As a hypothetical, if I want to unlock Elite on a mech chasis, I have to level up 3 to Basic. Can they be 3 mechs of exact same variant? For example, instead of buying:
Cicada 2A
Cicada 3A
Cicada 2A (C)
I could instead go with:
Cicada 2A (C)
Cicada 2A (C)
Cicada 2A (C)
...to meet the requirement of "3 variants of same chasis" when unlocking to Elite and Mastery levels wiyh Mech XP?
Edited by Fenrisulvyn, 15 December 2014 - 01:41 PM.
Adonis1Aleus, on 15 December 2014 - 01:36 PM, said:
no, they have to be 3 different varients of the chassis
Also note that in the original example 2A and 2A(C) count as the same variant.This also goes for (P), (I) and (S) mechs.
The good news is that once you've mastered a CDA-2A, if you buy another one (say, for CW or another build), it'll already be mastered. I might have three JR7-Fs, two of which are (C)s.
Edited by Terciel1976, 15 December 2014 - 01:41 PM.
Fenrisulvyn, on 15 December 2014 - 01:35 PM, said:
Wanted to confirm something I think I read:
As a hypothetical, if I want to unlock Elite on a mech chasis, I have to level up 3 to Basic. Can they be 3 mechs of exact same variant? For example, instead of buying:
Cicada 2A
Cicada 3A
Cicada 2A (C)
I could instead go with:
Cicada 2A (C)
Cicada 2A (C)
Cicada 2A (C)
...to meet the requirement of "3 variants of same chasis" when unlocking to Elite and Mastery levels wiyh Mech XP?
To expand on what others have said, just so you're clear.
The skills are not tied to an individual mech, but that variant. That is, you're skilled with Cicada 2A's, not the specific Cicada 2A in your inventory. You can sell it, and buy another two years from now, and you'll still have the same skills in it.
Ah okay. So if I wanted a CW dropdeck of four Raven 3Ls, I would need to do something like buy a 3L, 3H and 2x... level all 3 to Elite..then level the 3L to Mastery. Then buy 3 more 3Ls (which would be treated as already levelled up?
Edited by Fenrisulvyn, 15 December 2014 - 02:01 PM.
Only thing I can add is that you can earn XP on trial mechs that you can later apply to a mech you own. You won't be able to spend the XP on leveling up the trial variant but the earned XP is saved.
Fenrisulvyn, on 15 December 2014 - 01:58 PM, said:
Ah okay. So if I wanted a CW dropdeck of four Raven 3Ls, I would need to do something like buy a 3L, 3H and 2x... level all 3 to Elite..then level the 3L to Mastery. Then buy 3 more 3Ls (which would be treated as already levelled up?
A couple things:
There's no "3H." If you mean the Huginn hero mech, it's a waste of money to buy a hero just to level, IMO (says a guy who's done that more times than he's proud of).
Also, it's really better to use as much of the 240 tons you're allowed as possible. I'm a pretty dedicated light pilot, but I won't leave tonnage on the table for CW. If you want to run RVN-3Ls in CW, I'd suggest running two and along with a couple big mechs (Stalkers are my first thought).
Fenrisulvyn, on 15 December 2014 - 01:58 PM, said:
Ah okay. So if I wanted a CW dropdeck of four Raven 3Ls, I would need to do something like buy a 3L, 3H and 2x... level all 3 to Elite..then level the 3L to Mastery. Then buy 3 more 3Ls (which would be treated as already levelled up?
Terciel1976, on 15 December 2014 - 02:47 PM, said:
There's no "3H."
*Digs...*
3X, 3L, 3M, 3Ld(rone), 3xRavenX....
No Raven 3H even in Battletech.
*Pulls out Megamek; considers making one...
Goes back to having another fight using his Police Mechs instead.*
Long version.
Spoiler
Koniving, on 13 December 2014 - 09:51 AM, said:
So I tested the old versus new designs of the SM-Temp model.
The original, unaltered SM-Temp versus the new Torso Mounted designs. Results were interesting!
3 pilots from the plot were used, each possessing their own traits and characteristics. Each was given its own bot personality. These were then duplicated for the Torso Mounted versions, with each version having identical Mech Quirks.
Depicted below: Note that at various attempts I've sat with no mechs, sometimes with mechs coming in by round X, etc.
The Bots using the original SM-Temp models are "Name-Old"
The Bots using the new torso mounted cockpit are "Name-New."
Attempts one through three were done in Solaris Arenas with morphing terrain/pillars.
Bot only testing:
Old SM-temp versus new Torso Mounted Cockpit SM-temps (of significantly inferior BV).
Attempt 1: Round 125, stalemate declared. (I wasn't holding any units so the AI really tore through it pretty fast).
Remaining units: Ota old versus Tai New
Both mechs unable to continue battle due to immobility and lack of sight lines created by pillar raising Ota out of sight.
Last kill: Tai New - killed Noa Old while prone and immobile, just before a pillar emerged to block off sight lines. Performed on turn 51, 510 to 519 seconds into battle.
Attempt 2: Torso-Mounted units decided to do friendly fire. Turns out I forgot to set their teams correctly. Aborted.
Attempt 3: Rounds 3 through 6. Noticing the lack of melee combat, saddened. Of interesitng note: Round 6, Ota-New picks up Tai-New in a bot-driven rescue attempt in mid-combat! Heroic! Round 7, Noa-New who had ejected has to make skill checks to avoid being bogged down in a heavy rain in light gale-force winds. Succeeds. Round 7, Noa-New is picked up and rescued by Ota-New in mid-combat, around the same time Ota-New's right arm armor is completely stripped from enemy fire, in the midst of heavy smoke from SRM-2 smoke missiles. Round 8, Noa-Old, Ota-Old and Tai-Old have cornered Ota-New. Machine gun fire ensues. Ota-New does not return fire; Why? Round 8, Noa-Old and Tai-Old have begun physical attacks. Spot Wielders arms used for punching (c'mon, no using it for zapping?) Crit hit on Life Support (LT). Crit hits on Engine and Sensors. Ota-new is conscious, is he refusing to fight because he is carrying both Noa New and Tai New? Round 8, Ota-New has to make another roll to avoid critical damage due to physical attack. Cargo section is critted. Round 9. Ota is again using weapons. Why did he stop? Defeat ensues: Ota-New dies. Noa-New and Tai-New are trapped in wreckage.
