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

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

Post by $iljanus »

Can my Mackie move to hex 2729 facing NW? Thinking of eventually engaging that Vulture and Ryoken.

Thunderbolt to hex 1905 and lights up that Loki in hex 2003
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Think we've got everyone just waiting on Moley.
El Guapo wrote: Mon Oct 25, 2021 3:05 pm What does "well done" mean? Dead / critically damaged, or some amount of damage that may or may not be serious?
Insta-kill on every trooper in the squad.

You've got, I believe 7 or so gauss slugs left.
$iljanus wrote: Mon Oct 25, 2021 8:21 pm Can my Mackie move to hex 2729 facing NW? Thinking of eventually engaging that Vulture and Ryoken.
That's on top of the hill to the south of you across the river. So, eventually, but it'll take many turns. Are you sure you're not thinking of a different hex?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

NickAragua wrote: Mon Oct 25, 2021 8:38 pm Think we've got everyone just waiting on Moley.
El Guapo wrote: Mon Oct 25, 2021 3:05 pm What does "well done" mean? Dead / critically damaged, or some amount of damage that may or may not be serious?
Insta-kill on every trooper in the squad.

You've got, I believe 7 or so gauss slugs left.
$iljanus wrote: Mon Oct 25, 2021 8:21 pm Can my Mackie move to hex 2729 facing NW? Thinking of eventually engaging that Vulture and Ryoken.
That's on top of the hill to the south of you across the river. So, eventually, but it'll take many turns. Are you sure you're not thinking of a different hex?
Yikes, sorry about that. Meant to say Mackie to hex 2723
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

$iljanus wrote: Mon Oct 25, 2021 9:52 pm Yikes, sorry about that. Meant to say Mackie to hex 2723
You're still a little short: backing up will get you to 2724 facing south, while turning around will get you to 2725.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

NickAragua wrote: Mon Oct 25, 2021 10:51 pm
$iljanus wrote: Mon Oct 25, 2021 9:52 pm Yikes, sorry about that. Meant to say Mackie to hex 2723
You're still a little short: backing up will get you to 2724 facing south, while turning around will get you to 2725.
Let's carefully back up to 2724 then. Don't want to needlessly expose my rear.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

Exposing your taint to a Mad Cat rarely ends well.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Sun Oct 24, 2021 3:06 pm Nick, on the southern side, there's BA on 2423 and 2324, right? A bit of a mess in the map, there.

Has the Black Hawk lost any guns?

I'm thinking of jumping to 2223, kicking and lasering it while throwing my ERPPC at the 1619 Vulture, as it has got its back to us and that would go critical if it hits the back.

What would the heat from all that be?
Sorry, missed this.

Correct, BA in both 2324 and 2423. The 2423 ones are swarming Isgrimnur's Thug.

Black Hawk still has all its guns.

Heat would be: 5 from jumping, 5 from ending turn in fire, 15 for ER PPC, 5 for laser, 5 for laser, 2 residual heat, so 37 total. You'd be at -1 MP, but don't eat the firing penalty.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Apologies

move to 2027 and fire large laser and missiles at the prone nova 2124 if I can see him, if not move to 2032 and fire at the mad cat
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Freyland »

Isgrimnur wrote: Tue Oct 26, 2021 10:26 am Exposing your taint to a Mad Cat rarely ends well.
There's other threads discussing cats and taints, actually. :D
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

> Lich:Jumping to 2223, kick and double ERML the Black Hawk, ERPPC at the 1619 Vulture
> ARC-2R: Kick the Thor, double LRM Black Hawk or 1619 Vulture, whichever seems tastier/easier to hit.


Unless you've got a better idea.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

The Vulture that walked on the mines gets past the explosions, but trips up a little bit later, dropping to a knee to stabilize itself. It fires at the Kurita Wolverine jumping north, but fails to connect. The brief pause costs it as El Guapo comes through the smoke and blasts it with two extended-range PPC shots, one to each leg. One of the actuators on the left leg is fried. Leraje helps out with a laser to the back, as does the incoming Lich, blasting the right torso section in the rear with the Griffin's PPC. The right arm goes flying off, as does pretty much all the armor on the rear center torso section, while the right shoulder LRM launcher sort of droops.

