BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Scotty on 26 January 2011, 03:40:24

Title: The Crazy Hits Thread - Reborn!
Post by: Scotty on 26 January 2011, 03:40:24
I can't let this little gem of a topic die, can I?  Bring 'em on again!

I... don't have one at the moment, but the first post had to be made.  I'll work on getting a couple soon enough.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 27 January 2011, 13:30:57
How about some of these?
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1386.snc4/163830_493491086525_501831525_6811602_2430013_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1369.snc4/164172_493523346525_501831525_6812109_7699438_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs613.snc4/59349_433776251525_501831525_5838911_5874255_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 27 January 2011, 13:34:25
A few more...
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs074.snc6/168414_493495281525_501831525_6811635_2071010_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs759.ash1/165050_479706951525_501831525_6584877_5736962_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs059.snc6/168990_486180801525_501831525_6712385_5250599_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Shatara on 30 January 2011, 16:56:36
Toeshot! *spontaneously combusts*

"B-But....I wanted to hit it with my sword!"  :'(
Code: [Select]
Weapons fire for Banshee Kiara (Shatara)
    Gauss Rifle at Carbine ConstructionMech CON-1 (Word of Blake); needs 8, rolls 10 : hits  RL
        Carbine ConstructionMech CON-1 (Word of Blake) takes 15 damage to RL. Armor destroyed, SECTION DESTROYED,
        5 damage transfers to RT.

         Critical hit on RL. Roll is (6+4) = 10; 1 location.
            CRITICAL HIT on Upper Leg.
        Carbine ConstructionMech CON-1 (Word of Blake) takes 5 damage to RT. Armor destroyed, 6 Internal Structure remaining
         Critical hit on RT. Roll is (7+4) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine ConstructionMech CON-1 (Word of Blake) has taken 1 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Carbine ConstructionMech CON-1 (Word of Blake) DESTROYED by engine explosion! ***            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 31 January 2011, 00:04:33
Toeshot! *spontaneously combusts*

"B-But....I wanted to hit it with my sword!"  :'(
Code: [Select]
Weapons fire for Banshee Kiara (Shatara)
    Gauss Rifle at Carbine ConstructionMech CON-1 (Word of Blake); needs 8, rolls 10 : hits  RL
        Carbine ConstructionMech CON-1 (Word of Blake) takes 15 damage to RL. Armor destroyed, SECTION DESTROYED,
        5 damage transfers to RT.

         Critical hit on RL. Roll is (6+4) = 10; 1 location.
            CRITICAL HIT on Upper Leg.
        Carbine ConstructionMech CON-1 (Word of Blake) takes 5 damage to RT. Armor destroyed, 6 Internal Structure remaining
         Critical hit on RT. Roll is (7+4) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine ConstructionMech CON-1 (Word of Blake) has taken 1 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Carbine ConstructionMech CON-1 (Word of Blake) DESTROYED by engine explosion! ***            CRITICAL HIT on Standard Gyro.

More like you charlie horsed him and he exploded!  LOL
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 06 February 2011, 15:17:26
Nearing the end of the game...I was actually about to win and get some pretty decent CJF salvage when a damn Vulture pops off 4 of my Mechs like popcorn!  They were in line moving through a canyon.

Code: [Select]

Weapons fire for Vulture 'Mad Dog' Prime (cjf)
    Medium Pulse Laser at Black Hawk-KU BHKU-O (brawlers falcon); needs 6, rolls 3 : misses.

    LRM 20 at Black Hawk-KU BHKU-O (brawlers falcon); needs 6, rolls 10 :  - Direct Blow - 20 missile(s) hit (w/ +2 bonus).
        Black Hawk-KU BHKU-O (brawlers falcon) takes 5 damage to LA. 9 Armor remaining.
        Black Hawk-KU BHKU-O (brawlers falcon) takes 5 damage to CT. SECTION DESTROYED,
        Black Hawk-KU BHKU-O (brawlers falcon) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Black Hawk-KU BHKU-O (brawlers falcon) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.
       
Black Hawk-KU BHKU-O (brawlers falcon) suffers catastrophic damage, but the autoeject system was engaged.           
Black Hawk-KU BHKU-O (brawlers falcon) must make a piloting skill check (landing in clear terrain).
                Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
*** MechWarrior BOOTH (brawlers falcon) DESTROYED by deadly ejection! ***        Building #39016 absorbs 7 points of damage.
        Summoner D (brawlers falcon) is hit for 15 damage!
        Summoner D (brawlers falcon) takes 5 damage to CT. 3 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.
        Summoner D (brawlers falcon) takes 5 damage to RL. Armor destroyed, 12 Internal Structure remaining
         Critical hit on RL. Roll is 4; no effect.
        Summoner D (brawlers falcon) takes 5 damage to CT. SECTION DESTROYED,
        Summoner D (brawlers falcon) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 4.
        Engine safety systems remain in place.

*** Summoner D (brawlers falcon) DESTROYED by damage! ***
         Critical hit on CT. Roll is 3; no effect.

        Thunderbolt TDR-9SE (brawlers falcon) is hit for 7 damage!
        Thunderbolt TDR-9SE (brawlers falcon) takes 5 damage to RA. SECTION DESTROYED,
        1 damage transfers to RT.

         Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Hand.
        Thunderbolt TDR-9SE (brawlers falcon) takes 1 damage to RT. 10 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.
        Thunderbolt TDR-9SE (brawlers falcon) takes 2 damage to LT.        2 damage transfers to CT.
        Thunderbolt TDR-9SE (brawlers falcon) takes 2 damage to CT. 9 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

*** Thunderbolt TDR-9SE (brawlers falcon) DESTROYED by engine destruction! ***           
YIMRIK has abandoned Thunderbolt TDR-9SE (brawlers falcon).

        Awesome AWS-9M (brawlers falcon) is hit for 30 damage!
        Awesome AWS-9M (brawlers falcon) takes 5 damage to RL. 12 Internal Structure remaining
         Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.
        Awesome AWS-9M (brawlers falcon) takes 5 damage to RT. 5 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on ER PPC.
            CRITICAL HIT on Double Heat Sink.
        Awesome AWS-9M (brawlers falcon) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Awesome AWS-9M (brawlers falcon) "HIMDALE" takes 1 damage.       
Pilot of Awesome AWS-9M (brawlers falcon) "HIMDALE" needs a 3 to stay conscious.  Rolls 7 : successful!
        Awesome AWS-9M (brawlers falcon) takes 5 damage to CT. 12 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Awesome AWS-9M (brawlers falcon) takes 5 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        Awesome AWS-9M (brawlers falcon) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.

*** Awesome AWS-9M (brawlers falcon) DESTROYED by engine destruction! ***           
HIMDALE has abandoned Awesome AWS-9M (brawlers falcon).

         Critical hit on RT. Roll is 4; no effect.
        Awesome AWS-9M (brawlers falcon) takes 5 damage to CT. 7 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormwolf on 25 February 2011, 16:46:38
Plenty of mutual destruction:

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Mad Cat 'Timber Wolf' A (Stormwolf)
    ER PPC at Night Gyr Prime (Bot1); needs 5, rolls 7 : hits  (using Left Side table) LL
        Night Gyr Prime (Bot1) takes 15 damage to LL. Armor destroyed, 13 Internal Structure remaining
         Critical hit on LL. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Upper Leg.

    ER PPC at Night Gyr Prime (Bot1); needs 5, rolls 10 :  - Direct Blow - hits  (using Left Side table) CTR
        Night Gyr Prime (Bot1) takes 16 damage to CTR. Armor destroyed, 13 Internal Structure remaining
         Critical hit on CT. Roll is (9+4) = 13; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

    Medium Pulse Laser at Night Gyr Prime (Bot1); needs 3, rolls 6 :  - Direct Blow - hits  (using Left Side table) LA
        Night Gyr Prime (Bot1) takes 8 damage to LA. 16 Armor remaining.

    Medium Pulse Laser at Night Gyr Prime (Bot1); needs 3, rolls 7 :  - Direct Blow - hits  (using Left Side table) RL (critical)
        Night Gyr Prime (Bot1) takes 8 damage to RL (critical). Armor destroyed, 14 Internal Structure remaining
         Critical hit on RL. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Jump Jet.

         Critical hit on RL. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Foot.

    Medium Pulse Laser at Night Gyr Prime (Bot1); needs 3, rolls 9 :  - Direct Blow - hits  (using Left Side table) LL
        Night Gyr Prime (Bot1) takes 9 damage to LL. 4 Internal Structure remaining
         Critical hit on LL. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Jump Jet.

    Streak SRM 6 at Night Gyr Prime (Bot1); needs 5, rolls 9 :  - Direct Blow -  (w/ +2 bonus)6 missile(s) hit (using Left Side table).
        Night Gyr Prime (Bot1) takes 2 damage to CTR. 11 Internal Structure remaining
         Critical hit on CT. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Engine.

*** Night Gyr Prime (Bot1) DESTROYED by engine destruction! ***        Night Gyr Prime (Bot1) takes 2 damage to CTR (critical). 9 Internal Structure remaining
         Critical hit on CT. Roll is (7+1) = 8; no effect.

         Critical hit on CT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.
        Night Gyr Prime (Bot1) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.
        Night Gyr Prime (Bot1) takes 2 damage to LL. 2 Internal Structure remaining
         Critical hit on LL. Roll is (5+1) = 6; no effect.
        Night Gyr Prime (Bot1) takes 2 damage to LL (critical). SECTION DESTROYED,

         Critical hit on LL. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Jump Jet.

         Critical hit on LL. Roll is (3+1) = 4; no effect.
        Night Gyr Prime (Bot1) takes 2 damage to LL.        2 damage transfers to LT.
        Night Gyr Prime (Bot1) takes 2 damage to LT. 6 Armor remaining.
        Night Gyr Prime (Bot1) takes 2 damage to LA. 14 Armor remaining.


Weapons fire for Night Gyr Prime (Bot1)
    Ultra AC/10 at Mad Cat 'Timber Wolf' A (Stormwolf); needs 5, rolls 12 :  - Direct Blow -         Mad Cat 'Timber Wolf' A (Stormwolf) takes 12 damage to RT. Armor destroyed, 10 Internal Structure remaining
         Critical hit on RT. Roll is (9+4) = 13; 3 locations.
            CRITICAL HIT on +Streak SRM 6.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Streak SRM 6 Ammo (14).
            
*** Streak SRM 6 Ammo EXPLODES!  168 DAMAGE! ***        Mad Cat 'Timber Wolf' A (Stormwolf) takes 168 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 158 damage prevented by CASE.

         Critical hit on RT. Roll is (10+4) = 14; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +Streak SRM 6.
            Location has no more hittable critical slots.

        Pilot of Mad Cat 'Timber Wolf' A (Stormwolf) "Evander" takes 2 damage.        
Pilot of Mad Cat 'Timber Wolf' A (Stormwolf) "Evander" needs a 3 to stay conscious.  Rolls 9 : successful!
        
Pilot of Mad Cat 'Timber Wolf' A (Stormwolf) "Evander" needs a 5 to stay conscious.  Rolls 9 : successful!


    ER PPC at Mad Cat 'Timber Wolf' A (Stormwolf); needs 5, rolls 9 :  - Direct Blow - hits  LT
        Mad Cat 'Timber Wolf' A (Stormwolf) takes 16 damage to LT. 9 Armor remaining.

    ER PPC at Mad Cat 'Timber Wolf' A (Stormwolf); needs 5, rolls 6 : hits  LA
        Mad Cat 'Timber Wolf' A (Stormwolf) takes 15 damage to LA. 9 Armor remaining.

    Medium Pulse Laser at Mad Cat 'Timber Wolf' A (Stormwolf); needs 3, rolls 11 :  - Direct Blow - hits  CT (critical)
        Mad Cat 'Timber Wolf' A (Stormwolf) takes 9 damage to CT (critical). 27 Armor remaining.

         Critical hit on CT. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on Engine.

*** Mad Cat 'Timber Wolf' A (Stormwolf) DESTROYED by engine destruction! ***            CRITICAL HIT on Engine.
        Mad Cat 'Timber Wolf' A (Stormwolf) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.

        End Secondary Damage Report.

    Medium Pulse Laser at Mad Cat 'Timber Wolf' A (Stormwolf); needs 3, rolls 6 :  - Direct Blow - hits  HD
        Mad Cat 'Timber Wolf' A (Stormwolf) takes 8 damage to HD. 1 Armor remaining.

And there's this.

Code: [Select]
Victory!
-------------------

Winner is: [b]the Chicago Cubs!!![/b]

Stormwolf: 0 BV remaining (from 6850 initially) 0 BV fled
Bot1: 0 BV remaining (from 6792 initially) 0 BV fled

Graveyard contains:
Night Gyr Prime (Bot1)
Pilot : Jimi [1/1]
Kills : 1
Destroyed by Mad Cat 'Timber Wolf' A (Stormwolf)


The following utterly destroyed units are not available for salvage:
Mad Cat 'Timber Wolf' A (Stormwolf)
Pilot : Evander [1/1] ( 6 hit(s)   )
Kills : 1
Destroyed by Night Gyr Prime (Bot1)


Detailed unit status saved to entitystatus.txt

Damm you Chicago Cubs!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Vykromod on 25 February 2011, 16:57:20
Ah, man, I wish I'd remembered this thread two weeks back.

We had a Shadow Hawk launch a charge attack on an Awesome (I still don't know why my opponent thought this was wise). The Awesome took it kind of like you'd expect an assault 'mech to take it; some damage, but still standing. The Shadow Hawk, on the other hand, took the attacker damage to the head.

Which had already been hit.

It's the mental image that does it. The bold pilot puts his 'mech's head down and charges... flattening it against a massive steel leviathan that laughs it off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Snake Eyes on 25 February 2011, 17:54:47
How about some of these?
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1386.snc4/163830_493491086525_501831525_6811602_2430013_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1369.snc4/164172_493523346525_501831525_6812109_7699438_n.jpg)

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs613.snc4/59349_433776251525_501831525_5838911_5874255_n.jpg)

 :o :o 985 damage from ammo explosion!!!!!.............well at least you had CASE, but still, sheesh
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 03 March 2011, 00:26:58
My Highlander had AP ammo for its AC/10.  Boy this Grand Titan was toasty!

Code: [Select]
Weapons fire for Highlander HGN-733 (NEALE)
    Autocannon/10 at Grand Titan T-IT-N10M (Bot1); needs 4, rolls 8 :  - Direct Blow - hits  RT
        Grand Titan T-IT-N10M (Bot1) takes 11 damage to RT. 20 Armor remaining.

         Critical hit on RT. Roll is (12+2) = 14; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +SRM 6.
            CRITICAL HIT on Engine.


...  Then I followed up with a Highlander Burial :)

Code: [Select]
Physical attacks for Highlander HGN-733 (NEALE)
    Attempting death from above on Grand Titan T-IT-N10M (Bot1); needs 5, rolls 6 : hits.
    Grand Titan T-IT-N10M (Bot1) is displaced into hex 1117.

    Defender takes 27 damage  (using Punch table).        Grand Titan T-IT-N10M (Bot1) takes 5 damage to LT. 11 Internal Structure remaining
         Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on Engine.

*** Grand Titan T-IT-N10M (Bot1) DESTROYED by engine destruction! ***        Grand Titan T-IT-N10M (Bot1) takes 5 damage to RT. 1 Armor remaining.
        Grand Titan T-IT-N10M (Bot1) takes 5 damage to LA. 20 Armor remaining.
        Grand Titan T-IT-N10M (Bot1) takes 5 damage to RA. 13 Armor remaining.
        Grand Titan T-IT-N10M (Bot1) takes 5 damage to CT. 33 Armor remaining.
        Grand Titan T-IT-N10M (Bot1) takes 2 damage to HD. 7 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 10 March 2011, 20:18:05
Took a King Crab modified with Gauss Rifles out for a spin today. Headshotted two different mechs.

Round 4
Weapons fire for King Crab KNG-CB1 (Andras)
    Gauss Rifle at Stalker STK-8560 (Bot1); needs 6, rolls 2 : misses.

    Gauss Rifle at Stalker STK-8560 (Bot1); needs 6, rolls 7 : hits  (using Rear table) HD
        Stalker STK-8560 (Bot1) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Stalker STK-8560 (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 4; no effect.


    ER Large Laser at Stalker STK-8560 (Bot1); needs 6, rolls 5 : misses.

    ER Large Laser at Stalker STK-8560 (Bot1); needs 6, rolls 5 : misses.


Round 8
Weapons fire for King Crab KNG-CB1 (Andras)
    Gauss Rifle at BattleMaster BLR-TD-TF (Bot1); needs 5, rolls 6 : hits  HD
        BattleMaster BLR-TD-TF (Bot1) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,

*** BattleMaster BLR-TD-TF (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.

 
In Round 9, I blew up 2 slots of ammo, and then the pilot died when the mech fell over and the pilot died on impact from too much pilot damage.
Weapons fire for Turbo Swayback SWB-TRB2 (Andras)
    Heavy PPC at Kintaro KTO-K (Bot1); needs 7, rolls 12 : hits  (using Left Side table) RA
        Kintaro KTO-K (Bot1) takes 15 damage to RA. Armor destroyed, 4 Internal Structure remaining
         Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on +ER Medium Laser.

    Streak SRM 4 at Kintaro KTO-K (Bot1); needs 6, rolls 6 : 4 missile(s) hit (using Left Side table).

        Kintaro KTO-K (Bot1) takes 2 damage to LL. 21 Armor remaining.

        Kintaro KTO-K (Bot1) takes 2 damage to LT. 8 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Streak SRM 6 Ammo (13).
            
*** Streak SRM 6 Ammo EXPLODES!  156 DAMAGE! ***        Kintaro KTO-K (Bot1) takes 156 damage to LT. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            remaining 148 damage prevented by CASE.

         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Streak SRM 6 Ammo (15).
            
*** Streak SRM 6 Ammo EXPLODES!  180 DAMAGE! ***        Kintaro KTO-K (Bot1) takes 180 damage to LT.            remaining 180 damage prevented by CASE.

        Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" takes 2 damage.        
Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" needs a 5 to stay conscious.  Rolls 10 : successful!
        
Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" needs a 7 to stay conscious.  Rolls 7 : successful!


        Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" takes 2 damage.        
Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" needs a 10 to stay conscious.  Rolls 10 : successful!
        
Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" needs a 11 to stay conscious.  Rolls 5 : blacks out.
...
Kintaro KTO-K (Bot1) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Kintaro KTO-K (Bot1) falls on its right side, suffering 6 damage.
        Kintaro KTO-K (Bot1) takes 5 damage to RL. 18 Armor remaining.
        Kintaro KTO-K (Bot1) takes 1 damage to RA. 3 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.
    
Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" cannot avoid damage.
        Pilot of Kintaro KTO-K (Bot1) "Mehtap Chen" takes 1 damage.
*** Kintaro KTO-K (Bot1) DESTROYED by pilot death! ***



Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 11 April 2011, 04:35:16
First round of combat...


Weapons fire for Jupiter (Rickosaur)
    ER PPC at Osiris OSR-3D (BobBattleBot); needs 7, rolls 6 : misses.

    ER PPC at Osiris OSR-3D (BobBattleBot); needs 7, rolls 11 : hits  RT
        Osiris OSR-3D (BobBattleBot) takes 15 damage to RT. Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.

*** Osiris OSR-3D (BobBattleBot) DESTROYED by engine destruction! ***
         Critical hit on RT. Roll is 4; no effect.


Second round of combat...


Weapons fire for Jupiter (Rickosaur)
    ER PPC at Mjolnir MLR-B2 (BobBattleBot); needs 7, rolls 2 : misses.

    ER PPC at Mjolnir MLR-B2 (BobBattleBot); needs 7, rolls 7 : hits  CT
        Mjolnir MLR-B2 (BobBattleBot) takes 15 damage to CT. Armor destroyed, 4 Internal Structure remaining
         Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


Third....


Weapons fire for Jupiter (Rickosaur)
    ER PPC at Mjolnir MLR-B2 (BobBattleBot); needs 7, rolls 11 : hits  RT
        Mjolnir MLR-B2 (BobBattleBot) takes 15 damage to RT. Armor destroyed, 1 Internal Structure remaining
         Critical hit on RT. Roll is 4; no effect.

    ER PPC at Mjolnir MLR-B2 (BobBattleBot); needs 7, rolls 8 : hits  RT
        Mjolnir MLR-B2 (BobBattleBot) takes 15 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        14 damage transfers to CT.

         Critical hit on RT. Roll is 6; no effect.
        Mjolnir MLR-B2 (BobBattleBot) takes 14 damage to CT. SECTION DESTROYED,

*** Mjolnir MLR-B2 (BobBattleBot) DESTROYED by damage! ***
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 12 April 2011, 15:29:27
posted the first two in the other "Crazy shot files (http://www.classicbattletech.com/forums/index.php/topic,3426.0.html)" thread, but here's Trevor's 3rd head smash:


Quote
Physical attacks for Banshee BNC-3E (Downslide)
    Punch (Left Arm) at Warhammer WHM-6R (Rebel Lance 1); needs 5, rolls 12 :  - Direct Blow - hits (using Rear Punch table) HD
        Warhammer WHM-6R (Rebel Lance 1) takes 12 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Warhammer WHM-6R (Rebel Lance 1) DESTROYED by damage! ***
        Pilot of Warhammer WHM-6R (Rebel Lance 1) "Guadalupe bin Nasim" takes 5 damage.       
Pilot of Warhammer WHM-6R (Rebel Lance 1) "Guadalupe bin Nasim" needs a 3 to stay conscious.  Rolls 4 : successful!
       
Pilot of Warhammer WHM-6R (Rebel Lance 1) "Guadalupe bin Nasim" needs a 5 to stay conscious.  Rolls 10 : successful!
       
Pilot of Warhammer WHM-6R (Rebel Lance 1) "Guadalupe bin Nasim" needs a 7 to stay conscious.  Rolls 3 : blacks out.
       
Warhammer WHM-6R (Rebel Lance 1) suffers catastrophic damage, but the autoeject system was engaged.           
Warhammer WHM-6R (Rebel Lance 1) must make a piloting skill check (landing in clear terrain).
                Needs 9 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 4 : fails.
        Pilot of MechWarrior Guadalupe bin Nasim (Rebel Lance 1) "Guadalupe bin Nasim" takes 2 damage.
*** MechWarrior Guadalupe bin Nasim (Rebel Lance 1) DESTROYED by pilot death! ***
         Critical hit on HD. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Sensors.


EDIT:

Same Battle, 5 rounds later, One- Two Punch!:

Quote
Physical attacks for Banshee BNC-3E (Downslide)
    Punch (Left Arm) at Quickdraw QKD-4H (Rebel Lance 1); needs 8, rolls 11 :  - Direct Blow - hits (using Punch table) HD
        Quickdraw QKD-4H (Rebel Lance 1) takes 11 damage to HD. Armor destroyed, 1 Internal Structure remaining
         Critical hit on HD. Roll is (6+1) = 7; no effect.

        Pilot of Quickdraw QKD-4H (Rebel Lance 1) "Harvey Outlaw" takes 1 damage.        
Pilot of Quickdraw QKD-4H (Rebel Lance 1) "Harvey Outlaw" needs a 3 to stay conscious.  Rolls 2 : blacks out.

    Punch (Right Arm) at Quickdraw QKD-4H (Rebel Lance 1); needs 8, rolls 9 : hits (using Punch table) HD
        Quickdraw QKD-4H (Rebel Lance 1) takes 10 damage to HD. SECTION DESTROYED,

*** Quickdraw QKD-4H (Rebel Lance 1) DESTROYED by damage! ***
        Pilot of Quickdraw QKD-4H (Rebel Lance 1) "Harvey Outlaw" takes 4 damage.        
Quickdraw QKD-4H (Rebel Lance 1) suffers catastrophic damage, but the autoeject system was engaged.            
Quickdraw QKD-4H (Rebel Lance 1) must make a piloting skill check (landing off the board).
                Needs 9 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing off the board)], rolls 3 : fails.
        Pilot of MechWarrior Harvey Outlaw (Rebel Lance 1) "Harvey Outlaw" takes 3 damage.
*** MechWarrior Harvey Outlaw (Rebel Lance 1) DESTROYED by pilot death! ***
         Critical hit on HD. Roll is 5; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 17 April 2011, 10:47:52
AC/2 with nuclear ammo?
Code: [Select]
Autocannon/2 at Hoplite C (Bot1); needs 6, rolls 8 : hits  RT
        Hoplite C (Bot1) takes 2 damage to RT. 5 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.            CRITICAL HIT on LRM 15 Ammo (8).            
*** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***        Hoplite C (Bot1) takes 120 damage to RT. SECTION DESTROYED,LIMB BLOWN OFF Right Arm blown off.
            remaining 115 damage prevented by CASE.

         Critical hit on RT. Roll is 10; 2 locations.            CRITICAL HIT on Double Heat Sink.            CRITICAL HIT on Ultra AC/10 Ammo (5).            
*** Ultra AC/10 Ammo EXPLODES!  50 DAMAGE! ***        Hoplite C (Bot1) takes 50 damage to RT.            remaining 50 damage prevented by CASE.

        Pilot of Hoplite C (Bot1) "Unnamed" takes 2 damage.        
Pilot of Hoplite C (Bot1) "Unnamed" needs a 3 to stay conscious.  Rolls 6 : successful!
        
Pilot of Hoplite C (Bot1) "Unnamed" needs a 5 to stay conscious.  Rolls 9 : successful!


        Pilot of Hoplite C (Bot1) "Unnamed" takes 2 damage.        
Pilot of Hoplite C (Bot1) "Unnamed" needs a 7 to stay conscious.  Rolls 7 : successful!
        
Pilot of Hoplite C (Bot1) "Unnamed" needs a 10 to stay conscious.  Rolls 10 : successful!

            CRITICAL HIT on Ultra AC/10 Ammo (10).            
*** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***        Hoplite C (Bot1) takes 100 damage to RT.            remaining 100 damage prevented by CASE.

        Pilot of Hoplite C (Bot1) "Unnamed" takes 2 damage.
*** Hoplite C (Bot1) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 19 April 2011, 06:30:55
"But I need to keep my heat up" said the player of the TSM equipped Vindicator. And there was a bailed out mechwarrior in front of her...


Weapons fire for Vindicator VND-5L (kitteh)
    Medium Pulse Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 4 : misses.

    Medium Pulse Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 2 : misses.

    ER Medium Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 4 : misses.

    ER Medium Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 3 : misses.


He is the luckiest man alive. And has the brownest trousers of any man ever.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 19 April 2011, 06:43:40
"But I need to keep my heat up" said the player of the TSM equipped Vindicator. And there was a bailed out mechwarrior in front of her...


Weapons fire for Vindicator VND-5L (kitteh)
    Medium Pulse Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 4 : misses.

    Medium Pulse Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 2 : misses.

    ER Medium Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 4 : misses.

    ER Medium Laser at MechWarrior Jojo Wolf (Rickosaur); needs 9, rolls 3 : misses.


He is the luckiest man alive. And has the brownest trousers of any man ever.

Oh god, that is hilarious!  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Prillotashekta on 08 May 2011, 18:04:17
Not really one for the Crazy Shot Files, but seemed more appropriate to stick this here than start a whole new thread.
More of a "crazy amount of damage files" entry

Why one should never, ever cluster one's entire lance around a bunch of highly explosive fuel tanks:

*edit*
Gaaah!  Can't get the formatting working

I'm attaching the whole round of fire as TXT file.

Short version:
P-hawk nails a fuel tank. tank explodes, setting off its neighbors. Three pristine mechs go up in smoke.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 15 May 2011, 11:35:49
Not quite a lucky shot...  During the jihad, a naval engagement between Jade Falcon and the WoB during my ongoing campaign.  The WoB have the upper hand; fighter numerical superiority, a slight weight advantage in capital ships from their flagship Swift Justice and also 6 pocket warships against 2 carrier dropships, a captured achilles, and union-c.  Then, a lucky missile shot on the Excalibur hits the avionics the round before...

Movement Phase
-------------------
Possible collision between Excalibur 'Pocket Warship' (WoB) and Aegis Heavy Cruiser (2582) (WoB)!
        Aegis Heavy Cruiser (2582) (WoB) attempts to avoid the collision. Needs 5, rolls 4: cannot avoid collision.
    Attacker takes 150000 damage.
*** Excalibur 'Pocket Warship' (WoB) DESTROYED by by massive ramming damage! ***
    Defender takes 320 damage  (using Left Side table).
*** Aegis Heavy Cruiser (2582) (WoB) DESTROYED by by massive ramming damage! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rael on 05 June 2011, 22:28:20
Heat phase craziness:

Quote
Crossbow Prime ID:3 (CSV Beta Newt Trinary) gains 5 heat, sinks 5 heat and is now at 0 heat.
Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) gains 11 heat, sinks 14 heat and is now at 0 heat.
Grizzly ID:7 (Clan Snow Raven) gains 11 heat, sinks 11 heat and is now at 0 heat.
Flashman FLS-8K ID:8 (Clan Snow Raven) gains 51 heat, sinks 30 heat and is now at 32 heat.
Flashman FLS-8K ID:8 (Clan Snow Raven) needs a 7+ to avoid shutdown, rolls 4 : shuts down.

Flashman FLS-8K ID:8 (Clan Snow Raven) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (reactor shutdown)); needs 7, rolls 6 : falls.
    Flashman FLS-8K ID:8 (Clan Snow Raven) falls on its front, suffering 8 damage.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to RL. 21 Armor remaining.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 3 damage to CT. 18 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.

Pilot of Flashman FLS-8K ID:8 (Clan Snow Raven) "Javier" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Flashman FLS-8K ID:8 (Clan Snow Raven) "Javier" takes 1 damage.       
Pilot of Flashman FLS-8K ID:8 (Clan Snow Raven) "Javier" needs a 3 to stay conscious.  Rolls 8 : successful!

Flashman FLS-8K ID:8 (Clan Snow Raven) needs a 8+ to avoid ammo explosion, rolls 2 : fails to avoid explosion.
           
*** AMS Ammo EXPLODES!  18 DAMAGE! ***       
Flashman FLS-8K ID:8 (Clan Snow Raven) suffers catastrophic damage, but the autoeject system was engaged.           
Flashman FLS-8K ID:8 (Clan Snow Raven) must make a piloting skill check (landing in clear terrain).
                Needs 8 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : fails.
        Pilot of MechWarrior Javier ID:12 (Clan Snow Raven) "Javier" takes 2 damage.                   
The pilot ejects safely!

*** Flashman FLS-8K ID:8 (Clan Snow Raven) DESTROYED by ejection! ***        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 18 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.

         Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on AMS.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +Medium Laser.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 2 damage to CT. 16 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Flashman FLS-8K ID:8 (Clan Snow Raven) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) is hit for 37 damage!
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to CTR. 1 Internal Structure remaining
         Critical hit on CT. Roll is 2; no effect.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to RTR. 0 Armor remaining.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to CTR. SECTION DESTROYED,

*** Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) DESTROYED by damage! ***
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to RA. 1 Internal Structure remaining
         Critical hit on RA. Roll is 6; no effect.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to RA. SECTION DESTROYED,
        4 damage transfers to RTR.

         Critical hit on RA. Roll is 7; no effect.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 4 damage to RTR. SECTION DESTROYED,
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Flashman FLS-8K ID:8 (Clan Snow Raven) is hit for 33 damage!
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to RL. 16 Armor remaining.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to LA. 7 Armor remaining.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to HD. 4 Armor remaining.

        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to LT. 2 Internal Structure remaining
         Critical hit on LT. Roll is 4; no effect.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to RT.        5 damage transfers to CT.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to CT.        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to RT.        5 damage transfers to CT.
        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 5 damage to CT.        Flashman FLS-8K ID:8 (Clan Snow Raven) takes 3 damage to LL. 14 Armor remaining.

        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) is hit for 33 damage!
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to LA. 10 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to CT. 16 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to CT. 11 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to LA. 5 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to LA. 0 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to CT. 6 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 3 damage to HD (critical). 6 Armor remaining.

         Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.


*** Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) DESTROYED by pilot death! ***


        End Secondary Damage Report.
        2 damage transfers to CTR.

         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Heavy Medium Laser.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 2 damage to CTR.        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to CTR.        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 5 damage to LTR. 0 Armor remaining.
        Goshawk (Vapor Eagle) 3 ID:6 (CSV Beta Newt Trinary) takes 2 damage to LL. 0 Armor remaining.

        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) is hit for 37 damage!
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to RT. 5 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to HD. 1 Armor remaining.

        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to CT. 1 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to RT. 0 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to RT. 12 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to RT. 7 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Targeting Computer.
            CRITICAL HIT on Jump Jet.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 5 damage to RL. 21 Armor remaining.
        Phoenix Hawk IIC 3 ID:10 (Clan Snow Raven) takes 2 damage to LA. 11 Internal Structure remaining
         Critical hit on LA. Roll is 2; no effect.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Scotty on 06 June 2011, 01:41:59
Soooo... detonating Flashman ammo sets of a Stackpole, which cores a Goshawk, which then stackpoles, and that explosion TACs the cockpit?

Unlucky bastard.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 06 June 2011, 12:57:55
Not quite a lucky shot...  During the jihad, a naval engagement between Jade Falcon and the WoB during my ongoing campaign.  The WoB have the upper hand; fighter numerical superiority, a slight weight advantage in capital ships from their flagship Swift Justice and also 6 pocket warships against 2 carrier dropships, a captured achilles, and union-c.  Then, a lucky missile shot on the Excalibur hits the avionics the round before...

Movement Phase
-------------------
Possible collision between Excalibur 'Pocket Warship' (WoB) and Aegis Heavy Cruiser (2582) (WoB)!
        Aegis Heavy Cruiser (2582) (WoB) attempts to avoid the collision. Needs 5, rolls 4: cannot avoid collision.
    Attacker takes 150000 damage.
*** Excalibur 'Pocket Warship' (WoB) DESTROYED by by massive ramming damage! ***
    Defender takes 320 damage  (using Left Side table).
*** Aegis Heavy Cruiser (2582) (WoB) DESTROYED by by massive ramming damage! ***

Truly 'epic'! ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: The Welsh Guard on 10 June 2011, 08:16:21
So taking a hit to the avionics makes your ships use Davion tatics..... I like that.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 16 June 2011, 10:12:18
So taking a hit to the avionics makes your ships use Davion tatics..... I like that.

So... basically, all Davion ships have poor quality avionics, not poor quality captains/admirals?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 20 June 2011, 02:25:58
The year is 2990.
Contract: FWL has hired the nascent merc group "Southern Cross Brigade" for diversionary raids against Capellan interests on Procyon, in preparation for a land grab.  The Brigade's command lance became separated from the others by a DropShip malfunction and were quickly set upon by a company of Liaoist 'Mechs.
--
The Hunchback's sensors picked up hostile sensors sweeps, and revealed to Sao-wei Lennox that the lance consisted of a Locust, Wasp, Scorpion and Banshee.  Easy pickings for his unit.  But the behemoth he saw, while somewhat resembling a Banshee, was something else.  Proving far more resilient and with frightening jump capability, but slower, this shrugged off numerous attacks and even Kleijwegt's Hunchback's bus-thrower.

Then Christine Legrand's Stinger disappeared in a cloud of SRM and laser blasts, a grotesque display more suited to Solaris VII than the battlefield.  Legrand herself landed atop the beast; and Cathie Waliyullah knew she had to risk everything, even her precious and rarer than rare Falcon, to try to save her lancemate.

Cathie succeeded, driving the assault into the thickest part of the forest where Legrand could jump off onto a tall tree.  But nothing prepared her for what was to follow:

Quote
Physical attacks for Banisher BNS-7Y (Southern Cross Brigade)
    Kick (Left leg) at Falcon FLC-4N (Liao Light Lance); needs 6, rolls 9 : hits (using Rear Kick table) RL
        Falcon FLC-4N (Liao Light Lance) takes 20 damage to RL. Armor destroyed, SECTION DESTROYED,
        12 damage transfers to RTR.

         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Foot.
        Falcon FLC-4N (Liao Light Lance) takes 12 damage to RTR. Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CTR.

         Critical hit on RT. Roll is 6; no effect.
        Falcon FLC-4N (Liao Light Lance) takes 3 damage to CTR. 0 Armor remaining.

Falcon FLC-4N (Liao Light Lance) must make 5 piloting skill roll(s) (leg destroyed; hip actuator hit; leg/foot actuator hit; was kicked; 20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Falcon FLC-4N (Liao Light Lance) falls on its front, suffering 3 damage.
        Falcon FLC-4N (Liao Light Lance) takes 3 damage to RT.        3 damage transfers to CT.
        Falcon FLC-4N (Liao Light Lance) takes 3 damage to CT. 9 Armor remaining.

Pilot of Falcon FLC-4N (Liao Light Lance) "Cathie Walliyullah" must roll 15 to avoid damage; rolls 7 : fails.
        Pilot of Falcon FLC-4N (Liao Light Lance) "Cathie Walliyullah" takes 1 damage.        
Pilot of Falcon FLC-4N (Liao Light Lance) "Cathie Walliyullah" needs a 3 to stay conscious.  Rolls 3 : successful!

Almost pulled off a Vader-maker, but that other leg just didn't go.

(I wish I'd grabbed another log, which had an Awesome knock down an enemy with point-blank PPCs and then stomp (kick) the prone opponent's head in the same turn.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 23 June 2011, 11:56:16
A bit of random silliness:

Quote
Weapon Attack Phase
-------------------
Draken X-61 (Host) needs a 7 for Ghost Targets, rolls a 5: No ghost targets.


Weapons fire for Grasshopper GHR-5H (Bot1)
    Medium Laser at Draken X-61 (Host); needs 6, rolls 5 : misses.



Weapons fire for Draken X-61 (Host)
    MRM 20 at Grasshopper GHR-5H (Bot1); needs 7, rolls 8 : 20 missile(s) hit (using Left Side table) (w/ -1 malus).

        Grasshopper GHR-5H (Bot1) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Grasshopper GHR-5H (Bot1) "Miroslaw Yan" takes 1 damage.       
Pilot of Grasshopper GHR-5H (Bot1) "Miroslaw Yan" needs a 3 to stay conscious.  Rolls 7 : successful!

        Grasshopper GHR-5H (Bot1) takes 5 damage to LL. 13 Armor remaining.

        Grasshopper GHR-5H (Bot1) takes 5 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 4; no effect.

        Pilot of Grasshopper GHR-5H (Bot1) "Miroslaw Yan" takes 1 damage.       
Pilot of Grasshopper GHR-5H (Bot1) "Miroslaw Yan" needs a 5 to stay conscious.  Rolls 8 : successful!

        Grasshopper GHR-5H (Bot1) takes 5 damage to HD. SECTION DESTROYED,

*** Grasshopper GHR-5H (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.


    Medium Laser at Grasshopper GHR-5H (Bot1); needs 7, rolls 12 : hits  (using Left Side table) CT
        Grasshopper GHR-5H (Bot1) takes 5 damage to CT. 25 Armor remaining.

    Small Pulse Laser at Grasshopper GHR-5H (Bot1); needs 7, rolls 7 : hits  (using Left Side table) LL
        Grasshopper GHR-5H (Bot1) takes 3 damage to LL. 10 Armor remaining.

    Streak SRM 6 at Grasshopper GHR-5H (Bot1); needs 7, rolls 5 : fails to achieve lock.

That's right, an MRM headcap. Look, ma, no Gauss rifle! ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Demos on 23 June 2011, 12:21:27
 [applause]
IMHO it's even more good luck to hit with all MRM, slaved to an Apollo!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 28 June 2011, 09:16:50
Scenario: Chase (attacker.)
Friendly unit: Southern Cross Brigade Command Lance.  Banisher (almost unrecognisably customised Banshee, piloted by a melee specialist,) Scorpion, Locust, Wasp.
Opfor: Liao Plague Storm, a reinforced company of light 'Mechs led by a Vulcan.  Includes seven UrbanMechs.  The fates of our beloved Urbies are as follows:

1.  From intact to legged in one volley:
Quote
PPC at UrbanMech UM-R60L (Liao Plague Storm); needs 6, rolls 11 : hits  LL
        UrbanMech UM-R60L (Liao Plague Storm) takes 10 damage to LL. Armor destroyed, 5 Internal Structure remaining
         Critical hit on LL. Roll is 5; no effect.

    Medium Laser at UrbanMech UM-R60L (Liao Plague Storm); needs 8, rolls 10 : hits  LL
        UrbanMech UM-R60L (Liao Plague Storm) takes 5 damage to LL. SECTION DESTROYED,

2.  From intact to legged in one volley:
Quote
PPC at UrbanMech UM-R60 #5 (Liao Plague Storm); needs 8, rolls 10 : hits  (using Left Side table) LL
        UrbanMech UM-R60 #5 (Liao Plague Storm) takes 10 damage to LL. 2 Armor remaining.

    PPC at UrbanMech UM-R60 #5 (Liao Plague Storm); needs 8, rolls 10 : hits  (using Left Side table) LL
        UrbanMech UM-R60 #5 (Liao Plague Storm) takes 10 damage to LL. Armor destroyed, SECTION DESTROYED,
        1 damage transfers to LT.

3.  Legged by a kick:
Quote
Kick (Left leg) at UrbanMech UM-R60 #2 (Liao Plague Storm); needs 1, rolls 7 : hits (using Kick table) RL
        UrbanMech UM-R60 #2 (Liao Plague Storm) takes 20 damage to RL. Armor destroyed, SECTION DESTROYED,
        11 damage transfers to RT.

4.  Both arms ripped off in one turn:
Quote
  Punch (Left Arm) at UrbanMech UM-R60 #6 (Liao Plague Storm); needs 6, rolls 7 : hits (using Punch table) RA
        UrbanMech UM-R60 #6 (Liao Plague Storm) takes 11 damage to RA. Armor destroyed, SECTION DESTROYED,
        4 damage transfers to RT.

         Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on AC/10.
        UrbanMech UM-R60 #6 (Liao Plague Storm) takes 4 damage to RT. 4 Armor remaining.

    Punch (Right Arm) at UrbanMech UM-R60 #6 (Liao Plague Storm); needs 6, rolls 8 : hits (using Punch table) LA
        UrbanMech UM-R60 #6 (Liao Plague Storm) takes 11 damage to LA. Armor destroyed, SECTION DESTROYED,
        1 damage transfers to LT.

         Critical hit on LA. Roll is 5; no effect.
        UrbanMech UM-R60 #6 (Liao Plague Storm) takes 1 damage to LT. 2 Armor remaining.

5.  Anni-wait, what?
Quote
  AC/10 at Banisher BNS-7Y (Southern Cross Brigade); needs 11, rolls 12: hits: HD
        Banisher BNS-7Y (Southern Cross Brigade) takes 10 damage to HD. Armor destroyed, SECTION DESTROYED,
       *** Banisher BNS-7Y (Southern Cross Brigade) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.

A Javelin had softened up the head with an SRM shot before this.

THREE shall be the number of UrbanMechs thou shalt face... FIVE IS RIGHT OUT!!  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Demos on 30 June 2011, 14:26:47
The deadly iNARC!  :-[

Quote
Physical Attack Phase
-------------------
Searchlight declared but not possible.

Physical attacks for Raijin RJN101-C (Bot1)
    Punch (Left Arm) at Falconer FLC-8R (Demos); needs 12, rolls 11 : misses.

Physical attacks for Falconer FLC-8R (Demos)
    Kick (Left leg) at Raijin RJN101-C (Bot1); needs 8, rolls 9 : hits (using Rear Kick table) RL
        Raijin RJN101-C (Bot1) takes 15 damage to RL. 1 Armor remaining.


Physical attacks for Penetrator PTR-4D (Demos)
    Brush Off Homing iNarc pod from Team #2 with Left Arm; needs 10, rolls 9 : misses.
Penetrator PTR-4D (Demos) punches itself in the HD         Penetrator PTR-4D (Demos) takes 8 damage to HD. 1 Armor remaining.

        Pilot of Penetrator PTR-4D (Demos) "Howard Horujev" takes 1 damage.       
Pilot of Penetrator PTR-4D (Demos) "Howard Horujev" needs a 3 to stay conscious.  Rolls 5 : successful!

    Brush Off Homing iNarc pod from Team #2 with Right Arm; needs 10, rolls 7 : misses.
Penetrator PTR-4D (Demos) punches itself in the HD         Penetrator PTR-4D (Demos) takes 8 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Penetrator PTR-4D (Demos) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.



Raijin RJN101-C (Bot1) must make 1 piloting skill roll(s) (was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked)); needs 5, rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlazingSky on 30 June 2011, 14:33:36
I didn't get this one in MM, but rather on the table top. A custom jagermech with 6 LAC/5s and enough quirks to be illegal unloaded all 6 shots with 3's to hit and wiffed every. single. shot. With flak no less! [tickedoff]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stahlseele on 02 July 2011, 15:15:08
Physical attacks for Javelin JVN-10F "Fire Javelin" (Trickshot)
    Kick (Left leg) at Javelin JVN-10F "Fire Javelin" (Trickshot), but the kick is impossible (impossible).


Wait . . what? @.@

Same Game, one Round later:

Physical attacks for Stinger STG-3G (Nighthawk)
    Thrash at MechWarrior Charity Cho; hits automatically, and deals 7 points of damage in 5 point clusters.
hits MEN        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Charity Cho (Nekeschwein) takes 10 damage to MEN. PLATOON KILLED,

*** MechWarrior Charity Cho (Nekeschwein) DESTROYED by damage! ***
hits MEN        MechWarrior Charity Cho (Nekeschwein) takes 2 damage to MEN.
Stinger STG-3G (Nighthawk) must make a piloting skill check (thrashing at infantry).
Needs 10 [5 (Base piloting skill) + 5 (Right Leg destroyed) + 0 (thrashing at infantry)], rolls 6 : fails.
    Stinger STG-3G (Nighthawk) falls on its left side, suffering 2 damage.
        Stinger STG-3G (Nighthawk) takes 2 damage to CT. 2 Armor remaining.

Pilot of Stinger STG-3G (Nighthawk) "Lance Sergeant Seong-Shin Kim" must roll 10 to avoid damage; rolls 6 : fails.
        Pilot of Stinger STG-3G (Nighthawk) "Lance Sergeant Seong-Shin Kim" takes 1 damage.        
Pilot of Stinger STG-3G (Nighthawk) "Lance Sergeant Seong-Shin Kim" needs a 10 to stay conscious.  Rolls 5 : blacks out.

So it cost my Pilot his life, but he kicked the stinger in the head and made the other pilot black out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Makinus on 02 July 2011, 19:47:42
Didi not get the log file but, in a Free-For-All where i had 8 mechs from lights to heavies, agains a full company (12 mechs) of pirates and a full company of Lyrans (12 Units)... Lyrans at North, Pirates at South and my force at Center (3x3 map) i decided to tackle the Pirates first as they were all Greens while the Lyrans were Regulars... moved my long-range mechs to a hill and the brawlers towards the enemy pirates... 3rd of 4th turn, no shots fired yet.... 2 pirate TBT-5N both target my ARC-2J-UK with LRMs... (each has 2 LRM15)... all of the 4 shots hit in a 11+ and 10+ roll... 2 of the shots manage to hit the Archer head, critting and headcapping the archer.... that until that moment had not received any damage.....

Managed to defeat the pirates (except for a STK-3F that was too far away), but ended losing to the Lyrans... only 3 of my units left the field... if my Archer had not been headcapped in that crazy shot i was sure that i could have won, as i only needed to destroy one more Lyran unit to achieve victory conditions when the bot managed to achieve its victory conditions...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 03 July 2011, 09:43:34
He didn't need those actuators anyway.

Weapons fire for Wolverine WVR-6R (Random)
    SRM 6 at JagerMech JM6-S (Laio); needs 8, rolls 10 : 6 missile(s) hit (using Rear table).
        JagerMech JM6-S (Laio) takes 2 damage to LTR. 1 Armor remaining.
        JagerMech JM6-S (Laio) takes 2 damage to LL. Armor destroyed, 14 Internal Structure remaining
         Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.
        JagerMech JM6-S (Laio) takes 2 damage to LL (critical). 12 Internal Structure remaining
         Critical hit on LL. Roll is 6; no effect.

         Critical hit on LL. Roll is 5; no effect.
        JagerMech JM6-S (Laio) takes 2 damage to LL. 10 Internal Structure remaining
         Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.
        JagerMech JM6-S (Laio) takes 2 damage to LL. 8 Internal Structure remaining
         Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.
        JagerMech JM6-S (Laio) takes 2 damage to LL. 6 Internal Structure remaining
         Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Lower Leg.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stahlseele on 03 July 2011, 16:48:45
Well, the Hip-hit negates all other modifiers anyway . .
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 03 July 2011, 18:02:24
Well, the Hip-hit negates all other modifiers anyway . .

Maybe. Using the TacOps (nee MaxTech) leg damage rule is an option, after all. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 04 July 2011, 18:53:12
Not a crazy hits; but just finished a scenario in which an enemy Ostroc decided to stand up one last time.  There wasn't much left of it to begin with.  One last flurry of attacks, and Entity Status will tell the rest of the story.  NOT, by the way, an ammo explosion.

Code: [Select]
Model: Ostroc - OSR-2C
Pilot: Anna Horne (3/5)
--- Armor: 0/144-------------------------------------------
--- Internal: 12/99----------------------------------------
         FRONT                REAR                INTERNAL
         (xx)                 (**)                  (xx)
      /xx|xx|xx\           /xx|xx|xx\            /xx|xx|xx\
     (xx/ || \xx)         (   |  |   )          (xx/ || \xx)
       /  /\  \               /  \                /  /\  \
      (xx/  \xx)             /    \              (xx/  \12)

-------------------------------------------------------------

Does this REALLY still count for 2% value for salvage?  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 08 July 2011, 01:33:43
Not a crazy hits; but just finished a scenario in which an enemy Ostroc decided to stand up one last time.  There wasn't much left of it to begin with.  One last flurry of attacks, and Entity Status will tell the rest of the story.  NOT, by the way, an ammo explosion.

Code: [Select]
Model: Ostroc - OSR-2C
Pilot: Anna Horne (3/5)
--- Armor: 0/144-------------------------------------------
--- Internal: 12/99----------------------------------------
         FRONT                REAR                INTERNAL
         (xx)                 (**)                  (xx)
      /xx|xx|xx\           /xx|xx|xx\            /xx|xx|xx\
     (xx/ || \xx)         (   |  |   )          (xx/ || \xx)
       /  /\  \               /  \                /  /\  \
      (xx/  \xx)             /    \              (xx/  \12)

-------------------------------------------------------------

Does this REALLY still count for 2% value for salvage?  :D

I just picture a pair of boots, with smoke billowing out, when I look at that. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Scotty on 08 July 2011, 03:40:28
Not even a pair of boots.  Just one!  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 10 July 2011, 15:24:52
See it as a comment to AC/2s and vehicle crit tables...
Code: [Select]
Weapons fire for Heimdall Ground Monitor Tank A (Bot1)
    ATM 12 at K501 MBT (Cat); needs 9, rolls 8 : misses.
        Checking for accidental fire; needs 3 or below, rolls 2 : possible fire.
        Needs 11 [9 (ATM 12) + 2 (accidental)] to ignite, rolls 7
    ATM 12 at K501 MBT (Cat); needs 9, rolls 7 : misses.
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Athena Combat Vehicle (Bot1)
    Gauss Rifle at K501 MBT (Cat); needs 8, rolls 3 : misses.
    Gauss Rifle at K501 MBT (Cat); needs 8, rolls 6 : misses.

Weapons fire for Ku Wheeled Assault Tank (Bot1)
    ER Large Laser at K501 MBT (Cat); needs 10, rolls 7 : misses.
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
    Ultra AC/10 at K501 MBT (Cat); needs 10, rolls 7 : misses.
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Pyros Hover Tank UK (Bot1)
    ER Medium Laser at K501 MBT (Cat); needs 10, rolls 5 : misses.
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
    ER Medium Laser at K501 MBT (Cat); needs 10, rolls 9 : misses.
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Mk.XII LWC AAA (Cat)
    Autocannon/2 at Pyros Hover Tank UK (Bot1); needs 11, rolls 7 : misses.
    Autocannon/2 at Pyros Hover Tank UK (Bot1); needs 11, rolls 12 : hits  (using Left Side table) FR
        Pyros Hover Tank UK (Bot1) takes 2 damage to FR. 42 Armor remaining.

             Critical hit on movement system. Roll is 12; (w/ +5 bonus)
             Major damage, vehicle immobile.


Weapons fire for K501 MBT (Cat)
    LRM 5 at Pyros Hover Tank UK (Bot1); needs 11, rolls 8 : misses.
    LRM 5 at Pyros Hover Tank UK (Bot1); needs 11, rolls 4 : misses.

First turn of firing... ::)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Grave on 11 July 2011, 21:11:11
This was a tabletop game my wife and I played last night.

I ran an old school 3025 Awesome, with a total of 240 Armor points.

By the time she finally killed it (by ripping both legs and the left arm off) I had less than 24 total armor points remaining.  And I'd taken an IS MPL to the head, so there was only 3 armor there.

Zombiemech, go!

 [drool]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 20 July 2011, 01:11:47
Code: [Select]
Weapons fire for Hatamoto-Chi HTM-27T ID:9 (Coyote808)
    PPC at Patton Tank ID:22 (Defending Force); needs 8, rolls 10 : hits  TU (critical)
        Patton Tank ID:22 (Defending Force) takes 10 damage to TU (critical). 41 Armor remaining.

         Critical hit on TU. Roll is 12; Turret blown off!

*** Patton Tank ID:22 (Defending Force) DESTROYED by turret blown off! ***

Only hit the Patton took...  this is after many turns of serious bad luck with my company of Pos.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 20 July 2011, 15:36:25
This was a tabletop game my wife and I played last night.

I ran an old school 3025 Awesome, with a total of 240 Armor points.

By the time she finally killed it (by ripping both legs and the left arm off) I had less than 24 total armor points remaining.  And I'd taken an IS MPL to the head, so there was only 3 armor there.

Zombiemech, go!

 [drool]

Heh.  In the last scenario I played, something similar happened.  Specifically, two enemy 'Mechs:
-Archer: The standard 2R Archer spent about 20 rounds under continual PPC+LRM5 fire from my Merlin AFTER its right torso had been blazed down to 6 IS.  It finally died, but only after losing its right arm and then taking a TAC to the missing right arm.
-Phoenix Hawk: As soon as the above Archer went down, the scenario ended by sufficient kills.  This PXH-1 had closed to short range with a Valkyrie (QF,) Catapult (C1,) and Highlander (733.)  Surviving two kicks - two kicks! - from the Highlander, it managed to run away.  It had no arms (and therefore no weapons.)  No side torsos (and therefore no jump jets.)  17 armour points: 2 in the head, 12 CT front, and 3 in one of the legs.  ONE internal structure in the center torso.  Three pilot wounds.  And this Phoenix Hawk, as immortal as its namesake, walked off the field.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Makinus on 21 July 2011, 06:46:19
-Phoenix Hawk: As soon as the above Archer went down, the scenario ended by sufficient kills.  This PXH-1 had closed to short range with a Valkyrie (QF,) Catapult (C1,) and Highlander (733.)  Surviving two kicks - two kicks! - from the Highlander, it managed to run away.  It had no arms (and therefore no weapons.)  No side torsos (and therefore no jump jets.)  17 armour points: 2 in the head, 12 CT front, and 3 in one of the legs.  ONE internal structure in the center torso.  Three pilot wounds.  And this Phoenix Hawk, as immortal as its namesake, walked off the field.

The pilot´s name was not John McClane?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 21 July 2011, 08:31:06
The pilot´s name was not John McClane?

If it was John McClane, he'd still have kicked some buttocks and said his famous line...  Yippee cayay... (I'll let you finish the rest).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 21 July 2011, 17:58:49
Seeing what happens with ships, mechs, DFA's, and charges.

This is the result.

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Spider SDR-8X ID:2 (Coyote808)
    Attempting death from above on Tecumseh Monitor ID:1 (Scott) ID:1; needs -8, rolls 8 : hits.
    Tecumseh Monitor (Scott) is displaced into hex 1715.

    Defender takes 9 damage .        Tecumseh Monitor (Scott) takes 5 damage to TU. 47 Armor remaining.
        Tecumseh Monitor (Scott) takes 4 damage to FR. 75 Armor remaining.
            Possible breach on FR. Roll is 10: no breach.
    Attacker takes 6 damage.        Spider SDR-8X ID:2 (Coyote808) takes 5 damage to LL. 0 Armor remaining.
 Spider SDR-8X ID:2 LL BREACHED        Spider SDR-8X ID:2 (Coyote808) takes 1 damage to RL. 10 Armor remaining.
            Possible breach on RL. Roll is 11: Breach! Spider SDR-8X ID:2 RL BREACHED
    Spider SDR-8X ID:2 (Coyote808) is displaced into hex 1614.

Physical attacks for Monitor Naval Vessel ID:4 (Coyote808)
    Charging Ostscout OTT-10CS ID:3 (Scott) ID:3; needs 18, rolls 7 : misses.
    Monitor Naval Vessel ID:4 (Coyote808) is displaced into hex 1816.

Spider SDR-8X ID:2 (Coyote808) must make 9 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; executed death from above).
The base target is 4 [0 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed)].
    Roll #1, (0 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 4 (executed death from above)); needs 14, rolls 3 : falls.
    Spider SDR-8X ID:2 (Coyote808) falls on its right side, suffering 1 damage.
        Spider SDR-8X ID:2 (Coyote808) takes 1 damage to RL. 9 Armor remaining.

Pilot of Spider SDR-8X ID:2 (Coyote808) "Kemiriati Kartosuwiryo" must roll 14 to avoid damage; rolls 5 : fails.
        Pilot of Spider SDR-8X ID:2 (Coyote808) "Kemiriati Kartosuwiryo" takes 1 damage.       
Pilot of Spider SDR-8X ID:2 (Coyote808) "Kemiriati Kartosuwiryo" needs a 3 to stay conscious.  Rolls 8 : successful!

Coyote808: LEGS BREACHED
Coyote808: LIKE A BOSS
Scott: 9 psr's? jesus
Coyote808: 1 for each actuator and 1 for the DFA itself
Coyote808: not to mention 1 for entering the water
Coyote808: so it would technically be 10
Scott: lmao that's pure win
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 July 2011, 23:54:41
Clearly, I wanted him dead...


Weapons fire for Tundra Wolf (Rickosaur)
    ATM 9 at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 5 : misses.

    ER Medium Laser at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 8 : hits  (using Left Side table) LT
        Paladin PAL-1 Biglewater (BobBattleBot) takes 7 damage to LT. 12 Armor remaining.

    ER Medium Laser at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 4 : misses.

    ER Medium Laser at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 6 : hits  (using Left Side table) LA
        Paladin PAL-1 Biglewater (BobBattleBot) takes 7 damage to LA.        7 damage transfers to LT.
        Paladin PAL-1 Biglewater (BobBattleBot) takes 7 damage to LT. 5 Armor remaining.

    ER Medium Laser at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 5 : misses.

    Streak SRM 4 at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 6 : 4 missile(s) hit (using Left Side table).

        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to HD. SECTION DESTROYED,

*** Paladin PAL-1 Biglewater (BobBattleBot) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.


        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to LA.        2 damage transfers to LT.
        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to LT. 3 Armor remaining.

        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to CT. 17 Internal Structure remaining
         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to LA.        2 damage transfers to LT.
        Paladin PAL-1 Biglewater (BobBattleBot) takes 2 damage to LT. 1 Armor remaining.

    LRM 20 at Paladin PAL-1 Biglewater (BobBattleBot); needs 6, rolls 7 : 9 missile(s) hit (using Left Side table).

        Paladin PAL-1 Biglewater (BobBattleBot) takes 5 damage to LT. Armor destroyed, 10 Internal Structure remaining
         Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on SRM 6 Inferno Ammo (2).
            
*** SRM 6 Inferno Ammo EXPLODES!  24 DAMAGE! ***        Paladin PAL-1 Biglewater (BobBattleBot) takes 24 damage to LT. SECTION DESTROYED,
            remaining 14 damage prevented by CASE.

         Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Machine Gun Ammo (200).
            
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***        Paladin PAL-1 Biglewater (BobBattleBot) takes 400 damage to LT.            remaining 400 damage prevented by CASE.

            CRITICAL HIT on +SRM 6.

            CRITICAL HIT on SRM 6 Fragmentation Ammo (15).
            
*** SRM 6 Fragmentation Ammo EXPLODES!  180 DAMAGE! ***        Paladin PAL-1 Biglewater (BobBattleBot) takes 180 damage to LT.            remaining 180 damage prevented by CASE.


        Paladin PAL-1 Biglewater (BobBattleBot) takes 4 damage to CT. 13 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


There's no kill like overkill
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 30 July 2011, 14:52:22
"And stay down!"
"Just got to be sure..."
"Take no prisoners!"
Code: [Select]
Weapons fire for GunKing Heavy Tank T20 (Cat)
    AC/2 at Coyotl A (Bot1); needs 8, rolls 9 : hits  (using Left Side table) LA
        Coyotl A (Bot1) takes 2 damage to LA.        2 damage transfers to LT.
        Coyotl A (Bot1) takes 2 damage to LT.        2 damage transfers to CT.
        Coyotl A (Bot1) takes 2 damage to CT. 10 Armor remaining.

    AC/5 at Coyotl A (Bot1); needs 8, rolls 9 : hits  (using Left Side table) RA
        Coyotl A (Bot1) takes 5 damage to RA. 7 Armor remaining.

    AC/10 at Coyotl A (Bot1); needs 10, rolls 5 : misses.

    AC/20 at Coyotl A (Bot1); needs 10, rolls 10 : hits  (using Left Side table) RT
        Coyotl A (Bot1) takes 20 damage to RT. Armor destroyed, 5 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Streak SRM 4.
            CRITICAL HIT on Engine.

*** Coyotl A (Bot1) DESTROYED by engine destruction! ***

Weapons fire for Mk.XII LWC AC10 (Cat)
    AC/10 at Coyotl A (Bot1); needs 8, rolls 11 : hits  (using Rear table) HD
        Coyotl A (Bot1) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.



    Machine Gun at Vulture (Mad Dog) C (Bot1); needs 9, rolls 8 : misses.
    Machine Gun at Vulture (Mad Dog) C (Bot1); needs 9, rolls 8 : misses.

First you kill the mech... Then you kill the pilot! 8)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 30 July 2011, 16:05:47
"And stay down!"
"Just got to be sure..."
"Take no prisoners!"

First you kill the mech... Then you kill the pilot! 8)

Nah, needs a Transformers quote here.  "First we crack the shell, then we crack the nuts inside!"  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 31 July 2011, 06:22:13
Nah, needs a Transformers quote here.  "First we crack the shell, then we crack the nuts inside!"  :)
You mean like this? My armor crews apparently really hates mechjocks! ;D
Code: [Select]
Weapons fire for Cheiftain mk.II (Cat)
    Gauss Rifle at Crimson Hawk 2 (Bot1); needs 8, rolls 8 : hits  LA (critical)
        Crimson Hawk 2 (Bot1) takes 15 damage to LA (critical). SECTION DESTROYED,
        13 damage transfers to LT (critical).

         Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on Hand.

         Critical hit on LA. Roll is 5; no effect.
        Crimson Hawk 2 (Bot1) takes 13 damage to LT (critical). Armor destroyed, 2 Internal Structure remaining
         Critical hit on LT. Roll is 6; no effect.

    Gauss Rifle at Crimson Hawk 2 (Bot1); needs 8, rolls 11 : hits  RL
        Crimson Hawk 2 (Bot1) takes 15 damage to RL. Armor destroyed, SECTION DESTROYED,
        7 damage transfers to RT.

         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.
        Crimson Hawk 2 (Bot1) takes 7 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        4 damage transfers to CT.

         Critical hit on RT. Roll is 5; no effect.
        Crimson Hawk 2 (Bot1) takes 4 damage to CT. 4 Internal Structure remaining
         Critical hit on CT. Roll is 5; no effect.


Weapons fire for Cheiftain mk.II C (Cat)
    Gauss Rifle at Crimson Hawk 2 (Bot1); needs 8, rolls 8 : hits  (using Left Side table) HD
        Crimson Hawk 2 (Bot1) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Crimson Hawk 2 (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.


    LB 10-X AC at Crimson Hawk 2 (Bot1); needs 8, rolls 4 : misses.

    Machine Gun at Phantom H (Bot1); needs 6, rolls 6 : hits  LT
        Phantom H (Bot1) takes 2 damage to LT. 9 Armor remaining.

    Machine Gun at Phantom H (Bot1); needs 6, rolls 7 : hits  HD
 (hit aimed location)        Phantom H (Bot1) takes 2 damage to HD. 1 Internal Structure remaining
         Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Phantom H (Bot1) "Max Tuck" takes 1 damage.
First you blow off one leg and both arms, making it a mission kill - then you blow off the head as well! ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 31 July 2011, 12:14:08
And you even put secondary fire on *another* 'Mech's head.  Sure, it was a shutdown, but it still counts.  Well done!   [rockon]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 31 July 2011, 13:32:24
The really absurd thing is that then it took 3 more turns firing the MGs and the LB10 before I managed to blow the head off the immobile mech... ::)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Moonsword on 31 July 2011, 19:29:01
Not really a crazy hit so much as a "Wow!  That must've hurt!" for the bot.  The Battle Hawk has spent a couple of turns receiving the loving attention of a couple of BA Karnovs who have dropped off their little ones at day care (well, left them to harass a PNT-10K2, at any rate...) and eaten a gyro hit.

I'm just impressed at its persistence.  Personally, I'd have given up after the double engine hit.

Battle Hawk BH-K306 (Bot1) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 5 : falls.
    Battle Hawk BH-K306 (Bot1) falls on its rear, suffering 3 damage.
        Battle Hawk BH-K306 (Bot1) takes 3 damage to CTR. 5 Internal Structure remaining
         Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" must roll 8 to avoid damage; rolls 8 : succeeds.

Battle Hawk BH-K306 (Bot1) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 5 : falls.
    Battle Hawk BH-K306 (Bot1) falls on its left side, suffering 3 damage.
        Battle Hawk BH-K306 (Bot1) takes 3 damage to LT. 8 Armor remaining.

Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" must roll 8 to avoid damage; rolls 9 : succeeds.

Battle Hawk BH-K306 (Bot1) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 6 : falls.
    Battle Hawk BH-K306 (Bot1) falls on its rear, suffering 3 damage.
        Battle Hawk BH-K306 (Bot1) takes 3 damage to LTR. 2 Internal Structure remaining
         Critical hit on LT. Roll is 7; no effect.

Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" must roll 8 to avoid damage; rolls 5 : fails.
        Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" takes 1 damage.       
Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" needs a 5 to stay conscious.  Rolls 8 : successful!


Battle Hawk BH-K306 (Bot1) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 4 : falls.
    Battle Hawk BH-K306 (Bot1) falls on its left side, suffering 3 damage.
        Battle Hawk BH-K306 (Bot1) takes 3 damage to RT. 4 Armor remaining.

Pilot of Battle Hawk BH-K306 (Bot1) "Kushwaha Pankajakshan" must roll 8 to avoid damage; rolls 9 : succeeds..
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 03 August 2011, 07:30:58
He really hated my poor arms... :'(

Round 6:
Code: [Select]
Weapons fire for Black Hawk (Nova) C (Bot1)
    Gauss Rifle at Trapper TP-6R (Cat); needs 5, rolls 8 : hits  LA
        Trapper TP-6R (Cat) takes 15 damage to LA. Armor destroyed, 2 Internal Structure remaining
         Critical hit on LA. Roll is 12;LIMB BLOWN OFF Left Arm blown off.

    Small Pulse Laser at Trapper TP-6R (Cat); needs 5, rolls 4 : misses.

    SRM 4 at Tangler TA-3R (Cat); needs 6, rolls 8 : 2 missile(s) hit.

        Tangler TA-3R (Cat) takes 2 damage to CT. 13 Armor remaining.

        Tangler TA-3R (Cat) takes 2 damage to LA. 8 Armor remaining.

Round 7:
Code: [Select]
Weapons fire for Black Hawk (Nova) C (Bot1)
    Gauss Rifle at Trapper TP-6R (Cat); needs 5, rolls 5 : hits  RA
        Trapper TP-6R (Cat) takes 15 damage to RA. Armor destroyed, 4 Internal Structure remaining
         Critical hit on RA. Roll is 12;LIMB BLOWN OFF Right Arm blown off.

    SRM 4 at Trapper TP-6R (Cat); needs 7, rolls 4 : misses.

    Small Pulse Laser at Trapper TP-6R (Cat); needs 7, rolls 4 : misses.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: JadeHellbringer on 03 August 2011, 10:16:36
****** Pack Hunters. Seriously.

Quote
ER PPC at Warhammer IIC (Hellbie); needs 12, rolls 12: hits: HD
        Warhammer IIC (Hellbie) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,
       *** Warhammer IIC (Hellbie) DESTROYED by damage! ***
         Critical hit on HD. Roll is 4; no effect.

By the way. UNTOUCHED Whammy IIC, right at the edge of the PPC's max range.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: DarkISI on 03 August 2011, 10:21:08
****** Pack Hunters. Seriously.

By the way. UNTOUCHED Whammy IIC, right at the edge of the PPC's max range.

Well, I'm sure you deserved it :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Tathas on 03 August 2011, 19:23:35
Water and light mechs don't mix.
Code: [Select]
Weapons fire for Orion ON1-VA (Jackals)
    AC/10 at Stinger STG-3R (DC_2); needs 5, rolls 8 : hits  (using Partial cover table) RT
        Stinger STG-3R (DC_2) takes 10 damage to RT. Armor destroyed, 1 Internal Structure remaining
         Critical hit on RT. Roll is 7; no effect.

    Medium Laser at Stinger STG-3R (DC_2); needs 7, rolls 7 : hits  (using Partial cover table) LT
        Stinger STG-3R (DC_2) takes 5 damage to LT. 1 Armor remaining.

    Medium Laser at Stinger STG-3R (DC_2); needs 7, rolls 10 : hits  (using Partial cover table) HD
        Stinger STG-3R (DC_2) takes 5 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 5; no effect.

        Pilot of Stinger STG-3R (DC_2) "Curt Jowett" takes 1 damage.       
Pilot of Stinger STG-3R (DC_2) "Curt Jowett" needs a 3 to stay conscious.  Rolls 11 : successful!

    SRM 4 at Stinger STG-3R (DC_2); needs 7, rolls 5 : misses.

    SRM 4 at Stinger STG-3R (DC_2); needs 7, rolls 11 : 4 missile(s) hit (using Partial cover table).
        Stinger STG-3R suffers no damage. (LL behind cover)

        Stinger STG-3R (DC_2) takes 2 damage to RA. 2 Armor remaining.
        Stinger STG-3R suffers no damage. (LL behind cover)

        Stinger STG-3R (DC_2) takes 2 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.

         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.
        Stinger STG-3R (DC_2) takes 1 damage to CT. 5 Armor remaining.


Stinger STG-3R (DC_2) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 1 (20+ damage) + 1 (weight class modifier)); needs 8, rolls 6 : falls.
    Stinger STG-3R (DC_2) falls on its left side, suffering 1 damage.
        Stinger STG-3R (DC_2) takes 1 damage to CT. 4 Armor remaining.
            Possible breach on CT. Roll is 9: no breach. Stinger STG-3R HD BREACHED
*** Stinger STG-3R (DC_2) DESTROYED by hull breach! ***
*** Stinger STG-3R (DC_2) Pilot Drowned! ***
 Stinger STG-3R LA BREACHED
Pilot of Stinger STG-3R (DC_2) "Curt Jowett" must roll 8 to avoid damage; rolls 5 : fails.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Your Name Is on 07 August 2011, 18:55:51
Well, I just finished a game vs the bots. I was outnumbered about 18 to 10 (IS vs Clan). About 10 of their 14 mechs suffered headshots from Gauss Rifles or cockpit crits from Large Pulse Lasers. EVen post-mortem. Several mechs lost a CT and were summarily executed. I was in awe.

Code: [Select]
Weapons fire for Dire Wolf Lone Wolf-UK (dibblebill)
    Gauss Rifle at Kintaro KTO-21 (AbuseMe); needs 7, rolls 10 :  - Direct Blow -hits  (using Left Side table) HD
        Kintaro KTO-21 (AbuseMe) takes 16 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Kintaro KTO-21 (AbuseMe) DESTROYED by damage! **

Weapons fire for Shadow Cat Prime (dibblebill)
    ER Medium Laser at Hunchback HBK-5M (AbuseMe); needs 1, rolls 9 :  - Direct Blow -hits  HD
        Hunchback HBK-5M (AbuseMe) takes 9 damage to HD. <<<SECTION DESTROYED>>>,
*** Hunchback HBK-5M (AbuseMe) DESTROYED by damage! ***

Large Pulse Laser at Vindicator VND-4L (AbuseMe); needs 6, rolls 7 : hits  HD
        Vindicator VND-4L (AbuseMe) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Standard Cockpit.

*** Vindicator VND-4L (AbuseMe) DESTROYED by pilot death! ***


 *** Wasp WSP-1D (AbuseMe) DESTROYED by damage! ***
         Critical hit on CT. Roll is (6+2) = 8; 1 location.
            <<<CRITICAL HIT>>> on Engine.
    Gauss Rifle at Wasp WSP-1D (AbuseMe); needs 0, rolls 2 : hits  HD
        Wasp WSP-1D (AbuseMe) takes 15 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,

Their Rifleman 6D took a LPL to the head as well and ate it.

I'm not sure how they were salvageable. The last half of his lance was taking about 4-6 LB-10X's a turn from my mediums, and the others 6 Gauss, a LB-20X, and a Widow maker coming up behind them. The last 3 units had all of those firing. There was nothing left of anything but a leg here or there.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 07 August 2011, 21:15:44
On the other hand, you'll be amazed at what kind of punishment 'Mechs can take.

Code: [Select]
Model: Stinger - STG-3R
Pilot: Gheorghe Ciungu (4/5)
--- Armor: 4/48-------------------------------------------
--- Internal: 4/33----------------------------------------
         FRONT                REAR                INTERNAL
         ( 4)                 (**)                  ( 3)
      /xx|xx|xx\           /xx|xx|xx\            /xx| 1|xx\
     (xx/ || \xx)         (   |  |   )          (xx/ || \xx)
       /  /\  \               /  \                /  /\  \
      (xx/  \xx)             /    \              (xx/  \xx)

-------------------------------------------------------------
Head        : Life Support,Sensors,Standard Cockpit,Sensors,Life Support
Center Torso: Engine,Engine,Engine,*Standard Gyro,*Standard Gyro,Standard Gyro
              *Standard Gyro,Engine,Engine,Engine,Machine Gun Ammo (195)
Right Torso : **Heat Sink,**Heat Sink,**Heat Sink,**Jump Jet,**Jump Jet,**Jump Jet
Left Torso  : ***Heat Sink,**Heat Sink,***Heat Sink,**Jump Jet,***Jump Jet,**Jump Jet
Right Arm   : *Shoulder,*Upper Arm,*Lower Arm,*Hand,**Medium Laser,**Machine Gun
Left Arm    : *Shoulder,*Upper Arm,*Lower Arm,*Hand,***Machine Gun
Right Leg   : *Hip,*Upper Leg,*Lower Leg,*Foot
Left Leg    : *Hip,*Upper Leg,*Lower Leg,*Foot
-------------------------------------------------------------
Machine Gun Ammo: 195

All that's left of this thing is a head, a little bit of metal ribcage, the intact engine, and some ammo.  Nothing else remains.  And the 'Mech is not destroyed according to Megamek.  It IS according to TW, but not according to MM.

