The F8-ful eight!
Forum » Public Forums » General Discussion
Mechwarrior Guide/Tutorial Diplomatic Intel
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



Well bois, if we successfully defend this world, we can have enough money to retire for good.   All those we have lost along the way, we will honour them by leaving this life of war and explore the stars.  

You said it Dare, I am ready.  No F8, but what we make!

Well said Myc old buddy.   King, whats the estimated number of enemy?

Well, the Archon intelligence says three trinaries of second line clan mechs.   The main Trinary has captured the capital city.   The other controls the space port, and the last one is heading to the HPG Comms Tower.     That is the one we are closest to.   

Alright, Ken, get us close.

With deft skill akin to a star citizen, the ship landed quietly as could be.

Tek, are our mechs all carrying ecm, and modified with Clan tech?

Yes Master, Our assaults should be able to walk up and tap them on the shoulder from behind.

Mmmmmmm..... yes

Just the way I like it.   Lets go bois.   Covering fire and lets show them why we are F8L!

Mech-Cellent!







Ok, bois, let hit them!!!

Initiative Phase for Round #3
-------------------

The turn order for movement is:
Hunchback IIC (Standard) #11 (Clan), rolled 2[2+0] / 6[6+0]
Hunchback IIC (Standard) #9 (Clan), rolled 2[2+0] / 10[10+0]
Hunchback IIC (Standard) #7 (Clan), rolled 3[3+0]
Hunchback IIC (Standard) #13 (Clan), rolled 4[4+0] / 5[5+0]
Hunchback IIC (Standard) #5 (Clan), rolled 4[4+0] / 7[7+0]
Hunchback IIC (Standard) #8 (Clan), rolled 5[5+0] / 7[7+0]
Behemoth (Stone Rhino) (F8L), rolled 5[5+0] / 8[8+0]
Hunchback IIC (Standard) #6 (Clan), rolled 6[6+0] / 7[7+0] / 7[7+0] / 8[8+0]
Hunchback IIC (Standard) #2 (Clan), rolled 6[6+0] / 7[7+0] / 7[7+0] / 9[9+0]
Hunchback IIC (Standard) #12 (Clan), rolled 6[6+0] / 12[12+0]
Marauder II Darauder #3 (F8L), rolled 7[7+0] / 2[2+0]
Annihilator C (F8L), rolled 7[7+0] / 4[4+0]
Marauder II Darauder #2 (F8L), rolled 7[7+0] / 6[6+0]
Atlas C (F8L), rolled 7[7+0] / 8[8+0]
Hunchback IIC (Standard) #15 (Clan), rolled 7[7+0] / 10[10+0]
Marauder II Darauder (F8L), rolled 8[8+0] / 2[2+0]
Hunchback IIC (Standard) (Clan), rolled 8[8+0] / 3[3+0]
Hunchback IIC (Standard) #4 (Clan), rolled 8[8+0] / 9[9+0]
Hunchback IIC (Standard) #3 (Clan), rolled 9[9+0] / 8[8+0]
King Crab Dare (F8L), rolled 9[9+0] / 11[11+0]
Hunchback IIC (Standard) #10 (Clan), rolled 10[10+0] / 6[6+0]
Daishi (Dire Wolf) 'Widowmaker' (F8L), rolled 10[10+0] / 9[9+0]
Hunchback IIC (Standard) #14 (Clan), rolled 10[10+0] / 11[11+0]
Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Clan: 28965 BV remaining (from 28965 initially) 0 BV fled
F8L: 59328 BV remaining (from 59328 initially) 0 BV fled

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

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

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

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

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

Heat Phase
-------------------
Hunchback IIC (Standard) (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #2 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #3 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #4 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #5 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #6 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #7 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #8 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #9 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #10 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #11 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #12 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #13 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #14 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Hunchback IIC (Standard) #15 (Clan) gains 0 heat, sinks 0 heat and is now at 0 heat.
Atlas C (F8L) gains 2 heat, sinks 2 heat and is now at 0 heat.
Annihilator C (F8L) gains 2 heat, sinks 2 heat and is now at 0 heat.
Behemoth (Stone Rhino) (F8L) gains 3 heat, sinks 3 heat and is now at 0 heat.
Marauder II Darauder (F8L) gains 0 heat, sinks 0 heat and is now at 0 heat.
King Crab Dare (F8L) gains 1 heat, sinks 1 heat and is now at 0 heat.
Daishi (Dire Wolf) 'Widowmaker' (F8L) gains 2 heat, sinks 2 heat and is now at 0 heat.
Marauder II Darauder #2 (F8L) gains 0 heat, sinks 0 heat and is now at 0 heat.
Marauder II Darauder #3 (F8L) gains 1 heat, sinks 1 heat and is now at 0 heat.

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

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



Initiative Phase for Round #4
-------------------

The turn order for movement is:
Marauder II Darauder #3 (F8L), rolled 2[2+0] / 2[2+0]
Daishi (Dire Wolf) 'Widowmaker' (F8L), rolled 2[2+0] / 4[4+0]
Hunchback IIC (Standard) #8 (Clan), rolled 2[2+0] / 5[5+0]
King Crab Dare (F8L), rolled 3[3+0] / 8[8+0]
Marauder II Darauder (F8L), rolled 3[3+0] / 9[9+0]
Hunchback IIC (Standard) #15 (Clan), rolled 5[5+0] / 3[3+0]
Behemoth (Stone Rhino) (F8L), rolled 5[5+0] / 5[5+0]
Hunchback IIC (Standard) #10 (Clan), rolled 5[5+0] / 10[10+0]
Annihilator C (F8L), rolled 6[6+0] / 5[5+0] / 5[5+0]
Hunchback IIC (Standard) (Clan), rolled 6[6+0] / 5[5+0] / 10[10+0]
Hunchback IIC (Standard) #14 (Clan), rolled 6[6+0] / 6[6+0]
Marauder II Darauder #2 (F8L), rolled 6[6+0] / 8[8+0]
Hunchback IIC (Standard) #13 (Clan), rolled 6[6+0] / 9[9+0]
Hunchback IIC (Standard) #12 (Clan), rolled 6[6+0] / 10[10+0] / 7[7+0]
Hunchback IIC (Standard) #9 (Clan), rolled 6[6+0] / 10[10+0] / 10[10+0]
Hunchback IIC (Standard) #4 (Clan), rolled 7[7+0]
Hunchback IIC (Standard) #2 (Clan), rolled 8[8+0] / 3[3+0]
Hunchback IIC (Standard) #3 (Clan), rolled 8[8+0] / 5[5+0]
Hunchback IIC (Standard) #7 (Clan), rolled 8[8+0] / 7[7+0]
Hunchback IIC (Standard) #11 (Clan), rolled 8[8+0] / 8[8+0] / 5[5+0]
Hunchback IIC (Standard) #6 (Clan), rolled 8[8+0] / 8[8+0] / 7[7+0]
Hunchback IIC (Standard) #5 (Clan), rolled 9[9+0] / 3[3+0]
Atlas C (F8L), rolled 9[9+0] / 10[10+0]
Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Clan: 28965 BV remaining (from 28965 initially) 0 BV fled
F8L: 59328 BV remaining (from 59328 initially) 0 BV fled

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

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

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

Weapon Attack Phase
-------------------
Weapons fire for Marauder II Darauder #3 (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs 0, rolls 4 : 9 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to HD.
            7 Armor remaining.

