopus Overlords) loses 5 elevation*    
Starfire SF-1XO ID:157 (1st Octopus Overlords) crashes, suffering 100 damage!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to NOS.
            45 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to NOS.
            35 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 11 : Sensors Hit!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to LWG.
            9 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to RWG.
            36 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to LWG.
            Armor destroyed.
0 damage transfers to the SI. 7 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to NOS.
            25 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Fire Control System Hit!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to NOS.
            15 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to RWG.
            26 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Critical hit on Medium Laser.
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to NOS.
            5 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Fire Control System Hit!
        Starfire SF-1XO ID:157 (1st Octopus Overlords) takes 10 damage to LWG.
5 damage transfers to the SI. 2 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 4 : no effect.

End Phase
-------------------
Fire at 0314 was started this round.
Light smoke fills 0313.
Light smoke fills 0413.
Light smoke fills 0213.
Battlefield state:
Spoiler:
Enlarge Image
"Holy shit, I'm alive!" comes a transmission from the Starfire. "Let me see if I can do a vertical liftoff here... is that anti-aircraft unit still there?"

The Mad Cat moves forward to the edge of the wall it's perched on, angling to the west to keep an eye on Wolf's beat-up Warhammer, but obviously wanting to take some pot shots at the units escaping to the north.

The Naga moves to take the Loki's place, missile launchers swiveling back and forth between targets.

Wolf briefly considers her options. On the one hand, the Warhammer has basically had it. All the torso armor, except the center torso, is gone, and the internal structural integrity is about to go as well - the next incoming salvo will likely cause an engine shut down or blow the mech up entirely. The Mad Cat will likely be able to continue to take long-range shots at our mechs until they exit the area, although it will be at long range, and our escaping mechs have popped some smoke to obscure line of sight, to an extent. The three options are basically "fight to the death", "dump ammo and fight to the (hopefully not) death" or "bail out".

The Dragonfly's operator has had enough getting shot by pulse lasers in the back (even if they were just grazing hits) and zips across the canyon to the northeast.

Objective update:
Warhammer crippled (4/10 units crippled)
Loki mission-killed (2/5 units crippled or destroyed)

Unit status update:
Warhammer has taken two engine hits, one heat sink hit (-11 heat capacity), is down a PPC, medium + small laser, MG.
Starfire has crash-landed, pilot may attempt a vertical takeoff

Movement Modifiers:
Mad Cat: +1
Naga: +1, +2 if attack comes from level 1 or below through hexes 1315 or 1316
Dragonfly: +5
Loki: lol
Vulture: +1

Warhammer course of action:
[] Continue engaging Mad Cat (full firepower, but fairly suicidal)
[] Continue engaging Mad Cat, dump MG/SRM ammo (limited to walking speed, reduced firepower, hit in rear arc will result in ammo explosion)
[] Bail out

Starfire course of action:
[] Stay grounded, that Naga is *right there*
[] Take off, maybe the Naga has something else it wants to shoot at
Last edited by NickAragua on Thu Feb 04, 2021 12:44 pm, edited 2 times in total.
Black Lives Matter
User avatar
Leraje
Posts: 608
Joined: Tue Feb 18, 2020 11:27 am
Location: NYC

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

Post by Leraje »

Proceed to 0111. Engage Viper and try to set 0408 on fire.

Warhammer course of action:
[] Continue engaging Mad Cat (full firepower, but fairly suicidal)
[] Continue engaging Mad Cat, dump MG/SRM ammo (limited to walking speed, reduced firepower, hit in rear arc will result in ammo explosion)
[x] Bail out

Starfire course of action:
[x] Stay grounded, that Naga is *right there*
[] Take off, maybe the Naga has something else it wants to shoot at
Captainwolfer
Posts: 36
Joined: Thu Nov 12, 2020 9:55 pm

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

Post by Captainwolfer »

I recommend trying to take out the Dragonfly (Viper). Our mechs seem to be in okay-ish shape aside from our Warhammer, we may be able to take out the Dragonfly, then the Naga, then pile on the Mad Cat.

