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

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

Post by Isgrimnur »

Isgrimnur wrote: Wed Feb 03, 2021 11:34 pm Grasshopper to 0306 (prob jump), Harasser to leave the area.
Why am I at 0305?
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Isgrimnur wrote: Fri Feb 05, 2021 11:20 am
Isgrimnur wrote: Wed Feb 03, 2021 11:34 pm Grasshopper to 0306 (prob jump), Harasser to leave the area.
Why am I at 0305?
Yikes, sorry.

I can move you back to 0306 if you want (just need to do a little save game editing, I believe), since it wouldn't have made any difference in terms of any other results from that turn.

Although 0305 does let you clear the board at the end of this turn, rather than having to take an extra turn of incoming fire.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

No partial cover for the terrain height?
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Isgrimnur wrote: Fri Feb 05, 2021 11:32 am No partial cover for the terrain height?
That only works if the attacking mech is at or below your mech's height (the Naga was at level 1, 0306 is at level 0)
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

:tjg:

Play it as it lies. Head for the exit, guns blazing.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Proceed to 0106. Keep engaging the Viper.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

I'll keep firing away at anything that comes along.

And if it isn't safe to take off the Starfire should keep playing dead to avoid being actually dead.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

This one went pretty quick, so 2x update!

Vote Results:
Spoiler:
Keep playing possum
Round 7->8:

Kwan's Grasshopper leaves the blasted tree zone, firing up the jump jets for one last hop to the north, keeping the rear armor breaches facing away from the hostile units. Two more missiles go flying out at the Grasshopper, but only one scores a hit, the damage spreading across the 70-ton mech's considerable armor with no further effect. Our mechwarrior keeps the mech straight and will be able to move out of range.

Leraje and Xwraith break north, the Dragonfly abandoning pursuit of the Grasshopper and jumping in behind Xwraith's Catapult instead. The Catapult takes several hits, including a laser-induced armor breach from the rear. Our mech's problems are further compounded by a long-range blast from the Mad Cat, which fries the "shoulder" actuator controlling the elevation and traverse on the right-side LRM launcher. Our mechwarrior instinctively turns the mech to face the incoming attack, and idly notes the green/gray texture on the mech foot moving towards the cockpit.

Xwraith's hand closes over the ejection handle and yanks it back. The mechwarrior loses consciousness as the ejection seat misfires.

Leraje's return fire is ineffective. The mechwarrior runs the back of his right hand across his chin, then grips the weapons control stick. This is it, the final run to relative safety.

Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits (using Rear table) LTR
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 8 damage to LTR.
            0 Armor remaining.


    Medium Pulse Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits (using Rear table) LTR
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 8 damage to LTR.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is (6+1) = 7; no effect.


    Machine Gun at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 6, rolls 5 : misses

    Machine Gun at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 6, rolls 8 : hits (using Rear table) RA
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 2 damage to RA.
            11 Armor remaining.


    SRM 4 at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow -1 missile(s) hit (using Rear table) (w/ -4 malus).

        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 2 damage to RA (critical).
            9 Armor remaining.
            Critical hit on RA. Roll is (6-2) = 4; no effect.


Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV at Hex: 0301 (Artillery) needs 7, rolls 4 : misses and scatters to hex 0602.

    Arrow IV at Hex: 0301 (Artillery) needs 7, rolls 11 : hits the intended hex 0301.
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) hit for 20 damage.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RL.
            14 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to LA.
            15 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to LT.
            8 Armor remaining.
        Grasshopper GHR-5N ID:98 (1st Octopus Overlords) takes 5 damage to RL.
            9 Armor remaining.

Weapons fire for Vulture (Mad Dog) Prime ID:24 (Beta Trinary)
    LRM 20 at Falcon Hover Tank (Standard) ID:167 (1st Octopus Overlords); needs 10, rolls 8 : misses


Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 9, rolls 7 : misses


    ER Large Laser at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 9, rolls 12 : - Direct Blow - hits (using Rear table) RA
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 11 damage to RA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Shoulder.


