This fight was huge and will be delivered in spurts.
The contenders were:
Phoenix variants (pure stock) run by Lordred.
Locust 1V.
Shadowhawk 2d.
Thunderbolt 5s
Battlemaster 1G
Versus Clan Invasion Prime variants run by Koniving.
Uller Prime
Black Hawk Prime
Thor Prime
Daishi Prime
Environment has dense forests, a number of buildings in a bit of a small center, and one road leading South and North.
The Inner Sphere forces start in the South.
The Clan forces start in the North.
Spoiler
Initiative Phase for Deployment
-------------------
Lordred rolls a 8[8+0].
Koniving rolls a 7[7+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Initiative Phase for Round #1
-------------------
Lordred rolls a 6[6+0] / 9[9+0].
Koniving rolls a 6[6+0] / 6[6+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Physical Attack Phase
-------------------
Heat Phase
-------------------
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 3 heat, sinks 3 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
To note: 1 heat = walking. 2 heat = running (typical MWO top speed). 3 heat equals sprinting (consider it "speed tweak"?).
With double blind rules on, neither side can detect each other. The first stages are spent in stealth.
While what the IS mechs did at first is unknown, the Clan mechs waded through the forests. Gears constantly shifting. Navigation through forestry is difficult with so many trees to avoid. (Remember Battletech mechs range from 8 meters to 14 meters typically. The MWO Centurion is 14.7 meters. In the 20 to 100 ton category, the second tallest mech on either side of ALL the mechs is the Man o' War / Gargoyle, which is only 14.1 meters in Battletech. These mechs can't just plow through trees.)
The Daishi sort of skid on the road when crossing it.
Spoiler
Initiative Phase for Round #2
-------------------
Lordred rolls a 10[10+0].
Koniving rolls a 2[2+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 0905 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 9 : succeeds.
???? (????) must make a piloting skill check while moving from hex ???? to hex ???? (????).
Needs ???? [????], rolls ???? : succeeds.
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Thor (Summoner) Prime (Koniving)
LRM 15 at Hex 1117 of Building #20544 (Collapse), the shot is an automatic miss (attacker sprinted), rolls 8 : misses
Physical Attack Phase
-------------------
Heat Phase
-------------------
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 8 heat, sinks 8 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Through the use of Local Area Radar (LAR), the Thor has detected an enemy Locust. The Locust has not detected any forces, however because I said something lets just say the Locust 'knows' he got detected by an unknown signature. The Locust reacts by shooting a tree with the intention to start a fire.
Spoiler
Initiative Phase for Round #3
-------------------
Lordred rolls a 2[2+0].
Koniving rolls a 7[7+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Locust LCT-1V (Lordred)
Medium Laser at Hex: 0615 (Ignite); needs 3, rolls 7 : hits!
Needs 7 [7 (Medium Laser)] to ignite, rolls 6
Physical Attack Phase
-------------------
Heat Phase
-------------------
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Locust LCT-1V (Lordred) gains 5 heat, sinks 5 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 1 heat, sinks 1 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 3 heat, sinks 3 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 1 heat, sinks 1 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
The shot failed to start a fire.
The Uller emerges from the forest 90 meters behind the Locust.
"Can you see me now?"
"Oh god."
The Thor emerges 30 meters in front of the Locust.
"Oh ~God~!"
Locust turn and ran out of radar range!
During this phase, the Shadowhawk stumbled into visuals for the Daishi. The Shadowhawk does not see the Daishi.
Spoiler
Initiative Phase for Round #4
-------------------
Lordred rolls a 6[6+0].
Koniving rolls a 8[8+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for ???? (????)
???? at ????; needs ????, rolls ???? : hits.
Building #18516 absorbs 5 points of damage.
???? at ????; needs ????, rolls ???? : hits.
Building #18516 absorbs 5 points of damage.
???? at ????; needs ????, rolls ???? : hits.
Building #18516 absorbs 5 points of damage.
Physical Attack Phase
-------------------
Heat Phase
-------------------
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Shadow Hawk SHD-2D (Lordred) gains 2 heat, sinks 2 heat and is now at 0 heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Several IS mechs begin shooting buildings. Reason unknown. (Possibly to see if mechs are hiding within them?)
We just hit 40 seconds.
The Black Hawk emerges from a forest in a full sprint beside one of the buildings that was being shot at. It immediately encounters a Shadowhawk, Thunderbolt and Battlemaster tightly grouped up.
Because the Blackhawk is sprinting it cannot return fire.
Though the Blackhawk can clearly see the enemy, no mech is able to use his information to lob indirect LRMs on the enemy force.
Spoiler
Initiative Phase for Round #5
-------------------
Lordred rolls a 9[9+0].
Koniving rolls a 5[5+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 0914 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 9 : succeeds.
Locust LCT-1V (Lordred) must make a piloting skill check while moving in hex 0920 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 6 : succeeds.
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Thunderbolt TDR-5S (Lordred)
Large Laser at Black Hawk (Nova) Prime (Koniving); needs 8, rolls 10 : hits LA
Black Hawk (Nova) Prime (Koniving) takes 8 damage to LA.
8 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 11 : hits LL
Black Hawk (Nova) Prime (Koniving) takes 5 damage to LL.
15 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
Weapons fire for Shadow Hawk SHD-2D (Lordred)
AC/5 at Black Hawk (Nova) Prime (Koniving); needs 8, rolls 9 : hits CT
Black Hawk (Nova) Prime (Koniving) takes 5 damage to CT.
18 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 11 : hits RA
Black Hawk (Nova) Prime (Koniving) takes 5 damage to RA.
11 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 6 : misses
Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
Needs 9 [7 (Medium Laser) + 2 (accidental)] to ignite, rolls 7
Weapons fire for BattleMaster BLR-1G (Lordred)
PPC at Black Hawk (Nova) Prime (Koniving); needs 8, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 7 : misses
Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
Black Hawk (Nova) Prime (Koniving) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [4 (Base piloting skill) + 2 (Sprinting)].
Roll #1, (4 (Base piloting skill) + 2 (Sprinting) + 1 (20+ damage)); needs 7, rolls 9 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
BattleMaster BLR-1G (Lordred) gains 17 heat, sinks 17 heat and is now at 0 heat.
Thunderbolt TDR-5S (Lordred) gains 15 heat, sinks 15 heat and is now at 0 heat.
Shadow Hawk SHD-2D (Lordred) gains 8 heat, sinks 8 heat and is now at 0 heat.
Locust LCT-1V (Lordred) gains 2 heat, sinks 2 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 3 heat, sinks 3 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Black Hawk (Nova) takes the shots with stride, still not knocked down even as it comes out of its sprint.
Out of sight but on the blip of his rear-facing radar the Black Hawk pilot sees a Locust on its radar. Immediately it loops around a tree and goes back into the forest and emerges back where it came from. Arms begins tracking the Locust and shots are fired.
Spoiler
Initiative Phase for Round #6
-------------------
Lordred rolls a 4[4+0].
Koniving rolls a 5[5+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 1014 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 6 : succeeds.
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Black Hawk (Nova) Prime (Koniving)
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 12 : hits (using Left Side table) LL
Locust LCT-1V (Lordred) takes 7 damage to LL.
1 Armor remaining.
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 12 : hits (using Left Side table) RA
Locust LCT-1V (Lordred) takes 7 damage to RA.
Armor destroyed, SECTION DESTROYED,
Critical hit on RA. Roll is (7+1) = 8; no effect.
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 8 : misses
Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 2 : misses
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 11 : hits (using Left Side table) LL
Locust LCT-1V (Lordred) takes 7 damage to LL.
Armor destroyed, SECTION DESTROYED,
2 damage transfers to LT.
Critical hit on LL. Roll is (4+1) = 5; no effect.
Locust LCT-1V (Lordred) takes 2 damage to LT.
6 Armor remaining.
ER Medium Laser at Locust LCT-1V (Lordred); needs 10, rolls 10 : - Glancing Blow - hits (using Left Side table) RA
Locust LCT-1V (Lordred) takes 3 damage to RA.
3 damage transfers to RT.
Locust LCT-1V (Lordred) takes 3 damage to RT.
5 Armor remaining.
Weapons fire for Locust LCT-1V (Lordred)
Machine Gun at Black Hawk (Nova) Prime (Koniving); needs 9, rolls 7 : misses
Machine Gun at Black Hawk (Nova) Prime (Koniving); needs 9, rolls 11 : hits LA
Black Hawk (Nova) Prime (Koniving) takes 2 damage to LA.
6 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 7, rolls 3 : misses
Weapons fire for Thunderbolt TDR-5S (Lordred)
LRM 15 at Black Hawk (Nova) Prime (Koniving); needs 9, rolls 6 : misses
Weapons fire for Shadow Hawk SHD-2D (Lordred)
LRM 5 at Black Hawk (Nova) Prime (Koniving); needs 10, rolls 5 : misses
Locust LCT-1V (Lordred) must make 2 piloting skill roll(s) (leg destroyed; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (leg destroyed); automatically fails.