Most of this happened in round 18:
Code: [Select]
Round 17
Weapons fire for Griffin GRF-1S (SXB)
    Large Laser at Stinger STG-3R (Marik L); needs 8, rolls 9 : hits  (using Rear table) RTR
        Stinger STG-3R (Marik L) takes 8 damage to RTR. Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CTR.

         Critical hit on RT. Roll is 6; no effect.
        Stinger STG-3R (Marik L) takes 1 damage to CTR. 3 Armor remaining.

Round 18
    Medium Laser at Stinger STG-3R (Marik L); needs 6, rolls 8 : hits  (using Rear table) LL
        Stinger STG-3R (Marik L) takes 5 damage to LL. SECTION DESTROYED,
        1 damage transfers to LTR.

         Critical hit on LL. Roll is 3; no effect.
        Stinger STG-3R (Marik L) takes 1 damage to LTR. 1 Internal Structure remaining
         Critical hit on LT. Roll is 5; no effect.

    Medium Laser at Stinger STG-3R (Marik L); needs 6, rolls 7 : hits  (using Rear table) LA
        Stinger STG-3R (Marik L) takes 5 damage to LA. Armor destroyed, 2 Internal Structure remaining
         Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on +Machine Gun.
            CRITICAL HIT on Hand.

    Medium Laser at Stinger STG-3R (Marik L); needs 6, rolls 7 : hits  (using Rear table) LL
        Stinger STG-3R (Marik L) takes 5 damage to LL.        5 damage transfers to LTR.
        Stinger STG-3R (Marik L) takes 5 damage to LTR. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        4 damage transfers to CTR.

         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.
        Stinger STG-3R (Marik L) takes 4 damage to CTR. Armor destroyed, 3 Internal Structure remaining
         Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.

    Medium Laser at Stinger STG-3R (Marik L); needs 6, rolls 5 : misses.

Weapons fire for Locust LCT-1V (SXB)
    Machine Gun at Stinger STG-3R (Marik L); needs 11, rolls 12 : hits  (using Left Side table) RT
        Stinger STG-3R (Marik L) takes 2 damage to RT.        2 damage transfers to CT.
        Stinger STG-3R (Marik L) takes 2 damage to CT. 1 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

    Machine Gun at Stinger STG-3R (Marik L); needs 11, rolls 10 : misses.
    Medium Laser at Stinger STG-3R (Marik L); needs 9, rolls 8 : misses.

Stinger STG-3R (Marik L) must make 4 piloting skill roll(s) (leg destroyed; gyro hit; gyro destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Stinger STG-3R (Marik L) falls on its front, suffering 2 damage.
        Stinger STG-3R (Marik L) takes 2 damage to RL. SECTION DESTROYED,

         Critical hit on RL. Roll is 5; no effect.

Pilot of Stinger STG-3R (Marik L) "Gheorghe Ciungu" must roll 15 to avoid damage; rolls 6 : fails.
        Pilot of Stinger STG-3R (Marik L) "Gheorghe Ciungu" takes 1 damage.        
Pilot of Stinger STG-3R (Marik L) "Gheorghe Ciungu" needs a 3 to stay conscious.  Rolls 8 : successful!

JR7-F Jenner rocks.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BeeRockxs on 08 August 2011, 07:13:57
How is it destroyed according to TW?
It is a mission-kill according to TW, but not destroyed.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 08 August 2011, 09:25:57
TW p258, under crippling damage:
"If all of a 'Mech's weapons are destroyed and it can no longer move, the 'Mech is considered destroyed."  So perhaps it's my reading half a step too far into "considered destroyed."  Certainly, an engine, a head, and 195 belts of machine gun ammo aren't going anywhere.

The other Stinger actually fared worse: jumping behind my Jenner, it got the arm flip surprise for two engine hits.  That's rather bad enough when you have all 10 of yer heat sinks; but when one of those was already taken out...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 08 August 2011, 09:40:08
Now, new scenario.  This is an employer contract breach (on the grounds of intentional acts taken to reduce salvage.)

Scenario: Standup battle.
Forces:
SXB (Southern Cross Brigade - me) - Awesome 8Q, Thunderbolt 5SS, Stalker 3F, Stalker 4Y (custom, 6x SRM6.)
Steiner (employer) - Shadow Hawk 2H
Marik H (opfor heavier lance) - Stalker 4N, Stalker 3F, Quickdraw 4H, Archer 2R
Marik L (opfor lighter lance) - Griffin 1N, Phoenix Hawk 1, Spider 5V, Wasp 1A

At this point, the STK-4N has already been scragged by a pair of headshots, and would not be the only one.

Code: [Select]
Weapons fire for Stalker STK-3F (SXB)
    Medium Laser at Quickdraw QKD-4H (Marik H); needs 4, rolls 9 : hits  (using Right Side table) HD
 (hit aimed location)        Quickdraw QKD-4H (Marik H) takes 5 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Quickdraw QKD-4H (Marik H) DESTROYED by damage! ***
         Critical hit on HD. Roll is 6; no effect.
The pilot had already taken five hits.  Now, the contract breach:

Code: [Select]
Weapons fire for Shadow Hawk SHD-2H (Steiner)
Medium Laser at Quickdraw QKD-4H (Marik H); needs 6, rolls 8 : hits  (using Rear table) LTR
 (hit aimed location)        Quickdraw QKD-4H (Marik H) takes 5 damage to LTR. Armor destroyed, 11 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.

SRM 2 at Quickdraw QKD-4H (Marik H); needs 6, rolls 7 : 1 missile(s) hit (using Rear table).

        Quickdraw QKD-4H (Marik H) takes 2 damage to LTR. 9 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 10 Ammo (10).
Note the intentional shot toward an ammo location first.  The SRM alone would only have stripped the armour, with no internal damage.

As for the other head shots:
Code: [Select]
Weapons fire for Awesome AWS-8Q (SXB)
PPC at Stalker STK-3F (Marik H); needs 3, rolls 4 : hits  (using Right Side Partial cover table) HD
        Stalker STK-3F (Marik H) takes 10 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Stalker STK-3F (Marik H) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.

PPC at Archer ARC-2R (Marik H); needs 6, rolls 9 : hits  (using Rear table) HD
 (hit aimed location)        Archer ARC-2R (Marik H) takes 10 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Archer ARC-2R (Marik H) DESTROYED by damage! ***
         Critical hit on HD. Roll is 4; no effect.

Weapons fire for Thunderbolt TDR-5SS (SXB)
SRM 6 at Griffin GRF-1N (Marik L); needs 5, rolls 5 : 2 missile(s) hit.

        Griffin GRF-1N (Marik L) takes 2 damage to CT. 18 Armor remaining.

        Griffin GRF-1N (Marik L) takes 2 damage to HD. SECTION DESTROYED,

*** Griffin GRF-1N (Marik L) DESTROYED by damage! ***
         Critical hit on HD. Roll is 5; no effect.

Boom headshot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 09 August 2011, 11:24:21
TW p258, under crippling damage:
"If all of a 'Mech's weapons are destroyed and it can no longer move, the 'Mech is considered destroyed."  So perhaps it's my reading half a step too far into "considered destroyed."  Certainly, an engine, a head, and 195 belts of machine gun ammo aren't going anywhere.

When a unit is considered destroyed for gameplay purposes is governed by the "Destroying a Unit" section on TW p. 128. The sentence you're quoting is from the "Creating Scenarios" chapter (specifically the Forced Withdrawal rules), which (a) in that context concerns itself more with when a unit should count as "destroyed" as far as scenario victory conditions are concerned and (b) isn't technically even part of the "standard" game rules as per its own introduction on p. 256.

So, yeah, I think you've been reading a bit too far in the wrong spot. :) By the criteria on page 128, that Stinger was in fact not yet quite destroyed -- one point of CT internal structure left, head, pilot, and engine all intact. No reason to take it off the map just yet.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 09 August 2011, 13:12:17
I think I can top that Stinger... this is from the entitystatus.txt of my most recent battle:

Model: Hunchback IIC -
Pilot: Ulvi (4/3)
--- Armor: 8/96-------------------------------------------
--- Internal: 3/83----------------------------------------
         FRONT                REAR                INTERNAL
         ( 8)                 (**)                  ( 3)
      /xx|xx|xx\           /xx|xx|xx\            /xx|xx|xx\
     (xx/ || \xx)         (   |  |   )          (xx/ || \xx)
       /  /\  \               /  \                /  /\  \
      (xx/  \xx)             /    \              (xx/  \xx)

-------------------------------------------------------------

Yup... it´s just an orphaned head lying around on the battlefield. And you´ll note that the head wasn´t even scratched!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Timerlane on 09 August 2011, 21:34:45
I don't think I've ever seen both legs of a 'Mech get totally critted-out in one turn before(ATM12 HE ammo + a Streak-6 doesn't hurt):
Code: [Select]
Weapons fire for Man O' War (Gargoyle) E (Timerlane)
    Heavy Medium Laser at Marauder MAD-5S (Bot1); needs 5, rolls 7 : hits  LA
        Marauder MAD-5S (Bot1) takes 10 damage to LA. Armor destroyed, 5 Internal Structure remaining
         Critical hit on LA. Roll is 7; no effect.

    Heavy Medium Laser at Marauder MAD-5S (Bot1); needs 5, rolls 4 : misses.

    ATM 12 at Marauder MAD-5S (Bot1); needs 5, rolls 7 : 10 high-explosive missile(s) hit (w/ +2 bonus).

        Marauder MAD-5S (Bot1) takes 5 damage to RL. 4 Armor remaining.

        Marauder MAD-5S (Bot1) takes 5 damage to RA. 15 Armor remaining.

        Marauder MAD-5S (Bot1) takes 5 damage to RL. Armor destroyed, 15 Internal Structure remaining
         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Hip.

        Marauder MAD-5S (Bot1) takes 5 damage to LL. Armor destroyed, 14 Internal Structure remaining
         Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Foot.

        Marauder MAD-5S (Bot1) takes 5 damage to LL. 9 Internal Structure remaining
         Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Lower Leg.

        Marauder MAD-5S (Bot1) takes 5 damage to LL. 4 Internal Structure remaining
         Critical hit on LL. Roll is 7; no effect.

    Streak SRM 6 at Marauder MAD-5S (Bot1); needs 5, rolls 10 : 6 missile(s) hit.

        Marauder MAD-5S (Bot1) takes 2 damage to CT. 24 Armor remaining.

        Marauder MAD-5S (Bot1) takes 2 damage to RA. 13 Armor remaining.

        Marauder MAD-5S (Bot1) takes 2 damage to CT. 22 Armor remaining.

        Marauder MAD-5S (Bot1) takes 2 damage to HD. 2 Armor remaining.

        Pilot of Marauder MAD-5S (Bot1) "Unnamed" takes 1 damage.        
Pilot of Marauder MAD-5S (Bot1) "Unnamed" needs a 5 to stay conscious.  Rolls 2 : blacks out.

        Marauder MAD-5S (Bot1) takes 2 damage to RL. 13 Internal Structure remaining
         Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Lower Leg.

        Marauder MAD-5S (Bot1) takes 2 damage to CT (critical). 20 Armor remaining.

         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

    ER Micro Laser at Marauder MAD-5S (Bot1); needs 6, rolls 7 : hits  LT (critical)
        Marauder MAD-5S (Bot1) takes 2 damage to LT (critical). 12 Internal Structure remaining
         Critical hit on LT. Roll is 4; no effect.

         Critical hit on LT. Roll is 7; no effect.

    ER Micro Laser at Marauder MAD-5S (Bot1); needs 6, rolls 8 : hits  RT
        Marauder MAD-5S (Bot1) takes 2 damage to RT. 5 Armor remaining.
A little disappointed he passed out; I'd love to have had the final PSR math text output for all those actuators(I do have the extended leg damage rule on). :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 10 August 2011, 07:17:53
Duelling Hollanders? This will end well!


Weapons fire for Hollander II BZK-F7 (BobBattleBot)
    Heavy Gauss Rifle at Hollander BZK-F3 (Zogster); needs 8, rolls 8 : hits  RL
        Hollander BZK-F3 (Zogster) takes 25 damage to RL. Armor destroyed, SECTION DESTROYED,
        9 damage transfers to RT.

         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Foot.
        Hollander BZK-F3 (Zogster) takes 9 damage to RT. Armor destroyed, 7 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on +Gauss Rifle.
            
*** Gauss Rifle EXPLODES!  20 DAMAGE! ***        
Hollander BZK-F3 (Zogster) suffers catastrophic damage, but the autoeject system was engaged.            
Hollander BZK-F3 (Zogster) must make a piloting skill check (landing in heavy woods).
                Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 6 : fails.
        Pilot of MechWarrior The Calimarettes (Zogster) "The Calimarettes" takes 1 damage.                    
The pilot ejects safely!

*** Hollander BZK-F3 (Zogster) DESTROYED by ejection! ***        Hollander BZK-F3 (Zogster) takes 20 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        13 damage transfers to CT.

         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on +Gauss Rifle.
        Hollander BZK-F3 (Zogster) takes 13 damage to CT. SECTION DESTROYED,

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.



Weapons fire for Hollander BZK-F3 (Zogster)
    Gauss Rifle at Hollander II BZK-F7 (BobBattleBot); needs 6, rolls 9 : hits  RT
        Hollander II BZK-F7 (BobBattleBot) takes 15 damage to RT. Armor destroyed, 4 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +Heavy Gauss Rifle.
          

*** Heavy Gauss Rifle EXPLODES!  25 DAMAGE! ***        
Hollander II BZK-F7 (BobBattleBot) suffers catastrophic damage, but the autoeject system was engaged.            
Hollander II BZK-F7 (BobBattleBot) must make a piloting skill check (landing in clear terrain).
                Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.                    
The pilot ejects safely!

*** Hollander II BZK-F7 (BobBattleBot) DESTROYED by ejection! ***        Hollander II BZK-F7 (BobBattleBot) takes 25 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        21 damage transfers to CT.

         Critical hit on RT. Roll is 5; no effect.
        Hollander II BZK-F7 (BobBattleBot) takes 21 damage to CT. SECTION DESTROYED,

         Critical hit on CT. Roll is 3; no effect.


Heavy PPC: Not only are you dead, but your cremation is free of charge!


Weapons fire for Thunderbolt TDR-10M (Rickosaur)
    Heavy PPC at Stiletto STO-4A (BobBurningBot); needs 7, rolls 9 : hits  HD
        Stiletto STO-4A (BobBurningBot) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,

*** Stiletto STO-4A (BobBurningBot) DESTROYED by damage! ***
         Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Life Support.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 14 August 2011, 13:05:12
so i heard this thread was back up. time to throw my old favorites and some new ones back in. lol.

first turn, first shot i fired. i knew it was gonna be a bad day.
(http://a7.sphotos.ak.fbcdn.net/hphotos-ak-snc3/11251_105752399437208_100000073451541_165708_356155_n.jpg)

i <3 breaking megamek
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/38088_143270452352069_100000073451541_432291_188678_n.jpg)

more first turn bad luck... this is what i saw happen
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc3/26477_111046718907776_100000073451541_271477_7691631_n.jpg)

this is pretty sure what everyone else saw happen
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc6/66068_166726546673126_100000073451541_564900_899081_n.jpg)

main character in my campaign taking a gauss slug to the face like a boss and surviving
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc4/34023_137000172979097_100000073451541_398807_2371686_n.jpg)

this direwolf hadn't taken a single hit over the course of the game... this is just embarrassing.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc4/34616_140689655943482_100000073451541_419804_705097_n.jpg)

because explosive decompression is win.
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/38291_145733535439094_100000073451541_446087_334741_n.jpg)

an ejected enemy mechwarrior tried to charge my mech.... i captured him and he has been one of my most epic pilots since
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc4/37472_145829798762801_100000073451541_446461_4384526_n.jpg)

epic flail. lol.
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc4/64331_164443076901473_100000073451541_552148_179571_n.jpg)

most damage i've ever done to someone's head in a single shot
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc4/64393_164694826876298_100000073451541_553190_3523887_n.jpg)

Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 14 August 2011, 13:22:14
drove a tank through the back of a mech's head.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash2/69131_169093873103060_100000073451541_578617_7846218_n.jpg)

not as big of an ammo explosion as mr. coyote but at least it wasn't me in the tank
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash2/73778_169874969691617_100000073451541_584792_1869971_n.jpg)

coulda been worse but still facepalm worthy
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc4/74233_172568079422306_100000073451541_599805_8241735_n.jpg)

i almost could have gone through his arm into the torso, through the center torso, out the other torso, through the far arm with a single hit. lol. i <3 aerospace
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc4/155509_181547705191010_100000073451541_655675_8062313_n.jpg)

i think the enemy was having nap time. lol
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash2/74682_182453395100441_100000073451541_662279_7830350_n.jpg)

best DFA ever!
(http://hphotos-sjc1.fbcdn.net/165246_184909424854838_100000073451541_678352_2663628_n.jpg)

tsm hunchback punting completely through the leg and torso of a direwolf.
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash1/166329_186263304719450_100000073451541_691278_6232862_n.jpg)

my custom atlas has either the best luck or the worst luck. first round. very first shot fired. i quit that game. lol
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc6/168535_187217411290706_100000073451541_697911_1228151_n.jpg)

vindi running around poking things with his pointy stick like a boss
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-snc6/166626_188315391180908_100000073451541_708728_5071250_n.jpg)

my custom atlas punching right through the center of a mostly clean mech.
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/168893_190536170958830_100000073451541_723005_3336682_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 14 August 2011, 13:28:47
i cried a little... my custom atlas headed to davy jones locker.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/164046_194000927279021_100000073451541_744594_3227585_n.jpg)

i was very upset! lol. two 30 point punches to the head.
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc6/179330_194438327235281_100000073451541_746623_3372442_n.jpg)

and last but certainly not least... WORST DFA EVER! i'm still not sure how this even happened. i tried to dfa a nova cat but somehow ended up with him falling on top of me from 2 elevation levels up effectively dfa'ing me...
(http://hphotos-sjc1.fbcdn.net/255044_231260623553051_100000073451541_1030432_5631686_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: DarkISI on 15 August 2011, 11:51:34
He is dead, Jim.

Code: [Select]
Weapons fire for Mad Cat (Timber Wolf) A (DarkISI)
    ER PPC at King Crab KGC-010 (Nichmich); needs 8, rolls 12 : hits  HD
        King Crab KGC-010 (Nichmich) takes 15 damage to HD. Armor destroyed, SECTION DESTROYED,

*** King Crab KGC-010 (Nichmich) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.


    ER PPC at King Crab KGC-010 (Nichmich); needs 8, rolls 11 : hits  HD
        King Crab KGC-010 (Nichmich) takes 15 damage to HD.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 20 August 2011, 00:17:08
Reasons to love the Bane: DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA
DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA
DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA
DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA

Weapons fire for Kraken (Bane) ID:1 (Coyote808)
    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 9 : 2 shot(s) hit (w/ -2 malus).

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to LT. 31 Armor remaining.

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to RL. 41 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 7 : misses.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 4 : misses.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 9 : 1 shot(s) hit (w/ -2 malus).

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to LA. 33 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 4 : misses.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 10 : 2 shot(s) hit (w/ -2 malus).

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to HD. 8 Armor remaining.

        Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" takes 1 damage.       
Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" needs a 3 to stay conscious.  Rolls 5 : successful!

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to HD. 7 Armor remaining.

        Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" takes 1 damage.       
Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" needs a 5 to stay conscious.  Rolls 4 : blacks out.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 6 : misses.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 9 : 1 shot(s) hit (w/ -2 malus).

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to LL. 41 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 6 : misses.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 8, rolls 9 : 1 shot(s) hit (w/ -2 malus).

        Kraken (Bane) ID:2 (Bot1) takes 1 damage to LT (critical). 30 Armor remaining.

         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Ultra AC/2 Ammo (35).
           
*** Ultra AC/2 Ammo EXPLODES!  70 DAMAGE! ***        Kraken (Bane) ID:2 (Bot1) takes 70 damage to LT. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            remaining 49 damage prevented by CASE.

         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

        Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" takes 2 damage.

    Machine Gun at Kraken (Bane) ID:2 (Bot1), the shot is an automatic miss (Target out of range), rolls 4 : misses.
    Machine Gun at Kraken (Bane) ID:2 (Bot1), the shot is an automatic miss (Target out of range), rolls 10 : misses.
    Machine Gun at Kraken (Bane) ID:2 (Bot1), the shot is an automatic miss (Target out of range), rolls 5 : misses.
    Machine Gun at Kraken (Bane) ID:2 (Bot1), the shot is an automatic miss (Target out of range), rolls 5 : misses.

Kraken (Bane) ID:2 (Bot1) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Kraken (Bane) ID:2 (Bot1) falls on its left side, suffering 10 damage.
        Kraken (Bane) ID:2 (Bot1) takes 5 damage to LL. 36 Armor remaining.
        Kraken (Bane) ID:2 (Bot1) takes 5 damage to LL. 31 Armor remaining.
   
Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" cannot avoid damage.
        Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" takes 1 damage.


Weapons fire for Kraken (Bane) ID:1 (Coyote808)
    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 7 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to CTR. 11 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 7 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RL. 39 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 6 : 2 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to CTR. 9 Armor remaining.

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to LA.        2 damage transfers to LTR.
        Kraken (Bane) ID:2 (Bot1) takes 2 damage to LTR.        2 damage transfers to CTR.
        Kraken (Bane) ID:2 (Bot1) takes 2 damage to CTR. 7 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 5 : 2 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to LL. 29 Armor remaining.

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RL. 37 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 10 : 2 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to HD. 5 Armor remaining.

        Pilot of Kraken (Bane) ID:2 (Bot1) "Mutherref Jing" takes 1 damage.
*** Kraken (Bane) ID:2 (Bot1) DESTROYED by pilot death! ***
        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RTR. 8 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 4 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RA. 32 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 9 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RTR. 6 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 12 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RL (critical). 35 Armor remaining.

         Critical hit on RL. Roll is 5; no effect.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 8 : 1 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RA. 30 Armor remaining.

    Ultra AC/2 at Kraken (Bane) ID:2 (Bot1); needs 2, rolls 10 : 2 shot(s) hit (using Rear table).

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to LA.        2 damage transfers to LTR.
        Kraken (Bane) ID:2 (Bot1) takes 2 damage to LTR.        2 damage transfers to CTR.
        Kraken (Bane) ID:2 (Bot1) takes 2 damage to CTR. 5 Armor remaining.

        Kraken (Bane) ID:2 (Bot1) takes 2 damage to RTR. 4 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ANS Kamas P81 on 20 August 2011, 00:19:31
I'll be honest, that one's easier to tell who does what when it's not Hot Bane On Bane Action.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Coyote_808 on 20 August 2011, 05:17:47
Look before you leap, I guess?


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

Kraken (Bane) 2 ID:1 (Coyote808) must make a piloting skill check while moving from hex 1517 to hex 1518 (leaping (leg damage)).
Needs 13 [3 (Base piloting skill) + 10 (leaping (leg damage))], rolls 9 : fails.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LL. 37 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to RL. 37 Armor remaining.

         Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.

         Critical hit on RL. Roll is 5; no effect.

Kraken (Bane) 2 ID:1 (Coyote808) must make a piloting skill check while moving from hex 1517 to hex 1518 (leaping (fall)).
Needs 8 [3 (Base piloting skill) + 5 (leaping (fall))], rolls 5 : fails.
Kraken (Bane) 2 ID:1 (Coyote808) falls 5 level(s) into hex 1518
    Kraken (Bane) 2 ID:1 (Coyote808) falls on its left side, suffering 60 damage.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LA. 29 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT. 17 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LL. 32 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LA. 24 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to CT. 41 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT (critical). 12 Armor remaining.

         Critical hit on LT. Roll is 7; no effect.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LA. 19 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT. 7 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT. 2 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to CT. 36 Armor remaining.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT. Armor destroyed, 18 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Ultra AC/10 Ammo (10).
            
*** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***        Kraken (Bane) 2 ID:1 (Coyote808) takes 100 damage to LT. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            remaining 82 damage prevented by CASE.

         Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Ultra AC/10 Ammo (10).
            
*** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***        Kraken (Bane) 2 ID:1 (Coyote808) takes 100 damage to LT.            remaining 100 damage prevented by CASE.

        Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" takes 2 damage.        
Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" needs a 3 to stay conscious.  Rolls 3 : successful!
        
Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" needs a 5 to stay conscious.  Rolls 8 : successful!

            CRITICAL HIT on Ultra AC/10 Ammo (10).
            
*** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***        Kraken (Bane) 2 ID:1 (Coyote808) takes 100 damage to LT.            remaining 100 damage prevented by CASE.

        Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" takes 2 damage.        
Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" needs a 7 to stay conscious.  Rolls 10 : successful!
        
Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" needs a 10 to stay conscious.  Rolls 10 : successful!


        Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" takes 2 damage.
*** Kraken (Bane) 2 ID:1 (Coyote808) DESTROYED by pilot death! ***        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to LT.        5 damage transfers to CT.
        Kraken (Bane) 2 ID:1 (Coyote808) takes 5 damage to CT. 31 Armor remaining.

Pilot of Kraken (Bane) 2 ID:1 (Coyote808) "Martha Shadrin" must roll 7 to avoid damage; rolls 9 : succeeds.
Loki (Hellbringer) H ID:2 (Bot1) needs a 3 to avoid falling while walking backwards over an elevation change, rolls 7.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ANS Kamas P81 on 30 August 2011, 06:22:04
MadCats are tough!  :o
Quote
Weapons fire for Rifleman IIC (Icchan)
    Large Pulse Laser at Mad Cat (Timber Wolf) C (Bot1); needs 4, rolls 8 : hits  (using Rear table) RTR
        Mad Cat (Timber Wolf) C (Bot1) takes 10 damage to RTR. Armor destroyed, 13 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 15 Ammo (8).
            
*** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***        Mad Cat (Timber Wolf) C (Bot1) takes 120 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 107 damage prevented by CASE.

         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on AMS Ammo (23).
            
*** AMS Ammo EXPLODES!  46 DAMAGE! ***        Mad Cat (Timber Wolf) C (Bot1) takes 46 damage to RT.            remaining 46 damage prevented by CASE.

        Pilot of Mad Cat (Timber Wolf) C (Bot1) "Tex And" takes 2 damage.        
Pilot of Mad Cat (Timber Wolf) C (Bot1) "Tex And" needs a 5 to stay conscious.  Rolls 6 : successful!
        
Pilot of Mad Cat (Timber Wolf) C (Bot1) "Tex And" needs a 7 to stay conscious.  Rolls 2 : blacks out.

            CRITICAL HIT on Engine.

        Pilot of Mad Cat (Timber Wolf) C (Bot1) "Tex And" takes 2 damage.

    Large Pulse Laser at Mad Cat (Timber Wolf) C (Bot1); needs 4, rolls 8 : hits  (using Rear table) LA
        Mad Cat (Timber Wolf) C (Bot1) takes 10 damage to LA. Armor destroyed, 9 Internal Structure remaining
         Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on ER Large Laser.

    Large Pulse Laser at Mad Cat (Timber Wolf) C (Bot1); needs 4, rolls 10 : hits  (using Rear table) LL
        Mad Cat (Timber Wolf) C (Bot1) takes 10 damage to LL. 14 Armor remaining.

    Large Pulse Laser at Mad Cat (Timber Wolf) C (Bot1); needs 4, rolls 11 : hits  (using Rear table) LA
        Mad Cat (Timber Wolf) C (Bot1) takes 10 damage to LA. SECTION DESTROYED,
        1 damage transfers to LTR.

         Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on ER Large Laser.
        Mad Cat (Timber Wolf) C (Bot1) takes 1 damage to LTR. 6 Armor remaining.
And it was still up!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 04 September 2011, 01:44:04
Not a crazy hit - but there were plenty of those - but more of a "WTF" moment courtesy of the Bot (or, as we call him, "Bob").

In the movement phase, Bob decides to take a very unsual tactical step: He jumps four of his mechs into the water. Not only that, but he jumps two of them out into depth 2+ water, as can be seen below...

(http://img.photobucket.com/albums/v59/deadborder/wtfbob.jpg)

(Bob's mechs are the green-brown ones that are in the water)

I admit now that I wasn't expecting that...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 04 September 2011, 07:51:50
Personally I make a policy of never having the bot start out with deep water or large buildings in its setup area. I've had battles start with just a bunch of falling damage reports, and then there wasn't much left to do... ::)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 04 September 2011, 19:26:07
Me either, which makes that little tactical move even more fun - the Bot went out of its way to find water to sink into.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: txMaddog on 07 September 2011, 19:21:09
They say that the pinnacle of the Art of War is to defeat your opponent without fighting.  Here is a perfect example.  8)
Code: [Select]
Initiative Phase for Round #1
-------------------
txMaddog rolls a 8[8+0].
Bot1 rolls a 6[6+0].

The turn order for movement is:
  Bot1, txMaddog

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
txMaddog: 616 BV remaining (from 616 initially) 0 BV fled
Bot1: 610 BV remaining (from 610 initially) 0 BV fled

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

Falcon FLC-4N (Bot1) must make a piloting skill check while moving in hex 1303 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 4 : succeeds.

Falcon FLC-4N (Bot1) must make a piloting skill check while moving in hex 0901 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (running & turning on pavement)], rolls 3 : falls.
Falcon FLC-4N (Bot1) falls 0 level(s) into hex 0901
    Falcon FLC-4N (Bot1) falls on its rear, suffering 3 damage.
        Falcon FLC-4N (Bot1) takes 3 damage to RL. 10 Armor remaining.

Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" must roll 6 to avoid damage; rolls 5 : fails.
        Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" takes 1 damage.       
Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" needs a 3 to stay conscious.  Rolls 9 : successful!

*** Falcon FLC-4N (Bot1) has skidded off the field. ***

End Phase
-------------------
Team 1 has achieved all required victory conditions!

Victory!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 21 September 2011, 09:38:53
I did not save it, but I just had a bot with four infantry units score three seperate head hits on my mech with three of the four units. The fourth unit did not fire at me, thank god.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 21 September 2011, 17:39:41
They say that the pinnacle of the Art of War is to defeat your opponent without fighting.  Here is a perfect example.  8)
Code: [Select]
Initiative Phase for Round #1
-------------------
txMaddog rolls a 8[8+0].
Bot1 rolls a 6[6+0].

The turn order for movement is:
  Bot1, txMaddog

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
txMaddog: 616 BV remaining (from 616 initially) 0 BV fled
Bot1: 610 BV remaining (from 610 initially) 0 BV fled

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

Falcon FLC-4N (Bot1) must make a piloting skill check while moving in hex 1303 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 4 : succeeds.

Falcon FLC-4N (Bot1) must make a piloting skill check while moving in hex 0901 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (running & turning on pavement)], rolls 3 : falls.
Falcon FLC-4N (Bot1) falls 0 level(s) into hex 0901
    Falcon FLC-4N (Bot1) falls on its rear, suffering 3 damage.
        Falcon FLC-4N (Bot1) takes 3 damage to RL. 10 Armor remaining.

Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" must roll 6 to avoid damage; rolls 5 : fails.
        Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" takes 1 damage.       
Pilot of Falcon FLC-4N (Bot1) "Kirsi Koriche" needs a 3 to stay conscious.  Rolls 9 : successful!

*** Falcon FLC-4N (Bot1) has skidded off the field. ***

End Phase
-------------------
Team 1 has achieved all required victory conditions!

Victory!


Awesome!  I lost that way once.  Ever since then, I no longer allow skidding off the field!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 22 September 2011, 03:19:46
One of our regular players is more of a tank fan than I used to be (and my orginal forum name was Tankdriver). He has twice skidded off the map. Skidded into a building at least twice and once skidded off a level 3 hill to level 0. Yet he continues to go back to tanks.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 23 September 2011, 11:20:09
Code: [Select]

Weapons fire for Black Knight BL-6-KNT #2 (38TH 23 )
    Medium Laser at Warhammer WHM-6K (38TH 23 REBELS); needs 5, rolls 5 :  - Glancing Blow - hits  RL
    Medium Laser at Warhammer WHM-6K (38TH 23 REBELS); needs 5, rolls 6 : hits  LT
    Large Laser at Warhammer WHM-6K (38TH 23 REBELS); needs 5, rolls 6 : hits  CT
    Medium Laser at Warhammer WHM-6K (38TH 23 REBELS); needs 5, rolls 10 :  - Direct Blow - hits  RA
    Large Laser at Warhammer WHM-6K (38TH 23 REBELS); needs 5, rolls 8 :  - Direct Blow - hits  RT
           
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
        Start Secondary Damage Report.
        Building #20552 absorbs 7 points of damage.
        Building #24648 absorbs 14 points of damage.
        Building #28744 absorbs 14 points of damage.
        Building #24652 absorbs 28 points of damage.
         BUILDING DESTROYED
        Building #26704 absorbs 28 points of damage.
        Building #28752 absorbs 28 points of damage.
        Building #30800 absorbs 14 points of damage.
        Building #30800 absorbs 7 points of damage.
        Building #24660 absorbs 14 points of damage.
        Building #30804 absorbs 7 points of damage.
        Building #24664 absorbs 7 points of damage.
        Building #24664 absorbs 7 points of damage.
        Thug THG-11E (38TH 23 ) is hit for 7 damage!
        Thug THG-11E (38TH 23 ) takes 5 damage to LT. 14 Armor remaining.
        Thug THG-11E (38TH 23 ) takes 2 damage to LL. 22 Armor remaining.
        Black Knight BL-6-KNT #2 (38TH 23 ) is hit for 7 damage!
        Black Knight BL-6-KNT #2 (38TH 23 ) takes 5 damage to HD. Armor destroyed, SECTION DESTROYED,
*** Black Knight BL-6-KNT #2 (38TH 23 ) DESTROYED by damage! ***
        Pilot of Black Knight BL-6-KNT #2 (38TH 23 ) "Kate? Vojtek" takes 3 damage.       
Pilot of Black Knight BL-6-KNT #2 (38TH 23 ) "Kate? Vojtek" needs a 7 to stay conscious.  Rolls 7 : successful!
       
Pilot of Black Knight BL-6-KNT #2 (38TH 23 ) "Kate? Vojtek" needs a 10 to stay conscious.  Rolls 8 : blacks out.
       
Black Knight BL-6-KNT #2 (38TH 23 ) suffers catastrophic damage, but the autoeject system was engaged.           
Black Knight BL-6-KNT #2 (38TH 23 ) must make a piloting skill check (landing in light woods).
                Needs 13 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 6 : fails.
        Pilot of MechWarrior Kate? Vojtek (38TH 23 ) "Kate? Vojtek" takes 3 damage.
*** MechWarrior Kate? Vojtek (38TH 23 ) DESTROYED by pilot death! ***
         Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.
        Black Knight BL-6-KNT #2 (38TH 23 ) takes 2 damage to LA. 20 Armor remaining.
        End Secondary Damage Report.

Yeah, that did not go as planned...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 23 September 2011, 16:12:01
here's a megamek breaking winner.

(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc7/298702_283308188348294_100000073451541_1214485_1332458140_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 23 September 2011, 21:17:11
Code: [Select]
"Pilot needs 2147483647 to avoid skid..."

Plain awesome.   ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: KlavoHunter on 24 September 2011, 02:38:08
After kicking the leg off of a Hunchback-SP in a game I just played, I was horrified to see it rise up on a roll of a 10 and begin vomiting SRMs and lasers at my 'Mechs once more.  So, I had my fast-moving Hermes run over and try and push it over, twice.  Both times, it remained standing, until I jumped my Wolverine over to give it a good kick, and it fell over again at that.  Then I moved away from it to concentrate on its lancemates, but lo and behold, the one-legged Hunchback rose up, and began to fire again, with ridiculous accuracy for its 4/5 pilot!  By this point, the rest of my Lance, a custom Awesome and a Trebuchet have disintegrated, and I can only settle to attempt to destroy the Hunchie out of sheer spite.  Maybe I could've legged the enemy Zeus if I tried instead, but this zombie Hunchie just had to die!  I kicked it back over with a very narrow roll on its pilot's part, and then the next turn it critted its CT SRM ammo failing at getting up.  But holy crap, that thing just refused to die for the longest time, and delivered so much pain!  It also got really lucky on a lot of rolls from my long-range weapons whiffing at it early on.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 24 September 2011, 08:13:28
I forgot to save it, but just last night, I had this happen. Four player free for all. Two tanks, including my fortune and two battlemechs including a down-teched black knight. The other mech pummels the black knight to the point where it cannot get up and is completely immobile. Meanwhile I am Clustering and solid shotting the other tank to scrap, though it TOOK FOREVER. Finally I finish it off and turn towards the other battlemech, while he slowly makes his way to me. I continue to mix clusters with solid shots and just about have him when he finally blows away my front ammo and destroys the internal structure.

So it is looking like a win for battlemech 2 as he just has to turn arounds and headcap the immobile mech. Well he just happens to be running pretty hot. He decides to walk into the small lake to cool and take the kill shot. I tried dropping hints that this was a bad idea, but he did it anyway.

Armor breach= one dead mech (according to the graveyard "killed by: pilot error"
The winner of the game was the black knight the did nothing for the last 4 or 5 turns but lie on the ground immobile in a corner.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 28 September 2011, 08:42:17
Ok, this is a long one, but it is worth it.


Weapons fire for Falcon FLC-4Nb (Scorpion)
    Medium Laser at Trebuchet TBT-5S (Bot2); needs 4, rolls 4 : hits  (using Left Side table) CT
        Trebuchet TBT-5S (Bot2) takes 5 damage to CT. 8 Internal Structure remaining
         Critical hit on CT. Roll is 2; no effect.

    Snub-Nose PPC at Trebuchet TBT-5S (Bot2); needs 4, rolls 6 : hits  (using Left Side table) CT
        Trebuchet TBT-5S (Bot2) takes 10 damage to CT. SECTION DESTROYED,

*** Trebuchet TBT-5S (Bot2) DESTROYED by damage! ***
         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

    Medium Laser at Trebuchet TBT-5S (Bot2); needs 4, rolls 11 : hits  (using Left Side table) RL
        Trebuchet TBT-5S (Bot2) takes 5 damage to RL. 10 Armor remaining.


Weapons fire for Trebuchet TBT-5S (Bot2)
    SRM 6 at Falcon FLC-4Nb (Scorpion); needs 4, rolls 7 : 5 missile(s) hit.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to LT. Armor destroyed, 6 Internal Structure remaining
         Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Jump Jet.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to LL. 7 Armor remaining.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to RL. 1 Internal Structure remaining
         Critical hit on RL. Roll is 6; no effect.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to RA. 4 Armor remaining.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to RT. 1 Armor remaining.

    Medium Laser at Falcon FLC-4Nb (Scorpion); needs 4, rolls 5 : hits  CT
        Falcon FLC-4Nb (Scorpion) takes 5 damage to CT. Armor destroyed, 7 Internal Structure remaining
         Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

    Medium Laser at Falcon FLC-4Nb (Scorpion); needs 4, rolls 5 : hits  CT
        Falcon FLC-4Nb (Scorpion) takes 5 damage to CT. 2 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

*** Falcon FLC-4Nb (Scorpion) DESTROYED by engine destruction! ***
    Medium Laser at Falcon FLC-4Nb (Scorpion); needs 4, rolls 5 : hits  HD
        Falcon FLC-4Nb (Scorpion) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Falcon FLC-4Nb (Scorpion) "Ma-Leu-Da Yu" takes 1 damage.
    SRM 6 at Falcon FLC-4Nb (Scorpion); needs 4, rolls 7 : 6 missile(s) hit.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to CT. SECTION DESTROYED,

         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to LL. 5 Armor remaining.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to RA. 2 Armor remaining.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to LA. 6 Armor remaining.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to LT. 4 Internal Structure remaining
         Critical hit on LT. Roll is 5; no effect.

        Falcon FLC-4Nb (Scorpion) takes 2 damage to RT. Armor destroyed, 6 Internal Structure remaining
         Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Double Heat Sink.


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

Heat Phase
-------------------
 

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

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

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

Winner is: the Chicago Cubs!!!

Scorpion: 0 BV remaining (from 1477 initially) 0 BV fled
Bot2: 0 BV remaining (from 1358 initially) 0 BV fled

Graveyard contains:
MechWarrior Samra Sarbans (Bot3)
Gunnery Skill : Samra Sarbans [3]
Kills : 0
Destroyed by Falcon FLC-4Nb (Scorpion)

Night Hawk NTK-2Q (Bot1)
Pilot : Moniku Watanabe [3/4] ( 2 hit(s) )
Kills : 0
Destroyed by Falcon FLC-4Nb (Scorpion)

Falcon FLC-4Nb (Scorpion)
Pilot : Ma-Leu-Da Yu [3/3] ( 1 hit(s) )
Kills : 4
Destroyed by Trebuchet TBT-5S (Bot2)

Trebuchet TBT-5S (Bot2)
Pilot : Silvie Anis [3/4] ( 1 hit(s) )
Kills : 1
Destroyed by Falcon FLC-4Nb (Scorpion)


The following utterly destroyed units are not available for salvage:
Vulcan VT-6M (Bot3)
Pilot : Samra Sarbans [3/3]
Kills : 0
Destroyed by Falcon FLC-4Nb (Scorpion)


Detailed unit status saved to entitystatus.txt
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 30 September 2011, 14:08:22
Mutual Assured Destruction...gotta love it!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 01 October 2011, 08:40:25
I
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 01 October 2011, 08:42:58
I just realized I got credit for killing myself.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Pa Weasley on 02 October 2011, 17:49:55
Double blackout!
Quote
Weapons fire for Nobori-nin (Huntsman) Khan (Pa Weasley)
    Improved Heavy Medium Laser at Shadow Cat C (Bot1); needs 8, rolls 2 : misses.

    Improved Heavy Medium Laser at Shadow Cat C (Bot1); needs 8, rolls 9 : hits  (using Left Side table) LL
        ???? (????) takes ???? damage to ????. ???? Armor remaining.

    Improved Heavy Medium Laser at Shadow Cat C (Bot1); needs 8, rolls 9 : hits  (using Left Side table) LT
        ???? (????) takes ???? damage to ????. Armor destroyed, ???? Internal Structure remaining
         Critical hit on ????. Roll is ????; 2 locations.
            CRITICAL HIT on ????.
            CRITICAL HIT on ????.
            
*** ???? EXPLODES!  ???? DAMAGE! ***        ???? (????) takes ???? damage to ????. SECTION DESTROYED,
LIMB BLOWN OFF ???? blown off.
            remaining ???? damage prevented by CASE.

         Critical hit on ????. Roll is ????; no effect.

        Pilot of ???? (????) "????" takes ???? damage.        
Pilot of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : successful!
        
Pilot of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : blacks out.


    ATM 9 at Shadow Cat C (Bot1); needs 8, rolls 3 : misses.


Weapons fire for ???? (????)
    ???? at ???? (????); needs ????, rolls ???? : misses.

    ???? at ???? (????); needs ????, rolls ???? : misses.

    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Nobori-nin (Huntsman) Khan (Pa Weasley) takes 7 damage to RT. Armor destroyed, 11 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +Improved Heavy Medium Laser.
            
*** Improved Heavy Medium Laser EXPLODES!  5 DAMAGE! ***        Nobori-nin (Huntsman) Khan (Pa Weasley) takes 5 damage to RT. 6 Internal Structure remaining
         Critical hit on RT. Roll is 4; no effect.

        Pilot of Nobori-nin (Huntsman) Khan (Pa Weasley) "Dorian Chiaromonte" takes 2 damage.        
Pilot of Nobori-nin (Huntsman) Khan (Pa Weasley) "Dorian Chiaromonte" needs a 3 to stay conscious.  Rolls 9 : successful!
        
Pilot of Nobori-nin (Huntsman) Khan (Pa Weasley) "Dorian Chiaromonte" needs a 5 to stay conscious.  Rolls 3 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 02 October 2011, 18:31:50
1... 2... 3...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: waylander on 04 October 2011, 09:49:08
Ok I finally have one to add. Nothing like a classic stackpole.
Code: [Select]
Weapons fire for Battlemaster AjaxII (Black Watch)
    ER PPC at Exterminator EXT-4D #2 (Bot1); needs 5, rolls 7 : hits  (using Right Side table) RA
        Exterminator EXT-4D #2 (Bot1) takes 15 damage to RA.        15 damage transfers to RT.
        Exterminator EXT-4D #2 (Bot1) takes 15 damage to RT. Armor destroyed, SECTION DESTROYED,

*** Exterminator EXT-4D #2 (Bot1) DESTROYED by engine destruction! ***            
Anna Huhtinen has abandoned Exterminator EXT-4D #2 (Bot1).
        1 damage transfers to CT.

         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on AMS Ammo (11).
            
*** AMS Ammo EXPLODES!  22 DAMAGE! ***        Exterminator EXT-4D #2 (Bot1) takes 22 damage to RT.        22 damage transfers to CT.
        Exterminator EXT-4D #2 (Bot1) takes 22 damage to CT. SECTION DESTROYED,
        Exterminator EXT-4D #2 (Bot1) has taken 7 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Building #63592 absorbs 9 points of damage.
        Building #63592 absorbs 9 points of damage.
        Building #63592 absorbs 9 points of damage.
        Building #63592 absorbs 19 points of damage.
        Building #63592 absorbs 19 points of damage.
        Building #63592 absorbs 9 points of damage.
        Building #63592 absorbs 19 points of damage.
        Building #63592 absorbs 39 points of damage.
        Building #51312 absorbs 9 points of damage.
        Building #51312 absorbs 19 points of damage.
        Building #51312 absorbs 39 points of damage.
        Building #51312 absorbs 19 points of damage.
        Building #51312 absorbs 9 points of damage.
        Building #51312 absorbs 19 points of damage.
        Building #51312 absorbs 9 points of damage.
        Building #51312 absorbs 9 points of damage.
        Wolverine WVR-9N (Black Watch) is hit for 39 damage!
        Wolverine WVR-9N (Black Watch) takes 5 damage to RL. 5 Internal Structure remaining
         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Upper Leg.
        Wolverine WVR-9N (Black Watch) takes 5 damage to RT. 5 Armor remaining.
        Wolverine WVR-9N (Black Watch) takes 5 damage to CT. 12 Armor remaining.
        Wolverine WVR-9N (Black Watch) takes 5 damage to RA. 3 Armor remaining.
        Wolverine WVR-9N (Black Watch) takes 5 damage to RL. SECTION DESTROYED,

         Critical hit on RL. Roll is 7; no effect.
        Wolverine WVR-9N (Black Watch) takes 5 damage to RA. Armor destroyed, 7 Internal Structure remaining
         Critical hit on RA. Roll is 4; no effect.
        Wolverine WVR-9N (Black Watch) takes 5 damage to LL. 14 Armor remaining.
        Wolverine WVR-9N (Black Watch) takes 4 damage to RA. 3 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.

        Exterminator EXT-9N (Black Watch) is hit for 19 damage!
        Exterminator EXT-9N (Black Watch) takes 5 damage to RL. 17 Armor remaining.
        Exterminator EXT-9N (Black Watch) takes 5 damage to RT. 3 Armor remaining.
        Exterminator EXT-9N (Black Watch) takes 5 damage to RA. 10 Armor remaining.
        Exterminator EXT-9N (Black Watch) takes 4 damage to LL. 8 Armor remaining.

        Cronus CRS-9N (Black Watch) is hit for 19 damage!
        Cronus CRS-9N (Black Watch) takes 5 damage to LL. 21 Armor remaining.
        Cronus CRS-9N (Black Watch) takes 5 damage to LA. 13 Armor remaining.
        Cronus CRS-9N (Black Watch) takes 5 damage to LT. 15 Armor remaining.
        Cronus CRS-9N (Black Watch) takes 4 damage to LL. 17 Armor remaining.

        Battlemaster AjaxII (Black Watch) is hit for 39 damage!
        Battlemaster AjaxII (Black Watch) takes 5 damage to RA. 11 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to CT. 36 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to LA. 12 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to LL. 31 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to RL. 16 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to LL. 26 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 5 damage to LA. 7 Armor remaining.
        Battlemaster AjaxII (Black Watch) takes 4 damage to RL. 12 Armor remaining.

        Valkyrie VLK-9N (Black Watch) is hit for 9 damage!
        Valkyrie VLK-9N (Black Watch) takes 5 damage to RA. 2 Armor remaining.
        Valkyrie VLK-9N (Black Watch) takes 4 damage to LT. 7 Armor remaining.

        Elemental Battle Armor [Flamer] (Bot3) is hit for 39 damage!
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 5. 5 Armor remaining.
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 2. 5 Armor remaining.
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 1. 0 Armor remaining.
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 5. 0 Armor remaining.
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 5. TROOPER KILLED,
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 1. TROOPER KILLED,
        Elemental Battle Armor [Flamer] (Bot3) takes 5 damage to Trooper 4. 3 Armor remaining.
        Elemental Battle Armor [Flamer] (Bot3) takes 4 damage to Trooper 4. Armor destroyed, TROOPER KILLED,

        Elemental Battle Armor [MG] #3 (Bot3) is hit for 39 damage!
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 4. 3 Armor remaining.
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 4. Armor destroyed, TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 2. 1 Armor remaining.
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 3. 5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 3. 0 Armor remaining.
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 5. 5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Bot3) takes 5 damage to Trooper 3. TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Bot3) takes 4 damage to Trooper 1. 6 Armor remaining.


        End Secondary Damage Report.

         Critical hit on CT. Roll is 7; no effect.


        Exterminator EXT-4D #2 (Bot1) takes 1 damage to CT.
    Medium Laser at Exterminator EXT-4D #2 (Bot1); needs 5, rolls 12 :  - Direct Blow - hits  (using Right Side table) CT
        Exterminator EXT-4D #2 (Bot1) takes 7 damage to CT.
    Medium Laser at Exterminator EXT-4D #2 (Bot1); needs 5, rolls 10 :  - Direct Blow - hits  (using Right Side table) LA
        Exterminator EXT-4D #2 (Bot1) takes 6 damage to LA. SECTION DESTROYED,
        2 damage transfers to LT.

         Critical hit on LA. Roll is (3+1) = 4; no effect.
        Exterminator EXT-4D #2 (Bot1) takes 2 damage to LT. 17 Armor remaining.

    Medium Pulse Laser at Exterminator EXT-4D #2 (Bot1); needs 3, rolls 11 :  - Direct Blow - hits  (using Right Side table) RA
        Exterminator EXT-4D #2 (Bot1) takes 9 damage to RA.        9 damage transfers to RT.
        Exterminator EXT-4D #2 (Bot1) takes 9 damage to RT.        9 damage transfers to CT.
        Exterminator EXT-4D #2 (Bot1) takes 9 damage to CT.
    Medium Laser at Exterminator EXT-4D #2 (Bot1); needs 5, rolls 6 : hits  (using Right Side table) LA
        Exterminator EXT-4D #2 (Bot1) takes 5 damage to LA.        5 damage transfers to LT.
        Exterminator EXT-4D #2 (Bot1) takes 5 damage to LT. 12 Armor remaining.

    Medium Laser at Exterminator EXT-4D #2 (Bot1); needs 5, rolls 7 : hits  (using Right Side table) RT
        Exterminator EXT-4D #2 (Bot1) takes 5 damage to RT.        5 damage transfers to CT.
        Exterminator EXT-4D #2 (Bot1) takes 5 damage to CT.
    Medium Pulse Laser at Exterminator EXT-4D #2 (Bot1); needs 3, rolls 10 :  - Direct Blow - hits  (using Right Side table) LA
        Exterminator EXT-4D #2 (Bot1) takes 9 damage to LA.        9 damage transfers to LT.
        Exterminator EXT-4D #2 (Bot1) takes 9 damage to LT. 3 Armor remaining.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: waylander on 04 October 2011, 09:59:22
ok the same game next round STACKPOLE [notworthy]
Code: [Select]
Weapons fire for Longbow LGB-9N (Black Watch)
    Streak SRM 2 at Shadow Hawk IIC #2 (Bot2); needs 2, rolls 8 :  - Direct Blow -  (w/ +4 bonus)2 missile(s) hit.

        Shadow Hawk IIC #2 (Bot2) takes 2 damage to CT (critical). 12 Internal Structure remaining
         Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.

         Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

*** Shadow Hawk IIC #2 (Bot2) DESTROYED by engine destruction! ***            
Yao-pang Wu has abandoned Shadow Hawk IIC #2 (Bot2).

        Shadow Hawk IIC #2 (Bot2) takes 2 damage to LT.        2 damage transfers to CT.
        Shadow Hawk IIC #2 (Bot2) takes 2 damage to CT. 10 Internal Structure remaining
         Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
        Shadow Hawk IIC #2 (Bot2) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Building #57416 absorbs 6 points of damage.
        Building #57416 absorbs 6 points of damage.
        Building #57416 absorbs 6 points of damage.
        Longbow LGB-9N (Black Watch) is hit for 27 damage!
        Longbow LGB-9N (Black Watch) takes 5 damage to CT. 33 Armor remaining.
        Longbow LGB-9N (Black Watch) takes 5 damage to RT. 20 Armor remaining.
        Longbow LGB-9N (Black Watch) takes 5 damage to LA. 6 Armor remaining.
        Longbow LGB-9N (Black Watch) takes 5 damage to LL. 28 Armor remaining.
        Longbow LGB-9N (Black Watch) takes 5 damage to RT. 15 Armor remaining.
        Longbow LGB-9N (Black Watch) takes 2 damage to LA. 4 Armor remaining.

        Rifleman RFL-9N (Black Watch) is hit for 27 damage!
        Rifleman RFL-9N (Black Watch) takes 5 damage to LT. 17 Armor remaining.
        Rifleman RFL-9N (Black Watch) takes 5 damage to RL. 23 Armor remaining.
        Rifleman RFL-9N (Black Watch) takes 5 damage to RL. 18 Armor remaining.
        Rifleman RFL-9N (Black Watch) takes 5 damage to LT. 12 Armor remaining.
        Rifleman RFL-9N (Black Watch) takes 5 damage to RT. 13 Armor remaining.
        Rifleman RFL-9N (Black Watch) takes 2 damage to RT. 11 Armor remaining.

        Shadow Hawk IIC (Bot2) is hit for 6 damage!
        Shadow Hawk IIC (Bot2) takes 5 damage to LL. Armor destroyed, 9 Internal Structure remaining
         Critical hit on LL. Roll is 6; no effect.
        Shadow Hawk IIC (Bot2) takes 1 damage to CTR. 12 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

*** Shadow Hawk IIC (Bot2) DESTROYED by engine destruction! ***            
Steve Pak has abandoned Shadow Hawk IIC (Bot2).

I just love the last line: Steve Pak has abandoned Shadow Hawk IIC! I think it needs to add terminally to that line
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 05 October 2011, 11:50:13
A last ditch shot with my SRM 6, my only surviving weapon, at the Buccaneer before the physical phase and their using their weapon to kill me.  The funny thing was, this was a campaign, and this was the LAST shot of the last ton of Tandem Charge warheads that the unit had saved up. 


    SRM 6 at Buccaneer BCN-5W (WoB); needs 6, rolls 9 :  - Direct Blow - 4 tandem charge missile(s) hit (w/ +2 bonus).
        Buccaneer BCN-5W (WoB) takes 2 damage to LL. 21 Armor remaining.

         Critical hit on LL. Roll is 4; no effect.
        Buccaneer BCN-5W (WoB) takes 2 damage to LL. 19 Armor remaining.

         Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.
        Buccaneer BCN-5W (WoB) takes 2 damage to RL. 21 Armor remaining.

         Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.
        Buccaneer BCN-5W (WoB) takes 2 damage to RA. 15 Armor remaining.

         Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on +Plasma Rifle.
            CRITICAL HIT on +Plasma Rifle.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 06 October 2011, 19:58:27
Two light mechs engaging in acts of siproprtionate carnage - and one of these is the first shot of the battle.


Weapons fire for Baboon (Howler) 3 'Devil' (kitteh)
    ER PPC at Zeus ZEU-10WB (BobBattleBot); needs 6, rolls 6 : hits  CT (critical)
        Zeus ZEU-10WB (BobBattleBot) takes 15 damage to CT (critical). 23 Armor remaining.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


And while this isn't a "Crazy Shot", it's still pretty damaging out of all proprtion.


Physical attacks for Vixen (Incubus) (Rickosaur)
    Pushing Grand Crusader II GRN-D-04 (BobBattleBot); needs 5, rolls 5 : succeeds: target is pushed off the board.

*** Grand Crusader II GRN-D-04 (BobBattleBot) has been forced from the field. ***

Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 10 October 2011, 23:17:59
Break out the popcorn!  I love SW era Mechs with ammo bins! (Left in the important bits.)

Code: [Select]
Weapons fire for Wolverine WVR-6M (11TH ATREAN RECON 2)
    Medium Laser at Shadow Hawk SHD-2H #2 (UHLANS RECON 2); needs 1, rolls 5 :  - Direct Blow - hits  (using Right Side table) CT
        Shadow Hawk SHD-2H #2 (UHLANS RECON 2) takes 6 damage to CT. 14 Armor remaining.

    Medium Laser at Shadow Hawk SHD-2H #2 (UHLANS RECON 2); needs 1, rolls 4 : hits  (using Right Side table) LT
        Shadow Hawk SHD-2H #2 (UHLANS RECON 2) takes 5 damage to LT. 7 Armor remaining.

    SRM 6 at Shadow Hawk SHD-2H #2 (UHLANS RECON 2); needs 1, rolls 9 :  - Direct Blow - 4 missile(s) hit (using Right Side table) (w/ +4 bonus).

        Shadow Hawk SHD-2H #2 (UHLANS RECON 2) takes 2 damage to RT (critical). 10 Armor remaining.

         Critical hit on RT. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on LRM 5.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on LRM 5 Ammo (14).
           
*** LRM 5 Ammo EXPLODES!  70 DAMAGE! *** 

 Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

Original target

Code: [Select]

        Start Secondary Damage Report.
 Wolverine WVR-6M (11TH ATREAN RECON 2) takes 5 damage to RT. 6 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on SRM 6 Ammo (10).
           
*** SRM 6 Ammo EXPLODES!  120 DAMAGE! *** 

End Secondary Damage Report.

Self-immolation

Code: [Select]

Trebuchet TBT-5N (UHLANS RECON 2) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 3 : falls.
    Trebuchet TBT-5N (UHLANS RECON 2) falls on its right side, suffering 5 damage.
        Trebuchet TBT-5N (UHLANS RECON 2) takes 5 damage to RA.        5 damage transfers to RT.
        Trebuchet TBT-5N (UHLANS RECON 2) takes 5 damage to RT. Armor destroyed, 11 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 15 Ammo (8).
           
*** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***


Collateral damage

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 11 October 2011, 06:27:58
More along the lines of "crazy luck" than "crazy hit", but this mech just survived a ridiculous amount of hits without serious damage!

Code: [Select]
   <entity chassis="Albatross" model="ALB-3CA" type="Biped" commander="false" deployment="0">
      <pilot name="Jenny Kardar" nick="" gunnery="4" piloting="4" hits="2" ejected="false" autoeject="true"/>
      The first slot in a location is at index="1".
      <location index="0"> Head
         <armor points="2"/>
         <slot index="4" type="IS LB 20-X AC Ammo" shots="4"/>
      </location>
      <location index="1"> Center Torso
         <armor points="5"/>
      </location>
      <location index="2"> Right Torso
         <armor points="5"/>
         <slot index="10" type="IS Ammo MML-3 LRM Semi-guided" shots="30"/>
         <slot index="11" type="IS Ammo MML-3 SRM Inferno" shots="33"/>
         <slot index="12" type="IS Ammo MML-3 SRM" shots="8"/>
      </location>
      <location index="3"> Left Torso
         <armor points="13"/>
      </location>
      <location index="4"> Right Arm
         <armor points="Destroyed"/>
         <armor points="5" type="Internal"/>
         <slot index="3" type="System" isHit="true" isRepairable="true" isDestroyed="true"/>
      </location>
      <location index="5"> Left Arm
         <armor points="1"/>
      </location>
      <location index="6"> Right Leg
         <armor points="0"/>
         <armor points="15" type="Internal"/>
         <slot index="5" type="IS LB 20-X Cluster Ammo" shots="5"/>
      </location>
      <location index="7"> Left Leg
         <armor points="0"/>
         <armor points="13" type="Internal"/>
         <slot index="2" type="System" isHit="true" isRepairable="true" isDestroyed="true"/>
         <slot index="3" type="System" isHit="true" isRepairable="true" isDestroyed="true"/>
         <slot index="5" type="IS LB 20-X AC Ammo" shots="0" isHit="true" isRepairable="true" isDestroyed="true"/>
      </location>
   </entity>

It has mor armor left on its rear locations than all its front, yet the only internal damage is one destroyed arm, two leg actuators (and it ended standing!) and an ammo bay that had been emptied just the turn before! ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Moonsword on 15 October 2011, 10:18:46
First shot of the entire game:


Weapons fire for Schrek PPC Carrier (Moonsword)
    PPC at Thunderbolt TDR-5S (Princess); needs 11, rolls 12 : hits  CT (critical)
        Thunderbolt TDR-5S (Princess) takes 10 damage to CT (critical). 20 Armor remaining.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on LRM 15 Ammo (8).
           
*** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***       
Thunderbolt TDR-5S (Princess) suffers catastrophic damage, but the autoeject system was engaged.           
Thunderbolt TDR-5S (Princess) must make a piloting skill check (landing in clear terrain).
                Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.                   
The pilot ejects safely!

*** Thunderbolt TDR-5S (Princess) DESTROYED by ejection! ***        Thunderbolt TDR-5S (Princess) takes 120 damage to CT. SECTION DESTROYED,

         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.


            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 19 October 2011, 17:25:28
yep. this one is pretty silly.

(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/308158_295540003791779_100000073451541_1264408_1546708952_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 19 October 2011, 19:19:58
Ok Here is a rare one... sure its not a bug?

    LRM 20 at Blackjack BJ-4 (Mekslayer); needs 12, rolls 12 : 12 missile(s) hit (using Partial cover table).

        Blackjack BJ-4 (Mekslayer) takes 5 damage to CT (critical). 13 Armor remaining.

         Critical hit on CT. Roll is 2; no effect.

        Blackjack BJ-4 (Mekslayer) takes 5 damage to CT (critical). 8 Armor remaining.

         Critical hit on CT. Roll is 7; no effect.

        Blackjack BJ-4 (Mekslayer) takes 2 damage to CT (critical). 6 Armor remaining.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rael on 19 October 2011, 19:34:10
yep. this one is pretty silly.

 :D That's awesome.

Ok Here is a rare one... sure its not a bug?

    LRM 20 at Blackjack BJ-4 (Mekslayer); needs 12, rolls 12 : 12 missile(s) hit (using Partial cover table).

        Blackjack BJ-4 (Mekslayer) takes 5 damage to CT (critical). 13 Armor remaining.

         Critical hit on CT. Roll is 2; no effect.

        Blackjack BJ-4 (Mekslayer) takes 5 damage to CT (critical). 8 Armor remaining.

         Critical hit on CT. Roll is 7; no effect.

        Blackjack BJ-4 (Mekslayer) takes 2 damage to CT (critical). 6 Armor remaining.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

Looks like three TACs in a row, very low odds but possible.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 20 October 2011, 15:48:10
Last turn of the game I just finished.


Weapons fire for Crab CRB-27b (Andrew)
    ER Large Laser at Uziel UZL-2S (Bot3); needs 5, rolls 5 : hits  (using Left Side table) HD
        Uziel UZL-2S (Bot3) takes 8 damage to HD. 1 Armor remaining.

        Pilot of Uziel UZL-2S (Bot3) "Ella Rotheray" takes 1 damage.        
Pilot of Uziel UZL-2S (Bot3) "Ella Rotheray" needs a 3 to stay conscious.  Rolls 6 : successful!

    ER Large Laser at Uziel UZL-2S (Bot3); needs 5, rolls 9 : hits  (using Left Side table) LT
        Uziel UZL-2S (Bot3) takes 8 damage to LT. SECTION DESTROYED,

*** Uziel UZL-2S (Bot3) DESTROYED by engine destruction! ***        5 damage transfers to CT.

         Critical hit on LT. Roll is 6; no effect.
        Uziel UZL-2S (Bot3) takes 5 damage to CT. SECTION DESTROYED,
        Uziel UZL-2S (Bot3) has taken 9 engine hits this round.
        Checking for engine explosion on 10, roll is 9.
        Engine safety systems remain in place.

         Critical hit on CT. Roll is 5; no effect.

    Medium Laser at Uziel UZL-2S (Bot3); needs 5, rolls 10 : hits  (using Left Side table) RT
        Uziel UZL-2S (Bot3) takes 5 damage to RT. 9 Armor remaining.


Weapons fire for Uziel UZL-2S (Bot3)
    PPC at Crab CRB-27b (Andrew); needs 6, rolls 6 : hits  CT
        Crab CRB-27b (Andrew) takes 10 damage to CT. 0 Armor remaining.

    Machine Gun at Crab CRB-27b (Andrew); needs 9, rolls 5 : misses.
    Machine Gun at Crab CRB-27b (Andrew); needs 9, rolls 4 : misses.
    SRM 6 at Crab CRB-27b (Andrew); needs 5, rolls 8 : 6 missile(s) hit.

        Crab CRB-27b (Andrew) takes 2 damage to LT. 12 Armor remaining.

        Crab CRB-27b (Andrew) takes 2 damage to LA. 14 Armor remaining.

        Crab CRB-27b (Andrew) takes 2 damage to LL. 17 Armor remaining.

        Crab CRB-27b (Andrew) takes 2 damage to CT. 14 Internal Structure remaining
         Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

*** Crab CRB-27b (Andrew) DESTROYED by engine destruction! ***
        Crab CRB-27b (Andrew) takes 2 damage to RL. 12 Armor remaining.

        Crab CRB-27b (Andrew) takes 2 damage to CT. 12 Internal Structure remaining
         Critical hit on CT. Roll is 3; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 21 October 2011, 08:41:54
Man, that was one hell of a hovertank! ;D [rockon]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Trent on 22 October 2011, 02:10:02
Sigh. Ill-Fated Templar goes in for a hit & run against a Masakari. One Streak SRM-6 ends his day.

Weapons fire for Masakari (Warhawk) A (Raider1)
    Streak SRM 6 at Templar CRD-6T-UK (Trent); needs 6, rolls 7 : 6 missile(s) hit.

        Templar CRD-6T-UK (Trent) takes 2 damage to RA. 1 Armor remaining.

        Templar CRD-6T-UK (Trent) takes 2 damage to LT. 18 Armor remaining.

        Templar CRD-6T-UK (Trent) takes 2 damage to RA. Armor destroyed, 9 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.

        Templar CRD-6T-UK (Trent) takes 2 damage to CT. 28 Armor remaining.

        Templar CRD-6T-UK (Trent) takes 2 damage to CT (critical). 26 Armor remaining.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Templar CRD-6T-UK (Trent) takes 2 damage to CT (critical). 24 Armor remaining.

         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

*** Templar CRD-6T-UK (Trent) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Trent on 22 October 2011, 04:06:17
Damn clanners build tough mechs. Soaks up 460 damage, took out what was left of my fighter, and it's still in play. :)

Weapons fire for Riever F-100a #2 (Trent)
    AC/20 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 9 :  - Direct Blow - hits  (using Right Side table) RT
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 21 damage to RT. 4 Armor remaining.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 6 : 4 missile(s) hit (using Right Side table) (w/ +1 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 30 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT. 2 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT. 0 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA. 20 Armor remaining.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 6 : 5 missile(s) hit (using Right Side table) (w/ +1 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LA. 22 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA. 18 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LT. 21 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to CT. 27 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to CT. 25 Armor remaining.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 7 : 5 missile(s) hit (using Right Side table) (w/ +1 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 28 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA. 16 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA. 14 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT. 14 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 26 Armor remaining.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 10 :  - Direct Blow - 5 missile(s) hit (using Right Side table) (w/ +3 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to CT. 23 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LT. 19 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA. 12 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LA. 20 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LT. 17 Armor remaining.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 8 :  - Direct Blow - 5 missile(s) hit (using Right Side table) (w/ +3 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 24 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 22 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to HD. 7 Armor remaining.

        Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" takes 1 damage.       
Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" needs a 3 to stay conscious.  Rolls 6 : successful!

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to LT. 15 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT. 12 Internal Structure remaining
         Critical hit on RT. Roll is (6+1) = 7; no effect.

    SRM 6 at Mad Cat (Timber Wolf) Prime #2 (Raider3); needs 5, rolls 6 : 4 missile(s) hit (using Right Side table) (w/ +1 bonus).

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT (critical). 10 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Machine Gun Ammo (200).
           
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 400 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 390 damage prevented by CASE.

         Critical hit on RT. Roll is 7; no effect.

        Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" takes 2 damage.       
Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" needs a 5 to stay conscious.  Rolls 5 : successful!
       
Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" needs a 7 to stay conscious.  Rolls 9 : successful!


         Critical hit on RT. Roll is 7; no effect.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA.        2 damage transfers to RT.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT.        2 damage transfers to CT.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to CT. 21 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RL. 20 Armor remaining.

        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RA.        2 damage transfers to RT.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to RT.        2 damage transfers to CT.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 2 damage to CT. 19 Armor remaining.

Weapons fire for Mad Cat (Timber Wolf) Prime #2 (Raider3)
    Medium Pulse Laser at Riever F-100a #2 (Trent); needs 4, rolls 7 :  - Direct Blow - hits  (using Rear table) LWG
        Riever F-100a #2 (Trent) takes 7 damage to LWG. 2 Armor remaining.

    ER Large Laser at Riever F-100a #2 (Trent); needs 4, rolls 10 :  - Direct Blow - hits  (using Rear table) LWG
        Riever F-100a #2 (Trent) takes 10 damage to LWG. Armor destroyed, 4 damage transfers to the SI. 4 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (9+2) = 11 : Fuel Tank Hit... It fails to ignite!
            Possible critical hit (SI damaged); needs 8, rolls (3+2) = 5 : no effect.

    ER Large Laser at Riever F-100a #2 (Trent); needs 4, rolls 6 : hits  (using Rear table) AFT
        Riever F-100a #2 (Trent) takes 10 damage to AFT. 5 damage transfers to the SI. 0 SI remaining
*** Riever F-100a #2 (Trent) DESTROYED by structural integrity collapse! ***
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 12 : Engine hit!
            Possible critical hit (SI damaged); needs 8, rolls 8 : Engine hit!
    ER Medium Laser at Riever F-100a #2 (Trent); needs 6, rolls 8 : hits  (using Rear table) AFT
        Riever F-100a #2 (Trent) takes 7 damage to AFT. 3 damage transfers to the SI. 0 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 8 : Engine hit!

Mad Cat (Timber Wolf) Prime #2 (Raider3) must make 1 piloting skill roll(s) (460+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 23 (460+ damage)); needs 27, rolls 7 : falls.
    Mad Cat (Timber Wolf) Prime #2 (Raider3) falls on its front, suffering 8 damage.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 5 damage to CT. 14 Armor remaining.
        Mad Cat (Timber Wolf) Prime #2 (Raider3) takes 3 damage to CT. 11 Armor remaining.

Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" must roll 27 to avoid damage; rolls 6 : fails.
        Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" takes 1 damage.       
Pilot of Mad Cat (Timber Wolf) Prime #2 (Raider3) "Naqaa Shihab" needs a 10 to stay conscious.  Rolls 5 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 23 October 2011, 20:09:47
Pilot "BAKES" to death,,,?

Quote
Sunder SD1-O (MEg) gains 50 heat, sinks 30 heat and is now at 24 heat.
Sunder SD1-O (MEg) needs a 8+ to avoid shutdown, rolls 4 : shuts down.

Sunder SD1-O (MEg) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 3 (reactor shutdown)); needs 6, rolls 8 : succeeds.
Sunder SD1-O (MEg) needs a 6+ to avoid ammo explosion, rolls 3 : fails to avoid explosion.
            
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Sunder SD1-O (MEg) takes 100 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.

*** Sunder SD1-O (MEg) DESTROYED by engine destruction! ***        81 damage transfers to CT.

         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on SRM 4 Ammo (25).
            
*** SRM 4 Ammo EXPLODES!  200 DAMAGE! ***        Sunder SD1-O (MEg) takes 200 damage to RT.        200 damage transfers to CT.
        Sunder SD1-O (MEg) takes 200 damage to CT. SECTION DESTROYED,
        Sunder SD1-O (MEg) has taken 5 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Gallowglas GAL-1GLS (MEg) is hit for 36 damage!
        Gallowglas GAL-1GLS (MEg) takes 5 damage to RL. 10 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to RT. 13 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to LT. 13 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to RA. 5 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to LL. 2 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to RL. 5 Armor remaining.
        Gallowglas GAL-1GLS (MEg) takes 5 damage to LL. Armor destroyed, 12 Internal Structure remaining
         Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Lower Leg.
        Gallowglas GAL-1GLS (MEg) takes 1 damage to CT. 19 Armor remaining.

        Thunderbolt TDR-9S (MEg) is hit for 18 damage!
        Thunderbolt TDR-9S (MEg) takes 5 damage to RL. 4 Internal Structure remaining
         Critical hit on RL. Roll is 3; no effect.
        Thunderbolt TDR-9S (MEg) takes 5 damage to LT. 6 Armor remaining.
        Thunderbolt TDR-9S (MEg) takes 5 damage to RL. SECTION DESTROYED,
        1 damage transfers to RT.

         Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Upper Leg.
        Thunderbolt TDR-9S (MEg) takes 1 damage to RT. 8 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.
        Thunderbolt TDR-9S (MEg) takes 3 damage to RA. 3 Internal Structure remaining
         Critical hit on RA. Roll is 3; no effect.

        Hunchback HBK-5N (MEg) is hit for 9 damage!
        Hunchback HBK-5N (MEg) takes 5 damage to LA.        5 damage transfers to LT.
        Hunchback HBK-5N (MEg) takes 5 damage to LT. 6 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on *Double Heat Sink.
        Hunchback HBK-5N (MEg) takes 4 damage to RL. SECTION DESTROYED,

         Critical hit on RL. Roll is 4; no effect.


*** Gray Death Standard [Laser] (MEg) DESTROYED by explosion proximity! ***
        End Secondary Damage Report.

         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Sunder SD1-O (MEg) takes 81 damage to CT.
*** Sunder SD1-O (MEg) PILOT BAKES TO DEATH! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Trent on 24 October 2011, 02:03:36
Evidently Vibrabomb mine fields are REALLY tall. They can hit Aerospace units flying at Altitude 5.

This unit flew over two of them, one of which had been partially triggered by an approaching Masakari.

Riever F-100a #3 is hit by a vibrabomb attack.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 81 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 76 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 71 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 66 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 61 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 56 Armor remaining.

Riever F-100a #3 is hit by a vibrabomb attack.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 51 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 46 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to LWG. 56 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to NOS. 41 Armor remaining.
        Riever F-100a #3 (Trent) takes 5 damage to RWG. 56 Armor remaining.