        Pilot of Hunchback IIC (Standard) #11 (Clan) "Lizette MacRaith" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #11 (Clan) "Lizette MacRaith" needs a 3 to stay conscious. Rolls 2 : blacks out.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            5 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            4 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
            3 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR (critical).
            1 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            3 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            11 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs 0, rolls 7 : 16 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            11 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LTR.
            1 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
             15 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
            1 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
             14 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
            1 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs 0, rolls 11 : 12 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to HD.
            6 Armor remaining.

        Pilot of Hunchback IIC (Standard) #11 (Clan) "Lizette MacRaith" takes 1 damage.
        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            10 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
             10 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RTR.
             9 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Ultra AC/20.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR (critical).
             13 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on ER Medium Laser.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            1 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
            0 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CTR.
             12 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            9 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             7 Internal Structure remaining
            Critical hit on LA. Roll is 4; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            8 Armor remaining.

Weapons fire for Daishi (Dire Wolf) 'Widowmaker' (F8L)
    Large Pulse Laser at Hunchback IIC (Standard) #12 (Clan); needs 0, rolls 7 : hits (using Rear table) LA
        Hunchback IIC (Standard) #12 (Clan) takes 10 damage to LA.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.

    ER PPC at Hunchback IIC (Standard) #12 (Clan); needs 2, rolls 9 : hits (using Rear table) RTR
        Hunchback IIC (Standard) #12 (Clan) takes 15 damage to RTR.
            Armor destroyed,             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Ultra AC/20.
            CRITICAL HIT on Engine.

    Large Pulse Laser at Hunchback IIC (Standard) #12 (Clan); needs 0, rolls 7 : hits (using Rear table) LA
        Hunchback IIC (Standard) #12 (Clan) takes 10 damage to LA.
             SECTION DESTROYED,
        6 damage transfers to LTR.
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.
        Hunchback IIC (Standard) #12 (Clan) takes 6 damage to LTR.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Ultra AC/20.

    ER PPC at Hunchback IIC (Standard) #12 (Clan); needs 2, rolls 8 : hits (using Rear table) CTR
        Hunchback IIC (Standard) #12 (Clan) takes 15 damage to CTR.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #12 (Clan); needs 1, rolls 8 : 12 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LTR.
             8 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RA.
        1 damage transfers to RTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RTR.
        1 damage transfers to CTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.
             4 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LA.
        1 damage transfers to LTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LTR.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RA.
        1 damage transfers to RTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RTR.
        1 damage transfers to CTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.
             3 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.
             2 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on ER Medium Laser.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR (critical).
             1 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
*** Hunchback IIC (Standard) #12 (Clan) DESTROYED by engine destruction! ***

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LA.
        1 damage transfers to LTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LTR.
             6 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Ultra AC/20.
            CRITICAL HIT on Ultra AC/20.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RA.
        1 damage transfers to RTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RTR.
        1 damage transfers to CTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.
             SECTION DESTROYED,

        >Hunchback IIC (Standard) #12 (Clan) suffers catastrophic damage, but the autoeject system was engaged.
    
Hunchback IIC (Standard) #12 (Clan) must make a piloting skill check (landing in clear terrain).
    Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 7; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RTR.
        1 damage transfers to CTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LA.
        1 damage transfers to LTR.
        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to LTR.
             5 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

        Hunchback IIC (Standard) #12 (Clan) takes 1 damage to CTR.

Weapons fire for King Crab Dare (F8L)
    Ultra AC/20 at Hunchback IIC (Standard) #2 (Clan); needs 0, rolls 11 :
        Hunchback IIC (Standard) #2 (Clan) takes 20 damage to CT.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

    Ultra AC/20 at Hunchback IIC (Standard) #2 (Clan); needs 0, rolls 5 :
        Hunchback IIC (Standard) #2 (Clan) takes 20 damage to RT.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.

    Ultra AC/20 at Hunchback IIC (Standard) #2 (Clan); needs 0, rolls 9 :
        Hunchback IIC (Standard) #2 (Clan) takes 20 damage to LA.
            Armor destroyed,             SECTION DESTROYED,
        6 damage transfers to LT.
            Critical hit on LA. Roll is 7; no effect.
        Hunchback IIC (Standard) #2 (Clan) takes 6 damage to LT.
            6 Armor remaining.

Weapons fire for Marauder II Darauder (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #13 (Clan); needs 3, rolls 7 : 16 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to LA.
            5 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RTR.
            1 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to HD.
            7 Armor remaining.

        Pilot of Hunchback IIC (Standard) #13 (Clan) "Leandra Tourna" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #13 (Clan) "Leandra Tourna" needs a 3 to stay conscious. Rolls 6 : successful!

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to CTR.
            3 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RL.
            10 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to CTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to CTR.
            1 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to LTR.
            2 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to CTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to CTR.
             15 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RTR.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Ultra AC/20.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #13 (Clan); needs 3, rolls 3 : 12 pellet(s) hit (using Rear table).

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to LTR.
            1 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to LTR.
            0 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RL.
            9 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to RTR.
             10 Internal Structure remaining
            Critical hit on RT. Roll is 4; no effect.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to LA.
            4 Armor remaining.

        Hunchback IIC (Standard) #13 (Clan) takes 1 damage to HD.
            6 Armor remaining.

      


Signature Picture
Last Edit: 16th Oct 2016 by Dar1ngOne
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



Initiative Phase for Round #5
-------------------

The turn order for movement is:
Marauder II Darauder #3 (F8L), rolled 3[3+0] / 4[4+0]
Hunchback IIC (Standard) #7 (Clan), rolled 3[3+0] / 8[8+0]
Hunchback IIC (Standard) #5 (Clan), rolled 3[3+0] / 10[10+0]
Hunchback IIC (Standard) #11 (Clan), rolled 4[4+0] / 11[11+0] / 3[3+0]
Hunchback IIC (Standard) #14 (Clan), rolled 4[4+0] / 11[11+0] / 4[4+0]
Hunchback IIC (Standard) #2 (Clan), rolled 5[5+0] / 5[5+0]
Marauder II Darauder (F8L), rolled 5[5+0] / 8[8+0]
Hunchback IIC (Standard) #3 (Clan), rolled 6[6+0]
Annihilator C (F8L), rolled 7[7+0] / 7[7+0]
King Crab Dare (F8L), rolled 7[7+0] / 9[9+0] / 9[9+0]
Marauder II Darauder #2 (F8L), rolled 7[7+0] / 9[9+0] / 11[11+0]
Hunchback IIC (Standard) #10 (Clan), rolled 7[7+0] / 10[10+0]
Hunchback IIC (Standard) #9 (Clan), rolled 8[8+0] / 7[7+0] / 3[3+0]
Atlas C (F8L), rolled 8[8+0] / 7[7+0] / 7[7+0]
Behemoth (Stone Rhino) (F8L), rolled 8[8+0] / 11[11+0]
Hunchback IIC (Standard) #4 (Clan), rolled 10[10+0] / 6[6+0] / 5[5+0]
Hunchback IIC (Standard) #6 (Clan), rolled 10[10+0] / 6[6+0] / 9[9+0]
MechWarrior Miguela Nieves (Clan), rolled 10[10+0] / 7[7+0]
Hunchback IIC (Standard) #15 (Clan), rolled 11[11+0]
Daishi (Dire Wolf) 'Widowmaker' (F8L), rolled 12[12+0]
Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Clan: 19732 BV remaining (from 28965 initially) 0 BV fled
F8L: 59328 BV remaining (from 59328 initially) 0 BV fled

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


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

Hunchback IIC (Standard) #2 (Clan) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 7 [4 (Base piloting skill) + 3 (Gyro damaged) + 0 (running with damaged hip actuator or gyro)], rolls 5 : falls.
    Hunchback IIC (Standard) #2 (Clan) falls on its left side, suffering 5 damage.
        Hunchback IIC (Standard) #2 (Clan) takes 5 damage to LA.
        5 damage transfers to LT.
        Hunchback IIC (Standard) #2 (Clan) takes 5 damage to LT.
            1 Armor remaining.