Lich also spares a couple of lasers for the nearby Black Hawk, but it's a little too low to deliver a kick. Still, one of the lasers makes contact with the squat, downed mech's head. This knocks the mechwarrior out apparently, as the mech briefly stops moving. Lich starts sweating as the Griffin's double heat sinks work over time to compensate for the incredible heat accumulation, but it was worth it.

Isgrimnur wakes up to battle armor troopers crawling all over his mech. Thinking quickly, he gets up, walking over into a nearby blazing inferno. The Thug's heat sinks protest, but the heat also gets the Elementals off very nicely. "Right. Anybody else want a free ride?" the mechwarrior comments, sending a PPC blast into the back of the Vulture to the northwest.

As the 60-tonner drops to the ground, a Kurita Shadow Hawk runs over, crushing its right leg to ensure it stays down.

Moley runs north, avoiding ineffectual fire from the downed Black Hawk. The Mad Cat to the southwest also fires a salvo of SRMs at our Thunderbolt. The fancy clan targeting system would have resulted in more hits, but Lich has moved in with his Griffin's ECM field, helping reduce damage to just three SRMs' worth. A large laser from the northern Ryoken briefly grazes the Thunderbolt's left leg but fails to do any major damage. All this fire causes our Thunderbolt's shots to miss.

Siljanus backs up, firing PPCs and lasers at some nearby elementals, lacking any other targets. Both PPC shots connect, each taking out a battle armor trooper. The remaining two troopers decide discretion is the better part of valor and start pulling back across the river.

TheMix jumps back across the river, avoiding pulse laser blasts from the hilltop Vulture to the southwest and sending a salvo of LRMs at it. This time, our mechwarrior gets a solid lock and the missiles home in on the Vulture's breached left section, destroying both the large and medium pulse laser, as well as knocking out the left-side LRM launcher.

To the north, the Orion gets up, taking another couple of lasers from the Daishi - one of the beams melts the AC/10 barrel, greatly reducing the Kurita mech's firepower. It's unable to score any hits on its target Mad Cat and the mechwarrior is once again unable to stay upright, dropping to the ground. This time, the impact crunches some engine shielding. Considering its target finished, the Daishi gets up, presumably to move off the blazing inferno started by the Wolf Trap's ineffectual fire. The Kurita mechwarrior apologizes and begins making his way off the field.

The Kurita Phoenix Hawk continues its streak, avoiding most fire from the "loose" Mad Cat.

The downed Thor continues firing back at the Archer, connecting to the left torso with an LBX slug. This prevents the Archer's mechwarrior from hitting its target Vulture with LRMs (not that the beat-up 60-tonner needed any more), for which he retaliates by crushing the 70-ton clan mech's right torso, forcing an engine shut down.

The Kurita Marauder gets completely mauled by its opponent Mad Cat, a PPC and multiple pulse lasers blasting the right section, severing both the right arm and leg. The beat-up mech keels over, sparks flying from its right torso as well. Some Elementals add insult to injury, cracking the mech's center torso with small arms fire and lasers, severely damaging the engine and gyro. As it drops to the ground, it loses its other leg. The mechwarrior wastes no time in bailing out.

"Zellbringen is suspended for these dezgra surats!" Comes a transmission over the open frequency.

Current battlefield status:
Spoiler:
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Raw firing/heat/melee data:
Spoiler:

Initiative Phase for Round #11
-------------------
1st Octopus Overlords rolls a 11[7+4].
Clan Smoke Jaguar rolls a 7[7+0].

Wind direction is Northeast.

Thug THG-11EO ID:69 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 8 : succeeds.

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

Orion ON1-K ID:23 (1st Octopus Overlords) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 5 : falls.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.
Elemental Battle Armor [Laser] ID:18 (Clan Smoke Jaguar) is on fire in hex 2323. Needs an 8+ to avoid damage, rolls 3 : fails to avoid damage.
*** Elemental Battle Armor [Laser] ID:18 (Clan Smoke Jaguar) DESTROYED by fire! ***
Thug THG-11EO ID:69 (1st Octopus Overlords) is freed from its swarm attack.


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

Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 8, rolls 12 : - Direct Blow - hits RT
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 11 damage to RT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on +AC/10.