Riever F-100a #3 (Trent) must make 1 control roll(s) (55 damage +2).
The base target is 8 [5 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 2 (55 damage +2)].
    Roll #1, (55 damage +2); needs 8, rolls 5 : out of control
 *Riever F-100a #3 (Trent) loses 6 elevation*   
Riever F-100a #3 (Trent) crashes, suffering 110 damage!        Riever F-100a #3 (Trent) takes 10 damage to NOS. 31 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Avionics System Hit!        Riever F-100a #3 (Trent) takes 10 damage to LWG. 46 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. 21 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 2 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to LWG. 36 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Critical hit on SRM 6.        Riever F-100a #3 (Trent) takes 10 damage to NOS. 11 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. 1 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. Armor destroyed, 4 damage transfers to the SI. 6 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. 5 damage transfers to the SI. 1 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 5 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. 5 damage transfers to the SI. 0 SI remaining
*** Riever F-100a #3 (Trent) DESTROYED by structural integrity collapse! ***
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Critical hit on AC/20.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to LWG. 26 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Riever F-100a #3 (Trent) takes 10 damage to NOS. 5 damage transfers to the SI. 0 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Avionics System Hit!
            Possible critical hit (SI damaged); needs 8, rolls 10 : Avionics System Hit!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 24 October 2011, 06:52:20
That's one heck of a pop-up mine... ;D

Bug report? ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Trent on 24 October 2011, 19:28:48
Yeah I posted in the problems forum on megamek.info. Didn't file a bug report online though.

I credited my solo campaign account for the cost of the damn aero unit after the battle was through (those weren't cheap to buy), and made a note to watch my flight patterns. In the future if I'm dumb enough to run over a minefield I'll count it as enemy SAM launchers and accept the loss. :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 29 October 2011, 22:58:34
Code: [Select]

Physical Attack Phase
-------------------
Searchlight declared but not possible.
Physical attacks for Shadow Hawk SHD-2H (KLATH 3RD GUARDS)
    Punch (Left Arm) at Grasshopper GHR-5H (RAID KLATHANDU); needs 4, rolls 8 :  - Direct Blow - hits (using Punch table) HD
        Grasshopper GHR-5H (RAID KLATHANDU) takes 7 damage to HD. Armor destroyed, SECTION DESTROYED,
*** Grasshopper GHR-5H (RAID KLATHANDU) DESTROYED by damage! ***
        Pilot of Grasshopper GHR-5H (RAID KLATHANDU) "Recruit Marienne Novillo" takes 4 damage.       
Pilot of         

Physical attacks for Grasshopper GHR-5H (RAID KLATHANDU)
    Punch (Left Arm) at Shadow Hawk SHD-2H (KLATH 3RD GUARDS); needs 5, rolls 10 :  - Direct Blow - hits (using Right Side Punch table) HD
        Shadow Hawk SHD-2H (KLATH 3RD GUARDS) takes 8 damage to HD. SECTION DESTROYED,
*** Shadow Hawk SHD-2H (KLATH 3RD GUARDS) DESTROYED by damage! ***

Gotta watch those southpaws!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 31 October 2011, 19:50:10
CENSORED!!! [tickedoff]

Code: [Select]
Weapons fire for Behemoth Heavy Tank Stalwart mk.II (Cat)
    Ultra AC/10 at Shadow Cat B (Princess); needs 7, rolls 2 : THE AUTOCANNON JAMS;
misses.

    Ultra AC/10 at Shadow Cat B (Princess); needs 7, rolls 2 : THE AUTOCANNON JAMS;
misses.

    MML 3 at Shadow Cat B (Princess); needs 7, rolls 11 : 3 missile(s) hit.

        Shadow Cat B (Princess) takes 3 damage to RA. 2 Armor remaining.

    MML 3 at Shadow Cat B (Princess); needs 7, rolls 8 : 1 missile(s) hit.

        Shadow Cat B (Princess) takes 1 damage to CT. 19 Armor remaining.

    MML 3 at Shadow Cat B (Princess); needs 7, rolls 11 : 3 missile(s) hit.

        Shadow Cat B (Princess) takes 3 damage to CT. 16 Armor remaining.

    MML 3 at Shadow Cat B (Princess); needs 7, rolls 8 : 2 missile(s) hit.

        Shadow Cat B (Princess) takes 2 damage to LT. 16 Armor remaining.

    MML 3 at Shadow Cat B (Princess); needs 7, rolls 9 : 1 missile(s) hit.

        Shadow Cat B (Princess) takes 1 damage to LT. 15 Armor remaining.

Both guns jam! On the same turn! And I was shooting at a cripple, trying to finish it off! [metalhealth]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 01 November 2011, 18:58:20
One of the reasons that the Kintaro is quickly becoming one of my favorite mechs.

    SRM 6 at Cataphract CTF-4X (Bot2); needs 5, rolls 4 : misses.

    SRM 6 at Cataphract CTF-4X (Bot2); needs 5, rolls 3 : misses.

    SRM 6 at Cataphract CTF-4X (Bot2); needs 5, rolls 9 : 4 missile(s) hit (using Rear table).

        Cataphract CTF-4X (Bot2) takes 2 damage to CTR. 5 Armor remaining.

        Cataphract CTF-4X (Bot2) takes 2 damage to RTR. Armor destroyed, 14 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on AC/5 Ammo (20).
            
*** AC/5 Ammo EXPLODES!  100 DAMAGE! ***        
Cataphract CTF-4X (Bot2) suffers catastrophic damage, but the autoeject system was engaged.            
Cataphract CTF-4X (Bot2) must make a piloting skill check (landing in light woods).
                Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 6 : fails.
        Pilot of MechWarrior Ion Danh (Bot2) "Ion Danh" takes 1 damage.                    
The pilot ejects safely!

*** Cataphract CTF-4X (Bot2) DESTROYED by ejection! ***        Cataphract CTF-4X (Bot2) takes 100 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        86 damage transfers to CT.

         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on LRM 5 Ammo (18).
            
*** LRM 5 Ammo EXPLODES!  90 DAMAGE! ***        Cataphract CTF-4X (Bot2) takes 90 damage to RT.        90 damage transfers to CT.
        Cataphract CTF-4X (Bot2) takes 90 damage to CT. SECTION DESTROYED,
        Cataphract CTF-4X (Bot2) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.

         Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


            CRITICAL HIT on AC/5 Ammo (20).
            
*** AC/5 Ammo EXPLODES!  100 DAMAGE! ***        Cataphract CTF-4X (Bot2) takes 100 damage to RT.        100 damage transfers to CT.
        Cataphract CTF-4X (Bot2) takes 100 damage to CT.

        Cataphract CTF-4X (Bot2) takes 86 damage to CT.


        Cataphract CTF-4X (Bot2) takes 2 damage to LTR. 4 Armor remaining.

        Cataphract CTF-4X (Bot2) takes 2 damage to RTR.        2 damage transfers to CTR.
        Cataphract CTF-4X (Bot2) takes 2 damage to CTR.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: kurtl000 on 05 November 2011, 15:10:24
Poor Commando...................................
Weapons fire for Cataphract CTF-3D (7th fedcom)
    Medium Laser at Commando COM-5S (5th lyran guard); needs 7, rolls 7 : hits  RT
        Commando COM-5S (5th lyran guard) takes 5 damage to RT. Armor destroyed, 5 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Streak SRM 2 Ammo (49).
            
*** Streak SRM 2 Ammo EXPLODES!  196 DAMAGE! ***        Commando COM-5S (5th lyran guard) takes 196 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 191 damage prevented by CASE.

         Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on SRM 6 Artemis-capable Ammo (15).
            
*** SRM 6 Artemis-capable Ammo EXPLODES!  180 DAMAGE! ***        Commando COM-5S (5th lyran guard) takes 180 damage to RT.            remaining 180 damage prevented by CASE.

        Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" takes 2 damage.        
Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" needs a 3 to stay conscious.  Rolls 8 : successful!
        
Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" needs a 5 to stay conscious.  Rolls 8 : successful!

            CRITICAL HIT on SRM 6 Artemis-capable Ammo (13).
            
*** SRM 6 Artemis-capable Ammo EXPLODES!  156 DAMAGE! ***        Commando COM-5S (5th lyran guard) takes 156 damage to RT.            remaining 156 damage prevented by CASE.

        Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" takes 2 damage.        
Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" needs a 7 to stay conscious.  Rolls 2 : blacks out.


        Pilot of Commando COM-5S (5th lyran guard) "Orlando Tergat" takes 2 damage.
*** Commando COM-5S (5th lyran guard) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 20 November 2011, 02:19:53
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/315543_311239085555204_100000073451541_1320194_876316943_n.jpg)

this doesn't look like anything out of the ordinary.... except the mech that had the head breach had a center mounted cockpit. the head contained a clan er ppc and two medium pulse lasers. how i got a sensor crit and drowned is beyond me. perhaps it's time for another bug report. lol.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 21 November 2011, 17:40:50
Ph3r the assault tanks! >:D

Turn 4, only previous fire some sporadic indirect LRMs, undamaged mech comes around the building and...

Code: [Select]
Weapons fire for Behemoth Heavy Tank Stalwart (Cat)
    AC/10 at Shadow Cat Prime (Princess); needs 10, rolls 11 : hits  (using Rear table) CTR
        Shadow Cat Prime (Princess) takes 10 damage to CTR. Armor destroyed, 10 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

    AC/10 at Shadow Cat Prime (Princess); needs 10, rolls 10 : hits  (using Rear table) CTR
        Shadow Cat Prime (Princess) takes 10 damage to CTR. SECTION DESTROYED,
        Shadow Cat Prime (Princess) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 4.
        Engine safety systems remain in place.

*** Shadow Cat Prime (Princess) DESTROYED by damage! ***
         Critical hit on CT. Roll is 4; no effect.

Who needs TCs, anyway? ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 02 December 2011, 00:42:25
How's this for laughs, its the first round of movement and we haven't begun firing yet, and what the heck is buoyancy???...


Rakshasa MDG-1A (Steiner) must make 1 piloting skill roll(s) (lost buoyancy).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (lost buoyancy); automatically fails.
    Rakshasa MDG-1A (Steiner) falls on its right side, suffering 4 damage when hitting the water surface and 8 when hitting the ground.
        Rakshasa MDG-1A (Steiner) takes 5 damage to HD. 4 Armor remaining.
            Possible breach on HD. Roll is 10: Breach! Rakshasa MDG-1A HD BREACHED
*** Rakshasa MDG-1A (Steiner) DESTROYED by hull breach! ***
*** Rakshasa MDG-1A (Steiner) Pilot Drowned! ***

        Rakshasa MDG-1A (Steiner) takes 5 damage to LT. 17 Armor remaining.
            Possible breach on LT. Roll is 10: Breach! Rakshasa MDG-1A LT BREACHED        Rakshasa MDG-1A (Steiner) takes 2 damage to RT. 20 Armor remaining.
            Possible breach on RT. Roll is 8: no breach.
Pilot of Rakshasa MDG-1A (Steiner) "Leutnant Will Barnes" must roll 4 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 02 December 2011, 05:58:24
Bot deployed on top of a water hex again?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 20 December 2011, 15:29:40
welp. i think my unit is gonna need a new award. calling it the "like a boss" award. i was seriously just going for a falling facing change. didn't actually expect him to stand up! lol

(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/392756_330264666985979_100000073451541_1373840_1265003318_n.jpg)

seriously just when i'm starting to think there's nothing that can surprise me anymore.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 21 December 2011, 23:44:33
Against the Bot Campaign, got a Box Canyon map in the bot's starting zone.  Yep.



Physical attacks for Phoenix Hawk PXH-1 #2 (LEL)
    Charging Dervish DV-6M (Others "FS" Runners); needs 2, rolls 6 :
    Attacker takes 6 damage.        Phoenix Hawk PXH-1 #2 (LEL) takes 5 damage to RA. 0 Armor remaining.
        Phoenix Hawk PXH-1 #2 (LEL) takes 1 damage to RL. 1 Internal Structure remaining
         Critical hit on RL. Roll is 5; no effect.

    Defender takes 0 damage .
Dervish DV-6M (Others "FS" Runners) falls 8 level(s) into hex 1034
    Dervish DV-6M (Others "FS" Runners) falls on its left side, suffering 54 damage.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LT. 5 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LA. 5 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LA. 0 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to RL. 10 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LL. 1 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LT (critical). 0 Armor remaining.

         Critical hit on LT. Roll is 7; no effect.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to CT. 2 Armor remaining.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LT. 8 Internal Structure remaining
         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 10.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to CT. Armor destroyed, 15 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.
        Dervish DV-6M (Others "FS" Runners) takes 5 damage to LA. 4 Internal Structure remaining
         Critical hit on LA. Roll is 6; no effect.
        Dervish DV-6M (Others "FS" Runners) takes 4 damage to HD. 4 Armor remaining.

        Pilot of Dervish DV-6M (Others "FS" Runners) "Derek bin Farraj" takes 1 damage.       
Pilot of Dervish DV-6M (Others "FS" Runners) "Derek bin Farraj" needs a 3 to stay conscious.  Rolls 10 : successful!

Pilot of Dervish DV-6M (Others "FS" Runners) "Derek bin Farraj" must roll 9 to avoid damage; rolls 8 : fails.
        Pilot of Dervish DV-6M (Others "FS" Runners) "Derek bin Farraj" takes 1 damage.       
Pilot of Dervish DV-6M (Others "FS" Runners) "Derek bin Farraj" needs a 5 to stay conscious.  Rolls 11 : successful!

    Phoenix Hawk PXH-1 #2 (LEL) is displaced into hex 1035.


Physical attacks for Wasp WSP-1D (LEL)
    Charging Blackjack BJ-1 (Others "FS" Runners); needs 5, rolls 7 :
    Attacker takes 5 damage.        Wasp WSP-1D (LEL) takes 5 damage to RT. 0 Armor remaining.

    Defender takes 4 damage .        Blackjack BJ-1 (Others "FS" Runners) takes 4 damage to CT. 14 Armor remaining.

Blackjack BJ-1 (Others "FS" Runners) falls 8 level(s) into hex 1034
, causing an accidental fall from above onto Dervish DV-6M (Others "FS" Runners).
    Collision occurs on a 8 or greater.  Rolls 10, Dervish DV-6M (Others "FS" Runners) takes 4 damage from the collision.
        Dervish DV-6M (Others "FS" Runners) takes 4 damage to LA. SECTION DESTROYED,

         Critical hit on LA. Roll is 4; no effect.
    Blackjack BJ-1 (Others "FS" Runners) falls on its rear, suffering 45 damage.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RA. 2 Armor remaining.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RTR. 1 Armor remaining.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RTR. Armor destroyed, 7 Internal Structure remaining
         Critical hit on RT. Roll is 7; no effect.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RA. Armor destroyed, 4 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Blackjack BJ-1 (Others "FS" Runners) "Jana Murphy" takes 1 damage.       
Pilot of Blackjack BJ-1 (Others "FS" Runners) "Jana Murphy" needs a 3 to stay conscious.  Rolls 4 : successful!
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to LL. 12 Armor remaining.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RTR. 2 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to RA. SECTION DESTROYED,
        1 damage transfers to RTR.

         Critical hit on RA. Roll is 6; no effect.
        Blackjack BJ-1 (Others "FS" Runners) takes 1 damage to RTR. 1 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Medium Laser.
        Blackjack BJ-1 (Others "FS" Runners) takes 5 damage to LL. 7 Armor remaining.

Pilot of Blackjack BJ-1 (Others "FS" Runners) "Jana Murphy" must roll 15 to avoid damage; rolls 11 : fails.
        Pilot of Blackjack BJ-1 (Others "FS" Runners) "Jana Murphy" takes 1 damage.       
Pilot of Blackjack BJ-1 (Others "FS" Runners) "Jana Murphy" needs a 5 to stay conscious.  Rolls 4 : blacks out.

    Dervish DV-6M (Others "FS" Runners) is displaced into hex 1134.
    Wasp WSP-1D (LEL) is displaced into hex 0935.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 23 December 2011, 15:40:22
This game is still ongoing...



Weapons fire for Highlander HGN-734 (Andrew)
    ER Medium Laser at King Crab KGC-200-UK (Bot2); needs 6, rolls 7 : hits  (using Rear table) LL
        King Crab KGC-200-UK (Bot2) takes 5 damage to LL. 3 Armor remaining.

    ER Medium Laser at King Crab KGC-200-UK (Bot2); needs 6, rolls 10 : hits  (using Rear table) LL
        King Crab KGC-200-UK (Bot2) takes 5 damage to LL. Armor destroyed, 19 Internal Structure remaining
         Critical hit on LL. Roll is 3; no effect.

    LB 20-X AC at King Crab KGC-200-UK (Bot2); needs 5, rolls 11 : 6 pellet(s) hit (using Rear table).

        King Crab KGC-200-UK (Bot2) takes 1 damage to LL. 18 Internal Structure remaining
         Critical hit on LL. Roll is 3; no effect.

        King Crab KGC-200-UK (Bot2) takes 1 damage to CTR. 1 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 1 damage to RTR.        1 damage transfers to CTR.
        King Crab KGC-200-UK (Bot2) takes 1 damage to CTR. 0 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 1 damage to LA. 3 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 1 damage to RL. 13 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 1 damage to CTR. 30 Internal Structure remaining
         Critical hit on CT. Roll is 5; no effect.

    Streak SRM 6 at King Crab KGC-200-UK (Bot2); needs 6, rolls 9 : 6 missile(s) hit (using Rear table).

        King Crab KGC-200-UK (Bot2) takes 2 damage to LA. 1 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 2 damage to RA.        2 damage transfers to RTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to RTR.        2 damage transfers to CTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to CTR. 28 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

        King Crab KGC-200-UK (Bot2) takes 2 damage to LL. 16 Internal Structure remaining
         Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.

        King Crab KGC-200-UK (Bot2) takes 2 damage to CTR. 26 Internal Structure remaining
         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        King Crab KGC-200-UK (Bot2) takes 2 damage to LL.        2 damage transfers to LTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to LTR. 4 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 2 damage to RA.        2 damage transfers to RTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to RTR.        2 damage transfers to CTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to CTR. 24 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.

    Streak SRM 6 at King Crab KGC-200-UK (Bot2); needs 6, rolls 7 : 6 missile(s) hit (using Rear table).

        King Crab KGC-200-UK (Bot2) takes 2 damage to RTR.        2 damage transfers to CTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to CTR. 22 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        King Crab KGC-200-UK (Bot2) takes 2 damage to LL.        2 damage transfers to LTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to LTR. 2 Armor remaining.

        King Crab KGC-200-UK (Bot2) takes 2 damage to RA.        2 damage transfers to RTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to RTR.        2 damage transfers to CTR.
        King Crab KGC-200-UK (Bot2) takes 2 damage to CTR. 20 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.

        King Crab KGC-200-UK (Bot2) takes 2 damage to LA. Armor destroyed, 16 Internal Structure remaining
         Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.

        King Crab KGC-200-UK (Bot2) takes 2 damage to LA. 14 Internal Structure remaining
         Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on +LB 20-X AC.

        King Crab KGC-200-UK (Bot2) takes 2 damage to RL. 11 Armor remaining.


King Crab KGC-200-UK (Bot2) must make 4 piloting skill roll(s) (gyro hit; leg destroyed; gyro destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    King Crab KGC-200-UK (Bot2) falls on its front, suffering 10 damage.
        King Crab KGC-200-UK (Bot2) takes 5 damage to LA. 9 Internal Structure remaining
         Critical hit on LA. Roll is 6; no effect.
        King Crab KGC-200-UK (Bot2) takes 5 damage to RA.        5 damage transfers to RT.
        King Crab KGC-200-UK (Bot2) takes 5 damage to RT.        5 damage transfers to CT.
        King Crab KGC-200-UK (Bot2) takes 5 damage to CT. 19 Armor remaining.

Pilot of King Crab KGC-200-UK (Bot2) "Damian Alexandropoulos" must roll 15 to avoid damage; rolls 6 : fails.
        Pilot of King Crab KGC-200-UK (Bot2) "Damian Alexandropoulos" takes 1 damage.        
Pilot of King Crab KGC-200-UK (Bot2) "Damian Alexandropoulos" needs a 3 to stay conscious.  Rolls 6 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terra-ble on 23 December 2011, 15:45:06
And because I was doing to well in this game, fate makes me pay...

Weapons fire for Highlander HGN-734 (Andrew)
    ER Medium Laser at Falconer FLC-8R (Bot3); needs 4, rolls 6 : hits  (using Right Side table) CT
        Falconer FLC-8R (Bot3) takes 5 damage to CT. 3 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

*** Falconer FLC-8R (Bot3) DESTROYED by engine destruction! ***
    ER Medium Laser at Falconer FLC-8R (Bot3); needs 4, rolls 5 : hits  (using Right Side table) LA
        Falconer FLC-8R (Bot3) takes 5 damage to LA. 2 Armor remaining.

    LB 20-X AC at Falconer FLC-8R (Bot3); needs 4, rolls 8 : hits  (using Right Side table) RA
        Falconer FLC-8R (Bot3) takes 20 damage to RA. Armor destroyed, SECTION DESTROYED,
        4 damage transfers to RT.

         Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on +Gauss Rifle.
            
*** Gauss Rifle EXPLODES!  20 DAMAGE! ***        
Falconer FLC-8R (Bot3) suffers catastrophic damage, but the autoeject system was engaged.            
Falconer FLC-8R (Bot3) must make a piloting skill check (landing in clear terrain).
                Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : fails.
        Pilot of MechWarrior Bianca Pane (Bot3) "Bianca Pane" takes 3 damage.
*** MechWarrior Bianca Pane (Bot3) DESTROYED by pilot death! ***        Falconer FLC-8R (Bot3) takes 20 damage to RA.        20 damage transfers to RT.
        Falconer FLC-8R (Bot3) takes 20 damage to RT. SECTION DESTROYED,
        Falconer FLC-8R (Bot3) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Highlander HGN-734 (Andrew) is hit for 37 damage!
        Highlander HGN-734 (Andrew) takes 5 damage to LT. 22 Armor remaining.
        Highlander HGN-734 (Andrew) takes 5 damage to RA. 20 Armor remaining.
        Highlander HGN-734 (Andrew) takes 5 damage to RT. 20 Armor remaining.
        Highlander HGN-734 (Andrew) takes 5 damage to CT. 37 Armor remaining.
        Highlander HGN-734 (Andrew) takes 5 damage to HD. SECTION DESTROYED,

*** Highlander HGN-734 (Andrew) DESTROYED by damage! ***
         Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

        Highlander HGN-734 (Andrew) takes 5 damage to RA. 15 Armor remaining.
        Highlander HGN-734 (Andrew) takes 5 damage to LA. 10 Armor remaining.
        Highlander HGN-734 (Andrew) takes 2 damage to HD.


        End Secondary Damage Report.
        5 damage transfers to CT.

         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Falconer FLC-8R (Bot3) takes 5 damage to CT.
            CRITICAL HIT on Shoulder.
        Falconer FLC-8R (Bot3) takes 4 damage to RT.        4 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 4 damage to CT.
    Streak SRM 6 at Falconer FLC-8R (Bot3); needs 4, rolls 8 : 6 missile(s) hit (using Right Side table).

        Falconer FLC-8R (Bot3) takes 2 damage to RA.        2 damage transfers to RT.
        Falconer FLC-8R (Bot3) takes 2 damage to RT.        2 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to RA.        2 damage transfers to RT.
        Falconer FLC-8R (Bot3) takes 2 damage to RT.        2 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to RA.        2 damage transfers to RT.
        Falconer FLC-8R (Bot3) takes 2 damage to RT.        2 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to LT. 1 Armor remaining.

        Falconer FLC-8R (Bot3) takes 2 damage to RT.        2 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
    Streak SRM 6 at Falconer FLC-8R (Bot3); needs 4, rolls 8 : 6 missile(s) hit (using Right Side table).

        Falconer FLC-8R (Bot3) takes 2 damage to RA.        2 damage transfers to RT.
        Falconer FLC-8R (Bot3) takes 2 damage to RT.        2 damage transfers to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to RL. 3 Internal Structure remaining
         Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Lower Leg.

        Falconer FLC-8R (Bot3) takes 2 damage to CT.
        Falconer FLC-8R (Bot3) takes 2 damage to RL. 1 Internal Structure remaining
         Critical hit on RL. Roll is 3; no effect.

        Falconer FLC-8R (Bot3) takes 2 damage to LA. 0 Armor remaining.

        Falconer FLC-8R (Bot3) takes 2 damage to CT.
    Medium Pulse Laser at Falconer FLC-8R (Bot3); needs 2, rolls 4 : hits  (using Right Side table) LL
        Falconer FLC-8R (Bot3) takes 6 damage to LL.        6 damage transfers to LT.
        Falconer FLC-8R (Bot3) takes 6 damage to LT. Armor destroyed, 11 Internal Structure remaining
         Critical hit on LT. Roll is 4; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 26 December 2011, 16:52:08
And because I was doing to well in this game, fate makes me pay...

stuff

I have never believed the people who say the Bot doesn't have a vicious sense of humor... :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Fatebringer on 27 December 2011, 15:08:12
Maaan, I wouldn't want to be the Barghest Pilot that had to go back to the mech bay and explain this one ;P Granted, it was reaaaaaly shot up before he got kicked, but still. He got killed by a Hellion's Boot.

Physical Attack Phase
-------------------
Searchlight declared but not possible.

Physical attacks for Barghest BGS-2T (TestBot)
    Kick (Left front leg) at Hellion C (Fatebringer); needs 5, rolls 8 : hits (using Kick table) RL
        Hellion C (Fatebringer) takes 14 damage to RL. 0 Armor remaining.


Physical attacks for Hellion C (Fatebringer)
    Kick (Left leg) at Barghest BGS-2T (TestBot); needs -1, rolls 8 : hits (using Kick table) FRL
        Barghest BGS-2T (TestBot) takes 6 damage to FRL. SECTION DESTROYED,
        4 damage transfers to RT.

         Critical hit on FRL. Roll is 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Lower Leg.
        Barghest BGS-2T (TestBot) takes 4 damage to RT. 5 Internal Structure remaining
         Critical hit on RT. Roll is 7; no effect.


Fuel Tank #26672 collapses due to damage.

Hellion C (Fatebringer) must make 1 piloting skill roll(s) (was kicked).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 0 (was kicked) + 1 (weight class modifier +1)); needs 3, rolls 8 : succeeds.

Barghest BGS-2T (TestBot) must make 4 piloting skill roll(s) (leg destroyed; hip actuator hit; leg/foot actuator hit; was kicked).
The base target is 1 [3 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (leg destroyed); automatically fails.
    Barghest BGS-2T (TestBot) falls on its left side, suffering 7 damage.
        Barghest BGS-2T (TestBot) takes 5 damage to RLL. SECTION DESTROYED,
        3 damage transfers to LT.

         Critical hit on RLL. Roll is 5; no effect.
        Barghest BGS-2T (TestBot) takes 3 damage to LT. 4 Internal Structure remaining
         Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

*** Barghest BGS-2T (TestBot) DESTROYED by engine destruction! ***        Barghest BGS-2T (TestBot) takes 2 damage to CT. 20 Internal Structure remaining
         Critical hit on CT. Roll is 4; no effect.

Pilot of Barghest BGS-2T (TestBot) "Suzana Brozi" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Barghest BGS-2T (TestBot) "Suzana Brozi" takes 1 damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Fatebringer on 09 January 2012, 22:26:22
So, the funny thing about this is that after Killing the Summoner D, the Hellion pilot took almost ALL the damage to the CT and cored a pristine Hellion, who in turn exploded and did more damage to the mech that went boom.... :) There shall be no salvage in this lifetime or the next. Your genes are ash, your spirit holding a gauss slug as you sink into Oblivion.


Quote
*** Thor (Summoner) D (Jade Falcons) DESTROYED by engine destruction! ***            CRITICAL HIT on Engine.
        Thor (Summoner) D (Jade Falcons) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        Hellion B (Fatebringer) is hit for 35 damage!
        Hellion B (Fatebringer) takes 5 damage to RL. 9 Armor remaining.
        Hellion B (Fatebringer) takes 5 damage to CT. 10 Armor remaining.
        Hellion B (Fatebringer) takes 5 damage to CT. 5 Armor remaining.
        Hellion B (Fatebringer) takes 5 damage to LT. 5 Armor remaining.
        Hellion B (Fatebringer) takes 5 damage to CT. 0 Armor remaining.
        Hellion B (Fatebringer) takes 5 damage to CT. 5 Internal Structure remaining
         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Double Heat Sink.
        Hellion B (Fatebringer) takes 5 damage to CT. SECTION DESTROYED,
        Hellion B (Fatebringer) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Hellion B (Fatebringer) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.
       
Hellion B (Fatebringer) suffers catastrophic damage, but the autoeject system was engaged.           
Hellion B (Fatebringer) must make a piloting skill check (landing in clear terrain).
                Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 10 : succeeds.
*** MechWarrior Lee Moidu (Fatebringer) DESTROYED by deadly ejection! ***        Thor (Summoner) D (Jade Falcons) is hit for 21 damage!
        Thor (Summoner) D (Jade Falcons) takes 5 damage to LL. 8 Armor remaining.
        Thor (Summoner) D (Jade Falcons) takes 5 damage to RL. 18 Armor remaining.
        Thor (Summoner) D (Jade Falcons) takes 5 damage to RA. 6 Internal Structure remaining
         Critical hit on RA. Roll is 3; no effect.
        Thor (Summoner) D (Jade Falcons) takes 5 damage to LA.        5 damage transfers to LT.
        Thor (Summoner) D (Jade Falcons) takes 5 damage to LT.        5 damage transfers to CT.
        Thor (Summoner) D (Jade Falcons) takes 5 damage to CT.        Thor (Summoner) D (Jade Falcons) takes 1 damage to RT. 19 Armor remaining.


        End Secondary Damage Report.

Notice how the damage from the return boom does damage that transfers from the LA to the LT, to the CT, to the RT cuase the CT is cored....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drasius on 10 January 2012, 21:07:31
Had a rather bizare 3025 game with a training lance taking on some invaders.

Firestarter and Hunchback TAC Gyro hitting each other.

(http://i687.photobucket.com/albums/vv234/Drasius_Rift/MMek%20Funnies/2TCSGyrosoneachother.png)

Double 2's for blackout rolls.

(http://i687.photobucket.com/albums/vv234/Drasius_Rift/MMek%20Funnies/Blackout.png)

I forgot to grab the other shots, but it ended up with that Commando being the only mech standing as every single other mech was prone and the pilots all unconcious except for the firestarter. Not a single "kill" either, everyone went down from leg destruction or gyro hits/destruction.

As a side note, is there anyway to make MMek counts a pair of Gyro hits as a Kill and remove the unit from the active list?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Mouldsgame on 11 January 2012, 01:23:23
As a side note, is there anyway to make MMek counts a pair of Gyro hits as a Kill and remove the unit from the active list?

I submitted a feature request today to request a Force Eject option for crippled bot controlled mechs.  Since it's the bot don't know if it will get any sort of priority though.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: chanman on 18 January 2012, 21:44:59
Some Mechwarriors are just born unlucky

Code: [Select]
Chopper CHPR-001 #2 (Princess) must make a piloting skill check (getting up).
Needs Automatic Failure [Gyro destroyed], rolls 7 : falls.
    Chopper CHPR-001 #2 (Princess) falls on its right side, suffering 7 damage.
        Chopper CHPR-001 #2 (Princess) takes 5 damage to HD. SECTION DESTROYED,

*** Chopper CHPR-001 #2 (Princess) DESTROYED by damage! ***        
Chopper CHPR-001 #2 (Princess) suffers catastrophic damage, but the autoeject system was engaged.            
Chopper CHPR-001 #2 (Princess) must make a piloting skill check (landing in clear terrain).
                Needs 11 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 9 : fails.
        Pilot of MechWarrior Brian Mumbya (Princess) "Brian Mumbya" takes 1 damage.
*** MechWarrior Brian Mumbya (Princess) DESTROYED by pilot death! ***
         Critical hit on HD. Roll is (12+2) = 14;HEAD BLOWN OFF Head blown off.

        Chopper CHPR-001 #2 (Princess) takes 2 damage to RA.        2 damage transfers to RT.
        Chopper CHPR-001 #2 (Princess) takes 2 damage to RT. 10 Armor remaining.

Pilot of Chopper CHPR-001 #2 (Princess) "Brian Mumbya" must roll 11 to avoid damage; rolls 5 : fails.


Chopper CHPR-001 #2 (Princess) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is Automatic Failure [Pilot dead].
    Roll #1, (Pilot dead); needs Automatic Failure, rolls 11 : falls. Engine stalled!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Makinus on 03 February 2012, 07:14:10
Damn, that pirate urbie just made it´s day... the Green pirate urbie just headcapped my Elite Thunderbolt, the Thunderbolt was almost pristine and the urbie fired against it from across a river and managed to headcap it...

Code: [Select]
Weapons fire for UrbanMech UM-R60 (Pirates)
    AC/10 at Thunderbolt TDR-5S-T Tallman (My Campaign); needs 8, rolls 9 : hits  (using Left Side table) HD
        Thunderbolt TDR-5S-T Tallman (My Campaign) takes 10 damage to HD. Armor destroyed, SECTION DESTROYED,
*** Thunderbolt TDR-5S-T Tallman (My Campaign) DESTROYED by damage! ***

        Pilot of Thunderbolt TDR-5S-T Tallman (My Campaign) "Captain Krystal" takes 4 damage.        
Pilot of Thunderbolt TDR-5S-T Tallman (My Campaign) "Captain Krystal" needs a 5 to stay conscious.  Rolls 7 : successful!
        
Pilot of Thunderbolt TDR-5S-T Tallman (My Campaign) "Captain Krystal" needs a 7 to stay conscious.  Rolls 7 : successful!
        
Pilot of Thunderbolt TDR-5S-T Tallman (My Campaign) "Captain Krystal" needs a 10 to stay conscious.  Rolls 5 : blacks out.
        >Thunderbolt TDR-5S-T Tallman (My Campaign) suffers catastrophic damage, but the autoeject system was engaged.
    
Thunderbolt TDR-5S-T Tallman (My Campaign) must make a piloting skill check (landing in clear terrain).
    Needs 7 [3 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 4 : fails.
        Pilot of MechWarrior Captain Krystal (My Campaign) "Captain Krystal" takes 1 damage.*** MechWarrior Captain Krystal (My Campaign) DESTROYED by pilot death! ***
         Critical hit on HD. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 03 February 2012, 19:39:33
I think that Urbie pilot's next stop should be taking on Lady Death (dependent on era of course!) if he has luck like that!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Makinus on 04 February 2012, 04:36:27
I still won the scenario because i had another officer on the lance (a lieutenant), and the remaining 3 mechs, aided by a single mech from allied forces, managed to achieve the victory conditions, but the pirate urbie escaped to fight another day...

Btw: campaign is circa 3035, employer is the Duchy of Andurien in a Pirate Hunting contract...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Feenix74 on 04 February 2012, 05:38:25
"float like a butterfly, sting like a bee"



Physical Attack Phase
-------------------
Searchlight declared but not possible.

Physical attacks for Warhammer WHM-6R (Defender)
    Punch (Left Arm) at Shadow Hawk SHD-2H (Attacker); needs 7, rolls 8 : hits (using Punch table) HD
        Shadow Hawk SHD-2H (Attacker) takes 7 damage to HD. 0 Armor remaining.

        Pilot of Shadow Hawk SHD-2H (Attacker) "MechWarrior" takes 1 damage.       
Pilot of Shadow Hawk SHD-2H (Attacker) "MechWarrior" needs a 5 to stay conscious.  Rolls 10 : successful!

    Punch (Right Arm) at Shadow Hawk SHD-2H (Attacker); needs 7, rolls 8 : hits (using Punch table) HD
        Shadow Hawk SHD-2H (Attacker) takes 7 damage to HD. SECTION DESTROYED,
*** Shadow Hawk SHD-2H (Attacker) DESTROYED by damage! ***
         Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.



Physical attacks for Shadow Hawk SHD-2H (Attacker)
    Punch (Left Arm) at Warhammer WHM-6R (Defender); needs 5, rolls 4 : misses.



Background - I am returning to Battletech after a 16 year break and have recently started using Megamek. I was playing the Divide and Conquer scenario, my Warhammer was being pummelled by the Attacker's Marauder and Shadow Hawk before I was able to bring my Archer into range, so I decided to get in close to the Shadow Hawk and try to take it out of the battle with a couple of physical attacks. My plan worked better than expected and I managed to salvage a victory in the scenario.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Guitardian on 04 February 2012, 15:48:11
this one is a classic 3025 CASEless scenario, haven't seen it recently in my daily morning megamek distractions, but I've seen it soooo many times over the years in real games, more recently in megamek games...

AC2 (or LRM, whatever)---->1st turn shot across the map at far off enemy (like a crusader or warhammer or something perched at an elevation to lob away as you come in)...

unlikely hit roll, makes it...
unlikely chance of scoring a CT crit for location, makes it...
unlikely chance of actual crit occuring, makes it...
unlikely chance of gyro hit, hits gyro....
mech fall over....
unlikely chance of crit hit location from fall damage... yup....
unlikely chance of it being the ammo....
yup....

kaboom... okay.. now round 2!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: chanman on 12 February 2012, 20:47:41
14 consecutive PSRs and then a roll with TN 35 to avoid pilot damage.  :o

Honey Badger HBGR-001 #2 (chanman) must make 14 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg destroyed; leg destroyed; leg destroyed; leg destroyed; 20+ damage).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (leg destroyed); automatically fails.
    Honey Badger HBGR-001 #2 (chanman) falls on its left side, suffering 5 damage.
        Honey Badger HBGR-001 #2 (chanman) takes 5 damage to CT. 8 Internal Structure remaining
         Critical hit on CT. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on Engine.
        Honey Badger HBGR-001 #2 (chanman) has taken 1 engine hits this round.
        Checking for engine explosion on 10, roll is 9.
        Engine safety systems remain in place.
            CRITICAL HIT on Engine.
        Honey Badger HBGR-001 #2 (chanman) has taken 2 engine hits this round.
        Checking for engine explosion on 7, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Honey Badger HBGR-001 #2 (chanman) DESTROYED by engine explosion! ***            CRITICAL HIT on Standard Gyro.

Pilot of Honey Badger HBGR-001 #2 (chanman) "Andréia Weir" must roll 35 to avoid damage; rolls 9 : fails.


Honey Badger HBGR-001 #2 (chanman) must make 1 piloting skill roll(s) (ICE-Engine Industrial Mech failed a PSR).
The base target is Automatic Failure [Pilot dead].
    Roll #1, (Pilot dead); needs Automatic Failure, rolls 6 : falls. Engine stalled!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: chanman on 12 February 2012, 21:46:24
Soooo.... engine explosions can cause engines to stall. Who knew?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 13 February 2012, 03:36:46
Soooo.... engine explosions can cause engines to stall. Who knew?

Well, the explosion certainly caused the engine to stop running, didn´t it?  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 13 February 2012, 11:53:05
Hey gotta love that option in megamek regarding engine hits.. 6 or more hits and you become a 10 meter giant glow stick :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 13 February 2012, 12:18:55
Hey gotta love that option in megamek regarding engine hits.. 6 or more hits and you become a 10 meter giant glow stick :P

Yes indeed... nothing says "31st century engineering expertise" than engines that go Tsar Bomba on you if you handle them too roughly. >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: chanman on 13 February 2012, 19:50:25
My mech was ICE engine'd

Industrialmechs: The Ford Pintos of CBT
Title: Re: The Crazy Hits Thread - Reborn!
Post by: oik on 08 March 2012, 14:00:25
Hi Guys,

First post here - only found megamek couple of weeks ago, trying the aginst the bot campaign. Epic Fun.

building revenge attack...

scene:
Stinger and Urbie (allied bot controlled) having a friendly argument about who owned the building they were both standing on some dustance from the heat of the battle...

Round 2
Movement Phase
-------------------
Building #26668 collapses due to heavy load.
    Stinger STG-3R (OutAll) is hit by falling debris for 4 damage.
        Stinger STG-3R (OutAll) takes 4 damage to HD.
            0 Armor remaining.

        Pilot of Stinger STG-3R (OutAll) "Iniko Boraafya" takes 1 damage.        
Pilot of Stinger STG-3R (OutAll) "Iniko Boraafya" needs a 3 to stay conscious.  Rolls 2 : blacks out.

Stinger STG-3R (OutAll) falls 2 level(s) into hex 1513
    Stinger STG-3R (OutAll) falls on its left side, suffering 6 damage.
        Stinger STG-3R (OutAll) takes 5 damage to LL.
            0 Armor remaining.
        Stinger STG-3R (OutAll) takes 1 damage to RL.
            4 Armor remaining.
    
Pilot of Stinger STG-3R (OutAll) "Iniko Boraafya" cannot avoid damage.
        Pilot of Stinger STG-3R (OutAll) "Iniko Boraafya" takes 1 damage.
    UrbanMech UM-R60 (OutAll) is hit by falling debris for 4 damage.
        UrbanMech UM-R60 (OutAll) takes 4 damage to RL.
            8 Armor remaining.

UrbanMech UM-R60 (OutAll) falls 2 level(s) into hex 1513
, causing an accidental fall from above onto Stinger STG-3R (OutAll).
    Collision occurs on a 7 or greater.  Rolls 7, Stinger STG-3R (OutAll) takes 3 damage from the collision.
        Stinger STG-3R (OutAll) takes 3 damage to HD.
 SECTION DESTROYED,
*** Stinger STG-3R (OutAll) DESTROYED by damage! ***

        Pilot of Stinger STG-3R (OutAll) "Iniko Boraafya" takes 3 damage.        >Stinger STG-3R (OutAll) suffers catastrophic damage, but the autoeject system was engaged.
    
Stinger STG-3R (OutAll) must make a piloting skill check (landing in a building).
    Needs 18 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 2 (landing in a building)], rolls 9 : fails.
        Pilot of MechWarrior Iniko Boraafya (OutAll) "Iniko Boraafya" takes 4 damage.*** MechWarrior Iniko Boraafya (OutAll) DESTROYED by pilot death! ***
            Critical hit on HD. Roll is 6; no effect.

    UrbanMech UM-R60 (OutAll) falls on its rear, suffering 9 damage.
        UrbanMech UM-R60 (OutAll) takes 5 damage to CTR.
            3 Armor remaining.
        UrbanMech UM-R60 (OutAll) takes 4 damage to RTR.
            0 Armor remaining.

Pilot of UrbanMech UM-R60 (OutAll) "Mikhail Adamoff" must roll 14 to avoid damage; rolls 10 : fails.
        Pilot of UrbanMech UM-R60 (OutAll) "Mikhail Adamoff" takes 1 damage.  


 ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mysteryDC on 08 March 2012, 15:07:40
An Atlas decides to take out a Tarantula, which catastrophically explodes... and the chain reaction sends two more mechs into catrastrophic explosions :).


Weapons fire for Atlas AS7-D #2 (McIntyre House Guards)
    Medium Laser at Tarantula ZPH-1A (Winfields Regiment); needs 6, rolls 2 : misses.

    Medium Laser at Tarantula ZPH-1A (Winfields Regiment); needs 6, rolls 11 :  - Direct Blow - hits  (using Right Side table) FRL
        Tarantula ZPH-1A (Winfields Regiment) takes 6 damage to FRL. 1 Armor remaining.

    SRM 6 at Tarantula ZPH-1A (Winfields Regiment); needs 6, rolls 11 :  - Direct Blow - 6 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to RRL. 4 Internal Structure remaining
         Critical hit on RRL. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Jump Jet.

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to CT. 8 Armor remaining.

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to RRL. 2 Internal Structure remaining
         Critical hit on RRL. Roll is (2+1) = 3; no effect.

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to CT. 6 Armor remaining.

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to RRL. SECTION DESTROYED,
         Critical hit on RRL. Roll is (7+1) = 8; no effect.

        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to FRL. Armor destroyed, 5 Internal Structure remaining
         Critical hit on FRL. Roll is (6+1) = 7; no effect.

    AC/20 at Tarantula ZPH-1A (Winfields Regiment); needs 6, rolls 8 : hits  (using Right Side table) LT
        Tarantula ZPH-1A (Winfields Regiment) takes 20 damage to LT. SECTION DESTROYED,
LIMB BLOWN OFF Front Left Leg blown off.
*** Tarantula ZPH-1A (Winfields Regiment) DESTROYED by engine destruction! ***
        15 damage transfers to CT.
         Critical hit on LT. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on *Double Heat Sink.
        Tarantula ZPH-1A (Winfields Regiment) takes 15 damage to CT. Armor destroyed, SECTION DESTROYED,
        Tarantula ZPH-1A (Winfields Regiment) has taken 7 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        >Tarantula ZPH-1A (Winfields Regiment) suffers catastrophic damage, but the autoeject system was engaged.
    
Tarantula ZPH-1A (Winfields Regiment) must make a piloting skill check (landing in clear terrain).
    Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.*** MechWarrior Bill Malik (Winfields Regiment) DESTROYED by deadly ejection! ***
        Penetrator PTR-6S (McIntyre House Guards) is hit for 20 damage!
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to RA. 7 Armor remaining.
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to LL (critical). SECTION DESTROYED,
        4 damage transfers to LTR (critical).
         Critical hit on LL. Roll is 6; no effect.
         Critical hit on LL. Roll is 3; no effect.
        Penetrator PTR-6S (McIntyre House Guards) takes 4 damage to LTR (critical). Armor destroyed, 6 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on +Medium Pulse Laser.
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to RTR. Armor destroyed, 13 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on +Medium Pulse Laser.
            CRITICAL HIT on +Medium Pulse Laser.
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to CTR. 13 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.

        Buccaneer BCN-3R (McIntyre House Guards) is hit for 5 damage!
        Buccaneer BCN-3R (McIntyre House Guards) takes 5 damage to LA. 5 Armor remaining.

        Grim Reaper GRM-R-PR29 (McIntyre House Guards) is hit for 5 damage!
        Grim Reaper GRM-R-PR29 (McIntyre House Guards) takes 5 damage to LA. 13 Armor remaining.

        Crab CRB-27 #2 (McIntyre House Guards) is hit for 10 damage!
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to LA.        5 damage transfers to LT.
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to LT. 4 Armor remaining.
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to LL. 15 Armor remaining.

        Hatchetman HCT-5S (McIntyre House Guards) is hit for 10 damage!
        Hatchetman HCT-5S (McIntyre House Guards) takes 5 damage to LTR. 1 Armor remaining.
        Hatchetman HCT-5S (McIntyre House Guards) takes 5 damage to LL. 5 Armor remaining.

        Stinger STG-5R (McIntyre House Guards) is hit for 20 damage!
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RT. SECTION DESTROYED,
         Critical hit on RT. Roll is 5; no effect.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RL.        5 damage transfers to RT.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RT.        5 damage transfers to CT.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to CT. 1 Armor remaining.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RA.        5 damage transfers to RT.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RT.        5 damage transfers to CT.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to CT. Armor destroyed, SECTION DESTROYED,
        Stinger STG-5R (McIntyre House Guards) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Stinger STG-5R (McIntyre House Guards) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Stinger STG-5R (McIntyre House Guards) suffers catastrophic damage, but the autoeject system was engaged.
    
Stinger STG-5R (McIntyre House Guards) 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.*** MechWarrior Abdul Karim Piracha (McIntyre House Guards) DESTROYED by deadly ejection! ***
        Penetrator PTR-6S (McIntyre House Guards) is hit for 6 damage!
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to RTR. 8 Internal Structure remaining
         Critical hit on RT. Roll is 8; no effect.
        Penetrator PTR-6S (McIntyre House Guards) takes 1 damage to LL.        1 damage transfers to LTR.
        Penetrator PTR-6S (McIntyre House Guards) takes 1 damage to LTR. 5 Internal Structure remaining
         Critical hit on LT. Roll is 10; 1 location.
            Location has no more hittable critical slots.

        Crab CRB-27 #2 (McIntyre House Guards) is hit for 12 damage!
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to LA (critical).        5 damage transfers to LT (critical).
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to LT (critical). Armor destroyed, 11 Internal Structure remaining
         Critical hit on LT. Roll is 5; no effect.
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to RA.        5 damage transfers to RT.
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to RT.        5 damage transfers to CT.
        Crab CRB-27 #2 (McIntyre House Guards) takes 5 damage to CT. SECTION DESTROYED,
        Crab CRB-27 #2 (McIntyre House Guards) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 12.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Crab CRB-27 #2 (McIntyre House Guards) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Crab CRB-27 #2 (McIntyre House Guards) suffers catastrophic damage, but the autoeject system was engaged.
    
Crab CRB-27 #2 (McIntyre House Guards) 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.*** MechWarrior Thao-Thanh Zhu (McIntyre House Guards) DESTROYED by deadly ejection! ***
        Penetrator PTR-6S (McIntyre House Guards) is hit for 6 damage!
        Penetrator PTR-6S (McIntyre House Guards) takes 5 damage to CTR. 8 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.
        Penetrator PTR-6S (McIntyre House Guards) takes 1 damage to RTR. 7 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.

        Hatchetman HCT-5S (McIntyre House Guards) is hit for 6 damage!
        Hatchetman HCT-5S (McIntyre House Guards) takes 5 damage to RT. 5 Armor remaining.
        Hatchetman HCT-5S (McIntyre House Guards) takes 1 damage to RT. 4 Armor remaining.

        Stinger STG-5R (McIntyre House Guards) is hit for 25 damage!
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to CTR.        Stinger STG-5R (McIntyre House Guards) takes 5 damage to LTR. Armor destroyed, 2 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to LTR. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        3 damage transfers to CTR.
         Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on Heat Sink.
        Stinger STG-5R (McIntyre House Guards) takes 3 damage to CTR.        Stinger STG-5R (McIntyre House Guards) takes 5 damage to LL. 0 Armor remaining.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RA.        5 damage transfers to RTR.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to RTR.        5 damage transfers to CTR.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to CTR.
        Rakshasa MDG-1A (Winfields Regiment) is hit for 25 damage!
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to CT. 27 Armor remaining.
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to RT. 17 Armor remaining.
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to RA. 11 Armor remaining.
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to RT. 12 Armor remaining.
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to CT. 22 Armor remaining.

        Tarantula ZPH-1A (Winfields Regiment) is hit for 12 damage!
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to FLL.        5 damage transfers to LT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to LT.        5 damage transfers to CT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to CT.        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to RT. Armor destroyed, 5 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.
        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to RLL.        2 damage transfers to LT.
        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to LT.        2 damage transfers to CT.
        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to CT.
        Starslayer STY-3C (Winfields Regiment) is hit for 25 damage!
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to LT. 14 Armor remaining.
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to RA. 5 Armor remaining.
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to LA. 4 Armor remaining.
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to LT. 9 Armor remaining.
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to RT. 14 Armor remaining.

        Sentry SNT-04 (Winfields Regiment) is hit for 25 damage!
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to LT. 10 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to LT. 5 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to HD. 4 Armor remaining.

        Pilot of Sentry SNT-04 (Winfields Regiment) "Askari De La Cruz" takes 1 damage.        
Pilot of Sentry SNT-04 (Winfields Regiment) "Askari De La Cruz" needs a 3 to stay conscious.  Rolls 8 : successful!
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to CT. 12 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to CT. 7 Armor remaining.

        Hammer HMR-3M #2 (Winfields Regiment) is hit for 12 damage!
        Hammer HMR-3M #2 (Winfields Regiment) takes 5 damage to LT. 6 Armor remaining.
        Hammer HMR-3M #2 (Winfields Regiment) takes 5 damage to RA. 0 Armor remaining.
        Hammer HMR-3M #2 (Winfields Regiment) takes 2 damage to CT. 12 Armor remaining.


        End Secondary Damage Report.
         Critical hit on CT. Roll is 2; no effect.
        Crab CRB-27 #2 (McIntyre House Guards) takes 2 damage to RT.        2 damage transfers to CT.
        Crab CRB-27 #2 (McIntyre House Guards) takes 2 damage to CT.
        Hatchetman HCT-5S (McIntyre House Guards) is hit for 3 damage!
        Hatchetman HCT-5S (McIntyre House Guards) takes 3 damage to LL. 2 Armor remaining.

        Rakshasa MDG-1A (Winfields Regiment) is hit for 6 damage!
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to LT. 17 Armor remaining.
        Rakshasa MDG-1A (Winfields Regiment) takes 1 damage to LL. 27 Armor remaining.

        Jackal JA-KL-1532 #2 (Winfields Regiment) is hit for 3 damage!
        Jackal JA-KL-1532 #2 (Winfields Regiment) takes 3 damage to LT. 7 Armor remaining.

        Tarantula ZPH-1A (Winfields Regiment) is hit for 12 damage!
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to RLL.        5 damage transfers to LT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to LT.        5 damage transfers to CT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to CT.        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to RLL.        5 damage transfers to LT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to LT.        5 damage transfers to CT.
        Tarantula ZPH-1A (Winfields Regiment) takes 5 damage to CT.        Tarantula ZPH-1A (Winfields Regiment) takes 2 damage to RT. 3 Internal Structure remaining
         Critical hit on RT. Roll is 8; no effect.

        Starslayer STY-3C (Winfields Regiment) is hit for 6 damage!
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to LL. 4 Armor remaining.
        Starslayer STY-3C (Winfields Regiment) takes 1 damage to RT. 13 Armor remaining.

        Sentry SNT-04 (Winfields Regiment) is hit for 12 damage!
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to RT. 10 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to LA. 7 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 2 damage to RA. 10 Armor remaining.

        Hammer HMR-3M #2 (Winfields Regiment) is hit for 6 damage!
        Hammer HMR-3M #2 (Winfields Regiment) takes 5 damage to CT. 7 Armor remaining.
        Hammer HMR-3M #2 (Winfields Regiment) takes 1 damage to RA. 4 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.

        Wasp WSP-1A (Winfields Regiment) is hit for 3 damage!
        Wasp WSP-1A (Winfields Regiment) takes 3 damage to RA. 1 Armor remaining.

        Chameleon CLN-7W #2 (Winfields Regiment) is hit for 3 damage!
        Chameleon CLN-7W #2 (Winfields Regiment) takes 3 damage to CTR. Armor destroyed, 14 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.


        End Secondary Damage Report.
         Critical hit on CT. Roll is 10; 1 location.
            CRITICAL HIT on Engine.
        Stinger STG-5R (McIntyre House Guards) takes 5 damage to CT.
        Rakshasa MDG-1A (Winfields Regiment) is hit for 5 damage!
        Rakshasa MDG-1A (Winfields Regiment) takes 5 damage to RA. 6 Armor remaining.

        Jackal JA-KL-1532 (Winfields Regiment) is hit for 5 damage!
        Jackal JA-KL-1532 (Winfields Regiment) takes 5 damage to LT. 5 Armor remaining.

        Jackal JA-KL-1532 #2 (Winfields Regiment) is hit for 10 damage!
        Jackal JA-KL-1532 #2 (Winfields Regiment) takes 5 damage to HD. 3 Armor remaining.

        Pilot of Jackal JA-KL-1532 #2 (Winfields Regiment) "Sam Abercromby" takes 1 damage.        
Pilot of Jackal JA-KL-1532 #2 (Winfields Regiment) "Sam Abercromby" needs a 3 to stay conscious.  Rolls 6 : successful!
        Jackal JA-KL-1532 #2 (Winfields Regiment) takes 5 damage to CTR. 0 Armor remaining.

        Starslayer STY-3C (Winfields Regiment) is hit for 5 damage!
        Starslayer STY-3C (Winfields Regiment) takes 5 damage to LA. Armor destroyed, 7 Internal Structure remaining
         Critical hit on LA. Roll is 10; 1 location.
            CRITICAL HIT on Shoulder.

        Sentry SNT-04 (Winfields Regiment) is hit for 10 damage!
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to RL. 15 Armor remaining.
        Sentry SNT-04 (Winfields Regiment) takes 5 damage to CT. 2 Armor remaining.

        Hammer HMR-3M #2 (Winfields Regiment) is hit for 5 damage!
        Hammer HMR-3M #2 (Winfields Regiment) takes 5 damage to RL. 0 Armor remaining.

        Wasp WSP-1A (Winfields Regiment) is hit for 10 damage!
        Wasp WSP-1A (Winfields Regiment) takes 5 damage to LT. 1 Armor remaining.
        Wasp WSP-1A (Winfields Regiment) takes 5 damage to LL. 0 Armor remaining.

        Chameleon CLN-7W #2 (Winfields Regiment) is hit for 10 damage!
        Chameleon CLN-7W #2 (Winfields Regiment) takes 5 damage to LT. 11 Armor remaining.
        Chameleon CLN-7W #2 (Winfields Regiment) takes 5 damage to LT. 6 Armor remaining.


        End Secondary Damage Report.
         Critical hit on CT. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: rhino1085 on 08 March 2012, 21:23:08
Had that happen to me once before. Pretty funny when Mechs start going off like popcorn!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: elizibar on 09 March 2012, 16:29:28
The pummeling this Commando took would probably have taken it out of action in another turn of skirmishing, if its pilot hadn't proceeded to be a klutz and fail every roll on its way to hurting himself during ejection.

Commando COM-2D (TestBot) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (20+ damage)); needs 9, rolls 4 : falls.
    Commando COM-2D (TestBot) falls on its left side, suffering 3 damage.
        Commando COM-2D (TestBot) takes 3 damage to RT.
 2 Internal Structure remaining
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on SRM 4 Ammo (24).
            *** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***        >Commando COM-2D (TestBot) suffers catastrophic damage, but the autoeject system was engaged.
   
Commando COM-2D (TestBot) must make a piloting skill check (landing in clear terrain).
    Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.
        Pilot of MechWarrior J.J. Hasani (TestBot) "J.J. Hasani" takes 1 damage.                    The pilot ejects safely!
*** Commando COM-2D (TestBot) DESTROYED by ejection! ***
        Commando COM-2D (TestBot) takes 192 damage to RT.
 SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        190 damage transfers to CT.
            Critical hit on RT. Roll is 9; 1 location.
            Location has no more hittable critical slots.
        Commando COM-2D (TestBot) takes 190 damage to CT.
 SECTION DESTROYED,
            Critical hit on CT. Roll is 12; 3 locations.
            Location has no more hittable critical slots.


            Location has no more hittable critical slots.

Pilot of Commando COM-2D (TestBot) "J.J. Hasani" must roll 9 to avoid damage; rolls 4 : fails.

Edit:

Ouch!  First shot I took at this Archer...

Streak SRM 4 at Archer ARC-2R (TestBot); needs 9, rolls 10 : 4 missile(s) hit.

        Archer ARC-2R (TestBot) takes 2 damage to CT (critical).
            31 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

Someone's not going to be able to lob his missiles so well the rest of the fight.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 10 March 2012, 08:57:43
How do you kill that elusive IJJer who has got to the minimum range of your big gun?

Quote
Weapons fire for Wolverine WVR-9M (Rickosaur)
    Streak SRM 6 at Buccaneer BCN-5W (SkyPrincessTurncoat); needs 8, rolls 8 : 6 missile(s) hit (using Rear table).

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to RA.
            13 Armor remaining.

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to LTR.
            4 Armor remaining.

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to LA.
            9 Armor remaining.

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to RL.
            14 Armor remaining.

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to RL.
            12 Armor remaining.

        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 2 damage to RTR.
            4 Armor remaining.

    ER Medium Laser at Buccaneer BCN-5W (SkyPrincessTurncoat); needs 8, rolls 9 : hits  (using Rear table) RTR
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to RTR.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.

    Heavy PPC at Hex 0438 of Building #10384 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 11 : hits.

        Building #10384 absorbs 15 points of damage.

Building #10384 collapses due to heavy load.
    Buccaneer BCN-5W (SkyPrincessTurncoat) is hit by falling debris for 6 damage.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to CT.
 10 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 1 damage to LA.
            8 Armor remaining.

Buccaneer BCN-5W (SkyPrincessTurncoat) falls 5 level(s) into hex 0438
    Buccaneer BCN-5W (SkyPrincessTurncoat) falls on its front, suffering 36 damage.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to RT.
            6 Armor remaining.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to LL.
            1 Armor remaining.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to CT (critical).
 5 Internal Structure remaining
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Improved Jump Jet.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is 2; no effect.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to LL.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Improved Jump Jet.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to LA.
            3 Armor remaining.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to LT.
            3 Armor remaining.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 5 damage to RT.
            1 Armor remaining.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 1 damage to CT.
 4 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.

Pilot of Buccaneer BCN-5W (SkyPrincessTurncoat) "R. Jimladd" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Buccaneer BCN-5W (SkyPrincessTurncoat) "R. Jimladd" takes 1 damage.        
Pilot of Buccaneer BCN-5W (SkyPrincessTurncoat) "R. Jimladd" needs a 5 to stay conscious.  Rolls 7 : successful!


...which lands it next to the Ti T'sang...


Quote
Physical attacks for Ti Ts'ang TSG-9C (Zogster)
    Hatchet attack on Buccaneer BCN-5W (SkyPrincessTurncoat); needs 3, rolls 8 : hits (using Right Side table) RT
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 24 damage to RT.
            Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
*** Buccaneer BCN-5W (SkyPrincessTurncoat) DESTROYED by engine destruction! ***
        11 damage transfers to CT.
            Critical hit on RT. Roll is 10; 2 locations.
            Location has no more hittable critical slots.
        Buccaneer BCN-5W (SkyPrincessTurncoat) takes 11 damage to CT.
 SECTION DESTROYED,
            Critical hit on CT. Roll is 7; no effect.

Ouchu
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 10 March 2012, 22:49:47
What makes this even better is that it happened to an undamaged mech. On turn two.

Quote
Eyleuka EYL-45A (PrincessPeaches) gains 35 heat, sinks 20 heat and is now at 15 heat.
Eyleuka EYL-45A (PrincessPeaches) needs a 6+ to avoid inferno ammo explosion, rolls 3 : fails to avoid explosion.
            *** MML 9 SRM Inferno Ammo EXPLODES!  198 DAMAGE! ***        >Eyleuka EYL-45A (PrincessPeaches) suffers catastrophic damage, but the autoeject system was engaged.
    
Eyleuka EYL-45A (PrincessPeaches) must make a piloting skill check (landing in clear terrain).
    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.                    The pilot ejects safely!
*** Eyleuka EYL-45A (PrincessPeaches) DESTROYED by ejection! ***
        Eyleuka EYL-45A (PrincessPeaches) takes 198 damage to HD.
 SECTION DESTROYED,

            Critical hit on HD. Roll is 9; 1 location.
            Location has no more hittable critical slots.



    Gains 30 heat and is now at 45 heat.
Eyleuka EYL-45A (PrincessPeaches) automatically shuts down.
Eyleuka EYL-45A (PrincessPeaches) needs a 8+ to avoid ammo explosion, rolls 4 : fails to avoid explosion.
            *** MML 9 SRM Ammo EXPLODES!  198 DAMAGE! ***        Eyleuka EYL-45A (PrincessPeaches) takes 198 damage to LA.
 SECTION DESTROYED,
        189 damage transfers to LT.
            Critical hit on LA. Roll is 6; no effect.
        Eyleuka EYL-45A (PrincessPeaches) takes 189 damage to LT.
 SECTION DESTROYED,
        176 damage transfers to CT.
            Critical hit on LT. Roll is 4; no effect.
        Eyleuka EYL-45A (PrincessPeaches) takes 176 damage to CT.
 SECTION DESTROYED,
            Critical hit on CT. Roll is 5; no effect.

YOUR HEAD ASPLODE
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 15 March 2012, 21:45:01
Code: [Select]
Weapons fire for Fenris (Ice Ferret) H (Ross)
    Heavy Medium Laser at Devastator DVS-2 (TestBot); needs 7, rolls 9 : hits  (using Right Side table) HD
        Devastator DVS-2 (TestBot) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining
         Critical hit on HD. Roll is 7; no effect.

        Pilot of Devastator DVS-2 (TestBot) "Jakub Plazewski" takes 1 damage.        
Pilot of Devastator DVS-2 (TestBot) "Jakub Plazewski" needs a 3 to stay conscious.  Rolls 7 : successful!

    Heavy Medium Laser at Devastator DVS-2 (TestBot); needs 7, rolls 8 : hits  (using Right Side table) HD
        Devastator DVS-2 (TestBot) takes 10 damage to HD. SECTION DESTROYED,
*** Devastator DVS-2 (TestBot) DESTROYED by damage! ***
         Critical hit on HD. Roll is 6; no effect.

Yeah, don't mess with Clan Wolf! heh
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 16 May 2012, 18:54:49
Stinger tries to walk through building.  Building takes five hit locations in one declared move:

Code: [Select]
Stinger STG-3R (Princess) must make a piloting skill check while moving from hex 1510 to hex 1410 (moving through Hardened Building #26652).
Needs 11 [5 (Base piloting skill) + 1 (cramped cockpit) + 5 (moving through Hardened Building #26652)], rolls 10 : fails.
        Stinger STG-3R (Princess) takes 12 damage to RT.
            Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 8; 1 location.
            Location has no more hittable critical slots.
        Stinger STG-3R (Princess) takes 1 damage to CT.
            5 Armor remaining.

Stinger STG-3R (Princess) must make a piloting skill check while moving from hex 1410 to hex 1411 (moving through Hardened Building #26652).
Needs 11 [5 (Base piloting skill) + 1 (cramped cockpit) + 5 (moving through Hardened Building #26652)], rolls 9 : fails.
        Stinger STG-3R (Princess) takes 12 damage to LL.
            Armor destroyed, SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LL. Roll is 11; 2 locations.
            Location has no more hittable critical slots.
        Stinger STG-3R (Princess) takes 3 damage to LT.
 SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CT.
            Critical hit on LT. Roll is 11; 2 locations.
            Location has no more hittable critical slots.
        Stinger STG-3R (Princess) takes 2 damage to CT.
            3 Armor remaining.

Edit to add: This was a bot vs. bot company battle with light, medium, and heavy lances of Steiner vs. Davion, SW tech base.  The last kill happened because an Archer took an ammo explosion...

Code: [Select]
Archer ARC-2R (Princess) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Right Leg destroyed) + 0 (getting up)], rolls 8 : falls.
    Archer ARC-2R (Princess) falls on its rear, suffering 7 damage.
        Archer ARC-2R (Princess) takes 5 damage to RL.
        5 damage transfers to RTR.
        Archer ARC-2R (Princess) takes 5 damage to RTR.
 8 Internal Structure remaining
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on *LRM 20.
            CRITICAL HIT on LRM 20 Ammo (1).
            *** LRM 20 Ammo EXPLODES!  20 DAMAGE! ***        >Archer ARC-2R (Princess) suffers catastrophic damage, but the autoeject system was engaged.
   
Archer ARC-2R (Princess) must make a piloting skill check (landing in clear terrain).
    Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 10 : succeeds.                    The pilot ejects safely!
*** Archer ARC-2R (Princess) DESTROYED by ejection! ***
*** MechWarrior Harshada  Cukar (Prince) was trapped in the wreckage. ***
        Archer ARC-2R (Princess) takes 20 damage to RT.
 SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        12 damage transfers to CT.
            Critical hit on RT. Roll is 9; 1 location.
            Location has no more hittable critical slots.
        Archer ARC-2R (Princess) takes 12 damage to CT.
 10 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


        Archer ARC-2R (Princess) takes 2 damage to LTR.
        2 damage transfers to CTR.
        Archer ARC-2R (Princess) takes 2 damage to CTR.
            6 Armor remaining.

Pilot of Archer ARC-2R (Princess) "Mahajabeen  Dinkar" must roll 10 to avoid damage; rolls 4 : fails.
Note that the 'Mech survived it.

Code: [Select]
Physical attacks for Orion ON1-K (Prince)
    Kick (Left leg) at MechWarrior Mahajabeen  Dinkar (Princess); needs 7, rolls 7 : hits MEN
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Mahajabeen  Dinkar (Princess) takes 2 damage to MEN.
 PLATOON KILLED,
*** MechWarrior Mahajabeen  Dinkar (Princess) DESTROYED by damage! ***
Same turn... the pilot would have been better off not ejecting!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 22 May 2012, 07:48:28
Sir Chaos Productions and MegaMek present "The Double Tap Round"

Part 1:
Code: [Select]
Weapons fire for Marauder MAD-3R (7th Ghost Regiment)
    PPC at Orion ON1-K (War Maidens); needs 7, rolls 8 : hits  HD
        Orion ON1-K (War Maidens) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Orion ON1-K (War Maidens) "Captain Jacey Chlebowski" takes 1 damage.        
Pilot of Orion ON1-K (War Maidens) "Captain Jacey Chlebowski" needs a 3 to stay conscious.  Rolls 10 : successful!

    PPC at Orion ON1-K (War Maidens); needs 7, rolls 4 : misses.

    AC/5 at Orion ON1-K (War Maidens); needs 7, rolls 11 :  - Direct Blow - hits  HD
        Orion ON1-K (War Maidens) takes 6 damage to HD.
 SECTION DESTROYED,
*** Orion ON1-K (War Maidens) DESTROYED by damage! ***
            Critical hit on HD. Roll is (4+2) = 6; no effect.

Part 2:
Code: [Select]
Weapons fire for Phoenix Hawk PXH-1D #7 (War Maidens)
    Medium Laser at Orion ON1-K (7th Ghost Regiment); needs 7, rolls 4 : misses.

    Large Laser at Orion ON1-K (7th Ghost Regiment); needs 7, rolls 9 : hits  (using Left Side table) HD
        Orion ON1-K (7th Ghost Regiment) takes 8 damage to HD.
            1 Armor remaining.

        Pilot of Orion ON1-K (7th Ghost Regiment) "Michaela Katz" takes 1 damage.        
Pilot of Orion ON1-K (7th Ghost Regiment) "Michaela Katz" needs a 3 to stay conscious.  Rolls 8 : successful!

    Medium Laser at Orion ON1-K (7th Ghost Regiment); needs 7, rolls 8 : hits  (using Left Side table) HD
        Orion ON1-K (7th Ghost Regiment) takes 5 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Orion ON1-K (7th Ghost Regiment) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

Part 3:
Code: [Select]
Physical attacks for Vulcan VL-5T (7th Ghost Regiment)
    Punch (Left Arm) at Vulcan VL-5T #2 (War Maidens); needs 9, rolls 10 : hits (using Punch table) HD
        Vulcan VL-5T #2 (War Maidens) takes 4 damage to HD.
            1 Armor remaining.

        Pilot of Vulcan VL-5T #2 (War Maidens) "Recruit Malie Elisara" takes 1 damage.        
Pilot of Vulcan VL-5T #2 (War Maidens) "Recruit Malie Elisara" needs a 5 to stay conscious.  Rolls 3 : blacks out.

    Punch (Right Arm) at Vulcan VL-5T #2 (War Maidens); needs 9, rolls 10 : hits (using Punch table) HD
        Vulcan VL-5T #2 (War Maidens) takes 4 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Vulcan VL-5T #2 (War Maidens) DESTROYED by damage! ***
            Critical hit on HD. Roll is 5; no effect.

This is a company vs company battle, so what are the odds for not one but THREE dual head hits happening in one round? :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: LastChanceCav on 26 May 2012, 17:04:43
Just had the craziest luck with the LB20-X on an Avatar F today. I fired off 10 runs of cluster ammunition and only hit twice, but both times I did hit it was with all 20 clusters. Talk about all or nothing.

Cheers,
LCC
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 May 2012, 20:51:52
I had something similar happen the other day; I popped off an LBX-20 on an enemy 'Mech and managed to get three head hits. He promptly fell over and took another pilot hit, resulting in the 'Mech being pretty much out of the battle through stunned pilot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 14 June 2012, 16:20:03
When the fates want you dead:
Code: [Select]
Weapons fire for Wolverine WVR-6R #2 (R)
    Medium Laser at Wolverine WVR-6M #5 (M); needs 7, rolls 7 : hits  CT
        Wolverine WVR-6M #5 (M) takes 5 damage to CT.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

    SRM 6 at Wolverine WVR-6M #5 (M); needs 7, rolls 8 : 6 missile(s) hit.

        Wolverine WVR-6M #5 (M) takes 2 damage to CT (critical).
 13 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Engine.
*** Wolverine WVR-6M #5 (M) DESTROYED by engine destruction! ***

        Wolverine WVR-6M #5 (M) takes 2 damage to LT.
            18 Armor remaining.

        Wolverine WVR-6M #5 (M) takes 2 damage to CT.
 11 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

        Wolverine WVR-6M #5 (M) takes 2 damage to CT.
 9 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

        Wolverine WVR-6M #5 (M) takes 2 damage to RA.
            9 Armor remaining.

        Wolverine WVR-6M #5 (M) takes 2 damage to CT.
 7 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
1 medium laser and 1 SRM-6.  7 hits.  9 center torso criticals.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Makinus on 25 June 2012, 15:03:23
Code: [Select]
Movement Phase
-------------------

Flea FLE-4 (FWL) must make a piloting skill check while moving in hex 2038 (running & turning on pavement).
Needs 6 [6 (Base piloting skill) + 0 (running & turning on pavement)], rolls 4 : falls.
Flea FLE-4 (FWL) falls 0 level(s) into hex 2038
    Flea FLE-4 (FWL) falls on its left side, suffering 2 damage.
        Flea FLE-4 (FWL) takes 2 damage to CTR (critical).
            0 Armor remaining.
            Critical hit on CT. Roll is 5; no effect.

Pilot of Flea FLE-4 (FWL) "Mason Mitchell" must roll 6 to avoid damage; rolls 7 : succeeds.
Marauder MAD-5R-FW #2 (My Campaign) needs 2 to avoid the skid (2 (Base piloting skill) + 0 (avoiding collision)), rolls 5.
    Skids into hex 2039.

Marauder MAD-5R-FW #2 (My Campaign) must make a piloting skill check while moving from hex 2039 to hex 2040 (moving through Medium Building #39068).
Needs 3 [2 (Base piloting skill) + 1 (moving through Medium Building #39068)], rolls 2 : fails.
        Marauder MAD-5R-FW #2 (My Campaign) takes 3 damage to RT.
            14 Armor remaining.
    Marauder MAD-5R-FW #2 (My Campaign) is displaced into hex 2040.
    Flea FLE-4 (FWL) suffers 1 damage from the skid.
        Flea FLE-4 (FWL) takes 1 damage to RA.
            2 Armor remaining.

    Skid ends.

That Flea just rammed my Marauder? And managed to push my Marauder against a building?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 26 June 2012, 10:34:38
Actually I think your Marauder dodged the Flea by moving into the medium building. He did however dodge the skid so the Flea didn't hit him.

I'd have to say the pilot was under the pressure of the battle and just had a few moments where training and reflexes kick in. If a Mech is coming at you, get out of the way. Afterwards he was probably like, Dude it was just a FLEA! You didn't need to move.  ;)  At least he wasn't next to a hardened building.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 07 July 2012, 21:39:00
The worst wounds are self-inflicted.

Quote
Cataphract CTF-3LL (PrincessPrettyPants) checking for MASC failure:
    Needs 7, rolls 5 : fails!
            CRITICAL HIT on Hip.
            CRITICAL HIT on Hip.


And it was a pristine 'Mech too.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 07 July 2012, 22:41:34
The worst wounds are self-inflicted.