Spoiler
Weapons fire for SecurityMech TorsoMountedUpgrade #2 (Ota-New)
Machine Gun at SecurityMech SM-temp #3 (Tai-Old); needs 4, rolls 7 : - Direct Blow - hits RL
SecurityMech SM-temp #3 (Tai-Old) takes 3 damage to RL.
2 Armor remaining.
SRM 2 (Smoke ammo) at SecurityMech SM-temp #3 (Tai-Old); needs 9, rolls 10 : hits the intended hex 0808.
Heavy smoke fills 0808!
Weapons fire for SecurityMech SM-temp #3 (Tai-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 7, rolls 5 : misses
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 7, rolls 7 : - Glancing Blow - hits CT
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 1 damage to CT.
2 Internal Structure remaining
Critical hit on CT. Roll is 11; 2 locations.
CRITICAL HIT on Engine.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) has taken 1 engine hits this phase.
Checking for engine explosion on 7, roll is 3.
Engine safety systems remain in place.
CRITICAL HIT on Engine.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) has taken 2 engine hits this phase.
Checking for engine explosion on 4, roll is 8.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** SecurityMech TorsoMountedUpgrade #2 (Ota-New) DESTROYED by engine explosion! ***
*** MechWarrior Tai-i Axamuk Themba (Tai-New) was trapped in the wreckage. ***
*** MechWarrior Hojuhei Noa Izumi (Noa-New) was trapped in the wreckage. ***
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 4, rolls 10 : - Direct Blow - hits the intended hex 0807.
Heavy smoke fills 0807!
Weapons fire for SecurityMech SM-temp (Noa-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 9, rolls 9 : - Glancing Blow - hits RT
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 1 damage to RT.
2 Armor remaining.
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 11, rolls 6 : misses and scatters to hex 0606.
Heavy smoke fills 0807!
Weapons fire for SecurityMech SM-temp #2 (Ota-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 3, rolls 8 : - Direct Blow - hits RA
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 3 damage to RA.
SECTION DESTROYED,
Critical hit on RA. Roll is (4+3) = 7; no effect.
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 3, rolls 9 : - Direct Blow - hits LL
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 4 damage to LL.
Armor destroyed, 1 Internal Structure remaining
Critical hit on LL. Roll is (6+4) = 10; 1 location.
CRITICAL HIT on Lower Leg.
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 8, rolls 8 : - Glancing Blow - hits the intended hex 0807.
Heavy smoke fills 0807!
----------
Victory, old designs.
Final Scene:
Attempts 4 through 6 were made without me queued to drop 'eventually' in them so they zipped and zoomed, when completed it was usually in favor of the original designs, though Attempt 5 ended in favor of the new designs due to initially separated units of both sides having an encounter in the city where 2 'New' designs encountered a single 'Old' design, quickly reducing it to 2 Old versus 3 New and from there it was an MWO-style ROFLstomp.
Attempt 7 I had myself queued for a drop on round 30 so I could tick away 'Done' after reading.
The notes: Attempt 7. 2 versus 2, Noa / Ota old SM-temp versus Noa / Ota new SM-temp with torso cockpit Round 5, a 5 damage blow allows a critical hit; Crit to Torso Mounted Cockpit causes Noa-New to eject. Noa makes it. Round 6: Noa-New attempts Infantry Autorifle. Hits Noa-Old. Zero damage dealt. Round 7: Noa-New's Rifle hits again. No damage. Round 7: "MechWarrior Hojuhei Noa Izumi (Noa-New) has been picked up by SecurityMech SM-temp (Noa-Old)." Arrested! Round 8: Ota-New's head is destroyed, Ejection is no longer possible (since the crit for the ejection seat is in the head). Ota-New's mech is still functional due to torso mounted cockpit. Without the head mounted camera, fluff dictates that Ota-New's controls and seat elevate to allow him to see outside with his head physically 'out there' like a commander's tank hatch. Round 10: Ota-New successfully destroys Noa-Old's right arm. Noa-New is dropped! Round 11: Logic issue discovered with Ota-New bot; continuing to attack his original target even though original target is combat ineffective at range. Round 11: Noa-Old and Ota-New engage in melee!
Physical attacks for SecurityMech SM-temp (Noa-Old)
Punch (Left Arm) at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 2, rolls 7 : - Direct Blow - Roll #9039 - range: [1,6], result: 2
hits (using Punch table) LT
Roll #9040 - range: [1,6], result: 1
Roll #9041 - range: [1,6], result: 6, rolls: 3, 3
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 4 damage to LT.
1 Internal Structure remaining
Critical hit on LT. Roll is (6+3) = 9; 1 location.
CRITICAL HIT on Life Support.
Physical attacks for SecurityMech TorsoMountedUpgrade #2 (Ota-New)
Punch (Left Arm) at SecurityMech SM-temp (Noa-Old); needs 5, rolls 8 : - Direct Blow - Roll #9050 - range: [1,6], result: 2
hits (using Punch table) LT
Roll #9051 - range: [1,6], result: 3
Roll #9052 - range: [1,6], result: 9, rolls: 4, 5
Roll #9053 - range: [1,6], result: 8, rolls: 4, 4
Roll #9055 - range: [1,6], result: 3, rolls: 2, 1
SecurityMech SM-temp (Noa-Old) takes 3 damage to LT.
1 Internal Structure remaining
Critical hit on LT. Roll is (9+3) = 12; 2 locations.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on Standard Gyro.
CRITICAL HIT on Engine.
SecurityMech SM-temp (Noa-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 10, roll is 3.
Engine safety systems remain in place.
Checking for fuel leak on 8. Rolls is 8.
ICE-Engine is leaking fuel.
Roll #9056 - range: [1,6], result: 5, rolls: 2, 3
SecurityMech SM-temp (Noa-Old) must make 1 piloting skill roll(s) (gyro hit).
The base target is 1 [1 (Base piloting skill)].
Roll #1, (1 (Base piloting skill) + 3 (gyro hit)); needs 4, rolls 5 : succeeds.
Heat Phase
-------------------
SecurityMech SM-temp (Noa-Old) gains 2 heat, sinks 1 heat and is now at 3 heat.
SecurityMech SM-temp #2 (Ota-Old) gains 2 heat, sinks 1 heat and is now at 5 heat.
Roll #9057 - range: [1,6], result: 8, rolls: 3, 5
SecurityMech SM-temp #2 needs a 10+ for coolant failure, rolls 8 : avoids successfully!