    LRM 20 at Catapult CPLT-C1 ID:34 (1st Octopus Overlords); needs 9, rolls 11 : 12 missile(s) hit (using Rear table).

        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 5 damage to LL.
            3 Armor remaining.

        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 5 damage to CTR.
            6 Armor remaining.

        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 2 damage to LA (critical).
            11 Armor remaining.
            Critical hit on LA. Roll is 7; no effect.


Weapons fire for Catapult CPLT-C1 ID:34 (1st Octopus Overlords)
    LRM 15 at Naga B ID:80 (Beta Trinary); needs 11, rolls 6 : misses


    LRM 15 at Naga B ID:80 (Beta Trinary); needs 11, rolls 2 : misses


Weapons fire for Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords)
    ER PPC at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 3 : misses


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




Catapult CPLT-C1 ID:34 (1st Octopus Overlords) must make 1 piloting skill roll(s) (40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (40+ damage)); needs 6, rolls 7 : 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 6 : succeeds.

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

Physical attacks for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Kick (Left leg) at Catapult CPLT-C1 ID:34 (1st Octopus Overlords) ID:34; needs 4, rolls 10 : - Direct Blow - hits (using Rear Punch table) HD
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is (5+2) = 7; no effect.

        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" takes 1 damage (1 total hits).
        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" needs a 3 to stay conscious. Rolls 2 : blacks out.


Catapult CPLT-C1 ID:34 (1st Octopus Overlords) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Catapult CPLT-C1 ID:34 (1st Octopus Overlords) falls on its left side, suffering 7 damage.
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 5 damage to HD.
             SECTION DESTROYED.
*** Catapult CPLT-C1 ID:34 (1st Octopus Overlords) DESTROYED by damage! ***
        >Catapult CPLT-C1 ID:34 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
    
Catapult CPLT-C1 ID:34 (1st Octopus Overlords) must make a piloting skill check (landing in clear terrain).
    Needs 14 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 7 : fails.

        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" takes 3 damage (4 total hits).

        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" takes 2 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" is already dead, so no damage is dealt!
        Catapult CPLT-C1 ID:34 (1st Octopus Overlords) takes 2 damage to LA.
            9 Armor remaining.
    
Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" cannot avoid damage.
        Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" is already dead, so no damage is dealt!


Heat Phase
-------------------
Grasshopper GHR-5N ID:98 (1st Octopus Overlords) gains 4 heat, sinks 4 heat and is now at 0 heat.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 20 heat, sinks 22 heat and is now at 0 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 19 heat, sinks 19 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:24 (Beta Trinary) gains 18 heat, sinks 18 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 32 heat, sinks 34 heat and is now at 2 heat.
Naga B ID:80 (Beta Trinary) gains 22 heat, sinks 24 heat and is now at 2 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.
Fire at 0408 is burning brightly.
    Terrain burns for 5 damage.
Heavy smoke overpowers light smoke in 0313.
Heavy smoke overpowers light smoke in 0413.
Heavy smoke overpowers light smoke in 0213.
Light smoke continues to fill 0407.
Light smoke continues to fill 0508.
Light smoke continues to fill 0308.
Battlefield state:
Spoiler:
Image
The Naga maintains position, swiveling towards Leraje's Black Knight, while the Mad Cat bounds north, still at long range. The Dragonfly crouches, getting ready to fire its jump jets up again.

"ETA 10 seconds." The Lucifer pilot reports, banking his aerospace fighter around.

The crew of the Falcon waits patiently, as nothing is within range, although sensors show the Mad Cat is about to crest the hill that our hovertank is beneath.