And it was a pristine 'Mech too.

I've done that needing a 3. I never go for it when it needs a 7 unless I'm very desperate ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 08 July 2012, 01:52:21
I've done that needing a 3. I never go for it when it needs a 7 unless I'm very desperate ;)

I have to be pretty desperate to use MASC on anything higher than a 3, and I actually do use it quite a bit. So...yeah. :)

(The bot, now...that's given me some all-too-easy victories that way.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 15 July 2012, 11:04:17
For this one I might as well just post the whole log (don't worry, it's short). For context, this is the very first test run of a semi-random new configuration for a homebrew Omni chassis I haven't really touched in months...

Code: [Select]
Log file opened Sun Jul 15 17:43:07 CEST 2012
Princess: Hi, I'm a bot client!
MegaMek: Game saved to savegames/autosave.sav

Initiative Phase for Deployment
-------------------
Host rolls a 7[7+0].
Princess rolls a 11[11+0].

The turn order for movement is:
  Host, Princess

Wind direction is Northwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.

Host: 1549 BV remaining (from 1549 initially) 0 BV fled
Princess: 1549 BV remaining (from 1549 initially) 0 BV fled

MegaMek: Game saved to savegames/autosave.sav

Initiative Phase for Round #1
-------------------
Host rolls a 6[6+0] / 8[8+0] / 7[7+0] / 7[7+0].
Princess rolls a 6[6+0] / 8[8+0] / 7[7+0] / 4[4+0].

The turn order for movement is:
  Princess, Host

Wind direction is Northwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
Host: 1549 BV remaining (from 1549 initially) 0 BV fled
Princess: 1549 BV remaining (from 1549 initially) 0 BV fled

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


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


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


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


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


Heat Phase
-------------------
Draken X-66 (Host) gains 2 heat, sinks 2 heat and is now at 0 heat.
Excalibur EXC-B1 (Princess) gains 2 heat, sinks 2 heat and is now at 0 heat.

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

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

MegaMek: Game saved to savegames/autosave.sav

Initiative Phase for Round #2
-------------------
Host rolls a 9[9+0] / 4[4+0].
Princess rolls a 9[9+0] / 5[5+0].

The turn order for movement is:
  Host, Princess

Wind direction is Northwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
Host: 1549 BV remaining (from 1549 initially) 0 BV fled
Princess: 1549 BV remaining (from 1549 initially) 0 BV fled

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


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


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


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


Weapons fire for Draken X-66 (Host)
    Heavy PPC at Excalibur EXC-B1 (Princess); needs 11, rolls 12 : hits  (using Partial cover table) HD
        Excalibur EXC-B1 (Princess) takes 15 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Excalibur EXC-B1 (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 5; no effect.




Weapons fire for Excalibur EXC-B1 (Princess)
    LRM 20 at Draken X-66 (Host); needs 11, rolls 10 : misses.

    Gauss Rifle at Draken X-66 (Host); needs 10, rolls 9 : misses.


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


Heat Phase
-------------------
Draken X-66 (Host) gains 17 heat, sinks 17 heat and is now at 0 heat.

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

End Phase
-------------------
Team 1 has achieved all required victory conditions!

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

Winner is: TEAM #1

Host: 1549 BV remaining (from 1549 initially) 0 BV fled
Princess: 0 BV remaining (from 1549 initially) 0 BV fled

Survivors are:
Draken X-66 (Host)
Pilot : Gang-sheng Zhai [4/5]
Kills : 1


Graveyard contains:
Excalibur EXC-B1 (Princess)
Pilot : Sam Bondel [4/5] ( 6 hit(s)  )
Kills : 0
Destroyed by Draken X-66 (Host)


Detailed unit status saved to entitystatus.txt

***Server: Princess disconnected.

Now if only there was a way to make sure that kind of luck holds. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 15 July 2012, 11:33:39
I love first round headcaps :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 20 July 2012, 10:55:49
There's no such thing as overkill... 8)

Code: [Select]
Weapons fire for Mars F10 (Cat)
    Ultra AC/10 at Ha Otoko 2 (Princess); needs 6, rolls 8 : 2 shot(s) hit.

        Ha Otoko 2 (Princess) takes 10 damage to RA.
        10 damage transfers to RT.
        Ha Otoko 2 (Princess) takes 10 damage to RT.
 SECTION DESTROYED,
        6 damage transfers to CT.
            Critical hit on RT. Roll is 5; no effect.
        Ha Otoko 2 (Princess) takes 6 damage to CT.
 3 Internal Structure remaining
            Critical hit on CT. Roll is 3; no effect.

        Ha Otoko 2 (Princess) takes 10 damage to RT.
        10 damage transfers to CT.
        Ha Otoko 2 (Princess) takes 10 damage to CT.
 SECTION DESTROYED,
        Ha Otoko 2 (Princess) has taken 8 engine hits this round.
        Checking for engine explosion on 10, roll is 9.
        Engine safety systems remain in place.
*** Ha Otoko 2 (Princess) DESTROYED by damage! ***
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

    Light Gauss Rifle at Ha Otoko 2 (Princess); needs 7, rolls 8 : hits  HD
        Ha Otoko 2 (Princess) takes 8 damage to HD.
            1 Armor remaining.

Weapons fire for Mars X100 (Cat)
    Gauss Rifle at Ha Otoko 2 (Princess); needs 6, rolls 10 : hits  HD
        Ha Otoko 2 (Princess) takes 15 damage to HD.
            Armor destroyed, SECTION DESTROYED,
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.


    ER Large Laser at Ha Otoko 2 (Princess); needs 6, rolls 8 : hits  HD
        Ha Otoko 2 (Princess) takes 8 damage to HD.

"First you take the heart, then you take the head!" >:D

As a side note, by my count the headcap/cockpit hit also caused the 6th point of damage to the pilot! ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 21 July 2012, 07:18:40
Most Valuable Player: Pilot Error


Graveyard contains:
Morrigan (PrincessPeaches)
Pilot : Carole Sepúlveda [3/4] ( 3 hit(s) )
Kills : 0
Destroyed by pilot error.

Hellfire 2 (PrincessPeaches)
Pilot : Sean Sutton [3/4] ( 4 hit(s) )
Kills : 0
Destroyed by pilot error.

Piranha (Rickosaur)
Pilot : Red Ten [3/4] ( 5 hit(s) )
Kills : 0
Destroyed by Beowulf C (PrincessPeaches)

Lobo (PrincessPrettyPants)
Pilot : Evan Lugono [3/4]
Kills : 0
Destroyed by Goshawk (Vapor Eagle) (Zogster)

Predator 2 (PrincessPrettyPants)
Pilot : Yan-hao Mak [3/4] ( 2 hit(s) )
Kills : 0
Destroyed by Cauldron-Born (Ebon Jaguar) D (Zogster)

Beowulf C (PrincessPeaches)
Pilot : Fern Stavropoulos [3/4] ( 1 hit(s) )
Kills : 1
Destroyed by Stooping Hawk A (Rickosaur)

Viper (Black Python) 3 (PrincessPrettyPants)
Pilot : Pavle Tukovic [3/4] ( 3 hit(s) )
Kills : 0
Destroyed by pilot error.

Arctic Wolf J (PrincessPeaches)
Pilot : Tekkan Kazim [3/4] ( 6 hit(s)   )
Kills : 0
Destroyed by Stooping Hawk A (Rickosaur)


And the reason the Piranha died? Failed a PSR, ended up in front of three enemy 'Mechs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Erkki on 24 July 2012, 04:06:14
Happened in an online campaign.... player names removed.

Weapons fire for Catapult CPLT-C7 ()
    MML 3 at Kintaro KTO-19b (); needs 7, rolls 4 : misses.

    MML 3 at Kintaro KTO-19b (); needs 7, rolls 5 : misses.

    MML 3 at Kintaro KTO-19b (); needs 7, rolls 7 : 2 inferno missile(s) hit.

        Target gains 4 more heat during heat phase.
    MML 3 at Kintaro KTO-19b (); needs 7, rolls 7 : 3 inferno missile(s) hit.

        Target gains 6 more heat during heat phase.
    MML 3 at Kintaro KTO-19b (); needs 7, rolls 12 : 1 inferno missile(s) hit.

        Target gains 2 more heat during heat phase.
    MML 3 at Kintaro KTO-19b (); needs 7, rolls 6 : misses.

    MML 3 at Kintaro KTO-19b (); needs 7, rolls 6 : misses.

    MML 3 at Kintaro KTO-19b (); needs 7, rolls 10 : 2 inferno missile(s) hit.

        Target gains 4 more heat during heat phase.
    MML 3 at Kintaro KTO-19b (); needs 7, rolls 5 : misses.

    MML 3 at Kintaro KTO-19b (); needs 7, rolls 5 : misses.

then:

Kintaro KTO-19b () gains 36 heat, sinks 20 heat and is now at 16 heat.
Kintaro KTO-19b () needs a 6+ to avoid inferno ammo explosion, rolls 4 : fails to avoid explosion.
           
*** SRM 6 Inferno Ammo EXPLODES!  180 DAMAGE! ***        Kintaro KTO-19b () takes 180 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.

*** Kintaro KTO-19b () DESTROYED by engine destruction! ***            remaining 167 damage prevented by CASE.

         Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Pilot of Kintaro KTO-19b () "Acolyte Vilmar Vigfusson" takes 2 damage.
    Gains 30 heat and is now at 46 heat.
Kintaro KTO-19b () automatically shuts down.
Kintaro KTO-19b () needs a 8+ to avoid ammo explosion, rolls 10 : avoids successfully!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 24 July 2012, 06:08:35
Meh, you should get 3 ammo explosions in a row - Overheat, Inferno explosion, Overheat, Ammo explosion, Crit from damage, Ammo explosion, Dead pilot.

On a SFE assault mech with CASE. [madflame]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 26 July 2012, 12:53:29
This is just insane... every hit on the "Good Guys" Warships hits the ARS. Impavidio dies in a single salvo. Ouch.

Quote
Weapon Attack Phase
-------------------
Overlord C (Gyrfalcon Galaxy) rolls a 10 for ECCM (target 3): ECM will be reduced by 7.
Overlord C #2 (Gyrfalcon Galaxy) rolls a 6 for ECCM (target 3): ECM will be reduced by 3.
Union C (Gyrfalcon Galaxy) rolls a 4 for ECCM (target 4): ECM will be reduced by 0.
Overlord C #3 (Gyrfalcon Galaxy) rolls a 7 for ECCM (target 3): ECM will be reduced by 4.
Overlord C #4 (Gyrfalcon Galaxy) rolls a 2 for ECCM (target 3): ECM will be reduced by 0.
Union C #2 (Gyrfalcon Galaxy) rolls a 7 for ECCM (target 3): ECM will be reduced by 4.
Overlord C #5 (Gyrfalcon Galaxy) rolls a 9 for ECCM (target 3): ECM will be reduced by 6.
Overlord C #6 (Gyrfalcon Galaxy) rolls a 8 for ECCM (target 3): ECM will be reduced by 5.
Union C #3 (Gyrfalcon Galaxy) rolls a 6 for ECCM (target 4): ECM will be reduced by 2.
Black Lion (Clan) (Gyrfalcon Galaxy) rolls a 10 for ECCM (target 3): ECM will be reduced by 7.
Carrier (Gyrfalcon Galaxy) rolls a 6 for ECCM (target 3): ECM will be reduced by 3.
Overlord C #7 (Gyrfalcon Galaxy) rolls a 4 for ECCM (target 3): ECM will be reduced by 1.
Union C #4 (Gyrfalcon Galaxy) rolls a 11 for ECCM (target 3): ECM will be reduced by 8.
Achilles (3055) (Morges 1st Cav) rolls a 7 for ECCM (target 4): ECM will be reduced by 3.
Achilles (3055) #2 (Morges 1st Cav) rolls a 7 for ECCM (target 4): ECM will be reduced by 3.
Achilles (3055) #3 (Morges 1st Cav) rolls a 3 for ECCM (target 4): ECM will be reduced by 0.
Fox Corvette (Morges 1st Cav) rolls a 5 for ECCM (target 2): ECM will be reduced by 3.
Impavido Destroyer (Milliken's Marauders) rolls a 6 for ECCM (target 4): ECM will be reduced by 2.


Weapons fire for Impavido Destroyer (Milliken's Marauders)
    Capital Missile Bay at 21 Echo 2a Squadron (Gyrfalcon Galaxy); needs 5, rolls 8 :  - Direct Blow - hits  LWG
        Jagatai D #3 (Gyrfalcon Galaxy) takes 2 damage; 19 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.

            Possible critical hit (Capital Missile); needs 11, rolls 9 : no effect.

    AC Bay at 21 Echo 2a Squadron (Gyrfalcon Galaxy); needs 9, rolls 8 : misses.

    Laser Bay at 21 Echo 2a Squadron (Gyrfalcon Galaxy); needs 9, rolls 6 : misses.

    LRM Bay at 21 Echo 2a Squadron (Gyrfalcon Galaxy); needs 9, rolls 11 : hits  LWG
        Jagatai D #3 (Gyrfalcon Galaxy) takes 2 damage; 17 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.

    Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 11, rolls 8 : misses.

    LRM Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 11, rolls 9 : misses.

    Capital AC Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 9, rolls 11 : hits  (using Left Side table) AFT
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 50 damage to AFT.
            101 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Cargo hit! 16% of cargo is lost.
    Capital Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 9, rolls 10 : hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 5 damage to ALS.
            163 Armor remaining.

    Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 11, rolls 9 : misses.

    LRM Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 11, rolls 8 : misses.

    Capital Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 9, rolls 10 : hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 9 damage to ALS.
            154 Armor remaining.

    Capital PPC Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 9, rolls 7 : misses.

    LRM Bay at 35th 2a Squadron (Gyrfalcon Galaxy); needs 9, rolls 5 : misses.



Weapons fire for Fox Corvette (Morges 1st Cav)
    Capital Missile Bay at Overlord C (Gyrfalcon Galaxy); needs 6, rolls 11 :  - Direct Blow - hits  NOS
        Overlord C (Gyrfalcon Galaxy) takes 20 damage to NOS.
            330 Armor remaining.

            Possible critical hit (Capital Missile); needs 11, rolls (12+1) = 13 : Critical hit on Artemis IV FCS.
    Capital AC Bay at Overlord C (Gyrfalcon Galaxy); needs 8, rolls 9 : hits  LS
        Overlord C (Gyrfalcon Galaxy) takes 200 damage to LS.
            100 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.

    Capital AC Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 6, rolls 7 : hits  (using Left Side table) FLS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 10 damage to FLS.
            158 Armor remaining.

    Capital Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 6, rolls 6 :  - Glancing Blow - hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 10 damage to ALS.
            144 Armor remaining.

    Capital Missile Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 4, rolls 11 :  - Direct Blow - hits  (using Left Side table) FLS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 2 damage to FLS.
            156 Armor remaining.

            Possible critical hit (Capital Missile); needs 11, rolls (8+2) = 10 : no effect.

    Capital AC Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 6, rolls 9 :  - Direct Blow - hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 10 damage to ALS.
            134 Armor remaining.

    Capital Laser Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 6, rolls 7 : hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 10 damage to ALS.
            124 Armor remaining.

    Capital Missile Bay at Black Lion (Clan) (Gyrfalcon Galaxy); needs 4, rolls 4 :  - Glancing Blow - hits  (using Left Side table) ALS
        Black Lion (Clan) (Gyrfalcon Galaxy) takes 2 damage to ALS.
            122 Armor remaining.

            Possible critical hit (Capital Missile); needs 11, rolls (6-2) = 4 : no effect.



Weapons fire for Black Lion (Clan) (Gyrfalcon Galaxy)
    Capital AC Bay at Fox Corvette (Morges 1st Cav); needs 5, rolls 6 : hits  (using Right Side table) ARS
        Fox Corvette (Morges 1st Cav) takes 60 damage to ARS.
            Armor destroyed, 3 damage transfers to the SI. 97 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 6 : no effect.

    Capital AC Bay at Fox Corvette (Morges 1st Cav); needs 5, rolls 4 : misses.

    Capital Missile Bay at Fox Corvette (Morges 1st Cav); needs 3, rolls 9 :  - Direct Blow - hits  (using Right Side table) ARS
        Fox Corvette (Morges 1st Cav) takes 2 damage to ARS.
 1 damage transfers to the SI. 96 SI remaining
            Possible critical hit (SI damaged); needs 8, rolls (7+2) = 9 : Critical hit on Capital Laser Bay.
            Possible critical hit (Capital Missile); needs 11, rolls (8+2) = 10 : no effect.

    Capital Missile Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 11 :  - Direct Blow - hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 12 damage to ARS.
            42 Armor remaining.

            Possible critical hit (Damage threshold exceeded); needs 8, rolls (7+2) = 9 : Critical hit on Artemis IV FCS.
            Possible critical hit (Capital Missile); needs 9, rolls (10+2) = 12 : Critical hit on Capital PPC Bay.
    Capital AC Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 5 :  - Glancing Blow - hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 60 damage to ARS.
            Armor destroyed, 9 damage transfers to the SI. 41 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (6-2) = 4 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls (8-2) = 6 : no effect.

    Capital AC Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 5 :  - Glancing Blow - hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 60 damage to ARS.
 30 damage transfers to the SI. 11 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls (8-2) = 6 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls (4-2) = 2 : no effect.

    Capital AC Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 8 :  - Direct Blow - hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 60 damage to ARS.
 30 damage transfers to the SI. 0 SI remaining*** Impavido Destroyer (Milliken's Marauders) DESTROYED by structural integrity collapse! ***

            Possible critical hit (Damage threshold exceeded); needs 8, rolls (5+1) = 6 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls (7+1) = 8 : Critical hit on Capital AC Bay.
    Capital AC Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 7 : hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 60 damage to ARS.
 30 damage transfers to the SI. 0 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 9 : An Cargo bay door is destroyed!
    Capital AC Bay at Impavido Destroyer (Milliken's Marauders); needs 5, rolls 6 : hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 40 damage to ARS.
 20 damage transfers to the SI. 0 SI remaining
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.

            Possible critical hit (SI damaged); needs 8, rolls 11 : Critical hit on Capital Laser Bay.
    Capital Missile Bay at Impavido Destroyer (Milliken's Marauders); needs 3, rolls 8 :  - Direct Blow - hits  (using Right Side table) ARS
        Impavido Destroyer (Milliken's Marauders) takes 2 damage to ARS.
 1 damage transfers to the SI. 0 SI remaining
            Possible critical hit (SI damaged); needs 8, rolls (6+1) = 7 : no effect.

            Possible critical hit (Capital Missile); needs 11, rolls (7+1) = 8 : no effect.



Weapons fire for 21 Echo 3a Squadron (Gyrfalcon Galaxy)
    Gauss Rifle (5) at Fox Corvette (Morges 1st Cav); needs 10, rolls 5 : misses.

    ER Large Laser (4) at Fox Corvette (Morges 1st Cav); needs 10, rolls 9 : misses.

    LRM 10 (2) at Fox Corvette (Morges 1st Cav); needs 10, rolls 5 : misses.

    ER Small Laser (4) at Fox Corvette (Morges 1st Cav), the shot is an automatic miss (Target out of range), rolls 5 : misses.



Weapons fire for 21 Echo 3b Squadron (Gyrfalcon Galaxy)
    Gauss Rifle (5) at Fox Corvette (Morges 1st Cav); needs 11, rolls 7 : misses.

    ER Large Laser (4) at Fox Corvette (Morges 1st Cav); needs 11, rolls 10 : misses.

    ER Large Laser (2) at Fox Corvette (Morges 1st Cav); needs 11, rolls 4 : misses.

    LRM 10 (2) at Fox Corvette (Morges 1st Cav); needs 11, rolls 10 : misses.



Weapons fire for 17th Air 1a Squadron (Gyrfalcon Galaxy)
    ER PPC (10) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 8 : misses.

    ER PPC (3) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 9 : misses.



Weapons fire for 17th Air 1b Squadron (Gyrfalcon Galaxy)
    ER PPC (10) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 10 : misses.

    ER PPC (3) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 10 : misses.



Weapons fire for 17th Air 2a Squadron (Gyrfalcon Galaxy)
    ER PPC (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 5 : misses.

    Gauss Rifle (4) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 7 : misses.

    ER Large Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 6 : misses.

    ER Large Laser (12) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 8 : misses.



Weapons fire for 17th Air 2b Squadron (Gyrfalcon Galaxy)
    ER PPC (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 3 : misses.

    Gauss Rifle (4) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 9 : misses.

    ER Large Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 7 : misses.

    ER Large Laser (12) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 7 : misses.



Weapons fire for 35th Zeta 1a Squadron (Gyrfalcon Galaxy)
    ER PPC (4) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 6 : misses.

    Large Pulse Laser (4) at Impavido Destroyer (Milliken's Marauders); needs 8, rolls 7 : misses.

    LRM 20 (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 9 : misses.

    ER Large Laser (4) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 8 : misses.



Weapons fire for 35th Zeta 1b Squadron (Gyrfalcon Galaxy)
    ER PPC (4) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 3 : misses.

    Large Pulse Laser (4) at Impavido Destroyer (Milliken's Marauders); needs 9, rolls 3 : misses.

    LRM 20 (2) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 7 : misses.

    ER Large Laser (4) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 9 : misses.



Weapons fire for 35th 2a Squadron (Gyrfalcon Galaxy)
    ER PPC (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 11 : 2 weapon(s) hit

        Impavido Destroyer (Milliken's Marauders) takes 3 damage to ARS.
 1 damage transfers to the SI. 0 SI remaining
            Possible critical hit (SI damaged); needs 8, rolls 4 : no effect.

    Gauss Rifle (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 11 : 2 weapon(s) hit

        Impavido Destroyer (Milliken's Marauders) takes 3 damage to ARS.
 1 damage transfers to the SI. 0 SI remaining
            Possible critical hit (SI damaged); needs 8, rolls 3 : no effect.

    Gauss Rifle at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 4 : misses.

    ER Large Laser (10) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 6 : misses.

    ER Large Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 9 : misses.



Weapons fire for 35th 2b Squadron (Gyrfalcon Galaxy)
    ER PPC (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 5 : misses.

    Gauss Rifle (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 4 : misses.

    Gauss Rifle at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 2 : misses.

    ER Large Laser (10) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 5 : misses.

    ER Large Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 4 : misses.



Weapons fire for 35th Zeta 3a Squadron (Gyrfalcon Galaxy)
    ER PPC at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 4 : misses.

    LRM 20 (2) at Impavido Destroyer (Milliken's Marauders); needs 12, rolls 7 : misses.

    Large Pulse Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 8 : misses.

    Large Pulse Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 10, rolls 6 : misses.



Weapons fire for 35th Zeta 3b Squadron (Gyrfalcon Galaxy)
    ER PPC at Impavido Destroyer (Milliken's Marauders); needs 13, rolls 10 : misses.

    LRM 20 (2) at Impavido Destroyer (Milliken's Marauders); needs 13, rolls 7 : misses.

    Large Pulse Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 8 : misses.

    Large Pulse Laser (2) at Impavido Destroyer (Milliken's Marauders); needs 11, rolls 5 : misses.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Snimm on 10 August 2012, 05:07:29
So my "Against the Bot" campaign rolled up a special event where my 3/4 pilot in a LGB-0W ends up against, of all things, a Pillager.  By himself.

First turn of play, I had this nifty plan to run into a light woods hex and try to maneuver into the Brian Cache buildings because frankly, that was the only chance I had, I thought.  Pillager destroys this plan by moving first and jumping into the exact woods hex I was going to enter, and it was the only woods hex I could reach. 

Seeing no good alternatives against his firepower, I charged him.  This is what happened (after all his fire miraculously missed me on 9s):

Physical attacks for Pillager PLG-3Z (Marian Pillager)
    Kick (Left leg) at Longbow LGB-0W (Soliloquy); needs 8, rolls 9 : hits (using Kick table) RL
        Longbow LGB-0W (Soliloquy) takes 20 damage to RL.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Hip.


Physical attacks for Longbow LGB-0W (Soliloquy)
    Charging Pillager PLG-3Z (Marian Pillager); needs 8, rolls 10 :
    Attacker takes 10 damage.
        Longbow LGB-0W (Soliloquy) takes 5 damage to RA.
            4 Armor remaining.
        Longbow LGB-0W (Soliloquy) takes 5 damage to LT.
            13 Armor remaining.
    Defender takes 34 damage .
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Pillager PLG-3Z (Marian Pillager) "Tolya Galevko" takes 1 damage.       
Pilot of Pillager PLG-3Z (Marian Pillager) "Tolya Galevko" needs a 3 to stay conscious.  Rolls 7 : successful!
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to LA.
            29 Armor remaining.
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to LL.
            37 Armor remaining.
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to LA.
            24 Armor remaining.
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Pillager PLG-3Z (Marian Pillager) "Tolya Galevko" takes 1 damage.       
Pilot of Pillager PLG-3Z (Marian Pillager) "Tolya Galevko" needs a 5 to stay conscious.  Rolls 7 : successful!
        Pillager PLG-3Z (Marian Pillager) takes 5 damage to HD.
 SECTION DESTROYED,
*** Pillager PLG-3Z (Marian Pillager) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Sensors.

        Pillager PLG-3Z (Marian Pillager) takes 4 damage to LL.
            33 Armor remaining.

    Pillager PLG-3Z (Marian Pillager) is displaced into hex 1609.
    Longbow LGB-0W (Soliloquy) is displaced into hex 1608.


Longbow LGB-0W (Soliloquy) must make 5 piloting skill roll(s) (leg/foot actuator hit; hip actuator hit; was kicked; charging; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 2 (hip actuator hit) + 0 (was kicked) + 2 (charging) + 1 (20+ damage)); needs 10, rolls 6 : falls.
    Longbow LGB-0W (Soliloquy) falls on its right side, suffering 9 damage.
        Longbow LGB-0W (Soliloquy) takes 5 damage to RT.
            13 Armor remaining.
        Longbow LGB-0W (Soliloquy) takes 4 damage to RL.
 12 Internal Structure remaining
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Foot.

I freaking shoulder-charged off its head!  And after five piloting skill rolls, my pilot has basically no leg, but I just took down a Pillager.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Erkki on 14 August 2012, 12:06:54
Unlucky Victor pilot:

Physical attacks for Warhammer WHM-8D ID:14 (Pleiades Hussars)
    Punch (Right Arm) at Victor VTR-10D (1st Fedsuns Lancers); needs 8, rolls 9 : hits (using Right Side Punch table) RT
        Victor VTR-10D (1st Fedsuns Lancers) takes 7 damage to RT. Armor destroyed, 13 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/20 Ammo (5).
           
*** Ultra AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Victor VTR-10D (1st Fedsuns Lancers) takes 100 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 87 damage prevented by CASE.

         Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/20 Ammo (5).
           
*** Ultra AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Victor VTR-10D (1st Fedsuns Lancers) takes 100 damage to RT.            remaining 100 damage prevented by CASE.

        Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" takes 1 damage.       
Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" needs a 5 to stay conscious.  Rolls 10 : successful!

            CRITICAL HIT on Ultra AC/20 Ammo (5).
           
*** Ultra AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Victor VTR-10D (1st Fedsuns Lancers) takes 100 damage to RT.            remaining 100 damage prevented by CASE.

        Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" takes 1 damage.       
Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" needs a 7 to stay conscious.  Rolls 5 : blacks out.


        Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" takes 1 damage.
            CRITICAL HIT on Ultra AC/20 Ammo (1).
           
*** Ultra AC/20 Ammo EXPLODES!  20 DAMAGE! ***        Victor VTR-10D (1st Fedsuns Lancers) takes 20 damage to RT.            remaining 20 damage prevented by CASE.

        Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" takes 1 damage.

-------------------------------------------------------------------------------------

Victor VTR-10D (1st Fedsuns Lancers) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Victor VTR-10D (1st Fedsuns Lancers) falls on its front, suffering 8 damage.
        Victor VTR-10D (1st Fedsuns Lancers) takes 5 damage to RT.        5 damage transfers to CT.
        Victor VTR-10D (1st Fedsuns Lancers) takes 5 damage to CT. 3 Armor remaining.
        Victor VTR-10D (1st Fedsuns Lancers) takes 3 damage to LT. 17 Armor remaining.
   
Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" cannot avoid damage.
        Pilot of Victor VTR-10D (1st Fedsuns Lancers) "Sergeant Jack Roberts" takes 1 damage.
*** Victor VTR-10D (1st Fedsuns Lancers) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Ferrosol on 18 August 2012, 08:54:29
The very first round of fire for me :(

Barghest BGS-3T ID:7  must make 1 piloting skill roll(s) (fired HeavyGauss unbraced).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (5 (Base piloting skill) - 2 (Quad bonus) + 0 (fired HeavyGauss unbraced)); needs 3, rolls 2 : falls.
    Barghest BGS-3T ID:7  falls on its right side, suffering 7 damage.
        Barghest BGS-3T ID:7  takes 5 damage to RT (critical). 17 Armor remaining.

         Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +Heavy Gauss Rifle.
           
*** Heavy Gauss Rifle EXPLODES!  25 DAMAGE! ***        Barghest BGS-3T ID:7  takes 25 damage to RT. SECTION DESTROYED,
LIMB BLOWN OFF Front Right Leg blown off.

*** Barghest BGS-3T ID:7  DESTROYED by engine destruction! ***        10 damage transfers to CT.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 18 August 2012, 16:40:18
Ouch.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 06 September 2012, 07:40:31
Maybe the Uller pilot was a stage performer. He apparently decided to start the battle with "break a leg!". >:D ;D

Code: [Select]
Weapon Attack Phase
-------------------


Weapons fire for Loki (Hellbringer) C-UK (TestBot)
    ER Large Laser at Karolin K-1A (cat); needs 10, rolls 7 : misses.

    ER Large Laser at Karolin K-1A (cat); needs 10, rolls 7 : misses.

    ER Large Laser at Karolin K-1A (cat); needs 10, rolls 7 : misses.



Weapons fire for Dependable M-27A (cat)
    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 10 : 4 missile(s) hit.

        Uller (Kit Fox) B (TestBot) takes 4 damage to RL.
            4 Armor remaining.



Weapons fire for Blaster BLA-4A (cat)
    LRM 5 at Uller (Kit Fox) B (TestBot); needs 12, rolls 7 : misses.



Weapons fire for Mk.XII LWC LRM (cat)
    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 6 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 8 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 7 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 9 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 4 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 8 : misses.

    LRM 5 at Uller (Kit Fox) B (TestBot); needs 10, rolls 12 : 4 missile(s) hit.

        Uller (Kit Fox) B (TestBot) takes 4 damage to RL.
            0 Armor remaining.



Weapons fire for Axel Mk 1 (cat)
    LRM 10 at Uller (Kit Fox) B (TestBot); needs 10, rolls 10 : 4 missile(s) hit.

        Uller (Kit Fox) B (TestBot) takes 4 damage to RL.
 3 Internal Structure remaining
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Lower Leg.



Weapons fire for IFV M25A3 (cat)
    LRM 5 at Uller (Kit Fox) B (TestBot); needs 11, rolls 4 : misses.


Uller (Kit Fox) B (TestBot) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit)); needs 5, rolls 4 : falls.
    Uller (Kit Fox) B (TestBot) falls on its right side, suffering 3 damage.
        Uller (Kit Fox) B (TestBot) takes 3 damage to RA.
            4 Armor remaining.

Pilot of Uller (Kit Fox) B (TestBot) "Nasha Soomro" must roll 5 to avoid damage; rolls 8 : succeeds.

Incidentally, this is turn 3, second turn of firing and first turn of any damage caused. O:-)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Shin Ji on 07 September 2012, 10:47:00
Anyone else every won a battle without firing a shot?  I rolled river-wetlands terrain, in a moonless night.  I also rolled random for deployment sides.  The poor Bot had no land at all to deploy on, so they deployed over water and managed to breach 3 mechs right off the bat, giving me the win condition and some nice salvage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 07 September 2012, 12:24:43
Anyone else every won a battle without firing a shot?  I rolled river-wetlands terrain, in a moonless night.  I also rolled random for deployment sides.  The poor Bot had no land at all to deploy on, so they deployed over water and managed to breach 3 mechs right off the bat, giving me the win condition and some nice salvage.

No, but I don't really play against the bot.  ::)

Personally if that happened to meI probably would have restarted that mission since no enemy would be *that* dumb.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Shin Ji on 07 September 2012, 13:46:04
I would have, but eh.  I had already saved, and backtracking was going to be tricky.  COnsidering the next fight had my 4 mechs against 4 mechs and 16 vehicles, all deploying right on top of my forces, I think it evens out.

Also, I had no idea it was so dangerous to deploy mechs in water!  Now I know.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 10 September 2012, 10:55:18
I would have, but eh.  I had already saved, and backtracking was going to be tricky.  COnsidering the next fight had my 4 mechs against 4 mechs and 16 vehicles, all deploying right on top of my forces, I think it evens out.

Also, I had no idea it was so dangerous to deploy mechs in water!  Now I know.
It's not actually that dangerous - all you have to do is deploy on the bottom! But apparently the bot has a small bug when it comes to deployment so that it automatically deploys on the surface. #P

Personally I always make sure there's no water (or at least very little water) in the bot's setup zone.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Snimm on 11 September 2012, 01:55:27
Oh, so THAT'S what that 'lost buoancy' bit is all about.  I wondered if the computer was somehow deploying on top of the water, but I guess I figured MM already handled that properly, since you can deploy on any level of a building now.  I do remember, though, what a pain in the neck it was to solve the multi-levels-in-one-hex problems, from the conversations I followed about it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xzarf on 13 September 2012, 12:48:03
I just took a look through the entitystatus file for my last engagement (Civilian Help), this is what the civilians did to the poor PXH, my MW didn't touch him.   Talk about a gang beating, they stood around him and just hit him until he stopped moving.

Model: Phoenix Hawk - PXH-1
Pilot: Archie Trung (3/4)
--- Armor: 0/128-------------------------------------------
--- Internal: 7/75----------------------------------------
         FRONT                REAR                INTERNAL
          (xx)                     (**)                     ( 1)
      /xx|xx|xx\           /xx|xx|xx\            /xx|xx|xx\
     (xx/ || \xx)             (   |  |   )            (xx/ || \xx)
         /  /\  \                    /  \                     /  /\  \
      (xx/  \xx)                 /    \                  (xx/  \ 6)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 16 September 2012, 08:49:29
Here's a new one:

A Phoenix Hawk steps off a Level 1 hill to a Depth 1 body of water:

Quote
Phoenix Hawk PXH-1K ID:9 (2nd SoL) must make a piloting skill check while moving from hex 1314 to hex 1315 (leaping (leg damage)).
Needs 10 [4 (Base piloting skill) + 6 (leaping (leg damage))], rolls 11 : succeeds.

Phoenix Hawk PXH-1K ID:9 (2nd SoL) must make a piloting skill check while moving from hex 1314 to hex 1315 (leaping (fall)).
Needs 7 [4 (Base piloting skill) + 3 (leaping (fall))], rolls 6 : fails.
Phoenix Hawk PXH-1K ID:9 (2nd SoL) falls 3 level(s) into hex 1315
    Phoenix Hawk PXH-1K ID:9 (2nd SoL) falls on its rear, suffering 5 damage when hitting the water surface and 7 when hitting the ground.
        Phoenix Hawk PXH-1K ID:9 (2nd SoL) takes 5 damage to RTR.
            Armor destroyed, 10 Internal Structure remaining
 Phoenix Hawk PXH-1K ID:9 RT BREACHED            Critical hit on RT. Roll is 6; no effect.
        Phoenix Hawk PXH-1K ID:9 (2nd SoL) takes 5 damage to RTR.
 5 Internal Structure remaining
            Critical hit on RT. Roll is 4; no effect.
        Phoenix Hawk PXH-1K ID:9 (2nd SoL) takes 2 damage to HD.
            1 Armor remaining.
            Possible breach on HD. Roll is 11: Breach! Phoenix Hawk PXH-1K ID:9 HD BREACHED*** Phoenix Hawk PXH-1K ID:9 (2nd SoL) DESTROYED by hull breach! ***
*** Phoenix Hawk PXH-1K ID:9  (2nd SoL) Pilot Drowned! ***


Pilot of Phoenix Hawk PXH-1K ID:9 (2nd SoL) "Joe Podgaisky" must roll 6 to avoid damage; rolls 7 : succeeds.

Phoenix Hawk PXH-1K ID:9 (2nd SoL) must make a piloting skill check while moving from hex 1314 to hex 1315 (entering Depth 2 Water).
Needs Automatic Failure [Pilot dead], rolls 10 : falls.
Phoenix Hawk PXH-1K ID:9 (2nd SoL) falls 1 level(s) into hex 1315
    Phoenix Hawk PXH-1K ID:9 (2nd SoL) falls on its right side, suffering 5 damage.
        Phoenix Hawk PXH-1K ID:9 (2nd SoL) takes 5 damage to RA.
            Armor destroyed, 4 Internal Structure remaining
 Phoenix Hawk PXH-1K ID:9 RA BREACHED            Critical hit on RA.  Roll is 8; 1 location.
            CRITICAL HIT on x Large Laser.

Pilot of Phoenix Hawk PXH-1K ID:9 (2nd SoL) "Joe Podgaisky" must roll 0 to avoid damage; rolls 10 : succeeds.

Humpty Dumpty all over man... glub! glub!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 24 September 2012, 08:34:46
What kind of rules was that? ??? The only PSRs needed for that move should have been for entering the water (at TN3) - it only changed 2 elevation levels.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 24 September 2012, 09:17:11
What kind of rules was that? ??? The only PSRs needed for that move should have been for entering the water (at TN3) - it only changed 2 elevation levels.

Looks like it was actually a level 1 hill down to a depth 2 water hex, which explains why it had to use the Leaping rule since it went 3+ levels down. I was confused at first too.

And I'm actually more impressed that the Phawk nearly made it since using the leaping rule with leg damage and into depth 2 water was already pretty much assured destruction or at least would have knocked it out of the fight.  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 24 September 2012, 12:06:09
Probably the bot.  Seen it keep trying to stand an almost impossible mech till it finally critted the CT too much.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 25 September 2012, 11:08:58
Ok, two today.  One was an Ally who skidded and head capped himself without ever even being shot at.  Next game I get this (luckily the enemy this time):


Quote
Thorn THE-S (ABC Company) must make a piloting skill check while moving from hex 3317 to hex 3416 (moving through Hardened Building #67644).
Needs 11 [6 (Base piloting skill) + 5 (moving through Hardened Building #67644)], rolls 5 : fails.
        Thorn THE-S (ABC Company) takes 13 damage to RA.
            Armor destroyed, SECTION DESTROYED,
        4 damage transfers to RT.
            Critical hit on RA. Roll is (8+2) = 10; 1 location.
            CRITICAL HIT on LRM 5.
        Thorn THE-S (ABC Company) takes 4 damage to RT.
            2 Armor remaining.

Thorn THE-S (ABC Company) must make a piloting skill check while moving in hex 3416 (running & turning on pavement).
Needs 5 [6 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.

Thorn THE-S (ABC Company) must make a piloting skill check while moving from hex 3416 to hex 3415 (entering Rubble).
Needs 6 [6 (Base piloting skill) + 0 (entering Rubble)], rolls 5 : falls.
Thorn THE-S (ABC Company) falls 0 level(s) into hex 3415
    Thorn THE-S (ABC Company) falls on its rear, suffering 2 damage.
        Thorn THE-S (ABC Company) takes 2 damage to CTR.
            2 Armor remaining.

Pilot of Thorn THE-S (ABC Company) "Eileen Haltuch" must roll 6 to avoid damage; rolls 7 : succeeds.

Thorn THE-S (ABC Company) must make a piloting skill check while moving from hex 3416 to hex 3415 (moving through Hardened Building #67644).
Needs 11 [6 (Base piloting skill) + 5 (moving through Hardened Building #67644)], rolls 5 : fails.
        Thorn THE-S (ABC Company) takes 12 damage to RA.
        12 damage transfers to RT.
        Thorn THE-S (ABC Company) takes 12 damage to RT.
            Armor destroyed, SECTION DESTROYED,
        5 damage transfers to CT.
            Critical hit on RT. Roll is (8+2) = 10; 1 location.
            CRITICAL HIT on Heat Sink.
        Thorn THE-S (ABC Company) takes 5 damage to CT.
            3 Armor remaining.

And this is why you don't drink and drive kiddies.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 26 September 2012, 19:24:37
Got another one. though this is more of a LUCKY hit (as much as getting head capped can be lucky) for the bot:

Quote
Weapons fire for BattleMaster BLR-Legio (Legio Perdidi)
    Gauss Rifle at Stealth STH-1D (ABC Company); needs 5, rolls 7 : hits  (using Right Side table) HD
        Stealth STH-1D (ABC Company) takes 15 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Stealth STH-1D (ABC Company) DESTROYED by damage! ***

      Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" takes 5 damage.        
Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" needs a 3 to stay conscious.  Rolls 5 : successful!
        
Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" needs a 5 to stay conscious.  Rolls 10 : successful!
        
Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" needs a 7 to stay conscious.  Rolls 7 : successful!
        
Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" needs a 10 to stay conscious.  Rolls 10 : successful!
        
Pilot of Stealth STH-1D (ABC Company) "Tendai Kamal" needs a 11 to stay conscious.  Rolls 12 : successful!
        >Stealth STH-1D (ABC Company) suffers catastrophic damage, but the autoeject system was engaged.
    
Stealth STH-1D (ABC Company) must make a piloting skill check (Bad Weather).
    Needs 7 [4 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 9 : succeeds.                    The pilot ejects safely!
            Critical hit on HD. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Sensors.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 28 September 2012, 04:40:47
Allways beware the Golden BB. Allways.

Quote
Weapons fire for Peasant Company #2 (Occupy Endo-Steel City)
    Infantry Bolt Action Rifle at Fox Armored Car (Rickosaur); needs 10, rolls 10 : 17 troopers hit (using Right Side table), causing 2 damage.
        Fox Armored Car (Rickosaur) takes 2 damage to FR.
            25 Armor remaining.
            Critical hit on movement system. Roll is 17; (w/ +5 bonus)
             Major damage, vehicle immobile.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Snimm on 28 September 2012, 04:43:24
The Infantry with the Golden Gun.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 28 September 2012, 08:19:50
Peasant Company #2 (Occupy Endo-Steel City)

LMAO!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 30 September 2012, 13:12:53
Even worse than dying from one golden bb: dying from two

Quote
Weapons fire for Archer ARC-2Rb (Princess)
    LRM 20 at Archer ARC-7S (Jeremy); needs 6, rolls 6 : 12 missile(s) hit (w/ +2 bonus).

        Archer ARC-7S (Jeremy) takes 5 damage to CT (critical). 23 Armor remaining.

         Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

        Archer ARC-7S (Jeremy) takes 5 damage to LL. 14 Armor remaining.

        Archer ARC-7S (Jeremy) takes 2 damage to CT (critical). 21 Armor remaining.

         Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

*** Archer ARC-7S (Jeremy) DESTROYED by engine destruction! ***            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 30 September 2012, 20:37:33
LOL, it's just not my day...

Quote
Weapons fire for Guillotine GLT-6WB (Princess)
    LRM 15 at Tai-sho TSH-8S (Jeremy); needs 5, rolls 5 : 6 missile(s) hit.

        Tai-sho TSH-8S (Jeremy) takes 5 damage to RT. 15 Armor remaining.

        Tai-sho TSH-8S (Jeremy) takes 1 damage to CT (critical). 12 Armor remaining.

         Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

    Heavy PPC at Tai-sho TSH-8S (Jeremy); needs 7, rolls 7 : hits  CT (critical)
        Tai-sho TSH-8S (Jeremy) takes 15 damage to CT (critical). Armor destroyed, 24 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

*** Tai-sho TSH-8S (Jeremy) DESTROYED by engine destruction! ***
         Critical hit on CT. Roll is 4; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 02 October 2012, 20:13:39
Against the Bot campaign, Civilian Help event.  One random officer + 4 civilian units vs 3 enemy mechs of the same weight as the officer's mech.

Quote
Weapons fire for Flatbed Truck (LRM) (Civs)
    LRM 10 at Stalker STK-3F #2 (OA Rebels); needs 9, rolls 9 : 8 missile(s) hit.

        Stalker STK-3F #2 (OA Rebels) takes 5 damage to CT.
            Armor destroyed, 25 Internal Structure remaining
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Stalker STK-3F #2 (OA Rebels) takes 3 damage to CT.
 22 Internal Structure remaining
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
*** Stalker STK-3F #2 (OA Rebels) DESTROYED by engine destruction! ***
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 03 October 2012, 11:53:29
AtB Campaign, an officer duel.  Turn 1

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


Weapons fire for Banshee BNC-5S (ABC Company)
    ER PPC at Awesome AWS-9M (Legio Perdidi); needs 6, rolls 10 :  - Direct Blow - hits  (using Left Side table) LA
        Awesome AWS-9M (Legio Perdidi) takes 11 damage to LA.
            15 Armor remaining.

    Gauss Rifle at Awesome AWS-9M (Legio Perdidi); needs 6, rolls 6 :  - Glancing Blow - hits  (using Left Side table) LA
        Awesome AWS-9M (Legio Perdidi) takes 7 damage to LA.
            8 Armor remaining.

    Medium Laser at Awesome AWS-9M (Legio Perdidi); needs 8, rolls 3 : misses.

    SRM 6 at Awesome AWS-9M (Legio Perdidi); needs 8, rolls 7 : misses.

    Medium Laser at Awesome AWS-9M (Legio Perdidi); needs 8, rolls 7 : misses.



Weapons fire for Awesome AWS-9M (Legio Perdidi)
    ER PPC at Banshee BNC-5S (ABC Company); needs 5, rolls 10 :  - Direct Blow - hits  RT
        Banshee BNC-5S (ABC Company) takes 11 damage to RT.
            19 Armor remaining.

    ER PPC at Banshee BNC-5S (ABC Company); needs 5, rolls 4 : misses.

    ER PPC at Banshee BNC-5S (ABC Company); needs 5, rolls 11 :  - Direct Blow - hits  HD
        Banshee BNC-5S (ABC Company) takes 12 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Banshee BNC-5S (ABC Company) DESTROYED by damage! ***

        Pilot of Banshee BNC-5S (ABC Company) "Susan Paulson" takes 5 damage.        
Pilot of Banshee BNC-5S (ABC Company) "Susan Paulson" needs a 3 to stay conscious.  Rolls 10 : successful!
        
Pilot of Banshee BNC-5S (ABC Company) "Susan Paulson" needs a 5 to stay conscious.  Rolls 7 : successful!
        
Pilot of Banshee BNC-5S (ABC Company) "Susan Paulson" needs a 7 to stay conscious.  Rolls 6 : blacks out.
        >Banshee BNC-5S (ABC Company) suffers catastrophic damage, but the autoeject system was engaged.
    
Banshee BNC-5S (ABC Company) must make a piloting skill check (landing in clear terrain).
    Needs 9 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 6 : fails.
        Pilot of MechWarrior Susan Paulson (ABC Company) "Susan Paulson" takes 1 damage.*** MechWarrior Susan Paulson (ABC Company) DESTROYED by pilot death! ***
            Critical hit on HD. Roll is (9+4) = 13; 3 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.


    Streak SRM 2 at Banshee BNC-5S (ABC Company); needs 8, rolls 7 : fails to achieve lock.
    Streak SRM 2 at Banshee BNC-5S (ABC Company); needs 8, rolls 8 :  - Glancing Blow - 2 missile(s) hit.

        Banshee BNC-5S (ABC Company) takes 2 damage to LL.
            24 Armor remaining.

        Banshee BNC-5S (ABC Company) takes 2 damage to LL.
            22 Armor remaining.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 14 October 2012, 02:10:42
OK, this one I couldn't resist posting!


Never had anything this funny before happen:


Physical attacks for Wasp WSP-1A (Ragnarok)
    Brush Off Aerie PA(L) #2 (McMaster) with Left Arm; needs 9, rolls 5 : misses.
Wasp WSP-1A (Ragnarok) punches itself in the HD         Wasp WSP-1A (Ragnarok) takes 2 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

*** Wasp WSP-1A (Ragnarok) DESTROYED by pilot death! ***

Aerie PA(L) #2 (McMaster) ends its swarm attack.
Aerie PA(L) #2 (McMaster) is dislodged and suffers 2d6 damage.
        Aerie PA(L) #2 (McMaster) takes 2 damage to Trooper 2.
            Armor destroyed, TROOPER KILLED,
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 14 October 2012, 11:44:52
Nominatdd to best of CrazyHits!

Holy crap! I just fell out of my chair i was laughing so hard! How is that even possible??
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 14 October 2012, 12:26:22
I'll second that nomination!  That is just too good!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hersh67 on 14 October 2012, 19:35:13
Who'd have thunk it?  Death by facepalm???  tm
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 28 October 2012, 15:39:29
Can't top that... :o

All I managed was to get my poor BA killed very, very, very permanently!

Code: [Select]
Weapons fire for Corona Battle Armor (SRM) (Princess)
    Heavy Recoilless Rifle at Sabretooth omni Prime (cat); needs 9, rolls 10 : 4 troopers hit

        Sabretooth omni Prime (cat) takes 3 damage to Trooper 2.
 TROOPER KILLED,
*** Sabretooth omni Prime (cat) DESTROYED by damage! ***

        Sabretooth omni Prime (cat) takes 3 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 3 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 3 damage to Trooper 1.

    SRM 5 at Sabretooth omni Prime (cat); needs 9, rolls 10 : 25 missile(s) hit.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

        Sabretooth omni Prime (cat) takes 2 damage to Trooper 1.

At the start of the firing phase the last BA in the squad had 0 armor left. It took 62 points of damage. All that's left is a smoking boot - without the boot! #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kopfjager on 04 November 2012, 01:06:21
Didn't happen to me, but was a live witness of this happening:

One Stackpole-chain results in 5 dead mechs, 2 dead vees, and 2 immobilized vees! :D

Weapons fire for Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment)
    MRM 20 at Nightsky NGS-6S ID:2 (10th Lyran Guards); needs 6, rolls 10 : 16 missile(s) hit.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to LT.
 SECTION DESTROYED,
        3 damage transfers to CT.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Nightsky NGS-6S ID:2 (10th Lyran Guards) DESTROYED by engine destruction! ***
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 3 damage to CT.
 4 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) has taken 4 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
        Start Secondary Damage Report.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) is hit for 30 damage!
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to RA.
        5 damage transfers to RT.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to RT.
 5 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to LL.
            11 Armor remaining.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to CT.
            5 Armor remaining.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to RA.
        5 damage transfers to RT.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to RT.
 SECTION DESTROYED,
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) DESTROYED by engine destruction! ***
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
        Start Secondary Damage Report.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) is hit for 35 damage!
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to CT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RA.
        5 damage transfers to RT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RT.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to LL.
            8 Armor remaining.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RT.
 4 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RT.
 SECTION DESTROYED,
        1 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 1 damage to CT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RT.
        5 damage transfers to CT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to CT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RA.
        5 damage transfers to RT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to RT.
        5 damage transfers to CT.
        Nightsky NGS-6S ID:2 (10th Lyran Guards) takes 5 damage to CT.
        Spector SPR-ST ID:3 (10th Lyran Guards) is hit for 8 damage!
        Spector SPR-ST ID:3 (10th Lyran Guards) takes 5 damage to LL.
            11 Armor remaining.
        Spector SPR-ST ID:3 (10th Lyran Guards) takes 3 damage to LT.
            7 Armor remaining.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) is hit for 17 damage!
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to LA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RL.
        5 damage transfers to RTR.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RTR.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Ultra AC/20 Ammo (5).
            *** Ultra AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 100 damage to RT.
 SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        89 damage transfers to CT.
            Critical hit on RT. Roll is 5; no effect.
*** Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) DESTROYED by engine destruction! ***
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 89 damage to CT.
 SECTION DESTROYED,
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) has taken 8 engine hits this phase.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.
            Critical hit on CT. Roll is 7; no effect.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RA.
        5 damage transfers to RTR.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RTR.
        5 damage transfers to CTR.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to CTR.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 2 damage to LTR.
            2 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) is hit for 17 damage!
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to RL.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Upper Leg.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to CT.
            9 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 5; no effect.
        Pilot of Chimera CMA-C ID:9 (5th Ghost Regiment) "Chu-i Emiko "Ouka" Yasuhiro" takes 1 damage.       
Pilot of Chimera CMA-C ID:9 (5th Ghost Regiment) "Chu-i Emiko "Ouka" Yasuhiro" needs a 5 to stay conscious.  Rolls 7 : successful!
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 2 damage to LA.
 4 Internal Structure remaining
            Critical hit on LA. Roll is 6; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) is hit for 35 damage!
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LTR.
            0 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to RL.
 4 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LTR.
 5 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LA.
            4 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LL.
 4 Internal Structure remaining
            Critical hit on LL. Roll is 5; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LTR.
 SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            Critical hit on LT. Roll is 7; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LL.
 SECTION DESTROYED,
        1 damage transfers to LTR.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 1 damage to LTR.
        1 damage transfers to CTR.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 1 damage to CTR.
            5 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) is hit for 35 damage!
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LT.
            10 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LL.
            13 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to RT.
        5 damage transfers to CT.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to CT.
            4 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to HD.
            4 Armor remaining.
        Pilot of Sentinel STN-6K ID:11 (5th Ghost Regiment) "Shujin Hoshiko Yamaguchi" takes 1 damage.       
Pilot of Sentinel STN-6K ID:11 (5th Ghost Regiment) "Shujin Hoshiko Yamaguchi" needs a 5 to stay conscious.  Rolls 7 : successful!
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LL (critical).
            8 Armor remaining.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LA.
            7 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LT.
            5 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) is hit for 17 damage!
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to LS.
            14 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to FR.
            17 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to FR.
            12 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 2 damage to FR.
            10 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) is hit for 17 damage!
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to LS.
            14 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to FR.
            2 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to FR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on FR. Roll is 8; Stabilizer destroyed!
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 2 damage to FR.
 SECTION DESTROYED,
*** Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) DESTROYED by damage! ***
            Critical hit on FR. Roll is 8; Sensors Hit!
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) is hit for 35 damage!
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to FR.
            10 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to FR.
            5 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +2 bonus)
             no effect.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
            11 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to TU.
            20 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
            6 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
            1 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
            Armor destroyed, SECTION DESTROYED,
*** Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) DESTROYED by damage! ***
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) is hit for 17 damage!
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to LS.
            16 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to FR.
            20 Armor remaining.
            Critical hit on movement system. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to LS.
            11 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 2 damage to LS.
            9 Armor remaining.
        End Secondary Damage Report.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to LT.
 SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        4 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on *Ultra AC/20.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 4 damage to CT.
        Blitzkrieg BTZ-3F ID:1 (10th Lyran Guards) takes 5 damage to RL.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RL. Roll is 5; no effect.
        Spector SPR-ST ID:3 (10th Lyran Guards) is hit for 15 damage!
        Spector SPR-ST ID:3 (10th Lyran Guards) takes 5 damage to LL.
            6 Armor remaining.
        Spector SPR-ST ID:3 (10th Lyran Guards) takes 5 damage to RT.
            7 Armor remaining.
        Spector SPR-ST ID:3 (10th Lyran Guards) takes 5 damage to LT.
            2 Armor remaining.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) is hit for 15 damage!
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RL.
        5 damage transfers to RT.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to RT.
        5 damage transfers to CT.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to CT.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to LT.
            8 Armor remaining.
        Blitzkrieg BTZ-3F ID:5 (10th Lyran Guards) takes 5 damage to CT.
        Chimera CMA-C ID:9 (5th Ghost Regiment) is hit for 30 damage!
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to LT.
            7 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to RT.
            7 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to RT.
            2 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to HD.
 SECTION DESTROYED,
*** Chimera CMA-C ID:9 (5th Ghost Regiment) DESTROYED by damage! ***
            Critical hit on HD. Roll is 6; no effect.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to CT.
            4 Armor remaining.
        Chimera CMA-C ID:9 (5th Ghost Regiment) takes 5 damage to LT.
            2 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) is hit for 30 damage!
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to CT.
            7 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LA.
        5 damage transfers to LT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LT.
        5 damage transfers to CT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to CT.
            2 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LL.
        5 damage transfers to LT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LT.
        5 damage transfers to CT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to CT.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LA.
        5 damage transfers to LT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LT.
        5 damage transfers to CT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to CT.
 4 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to RL.
 SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RL. Roll is 6; no effect.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 1 damage to RT.
            3 Armor remaining.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to LT.
        5 damage transfers to CT.
        Sentinel STN-4K ID:10 (5th Ghost Regiment) takes 5 damage to CT.
 SECTION DESTROYED,
        Sentinel STN-4K ID:10 (5th Ghost Regiment) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.
*** Sentinel STN-4K ID:10 (5th Ghost Regiment) DESTROYED by damage! ***
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) is hit for 30 damage!
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to CT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LT.
            0 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LL.
            3 Armor remaining.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to CT.
 6 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to RA.
        5 damage transfers to RT.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to RT.
        5 damage transfers to CT.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to CT.
 1 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Sentinel STN-6K ID:11 (5th Ghost Regiment) takes 5 damage to LA.
            2 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) is hit for 15 damage!
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to FR.
            5 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to LS.
            9 Armor remaining.
        Pegasus Scout Hover Tank (MRM) ID:13 (5th Ghost Regiment) takes 5 damage to FR.
            0 Armor remaining.
            Critical hit on movement system. Roll is 14; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) is hit for 15 damage!
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to FR.
            Critical hit on movement system. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to FR.
        Pegasus Scout Hover Tank (MRM) ID:14 (5th Ghost Regiment) takes 5 damage to FR.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) is hit for 30 damage!
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to TU.
            15 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to TU.
            10 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
            Critical hit on movement system. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RR.
            19 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:15 (5th Ghost Regiment) takes 5 damage to RS.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) is hit for 15 damage!
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to RR.
            19 Armor remaining.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to RR (critical).
            14 Armor remaining.
            Critical hit on RR. Roll is 7; Engine destroyed.  Immobile.
        Saracen Medium Hover Tank (MRM) ID:16 (5th Ghost Regiment) takes 5 damage to LS.
            4 Armor remaining.
            Critical hit on movement system. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 05 November 2012, 06:43:31
 :o

Holy poop!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 15 November 2012, 23:04:29
Instant puree...

Code: [Select]
Weapons fire for Men Shen MS1-OE (Princess)
    Light Machine Gun Array at Master MST-C3-UK (Jeremy); needs 6, rolls 6 : 3 shot(s) hit.
        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            8 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.        
Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" needs a 3 to stay conscious.  Rolls 8 : successful!
        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            7 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.        
Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" needs a 5 to stay conscious.  Rolls 5 : successful!
        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            6 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.        
Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" needs a 7 to stay conscious.  Rolls 10 : successful!

    Light Machine Gun Array at Master MST-C3-UK (Jeremy); needs 6, rolls 6 : 3 shot(s) hit.
        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            5 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.        
Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" needs a 10 to stay conscious.  Rolls 6 : blacks out.
        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            4 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.        Master MST-C3-UK (Jeremy) takes 1 damage to HD.
            3 Armor remaining.

        Pilot of Master MST-C3-UK (Jeremy) "Athena Mestas" takes 1 damage.*** Master MST-C3-UK (Jeremy) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 16 November 2012, 16:33:08
Mmm... Pilot smoothee... #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 20 November 2012, 00:32:28
Even when you miss, you hit - and this was against a mostly undamaged 'Mech to boot

Code: [Select]
Weapons fire for Black Knight BL-12-KNT (Rickosaur)
    ER Medium Laser at Scorpion SCP-1O (PrincessPeaches); needs 6, rolls 5 : misses.

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
        The heavy industrial zone in 2422 may explode, needs 8, rolls 11 : Boom! Electrical explosion.        Scorpion SCP-1O (PrincessPeaches) takes 8 damage to LT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on SRM 6 Ammo (13).
            *** SRM 6 Ammo EXPLODES!  156 DAMAGE! ***        >Scorpion SCP-1O (PrincessPeaches) suffers catastrophic damage, but the autoeject system was engaged.
    
Scorpion SCP-1O (PrincessPeaches) must make a piloting skill check (landing in clear terrain).
    Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.                    The pilot ejects safely!
*** Scorpion SCP-1O (PrincessPeaches) DESTROYED by ejection! ***
        Scorpion SCP-1O (PrincessPeaches) takes 156 damage to LT.
 SECTION DESTROYED,
LIMB BLOWN OFF Front Left Leg blown off.
        145 damage transfers to CT.
            Critical hit on LT. Roll is 11; 2 locations.
            Location has no more hittable critical slots.
        Scorpion SCP-1O (PrincessPeaches) takes 145 damage to CT.
 SECTION DESTROYED,
            Critical hit on CT. Roll is 6; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 20 November 2012, 07:47:37
oops...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 26 November 2012, 16:17:06
been ages since i've had anything worth posting. i think BeeRockxs needs to see this one. lol.

(http://sphotos-b.xx.fbcdn.net/hphotos-ash4/302752_517551581590619_29647221_n.jpg)

for anyone curious here's what happened to the chameleon:

  Attacker takes 10 damage.
        Chameleon CLN-7Z (Scott) takes 5 damage to RL.
            19 Armor remaining.
        Chameleon CLN-7Z (Scott) takes 5 damage to RL.
            14 Armor remaining.

    Chameleon CLN-7Z (Scott) is displaced into hex 2731.

Chameleon CLN-7Z (Scott) must make 1 piloting skill roll(s) (executed death from above).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (executed death from above)); needs 9, rolls 4 : falls.
    Chameleon CLN-7Z (Scott) falls on its front, suffering 5 damage.
        Chameleon CLN-7Z (Scott) takes 5 damage to CT.
            17 Armor remaining.

Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" takes 1 damage.        
Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" needs a 3 to stay conscious.  Rolls 9 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 27 November 2012, 18:38:33
10000 points of damage?  :o

Shouldn't that have created a black hole that would have sucked all the remaining units into a parallel universe?  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 01 December 2012, 10:57:22
Isn't that some kind of bug that lets mechs DFA air units irrespective of altitude difference?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stahlseele on 01 December 2012, 11:45:52
And the ASF fell 999 levels? O.o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 01 December 2012, 12:29:03
been ages since i've had anything worth posting. i think BeeRockxs needs to see this one. lol.

(http://sphotos-b.xx.fbcdn.net/hphotos-ash4/302752_517551581590619_29647221_n.jpg)

for anyone curious here's what happened to the chameleon:

  Attacker takes 10 damage.
        Chameleon CLN-7Z (Scott) takes 5 damage to RL.
            19 Armor remaining.
        Chameleon CLN-7Z (Scott) takes 5 damage to RL.
            14 Armor remaining.

    Chameleon CLN-7Z (Scott) is displaced into hex 2731.

Chameleon CLN-7Z (Scott) must make 1 piloting skill roll(s) (executed death from above).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (executed death from above)); needs 9, rolls 4 : falls.
    Chameleon CLN-7Z (Scott) falls on its front, suffering 5 damage.
        Chameleon CLN-7Z (Scott) takes 5 damage to CT.
            17 Armor remaining.

Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" takes 1 damage.       
Pilot of Chameleon CLN-7Z (Scott) "Commanding General Scott" needs a 3 to stay conscious.  Rolls 9 : successful!

Which version of MM were you using when this happened? As there are a list of issues with this. However, I think this should have been fixed in 35.33.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 19 December 2012, 17:20:53
Which version of MM were you using when this happened? As there are a list of issues with this. However, I think this should have been fixed in 35.33.

it was the version that comes with mekhq 1.20 (when mekhq 1.20 first came out i believe it was 35.33-dev)

also got a new one. those elementals are beastly. the pilot of the ostsol was not meant to survive.

(http://sphotos-b.xx.fbcdn.net/hphotos-ash3/548792_527756453903465_374003955_n.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 19 December 2012, 21:33:12
it was the version that comes with mekhq 1.20 (when mekhq 1.20 first came out i believe it was 35.33-dev)

also got a new one. those elementals are beastly. the pilot of the ostsol was not meant to survive.

(http://sphotos-b.xx.fbcdn.net/hphotos-ash3/548792_527756453903465_374003955_n.jpg)

Should be fixed then, there were a lot of updates that went into 35.33 between 1.20 being released and 35.33 getting a release almost 2 months later.  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 01 January 2013, 13:46:19
Code: [Select]
Weapons fire for Hermes HER-4S (5th Marik Militia)
    Medium Pulse Laser at Wyvern WVE-9N (12th FedCom RCT); needs 5, rolls 8 :  - Direct Blow - hits  (using Rear table) RA
        Wyvern WVE-9N (12th FedCom RCT) takes 7 damage to RA.
            3 Armor remaining.
    Medium Pulse Laser at Wyvern WVE-9N (12th FedCom RCT); needs 5, rolls 11 :  - Direct Blow - hits  (using Rear table) CTR
        Wyvern WVE-9N (12th FedCom RCT) takes 8 damage to CTR.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on CT. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Wyvern WVE-9N (12th FedCom RCT) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 01 January 2013, 15:46:06
That little Hermes did me proud.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Mastergunz on 01 January 2013, 16:51:57
Playing with a friend (clansittingducks)a few weeks back. I had a Jupiter pressing in on his Bushwacker at long range (19hexes, he needed 10's). He fired and hit with his ERLL and both LRM 5's. Hit with 3 of one rack and 2 of the other....and then proceeded to roll 3 HEAD HITS IN A ROW! Worst part was I alpha striked and missed with everything in return fire. I cried a little bit that night.....  :'(

-Gunz
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 01 January 2013, 20:02:20
That little Hermes did me proud.

MVM (Most Valuable Mech) of our game after all ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: clansittingducks on 01 January 2013, 23:41:46
Playing with a friend (clansittingducks)a few weeks back. I had a Jupiter pressing in on his Bushwacker at long range (19hexes, he needed 10's). He fired and hit with his ERLL and both LRM 5's. Hit with 3 of one rack and 2 of the other....and then proceeded to roll 3 HEAD HITS IN A ROW! Worst part was I alpha striked and missed with everything in return fire. I cried a little bit that night.....  :'(

-Gunz

Dont forget any time I bring a Hunchback ... wait for me guys!
or your clan mech vs a guass rifle to the head.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Mastergunz on 02 January 2013, 13:49:51
Dont forget any time I bring a Hunchback ... wait for me guys!
or your clan mech vs a guass rifle to the head.

Ah yes, your damn dirty Cyclops HC'ing my pristine Warhawk needing 12's...and rolling 2 in a row!  :'(

-Gunz
Title: Re: The Crazy Hits Thread - Reborn!
Post by: clansittingducks on 02 January 2013, 23:22:45
Ah yes, your damn dirty Cyclops HC'ing my pristine Warhawk needing 12's...and rolling 2 in a row!  :'(

-Gunz

Some of the battles we have had, that ended in WTF moments I think are the best. We still talk about them years later.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 08 January 2013, 17:43:26
Was testing out the Hull Down rules, got this
Code: [Select]

Raven RVN-1X (TestBot) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 4 : falls.
    Raven RVN-1X (TestBot) falls on its right side, suffering 4 damage.
        Raven RVN-1X (TestBot) takes 4 damage to LA.
        4 damage transfers to LT.
        Raven RVN-1X (TestBot) takes 4 damage to LT.
        4 damage transfers to CT.
        Raven RVN-1X (TestBot) takes 4 damage to CT.
 SECTION DESTROYED,
*** Raven RVN-1X (TestBot) DESTROYED by damage! ***
            Critical hit on CT. Roll is 6; no effect..
He fell on his right side yet the left takes a chain of damage that destroys the 'Mech
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 16 January 2013, 01:13:09
I just had to share this one.

Quote
Weapons fire for Ostscout OTT-9J #2 (The 5th Horseman)
    ER Large Laser at Archer ARC-2R (FreeSkye1); needs 6, rolls 10 : hits  (using Right Side table) HD (critical)
        Archer ARC-2R (FreeSkye1) takes 8 damage to HD (critical).
            1 Armor remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Archer ARC-2R (FreeSkye1) DESTROYED by pilot death! ***

Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 25 January 2013, 07:07:43
The headshot God DEMANDS HEADSHOT.
Code: [Select]
Weapons fire for Annihilator ANH-1G (Dragonkid11)
    Gauss Rifle at Guillotine GLT-6WB (Bondsmen); needs 1, rolls 9 : hits  HD
        Guillotine GLT-6WB (Bondsmen) takes 15 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Guillotine GLT-6WB (Bondsmen) DESTROYED by damage! ***
            Critical hit on HD. Roll is 6; no effect.




Weapons fire for Guillotine GLT-6WB (Bondsmen)
    ER Medium Laser at Annihilator ANH-1G (Dragonkid11); needs 7, rolls 8 : hits  (using Rear table) CTR (critical)
        Annihilator ANH-1G (Dragonkid11) takes 5 damage to CTR (critical).
            6 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

    ER Medium Laser at Annihilator ANH-1G (Dragonkid11); needs 7, rolls 7 : hits  (using Rear table) HD
        Annihilator ANH-1G (Dragonkid11) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Standard Cockpit.

*** Annihilator ANH-1G (Dragonkid11) DESTROYED by pilot death! ***


    Heavy PPC at Annihilator ANH-1G (Dragonkid11); needs 7, rolls 6 : misses.

Headshots,everyone died.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 26 January 2013, 00:47:21
Here's another
Code: [Select]

Physical attacks for Naginata NG-C3A (DRACONIS COMBINE)
    Kick (Left leg) at Marauder MAD-5M (Dragonkid11); needs 5, rolls 5 : hits (using Kick table) LL
        Marauder MAD-5M (Dragonkid11) takes 19 damage to LL.
 SECTION DESTROYED,
        9 damage transfers to LT.
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Lower Leg.
        Marauder MAD-5M (Dragonkid11) takes 9 damage to LT.
            6 Armor remaining.


Physical attacks for Marauder MAD-5M (Dragonkid11)
    Charging Naginata NG-C3A (DRACONIS COMBINE); needs 5, rolls 7 :
    Attacker takes 10 damage.
        Marauder MAD-5M (Dragonkid11) takes 5 damage to CT.
            25 Armor remaining.
        Marauder MAD-5M (Dragonkid11) takes 5 damage to LA.
 3 Internal Structure remaining
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Lower Arm.
    Defender takes 23 damage .
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to RA.
            9 Armor remaining.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to CT.
            3 Armor remaining.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to RA.
            4 Armor remaining.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to LT.
            Armor destroyed, 18 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on C3 Master with TAG.
        Naginata NG-C3A (DRACONIS COMBINE) takes 3 damage to LT.
 15 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.

    Naginata NG-C3A (DRACONIS COMBINE) is displaced into hex 2307.
    Marauder MAD-5M (Dragonkid11) is displaced into hex 2206.


Marauder MAD-5M (Dragonkid11) must make 5 piloting skill roll(s) (leg/foot actuator hit; leg destroyed; was kicked; charging; 20+ damage).
The base target is 5 [4 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
    Marauder MAD-5M (Dragonkid11) falls on its right side, suffering 8 damage.
        Marauder MAD-5M (Dragonkid11) takes 5 damage to RL.
            11 Armor remaining.
        Marauder MAD-5M (Dragonkid11) takes 3 damage to LT.
            3 Armor remaining.

Pilot of Marauder MAD-5M (Dragonkid11) "Corporal Matolo Lai" must roll 14 to avoid damage; rolls 9 : fails.
        Pilot of Marauder MAD-5M (Dragonkid11) "Corporal Matolo Lai" takes 1 damage.       
Pilot of Marauder MAD-5M (Dragonkid11) "Corporal Matolo Lai" needs a 3 to stay conscious.  Rolls 8 : successful!


Naginata NG-C3A (DRACONIS COMBINE) must make 3 piloting skill roll(s) (was charged; 20+ damage; lost buoyancy).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (lost buoyancy); automatically fails.
    Naginata NG-C3A (DRACONIS COMBINE) falls on its left side, suffering 5 damage when hitting the water surface and 10 when hitting the ground.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to CT.
            Armor destroyed, 28 Internal Structure remaining
 Naginata NG-C3A CT BREACHED*** Naginata NG-C3A (DRACONIS COMBINE) DESTROYED by hull breach! ***
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to RA.
            Armor destroyed, 15 Internal Structure remaining
 Naginata NG-C3A RA BREACHED            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.
        Naginata NG-C3A (DRACONIS COMBINE) takes 5 damage to RT.
            Armor destroyed, 18 Internal Structure remaining
 Naginata NG-C3A RT BREACHED            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on x LRM 15.
 Naginata NG-C3A LT BREACHED Naginata NG-C3A LA BREACHED Naginata NG-C3A LL BREACHED
Pilot of Naginata NG-C3A (DRACONIS COMBINE) "Engeltje-Ann Negus" must roll 8 to avoid damage; rolls 4 : fails.
        Pilot of Naginata NG-C3A (DRACONIS COMBINE) "Engeltje-Ann Negus" takes 1 damage.

What do you mean my leg is gone?CONTINUE CHARGING
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 January 2013, 05:50:48
One hit on a pristine Zeus. Of course, one hit is all it takes...

Code: [Select]
Weapons fire for Daikyu DAI-01 (Reject)
    Ultra AC/5 at Zeus ZEU-9T (PrincessPrettyPants); needs 9, rolls 6 : misses.

    ER PPC at Zeus ZEU-9T (PrincessPrettyPants); needs 9, rolls 9 : hits  (using Partial cover table) HD
        Zeus ZEU-9T (PrincessPrettyPants) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Cockpit.

*** Zeus ZEU-9T (PrincessPrettyPants) DESTROYED by pilot death! ***
            CRITICAL HIT on Life Support.


    Ultra AC/5 at Zeus ZEU-9T (PrincessPrettyPants); needs 9, rolls 3 : misses.

    LRM 5 at Zeus ZEU-9T (PrincessPrettyPants); needs 9, rolls 7 : misses.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 01 February 2013, 21:33:44
Weapons fire for Kirghiz A (Foxx)
    Large Pulse Laser (4) at Heavy Hover APC (Aleksandr); needs 7, rolls 6 : misses.

    LB 2-X AC (2) at Heavy Hover APC (Aleksandr); needs 8, rolls 10 : 2 pellet(s) hit (using Rear table) (w/ +1 bonus).

        Heavy Hover APC (Aleksandr) takes 1 damage to RR.
            9 Armor remaining.

        Heavy Hover APC (Aleksandr) takes 1 damage to LS.
            12 Armor remaining.
            Critical hit on movement system. Roll is 12; (w/ +4 bonus)
             Major damage, vehicle immobile.
*** Heavy Hover APC (Aleksandr) DESTROYED by a watery grave! ***
*** ???? (????) was trapped in the wreckage. ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 05 February 2013, 17:43:23
here's a little more wtf-ness...

(http://sphotos-a.xx.fbcdn.net/hphotos-ash4/223422_554200867925690_227842082_n.jpg)

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 05 February 2013, 18:52:18
here's a little more wtf-ness...