SecurityMech TorsoMountedUpgrade #2 (Ota-New) gains 0 heat, sinks 1 heat and is now at 5 heat.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) has 1 or higher heat and damaged life support. Mechwarrior takes 1 damage.
Roll #9058 - range: [1,6], result: 5, rolls: 1, 4
Pilot of SecurityMech TorsoMountedUpgrade #2 (Ota-New) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech TorsoMountedUpgrade #2 (Ota-New) "Go-cho Ota Isao" needs a 3 to stay conscious. Rolls 6 : successful!
Roll #9059 - range: [1,6], result: 5, rolls: 4, 1
SecurityMech TorsoMountedUpgrade #2 needs a 10+ for coolant failure, rolls 5 : avoids successfully!
Control Rolls
-------------------
End Phase
-------------------
Roll #9060 - range: [1,6], result: 7, rolls: 5, 2
Roll #9061 - range: [1,6], result: 9, rolls: 6, 3
Roll #9062 - range: [1,6], result: 10, rolls: 5, 5
Roll #9063 - range: [1,6], result: 6, rolls: 5, 1
Roll #9064 - range: [1,6], result: 7, rolls: 2, 5
Roll #9065 - range: [1,6], result: 3
SecurityMech SM-temp (Noa-Old) needs to avoid critical damage due to being hit by a physical attack.
Roll #9066 - range: [1,6], result: 11, rolls: 5, 6
Roll #9067 - range: [1,6], result: 10, rolls: 4, 6
Critical hit on LA. Roll is (10+2) = 12; 2 locations.
CRITICAL HIT on Lower Arm.
CRITICAL HIT on Upper Arm.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) needs to avoid critical damage due to being hit by a physical attack.
Roll #9074 - range: [1,6], result: 9, rolls: 5, 4
Roll #9075 - range: [1,6], result: 9, rolls: 5, 4
Critical hit on LL. Roll is (9+2) = 11; 2 locations.
CRITICAL HIT on Upper Leg.
CRITICAL HIT on Foot.
Roll #9080 - range: [1,6], result: 7, rolls: 3, 4
Roll #9081 - range: [1,6], result: 1
Roll #9082 - range: [1,6], result: 9, rolls: 5, 4
Roll #9083 - range: [1,6], result: 4
Roll #9084 - range: [1,6], result: 8, rolls: 6, 2
Roll #9085 - range: [1,6], result: 7, rolls: 2, 5
Roll #9086 - range: [1,6], result: 7, rolls: 6, 1
SecurityMech TorsoMountedUpgrade #2 (Ota-New) must make 2 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit).
The base target is 8 [6 (Base piloting skill) + 1 (Torso-Mounted Cockpit) + 1 (fatigue)].
Roll #1, (6 (Base piloting skill) + 1 (Torso-Mounted Cockpit) + 1 (fatigue) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit)); needs 10, rolls 7 : falls.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) falls on its front, suffering 2 damage.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 2 damage to LL.
0 Armor remaining.
Pilot of SecurityMech TorsoMountedUpgrade #2 (Ota-New) "Go-cho Ota Isao" must roll 10 to avoid damage; rolls 8 : fails.
Pilot of SecurityMech TorsoMountedUpgrade #2 (Ota-New) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech TorsoMountedUpgrade #2 (Ota-New) "Go-cho Ota Isao" needs a 5 to stay conscious. Rolls 8 : successful!
SecurityMech TorsoMountedUpgrade #2 (Ota-New) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is 6 [6 (Base piloting skill)].
Roll #1, (Base piloting skill); needs 6, rolls 7 : succeeds.
Round 12: Ota-New successfully takes out Noa-Old! He dies in the process. Head was destroyed earlier, no ejection.
Of interesting note: Noa-Old's engine has stalled.
Spoiler
Weapon Attack Phase
-------------------
Roll #9114 - range: [1,6], result: 4, rolls: 2, 2
Roll #9115 - range: [1,6], result: 12, rolls: 6, 6, 2 (Keep 2 highest rolls)
Roll #9116 - range: [1,6], result: 11, rolls: 6, 5, 2 (Keep 2 highest rolls)
Roll #9117 - range: [1,6], result: 7, rolls: 4, 3, 2 (Keep 2 highest rolls)
Roll #9118 - range: [1,6], result: 10, rolls: 5, 5, 4 (Keep 2 highest rolls)
Roll #9119 - range: [1,6], result: 5
Roll #9120 - range: [1,6], result: 5
Roll #9121 - range: [1,6], result: 6, rolls: 2, 4
Roll #9122 - range: [1,6], result: 4
Roll #9123 - range: [1,6], result: 11, rolls: 5, 6
Roll #9126 - range: [1,6], result: 4
Roll #9127 - range: [1,6], result: 9, rolls: 3, 6
Roll #9152 - range: [1,6], result: 4
Roll #9153 - range: [1,6], result: 7, rolls: 4, 3
Roll #9154 - range: [1,6], result: 2, rolls: 1, 1
Roll #9155 - range: [1,6], result: 5, rolls: 3, 2
Roll #9156 - range: [1,6], result: 5
Roll #9157 - range: [1,6], result: 7, rolls: 3, 4
Roll #9158 - range: [1,6], result: 5
Roll #9159 - range: [1,6], result: 5, rolls: 4, 1
Roll #9161 - range: [1,6], result: 12, rolls: 6, 6
Weapons fire for SecurityMech SM-temp (Noa-Old)
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 9, rolls 4 : misses and scatters to hex 0917.
Heavy smoke fills 1414!
Weapons fire for SecurityMech TorsoMountedUpgrade #2 (Ota-New)
Machine Gun at SecurityMech SM-temp (Noa-Old); needs 2, rolls 12 : - Direct Blow - hits RT
SecurityMech SM-temp (Noa-Old) takes 4 damage to RT.
Armor destroyed, 4 Internal Structure remaining
Critical hit on RT. Roll is (11+5) = 16; 3 locations.
CRITICAL HIT on Half Machine Gun Ammo (98).
*** Half Machine Gun Ammo EXPLODES! 196 DAMAGE! ***
SecurityMech SM-temp (Noa-Old) takes 196 damage to RT.
SECTION DESTROYED,
remaining 192 damage prevented by CASE.
Critical hit on RT. Roll is (9+6) = 15; 3 locations.
CRITICAL HIT on +SRM 2.
