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Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
It was fun while it lasted, crab lance. Rest in peace.

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landcollector
Feb 28, 2011

PoptartsNinja posted:

Oh god the criticals :psyduck:

Well, I guess that's mission wipe.

Revenant Threshold
Jan 1, 2008
It's been an honour serving with you, gentlemen.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Like I said. We're already getting rolled, initiative would just speed things up.

So. Things are about to go a lot faster. :saddowns:

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet.

Soylent Pudding
Jun 22, 2007

We've got people!


Is it possible for everyone to be dead knocked out?

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


KnoxZone posted:

It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet.

Yes, but you're a Clan sympathizer trying to spread disinformation! =P

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

KnoxZone posted:

It is weird how everybody is assuming that the players are about to get mauled. It could very easily be some fluke crits that obliterate the clanners. No need for the goodbyes...yet.

All joking aside, I did entertain that notion for a few seconds before my natural cynicism kicked in.

Hope for the best, expect the worst.

Usual Barb
Aug 27, 2005

pop it and lock it
Personally I'm assuming that everyone died to cockpit TACs except me.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

Xmas Future posted:

Personally I'm assuming that everyone died to cockpit TACs except me.

Nah. I probably got killed by an ammo explosion. One TAC cooks off my LRM ammo, and then another one causes my AMS ammo to explode... again.

elitebuster
Dec 26, 2010

I know its super dooper kooper
cool like up the bitches snitches
Since the potential for a three-way goon-on-goon match seems to be that of a major reductor in the size of the list, I'd like to throw in my hat for a mech command. Don't have plat, but my e-mail is elite2012 at ymail dot com.

Chicken Slayer
Nov 7, 2009
We need to hurry up with the Tech Dispersion in the setting, so that we can have more than just Ammunition explode on a regular basis.

EDIT: Also, this is god drat torture. Just reveal that the Hyperpulse Generator was inhabited by Ghosts already and make sure it fries all the mechs on the field of battle with a multitude of Stackpole-imposed Criticals.

Chicken Slayer fucked around with this message at 06:10 on Aug 2, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
House Call: Tactical Update 9

Movement Phase
R3 Black Knight
- Attempts to stand (3 base + 0 movement = 3): rolled 11, succeeds!

R4 Exterminator
- Deactivates Null Signature System!



Combat Phase
R1 King Crab
- Fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 4, miss!
- Fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 7, hit Center Torso (4/28 armor remains)!
- Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser= 6): rolled 6, hit Right Rear Leg (8/34 armor remains)!
- Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 8): rolled 8, 2 missiles hit Center Torso (2/28 armor remains), Left Rear Leg (17/34 armor remains)!
- Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 2 range + 1 movement + 1 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Gains 15 heat, sinks 13!

R2 Flashman
- Fires Large Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 8, hit Left Front Leg (3/34 armor remains)!
- Fires Large Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (6/26 armor remains)!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Front Leg (0/34 armor, 15/17 structure remains)! Critical Chance!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 8, hit Left Torso (1/26 armor remains)!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Front Leg (10/17 structure remains)! Critical Chance!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (0/26 armor, 13/17 structure remains)! Critical Chance!
- Gains 29 heat, sinks 30!

R3 Black Knight
- Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser = 5): rolled 12, hit Left Front Leg (1/17 structure remains)! Critical Chance!
- Fires Large Pulse Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference - 2 Pulse Laser = 5): rolled 6, hit Left Front Leg (0/17 structure remains), damage transfers to Left Torso (5/13 structure remains)! Critical Chance!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 2, miss!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Torso (0/17 structure remains)!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 10, hit Left Torso (0/17 structure remains), damage transfers to Center Torso (0/28 armor remains, 22/25 structure remains)! Critical Chance!
- Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 6, miss!
- Fires Small Laser at F2 Unknown Quad 1 (2 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 7): rolled 3, miss!
- Gains 35 heat, sinks 32!