(http://sphotos-a.xx.fbcdn.net/hphotos-ash4/223422_554200867925690_227842082_n.jpg)

That seems like a bug; and if it's a feature, then swarm attacks are absolutely not recommended under any circumstance.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 05 February 2013, 19:40:52
Hm, did you have double blind on? It seems like something is missing from the report, though it is hard to say what exactly.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 06 February 2013, 11:05:20
Hm, did you have double blind on? It seems like something is missing from the report, though it is hard to say what exactly.

yes, i did have double blind on. that's kinda what i figured it was especially seeing as how there were only 3 units left on the board. the enemy imp, the battlearmor swarming it, and another friendly battle armor unit on the other side of the map well hidden from line of sight. i can't figure out how it happened either but i still have the game auto save file from a turn or two after that and the game log file if you'd like to try and solve the mystery.

edit: mystery solved. the imp fell. i'm curious why it didn't show that part. technically the unit was alive and had LoS until it was dislodged and killied.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 06 February 2013, 11:16:01
The first part looks like it could be a bug with damage transfers (the program might look at the transfered damage as a new attack and "forget" it's caused by the swarmers). I have no idea why they would be dislodged afterwards, thought.

Alternatively it's a display bug and the first part of the "Imp... falls" report disappeared somehow. That would be consistent with the damage and dislodging.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: jbaird1 on 07 February 2013, 12:31:22
It has been awhile since this happened, so I don't have the turn log anymore.  The bot and I had smashed each other up pretty good.  I had only a Spider remaining from a company and the bot had a Grasshopper left from a mixed battalion of mechs and tanks.  The Spider was stripped of most armor and had both lasers criticalled, but otherwise alright. It had fallen the turn before.  The Bot jumped directly behind the Spider with the Grasshopper.  This placed the Grasshopper beside a 3 level drop to a lake.  I manage to stand the Spider up facing the Grasshopper which precedes to alpha and miss with every laser.  My Spider gives the Grasshopper a little push which falls three stories into water and floods the engine.  I couldn't have been happier with that Spider as I was sure I was toast.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 07 February 2013, 16:53:36
The first part looks like it could be a bug with damage transfers (the program might look at the transfered damage as a new attack and "forget" it's caused by the swarmers). I have no idea why they would be dislodged afterwards, thought.

Alternatively it's a display bug and the first part of the "Imp... falls" report disappeared somehow. That would be consistent with the damage and dislodging.
Take a look, the crit transferred so it's a display problem
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 14 February 2013, 21:49:05
Code: [Select]
Weapons fire for Salamander Battle Armor #4 (Ross)
    Flamer at Atlas AS8-D (TestBot), the shot is an automatic hit (Attack during swarm.), rolls 9 : hits  (using Swarm table) HD (critical)
        Atlas AS8-D (TestBot) takes 12 damage to HD (critical). Armor destroyed, SECTION DESTROYED,
*** Atlas AS8-D (TestBot) DESTROYED by damage! ***

Just like the fiction right?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 14 February 2013, 21:57:39
Code: [Select]
  Physical attacks for Savage Coyote J (Ross)
    Kick (Left leg) at Wight WGT-2LAWC3 (TestBot); needs 1, rolls 8 : hits HD
        Wight WGT-2LAWC3 (TestBot) takes 17 damage to HD. Armor destroyed, SECTION DESTROYED,
*** Wight WGT-2LAWC3 (TestBot) DESTROYED by damage! ***
         Critical hit on HD. Roll is 5; no effect.

Nothing like a mercy killing to save a Wight pilot from 4 points of pissed off Salamanders and one point of annoying Sylphs
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 17 February 2013, 04:59:02
How the heck do you kick so high. :D

Did you rolled the impossible number or something? :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 17 February 2013, 08:40:32
How the heck do you kick so high. :D

Did you rolled the impossible number or something? :P

I assume the Wight was prone :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Erkki on 22 February 2013, 03:34:17
This enemy Caesar was 100% intact. The only reason it was shot was because woods blocked LOS to more important targets. All it took was an LB-X pellet...


Weapons fire for Icarus II ICR-2S ID:12 (7th Free Worlds Legionnaires)
    LB 10-X AC at Caesar CES-4S ID:4 (1st Skye Jaegers); needs 8, rolls 10 : 6 pellet(s) hit.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to CT (critical).
            22 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on +Heavy Gauss Rifle.
            *** Heavy Gauss Rifle EXPLODES!  25 DAMAGE! ***        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 25 damage to CT.
 SECTION DESTROYED,
        Caesar CES-4S ID:4 (1st Skye Jaegers) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 6.
        Engine safety systems remain in place.
*** Caesar CES-4S ID:4 (1st Skye Jaegers) DESTROYED by damage! ***
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

            Location has no more hittable critical slots.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to LA.
            5 Armor remaining.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to LA.
            4 Armor remaining.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to CT.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to RL.
            8 Armor remaining.

        Caesar CES-4S ID:4 (1st Skye Jaegers) takes 1 damage to RA.
            18 Armor remaining.

    Medium Pulse Laser at Caesar CES-4S ID:4 (1st Skye Jaegers); needs 11, rolls 7 : misses.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 22 February 2013, 17:49:51
Ceasars are made of explosions.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 24 February 2013, 00:27:11
Lawn Dart friendly fire!  They shot me down... but killed one of their own mechwarriors in the crash.
 
Lucifer LCF-R15 #2 (Weapon Prime) must make 1 control roll(s) (damage threshold exceeded).
The base target is 6 [5 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 6, rolls 4 : out of control
 *Lucifer LCF-R15 #2 (Weapon Prime) loses 6 elevation*    
Lucifer LCF-R15 #2 (Weapon Prime) crashes, suffering 80 damage!
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            53 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            43 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            33 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            23 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 2 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to RWG.
            17 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Heat Sink destroyed!
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            13 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to LWG.
            28 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            3 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
    
MechWarrior Recruit Masinisan Wandaba (Brinton Defence) must roll a 3 or lower to avoid 40 damage, rolls a 6: hit by crash!
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 10 damage to MEN.
 PLATOON KILLED,
*** MechWarrior Recruit Masinisan Wandaba (Brinton Defence) DESTROYED by damage! ***
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 25 February 2013, 05:18:35
Lawn Dart friendly fire!  They shot me down... but killed one of their own mechwarriors in the crash.
 
Lucifer LCF-R15 #2 (Weapon Prime) must make 1 control roll(s) (damage threshold exceeded).
The base target is 6 [5 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 6, rolls 4 : out of control
 *Lucifer LCF-R15 #2 (Weapon Prime) loses 6 elevation*   
Lucifer LCF-R15 #2 (Weapon Prime) crashes, suffering 80 damage!
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            53 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            43 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            33 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            23 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 2 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to RWG.
            17 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Heat Sink destroyed!
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            13 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to LWG.
            28 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
        Lucifer LCF-R15 #2 (Weapon Prime) takes 10 damage to NOS.
            3 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
   
MechWarrior Recruit Masinisan Wandaba (Brinton Defence) must roll a 3 or lower to avoid 40 damage, rolls a 6: hit by crash!
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 10 damage to MEN.
 PLATOON KILLED,
*** MechWarrior Recruit Masinisan Wandaba (Brinton Defence) DESTROYED by damage! ***
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.
        MechWarrior Recruit Masinisan Wandaba (Brinton Defence) takes 5 damage to MEN.

Man,that must have suck

Ejected out of his own mech and get hit by a aerospacefighter that came out of nowhere.

The fighter survived too!!!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 25 February 2013, 16:29:54
Need some help to calculate the probabilities of all these hits occurring in one turn.  All the mechs involved were fresh at the beginning of the turn.

Code: [Select]
Weapons fire for Kodiak 3 (3rd Raven Aux)
    LB 20-X AC at Berserker BRZ-C3 Mk II (4th Davion Guards); needs 4, rolls 11 : hits  LA

        The wooded hex absorbs 2 damage.        Berserker BRZ-C3 Mk II (4th Davion Guards) takes 18 damage to LA.
            16 Armor remaining.

    ER Medium Laser at Berserker BRZ-C3 Mk II (4th Davion Guards); needs 4, rolls 12 : hits  RL

        The wooded hex absorbs 2 damage.        Berserker BRZ-C3 Mk II (4th Davion Guards) takes 5 damage to RL.
            33 Armor remaining.

    LB 20-X AC at Berserker BRZ-C3 Mk II (4th Davion Guards); needs 4, rolls 9 : hits  HD

        The wooded hex absorbs 2 damage.        Berserker BRZ-C3 Mk II (4th Davion Guards) takes 18 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Berserker BRZ-C3 Mk II (4th Davion Guards) DESTROYED by damage! ***

        Pilot of Berserker BRZ-C3 Mk II (4th Davion Guards) "Captain Waluyo Kawilarang" takes 5 damage.        
Pilot of Berserker BRZ-C3 Mk II (4th Davion Guards) "Captain Waluyo Kawilarang" needs a 3 to stay conscious.  Rolls 10 : successful!
        
Pilot of Berserker BRZ-C3 Mk II (4th Davion Guards) "Captain Waluyo Kawilarang" needs a 5 to stay conscious.  Rolls 7 : successful!
        
Pilot of Berserker BRZ-C3 Mk II (4th Davion Guards) "Captain Waluyo Kawilarang" needs a 7 to stay conscious.  Rolls 7 : successful!
        
Pilot of Berserker BRZ-C3 Mk II (4th Davion Guards) "Captain Waluyo Kawilarang" needs a 10 to stay conscious.  Rolls 7 : blacks out.
        >Berserker BRZ-C3 Mk II (4th Davion Guards) suffers catastrophic damage, but the autoeject system was engaged.
    
Berserker BRZ-C3 Mk II (4th Davion Guards) must make a piloting skill check (landing in clear terrain).
    Needs 4 [0 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
            Critical hit on HD. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on +ER Flamer.
            CRITICAL HIT on Standard Cockpit.

            CRITICAL HIT on Life Support.

Weapons fire for Gunslinger GUN-2ERD Mk III (4th Davion Guards)
    Gauss Rifle at Kodiak 3 (3rd Raven Aux); needs 2, rolls 6 : hits  HD
        Kodiak 3 (3rd Raven Aux) takes 15 damage to HD.
            Armor destroyed, SECTION DESTROYED,
*** Kodiak 3 (3rd Raven Aux) DESTROYED by damage! ***

        Pilot of Kodiak 3 (3rd Raven Aux) "Rudko Tadic" takes 4 damage.        
Pilot of Kodiak 3 (3rd Raven Aux) "Rudko Tadic" needs a 5 to stay conscious.  Rolls 9 : successful!
        
Pilot of Kodiak 3 (3rd Raven Aux) "Rudko Tadic" needs a 7 to stay conscious.  Rolls 8 : successful!
        
Pilot of Kodiak 3 (3rd Raven Aux) "Rudko Tadic" needs a 10 to stay conscious.  Rolls 6 : blacks out.
        >Kodiak 3 (3rd Raven Aux) suffers catastrophic damage, but the autoeject system was engaged.
    
Kodiak 3 (3rd Raven Aux) must make a piloting skill check (landing in clear terrain).
    Needs 6 [2 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.

        Pilot of ???? (????) "????" takes ???? damage.*** ???? (????) DESTROYED by ????! ***
            Critical hit on HD. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Sensors.

    Gauss Rifle at Kodiak 3 (3rd Raven Aux); needs 2, rolls 8 : hits  HD
        Kodiak 3 (3rd Raven Aux) takes 15 damage to HD.

Gunslingers, when you're not sure one gauss round to the face is enough.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormwolf on 01 March 2013, 16:37:11
Stormcrow Prime vs Marauder MAD-5S Round 1:

Code: [Select]
Weapon Attack Phase
-------------------


Weapons fire for Ryoken (Stormcrow) Prime (Stormwolf)
    ER Large Laser at Marauder MAD-5S (Princess); needs 5, rolls 6 : hits  RT
        Marauder MAD-5S (Princess) takes 10 damage to RT.
            7 Armor remaining.

    ER Medium Laser at Marauder MAD-5S (Princess); needs 5, rolls 11 :  - Direct Blow - hits  RL
        Marauder MAD-5S (Princess) takes 9 damage to RL.
            9 Armor remaining.

    ER Large Laser at Marauder MAD-5S (Princess); needs 5, rolls 11 :  - Direct Blow - hits  RT
        Marauder MAD-5S (Princess) takes 12 damage to RT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Gauss Rifle.
            *** Gauss Rifle EXPLODES!  20 DAMAGE! ***        Marauder MAD-5S (Princess) takes 20 damage to RT.
 SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 9 damage prevented by CASE.
            Critical hit on RT. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Gauss Rifle.
*** Marauder MAD-5S (Princess) DESTROYED by engine destruction! ***

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Marauder MAD-5S (Princess) is hit for 2 damage!
        Marauder MAD-5S (Princess) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Marauder MAD-5S (Princess) "Joeli Ghafadarian" takes 1 damage.

        End Secondary Damage Report.

        Pilot of Marauder MAD-5S (Princess) "Joeli Ghafadarian" takes 2 damage.

    ER Medium Laser at Marauder MAD-5S (Princess); needs 5, rolls 7 : hits  CT
        Marauder MAD-5S (Princess) takes 7 damage to CT.
            28 Armor remaining.

    ER Medium Laser at Marauder MAD-5S (Princess); needs 5, rolls 12 :  - Direct Blow - hits  RT
        Marauder MAD-5S (Princess) takes 9 damage to RT.
        9 damage transfers to CT.
        Marauder MAD-5S (Princess) takes 9 damage to CT.
            19 Armor remaining.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 01 March 2013, 23:21:57
First shot of the game, of course.

Code: [Select]

Weapons fire for Pariah (Septicemia) Prime (ZombieClonePrincess)
    HAG/40 at Locust IIC 5 (Zogster); needs 10, rolls 11 : 24 projectiles hit (w/ -2 malus).

        Locust IIC 5 (Zogster) takes 5 damage to CT.
            5 Armor remaining.

        Locust IIC 5 (Zogster) takes 5 damage to LT.
            3 Armor remaining.

        Locust IIC 5 (Zogster) takes 5 damage to CT.
            0 Armor remaining.

        Locust IIC 5 (Zogster) takes 5 damage to LT.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

        Locust IIC 5 (Zogster) takes 4 damage to CT (critical).
 4 Internal Structure remaining
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Locust IIC 5 (Zogster) DESTROYED by engine destruction! ***
            CRITICAL HIT on Standard Gyro.

    ER Large Laser at Locust IIC 5 (Zogster); needs 10, rolls 8 : misses.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 02 March 2013, 00:39:06
You got a DOUBLE critical rolls from a THROUGH-ARMOR-CRITICAL that resulted in a DOUBLE critical hits and a TRIPLE critical hits on the FIRST ROUND

....Holy....

That take WAY more luck than headshots...I'm not gonna be surprised if you win a lottery or two lately.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 02 March 2013, 17:45:35
How the heck do you kick so high. :D

Did you rolled the impossible number or something? :P

Yeah, the Wight was on the ground with a bumb gyro... the bot doesn't get much zel tossed it's away as it doesn't know how
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 02 March 2013, 17:48:21
Code: [Select]
Physical attacks for Roc (Ross)
    Protomech frenzy attack at Phoenix Hawk PXH-1D (TestBot); needs 5, rolls 5 : hits (using Right Side table) HD
        Phoenix Hawk PXH-1D (TestBot) takes 2 damage to HD. SECTION DESTROYED,
*** Phoenix Hawk PXH-1D (TestBot) DESTROYED by damage! ***
         Critical hit on HD. Roll is 6; no effect.

Haha... you put your left foot in, you take your left foot out, an' you shake it all about....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 09 March 2013, 00:40:16
It's time for my big entrance!

Code: [Select]
Hauptmann HA1-OD (Zogster) must make a piloting skill check while moving in hex 0721 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 0 (running & turning on pavement)], rolls 3 : falls.
Hauptmann HA1-OD (Zogster) falls 0 level(s) into hex 0721
    Hauptmann HA1-OD (Zogster) falls on its rear, suffering 10 damage.
        Hauptmann HA1-OD (Zogster) takes 5 damage to LA.
            27 Armor remaining.
        Hauptmann HA1-OD (Zogster) takes 5 damage to RA.
            27 Armor remaining.

Pilot of Hauptmann HA1-OD (Zogster) "The Dude" must roll 5 to avoid damage; rolls 11 : succeeds.
    Skids into hex 0820.
    Skids into hex 0920.
    Hauptmann HA1-OD (Zogster) suffers 10 damage from the skid.
        Hauptmann HA1-OD (Zogster) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Hauptmann HA1-OD (Zogster) "The Dude" takes 1 damage.        
Pilot of Hauptmann HA1-OD (Zogster) "The Dude" needs a 3 to stay conscious.  Rolls 8 : successful!
        Hauptmann HA1-OD (Zogster) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Hauptmann HA1-OD (Zogster) "The Dude" takes 1 damage.        
Pilot of Hauptmann HA1-OD (Zogster) "The Dude" needs a 5 to stay conscious.  Rolls 3 : blacks out.

    Skid ends.

Good show! Jolly good show!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 10 March 2013, 04:53:33
How can you fall 0 levels?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sandslice on 10 March 2013, 13:41:55
How can you fall 0 levels?
I move from a height 1 hex to a height 1 hex and fall.  That's a 0-level fall.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 10 March 2013, 21:35:31
My point was that damage from falling down should be calculated differently from things like off a cliff
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BeeRockxs on 11 March 2013, 11:05:50
MM accounts for that.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: silver96camaro on 11 March 2013, 15:57:20
winning. almost.

(http://sphotos-b.xx.fbcdn.net/hphotos-prn1/156093_570191859659924_673045087_n.jpg)

a friendly aerospace failed it's control roll and slammed into a friendly mech. both units survived and even thought the pilot of the mech was knocked out the mech stayed standing. that's luck.


edit: it took the psr during the movement phase of the next turn and fell.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 11 April 2013, 09:37:38
Code: [Select]
Weapons fire for Thunder Fox TFT-L8 (TestBot)
    LB 10-X AC at Vulture Mk IV C (Ross); needs 5, rolls 12 : hits  CT
        Vulture Mk IV C (Ross) takes 10 damage to CT. Ferro-Lamellor armor takes reduced damage: 8 damage. 12 Armor remaining.

    Snub-Nose PPC at Vulture Mk IV D (Ross); needs 7, rolls 11 : hits  CT
        Vulture Mk IV D (Ross) takes 10 damage to CT. Ferro-Lamellor armor takes reduced damage: 8 damage. 0 Armor remaining.


Weapons fire for Vulture Mk IV C (Ross)
    Gauss Rifle at Thunder Fox TFT-L8 (TestBot); needs 3, rolls 6 : hits  CT
        Thunder Fox TFT-L8 (TestBot) takes 15 damage to CT. 6 Armor remaining.

    Improved Heavy Large Laser at Thunder Fox TFT-L8 (TestBot); needs 3, rolls 9 : hits  CT (critical)
        Thunder Fox TFT-L8 (TestBot) takes 16 damage to CT (critical). Armor destroyed, 8 Internal Structure remaining
         Critical hit on CT. Roll is 3; no effect.
         Critical hit on CT. Roll is 7; no effect.

    ER Medium Laser at Thunder Fox TFT-L8 (TestBot); needs 3, rolls 10 : hits  CT
        Thunder Fox TFT-L8 (TestBot) takes 7 damage to CT. 1 Internal Structure remaining
         Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

    ER Medium Laser at Thunder Fox TFT-L8 (TestBot); needs 3, rolls 11 : hits  CT
        Thunder Fox TFT-L8 (TestBot) takes 7 damage to CT. SECTION DESTROYED,
*** Thunder Fox TFT-L8 (TestBot) DESTROYED by damage! ***
         Critical hit on CT. Roll is 7; no effect.

So, apparently someone likes the CT...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 12 April 2013, 00:00:55
Darn,no salvage. :-\
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colt Ward on 26 April 2013, 00:17:15
There is no such thing as overkill!  The way the hits happened is awesome, tracked in a line.  And its still salvage, even if it has to be put back together.

Weapons fire for Alacorn Heavy Tank Mk VI ID:13 (91st Highlanders)
    Gauss Rifle at Valkyrie VLK-QA ID:40 (Bryant Regulars); needs 8, rolls 8 : hits  (using Left Side table) LA
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 15 damage to LA. Armor destroyed, SECTION DESTROYED,
        1 damage transfers to LT.

         Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            CRITICAL HIT on Shoulder.
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 1 damage to LT. 10 Armor remaining.

    Gauss Rifle at Valkyrie VLK-QA ID:40 (Bryant Regulars); needs 8, rolls 9 : hits  (using Left Side table) LA
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 15 damage to LA.        15 damage transfers to LT.
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 15 damage to LT. Armor destroyed, 2 Internal Structure remaining
         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.

    Gauss Rifle at Valkyrie VLK-QA ID:40 (Bryant Regulars); needs 8, rolls 8 : hits  (using Left Side table) LA
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 15 damage to LA.        15 damage transfers to LT.
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 15 damage to LT. SECTION DESTROYED,
        13 damage transfers to CT.

         Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.
        Valkyrie VLK-QA ID:40 (Bryant Regulars) takes 13 damage to CT. Armor destroyed, 1 Internal Structure remaining
         Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 27 April 2013, 00:58:06
What's better then a TAC?

How about a TAC in the back

Code: [Select]
    Medium Pulse Laser at Axman AXM-1N (ZombieClonePrincess); needs 4, rolls 7 : hits  (using Rear table) CTR (critical)
        Axman AXM-1N (ZombieClonePrincess) takes 6 damage to CTR (critical).
 13 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on +AC/20.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 25 May 2013, 01:39:18
From pristine to salvage in 3 easy steps

Weapons fire for Marauder MAD-1RX (Black Sabres)
    PPC at Lancelot LNC25-05 (CapCon1); needs 6, rolls 10 : hits  RT
        Lancelot LNC25-05 (CapCon1) takes 10 damage to RT.
            6 Armor remaining.

    PPC at Lancelot LNC25-05 (CapCon1); needs 6, rolls 7 : hits  RT
        Lancelot LNC25-05 (CapCon1) takes 10 damage to RT.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

    LB 10-X AC at Lancelot LNC25-05 (CapCon1); needs 6, rolls 11 : hits  RT
        Lancelot LNC25-05 (CapCon1) takes 10 damage to RT.
 SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 4; no effect.
*** Lancelot LNC25-05 (CapCon1) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 25 May 2013, 02:09:19
HMM, all you need is a bunch of IS/a new right torso, maybe a new PPC and you've got yourself a new 'Mech, one that basically a light weight version of the one you already have (I mean look at it, LL's in each arm and a PPC in the RT
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 04 June 2013, 04:54:21
I've been running a few bot vs. bot vs. bot three-ways on 3 x 3 sheets lately for testing purposes, and, well, one fine phase just this last game this happened:

Code: [Select]
Weapon Attack Phase
-------------------


Weapons fire for Owens OW-1A (Princess)
    Streak SRM 2 at Legacy LGC-02 (Duchess); needs 11, rolls 5 : fails to achieve lock.


Weapons fire for Quickdraw QKD-4K (Princess)
    Medium Laser at Grand Titan T-IT-N10M (Baroness); needs 7, rolls 10 : hits  CT
        Grand Titan T-IT-N10M (Baroness) takes 5 damage to CT.
            9 Armor remaining.

    SRM 6 at Grand Titan T-IT-N10M (Baroness); needs 7, rolls 3 : misses.



Weapons fire for Grigori C-GRG-O Invictus (Baroness)
    LRM 15 at Quickdraw QKD-4K (Princess); needs 7, rolls 5 : misses.

    Light PPC at Quickdraw QKD-4K (Princess); needs 7, rolls 7 : hits  LT
        Quickdraw QKD-4K (Princess) takes 5 damage to LT.
            3 Armor remaining.

    Streak SRM 4 at Quickdraw QKD-4K (Princess); needs 9, rolls 9 : 4 missile(s) hit.

        Quickdraw QKD-4K (Princess) takes 2 damage to LA.
             2 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.

        Quickdraw QKD-4K (Princess) takes 2 damage to RL.
             10 Internal Structure remaining
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Foot.

        Quickdraw QKD-4K (Princess) takes 2 damage to LA.
             SECTION DESTROYED,
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.

        Quickdraw QKD-4K (Princess) takes 2 damage to LA.
        2 damage transfers to LT.
        Quickdraw QKD-4K (Princess) takes 2 damage to LT.
            1 Armor remaining.

    MRM 20 at Quickdraw QKD-4K (Princess); needs 10, rolls 6 : misses.



Weapons fire for Warhammer WHM-8K (Baroness)
    Streak SRM 4 at Quickdraw QKD-4K (Princess); needs 5, rolls 6 : 4 missile(s) hit (using Rear table).

        Quickdraw QKD-4K (Princess) takes 2 damage to RA.
             SECTION DESTROYED,
        1 damage transfers to RTR.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            CRITICAL HIT on Shoulder.
        Quickdraw QKD-4K (Princess) takes 1 damage to RTR.
            5 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to CTR.
            0 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to LL.
             2 Internal Structure remaining
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.

        Quickdraw QKD-4K (Princess) takes 2 damage to LL.
             SECTION DESTROYED,
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.

    Heavy PPC at Quickdraw QKD-4K (Princess); needs 8, rolls 8 : hits  (using Rear table) RL
        Quickdraw QKD-4K (Princess) takes 15 damage to RL.
             SECTION DESTROYED,
        5 damage transfers to RTR.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.
        Quickdraw QKD-4K (Princess) takes 5 damage to RTR.
            0 Armor remaining.

    Heavy PPC at Quickdraw QKD-4K (Princess); needs 8, rolls 6 : misses.



Weapons fire for Grand Titan T-IT-N10M (Baroness)
    SRM 6 at Quickdraw QKD-4K (Princess); needs 6, rolls 7 : 3 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Quickdraw QKD-4K (Princess) takes 2 damage to CT.
            9 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to CT.
            7 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to RL.
        2 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 2 damage to RT.
            16 Armor remaining.

    SRM 6 at Quickdraw QKD-4K (Princess); needs 6, rolls 8 : 4 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Quickdraw QKD-4K (Princess) takes 2 damage to CT.
            5 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to RL.
        2 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 2 damage to RT.
            14 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to RA.
        2 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 2 damage to RT.
            12 Armor remaining.

        Quickdraw QKD-4K (Princess) takes 2 damage to RL.
        2 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 2 damage to RT.
            10 Armor remaining.

    Medium Pulse Laser at Quickdraw QKD-4K (Princess); needs 4, rolls 6 : hits  (using Right Side table) RA
        Quickdraw QKD-4K (Princess) takes 6 damage to RA.
        6 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 6 damage to RT.
            4 Armor remaining.

    Large Pulse Laser at Quickdraw QKD-4K (Princess); needs 4, rolls 8 : hits  (using Right Side table) CT
        Quickdraw QKD-4K (Princess) takes 9 damage to CT.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Medium Laser (R).



Weapons fire for Legacy LGC-02 (Duchess)
    LRM 20 at Quickdraw QKD-4K (Princess); needs 6, rolls 4 : misses.

    LRM 20 at Quickdraw QKD-4K (Princess); needs 6, rolls 8 : 12 missile(s) hit.

        Quickdraw QKD-4K (Princess) takes 5 damage to RL.
        5 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 5 damage to RT.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Medium Laser.

        Quickdraw QKD-4K (Princess) takes 5 damage to CT.
             11 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Quickdraw QKD-4K (Princess) takes 2 damage to RA.
        2 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 2 damage to RT.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.

    ER Medium Laser at Quickdraw QKD-4K (Princess); needs 8, rolls 7 : misses.


Quickdraw QKD-4K (Princess) must make 8 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; hip actuator hit; leg/foot actuator hit; leg destroyed; leg destroyed; gyro hit; 60+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
    Quickdraw QKD-4K (Princess) falls on its right side, suffering 6 damage.
        Quickdraw QKD-4K (Princess) takes 5 damage to RL.
        5 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 5 damage to RT.
             6 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            Location has no more hittable critical slots.
        Quickdraw QKD-4K (Princess) takes 1 damage to RL.
        1 damage transfers to RT.
        Quickdraw QKD-4K (Princess) takes 1 damage to RT.
             5 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.

Pilot of Quickdraw QKD-4K (Princess) "Andrew Zhai" must roll 28 to avoid damage; rolls 7 : fails.
        Pilot of Quickdraw QKD-4K (Princess) "Andrew Zhai" takes 1 damage.       
Pilot of Quickdraw QKD-4K (Princess) "Andrew Zhai" needs a 10 to stay conscious.  Rolls 3 : blacks out.

From damaged but functional to utterly limbless in a single phase. Sheesh. I suppose it's a good thing that the pilot damage for a failed Avoid roll doesn't scale with the margin of failure... ;) (As it stands, that Quickdraw's chest got kicked in right the next phase anyway, but at least the pilot -- one Andrew Zhai according to the random name generator -- did survive with only four hits to his name to presumably tell his story later.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 09 June 2013, 02:29:53
I really hate it when ALL the bot mech on the field decided to shoot at a single mech.There's nothing left to salvage at all.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 16 June 2013, 01:28:51
First hit of the game

Code: [Select]
Weapons fire for Mad Cat Mk IV (Savage Wolf) Zahrah (Rickosaur)
    ER PPC at Clint CLNT-2-3UL (PrincessPeaches); needs 9, rolls 9 : hits  CT (critical)
        Clint CLNT-2-3UL (PrincessPeaches) takes 15 damage to CT (critical).
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Clint CLNT-2-3UL (PrincessPeaches) DESTROYED by engine destruction! ***

Wow.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 16 June 2013, 01:50:39
First hit of the game

Code: [Select]
Weapons fire for Mad Cat Mk IV (Savage Wolf) Zahrah (Rickosaur)
    ER PPC at Clint CLNT-2-3UL (PrincessPeaches); needs 9, rolls 9 : hits  CT (critical)
        Clint CLNT-2-3UL (PrincessPeaches) takes 15 damage to CT (critical).
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Clint CLNT-2-3UL (PrincessPeaches) DESTROYED by engine destruction! ***

Wow.

I had one very similar to that a couple days ago. I was testing some new fixes I put in for artillery by a dropship and I gave TestBot and I each an AS7-D Atlas. Opening shot of the game TestBot hits my CT, gets a TAC, gets 3 locations, and all 3 are engine hits. Doh! Of course, I was so absorbed in my testing that I didn't think to copy and paste it here lol...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 16 June 2013, 03:07:12
I had one very similar to that a couple days ago. I was testing some new fixes I put in for artillery by a dropship and I gave TestBot and I each an AS7-D Atlas. Opening shot of the game TestBot hits my CT, gets a TAC, gets 3 locations, and all 3 are engine hits. Doh! Of course, I was so absorbed in my testing that I didn't think to copy and paste it here lol...

Whether or not you play with floating crits really has a significant impact on that sort of thing. I usually do on my personal (and somewhat modified) copy of MegaMek, but I keep a separate "clean" one for reference and occasional bugfixing purposes as well that tends to hew closer to the option defaults, and the standard rules causing TACs to strike primarily the center torso does make a noticeable difference.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 16 June 2013, 04:34:51
Floating crits just means you get heads and legs blown off instead... #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 16 June 2013, 04:53:03
Floating crits just means you get heads and legs blown off instead... #P

Don't I know it. ::)

I'll still generally take them over "your armor is impenetrable everywhere, it's only your (center) torso that has had a magical TAC magnet installed", though. :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 05 July 2013, 04:13:37
There's dead and then there's dead. And then there's this...

Code: [Select]
Weapons fire for Crusader CRD-8S (Rickosaur)
    Heavy Gauss Rifle at Flashfire FLS-P4 (PrincessPeaches); needs 7, rolls 8 : hits  HD
        Flashfire FLS-P4 (PrincessPeaches) takes 25 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Flashfire FLS-P4 (PrincessPeaches) DESTROYED by damage! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dragonkid11 on 07 July 2013, 02:21:53
Heavy gauss rifle is now the only way to be sure without triggering MAD
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 12 July 2013, 23:58:35
Skid downhill into a building and collapse it. Some 55 points of self-inflicted harm on the first turn. Nice.

Code: [Select]
alamander PPR-5T (PrincessPeaches) must make a piloting skill check while moving from hex 2632 to hex 2631 (moved 3-4 hexes).
Needs 7 [5 (Base piloting skill) + 1 (moving through Medium Building #47220) + 1 (moved 3-4 hexes)], rolls 3 : fails.
        Salamander PPR-5T (PrincessPeaches) takes 10 damage to LT.
            15 Armor remaining.

Salamander PPR-5T (PrincessPeaches) must make a piloting skill check while moving in hex 2631 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 0 (running & turning on pavement)], rolls 3 : falls.
Salamander PPR-5T (PrincessPeaches) falls 1 level(s) into hex 2631
    Salamander PPR-5T (PrincessPeaches) falls on its right side, suffering 16 damage.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Salamander PPR-5T (PrincessPeaches) "Doorknob Serviette" takes 1 damage.       
Pilot of Salamander PPR-5T (PrincessPeaches) "Doorknob Serviette" needs a 3 to stay conscious.  Rolls 7 : successful!
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to RT.
            20 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to LT.
            10 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 1 damage to LT.
            9 Armor remaining.

Pilot of Salamander PPR-5T (PrincessPeaches) "Doorknob Serviette" must roll 5 to avoid damage; rolls 9 : succeeds.
    Skids into hex 2630.
Building #55404 collapses due to heavy load.
    Salamander PPR-5T (PrincessPeaches) is hit by falling debris for 5 damage.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to RT.
            15 Armor remaining.

Salamander PPR-5T (PrincessPeaches) falls 1 level(s) into hex 2629
    Salamander PPR-5T (PrincessPeaches) falls on its right side, suffering 16 damage.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to LA.
            19 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to RT.
            10 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to LA.
            14 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 1 damage to RA.
            23 Armor remaining.

Pilot of Salamander PPR-5T (PrincessPeaches) "Doorknob Serviette" must roll 6 to avoid damage; rolls 10 : succeeds.
    Salamander PPR-5T (PrincessPeaches) suffers 8 damage from the skid.
        Salamander PPR-5T (PrincessPeaches) takes 5 damage to RA.
            18 Armor remaining.
        Salamander PPR-5T (PrincessPeaches) takes 3 damage to LT.
            6 Armor remaining.

    Skid ends.
Building #55412 in Hex 2830 is entered and has unknown basement, rolls 6: no basement.

Speaking of self-inflicted wounds, here is the ultimate ironic death and on another pristine 'Mech

Code: [Select]
Cerberus MR-V2 (PrincessPeaches) falls 1 level(s) into hex 2634
    Cerberus MR-V2 (PrincessPeaches) falls on its rear, suffering 20 damage.
        Cerberus MR-V2 (PrincessPeaches) takes 5 damage to RL.
            14 Armor remaining.
        Cerberus MR-V2 (PrincessPeaches) takes 5 damage to LTR.
            5 Armor remaining.
        Cerberus MR-V2 (PrincessPeaches) takes 5 damage to CTR (critical).
            10 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on AMS Ammo (12).
            *** AMS Ammo EXPLODES!  24 DAMAGE! ***        >Cerberus MR-V2 (PrincessPeaches) suffers catastrophic damage, but the autoeject system was engaged.
    
Cerberus MR-V2 (PrincessPeaches) must make a piloting skill check (landing in clear terrain).
    Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

        Pilot of MechWarrior Modem Laundrimat (PrincessPeaches) "Modem Laundrimat" takes 1 damage.                    The pilot ejects safely!
*** Cerberus MR-V2 (PrincessPeaches) DESTROYED by ejection! ***
        Cerberus MR-V2 (PrincessPeaches) takes 24 damage to CT.
             6 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.


        Cerberus MR-V2 (PrincessPeaches) takes 5 damage to RA.
            14 Armor remaining.

Pilot of Cerberus MR-V2 (PrincessPeaches) "Modem Laundrimat" must roll 6 to avoid damage; rolls 5 : fails.

srsly
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 27 July 2013, 01:37:58
Said the player of the otherwise pristine Battlemaster: I am damn unsatisfied to be killed in this way!

Code: [Select]
Weapons fire for Cerberus MR-V2 (PrincessControlSpecimen)
    Medium Pulse Laser at BattleMaster BLR-10S2 (Zogster); needs 9, rolls 4 : misses.

    Medium Pulse Laser at BattleMaster BLR-10S2 (Zogster); needs 9, rolls 4 : misses.

    Medium Pulse Laser at BattleMaster BLR-10S2 (Zogster); needs 9, rolls 5 : misses.

    Medium Pulse Laser at BattleMaster BLR-10S2 (Zogster); needs 9, rolls 6 : misses.

    Gauss Rifle at BattleMaster BLR-10S2 (Zogster); needs 7, rolls 4 : misses.

    Gauss Rifle at BattleMaster BLR-10S2 (Zogster); needs 7, rolls 10 : hits  HD
        BattleMaster BLR-10S2 (Zogster) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** BattleMaster BLR-10S2 (Zogster) DESTROYED by damage! ***
            Critical hit on HD. Roll is 3; no effect.


But the worst wounds are those that are self-inflicted.

Code: [Select]
War Dog WR-DG-03FC (PrincessTuring) must make 1 piloting skill roll(s) (fired HeavyGauss unbraced).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (fired HeavyGauss unbraced)); needs 5, rolls 4 : falls.
    War Dog WR-DG-03FC (PrincessTuring) falls on its front, suffering 8 damage.
        War Dog WR-DG-03FC (PrincessTuring) takes 5 damage to CT.
            31 Armor remaining.
        War Dog WR-DG-03FC (PrincessTuring) takes 3 damage to HD.
            6 Armor remaining.

        Pilot of War Dog WR-DG-03FC (PrincessTuring) "Evil Dr. Skeleton" takes 1 damage.        
Pilot of War Dog WR-DG-03FC (PrincessTuring) "Evil Dr. Skeleton" needs a 3 to stay conscious.  Rolls 2 : blacks out.

Pilot of War Dog WR-DG-03FC (PrincessTuring) "Evil Dr. Skeleton" must roll 5 to avoid damage; rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 30 July 2013, 12:56:05
Gun must have jumped up and hit him in the head. Or he put his eye right up to the scope and got a nice black eye from it. Ha ha ha!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 18 August 2013, 02:11:52
I thought that the Loki Mk II B would be a great time to test out using a Long Tom cannon. I was not dissapointed

Code: [Select]
Weapons fire for Loki Mk II (Hellbringer Mk II) B (Rickosaur)
    Long Tom Cannon at Hex: 1830 (Clear); needs 8, rolls 6 : misses and scatters to hex 1831.
Gladiator-S Exoskeleton (PrincessPrettyPants) hit for 20 damage.
        Gladiator-S Exoskeleton (PrincessPrettyPants) takes 20 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,
        Gladiator-S Exoskeleton (PrincessPrettyPants) takes 20 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
        Gladiator-S Exoskeleton (PrincessPrettyPants) takes 20 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
        Gladiator-S Exoskeleton (PrincessPrettyPants) takes 20 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
*** Gladiator-S Exoskeleton (PrincessPrettyPants) DESTROYED by damage! ***
Longinus Battle Armor (Magnetic) (PrincessPrettyPants) hit (using Left Side table) for 10 damage.
        Longinus Battle Armor (Magnetic) (PrincessPrettyPants) takes 10 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,
        Longinus Battle Armor (Magnetic) (PrincessPrettyPants) takes 10 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
        Longinus Battle Armor (Magnetic) (PrincessPrettyPants) takes 10 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
        Longinus Battle Armor (Magnetic) (PrincessPrettyPants) takes 10 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
*** Longinus Battle Armor (Magnetic) (PrincessPrettyPants) DESTROYED by damage! ***

And again!

Code: [Select]
    Long Tom Cannon at Hex: 1428 (Clear); needs 9, rolls 7 : misses and scatters to hex 1427.
Marauder Battle Armor (PrincessPrettyPants) hit (using Rear table) for 10 damage.
        Marauder Battle Armor (PrincessPrettyPants) takes 10 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,
        Marauder Battle Armor (PrincessPrettyPants) takes 10 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
        Marauder Battle Armor (PrincessPrettyPants) takes 10 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
        Marauder Battle Armor (PrincessPrettyPants) takes 10 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
*** Marauder Battle Armor (PrincessPrettyPants) DESTROYED by damage! ***

It's Arma-******-motherloving-geddon!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Savage Coyote on 18 August 2013, 08:36:23
I didn't save it because the Lyran TRO wasn't out yet for 3145, but I took down a Gotterdaumburg in one round with the Silver Bullet Gauss on a Cannonade critting the CT, and then critting the cockpit.  Oops... ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 24 August 2013, 18:14:58
Just when I get somewhere I can use my Hatchet... a headcap from far away.

Weapons fire for Warhammer WHM-OR (6th Syrtis Fusiliers)
    ER PPC at Ti Ts'ang TSG-9J (Capellan Confederation); needs 6, rolls 4 : misses
    Medium Pulse Laser at Ti Ts'ang TSG-9J (Capellan Confederation); needs 6, rolls 5 : misses
    Medium Pulse Laser at Ti Ts'ang TSG-9J (Capellan Confederation); needs 6, rolls 7 : hits  LA
        Ti Ts'ang TSG-9J (Capellan Confederation) takes 6 damage to LA.
            6 Armor remaining.
    ER PPC at Ti Ts'ang TSG-9J (Capellan Confederation); needs 6, rolls 9 :  - Direct Blow - hits  HD
        Ti Ts'ang TSG-9J (Capellan Confederation) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Ti Ts'ang TSG-9J (Capellan Confederation) DESTROYED by damage! ***
        >Ti Ts'ang TSG-9J (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
    
Ti Ts'ang TSG-9J (Capellan Confederation) must make a piloting skill check (landing in clear terrain).
    Needs 3 [2 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 11 : succeeds.
                    The pilot ejects safely!
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Sensors.
    Small Pulse Laser at Ti Ts'ang TSG-9J (Capellan Confederation); needs 10, rolls 9 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 24 August 2013, 18:26:02
First hit of the game

Code: [Select]
Weapons fire for Mad Cat Mk IV (Savage Wolf) Zahrah (Rickosaur)
    ER PPC at Clint CLNT-2-3UL (PrincessPeaches); needs 9, rolls 9 : hits  CT (critical)
        Clint CLNT-2-3UL (PrincessPeaches) takes 15 damage to CT (critical).
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Clint CLNT-2-3UL (PrincessPeaches) DESTROYED by engine destruction! ***

Wow.

Yeah, I had a pristine Warhammer get cored by 3 engine crits from a TAC SRM hit.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 07 September 2013, 19:47:26
How's this for good shooting?

Code: [Select]
Weapons fire for Thunderbolt TDR-5S (Cameron's Legacy)
    Machine Gun at Black Lanner C (Smoke Jaguars); needs 10, rolls 5 : misses
    Machine Gun at Black Lanner C (Smoke Jaguars); needs 10, rolls 5 : misses
    Medium Laser at Black Lanner C (Smoke Jaguars); needs 10, rolls 10 :  - Glancing Blow - hits  LA
        Black Lanner C (Smoke Jaguars) takes 2 damage to LA.
            7 Armor remaining.

    Medium Laser at Black Lanner C (Smoke Jaguars); needs 10, rolls 10 :  - Glancing Blow - hits  LT
        Black Lanner C (Smoke Jaguars) takes 2 damage to LT.
            12 Armor remaining.

    Medium Laser at Black Lanner C (Smoke Jaguars); needs 10, rolls 10 :  - Glancing Blow - hits  RT
        Black Lanner C (Smoke Jaguars) takes 2 damage to RT.
            0 Armor remaining.

    SRM 2 at Black Lanner C (Smoke Jaguars); needs 10, rolls 8 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 07 September 2013, 21:22:44
And here's why I created and later implemented my house rule for how UACs work. I would have been pissed for a guaranteed miss with both shots with a MOF of 1.

Code: [Select]
Weapons fire for Wolverine WVR-OR (Cameron's Legacy)
    Ultra AC/10 at Crossbow B (Smoke Jaguars); needs 5, rolls 4 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Crossbow B (Smoke Jaguars); needs 5, rolls 6 :
        Crossbow B (Smoke Jaguars) takes 10 damage to LT.
            9 Armor remaining.

    Streak SRM 6 at Crossbow A (Smoke Jaguars); needs 8, rolls 12 :  - Direct Blow -  (w/ +2 bonus)6 missile(s) hit.

        Crossbow A (Smoke Jaguars) takes 2 damage to LA.
            10 Armor remaining.

        Crossbow A (Smoke Jaguars) takes 2 damage to LT.
            16 Armor remaining.

        Crossbow A (Smoke Jaguars) takes 2 damage to LA.
            8 Armor remaining.

        Crossbow A (Smoke Jaguars) takes 2 damage to CT.
            21 Armor remaining.

        Crossbow A (Smoke Jaguars) takes 2 damage to RT.
            10 Armor remaining.

        Crossbow A (Smoke Jaguars) takes 2 damage to CT.
            19 Armor remaining.

    Streak SRM 6 at Crossbow A (Smoke Jaguars); needs 8, rolls 5 : fails to achieve lock.
    ER Medium Laser at Crossbow B (Smoke Jaguars); needs 7, rolls 8 : hits  RA
        Crossbow B (Smoke Jaguars) takes 7 damage to RA.
            5 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 21 September 2013, 12:09:34
Having a BAD day...

Turn 14
Quote
Jenner JR7-F (The Suicide Kings) must make a piloting skill check while moving from hex 7067 to hex 7066 (avoid bogging down).
Needs Automatic Failure [avoid bogging down], rolls 5 : fails.

Jenner JR7-F (The Suicide Kings) gets bogged down.

Jenner JR7-F (The Suicide Kings) sinks into the quicksand.

Turn 15
Quote
Jenner JR7-F (The Suicide Kings) tries to break free of the terrain.
Needs 11 [4 (Base piloting skill) + 1 (difficult terrain) + 6 (terrain)], rolls 10 : fails.

Jenner JR7-F (The Suicide Kings) sinks into the quicksand.
*** Jenner JR7-F (The Suicide Kings) DESTROYED by quicksand! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 21 September 2013, 13:45:28
Maybe Suicide Kings wasn't the best choice in unit names.  Some people just take things too literally.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 21 September 2013, 16:52:59
Talk about some focused shooting.

Weapons fire for Grendel (Mongrel) Legacy (Cameron's Legacy)
    Medium Pulse Laser at Vindicator VND-3L (Capellan Forces); needs 6, rolls 11 :  - Direct Blow - hits  LA
        Vindicator VND-3L (Capellan Forces) takes 7 damage to LA.
            7 Armor remaining.

    Medium Pulse Laser at Vindicator VND-3L (Capellan Forces); needs 6, rolls 8 : hits  LA
        Vindicator VND-3L (Capellan Forces) takes 6 damage to LA.
            1 Armor remaining.

    Medium Pulse Laser at Vindicator VND-3L (Capellan Forces); needs 6, rolls 7 : hits  LA
        Vindicator VND-3L (Capellan Forces) takes 6 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is (6+1) = 7; no effect.

    ER PPC at Vindicator VND-3L (Capellan Forces); needs 6, rolls 8 : hits  CT
        Vindicator VND-3L (Capellan Forces) takes 14 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            4 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 21 September 2013, 18:11:24
Talk about some focused shooting.

And I don't know what that arm ever did to her, but she went and made sure to finish it off the next round.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Fragger on 22 September 2013, 06:24:30
While the log says the Bot was Princess, it was actually Testbot since I had to restart the game and you know how Testbot LOVES to jump into any kind of depth 2+ water. Sometimes I really think testbots movement algorithm is something like
if(distance.water<=jumprange.mech){JUMPINTOIT}.

Anyways, not really a crazy hit, but I always wanted to do this and this was the first time I had something in range:

Quote
Physical attacks for Panther PNT-13K (ColonelWicked)
    Attempting death from above on Dervish DV-6M (Princess); needs 6, rolls 10 : hits.
        Defender takes 6 damage  (using Rear table).
        Dervish DV-6M (Princess) takes 5 damage to RL.
            Armor destroyed, 9 Internal Structure remaining
 Dervish DV-6M RL BREACHED            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on x Jump Jet.
            CRITICAL HIT on Lower Leg.
        Dervish DV-6M (Princess) takes 1 damage to LL.
            5 Armor remaining.
            Possible breach on LL. Roll is 4: no breach.
    Dervish DV-6M (Princess) is displaced into hex 2912.
        Attacker takes 7 damage.
        Panther PNT-13K (ColonelWicked) takes 5 damage to LL.
            6 Armor remaining.
        Panther PNT-13K (ColonelWicked) takes 2 damage to RL.
            11 Armor remaining.

    Panther PNT-13K (ColonelWicked) is displaced into hex 2913.

Panther PNT-13K (ColonelWicked) must make 1 piloting skill roll(s) (executed death from above).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (executed death from above)); needs 9, rolls 11 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 22 September 2013, 21:44:40
Wow, a ton load of crits!  Without posting the all the results from the firing phase of this big battle, I'll just post the Piloting rolls the Rifleman needed to make:

Rifleman RFL-3N #2 (Princess) must make 7 piloting skill roll(s) (gyro hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; hip actuator hit; 40+ damage).
The base target is 7 [6 (Base piloting skill) + 1 (fatigue)].
    Roll #1, (6 (Base piloting skill) + 1 (fatigue) + 3 (gyro hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 2 (hip actuator hit) + 2 (40+ damage)); needs 18, rolls 4 : falls.
    Rifleman RFL-3N #2 (Princess) falls on its front, suffering 6 damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 23 September 2013, 16:53:58
And a slight bit later, the darn APC THOUGHT it could hide in the abandoned city!

Weapons fire for Long Tom Mobile MOB-LT-25 #2 (Peter)
    Long Tom at Hex: 9468 (Artillery); needs 12, rolls 8 : misses and scatters to hex 9066.
        Building #182532 absorbs 25 points of damage. BUILDING DESTROYED
        Building #178432 absorbs 15 points of damage.
        Building #182536 absorbs 15 points of damage. BUILDING DESTROYED
        Building #180488 absorbs 15 points of damage. BUILDING DESTROYED
        Building #180484 absorbs 15 points of damage. BUILDING DESTROYED
        Building #186628 absorbs 5 points of damage.
        Building #186632 absorbs 5 points of damage. BUILDING DESTROYED
        Building #182540 absorbs 5 points of damage.
        Building #180492 absorbs 5 points of damage.
        Building #178436 absorbs 5 points of damage.
        Building #178436 absorbs 5 points of damage.
        Building #178432 absorbs 5 points of damage.
The building in the hex absorbs 3 damage from the artillery strike!
Heavy Wheeled APC (LRM) #2 (Princess) hit (using Rear table) for 5 damage.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RS.  7 Armor remaining.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.  5 Armor remaining.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 1 damage to RR.  4 Armor remaining.
        Building #178432 absorbs 5 points of damage.

Weapons fire for Long Tom Mobile MOB-LT-25 (Peter)
    Long Tom at Hex: 8865 (Artillery); needs 12, rolls 12 : hits the intended hex 8865.
        Building #178432 absorbs 25 points of damage.  BUILDING DESTROYED
The building in the hex absorbs 3 damage from the artillery strike!
Heavy Wheeled APC (LRM) #2 (Princess) hit (using Rear table) for 25 damage.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.  2 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +1 bonus)  Minor damage, +1 to driving skill rolls.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.  0 Armor remaining.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.  SECTION DESTROYED,
*** Heavy Wheeled APC (LRM) #2 (Princess) DESTROYED by damage! ***
            Critical hit on RR. Roll is 8; Ammunition Hit!
*** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
        Heavy Wheeled APC (LRM) #2 (Princess) takes 320 damage to RR.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
            Critical hit on movement system. Roll is 8; (w/ +1 bonus)  Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR (critical).
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to LS.  5 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +1 bonus)  Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
            Critical hit on movement system. Roll is 7; (w/ +1 bonus)  Minor damage, +1 to driving skill rolls.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to LS.  3 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +1 bonus)  Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
            Critical hit on movement system. Roll is 11; (w/ +1 bonus)  Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to RR.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 1 damage to RR.
        Building #178428 absorbs 15 points of damage.
        Building #178432 absorbs 15 points of damage.
        Building #180484 absorbs 15 points of damage.
        Building #178436 absorbs 15 points of damage.  BUILDING DESTROYED
        Building #176388 absorbs 15 points of damage.
        Building #178424 absorbs 5 points of damage.
        Building #180476 absorbs 5 points of damage.
        Building #178432 absorbs 5 points of damage.
        Building #182532 absorbs 5 points of damage.
        Building #180488 absorbs 5 points of damage.
        Building #178436 absorbs 5 points of damage.
        Building #174340 absorbs 5 points of damage.
        Building #174340 absorbs 5 points of damage.
        Building #176376 absorbs 5 points of damage.

Building #178432 collapses due to damage.
    Heavy Wheeled APC (LRM) #2 (Princess) is hit by falling debris for 7 damage.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 5 damage to FR.  11 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +1 bonus)  Minor damage, +1 to driving skill rolls.
        Heavy Wheeled APC (LRM) #2 (Princess) takes 2 damage to LS.  1 Armor remaining.

Building #180484 collapses due to damage.
Building #178436 collapses due to damage.
Building #180488 collapses due to damage.
Building #182536 collapses due to damage.
Building #182532 collapses due to damage.
Building #186632 collapses due to damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SteveRestless on 24 September 2013, 23:15:38
Hopeless battle, Kanga Tanks have my Estevez Tanks cornered.

Then suddenly...

Code: [Select]

Weapons fire for Kanga Medium Hovertank #2 (Ryuken Roku)
    AC/5 at Estevez MBT (Restless); needs 9, rolls 3 : misses

    LRM 10 at Estevez MBT (Restless); needs 12, rolls 6 : misses

    SRM 4 at Estevez MBT (Restless); needs 6, rolls 3 : misses

    Machine Gun at Estevez MBT (Restless); needs 6, rolls 10 :  - Direct Blow - hits  (using Left Side table) TU2
        Estevez MBT (Restless) takes 3 damage to TU2.
             3 Internal Structure remaining
            Critical hit on TU2. Roll is (9+1) = 10; Ammunition Hit!
*** Heavy Rifle Ammo EXPLODES!  36 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  364 DAMAGE! ***
        Estevez MBT (Restless) takes 724 damage to TU2.
             SECTION DESTROYED,
*** Estevez MBT (Restless) DESTROYED by damage! ***
            Critical hit on TU2. Roll is 9; Turret Locked!

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Estevez MBT #2 (Restless) is hit for 72 damage!
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            27 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            30 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            22 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            25 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            20 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            17 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            15 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            10 Armor remaining.
            Critical hit on FR. Roll is 10; Commander injured!
 Crew stunned for 1 turns.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            12 Armor remaining.
            Critical hit on movement system. Roll is 4; (w/ +0 bonus)
             no effect.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            7 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            5 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to TU2.
             3 Internal Structure remaining
            Critical hit on TU2. Roll is 10; Ammunition Hit!
*** Heavy Rifle Ammo EXPLODES!  36 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  370 DAMAGE! ***
        Estevez MBT #2 (Restless) takes 730 damage to TU2.
             SECTION DESTROYED,
*** Estevez MBT #2 (Restless) DESTROYED by damage! ***
            Critical hit on TU2. Roll is 4; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Estevez MBT (Restless) is hit for 73 damage!
        Estevez MBT (Restless) takes 5 damage to TU.
            26 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to LS.
            20 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to LS.
            15 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Estevez MBT (Restless) takes 5 damage to FR.
            14 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to LS.
            10 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to FR.
            9 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT (Restless) takes 5 damage to FR.
            4 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to FR.
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on FR. Roll is 9; Sensors Hit!
        Estevez MBT (Restless) takes 5 damage to FR.
             2 Internal Structure remaining
            Critical hit on FR. Roll is 7; Sensors Hit!
        Estevez MBT (Restless) takes 5 damage to FR.
             SECTION DESTROYED,
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on FR. Roll is 9; Sensors Hit!
        Estevez MBT (Restless) takes 5 damage to FR.
        Estevez MBT (Restless) takes 5 damage to FR.
        Estevez MBT (Restless) takes 5 damage to LS.
            5 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +0 bonus)
             no effect.
        Estevez MBT (Restless) takes 5 damage to TU2.
            Critical hit on TU2. Roll is 6; Turret blown off!
        Estevez MBT (Restless) takes 3 damage to FR.

        Estevez MBT #3 (Restless) is hit for 36 damage!
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            30 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            25 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
             3 Internal Structure remaining
            Critical hit on TU2. Roll is 5; no effect.
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            27 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
             SECTION DESTROYED,
*** Estevez MBT #3 (Restless) DESTROYED by damage! ***
            Critical hit on TU2. Roll is 7; Turret Jammed.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            20 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            15 Armor remaining.
        Estevez MBT #3 (Restless) takes 1 damage to LS.
            26 Armor remaining.

        Estevez MBT #4 (Restless) is hit for 36 damage!
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            30 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            25 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            20 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            15 Armor remaining.
            Critical hit on movement system. Roll is 12; (w/ +0 bonus)
             Major damage, vehicle immobile.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            10 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            5 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to TU2.
             3 Internal Structure remaining
            Critical hit on TU2. Roll is 8; Turret Locked!
        Estevez MBT #4 (Restless) takes 1 damage to LS.
            31 Armor remaining.

        Kanga Medium Hovertank (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
            4 Armor remaining.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RR.
            7 Armor remaining.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RR.
            2 Armor remaining.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
             SECTION DESTROYED,
*** Kanga Medium Hovertank (Ryuken Roku) DESTROYED by damage! ***
            Critical hit on RS. Roll is 11; Engine destroyed.  Immobile.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
            Critical hit on RS. Roll is 7; Crew stunned for 2 turns.
        Kanga Medium Hovertank (Ryuken Roku) takes 1 damage to RS.

        Kanga Medium Hovertank #2 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            15 Armor remaining.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            10 Armor remaining.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            5 Armor remaining.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
            7 Armor remaining.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            0 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
            2 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +2 bonus)
             no effect.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
             SECTION DESTROYED,
*** Kanga Medium Hovertank #2 (Ryuken Roku) DESTROYED by damage! ***
            Critical hit on FR. Roll is 8; Stabilizer destroyed!
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 1 damage to FR.
            Critical hit on movement system. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.

        Kanga Medium Hovertank #3 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
            7 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
            2 Armor remaining.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to FR.
            15 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RS. Roll is 3; no effect.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
             SECTION DESTROYED,
*** Kanga Medium Hovertank #3 (Ryuken Roku) DESTROYED by damage! ***
            Critical hit on RS. Roll is 11; Engine destroyed.  Immobile.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to FR.
            10 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 1 damage to RS.

        Kanga Medium Hovertank #4 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
            7 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
            2 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RS. Roll is 5; no effect.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RR.
            7 Armor remaining.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
             SECTION DESTROYED,
*** Kanga Medium Hovertank #4 (Ryuken Roku) DESTROYED by damage! ***
            Critical hit on RS. Roll is 6; Crew stunned for 1 turns.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 1 damage to RS.


        End Secondary Damage Report.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
            0 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to FR.
             3 Internal Structure remaining
            Critical hit on FR. Roll is 4; no effect.
        Estevez MBT #2 (Restless) takes 2 damage to LS.
            5 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Estevez MBT #3 (Restless) is hit for 36 damage!
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            21 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            16 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            10 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            5 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            11 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            0 Armor remaining.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
        Estevez MBT #3 (Restless) takes 1 damage to FR.
             7 Internal Structure remaining
            Critical hit on FR. Roll is 12; Crew killed.

        Estevez MBT #4 (Restless) is hit for 36 damage!
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            26 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            0 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            21 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
             3 Internal Structure remaining
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on FR. Roll is 8; Sensors Hit!
        Estevez MBT #4 (Restless) takes 5 damage to FR.
             SECTION DESTROYED,
*** Estevez MBT #4 (Restless) DESTROYED by damage! ***
            Critical hit on FR. Roll is 9; Sensors Hit!
        Estevez MBT #4 (Restless) takes 5 damage to TU2.
             SECTION DESTROYED,
            Critical hit on TU2. Roll is 8; Ammunition Hit!
*** Heavy Rifle Ammo EXPLODES!  45 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  364 DAMAGE! ***
        Estevez MBT #4 (Restless) takes 733 damage to TU2.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Estevez MBT (Restless) is hit for 36 damage!
        Estevez MBT (Restless) takes 5 damage to TU.
        Estevez MBT (Restless) takes 5 damage to TU.
            Critical hit on TU. Roll is 9; Turret Locked!
        Estevez MBT (Restless) takes 5 damage to RR.
            25 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to RS.
            27 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to RR.
            20 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT (Restless) takes 5 damage to LS.
            0 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT (Restless) takes 5 damage to RR.
            15 Armor remaining.
        Estevez MBT (Restless) takes 1 damage to RR.
            14 Armor remaining.

        Estevez MBT #2 (Restless) is hit for 36 damage!
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            25 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            20 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #2 (Restless) takes 5 damage to TU.
            30 Armor remaining.
            Critical hit on TU. Roll is 10;Critical hit on Heavy Rifle.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            15 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            10 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            5 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            0 Armor remaining.
        Estevez MBT #2 (Restless) takes 1 damage to RR.
             7 Internal Structure remaining
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on RR. Roll is 2; no effect.

        Estevez MBT #3 (Restless) is hit for 73 damage!
        Estevez MBT #3 (Restless) takes 5 damage to FR.
             2 Internal Structure remaining
            Critical hit on FR. Roll is 10; Commander injured!
 Crew stunned for 1 turns.
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            6 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
             SECTION DESTROYED,
            Critical hit on FR. Roll is 6; Driver injured!
        Estevez MBT #3 (Restless) takes 5 damage to FR.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
        Estevez MBT #3 (Restless) takes 5 damage to LS.
            1 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
        Estevez MBT #3 (Restless) takes 5 damage to TU2.
            Critical hit on TU2. Roll is 8; Ammunition Hit!
*** Heavy Rifle Ammo EXPLODES!  36 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Heavy Rifle Ammo EXPLODES!  54 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  340 DAMAGE! ***
        Estevez MBT #3 (Restless) takes 700 damage to TU2.
            Critical hit on TU2. Roll is 5; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Estevez MBT (Restless) is hit for 35 damage!
        Estevez MBT (Restless) takes 5 damage to RR.
            9 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to RR.
            4 Armor remaining.
        Estevez MBT (Restless) takes 5 damage to LS.
             3 Internal Structure remaining
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on LS. Roll is 8; Crew stunned for 1 turns.
        Estevez MBT (Restless) takes 5 damage to RR.
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RR. Roll is 8; Engine destroyed.  Immobile.
        Estevez MBT (Restless) takes 5 damage to RR.
             2 Internal Structure remaining
            Critical hit on RR. Roll is 6; Fuel Tank Hit (Vehicle Explodes).
            Critical hit on RR. Roll is 4; no effect.
        Estevez MBT (Restless) takes 5 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 8; Fuel Tank Hit (Vehicle Explodes).
        Estevez MBT (Restless) takes 5 damage to LS.
             SECTION DESTROYED,
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 9; Stabilizer destroyed!

        Estevez MBT #2 (Restless) is hit for 35 damage!
        Estevez MBT #2 (Restless) takes 5 damage to RR.
             2 Internal Structure remaining
            Critical hit on RR. Roll is 4; no effect.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 6; Engine destroyed.  Immobile.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
            Critical hit on movement system. Roll is 4; (w/ +0 bonus)
             no effect.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
        Estevez MBT #2 (Restless) takes 5 damage to RR.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
            0 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Estevez MBT #4 (Restless) is hit for 70 damage!
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            16 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            11 Armor remaining.
            Critical hit on movement system. Roll is 2; (w/ +0 bonus)
             no effect.
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            6 Armor remaining.
        Estevez MBT #4 (Restless) takes 5 damage to LS.
            1 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 5 damage to TU2.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 5 damage to TU2.
            Critical hit on TU2. Roll is 4; no effect.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            Critical hit on movement system. Roll is 5; (w/ +0 bonus)
             no effect.
        Estevez MBT #4 (Restless) takes 5 damage to TU2.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
            Critical hit on FR. Roll is 10; Sensors Hit!


        End Secondary Damage Report.
        Estevez MBT #3 (Restless) takes 5 damage to FR.
            Critical hit on movement system. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT #3 (Restless) takes 3 damage to FR.


        End Secondary Damage Report.
        Estevez MBT #4 (Restless) takes 5 damage to FR.
        Estevez MBT #4 (Restless) takes 1 damage to FR.

        Kanga Medium Hovertank (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 5; (w/ +2 bonus)
             no effect.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank (Ryuken Roku) takes 5 damage to RR.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RR. Roll is 8; Ammunition Hit!
*** AC/5 Ammo EXPLODES!  90 DAMAGE! ***
*** LRM 10 Ammo EXPLODES!  100 DAMAGE! ***
*** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  198 DAMAGE! ***
        Kanga Medium Hovertank (Ryuken Roku) takes 572 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 8; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Estevez MBT (Restless) is hit for 28 damage!
        Estevez MBT (Restless) takes 5 damage to TU2.
        Estevez MBT (Restless) takes 5 damage to LS.
        Estevez MBT (Restless) takes 5 damage to RR.
        Estevez MBT (Restless) takes 5 damage to RR.
        Estevez MBT (Restless) takes 5 damage to FR.
            Critical hit on movement system. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Estevez MBT (Restless) takes 3 damage to LS.

        Estevez MBT #2 (Restless) is hit for 28 damage!
        Estevez MBT #2 (Restless) takes 5 damage to FR.
             SECTION DESTROYED,
            Critical hit on movement system. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on FR. Roll is 2; no effect.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
             3 Internal Structure remaining
            Critical hit on movement system. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on LS. Roll is 9; Stabilizer destroyed!
        Estevez MBT #2 (Restless) takes 5 damage to LS.
             SECTION DESTROYED,
            Critical hit on LS. Roll is 5; no effect.
        Estevez MBT #2 (Restless) takes 5 damage to TU.
            25 Armor remaining.
        Estevez MBT #2 (Restless) takes 5 damage to LS.
        Estevez MBT #2 (Restless) takes 3 damage to FR.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.

        Kanga Medium Hovertank #2 (Ryuken Roku) is hit for 57 damage!
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on movement system. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on LS. Roll is 5; no effect.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            Critical hit on movement system. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR (critical).
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
             SECTION DESTROYED,
            Critical hit on movement system. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on LS. Roll is 4; no effect.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
            Critical hit on FR. Roll is 7; Sensors Hit!
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 2 damage to LS.


        End Secondary Damage Report.
        Kanga Medium Hovertank (Ryuken Roku) takes 1 damage to RS.
            Critical hit on movement system. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.

        Kanga Medium Hovertank #2 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to FR.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 5 damage to LS.
            Critical hit on movement system. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Kanga Medium Hovertank #2 (Ryuken Roku) takes 1 damage to LS.

        Kanga Medium Hovertank #3 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to FR.
            5 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +2 bonus)
             no effect.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #3 (Ryuken Roku) takes 1 damage to RS.

        Kanga Medium Hovertank #4 (Ryuken Roku) is hit for 36 damage!
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RR.
            2 Armor remaining.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
            Critical hit on movement system. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 5 damage to RS.
        Kanga Medium Hovertank #4 (Ryuken Roku) takes 1 damage to RS.


        End Secondary Damage Report.

Their sacrifice will be remembered. The release of their blazing souls purged those Kurita devils from the planet. You gave your all, Rangers.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 25 September 2013, 01:06:41
And all the people in the nearby town said:  "Ooooh, pretty fireworks!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 25 September 2013, 06:53:57
Wait, if I'm reading that right Tank #1 blow up, which damaged Tank #2, which in turn blew, which damaged the already destroyed Tank #2?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 25 September 2013, 07:50:27
Wreckage can be damaged.  It effects your salvage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 25 September 2013, 07:54:03
And all the people in the nearby town said:  "Ooooh, pretty fireworks!"

Only after it stopped raining bits of tank.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SteveRestless on 25 September 2013, 17:13:39
this was right between two farm fields, too. They'll be picking bits of those 8 tanks out of the ground for generations.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 25 September 2013, 19:30:01
Wreckage can be damaged.  It effects your salvage.
Not is this case (LOL, pun), from page 175 of StartOps under Destroyed Vs. Truly Destroyed

Quote
A ground or aerospace unit is also completely destroyed if destruction occurs through an ammunition explosion (unless it is equipped with CASE). In such circumstances there will be no salvageable components.
So as you can see if something is taken out by an Ammo explosion unless it has CASE there is NO salvage, period
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 26 September 2013, 18:49:12
the explosion was technically in a V shape with how the tanks were aligned, V for Very much unsalvagable  ;D honestly, it was like watching domnios, but with explosions.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 27 September 2013, 01:04:28
Not is this case (LOL, pun), from page 175 of StartOps under Destroyed Vs. Truly Destroyed
So as you can see if something is taken out by an Ammo explosion unless it has CASE there is NO salvage, period

Not quite. At least not if memory serves (too late to be looking that up), but IIRC that's only if the CT is destroyed. ;)
If you have an ammo explosion for say... 30 points (2 shots of LRM 15 left) in a side torso with an Inner Sphere XL... your mech is destroyed, but unless the CT is also destroyed the mech is still salvageable. Tanks are a different matter entirely... so... yeah. It's more complex than your one line taken out of context implies. This is why people need to buy their own rulebooks or just accept how MM/MHQ handle it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 27 September 2013, 01:16:41
It makes more sense having a little bit left over.  Not anything you can fix, but maybe get a few spare parts from.  I've seen a tank go up from an ammo hit and while it's an awesome explosion (jet of pure flame shooting about 5 stories up), it doesn't toss little chunks of tank everywhere.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 02 October 2013, 16:26:57
Well, I forgot to save the game, but while running a Mackie-6 I had my torso shot open. I was a little dismayed when I took crits and saw "AC/10 Ammo."
Then I noticed it was followed by "(0)". The crit hit the ammo slot I had emptied the turn just before that one.
No ammo exploding, no big boom. And I went on to win the game.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 02 October 2013, 16:29:51
And launder that mechwarrior's clothes!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 03 October 2013, 11:13:32
Not quite. At least not if memory serves (too late to be looking that up), but IIRC that's only if the CT is destroyed. ;)
If you have an ammo explosion for say... 30 points (2 shots of LRM 15 left) in a side torso with an Inner Sphere XL... your mech is destroyed, but unless the CT is also destroyed the mech is still salvageable.

Indeed. Gauss rifle explosions are very survivable, especially for heavy/assault mechs; same for NARC pods, a bit less so for AMS ammo.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 05 October 2013, 07:33:35
Playing a little practice game right now. I kind of feel sorry for that Naginata.

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


Weapons fire for Crockett CRK-5003-1 (Princess3)
    Small Laser at Naginata NG-C3A (Princess); needs -1, rolls 4 : hits  LT
        Naginata NG-C3A (Princess) takes 3 damage to LT.
        3 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 3 damage to CT.
             5 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.

    SRM 6 at Naginata NG-C3A (Princess); needs -1, rolls 8 : 4 missile(s) hit.

        Naginata NG-C3A (Princess) takes 2 damage to RA.
        2 damage transfers to RT.
        Naginata NG-C3A (Princess) takes 2 damage to RT.
             18 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.

        Naginata NG-C3A (Princess) takes 2 damage to LT.
        2 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 2 damage to CT.
             3 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

        Naginata NG-C3A (Princess) takes 2 damage to LA.
        2 damage transfers to LT.
        Naginata NG-C3A (Princess) takes 2 damage to LT.
        2 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 2 damage to CT.
             1 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Naginata NG-C3A (Princess) takes 2 damage to CT.
             SECTION DESTROYED,
*** Naginata NG-C3A (Princess) DESTROYED by damage! ***
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

    SRM 6 at Naginata NG-C3A (Princess); needs -1, rolls 10 : 6 missile(s) hit.

        Naginata NG-C3A (Princess) takes 2 damage to LT.
        2 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 2 damage to CT.

        Naginata NG-C3A (Princess) takes 2 damage to LA.
        2 damage transfers to LT.
        Naginata NG-C3A (Princess) takes 2 damage to LT.
        2 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 2 damage to CT.

        Naginata NG-C3A (Princess) takes 2 damage to RL.
            9 Armor remaining.

        Naginata NG-C3A (Princess) takes 2 damage to CT.

        Naginata NG-C3A (Princess) takes 2 damage to LA.
        2 damage transfers to LT.
        Naginata NG-C3A (Princess) takes 2 damage to LT.
        2 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 2 damage to CT.

        Naginata NG-C3A (Princess) takes 2 damage to RL.
            7 Armor remaining.

    LB 10-X AC at Naginata NG-C3A (Princess); needs -2, rolls 7 : 6 pellet(s) hit.

        Naginata NG-C3A (Princess) takes 1 damage to LA.
        1 damage transfers to LT.
        Naginata NG-C3A (Princess) takes 1 damage to LT.
        1 damage transfers to CT.
        Naginata NG-C3A (Princess) takes 1 damage to CT.

        Naginata NG-C3A (Princess) takes 1 damage to CT.

        Naginata NG-C3A (Princess) takes 1 damage to LL.
            15 Armor remaining.

        Naginata NG-C3A (Princess) takes 1 damage to LL.
            14 Armor remaining.

        Naginata NG-C3A (Princess) takes 1 damage to LL.
            13 Armor remaining.

        Naginata NG-C3A (Princess) takes 1 damage to CT.

    Small Laser at Naginata NG-C3A (Princess); needs -1, rolls 6 : hits  RL
        Naginata NG-C3A (Princess) takes 3 damage to RL.
            4 Armor remaining.

    ER Large Laser at Naginata NG-C3A (Princess); needs -1, rolls 4 : hits  RL
        Naginata NG-C3A (Princess) takes 8 damage to RL.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.



Weapons fire for Albatross ALB-4U (Princess2)
    Streak SRM 6 at Naginata NG-C3A (Princess); needs -2, rolls 9 : 6 missile(s) hit (using Rear table).

        Naginata NG-C3A (Princess) takes 2 damage to RL.
             14 Internal Structure remaining
            Critical hit on RL. Roll is 3; no effect.

        Naginata NG-C3A (Princess) takes 2 damage to RTR.
            0 Armor remaining.

        Naginata NG-C3A (Princess) takes 2 damage to RTR.
             16 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.

        Naginata NG-C3A (Princess) takes 2 damage to LL.
            11 Armor remaining.

        Naginata NG-C3A (Princess) takes 2 damage to CTR.

        Naginata NG-C3A (Princess) takes 2 damage to LA.
        2 damage transfers to LTR.
        Naginata NG-C3A (Princess) takes 2 damage to LTR.
        2 damage transfers to CTR.
        Naginata NG-C3A (Princess) takes 2 damage to CTR.

    LRM 15 at Naginata NG-C3A (Princess); needs 4, rolls 8 : 12 missile(s) hit (using Rear table).

        Naginata NG-C3A (Princess) takes 5 damage to RA.
        5 damage transfers to RTR.
        Naginata NG-C3A (Princess) takes 5 damage to RTR.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.

        Naginata NG-C3A (Princess) takes 5 damage to LL.
            6 Armor remaining.

        Naginata NG-C3A (Princess) takes 2 damage to RTR.
             9 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 15 Artemis-capable Ammo (8).
            *** LRM 15 Artemis-capable Ammo EXPLODES!  120 DAMAGE! ***        Naginata NG-C3A (Princess) takes 120 damage to RT.
             SECTION DESTROYED,
            remaining 111 damage prevented by CASE.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Pilot of Naginata NG-C3A (Princess) "Hamsa bin Houd" takes 2 damage.