CRITICAL HIT on SRM 2 Smoke Ammo (46).
*** SRM 2 Smoke Ammo EXPLODES! 92 DAMAGE! ***
SecurityMech SM-temp (Noa-Old) takes 92 damage to RT.
remaining 92 damage prevented by CASE.
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" takes 2 damage.
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" needs a 3 to stay conscious. Rolls 7 : successful!
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" needs a 5 to stay conscious. Rolls 2 : blacks out.
Location has no more hittable critical slots.
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" takes 2 damage.
Location has no more hittable critical slots.
SRM 2 (Smoke ammo) at SecurityMech SM-temp (Noa-Old); needs 6, rolls 11 : - Direct Blow - hits the intended hex 1415.
Heavy smoke fills 1415!
Weapons fire for SecurityMech SM-temp #2 (Ota-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 4, rolls 7 : - Direct Blow - hits RL
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 3 damage to RL.
2 Armor remaining.
Machine Gun at SecurityMech TorsoMountedUpgrade #2 (Ota-New); needs 4, rolls 10 : - Direct Blow - hits CT
SecurityMech TorsoMountedUpgrade #2 (Ota-New) takes 4 damage to CT.
Armor destroyed, 4 Internal Structure remaining
Critical hit on CT. Roll is (5+4) = 9; 1 location.
CRITICAL HIT on Engine.
SecurityMech TorsoMountedUpgrade #2 (Ota-New) has taken 1 engine hits this phase.
Checking for engine explosion on 8, roll is 12.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** SecurityMech TorsoMountedUpgrade #2 (Ota-New) DESTROYED by engine explosion! ***
Roll #9162 - range: [1,6], result: 2
Roll #9163 - range: [1,6], result: 7, rolls: 1, 6
Roll #9164 - range: [1,6], result: 2
Roll #9165 - range: [1,6], result: 1
Roll #9166 - range: [1,6], result: 6, rolls: 1, 5
Roll #9167 - range: [1,6], result: 11, rolls: 6, 5
SecurityMech SM-temp (Noa-Old) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
SecurityMech SM-temp (Noa-Old) falls on its right side, suffering 2 damage.
SecurityMech SM-temp (Noa-Old) takes 2 damage to RT.
2 damage transfers to CT.
SecurityMech SM-temp (Noa-Old) takes 2 damage to CT.
4 Internal Structure remaining
Critical hit on CT. Roll is (6+2) = 8; no effect.
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" cannot avoid damage.
Pilot of SecurityMech SM-temp (Noa-Old) "Hojuhei Noa Izumi" takes 1 damage.
SecurityMech SM-temp (Noa-Old) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is Impossible [Pilot unconscious].
Roll #1, (Pilot unconscious); needs Impossible, rolls 11 : falls. Engine stalled!
Heat Phase
-------------------
SecurityMech SM-temp (Noa-Old) gains 2 heat, sinks 1 heat and is now at 4 heat.
SecurityMech SM-temp #2 (Ota-Old) gains 0 heat, sinks 1 heat and is now at 4 heat.
Control Rolls
-------------------
End Phase
-------------------
Roll #9168 - range: [1,6], result: 5, rolls: 2, 3
Smoke cloud at 1414 dissipates completely!
Roll #9169 - range: [1,6], result: 6, rolls: 5, 1
Smoke cloud at 1414 dissipates completely!
Roll #9170 - range: [1,6], result: 5, rolls: 2, 3
Smoke cloud at 1316 dissipates completely!
Roll #9171 - range: [1,6], result: 8, rolls: 4, 4
Roll #9172 - range: [1,6], result: 12, rolls: 6, 6
Heavy smoke cloud drifts to 1414 and dissipates to light smoke.
Roll #9173 - range: [1,6], result: 7, rolls: 5, 2
Roll #9174 - range: [1,6], result: 7, rolls: 1, 6
Roll #9175 - range: [1,6], result: 6
SecurityMech SM-temp (Noa-Old) needs to avoid critical damage due to falling 1 levels.
Roll #9176 - range: [1,6], result: 7, rolls: 6, 1
Roll #9177 - range: [1,6], result: 8, rolls: 5, 3
Roll #9179 - range: [1,6], result: 7, rolls: 4, 3
Critical hit on CT. Roll is (8+3) = 11; 2 locations.
CRITICAL HIT on Engine.
SecurityMech SM-temp (Noa-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 7, roll is 7.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** SecurityMech SM-temp (Noa-Old) DESTROYED by engine explosion! ***
*** MechWarrior Hojuhei Noa Izumi (Noa-New) was trapped in the wreckage. ***
Location has no more hittable critical slots.
Round 12, continued: A fuel leak in the ICE Engine soon turned into engine explosion. Noa Izumi (Noa-Old) is trapped in the wreckage but alive! Round ??: Noa-New died, unknown cause? Did she die when she was dropped? Unknown. Round 30, Koniving is deployed in a Noa Torso mounted cockpit version of SM-temp, with prone automatically employed as a 'Spectator that just decides to act'.
Round 32, Kon's Noa turns and sprints on asphault into woods without issue. Ota-Old fires twice with his incredible gunnery skills. Hits once, Direct blow. The trees absorb some damage.
Spoiler
Weapons fire for SecurityMech SM-temp #2 (Ota-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 8 : - Direct Blow - hits RT
The wooded hex absorbs 2 damage. SecurityMech TorsoMountedUpgrade #3 (Koniving) takes 1 damage to RT.
2 Armor remaining.
Machine Gun at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 8, rolls 6 : misses and scatters to hex 0909.
Heavy smoke fills 0914!
Round 33, Kon's Noa fires at Ota. Glancing blow, woods absorbed damage. Ota returns fire, destroys left arm. Round 33, Kon's Noa declares kick; being a melee specialist Noa is able to dish out two kicks. Crit on hip. Double kick hits the left leg both times, with destruction of left hip and damage transfer to the LT. Ota-Old's pilot is suffering fatique. Falls to take 2 damage to left arm. Ota delivered a punch however.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 8 : - Direct Blow - Roll #9433 - range: [1,6], result: 4
hits (using Kick table) LL
Roll #9434 - range: [1,6], result: 5
Roll #9435 - range: [1,6], result: 4, rolls: 2, 2
Roll #9437 - range: [1,6], result: 3
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to LL.
SECTION DESTROYED,
3 damage transfers to LT.