Locust LCT-1V (Lordred) falls on its rear, suffering 2 damage.
Locust LCT-1V (Lordred) takes 2 damage to LTR.
0 Armor remaining.
Pilot of Locust LCT-1V (Lordred) "Stewart Keast" must roll 10 to avoid damage; rolls 4 : fails.
Pilot of Locust LCT-1V (Lordred) "Stewart Keast" takes 1 damage.
Pilot of Locust LCT-1V (Lordred) "Stewart Keast" needs a 3 to stay conscious. Rolls 4 : successful!
Physical Attack Phase
-------------------
Heat Phase
-------------------
BattleMaster BLR-1G (Lordred) gains 0 heat, sinks 0 heat and is now at 0 heat.
Thunderbolt TDR-5S (Lordred) gains 6 heat, sinks 6 heat and is now at 0 heat.
Shadow Hawk SHD-2D (Lordred) gains 2 heat, sinks 2 heat and is now at 0 heat.
Locust LCT-1V (Lordred) gains 5 heat, sinks 5 heat and is now at 0 heat.
Daishi (Dire Wolf) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 37 heat, sinks 36 heat and is now at 1 heat.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Though the Locust was running at about full speed to 3/4ths speed, the Black Hawk had no trouble hitting his target.
Left leg, almost completely melting through the armor. Right arm, destroying the machine gun array. Several shots missed. Left leg again, breaking the leg and the Locust trips. Another shot grazes the right arm assembly, the damage finding its way into the right torso.
As the Black Hawk slows down, it begins to shift away. There is no honor or glory in shooting a crippled mech of such a pathetic condition. Ignoring the prone mech's firepower, the Blackhawk shifts off toward the other 3 IS mechs.
By now, the Summoner is between several buildings and face to face with the IS mechs.
Thor (Summoner) versus Battlemaster, Dire Wolf and Shadowhawk.
..............
To be continued.
Stats:
Black Hawk. Minor Damage.
Locust. Left Leg broken. Other damage related to fall.
Continued.
We left off at 60 seconds or one minute.
In that time, the Nova had been fired upon by 3 mechs, followed by chasing down a Locust and crippling it, being shot by the Locust in the return fire after it fell.
The pilot of the Locust is injured but conscious.
The Nova fired 7 ER Medium Lasers across 10 seconds, one or to three at a time, and reached 37 heat (it was generating 0.2 heat per second from the engine for the high rate of speed it is moving). Its heatsinks took care of 36 heat, ticking away 3.6 heat per second.
-----
Now, as we go from 60 seconds towards 70 seconds, the Black Hawk (Nova) kicks in its jumpjets, making a leap of 5 hexes or 150 meters forward, the peek of that jump was between 15 and 20 meters high (going for a safe landing), though the maximum height possible would have been approximately 30 meters.
However, though the blackhawk had tried for a safe landing, the building could not support the OmniMech's weight. The one story building collapses under the mech's load. It being roughly 3 meters tall. The Nova, at 8.3 meters and with no twistable torso, is unable to maintain its balance during the collapse and falls over. The fall itself results in ten damage. One of the walls or possibly a rooftop assembly of sorts waited to collapse until after the Nova fell and hit the mech in the leg, adding an additional 4 damage. The fall injured the pilot.
The Dire Wolf nearly skidded twice when following the street at its stock speed of 54 kph.
Several IS mechs running on the street also had to make piloting skill checks for running on asphalt to avoid slip-and-falls. Had it been raining, these risks would have been much more prevalent.
The Thor is face to face with 1 medium, 1 heavy, and 1 assault battlemech of the Inner Sphere. The ER PPC begins to glow. Without a word or hesitation, the Thor pilot marches forward at 50% speed into the Battlemaster's MG fire. A lock is acquiring for its LRM-15. The LRM-15s stream through the air as the Battlemaster's SRMs are fired at the Thor. The shaking of enemy missiles exploding about the Thor's frame causes the LBX cluster shot to be thrown off toward the sky.
Both the Shadowhawk and Thunderbolt both pass behind the Battlemaster before fanning out. Lasers exchange and the Clan OmniMech marches toward them, lasers thrown at the Thor while MGs are still blazing. That's when the Thor's ER PPC is brought to bare.
While the Shadowhawk assists in attacking the Thor, the Thunderbolt tailing behind the other two (at 64.8 kph while the other two go 86.4 kph) engages the Black Hawk (Nova).
All the while, the Locust pilot tries to get up with a broken leg. Standing up without arms and only one leg? That's not easy...
Spoiler
Initiative Phase for Round #7
-------------------
Lordred rolls a 7[7+0].
Koniving rolls a 5[5+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 1017 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 1118 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.
BattleMaster BLR-1G (Lordred) must make a piloting skill check while moving in hex 1221 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 5 : succeeds.
Building #22604 collapses due to heavy load.
Black Hawk (Nova) Prime (Koniving) is hit by falling debris for 4 damage.
Black Hawk (Nova) Prime (Koniving) takes 4 damage to RL.
16 Armor remaining.
Black Hawk (Nova) Prime (Koniving) falls 1 level(s) into hex 1220
Black Hawk (Nova) Prime (Koniving) falls on its left side, suffering 10 damage.
Black Hawk (Nova) Prime (Koniving) takes 5 damage to RT.
11 Armor remaining.
Black Hawk (Nova) Prime (Koniving) takes 5 damage to LT.
11 Armor remaining.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" must roll 4 to avoid damage; rolls 3 : fails.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" takes 1 damage.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" needs a 3 to stay conscious. Rolls 10 : successful!
Shadow Hawk SHD-2D (Lordred) must make a piloting skill check while moving in hex 1323 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.
???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
???? (????) falls on its ????, suffering ???? damage.
???? (????) takes ???? damage to ????.
???? Armor remaining.
Pilot of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
Pilot of ???? (????) "????" takes ???? damage.
Pilot of ???? (????) "????" needs a ???? to stay conscious. Rolls ???? : successful!
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Thor (Summoner) Prime (Koniving)
LRM 15 at BattleMaster BLR-1G (Lordred); needs 8, rolls 9 : 9 missile(s) hit.
BattleMaster BLR-1G (Lordred) takes 4 damage to LA (critical).
20 Armor remaining.
Critical hit on LA. Roll is 4; no effect.
LB 10-X AC (Cluster ammo) at BattleMaster BLR-1G (Lordred); needs 7, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
ER PPC at BattleMaster BLR-1G (Lordred); needs 8, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
Needs 9 [7 (ER PPC) + 2 (accidental)] to ignite, rolls 9
Fire started in hex 1121.
Weapons fire for BattleMaster BLR-1G (Lordred)
Machine Gun at Thor (Summoner) Prime (Koniving); needs 9, rolls 11 : hits RA
Thor (Summoner) Prime (Koniving) takes 2 damage to RA.
15 Armor remaining.
Machine Gun at Thor (Summoner) Prime (Koniving); needs 9, rolls 10 : hits RA
Thor (Summoner) Prime (Koniving) takes 2 damage to RA.
13 Armor remaining.
SRM 6 at Thor (Summoner) Prime (Koniving); needs 7, rolls 11 : - Direct Blow - 6 missile(s) hit (w/ +2 bonus).
Thor (Summoner) Prime (Koniving) takes 2 damage to RA.
11 Armor remaining.
Thor (Summoner) Prime (Koniving) takes 2 damage to CT.
25 Armor remaining.
Thor (Summoner) Prime (Koniving) takes 2 damage to LA.
15 Armor remaining.
Thor (Summoner) Prime (Koniving) takes 2 damage to RL.
21 Armor remaining.
Thor (Summoner) Prime (Koniving) takes 2 damage to RT.
20 Armor remaining.
Thor (Summoner) Prime (Koniving) takes 2 damage to RT.
18 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 9 : hits LT
Thor (Summoner) Prime (Koniving) takes 5 damage to LT.
17 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 8 : hits RA
Thor (Summoner) Prime (Koniving) takes 5 damage to RA.
6 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 10 : - Direct Blow - hits CT
Thor (Summoner) Prime (Koniving) takes 6 damage to CT.
19 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 6 : misses
Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
Weapons fire for Thunderbolt TDR-5S (Lordred)
Machine Gun at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 10 : - Direct Blow - hits LL
Black Hawk (Nova) Prime (Koniving) takes 3 damage to LL.
12 Armor remaining.
Machine Gun at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 9 : - Direct Blow - hits LA
Black Hawk (Nova) Prime (Koniving) takes 3 damage to LA.