Pilot of Hunchback IIC (Standard) #2 (Clan) "Eulália Marvo" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Hunchback IIC (Standard) #2 (Clan) "Eulália Marvo" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #2 (Clan) "Eulália Marvo" needs a 3 to stay conscious. Rolls 7 : successful!

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


Weapon Attack Phase
-------------------
Weapons fire for Marauder II Darauder #3 (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #5 (Clan); needs 3, rolls 6 : 12 pellet(s) hit (using Right Side table).

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RT (critical).
            11 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on +Ultra AC/20.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            11 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LA.
            5 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to CT.
            17 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RT.
            10 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            2 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LL.
            11 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RL.
            10 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #5 (Clan); needs 3, rolls 9 : 6 pellet(s) hit (using Right Side table).

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RT.
            9 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            10 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            1 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LA.
            4 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RT.
            8 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LA.
            3 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #5 (Clan); needs 3, rolls 6 : 12 pellet(s) hit (using Right Side table).

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            9 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
            0 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            8 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            7 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RL.
            9 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to CT.
            16 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RT (critical).
            7 Armor remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +Ultra AC/20.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to RA.
             7 Internal Structure remaining
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LT.
            6 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to LA.
            2 Armor remaining.

        Hunchback IIC (Standard) #5 (Clan) takes 1 damage to CT.
            15 Armor remaining.

Weapons fire for Hunchback IIC (Standard) #7 (Clan)
    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 6, rolls 9 :
        Marauder II Darauder #3 (F8L) takes 20 damage to RT.
            12 Armor remaining.

    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 6, rolls 9 :
        Marauder II Darauder #3 (F8L) takes 20 damage to LT.
            12 Armor remaining.

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 6, rolls 4 : misses

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 6, rolls 5 : misses

Weapons fire for Hunchback IIC (Standard) #5 (Clan)
    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 9, rolls 7 : misses

    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 9, rolls 4 : misses

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 9, rolls 6 : misses

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 9, rolls 3 : misses

Weapons fire for Hunchback IIC (Standard) #14 (Clan)
    Ultra AC/20 at King Crab Dare (F8L); needs 6, rolls 4 : misses

    Ultra AC/20 at King Crab Dare (F8L); needs 6, rolls 11 :
        King Crab Dare (F8L) takes 20 damage to LT.
            9 Armor remaining.

    ER Medium Laser at King Crab Dare (F8L); needs 6, rolls 6 : hits LA
        King Crab Dare (F8L) takes 7 damage to LA.
            26 Armor remaining.

    ER Medium Laser at King Crab Dare (F8L); needs 6, rolls 7 : hits RT
        King Crab Dare (F8L) takes 7 damage to RT.
            22 Armor remaining.

Weapons fire for Marauder II Darauder (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs -2, rolls 2 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            7 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            6 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT (critical).
            17 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
*** Hunchback IIC (Standard) #11 (Clan) DESTROYED by engine destruction! ***

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            5 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            11 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT (critical).
            16 Armor remaining.
            Critical hit on CT. Roll is 6; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            4 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            10 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            9 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             6 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            11 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT (critical).
            15 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            3 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            9 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            14 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs -2, rolls 8 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
             2 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
             1 Internal Structure remaining
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            8 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            7 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            6 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            8 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            10 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             5 Internal Structure remaining
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            13 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            5 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            2 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
             SECTION DESTROYED,
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            12 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             3 Internal Structure remaining
            Critical hit on LA. Roll is 3; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            11 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #11 (Clan); needs -2, rolls 8 : 20 pellet(s) hit.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to HD.
            5 Armor remaining.

        Pilot of Hunchback IIC (Standard) #11 (Clan) "Lizette MacRaith" takes 1 damage.
        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            4 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            1 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
            0 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            10 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
             11 Internal Structure remaining
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Upper Leg.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            7 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            9 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            8 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LT.
            3 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            9 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT.
            8 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
             10 Internal Structure remaining
            Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            7 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RL.
            6 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            6 Armor remaining.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LA.
             2 Internal Structure remaining
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Hand.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to LL.
             9 Internal Structure remaining
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to CT (critical).
            7 Armor remaining.
            Critical hit on CT. Roll is 5; no effect.

        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RA.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #11 (Clan) takes 1 damage to RT.
            5 Armor remaining.

Weapons fire for Hunchback IIC (Standard) #3 (Clan)
    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 7, rolls 7 :
        Marauder II Darauder #3 (F8L) takes 20 damage to RA.
            14 Armor remaining.

    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 7, rolls 8 :
        Marauder II Darauder #3 (F8L) takes 20 damage to LL.
            22 Armor remaining.

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 7, rolls 10 : hits LL
        Marauder II Darauder #3 (F8L) takes 7 damage to LL.
            15 Armor remaining.

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 7, rolls 9 : hits CT
        Marauder II Darauder #3 (F8L) takes 7 damage to CT.
            40 Armor remaining.

Weapons fire for Annihilator C (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #2 (Clan); needs 3, rolls 3 : 12 pellet(s) hit.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LA.
        1 damage transfers to LT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
            0 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             13 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LL.
            11 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             12 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on ER Medium Laser.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT (critical).
             11 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
            Critical hit on CT. Roll is 4; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             11 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LL.
            9 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to HD.
            7 Armor remaining.

        Pilot of Hunchback IIC (Standard) #2 (Clan) "Eulália Marvo" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #2 (Clan) "Eulália Marvo" needs a 5 to stay conscious. Rolls 4 : blacks out.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             10 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LA.
        1 damage transfers to LT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             9 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #2 (Clan); needs 3, rolls 2 : misses

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #2 (Clan); needs 3, rolls 11 : 12 pellet(s) hit.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RT.
             3 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RT.
             2 Internal Structure remaining
            Critical hit on RT. Roll is 2; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LA.
        1 damage transfers to LT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             8 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Ultra AC/20.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LA.
        1 damage transfers to LT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             10 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             9 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RL.
            10 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             6 Internal Structure remaining
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/20.
            CRITICAL HIT on Ultra AC/20.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #2 (Clan); needs 3, rolls 10 : 9 pellet(s) hit.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 4; no effect.
*** Hunchback IIC (Standard) #2 (Clan) DESTROYED by engine destruction! ***

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             8 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             7 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RA.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to RT.
        1 damage transfers to CT.
        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             6 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LT.
             5 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Ultra AC/20.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             5 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT.
             4 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to LL.
            8 Armor remaining.

        Hunchback IIC (Standard) #2 (Clan) takes 1 damage to CT (critical).
             3 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is 4; no effect.

Weapons fire for King Crab Dare (F8L)
    Ultra AC/20 at Hunchback IIC (Standard) #14 (Clan); needs 2, rolls 5 :
        Hunchback IIC (Standard) #14 (Clan) takes 20 damage to RA.
            Armor destroyed,             SECTION DESTROYED,
        6 damage transfers to RT.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.
        Hunchback IIC (Standard) #14 (Clan) takes 6 damage to RT.
            6 Armor remaining.