    ER Small Laser at Naginata NG-C3A (Princess); needs -2, rolls 8 : hits  (using Rear table) RL
        Naginata NG-C3A (Princess) takes 3 damage to RL.
             11 Internal Structure remaining
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.

    ER Medium Laser at Naginata NG-C3A (Princess); needs -2, rolls 9 : hits  (using Rear table) LA
        Naginata NG-C3A (Princess) takes 5 damage to LA.
        5 damage transfers to LTR.
        Naginata NG-C3A (Princess) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Naginata NG-C3A (Princess) takes 5 damage to CTR.

    Large Pulse Laser at Naginata NG-C3A (Princess); needs -4, rolls 10 : hits  (using Rear table) RA
        Naginata NG-C3A (Princess) takes 9 damage to RA.
        9 damage transfers to RTR.
        Naginata NG-C3A (Princess) takes 9 damage to RTR.
        9 damage transfers to CTR.
        Naginata NG-C3A (Princess) takes 9 damage to CTR.

    Light Gauss Rifle at Naginata NG-C3A (Princess); needs 1, rolls 8 : hits  (using Rear table) LL
        Naginata NG-C3A (Princess) takes 8 damage to LL.
            Armor destroyed, 18 Internal Structure remaining
            Critical hit on LL. Roll is 6; no effect.



Weapons fire for Mackie MSK-7A (Andrew)
    PPC at Albatross ALB-4U (Princess2); needs 7, rolls 7 : hits  (using Right Side Partial cover (horizontal 50%) table) CT
        Albatross ALB-4U (Princess2) takes 10 damage to CT.
            28 Armor remaining.

    AC/20 at Albatross ALB-4U (Princess2); needs 9, rolls 9 : hits  (using Right Side Partial cover (horizontal 50%) table) RA
        Albatross ALB-4U (Princess2) takes 20 damage to RA.
            12 Armor remaining.


Albatross ALB-4U (Princess2) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 08 October 2013, 20:22:17
Fired up MM to try out some new designs and the very first move by the bot results in a destroyed mech

Code: [Select]
Initiative Phase for Round #1
-------------------
Andras rolls a 8[8+0].
Bot1 rolls a 4[4+0].

The turn order for movement is:
  Bot1, Andras, Bot1, Andras, Bot1, Andras, Bot1, Andras

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
Andras: 4446 BV remaining (from 4446 initially) 0 BV fled
Bot1: 4577 BV remaining (from 4577 initially) 0 BV fled
Targeting Phase
-------------------

Bot1: Calculating the move for 4 units.
Bot1: Finalizing move.
Bot1: Calculating the move for 3 units.
Bot1: Finalizing move.
Bot1: Calculating the move for 2 units.
Bot1: Finalizing move.
Bot1: Calculating the move for 1 units.
Bot1: Finalizing move.
Movement Phase
-------------------

Scorpion SCP-GR (Bot1) must make 1 piloting skill roll(s) (lost buoyancy).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (lost buoyancy); automatically fails.
    Scorpion SCP-GR (Bot1) falls on its right side, suffering 3 damage when hitting the water surface and 6 when hitting the ground.
        Scorpion SCP-GR (Bot1) takes 5 damage to RT. 15 Armor remaining.
            Possible breach on RT. Roll is 11: Breach! Scorpion SCP-GR RT BREACHED
*** Scorpion SCP-GR (Bot1) DESTROYED by engine destruction! ***        Scorpion SCP-GR (Bot1) takes 4 damage to CT. 25 Armor remaining.
            Possible breach on CT. Roll is 6: no breach.
Pilot of Scorpion SCP-GR (Bot1) "Gizela Yanutan" must roll 3 to avoid damage; rolls 5 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 10 October 2013, 16:16:32
ah yes... the bot chose to begin in a water hex. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 13 October 2013, 00:20:14
When you lose a 'Mech to an accident, it's bad. When your opponent loses one to an accident, it's good. When you both do it to your heaviest 'Mechs in the same turn? Then it's frigging hillarious.

Code: [Select]
Neanderthal NTL-AG (Rickosaur) must make a piloting skill check while moving from hex 1117 to hex 1017 (entering Depth 1 Water).
Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 3 : falls.
Neanderthal NTL-AG (Rickosaur) falls 0 level(s) into hex 1017
    Neanderthal NTL-AG (Rickosaur) falls on its right side, suffering 4 damage.
        Neanderthal NTL-AG (Rickosaur) takes 4 damage to CT.
            Armor destroyed, 24 Internal Structure remaining
 Neanderthal NTL-AG CT BREACHED*** Neanderthal NTL-AG (Rickosaur) DESTROYED by hull breach! ***
            Critical hit on CT. Roll is 4; no effect.

Building #22620 in Hex 1224 is entered and has unknown basement, rolls 12: Double (head First) basement.

King Crab KGC-007 (PrincessPeaches) must make a piloting skill check while moving from hex 1225 to hex 1224 (moving through Light Building #22620).
Needs 5 [5 (Base piloting skill) + 0 (moving through Light Building #22620)], rolls 10 : succeeds.

Basement of Building #22620 in Hex 1224 collapses.
    King Crab KGC-007 (PrincessPeaches) falls on its rear, suffering 30 damage.
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to LTR.
            5 Armor remaining.
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to RA.
            29 Armor remaining.
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of King Crab KGC-007 (PrincessPeaches) "Shirley Katamari" takes 1 damage.        
Pilot of King Crab KGC-007 (PrincessPeaches) "Shirley Katamari" needs a 3 to stay conscious.  Rolls 4 : successful!
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to RA.
            24 Armor remaining.
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to RA.
            19 Armor remaining.
        King Crab KGC-007 (PrincessPeaches) takes 5 damage to RTR.
            5 Armor remaining.

Pilot of King Crab KGC-007 (PrincessPeaches) "Shirley Katamari" must roll 5 to avoid damage; rolls 6 : succeeds.

King Crab KGC-007 (PrincessPeaches) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 5 : succeeds.

Building #22620 collapses due to damage.
*** King Crab KGC-007 (PrincessPeaches) DESTROYED by Crushed under building rubble! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 13 October 2013, 16:32:15
No crazy "hit" to post, just a crazy game result:

Jayof9s playing his Merc unit Cameron's Legacy. Two "Strike" lances of mechs (Mediums and Heavies, 5/8 or faster) that are 100% ClanTech thanks to his having been on TF Serpent.
vs.
Me playing OpFor of Warrior House Kamata. Sadly mostly older designs thanks to the Fluff for them from FM:CapCon. A lot of good pilots though.

Both having ASF, him 1 Squadron (5 Kirghiz and a River F-700 outfitted with Clan Weapons), me 15 Transgressors (2 Squadrons + Command Triplet per FM:CapCon)

He pretty much wiped them out. Yes, 6 of my mechs had been downed in a previous battle, but he still slaughtered them. Helped that he had 24x Sniper Artillery from his St. Ives allies, but still.

All it cost him? A Kirghiz. And it's pilot survived. For 36 Mechs (6 on first mission, remaining 30 on 2nd) and 9 ASF since I had 6 Transgressors escape.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 27 October 2013, 14:24:42
Quote
SRM 4 at Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers); needs 8, rolls 12 :  - Direct Blow - 4 tandem charge missile(s) hit (w/ +2 bonus).
        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 2 damage to CT.
            24 Armor remaining.
            Critical hit on CT. Roll is 6; no effect.
        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 2 damage to LT.
            14 Armor remaining.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 2 damage to RA.
            15 Armor remaining.
            Critical hit on RA. Roll is 3; no effect.
        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 2 damage to LA.
            8 Armor remaining.
            Critical hit on LA. Roll is 2; no effect.

And later...
Quote
Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) gains 39 heat, sinks 20 heat and is now at 19 heat.
Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) needs a 1+ to avoid shutdown, rolls 5 : avoids successfully!
Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) needs a 4+ to avoid ammo explosion, rolls 3 : fails to avoid explosion.
            *** LRM 20 Ammo EXPLODES!  100 DAMAGE! ***        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 100 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 87 damage prevented by CASE.
            Critical hit on RT. Roll is (10+4) = 14; 3 locations.
            CRITICAL HIT on +LRM 20.
            CRITICAL HIT on Engine.
*** Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) DESTROYED by engine destruction! ***
            
Corporal Wade Trovisca has abandoned Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers).
            CRITICAL HIT on SRM 4 Ammo (22).
            *** SRM 4 Ammo EXPLODES!  176 DAMAGE! ***        Grim Reaper GRM-R-PR29 Wade (Winters' Iron Stormers) takes 176 damage to RT.
            remaining 176 damage prevented by CASE.

Go Tandems!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 27 October 2013, 14:30:35
Tandems getting 2 engine hits + a Plasma Rifle (that needed 10+ to hit) and a poor ammo explosion roll = dead 'Mech.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 09 November 2013, 02:10:41
LBX-10 Cluster + Damaged Head + Awesome lucky shooting = Win

Code: [Select]
Weapons fire for Dragon Fire DGR-6FC (Rickosaur)
    Gauss Rifle at Titan II TI-2P (PrincessPlopsicle); needs 7, rolls 7 : hits  LL
        Titan II TI-2P (PrincessPlopsicle) takes 15 damage to LL.
            27 Armor remaining.

    LB 10-X AC at Titan II TI-2P (PrincessPlopsicle); needs 8, rolls 11 : 6 pellet(s) hit.

        Titan II TI-2P (PrincessPlopsicle) takes 1 damage to HD.
             1 Internal Structure remaining
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Titan II TI-2P (PrincessPlopsicle) ""Lucky" Sporranksi" takes 1 damage.        
Pilot of Titan II TI-2P (PrincessPlopsicle) ""Lucky" Sporranksi" needs a 5 to stay conscious.  Rolls 8 : successful!

        Titan II TI-2P (PrincessPlopsicle) takes 1 damage to HD.
             SECTION DESTROYED,
*** Titan II TI-2P (PrincessPlopsicle) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 09 November 2013, 16:55:37
This is not really a "Crazy Hit" but it happened last night as I was running a group through the start of Total Chaos, the "Another Day, Another C-Bill" scenario. Simply get the Blackwell rep from one side of the map to the other, right?


We were using rain and wind options and on the first turn, while turning and running on pavement the first mech I moved playing the OpFor missed a piloting skill roll and destroyed three building hexes. So lesson learned, don't run and turn on pavement.

In case the players had NOT learned the lesson, I proceeded to run and turn twice more, resulting in said mechs skidding off the map.

Now the SHOULD have been a good indication to NOT RUN AND TURN ON PAVEMENT. Having whittled my original 8 mechs down to five, giving them the numerical advantage, the players continued to advance. And advance that included one player RUNNING HIS BLACK KNIGHT AND TURNING ON PAVEMENT. Of course he failed his piloting skill roll and skidded, right into the heavy hover APC carrying the Blackwell rep, destroying it. Instantly the primary obective became unobtainable.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 25 November 2013, 01:45:51
More signs that your life has not worked out as you had hoped:

Code: [Select]
Physical attacks for Scarabus SCB-9T (Rickosaur)
    Hatchet attack on Cavalry Attack Helicopter (PrincessPeaches); needs 8, rolls 9 : hits RS
        Cavalry Attack Helicopter (PrincessPeaches) takes 6 damage to RS.
            7 Armor remaining.
 Rotor blown off!
Cavalry Attack Helicopter (PrincessPeaches) has lost its movement and crashes.  It plummets 1 levels to the ground.
     Cavalry Attack Helicopter (PrincessPeaches) falls on its front, suffering 6 damage.        Cavalry Attack Helicopter (PrincessPeaches) takes 5 damage to FR.
            15 Armor remaining.
        Cavalry Attack Helicopter (PrincessPeaches) takes 1 damage to FR.
            14 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Peleandros on 25 November 2013, 06:51:48
I had a 'crazy hit', well more like an annoying failure in a RT game I played this weekend. Very first turn of the game, I have a Saladin that needs to make a single skid check...fails it by one and of course skids into the nearby hill, immolation itself immediately. Skidding into a lvl2 hill after 9 hexes of movement equals bad things. Of course, he's one of the best pilots in game, a 1/3, with gunnery/ballistic. His only weapon? A LBX-20. I had been very much looking forward to shooting. Y enemy starting with a -1 to hit before other mods. 

Another annoying thing, from the same game, 2 turns later.  Venom jumps behind my bushwhacker, I'm annoyed, but it was unpreventable.  He rolls like crap, only gets a single medium pulse laser hit. One MPL hit, left torso rear, penetrates 2pts of damage, and the guy rolls a 12 on a crit check. Of course, where do those crits go? 1-2-3 engine engine engine. The just about pristine Bushwhacker is now mission killed by a single MPL.  And of course, he was the mission commander, and another 1/3 with Gunnery/ballistic and a LBX-10.

It was not my day.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 27 November 2013, 13:13:38
From a game I just played against the bot:

Weapons fire for Rifleman RFL-6D (TestBot)
    LAC/5 at Cataphract CTF-3L (Andrew); needs 9, rolls 7 : misses

    LAC/5 at Cataphract CTF-3L (Andrew); needs 9, rolls 6 : misses

    LAC/5 at Cataphract CTF-3L (Andrew); needs 9, rolls 10 : hits  CT (critical)
        Cataphract CTF-3L (Andrew) takes 5 damage to CT (critical).
            21 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

    LAC/5 at Cataphract CTF-3L (Andrew); needs 9, rolls 7 : misses

    ER Medium Laser at Cataphract CTF-3L (Andrew); needs 9, rolls 2 : misses

    ER Medium Laser at Cataphract CTF-3L (Andrew); needs 9, rolls 3 : misses

That was in turn one. The Cataphract survived the battle. The Rifleman who shot him...
In Round 2:

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

Physical attacks for Cestus CTS-6Y (Andrew)
    Kick (Left leg) at Rifleman RFL-6D (TestBot); needs 6, rolls 8 : hits (using Punch table) HD
        Rifleman RFL-6D (TestBot) takes 13 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Rifleman RFL-6D (TestBot) DESTROYED by damage! ***
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

The battle continues. The next mech taken out of action comes in Round 5

Weapons fire for Cestus CTS-6Y (Andrew)
    Large Laser at Grasshopper GHR-6K (TestBot); needs 9, rolls 7 : misses

    Medium Laser at Grasshopper GHR-6K (TestBot); needs 9, rolls 12 : hits  HD
        Grasshopper GHR-6K (TestBot) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Grasshopper GHR-6K (TestBot) "Matt Sumual" takes 1 damage.        
Pilot of Grasshopper GHR-6K (TestBot) "Matt Sumual" needs a 3 to stay conscious.  Rolls 8 : successful!

    Large Laser at Grasshopper GHR-6K (TestBot); needs 9, rolls 7 : misses

    Medium Laser at Grasshopper GHR-6K (TestBot); needs 9, rolls 5 : misses

    Gauss Rifle at Grasshopper GHR-6K (TestBot); needs 7, rolls 7 : hits  HD
        Grasshopper GHR-6K (TestBot) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Grasshopper GHR-6K (TestBot) DESTROYED by damage! ***
            Critical hit on HD. Roll is 3; no effect.

Now, though the Cataphract is still prone, I have the numerical advantage.
Round 11:

Weapons fire for Cestus CTS-6Y (Andrew)
    Large Laser at Bishamon BSN-4K (TestBot); needs 6, rolls 5 : misses

    Medium Laser at Bishamon BSN-4K (TestBot); needs 6, rolls 5 : misses

    Large Laser at Bishamon BSN-4K (TestBot); needs 6, rolls 9 : hits  FLL
        Bishamon BSN-4K (TestBot) takes 8 damage to FLL.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on FLL. Roll is 7; no effect.

    Medium Laser at Bishamon BSN-4K (TestBot); needs 6, rolls 8 : hits  CT
        Bishamon BSN-4K (TestBot) takes 5 damage to CT.
            10 Armor remaining.

    Gauss Rifle at Bishamon BSN-4K (TestBot); needs 8, rolls 9 : hits  HD
        Bishamon BSN-4K (TestBot) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Bishamon BSN-4K (TestBot) DESTROYED by damage! ***
            Critical hit on HD. Roll is 5; no effect.


Up to this point, the Cestus has killed three enemy mechs, all with headshots, two Gauss Rifle, one kick.
But he is not done yet! Round 13:

Weapons fire for Cestus CTS-6Y (Andrew)
    Large Laser at Bloodhound B2-HND (TestBot); needs 9, rolls 7 : misses

    Medium Laser at Bloodhound B2-HND (TestBot); needs 9, rolls 10 : hits  RT
        Bloodhound B2-HND (TestBot) takes 5 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
*** Bloodhound B2-HND (TestBot) DESTROYED by engine destruction! ***
        Bloodhound B2-HND (TestBot) takes 3 damage to CT.
            6 Armor remaining.

    Large Laser at Bloodhound B2-HND (TestBot); needs 9, rolls 7 : misses

    Gauss Rifle at Bloodhound B2-HND (TestBot); needs 9, rolls 5 : misses

The surviving mech, perhaps to deny the Cestus the pleasure kills himself in a fall.

Thunderbolt TDR-5SE (TestBot) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (20+ damage)); needs 9, rolls 2 : falls.
    Thunderbolt TDR-5SE (TestBot) falls on its front, suffering 7 damage.
        Thunderbolt TDR-5SE (TestBot) takes 5 damage to RL.
            18 Armor remaining.
        Thunderbolt TDR-5SE (TestBot) takes 2 damage to LA.
        2 damage transfers to LT.
        Thunderbolt TDR-5SE (TestBot) takes 2 damage to LT.
        2 damage transfers to CT.
        Thunderbolt TDR-5SE (TestBot) takes 2 damage to CT.
             7 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Thunderbolt TDR-5SE (TestBot) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 27 November 2013, 15:11:39
Follow up to that game, the Cataphract took another fluke critical which hit the AC10 ammo and destroyed the mech and the Cestus GR headcapped another mech before the game locked.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 30 November 2013, 18:20:52
The perfect storm of epic fail.

Quote
Ursa URA-2A (Zogster) checking for MASC failure:
    Needs 3, rolls 2 : fails!
            CRITICAL HIT on Foot.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Lower Leg.

Ursa URA-2A (Zogster) must make 4 piloting skill roll(s) (leg/foot actuator hit; hip actuator hit; leg/foot actuator hit; leg/foot actuator hit).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (5 (Base piloting skill) - 2 (Quad bonus) + 1 (leg/foot actuator hit) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit)); needs 8, rolls 8 : succeeds.
    Roll #2, (5 (Base piloting skill) - 2 (Quad bonus) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit)); needs 8, rolls 7 : falls.
    Ursa URA-2A (Zogster) falls on its rear, suffering 7 damage.
        Ursa URA-2A (Zogster) takes 5 damage to RLL.
            18 Armor remaining.
        Ursa URA-2A (Zogster) takes 2 damage to CTR (critical).
            8 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

Pilot of Ursa URA-2A (Zogster) "Hija Uki" must roll 8 to avoid damage; rolls 7 : fails.
        Pilot of Ursa URA-2A (Zogster) "Hija Uki" takes 1 damage.       
Pilot of Ursa URA-2A (Zogster) "Hija Uki" needs a 7 to stay conscious.  Rolls 4 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 30 November 2013, 18:26:24
I have this picture in my mind of someone sneaking up and tying the shoelaces of the Ursa together... if it had shoelaces. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 04 December 2013, 18:03:55
Never underestimate the power of a punch. Or two.


Physical attacks for Banshee BNC-3S (Andrew)
    Punch (Left Arm) at Thunderbolt TDR-5S (TestBot); needs 8, rolls 12 : hits (using Left Side Kick table) LL
        Thunderbolt TDR-5S (TestBot) takes 10 damage to LL.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on LL. Roll is 6; no effect.

    Punch (Right Arm) at Thunderbolt TDR-5S (TestBot); needs 7, rolls 10 : hits (using Left Side Kick table) LL
        Thunderbolt TDR-5S (TestBot) takes 10 damage to LL.
             SECTION DESTROYED,
        1 damage transfers to LT.
            Critical hit on LL. Roll is 4; no effect.
        Thunderbolt TDR-5S (TestBot) takes 1 damage to LT.
            13 Armor remaining.


Thunderbolt TDR-5S (TestBot) must make 2 piloting skill roll(s) (leg destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Thunderbolt TDR-5S (TestBot) falls on its left side, suffering 7 damage.
        Thunderbolt TDR-5S (TestBot) takes 5 damage to RA.
        5 damage transfers to RT.
        Thunderbolt TDR-5S (TestBot) takes 5 damage to RT.
        5 damage transfers to CT.
        Thunderbolt TDR-5S (TestBot) takes 5 damage to CT.
            1 Armor remaining.
        Thunderbolt TDR-5S (TestBot) takes 2 damage to LL.
        2 damage transfers to LT.
        Thunderbolt TDR-5S (TestBot) takes 2 damage to LT.
            11 Armor remaining.

Pilot of Thunderbolt TDR-5S (TestBot) "Ellis Shvetank" must roll 11 to avoid damage; rolls 10 : fails.
        Pilot of Thunderbolt TDR-5S (TestBot) "Ellis Shvetank" takes 1 damage.        
Pilot of Thunderbolt TDR-5S (TestBot) "Ellis Shvetank" needs a 5 to stay conscious.  Rolls 6 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 06 December 2013, 22:51:29
Way to start the game with your most powerful 'Mech.

Quote
Devastator DVS-2 (PrincessPlopsicle) must make a piloting skill check while moving from hex 2433 to hex 2533 (moving through Heavy Building #47228).
Needs 7 [5 (Base piloting skill) + 2 (moving through Heavy Building #47228)], rolls 3 : fails.
        Devastator DVS-2 (PrincessPlopsicle) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Devastator DVS-2 (PrincessPlopsicle) "Chopper Dave" takes 1 damage.        
Pilot of Devastator DVS-2 (PrincessPlopsicle) "Chopper Dave" needs a 3 to stay conscious.  Rolls 6 : successful!
Basement of Building #47228 in Hex 2533 collapses.
    Devastator DVS-2 (PrincessPlopsicle) falls on its front, suffering 20 damage.
        Devastator DVS-2 (PrincessPlopsicle) takes 5 damage to RL.
            35 Armor remaining.
        Devastator DVS-2 (PrincessPlopsicle) takes 5 damage to LL.
            35 Armor remaining.
        Devastator DVS-2 (PrincessPlopsicle) takes 5 damage to LL.
            30 Armor remaining.
        Devastator DVS-2 (PrincessPlopsicle) takes 5 damage to RL.
            30 Armor remaining.

Pilot of Devastator DVS-2 (PrincessPlopsicle) "Chopper Dave" must roll 5 to avoid damage; rolls 9 : succeeds.

It's like he walked into the building and an axe fell off a shelf onto his head.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 07 December 2013, 01:10:01
More building legality, and a lesson as to why you should not stack multiple units in one hex

Quote
Building #22604 collapses due to heavy load.
    Shadow Hawk SHD-5M (PrincessPeaches) is hit by falling debris for 6 damage.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to RT.
            4 Armor remaining.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 1 damage to CT.
            17 Armor remaining.


Neanderthal NTL-UG (PrincessPrettyPants) must make a piloting skill check while moving from hex 1220 to hex 1121 (moving through Heavy Building #22604).
Needs 7 [5 (Base piloting skill) + 2 (moving through Heavy Building #22604)], rolls 5 : fails.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 9 damage to LT.
            12 Armor remaining.
Shadow Hawk SHD-5M (PrincessPeaches) falls 4 level(s) into hex 1220, causing an accidental fall from above onto Neanderthal NTL-UG (PrincessPrettyPants).
    Collision occurs on a 7 or greater.  Rolls 9, Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage from the collision.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage to LA.
            14 Armor remaining.
    Shadow Hawk SHD-5M (PrincessPeaches) falls on its rear, suffering 30 damage.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to LTR.
            2 Armor remaining.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to RTR.
            2 Armor remaining.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to CTR.
            3 Armor remaining.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to CTR (critical).
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to RL.
            12 Armor remaining.
        Shadow Hawk SHD-5M (PrincessPeaches) takes 5 damage to RL.
            7 Armor remaining.

Pilot of Shadow Hawk SHD-5M (PrincessPeaches) "Bootleg Crocodile Dundee" must roll 13 to avoid damage; rolls 8 : fails.
        Pilot of Shadow Hawk SHD-5M (PrincessPeaches) "Bootleg Crocodile Dundee" takes 1 damage.        
Pilot of Shadow Hawk SHD-5M (PrincessPeaches) "Bootleg Crocodile Dundee" needs a 3 to stay conscious.  Rolls 10 : successful!

    Neanderthal NTL-UG (PrincessPrettyPants) is displaced into hex 1121.
    Neanderthal NTL-UG (PrincessPrettyPants) is hit by falling debris for 22 damage.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Neanderthal NTL-UG (PrincessPrettyPants) "Ugh Witwicky" takes 1 damage.        
Pilot of Neanderthal NTL-UG (PrincessPrettyPants) "Ugh Witwicky" needs a 3 to stay conscious.  Rolls 6 : successful!
        Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage to LA.
            9 Armor remaining.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage to CT.
            27 Armor remaining.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 5 damage to CT.
            22 Armor remaining.
        Neanderthal NTL-UG (PrincessPrettyPants) takes 2 damage to RA.
            17 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Peleandros on 07 December 2013, 09:53:39
Seems like a bit of recent "Buildings are bad, mmkay?" experiences.  Although I would think the combination of multi-ton Battlemechs and inanimate buildings would be a bad combination.  See examples: Godzilla, King Kong.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 07 December 2013, 17:11:32
My beloved Mackie 9H finally failed me.  :(

   Large Laser at Mackie MSK-9H (Andrew); needs 4, rolls 9 : hits  RT
        Mackie MSK-9H (Andrew) takes 8 damage to RT.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on AC/20 Ammo (5).
            *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***        Mackie MSK-9H (Andrew) takes 100 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            remaining 86 damage prevented by CASE.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on AC/20 Ammo (3).
            *** AC/20 Ammo EXPLODES!  60 DAMAGE! ***        Mackie MSK-9H (Andrew) takes 60 damage to RT.
            remaining 60 damage prevented by CASE.

        Pilot of Mackie MSK-9H (Andrew) "Babette van Brussel" takes 2 damage.        
Pilot of Mackie MSK-9H (Andrew) "Babette van Brussel" needs a 3 to stay conscious.  Rolls 2 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 09 December 2013, 07:46:40
Testing out some infantry units I created. It was a quick fight. BVs were pretty much even, but the map was in my favor.
With one unit of foot infantry in the same hex as the Blue Flame I managed to due enough damage from outside attacks that I destroyed the building hex, giving me this result:

Building #8244 collapses due to damage.
    Foot Infantry Terran Standard Foot Infantry #2 (Andrew) is hit by falling debris for 12 damage.
        Infantry armor changes damage from 12 to 6.
        Foot Infantry Terran Standard Foot Infantry #2 (Andrew) takes 6 damage to MEN.
            22 men alive

    Blue Flame BLF-21 (PrincessPrettypants) is hit by falling debris for 4 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 4 damage to HD.
            5 Armor remaining.

        Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" takes 1 damage.        
Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" needs a 3 to stay conscious.  Rolls 6 : successful!

Now keep that head hit in mind because the next turn, with two building hexes destroyed, the rest of the infantry platoons had clear shots and...

Weapons fire for Jump Infantry Terran Militia Airborne Infantry #2 (Andrew)
    Infantry Heavy Machine Gun at Blue Flame BLF-21 (PrincessPrettypants); needs 2, rolls 6 : 17 troopers hit (using Right Side table), causing 17 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RT.
            7 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            15 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RT.
            5 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            13 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RRL.
            7 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            11 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            9 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to FRL.
            12 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 1 damage to HD.
            4 Armor remaining.

        Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" takes 1 damage.        
Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" needs a 5 to stay conscious.  Rolls 2 : blacks out.

Weapons fire for Foot Infantry Terran Standard Foot Infantry #2 (Andrew)
    Infantry ER Laser at Blue Flame BLF-21 (PrincessPrettypants); needs 1, rolls 11 : 22 troopers hit, causing 21 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD.
            2 Armor remaining.

        Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" takes 1 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RLL.
            18 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to FLL.
            11 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RT.
            3 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            7 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RRL.
            5 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to FLL.
            9 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RT.
            1 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RLL.
            16 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            5 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 1 damage to RLL.
            15 Armor remaining.

So that is three head hits and the pilot is KO. Next round I take aimed shots at the head, not expecting much. I mean, that rarely works, right?

Weapons fire for Motorized Infantry Rolling Thunder Caph Militia #2 (Andrew)
    Infantry Heavy Machine Gun at Blue Flame BLF-21 (PrincessPrettypants); needs 6, rolls 12 : 28 troopers hit, causing 28 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD.
            0 Armor remaining.

        Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" takes 1 damage. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD.
             1 Internal Structure remaining
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Blue Flame BLF-21 (PrincessPrettypants) "Leonard Demirchian" takes 1 damage.*** Blue Flame BLF-21 (PrincessPrettypants) DESTROYED by pilot death! *** (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RLL.
            13 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD.
             SECTION DESTROYED,
            Critical hit on HD. Roll is 7; no effect. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RRL.
            3 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD.


        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            3 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RLL.
            11 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to LT.
            6 Armor remaining.

Weapons fire for Jump Infantry Terran Militia Airborne Infantry #2 (Andrew)
    Infantry Heavy Machine Gun at Blue Flame BLF-21 (PrincessPrettypants); needs 3, rolls 10 : 17 troopers hit, causing 17 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to FRL.
            8 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to FRL.
            6 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RRL.
            1 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to RLL.
            9 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 1 damage to HD. (hit aimed location)

Weapons fire for Jump Infantry Terran Militia Airborne Infantry #3 (Andrew)
    Infantry Heavy Machine Gun at Blue Flame BLF-21 (PrincessPrettypants); needs 3, rolls 10 : 10 troopers hit, causing 10 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to CT.
            1 Armor remaining.

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)



Weapons fire for Foot Infantry Terran Standard Foot Infantry #2 (Andrew)
    Infantry ER Laser at Blue Flame BLF-21 (PrincessPrettypants); needs 2, rolls 6 : 7 troopers hit, causing 7 damage.
        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 2 damage to HD. (hit aimed location)

        Blue Flame BLF-21 (PrincessPrettypants) takes 1 damage to HD. (hit aimed location)

Yeah, bad day for that mechwarrior.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Burning Chrome on 09 December 2013, 20:08:38
AFFS armor vs Taurian Armor in a combined arms game.

Never have I seen two forces so eager to annihilate each other...the tanks (all bot controlled) unleashed hell and then this happened:

Weapons fire for Tiger Medium Tank T-12 #5 (AFFSA)
    Machine Gun at Merkava Heavy Tank Mk VI #3 (TDFA); needs 4, rolls 5 : hits  (using Left Side table) LS (critical)
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 2 damage to LS (critical).
             4 Internal Structure remaining
            Critical hit on LS. Roll is 7; Crew stunned for 2 turns.
            Critical hit on LS. Roll is 5; no effect.

    AC/10 at Merkava Heavy Tank Mk VI #3 (TDFA); needs 4, rolls 8 :  - Direct Blow - hits  (using Left Side table) TU
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 11 damage to TU.
            3 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** AC/5 Ammo EXPLODES!  90 DAMAGE! ***
*** LRM 10 Ammo EXPLODES!  100 DAMAGE! ***
*** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  196 DAMAGE! ***
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 570 damage to TU.
             SECTION DESTROYED,
*** Merkava Heavy Tank Mk VI #3 (TDFA) DESTROYED by damage! ***
            Critical hit on TU. Roll is 2; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Merkava Heavy Tank Mk VI #4 (TDFA) is hit for 28 damage!
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 5 damage to RS.
            11 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 5 damage to RS.
            6 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 5 damage to RS.
            1 Armor remaining.
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 5 damage to RS.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on movement system. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 5 damage to RS.
             SECTION DESTROYED,
            Critical hit on RS. Roll is 6; Crew stunned for 2 turns.
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 3 damage to RR.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RR. Roll is 6; Ammunition Hit!
*** AC/5 Ammo EXPLODES!  60 DAMAGE! ***
*** LRM 10 Ammo EXPLODES!  40 DAMAGE! ***
*** SRM 4 Ammo EXPLODES!  128 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  196 DAMAGE! ***
        Merkava Heavy Tank Mk VI #4 (TDFA) takes 424 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 10; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Merkava Heavy Tank Mk VI #3 (TDFA) is hit for 21 damage!
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 5 damage to RR.
            8 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 5 damage to FR.
            12 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 5 damage to LS.
             SECTION DESTROYED,
            Critical hit on LS. Roll is 4; no effect.
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 5 damage to TU.
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 1 damage to LS.

        Marsden I (TDFA) is hit for 21 damage!
        Marsden I (TDFA) takes 5 damage to LS.
            21 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Marsden I (TDFA) takes 5 damage to LS (critical).
            16 Armor remaining.
            Critical hit on LS. Roll is 5; no effect.
        Marsden I (TDFA) takes 5 damage to LS.
            11 Armor remaining.
        Marsden I (TDFA) takes 5 damage to LS (critical).
            6 Armor remaining.
            Critical hit on LS. Roll is 5; no effect.
        Marsden I (TDFA) takes 1 damage to LS.
            5 Armor remaining.

        Marsden I #2 (TDFA) is hit for 42 damage!
        Marsden I #2 (TDFA) takes 5 damage to TU (critical).
            22 Armor remaining.
            Critical hit on TU. Roll is 10;Critical hit on AC/5.
        Marsden I #2 (TDFA) takes 5 damage to FR.
            25 Armor remaining.
        Marsden I #2 (TDFA) takes 5 damage to LS.
            21 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Marsden I #2 (TDFA) takes 5 damage to FR.
            20 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Marsden I #2 (TDFA) takes 5 damage to FR.
            15 Armor remaining.
        Marsden I #2 (TDFA) takes 5 damage to FR.
            10 Armor remaining.
        Marsden I #2 (TDFA) takes 5 damage to FR.
            5 Armor remaining.
        Marsden I #2 (TDFA) takes 5 damage to LS.
            16 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Marsden I #2 (TDFA) takes 2 damage to LS.
            14 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.

        Tiger Medium Tank T-12 #5 (AFFSA) is hit for 42 damage!
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to LS.
            15 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to LS.
            10 Armor remaining.
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU (critical).
            15 Armor remaining.
            Critical hit on TU. Roll is 5; no effect.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to LS.
            5 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU.
            10 Armor remaining.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU.
            5 Armor remaining.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to LS.
            0 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU.
            0 Armor remaining.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 2 damage to LS.
             4 Internal Structure remaining
            Critical hit on movement system. Roll is 12; (w/ +0 bonus)
             Major damage, vehicle immobile.
            Critical hit on LS. Roll is 5; no effect.

        Tiger Medium Tank T-12 #8 (AFFSA) is hit for 42 damage!
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
            15 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
            10 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
            5 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
            0 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to TU.
            15 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
             1 Internal Structure remaining
            Critical hit on FR. Roll is 6; Driver injured!
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to LS.
            15 Armor remaining.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
             SECTION DESTROYED,
*** Tiger Medium Tank T-12 #8 (AFFSA) DESTROYED by damage! ***
            Critical hit on FR. Roll is 4; no effect.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 2 damage to LS.
            13 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.


        End Secondary Damage Report.

        Marsden I (TDFA) is hit for 57 damage!
        Marsden I (TDFA) takes 5 damage to FR.
            25 Armor remaining.
        Marsden I (TDFA) takes 5 damage to FR.
            20 Armor remaining.
        Marsden I (TDFA) takes 5 damage to LS.
            0 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +0 bonus)
             no effect.
        Marsden I (TDFA) takes 5 damage to FR.
            15 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Marsden I (TDFA) takes 5 damage to FR.
            10 Armor remaining.
        Marsden I (TDFA) takes 5 damage to LS.
             2 Internal Structure remaining
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on LS. Roll is 6; Crew stunned for 1 turns.
        Marsden I (TDFA) takes 5 damage to TU.
            22 Armor remaining.
        Marsden I (TDFA) takes 5 damage to FR.
            5 Armor remaining.
        Marsden I (TDFA) takes 5 damage to FR.
            0 Armor remaining.
        Marsden I (TDFA) takes 5 damage to FR.
             2 Internal Structure remaining
            Critical hit on FR. Roll is 8; Stabilizer destroyed!
        Marsden I (TDFA) takes 5 damage to LS.
             SECTION DESTROYED,
*** Marsden I (TDFA) DESTROYED by damage! ***
            Critical hit on movement system. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on LS. Roll is 6; Crew stunned for 2 turns.
        Marsden I (TDFA) takes 2 damage to FR.
             SECTION DESTROYED,
            Critical hit on FR. Roll is 9; Sensors Hit!

        Marsden I #2 (TDFA) is hit for 28 damage!
        Marsden I #2 (TDFA) takes 5 damage to RS (critical).
            21 Armor remaining.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
        Marsden I #2 (TDFA) takes 5 damage to RS.
            16 Armor remaining.
            Critical hit on movement system. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Marsden I #2 (TDFA) takes 5 damage to RS.
            11 Armor remaining.
        Marsden I #2 (TDFA) takes 5 damage to RS (critical).
            6 Armor remaining.
            Critical hit on RS. Roll is 9; Engine destroyed.  Immobile.
        Marsden I #2 (TDFA) takes 5 damage to RS (critical).
            1 Armor remaining.
            Critical hit on RS. Roll is 8; Crew stunned for 2 turns.
        Marsden I #2 (TDFA) takes 3 damage to RS.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RS. Roll is 6; Crew stunned for 3 turns.

        Tiger Medium Tank T-12 #5 (AFFSA) is hit for 28 damage!
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU.
             1 Internal Structure remaining
            Critical hit on TU. Roll is 3; no effect.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU (critical).
             SECTION DESTROYED,
*** Tiger Medium Tank T-12 #5 (AFFSA) DESTROYED by damage! ***
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
            Critical hit on TU. Roll is 8; AC/10 malfunctions.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to RS.
            15 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to TU.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 5 damage to RS.
            10 Armor remaining.
            Critical hit on movement system. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Tiger Medium Tank T-12 #5 (AFFSA) takes 3 damage to RS.
            7 Armor remaining.

        Tiger Medium Tank T-12 #8 (AFFSA) is hit for 28 damage!
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to FR.
            Critical hit on movement system. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to TU.
            10 Armor remaining.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to TU (critical).
            5 Armor remaining.
            Critical hit on TU. Roll is 4; no effect.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to LS (critical).
            8 Armor remaining.
            Critical hit on LS. Roll is 6; Engine destroyed.  Immobile.
        Tiger Medium Tank T-12 #8 (AFFSA) takes 5 damage to LS (critical).
            3 Armor remaining.
            Critical hit on LS. Roll is 7; Fuel Tank Hit (Vehicle Explodes).
        Tiger Medium Tank T-12 #8 (AFFSA) takes 3 damage to LS.
            0 Armor remaining.
            Critical hit on movement system. Roll is 4; (w/ +2 bonus)
             no effect.


        End Secondary Damage Report.

    SRM 4 at Merkava Heavy Tank Mk VI #3 (TDFA); needs 4, rolls 8 :  - Direct Blow - 3 missile(s) hit (using Left Side table) (w/ +2 bonus).

        Merkava Heavy Tank Mk VI #3 (TDFA) takes 2 damage to LS (critical).

        Merkava Heavy Tank Mk VI #3 (TDFA) takes 2 damage to RR.
            6 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.

        Merkava Heavy Tank Mk VI #3 (TDFA) takes 2 damage to LS.

    Machine Gun at Merkava Heavy Tank Mk VI #3 (TDFA); needs 4, rolls 11 :  - Direct Blow - hits  (using Left Side table) LS (critical)
        Merkava Heavy Tank Mk VI #3 (TDFA) takes 4 damage to LS (critical).

So how many kills is that?  Including Tiger #5?

We were in our BKX-1A Battleaxes about 5-7 hexes behind this conflagaration like  :o :o :o.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 11 December 2013, 13:17:18
We were in our BKX-1A Battleaxes about 5-7 hexes behind this conflagaration like  :o :o :o.

Conflagaration... More like crater! Well I guess after the dust settles, then you would see a crater. :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 11 December 2013, 15:41:18
AFFS armor vs Taurian Armor in a combined arms game.

Never have I seen two forces so eager to annihilate each other...the tanks (all bot controlled) unleashed hell ...
~snip~
...We were in our BKX-1A Battleaxes about 5-7 hexes behind this conflagaration like  :o :o :o.

"And this... is my BOOMSTICK!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 18 December 2013, 16:49:38
And that, my friend, is why stacking limits are a maximum. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 24 December 2013, 03:12:45
Latest game for me.. Seems the only way for the opposing force to score any hits goes a little like...

Weapons fire for Ballista (Graham IV Militia)
    Sniper at Hex: 3740 (Artillery); needs 10, rolls 8 : misses and scatters to hex 3143.
Javelin JVN-10N (Blackwatch) hit (using Rear table) for 10 damage.
        Javelin JVN-10N (Blackwatch) takes 5 damage to CTR (critical).
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Javelin JVN-10N (Blackwatch) takes 5 damage to RA.
            1 Armor remaining.
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 10 : misses
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 12 : hits  LT
        Mongoose MON-67 (Blackwatch) takes 2 damage to LT.
            8 Armor remaining.

    Machine Gun at Mercury MCY-98 #2 (Blackwatch); needs 8, rolls 7 : misses

Weapons fire for Ballista (Graham IV Militia)
    Sniper at Hex: 3740 (Artillery); needs 10, rolls 8 : misses and scatters to hex 3143.
Javelin JVN-10N (Blackwatch) hit (using Rear table) for 10 damage.
        Javelin JVN-10N (Blackwatch) takes 5 damage to CTR (critical).
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Javelin JVN-10N (Blackwatch) takes 5 damage to RA.
            1 Armor remaining.
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 10 : misses
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 12 : hits  LT
        Mongoose MON-67 (Blackwatch) takes 2 damage to LT.
            8 Armor remaining.

    Machine Gun at Mercury MCY-98 #2 (Blackwatch); needs 8, rolls 7 : misses

Weapons fire for Ballista (Graham IV Militia)
    Sniper at Hex: 3740 (Artillery); needs 10, rolls 8 : misses and scatters to hex 3143.
Javelin JVN-10N (Blackwatch) hit (using Rear table) for 10 damage.
        Javelin JVN-10N (Blackwatch) takes 5 damage to CTR (critical).
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Javelin JVN-10N (Blackwatch) takes 5 damage to RA.
            1 Armor remaining.
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 10 : misses
    Machine Gun at Mongoose MON-67 (Blackwatch); needs 11, rolls 12 : hits  LT
        Mongoose MON-67 (Blackwatch) takes 2 damage to LT.
            8 Armor remaining.

    Machine Gun at Mercury MCY-98 #2 (Blackwatch); needs 8, rolls 7 : misses


80% of the artillery misses ended up hitting on of my units.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 24 December 2013, 12:37:06
Did you just paste the same text 3 times over on accident? It looks like nothing has changed. ???
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 24 December 2013, 22:43:30
errr should have been three different reports not the same one three times... Don't know what happened :(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 28 December 2013, 02:09:23
Plasma Rifles and Fuel Tanks are a wonderful combination.

Quote
Weapons fire for Cyrano Gunship (Plasma) (Stoatbo)
    Plasma Rifle at Hex 2213 of Fuel Tank #43056 (Collapse); needs 2, rolls 7 :
Fuel Tank #43056 absorbs 28 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Building #41000 absorbs 20 points of damage.
        Fuel Tank #38956 absorbs 30 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Fuel Tank #38956 absorbs 25 points of damage.
                Fuel Tank #43056 absorbs 50 points of damage.
                Building #51248 absorbs 10 points of damage.
                Building #34868 absorbs 10 points of damage.
                Building #38964 absorbs 30 points of damage.
                Fuel Tank #45120 absorbs 10 points of damage.
                Dervish DV-8D (DistributedProcessingPrincess) is hit for 30 damage!
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to LL.
                    12 Armor remaining.
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to CT.
                     1 Internal Structure remaining
                    Critical hit on CT.         Roll is 2;         no effect.
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to LT.
                     8 Internal Structure remaining
                    Critical hit on LT.         Roll is 7;         no effect.
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to CT.
                     SECTION DESTROYED,
        *** Dervish DV-8D (DistributedProcessingPrincess) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to RL.
                    9 Armor remaining.
                Dervish DV-8D (DistributedProcessingPrincess) takes 5 damage to CT.

                Nightstar NSR-9FC (PrincessBrainsample) is hit for 10 damage!
                Nightstar NSR-9FC (PrincessBrainsample) takes 5 damage to LT.
                    27 Armor remaining.
                Nightstar NSR-9FC (PrincessBrainsample) takes 5 damage to RT.
                    22 Armor remaining.

                Maelstrom MTR-5K (PrincessSuckitup) is hit for 40 damage!
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to LT.
                    16 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to RL.
                    22 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to RL.
                    17 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Maelstrom MTR-5K (PrincessSuckitup) "Snooty Spectacles Princess" takes 1 damage.                
Pilot of Maelstrom MTR-5K (PrincessSuckitup) "Snooty Spectacles Princess" needs a 3 to stay conscious.  Rolls 9 : successful!
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to RL.
                    12 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to RL.
                    7 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to LT.
                    11 Armor remaining.
                Maelstrom MTR-5K (PrincessSuckitup) takes 5 damage to LL.
                    27 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 01 January 2014, 00:42:40
More fun with fuel tanks!

Quote
Weapons fire for Dragon Fire DGR-6FC2 (Gregory) (Zogster)
    Light PPC at Hercules HRC-LS-9001 (PostSingularityPrincess); needs 8, rolls 6 : misses

    Heavy Gauss Rifle at Hercules HRC-LS-9001 (PostSingularityPrincess); needs 8, rolls 5 : misses

    Plasma Rifle at Hex 0923 of Fuel Tank #16472 (Collapse); needs 3, rolls 9 :
Fuel Tank #16472 absorbs 36 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Building #30748 absorbs 10 points of damage.
                Building #30748 absorbs 10 points of damage.
                Bridge #34884 absorbs 10 points of damage.
                Bridge #34884 absorbs 10 points of damage.
                Bridge #34884 absorbs 10 points of damage.
                Bridge #34884 absorbs 10 points of damage.
                Building #18516 absorbs 90 points of damage.
                Building #18516 absorbs 80 points of damage.
                Building #18516 absorbs 70 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 10 points of damage.
                Building #18516 absorbs 20 points of damage.
                Building #18516 absorbs 30 points of damage.
                Building #18516 absorbs 40 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 70 points of damage.
                Building #18516 absorbs 70 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 50 points of damage.
                Building #18516 absorbs 60 points of damage.
                Building #18516 absorbs 70 points of damage.
                Building #18516 absorbs 80 points of damage.
                Building #18516 absorbs 80 points of damage.
                Building #18516 absorbs 90 points of damage.
                Building #18516 absorbs 80 points of damage.
                Building #18516 absorbs 70 points of damage.
                Building #18516 absorbs 60 points of damage.
                Fuel Tank #16472 absorbs 100 points of damage.
        Fuel Tank #16484 absorbs 70 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Building #18516 absorbs 15 points of damage.
                        Building #18516 absorbs 15 points of damage.
                        Fuel Tank #16484 absorbs 25 points of damage.
                        Apollo APL-1M (Schroedinger'sPrincess) is hit for 15 damage!
                        Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to CT.
                            23 Armor remaining.
                        Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to RA.
                            13 Armor remaining.
                        Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to RT.
                            15 Armor remaining.

                Sprint Scout Helicopter (C3i) (Stoatbo) is hit for 40 damage!
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 1 damage to RO.
                    1 Armor remaining.
         Rotor damaged!
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 1 damage to RO (critical).
                    0 Armor remaining.
         Rotor damaged!
                    Critical hit on RO.         Roll is 5;         no effect.
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 5 damage to RS.
                    Armor destroyed,                     SECTION DESTROYED,
                    Critical hit on RS.         Roll is 7;         Engine destroyed.  Immobile.
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 5 damage to RS.
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 5 damage to RS (critical).
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 5 damage to RS (critical).
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 5 damage to RS (critical).
                Sprint Scout Helicopter (C3i) (Stoatbo) takes 1 damage to RO.
                     SECTION DESTROYED,
         Rotor damaged!
                    Critical hit on RO.         Roll is 8;         Rotor damaged!

                Bolla Stealth Tank Infernus (Zogster) is hit for 20 damage!
                Bolla Stealth Tank Infernus (Zogster) takes 5 damage to TU.
                    35 Armor remaining.
                Bolla Stealth Tank Infernus (Zogster) takes 5 damage to FR.
                    29 Armor remaining.
                Bolla Stealth Tank Infernus (Zogster) takes 5 damage to FR.
                    24 Armor remaining.
                Bolla Stealth Tank Infernus (Zogster) takes 5 damage to LS.
                    27 Armor remaining.
                    Critical hit on movement system.         Roll is 11;         (w/ +2 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.

                Nightshade ECM VTOL (Light PPC) (Zogster) is hit for 60 damage!
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                    1 Armor remaining.
         Rotor damaged!
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to FR (critical).
                    Armor destroyed,         1 Internal Structure remaining
                    Critical hit on FR.         Roll is 5;         no effect.
                    Critical hit on FR.         Roll is 8;         Stabilizer destroyed!
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                    0 Armor remaining.
         Rotor damaged!
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to LS.
                    5 Armor remaining.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to FR.
                     SECTION DESTROYED,
        *** Nightshade ECM VTOL (Light PPC) (Zogster) DESTROYED by damage! ***
                    Critical hit on FR.         Roll is 4;         no effect.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to FR.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                     2 Internal Structure remaining
         Rotor damaged!
                    Critical hit on RO.         Roll is 5;         no effect.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                     1 Internal Structure remaining
         Rotor damaged!
                    Critical hit on RO.         Roll is 6;         Rotor damaged!
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                     SECTION DESTROYED,
         Rotor damaged!
                    Critical hit on RO.         Roll is 4;         no effect.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to RS.
                    5 Armor remaining.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 1 damage to RO.
                Nightshade ECM VTOL (Light PPC) (Zogster) takes 5 damage to FR.

                Hercules HRC-LS-9001 (PostSingularityPrincess) is hit for 90 damage!
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RT.
                    17 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RT.
                    12 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to CT (critical).
                    29 Armor remaining.
                    Critical hit on CT.         Roll is 7;         no effect.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RL.
                    19 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RL.
                    14 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LT.
                    17 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LL.
                    19 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LL.
                    14 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RL.
                    9 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LA.
                    13 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to CT.
                    24 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RA.
                    13 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LT.
                    12 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RL.
                    4 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to CT.
                    19 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to RL.
                    Armor destroyed,         14 Internal Structure remaining
                    Critical hit on RL.         Roll is 6;         no effect.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to CT.
                    14 Armor remaining.
                Hercules HRC-LS-9001 (PostSingularityPrincess) takes 5 damage to LL.
                    9 Armor remaining.

                Blackjack BJ2-OF (PostSingularityPrincess) is hit for 30 damage!
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to CT.
                    17 Armor remaining.
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to LL.
                    13 Armor remaining.
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to RA.
                    9 Armor remaining.
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to LA.
                    9 Armor remaining.
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to RL.
                    13 Armor remaining.
                Blackjack BJ2-OF (PostSingularityPrincess) takes 5 damage to RL.
                    8 Armor remaining.

                Banshee BNC-5S (PostSingularityPrincess) is hit for 40 damage!
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to RT.
                    15 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to LA.
                    16 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to CT.
                    20 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to LT.
                    20 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to CT.
                    15 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to RL.
                    21 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to LT.
                    15 Armor remaining.
                Banshee BNC-5S (PostSingularityPrincess) takes 5 damage to CT.
                    10 Armor remaining.

                Bulldog Medium Tank (LRM) (PostSingularityPrincess) is hit for 20 damage!
                Bulldog Medium Tank (LRM) (PostSingularityPrincess) takes 5 damage to FR.
                    19 Armor remaining.
                    Critical hit on movement system.         Roll is 13;         (w/ +2 bonus)
                     Major damage, vehicle immobile.
                Bulldog Medium Tank (LRM) (PostSingularityPrincess) takes 5 damage to RS.
                    15 Armor remaining.
                    Critical hit on movement system.         Roll is 12;         (w/ +2 bonus)
                     Major damage, vehicle immobile.
                Bulldog Medium Tank (LRM) (PostSingularityPrincess) takes 5 damage to RS (critical).
                    10 Armor remaining.
                    Critical hit on RS.         Roll is 9;         Engine destroyed.  Immobile.
                Bulldog Medium Tank (LRM) (PostSingularityPrincess) takes 5 damage to RS (critical).
                    5 Armor remaining.
                    Critical hit on RS.         Roll is 8;         Crew stunned for 1 turns.

                Apollo APL-1M (Schroedinger'sPrincess) is hit for 60 damage!
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LA.
                    13 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to RL.
                    21 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LL.
                    21 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to CT.
                    18 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to RL.
                    16 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LT.
                    15 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LT.
                    10 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LT.
                    5 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to LA.
                    8 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to CT.
                    13 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to RT.
                    10 Armor remaining.
                Apollo APL-1M (Schroedinger'sPrincess) takes 5 damage to CT.
                    8 Armor remaining.

                Brutus Assault Tank (Schroedinger'sPrincess) is hit for 30 damage!
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to LS.
                    22 Armor remaining.
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to LS.
                    17 Armor remaining.
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to TU.
                    22 Armor remaining.
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to TU.
                    17 Armor remaining.
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to TU (critical).
                    12 Armor remaining.
                    Critical hit on TU.         Roll is 10;        Critical hit on LRM 20.
                Brutus Assault Tank (Schroedinger'sPrincess) takes 5 damage to LS.
                    12 Armor remaining.

                Archer ARC-8M (PrincessSnausagefactory) is hit for 30 damage!
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to LL.
                    25 Armor remaining.
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to RT.
                    19 Armor remaining.
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to CT.
                    28 Armor remaining.
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to LT.
                    14 Armor remaining.
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to LA.
                    17 Armor remaining.
                Archer ARC-8M (PrincessSnausagefactory) takes 5 damage to LA.
                    12 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 January 2014, 04:20:43
What mech makes the best fireworks display? An archer of coarse!
Quote
Weapons fire for Trebuchet TBT-5N (House Cameron)
    LRM 15 at Archer ARC-2R (1st Sirian Lancers); needs 3, rolls 10 :  - Direct Blow - 12 missile(s) hit (using Rear Above table) (w/ +4 bonus).

        Archer ARC-2R (1st Sirian Lancers) takes 5 damage to RTR.
            1 Armor remaining.

        Archer ARC-2R (1st Sirian Lancers) takes 5 damage to LTR.
            1 Armor remaining.

        Archer ARC-2R (1st Sirian Lancers) takes 2 damage to LTR.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on LRM 20.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                >Archer ARC-2R (1st Sirian Lancers) suffers catastrophic damage, but the autoeject system was engaged.
            
Archer ARC-2R (1st Sirian Lancers) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                    The pilot ejects safely!
        *** Archer ARC-2R (1st Sirian Lancers) DESTROYED by ejection! ***
                Archer ARC-2R (1st Sirian Lancers) takes 120 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                106 damage transfers to CT.
                    Critical hit on LT.         Roll is 5;         no effect.
                Archer ARC-2R (1st Sirian Lancers) takes 106 damage to CT.
                     SECTION DESTROYED,
                Archer ARC-2R (1st Sirian Lancers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Banshee BNC-3M (1st Sirian Lancers) is hit for 6 damage!
                Banshee BNC-3M (1st Sirian Lancers) takes 5 damage to RT.
                    13 Armor remaining.
                Banshee BNC-3M (1st Sirian Lancers) takes 1 damage to RT.
                    12 Armor remaining.

                Hermes II HER-2S (1st Sirian Lancers) is hit for 6 damage!
                Hermes II HER-2S (1st Sirian Lancers) takes 5 damage to RA.
                    6 Armor remaining.
                Hermes II HER-2S (1st Sirian Lancers) takes 1 damage to RT.
                    13 Armor remaining.

                Whitworth WTH-1 (1st Sirian Lancers) is hit for 6 damage!
                Whitworth WTH-1 (1st Sirian Lancers) takes 5 damage to LA.
                    7 Armor remaining.
                Whitworth WTH-1 (1st Sirian Lancers) takes 1 damage to LL.
                    17 Armor remaining.


                End Secondary Damage Report.



    LRM 15 at Archer ARC-2R (1st Sirian Lancers); needs 3, rolls 4 : 12 missile(s) hit (using Rear Above table).

        Archer ARC-2R (1st Sirian Lancers) takes 5 damage to HD.
            4 Armor remaining.


        Archer ARC-2R (1st Sirian Lancers) takes 5 damage to RTR.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on LRM 20.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                Archer ARC-2R (1st Sirian Lancers) takes 120 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                109 damage transfers to CT.
                    Critical hit on RT.         Roll is 11;         2 locations.
                    CRITICAL HIT on LRM 20.
                    CRITICAL HIT on LRM 20.
                Archer ARC-2R (1st Sirian Lancers) takes 109 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Banshee BNC-3M (1st Sirian Lancers) is hit for 6 damage!
                Banshee BNC-3M (1st Sirian Lancers) takes 5 damage to RT.
                    7 Armor remaining.
                Banshee BNC-3M (1st Sirian Lancers) takes 1 damage to RA.
                    15 Armor remaining.

                Hermes II HER-2S (1st Sirian Lancers) is hit for 6 damage!
                Hermes II HER-2S (1st Sirian Lancers) takes 5 damage to RA.
                    1 Armor remaining.
                Hermes II HER-2S (1st Sirian Lancers) takes 1 damage to HD.
                    8 Armor remaining.

                Pilot of Hermes II HER-2S (1st Sirian Lancers) "Wing-Huen Zweers" takes 1 damage.                
Pilot of Hermes II HER-2S (1st Sirian Lancers) "Wing-Huen Zweers" needs a 3 to stay conscious.  Rolls 5 : successful!

                Whitworth WTH-1 (1st Sirian Lancers) is hit for 6 damage!
                Whitworth WTH-1 (1st Sirian Lancers) takes 5 damage to RA.
                    7 Armor remaining.
                Whitworth WTH-1 (1st Sirian Lancers) takes 1 damage to LT (critical).
                    11 Armor remaining.
                    Critical hit on LT.         Roll is 7;         no effect.


                End Secondary Damage Report.

And.. nothing sucks worse than machine gun ammo and engine explosions.
Quote
BattleMaster BLR-1G (1st Sirian Lancers) must make 3 piloting skill roll(s) (was kicked; gyro hit; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) + 3 (gyro hit) + 1 (20+ damage)); needs 8, rolls 6 : falls.
    BattleMaster BLR-1G (1st Sirian Lancers) falls on its rear, suffering 9 damage.
        BattleMaster BLR-1G (1st Sirian Lancers) takes 5 damage to LTR.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on Machine Gun Ammo (192).
            *** Machine Gun Ammo EXPLODES!  384 DAMAGE! ***
                >BattleMaster BLR-1G (1st Sirian Lancers) suffers catastrophic damage, but the autoeject system was engaged.
            
BattleMaster BLR-1G (1st Sirian Lancers) 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 Sue-Ann Payawal (1st Sirian Lancers) "Sue-Ann Payawal" takes 4 damage.                    The pilot ejects safely!
        *** BattleMaster BLR-1G (1st Sirian Lancers) DESTROYED by ejection! ***
                BattleMaster BLR-1G (1st Sirian Lancers) takes 384 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                377 damage transfers to CT.
                    Critical hit on LT.         Roll is 5;         no effect.
                BattleMaster BLR-1G (1st Sirian Lancers) takes 377 damage to CT.
                     SECTION DESTROYED,
                BattleMaster BLR-1G (1st Sirian Lancers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Jenner JR7-F #2 (House Cameron) is hit for 34 damage!
                Jenner JR7-F #2 (House Cameron) takes 5 damage to LA.
                    3 Armor remaining.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to CTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to RA.
                5 damage transfers to RTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to RTR.
                5 damage transfers to CTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to CTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to LTR.
                    0 Armor remaining.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to CTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to LTR.
                     3 Internal Structure remaining
                    Critical hit on LT.         Roll is 4;         no effect.
                Jenner JR7-F #2 (House Cameron) takes 4 damage to LA.
                    Armor destroyed,         5 Internal Structure remaining
                    Critical hit on LA.         Roll is 6;         no effect.

                Jenner JR7-F (House Cameron) is hit for 34 damage!
                Jenner JR7-F (House Cameron) takes 5 damage to LT.
                    6 Armor remaining.
                Jenner JR7-F (House Cameron) takes 5 damage to RA.
                    5 Armor remaining.
                Jenner JR7-F (House Cameron) takes 5 damage to HD.

                Jenner JR7-F (House Cameron) takes 5 damage to LT.
                    1 Armor remaining.
                Jenner JR7-F (House Cameron) takes 5 damage to CT.
                    8 Armor remaining.
                Jenner JR7-F (House Cameron) takes 5 damage to CT.
                    3 Armor remaining.
                Jenner JR7-F (House Cameron) takes 4 damage to LT.
                    Armor destroyed,         5 Internal Structure remaining
                    Critical hit on LT.         Roll is 3;         no effect.

                Shadow Hawk SHD-2H (House Cameron) is hit for 34 damage!
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RT.
                    13 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RA.
                    9 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to LT.
                    8 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RA.
                    4 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RL.
                    6 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to LL.
                    11 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 4 damage to RA.
                    0 Armor remaining.

                Javelin JVN-10F "Fire Javelin" (House Cameron) is hit for 8 damage!
                Javelin JVN-10F "Fire Javelin" (House Cameron) takes 5 damage to RA.
                    4 Armor remaining.
                Javelin JVN-10F "Fire Javelin" (House Cameron) takes 3 damage to LA.
                    6 Armor remaining.

                Phoenix Hawk PXH-1 #2 (House Cameron) is hit for 17 damage!
                Phoenix Hawk PXH-1 #2 (House Cameron) takes 5 damage to LT.
                    13 Armor remaining.
                Phoenix Hawk PXH-1 #2 (House Cameron) takes 5 damage to RT.
                    8 Armor remaining.
                Phoenix Hawk PXH-1 #2 (House Cameron) takes 5 damage to LA.
                    0 Armor remaining.
                Phoenix Hawk PXH-1 #2 (House Cameron) takes 2 damage to LA.
                     5 Internal Structure remaining
                    Critical hit on LA.         Roll is 5;         no effect.

                Crusader CRD-3R (1st Sirian Lancers) is hit for 17 damage!
                Crusader CRD-3R (1st Sirian Lancers) takes 5 damage to CT.
                    15 Armor remaining.
                Crusader CRD-3R (1st Sirian Lancers) takes 5 damage to LA.
                    10 Armor remaining.
                Crusader CRD-3R (1st Sirian Lancers) takes 5 damage to LL.
                     6 Internal Structure remaining
                    Critical hit on LL.         Roll is 12;        LIMB BLOWN OFF Left Leg blown off.
                Crusader CRD-3R (1st Sirian Lancers) takes 2 damage to RA.
                2 damage transfers to RT.
                Crusader CRD-3R (1st Sirian Lancers) takes 2 damage to RT.
                    1 Armor remaining.

                Whitworth WTH-1 (1st Sirian Lancers) is hit for 17 damage!
                Whitworth WTH-1 (1st Sirian Lancers) takes 5 damage to CT.
                    1 Armor remaining.
                Whitworth WTH-1 (1st Sirian Lancers) takes 5 damage to LT.
                    6 Armor remaining.
                Whitworth WTH-1 (1st Sirian Lancers) takes 5 damage to RL.
                    8 Armor remaining.
                Whitworth WTH-1 (1st Sirian Lancers) takes 2 damage to RL.
                    6 Armor remaining.

                MechWarrior Zanta Kaphiri (1st Sirian Lancers) is hit for 34 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 8 damage to MEN.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 8;         1 location.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Jenner JR7-F #2 (House Cameron) is hit for 19 damage!
                Jenner JR7-F #2 (House Cameron) takes 5 damage to LL.
                    6 Armor remaining.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to CTR.
                Jenner JR7-F #2 (House Cameron) takes 5 damage to LL.
                    1 Armor remaining.
                Jenner JR7-F #2 (House Cameron) takes 4 damage to LA.
                     1 Internal Structure remaining
                    Critical hit on LA.         Roll is 9;         1 location.
                    CRITICAL HIT on +Medium Laser.

                Jenner JR7-F (House Cameron) is hit for 19 damage!
                Jenner JR7-F (House Cameron) takes 5 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Jump Jet.
                Jenner JR7-F (House Cameron) takes 5 damage to LT.
                5 damage transfers to CT.
                Jenner JR7-F (House Cameron) takes 5 damage to CT.
                    Armor destroyed,         9 Internal Structure remaining
                    Critical hit on CT.         Roll is 4;         no effect.
                Jenner JR7-F (House Cameron) takes 5 damage to CT.
                     4 Internal Structure remaining
                    Critical hit on CT.         Roll is 7;         no effect.
                Jenner JR7-F (House Cameron) takes 4 damage to RA.
                    1 Armor remaining.

                Shadow Hawk SHD-2H (House Cameron) is hit for 19 damage!
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RL.
                    1 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to LL.
                    6 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 5 damage to RT.
                    8 Armor remaining.
                Shadow Hawk SHD-2H (House Cameron) takes 4 damage to RT.
                    4 Armor remaining.

                MechWarrior Zanta Kaphiri (1st Sirian Lancers) is hit for 19 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Zanta Kaphiri (1st Sirian Lancers) takes 8 damage to MEN.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 06 January 2014, 09:50:46
Dear LCAF,

Oops.

Quote
Weapons fire for Ironsides IRN-SD1 #2 (House Cameron)
    PPC at Phoenix Hawk PXH-1 (5th Marik Militia); needs 3, rolls 7 :  - Direct Blow - hits  (using Left Side table) RA
        Phoenix Hawk PXH-1 (5th Marik Militia) takes 11 damage to RA.
        11 damage transfers to RT.
        Phoenix Hawk PXH-1 (5th Marik Militia) takes 11 damage to RT.
        11 damage transfers to CT.
        Phoenix Hawk PXH-1 (5th Marik Militia) takes 11 damage to CT.
             SECTION DESTROYED,
        Phoenix Hawk PXH-1 (5th Marik Militia) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 12.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Phoenix Hawk PXH-1 (5th Marik Militia) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.
        >Phoenix Hawk PXH-1 (5th Marik Militia) suffers catastrophic damage, but the autoeject system was engaged.
    
Phoenix Hawk PXH-1 (5th Marik Militia) must make a piloting skill check (Bad Weather).
    Needs 6 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 7 : succeeds.
        MechWarrior Mildred Jones (Lyran Command) is hit for 6 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Mildred Jones (Lyran Command) takes 20 damage to MEN.
             SQUAD KILLED,
*** MechWarrior Mildred Jones (Lyran Command) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Mildred Jones (Lyran Command) takes 2 damage to MEN.
        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormwolf on 13 January 2014, 15:32:11
The last round with the only two remaining mechs:

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Fenris (Ice Ferret) D (Stormwolf)
    Medium Pulse Laser at Phoenix Hawk PXH-3K (FRR); needs 5, rolls 5 :  - Glancing Blow - hits  (using Left Side table) RTR
        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-3K (FRR) takes 2 damage to RTR.
             6 Internal Structure remaining
            Critical hit on RT. Roll is (6-2) = 4; no effect.
    Medium Pulse Laser at Phoenix Hawk PXH-3K (FRR); needs 5, rolls 12 :  - Direct Blow - hits  (using Left Side table) HD
        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-3K (FRR) takes 8 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Phoenix Hawk PXH-3K (FRR) DESTROYED by damage! ***
        >Phoenix Hawk PXH-3K (FRR) suffers catastrophic damage, but the autoeject system was engaged.
    
Phoenix Hawk PXH-3K (FRR) must make a piloting skill check (landing in rough).
    Needs 7 [4 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 0 (landing in rough)], rolls 12 : succeeds.
            The pilot ejects safely!
            CRITICAL HIT on Sensors.
Weapons fire for Phoenix Hawk PXH-3K (FRR)
    Medium Pulse Laser at Fenris (Ice Ferret) D (Stormwolf); needs 5, rolls 10 :  - Direct Blow - hits  (using Rear table) CTR
        Fenris (Ice Ferret) D (Stormwolf) takes 8 damage to CTR.
             SECTION DESTROYED,
        Fenris (Ice Ferret) D (Stormwolf) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 8.
        Engine safety systems remain in place.
*** Fenris (Ice Ferret) D (Stormwolf) DESTROYED by damage! ***
            Critical hit on CT. Roll is (10+2) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
    ER Large Laser at Fenris (Ice Ferret) D (Stormwolf); needs 7, rolls 7 :  - Glancing Blow - hits  (using Rear table) CTR
        Fenris (Ice Ferret) D (Stormwolf) takes 4 damage to CTR.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 13 January 2014, 18:34:08
Gives new meaning to mutually assured destruction.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 14 January 2014, 06:33:17
No in game pasting this time, just an interesting scene. In my most recent game my poor Griffin broke a leg jumping into a heavy forest. Being an excellent gunner and horrible pilot I left him there to snipe at the passing forces. Eventually they got tired of it  and surrounded the poor thing and then tried to render it as scrap. Since its heavy woods it took a LOOOOONG time (few heavy meks in the game). But, eventually by games end the only thing left was an ejected pilot and 2 points of CT IS. Still not sure if I want to just rebuild it or buy another. Either way the Pilots new callsign is punching bag.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 20 January 2014, 02:08:46
Let me tell you a story about the day I took down a grasshopper with an urbie... (sorry hawk!)

Weapons fire for UrbanMech UM-R60 (Krull Raiders)
    AC/10 at Grasshopper GHR-5H (Ceti Alpha Legion); needs 5, rolls 7 : 2 shots(s) hit.

        Grasshopper GHR-5H (Ceti Alpha Legion) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Grasshopper GHR-5H (Ceti Alpha Legion) DESTROYED by damage! ***
            Critical hit on HD. Roll is (4+1) = 5; no effect.


        Grasshopper GHR-5H (Ceti Alpha Legion) takes 10 damage to LA.
            5 Armor remaining.

    Small Laser at Grasshopper GHR-5H (Ceti Alpha Legion); needs 10, rolls 7 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 21 January 2014, 15:53:26
You can the rule that allows normal ACs to rapid fire, didn't you?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 22 January 2014, 13:55:17
You can the rule that allows normal ACs to rapid fire, didn't you?

You better believe it.  I also use the rule for ac2 and ac5 increased damage.   
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 25 January 2014, 12:42:33
So I was testing charge attacks and decided to just fire at everyone after my test was over. I expected one of the Atlases to win, but things didn't go well. It might be a long read but a ton of stuff happened. Started with 2 Assassins and 2 Atlases. It ended with two ejected mechwarriors who couldn't do damage to each other. It only took eight rounds.

Two things to notice: One charge attack hit the head. And later, a medium laser from the back of a prone mech decided to finish the head off (skill shot!) O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 January 2014, 21:33:49
"I'll just shoot the fuel tank. I have no idea how explosive it is. Let's find out"

Quote
Weapons fire for Yinghuochong YHC-3E (Rickosaur)
    ER PPC at Hex 2609 of Fuel Tank #51232 (Collapse); needs 7, rolls 9 : hits.

Fuel Tank #51232 absorbs 15 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Building #53264 absorbs 10 points of damage.
                Building #47128 absorbs 20 points of damage.
                Building #47128 absorbs 30 points of damage.
                Building #47128 absorbs 20 points of damage.
        Fuel Tank #51224 absorbs 30 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Building #43008 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #43008 absorbs 30 points of damage.
                         BUILDING DESTROYED
                        Building #63488 absorbs 10 points of damage.
                        Building #63488 absorbs 10 points of damage.
                        Building #38916 absorbs 20 points of damage.
                        Building #38916 absorbs 30 points of damage.
                        Building #38916 absorbs 30 points of damage.
                        Building #53252 absorbs 40 points of damage.
                        Building #53252 absorbs 40 points of damage.
                        Building #53252 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #47112 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #47112 absorbs 60 points of damage.
                         BUILDING DESTROYED
                        Building #47112 absorbs 50 points of damage.
                         BUILDING DESTROYED
                Fuel Tank #59400 absorbs 40 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #59400 absorbs 25 points of damage.
                Fuel Tank #65544 absorbs 20 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #63488 absorbs 15 points of damage.
                                Fuel Tank #65544 absorbs 25 points of damage.
                        Building #67596 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #67596 absorbs 10 points of damage.
                Fuel Tank #43024 absorbs 60 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #43008 absorbs 10 points of damage.
                                Building #43008 absorbs 10 points of damage.
                                Building #38916 absorbs 10 points of damage.
                                Building #38916 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #38916 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #47112 absorbs 20 points of damage.
                                Building #47112 absorbs 30 points of damage.
                                Building #47112 absorbs 30 points of damage.
                                Fuel Tank #43024 absorbs 50 points of damage.
                                Building #38932 absorbs 30 points of damage.
                                Building #38932 absorbs 30 points of damage.
                                Building #38932 absorbs 20 points of damage.
                                Building #47128 absorbs 20 points of damage.
                                Building #47128 absorbs 10 points of damage.
                                Building #47128 absorbs 20 points of damage.
                                Fuel Tank #51224 absorbs 10 points of damage.
                           Thunderbolt TDR-10M fails to take shelter from the blast!

                                Thunderbolt TDR-10M (LegoPrincess) is hit for 10 damage!
                                Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to RL.
                                    24 Armor remaining.
                                Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to HD.
                                    4 Armor remaining.

                                Pilot of Thunderbolt TDR-10M (LegoPrincess) "Princess Space Cop" takes 1 damage.                                
Pilot of Thunderbolt TDR-10M (LegoPrincess) "Princess Space Cop" needs a 3 to stay conscious.  Rolls 8 : successful!

                                Phoenix Hawk PXH-1c (LegoPrincess) is hit for 10 damage!
                                Phoenix Hawk PXH-1c (LegoPrincess) takes 5 damage to RT.
                                    13 Armor remaining.
                                Phoenix Hawk PXH-1c (LegoPrincess) takes 5 damage to RT.
                                    8 Armor remaining.

                                Archer ARC-6W (PrincessPrincess) is hit for 30 damage!
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to LA.
                                    17 Armor remaining.
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to LA.
                                    12 Armor remaining.
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to LA.
                                    7 Armor remaining.
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to LL.
                                    25 Armor remaining.
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to RA.
                                    17 Armor remaining.
                                Archer ARC-6W (PrincessPrincess) takes 5 damage to CT.
                                    28 Armor remaining.

                                Excalibur EXC-B2b (PastParticiplePrincess) is hit for 20 damage!
                                Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to RA.
                                    13 Armor remaining.
                                Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to RL.
                                    19 Armor remaining.
                                Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to LT.
                                    13 Armor remaining.
                                Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to HD.
                                    4 Armor remaining.