Nick, shouldn't the enemy have 3 units counting as crippled/destroyed, since the Vulture is withdrawing?
The order is- Lady Harrington, and no mercy!
User avatar
Isgrimnur
Posts: 82085
Joined: Sun Oct 15, 2006 12:29 am
Location: Chookity pok
Contact:

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

Post by Isgrimnur »

Grasshopper to 0306 (prob jump), Harasser to leave the area.
It's almost as if people are the problem.
Captainwolfer
Posts: 36
Joined: Thu Nov 12, 2020 9:55 pm

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

Post by Captainwolfer »

Isgrimnur wrote: Wed Feb 03, 2021 11:34 pm Grasshopper to 0306 (prob jump), Harasser to leave the area.
The Grasshopper should rotate towards the Viper and fire at it while jumping
The order is- Lady Harrington, and no mercy!
User avatar
$iljanus
Forum Moderator
Posts: 13676
Joined: Wed Oct 13, 2004 3:46 pm
Location: New England...or under your bed

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

Post by $iljanus »

Leraje wrote: Wed Feb 03, 2021 11:16 pm Proceed to 0111. Engage Viper and try to set 0408 on fire.

Warhammer course of action:
[] Continue engaging Mad Cat (full firepower, but fairly suicidal)
[] Continue engaging Mad Cat, dump MG/SRM ammo (limited to walking speed, reduced firepower, hit in rear arc will result in ammo explosion)
[x] Bail out

Starfire course of action:
[x] Stay grounded, that Naga is *right there*
[] Take off, maybe the Naga has something else it wants to shoot at
I think the Warhammer is combat ineffective but if the pilot thinks otherwise I’ll toast to his memory.

If any targets of opportunity come up for my plucky little Falcon, I’ll fire at it.
Black lives matter!

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

So with the Harrasser leaving we just need to get two mechs out, right? Probably the Grasshopper and at least one of the Black Knight and/or Catapult?

I'm figuring xwraith will jump to 0113 and use the mountains for cover, and then next turn start running / sprinting north.
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Captainwolfer wrote: Wed Feb 03, 2021 11:31 pm Nick, shouldn't the enemy have 3 units counting as crippled/destroyed, since the Vulture is withdrawing?
It's 2 - the Vulture and the Loki. The other three are doing pretty well.
Black Lives Matter
User avatar
Isgrimnur
Posts: 82085
Joined: Sun Oct 15, 2006 12:29 am
Location: Chookity pok
Contact:

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

Post by Isgrimnur »

Captainwolfer wrote: Wed Feb 03, 2021 11:39 pm
Isgrimnur wrote: Wed Feb 03, 2021 11:34 pm Grasshopper to 0306 (prob jump), Harasser to leave the area.
The Grasshopper should rotate towards the Viper and fire at it while jumping
Planning to jump next round, so assuming it doesn't otherwise disadvantage me, I'm cool with it.
It's almost as if people are the problem.
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

What's the to hit modifier for the Dragonfly right now?
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

El Guapo wrote: Thu Feb 04, 2021 12:38 pm What's the to hit modifier for the Dragonfly right now?
Whoops, forgot to post those. Will update the main post as well, but it should be +5 (+4 jumping, +1 light woods), not including range and attacker movement/LOS modifiers.
Black Lives Matter
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

Under Clan combat codes, if the Warhammer stops firing and starts withdrawing, will Jade Falcon let him go?
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Not in this scenario.
Black Lives Matter
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

NickAragua wrote: Thu Feb 04, 2021 1:39 pm Not in this scenario.
Boooooo.

What in this scenario do they not have honor?
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

El Guapo wrote: Thu Feb 04, 2021 2:05 pm
NickAragua wrote: Thu Feb 04, 2021 1:39 pm Not in this scenario.
Boooooo.