    Ultra AC/20 at Hunchback IIC (Standard) #14 (Clan); needs 2, rolls 7 :
        Hunchback IIC (Standard) #14 (Clan) takes 20 damage to RA.
        20 damage transfers to RT.
        Hunchback IIC (Standard) #14 (Clan) takes 20 damage to RT.
            Armor destroyed,             SECTION DESTROYED,
        2 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Hunchback IIC (Standard) #14 (Clan) takes 2 damage to CT.
            16 Armor remaining.

    Ultra AC/20 at Hunchback IIC (Standard) #14 (Clan); needs 2, rolls 8 :
        Hunchback IIC (Standard) #14 (Clan) takes 20 damage to RT.
        20 damage transfers to CT.
        Hunchback IIC (Standard) #14 (Clan) takes 20 damage to CT.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
*** Hunchback IIC (Standard) #14 (Clan) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.

Weapons fire for Marauder II Darauder #2 (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #4 (Clan); needs 3, rolls 7 : 6 pellet(s) hit.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            17 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            5 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            16 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LT.
            11 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            11 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #4 (Clan); needs 3, rolls 7 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to HD.
            7 Armor remaining.

        Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" needs a 3 to stay conscious. Rolls 8 : successful!

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to HD.
            6 Armor remaining.

        Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" needs a 5 to stay conscious. Rolls 5 : successful!

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            4 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RL.
            10 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            3 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            10 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            2 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            1 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to HD.
            5 Armor remaining.

        Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" takes 1 damage.        
Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" needs a 7 to stay conscious. Rolls 5 : blacks out.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            9 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RL.
            9 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to HD.
            4 Armor remaining.

        Pilot of Hunchback IIC (Standard) #4 (Clan) "Duane Magambo" takes 1 damage.
        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            15 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LL.
            11 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LT.
            10 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RL.
            8 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #4 (Clan); needs 3, rolls 5 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
            0 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            8 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LL.
            9 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            7 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            14 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LA.
             7 Internal Structure remaining
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            6 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RT.
            5 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LT.
            9 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LL.
            8 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            13 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to CT.
            12 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #4 (Clan) takes 1 damage to LT.
            8 Armor remaining.

Weapons fire for Hunchback IIC (Standard) #10 (Clan)
    Ultra AC/20 at Marauder II Darauder #3 (F8L); needs 6, rolls 5 : misses

    ER Medium Laser at Marauder II Darauder #3 (F8L); needs 6, rolls 7 : hits (using Left Side table) RL
        Marauder II Darauder #3 (F8L) t


Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



Lets Finish them off! Ima going to do Death from Above!
You crazy Tek!







Physical attacks for Behemoth (Stone Rhino) (F8L)
    Death from above deals no damage as the target has been destroyed.
    Behemoth (Stone Rhino) (F8L) is displaced into hex 1003.

Atlas C (F8L) must make 1 piloting skill roll(s) (failed to step out of a domino effect).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (failed to step out of a domino effect); automatically fails.
    Atlas C (F8L) falls on its left side, suffering 10 damage.
        Atlas C (F8L) takes 5 damage to RA.
            29 Armor remaining.
        Atlas C (F8L) takes 5 damage to LT.
            27 Armor remaining.

Pilot of Atlas C (F8L) "Dar1ng One" must roll 0 to avoid damage; rolls 2 : succeeds.

Behemoth (Stone Rhino) (F8L) must make 1 piloting skill roll(s) (executed death from above).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 4 (executed death from above)); needs 4, rolls 5 : succeeds.

Marauder II Darauder (F8L) must make 2 piloting skill roll(s) (executed death from above; 20+ damage).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 4 (executed death from above) + 1 (20+ damage)); needs 5, rolls 9 : succeeds.
    Roll #2, (0 (Base piloting skill) + 1 (20+ damage) + 4 (executed death from above)); needs 5, rolls 3 : falls.
    Marauder II Darauder (F8L) falls on its right side, suffering 10 damage.
        
Marauder II Darauder (F8L) takes hit at RT (critical), but it is rerolled with edge.
        
Marauder II Darauder (F8L) has 3 edge remaining.
        Marauder II Darauder (F8L) takes 5 damage to RA.
            22 Armor remaining.
        Marauder II Darauder (F8L) takes 5 damage to RL.
            32 Armor remaining.

Pilot of Marauder II Darauder (F8L) "Jimmy T" must roll 5 to avoid damage; rolls 2 : fails.
        Pilot of Marauder II Darauder (F8L) "Jimmy T" takes 1 damage.        
Pilot of Marauder II Darauder (F8L) "Jimmy T" needs a 3 to stay conscious. Rolls 9 : successful!

Heat Phase
-------------------
Hunchback IIC (Standard) #6 (Clan) gains 31 heat, sinks 24 heat and is now at 8 heat.
Hunchback IIC (Standard) #7 (Clan) gains 27 heat, sinks 24 heat and is now at 3 heat.
Atlas C (F8L) gains 19 heat, sinks 19 heat and is now at 0 heat.
Annihilator C (F8L) gains 26 heat, sinks 24 heat and is now at 5 heat.
Behemoth (Stone Rhino) (F8L) gains 3 heat, sinks 3 heat and is now at 0 heat.
Marauder II Darauder (F8L) gains 3 heat, sinks 3 heat and is now at 0 heat.
King Crab Dare (F8L) gains 23 heat, sinks 23 heat and is now at 0 heat.
Daishi (Dire Wolf) 'Widowmaker' (F8L) gains 28 heat, sinks 28 heat and is now at 0 heat.
Marauder II Darauder #2 (F8L) gains 19 heat, sinks 19 heat and is now at 0 heat.
Marauder II Darauder #3 (F8L) gains 26 heat, sinks 24 heat and is now at 2 heat.

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

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


Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



Nice work Bois, 1 Trinary Down, 2 to go. Mmmmmmm..... yes Mech-Cellent!

Initiative Phase for Round #7
-------------------

The turn order for movement is:
Marauder II Darauder (F8L), rolled 3[3+0]
King Crab Dare (F8L), rolled 5[5+0]
Behemoth (Stone Rhino) (F8L), rolled 7[7+0] / 6[6+0] / 7[7+0]
Marauder II Darauder #3 (F8L), rolled 7[7+0] / 6[6+0] / 10[10+0]
Daishi (Dire Wolf) 'Widowmaker' (F8L), rolled 7[7+0] / 6[6+0] / 11[11+0]
Hunchback IIC (Standard) #7 (Clan), rolled 7[7+0] / 10[10+0]
MechWarrior Nathan Small (Clan), rolled 8[8+0] / 6[6+0]
Atlas C (F8L), rolled 8[8+0] / 9[9+0] / 2[2+0]
Annihilator C (F8L), rolled 8[8+0] / 9[9+0] / 9[9+0]
Hunchback IIC (Standard) #6 (Clan), rolled 11[11+0] / 7[7+0]
Marauder II Darauder #2 (F8L), rolled 11[11+0] / 10[10+0]
Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
Clan: 3820 BV remaining (from 28965 initially) 0 BV fled
F8L: 53243 BV remaining (from 59328 initially) 0 BV fled

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


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

Marauder II Darauder (F8L) must make a piloting skill check (getting up).
Needs 0 [0 (Base piloting skill) + 0 (getting up)], rolls 9 : succeeds.