3 Armor remaining.
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 4 : misses
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 3 : misses
Medium Laser at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 3 : misses
Large Laser at Black Hawk (Nova) Prime (Koniving); needs 5, rolls 5 : - Glancing Blow - hits RA
Black Hawk (Nova) Prime (Koniving) takes 4 damage to RA.
7 Armor remaining.
Weapons fire for Shadow Hawk SHD-2D (Lordred)
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
Medium Laser at Thor (Summoner) Prime (Koniving); needs 7, rolls 7 : - Glancing Blow - hits (using Partial cover (right side 25%) table) LT
Thor (Summoner) Prime (Koniving) takes 2 damage to LT.
15 Armor remaining.
AC/5 at Thor (Summoner) Prime (Koniving); needs 9, rolls 6 : misses
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
SRM 2 at Thor (Summoner) Prime (Koniving); needs 7, rolls 2 : misses
SRM 2 at Thor (Summoner) Prime (Koniving); needs 7, rolls 11 : - Direct Blow - 2 missile(s) hit (using Partial cover (right side 25%) table) (w/ +2 bonus).
Thor (Summoner) Prime (Koniving) takes 2 damage to HD.
7 Armor remaining.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" takes 1 damage.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" needs a 3 to stay conscious. Rolls 6 : successful!
Thor (Summoner) Prime (Koniving) takes 2 damage to LT.
13 Armor remaining.
Weapons fire for Black Hawk (Nova) Prime (Koniving)
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 8 : misses
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 10 : hits LA
Thunderbolt TDR-5S (Lordred) takes 7 damage to LA.
13 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 7 : misses
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 5 : misses
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 6 : misses
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 9, rolls 9 : - Glancing Blow - hits RA
Thunderbolt TDR-5S (Lordred) takes 3 damage to RA.
17 Armor remaining.
Weapons fire for Daishi (Dire Wolf) Prime (Koniving)
Medium Pulse Laser at Hex 1120 of Building #22600 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 6 : hits.
Building #22600 absorbs 7 points of damage.
Medium Pulse Laser at Hex 1120 of Building #22600 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 5 : hits.
Building #22600 absorbs 7 points of damage.
BUILDING DESTROYED
Medium Pulse Laser at Hex 1120 of Building #22600 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.
Building #22600 absorbs 7 points of damage.
Medium Pulse Laser at Hex 1120 of Building #22600 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 6 : hits.
Building #22600 absorbs 7 points of damage.
Building #22600 collapses due to damage.
Thor (Summoner) Prime (Koniving) 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 11 : succeeds.
Physical Attack Phase
-------------------
Physical attacks for Thunderbolt TDR-5S (Lordred)
Kick (Left leg) at Black Hawk (Nova) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - hits RL
Black Hawk (Nova) Prime (Koniving) takes 14 damage to RL.
2 Armor remaining.
Heat Phase
-------------------
BattleMaster BLR-1G (Lordred) gains 18 heat, sinks 18 heat and is now at 0 heat.
Thunderbolt TDR-5S (Lordred) gains 18 heat, sinks 15 heat and is now at 3 heat.
Shadow Hawk SHD-2D (Lordred) gains 13 heat, sinks 13 heat and is now at 0 heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 18 heat, sinks 18 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 23 heat, sinks 23 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 35 heat, sinks 36 heat and is now at 0 heat.
Uller (Kit Fox) Prime (Koniving) gains 3 heat, sinks 3 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Fire at 1121 was started this round.
Light smoke fills 1220.
Light smoke fills 1221.
Light smoke fills 1120.
One of the SRMs fired by the Shadowhawk steers directly into the cockpit of the Thor. The pilot has only the time to close his eyes and turn his head away when the warhead slams the transplast. The strong transparent metal armor warping not from the impact but the sequential explosion, directed mostly inward. What was once a transparent viewscreen is now warped with lesions coursing through it like the roots from a tree, some of it bent and twisted like aluminum foil. At the strongest point of impact in the once transparent but now charred and only translucent metal, some of the fire from the explosion managed to slip in. It litters the pilot with minor 3rd degree burns.
The ER PPC missed, igniting a fire at the Battlemaster's feet. The flames immediately begin to heat the Battlemaster up.
Despite everything thrown at it, the Thor continues to advance without missing a single step, not even the impacts of so many SRMs sway its determination. Its pilot, hands firmly on the controls even with his eyebrows singed, well that shotgun just finished reloading. The ER PPC's cooldown won't be long. And another volley of missiles are ready.
Though the Nova has fallen on his left side and would need time to get up (no torso twist, it would need to push its front toward the ground before it could try), the Nova decides to fire at the quickly approaching Thunderbolt. Of the 6 shots fired at 3/7ths power (at 1/5th heat, yay adjustable beam times!), only one actually hit the target.
The Thunderbolt manages great 3 damage hits on the left arm and left leg of the Nova simultaneously. The medium lasers however, with no convergence and the Black Hawk falling the lasers miss completely. Its arm-mounted large laser however makes a glancing blow against the moving Black Hawk's right arm.
With the Black Hawk down (see what I did there?) the Thunderbolt closed in and delivers a kick to the Nova's right leg for 14 damage!
But, during all of this... The BattleCommander Lordred was wondering Where is the Daishi?
"I'm really worried about where your Dire Wolf is.."
That's when building #22600 was taking impacts. Like so many Klingon Disruptors, the Dire Wolf's medium pulse lasers fired with the speed of machine guns, rapidly disintegrating the materials until a hole began to form, then another, then another. Finally part of the building just literally collapsed!
"Coming through like the Kool Aid man, OH YEAH!"
Things just got real!
[to be continued]
Sorry guys, I didn't start taking screenshots of the scene until shortly after this part. But "they do exist."
(And yes, the tidbit with the Black Hawk's adjustable damage lasers means that pilots can -- depending on how you interpret it -- reduce the beam lengths to fire only as long as they feel they need to, or as the book-friendly interpretation goes, reduce how many times you fire the weapon in 10 seconds. [Some books refer to firing a standard medium laser between 1 and 6 times to get 5 damage].)
But, during all of this... The BattleCommander Lordred was wondering Where is the Daishi?
"I'm really worried about where your Dire Wolf is.."
That's when building #22600 was taking impacts. Like so many Klingon Disruptors, the Dire Wolf's medium pulse lasers fired with the speed of machine guns, rapidly disintegrating the materials until a hole began to form, then another, then another. Finally part of the building just literally collapsed!
"Coming through like the Kool Aid man, OH YEAH!"
To be exact, I said "Oh (insert witty phrase here)"
The "???" marks here is the currently unseen Locust that was abandoned with a single leg, trying in vain to get back to its feet...er...foot. To no avail, of course. What's an oblong mech with one leg and no arms to do to maintain balance? Nothing, it's a nearly impossible task. Still, the Locust tries not once but twice. The first time taking damage, the second not getting high enough to hurt itself.
The Black Hawk (Nova) now finds the time to stand up while the Thunderbolt recovers from its delivery of a kick to the Nova's leg (maintaining balance after such attacks is difficult, especially when it involves kicking an enemy mech that is laying in a pile of rubble).
Spoiler
Initiative Phase for Round #8
-------------------
Lordred rolls a 8[8+0].
Koniving rolls a 6[6+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
???? (????) falls on its ????, suffering ???? damage.
???? (????) takes ???? damage to ????.
???? damage transfers to ????.
???? (????) takes ???? damage to ????.
???? Armor remaining.
Pilot of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.
Black Hawk (Nova) Prime (Koniving) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 6 : succeeds.
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 1119 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check while moving in hex 1019 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.
Building #12364 in Hex 0721 is entered and has unknown basement, rolls 6: no basement.
Uller (Kit Fox) Prime (Koniving) must make a piloting skill check while moving from hex 0621 to hex 0721 (moving through Heavy Building #12364).
Needs 6 [4 (Base piloting skill) + 2 (moving through Heavy Building #12364)], rolls 12 : succeeds.
Meanwhile the Daishi (Dire Wolf) had just blown through the building. This seemed like a great approach and a terrifying psychological idea at the time. However, walking through said destroyed building revealed itself to be a daunting task. To create such an entrance, blasting away the walls until it collapses only to trip and fall would be an unbearable humiliation for Dire Wolf pilot Lissandra. It was instead chosen to shift into high gear and navigate around the 30(+/-) meters of debris. This required two course corrections (turns) on pavement. Since the mech never reached full acceleration, the potential for slipping was minimal.
The Uller (Kit Fox) chose to make a shortcut, traveling through a large building's semi-truck garage access. It required slowing down and a bit of crouch walking but the mech made it through cleanly.
But this was only part of the action in this 10 seconds.