What in this scenario do they not have honor?
More like you don't have honor - between the Warhammer shooting the Vulture in the back and multiple units ganging up on the Dragonfly. And also how the previous scenario went. And let's not even talk about being Inner Sphere barbarians.
Black Lives Matter
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

NickAragua wrote: Thu Feb 04, 2021 2:09 pm
El Guapo wrote: Thu Feb 04, 2021 2:05 pm
NickAragua wrote: Thu Feb 04, 2021 1:39 pm Not in this scenario.
Boooooo.

What in this scenario do they not have honor?
More like you don't have honor - between the Warhammer shooting the Vulture in the back and multiple units ganging up on the Dragonfly. And also how the previous scenario went. And let's not even talk about being Inner Sphere barbarians.
Aren't they supposed to set a higher standard, though?
Black Lives Matter.
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

El Guapo wrote: Thu Feb 04, 2021 3:50 pm
NickAragua wrote: Thu Feb 04, 2021 2:09 pm
El Guapo wrote: Thu Feb 04, 2021 2:05 pm
NickAragua wrote: Thu Feb 04, 2021 1:39 pm Not in this scenario.
Boooooo.

What in this scenario do they not have honor?
More like you don't have honor - between the Warhammer shooting the Vulture in the back and multiple units ganging up on the Dragonfly. And also how the previous scenario went. And let's not even talk about being Inner Sphere barbarians.
Aren't they supposed to set a higher standard, though?
Let's just say that the Jade Falcons don't hold the residents of the Inner Sphere in the highest esteem and leave it at that.
Black Lives Matter
User avatar
gbasden
Posts: 7664
Joined: Wed Oct 13, 2004 1:57 am
Location: Sacramento, CA

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

Post by gbasden »

NickAragua wrote: Wed Feb 03, 2021 11:05 pm

Warhammer course of action:
[] Continue engaging Mad Cat (full firepower, but fairly suicidal)
[X] Continue engaging Mad Cat, dump MG/SRM ammo (limited to walking speed, reduced firepower, hit in rear arc will result in ammo explosion)
[] Bail out

Starfire course of action:
[X] Stay grounded, that Naga is *right there*
[] Take off, maybe the Naga has something else it wants to shoot at
Given that the Mad Cat has already threatened to take him into slavery, Wolf had better prove his bravery. He'll dump ammo and see if he can get in a lucky shot before the Warhammer disintegrates. And that will be one more round for the others to escape.
User avatar
$iljanus
Forum Moderator
Posts: 13676
Joined: Wed Oct 13, 2004 3:46 pm
Location: New England...or under your bed

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

Post by $iljanus »

El Guapo wrote: Thu Feb 04, 2021 3:50 pm
NickAragua wrote: Thu Feb 04, 2021 2:09 pm
El Guapo wrote: Thu Feb 04, 2021 2:05 pm
NickAragua wrote: Thu Feb 04, 2021 1:39 pm Not in this scenario.
Boooooo.

What in this scenario do they not have honor?
More like you don't have honor - between the Warhammer shooting the Vulture in the back and multiple units ganging up on the Dragonfly. And also how the previous scenario went. And let's not even talk about being Inner Sphere barbarians.
Aren't they supposed to set a higher standard, though?
Be best!
Black lives matter!

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
User avatar
NickAragua
Posts: 6100
Joined: Mon Feb 23, 2009 5:20 pm
Location: Boston, MA

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

Post by NickAragua »

Vote Results:
Spoiler:
Warhammer bail out - almost unanimous
Starfire play dead - unanimous

Player override - Warhammer dump ammo
Round 6->7:

Wolf steadies the Warhammer, gritting her teeth again, whacks the shutdown override button and lets loose with the mech's remaining weapons. The Mad Cat takes a couple of pot shots at our Grasshopper with its (really extended-range) lasers, but the PPC hit and pitter patter of the SRMs and MG rounds already loaded into the launcher throws its aim off. The clan mechwarrior blasts our Warhammer in return with its "short" range weapons (a couple of lasers and the machine guns), and our mech gives out as the engine shuts down. "Good luck guys. Hope I bought you enough time." our mechwarrior says to nobody in particular.

