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Mechwarrior Troll Funny Guide/Tutorial Diplomatic Intel
[F8L] Dar1ngOne 18th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1875
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Goodbye Drop Bear, you will not be forgotten.   

Mmmmmmm..... yes

Clan-Tastic!







The turn order for movement is:
Mad Cat (Timber Wolf) C (Drop Bear), rolled 9[9+0]
Mad Cat (Timber Wolf) D (Dar1), rolled 10[10+0]
Wind direction is Northwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Drop Bear: 3518 BV remaining (from 4550 initially) 0 BV fled
Dar1: 5592 BV remaining (from 6796 initially) 0 BV fled

Targeting Phase
-------------------

Movement Phase
-------------------

Offboard Attack Phase
-------------------

Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) C (Drop Bear)
    ER Large Laser at Mad Cat (Timber Wolf) D (Dar1); needs 4, rolls 7 : hits LT
        Mad Cat (Timber Wolf) D (Dar1) takes 10 damage to LT.
            11 Armor remaining.

    ER Large Laser at Mad Cat (Timber Wolf) D (Dar1); needs 4, rolls 8 : hits LT
        Mad Cat (Timber Wolf) D (Dar1) takes 10 damage to LT.
            1 Armor remaining.

    Ultra AC/5 at Mad Cat (Timber Wolf) D (Dar1); needs 4, rolls 6 :
        Mad Cat (Timber Wolf) D (Dar1) takes 5 damage to RL.
            8 Armor remaining.

    LRM 15 at Mad Cat (Timber Wolf) D (Dar1); needs 5, rolls 9 : 12 missile(s) hit.

        Mad Cat (Timber Wolf) D (Dar1) takes 5 damage to LL.
            10 Armor remaining.

        Mad Cat (Timber Wolf) D (Dar1) takes 5 damage to CT.
            25 Armor remaining.

        Mad Cat (Timber Wolf) D (Dar1) takes 2 damage to RT.
            1 Armor remaining.

    LRM 15 at Mad Cat (Timber Wolf) D (Dar1); needs 5, rolls 7 : 9 missile(s) hit.

        Mad Cat (Timber Wolf) D (Dar1) takes 5 damage to RL.
            3 Armor remaining.

        Mad Cat (Timber Wolf) D (Dar1) takes 4 damage to RT.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.

    ER Medium Laser at Mad Cat (Timber Wolf) D (Dar1); needs 4, rolls 8 : hits RL
        Mad Cat (Timber Wolf) D (Dar1) takes 7 damage to RL.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.

Weapons fire for Mad Cat (Timber Wolf) D (Dar1)
    Ultra AC/20 at Mad Cat (Timber Wolf) C (Drop Bear); needs 3, rolls 4 :
        Mad Cat (Timber Wolf) C (Drop Bear) takes 20 damage to LT (critical).
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        19 damage transfers to CT (critical).
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on +LRM 15.
            Critical hit on LT. Roll is 5; no effect.
        Mad Cat (Timber Wolf) C (Drop Bear) takes 19 damage to CT (critical).
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

    Large Pulse Laser at Mad Cat (Timber Wolf) C (Drop Bear); needs 1, rolls 2 : hits (using Left Side table) LL
        Mad Cat (Timber Wolf) C (Drop Bear) takes 10 damage to LL.
             SECTION DESTROYED,
        7 damage transfers to LT.
            Critical hit on LL. Roll is 6; no effect.
        Mad Cat (Timber Wolf) C (Drop Bear) takes 7 damage to LT.
        7 damage transfers to CT.
        Mad Cat (Timber Wolf) C (Drop Bear) takes 7 damage to CT.
             3 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Mad Cat (Timber Wolf) C (Drop Bear) DESTROYED by engine destruction! ***

    Large Pulse Laser at Mad Cat (Timber Wolf) C (Drop Bear); needs 1, rolls 8 : hits (using Left Side table) LL
        Mad Cat (Timber Wolf) C (Drop Bear) takes 10 damage to LL.
        10 damage transfers to LT.
        Mad Cat (Timber Wolf) C (Drop Bear) takes 10 damage to LT.
        10 damage transfers to CT.
        Mad Cat (Timber Wolf) C (Drop Bear) takes 10 damage to CT.
             SECTION DESTROYED,

        >Mad Cat (Timber Wolf) C (Drop Bear) suffers catastrophic damage, but the autoeject system was engaged.
    