R4 Exterminator
- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Right Arm (29/34 armor remains)!
- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Center Torso (41/46 armor remains)!
- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 6, miss!
- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 12, hit Right Torso (27/32 armor remains)!
- Fires Small Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 6, hit Left Torso (29/32 armor remains)!
- Gains 25 heat, sinks 20! Overheating!

R5 Lynx
- Fires ER PPC at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 10, hit Left Rear Leg (10/20 armor remains)!
- Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 2, miss!
- Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 9, hit Right Torso (12/17 armor remains)!
- Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 3, miss!
- Fires Medium Laser at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 12, hit Right Front Leg (15/20 armor remains)!
- Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 3, Streak SRM-2 fails to achieve lock and does not fire!
- Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EM Interference = 9): rolled 4, Streak SRM-2 fails to achieve lock and does not fire!
- Gains 32 heat, sinks 30!

R6 Starslayer
- Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Arm (26/34 armor remains)!
- Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 4, miss!
- Fires Medium Laser at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 6, miss!
- Fires SRM 4 at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 6, miss!
- Gains 27 heat, sinks 22! Overheating!

F1 King Crab IIC
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Left Torso (28/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 6, hit Head (7/9 armor remains)! Pilot Hit!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 3, hit Head (5/9 armor remains)! Pilot Hit!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 4, hit Right Torso (28/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 7, hit Left Arm (32/34 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 5, hit Left Arm (22/24 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Right Leg (38/40 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 4, hit Left Leg (28/40 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 7, hit Right Torso (26/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 0 range + 1 movement + 0 enemy movement + 2 EM Interference = 3): rolled 8, hit Right Arm (20/34 armor remains)!
- Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 10, hit Center Torso (0/28 armor, 15/18 structure remains)! Critical Chance!
- Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 12, hit Left Arm (2/18 armor remains)!
- Fires ER Small Laser at R5 Lynx (0 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 7): rolled 7, hit Right Leg (3/26 armor remains)!

F2 Unknown Quad 1
- Fires ER Large Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 7, hit Left Torso (3/24 armor remains)!
- Fires ER Large Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 9, hit Right Leg (5/24 armor remains)!
- Fires LRM 20 w/ Artemis IV at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 12, 20 missiles hit Left Torso (0/24 armor, 14/16 structure remains (Critical Chance!)), Left Arm (19/24 armor remains), Left Torso (9/16 structure remains (Critical Chance!)), Right Arm (1/24 armor remains)!
- Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 5, miss!
- Fires ER Small Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 5, miss!
- Fires ER Small Laser at R3 Black Knight (2 base + 0 range + 1 movement + 1 enemy movement + 2 EM Interference = 6): rolled 6, hit Head (2/9 armor remains),! Pilot Hit!

F5 Unknown Quad 2
- Fires Streak SRM 6 at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 12, 6 missiles hit Right Arm (7/18 armor remains), Left Torso (5/13 structure remains (Critical Chance!)), Left Leg (24/26 armor remains), Left Torso (3/13 structure remains (Critical Chance!)), Left Leg (22/26 armor remains), Left Leg (20/26 armor remains)!
- Fires Streak SRM 6 at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 4, miss!
- Fires ER Medium Laser at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 11, hit Left Torso (0/13 structure remains), damage transfers to Center Torso (11/18 structure remains (Critical Chance!))!
- Fires ER Medium Laser at F5 Lynx (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 7, miss!

V1 Unknown VTOL 1
- Fires ER Large Laser at F2 Flashman (4 base + 0 range + 1 movement + 2 enemy movement + 2 EM Interference = 9): rolled 10, hit Rear Center Torso (0/10 armor, 21/23 structure remains)! Critical Chance!