Our Grasshopper manages to avoid weapons fire from the Dragonfly, rotating to quickly snap off a PPC shot at the light mech, but that effort is impeded as the Naga fires its missiles directly at our 70-tonner, both missiles scoring hits, leveling the nearby woods as well. Armor holds, mostly, although the PPC is disabled before it can fire, along with the attached heat sink. Our mechwarrior squeezes the trigger several times before being able to make the connection between the computer reporting "PPC destroyed" and the weapon not tossing out lightning like it normally does. Kwan tilts the control stick to the right, straightening the Grasshopper out and setting up for another jump.

Leraje scores another glancing hit on the Dragonfly, taking some armor off the right leg with a pulse laser, then uses the Black Knight's medium lasers to start another fire, increasing the amount of smoke in between our mechs and the clanners. Xwraith lobs some LRMs over the hill at the Naga as a form of suppression fire, but that doesn't do much.

"Coming around for another pass, ETA 20 seconds". Our Lucifer reports.

Raw data:
Spoiler:

Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) is abandoned by its crew.
*** Pegasus Scout Hover Tank (Standard) ID:166 (1st Octopus Overlords) DESTROYED by ejection! ***

Harasser Laser Platform (Standard) ID:2 (1st Octopus Overlords) flees the battlefield.
***Lucifer LCF-R15OA ID:142 (1st Octopus Overlords) flies off the map!***

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

Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 10, rolls 9 : misses

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

    ER Large Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 10, rolls 6 : misses

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

    ER Medium Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RA.
        8 damage transfers to RT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to RT.
             SECTION DESTROYED.
        2 damage transfers to CT.
            Critical hit on RT. Roll is (5+1) = 6; no effect.
*** Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) DESTROYED by engine destruction! ***
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 2 damage to CT.
            12 Armor remaining.


    Medium Pulse Laser at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 2, rolls 7 : - Direct Blow - hits CT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 8 damage to CT.
            4 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - hits RA
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to RA.
        3 damage transfers to RT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to RT.
        3 damage transfers to CT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to CT.
            1 Armor remaining.


    Machine Gun at Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords); needs 5, rolls 9 : - Direct Blow - hits RT
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to RT.
        3 damage transfers to CT.
        Warhammer WHM-6ROXL ID:107 (1st Octopus Overlords) takes 3 damage to CT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Heat Sink.


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 8, rolls 2 : misses

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

    Medium Pulse Laser at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 8, rolls 6 : misses

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

    SRM 4 at Grasshopper GHR-5N ID:98 (1st Octopus Overlords); needs 11, rolls 4 : misses


Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV at Hex: 0305 (Artillery) needs 9, rolls 10 : hits the intended hex 0305.
        Hex 0305: terrain takes 40 damage.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) hit for 20 damage.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to CT.
            25 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RA.
            17 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to CT.
            20 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RT.
            15 Armor remaining.
        Hex 0204: terrain takes 20 damage.
        Hex 0404: terrain takes 20 damage.

    Arrow IV at Hex: 0305 (Artillery) needs 9, rolls 12 : hits the intended hex 0305.
        Hex 0305: terrain takes 40 damage.
             Light Woods converted to Rough!
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) hit for 20 damage.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RT.
            10 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to CT.
            15 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RT (critical).
            5 Armor remaining.
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on +PPC.
            CRITICAL HIT on +PPC.
            CRITICAL HIT on Heat Sink.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RT.
            0 Armor remaining.
        Hex 0204: terrain takes 20 damage.
        Hex 0404: terrain takes 20 damage.

Weapons fire for Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords)
    Medium Laser at Naga B ID:80 (Beta Trinary); needs 8, rolls 8 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) HD
        Naga B ID:80 (Beta Trinary) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Naga B ID:80 (Beta Trinary) "Matevos" takes 1 damage (1 total hits).
        Pilot of Naga B ID:80 (Beta Trinary) "Matevos" needs a 3 to stay conscious. Rolls 12 : successful!