Objective update:
Grasshopper escaped (4/10 units escaped)
Catapult destroyed (5/10 units destroyed, 4/10 units escaped)

Movement modifiers:
Naga: +0
Mad Cat: +1
Dragonfly: Unknown (ACE, probably +5)
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

If I reach the north edge of the map I get to evac next turn, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Leraje wrote: Fri Feb 05, 2021 3:10 pm If I reach the north edge of the map I get to evac next turn, right?
Yep, and you can do it too, thanks to the terrain master SPA.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

NickAragua wrote: Fri Feb 05, 2021 3:12 pm
Leraje wrote: Fri Feb 05, 2021 3:10 pm If I reach the north edge of the map I get to evac next turn, right?
Yep, and you can do it too, thanks to the terrain master SPA.
If instead of going directly to 0101, I go to 0102 and turn NE to cover my rear is the evac next turn is still on the table (assuming I survive)?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

Leraje wrote: Fri Feb 05, 2021 3:22 pm
NickAragua wrote: Fri Feb 05, 2021 3:12 pm
Leraje wrote: Fri Feb 05, 2021 3:10 pm If I reach the north edge of the map I get to evac next turn, right?
Yep, and you can do it too, thanks to the terrain master SPA.
If instead of going directly to 0101, I go to 0102 and turn NE to cover my rear is the evac next turn is still on the table (assuming I survive)?
No, but you can go to 0101 and turn northeast - the terrain master SPA reduces MP cost for elevation changes by 1, so you're basically ignoring single-level elevation changes.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

eh, whoops. Sorry xwraith. So is he just straight up dead?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Isgrimnur »

Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" takes 2 damage, killing the pilot (6 total hits).
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

NickAragua wrote: Fri Feb 05, 2021 3:55 pm
Leraje wrote: Fri Feb 05, 2021 3:22 pm
NickAragua wrote: Fri Feb 05, 2021 3:12 pm
Leraje wrote: Fri Feb 05, 2021 3:10 pm If I reach the north edge of the map I get to evac next turn, right?
Yep, and you can do it too, thanks to the terrain master SPA.
If instead of going directly to 0101, I go to 0102 and turn NE to cover my rear is the evac next turn is still on the table (assuming I survive)?
No, but you can go to 0101 and turn northeast - the terrain master SPA reduces MP cost for elevation changes by 1, so you're basically ignoring single-level elevation changes.
Image
Fire on/punch the Viper if it gets within range.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Isgrimnur wrote: Fri Feb 05, 2021 4:05 pm
Pilot of Catapult CPLT-C1 ID:34 (1st Octopus Overlords) "Private Frederick Hakim" takes 2 damage, killing the pilot (6 total hits).
Soo....he went to play on a nice farm upstate where there's plenty of room and lots of sunshine?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

El Guapo wrote: Fri Feb 05, 2021 4:00 pm eh, whoops. Sorry xwraith. So is he just straight up dead?
There are a couple more rolls at the campaign level that determine that. But even if he survives, well, there's the wee matter of the hostile force being in control of the battlefield.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

The crew of the Falcon waits patiently, as nothing is within range, although sensors show the Mad Cat is about to crest the hill that our hovertank is beneath.
We’ll be waiting for that Mad Cat and give it a nice welcome...
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

As my move I'm going to crawl out of the wreckage and come after those Clan bastards who thought me dead...
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by NickAragua »

The mechwarrior in the Dragonfly gets a little too enthusiastic trying to chase Leraje down and loses his left arm to weapons fire from the Black Knight. The Mad Cat's long-range fire doesn't hit at all, and then the missiles from the Naga come flying in. The Black Knight's armor holds up, the Dragonfly loses a good amount of armor on its left side from being in the blast radius, clanging one last kick off our mech's right leg before limping off, along with its pals.

Raw Data:
Spoiler:

Grasshopper GHR-5N ID:98 (1st Octopus Overlords) flees the battlefield.

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

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 6 : - Glancing Blow due to Narrow/Low Profile - hits LA
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 4 damage to LA.
            0 Armor remaining.