On the other end of the spectrum, with the clear and present danger of the Daishi, the Shadowhawk reacts promptly. Jumpjets are immediately engaged. It takes a leap of 120 to 150 meters (can't remember if it was 4 or 5 hexes) forward with a turn mid-jump. The total height it reaches 12 to 15 (out of possible 24 to 30) meters in height, just enough to zip around (though not directly over) the Daishi. As it leaps, it fires off 2 medium lasers, the AC/5, and twin volleys of SRM-2s. Almost everything misses; the difficulty of tracking a moving target while flying and maintaining balance is simply too difficult. Of the second SRM-2's volley, a single missile manages to hit the Dire Wolf's right leg during the Shadowhawk's landing.
The Battlemaster moved 30-ish meters to get out of the fire and onto tangible ground, there turning to sandwich in the Dire Wolf.
The Dire Wolf toward the end of its run is surrounded between debris to its left, the Battlemaster in front, the Shadowhawk behind, and its own comrade the Summoner to its right.
Thunderbolt and Nova duke it out.
The Thor (Summoner) holds his ground, now side by side with the Daishi (Dire Wolf). We're still in the same 10 seconds, adding to our imagination the weapons fire going on at the same time.
Spoiler
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Daishi (Dire Wolf) Prime (Koniving)
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 4, rolls 6 : hits CT
BattleMaster BLR-1G (Lordred) takes 7 damage to CT.
28 Armor remaining.
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 4, rolls 7 : - Direct Blow - hits RT
BattleMaster BLR-1G (Lordred) takes 8 damage to RT.
20 Armor remaining.
Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 6, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 6, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
Weapons fire for BattleMaster BLR-1G (Lordred)
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 12 : - Direct Blow - hits RL
Daishi (Dire Wolf) Prime (Koniving) takes 4 damage to RL.
37 Armor remaining.
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
SRM 6 at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 5 : 5 missile(s) hit.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RL.
35 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RT.
30 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
45 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RL.
33 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RL.
31 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 10 : - Direct Blow - hits RA
Daishi (Dire Wolf) Prime (Koniving) takes 7 damage to RA.
27 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 2 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 12 : - Direct Blow - hits RT
Daishi (Dire Wolf) Prime (Koniving) takes 7 damage to RT.
23 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - hits RA
Daishi (Dire Wolf) Prime (Koniving) takes 6 damage to RA.
21 Armor remaining.
Weapons fire for Thor (Summoner) Prime (Koniving)
LB 10-X AC (Cluster ammo) at Thunderbolt TDR-5S (Lordred); needs 5, rolls 12 : - Direct Blow - 6 pellet(s) hit (w/ +4 bonus).
Weapons fire for Thunderbolt TDR-5S (Lordred)
Machine Gun at Thor (Summoner) Prime (Koniving); needs 8, rolls 6 : misses
Machine Gun at Thor (Summoner) Prime (Koniving); needs 8, rolls 12 : - Direct Blow - hits RA
Thor (Summoner) Prime (Koniving) takes 3 damage to RA.
3 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 6, rolls 9 : - Direct Blow - hits LL
Thor (Summoner) Prime (Koniving) takes 6 damage to LL.
17 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 6, rolls 5 : misses
Medium Laser at Thor (Summoner) Prime (Koniving); needs 6, rolls 5 : misses
SRM 2 at Thor (Summoner) Prime (Koniving); needs 6, rolls 8 : 1 missile(s) hit.
Thor (Summoner) Prime (Koniving) takes 2 damage to LA.
13 Armor remaining.
Weapons fire for Black Hawk (Nova) Prime (Koniving)
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits CT
Thunderbolt TDR-5S (Lordred) takes 8 damage to CT.
22 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits LT
Thunderbolt TDR-5S (Lordred) takes 8 damage to LT.
Armor destroyed, 13 Internal Structure remaining
Critical hit on LT. Roll is (6+2) = 8; no effect.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 4 : - Glancing Blow - hits HD
Thunderbolt TDR-5S (Lordred) takes 3 damage to HD.
6 Armor remaining.
Pilot of Thunderbolt TDR-5S (Lordred) "Ellis Ngilu" takes 1 damage.
Pilot of Thunderbolt TDR-5S (Lordred) "Ellis Ngilu" needs a 3 to stay conscious. Rolls 10 : successful!
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 8 : - Direct Blow - hits CT
Thunderbolt TDR-5S (Lordred) takes 8 damage to CT.
14 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits LT
Thunderbolt TDR-5S (Lordred) takes 8 damage to LT.
5 Internal Structure remaining
Critical hit on LT. Roll is (6+2) = 8; no effect.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 8 : - Direct Blow - hits LA
Thunderbolt TDR-5S (Lordred) takes 8 damage to LA.
4 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits LL
Thunderbolt TDR-5S (Lordred) takes 8 damage to LL.
20 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 6 : hits RL
Thunderbolt TDR-5S (Lordred) takes 7 damage to RL.
21 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 9 : - Direct Blow - hits RA
Thunderbolt TDR-5S (Lordred) takes 8 damage to RA.
9 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 3 : misses
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 5 : hits CT
Thunderbolt TDR-5S (Lordred) takes 7 damage to CT.
7 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits LA
Thunderbolt TDR-5S (Lordred) takes 8 damage to LA.
Armor destroyed, 6 Internal Structure remaining
Critical hit on LA. Roll is (10+2) = 12; 2 locations.
CRITICAL HIT on +Machine Gun.
CRITICAL HIT on Upper Arm.
Weapons fire for Shadow Hawk SHD-2D (Lordred)
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 7, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 7, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
AC/5 at Daishi (Dire Wolf) Prime (Koniving); needs 10, rolls 8 : misses
Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
SRM 2 at Daishi (Dire Wolf) Prime (Koniving); needs 7, rolls 4 : misses
SRM 2 at Daishi (Dire Wolf) Prime (Koniving); needs 7, rolls 7 : - Glancing Blow - 1 missile(s) hit (using Rear table) (w/ -4 malus).
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RL.
29 Armor remaining.
Lots of damage being handed around.
The Black Hawk is again using some (but not all) of its weapons at reduced power, dealing 3 damage per ER Medium laser for 1 heat each for heat neutrality. Among the hits, a headshot was scored. The heat emissions and radiation from the beam hitting the transplast armored windscreen of the cockpit and/or the brilliance of a blinding laser to the eyes has wounded Thunderbolt pilot Ellis Ngilu.
Another well placed pair of blasts at full power abolish the armor left arm. Damage is dealt to the upper arm and the machine gun.
The Battlemaster, Thunderbolt, and Daishi have taken an excess of 20 damage in this 10 seconds and had risks of losing their balance. All 3 mechs succeeded in maintaining themselves.
But this 10 seconds still isn't over. During all of this shooting, the Battlemaster threw a kick. To top it off, on his way down from his jump the Shadowhawk also threw a kick. Both of which were at the Dire Wolf.
Spoiler
BattleMaster BLR-1G (Lordred) 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 5 : succeeds.
Thunderbolt TDR-5S (Lordred) 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 6 : succeeds.
Daishi (Dire Wolf) Prime (Koniving) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 8 : succeeds.
Physical Attack Phase
-------------------
Physical attacks for BattleMaster BLR-1G (Lordred)
Kick (Left leg) at Daishi (Dire Wolf) Prime (Koniving); needs 3, rolls 6 : - Direct Blow - hits (using Kick table) RL
Daishi (Dire Wolf) Prime (Koniving) takes 18 damage to RL.
11 Armor remaining.
Physical attacks for Shadow Hawk SHD-2D (Lordred)
Kick (Left leg) at Daishi (Dire Wolf) Prime (Koniving); needs 6, rolls 11 : - Direct Blow - hits (using Rear Kick table) RL
Daishi (Dire Wolf) Prime (Koniving) takes 12 damage to RL.
Armor destroyed, 20 Internal Structure remaining
Critical hit on RL. Roll is (9+3) = 12; 2 locations.
CRITICAL HIT on Hip.
CRITICAL HIT on Lower Leg.
The Battlemaster's kick dishes a total of 18 damage to the right leg of the Daishi.
The Shadowhawk's own kick only deals 12 damage, but hits both the hip actuator and on the withdraw it also bashed the Daishi's lower leg actuator. Both of which were substantially damaged.
As if the Dire Wolf didn't have enough on its plate. Shooting things, navigating around roads, maintaining balance while making turns on asphult. Now the Daishi is almost simultaineously hit by two kicks to the same leg! Two crippled actuators! That would be a permanent limp until a repair bay or factory refit!
Spoiler
Daishi (Dire Wolf) Prime (Koniving) must make 5 piloting skill roll(s) (was kicked; hip actuator hit; leg/foot actuator hit; was kicked; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 0 (was kicked) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked) + 1 (20+ damage)); needs 8, rolls 4 : falls.
Daishi (Dire Wolf) Prime (Koniving) falls on its left side, suffering 10 damage.
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to LA.
29 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to RL (critical).
15 Internal Structure remaining
Critical hit on RL. Roll is 4; no effect.
Critical hit on RL. Roll is 11; 2 locations.
CRITICAL HIT on Upper Leg.