Critical hit on LL. Roll is (4+5) = 9; 1 location.
CRITICAL HIT on Hip.
SecurityMech SM-temp #2 (Ota-Old) takes 3 damage to LT.
0 Armor remaining.
Physical attacks for SecurityMech SM-temp #2 (Ota-Old)
Punch (Left Arm) at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 9 : - Direct Blow - Roll #9438 - range: [1,6], result: 5
hits (using Punch table) RA
Roll #9439 - range: [1,6], result: 1
SecurityMech TorsoMountedUpgrade #3 (Koniving) takes 3 damage to RA.
1 Armor remaining.
Roll #9440 - range: [1,6], result: 6
Roll #9441 - range: [1,6], result: 4, rolls: 3, 1
Roll #9442 - range: [1,6], result: 1
Roll #9443 - range: [1,6], result: 10, rolls: 6, 4
Roll #9444 - range: [1,6], result: 9, rolls: 4, 5
Roll #9445 - range: [1,6], result: 6, rolls: 1, 5
SecurityMech SM-temp #2 (Ota-Old) must make 4 piloting skill roll(s) (was kicked; hip actuator hit; leg destroyed; was kicked).
The base target is 7 [6 (Base piloting skill) + 1 (fatigue)].
Roll #1, (leg destroyed); automatically fails.
SecurityMech SM-temp #2 (Ota-Old) falls on its left side, suffering 2 damage.
SecurityMech SM-temp #2 (Ota-Old) takes 2 damage to LA.
2 Armor remaining.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" must roll 15 to avoid damage; rolls 10 : fails.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 3 to stay conscious. Rolls 10 : successful!
SecurityMech SM-temp #2 (Ota-Old) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is 6 [6 (Base piloting skill)].
Roll #1, (Base piloting skill); needs 6, rolls 6 : succeeds.
Heat Phase
-------------------
SecurityMech SM-temp #2 (Ota-Old) gains 2 heat, sinks 1 heat and is now at 2 heat.
SecurityMech TorsoMountedUpgrade #3 (Koniving) gains 2 heat, sinks 1 heat and is now at 1 heat.
Control Rolls
-------------------
End Phase
-------------------
Roll #9446 - range: [1,6], result: 9, rolls: 5, 4
Roll #9447 - range: [1,6], result: 10, rolls: 4, 6
Roll #9448 - range: [1,6], result: 12, rolls: 6, 6
Heavy smoke cloud drifts to 1014 and dissipates to light smoke.
Roll #9449 - range: [1,6], result: 3
SecurityMech SM-temp #2 (Ota-Old) needs to avoid critical damage due to falling 1 levels.
Roll #9450 - range: [1,6], result: 8, rolls: 3, 5
Roll #9451 - range: [1,6], result: 9, rolls: 4, 5
Critical hit on LT. Roll is (9+3) = 12; 2 locations.
CRITICAL HIT on Cargo (0.5 tons).
Location has no more hittable critical slots.
SecurityMech TorsoMountedUpgrade #3 (Koniving) needs to avoid critical damage due to being hit by a physical attack.
Roll #9468 - range: [1,6], result: 3, rolls: 2, 1
Roll #9469 - range: [1,6], result: 8, rolls: 5, 3
Critical hit on RA. Roll is (8+2) = 10; 1 location.
CRITICAL HIT on Lower Arm.
Round 34. Kon's Noa backs up from the prone target. Ota fires. Round 35. Kon realizes that you can't 'charge' attack a prone target and Ota refuses to even try to stand. Closes distance but does not fire. Ota stripes armor from right arm, hits CT as well. Smoke SRM-2 ammo hits Kon's Noa, too. Melee kicks prove super effective.
Physical attacks for SecurityMech TorsoMountedUpgrade #3 (Koniving)
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 7 : - Direct Blow - Roll #9510 - range: [1,6], result: 9, rolls: 5, 4
hits LL
Roll #9511 - range: [1,6], result: 2
Roll #9512 - range: [1,6], result: 4
Roll #9516 - range: [1,6], result: 2, rolls: 1, 1
Roll #9518 - range: [1,6], result: 6, rolls: 4, 2
Roll #9519 - range: [1,6], result: 8, rolls: 4, 4
Roll #9520 - range: [1,6], result: 7, rolls: 5, 2
Roll #9523 - range: [1,6], result: 1
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LL.
6 damage transfers to LT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
1 damage transfers to CT.
Critical hit on LT. Roll is (9+4) = 13; 3 locations.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on Ejection Seat.
CRITICAL HIT on Standard Gyro.
CRITICAL HIT on Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 10, roll is 2.
Engine safety systems remain in place.
Checking for fuel leak on 10. Rolls is 6.
No fuel leak for ICE-Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 10, roll is 7.
Engine safety systems remain in place.
Checking for fuel leak on 8. Rolls is 8.
ICE-Engine is leaking fuel.
SecurityMech SM-temp #2 (Ota-Old) takes 1 damage to CT.
3 Armor remaining.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 8 : - Direct Blow - Roll #9521 - range: [1,6], result: 4, rolls: 2, 2
hits RA
Roll #9525 - range: [1,6], result: 6
Roll #9526 - range: [1,6], result: 10, rolls: 6, 4
Roll #9531 - range: [1,6], result: 8, rolls: 4, 4
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to RA.
Armor destroyed, Critical hit on RA. Roll is (10+3) = 13; 3 locations.
CRITICAL HIT on Upper Arm.
CRITICAL HIT on Lower Arm.
CRITICAL HIT on Shoulder.
SECTION DESTROYED,
Critical hit on RA. Roll is (8+5) = 13; 3 locations.
CRITICAL HIT on Hand.
CRITICAL HIT on +Machine Gun.
CRITICAL HIT on +Machine Gun.
Heat Phase
-------------------
SecurityMech SM-temp #2 (Ota-Old) gains 2 heat, sinks 1 heat and is now at 4 heat.
SecurityMech TorsoMountedUpgrade #3 (Koniving) gains 0 heat, sinks 0 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Roll #9540 - range: [1,6], result: 9, rolls: 6, 3
Smoke cloud at 1015 dissipates completely!
Roll #9541 - range: [1,6], result: 11, rolls: 5, 6
Smoke cloud at 1014 dissipates completely!
Roll #9542 - range: [1,6], result: 10, rolls: 5, 5
Roll #9543 - range: [1,6], result: 8, rolls: 6, 2
Roll #9544 - range: [1,6], result: 6
SecurityMech SM-temp #2 (Ota-Old) needs to avoid critical damage due to being hit by a physical attack.