                                Pilot of Excalibur EXC-B2b (PastParticiplePrincess) "Lupus, Walkies Interlude" takes 1 damage.                                
Pilot of Excalibur EXC-B2b (PastParticiplePrincess) "Lupus, Walkies Interlude" needs a 3 to stay conscious.  Rolls 8 : successful!

                                Hunchback HBK-6N (PastParticiplePrincess) is hit for 20 damage!
                                Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LT.
                                    15 Armor remaining.
                                Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LT.
                                    10 Armor remaining.
                                Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                                    21 Armor remaining.
                                Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                                    16 Armor remaining.

                                Blackjack BJ2-OD (PastParticiplePrincess) is hit for 30 damage!
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RT.
                                    13 Armor remaining.
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LT.
                                    13 Armor remaining.
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LL.
                                    13 Armor remaining.
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LT.
                                    8 Armor remaining.
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LL.
                                    8 Armor remaining.
                                Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RA.
                                    9 Armor remaining.

                        Building #53264 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Building #53264 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Building #53264 absorbs 80 points of damage.
                         BUILDING DESTROYED
                        Building #61456 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #61456 absorbs 40 points of damage.
                        Building #61456 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #38932 absorbs 40 points of damage.
                         BUILDING DESTROYED
                        Building #38932 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #38932 absorbs 40 points of damage.
                         BUILDING DESTROYED
                        Building #47128 absorbs 80 points of damage.
                         BUILDING DESTROYED
                        Building #47128 absorbs 80 points of damage.
                         BUILDING DESTROYED
                        Building #47128 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Fuel Tank #51224 absorbs 100 points of damage.
                        Building #57368 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Building #57368 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Building #67608 absorbs 20 points of damage.
                        Building #67608 absorbs 20 points of damage.
                        Building #67608 absorbs 30 points of damage.
                Fuel Tank #61468 absorbs 50 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #53264 absorbs 10 points of damage.
                                Building #53264 absorbs 10 points of damage.
                                Building #61456 absorbs 20 points of damage.
                                Building #61456 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #61456 absorbs 30 points of damage.
                                Building #57368 absorbs 30 points of damage.
                                Building #57368 absorbs 30 points of damage.
                                Building #67608 absorbs 20 points of damage.
                                Building #67608 absorbs 20 points of damage.
                                Building #67608 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Fuel Tank #61468 absorbs 50 points of damage.
                                Building #55332 absorbs 10 points of damage.
                                Building #59428 absorbs 20 points of damage.
                                Building #59428 absorbs 30 points of damage.
                                Building #59428 absorbs 20 points of damage.
                                Building #67620 absorbs 10 points of damage.
                                Shockwave SKW-4G (LegoPrincess) is hit for 40 damage!
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to LL.
                                    17 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to RL.
                                    17 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to LA.
                                    10 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                                    12 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to LA.
                                    5 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to LA.
                                    0 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                                    7 Armor remaining.
                                Shockwave SKW-4G (LegoPrincess) takes 5 damage to LT.
                                    12 Armor remaining.

                        Building #38944 absorbs 40 points of damage.
                         BUILDING DESTROYED
                        Building #38944 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Fuel Tank #51232 absorbs 80 points of damage.
                        Building #55332 absorbs 60 points of damage.
                         BUILDING DESTROYED
                        Building #55332 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #55332 absorbs 60 points of damage.
                         BUILDING DESTROYED
                        Building #59428 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #59428 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #59428 absorbs 40 points of damage.
                         BUILDING DESTROYED
                        Building #67620 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #67620 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #47144 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #47144 absorbs 60 points of damage.
                         BUILDING DESTROYED
                        Building #47144 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #41004 absorbs 30 points of damage.
                        Building #41004 absorbs 30 points of damage.
                        Building #41004 absorbs 20 points of damage.
                Fuel Tank #59436 absorbs 30 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #55332 absorbs 20 points of damage.
                                Building #55332 absorbs 30 points of damage.
                                Building #55332 absorbs 20 points of damage.
                                Building #59428 absorbs 30 points of damage.
                                Building #59428 absorbs 20 points of damage.
                                Building #59428 absorbs 30 points of damage.
                                Building #67620 absorbs 10 points of damage.
                                Building #67620 absorbs 10 points of damage.
                                Fuel Tank #59436 absorbs 50 points of damage.
                                Building #55344 absorbs 30 points of damage.
                                Building #55344 absorbs 30 points of damage.
                                Building #55344 absorbs 20 points of damage.
                                Building #67632 absorbs 10 points of damage.
                                Building #67632 absorbs 10 points of damage.
                                Building #67632 absorbs 20 points of damage.
                                Building #61492 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #61492 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #55356 absorbs 10 points of damage.
                           Prefect PRF-1R takes no damage (sheltered from explosion).

                        Building #55344 absorbs 30 points of damage.
                         BUILDING DESTROYED
                        Building #55344 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #55344 absorbs 20 points of damage.
                        Building #61492 absorbs 10 points of damage.
                        Building #51256 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #51256 absorbs 10 points of damage.
                   Thunderbolt TDR-10M fails to take shelter from the blast!

                        Thunderbolt TDR-10M (LegoPrincess) is hit for 30 damage!
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to LL.
                            24 Armor remaining.
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to RL.
                            19 Armor remaining.
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to LTR.
                            3 Armor remaining.
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to LL.
                            19 Armor remaining.
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to HD.
                            Armor destroyed,                 2 Internal Structure remaining
                            Critical hit on HD.                 Roll is 7;                 no effect.

                        Pilot of Thunderbolt TDR-10M (LegoPrincess) "Princess Space Cop" takes 1 damage.                        
Pilot of Thunderbolt TDR-10M (LegoPrincess) "Princess Space Cop" needs a 5 to stay conscious.  Rolls 12 : successful!
                        Thunderbolt TDR-10M (LegoPrincess) takes 5 damage to HD.
                             SECTION DESTROYED,
                *** Thunderbolt TDR-10M (LegoPrincess) DESTROYED by damage! ***
                            Critical hit on HD.                 Roll is 6;                 no effect.


                        Shockwave SKW-4G (LegoPrincess) is hit for 60 damage!
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                            2 Armor remaining.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to LA.
                             3 Internal Structure remaining
                            Critical hit on LA.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Hand.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to CT (critical).
                            17 Armor remaining.
                            Critical hit on CT.                 Roll is 5;                 no effect.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to CT (critical).
                            12 Armor remaining.
                            Critical hit on CT.                 Roll is 5;                 no effect.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to CT.
                            7 Armor remaining.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to LT.
                            7 Armor remaining.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                            Armor destroyed,                 9 Internal Structure remaining
                            Critical hit on RT.                 Roll is 4;                 no effect.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to LT.
                            2 Armor remaining.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                             4 Internal Structure remaining
                            Critical hit on RT.                 Roll is 5;                 no effect.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to RA.
                            10 Armor remaining.
                        Shockwave SKW-4G (LegoPrincess) takes 5 damage to LA.
                             SECTION DESTROYED,
                        2 damage transfers to LT.
                    &
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 January 2014, 21:34:32
Fuel tank is still exploding!

Quote
                        Brahma BRM-5B (PrincessPrincess) is hit for 40 damage!
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to RL.
                            23 Armor remaining.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to RTR.
                            3 Armor remaining.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to RTR.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on RT.                 Roll is 4;                 no effect.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to RTR.
                             7 Internal Structure remaining
                            Critical hit on RT.                 Roll is 10;                 2 locations.
                            CRITICAL HIT on Large X-Pulse Laser.
                            CRITICAL HIT on Double Heat Sink.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to LTR.
                            3 Armor remaining.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to LTR.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on LT.                 Roll is 4;                 no effect.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to LTR.
                             7 Internal Structure remaining
                            Critical hit on LT.                 Roll is 5;                 no effect.
                        Brahma BRM-5B (PrincessPrincess) takes 5 damage to CTR (critical).
                            5 Armor remaining.
                            Critical hit on CT.                 Roll is 7;                 no effect.

                   Archer ARC-6W fails to take shelter from the blast!

                        Archer ARC-6W (PrincessPrincess) is hit for 40 damage!
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to RA.
                            12 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to CT.
                            23 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to LL.
                            20 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to LL.
                            15 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to RL.
                            25 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to RL.
                            20 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to RT.
                            17 Armor remaining.
                        Archer ARC-6W (PrincessPrincess) takes 5 damage to LL.
                            10 Armor remaining.

                        Locust LCT-5T (PrincessPrincess) is hit for 40 damage!
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to RA.
                            1 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to LT.
                            3 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to CT.
                            4 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to LL.
                            3 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to RT.
                            3 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to RA.
                            Armor destroyed,                             SECTION DESTROYED,
                        1 damage transfers to RT.
                            Critical hit on RA.                 Roll is 7;                 no effect.
                        Locust LCT-5T (PrincessPrincess) takes 1 damage to RT.
                            2 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to RL.
                            3 Armor remaining.
                        Locust LCT-5T (PrincessPrincess) takes 5 damage to CT (critical).
                            Armor destroyed,                 5 Internal Structure remaining
                            Critical hit on CT.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Standard Gyro.
                            Critical hit on CT.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Engine.

                        Tempest TMP-3M2 "Storm Tempest" (PastParticiplePrincess) is hit for 10 damage!
                        Tempest TMP-3M2 "Storm Tempest" (PastParticiplePrincess) takes 5 damage to LA.
                            15 Armor remaining.
                        Tempest TMP-3M2 "Storm Tempest" (PastParticiplePrincess) takes 5 damage to RTR.
                            1 Armor remaining.

                        Excalibur EXC-B2b (PastParticiplePrincess) is hit for 30 damage!
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to RT.
                            13 Armor remaining.
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to RL.
                            14 Armor remaining.
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to RT.
                            8 Armor remaining.
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to CT (critical).
                            21 Armor remaining.
                            Critical hit on CT.                 Roll is 7;                 no effect.
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to CT.
                            16 Armor remaining.
                        Excalibur EXC-B2b (PastParticiplePrincess) takes 5 damage to CT.
                            11 Armor remaining.


                        Prefect PRF-1R (PastParticiplePrincess) is hit for 70 damage!
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RL.
                            23 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LL.
                            23 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to CT.
                            30 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to CT.
                            25 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RT.
                            19 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RL.
                            18 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LT.
                            19 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RA.
                            17 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LT.
                            14 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LL.
                            18 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RT.
                            14 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RL.
                            13 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RT.
                            9 Armor remaining.
                        Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LA.
                            17 Armor remaining.

                        Shadow Hawk SHD-11CS (PastParticiplePrincess) is hit for 80 damage!
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LT.
                            14 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LT.
                            9 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                            21 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to RT.
                            14 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LT.
                            4 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                            16 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT (critical).
                            11 Armor remaining.
                            Critical hit on CT.                 Roll is 5;                 no effect.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LT.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on LT.                 Roll is 4;                 no effect.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LA.
                            12 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                            6 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to RT.
                            9 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                            1 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                            Armor destroyed,                 14 Internal Structure remaining
                            Critical hit on CT.                 Roll is 6;                 no effect.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to CT.
                             9 Internal Structure remaining
                            Critical hit on CT.                 Roll is 3;                 no effect.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to RT.
                            4 Armor remaining.
                        Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to RT.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on RT.                 Roll is 10;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on +LRM 15.

                        Hunchback HBK-6N (PastParticiplePrincess) is hit for 70 damage!
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LT.
                            5 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LA.
                            11 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to RT.
                            15 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                            11 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LA.
                            6 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to RL.
                            15 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                            6 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                            1 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to CT.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on CT.                 Roll is 6;                 no effect.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to RL.
                            10 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to RT.
                            10 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LL.
                            15 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LL.
                            10 Armor remaining.
                        Hunchback HBK-6N (PastParticiplePrincess) takes 5 damage to LL.
                            5 Armor remaining.

                        Blackjack BJ2-OD (PastParticiplePrincess) is hit for 70 damage!
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LTR.
                            1 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LTR.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on LT.                 Roll is 4;                 no effect.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RA.
                            4 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LTR.
                             3 Internal Structure remaining
                            Critical hit on LT.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Engine.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RA.
                            Armor destroyed,                 7 Internal Structure remaining
                            Critical hit on RA.                 Roll is 6;                 no effect.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RL.
                            13 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RTR.
                            1 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RA.
                             2 Internal Structure remaining
                            Critical hit on RA.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Large Laser.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LA.
                            9 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LA.
                            4 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to RTR.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on RT.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Double Heat Sink.
                            CRITICAL HIT on Double Heat Sink.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LTR.
                             SECTION DESTROYED,
                LIMB BLOWN OFF Left Arm blown off.
                        2 damage transfers to CTR.
                            Critical hit on LT.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Medium Pulse Laser.
                *** Blackjack BJ2-OD (PastParticiplePrincess) DESTROYED by engine destruction! ***
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 2 damage to CTR.
                            7 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LL.
                            3 Armor remaining.
                        Blackjack BJ2-OD (PastParticiplePrincess) takes 5 damage to LL.
                            Armor destroyed,                 10 Internal Structure remaining
                            Critical hit on LL.                 Roll is 7;                 no effect.

                Building #57368 absorbs 10 points of damage.
                Building #57368 absorbs 20 points of damage.
                Fuel Tank #51232 absorbs 50 points of damage.
                Building #55332 absorbs 30 points of damage.
                Building #55332 absorbs 20 points of damage.
                Building #55332 absorbs 30 points of damage.
                Building #59428 absorbs 10 points of damage.
                Building #47144 absorbs 20 points of damage.
                Building #47144 absorbs 30 points of damage.
                Building #47144 absorbs 20 points of damage.
                Shockwave SKW-4G (LegoPrincess) is hit for 10 damage!
                Shockwave SKW-4G (LegoPrincess) takes 5 damage to RA.
                    0 Armor remaining.
                Shockwave SKW-4G (LegoPrincess) takes 5 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                1 damage transfers to CT.
                    Critical hit on RT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Rotary AC/5.
                    CRITICAL HIT on Rotary AC/5.
        *** Shockwave SKW-4G (LegoPrincess) DESTROYED by engine destruction! ***
                Shockwave SKW-4G (LegoPrincess) takes 1 damage to CT.
                    6 Armor remaining.

                Phoenix Hawk PXH-1c (LegoPrincess) is hit for 10 damage!
                Phoenix Hawk PXH-1c (LegoPrincess) takes 5 damage to LT.
                5 damage transfers to CT.
                Phoenix Hawk PXH-1c (LegoPrincess) takes 5 damage to CT.
                    18 Armor remaining.
                Phoenix Hawk PXH-1c (LegoPrincess) takes 5 damage to RA.
                    Armor destroyed,         4 Internal Structure remaining
                    Critical hit on RA.         Roll is 8;         1 location.
                    CRITICAL HIT on Machine Gun.

                Shadow Hawk SHD-7M (LegoPrincess) is hit for 20 damage!
                Shadow Hawk SHD-7M (LegoPrincess) takes 5 damage to RL.
                    10 Armor remaining.
                Shadow Hawk SHD-7M (LegoPrincess) takes 5 damage to LA.
                    3 Armor remaining.
                Shadow Hawk SHD-7M (LegoPrincess) takes 5 damage to LL.
                    15 Armor remaining.
                Shadow Hawk SHD-7M (LegoPrincess) takes 5 damage to RL.
                    5 Armor remaining.

           Brahma BRM-5B fails to take shelter from the blast!

                Brahma BRM-5B (PrincessPrincess) is hit for 10 damage!
                Brahma BRM-5B (PrincessPrincess) takes 5 damage to CTR.
                    0 Armor remaining.
                Brahma BRM-5B (PrincessPrincess) takes 5 damage to LL.
                    23 Armor remaining.

                Locust LCT-5T (PrincessPrincess) is hit for 10 damage!
                Locust LCT-5T (PrincessPrincess) takes 5 damage to RA.
                5 damage transfers to RT.
                Locust LCT-5T (PrincessPrincess) takes 5 damage to RT.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RT.         Roll is 6;         no effect.
                Locust LCT-5T (PrincessPrincess) takes 5 damage to LT.
                    Armor destroyed,         3 Internal Structure remaining
                    Critical hit on LT.         Roll is 5;         no effect.

                Prefect PRF-1R (PastParticiplePrincess) is hit for 40 damage!
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RA.
                    12 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to CT.
                    20 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LL.
                    13 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RT.
                    4 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RA.
                    7 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to LL.
                    8 Armor remaining.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RT.
                    Armor destroyed,         15 Internal Structure remaining
                    Critical hit on RT.         Roll is 6;         no effect.
                Prefect PRF-1R (PastParticiplePrincess) takes 5 damage to RL.
                    8 Armor remaining.

                Shadow Hawk SHD-11CS (PastParticiplePrincess) is hit for 40 damage!
                Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LTR.
                    1 Armor remaining.
                Shadow Hawk SHD-11CS (PastParticiplePrincess) takes 5 damage to LTR.
  
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 26 January 2014, 21:40:58
Aftermath:

(http://img.photobucket.com/albums/v59/deadborder/yourfueltankasplode_zps48e535cd.png)

"It's like Jerry Anderson and Michael Bay built a map with the Mythbusters"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 26 January 2014, 22:11:21
DB, a quick look through the log and that looks to be a pretty good move, 4 enemy 'Mechs destroyed, a fifth immobilized and 6 more reduced to half health, and you suffered no damage, I only wish that MM gave fuel tanks and buildings identifiable names
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 27 January 2014, 00:32:06
1 word DB WOW
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 27 January 2014, 00:49:26
1 word DB WOW

More like...
KABOOM!

Or... (3 words says it better!)
Mushroom Cloud Much?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 27 January 2014, 12:27:49
lol

Sgt - Mechwarrior, you are supposed to aim at your enemy. What do you have to say for yourself?
Recruit - Well sir, I just got 4 kills off of one shot. Not bad for my first day out of training.
Sgt - *facepalm*
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 27 January 2014, 16:55:55
So how long did MM have to churn to compute all that "carnage?" If it was a tabletop game you would have been there for at least an hour. ;D

 O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 28 January 2014, 01:09:10
So lil background. Kitsune fired on Restless Shrike with blacked out pilot...so in revenge, when i knocked Kitsunes jadehawk down ontop of a lvl5 building...well. I decided a lil payback in creative order was necessary..so i fired on the building, caused it to catch flame..then this happened.


Building #18508 collapses due to heavy load.
    Jade Hawk 3 (Kitsune) is hit by falling debris for 5 damage.
        Jade Hawk 3 (Kitsune) takes 5 damage to RA.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.

Jade Hawk 3 (Kitsune) falls 5 level(s) into hex 1422
    Jade Hawk 3 (Kitsune) falls on its rear, suffering 48 damage.
        Jade Hawk 3 (Kitsune) takes 5 damage to RTR.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.
        Jade Hawk 3 (Kitsune) takes 5 damage to LA.
            8 Armor remaining.
        Jade Hawk 3 (Kitsune) takes 5 damage to LA.
            3 Armor remaining.
        Jade Hawk 3 (Kitsune) takes 5 damage to RTR.
             6 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.
        Jade Hawk 3 (Kitsune) takes 5 damage to HD.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.

        Pilot of Jade Hawk 3 (Kitsune) "Prisca" takes 1 damage.        Jade Hawk 3 (Kitsune) takes 5 damage to RA.
             5 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.
        Jade Hawk 3 (Kitsune) takes 5 damage to CTR.
            3 Armor remaining.
        Jade Hawk 3 (Kitsune) takes 5 damage to LA.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on LA. Roll is 12;LIMB BLOWN OFF Left Arm blown off.
        Jade Hawk 3 (Kitsune) takes 5 damage to RL.
            5 Armor remaining.
        Jade Hawk 3 (Kitsune) takes 3 damage to HD.
             SECTION DESTROYED,
*** Jade Hawk 3 (Kitsune) DESTROYED by damage! ***
        >Jade Hawk 3 (Kitsune) suffers catastrophic damage, but the autoeject system was engaged.
    
Jade Hawk 3 (Kitsune) must make a piloting skill check (landing in clear terrain).
    Needs 13 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 11 : fails.

        Pilot of ???? (????) "????" takes ???? damage.*** ???? (????) DESTROYED by ????! ***
            Critical hit on HD. Roll is 6; no effect.

    
Pilot of Jade Hawk 3 (Kitsune) "Prisca" cannot avoid damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SteveRestless on 28 January 2014, 01:22:38
You've heard of a highlander burial? that was a highrise burial.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 28 January 2014, 04:41:07
Jade Hawk 3 (Kitsune) must make a piloting skill check (landing in clear terrain).
    Needs 13 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 11 : fails.

        Pilot of ?? ?? (?? ??) "?? ??" takes ?? ?? damage.*** ?? ?? (?? ??) DESTROYED by ?? ??! ***
            Critical hit on HD. Roll is 6; no effect.

   
Pilot of Jade Hawk 3 (Kitsune) "Prisca" cannot avoid damage.
I just thought I'd edit this so that people could see what was writen
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 28 January 2014, 19:10:33
What was painted on that leg must have be horribly offensive to that Rifleman pilot.

Weapons fire for Rifleman IIC #2 (Jade1)
    ER Small Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 7, rolls 4 : misses

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 5, rolls 11 : hits  LL
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LL.
            19 Armor remaining.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 5, rolls 8 : hits  LL
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LL.
            9 Armor remaining.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 5, rolls 9 : hits  LL
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LL.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LL. Roll is 3; no effect.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 5, rolls 4 : misses


And in the next round.


Weapons fire for Rifleman IIC #2 (Jade1)
    ER Small Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 4, rolls 10 : hits  RT
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 5 damage to RT.
            18 Armor remaining.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 2, rolls 7 : hits  LT
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LT.
            13 Armor remaining.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 2, rolls 7 : hits  LT
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LT.
            3 Armor remaining.

    Large Pulse Laser at Thunderbolt TDR-7GAH (The 5th Horseman); needs 2, rolls 12 : hits  LT
        Thunderbolt TDR-7GAH (The 5th Horseman) takes 10 damage to LT.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on +Medium Laser.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 28 January 2014, 21:27:48
Maybe that TBolt had a nekkid lady on the left side that the other pilot found revolting, maybe it was his mother.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kitsune413 on 29 January 2014, 21:32:42
You've heard of a highlander burial? that was a highrise burial.

I didn't know they planted them head first!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NeonKnight on 31 January 2014, 04:27:48
Played a game against my 14 yr old son today. He had a mechwarrior eject from a mech and was running around. as I moved my highlander off to the rest of the fight I thought.....Bah I'll just take a pot shot at the warrior on the field, I need double-6's to hit him....and wouldn't you know.


Quote
Weapons fire for Highlander HGN-733 ID:4 (NeonKnight)
    AC/10 at MechWarrior Kai Hofstra ID:10 (Seth); needs 12, rolls 12 : hits  MEN
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Kai Hofstra ID:10 (Seth) takes 2 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Kai Hofstra ID:10 (Seth) DESTROYED by damage! ***

Final kick in the teeth to match filled with head shots and DFA's gone bad.


From the same match earlier, a relatively healthy Dervish attempts a DFA attack:

Quote
Dervish DV-6M (Seth) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 4 : falls.
But, since the 'mech is making a death from above attack, damage will be dealt during the physical phase.

Physical Attack Phase
-------------------
Physical attacks for Dervish DV-6M (Seth)
    Attempting death from above on Crusader CRD-3L ID:1 (NeonKnight) ID:1 but the attacker is prone or incapacitated :
misses.
Dervish DV-6M (Seth) falls into hex 0608.
    Crusader CRD-3L ID:1 (NeonKnight) is displaced into hex 0509.
    Dervish DV-6M (Seth) falls on its rear, suffering 18 damage.
        Dervish DV-6M (Seth) takes 5 damage to CTR.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.
        Dervish DV-6M (Seth) takes 5 damage to CTR.
             12 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
        Dervish DV-6M (Seth) takes 5 damage to LTR.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 10 Ammo (9).
            *** LRM 10 Ammo EXPLODES!  90 DAMAGE! ***        >Dervish DV-6M (Seth) suffers catastrophic damage, but the autoeject system was engaged.
   
Dervish DV-6M (Seth) must make a piloting skill check (landing in clear terrain).
    Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 10 : succeeds.
            The pilot ejects safely!
*** Dervish DV-6M (Seth) DESTROYED by ejection! ***
        Dervish DV-6M (Seth) takes 90 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        78 damage transfers to CT.
            Critical hit on LT. Roll is 7; no effect.
        Dervish DV-6M (Seth) takes 78 damage to CT.
             SECTION DESTROYED,
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


        Dervish DV-6M (Seth) takes 3 damage to RL.
            12 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 31 January 2014, 05:02:48
Yep, never know what you will break falling on yer behind.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 31 January 2014, 09:03:28
Played a game against my 14 yr old son today. He had a mechwarrior eject from a mech and was running around. as I moved my highlander off to the rest of the fight I thought.....Bah I'll just take a pot shot at the warrior on the field, I need double-6's to hit him....and wouldn't you know.


Final kick in the teeth to match filled with head shots and DFA's gone bad.

My favorite is someone going to kick/step on a poor ejected MW, missing the kick and falling. I've had it happen a quite a bit recently, either my 'Mechs falling or my opponent's 'Mechs. I blame the brutal one-off CC vs RotS games we've been playing.

But the best was in a recent game, one of my MWs found himself with two 'Mechs trying to step on him at once, both missed and one fell and broke off its left leg while the other went hull down. He managed to get a mission kill, without even being in his 'Mech.  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 31 January 2014, 11:55:32
How embarrassing for that poor MW. Bet his buddies will never let that down. So David, tell us the story again how an unarmed MechWarrior destroyed your Atlas...  :o O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NeonKnight on 31 January 2014, 12:10:07
Yeah them crazy kills against lone unarmed ejected MW are hilarious. Played a bot game about a week back, wish I had the report, the BOT chased down my little ejected warrior, walked into a building which collapsed and destroyed the mech ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 02 February 2014, 17:23:10
(http://i.imgur.com/hdpYHTE.jpg)
Princess, you idiot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 02 February 2014, 17:44:20
Yeah. Never let the Bot place turrets

What i do is start the bot as a human, place turrets for them, then quit them out and reset them as a bot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 February 2014, 21:27:44
Thats one building to let the artillery battery handle  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SCC on 03 February 2014, 01:03:12
How much do all those turrets weigh? 'Cause the buildings only got a CF of 20
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormforge on 03 February 2014, 01:09:32
Princess, you idiot.

And it couldn't at least put them on the tallest building?  #P

Thats one building to let the artillery battery handle  :D

Artillery: Bunch of units using the tops of buildings, you don't care about, to pin you down. Oh watch how they fall.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 05 February 2014, 10:40:28
101 uses for battle armor:

#1 As a Pillow
Quote
Jackal JKL-1B (House Cameron) must make 1 piloting skill roll(s) (executed death from above).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 4 (executed death from above)); needs 7, rolls 5 : falls.
    Jackal JKL-1B (House Cameron) falls on its left side, suffering 8 damage.
        Jackal JKL-1B (House Cameron) takes 5 damage to LT.
            The passenger, Nighthawk PA(L) Mk. XXII #3 (House Cameron), gets in the way.
        Nighthawk PA(L) Mk. XXII #3 (House Cameron) takes 5 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
    2 damage point(s) passes on to Jackal JKL-1B (House Cameron).
            10 Armor remaining.
        Jackal JKL-1B (House Cameron) takes 3 damage to LL.
            12 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 05 February 2014, 11:26:52
#43 The Mechanic
Uh... I think I found the problem right here. Lemme pop this dodad off and... oops, I don't think it should be smoking like that.

Quote
Weapons fire for Nighthawk PA(L) Mk. XXII #8 (House Cameron)
    Attack Swarmed Mek at Vedette Medium Tank (Liao) (2nd Armored Enforcers), the shot is an automatic hit (swarming), rolls 3 : hits  (using Random Side Swarm table) LS (critical)
        Vedette Medium Tank (Liao) (2nd Armored Enforcers) takes 4 damage to LS (critical).
            4 Armor remaining.
            Critical hit on LS. Roll is 9; Engine destroyed.  Immobile.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 05 February 2014, 16:54:42
Hmmm... oops.


Physical attacks for Shadow Hawk SHD-2H #5 (Krull Raiders)
    Kick (Left leg) at Vulcan VL-2T (Death's Consort); needs -3, rolls 8 :  - Direct Blow - hits (using Rear table) LTR
        Vulcan VL-2T (Death's Consort) takes 13 damage to LTR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LT. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Machine Gun Ammo (196).
            *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                >Vulcan VL-2T (Death's Consort) suffers catastrophic damage, but the autoeject system was engaged.
            
Vulcan VL-2T (Death's Consort) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

                Pilot of MechWarrior Leonhart Bohmer" takes 1 damage.      
 *** Vulcan VL-2T (Death's Consort) DESTROYED by ejection! ***
                Vulcan VL-2T (Death's Consort) takes 392 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                391 damage transfers to CT.
                    Critical hit on LT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on +Medium Laser.
                Vulcan VL-2T (Death's Consort) takes 391 damage to CT.
                     SECTION DESTROYED,
                Vulcan VL-2T (Death's Consort) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Shadow Hawk SHD-2H #5 (Krull Raiders) is hit for 24 damage!
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to LT.
                    13 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to LL.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on LL.         Roll is 8;         no effect.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to LT.
                    8 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to LA.
                    2 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 4 damage to LL.
                     6 Internal Structure remaining
                    Critical hit on LL.         Roll is 9;         1 location.
                    CRITICAL HIT on Lower Leg.

                Stinger STG-3R (Krull Raiders) is hit for 24 damage!
                Stinger STG-3R (Krull Raiders) takes 5 damage to CT.
                    1 Armor remaining.
                Stinger STG-3R (Krull Raiders) takes 5 damage to LL.
                    0 Armor remaining.
                Stinger STG-3R (Krull Raiders) takes 5 damage to CT.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on CT.         Roll is 8;         no effect.
                Stinger STG-3R (Krull Raiders) takes 5 damage to CT.
                     SECTION DESTROYED,
                Stinger STG-3R (Krull Raiders) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 9.
                Engine safety systems remain in place.
        *** Stinger STG-3R (Krull Raiders) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 7;         no effect.
                Stinger STG-3R (Krull Raiders) takes 4 damage to CT.

                Wasp WSP-1A (Krull Raiders) is hit for 12 damage!
                Wasp WSP-1A (Krull Raiders) takes 5 damage to LT.
                    1 Armor remaining.
                Wasp WSP-1A (Krull Raiders) takes 5 damage to LA.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on LA.         Roll is 7;         no effect.
                Wasp WSP-1A (Krull Raiders) takes 2 damage to RA.
                     SECTION DESTROYED,
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Hand.

                Shadow Hawk SHD-2H #4 (Krull Raiders) is hit for 24 damage!
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to CT.
                    11 Armor remaining.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LA.
                    3 Armor remaining.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LA.
                    Armor destroyed,         7 Internal Structure remaining
                    Critical hit on LA.         Roll is 7;         no effect.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to CT.
                    6 Armor remaining.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 4 damage to RL.
                    5 Armor remaining.

                Stinger STG-3R (Death's Consort) is hit for 24 damage!
                Stinger STG-3R (Death's Consort) takes 5 damage to RL.
                5 damage transfers to RT.
                Stinger STG-3R (Death's Consort) takes 5 damage to RT.
                    1 Armor remaining.
                Stinger STG-3R (Death's Consort) takes 5 damage to LA.
                    Armor destroyed,                     SECTION DESTROYED,
                    Critical hit on LA.         Roll is 10;         1 location.
                    CRITICAL HIT on Hand.
                Stinger STG-3R (Death's Consort) takes 5 damage to RA.
                     SECTION DESTROYED,
                4 damage transfers to RT.
                    Critical hit on RA.         Roll is 7;         no effect.
                Stinger STG-3R (Death's Consort) takes 4 damage to RT.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RT.         Roll is 4;         no effect.
                Stinger STG-3R (Death's Consort) takes 5 damage to LT.
                    Armor destroyed,         1 Internal Structure remaining
                    Critical hit on LT.         Roll is 9;         1 location.
                    CRITICAL HIT on Jump Jet.
                Stinger STG-3R (Death's Consort) takes 4 damage to LL.
                    1 Armor remaining.

                Vedette Medium Tank #2 (Death's Consort) is hit for 12 damage!
                Vedette Medium Tank #2 (Death's Consort) takes 5 damage to LS.
                    13 Armor remaining.
                    Critical hit on movement system.         Roll is 10;         (w/ +2 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                Vedette Medium Tank #2 (Death's Consort) takes 5 damage to LS.
                    8 Armor remaining.
                Vedette Medium Tank #2 (Death's Consort) takes 2 damage to RR.
                    18 Armor remaining.
                    Critical hit on movement system.         Roll is 10;         (w/ +2 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.

                Vedette Medium Tank #5 (Death's Consort) is hit for 24 damage!
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to RS.
                    13 Armor remaining.
                    Critical hit on movement system.         Roll is 8;         (w/ +2 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to RS.
                    8 Armor remaining.
                    Critical hit on movement system.         Roll is 6;         (w/ +2 bonus)
                     Minor damage, +1 to driving skill rolls.
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to RR.
                    10 Armor remaining.
                    Critical hit on movement system.         Roll is 7;         (w/ +2 bonus)
                     Minor damage, +1 to driving skill rolls.
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to RS (critical).
                    3 Armor remaining.
                    Critical hit on RS.         Roll is 11;         Engine destroyed.  Immobile.
                Vedette Medium Tank #5 (Death's Consort) takes 4 damage to RS.
                    Armor destroyed,         4 Internal Structure remaining
                    Critical hit on RS.         Roll is 2;         no effect.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Shadow Hawk SHD-2H #5 (Krull Raiders) is hit for 19 damage!
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to RT.
                    10 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to RL.
                    11 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 5 damage to RL.
                    6 Armor remaining.
                Shadow Hawk SHD-2H #5 (Krull Raiders) takes 4 damage to CT.
                    14 Armor remaining.

                Stinger STG-3R (Krull Raiders) is hit for 19 damage!
                Stinger STG-3R (Krull Raiders) takes 5 damage to CT.
                Stinger STG-3R (Krull Raiders) takes 5 damage to LT.
                    1 Armor remaining.
                Stinger STG-3R (Krull Raiders) takes 5 damage to CT.
                Stinger STG-3R (Krull Raiders) takes 4 damage to LL.
                     SECTION DESTROYED,
                    Critical hit on LL.         Roll is 7;         no effect.

                Shadow Hawk SHD-2H #4 (Krull Raiders) is hit for 19 damage!
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LA.
                     2 Internal Structure remaining
                    Critical hit on LA.         Roll is 7;         no effect.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LT.
                    11 Armor remaining.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to RL.
                    0 Armor remaining.
                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 4 damage to LT.
                    7 Armor remaining.

                Stinger STG-3R (Death's Consort) is hit for 19 damage!
                Stinger STG-3R (Death's Consort) takes 5 damage to RA.
                5 damage transfers to RT.
                Stinger STG-3R (Death's Consort) takes 5 damage to RT.
                     SECTION DESTROYED,
                3 damage transfers to CT.
                    Critical hit on RT.         Roll is 8;         no effect.
                Stinger STG-3R (Death's Consort) takes 3 damage to CT.
                    3 Armor remaining.
                Stinger STG-3R (Death's Consort) takes 5 damage to RA.
                5 damage transfers to RT.
                Stinger STG-3R (Death's Consort) takes 5 damage to RT.
                5 damage transfers to CT.
                Stinger STG-3R (Death's Consort) takes 5 damage to CT.
                    Armor destroyed,         4 Internal Structure remaining
                    Critical hit on CT.         Roll is 10;         1 location.
                    CRITICAL HIT on Machine Gun Ammo (190).
                    *** Machine Gun Ammo EXPLODES!  380 DAMAGE! ***
                        >Stinger STG-3R (Death's Consort) suffers catastrophic damage, but the autoeject system was engaged.
                    
Stinger STG-3R (Death's Consort) must make a piloting skill check (landing in clear terrain).
                    Needs 8 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                            The pilot ejects safely!
                *** Stinger STG-3R (Death's Consort) DESTROYED by ejection! ***
                        Stinger STG-3R (Death's Consort) takes 380 damage to CT.
                             SECTION DESTROYED,
                        Stinger STG-3R (Death's Consort) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 2.
                        Engine safety systems remain in place.
                            Critical hit on CT.                 Roll is (11+4) = 15;                 3 locations.
                            CRITICAL HIT on Standard Gyro.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Standard Gyro.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Stinger STG-3R (Krull Raiders) is hit for 19 damage!
                        Stinger STG-3R (Krull Raiders) takes 5 damage to LT.
                            Armor destroyed,                 1 Internal Structure remaining
                            Critical hit on LT.                 Roll is 4;                 no effect.
                        Stinger STG-3R (Krull Raiders) takes 5 damage to LL.
                        5 damage transfers to LT.
                        Stinger STG-3R (Krull Raiders) takes 5 damage to LT.
                             SECTION DESTROYED,
                LIMB BLOWN OFF Left Arm blown off.
                        4 damage transfers to CT.
                            Critical hit on LT.                 Roll is 4;                 no effect.
                        Stinger STG-3R (Krull Raiders) takes 4 damage to CT.
                        Stinger STG-3R (Krull Raiders) takes 5 damage to RT.
                            1 Armor remaining.
                        Stinger STG-3R (Krull Raiders) takes 4 damage to LT.
                        4 damage transfers to CT.
                        Stinger STG-3R (Krull Raiders) takes 4 damage to CT.

                        Shadow Hawk SHD-2H #4 (Krull Raiders) is hit for 19 damage!
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LT.
                            2 Armor remaining.
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to LA.
                             SECTION DESTROYED,
                        3 damage transfers to LT.
                            Critical hit on LA.                 Roll is 6;                 no effect.
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 3 damage to LT.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on LT.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Jump Jet.
                            CRITICAL HIT on AC/5 Ammo (10).
                            *** AC/5 Ammo EXPLODES!  50 DAMAGE! ***
                                >Shadow Hawk SHD-2H #4 (Krull Raiders) suffers catastrophic damage, but the autoeject system was engaged.
                            
Shadow Hawk SHD-2H #4 (Krull Raiders) must make a piloting skill check (landing in clear terrain).
                            Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                                    The pilot ejects safely!
                        *** Shadow Hawk SHD-2H #4 (Krull Raiders) DESTROYED by ejection! ***
                                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 50 damage to LT.
                                     SECTION DESTROYED,
                                38 damage transfers to CT.
                                    Critical hit on LT.                         Roll is (8+4) = 12;                         2 locations.
                                    CRITICAL HIT on +AC/5.
                                    CRITICAL HIT on +AC/5.
                                Shadow Hawk SHD-2H #4 (Krull Raiders) takes 38 damage to CT.
                                     SECTION DESTROYED,
                                Shadow Hawk SHD-2H #4 (Krull Raiders) has taken 6 engine hits this phase.
                                Checking for engine explosion on 10, roll is 9.
                                Engine safety systems remain in place.
                                    Critical hit on CT.                         Roll is (8+4) = 12;                         2 locations.
                                    CRITICAL HIT on Engine.
                                    CRITICAL HIT on Engine.

                                Ammo explosion damages nearby units.

                                Start Secondary Damage Report.
                                Stinger STG-3R (Death's Consort) is hit for 2 damage!
                                Stinger STG-3R (Death's Consort) takes 2 damage to LT.
                                     SECTION DESTROYED,
                                1 damage transfers to CT.
                                    Critical hit on LT.                         Roll is 6;                         no effect.
                                Stinger STG-3R (Death's Consort) takes 1 damage to CT.

                                Vulcan VL-2T (Death's Consort) is hit for 2 damage!
                                Vulcan VL-2T (Death's Consort) takes 2 damage to RA.
                                    4 Armor remaining.


                                End Secondary Damage Report.


                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 5 damage to RL.
                             8 Internal Structure remaining
                            Critical hit on RL.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Hip.
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 4 damage to LA.
                        4 damage transfers to LT.
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 4 damage to LT.
                        4 damage transfers to CT.
                        Shadow Hawk SHD-2H #4 (Krull Raiders) takes 4 damage to CT.

                        Vulcan VL-2T (Death's Consort) is hit for 19 damage!
                        Vulcan VL-2T (Death's Consort) takes 5 damage to RA.
                            Armor destroyed,                 5 Internal Structure remaining
                            Critical hit on RA.                 Roll is 6;                 no effect.
                        Vulcan VL-2T (Death's Consort) takes 5 damage to LT.
                        5 damage transfers to CT.
                        Vulcan VL-2T (Death's Consort) takes 5 damage to CT.
                        Vulcan VL-2T (Death's Consort) takes 5 damage to RL.
                        5 damage transfers to RT.
                        Vulcan VL-2T (Death's Consort) takes 5 damage to RT.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on RT.                 Roll is 8;                 no effect.
                        Vulcan VL-2T (Death's Consort) takes 4 damage to LA.
                        4 damage transfers to LT.
                        Vulcan VL-2T (Death's Consort) takes 4 damage to LT.
                        4 damage transfers to CT.
                        Vulcan VL-2T (Death's Consort) takes 4 damage to CT.


                        End Secondary Damage Report.


                Stinger STG-3R (Death's Consort) takes 5 damage to CT.
                Stinger STG-3R (Death's Consort) takes 4 damage to RT.
                4 damage transfers to CT.
                Stinger STG-3R (Death's Consort) takes 4 damage to CT.

                Vedette Medium Tank #5 (Death's Consort) is hit for 19 damage!
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to TU.
                    15 Armor remaining.
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to FR.
                    15 Armor remaining.
                    Critical hit on movement system.         Roll is 7;         (w/ +2 bonus)
                     Minor damage, +1 to driving skill rolls.
                Vedette Medium Tank #5 (Death's Consort) takes 5 damage to TU.
                    10 Armor remaining.
                Vedette Medium Tank #5 (Death's Consort) takes 4 damage to FR.
                    11 Armor remaining.
                    Critical hit on movement system.         Roll is 5;         (w/ +2 bonus)
                     no effect.


                End Secondary Damage Report.
       
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 07 February 2014, 07:37:24
Here's the kick felt round the world ( A.K.A. The Ball Buster)
Quote
Physical attacks for Exterminator EXT-4D (House Cameron)
    Kick (Left leg) at Wasp WSP-1A #2 (Kerr's Intruders); needs 4, rolls 10 :  - Direct Blow - hits (using Kick table) LL
        Wasp WSP-1A #2 (Kerr's Intruders) takes 15 damage to LL.
            Armor destroyed,             SECTION DESTROYED,
        6 damage transfers to LT.
            Critical hit on LL. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Hip.
        Wasp WSP-1A #2 (Kerr's Intruders) takes 6 damage to LT.
             SECTION DESTROYED,
        3 damage transfers to CT.
            Critical hit on LT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Heat Sink.
        Wasp WSP-1A #2 (Kerr's Intruders) takes 3 damage to CT.
             SECTION DESTROYED,
        Wasp WSP-1A #2 (Kerr's Intruders) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 6.
        Engine safety systems remain in place.
*** Wasp WSP-1A #2 (Kerr's Intruders) DESTROYED by damage! ***
            
Michel François has abandoned Wasp WSP-1A #2 (Kerr's Intruders).
            Critical hit on CT. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 08 February 2014, 23:59:20
Code: [Select]
Weapons fire for Stinger STG-3R ID:44 (CC Extractors)
    Machine Gun at Longbow LGB-7Q ID:41 (Not Named Yet); needs 6, rolls 5 : misses
    Machine Gun at Longbow LGB-7Q ID:41 (Not Named Yet); needs 6, rolls 10 :  - Direct Blow - hits  (using Right Side table) LL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 3 damage to LL.
            8 Armor remaining.

    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 4, rolls 7 :  - Direct Blow - hits  (using Right Side table) RT
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 6 damage to RT.
            13 Armor remaining.



Weapons fire for Valkyrie VLK-QF ID:42 (CC Extractors)
    LRM 10 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 6, rolls 8 : 6 missile(s) hit (using Rear table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to LL.
            3 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 1 damage to LL.
            2 Armor remaining.

    Flamer at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 4 : hits  (using Rear table) LL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LL.
            0 Armor remaining.



Weapons fire for Phoenix Hawk PXH-1 ID:47 (CC Extractors)
    Machine Gun at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 6 :  - Direct Blow - hits  (using Left Side table) LL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 3 damage to LL.
             15 Internal Structure remaining
            Critical hit on LL. Roll is (6+1) = 7; no effect.

    Machine Gun at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 8 :  - Direct Blow - hits  (using Left Side table) RTR
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 4 damage to RTR.
            6 Armor remaining.

    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 7 :  - Direct Blow - hits  (using Left Side table) RL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 7 damage to RL.
            19 Armor remaining.

    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 11 :  - Direct Blow - hits  (using Left Side table) CTR
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 9 damage to CTR.
            Armor destroyed, 24 Internal Structure remaining
            Critical hit on CT. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Engine.



Weapons fire for Harasser Laser Platform ID:48 (CC Extractors)
    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 10 :  - Direct Blow - hits  (using Right Side table) RL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 8 damage to RL.
            11 Armor remaining.

    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 8 :  - Direct Blow - hits  (using Right Side table) LA
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 8 damage to LA.
            10 Armor remaining.



Weapons fire for Spider SDR-5V ID:45 (CC Extractors)
    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 9 :  - Direct Blow - hits  LL
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 8 damage to LL.
             7 Internal Structure remaining
            Critical hit on LL. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.

    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 5 :  - Direct Blow - hits  RT
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 7 damage to RT.
            6 Armor remaining.



Weapons fire for Wasp WSP-1L ID:43 (CC Extractors)
    SRM 4 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 7 :  - Direct Blow - 3 missile(s) hit (using Right Side table) (w/ +3 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             22 Internal Structure remaining
            Critical hit on CT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RA.
            16 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RL.
            9 Armor remaining.



Weapons fire for Packrat LRPV PKR-T5 ID:51 (CC Extractors)
    SRM 6 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 0, rolls 7 :  - Direct Blow - 5 missile(s) hit (using Left Side table) (w/ +3 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             20 Internal Structure remaining
            Critical hit on CT. Roll is (2+1) = 3; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LA.
            8 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LL.
             5 Internal Structure remaining
            Critical hit on LL. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Foot.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LT.
            22 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LT.
            20 Armor remaining.



Weapons fire for Saracen Medium Hover Tank ID:50 (CC Extractors)
    LRM 10 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 6, rolls 7 : 6 missile(s) hit (using Right Side table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to CTR.
             15 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 1 damage to LA.
            7 Armor remaining.

    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 5, rolls 9 :  - Direct Blow - 1 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LL.
             3 Internal Structure remaining
            Critical hit on LL. Roll is (5+1) = 6; no effect.

    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 5, rolls 8 :  - Direct Blow - 1 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RA.
            14 Armor remaining.

    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 5, rolls 8 :  - Direct Blow - 2 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RA.
            12 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RT.
            4 Armor remaining.



Weapons fire for Saracen Medium Hover Tank ID:52 (CC Extractors)
    LRM 10 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 5, rolls 9 :  - Direct Blow - 6 missile(s) hit (using Right Side table) (w/ +2 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to RT.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Heat Sink.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 1 damage to HD.
            4 Armor remaining.

        Pilot of Longbow LGB-7Q ID:41 (Not Named Yet) "Sergeant Otto Hinetze" takes 1 damage.
    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 4, rolls 6 : 2 missile(s) hit (using Right Side table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             13 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LTR.
            5 Armor remaining.

    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 4, rolls 6 : 1 missile(s) hit (using Right Side table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             11 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

    SRM 2 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 4, rolls 5 : 1 missile(s) hit (using Right Side table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RA.
            10 Armor remaining.



Weapons fire for Hunter Light Support Tank ID:49 (CC Extractors)
    LRM 20 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 6, rolls 8 : 16 missile(s) hit (using Rear table).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to LL.
             SECTION DESTROYED,
        2 damage transfers to LTR.
            Critical hit on LL. Roll is 6; no effect.
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LTR.
            3 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to RL.
            4 Armor remaining.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 5 damage to RL.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 1 damage to LL.
        1 damage transfers to LTR.
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 1 damage to LTR.
            2 Armor remaining.



Weapons fire for Pegasus Scout Hover Tank ID:54 (CC Extractors)
    Medium Laser at Longbow LGB-7Q ID:41 (Not Named Yet); needs 2, rolls 6 :  - Direct Blow - hits  (using Right Side table) LTR
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 6 damage to LTR.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Heat Sink.

    SRM 6 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 2, rolls 8 :  - Direct Blow - 6 missile(s) hit (using Right Side table) (w/ +4 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RT.
             15 Internal Structure remaining
            Critical hit on RT. Roll is (3+2) = 5; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             9 Internal Structure remaining
            Critical hit on CT. Roll is (3+2) = 5; no effect.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RL.
             15 Internal Structure remaining
            Critical hit on RL. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Lower Leg.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CTR.
             7 Internal Structure remaining
            Critical hit on CT. Roll is (10+2) = 12; 3 locations.
            CRITICAL HIT on LRM 5 Ammo (20).
            *** LRM 5 Ammo EXPLODES!  100 DAMAGE! ***
                >Longbow LGB-7Q ID:41 (Not Named Yet) suffers catastrophic damage, but the autoeject system was engaged.
           
Longbow LGB-7Q ID:41 (Not Named Yet) must make a piloting skill check (landing in clear terrain).
            Needs 10 [3 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

                Pilot of ???? (????) "????" takes ???? damage.                    The pilot ejects safely!
        *** Longbow LGB-7Q ID:41 (Not Named Yet) DESTROYED by ejection! ***
                Longbow LGB-7Q ID:41 (Not Named Yet) takes 100 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 7;         no effect.


            Location has no more hittable critical slots.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RT.
             13 Internal Structure remaining
            Critical hit on RT. Roll is (10+2) = 12; 3 locations.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                Longbow LGB-7Q ID:41 (Not Named Yet) takes 120 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                107 damage transfers to CT.
                    Critical hit on RT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on Heat Sink.
                Longbow LGB-7Q ID:41 (Not Named Yet) takes 107 damage to CT.


            Location has no more hittable critical slots.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LA.
            5 Armor remaining.

    SRM 6 at Longbow LGB-7Q ID:41 (Not Named Yet); needs 2, rolls 8 :  - Direct Blow - 4 missile(s) hit (using Right Side table) (w/ +4 bonus).

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to LTR.
             12 Internal Structure remaining
            Critical hit on LT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Heat Sink.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RT.
        2 damage transfers to CT.
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CT.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RA.
        2 damage transfers to RT.
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RT.
        2 damage transfers to CT.
        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to CT.

        Longbow LGB-7Q ID:41 (Not Named Yet) takes 2 damage to RL.
             13 Internal Structure remaining
            Critical hit on RL. Roll is (2+2) = 4; no effect.

Sergeant Otto Hinetze
Returned from combat with the following new injuries:
      A concussion
      Lost his left foot
      A bruise on his chest
      A sprained right arm

Injury Report:
Lost his left foot: 29 days

Injury Penalties:
Piloting +3

No explosions until the second last weapon, surprisingly.
This guy was passed out in a LGB-7Q.  Fortunately, he had the Iron Man special ability, preventing 1 damage from the ammo explosion and leaving him at only 5 hits instead of 6 (death).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 09 February 2014, 08:09:39

Sergeant Otto Hinetze
Returned from combat with the following new injuries:
      A concussion
      Lost his left foot
      A bruise on his chest
      A sprained right arm

Injury Report:
Lost his left foot: 29 days

Injury Penalties:
Piloting +3

No explosions until the second last weapon, surprisingly.
This guy was passed out in a LGB-7Q.  Fortunately, he had the Iron Man special ability, preventing 1 damage from the ammo explosion and leaving him at only 5 hits instead of 6 (death).

Just wanted to point out the loss of a foot should be permanent, there was an on-going bug with that though, it should be fixed now though.  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 09 February 2014, 12:55:17
Just wanted to point out the loss of a foot should be permanent, there was an on-going bug with that though, it should be fixed now though.  ;)

It'll still list a healing time, the time it takes the "stump" to heal. But the permanency flag should still be applied. If it's not... I'll need to know about it ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 09 February 2014, 17:23:20
It'll still list a healing time, the time it takes the "stump" to heal. But the permanency flag should still be applied. If it's not... I'll need to know about it ;)

It wasn't last I saw actually. But I haven't had a chance to test with some of the more recent fixes.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 11 February 2014, 15:19:09
Here's the kick felt round the world ( A.K.A. The Ball Buster)
I should have saved the log from when the bot moved a Fire Moth to where my TSM'd Banshee could reach it. Even counting the rear armor that was about 15 points of overkill! :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 15 February 2014, 22:38:47
It'll still list a healing time, the time it takes the "stump" to heal. But the permanency flag should still be applied. If it's not... I'll need to know about it ;)

After the time ran out, it is listed as a permanent injury.


Still going to put him back in the other Longbow.  (He's a 2/3 2/6.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 16 February 2014, 02:41:06
After the time ran out, it is listed as a permanent injury.


Still going to put him back in the other Longbow.  (He's a 2/3 2/6.)

Thanks for the update, I was pretty sure that part was working correctly.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 16 February 2014, 05:40:58
When confronted by an enemy that is in better shape then me and better armed to begin with, it becomes a game of tactical maneuvering, use of cover and exploiting  his weaknesses

Quote
Weapons fire for Black Knight BL-12-KNT (Rickosaur)
    ER PPC at War Dog WR-DG-03FC (PrincessFour); needs 7, rolls 10 : hits  HD
        War Dog WR-DG-03FC (PrincessFour) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** War Dog WR-DG-03FC (PrincessFour) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

Or that could happen
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Leozack on 23 February 2014, 14:19:25
Not as crazy as most but, TACs man - TACs will kill you...

First exchange of fire in a game against the Bot. My LCT-1D and a WoB CRB-27 are the only things that have LOS. The Crab manages to blow both arms off the Locust, rendering it combat ineffective for the rest of the game. The Locust's simultaneous fire TACs an engine hit and a gyro hit on the Crab. crab falls over. Next turn the Locust runs away, and spends the rest of the game hiding in a corner as an Initiative sink. The Crab meanwhile tries to stand up, falls over and hits its head. The Blakist mechwarrior passes out and remains unconcious for the rest of the game. I can just imagine the demented laughter of the Locust's pilot as his lancemates confirm each turn that the Crab still isn't moving.

Ten turns later, the tide has turned for Blakebot, and an undamaged Sentinel is duking it out with a moderately damaged Wraith. Medium Pulse Laser hit TACs the ammunition of of the Sentinel's AC5 ammo. The poor Blakist Mechwarrior is catapulted into the sky whilst the dumbfounded Wraith pilot witnesses his Medium Pulse Laser of Mech Disintegration vapourise an entire Medium Mech...

Karl
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 25 February 2014, 01:44:57
Current game, charged a sentinel and this happened
Quote
Sentinel STN-3KB (Nusakan Militia) is displaced into hex 1822, violating stacking with Wasp WSP-1A (Nusakan Militia).
    Wasp WSP-1A (Nusakan Militia) is displaced into hex 1821.
    Trebuchet TBT-5N (House Cameron) is displaced into hex 1823.

Quote
Wasp WSP-1A (Nusakan Militia) must make 1 piloting skill roll(s) (domino effect).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (domino effect)); needs 4, rolls 7 : succeeds.

Aaaaand you know you having having a bad day when this happens
Quote
Weapons fire for Sentinel STN-3K (Nusakan Militia)
    AC/5 at Trebuchet TBT-5N #2 (House Cameron); needs 5, rolls 7 : hits  (using Rear table) LTR
        Trebuchet TBT-5N #2 (House Cameron) takes 6 damage to LTR.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 15 Ammo (2).
            *** LRM 15 Ammo EXPLODES!  30 DAMAGE! ***
                >Trebuchet TBT-5N #2 (House Cameron) suffers catastrophic damage, but the autoeject system was engaged.
            
Trebuchet TBT-5N #2 (House Cameron) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 11 : succeeds.
                    The pilot ejects safely!
        *** Trebuchet TBT-5N #2 (House Cameron) DESTROYED by ejection! ***
                Trebuchet TBT-5N #2 (House Cameron) takes 30 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                19 damage transfers to CT.
                    Critical hit on LT.         Roll is 5;         no effect.
                Trebuchet TBT-5N #2 (House Cameron) takes 19 damage to CT.
                     SECTION DESTROYED,
                Trebuchet TBT-5N #2 (House Cameron) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Sentinel STN-3K (Nusakan Militia) is hit for 6 damage!
                Sentinel STN-3K (Nusakan Militia) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Sentinel STN-3K (Nusakan Militia) "Samara Cradock" takes 1 damage.                
Pilot of Sentinel STN-3K (Nusakan Militia) "Samara Cradock" needs a 3 to stay conscious.  Rolls 8 : successful!
                Sentinel STN-3K (Nusakan Militia) takes 1 damage to RT.
                    9 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 6;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.

                End Secondary Damage Report.



    Small Laser at Trebuchet TBT-5N #2 (House Cameron); needs 8, rolls 6 : misses

    SRM 2 at Trebuchet TBT-5N #2 (House Cameron); needs 4, rolls 4 :  - Glancing Blow - 1 missile(s) hit (using Rear table) (w/ -4 malus).

        Trebuchet TBT-5N #2 (House Cameron) takes 2 damage to LA.
        2 damage transfers to LTR.
        Trebuchet TBT-5N #2 (House Cameron) takes 2 damage to LTR.
        2 damage transfers to CTR.
        Trebuchet TBT-5N #2 (House Cameron) takes 2 damage to CTR.

At least that 2nd Sentinel had its leg kicked out from under it by my Dervish. Too late to save the Trebuchet sadly.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kitsune413 on 27 February 2014, 00:05:58
Point Commander Jasmijn

Code: [Select]
Weapons fire for Mad Cat Mk IV (Savage Wolf) PR (Standard) (Kitsune)
    Streak SRM 6 at Hunchback HBK-5S (Restless); needs 5, rolls 9 :  - Direct Blow - 6 missile(s) hit (using Left Side table).

        Hunchback HBK-5S (Restless) takes 2 damage to RL.
            22 Armor remaining.

        Hunchback HBK-5S (Restless) takes 2 damage to LA.
        2 damage transfers to LT.
        Hunchback HBK-5S (Restless) takes 2 damage to LT.
             6 Internal Structure remaining
            Critical hit on LT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.

        Hunchback HBK-5S (Restless) takes 2 damage to RT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on +LB 20-X AC.
            CRITICAL HIT on +LB 20-X AC.
            CRITICAL HIT on +LB 20-X AC.

        Hunchback HBK-5S (Restless) takes 2 damage to LA.
        2 damage transfers to LT.
        Hunchback HBK-5S (Restless) takes 2 damage to LT.
             4 Internal Structure remaining
            Critical hit on LT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on LB 20-X AC Ammo (5).
            *** LB 20-X AC Ammo EXPLODES!  100 DAMAGE! ***
                Hunchback HBK-5S (Restless) takes 100 damage to LT.
                     SECTION DESTROYED,
                    remaining 96 damage prevented by CASE.
                    Critical hit on LT.         Roll is 3;         no effect.

        Pilot of Hunchback HBK-5S (Restless) "Martina Siodmak" takes 1 damage.        
Pilot of Hunchback HBK-5S (Restless) "Martina Siodmak" needs a 10 to stay conscious.  Rolls 5 : blacks out.


        Hunchback HBK-5S (Restless) takes 2 damage to LA.
        2 damage transfers to LT.
        Hunchback HBK-5S (Restless) takes 2 damage to LT.
        2 damage transfers to CT.
        Hunchback HBK-5S (Restless) takes 2 damage to CT.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on CT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.
*** Hunchback HBK-5S (Restless) DESTROYED by engine destruction! ***
            
Martina Siodmak has abandoned Hunchback HBK-5S (Restless).

        Hunchback HBK-5S (Restless) takes 2 damage to LL.
            0 Armor remaining.

    ER PPC at Hunchback HBK-5S (Restless); needs 5, rolls 12 :  - Direct Blow - hits  (using Left Side table) RA
        Hunchback HBK-5S (Restless) takes 17 damage to RA.
        17 damage transfers to RT.
        Hunchback HBK-5S (Restless) takes 17 damage to RT.
             SECTION DESTROYED,
        6 damage transfers to CT.
            Critical hit on RT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on +LB 20-X AC.
        Hunchback HBK-5S (Restless) takes 6 damage to CT.
             9 Internal Structure remaining
            Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

    ER PPC at Hunchback HBK-5S #2 (Restless); needs 5, rolls 10 :  - Direct Blow - hits  LT
        Hunchback HBK-5S #2 (Restless) takes 16 damage to LT.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.

    Streak SRM 6 at Hunchback HBK-5S #2 (Restless); needs 5, rolls 8 :  - Direct Blow - 6 missile(s) hit.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to LL.
            22 Armor remaining.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to RL.
            19 Armor remaining.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to CT.
             3 Internal Structure remaining
            Critical hit on CT. Roll is (5+1) = 6; no effect.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to LL.
            20 Armor remaining.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to LL.
            18 Armor remaining.

        Hunchback HBK-5S #2 (Restless) takes 2 damage to RL.
            17 Armor remaining.

    ER Small Laser at Hunchback HBK-5S #2 (Restless); needs 5, rolls 12 :  - Direct Blow - hits  HD
        Hunchback HBK-5S #2 (Restless) takes 7 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Hunchback HBK-5S #2 (Restless) DESTROYED by damage! ***
        >Hunchback HBK-5S #2 (Restless) suffers catastrophic damage, but the autoeject system was engaged.
    
Hunchback HBK-5S #2 (Restless) must make a piloting skill check (landing in rough).
    Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 0 (landing in rough)], rolls 6 : fails.

        Pilot of ???? (????) "????" takes ???? damage.
        Pilot of ???? (????) "????" takes ???? damage.            Critical hit on HD. Roll is (5+2) = 7; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Evil Imperial on 01 March 2014, 22:17:44
Quote
Weapon Attack Phase
-------------------
Weapons fire for Warrior Attack Helicopter H-9 (LCAF)
    Rotary AC/2 at MHI Defense AA Tank (Standard) (Evil Imperial); needs 10, rolls 11 :
        MHI Defense AA Tank (Standard) (Evil Imperial) takes 2 damage to FR.
            42 Armor remaining.
            Critical hit on movement system. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


Weapons fire for MHI Defense AA Tank (Standard) (Evil Imperial)
    LB 10-X AC (Cluster ammo) at DI Multipurpose VTOL (Gunship) (LCAF); needs 4, rolls 10 :  - Direct Blow - 10 pellet(s) hit (using Left Side table) (w/ +4 bonus).

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS.
            21 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.
            1 Armor remaining.
 Rotor damaged!

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.
            0 Armor remaining.
 Rotor damaged!

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to FR.
            27 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.
             2 Internal Structure remaining
 Rotor damaged!
            Critical hit on RO. Roll is (6+2) = 8; Rotor damaged!

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS (critical).
            20 Armor remaining.
            Critical hit on LS. Roll is (10+2) = 12; Engine destroyed.  Immobile.

DI Multipurpose VTOL (Gunship) (LCAF) must make a piloting skill check (VTOL making forced landing).
Needs 9 [5 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 9 : succeeds.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS.
            19 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RR.
            15 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.
             1 Internal Structure remaining
 Rotor damaged!
            Critical hit on RO. Roll is (7+2) = 9; Flight stabiliser damaged!

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to FR.
            26 Armor remaining.


    LB 10-X AC (Cluster ammo) at DI Multipurpose VTOL (Gunship) (LCAF); needs 4, rolls 11 :  - Direct Blow - 10 pellet(s) hit (using Left Side table) (w/ +4 bonus).

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS.
            18 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.
             SECTION DESTROYED,
*** DI Multipurpose VTOL (Gunship) (LCAF) DESTROYED by damage! ***
 Rotor damaged!
            Critical hit on RO. Roll is (6+2) = 8; Rotor damaged!

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS (critical).
            17 Armor remaining.
            Critical hit on LS. Roll is (9+2) = 11; Ammunition Hit!
*** MML 7 LRM Ammo EXPLODES!  112 DAMAGE! ***
*** MML 7 SRM Ammo EXPLODES!  196 DAMAGE! ***
        DI Multipurpose VTOL (Gunship) (LCAF) takes 308 damage to LS.
             SECTION DESTROYED,
            Critical hit on LS. Roll is 4; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Warrior Attack Helicopter H-9 (LCAF) is hit for 15 damage!
        Warrior Attack Helicopter H-9 (LCAF) takes 1 damage to RO.
            1 Armor remaining.
 Rotor damaged!
        Warrior Attack Helicopter H-9 (LCAF) takes 5 damage to LS.
            9 Armor remaining.
        Warrior Attack Helicopter H-9 (LCAF) takes 5 damage to LS (critical).
            4 Armor remaining.
            Critical hit on LS. Roll is 7; Engine destroyed.  Immobile.

Warrior Attack Helicopter H-9 (LCAF) must make a piloting skill check (VTOL making forced landing).
Needs 9 [5 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 8 : falls.
Warrior Attack Helicopter H-9 (LCAF) has lost its movement and crashes.  It plummets 2 levels to the ground.
     Warrior Attack Helicopter H-9 (LCAF) falls on its rear, suffering 6 damage.        Warrior Attack Helicopter H-9 (LCAF) takes 5 damage to LS.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LS. Roll is 7; Ammunition Hit!
*** Rotary AC/2 Ammo EXPLODES!  88 DAMAGE! ***
        Warrior Attack Helicopter H-9 (LCAF) takes 88 damage to LS.
             SECTION DESTROYED,
*** Warrior Attack Helicopter H-9 (LCAF) DESTROYED by damage! ***
            Critical hit on LS. Roll is 3; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        DI Multipurpose VTOL (Gunship) (LCAF) is hit for 4 damage!
        DI Multipurpose VTOL (Gunship) (LCAF) takes 4 damage to RS.
            18 Armor remaining.


        End Secondary Damage Report.
        Warrior Attack Helicopter H-9 (LCAF) takes 1 damage to RR.
            7 Armor remaining.
Warrior Attack Helicopter H-9 (LCAF) takes internal damage from a fall and explodes.
The VTOL has a fusion engine, so the explosion doesn't have any effect.


        End Secondary Damage Report.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to RO.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS (critical).

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS (critical).

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to FR.
            25 Armor remaining.

        DI Multipurpose VTOL (Gunship) (LCAF) takes 1 damage to LS (critical).


Weapons fire for DI Multipurpose VTOL (Gunship) (LCAF)
    MML 7 at MHI Defense AA Tank (Standard) (Evil Imperial); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    Light PPC at MHI Defense AA Tank (Standard) (Evil Imperial); needs 9, rolls 9 : hits  FR
        MHI Defense AA Tank (Standard) (Evil Imperial) takes 5 damage to FR.
            37 Armor remaining.
            Critical hit on movement system. Roll is 5; (w/ +0 bonus)
             no effect.

Yeah, I think we got a demo of the Hellstar principle here, also don't test things on a single 16x17 map. LBX-10 (Cluster Ammo) + Anti-Aircraft Targetting + Ammo Explosion rule = Maxim #37 at it's finest and very very super dead VTOLs.

It's like one of those weapon's demos they used to show on Firepower from Video Ordnance in the early 90s, complete with stock yet awesome music.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 12 March 2014, 04:44:46
New not fun game of the night... Nasty little map that claimed more victims than I did

Quote
Javelin JVN-10F "Fire Javelin" (Glengarry Militia) sinks into the quicksand.
*** Javelin JVN-10F "Fire Javelin" (Glengarry Militia) DESTROYED by quicksand! ***

That, above, was the most common message i got this last game. Of a 16 unit OpFor I was only able to kill 3 (of which 2 died in the same hex 3 turns apart lol). The map claimed the rest...  :-[
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 12 March 2014, 20:10:44
Talk about bad luck...

Quote
Commando COM-2D (New Earth Militia) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Commando COM-2D (New Earth Militia) falls on its right side, suffering 3 damage.
        Commando COM-2D (New Earth Militia) takes 3 damage to RT.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on SRM 4 Ammo (24).
            *** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***
                >Commando COM-2D (New Earth Militia) suffers catastrophic damage, but the autoeject system was engaged.
            
Commando COM-2D (New Earth Militia) must make a piloting skill check (landing in light woods).
            Needs 13 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 5 : fails.

                Pilot of MechWarrior Finlay Hartshorne (New Earth Militia) "Finlay Hartshorne" takes 4 damage.                    The pilot ejects safely!
        *** Commando COM-2D (New Earth Militia) DESTROYED by ejection! ***
                Commando COM-2D (New Earth Militia) takes 192 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                187 damage transfers to CT.
                    Critical hit on RT.         Roll is 4;         no effect.
                Commando COM-2D (New Earth Militia) takes 187 damage to CT.
                     SECTION DESTROYED,
                Commando COM-2D (New Earth Militia) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Jackal JKL-2B (House Cameron) is hit for 7 damage!
                Jackal JKL-2B (House Cameron) takes 5 damage to LT.
                    7 Armor remaining.
                Jackal JKL-2B (House Cameron) takes 2 damage to CT (critical).
                    14 Armor remaining.
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Standard Gyro.

                Pathfinder PFR-1A (House Cameron) is hit for 7 damage!
                Pathfinder PFR-1A (House Cameron) takes 5 damage to LA.
                    3 Armor remaining.
                Pathfinder PFR-1A (House Cameron) takes 2 damage to CT.
                    16 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 10;         2 locations.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.

                End Secondary Damage Report.


            Location has no more hittable critical slots.

Pilot of Commando COM-2D (New Earth Militia) "Finlay Hartshorne" must roll 12 to avoid damage; rolls 9 : fails.
My lucky hits to the leg weren't so lucky after all  >:(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 March 2014, 23:35:07
Out of the frying pan and into the fire goeth thy unlucky warrior

Quote
Wasp WSP-1A hits a mine in hex 1710.
        Wasp WSP-1A (12th Star Guards) takes 5 damage to RL.
            0 Armor remaining.
        Wasp WSP-1A (12th Star Guards) takes 5 damage to LL.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LL. Roll is 4; no effect.
        Wasp WSP-1A (12th Star Guards) takes 3 damage to LT.
            3 Armor remaining.
        Wasp WSP-1A (12th Star Guards) takes 5 damage to RL.
             SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RL. Roll is 7; no effect.
        Wasp WSP-1A (12th Star Guards) takes 1 damage to RT.
            5 Armor remaining.
        Wasp WSP-1A (12th Star Guards) takes 5 damage to RL.
        5 damage transfers to RT.
        Wasp WSP-1A (12th Star Guards) takes 5 damage to RT.
            0 Armor remaining.

Wasp WSP-1A (12th Star Guards) must make 2 piloting skill roll(s) (leg destroyed; leg destroyed).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Wasp WSP-1A (12th Star Guards) falls on its right side, suffering 2 damage.
        Wasp WSP-1A (12th Star Guards) takes 2 damage to RL.
        2 damage transfers to RT.
        Wasp WSP-1A (12th Star Guards) takes 2 damage to RT.
             3 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.

Pilot of Wasp WSP-1A (12th Star Guards) "Carol Chandramouli" must roll 14 to avoid damage; rolls 5 : fails.
        Pilot of Wasp WSP-1A (12th Star Guards) "Carol Chandramouli" takes 1 damage.        
Pilot of Wasp WSP-1A (12th Star Guards) "Carol Chandramouli" needs a 3 to stay conscious.  Rolls 9 : successful!


Carol Chandramouli ejects from a Wasp WSP-1A (12th Star Guards).
    
Wasp WSP-1A (12th Star Guards) must make a piloting skill check (landing in clear terrain).
    Needs 7 [4 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 4 : fails.

        Pilot of MechWarrior Carol Chandramouli (12th Star Guards) "Carol Chandramouli" takes 1 damage.            The pilot ejects safely!

MechWarrior Carol Chandramouli hits a mine in hex 1809.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Carol Chandramouli (12th Star Guards) takes 10 damage to MEN.
             SQUAD KILLED,
*** MechWarrior Carol Chandramouli (12th Star Guards) DESTROYED by damage! ***
        MechWarrior Carol Chandramouli (12th Star Guards) takes 5 damage to MEN.
        MechWarrior Carol Chandramouli (12th Star Guards) takes 5 damage to MEN.
        MechWarrior Carol Chandramouli (12th Star Guards) takes 5 damage to MEN.
        MechWarrior Carol Chandramouli (12th Star Guards) takes 5 damage to MEN.
        MechWarrior Carol Chandramouli (12th Star Guards) takes 5 damage to MEN.
*** Wasp WSP-1A (12th Star Guards) DESTROYED by ejection! ***

I wonder if the mechwarrior lost her legs just like her mech did...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 March 2014, 12:09:12
Out of the frying pan and into the fire goeth thy unlucky warrior

I wonder if the mechwarrior lost her legs just like her mech did...
Cruel misstress that MegaMek.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Mastergunz on 21 March 2014, 12:43:12
Played a quick game the other night after I put the finishing touches on a new Jade Hawk mini. Did a DoA while running hot and totally stuck the landing! Rolled a pair of 6's for location.  >:D

I think technically I split the unlucky Cerberus in half.  ;D

-Gunz
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 25 March 2014, 19:47:49
Quote
Weapons fire for Warlord BLR-2G (Princess)
    Heavy PPC at Battle Cobra BTL-C-2OE (Jeremy); needs 12, rolls 12 : hits  HD
        Battle Cobra BTL-C-2OE (Jeremy) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Battle Cobra BTL-C-2OE (Jeremy) DESTROYED by damage! ***
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.


    Heavy PPC at Battle Cobra BTL-C-2OE (Jeremy); needs 12, rolls 12 : hits  CT
        Battle Cobra BTL-C-2OE (Jeremy) takes 15 damage to CT.
            2 Armor remaining.


That's right; a 12, then a 12, then a 12, then a 12. Then a 7.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 29 March 2014, 07:48:30
One hit in the whole first round of fire.

Quote
Weapons fire for Ryoken II (PrincessPeaches)
    LB 2-X AC (Cluster ammo) at Mad Cat Mk IV (Savage Wolf) Prime (Rickosaur); needs 10, rolls 5 : misses


    LB 2-X AC (Cluster ammo) at Mad Cat Mk IV (Savage Wolf) Prime (Rickosaur); needs 10, rolls 6 : misses


    LB 2-X AC (Cluster ammo) at Mad Cat Mk IV (Savage Wolf) Prime (Rickosaur); needs 10, rolls 6 : misses


    LB 2-X AC (Cluster ammo) at Mad Cat Mk IV (Savage Wolf) Prime (Rickosaur); needs 10, rolls 10 : 1 pellet(s) hit.

        Mad Cat Mk IV (Savage Wolf) Prime (Rickosaur) takes 1 damage to RA.
             Ferro-Lamellor armor takes reduced damage: 0 damage.
            24 Armor remaining.


Well that worked.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 01 April 2014, 03:23:53
The lucky IndustrialMech...

Quote
Weapons fire for Powerman LoaderMech SC XI (Laser) (CCAF)
    Medium Laser at Enforcer ENF-4R #2 (AFFS); needs 10, rolls 6 : misses


    Medium Laser at Enforcer ENF-4R #2 (AFFS); needs 10, rolls 12 : hits  HD
        Enforcer ENF-4R #2 (AFFS) takes 4 damage to HD.
             SECTION DESTROYED,
*** Enforcer ENF-4R #2 (AFFS) DESTROYED by damage! ***
        >Enforcer ENF-4R #2 (AFFS) suffers catastrophic damage, but the autoeject system was engaged.
   