End Phase:
F2 Unknown Quad 1
- Left Front Leg Blown Off!
- ER Small Laser destroyed!
- ER Small Laser destroyed!
- Left Torso Destroyed!
- Suffers an Engine Hit due to Torso Destruction!
- Suffers an Engine Hit due to Torso Destruction!
- Anti-Missile System Destroyed!
- Critical Chance in Center Torso: No critical hits sustained!
- Leg Destroyed, suffers an automatic fall! Suffers a hit to Right Rear Leg (3/34 armor remains), Right Rear Leg (0/34 armor remains)!
- Pilot must roll to avoid pilot damage (3 base + 1 Movement + 1 Massive Damage + 5 Leg Destroyed + 1 Trying to avoid pilot damage = 11): rolled 10, fails!
- Pilot must pass a 3+ consciousness test: rolled 5, succeeds!
- Overheating: must roll a 4+ to avoid ammo explosion: rolled 5, succeeds!

F5 Unknown Quad 2
- Must make a piloting test or fall (3 base + 2 movement + 1 massive damage = 6): rolled 10, succeeds!



R1 King Crab
- Pilot hit, must pass a 3+ consciousness test! Rolled 8, succeeds!
- Pilot hit, must pass a 5+ consciousness test! Rolled 5, succeeds!
- Must pass a piloting test or fall (2 base + 0 movement + 1 massive damage = 3): rolled 7, succeeds!

R3 Black Knight
- Pilot hit, must pass a 7+ consciousness test! Rolled 8, succeeds!
- Critical Chance in Left Torso! No critical hit sustained!
- Critical Chance in Left Torso! No critical hit sustained!
- Must pass a piloting test or fall (3 base + 1 movement + 1 massive damage = 5): rolled 10, succeeds!

F5 Lynx
- Critical Chance in Center Torso! 1 critical hit sustained!
- Engine destroyed!
- ‘Mech destroyed by Engine Destruction!



Physical Combat Phase:
R3 Black Knight
- Attempts to punch F2 Unknown Quad 2: automatic miss, target is prone!

R4 Exterminator
- Kicks F1 King Crab IIC (3 base + 3 movement + 0 enemy movement - 2 kick = 4): rolled 7, hit Right Leg (29/42 armor remains)!



End Phase:
- Must pass a piloting test or fall (2 base + 0 movement + 1 massive damage + 0 kicked = 3): rolled 9, succeeds!



Turn End Phase:
Clanners seize initiative!



O’Donnelly’s King Crab weathered salvo after salvo of its counterpart’s light autocannons, the small-bore guns chipping armor plating or, more frequently, popping welds and sending whole armor plates clattering to the ground at the King Crab’s disproportionately small cloven feet. O’Donnelly smirked—there was no way small-caliber smoothbore autocannons could—

He blinked, his radio-chatter had skipped a beat, his King Crab frozen midstep—he had to struggle to keep it from toppling. What the hell?

His vision blurred for a moment before he realized the streaks on his cockpit glass weren’t simply computer-generated tracers from that damned Clan assault ‘Mech, but were the spiderweb fractures of shattered armored glass.

He winced, looked down—trying to take stock of his situation. Winced again as he realized that damned Clanner had, from over a quarter of a kilometer, shot him in the gut. His wince quietly shifted to a grimace of silent determination. A hit like that—the wound would already be soaked in ‘Mech coolant. No wonder he’d blacked out; even if only for an instant: ‘Mech coolant was extremely toxic, and the quantity mixing with his blood right now would be lethal without immediate medical aid. Under any other circumstance, O’Donnelly would have been out of the fight.

With a flick of a switch he killed his comm. transmissions. His soldiers knew what to do—they were already capitalizing on the damage he’d done to that damned fast-moving Clan quad, they didn’t need him telling them what to do.

They’d fight better if they didn’t realize he’d been hit; and he wasn’t about to back down. Not now.



Enemy Forces / Next Turn’s Movement:
F1 King Crab IIC seizes the initiative!
F2 Unknown Quad 1 seizes the initiative!
F 5 Unknown Quad 2 seizes the initiative!

V1 Unknown VTOL 1 seizes the initiative!



Mission Objectives
Defeat the Hell’s Horses (3/7 completed!)