Mad Cat (Timber Wolf) C (Drop Bear) must make a piloting skill check (landing in clear terrain).
    Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

Mad Cat (Timber Wolf) D (Dar1) must make 1 piloting skill roll(s) (20+ damage).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 1 (20+ damage)); needs 1, rolls 2 : succeeds.

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

Heat Phase
-------------------
Mad Cat (Timber Wolf) D (Dar1) gains 29 heat, sinks 29 heat and is now at 0 heat.

Control Rolls
-------------------

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

(SQUISH!!!)


Initiative Phase for Round #6
-------------------

The turn order for movement is:
MechWarrior Drop Bear (Drop Bear), rolled 5[5+0]
Mad Cat (Timber Wolf) D (Dar1), rolled 10[10+0]
Wind direction is Northwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Drop Bear: 0 BV remaining (from 4550 initially) 0 BV fled
Dar1: 4928 BV remaining (from 6796 initially) 0 BV fled

Targeting Phase
-------------------

Movement Phase
-------------------

Offboard Attack Phase
-------------------

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

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

Physical attacks for Mad Cat (Timber Wolf) D (Dar1)
    Kick (Left leg) at MechWarrior Drop Bear (Drop Bear); needs 4, rolls 6 : hits MEN
        Infantry platoon caught in the open!!! Damage doubled.
        MechWarrior Drop Bear (Drop Bear) takes 2 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Drop Bear (Drop Bear) DESTROYED by damage! ***

Heat Phase
-------------------
Mad Cat (Timber Wolf) D (Dar1) gains 1 heat, sinks 1 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
Team 2 has achieved all required victory conditions!

Victory!
-------------------

Winner is: TEAM #2

Drop Bear: 0 BV remaining (from 4550 initially) 0 BV fled
Dar1: 4928 BV remaining (from 6796 initially) 0 BV fled

Survivors are:
Mad Cat (Timber Wolf) D (Dar1)
Pilot : Dar1ng One [0/0]
Kills : 2

Graveyard contains:
Mad Cat (Timber Wolf) C (Drop Bear)
Pilot : Drop Bear [2/3] ( 6 hit(s) )
Kills : 0
Destroyed by Mad Cat (Timber Wolf) D (Dar1)

MechWarrior Drop Bear (Drop Bear)
Gunnery Skill : Drop Bear [2] ( 6 hit(s) )
Kills : 0
Destroyed by Mad Cat (Timber Wolf) D (Dar1)





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[F8L] Dar1ngOne 18th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1875
Likes 1434



Goodbye Mordent - You are not forgotten.

Mmmmmmm..... yes

Crab-ulous!

Initiative Phase for Round #2
-------------------

The turn order for movement is:
King Crab Dare (Dar1), rolled 3[3+0]
King Crab KGC-000 (Hex), rolled 4[4+0]
Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Hex: 3305 BV remaining (from 3469 initially) 0 BV fled
Dar1: 6625 BV remaining (from 6818 initially) 0 BV fled

Targeting Phase
-------------------


Movement Phase
-------------------

King Crab KGC-000 (Hex) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Offboard Attack Phase
-------------------


Weapon Attack Phase
-------------------
Weapons fire for King Crab Dare (Dar1)
    Ultra AC/20 at King Crab KGC-000 (Hex); needs 5, rolls 6 :
        King Crab KGC-000 (Hex) takes 20 damage to LA.
            14 Armor remaining.

    Ultra AC/20 at King Crab KGC-000 (Hex); needs 5, rolls 3 : misses

(BOOM HEADSHOT!!!)

    Ultra AC/20 at King Crab KGC-000 (Hex); needs 5, rolls 11 :
        King Crab KGC-000 (Hex) takes 20 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** King Crab KGC-000 (Hex) DESTROYED by damage! ***
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of King Crab KGC-000 (Hex) "Mordent Hex" is already dead, so no damage is dealt!

Weapons fire for King Crab KGC-000 (Hex)
    AC/20 at King Crab Dare (Dar1); needs 10, rolls 7 : misses

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


Heat Phase
-------------------
King Crab Dare (Dar1) gains 23 heat, sinks 23 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
Team 2 has achieved all required victory conditions!

Victory!
-------------------

Winner is: TEAM #2

Hex: 0 BV remaining (from 3469 initially) 0 BV fled
Dar1: 6558 BV remaining (from 6818 initially) 0 BV fled

Survivors are:
King Crab Dare (Dar1)
Pilot : Dar1ng One [0/0]
Kills : 1

Graveyard contains:
King Crab KGC-000 (Hex)
Pilot : Mordent Hex [2/3] ( 6 hit(s) )
Kills : 0
Destroyed by King Crab Dare (Dar1)


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