Atlas C (F8L) must make a piloting skill check (getting up).
Needs 0 [0 (Base piloting skill) + 0 (getting up)], rolls 6 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Marauder II Darauder (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #6 (Clan); needs 1, rolls 6 : 20 pellet(s) hit.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            11 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT (critical).
            17 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on +ER Medium Laser.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT (critical).
            16 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
*** Hunchback IIC (Standard) #6 (Clan) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RT.
            11 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
            2 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            10 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT.
            15 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
            1 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
            0 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
             7 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            9 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            9 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
             6 Internal Structure remaining
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            8 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RT.
            10 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            8 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            7 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            7 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT.
            14 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RA.
            4 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #6 (Clan); needs 1, rolls 5 : 12 pellet(s) hit.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            6 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            5 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT.
            13 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RT.
            9 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LL.
            9 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT.
            12 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LL.
            8 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
            6 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
            4 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LL.
            7 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 4, rolls 4 : 12 pellet(s) hit (using Left Side table).

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            11 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            10 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            5 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            11 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            4 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            5 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            10 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            4 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            17 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            16 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
            11 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            9 Armor remaining.

Weapons fire for King Crab Dare (F8L)
    Ultra AC/20 at Hunchback IIC (Standard) #7 (Clan); needs 2, rolls 10 :
        Hunchback IIC (Standard) #7 (Clan) takes 20 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Hunchback IIC (Standard) #7 (Clan) DESTROYED by damage! ***
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Hunchback IIC (Standard) #7 (Clan) "Shannen Maldonado" is already dead, so no damage is dealt!

    Ultra AC/20 at Hunchback IIC (Standard) #7 (Clan); needs 2, rolls 9 :
        Hunchback IIC (Standard) #7 (Clan) takes 20 damage to RL.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RL. Roll is 6; no effect.

Weapons fire for Behemoth (Stone Rhino) (F8L)
    ER PPC at Hunchback IIC (Standard) #6 (Clan); needs 2, rolls 10 : hits RA
        Hunchback IIC (Standard) #6 (Clan) takes 15 damage to RA.
            Armor destroyed,             SECTION DESTROYED,
        4 damage transfers to RT.
            Critical hit on RA. Roll is 3; no effect.
        Hunchback IIC (Standard) #6 (Clan) takes 4 damage to RT.
            5 Armor remaining.

    ER PPC at Hunchback IIC (Standard) #6 (Clan); needs 2, rolls 9 : hits RT
        Hunchback IIC (Standard) #6 (Clan) takes 15 damage to RT.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on +Ultra AC/20.
            CRITICAL HIT on +Ultra AC/20.
            CRITICAL HIT on +Ultra AC/20.

Weapons fire for Daishi (Dire Wolf) 'Widowmaker' (F8L)
    Large Pulse Laser at Hunchback IIC (Standard) #6 (Clan); needs 0, rolls 6 : hits (using Right Side table) LT
        Hunchback IIC (Standard) #6 (Clan) takes 10 damage to LT.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

    Large Pulse Laser at Hunchback IIC (Standard) #6 (Clan); needs 0, rolls 7 : hits (using Right Side table) RL
        Hunchback IIC (Standard) #6 (Clan) takes 10 damage to RL.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #6 (Clan); needs 1, rolls 7 : 9 pellet(s) hit (using Right Side table).

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RA.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is 4; no effect.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
             5 Internal Structure remaining
            Critical hit on LA. Roll is 6; no effect.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
             5 Internal Structure remaining
            Critical hit on RL. Roll is 5; no effect.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to CT.
            11 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LL.
            6 Armor remaining.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
             6 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to RL.
             4 Internal Structure remaining
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.

Weapons fire for Hunchback IIC (Standard) #7 (Clan)
    Ultra AC/20 at Daishi (Dire Wolf) 'Widowmaker' (F8L); needs 8, rolls 5 : misses

    Ultra AC/20 at Daishi (Dire Wolf) 'Widowmaker' (F8L); needs 8, rolls 6 : misses

    ER Medium Laser at Daishi (Dire Wolf) 'Widowmaker' (F8L); needs 8, rolls 7 : misses

    ER Medium Laser at Daishi (Dire Wolf) 'Widowmaker' (F8L); needs 8, rolls 8 : hits (using Rear table) RL
        Daishi (Dire Wolf) 'Widowmaker' (F8L) takes 7 damage to RL.
            35 Armor remaining.

Weapons fire for Atlas C (F8L)
    Medium Laser at Hunchback IIC (Standard) #6 (Clan); needs 2, rolls 9 : hits (using Left Side table) LA
        Hunchback IIC (Standard) #6 (Clan) takes 5 damage to LA.
             SECTION DESTROYED,
        1 damage transfers to LT.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Lower Arm.
        Hunchback IIC (Standard) #6 (Clan) takes 1 damage to LT.
             5 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

    Medium Laser at Hunchback IIC (Standard) #6 (Clan); needs 2, rolls 10 : hits (using Left Side table) LL
        Hunchback IIC (Standard) #6 (Clan) takes 5 damage to LL.
            1 Armor remaining.

Weapons fire for Annihilator C (F8L)
    LB 20-X AC (Cluster ammo) at MechWarrior Nathan Small (Clan); needs 4, rolls 9 : hits (using Left Side table) MEN
        Infantry platoon caught in the open!!! Damage doubled.
        MechWarrior Nathan Small (Clan) takes 6 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Nathan Small (Clan) DESTROYED by damage! ***

    LB 20-X AC (Cluster ammo) at MechWarrior Nathan Small (Clan); needs 4, rolls 5 : hits (using Left Side table) MEN
        MechWarrior Nathan Small (Clan) takes 3 damage to MEN.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 4, rolls 10 : 9 pellet(s) hit.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            3 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            3 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            15 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            2 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
             2 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            8 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            7 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            9 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            11 Armor remaining.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 4, rolls 9 : 9 pellet(s) hit.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            6 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            2 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            1 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            1 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            5 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
            0 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            4 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             7 Internal Structure remaining
            Critical hit on RA. Roll is 5; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            10 Armor remaining.

Weapons fire for Hunchback IIC (Standard) #6 (Clan)
    Ultra AC/20 at King Crab Dare (F8L); needs 7, rolls 8 :
        King Crab Dare (F8L) takes 20 damage to RL.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.

    Ultra AC/20 at King Crab Dare (F8L); needs 7, rolls 7 :
        King Crab Dare (F8L) takes 20 damage to RA.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.

    ER Medium Laser at King Crab Dare (F8L); needs 7, rolls 2 : misses

    ER Medium Laser at King Crab Dare (F8L); needs 7, rolls 6 : misses

Weapons fire for Marauder II Darauder #2 (F8L)
    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 2, rolls 5 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            3 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            9 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             6 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            8 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
             1 Internal Structure remaining
            Critical hit on RL. Roll is 6; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
            0 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             5 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            8 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
             SECTION DESTROYED,
            Critical hit on RL. Roll is 5; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             4 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            7 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             7 Internal Structure remaining
            Critical hit on LA. Roll is 4; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             6 Internal Structure remaining
            Critical hit on LA. Roll is 5; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            14 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            2 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             5 Internal Structure remaining
            Critical hit on LA. Roll is 5; no effect.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 2, rolls 9 : 16 pellet(s) hit.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            1 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT (critical).
            13 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is 6; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            7 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             3 Internal Structure remaining
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Hand.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            6 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
            0 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Hand.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            6 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            5 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            5 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            4 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            4 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
             11 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            12 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             2 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.

    LB 20-X AC (Cluster ammo) at Hunchback IIC (Standard) #7 (Clan); needs 2, rolls 6 : 12 pellet(s) hit.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             1 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             2 Internal Structure remaining
            Critical hit on RA. Roll is 3; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RA.
             1 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LA.
             SECTION DESTROYED,
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Lower Arm.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            3 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            2 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
             10 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            1 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LL.
            3 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RL.
        1 damage transfers to RT.
        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to RT.
            0 Armor remaining.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to LT.
             9 Internal Structure remaining
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +Ultra AC/20.
            CRITICAL HIT on +Ultra AC/20.