KGC-001 King Crab
Weight: 100 tons (Assault)
HD A(S): 9/9 (3/3)
LT A(S): 28/30 (21/21)
LT R A(S): 10/10
CT A(S): 44/44 (31/31)
CT R A(S): 15/15
RT A(S): 26/30 (21/21)
RT R A(S): 10/10
LA A(S): 32/34 (17/17)
RA A(S): 20/34 (17/17)
LL A(S): 28/40 (21/21)
RL A(S): 38/40 (21/21)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 13
Movement: 3/5/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely
Mechwarrior Player: DatonKallandor
Mechwarrior Status: Shrapnel Wound, Coolant Poisoning (5+)
Armament:
LRM 15 – LT (Heat: 5, Ammo: 3, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Gauss Rifle – RA (Heat: 1, Ammo: 20, Range: (L:22 M:15 S:7), Status: OK!)
Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!)
Streak SRM-2 – RT (Heat: 2, Ammo: 99, Range: (L:9 M:6 S:3), Status: OK!)
Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
CASE – LT
CASE – RT
Critical Damage: None!
Notes: 2 hands

FLS-8K Flashman
Weight: 75 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 22/22 (16/16)
LT R A(S): 10/10
CT A(S): 21/25 (23/23)
CT R A(S): 4/16
RT A(S): 20/22 (16/16)
RT R A(S): 10/10
LA A(S): 0/24 (10/12)
RA A(S): 24/24 (12/12)
LL A(S): 3/27 (16/16)
RL A(S): 12/27 (16/16)
Heat: 6/30
Overheat Penalty: Movement reduced to 4/6/0!
Heat Sinks: 15(30)
Movement: 5/8/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XIV Erica Mars
Mechwarrior Player: Uberjew
Mechwarrior Status: Whiplash (3+)!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!)
Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!)
Critical Damage:
Notes: no hands

BL6b-KNT Black Knight
Weight: 75 tons (Heavy)
HD A(S): 2/9 (3/3)
LT A(S): 0/24 (9/16)
LT R A(S): 8/8
CT A(S): 27/29 (23/23)
CT R A(S): 10/10
RT A(S): 8/24 (16/16)
RT R A(S): 8/8
LA A(S): 19/24 (12/12)
RA A(S): 1/24 (12/12)
LL A(S): 20/24 (16/16)
RL A(S): 5/24 (16/16)
Heat: 3/30
Overheat Penalty:
Heat Sinks: 16(32)
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte IX Guy Lesable
Mechwarrior Player: Gothsheep
Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+)
Armament:
ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!)
Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Beagle Active Probe – CT (Status: OK!)
Critical Damage: None!
Notes: 2 hands

EXT-4NS Exterminator
Weight: 65 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 11/20 (15/15)
LT R A(S): 8/8
CT A(S): 9/21 (21/21)
CT R A(S): 8/8
RT A(S): 0/20 (13/15)
RT R A(S): 8/8
LA A(S): 16/18 (10/10)
RA A(S): 16/18 (10/10)
LL A(S): 17/19 (15/15)
RL A(S): 12/19 (15/15)
Heat: 5/30
Overheat Penalty: Movement reduced to 5/8/6!
Heat Sinks: 10(20)
Movement: 6/9/6
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XXVI Evelyn Rush
Mechwarrior Player: W.T. Fits
Mechwarrior Status:
Armament:
ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
Anti-Missile System – RT (Heat: 1, Ammo: -), Status: Destroyed!)
LRM 10 – LT (Heat: 4, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!)
Critical Damage: 1 Engine hit (+5 heat/turn)!
Notes: 2 hands

LNX-9C Lynx
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 0/20 (0/13)
LT R A(S): 6/6
CT A(S): 0/28 (15/18)
CT R A(S): 8/8
RT A(S): 0/20 (10/13)
RT R A(S): 6/6
LA A(S): 0/18 (0/9)
RA A(S): 7/18 (9/9)
LL A(S): 20/26 (13/13)
RL A(S): 3/26 (13/13)
Heat: 4/30
Overheat Penalty:
Heat Sinks: 15(30)
Movement: 5/8/5
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XI Pavil Cherenkov
Mechwarrior Player: Revenant Threshold
Mechwarrior Status: OK!
Armament:
ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: Limb Blown Off!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: Limb Blown Off!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: Torso Destroyed!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Streak SRM-2 – HD (Heat: 2, Ammo: 95, Range: (L:9 M:6 S:3), Status: OK!)
Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: Engine Destroyed!
Notes: no hands or arm actuators