CRITICAL HIT on Foot.
Pilot of Daishi (Dire Wolf) Prime (Koniving) "Lissandra Caprara" must roll 8 to avoid damage; rolls 8 : succeeds.
The force of the impact accompanied with losing two actuators while moving at 53.3 kph (and likely slowing down as Lissandra [the pilot] was coming too close to the Battlemaster) was impossible for the pilot to maintain balance. The leg gives out causing the mech to fall. Strangely on the left side, possibly due to the right foot having tried to come forward but failing mid-stride and the pilot's attempt to counter balance in favor of the left (stable) side.
Though the mech fell on the left and took a nasty 10 damage to the left arm (which took the bront of the impact), the right foot and upper right leg actuator both also gave out. The foot literally broken and all the actuators of the Daishi's right leg completely crippled to even severed at this point, the Daishi is a pitiful mess.
The pilot Lissandra, however, was firmly braced inside the cockpit and received no personal injury from the fall.
Now, everything that's happened so far in just this 10 seconds is pretty intense. But we still forgot something.
Heat. A Mechwarrior's deadliest adversary.
Through extending their fire across 10 seconds and not rushing their weapons, they manage to maintain solid heat dissipation. Most mechs easily avoiding ever hitting 50% heat, some not staying above it for long.
But not every pilot was so lucky.
Spoiler
Heat Phase
-------------------
Adding 5 heat from a fire...
BattleMaster BLR-1G (Lordred) gains 21 heat, sinks 18 heat and is now at 3 heat.
Thunderbolt TDR-5S (Lordred) gains 12 heat, sinks 15 heat and is now at 0 heat.
Shadow Hawk SHD-2D (Lordred) gains 14 heat, sinks 14 heat and is now at 0 heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 48 heat, sinks 44 heat and is now at 4 heat.
Thor (Summoner) Prime (Koniving) gains 26 heat, sinks 26 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 62 heat, sinks 36 heat and is now at 26 heat.
Black Hawk (Nova) Prime (Koniving) needs a 5+ to avoid shutdown, rolls 4 : shuts down.
Black Hawk (Nova) Prime (Koniving) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 3 (reactor shutdown)); needs 7, rolls 6 : falls.
Black Hawk (Nova) Prime (Koniving) falls on its rear, suffering 5 damage.
Black Hawk (Nova) Prime (Koniving) takes 5 damage to RTR.
3 Armor remaining.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" must roll 7 to avoid damage; rolls 5 : fails.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" takes 1 damage.
Pilot of Black Hawk (Nova) Prime (Koniving) "Carol Guzmán" needs a 5 to stay conscious. Rolls 6 : successful!
Black Hawk (Nova) Prime (Koniving) needs a 6+ to avoid ammo explosion, rolls 11 : avoids successfully!
Black Hawk (Nova) Prime needs a 6+ for coolant failure, rolls 12 : fails.
Black Hawk (Nova) Prime's coolant is now less effective.
Uller (Kit Fox) Prime (Koniving) gains 2 heat, sinks 2 heat and is now at 0 heat.
The Black Hawk raised a total of 62 heat over 10 seconds. The heatsinks, cooling at 3.6 thermal units per second manage to do away with 36 heat in that time span. At 86.67% heat at the conclusion of 10 seconds, the Black Hawk had shut down. It avoids an ammo explosion (though it has no ammo to begin with), however, the mech shuts down mid combat and the machine begins leaning backwards until it finally falls. 5 damage is taken to the rear.
The pilot (Carol), unexpecting of the event, is unable to brace him/herself before the impact and is injured. Carol maintains consciousness.
One of the Nova's double heatsinks has literally melted.
Spoiler
Control Rolls
-------------------
End Phase
-------------------
Light smoke cloud drifts to 1320 and 1321 and 1219.
Fire at 1121 is burning brightly.
Light smoke fills 1220.
Light smoke fills 1221.
Light smoke fills 1120.
The fire from the Thor's ER PPC now 15 to 20 seconds ago is burning brightly. The smoke billowing into the air drifts and light smoke is creating a fog of war nearly 90 meters long.
And that marks 1 minute and 20 seconds of combat.
In less than 10 seconds, the Dire Wolf is rendered mobility ineffective. Though to call it combat ineffective is another story altogether for the Daishi has a very competent Clan pilot.
(A glimpse into the future of this fight...) Clan mechs: Jade Falcon scheme. IS mechs: dark green (assuming Star League green? Can't recall what Lordred used).
And so 80 to 90 seconds in (1 minute, 20 seconds to 1 minute, 30 seconds)...
After the Dire Wolf's leg gave out and the mech fell, every actuator it had was destroyed. The leg itself is nothing more than a lump of really heavy metal with no flexibility or purpose. Unaware and in disbelief of the full extent of the damage, Dire Wolf pilot Lissandra brings the arms to bare and attempts to stand, and fails.
The Thor jumps behind the Battlemaster with the intention of blasting away at it in much the same way the Shadowhawk jumped behind the Dire Wolf.
Meanwhile the Battlemaster shifts into full speed, passes through fire and turns on pavement (required to get around the Thor) before coming to slow down in front of the new frontal position of the Dire Wolf.
The Locust made another attempt to stand.
Thunderbolt has shifted from the Nova to the Thor(Summoner).
Spoiler
Initiative Phase for Round #9
-------------------
Lordred rolls a 9[9+0].
Koniving rolls a 7[7+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Targeting Phase
-------------------
Movement Phase
-------------------
Daishi (Dire Wolf) Prime (Koniving) must make a piloting skill check (getting up).
Needs 6 [4 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (getting up)], rolls 2 : falls.
Daishi (Dire Wolf) Prime (Koniving) falls on its right side, suffering 10 damage.
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to RA.
16 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to LL.
36 Armor remaining.
Pilot of Daishi (Dire Wolf) Prime (Koniving) "Lissandra Caprara" must roll 6 to avoid damage; rolls 10 : succeeds.
BattleMaster BLR-1G (Lordred) must make a piloting skill check while moving in hex 1121 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.
BattleMaster BLR-1G (Lordred) passes through a fire. It will generate 2 more heat this round.
???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : succeeds.
Thunderbolt TDR-5S (Lordred) must make a piloting skill check while moving in hex 1422 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.
Offboard Attack Phase
-------------------
Unable to properly stand, the Daishi (Dire Wolf)'s pilot engages her Enhanced Imaging Implants, deeply connecting her to the Dire Wolf in a way that a normal mechwarrior pilot could never do. Hands off the controls, her mind sends signals to her implants which then send to her mech.
Both arms brace themselves and the Dire Wolf is lifted enough to allow her to see her prey. A cornered wolf is no easy prey. Pushing off and bracing with the functional leg, an arm is freed to be able to fire upon the Battlemaster.
Meanwhile, the Kitfox emerges from the building only to immediately be engaged by the Shadowhawk.
Spoiler
Weapon Attack Phase
-------------------
Weapons fire for Thor (Summoner) Prime (Koniving)
LRM 15 at BattleMaster BLR-1G (Lordred); needs 6, rolls 6 : - Glancing Blow - 5 missile(s) hit (using Right Side table) (w/ -4 malus).
Thunderbolt TDR-5S (Lordred) takes 1 damage to LT.
4 Internal Structure remaining
Critical hit on LT. Roll is (3+1) = 4; no effect.
Thunderbolt TDR-5S (Lordred) takes 1 damage to LA.
5 Internal Structure remaining
Critical hit on LA. Roll is (9+1) = 10; 1 location.
CRITICAL HIT on Hand.
ER PPC at Thunderbolt TDR-5S (Lordred); needs 5, rolls 5 : - Glancing Blow - hits RT
Thunderbolt TDR-5S (Lordred) takes 7 damage to RT.
15 Armor remaining.
Weapons fire for Thunderbolt TDR-5S (Lordred)
Machine Gun at Thor (Summoner) Prime (Koniving); needs 5, rolls 10 : - Direct Blow - hits (using Rear table) RTR
Thor (Summoner) Prime (Koniving) takes 3 damage to RTR.
4 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - hits (using Rear table) CTR
Thor (Summoner) Prime (Koniving) takes 6 damage to CTR.
2 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 7 : - Direct Blow - hits (using Rear table) RL
Thor (Summoner) Prime (Koniving) takes 6 damage to RL.
15 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 5 : hits (using Rear table) LTR
Thor (Summoner) Prime (Koniving) takes 5 damage to LTR.
2 Armor remaining.
SRM 2 at Thor (Summoner) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - 1 missile(s) hit (using Rear table) (w/ +2 bonus).
Thor (Summoner) Prime (Koniving) takes 2 damage to LL.
15 Armor remaining.
Large Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 3 : misses
Weapons fire for Daishi (Dire Wolf) Prime (Koniving)
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 8, rolls 7 : misses
Checking for accidental fire; needs 3 or below, rolls 11 : no fire..