     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 8, rolls 6 : misses


     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 8, rolls 9 : hits LT
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 10 damage to LT.
            2 Armor remaining.


     ER Large Laser at Orion ON1-K ID:23 (1st Octopus Overlords); needs 8, rolls 5 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar)
     Large Pulse Laser at Wolverine WVR-6R ID:29 (1st Octopus Overlords); needs 8, rolls 7 : misses


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


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


Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LA
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 5 damage to LA.
            0 Armor remaining.


     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 7, rolls 5 : misses


     ER Medium Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 7, rolls 5 : misses


     ER Medium Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 7, rolls 5 : misses


     Machine Gun at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 8, rolls 5 : misses

     Machine Gun at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 8, rolls 5 : misses

Weapons fire for Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar)
     LB 10-X AC at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 9, rolls 10 : hits LT
        Archer ARC-2R ID:26 (1st Octopus Overlords) takes 10 damage to LT.
            14 Armor remaining.


     LRM 15 at Archer ARC-2R ID:26 (1st Octopus Overlords); needs 9, rolls 7 : misses

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

Weapons fire for Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar)
     ER PPC at Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords); needs 11, rolls 5 : misses


Weapons fire for Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar)
     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 3 : misses


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


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


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


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


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


Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     LRM 10 ((Clan) Artemis-capable ammo) at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 8, rolls 4 : misses


     SRM 4 ((Clan) Artemis-capable ammo) at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 11, rolls 12 : (ECM prevents bonus) 3 missile(s) hit.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to RA.
            18 Armor remaining.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to RL.
            26 Armor remaining.

        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 2 damage to RT.
            20 Armor remaining.


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     Large Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 9, rolls 3 : misses

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

     Large Pulse Laser at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 10, rolls 5 : misses

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

Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 5, rolls 6 : - Glancing Blow due to Narrow/Low Profile - hits RT
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 7 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is (4-2) = 2; no effect.


     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits LA
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 8 damage to LA.
            12 Armor remaining.


     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 3, rolls 9 : - Direct Blow - hits RL
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 9 damage to RL.
            Armor destroyed.
             15 Internal Structure remaining.
            Critical hit on RL. Roll is (10+2) = 12;LIMB BLOWN OFF Right Leg blown off.


     Medium Pulse Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 3, rolls 8 : - Direct Blow - hits RL
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 8 damage to RL.
        8 damage transfers to RT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 8 damage to RT.
             SECTION DESTROYED.
        5 damage transfers to CT.
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on *AC/5.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to CT.
            13 Armor remaining.


     Streak SRM 6 at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 5, rolls 5 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - 6 missile(s) hit.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT.
            11 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RL.
        2 damage transfers to RT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT.
            9 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RL.
        2 damage transfers to RT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT.
            7 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to LL.
             1 Internal Structure remaining.
            Critical hit on LL. Roll is (7-2) = 5; no effect.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RL.
        2 damage transfers to RT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT.
            5 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RA (critical).
        2 damage transfers to RT (critical).
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to RT (critical).
        2 damage transfers to CT (critical).
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to CT (critical).
            3 Armor remaining.


     ER Small Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits RT
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 1 damage to RT.
        1 damage transfers to CT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 1 damage to CT.
            2 Armor remaining.


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


     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 8, rolls 6 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 10, rolls 6 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 10, rolls 3 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 10, rolls 9 : misses


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 8, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (Large Pulse Laser) + 2 (accidental)] to ignite, rolls 8

     Medium Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 8, rolls 7 : misses

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

     Medium Pulse Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 8, rolls 9 : hits (using Left Side table) LA
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 7 damage to LA.
        7 damage transfers to LT.
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 7 damage to LT.
            13 Armor remaining.


     LB 10-X AC (Cluster ammo) at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 9, rolls 5 : misses

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

Weapons fire for Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar)
     Small Laser at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 5, rolls 11 : - Direct Blow - 3 troopers hit
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to LA.
            7 Armor remaining.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to RL.
        5 damage transfers to RT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to RT.
        5 damage transfers to CT.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to CT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to CT.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Standard Gyro.


     Auto-Rifle (Modern, Generic) at Marauder MAD-3R ID:24 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - 2 troopers hit, causing 1 damage.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 1 damage to LA.
            6 Armor remaining.