        Hunchback IIC (Standard) #7 (Clan) takes 1 damage to CT.
            11 Armor remaining.


Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



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

Winner is: TEAM #2

Clan: 0 BV remaining (from 28965 initially) 0 BV fled
F8L: 52690 BV remaining (from 59328 initially) 0 BV fled

Survivors are:
Atlas C (F8L)
Pilot : Dar1ng One [0/0]
Kills : 2

Annihilator C (F8L)
Pilot : Mycrus [0/0]
Kills : 3

Behemoth (Stone Rhino) (F8L)
Pilot : Tekadept [0/0]
Kills : 0

Marauder II Darauder (F8L)
Pilot : Jimmy T [0/0] ( 1 hit(s) )
Kills : 3

King Crab Dare (F8L)
Pilot : King Arthur IV [0/0]
Kills : 3

Daishi (Dire Wolf) 'Widowmaker' (F8L)
Pilot : Ken Oath [0/0]
Kills : 2

Marauder II Darauder #2 (F8L)
Pilot : Nonsequitor [0/0]
Kills : 1

Marauder II Darauder #3 (F8L)
Pilot : Gambit001 [0/0]
Kills : 1

MechWarrior Miguela Nieves (Clan)
Gunnery Skill : Miguela Nieves [4]
Kills : 0

MechWarrior Zhaneta Kolchayan (Clan)
Gunnery Skill : Zhaneta Kolchayan [4]
Kills : 0

Graveyard contains:
Hunchback IIC (Standard) (Clan)
Pilot : Zhaneta Kolchayan [4/4]
Kills : 0
Destroyed by Atlas C (F8L)

Hunchback IIC (Standard) #8 (Clan)
Pilot : Judith Ambross [4/4] ( 1 hit(s) )
Kills : 0
Destroyed by Annihilator C (F8L)

Hunchback IIC (Standard) #12 (Clan)
Pilot : Miguela Nieves [4/4]
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

Hunchback IIC (Standard) #13 (Clan)
Pilot : Leandra Tourna [4/4] ( 2 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder #2 (F8L)

Hunchback IIC (Standard) #2 (Clan)
Pilot : Eulália Marvo [4/4] ( 2 hit(s) )
Kills : 0
Destroyed by Annihilator C (F8L)

Hunchback IIC (Standard) #11 (Clan)
Pilot : Lizette MacRaith [4/4] ( 4 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder (F8L)

Hunchback IIC (Standard) #14 (Clan)
Pilot : Jamie Pokoj [4/4]
Kills : 0
Destroyed by King Crab Dare (F8L)

Hunchback IIC (Standard) #3 (Clan)
Pilot : Shakir Benslimane [4/4] ( 2 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder #3 (F8L)

Hunchback IIC (Standard) #4 (Clan)
Pilot : Duane Magambo [4/4] ( 6 hit(s) )
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

Hunchback IIC (Standard) #5 (Clan)
Pilot : Dominic MacPartland [4/4]
Kills : 0
Destroyed by King Crab Dare (F8L)

Hunchback IIC (Standard) #10 (Clan)
Pilot : Nathan Small [4/4] ( 6 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Hunchback IIC (Standard) #15 (Clan)
Pilot : Esuta Kouda [4/4] ( 5 hit(s) )
Kills : 0
Destroyed by pilot error.

Hunchback IIC (Standard) #9 (Clan)
Pilot : Candy bin Kasib [4/4] ( 6 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder (F8L)

Hunchback IIC (Standard) #6 (Clan)
Pilot : Mudrika Xue [4/4]
Kills : 0
Destroyed by Marauder II Darauder (F8L)

Hunchback IIC (Standard) #7 (Clan)
Pilot : Shannen Maldonado [4/4] ( 6 hit(s) )
Kills : 0
Destroyed by King Crab Dare (F8L)

MechWarrior Nathan Small (Clan)
Gunnery Skill : Nathan Small [4] ( 6 hit(s) )
Kills : 0
Destroyed by Annihilator C (F8L)

Detailed unit status saved to entitystatus.txt


Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



C,mon Dare, do I really have to be the bait?

Ken, sweet, Ken, Yes. Mmmmmmm..... yes Trust in your fellow F8'ers, While you lure them through the bottleneck, Tek and the other Jump Capable Assaults will hit them over the ridge.

OK, OK, fine, but these plans get more.............um...........er

"Daring"

I was going to say crazy, but yeah, that will do.

Mech-Cellent!






Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435





Owwwwww

Settle Ken, we are coming.



King Crab Dare (F8L) must make a piloting skill check while moving in hex 0603 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 9 : succeeds.

King Crab Dare (F8L) must make a piloting skill check while moving in hex 0604 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.

Night Gyr C #10 (Clan) must make a piloting skill check while moving in hex 0411 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.

Night Gyr C #10 (Clan) must make a piloting skill check while moving in hex 0412 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 3 : succeeds.

Annihilator C (F8L) must make a piloting skill check while moving in hex 0604 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.

Annihilator C (F8L) must make a piloting skill check while moving in hex 0505 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 6 : succeeds.

Marauder II Darauder (F8L) must make 1 piloting skill roll(s) (domino effect).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 0 (domino effect)); needs 0, rolls 9 : succeeds.




Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435









ER Large Laser at Behemoth (Stone Rhino) (F8L); needs 6, rolls 6 : hits (using Partial cover (horizontal 50%) table) LT
        Behemoth (Stone Rhino) (F8L) takes 10 damage to LT.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            
Critical hit at explosive equipment. Edge used for reroll. 1 edge remaining.
            
Critical hit at explosive equipment. Edge used for reroll. 0 edge remaining.
            CRITICAL HIT on +Gauss Rifle.
            *** Gauss Rifle EXPLODES! 20 DAMAGE! ***
                Behemoth (Stone Rhino) (F8L) takes 20 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                    remaining 4 damage prevented by CASE.
                    Critical hit on LT.         Roll is 4;         no effect.

        Pilot of Behemoth (Stone Rhino) (F8L) "Tekadept" takes 2 damage.        
Pilot of Behemoth (Stone Rhino) (F8L) "Tekadept" needs a 3 to stay conscious. Rolls 10 : successful!
        
Pilot of Behemoth (Stone Rhino) (F8L) "Tekadept" needs a 5 to stay conscious. Rolls 9 : successful!

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

Physical attacks for Atlas C (F8L)
    Punch (Left Arm) at Night Gyr C (Clan); needs -1, rolls 8 : hits (using Right Side table) RT
        Night Gyr C (Clan) takes 10 damage to RT.
            3 Armor remaining.

    Punch (Right Arm) at Night Gyr C (Clan); needs -1, rolls 6 : hits (using Right Side table) RL
        Night Gyr C (Clan) takes 10 damage to RL.
            12 Armor remaining.