    Large Pulse Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 5, rolls 7 : hits RL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 9 damage to RL.
            2 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 7 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits LT
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 1 damage to LT.
            2 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 8 : - Glancing Blow due to Narrow/Low Profile - hits LA
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LA.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is (7-2) = 5; no effect.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 11 : - Direct Blow - hits LA
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 6 damage to LA.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LA. Roll is (5+1) = 6; no effect.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LT.
            0 Armor remaining.


    Medium Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 8 : - Glancing Blow due to Narrow/Low Profile - hits LT
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 2 damage to LT.
             8 Internal Structure remaining.
            Critical hit on LT. Roll is (9-2) = 7; no effect.


    Small Laser at Dragonfly (Viper) Prime ID:27 (Beta Trinary); needs 7, rolls 9 : hits LL
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 3 damage to LL.
            4 Armor remaining.


Weapons fire for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Medium Pulse Laser at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 5, rolls 4 : misses


    Medium Pulse Laser at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 5, rolls 4 : misses


    Machine Gun at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 7, rolls 8 : hits (using Right Side table) RT
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 2 damage to RT.
            22 Armor remaining.


    Machine Gun at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 7, rolls 9 : hits (using Right Side table) LL
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 2 damage to LL.
            7 Armor remaining.


    SRM 4 at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -3 missile(s) hit (using Right Side table) (w/ -4 malus).

        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 2 damage to RL.
            22 Armor remaining.

        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 2 damage to RA.
            22 Armor remaining.

        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 2 damage to LA.
            22 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary)
    ER Large Laser at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 10, rolls 6 : misses


    ER Large Laser at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); needs 10, rolls 2 : misses


    LRM 20 at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); , the shot is an automatic miss (Target out of range), rolls 6 : misses


    LRM 20 at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords); , the shot is an automatic miss (Target out of range), rolls 10 : misses


Weapons fire for Naga B ID:80 (Beta Trinary)
    Arrow IV at Hex: 0101 (Artillery) needs 5, rolls 8 : hits the intended hex 0101.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) hit for 20 damage.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to RL.
            17 Armor remaining.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to RT.
            17 Armor remaining.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to RT.
            12 Armor remaining.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to RT.
            7 Armor remaining.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) hit for 10 damage.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to CT.
            10 Armor remaining.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.

    Arrow IV at Hex: 0101 (Artillery) needs 5, rolls 4 : misses and scatters to hex 0201.
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) hit for 10 damage.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to LT.
            4 Armor remaining.
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 5 damage to CT.
            17 Armor remaining.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) hit for 10 damage.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to CT.
            5 Armor remaining.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to LA.
        5 damage transfers to LT.
        Dragonfly (Viper) Prime ID:27 (Beta Trinary) takes 5 damage to LT.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.



Black Knight BL-6b-KNT ID:150 (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 9 : succeeds.

Dragonfly (Viper) Prime ID:27 (Beta Trinary) must make 2 piloting skill roll(s) (leg/foot actuator hit; 40+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (leg/foot actuator hit) + 2 (40+ damage)); needs 6, rolls 10 : succeeds.
    Roll #2, (3 (Base piloting skill) + 2 (40+ damage) + 1 (leg/foot actuator hit)); needs 6, rolls 12 : succeeds.

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

Physical attacks for Dragonfly (Viper) Prime ID:27 (Beta Trinary)
    Kick (Right leg) at Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) ID:150; needs 5, rolls 5 : - Glancing Blow -hits (using Right Side Kick table) RL
        Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) takes 4 damage to RL.
            13 Armor remaining.


Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) 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)); needs 3, rolls 6 : succeeds.