Weapons fire for Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar)
     Small Laser at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 5, rolls 9 : - Direct Blow - 1 troopers hit (using Left Side table)
        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 4 damage to LL.
            30 Armor remaining.


     Auto-Rifle (Modern, Generic) at Thug THG-11EO ID:69 (1st Octopus Overlords); needs 5, rolls 6 : 1 troopers hit (using Left Side table), causing 1 damage.
        Thug THG-11EO ID:69 (1st Octopus Overlords) takes 1 damage to LL.
            29 Armor remaining.


Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     LRM 10 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 11 : 10 missile(s) hit.

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 5 damage to LA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on +Large Pulse Laser.
            CRITICAL HIT on Upper Arm.

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 5 damage to LT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 20.


     LRM 10 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 9, rolls 10 : 8 missile(s) hit.

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 5 damage to LT.
             8 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.

        Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) takes 3 damage to LA.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on +Large Pulse Laser.
            CRITICAL HIT on Medium Pulse Laser.


Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Large Laser at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 10, rolls 8 : misses

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

     LRM 10 at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 12, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 2 : possible fire.
        Needs 11 [9 (LRM 10) + 2 (accidental)] to ignite, rolls 7

Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 9 : hits (using Rear table) LL
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 10 damage to LL.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.


     ER PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 12 : - Direct Blow - hits (using Rear table) RL
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 11 damage to RL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RL. Roll is (4+1) = 5; no effect.


     Gauss Rifle at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 4 : misses


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 4, rolls 8 : - Direct Blow - hits Trooper 1
        Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar) takes 11 damage to Trooper 1.
            Armor destroyed.
             TROOPER KILLED,


     PPC at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 4, rolls 7 : - Direct Blow - hits Trooper 4 (critical)
        CRITICAL HIT on Trooper 4 (critical).
        Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar) takes 11 damage to Trooper 4 (critical).
            Armor destroyed.
             TROOPER KILLED,


     Medium Laser at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 8, rolls 4 : misses

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

Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 10 : - Direct Blow - hits (using Rear table) RTR
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 11 damage to RTR.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is (4+1) = 5; no effect.


     ER Large Laser at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 3 : misses


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


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 11, rolls 2 : misses


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 8, rolls 2 : misses


     Medium Laser at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 12, rolls 5 : misses

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

     Medium Laser at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 12, rolls 6 : misses

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

     Medium Laser at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 11, rolls 6 : misses

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

     Medium Laser at Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar); needs 11, rolls 4 : misses

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

Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER Medium Laser at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 6, rolls 7 : - Glancing Blow due to Narrow/Low Profile - hits HD
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 3 damage to HD.
            6 Armor remaining.

        Pilot of Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) "Hanno Korner" takes 1 damage (2 total hits).
        Pilot of Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) "Hanno Korner" needs a 5 to stay conscious. Rolls 3 : blacks out.


     ER Medium Laser at Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar); needs 6, rolls 11 : - Direct Blow - hits LT
        Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) takes 8 damage to LT.
            5 Armor remaining.


     ER PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 7, rolls 8 : hits (using Rear table) RTR (critical)
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 15 damage to RTR (critical).
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        5 damage transfers to CTR (critical).
            Critical hit on RT. Roll is 7; no effect.
            Critical hit on RT. Roll is 7; no effect.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 5 damage to CTR (critical).
            0 Armor remaining.


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 11, rolls 7 : misses


     PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 11, rolls 7 : misses


Weapons fire for Orion ON1-K ID:23 (1st Octopus Overlords)
     AC/10 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 12, rolls 10 : misses


     LRM 15 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


Weapons fire for Marauder MAD-3R ID:24 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 7 : misses


     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

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

Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 12, rolls 9 : misses


     LRM 20 at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 12, rolls 9 : misses


Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 5 : misses

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

     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 7 : misses

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

     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 4 : misses

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

     SRM 2 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 8 : misses


Weapons fire for Wolverine WVR-6R ID:29 (1st Octopus Overlords)
     AC/5 at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 9, rolls 12 : - Direct Blow - hits (using Right Side table) CT
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 6 damage to CT.
            15 Armor remaining.


     Medium Laser at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 11, rolls 5 : misses


     SRM 6 at Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


Weapons fire for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
     Medium Laser at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Right Side table) RA
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to RA.
        2 damage transfers to RT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to RT.
        2 damage transfers to CT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to CT.
            21 Armor remaining.