Physical attacks for Marauder II Darauder #2 (F8L)
    Kick (Left leg) at Night Gyr C (Clan); needs -3, rolls 3 : hits CT
        Night Gyr C (Clan) takes 20 damage to CT.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Night Gyr C (Clan) DESTROYED by engine destruction! ***

Heat Phase
-------------------
Annihilator C (F8L) gains 14 heat, sinks 24 heat and is now at 1 heat.
Behemoth (Stone Rhino) (F8L) gains 18 heat, sinks 18 heat and is now at 0 heat.
Marauder II Darauder (F8L) gains 19 heat, sinks 19 heat and is now at 0 heat.
King Crab Dare (F8L) gains 23 heat, sinks 23 heat and is now at 0 heat.
Daishi (Dire Wolf) 'Widowmaker' (F8L) gains 28 heat, sinks 38 heat and is now at 0 heat.
Marauder II Darauder #2 (F8L) gains 19 heat, sinks 19 heat and is now at 0 heat.
Marauder II Darauder #3 (F8L) gains 20 heat, sinks 20 heat and is now at 0 heat.
Atlas C (F8L) gains 27 heat, sinks 27 heat and is now at 0 heat.

Weapons fire for Daishi (Dire Wolf) 'Widowmaker' (F8L)
    Large Pulse Laser at MechWarrior Grekina Tretyakov (Clan); needs 3, rolls 7 : hits (using Left Side table) MEN
        Infantry platoon caught in the open!!! Damage doubled.
        MechWarrior Grekina Tretyakov (Clan) takes 6 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Grekina Tretyakov (Clan) DESTROYED by damage! ***

That was brutal Ken.

No Mercy.

Yes Sensei



Signature Picture
[F8L] Dar1ngOne 16th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



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

Winner is: TEAM #2

Clan: 0 BV remaining (from 51090 initially) 0 BV fled
F8L: 44007 BV remaining (from 59589 initially) 0 BV fled

Survivors are:
Annihilator C (F8L)
Pilot : Mycrus [0/0]
Kills : 1

Behemoth (Stone Rhino) (F8L)
Pilot : Tekadept [0/0] ( 2 hit(s) )
Kills : 1

Marauder II Darauder (F8L)
Pilot : Jimmy T [0/0]
Kills : 1

King Crab Dare (F8L)
Pilot : King Arthur IV [0/0]
Kills : 2

Daishi (Dire Wolf) 'Widowmaker' (F8L)
Pilot : Ken Oath [0/0]
Kills : 4

Marauder II Darauder #2 (F8L)
Pilot : Nonsequitor [0/0]
Kills : 2

Marauder II Darauder #3 (F8L)
Pilot : Gambit001 [0/0] ( 1 hit(s) )
Kills : 1

Atlas C (F8L)
Pilot : Dar1ng One [0/0]
Kills : 5

MechWarrior Wibawa Bintang (Clan)
Gunnery Skill : Wibawa Bintang [3] ( 3 hit(s) )
Kills : 0

Graveyard contains:
Night Gyr C #8 (Clan)
Pilot : Mi-Sook Cho [3/4]
Kills : 0
Destroyed by Marauder II Darauder #2 (F8L)

Night Gyr C #3 (Clan)
Pilot : Wafaaa bin Tarif [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

Night Gyr C #2 (Clan)
Pilot : Molloy Martin [3/4] ( 3 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Night Gyr C #5 (Clan)
Pilot : Wibawa Bintang [3/4] ( 3 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Night Gyr C #4 (Clan)
Pilot : Almaasa Sokoro [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Night Gyr C #7 (Clan)
Pilot : Grekina Tretyakov [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Annihilator C (F8L)

Night Gyr C #15 (Clan)
Pilot : Jana Pengelly [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

Night Gyr C #10 (Clan)
Pilot : Margita Kulovana [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by King Crab Dare (F8L)

Night Gyr C #12 (Clan)
Pilot : Juliet Mitchell [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Behemoth (Stone Rhino) (F8L)

MechWarrior Grekina Tretyakov (Clan)
Gunnery Skill : Grekina Tretyakov [3] ( 6 hit(s) )
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

MechWarrior Juliet Mitchell (Clan)
Gunnery Skill : Juliet Mitchell [3] ( 6 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder (F8L)

Night Gyr C #11 (Clan)
Pilot : Waldemar Babiak [3/4] ( 2 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Night Gyr C #13 (Clan)
Pilot : Maeve Manoukarakis [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by King Crab Dare (F8L)

Night Gyr C #14 (Clan)
Pilot : Denisha Adelaja [3/4] ( 4 hit(s) )
Kills : 0
Destroyed by Daishi (Dire Wolf) 'Widowmaker' (F8L)

Night Gyr C #6 (Clan)
Pilot : Nadimah Tarkhan [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Atlas C (F8L)

Night Gyr C #9 (Clan)
Pilot : Bill Lapeyre [3/4] ( 6 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder #3 (F8L)

Night Gyr C (Clan)
Pilot : Freddy Baio [3/4] ( 4 hit(s) )
Kills : 0
Destroyed by Marauder II Darauder #2 (F8L)


Signature Picture
[F8L] Dar1ngOne 18th Oct 2016


Joined: 23rd Aug 2013
Rank: Veteran
Posts: 1876
Likes 1435



Well Bois, this is it.   Our last mission together.    Whatever happens, I am proud I was with F8L, and F8L was wth me.  
So heres the plan.   Try to minamize building destruction, King, I'm looking at you.  
Tek, Myc and Myself will bottleneck them in the middle.    King you and Jimmy flank left, Non and Gambit right, and Ken.........SMASH!

Mmmmmmm..... yes

Mech-Cellent!




Atlas C (F8L) must make a piloting skill check while moving from hex 1113 to hex 1012 (moving through Heavy Building #18472).
Needs 2 [0 (Base piloting skill) + 2 (moving through Heavy Building #18472)], rolls 3 : succeeds.





Man O' War (Gargoyle) Prime #11 (Clan) must make a piloting skill check while moving in hex 1612 (running & turning on pavement).
Needs 4 [4 (Base piloting skill) + 0 (running & turning on pavement)], rolls 12 : succeeds.

Marauder II Darauder #3 (F8L) must make a piloting skill check while moving in hex 0214 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.

Building #10256 in Hex 0506 is entered and has unknown basement, rolls 10: Single (normal fall) basement.

Man O' War (Gargoyle) Prime #15 (Clan) must make a piloting skill check while moving from hex 0505 to hex 0506 (moving through Light Building #10256).
Needs 4 [4 (Base piloting skill) + 0 (moving through Light Building #10256)], rolls 8 : succeeds.

Basement of Building #10256 in Hex 0506 collapses.
    Man O' War (Gargoyle) Prime #15 (Clan) falls on its left side, suffering 16 damage.
        Man O' War (Gargoyle) Prime #15 (Clan) takes 5 damage to RT.
            19 Armor remaining.
        Man O' War (Gargoyle) Prime #15 (Clan) takes 5 damage to LT.
            19 Armor remaining.
        Man O' War (Gargoyle) Prime #15 (Clan) takes 5 damage to LA.
            18 Armor remaining.
        Man O' War (Gargoyle) Prime #15 (Clan) takes 1 damage to RA.
            22 Armor remaining.

Pilot of Man O' War (Gargoyle) Prime #15 (Clan) "Tina Pérez" must roll 4 to avoid damage; rolls 5 : succeeds.

Man O' War (Gargoyle) Prime #15 (Clan) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 10 : succeeds.

Marauder II Darauder (F8L) must make a piloting skill check while moving in hex 0214 (running & turning on pavement).
Needs -1 [0 (Base piloting skill) - 1 (running & turning on pavement)], rolls 4 : succeeds.





Building #10256 collapses due to damage.
*** Man O' War (Gargoyle) Prime #15 (Clan) DESTROYED by Crushed under building rubble! ***
    Man O' War (Gargoyle) Prime #15 (Clan) is hit by falling debris for 0 damage.