Roll #9545 - range: [1,6], result: 7, rolls: 2, 5
Roll #9546 - range: [1,6], result: 8, rolls: 3, 5
Critical hit on CT. Roll is (8+2) = 10; 1 location.
CRITICAL HIT on Standard Gyro.
Physical attacks for SecurityMech TorsoMountedUpgrade #3 (Koniving)
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -5, rolls 9 : - Direct Blow - Roll #9574 - range: [1,6], result: 6, rolls: 2, 4
hits RT
Roll #9575 - range: [1,6], result: 1
Roll #9576 - range: [1,6], result: 11, rolls: 6, 5
Roll #9586 - range: [1,6], result: 5
Roll #9587 - range: [1,6], result: 8, rolls: 3, 5
Roll #9603 - range: [1,6], result: 4
Roll #9604 - range: [1,6], result: 8, rolls: 2, 6
Roll #9605 - range: [1,6], result: 6, rolls: 3, 3
Roll #9606 - range: [1,6], result: 1
Roll #9607 - range: [1,6], result: 12, rolls: 6, 6
Roll #9609 - range: [1,6], result: 8, rolls: 2, 6
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to RT.
Armor destroyed, Critical hit on RT. Roll is (11+3) = 14; 3 locations.
CRITICAL HIT on SRM 2.
CRITICAL HIT on SRM 2 Smoke Ammo (38).
*** SRM 2 Smoke Ammo EXPLODES! 76 DAMAGE! ***
SecurityMech SM-temp #2 (Ota-Old) takes 76 damage to RT.
SECTION DESTROYED,
remaining 71 damage prevented by CASE.
Critical hit on RT. Roll is (8+6) = 14; 3 locations.
CRITICAL HIT on Half Machine Gun Ammo (84).
*** Half Machine Gun Ammo EXPLODES! 168 DAMAGE! ***
SecurityMech SM-temp #2 (Ota-Old) takes 168 damage to RT.
remaining 168 damage prevented by CASE.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 5 to stay conscious. Rolls 9 : successful!
Location has no more hittable critical slots.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 7 to stay conscious. Rolls 7 : successful!
Location has no more hittable critical slots.
4 damage transfers to CT.
SecurityMech SM-temp #2 (Ota-Old) takes 4 damage to CT.
Armor destroyed, 5 Internal Structure remaining
Critical hit on CT. Roll is (12+5) = 17; 3 locations.
CRITICAL HIT on Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 7, roll is 8.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** SecurityMech SM-temp #2 (Ota-Old) DESTROYED by engine explosion! ***
Location has no more hittable critical slots.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -5, rolls 7 : - Direct Blow - Roll #9610 - range: [1,6], result: 11, rolls: 6, 5
hits LA
Roll #9611 - range: [1,6], result: 1
Roll #9612 - range: [1,6], result: 3
Roll #9613 - range: [1,6], result: 1
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LA.
6 damage transfers to LT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LT.
6 damage transfers to CT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to CT.
The following utterly destroyed units are not available for salvage:
SecurityMech TorsoMountedUpgrade #2 (Ota-New)
Pilot : Go-cho Ota Isao [2/6] ( 6 hit(s) )
Kills : 0
Destroyed by SecurityMech SM-temp #2 (Ota-Old)
SecurityMech SM-temp (Noa-Old)
Pilot : Hojuhei Noa Izumi [7/1] ( 6 hit(s) )
Kills : 0
Destroyed by pilot error.
SecurityMech SM-temp #2 (Ota-Old)
Pilot : Go-cho Ota Isao [2/6] ( 6 hit(s) )
Kills : 2
Destroyed by SecurityMech TorsoMountedUpgrade #3 (Koniving)
Detailed unit status saved to entitystatus.txt
All in all, an interesting set of events. The Torso Mounted cockpit acts as a 1 ton heavier 'cramped cockpit' with no transplast viewport or 'exposure', just camera systems as intended.
The mechs seem capable. What mostly hurt the Torso Mounted designs, was having only 1 MG instead of 2.
Short Version
Spoiler
Round 30, Koniving is deployed in a Noa Torso mounted cockpit version of SM-temp, with prone automatically employed as a 'Spectator that just decides to act'.
Round 32, Kon's Noa turns and sprints on asphault into woods without issue. Ota-Old fires twice with his incredible gunnery skills. Hits once, Direct blow. The trees absorb some damage.
Spoiler
Weapons fire for SecurityMech SM-temp #2 (Ota-Old)
Machine Gun at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 8 : - Direct Blow - hits RT
The wooded hex absorbs 2 damage. SecurityMech TorsoMountedUpgrade #3 (Koniving) takes 1 damage to RT.
2 Armor remaining.
Machine Gun at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 4 : misses
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
SRM 2 (Smoke ammo) at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 8, rolls 6 : misses and scatters to hex 0909.
Heavy smoke fills 0914!
Round 33, Kon's Noa fires at Ota. Glancing blow, woods absorbed damage. Ota returns fire, destroys left arm. Round 33, Kon's Noa declares kick; being a melee specialist Noa is able to dish out two kicks. Crit on hip. Double kick hits the left leg both times, with destruction of left hip and damage transfer to the LT. Ota-Old's pilot is suffering fatique. Falls to take 2 damage to left arm. Ota delivered a punch however.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 8 : - Direct Blow - Roll #9433 - range: [1,6], result: 4
hits (using Kick table) LL
Roll #9434 - range: [1,6], result: 5
Roll #9435 - range: [1,6], result: 4, rolls: 2, 2
Roll #9437 - range: [1,6], result: 3
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to LL.
SECTION DESTROYED,
3 damage transfers to LT.
Critical hit on LL. Roll is (4+5) = 9; 1 location.
CRITICAL HIT on Hip.
SecurityMech SM-temp #2 (Ota-Old) takes 3 damage to LT.
0 Armor remaining.
Physical attacks for SecurityMech SM-temp #2 (Ota-Old)
Punch (Left Arm) at SecurityMech TorsoMountedUpgrade #3 (Koniving); needs 5, rolls 9 : - Direct Blow - Roll #9438 - range: [1,6], result: 5
hits (using Punch table) RA
Roll #9439 - range: [1,6], result: 1
SecurityMech TorsoMountedUpgrade #3 (Koniving) takes 3 damage to RA.