     SRM 2 at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 8, rolls 9 : 1 missile(s) hit (using Right Side table).

        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to RT.
        2 damage transfers to CT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to CT.
            19 Armor remaining.


     AC/5 at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


Weapons fire for Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords)
     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 2 : possible fire.
        Needs 9 [7 (Medium Laser) + 2 (accidental)] to ignite, rolls 11
        Fire started in hex 1303.

     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits (using Right Side table) LT
        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 2 damage to LT.
            25 Armor remaining.


     LB 10-X AC (Cluster ammo) at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 6, rolls 3 : misses

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

Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Large Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 7, rolls 5 : misses


     Machine Gun at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 12, rolls 12 : - Glancing Blow -hits (using Right Side table) RL
        Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) takes 1 damage to RL.
            29 Armor remaining.


Weapons fire for Thug THG-11EO ID:69 (1st Octopus Overlords)
     PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 9, rolls 4 : misses


     PPC at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 9, rolls 11 : hits (using Rear table) LTR
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 10 damage to LTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.


     SRM 6 at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 11, rolls 6 : misses




Orion ON1-K ID:23 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 3 : falls.
     Orion ON1-K ID:23 (1st Octopus Overlords) falls on its left side, suffering 8 damage.
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 5 damage to LL.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.
        Orion ON1-K ID:23 (1st Octopus Overlords) takes 3 damage to CT.
             16 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

Pilot of Orion ON1-K ID:23 (1st Octopus Overlords) "Lisa Kazda" must roll 5 to avoid damage; rolls 7 : succeeds.


Marauder MAD-3R ID:24 (1st Octopus Overlords) must make 3 piloting skill roll(s) (leg destroyed; gyro hit; 60+ damage).
The base target is 6 [3 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Left Leg Lower Leg Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
     Marauder MAD-3R ID:24 (1st Octopus Overlords) falls on its rear, suffering 8 damage.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to RTR.
        5 damage transfers to CTR.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 5 damage to CTR.
            5 Armor remaining.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 3 damage to LL.
             SECTION DESTROYED.
        2 damage transfers to LTR.
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.
        Marauder MAD-3R ID:24 (1st Octopus Overlords) takes 2 damage to LTR.
            6 Armor remaining.

Pilot of Marauder MAD-3R ID:24 (1st Octopus Overlords) "Will Steinle" must roll 17 to avoid damage; rolls 7 : fails.
        Pilot of Marauder MAD-3R ID:24 (1st Octopus Overlords) "Will Steinle" takes 1 damage (1 total hits).
        Pilot of Marauder MAD-3R ID:24 (1st Octopus Overlords) "Will Steinle" needs a 3 to stay conscious. Rolls 11 : successful!


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

Physical attacks for Archer ARC-2R ID:26 (1st Octopus Overlords)
    Kick (Left leg) at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 1, rolls 9 : - Direct Blow - hits RT
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 16 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is (12+2) = 14; 3 locations.
            CRITICAL HIT on Engine.
*** Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) DESTROYED by engine destruction! ***
            Location has no more hittable critical slots.
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 3 damage to CT.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


Physical attacks for Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords)
    Kick (Left leg) at Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar); needs 6, rolls 7 : hits (using Right Side Kick table) RL
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 11 damage to RL.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RL. Roll is 6; no effect.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to RT.
        2 damage transfers to CT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 2 damage to CT.
            17 Armor remaining.


Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) must make 2 piloting skill roll(s) (leg destroyed; was kicked).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Lower Leg Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
     Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) falls on its left side, suffering 6 damage.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 5 damage to RA.
        5 damage transfers to RT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 5 damage to RT.
        5 damage transfers to CT.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 5 damage to CT.
            12 Armor remaining.
        Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) takes 1 damage to CT.
            11 Armor remaining.

Pilot of Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) "Hazel Lévy" must roll 11 to avoid damage; rolls 9 : fails.
        Pilot of Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) "Hazel Lévy" takes 1 damage (1 total hits).
        Pilot of Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) "Hazel Lévy" needs a 3 to stay conscious. Rolls 4 : successful!


Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 0 heat.
Adding 5 heat from a fire...
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 4 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 14 heat, sinks 17 heat and is now at 1 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 34 heat, sinks 30 heat and is now at 5 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 24 heat, sinks 21 heat and is now at 4 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 24 heat, sinks 30 heat and is now at 0 heat.
Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) gains 22 heat, sinks 19 heat and is now at 3 heat.
Trebuchet TBT-3C ID:110 (1st Octopus Overlords) gains 19 heat, sinks 19 heat and is now at 0 heat.
Adding 5 heat from a fire...
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 35 heat, sinks 28 heat and is now at 9 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 21 heat, sinks 25 heat and is now at 0 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 16 heat, sinks 10 heat and is now at 6 heat.
Marauder MAD-3R ID:24 (1st Octopus Overlords) gains 24 heat, sinks 14 heat and is now at 10 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 2 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 13 heat, sinks 15 heat and is now at 1 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 13 heat, sinks 12 heat and is now at 3 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 8 heat, sinks 8 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 4 heat.
LoaderMech SRM6-FLU ID:34 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 49 heat, sinks 44 heat and is now at 9 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 36 heat, sinks 24 heat and is now at 12 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 36 heat, sinks 34 heat and is now at 4 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 3 heat, sinks 3 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 0 heat, sinks 0 heat and is now at 0 heat.
Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) gains 22 heat, sinks 22 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 33 heat, sinks 33 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 8 heat, sinks 8 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 34 heat, sinks 37 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 22 heat, sinks 24 heat and is now at 3 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 22 heat, sinks 20 heat and is now at 5 heat.

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

Pilot of Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) "José Morín" needs a 7 to wake up. Rolls 11 : successful!
Movement mods:
Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3

Objective Update:
Vulture 1619 crippled and "withdrawing" (8/20)
Kurita Marauder crippled and ejected (4/21)
Kurita Orion crippled and withdrawing (5/21)
Elementals 3027 crippled and withdrawing (9/20)

Status update:
Isgrimnur no longer swarmed, will get +2 heat this turn
Lich will get +2 heat this turn, currently at 9 heat (somehow I got the basic arithmetic wrong, sorry about that): -1 walk MP, +1 to all attack target numbers
Kurita Orion will now withdraw

Anybody who's missing a second mech and wants to take over, the Wolverine, Shadow Hawk and Wolf Trap are available.
Last edited by NickAragua on Wed Oct 27, 2021 12:09 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

TheMix jumps back across the river, avoiding pulse laser blasts from the hilltop Vulture to the southwest and sending a salvo of LRMs at it. This time, our mechwarrior gets a solid lock and the missiles home in on the Vulture's breached left section, destroying both the large and medium pulse laser, as well as knocking out the left-side LRM launcher.
:shock: :shock: :shock: :shock:

Yay! (Nice to have a good turn! :D )

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

Post by TheMix »

Who's on the Kurita Phoenix Hawk? I'm thinking maybe I can help out with the two Mad Cats, but we are going to need someone else to help. Maybe the Kurita Archer and Kurita Awesome?

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

Post by TheMix »

Nick,

Clarification regarding:
The downed Thor continues firing back at the Archer, connecting to the left torso with an LBX slug. This prevents the Archer's mechwarrior from hitting its target Vulture with LRMs (not that the beat-up 60-tonner needed any more), for which he retaliates by crushing the 70-ton clan mech's right torso, forcing an engine shut down.
Did the Thor get taken out? I don't see it on the field, but it's not listed in the Objective update.

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

Post by TheMix »

Anybody who's missing a second mech and wants to take over, the Wolverine, Shadow Hawk and Wolf Trap are available.
Assuming that's the ones I suspect...

It looks like ...
... the Wolverine 1314 is going to alpha the Vulture. (Other than maybe trying to position to 1214/1215 to gain protection from the woods and minimize elevation bonuses.)
... the Shadow Hawk 1719 is going to alpha its Vulture. (Turning maybe, but moving too much might expose it's back to other mechs.)
... the Wolf Trap 0901 is going to alpha the Daishi. (Maybe move up to reduce the elevation bonuses for the latter.)

Anyone seeing any other options for those? Just pointing out that taking control of them right now might not be very interesting. :wink:

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

Post by NickAragua »

The Thor already got "counted" earlier, this was just finishing it off because it kept trying to shoot.