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 8, rolls 6 : misses


    SRM 6 at Naga B ID:80 (Beta Trinary); needs 8, rolls 7 : misses


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


    Medium Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 3 : misses


    Small Laser at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 3 : misses


    Machine Gun at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 6, rolls 11 : - Direct Blow - hits RT
        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 3 damage to RT.
            16 Armor remaining.


    SRM 6 at Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary); needs 4, rolls 5 : 4 missile(s) hit.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RA.
            0 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RA.
             10 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to LA.
            16 Armor remaining.

        Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) takes 2 damage to RT.
            14 Armor remaining.


Weapons fire for Grasshopper GHR-5N ID:98 (1st Octopus Overlords)
    PPC at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 12, rolls 8 : misses

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

Weapons fire for Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords)
    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 11 : - Glancing Blow due to Narrow/Low Profile - hits RL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 4 damage to RL.
            11 Armor remaining.


    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 10, rolls 4 : misses

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

    Medium Laser at Hex: 0408 (Ignite) needs 2, rolls 2 : - Glancing Blow -hits!
        Needs 7 [7 (Medium Laser)] to ignite, rolls 11
        Fire started in hex 0408.


    Medium Laser at Hex: 0408 (Ignite) needs 2, rolls 7 : hits!
        The hex is already on fire


    Medium Laser at Hex: 0408 (Ignite) needs 2, rolls 4 : hits!
        The hex is already on fire


Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    LRM 15 at Naga B ID:80 (Beta Trinary); needs 10, rolls 7 : misses


    LRM 15 at Naga B ID:80 (Beta Trinary); needs 10, rolls 6 : misses




Grasshopper GHR-5N ID:98 (1st Octopus Overlords) 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 10 : succeeds.


Heat Phase
-------------------
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) gains 14 heat, sinks 15 heat and is now at 0 heat.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 31 heat, sinks 32 heat and is now at 2 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 18 heat, sinks 18 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 11 heat, sinks 18 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 34 heat, sinks 34 heat and is now at 4 heat.
Naga B ID:80 (Beta Trinary) gains 22 heat, sinks 24 heat and is now at 4 heat.
Lucifer LCF-R15OA ID:142 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Starfire SF-1XO ID:157 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.

End Phase
-------------------
Fire at 0314 is burning brightly.
    Terrain burns for 5 damage.
Light smoke continues to fill 0313.
Light smoke continues to fill 0413.
Light smoke continues to fill 0213.
Fire at 0408 was started this round.
Light smoke fills 0407.
Light smoke fills 0508.
Light smoke fills 0308.
Battlefield state:
Spoiler:
Enlarge Image
The Naga moves north, obviously intending to take another pot shot at our Grasshopper before our mechwarrior clears the field.

The guy in the Starfire looks at the approaching 80-ton mech with some concern, gingerly moving his hands over the controls to shut down targeting radar and any other system that may indicate that the aerospace fighter is still flight-worthy.

The Mad Cat, sparing a brief glance to make sure our Warhammer is truly down, moves north, attempting to catch up to our escaping units, scraping some pavement with its clawed feet. "Well fought, mechwarrior. Now to finish the rest of your compatriots off."

The guy in the Dragonfly appears to have the drop on us.

Objective Update:
Harasser escaped (3/5 units escaped)

Movement modifiers:
Dragonfly: Unknown (ace), probably +5
Mad Cat: +1
Naga: +2

Starfire:
[] Keep playing possum
[] Run for it!
Black Lives Matter
User avatar
El Guapo
Posts: 41246
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

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

Post by El Guapo »

xwraith will run straight ahead to 0109, torso twist to the right. Plan on either firing at the Dragonfly or the Naga depending upon which has the better to hit chances after the Dragonfly moves.

Also if I have heat to spare I'll fire medium laser(s) at the forest in 0409 to set it on fire.

As for the Starfly, isn't the Naga looking straight at it right now? It should move as soon as it's safe to do so...but doesn't seem like that's right now? But I'd leave that up to the pilot's call.
Black Lives Matter.
Post Reply