STY-3C Starslayer
Weight: 50 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 14/19 (12/12)
LT R A(S): 5/5
CT A(S): 22/26 (16/16)
CT R A(S): 6/6
RT A(S): 12/19 (12/12)
RT R A(S): 5/5
LA A(S): 7/16 (8/8)
RA A(S): 16/16 (8/8)
LL A(S): 24/24 (12/12)
RL A(S): 24/24 (12/12)
Heat: 5/30
Overheat Penalty: Movement reduced to 4/6/5!
Heat Sinks: 11(22)
Movement: 5/8/5
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XIII Gunter Lorraine
Mechwarrior Player: Xmas Future
Mechwarrior Status: 3rd Degree Burns, Neural Feedback (5+)
Armament:
Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
SRM 4 – LT (Heat: 3, Ammo: 23, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: Destroyed!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
CASE – LT (Status: OK!)
Critical Damage: None!
Notes: 1 hand / no right arm hand or arm actuators



Enemy Status
F1 King Crab IIC
Weight: 100 tons (Assault)
Mechwarrior: Pilot 1, Gunnery 0
Mechwarrior Name: Star Colonel Grier Seidman
Mechwarrior Status: OK!
Armament: Unknown
Critical Damage: None!

F2 Unknown Quad 1
Weight: 80 tons (Assault)
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Ed
Mechwarrior Status: Mild concussion (3+)!
Armament: Unknown
Critical Damage: None!
Notes:

F3 Dervish IIC
Weight: 55 tons (Medium)
Mechwarrior Name: Simmons
Mechwarrior Status: Killed!
Notes: ‘Mech Destroyed, counts as Rough Terrain!

F4 Hunchback IIC
Weight: 50 tons (Medium)
Mechwarrior Name: Fitzgerald
Mechwarrior Status: Ok!
Notes: ‘Mech Destroyed, counts as Rough Terrain!

F 5 Unknown Quad 2
Weight: 40 tons (Medium)
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Dash
Mechwarrior Status: OK!
Armament: Unknown
Critical Damage: None!
Notes:

V1 Unknown VTOL 1
Weight: 21 tons (VTOL)
Crew: Pilot 4, Gunnery 4
Crew Names: Pilot Mortimer, Gunner Bartlebee
VTOL Status: Rotor hit, movement reduced to 8/12! Stabilizer hit, movement penalty doubled for Front-mounted weapons!
Armament: Unknown
Notes:

V1 Unknown VTOL 2
Weight: 21 tons (VTOL)
Crew Names: Pilot Skye, Gunner Benjamin
VTOL Status: Crashed!
Notes: Vehicle Destroyed, counts as Rough Terrain!

PoptartsNinja fucked around with this message at 19:09 on Aug 2, 2011

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer

Defiance Industries posted:

I wouldn't say so, just because a 9-hex long range is insufficient for a modern battlefield.

Yes, but the point is that you can get a superior short-range weapon set for minimum tonnage leaving everything else open for long-range stuff. As a result you have a mech with almost maximum long-range firepower and a lot of short-range power as well. 2 LRM 20s vs. 2 LRM 15s and 6 medium lasers? 3 ER PPCs vs. 2 ER PPCs and 7 medium lasers? Suddenly the trade-off Archer or Awesome does isn't as lucrative unless you're certain you can keep everything at long distance. And vice versa, Hunchback was a viable idea in 3025 but 12 medium lasers and 4 heat sinks beats AC 20 almost every time.

elitebuster
Dec 26, 2010

I know its super dooper kooper
cool like up the bitches snitches
I'll be the first to say it: gently caress.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
That is a scary Kraken.