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 8, rolls 7 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 6, rolls 7 : hits RL
BattleMaster BLR-1G (Lordred) takes 7 damage to RL.
19 Armor remaining.
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 6, rolls 12 : - Direct Blow - hits HD
BattleMaster BLR-1G (Lordred) takes 9 damage to HD.
0 Armor remaining.
Pilot of BattleMaster BLR-1G (Lordred) "Vijaya Noorani" takes 1 damage.
Pilot of BattleMaster BLR-1G (Lordred) "Vijaya Noorani" needs a 3 to stay conscious. Rolls 4 : successful!
Ultra AC/5 at BattleMaster BLR-1G (Lordred); needs 8, rolls 8 : - Glancing Blow -
BattleMaster BLR-1G (Lordred) takes 2 damage to CT.
12 Armor remaining.
fires a second burst in ultra mode.
Ultra AC/5 at BattleMaster BLR-1G (Lordred); needs 8, rolls 5 : misses
Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
Checking for accidental fire; needs 3 or below, rolls 4 : no fire..
Weapons fire for BattleMaster BLR-1G (Lordred)
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 5 : hits LA
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to LA.
27 Armor remaining.
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 6 : hits CT
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
43 Armor remaining.
SRM 6 at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - 6 missile(s) hit (w/ +2 bonus).
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to LL.
34 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
41 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to LL.
32 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RA.
14 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
39 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
37 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
Needs 9 [7 (Medium Laser) + 2 (accidental)] to ignite, rolls 4
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 8 : - Direct Blow - hits CT
Daishi (Dire Wolf) Prime (Koniving) takes 6 damage to CT.
31 Armor remaining.
Weapons fire for Uller (Kit Fox) Prime (Koniving)
Streak SRM 4 at Shadow Hawk SHD-2D (Lordred); needs 7, rolls 6 : fails to achieve lock.
LB 5-X AC (Cluster ammo) at Shadow Hawk SHD-2D (Lordred); needs 9, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
ER Large Laser at Shadow Hawk SHD-2D (Lordred); needs 7, rolls 9 : hits CT
Shadow Hawk SHD-2D (Lordred) takes 10 damage to CT.
2 Armor remaining.
Small Pulse Laser at Shadow Hawk SHD-2D (Lordred); needs 5, rolls 6 : hits HD
Shadow Hawk SHD-2D (Lordred) takes 3 damage to HD.
3 Armor remaining.
Pilot of Shadow Hawk SHD-2D (Lordred) "Catriona Egerton" takes 1 damage.
Pilot of Shadow Hawk SHD-2D (Lordred) "Catriona Egerton" needs a 3 to stay conscious. Rolls 4 : successful!
Weapons fire for Shadow Hawk SHD-2D (Lordred)
Medium Laser at Uller (Kit Fox) Prime (Koniving); needs 6, rolls 5 : misses
Medium Laser at Uller (Kit Fox) Prime (Koniving); needs 6, rolls 9 : - Direct Blow - hits (using Left Side table) LL
Uller (Kit Fox) Prime (Koniving) takes 6 damage to LL.
2 Armor remaining.
AC/5 at Uller (Kit Fox) Prime (Koniving); needs 9, rolls 4 : misses
SRM 2 at Uller (Kit Fox) Prime (Koniving); needs 6, rolls 5 : misses
SRM 2 at Uller (Kit Fox) Prime (Koniving); needs 6, rolls 10 : - Direct Blow - 2 missile(s) hit (using Left Side table) (w/ +2 bonus).
Uller (Kit Fox) Prime (Koniving) takes 2 damage to LT.
6 Armor remaining.
Uller (Kit Fox) Prime (Koniving) takes 2 damage to RA.
5 Armor remaining.
BattleMaster BLR-1G (Lordred) 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 7 : succeeds.
Thor (Summoner) Prime (Koniving) 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 6 : succeeds.
No one fell over, yet.
Though the ballistic exchange between the Uller (Kit Fox) and Shadowhawk didn't yield much in the way of results, the Shadowhawk threw down another kick, completely destroying the Kit Fox's leg!
The Thunderbolt delivers a kick to the Thor, knocking it over in such a way that it lands on its cockpit (right shoulder) and the Summoner's right leg comes down in such a way that it damages some other aspect of it (probably the toe). In the process, Summoner pilot 'Candy' is knocked out.
Spoiler
Physical Attack Phase
-------------------
Physical attacks for BattleMaster BLR-1G (Lordred)
Kick (Left leg) at Daishi (Dire Wolf) Prime (Koniving); needs 3, rolls 6 : - Direct Blow - hits LT
Daishi (Dire Wolf) Prime (Koniving) takes 18 damage to LT.
14 Armor remaining.
Physical attacks for Thunderbolt TDR-5S (Lordred)
Kick (Left leg) at Thor (Summoner) Prime (Koniving); needs 3, rolls 8 : - Direct Blow - hits (using Rear Kick table) LL
Thor (Summoner) Prime (Koniving) takes 14 damage to LL.
1 Armor remaining.
Physical attacks for Shadow Hawk SHD-2D (Lordred)
Kick (Left leg) at Uller (Kit Fox) Prime (Koniving); needs 5, rolls 8 : - Direct Blow - hits (using Left Side Kick table) LL
Uller (Kit Fox) Prime (Koniving) takes 12 damage to LL.
Armor destroyed, SECTION DESTROYED,
3 damage transfers to LT.
Critical hit on LL. Roll is (3+3) = 6; no effect.
Uller (Kit Fox) Prime (Koniving) takes 3 damage to LT.
3 Armor remaining.
Thor (Summoner) Prime (Koniving) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 2 : falls.
Thor (Summoner) Prime (Koniving) falls on its right side, suffering 7 damage.
Thor (Summoner) Prime (Koniving) takes 5 damage to HD.
2 Armor remaining.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" takes 1 damage.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" needs a 5 to stay conscious. Rolls 3 : blacks out.
Thor (Summoner) Prime (Koniving) takes 2 damage to RL.
13 Armor remaining.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" must roll 4 to avoid damage; rolls 11 : succeeds.
Uller (Kit Fox) Prime (Koniving) must make 2 piloting skill roll(s) (leg destroyed; was kicked).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (leg destroyed); automatically fails.
Uller (Kit Fox) Prime (Koniving) falls on its right side, suffering 3 damage.
Uller (Kit Fox) Prime (Koniving) takes 3 damage to RT.
5 Armor remaining.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" must roll 9 to avoid damage; rolls 8 : fails.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" takes 1 damage.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" needs a 3 to stay conscious. Rolls 5 : successful!
Heat Phase
-------------------
BattleMaster BLR-1G (Lordred) gains 14 heat, sinks 17 heat and is now at 0 heat.
Thunderbolt TDR-5S (Lordred) gains 21 heat, sinks 15 heat and is now at 6 heat.
Thunderbolt TDR-5S needs a 10+ for coolant failure, rolls 2 : avoids successfully!
Shadow Hawk SHD-2D (Lordred) gains 14 heat, sinks 14 heat and is now at 0 heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 40 heat, sinks 44 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 22 heat, sinks 22 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 0 heat, sinks 26 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) automatically starts up.
Uller (Kit Fox) Prime (Koniving) gains 16 heat, sinks 16 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Light smoke cloud drifts to 1419 and 1420 and 1319.
Light smoke cloud drifts to 1320 and 1321 and 1219.
Fire at 1121 is burning brightly.
Light smoke fills 1220.
Light smoke fills 1221.
Light smoke fills 1120.
Flames from the first ER PPC fired by the Summoner still rage. Smoke drifting ever more and forming a slight haze across 100+ meters.
The Black Hawk (Nova) powers up, now at 0% heat.
----
A lot happens in this next part that I'll want to break down soon. Even just reading it straight is a nail-biting experience.
Spoiler
Initiative Phase for Round #10
-------------------
Lordred rolls a 2[2+0].
Koniving rolls a 10[10+0].
Wind direction is Northeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
????: ???? BV remaining (from ???? initially) ???? BV fled
Koniving: 9495 BV remaining (from 12086 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Black Hawk (Nova) Prime (Koniving) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.
Shadow Hawk SHD-2D (Lordred) must make a piloting skill check while moving in hex 0818 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 4 : succeeds.
Uller (Kit Fox) Prime (Koniving) must make a piloting skill check (getting up).
Needs 9 [4 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 6 : falls.
Uller (Kit Fox) Prime (Koniving) falls on its right side, suffering 3 damage.
Uller (Kit Fox) Prime (Koniving) takes 3 damage to LT.
0 Armor remaining.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" must roll 9 to avoid damage; rolls 6 : fails.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" takes 1 damage.
Pilot of Uller (Kit Fox) Prime (Koniving) "Finlay Nicholson" needs a 5 to stay conscious. Rolls 8 : successful!