The medium mechs can't really get by with standing still, they're going to need to move around.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Kuritas got fucked, Daishi is on the move, but we did a lot of good work this turn.
NickAragua wrote: Tue Oct 26, 2021 3:40 pm ... as does the incoming Lich, blasting the right torso section in the rear with the Griffin's PPC. The right arm goes flying off, as does pretty much all the armor on the rear center torso section, while the right shoulder LRM launcher sort of droops.

Lich also spares a couple of lasers for the nearby Black Hawk, but it's a little too low to deliver a kick. Still, one of the lasers makes contact with the squat, downed mech's head. This knocks the mechwarrior out apparently, as the mech briefly stops moving.

The fancy clan targeting system would have resulted in more hits, but Lich has moved in with his Griffin's ECM field, helping reduce damage to just three SRMs' worth.
God damn 8-)

Is targeting a specific part allowed if the mechwarrior is knocked out?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

NickAragua wrote: Tue Oct 26, 2021 4:38 pm The Thor already got "counted" earlier, this was just finishing it off because it kept trying to shoot.

The medium mechs can't really get by with standing still, they're going to need to move around.
Ah. Well that seems hinky. If it's still fighting, then it doesn't feel like it should be counted yet. But I'm glad it's finally out for the count.

So they are going to move, but I assume they will still be attacking the targets they are closest to.

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

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 26, 2021 4:50 pm Is targeting a specific part allowed if the mechwarrior is knocked out?
Yep. You take a +4 penalty to the target number if it's the head.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

TheMix wrote: Tue Oct 26, 2021 4:08 pm Who's on the Kurita Phoenix Hawk? I'm thinking maybe I can help out with the two Mad Cats, but we are going to need someone else to help. Maybe the Kurita Archer and Kurita Awesome?
I am. And yeah, I'm fine with focusing fire.
"Zellbringen is suspended for these dezgra surats!" Comes a transmission over the open frequency.
Not really sure what this means, but it sounds like 'We are very honorable, unless we might lose'
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Well, I just looked Zellbringen. Sure sounds like they just said that they are not going to be honorable when fighting us. Which, to my mind, means that they have no honor. Because I definitely don't recall doing something dishonorable on our side.

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

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TheMix wrote: Tue Oct 26, 2021 5:49 pm Well, I just looked Zellbringen. Sure sounds like they just said that they are not going to be honorable when fighting us. Which, to my mind, means that they have no honor. Because I definitely don't recall doing something dishonorable on our side.
IIRC the Clans have a bunch of very specific engagement rules which prohibit a lot of conduct which isn't all that dishonorable. Like I think you're supposed to fight one on one on the battlefield as much as possible, and multiple units ganging up on one (like everyone shooting at the Vulture at once, for example) is considered dishonorable under Clan combat rules. So I imagine that we have been violating a lot of Clan combat rules.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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Oh. Well. Does it also cover them having superior weapons? Because if they think we are going to sit back and slug it out 1v1 with inferior tech.... Yeah, that's not going to work for me.

So I went back and did a bit more reading. They never even started using their code.
Each warrior will issue a challenge to a different enemy. If one side outnumbers the other, then the extra warriors on that side will stand aside until one of their comrades falls in battle.
I certainly don't recall any challenges when they were blasting me from half way across the map. :)
Certain actions taken during a duel are considered dezgra and an opponent who engages in them too often can render the fight void. These include intentionally moving out of the line of sight of an opponent, intentionally moving out of weapons range of an opponent, or failing to fire a weapon at the opponent if capable of doing so, although even these may be acceptable if tactically appropriate.
So... um... basically "war". Seems like if they were interested in honorable combat, per their rules, then they probably should have announced that before dropping a bunch of units on the planet. Seems like they aren't really following their own rules. I definitely recall getting targeted by more than one opponent.

Oh, and they don't approve of melee.

What a bunch of wankers. I'm sure they only apply those rules to internal squabbles between their plans. We definitely should not count on them being honorable.

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

Post by TotallyNotEvil »

You guys want to try and Called Shot the Black Hawk's head?

Nick, if I go down a level, could I punch it? I think we have two punches, yeah?