1 Armor remaining.
Roll #9440 - range: [1,6], result: 6
Roll #9441 - range: [1,6], result: 4, rolls: 3, 1
Roll #9442 - range: [1,6], result: 1
Roll #9443 - range: [1,6], result: 10, rolls: 6, 4
Roll #9444 - range: [1,6], result: 9, rolls: 4, 5
Roll #9445 - range: [1,6], result: 6, rolls: 1, 5
SecurityMech SM-temp #2 (Ota-Old) must make 4 piloting skill roll(s) (was kicked; hip actuator hit; leg destroyed; was kicked).
The base target is 7 [6 (Base piloting skill) + 1 (fatigue)].
Roll #1, (leg destroyed); automatically fails.
SecurityMech SM-temp #2 (Ota-Old) falls on its left side, suffering 2 damage.
SecurityMech SM-temp #2 (Ota-Old) takes 2 damage to LA.
2 Armor remaining.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" must roll 15 to avoid damage; rolls 10 : fails.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 3 to stay conscious. Rolls 10 : successful!
SecurityMech SM-temp #2 (Ota-Old) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is 6 [6 (Base piloting skill)].
Roll #1, (Base piloting skill); needs 6, rolls 6 : succeeds.
Heat Phase
-------------------
SecurityMech SM-temp #2 (Ota-Old) gains 2 heat, sinks 1 heat and is now at 2 heat.
SecurityMech TorsoMountedUpgrade #3 (Koniving) gains 2 heat, sinks 1 heat and is now at 1 heat.
Control Rolls
-------------------
End Phase
-------------------
Roll #9446 - range: [1,6], result: 9, rolls: 5, 4
Roll #9447 - range: [1,6], result: 10, rolls: 4, 6
Roll #9448 - range: [1,6], result: 12, rolls: 6, 6
Heavy smoke cloud drifts to 1014 and dissipates to light smoke.
Roll #9449 - range: [1,6], result: 3
SecurityMech SM-temp #2 (Ota-Old) needs to avoid critical damage due to falling 1 levels.
Roll #9450 - range: [1,6], result: 8, rolls: 3, 5
Roll #9451 - range: [1,6], result: 9, rolls: 4, 5
Critical hit on LT. Roll is (9+3) = 12; 2 locations.
CRITICAL HIT on Cargo (0.5 tons).
Location has no more hittable critical slots.
SecurityMech TorsoMountedUpgrade #3 (Koniving) needs to avoid critical damage due to being hit by a physical attack.
Roll #9468 - range: [1,6], result: 3, rolls: 2, 1
Roll #9469 - range: [1,6], result: 8, rolls: 5, 3
Critical hit on RA. Roll is (8+2) = 10; 1 location.
CRITICAL HIT on Lower Arm.
Round 34. Kon's Noa backs up from the prone target. Ota fires. Round 35. Kon realizes that you can't 'charge' attack a prone target and Ota refuses to even try to stand. Closes distance but does not fire. Ota stripes armor from right arm, hits CT as well. Smoke SRM-2 ammo hits Kon's Noa, too. Melee kicks prove super effective.
Physical attacks for SecurityMech TorsoMountedUpgrade #3 (Koniving)
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 7 : - Direct Blow - Roll #9510 - range: [1,6], result: 9, rolls: 5, 4
hits LL
Roll #9511 - range: [1,6], result: 2
Roll #9512 - range: [1,6], result: 4
Roll #9516 - range: [1,6], result: 2, rolls: 1, 1
Roll #9518 - range: [1,6], result: 6, rolls: 4, 2
Roll #9519 - range: [1,6], result: 8, rolls: 4, 4
Roll #9520 - range: [1,6], result: 7, rolls: 5, 2
Roll #9523 - range: [1,6], result: 1
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LL.
6 damage transfers to LT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
1 damage transfers to CT.
Critical hit on LT. Roll is (9+4) = 13; 3 locations.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on Ejection Seat.
CRITICAL HIT on Standard Gyro.
CRITICAL HIT on Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 10, roll is 2.
Engine safety systems remain in place.
Checking for fuel leak on 10. Rolls is 6.
No fuel leak for ICE-Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 10, roll is 7.
Engine safety systems remain in place.
Checking for fuel leak on 8. Rolls is 8.
ICE-Engine is leaking fuel.
SecurityMech SM-temp #2 (Ota-Old) takes 1 damage to CT.
3 Armor remaining.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -4, rolls 8 : - Direct Blow - Roll #9521 - range: [1,6], result: 4, rolls: 2, 2
hits RA
Roll #9525 - range: [1,6], result: 6
Roll #9526 - range: [1,6], result: 10, rolls: 6, 4
Roll #9531 - range: [1,6], result: 8, rolls: 4, 4
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to RA.
Armor destroyed, Critical hit on RA. Roll is (10+3) = 13; 3 locations.
CRITICAL HIT on Upper Arm.
CRITICAL HIT on Lower Arm.
CRITICAL HIT on Shoulder.
SECTION DESTROYED,
Critical hit on RA. Roll is (8+5) = 13; 3 locations.
CRITICAL HIT on Hand.
CRITICAL HIT on +Machine Gun.
CRITICAL HIT on +Machine Gun.
Heat Phase
-------------------
SecurityMech SM-temp #2 (Ota-Old) gains 2 heat, sinks 1 heat and is now at 4 heat.
SecurityMech TorsoMountedUpgrade #3 (Koniving) gains 0 heat, sinks 0 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Roll #9540 - range: [1,6], result: 9, rolls: 6, 3
Smoke cloud at 1015 dissipates completely!
Roll #9541 - range: [1,6], result: 11, rolls: 5, 6
Smoke cloud at 1014 dissipates completely!
Roll #9542 - range: [1,6], result: 10, rolls: 5, 5
Roll #9543 - range: [1,6], result: 8, rolls: 6, 2
Roll #9544 - range: [1,6], result: 6
SecurityMech SM-temp #2 (Ota-Old) needs to avoid critical damage due to being hit by a physical attack.
Roll #9545 - range: [1,6], result: 7, rolls: 2, 5
Roll #9546 - range: [1,6], result: 8, rolls: 3, 5
Critical hit on CT. Roll is (8+2) = 10; 1 location.
CRITICAL HIT on Standard Gyro.