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for BattleMaster BLR-1G (Lordred)
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 5 : - Direct Blow - hits HD
Daishi (Dire Wolf) Prime (Koniving) takes 3 damage to HD.
6 Armor remaining.
Pilot of Daishi (Dire Wolf) Prime (Koniving) "Lissandra Caprara" takes 1 damage.
Pilot of Daishi (Dire Wolf) Prime (Koniving) "Lissandra Caprara" needs a 3 to stay conscious. Rolls 10 : successful!
Machine Gun at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 7 : - Direct Blow - hits RT
Daishi (Dire Wolf) Prime (Koniving) takes 3 damage to RT.
20 Armor remaining.
SRM 6 at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 4 : 4 missile(s) hit.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
29 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to LA.
25 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
27 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to CT.
25 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 3 : hits RT
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to RT.
15 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 4 : hits RA
Daishi (Dire Wolf) Prime (Koniving) takes 5 damage to RA.
9 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 6 : - Direct Blow - hits LT
Daishi (Dire Wolf) Prime (Koniving) takes 6 damage to LT.
8 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 2, rolls 6 : - Direct Blow - hits LL
Daishi (Dire Wolf) Prime (Koniving) takes 6 damage to LL.
26 Armor remaining.
PPC at Daishi (Dire Wolf) Prime (Koniving); needs 5, rolls 3 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
Weapons fire for Black Hawk (Nova) Prime (Koniving)
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 8 : - Direct Blow - hits LT
Thunderbolt TDR-5S (Lordred) takes 8 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
4 damage transfers to CT.
Critical hit on LT. Roll is (10+2) = 12; 2 locations.
CRITICAL HIT on +Medium Laser.
CRITICAL HIT on +Medium Laser.
Thunderbolt TDR-5S (Lordred) takes 4 damage to CT.
1 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 4 : - Glancing Blow - hits RA
Thunderbolt TDR-5S (Lordred) takes 3 damage to RA.
5 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits HD
Thunderbolt TDR-5S (Lordred) takes 8 damage to HD.
Armor destroyed, 1 Internal Structure remaining
Critical hit on HD. Roll is (9+2) = 11; 2 locations.
CRITICAL HIT on Standard Cockpit.
*** Thunderbolt TDR-5S (Lordred) DESTROYED by pilot death! ***
CRITICAL HIT on Sensors.
Pilot of Thunderbolt TDR-5S (Lordred) "Ellis Ngilu" is already dead, so no damage is dealt!
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 7 : - Direct Blow - hits LA
Thunderbolt TDR-5S (Lordred) takes 8 damage to LA.
8 damage transfers to LT.
Thunderbolt TDR-5S (Lordred) takes 8 damage to LT.
8 damage transfers to CT.
Thunderbolt TDR-5S (Lordred) takes 8 damage to CT.
Armor destroyed, 14 Internal Structure remaining
Critical hit on CT. Roll is (9+2) = 11; 2 locations.
CRITICAL HIT on LRM 15 Ammo (7).
*** LRM 15 Ammo EXPLODES! 105 DAMAGE! ***
>Thunderbolt TDR-5S (Lordred) suffers catastrophic damage, but the autoeject system was engaged.
Thunderbolt TDR-5S (Lordred) must make a piloting skill check (landing in clear terrain).
Needs 5 [4 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds.
*** ???? (????) DESTROYED by ????! ***
Thunderbolt TDR-5S (Lordred) takes 105 damage to CT.
SECTION DESTROYED,
Thunderbolt TDR-5S (Lordred) has taken 6 engine hits this phase.
Checking for engine explosion on 10, roll is 7.
Engine safety systems remain in place.
Critical hit on CT. Roll is (10+4) = 14; 3 locations.
CRITICAL HIT on Engine.
CRITICAL HIT on Engine.
CRITICAL HIT on Engine.
Pilot of Thunderbolt TDR-5S (Lordred) "Ellis Ngilu" is already dead, so no damage is dealt!
Location has no more hittable critical slots.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 6 : hits RA (critical)
Thunderbolt TDR-5S (Lordred) takes 7 damage to RA (critical).
Armor destroyed, 8 Internal Structure remaining
Critical hit on RA. Roll is (6+1) = 7; no effect.
Critical hit on RA. Roll is (4+1) = 5; no effect.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 6 : hits RT
Thunderbolt TDR-5S (Lordred) takes 7 damage to RT.
8 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 9 : - Direct Blow - hits LA
Thunderbolt TDR-5S (Lordred) takes 8 damage to LA.
8 damage transfers to LT.
Thunderbolt TDR-5S (Lordred) takes 8 damage to LT.
8 damage transfers to CT.
Thunderbolt TDR-5S (Lordred) takes 8 damage to CT.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 5 : hits CT (critical)
Thunderbolt TDR-5S (Lordred) takes 7 damage to CT (critical).
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 5 : hits RA
Thunderbolt TDR-5S (Lordred) takes 7 damage to RA.
1 Internal Structure remaining
Critical hit on RA. Roll is (6+1) = 7; no effect.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 10 : - Direct Blow - hits RA
Thunderbolt TDR-5S (Lordred) takes 9 damage to RA.
SECTION DESTROYED,
8 damage transfers to RT.
Critical hit on RA. Roll is (8+3) = 11; 2 locations.
CRITICAL HIT on Large Laser.
CRITICAL HIT on Shoulder.
Thunderbolt TDR-5S (Lordred) takes 8 damage to RT.
0 Armor remaining.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 9 : - Direct Blow - hits RA
Thunderbolt TDR-5S (Lordred) takes 8 damage to RA.
8 damage transfers to RT.
Thunderbolt TDR-5S (Lordred) takes 8 damage to RT.
7 Internal Structure remaining
Critical hit on RT. Roll is (4+2) = 6; no effect.
ER Medium Laser at Thunderbolt TDR-5S (Lordred); needs 4, rolls 8 : - Direct Blow - hits CT
Thunderbolt TDR-5S (Lordred) takes 8 damage to CT.
Weapons fire for Thunderbolt TDR-5S (Lordred)
Machine Gun at Thor (Summoner) Prime (Koniving); needs 5, rolls 6 : hits HD (hit aimed location)
Thor (Summoner) Prime (Koniving) takes 2 damage to HD.
0 Armor remaining.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" takes 1 damage.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 7 : - Direct Blow - hits RL
Thor (Summoner) Prime (Koniving) takes 6 damage to RL.
7 Armor remaining.
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 2 : misses
Medium Laser at Thor (Summoner) Prime (Koniving); needs 4, rolls 6 : hits LT (critical)
Thor (Summoner) Prime (Koniving) takes 5 damage to LT (critical).
8 Armor remaining.
Critical hit on LT. Roll is 3; no effect.
Weapons fire for Daishi (Dire Wolf) Prime (Koniving)
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 7, rolls 8 : hits RT
BattleMaster BLR-1G (Lordred) takes 10 damage to RT.
10 Armor remaining.
ER Large Laser at BattleMaster BLR-1G (Lordred); needs 7, rolls 6 : misses
Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 5, rolls 2 : misses
Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
Medium Pulse Laser at BattleMaster BLR-1G (Lordred); needs 5, rolls 9 : - Direct Blow - hits LL
BattleMaster BLR-1G (Lordred) takes 8 damage to LL.
18 Armor remaining.
Ultra AC/5 at BattleMaster BLR-1G (Lordred); needs 7, rolls 7 : - Glancing Blow -
BattleMaster BLR-1G (Lordred) takes 2 damage to RT.
8 Armor remaining.
fires a second burst in ultra mode.
Ultra AC/5 at BattleMaster BLR-1G (Lordred); needs 7, rolls 10 : - Direct Blow -
BattleMaster BLR-1G (Lordred) takes 6 damage to RA.
16 Armor remaining.
Checking for accidental fire; needs 3 or below, rolls 11 : no fire..
Weapons fire for Shadow Hawk SHD-2D (Lordred)
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 7 : - Direct Blow - hits (using Rear table) CTR
Daishi (Dire Wolf) Prime (Koniving) takes 6 damage to CTR.
8 Armor remaining.
Medium Laser at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 4 : - Glancing Blow - hits (using Rear table) RA
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RA.
7 Armor remaining.
AC/5 at Daishi (Dire Wolf) Prime (Koniving); needs 7, rolls 6 : misses
Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
Needs 11 [9 (AC/5) + 2 (accidental)] to ignite, rolls 7
SRM 2 at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 7 : - Direct Blow - 2 missile(s) hit (using Rear table) (w/ +2 bonus).
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to LA.
23 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RA.
5 Armor remaining.
LRM 5 at Daishi (Dire Wolf) Prime (Koniving); needs 10, rolls 10 : - Glancing Blow - 1 missile(s) hit (using Rear table) (w/ -4 malus).