Heat Phase
-------------------
Black Knight BL-6b-KNT ID:150 (1st Octopus Overlords) gains 35 heat, sinks 32 heat and is now at 3 heat.
Dragonfly (Viper) Prime ID:27 (Beta Trinary) gains 19 heat, sinks 19 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ID:25 (Beta Trinary) gains 38 heat, sinks 34 heat and is now at 6 heat.
Naga B ID:80 (Beta Trinary) gains 20 heat, sinks 22 heat and is now at 0 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.
Final Battlefield State:
Spoiler:
Enlarge Image
Our Lucifer does one last fly-by, targeting the Naga to distract it. The aerospace fighter takes an engine hit from the Naga's missiles, but blasts it pretty good, breaching left torso armor and disabling one of the launchers. This allows the Starfire a couple of seconds to take off and jet out of range, leaving the Lucifer to follow.

The Falcon's crew is unable to draw a meaningful bead on the Mad Cat as it comes bounding over the hill, and opt to bail out and scatter as the mech delivers a "gentle" armor-breaching stomp to the hovertank.

--

What's left of Beta-Hunter is in pretty bad shape - Leraje's Black Knight is in the yellow and green for armor, while Kwan's Grasshopper has (relatively) minor internal damage. Our Pegasus and Falcon are technically intact, but in hostile territory, so they may as well be gone. Their crews manage to escape, however, the Falcon's uninjured, while the Pegasus' pretty beat up. Xwraith's Catapult remains on the ground with a hole through the cockpit, and no further contact can be made with our mechwarrior. Wolf's Warhammer is likewise not destroyed, but has been captured, along with the mechwarrior. At least that's what we presume, since we haven't had any communications from said mechwarrior. Additionally, our Chippewa fighter is a wreck, while the Lucifer and Starfire are shot up to the point where they will require weeks in the workshop.

Still, the Clan force got beat up pretty badly as well. They lost one fighter entirely (our aerospace pilots report that it engaged them with a rapid-fire autocannon/20, which is how the Chippewa got blown to bits), and the other crashed somewhere. Out of the five clan mechs that engaged us, none came away without internal damage (even the Mad Cat had an armor breach on the right arm). With Beta-Assault just over the horizon, the hostiles back off. They won't be getting through this sector after all.
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$iljanus
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

Not today, Jade Falcon. Not today...
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Zarathud »

Fighting the Clan to a draw is better than most of the Inner Sphere is doing.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Leraje »

Zarathud wrote: Sun Feb 07, 2021 2:14 pm Fighting the Clan to a draw is better than most of the Inner Sphere is doing.
Still, this was... messy.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by El Guapo »

Leraje wrote: Sun Feb 07, 2021 2:29 pm
Zarathud wrote: Sun Feb 07, 2021 2:14 pm Fighting the Clan to a draw is better than most of the Inner Sphere is doing.
Still, this was... messy.
Look, we need a couple casualties and messy engagements to heighten the drama of a clash with the Clans. Otherwise they don't get built up enough as villains to make for a compelling story.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by $iljanus »

El Guapo wrote:
Leraje wrote: Sun Feb 07, 2021 2:29 pm
Zarathud wrote: Sun Feb 07, 2021 2:14 pm Fighting the Clan to a draw is better than most of the Inner Sphere is doing.
Still, this was... messy.
Look, we need a couple casualties and messy engagements to heighten the drama of a clash with the Clans. Otherwise they don't get built up enough as villains to make for a compelling story.
ARE YOU NOT ENTERTAINED?
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by xwraith »

Roll new character?
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insidious insanity, an eldritch manifestation that would make Bill
Gates let out a low whistle of admiration," but it's all those, too.
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Let's Play Together: GM'd Battletech via MegaMek XI

Post by Zarathud »

I’ve died once, retired once. Almost bit it in the last engagement. When you’re in an Awesome, you get noticed on the battlefield. The Clan can shoot, so we’re lucky just to survive this madhouse.

I love the smell of PPC plasma in the morning. Smells like...victory.
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Re: Let's Play Together: GM'd Battletech via MegaMek XI

Post by Freyland »

Good job, guys
Sims 3 and signature unclear.
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