Tho I think I will need to give one up if I want to fire MLs/ERPPC, so might as well kick?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Seems like a safer option than trying a called shot at +4. Not sure how much that would be offset by the mech being prone and the operator unconscious. Might be better to just unload/melee. If enough hits you'll presumably do sufficient damage to take it out (or make it retreat). Or, alternatively, what about just doing called shots for something like the torso? Enough damage to take out the engine accomplishes the same thing, right?

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

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BL-KNT >> Stay put, fire ErLL x2 & ErPPC @ Timberwolf 2033 or Timberwolf 3405, whichever one offers a better odds.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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TotallyNotEvil wrote: Tue Oct 26, 2021 6:18 pm Nick, if I go down a level, could I punch it? I think we have two punches, yeah?

Tho I think I will need to give one up if I want to fire MLs/ERPPC, so might as well kick?
You do have two punches (if you don't fire any arm weapons), but the Black Hawk is prone, so you can't punch it anyway. Kicking is a perfectly viable option, though.

Re: clan honor
This is a couple of years into the invasion, and some of the clanners no longer consider Inner Sphere mechwarriors "worthy opponents" - e.g. the Smoke Jaguar/Nova Cat force that jumped into Luthien didn't even issue a batchall.

That being said, old habits die hard, so they did try to avoid double-teaming targets. Excessively.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Might explain why we are still alive.

@Isgrimnur wanna try and headcap the Black Hawk with me?

Nick, if we miss called shots can they still hit something else?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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TotallyNotEvil wrote: Wed Oct 27, 2021 7:18 am Nick, if we miss called shots can they still hit something else?
If you make a called shot, the +4 to the target number for head shots is for the attack roll, so if you whiff the attack roll, you miss entirely.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Can my Marauder hit the Black Hawk in 2123? I can't tell (I think because of EMP field shading) whether there are forest hexes in the way (in addition to the smoke).

Also, what are the to hit modifiers for the Clan mechs this turn?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

Does my Kurita Thunderbolt in 1905 have enough MPs to turn and engage in melee with the Ryoken to my rear? My other option is to stomp on that prone Loki but if it’s not combat effective I figured I’d go after the bigger threat.

I’ll leave it up to you how best to do it but I’d like to turn my Mackie and start making my way north, hugging the hill. If any firing opportunities come its way so much the better.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

The Kurita T-Bolt can turn around and melee the Ryoken, yes.

Marauder can't see the Black Hawk from where it is right now: 2322 and 2222 are light woods + heavy smoke. I don't think there's any hex you can move to this turn to get LOS on it - nearest point is the river straight ahead.


Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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To be able to target the rear of the Mad Cat 2704, where would I need to be? Looking at 2307, 2407, 2507, or 2606.

And would those give me some measure of safety from the Ryoken to the west? It looks like there are woods and smoke between us.

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

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2307 or 2407 should work. Ryoken has no LOS to any of those hexes.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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Then I'll jump to whichever of those gives me a better firing solution and unload what I can on the Mad Cat 2704. Oh, and I think I'll want to be facing roughly north-ish. Though... I'll get to move again before anyone can fire on me from a new spot (i.e. they won't get to move and attack my rear this turn), right? So maybe that won't matter.

Edit: What's up with the Loki in 2003?
Last edited by TheMix on Wed Oct 27, 2021 12:33 pm, edited 1 time in total.

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

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And no ace this round, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

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The Loki in 2003 is missing a leg and on the ground.

No ace.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by El Guapo »

Marauder will stay still and fire at the Vulture in 1314 (since I understand the other vulture to be withdrawing).

The Ryoken in 3806 is crippled, right?

If so, The Kurita Awesome will turn and fire at the Mad Cat in 3405
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

NickAragua wrote: Wed Oct 27, 2021 12:36 pm The Loki in 2003 is missing a leg and on the ground.

No ace.
It's not able to turn, right? So we can ignore it for the moment? I'm asking because I could send some LRMs that way, but I'd rather focus on the Mad Cat (which is apparently a much greater risk). But I also don't want to open myself up to attacks from the Loki in the future when I'm not expecting it. :)

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

Post by NickAragua »

The 3806 Ryoken is indeed crippled.

The Loki, even if it gets up, will only be able to move one hex per turn. So I wouldn't worry about any surprises from it.
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