Daishi (Dire Wolf) Prime (Koniving) takes 1 damage to CTR.
7 Armor remaining.
SRM 2 at Daishi (Dire Wolf) Prime (Koniving); needs 4, rolls 7 : - Direct Blow - 2 missile(s) hit (using Rear table) (w/ +2 bonus).
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RA.
3 Armor remaining.
Daishi (Dire Wolf) Prime (Koniving) takes 2 damage to RL.
13 Internal Structure remaining
Critical hit on RL. Roll is (8+1) = 9; 1 location.
Location is empty, so criticals transfer to RT.
CRITICAL HIT on Double Heat Sink.
BattleMaster BLR-1G (Lordred) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 10 : succeeds.
Physical Attack Phase
-------------------
Physical attacks for BattleMaster BLR-1G (Lordred)
Kick (Left leg) at Daishi (Dire Wolf) Prime (Koniving); needs 1, rolls 5 : - Direct Blow - hits RA
Daishi (Dire Wolf) Prime (Koniving) takes 18 damage to RA.
Armor destroyed, 2 Internal Structure remaining
Critical hit on RA. Roll is (3+4) = 7; no effect.
Physical attacks for Shadow Hawk SHD-2D (Lordred)
Kick (Left leg) at Daishi (Dire Wolf) Prime (Koniving); needs 3, rolls 2 : misses.
Shadow Hawk SHD-2D (Lordred) must make 1 piloting skill roll(s) (missed a kick).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 0 (missed a kick)); needs 4, rolls 4 : succeeds.
Heat Phase
-------------------
BattleMaster BLR-1G (Lordred) gains 26 heat, sinks 18 heat and is now at 8 heat.
BattleMaster BLR-1G needs a 10+ for coolant failure, rolls 8 : avoids successfully!
Shadow Hawk SHD-2D (Lordred) gains 15 heat, sinks 14 heat and is now at 1 heat.
???? (????) gains ???? heat, sinks ???? heat and is now at ???? heat.
Daishi (Dire Wolf) Prime (Koniving) gains 39 heat, sinks 39 heat and is now at 0 heat.
Thor (Summoner) Prime (Koniving) gains 0 heat, sinks 0 heat and is now at 0 heat.
Black Hawk (Nova) Prime (Koniving) gains 62 heat, sinks 35 heat and is now at 27 heat.
Black Hawk (Nova) Prime (Koniving) needs a 5+ to avoid shutdown, rolls 10 : avoids successfully!
Black Hawk (Nova) Prime (Koniving) needs a 6+ to avoid ammo explosion, rolls 4 : fails to avoid explosion.
Luckily, there is no ammo to explode.
Black Hawk (Nova) Prime needs a 6+ for coolant failure, rolls 4 : avoids successfully!
Uller (Kit Fox) Prime (Koniving) gains 3 heat, sinks 3 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Light smoke cloud drifts to 1519 and 1520 and 1418.
Light smoke cloud drifts to 1419 and 1420 and 1319.
Light smoke cloud drifts to 1320 and 1321 and 1219.
Fire at 1121 is burning brightly.
Light smoke fills 1220.
Light smoke fills 1221.
Light smoke fills 1120.
Pilot of Thor (Summoner) Prime (Koniving) "Candy Skeffington" needs a 7 to wake up. Rolls 6 : stays unconscious.
Just goes to show what the IS real advantage was in BT, close combat. I think all the kicking and punching here proves that point...?
Yep. Also the much lower heat for all the short/medium range weapons makes them far more viable.
Spoiler
3 heat for an ML? 1 heat for an SL?
5 heat for an ER ML? 2 heat for an ER SL?
For a little while in MWO we had 4 heat for an ML, 2 heat for an SL
5 heat for an ER ML and 2 heat for an ER SL.
Notice something off there? So instead of reducing heat on the IS small and medium we got increased heat on the Clan small and medium... Instead of making small/light weapons cooler so that they could be managed better on light mechs, they made it so that even Clan mechs can't handle any laser other than the ER Large and Large Pulse (which are preferred due to higher damage outputs for the heat).
...As if we needed more ER LL lights.
In general BT IS mechs once they got close were absolutely devastating and brutal to the point of being fearsome.
(Of course, while Clans aren't known for much melee, from what I understand the Jade Falcon have been known to use their talons for melee Ghost Bear Kodiaks do have claws, too).
Yep. Also the much lower heat for all the short/medium range weapons makes them far more viable.
Spoiler
3 heat for an ML? 1 heat for an SL?
5 heat for an ER ML? 2 heat for an ER SL?
For a little while in MWO we had 4 heat for an ML, 2 heat for an SL
5 heat for an ER ML and 2 heat for an ER SL.
Notice something off there? So instead of reducing heat on the IS small and medium we got increased heat on the Clan small and medium... Instead of making small/light weapons cooler so that they could be managed better on light mechs, they made it so that even Clan mechs can't handle any laser other than the ER Large and Large Pulse (which are preferred due to higher damage outputs for the heat).
...As if we needed more ER LL lights.
Agreed with you here. Guess why ACs are more preferred? Not only lower heat per shot, but pin point as well to boot.
If laser weaponry was cooler, it would place them back into line with ACs.
Example:
4 med lasers = AC20 damage.
4 Med lasers, spread their damage. AC20 is pin point.
Med lasers require no ammo. AC20 requires ammo (and is large and heavy).
So far, I feel the weight/ammo needs of the AC20 balance well with the laser damage, especially when you consider 4 energy hard points to one ballistic one as well.
Then we have heat... 4 med lasers and you overheat so fast... AC20, not so much.
Recycle times... 4 med lasers take longer to deal their damage, and don't really (from my knowledge, you can produce hard numbers if I'm wrong) shoot as fast as the AC20 does. (Or almost as close.)
Thus, the AC20 may lose in weight and ammo concerns, but the lasers lose in damage spread, number of times it can shoot and heat...
I find it silly that my Battlemaster, with 16 DNS (would be 32 cooling) can't manage to shoot 6 med lasers without risking serious shut downs quickly. Forget about the other weapons. If I shoot all my weapons (LL, UAC5, 6 med lasers, LRM10), I'm sure it would melt... (Thankfully I don't.)
Then again, 14 DHS can't even keep two PPCs cool... My Banshee build (It started as a pseudo King Crab build with the ACs being Gauss Rifles in weight, making it a "meta king" or "meta crab" or... um... whatever). If I shoot them together, I jump to near 50%. Shoot them again.. shutdown or really close. And that's shooting only the PPCs. (I tend to use the ACs more, and burst with occasional PPC fire when I know I have a good shot.) (It was never intended to be a useable build... but, well, I built it because, and OUCH! It may be slow, but it hurts.)
This game needs more King Crabs... I'm telling you. It also needs his loyal subjects, the Crab!
Faster firing rates as well. In MWO ML does 15 damage in 9 seconds. Large laser does 27 damage in 9.75 seconds. AC/2 does 28 in 10 seconds (down from 50 in their first iteration), AC/5 does 30 to 35 depending on fast fire. So not just cold and pinpoint but generally better too.
So even if lasers were colder, it wouldn't really put them back in line. ACs would still be better.
So even if lasers were colder, it wouldn't really put them back in line. ACs would still be better.
But it would help them, which helps bring them back in line. (And we wont go into how many times I've alphaed my 1G's 6 med lasers, and barely turned someone's armor yellow (them, standing still, me, barreling into them). LL sometimes does the same. But that UAC5... BAM! It registers... I think laser damage coding might need to be looked at again... Something seems off with them now.)
Yep. Also the much lower heat for all the short/medium range weapons makes them far more viable.
Spoiler
3 heat for an ML? 1 heat for an SL?
5 heat for an ER ML? 2 heat for an ER SL?
For a little while in MWO we had 4 heat for an ML, 2 heat for an SL
5 heat for an ER ML and 2 heat for an ER SL.
Notice something off there? So instead of reducing heat on the IS small and medium we got increased heat on the Clan small and medium... Instead of making small/light weapons cooler so that they could be managed better on light mechs, they made it so that even Clan mechs can't handle any laser other than the ER Large and Large Pulse (which are preferred due to higher damage outputs for the heat).
...As if we needed more ER LL lights.
In general BT IS mechs once they got close were absolutely devastating and brutal to the point of being fearsome.
(Of course, while Clans aren't known for much melee, from what I understand the Jade Falcon have been known to use their talons for melee Ghost Bear Kodiaks do have claws, too).
The Falcons are also rather famous for their "I am Jade Falcon" maneuver where they use their leg mounted jump jets like flamers in conjunction with a kick.
I would like to see this kind of "game" with paperdoll and map for certain key frames or just every 5 rounds.
Reading a megamek log isn't really exciting if you don't/didn't play the/that game yourself.
Sadly MWT didnt make it, but MM and MWT was always a nice way to play TT without the need for 10h and lots of space