Physical attacks for SecurityMech TorsoMountedUpgrade #3 (Koniving)
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -5, rolls 9 : - Direct Blow - Roll #9574 - range: [1,6], result: 6, rolls: 2, 4
hits RT
Roll #9575 - range: [1,6], result: 1
Roll #9576 - range: [1,6], result: 11, rolls: 6, 5
Roll #9586 - range: [1,6], result: 5
Roll #9587 - range: [1,6], result: 8, rolls: 3, 5
Roll #9603 - range: [1,6], result: 4
Roll #9604 - range: [1,6], result: 8, rolls: 2, 6
Roll #9605 - range: [1,6], result: 6, rolls: 3, 3
Roll #9606 - range: [1,6], result: 1
Roll #9607 - range: [1,6], result: 12, rolls: 6, 6
Roll #9609 - range: [1,6], result: 8, rolls: 2, 6
SecurityMech SM-temp #2 (Ota-Old) takes 7 damage to RT.
Armor destroyed, Critical hit on RT. Roll is (11+3) = 14; 3 locations.
CRITICAL HIT on SRM 2.
CRITICAL HIT on SRM 2 Smoke Ammo (38).
*** SRM 2 Smoke Ammo EXPLODES! 76 DAMAGE! ***
SecurityMech SM-temp #2 (Ota-Old) takes 76 damage to RT.
SECTION DESTROYED,
remaining 71 damage prevented by CASE.
Critical hit on RT. Roll is (8+6) = 14; 3 locations.
CRITICAL HIT on Half Machine Gun Ammo (84).
*** Half Machine Gun Ammo EXPLODES! 168 DAMAGE! ***
SecurityMech SM-temp #2 (Ota-Old) takes 168 damage to RT.
remaining 168 damage prevented by CASE.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 5 to stay conscious. Rolls 9 : successful!
Location has no more hittable critical slots.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" takes 1 damage.
Pilot of SecurityMech SM-temp #2 (Ota-Old) "Go-cho Ota Isao" needs a 7 to stay conscious. Rolls 7 : successful!
Location has no more hittable critical slots.
4 damage transfers to CT.
SecurityMech SM-temp #2 (Ota-Old) takes 4 damage to CT.
Armor destroyed, 5 Internal Structure remaining
Critical hit on CT. Roll is (12+5) = 17; 3 locations.
CRITICAL HIT on Engine.
SecurityMech SM-temp #2 (Ota-Old) has taken 1 engine hits this phase.
Checking for engine explosion on 7, roll is 8.
***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** SecurityMech SM-temp #2 (Ota-Old) DESTROYED by engine explosion! ***
Location has no more hittable critical slots.
Kick (Left leg) at SecurityMech SM-temp #2 (Ota-Old); needs -5, rolls 7 : - Direct Blow - Roll #9610 - range: [1,6], result: 11, rolls: 6, 5
hits LA
Roll #9611 - range: [1,6], result: 1
Roll #9612 - range: [1,6], result: 3
Roll #9613 - range: [1,6], result: 1
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LA.
6 damage transfers to LT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to LT.
6 damage transfers to CT.
SecurityMech SM-temp #2 (Ota-Old) takes 6 damage to CT.
The following utterly destroyed units are not available for salvage:
SecurityMech TorsoMountedUpgrade #2 (Ota-New)
Pilot : Go-cho Ota Isao [2/6] ( 6 hit(s) )
Kills : 0
Destroyed by SecurityMech SM-temp #2 (Ota-Old)
The easiest way to figure out how much XP you have for each variant, log into the game, open up the Skills tab then scroll down to the 'mech you own (and/or piloted) and open up the section and it will show you how much 'Mech XP you have for each variant.
As someone mentioned in a comment earlier, Trial 'Mechs earn you 'Mech XP for the particular variant given and as another one explained the (#) after the variant type isn't separate so if you own a 'Mech Variant that is available as a Trial 'Mech and win a battle using one, the x2 daily bonus will go away for both the owned 'mech and the Trial 'mech.
And every 'mech has at least x3 variants that are able to be purchased through the use of C-Bills. But it's entirely up to you whether or not you want to spend MC. The general opinion leans more towards saving MC and using C-Bills if your goal is to master any 'mech available.
Right, I dont plan on always using MCs this way, this is just to get my CW drop deck ready as soon as I can download the game. Victors and Ravens. Im assuming I can do my 25 cadet matches in an MC-bought mech, instead of the trial mechs? I'll go back and playtest them all after my dropdeck is up.
Fenrisulvyn, on 17 December 2014 - 12:34 PM, said:
Right, I dont plan on always using MCs this way, this is just to get my CW drop deck ready as soon as I can download the game. Victors and Ravens. Im assuming I can do my 25 cadet matches in an MC-bought mech, instead of the trial mechs? I'll go back and playtest them all after my dropdeck is up.
Correct, it doesn't matter what mech you pilot to complete your Cadet matches.Just Git-r-done.
Fenrisulvyn, on 17 December 2014 - 12:34 PM, said:
Right, I dont plan on always using MCs this way, this is just to get my CW drop deck ready as soon as I can download the game. Victors and Ravens. Im assuming I can do my 25 cadet matches in an MC-bought Mech, instead of the trial mechs? I'll go back and playtest them all after my dropdeck is up.
yes you can do your first 25 matches in any Mech but I would advise against buying a Mech until you have finished the 25 cadet bonus matches, I strongly suggest trying the trial Mechs to get a feel for the different Mechs so you do not end up purchasing something you do not enjoy using.
please bear in mind that CW is hard mode, and this game has a steep learning curve as it is. I would strongly advise you at least level up your Mechs before going to CW, or you may be learning to control your Mech while playing against a highly organized team with years of experience, also it would be worth looking for a unit for CW (and possibly to help you learn the game), just knowing you are working with your teammates and that they will help you is great.
Thanks. I've played MW2-4, as well as BZ and MWL Planetary, so I'm hoping that will make it easier for me to get up to speed.
Im looking at those 2 mechs like "...you dont get to choose your first duty station - thats your Victor over there, thats your Raven, learn to love them and.good luck now sign here" Besides, they both look like useful mechs on paper and in the forums so they should work out ok for a drop deck in the short term.
Good idea on levelling. I was thinking of not dropping into CW until I have 4 mechs at Elite. Does that seem reasonable?
You might strongly consider ravens and stalkers, rather than victors. Very strong options and the stalker is far more beastly than you might expect, esp. Once you kit it out yourself.