Also: Shouldn't the Flashman need to make a PSR because of that gyro hit?

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

PoptartsNinja posted:

R4 Exterminator
- Attempts to punch F1 King Crab IIC: unable to make punch attacks, fired arm-mounted weapons!

Uh waiter... I ordered a Kick, not a Punch.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I don't believe the Lynx went down to a loving small laser to the CTor. The mechwarrior player inside me screams at the immense bullshittery of such a terrible weapon getting a kill.

I know, small lasers aren't worthless in the tabletop like they are in Mechwarrior, but it's force of habit.

legoman727
Mar 13, 2010

by exmarx
... Um, well. Nice knowing you, CrabGuard.

At least one of the ponies is essentially out of the fight. Just the Evil Crab and the other pony left...

Just be sure to finish the wounded targets off because the Clanners are going to keep murdering you all.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

W.T. Fits posted:

Uh waiter... I ordered a Kick, not a Punch.

Oh, whoops. Yes you did, I misread the Black Knight's punch attempt as yours. Stupid cheat sheet. Fixing that.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

PoptartsNinja posted:

Oh, whoops. Yes you did, I misread the Black Knight's punch attempt as yours. Stupid cheat sheet. Fixing that.

Awesome. Also:

PoptartsNinja posted:

- Fires ER Medium Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 12, hit Right Torso (27/32 armor remains)!

Aren't 12s supposed to be critical hits?

elitebuster
Dec 26, 2010

I know its super dooper kooper
cool like up the bitches snitches
Also, you forgot to list the critical damage for the Pony-mech that got trashed.

Chicken Slayer
Nov 7, 2009
drat cheating ponymech. Falling over instead of allowing itself to get punched in the face. Truly these clanners show that their honour is false by failing to respect the rules of Steiner Duelling.

Well, all up that could have been a hell of a lot worse. I mean, we have mechs still active after all and our two heavy hitters aren't taking dirt naps or anything.

I can't remember how initiative affects things, but one person needs to curb stomp that Ponymech whilst the rest focus the Kraken. You know, before it headslaps our Demi Precentor back into the stone age.

EDIT: Didn't that chopper suffer the critical damage to all forward firing weapons? Or is that Laser tail mounted or something?

Chicken Slayer fucked around with this message at 06:42 on Aug 2, 2011

Rivensteel
Mar 30, 2010
Man, you guys really know how to economize for the military in these difficult economic times. After this battle, everyone can get sent home in the same sponge!

Edit: It looks like you have put quad 1 down for a little bit. Even with initiative, it's not going anywhere very far. On the other hand, the tasty little Quad 2 and the very annoying King Crab IIc are in a tight little knot, perfect for surrounding and love tapping. I'd say that everyone should gather round those two to block off escape routes and divide up 1:3 or 3:1 to take down targets. I'd recommend focusing on the KC IIC, since it's a bona fide critseeker and most of you have some very vulnerable recently-installed ventilation.

Rivensteel fucked around with this message at 06:43 on Aug 2, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

W.T. Fits posted:

Aren't 12s supposed to be critical hits?

No. Critical chances are determined by the hit chart (or actually penetrating armor), not the to-hit roll. A 12 is pretty much just a guaranteed hit.

Edit: I'm still half waiting for someone to send me 'idkfa' as their orders. For the unaware, that did something special in the old 'Mechwarrior 2' game. :3:

It killed you.

PoptartsNinja fucked around with this message at 06:45 on Aug 2, 2011

Defiance Industries
Jul 22, 2010

A five-star manufacturer


W.T. Fits posted:

Awesome. Also:


Aren't 12s supposed to be critical hits?

No, your to-hit roll has nothing to do with whether you get a critical hit.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
I see the Flashman did in fact topple. Should make next turn fun.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

KnoxZone posted:

I see the Flashman did in fact topple. Should make next turn fun.