Pilot of Man O' War (Gargoyle) Prime #14 (Clan) "Danya Sloan" must roll 4 to avoid damage; rolls 12 : succeeds.
    Skids into hex 0608.
    Man O' War (Gargoyle) Prime #14 (Clan) suffers 4 damage from the skid.
        Man O' War (Gargoyle) Prime #14 (Clan) takes 4 damage to CT (critical).
             SECTION DESTROYED,
*** Man O' War (Gargoyle) Prime #14 (Clan) DESTROYED by damage! ***

        >Man O' War (Gargoyle) Prime #14 (Clan) suffers catastrophic damage, but the autoeject system was engaged.
    
Man O' War (Gargoyle) Prime #14 (Clan) must make a piloting skill check (landing in light woods).
    Needs 12 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 4 : fails.

        Pilot of MechWarrior Danya Sloan (Clan) "Danya Sloan" takes 4 damage.            The pilot ejects safely!
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

Building #12340 in Hex 0714 is entered and has unknown basement, rolls 7: no basement.

Annihilator C (F8L) must make a piloting skill check while moving from hex 0715 to hex 0714 (moving through Light Building #12340).
Needs 0 [0 (Base piloting skill) + 0 (moving through Light Building #12340)], rolls 11 : succeeds.

Weapons fire for Daishi (Dire Wolf) 'Widowmaker' (F8L)
    Large Pulse Laser at Man O' War (Gargoyle) Prime #12 (Clan); needs 2, rolls 7 : hits  (using Left Side table) LT
        Man O' War (Gargoyle) Prime #12 (Clan) takes 10 damage to LT.
            4 Armor remaining.

    ER PPC at Man O' War (Gargoyle) Prime #12 (Clan); needs 4, rolls 8 : hits  (using Left Side table) RL
        Man O' War (Gargoyle) Prime #12 (Clan) takes 15 damage to RL.
            7 Armor remaining.

    Large Pulse Laser at Man O' War (Gargoyle) Prime #12 (Clan); needs 2, rolls 5 : hits  (using Left Side table) HD (hit aimed location)
        Man O' War (Gargoyle) Prime #12 (Clan) takes 10 damage to HD.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Man O' War (Gargoyle) Prime #12 (Clan) "Ledio Argumedo" takes 1 damage.

    ER PPC at Man O' War (Gargoyle) Prime #12 (Clan); needs 4, rolls 9 : hits  (using Left Side table) HD (hit aimed location)
        Man O' War (Gargoyle) Prime #12 (Clan) takes 15 damage to HD.
             SECTION DESTROYED,
*** Man O' War (Gargoyle) Prime #12 (Clan) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Man O' War (Gargoyle) Prime #12 (Clan) "Ledio Argumedo" is already dead, so no damage is dealt!

Building #26680 collapses due to damage.
*** Man O' War (Gargoyle) Prime #13 (Clan) DESTROYED by Crushed under building rubble! ***
    Man O' War (Gargoyle) Prime #13 (Clan) is hit by falling debris for 8 damage.
        Man O' War (Gargoyle) Prime #13 (Clan) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Man O' War (Gargoyle) Prime #13 (Clan) "Michael Tung" takes 1 damage.        Man O' War (Gargoyle) Prime #13 (Clan) takes 3 damage to RA.
            18 Armor remaining.

Building #12340 collapses due to damage.
    Annihilator C (F8L) is hit by falling debris for 1 damage.
        Annihilator C (F8L) takes 1 damage to LT.
            26 Armor remaining.

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

Physical attacks for Marauder II Darauder #3 (F8L)
    Kick (Left leg) at MechWarrior Danya Sloan (Clan); needs 3, rolls 10 : hits (using Rear table) MEN
        MechWarrior Danya Sloan (Clan) takes 2 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Danya Sloan (Clan) DESTROYED by damage! ***

Physical attacks for Daishi (Dire Wolf) 'Widowmaker' (F8L)
    Kick (Left leg) at Man O' War (Gargoyle) Prime #5 (Clan); needs -8, rolls 7 : hits LT
        Man O' War (Gargoyle) Prime #5 (Clan) takes 20 damage to LT.
            0 Armor remaining.

Physical attacks for Atlas C (F8L)
    Kick (Left leg) at Man O' War (Gargoyle) Prime #2 (Clan); needs 0, rolls 9 : hits (using Kick table) LL
        Man O' War (Gargoyle) Prime #2 (Clan) takes 20 damage to LL.
            4 Armor remaining.

Physical attacks for Annihilator C (F8L)
    Kick (Left leg) at Man O' War (Gargoyle) Prime #5 (Clan); needs -7, rolls 2 : hits LL
        Man O' War (Gargoyle) Prime #5 (Clan) takes 20 damage to LL.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on LL. Roll is 3; no effect.

Physical attacks for Marauder II Darauder (F8L)
    Kick (Left leg) at Man O' War (Gargoyle) Prime #3 (Clan); needs -4, rolls 10 : hits CT
        Man O' War (Gargoyle) Prime #3 (Clan) takes 20 damage to CT.
            5 Armor remaining.

Man O' War (Gargoyle) Prime #2 (Clan) must make 2 piloting skill roll(s) (was kicked; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) + 1 (20+ damage)); needs 5, rolls 11 : succeeds.
    Roll #2, (4 (Base piloting skill) + 1 (20+ damage) + 0 (was kicked)); needs 5, rolls 9 : succeeds.

Physical attacks for Behemoth (Stone Rhino) (F8L)
    Attempting death from above on Man O' War (Gargoyle) Prime #4 (Clan); needs -7, rolls 6 : hits.
        Defender takes 30 damage  (using Rear table).
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to RTR.
            0 Armor remaining.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to LA.
        5 damage transfers to LTR.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to CTR.
            2 Armor remaining.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to CTR.
            Armor destroyed, 22 Internal Structure remaining
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
*** Man O' War (Gargoyle) Prime #4 (Clan) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to RA.
            18 Armor remaining.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to CTR.
             17 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.
        Man O' War (Gargoyle) Prime #4 (Clan) takes 5 damage to RL.
            19 Armor remaining.

Physical attacks for Marauder II Darauder #2 (F8L)
    Kick (Left leg) at MechWarrior Lauritz Pawle (Clan); needs 6, rolls 11 : hits MEN
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Lauritz Pawle (Clan) takes 4 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Lauritz Pawle (Clan) DESTROYED by damage! ***

Winner is: TEAM #2

Clan: 0 BV remaining (from 26520 initially) 0 BV fled
F8L: 51999 BV remaining (from 59589 initially) 0 BV fled

Survivors are:
Annihilator C (F8L)
Pilot : Mycrus [0/0]
Kills : 2

Behemoth (Stone Rhino) (F8L)
Pilot : Tekadept [0/0] ( 3 hit(s) )
Kills : 1

Marauder II Darauder (F8L)
Pilot : Jimmy T [0/0]
Kills : 1

King Crab Dare (F8L)
Pilot : King Arthur IV [0/0]
Kills : 2

Daishi (Dire Wolf) 'Widowmaker' (F8L)
Pilot : Ken Oath [0/0]
Kills : 2

Marauder II Darauder #2 (F8L)
Pilot : Nonsequitor [0/0]
Kills : 1

Marauder II Darauder #3 (F8L)
Pilot : Gambit001 [0/0]
Kills : 2

Atlas C (F8L)
Pilot : Dar1ng One [0/0]
Kills : 1



Signature Picture
Last Edit: 18th Oct 2016 by Dar1ngOne
Forum » Public Forums » General Discussion
Please login or register to reply.