Gyro hits are a bitch. He's actually lucky--that engine hit was just short of a second Gyro hit.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


Those pilots are injured as gently caress, holy crap. I mean, considering they're inside giant robots you'd think the two states would be "fine, robot didn't explode" or "robot exploded, reduced to gibs". As is you're going to have a burn ward for a command even if you win.

Chicken Slayer
Nov 7, 2009
Question: Can we jump onto the Hyperpulse Generator?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
I haven't got the faintest idea what to do now. How much move does just standing up take?

Also did I seriously crit the ponymech a million times to accomplish a grand total of jack poo poo because it still has three legs? Well I guess the engine hits would be something if it wasn't about to die this turn anyway and thus probably intending to alpha regardless of heat.

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

UberJew posted:

I haven't got the faintest idea what to do now. How much move does just standing up take?

Also did I seriously crit the ponymech a million times to accomplish a grand total of jack poo poo because it still has three legs? Well I guess the engine hits would be something if it wasn't about to die this turn anyway and thus probably intending to alpha regardless of heat.

2 MP to (try to) stand; you need to roll a 6. I'd probably back to 0816.

Knocking a leg off a quad isn't useless - it does fall down and loses 1 MP and the quad benefits. It's also down to internals on another leg, the loss of which would make it nearly ineffective. Don't forget it lost a torso, so it has less to alpha with, presumably.

Leperflesh
May 17, 2007

I know when bipedal mechs lose a leg, they automatically fall. But I thought quad mechs didn't?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

The Merry Marauder posted:

2 MP to (try to) stand; you need to roll a 6. I'd probably back to 0816.

You can also careful stand, which is pretty much a sure thing: but it takes all your MP (regardless how much you have).

As another thing to note: running with a damaged gyro will force a piloting test to avoid a fall. Gyro hits are nasty, but fortunately pretty uncommon.

The Merry Marauder posted:

Don't forget it lost a torso, so it has less to alpha with, presumably.

Just heat sinks and an AMS. It still has its full armament (not counting the leg-mounted small lasers it lost).

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
^^ Any leg loss is an automatic fall; Quads can just get back up afterward (they just can't lateral shift anymore and lose the stability bonus to piloting checks).


Edit: Also, quote is not edit. I'm going to bed.

Leperflesh
May 17, 2007

Oh OK. Maybe I'm thinking of a crit to a hip actuator or something. I've been using Barghests in Legends and I remember being surprised at one of mine remaining standing after getting a leg hosed up.

Angry_Ed
Mar 30, 2010




Grimey Drawer
Also didn't that quad also take two engine hits as well?

Gothsheep
Apr 22, 2010
Hmm. Alright. So the Clanners have the initiative right now. Assuming F2 successfully stands up, it'll probably try moving out of melee range. If it fails to successfully stand up, I can kick it to stomp its head in, though.

However I'm thinking my best bet might be to assume it will, and start to move north so when it's finished off I can more quickly engage the others, and just pour more MLs into the ponymech and just hope I manage to either fry that right leg or get the engine.

What do you guys think?

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

Gothsheep posted:

However I'm thinking my best bet might be to assume it will, and start to move north so when it's finished off I can more quickly engage the others, and just pour more MLs into the ponymech and just hope I manage to either fry that right leg or get the engine.

What do you guys think?

It is very likely to be able to stand, even without the quad bonus. My first thought was to move north to the base of the hill, but I have visions of F5 jumping above you and Clanner Footing your head off if you do; perhaps backing to 1419 would be best and keep your options mostly open?

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Gothsheep
Apr 22, 2010

The Merry Marauder posted:

It is very likely to be able to stand, even without the quad bonus. My first thought was to move north to the base of the hill, but I have visions of F5 jumping above you and Clanner Footing your head off if you do; perhaps backing to 1419 would be best and keep your options mostly open?

Is that an actual worry? Clanners don't really do melee combat unless they have no choice. Still, I don't want to run because I don't want to incur any more to-hit penalties than I have to.

I'm thinking of moving 2 hexes north and then blasting F2 wherever it goes. That should put me within striking range of the Kraken round after next as well, assuming F2 goes down on the next one.

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