Enforcer ENF-4R #2 (AFFS) must make a piloting skill check (landing in clear terrain).
    Needs 7 [6 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 5 : fails.

        Pilot of MechWarrior John Costello (AFFS) "John Costello" takes 1 damage.
        Pilot of MechWarrior John Costello (AFFS) "John Costello" takes 3 damage.            Critical hit on HD. Roll is 6; no effect.

... because just in the same round, the very mech got destroyed was actually doing...

Quote
Weapons fire for Enforcer ENF-4R #2 (AFFS)
    Small Laser at Wasp WSP-1A (CCAF); needs 7, rolls 4 : misses


    AC/10 at Wasp WSP-1A (CCAF); needs 6, rolls 10 :  - Direct Blow - hits  RA
        Wasp WSP-1A (CCAF) takes 11 damage to RA.
            Armor destroyed,             SECTION DESTROYED,
        4 damage transfers to RT.
            Critical hit on RA. Roll is (12+3) = 15;LIMB BLOWN OFF Right Arm blown off.
        Wasp WSP-1A (CCAF) takes 4 damage to RT.
            2 Armor remaining.


    Large Laser at Wasp WSP-1A (CCAF); needs 5, rolls 12 :  - Direct Blow - hits  HD
        Wasp WSP-1A (CCAF) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Wasp WSP-1A (CCAF) DESTROYED by damage! ***
        >Wasp WSP-1A (CCAF) suffers catastrophic damage, but the autoeject system was engaged.
   
Wasp WSP-1A (CCAF) must make a piloting skill check (landing in clear terrain).
    Needs 8 [7 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.

        Pilot of MechWarrior Samra Hasni (CCAF) "Samra Hasni" takes 2 damage.
        Pilot of MechWarrior Samra Hasni (CCAF) "Samra Hasni" takes 4 damage.            Critical hit on HD. Roll is (4+3) = 7; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 05 April 2014, 04:44:14
Someone must be suffering some sort of temporary sight loss  [blank]

Code: [Select]
Weapons fire for Trebuchet TBT-5N (FWLA)
    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 07 April 2014, 20:15:40
Someone must be suffering some sort of temporary sight loss  [blank]

Code: [Select]
Weapons fire for Trebuchet TBT-5N (FWLA)
    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    Medium Laser at Ostsol OTL-4D (Sipher Pencake); needs 11, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

ROFLMAO!!!

Moments like that are why I keep the "Friendly Fire" option turned on  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 12 April 2014, 10:15:10
When the battle starts like this, I have no choice but to save-scum >:(

Quote
Weapons fire for Phoenix Hawk PXH-1 (DCMS)
    Machine Gun at Wasp WSP-1D (Sipher Pencake); needs 13, rolls 6 : misses

    Machine Gun at Wasp WSP-1D (Sipher Pencake); needs 13, rolls 8 : misses

    Medium Laser at Wasp WSP-1D (Sipher Pencake); needs 8, rolls 9 : hits  LL
        Wasp WSP-1D (Sipher Pencake) takes 5 damage to LL.
            0 Armor remaining.


    Medium Laser at Wasp WSP-1D (Sipher Pencake); needs 8, rolls 9 : hits  CT
        Wasp WSP-1D (Sipher Pencake) takes 5 damage to CT.
            1 Armor remaining.


    Large Laser at Wasp WSP-1D (Sipher Pencake); needs 8, rolls 3 : misses


Weapons fire for Scorpion SCP-1N (DCMS)
    SRM 6 at Wasp WSP-1D (Sipher Pencake); needs 12, rolls 5 : misses


    PPC at Wasp WSP-1D (Sipher Pencake); needs 9, rolls 10 : hits  CT
        Wasp WSP-1D (Sipher Pencake) takes 10 damage to CT.
            Armor destroyed,             SECTION DESTROYED,
        Wasp WSP-1D (Sipher Pencake) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Wasp WSP-1D (Sipher Pencake) DESTROYED by engine explosion! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 12 April 2014, 21:35:42
Ouch, such a deadly kick...

Quote
Physical attacks for Griffin GRF-1S (Sipher Pencake)
    Kick (Left leg) at Phoenix Hawk PXH-1 (AFFS); needs -3, rolls 12 :  - Direct Blow - hits CT (critical)
        Phoenix Hawk PXH-1 (AFFS) takes 14 damage to CT (critical).
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on CT. Roll is (8+5) = 13; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            Critical hit on CT. Roll is (6+5) = 11; 2 locations.
            CRITICAL HIT on Engine.
*** Phoenix Hawk PXH-1 (AFFS) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.
        Phoenix Hawk PXH-1 (AFFS) has taken 4 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

---

Just another battle, and even before the first shot is fired......

Quote
Blackjack BJ-1 (OAAF) must make a piloting skill check while moving from hex 2517 to hex 2617 (moving through Hardened Building #51264).
Needs 12 [6 (Base piloting skill) + 1 (high/low gravity) + 5 (moving through Hardened Building #51264)], rolls 5 : fails.
        Blackjack BJ-1 (OAAF) takes 12 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Blackjack BJ-1 (OAAF) DESTROYED by damage! ***
        >Blackjack BJ-1 (OAAF) suffers catastrophic damage, but the autoeject system was engaged.
   
Blackjack BJ-1 (OAAF) must make a piloting skill check (landing in clear terrain).
    Needs 7 [6 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 6 : fails.


        Pilot of MechWarrior Masaru Min (OAAF) "Masaru Min" takes 6 damage.            Critical hit on HD. Roll is (12+2) = 14; 3 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Sensors.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 13 April 2014, 05:27:52
Ouch, that's one unlucky pilot
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 13 April 2014, 11:44:23
That was one unlucky pilot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 15 April 2014, 22:35:10
Just to destroy one more unit from two units to win this ambush, and guess what?

Quote
Weapons fire for Ostsol OTL-4D (Sipher Pencake)
...
Large Laser at Wolverine WVR-6R (Pirate); needs 3, rolls 6 :  - Direct Blow - hits  (using Rear table) LL
        Wolverine WVR-6R (Pirate) takes 10 damage to LL.
        10 damage transfers to LTR.
        Wolverine WVR-6R (Pirate) takes 10 damage to LTR.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on LT. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on SRM 6 Ammo (13).
            *** SRM 6 Ammo EXPLODES!  156 DAMAGE! ***
                >Wolverine WVR-6R (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
           
Wolverine WVR-6R (Pirate) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

                Pilot of MechWarrior Todd Densem (Pirate) "Todd Densem" takes 1 damage.                    The pilot ejects safely!
        *** Wolverine WVR-6R (Pirate) DESTROYED by ejection! ***
                Wolverine WVR-6R (Pirate) takes 156 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                147 damage transfers to CT.
                    Critical hit on LT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on SRM 6.
                    CRITICAL HIT on SRM 6.
                Wolverine WVR-6R (Pirate) takes 147 damage to CT.
                     SECTION DESTROYED,
                Wolverine WVR-6R (Pirate) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 12.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Building #14360 absorbs 6 points of damage.
                Building #16408 absorbs 6 points of damage.
                Building #18456 absorbs 6 points of damage.
                Building #18456 absorbs 13 points of damage.
                Building #18460 absorbs 13 points of damage.
                Building #22556 absorbs 6 points of damage.
                Building #20512 absorbs 13 points of damage.
                Building #14372 absorbs 27 points of damage.
                Building #20516 absorbs 13 points of damage.
                Building #12328 absorbs 13 points of damage.
                Building #14376 absorbs 13 points of damage.
                Building #16424 absorbs 27 points of damage.
                Building #12332 absorbs 6 points of damage.
                Building #14380 absorbs 6 points of damage.
                Building #16428 absorbs 13 points of damage.
                Building #20524 absorbs 6 points of damage.
                Building #16432 absorbs 6 points of damage.
                Ostsol OTL-4D (Sipher Pencake) is hit for 27 damage!
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to HD.
                    3 Armor remaining.

                Pilot of Ostsol OTL-4D (Sipher Pencake) "Captain Agniruha Rajput" takes 1 damage.               
Pilot of Ostsol OTL-4D (Sipher Pencake) "Captain Agniruha Rajput" needs a 3 to stay conscious.  Rolls 8 : successful!
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to RA.
                    3 Armor remaining.
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to RL.
                    12 Armor remaining.
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to LL.
                    15 Armor remaining.
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to RL.
                    7 Armor remaining.
                Ostsol OTL-4D (Sipher Pencake) takes 2 damage to LL.
                    13 Armor remaining.

                Trebuchet TBT-5N (Pirate) is hit for 27 damage!
                Trebuchet TBT-5N (Pirate) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Trebuchet TBT-5N (Pirate) "Judy Westerduin" takes 1 damage.               
Pilot of Trebuchet TBT-5N (Pirate) "Judy Westerduin" needs a 3 to stay conscious.  Rolls 6 : successful!
                Trebuchet TBT-5N (Pirate) takes 5 damage to RA.
                    5 Armor remaining.
                Trebuchet TBT-5N (Pirate) takes 5 damage to HD.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on HD.         Roll is 9;         1 location.
                    CRITICAL HIT on Standard Cockpit.
                >Trebuchet TBT-5N (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
           
Trebuchet TBT-5N (Pirate) must make a piloting skill check (landing in a building).
            Needs 14 [6 (ejecting) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) + 6 (landing in a building)], rolls 10 : fails.

                Pilot of MechWarrior Judy Westerduin (Pirate) "Judy Westerduin" takes 2 damage.
                Pilot of MechWarrior Judy Westerduin (Pirate) "Judy Westerduin" takes 3 damage.        *** Trebuchet TBT-5N (Pirate) DESTROYED by ejection! ***

                Trebuchet TBT-5N (Pirate) takes 5 damage to RT.
                    6 Armor remaining.
                Trebuchet TBT-5N (Pirate) takes 5 damage to RA.
                    0 Armor remaining.
                Trebuchet TBT-5N (Pirate) takes 2 damage to RT.
                    4 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Building #14372 absorbs 7 points of damage.
                Building #16424 absorbs 7 points of damage.
                Ostsol OTL-4D (Sipher Pencake) is hit for 7 damage!
                Ostsol OTL-4D (Sipher Pencake) takes 5 damage to RT.
                    17 Armor remaining.
                Ostsol OTL-4D (Sipher Pencake) takes 2 damage to LT.
                    18 Armor remaining.

                Trebuchet TBT-5N (Pirate) is hit for 7 damage!
                Trebuchet TBT-5N (Pirate) takes 5 damage to RL.
                    10 Armor remaining.
                Trebuchet TBT-5N (Pirate) takes 2 damage to LA.
                    8 Armor remaining.


                End Secondary Damage Report.

Just destroyed both units in one shot :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 16 April 2014, 19:50:46
Slowki B is awesome.

Quote
Weapons fire for Loki Mk II (Hel) B (Rickosaur)
    Long Tom Cannon at Hex: 1229 (Clear); needs 10, rolls 10 : hits the intended hex 1229.
Gray Death Strike Armor (Harjel) (PrincessPrettyPants) hit for 20 damage.
        Gray Death Strike Armor (Harjel) (PrincessPrettyPants) takes 20 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) (PrincessPrettyPants) takes 20 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) (PrincessPrettyPants) takes 20 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) (PrincessPrettyPants) takes 20 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
*** Gray Death Strike Armor (Harjel) (PrincessPrettyPants) DESTROYED by damage! ***
Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) hit for 20 damage.
        Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) takes 20 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) takes 20 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) takes 20 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
        Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) takes 20 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
*** Gray Death Strike Armor (Harjel) #2 (PrincessPrettyPants) DESTROYED by damage! ***
Mad Cat Mk II 5 (PrincessPeaches) hit for 10 damage.
        Mad Cat Mk II 5 (PrincessPeaches) takes 5 damage to LT.
            25 Armor remaining.
        Mad Cat Mk II 5 (PrincessPeaches) takes 5 damage to LA.
            25 Armor remaining.
Mangonel MNL-4S (PrincessPeaches) hit for 10 damage.
        Mangonel MNL-4S (PrincessPeaches) takes 5 damage to LL.
            17 Armor remaining.
        Mangonel MNL-4S (PrincessPeaches) takes 5 damage to LA.
            11 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 April 2014, 00:44:32
Just another reason why it isn't polite to attack a grounded dropship

Quote
AC Bay at Vulcan VL-2T #2 (2nd Donegel Guards); needs 3, rolls 4 :

        Vulcan VL-2T #2 (2nd Donegel Guards) takes 10 damage to HD.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.
        >Vulcan VL-2T #2 (2nd Donegel Guards) suffers catastrophic damage, but the autoeject system was engaged.
    
Vulcan VL-2T #2 (2nd Donegel Guards) must make a piloting skill check (landing in clear terrain).
    Needs 5 [4 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.

        Pilot of MechWarrior Edward Ménard (2nd Donegel Guards) "Edward Ménard" takes 1 damage.
        Pilot of MechWarrior Edward Ménard (2nd Donegel Guards) "Edward Ménard" takes 5 damage.*** Vulcan VL-2T #2 (2nd Donegel Guards) DESTROYED by ejection! ***

        Pilot of Vulcan VL-2T #2 (2nd Donegel Guards) "Edward Ménard" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 April 2014, 01:15:55
Talk about getting stabbed in the back!
Quote
Weapons fire for Spad SPD-503 #2 (House Cameron)
    Large Pulse Laser at Orion ON1-K #2 (1st Royal Guards); needs 0, rolls 10 :  - Direct Blow - hits  (using Rear table) CTR

        The wooded hex absorbs 2 damage.        Orion ON1-K #2 (1st Royal Guards) takes 9 damage to CTR.
            1 Armor remaining.


    Medium Pulse Laser at Orion ON1-K #2 (1st Royal Guards); needs 1, rolls 7 :  - Direct Blow - hits  (using Rear table) CTR

        The wooded hex absorbs 2 damage.        Orion ON1-K #2 (1st Royal Guards) takes 5 damage to CTR.
            Armor destroyed, 19 Internal Structure remaining
            Critical hit on CT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


    Medium Pulse Laser at Orion ON1-K #2 (1st Royal Guards); needs 1, rolls 7 :  - Direct Blow - hits  (using Rear table) CTR

        The wooded hex absorbs 2 damage.        Orion ON1-K #2 (1st Royal Guards) takes 5 damage to CTR.
             14 Internal Structure remaining
            Critical hit on CT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 20 April 2014, 22:11:21
Should I just shoot this guy??

Quote
Warhammer WHM-7A (House Cameron) must make a piloting skill check while moving in hex 3419 (running & turning on pavement).
Needs 3 [3 (Base piloting skill) + 0 (running & turning on pavement)], rolls 2 : falls.
Warhammer WHM-7A (House Cameron) falls 0 level(s) into hex 3419
    Warhammer WHM-7A (House Cameron) falls on its left side, suffering 7 damage.
        Warhammer WHM-7A (House Cameron) takes 5 damage to RL.
            23 Armor remaining.
        Warhammer WHM-7A (House Cameron) takes 2 damage to LT.
            20 Armor remaining.

Pilot of Warhammer WHM-7A (House Cameron) "Corporal Edward Jayme" must roll 3 to avoid damage; rolls 7 : succeeds.
    Skids into hex 3520.
    Skids into Building #71756 in hex 3620.
        Building #71756 absorbs 14 points of damage.
        Warhammer WHM-7A (House Cameron) takes 15 damage to CT (critical).
            18 Armor remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Medium Laser.

Building #71756 in Hex 3620 is entered and has unknown basement, rolls 3: Single (feet first) basement.
    Warhammer WHM-7A (House Cameron) suffers 4 damage from the skid.
        Warhammer WHM-7A (House Cameron) takes 4 damage to LL.
            24 Armor remaining.

    Skid ends.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 21 April 2014, 05:47:33
These pilots sure are on a roll tonight

Quote
Warrior Attack Helicopter H-7 (3rd Skye Rangers) must make a piloting skill check while moving from hex 3223 to hex 3324 (flanking and turning).
Needs 5 [5 (Base piloting skill) + 0 (flanking and turning)], rolls 2 : fails.

Warrior Attack Helicopter H-7 (3rd Skye Rangers) sideslips 3 hexes
    Skids into hex 3323.
    Crashed into the hill in hex 3422.
Warrior Attack Helicopter H-7 (3rd Skye Rangers) has crashed into the ground due to a sideslip.
        Warrior Attack Helicopter H-7 (3rd Skye Rangers) takes 2 damage to LS.
            3 Armor remaining.
*** Warrior Attack Helicopter H-7 (3rd Skye Rangers) DESTROYED by could not land in crash site! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 21 April 2014, 08:56:53
Wish I could drink on the job...

Quote
MechWarrior Norie Inonu (1st Royal Guards) sits down with his colleagues and cracks open a beer!
MechWarrior Susie Sartzetakis (1st Royal Guards) sits down with his colleagues and cracks open a beer!
MechWarrior Susie Sartzetakis (1st Royal Guards) sits down with his colleagues and cracks open a beer!
MechWarrior Private Owen Givens (House Cameron) sits down with his colleagues and cracks open a beer!
MechWarrior Norie Inonu (1st Royal Guards) sits down with his colleagues and cracks open a beer!
MechWarrior Private Owen Givens (House Cameron) sits down with his colleagues and cracks open a beer!

Buncha drunkards if ya ask me  #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 April 2014, 09:08:12
Wish I could drink on the job...

Buncha drunkards if ya ask me  #P

What the.....how was that done!??
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 21 April 2014, 09:27:30
What the.....how was that done!??

That's the message you get when two (or more) ejected MechWarriors end up in the same hex together. Since they're not (normally) armed and can't actually pick each other up for capture purposes, they obviously have to pass the time somehow. :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 25 April 2014, 05:03:28
Worst thing that can happen to an otherwise pristine light 'Mech. No really, it hadn't even taken a single point of damage

Quote
Fireball ALM-10D (Zogster) checking for MASC failure:
    Needs 3, rolls 2 : fails!
            CRITICAL HIT on Hip.
            CRITICAL HIT on Hip.

Fireball ALM-10D (Zogster) must make 2 piloting skill roll(s) (hip actuator hit; hip actuator hit).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (hip actuator hit) + 2 (hip actuator hit)); needs 9, rolls 10 : succeeds.
    Roll #2, (5 (Base piloting skill) + 2 (hip actuator hit) + 2 (hip actuator hit)); needs 9, rolls 5 : falls.
    Fireball ALM-10D (Zogster) falls on its right side, suffering 2 damage.
        Fireball ALM-10D (Zogster) takes 2 damage to RT.
            6 Armor remaining.

With this being the logical next step of being immobile and behind enemy lines...

Quote
Best Fairy Ever ejects from a Fireball ALM-10D (Zogster).
    
Fireball ALM-10D (Zogster) must make a piloting skill check (landing in clear terrain).
    Needs 8 [5 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 10 : succeeds.
            The pilot ejects safely!
*** Fireball ALM-10D (Zogster) DESTROYED by ejection! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 25 April 2014, 08:45:38
Worst thing that can happen to an otherwise pristine light 'Mech. No really, it hadn't even taken a single point of damage

With this being the logical next step of being immobile and behind enemy lines...

MASC: Not even once.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 25 April 2014, 18:00:50
MASC: Not even once.

 :D :D :D :D ;D ;D ;D ;D
Agreed. I just wish you could decide to do a regular sprint instead of using MASC and then having the option to sprint.
(Disclaimer: Must have advance rule on to use sprinting.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 26 April 2014, 00:00:26
:D :D :D :D ;D ;D ;D ;D
Agreed. I just wish you could decide to do a regular sprint instead of using MASC and then having the option to sprint.
(Disclaimer: Must have advance rule on to use sprinting.)

That is actually possible to code now. Make a feature request. Since arlith added the feedback we can have it ASK if you want to use the MASC or not :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 26 April 2014, 08:51:21
That is actually possible to code now. Make a feature request. Since arlith added the feedback we can have it ASK if you want to use the MASC or not :D

I don't think this is a good situation to have the server request feedback from the client.  There should be a better way to handle it... I think it's more of a bug, but bug or feature request, if there's a ticket for it there's a much higher chance it'll get fixed...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 26 April 2014, 09:24:51
Trying out some custom designs, I am not sure if it is allowed but anyway

The best crit-seeking weapon is not any sort of missile, but it is Machine Guns, oh man...

Quote
Weapons fire for Alpha A-MG (3km)
    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 4 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 10 :  - Direct Blow - hits  (using Left Side table) HD
        Locust LCT-1V (Princess) takes 3 damage to HD.
            5 Armor remaining.

        Pilot of Locust LCT-1V (Princess) "Kupine Fontes" takes 1 damage.       
Pilot of Locust LCT-1V (Princess) "Kupine Fontes" needs a 3 to stay conscious.  Rolls 8 : successful!


    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 8 : hits  (using Left Side table) LT
        Locust LCT-1V (Princess) takes 2 damage to LT.
            6 Armor remaining.


    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 4 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 7 :  - Glancing Blow - hits  (using Left Side table) LA
        Locust LCT-1V (Princess) takes 1 damage to LA.
            3 Armor remaining.


    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 5 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 9 : hits  (using Left Side table) HD
        Locust LCT-1V (Princess) takes 2 damage to HD.
            3 Armor remaining.

        Pilot of Locust LCT-1V (Princess) "Kupine Fontes" takes 1 damage.       
Pilot of Locust LCT-1V (Princess) "Kupine Fontes" needs a 5 to stay conscious.  Rolls 2 : blacks out.


    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 5 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 3 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 3 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 6 : misses

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 9 : hits  (using Left Side table) RA
        Locust LCT-1V (Princess) takes 2 damage to RA.
            2 Armor remaining.


    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 11 :  - Direct Blow - hits  (using Left Side table) HD
        Locust LCT-1V (Princess) takes 3 damage to HD.
            0 Armor remaining.

        Pilot of Locust LCT-1V (Princess) "Kupine Fontes" takes 1 damage.

    Machine Gun at Locust LCT-1V (Princess); needs 7, rolls 5 : misses

A 35 tons mech sending 3 pilot hits in one turn. Well, at least in 3025 era.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 26 April 2014, 09:25:54
I don't think this is a good situation to have the server request feedback from the client.  There should be a better way to handle it...

I'm not sure there is with the way MegaMek currently handles movement (which is to say, letting you move as much as you like on the ground and only then trying to automatically guess and select the "least painful" mode to get the desired performance). If you have MASC (and/or a supercharger) on your unit and the sprinting rule is in effect and you want to go just one more MP above your regular running maximum, then the program simply has no easy way to read your mind as to whether you'd rather risk blown actuators but be able to fire that turn or keep your legs safe and forgo attacks...

If things like Clippy and autocorrect have demonstrated one thing, it's that code can ultimately only get so smart before its attempts to "help" the user start to backfire. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 26 April 2014, 11:52:31
If you have MASC (and/or a supercharger) on your unit and the sprinting rule is in effect and you want to go just one more MP above your regular running maximum, then the program simply has no easy way to read your mind as to whether you'd rather risk blown actuators but be able to fire that turn or keep your legs safe and forgo attacks...

MM doesn't have to try to read the users mind.  The MASC could have a "disabled" mode in the Systems tab of the MechDisplay: disabling the MASC would mean you could sprint without using MASC and the status of MASC could be reset to enabled at the start of the turn.  There could also be an "Ignore MASC" button added to the list of movement buttons.  These are both solutions that could allow the user to inform the client that they want to sprint without engaging MASC without having to interrupt the server's processing. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 26 April 2014, 12:38:49
MM doesn't have to try to read the users mind.  The MASC could have a "disabled" mode in the Systems tab of the MechDisplay: disabling the MASC would mean you could sprint without using MASC and the status of MASC could be reset to enabled at the start of the turn.  There could also be an "Ignore MASC" button added to the list of movement buttons.  These are both solutions that could allow the user to inform the client that they want to sprint without engaging MASC without having to interrupt the server's processing.

Another option would be to go the by-the-book route and actually have a separate button for each distinct movement mode for the unit, including walk/run/sprint. Very strictly speaking (TW p. 53) we'd be supposed to pick that first of all, anyway, not count MP expended after the fact and go "oh, couldn't have walked here, must have run then"; that's already a "helpful" convenience method in and of itself with its own small downsides, including the one brought up here.

But I've derailed this thread long enough, I think. Back to the crazy hits, shall we?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Diplominator on 26 April 2014, 22:16:21
"Y'know, I don't really miss that ground speed anymore"

Code: [Select]
Weapons fire for Pixiu Heavy Tank (Standard) (Capellans)
    Thunderbolt 5 at Black Knight BLK-NT-4D #4 (Diplominator); needs 8, rolls 12 :  - Direct Blow -
        Black Knight BLK-NT-4D #4 (Diplominator) takes 6 damage to LL.
            19 Armor remaining.


    Gauss Rifle at Black Knight BLK-NT-4D #4 (Diplominator); needs 8, rolls 9 : hits  (using Left Side table) HD
        Black Knight BLK-NT-4D #4 (Diplominator) takes 15 damage to HD.
            5 points absorbed by a shield.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (6+2) = 8; no effect.

        Pilot of Black Knight BLK-NT-4D #4 (Diplominator) "Davin McNoah" takes 1 damage.        
Pilot of Black Knight BLK-NT-4D #4 (Diplominator) "Davin McNoah" needs a 3 to stay conscious.  Rolls 7 : successful!

Shields: They make you not die. Brought to you by Shields.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 27 April 2014, 14:11:31
These from the latest game against the bot:

1.) It's the ones you don't see coming that get you...

Code: [Select]
Weapons fire for Dragger Attack VTOL ID:8 (Host)
    LRM 5 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 7, rolls 7 : 3 missile(s) hit (using Rear table).

        Monitor MK IIIC DNT-C-UK ID:4 (Princess) takes 3 damage to RA.
            11 Armor remaining.


    LRM 5 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 7, rolls 2 : misses


    LRM 5 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 7, rolls 5 : misses


    LRM 5 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 7, rolls 4 : misses


    SRM 2 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 8, rolls 7 : misses


    SRM 2 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 8, rolls 8 : 2 missile(s) hit (using Rear table).

        Monitor MK IIIC DNT-C-UK ID:4 (Princess) takes 2 damage to LTR.
            5 Armor remaining.

        Monitor MK IIIC DNT-C-UK ID:4 (Princess) takes 2 damage to HD (critical).
            7 Armor remaining.
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on +AMS.

        Pilot of Monitor MK IIIC DNT-C-UK ID:4 (Princess) "Cátia Shujaa" takes 1 damage.       
Pilot of Monitor MK IIIC DNT-C-UK ID:4 (Princess) "Cátia Shujaa" needs a 3 to stay conscious.  Rolls 9 : successful!


    SRM 2 at Monitor MK IIIC DNT-C-UK ID:4 (Princess); needs 8, rolls 7 : misses

2.) From a later turn (the last one, in fact): Beware the little critseekers of DOOM!

Code: [Select]
Weapons fire for Dragger Attack VTOL ID:6 (Host)
    LRM 5 at Nexus NXS1-B ID:3 (Princess); needs 10, rolls 3 : misses


    LRM 5 at Nexus NXS1-B ID:3 (Princess); needs 10, rolls 8 : misses


    LRM 5 at Nexus NXS1-B ID:3 (Princess); needs 10, rolls 8 : misses


    LRM 5 at Nexus NXS1-B ID:3 (Princess); needs 10, rolls 10 : 3 missile(s) hit.

        Nexus NXS1-B ID:3 (Princess) takes 3 damage to HD (critical).
            0 Armor remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Nexus NXS1-B ID:3 (Princess) DESTROYED by pilot death! ***

        Pilot of Nexus NXS1-B ID:3 (Princess) "Jin-Jae Ch'oe" is already dead, so no damage is dealt!


    SRM 2 at Nexus NXS1-B ID:3 (Princess); needs 12, rolls 4 : misses


    SRM 2 at Nexus NXS1-B ID:3 (Princess); needs 12, rolls 6 : misses


    SRM 2 at Nexus NXS1-B ID:3 (Princess); needs 12, rolls 8 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 28 April 2014, 09:17:00
Done by a custom unit, but I don't think it is relevant, well... :P

Quote
    Medium Laser at Wyvern WVE-6N (Princess); needs 8, rolls 8 :  - Glancing Blow - hits  (using Left Side table) LA
        Wyvern WVE-6N (Princess) takes 2 damage to LA.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on LA. Roll is (10-2) = 8; no effect.


    Medium Laser at Wyvern WVE-6N (Princess); needs 8, rolls 8 :  - Glancing Blow - hits  (using Left Side table) CT
        Wyvern WVE-6N (Princess) takes 2 damage to CT.
             6 Internal Structure remaining
            Critical hit on CT. Roll is (12-2) = 10; 1 location.
            CRITICAL HIT on Engine.


    Medium Laser at Wyvern WVE-6N (Princess); needs 8, rolls 8 :  - Glancing Blow - hits  (using Left Side table) LA
        Wyvern WVE-6N (Princess) takes 2 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is (7-2) = 5; no effect.


    Medium Laser at Wyvern WVE-6N (Princess); needs 8, rolls 8 :  - Glancing Blow - hits  (using Left Side table) CT (hit aimed location)
        Wyvern WVE-6N (Princess) takes 2 damage to CT.
             4 Internal Structure remaining
            Critical hit on CT. Roll is (5-2) = 3; no effect.

Four glancing blows in a row, are you purposefully doing this??
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 28 April 2014, 12:53:33
This is why you shouldn't fall asleep in your mech
Quote
Archer ARC-2R (Blue Devils) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Archer ARC-2R (Blue Devils) falls on its left side, suffering 7 damage.
        Archer ARC-2R (Blue Devils) takes 5 damage to LT (critical).
            19 Armor remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                >Archer ARC-2R (Blue Devils) suffers catastrophic damage, but the autoeject system was engaged.
            
Archer ARC-2R (Blue Devils) must make a piloting skill check (landing in clear terrain).
            Needs 12 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 4 : fails.

                Pilot of MechWarrior Elvia Martin (Blue Devils) "Elvia Martin" takes 4 damage.        *** MechWarrior Elvia Martin (Blue Devils) DESTROYED by pilot death! ***
        *** Archer ARC-2R (Blue Devils) DESTROYED by ejection! ***
                Archer ARC-2R (Blue Devils) takes 120 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                105 damage transfers to CT.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on LRM 20.
                    CRITICAL HIT on LRM 20.
                Archer ARC-2R (Blue Devils) takes 105 damage to CT.
                     SECTION DESTROYED,
                Archer ARC-2R (Blue Devils) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 8.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Centurion CN9-A (Blue Devils) is hit for 6 damage!
                Centurion CN9-A (Blue Devils) takes 5 damage to LA.
                    2 Armor remaining.
                Centurion CN9-A (Blue Devils) takes 1 damage to RA.
                    15 Armor remaining.


                End Secondary Damage Report.

        Pilot of Archer ARC-2R (Blue Devils) "Elvia Martin" is already dead, so no damage is dealt!
        Archer ARC-2R (Blue Devils) takes 2 damage to LT.
        2 damage transfers to CT.
        Archer ARC-2R (Blue Devils) takes 2 damage to CT.
    
Pilot of Archer ARC-2R (Blue Devils) "Elvia Martin" cannot avoid damage.
        Pilot of Archer ARC-2R (Blue Devils) "Elvia Martin" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 03 May 2014, 20:58:29
The misadventures of Mr. Lucky
Quote
Weapons fire for Maxim Heavy Hover Artillery (Standard) #2 (House Cameron)
    Sniper at Hex: 0610 (Artillery); needs 10, rolls 10 : hits the intended hex 0610.
Locust LCT-1V (3rd St Ives Lancers) hit (using Rear table) for 10 damage.
        Locust LCT-1V (3rd St Ives Lancers) takes 5 damage to CTR.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
        Locust LCT-1V (3rd St Ives Lancers) takes 5 damage to LTR.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Machine Gun Ammo (200).
            *** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
                >Locust LCT-1V (3rd St Ives Lancers) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (3rd St Ives Lancers) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Locust LCT-1V (3rd St Ives Lancers) DESTROYED by ejection! ***
                Locust LCT-1V (3rd St Ives Lancers) takes 400 damage to CT.
                     SECTION DESTROYED,
                Locust LCT-1V (3rd St Ives Lancers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 8.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is 6;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.

                End Secondary Damage Report.

        Pilot of Locust LCT-1V (3rd St Ives Lancers) "Graina Knapp" has ejected, so no damage is dealt!

Scorpion SCP-1N #2 (3rd St Ives Lancers) hit for 10 damage.
        Scorpion SCP-1N #2 (3rd St Ives Lancers) takes 5 damage to RT.
            6 Armor remaining.
        Scorpion SCP-1N #2 (3rd St Ives Lancers) takes 5 damage to FLL.
            0 Armor remaining.

Weapons fire for Maxim Heavy Hover Artillery (Standard) #3 (House Cameron)
    Sniper at Hex: 1010 (Artillery); needs 9, rolls 5 : misses and scatters to hex 1412.

Weapons fire for Maxim Heavy Hover Artillery (Standard) #8 (House Cameron)
    Sniper at Hex: 0809 (Artillery); needs 9, rolls 8 : misses and scatters to hex 0710.
MechWarrior Graina Knapp (3rd St Ives Lancers) hit for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Graina Knapp (3rd St Ives Lancers) takes 20 damage to MEN.
             SQUAD KILLED,
*** MechWarrior Graina Knapp (3rd St Ives Lancers) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Graina Knapp (3rd St Ives Lancers) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Graina Knapp (3rd St Ives Lancers) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Graina Knapp (3rd St Ives Lancers) takes 10 damage to MEN.

Ouch.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 04 May 2014, 21:20:29
First shot of the game to connect.

Code: [Select]
Weapons fire for Archer ARC-4Sbr Mk.3 (Black Sabres)
    LRM 15 (Artemis-capable ammo) at Shadow Hawk SHD-2H (FWL1); needs 6, rolls 9 : 15 missile(s) hit.

        Shadow Hawk SHD-2H (FWL1) takes 5 damage to HD (critical).
            4 Armor remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Shadow Hawk SHD-2H (FWL1) DESTROYED by pilot death! ***

        Pilot of Shadow Hawk SHD-2H (FWL1) "Kara Couloumbis" is already dead, so no damage is dealt!

        Shadow Hawk SHD-2H (FWL1) takes 5 damage to RA.
            11 Armor remaining.

        Shadow Hawk SHD-2H (FWL1) takes 5 damage to CT.
            18 Armor remaining.



Of course the next round I roll a 2 for initiative.

And only shot to land for the round makes up for it.

Code: [Select]
Weapons fire for Awesome AWS-9QSbr (Black Sabres)
    PPC at Maxim Heavy Hover Transport (SRM2) (FWL3); needs 11, rolls 11 : hits  (using Left Side table) TU (critical)
        Maxim Heavy Hover Transport (SRM2) (FWL3) takes 9 damage to TU (critical).
            7 Armor remaining.
            Critical hit on TU. Roll is 12; Turret blown off!
*** Maxim Heavy Hover Transport (SRM2) (FWL3) DESTROYED by turret blown off! ***


    PPC at Maxim Heavy Hover Transport (SRM2) (FWL3); needs 11, rolls 8 : misses


    PPC at Maxim Heavy Hover Transport (SRM2) (FWL3); needs 11, rolls 8 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 05 May 2014, 01:28:56
Only shot in the first round, but boy was it a doozy!

Quote
Weapons fire for Scourge SCG-WF1 (Rickosaur)
    Gauss Rifle at Locust LCT-5V (Bloody Marys); needs 11, rolls 12 : hits  RL
        Locust LCT-5V (Bloody Marys) takes 15 damage to RL.
            Armor destroyed,             SECTION DESTROYED,
        3 damage transfers to RT.
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Foot.
        Locust LCT-5V (Bloody Marys) takes 3 damage to RT.
            5 Armor remaining.


Locust LCT-5V (Bloody Marys) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; leg destroyed).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Locust LCT-5V (Bloody Marys) falls on its left side, suffering 2 damage.
        Locust LCT-5V (Bloody Marys) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Locust LCT-5V (Bloody Marys) "Jazlyn Savory" takes 1 damage.        
Pilot of Locust LCT-5V (Bloody Marys) "Jazlyn Savory" needs a 3 to stay conscious.  Rolls 6 : successful!

Pilot of Locust LCT-5V (Bloody Marys) "Jazlyn Savory" must roll 12 to avoid damage; rolls 9 : fails.
        Pilot of Locust LCT-5V (Bloody Marys) "Jazlyn Savory" takes 1 damage.        
Pilot of Locust LCT-5V (Bloody Marys) "Jazlyn Savory" needs a 5 to stay conscious.  Rolls 4 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 05 May 2014, 17:22:28
Gutted with your own knife.

Quote
Weapons fire for Wolverine WVR-6MSbr Mk II #2 (Black Sabres)
.
.
    Large Pulse Laser at Hermes II HER-2S (FWL1); needs 8, rolls 10 : hits  LT
        Hermes II HER-2S (FWL1) takes 9 damage to LT.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on AC/5 Ammo (19).
            *** AC/5 Ammo EXPLODES!  95 DAMAGE! ***
                >Hermes II HER-2S (FWL1) suffers catastrophic damage, but the autoeject system was engaged.
            
Hermes II HER-2S (FWL1) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Hermes II HER-2S (FWL1) DESTROYED by ejection! ***
                Hermes II HER-2S (FWL1) takes 95 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                91 damage transfers to CT.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    Location has no more hittable critical slots.
                Hermes II HER-2S (FWL1) takes 91 damage to CT.
                     SECTION DESTROYED,
                Hermes II HER-2S (FWL1) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) is hit for 24 damage!
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 5 damage to LA.
                    13 Armor remaining.
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 5 damage to RTR.
                    1 Armor remaining.
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 5 damage to CTR.
                    3 Armor remaining.
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 5 damage to HD (critical).
                    4 Armor remaining.
                    Critical hit on HD.         Roll is 2;         no effect.

                Pilot of Wolverine WVR-6MSbr Mk II #2 (Black Sabres) "Leutnant Daniel Kollias" takes 1 damage.                
Pilot of Wolverine WVR-6MSbr Mk II #2 (Black Sabres) "Leutnant Daniel Kollias" needs a 3 to stay conscious.  Rolls 4 : successful!
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 4 damage to RTR.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on RT.         Roll is 12;         3 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Jump Jet.
                    Location has no more hittable critical slots.

                .
                .
                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 9;         1 location.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) is hit for 4 damage!
                Wolverine WVR-6MSbr Mk II #2 (Black Sabres) takes 4 damage to CTR.
                    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.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 06 May 2014, 09:19:24
One kick to destroy both a leg and the gyro.

Quote
    Kick (Left leg) at Mercury MCY-97 #3 (Princess); needs 4, rolls 6 : hits (using Kick table) RL
        Mercury MCY-97 #3 (Princess) takes 7 damage to RL.
            Armor destroyed,             SECTION DESTROYED,
        2 damage transfers to RT.
            Critical hit on RL. Roll is (7+1) = 8; no effect.
        Mercury MCY-97 #3 (Princess) takes 2 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is (12+1) = 13; 3 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

And then (another mech) punch the other into unconscious.

Quote
    Punch (Right Arm) at Hermes HER-1S (Princess); needs 6, rolls 7 : hits (using Punch table) HD
        Hermes HER-1S (Princess) takes 4 damage to HD.
            1 Armor remaining.

        Pilot of Hermes HER-1S (Princess) "Mia Ng" takes 1 damage.       
Pilot of Hermes HER-1S (Princess) "Mia Ng" needs a 5 to stay conscious.  Rolls 4 : blacks out.

And he is really unluncky, or, are we??

Quote
Medium Laser at Hermes HER-1S (Princess); needs 1, rolls 7 :  - Direct Blow - hits  LL
        Hermes HER-1S (Princess) takes 7 damage to LL.
        7 damage transfers to LT.
        Hermes HER-1S (Princess) takes 7 damage to LT.
        7 damage transfers to CT.
        Hermes HER-1S (Princess) takes 7 damage to CT.
             SECTION DESTROYED,
        Hermes HER-1S (Princess) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        >Hermes HER-1S (Princess) suffers catastrophic damage, but the autoeject system was engaged.
    
Hermes HER-1S (Princess) must make a piloting skill check (landing in clear terrain).
    Needs 7 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
*** MechWarrior Mia Ng (Princess) DESTROYED by deadly ejection! ***
        Suafol SFL-35A (3km) is hit for 13 damage!
        Suafol SFL-35A (3km) takes 5 damage to CT (critical).
            8 Armor remaining.
            Critical hit on CT. Roll is 8; no effect.
        Suafol SFL-35A (3km) takes 5 damage to LL.
            5 Armor remaining.
        Suafol SFL-35A (3km) takes 3 damage to RT.
            8 Armor remaining.

        Misni MSN-5 (3km) is hit for 13 damage!
        Misni MSN-5 (3km) takes 5 damage to RL.
            7 Armor remaining.
        Misni MSN-5 (3km) takes 5 damage to LA.
            4 Armor remaining.
        Misni MSN-5 (3km) takes 3 damage to RL.
            4 Armor remaining.

        Cader CDR-5H (3km) is hit for 27 damage!
        Cader CDR-5H (3km) takes 5 damage to LT.
            3 Armor remaining.
        Cader CDR-5H (3km) takes 5 damage to CT (critical).
            4 Armor remaining.
            Critical hit on CT. Roll is 8; no effect.
        Cader CDR-5H (3km) takes 5 damage to RA.
            0 Armor remaining.
        Cader CDR-5H (3km) takes 5 damage to LA.
            0 Armor remaining.
        Cader CDR-5H (3km) takes 5 damage to LA.
             SECTION DESTROYED,
        2 damage transfers to LT.
            Critical hit on LA. Roll is 10; 1 location.
            CRITICAL HIT on Shoulder.
        Cader CDR-5H (3km) takes 2 damage to LT.
            1 Armor remaining.
        Cader CDR-5H (3km) takes 2 damage to LT.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.

        Alpha A-ML (3km) is hit for 6 damage!
        Alpha A-ML (3km) takes 5 damage to RL.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.
        Alpha A-ML (3km) takes 1 damage to RT.
            3 Armor remaining.

        Suafol SFL-35M (3km) is hit for 27 damage!
        Suafol SFL-35M (3km) takes 5 damage to RL.
            11 Armor remaining.
        Suafol SFL-35M (3km) takes 5 damage to LL.
            11 Armor remaining.
        Suafol SFL-35M (3km) takes 5 damage to LT.
            7 Armor remaining.
        Suafol SFL-35M (3km) takes 5 damage to LL.
            6 Armor remaining.
        Suafol SFL-35M (3km) takes 5 damage to LA.
            7 Armor remaining.
        Suafol SFL-35M (3km) takes 2 damage to LL.
            4 Armor remaining.

        Cader CDR-6 (3km) is hit for 13 damage!
        Cader CDR-6 (3km) takes 5 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CT.
            Critical hit on LT. Roll is 8; no effect.
        Cader CDR-6 (3km) takes 2 damage to CT.
            7 Armor remaining.
        Cader CDR-6 (3km) takes 5 damage to RA.
            1 Armor remaining.
        Cader CDR-6 (3km) takes 3 damage to RL.
            5 Armor remaining.

        Cader CDR-5 (3km) is hit for 27 damage!
        Cader CDR-5 (3km) takes 5 damage to RT.
            3 Armor remaining.
        Cader CDR-5 (3km) takes 5 damage to LT.
            3 Armor remaining.
        Cader CDR-5 (3km) takes 5 damage to RA.
            0 Armor remaining.
        Cader CDR-5 (3km) takes 5 damage to RL.
            2 Armor remaining.
        Cader CDR-5 (3km) takes 5 damage to RL.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.
        Cader CDR-5 (3km) takes 2 damage to RT.
            1 Armor remaining.

        Suafol SFL-35M #2 (3km) is hit for 13 damage!
        Suafol SFL-35M #2 (3km) takes 5 damage to LA.
            7 Armor remaining.
        Suafol SFL-35M #2 (3km) takes 5 damage to LL.
            11 Armor remaining.
        Suafol SFL-35M #2 (3km) takes 3 damage to LT.
            9 Armor remaining.

        Hermes HER-1S #2 (Princess) is hit for 27 damage!
        Hermes HER-1S #2 (Princess) takes 5 damage to LT.
            4 Armor remaining.
        Hermes HER-1S #2 (Princess) takes 5 damage to RT.
            4 Armor remaining.
        Hermes HER-1S #2 (Princess) takes 5 damage to CT.
            9 Armor remaining.
        Hermes HER-1S #2 (Princess) takes 5 damage to LA.
            4 Armor remaining.
        Hermes HER-1S #2 (Princess) takes 5 damage to RT.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Medium Laser.
        Hermes HER-1S #2 (Princess) takes 2 damage to RA.
            7 Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (8+2) = 10; 1 location.
            Location has no more hittable critical slots.

...

Cader CDR-5H (3km) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 1 (weight class modifier)); needs 7, rolls 2 : falls.
    Cader CDR-5H (3km) falls on its left side, suffering 2 damage.
        Cader CDR-5H (3km) takes 2 damage to LL.
            5 Armor remaining.

Pilot of Cader CDR-5H (3km) "Yegor Heggland" must roll 7 to avoid damage; rolls 7 : succeeds.

Suafol SFL-35M (3km) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 1 (weight class modifier)); needs 7, rolls 6 : falls.
    Suafol SFL-35M (3km) falls on its left side, suffering 4 damage.
        Suafol SFL-35M (3km) takes 4 damage to RT.
            8 Armor remaining.

Pilot of Suafol SFL-35M (3km) "Vaughan Catalani" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Suafol SFL-35M (3km) "Vaughan Catalani" takes 1 damage.        
Pilot of Suafol SFL-35M (3km) "Vaughan Catalani" needs a 3 to stay conscious.  Rolls 7 : successful!


Cader CDR-5 (3km) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 1 (weight class modifier)); needs 7, rolls 2 : falls.
    Cader CDR-5 (3km) falls on its rear, suffering 2 damage.
        Cader CDR-5 (3km) takes 2 damage to LL.
            5 Armor remaining.

Pilot of Cader CDR-5 (3km) "Feliks Martynski" must roll 7 to avoid damage; rolls 6 : fails.
        Pilot of Cader CDR-5 (3km) "Feliks Martynski" takes 1 damage.        
Pilot of Cader CDR-5 (3km) "Feliks Martynski" needs a 3 to stay conscious.  Rolls 7 : successful!


Hermes HER-1S #2 (Princess) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 1 (weight class modifier)); needs 7, rolls 6 : falls.
    Hermes HER-1S #2 (Princess) falls on its right side, suffering 3 damage.
        Hermes HER-1S #2 (Princess) takes 3 damage to LT.
            1 Armor remaining.

Pilot of Hermes HER-1S #2 (Princess) "Martin Yun" must roll 7 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 08 May 2014, 09:38:23
Knock knock...
Code: [Select]
Physical attacks for Wolverine WVR-6R (Princess)
    Punch (Left Arm) at Marauder MAD-1R (Threshold Strikers); needs 6, rolls 9 :  - Direct Blow - hits (using Punch table) HD
        Marauder MAD-1R (Threshold Strikers) takes 7 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Marauder MAD-1R (Threshold Strikers) DESTROYED by damage! ***
            Critical hit on HD. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Marauder MAD-1R (Threshold Strikers) "Lance Sergeant Victoria Brown" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Mastergunz on 08 May 2014, 11:49:07
In a game this weekend my fiance was driving an Atlas III that was holding its own for most of the game. On the 3rd turn she took 3 head hits from my SRM Spammer and lost a leg from a floating crit and it's following 12 on the right leg. TIIIMMBBER! Failed her conciousness check at 7 and goodnight. She spent the next 3 TURNS absorbing every bit of fire and physical I put into her and consistently failing to wake up. On the 4th turn of this she hits a 12 to wake up and with her one remaining medium laser crits my CT and tacs my gyro...twice!  :o

-Gunz
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 May 2014, 22:43:11
Friendly fire at its worst.
Quote
Medium Pulse Laser at Locust LCT-1M (Pirate Recon); needs 5, rolls 11 :  - Direct Blow - hits  LA
        Locust LCT-1M (Pirate Recon) takes 8 damage to LA.
        8 damage transfers to LT.
        Locust LCT-1M (Pirate Recon) takes 8 damage to LT.
        8 damage transfers to CT.
        Locust LCT-1M (Pirate Recon) takes 8 damage to CT.
             SECTION DESTROYED,
        Locust LCT-1M (Pirate Recon) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Locust LCT-1M (Pirate Recon) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Locust LCT-1M (Pirate Recon) suffers catastrophic damage, but the autoeject system was engaged.
    
Locust LCT-1M (Pirate Recon) must make a piloting skill check (landing in a building).
    Needs 11 [5 (ejecting) + 1 (automatic ejection) + 5 (landing in a building)], rolls 8 : fails.

        Crew of MechWarrior Shadhaa bin Hanbal (Pirate Recon) "Shadhaa bin Hanbal" is already dead, so no damage is dealt!
*** MechWarrior Shadhaa bin Hanbal (Pirate Recon) DESTROYED by deadly ejection! ***
        Building #47180 absorbs 4 points of damage.
        Building #47180 absorbs 8 points of damage.
        Building #38996 absorbs 8 points of damage.
        Building #38996 absorbs 16 points of damage.
        Building #38996 absorbs 4 points of damage.
*** Motorized Platoon (Rifle) #3 (Militia2) DESTROYED by explosion proximity! ***
*** Motorized Platoon (Rifle) #4 (Militia2) DESTROYED by explosion proximity! ***
        Motorized Platoon (Rifle) #5 (Militia2) is hit for 16 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Militia2) takes 10 damage to MEN.
            18 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Militia2) takes 10 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Militia2) takes 10 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Rifle) #5 (Militia2) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Militia2) takes 2 damage to MEN.

        Motorized Platoon (Rifle) #6 (Militia2) is hit for 16 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Militia2) takes 10 damage to MEN.
            18 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Militia2) takes 10 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Militia2) takes 10 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Rifle) #6 (Militia2) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Militia2) takes 2 damage to MEN.

        Goblin Medium Tank (MG) (Militia3) is hit for 16 damage!
        Goblin Medium Tank (MG) (Militia3) takes 5 damage to TU.
            25 Armor remaining.
        Goblin Medium Tank (MG) (Militia3) takes 5 damage to LS.
            19 Armor remaining.
            Critical hit on movement system. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Goblin Medium Tank (MG) (Militia3) takes 5 damage to TU.
            20 Armor remaining.
        Goblin Medium Tank (MG) (Militia3) takes 1 damage to LS.
            18 Armor remaining.

        Goblin Medium Tank (LRM) (Militia3) is hit for 4 damage!
        Goblin Medium Tank (LRM) (Militia3) takes 4 damage to LS.
            20 Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (7+2) = 9; 1 location.
            Location has no more hittable critical slots.

Urban combat at its finest.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 08 May 2014, 23:59:18
And now for something different...

 Lieutenant JG Floyd Dempsey performed some amazing work in treating Concetta DiVittorio's Missing Left Leg (10% less time to heal) (1XP gained) Lieutenant JG Floyd Dempsey performed some amazing work in treating Concetta DiVittorio's Broken Rib (10% less time to heal) (2XP gained) Lieutenant JG Floyd Dempsey performed some amazing work in treating Concetta DiVittorio's Missing Right Arm (10% less time to heal) (3XP gained)

That's right.  Doctor Dempsey got 3 12's in a row for their healing check on someone with some serious injuries...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 09 May 2014, 01:50:12
I had that happen once 2 on one patient then once on two others. Kinda useless xp though as my docs are still capped at 5. Nice rolls though. I just wish the advanced medical was fully functional :( can't wait till it is :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 09 May 2014, 06:48:56
Doncha just hate...

Quote
Weapon Attack Phase
-------------------
Weapons fire for Marauder MAD-3D (OPFOR)
    Medium Laser at Marauder MAD-3FC-J (Griffon's Talons); needs 5, rolls 5 : hits  LA
        Marauder MAD-3FC-J (Griffon's Talons) takes 5 damage to LA.
            19 Armor remaining.

    Large Laser at Marauder MAD-3FC-J (Griffon's Talons); needs 5, rolls 6 : hits  HD
        Marauder MAD-3FC-J (Griffon's Talons) takes 8 damage to HD.
            1 Armor remaining.

        Pilot of Marauder MAD-3FC-J (Griffon's Talons) "Aurelio Díaz" takes 1 damage.       
Pilot of Marauder MAD-3FC-J (Griffon's Talons) "Aurelio Díaz" needs a 3 to stay conscious.  Rolls 5 : successful!


    PPC at Marauder MAD-3FC-J (Griffon's Talons); needs 8, rolls 12 : hits  HD
        Marauder MAD-3FC-J (Griffon's Talons) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Marauder MAD-3FC-J (Griffon's Talons) DESTROYED by damage! ***
        >Marauder MAD-3FC-J (Griffon's Talons) suffers catastrophic damage, but the autoeject system was engaged.
   
Marauder MAD-3FC-J (Griffon's Talons) must make a piloting skill check (landing in light woods).
    Needs 11 [5 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 5 : fails.

            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.

        Pilot of Marauder MAD-3FC-J (Griffon's Talons) "Aurelio Díaz" is already dead, so no damage is dealt!


Weapons fire for Marauder MAD-3FC-J (Griffon's Talons)
    Large Laser at Marauder MAD-3D (OPFOR); needs 6, rolls 6 : hits  LL
        Marauder MAD-3D (OPFOR) takes 8 damage to LL.
            2 Armor remaining.


    Medium Laser at Marauder MAD-3D (OPFOR); needs 6, rolls 8 : hits  HD
        Marauder MAD-3D (OPFOR) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" takes 1 damage.       
Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" needs a 3 to stay conscious.  Rolls 7 : successful!


    Large Laser at Marauder MAD-3D (OPFOR); needs 6, rolls 11 : hits  CT
        Marauder MAD-3D (OPFOR) takes 8 damage to CT.
            27 Armor remaining.


    Medium Laser at Marauder MAD-3D (OPFOR); needs 6, rolls 6 : hits  HD
        Marauder MAD-3D (OPFOR) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" takes 1 damage.       
Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" needs a 5 to stay conscious.  Rolls 4 : blacks out.


    PPC at Marauder MAD-3D (OPFOR); needs 9, rolls 9 : hits  RT
        Marauder MAD-3D (OPFOR) takes 10 damage to RT.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.

Marauder MAD-3D (OPFOR) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Marauder MAD-3D (OPFOR) falls on its front, suffering 8 damage.
        Marauder MAD-3D (OPFOR) takes 5 damage to LA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on LA. Roll is 2; no effect.
        Marauder MAD-3D (OPFOR) takes 3 damage to HD.
             SECTION DESTROYED,
*** Marauder MAD-3D (OPFOR) DESTROYED by damage! ***
        >Marauder MAD-3D (OPFOR) suffers catastrophic damage, but the autoeject system was engaged.
   
Marauder MAD-3D (OPFOR) must make a piloting skill check (landing in light woods).
    Needs 19 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 10 : fails.

            Critical hit on HD. Roll is 7; no effect.

        Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" is already dead, so no damage is dealt!
   
Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" cannot avoid damage.
        Pilot of Marauder MAD-3D (OPFOR) "Xiao-mei Tung" is already dead, so no damage is dealt!

Winner is: the Chicago Cubs!!!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 09 May 2014, 08:09:28
I just wish the advanced medical was fully functional :( can't wait till it is :)

The only 'non-functional' part would be replacement limbs, which is really more of an optional rule than anything...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 09 May 2014, 13:49:37
which is the part I can't wait for ;) Whenever time permits though. I know there are more pressing bug/features.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 10 May 2014, 16:07:36
Interesting problem for this gunner.  Plus Mega isn't very happy with this weapon!
Code: [Select]
Weapons fire for Partisan AA Vehicle (3134 Upgrade) (Lunaya)
    HVAC/2 at Scourge SCG-WD1 (Wrangler); needs 8, rolls 2 : THE DAMN THING EXPLODES;


    HVAC/2 at Scourge SCG-WD1 (Wrangler); needs 8, rolls 7 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 10 May 2014, 23:30:24
Reactive armour only helps when you have armour left there.

Quote
Weapons fire for Juliano JLN-5M (Rickosaur)
    ER Medium Laser at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 7 : misses


    ER Medium Laser at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 12 : hits  RA
        Mongrel MGL-T1 (PrincessPeaches) takes 5 damage to RA.
            11 Armor remaining.


    ER Medium Laser at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 5 : misses


    Streak SRM 6 at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 4 : fails to achieve lock.

    Streak SRM 6 at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 4 : fails to achieve lock.

    Streak SRM 6 at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 9 : 6 missile(s) hit.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to CT.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            23 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RL.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            23 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to LA.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            4 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to HD.
             1 Internal Structure remaining
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Mongrel MGL-T1 (PrincessPeaches) "Saabiqa bin Mustafa" takes 1 damage.        
Pilot of Mongrel MGL-T1 (PrincessPeaches) "Saabiqa bin Mustafa" needs a 5 to stay conscious.  Rolls 10 : successful!

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to HD.
             SECTION DESTROYED,
*** Mongrel MGL-T1 (PrincessPeaches) DESTROYED by damage! ***
            Critical hit on HD. Roll is 3; no effect.


        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RT.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            13 Armor remaining.


    Streak SRM 6 at Mongrel MGL-T1 (PrincessPeaches); needs 9, rolls 9 : 6 missile(s) hit.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RT.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            12 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RA.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            10 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to CT.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            22 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to LA.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            3 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RA.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            9 Armor remaining.

        Mongrel MGL-T1 (PrincessPeaches) takes 2 damage to RT.
             Reactive armor takes half damage from explosive-type damage: 1 damage.
            11 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 13 May 2014, 03:21:25
He'll pop ur arms off! What happens when you jump on a bug??? It POPS!

Quote
Physical attacks for Griffin GRF-1N (Ghost Watch)
    Attempting death from above on Stinger STG-3R (Pirate); needs 2, rolls 6 :  - Direct Blow - hits.
        Defender takes 18 damage  (using Rear table).
        Stinger STG-3R (Pirate) takes 5 damage to LL.
        5 damage transfers to LTR.
        Stinger STG-3R (Pirate) takes 5 damage to LTR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Stinger STG-3R (Pirate) takes 5 damage to RTR.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is (5+1) = 6; no effect.
        Stinger STG-3R (Pirate) takes 5 damage to LTR.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        4 damage transfers to CTR.
            Critical hit on LT. Roll is (5+1) = 6; no effect.
        Stinger STG-3R (Pirate) takes 4 damage to CTR.
            0 Armor remaining.
        Stinger STG-3R (Pirate) takes 3 damage to RTR.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CTR.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Heat Sink.
        Stinger STG-3R (Pirate) takes 1 damage to CTR.
             5 Internal Structure remaining
            Critical hit on CT. Roll is (3+1) = 4; no effect.
    Stinger STG-3R (Pirate) is displaced into hex 0812.
        Attacker takes 11 damage.
        Griffin GRF-1N (Ghost Watch) takes 5 damage to LL.
            4 Armor remaining.
        Griffin GRF-1N (Ghost Watch) takes 5 damage to LL.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.
        Griffin GRF-1N (Ghost Watch) takes 1 damage to RL.
            1 Armor remaining.

Would have been even better if the legs or head popped off as well though  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 13 May 2014, 17:49:37
A Panther that just leveled a good chunk of the supply depot with a single kick...

Physical attacks for Panther PNT-9R (Krull Raiders)
    Kick (Left leg) at Victor VTR-9B (Gryphons); needs -1, rolls 5 :  - Direct Blow - hits RT
        Victor VTR-9B (Gryphons) takes 8 damage to RT.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on AC/20 Ammo (5).
            *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
                >Victor VTR-9B (Gryphons) suffers catastrophic damage, but the autoeject system was engaged.
           
Victor VTR-9B (Gryphons) must make a piloting skill check (landing in rough).
            Needs 13 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 0 (landing in rough)], rolls 5 : fails.

                Pilot of MechWarrior Recruit Naida Stanovcic (Gryphons) "Recruit Naida Stanovcic" takes 4 damage.        *** MechWarrior Recruit Naida Stanovcic (Gryphons) DESTROYED by pilot death! ***
        *** Victor VTR-9B (Gryphons) DESTROYED by ejection! ***
                Victor VTR-9B (Gryphons) takes 100 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                90 damage transfers to CT.
                    Critical hit on RT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on AC/20 Ammo (5).
                    *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
                        Victor VTR-9B (Gryphons) takes 100 damage to RT.
                        100 damage transfers to CT.
                        Victor VTR-9B (Gryphons) takes 100 damage to CT.
                             SECTION DESTROYED,
                        Victor VTR-9B (Gryphons) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 10.
                        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                        Start Secondary Damage Report.
                        Building #55380 absorbs 8 points of damage.
                        Building #55380 absorbs 8 points of damage.
                        Building #55380 absorbs 8 points of damage.
                        Building #55380 absorbs 16 points of damage.
                        Building #55380 absorbs 8 points of damage.
                        Building #43112 absorbs 32 points of damage.
                        Building #47212 absorbs 32 points of damage.
                        Building #47212 absorbs 16 points of damage.
                        Building #47212 absorbs 16 points of damage.
                        Building #43120 absorbs 16 points of damage.
                        Building #47220 absorbs 8 points of damage.
                        Self Propelled Sniper BT #2 (Krull Raiders) is hit for 16 damage!
                        Self Propelled Sniper BT #2 (Krull Raiders) takes 5 damage to RR.
                            7 Armor remaining.
                            Critical hit on movement system.                 Roll is 7;                 (w/ +1 bonus)
                             Minor damage, +1 to driving skill rolls.
                        Self Propelled Sniper BT #2 (Krull Raiders) takes 5 damage to RR.
                            2 Armor remaining.
                            Critical hit on movement system.                 Roll is 8;                 (w/ +1 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                        Self Propelled Sniper BT #2 (Krull Raiders) takes 5 damage to LS.
                            7 Armor remaining.
                            Critical hit on movement system.                 Roll is 9;                 (w/ +1 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                        Self Propelled Sniper BT #2 (Krull Raiders) takes 1 damage to RR.
                            1 Armor remaining.
                            Critical hit on movement system.                 Roll is 7;                 (w/ +1 bonus)
                             Minor damage, +1 to driving skill rolls.

                        Self Propelled Sniper BT #4 (Krull Raiders) is hit for 16 damage!
                        Self Propelled Sniper BT #4 (Krull Raiders) takes 5 damage to LS (critical).
                            7 Armor remaining.
                            Critical hit on LS.                 Roll is 11;                 Engine destroyed.  Immobile.
                        Self Propelled Sniper BT #4 (Krull Raiders) takes 5 damage to RR.
                            7 Armor remaining.
                            Critical hit on movement system.                 Roll is 5;                 (w/ +2 bonus)
                             no effect.
                        Self Propelled Sniper BT #4 (Krull Raiders) takes 5 damage to LS.
                            2 Armor remaining.
                        Self Propelled Sniper BT #4 (Krull Raiders) takes 1 damage to LS (critical).
                            1 Armor remaining.
                            Critical hit on LS.                 Roll is 5;                 no effect.

                        Self Propelled Sniper BT #3 (Krull Raiders) is hit for 16 damage!
                        Self Propelled Sniper BT #3 (Krull Raiders) takes 5 damage to LS.
                            7 Armor remaining.
                            Critical hit on movement system.                 Roll is 10;                 (w/ +0 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                        Self Propelled Sniper BT #3 (Krull Raiders) takes 5 damage to FR.
                            7 Armor remaining.
                            Critical hit on movement system.                 Roll is 11;                 (w/ +0 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                        Self Propelled Sniper BT #3 (Krull Raiders) takes 5 damage to FR.
                            2 Armor remaining.
                        Self Propelled Sniper BT #3 (Krull Raiders) takes 1 damage to FR.
                            1 Armor remaining.

                        Wolverine WVR-6M (Krull Raiders) is hit for 8 damage!
                        Wolverine WVR-6M (Krull Raiders) takes 5 damage to CT.
                            20 Armor remaining.
                        Wolverine WVR-6M (Krull Raiders) takes 3 damage to RL.
                             8 Internal Structure remaining
                            Critical hit on RL.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Upper Leg.

                        Shadow Hawk SHD-2H (Krull Raiders) is hit for 16 damage!
                        Shadow Hawk SHD-2H (Krull Raiders) takes 5 damage to RA.
                            4 Armor remaining.
                        Shadow Hawk SHD-2H (Krull Raiders) takes 5 damage to LA.
                            11 Armor remaining.
                        Shadow Hawk SHD-2H (Krull Raiders) takes 5 damage to CT.
                            8 Armor remaining.
                        Shadow Hawk SHD-2H (Krull Raiders) takes 1 damage to RL.
                            15 Armor remaining.

                        Panther PNT-9R (Krull Raiders) is hit for 32 damage!
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LL.
                            2 Armor remaining.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LT.
                            5 Armor remaining.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to CT.
                            1 Armor remaining.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to RT.
                            1 Armor remaining.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LT.
                            0 Armor remaining.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LA.
                        5 damage transfers to LT.
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LT.
                             3 Internal Structure remaining
                            Critical hit on LT.                 Roll is 6;                 no effect.
                        Panther PNT-9R (Krull Raiders) takes 2 damage to LT.
                             1 Internal Structure remaining
                            Critical hit on LT.                 Roll is 12;                 2 locations.
                            CRITICAL HIT on Heat Sink.
                            CRITICAL HIT on Heat Sink.

                        Hermes II HER-2S (Gryphons) is hit for 16 damage!
                        Hermes II HER-2S (Gryphons) takes 5 damage to LL.
                            4 Armor remaining.
                        Hermes II HER-2S (Gryphons) takes 5 damage to LL.
                            Armor destroyed,                 9 Internal Structure remaining
                            Critical hit on LL.                 Roll is 6;                 no effect.
                        Hermes II HER-2S (Gryphons) takes 5 damage to LA.
                            6 Armor remaining.
                        Hermes II HER-2S (Gryphons) takes 1 damage to LL.
                             8 Internal Structure remaining
                            Critical hit on LL.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Foot.
                            CRITICAL HIT on Hip.

                        Shadow Hawk SHD-2H (Gryphons) is hit for 8 damage!
                        Shadow Hawk SHD-2H (Gryphons) takes 5 damage to RA.
                        5 damage transfers to RT.
                        Shadow Hawk SHD-2H (Gryphons) takes 5 damage to RT.
                            Armor destroyed,                 11 Internal Structure remaining
                            Critical hit on RT.                 Roll is 10;                 1 location.
                            CRITICAL HIT on LRM 5 Ammo (17).
                            *** LRM 5 Ammo EXPLODES!  85 DAMAGE! ***
                                >Shadow Hawk SHD-2H (Gryphons) suffers catastrophic damage, but the autoeject system was engaged.
                           
Shadow Hawk SHD-2H (Gryphons) must make a piloting skill check (landing in rubble).
                            Needs 7 [6 (ejecting) + 1 (automatic ejection) + 0 (landing in rubble)], rolls 11 : succeeds.
                                    The pilot ejects safely!
                        *** Shadow Hawk SHD-2H (Gryphons) DESTROYED by ejection! ***
                                Shadow Hawk SHD-2H (Gryphons) takes 85 damage to RT.
                                     SECTION DESTROYED,
                                74 damage transfers to CT.
                                    Critical hit on RT.                         Roll is (8+4) = 12;                         2 locations.
                                    CRITICAL HIT on Heat Sink.
                                    CRITICAL HIT on +LRM 5.
                                Shadow Hawk SHD-2H (Gryphons) takes 74 damage to CT.
                                     SECTION DESTROYED,
                                Shadow Hawk SHD-2H (Gryphons) has taken 6 engine hits this phase.
                                Checking for engine explosion on 10, roll is 8.
                                Engine safety systems remain in place.
                                    Critical hit on CT.                         Roll is (6+4) = 10;                         1 location.
                                    CRITICAL HIT on SRM 2 Ammo (43).
                                    *** SRM 2 Ammo EXPLODES!  172 DAMAGE! ***
                                        Shadow Hawk SHD-2H (Gryphons) takes 172 damage to CT.

                                        Ammo explosion damages nearby units.

                                        Start Secondary Damage Report.
                                        Building #55380 absorbs 8 points of damage.
                                        Building #55380 absorbs 8 points of damage.
                                        Shadow Hawk SHD-2H (Krull Raiders) is hit for 8 damage!
                                        Shadow Hawk SHD-2H (Krull Raiders) takes 5 damage to RT.
                                            9 Armor remaining.
                                        Shadow Hawk SHD-2H (Krull Raiders) takes 3 damage to RT.
                                            6 Armor remaining.

                                        Warhammer WHM-6R (Gryphons) is hit for 8 damage!
                                        Warhammer WHM-6R (Gryphons) takes 5 damage to LA (critical).
                                            15 Armor remaining.
                                            Critical hit on LA.                                 Roll is 8;                                 no effect.
                                        Warhammer WHM-6R (Gryphons) takes 3 damage to LT.
                                            9 Armor remaining.

                                        Dervish DV-6M (Gryphons) is hit for 8 damage!
                                        Dervish DV-6M (Gryphons) takes 5 damage to CTR.
                                             11 Internal Structure remaining
                                            Critical hit on CT.                                 Roll is 5;                                 no effect.
                                        Dervish DV-6M (Gryphons) takes 3 damage to LA.
                                            0 Armor remaining.


                                        End Secondary Damage Report.

                                Pilot of Shadow Hawk SHD-2H (Gryphons) "Recruit Suoung Jugovic" has ejected, so no damage is dealt!


                                Ammo explosion damages nearby units.

                                Start Secondary Damage Report.
                                Building #55380 absorbs 4 points of damage.
                                Building #55380 absorbs 4 points of damage.
                                Shadow Hawk SHD-2H (Krull Raiders) is hit for 4 damage!
                                Shadow Hawk SHD-2H (Krull Raiders) takes 4 damage to LL.
                                     SECTION DESTROYED,
                                1 damage transfers to LT.
                                    Critical hit on LL.                         Roll is 9;                         1 location.
                                    CRITICAL HIT on Upper Leg.
                                Shadow Hawk SHD-2H (Krull Raiders) takes 1 damage to LT.
                                    13 Armor remaining.

                                Warhammer WHM-6R (Gryphons) is hit for 4 damage!
                                Warhammer WHM-6R (Gryphons) takes 4 damage to CTR.
                                    5 Armor remaining.

                                Dervish DV-6M (Gryphons) is hit for 4 damage!
                                Dervish DV-6M (Gryphons) takes 4 damage to CTR.
                                     7 Internal Structure remaining
                                    Critical hit on CT.                         Roll is 7;                         no effect.


                                End Secondary Damage Report.

                        Pilot of Shadow Hawk SHD-2H (Gryphons) "Recruit Suoung Jugovic" has ejected, so no damage is dealt!

                        Shadow Hawk SHD-2H (Gryphons) takes 3 damage to LA.
                            4 Armor remaining.

                        Grasshopper GHR-5H (Gryphons) is hit for 16 damage!
                        Grasshopper GHR-5H (Gryphons) takes 5 damage to LA.
                             6 Internal Structure remaining
                            Critical hit on LA.                 Roll is 5;                 no effect.
                        Grasshopper GHR-5H (Gryphons) takes 5 damage to LA.
                             1 Internal Structure remaining
                            Critical hit on LA.                 Roll is 7;                 no effect.
                        Grasshopper GHR-5H (Gryphons) takes 5 damage to LL.
                            11 Armor remaining.
                        Grasshopper GHR-5H (Gryphons) takes 1 damage to CTR.
                            12 Armor remaining.

                        Dervish DV-6M (Gryphons) is hit for 8 damage!
                        Dervish DV-6M (Gryphons) takes 5 damage to RTR.
                            Armor destroyed,                 12 Internal Structure remaining
                            Critical hit on RT.                 Roll is 7;                 no effect.
                        Dervish DV-6M (Gryphons) takes 3 damage to HD.
                            5 Armor remaining.

                        Pilot of Dervish DV-6M (Gryphons) "Recruit Madlenka Pavli" takes 1 damage.                       
Pilot of Dervish DV-6M (Gryphons) "Recruit Madlenka Pavli" needs a 10 to stay conscious.  Rolls 5 : blacks out.


                        End Secondary Damage Report.
                            Critical hit on CT.                 Roll is (4+4) = 8;                 no effect.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Building #43112 absorbs 5 points of damage.
                        Building #47212 absorbs 5 points of damage.
                        Panther PNT-9R (Krull Raiders) is hit for 5 damage!
                        Panther PNT-9R (Krull Raiders) takes 5 damage to LT.
                             SECTION DESTROYED,
                        4 damage transfers to CT.
                            Critical hit on LT.                 Roll is 7;                 no effect.
                        Panther PNT-9R (Krull Raiders) takes 4 damage to CT.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on CT.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Standard Gyro.


                        End Secondary Damage Report.

                Pilot of Victor VTR-9B (Gryphons) "Recruit Naida Stanovcic" is already dead, so no damage is dealt!
                    Location has no more hittable critical slots.
                Victor VTR-9B (Gryphons) takes 90 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Building #43112 absorbs 5 points of damage.
                Building #47212 absorbs 5 points of damage.
                Panther PNT-9R (Krull Raiders) is hit for 5 damage!
                Panther PNT-9R (Krull Raiders) takes 5 damage to LT (critical).
                5 damage transfers to CT (critical).
                Panther PNT-9R (Krull Raiders) takes 5 damage to CT (critical).
                     3 Internal Structure remaining
                    Critical hit on CT.         Roll is 5;         no effect.


                End Secondary Damage Report.

        Pilot of Victor VTR-9B (Gryphons) "Recruit Naida Stanovcic" is already dead, so no damage is dealt!


to end the physical phase:


Panther PNT-9R (Krull Raiders) must make 2 piloting skill roll(s) (gyro hit; 40+ damage).
The base target is 7 [6 (Base piloting skill) + 1 (high/low gravity)].
    Roll #1, (6 (Base piloting skill) + 1 (high/low gravity) + 3 (gyro hit) + 2 (40+ damage)); needs 12, rolls 7 : falls.
    Panther PNT-9R (Krull Raiders) falls on its front, suffering 4 damage.
        Panther PNT-9R (Krull Raiders) takes 4 damage to CT.
             SECTION DESTROYED,
        Panther PNT-9R (Krull Raiders) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 3.
        Engine safety systems remain in place.
*** Panther PNT-9R (Krull Raiders) DESTROYED by damage! ***

So... in essence, his own kick caused his mech to be destroyed.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 16 May 2014, 01:41:02
This just in. Round 2 of the game, first exchange of fire, figured that with bins still full I might as well take the shot just in case...

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Thunder Griffin TRGRF-1D-NA (Princess)
    LRM 20 (Artemis-capable ammo) at Club CLB-300-1 (Host); needs 12, rolls 9 : misses


    ER PPC at Club CLB-300-1 (Host); needs 12, rolls 5 : misses


Weapons fire for Club CLB-300-1 (Host)
    ER PPC at Thunder Griffin TRGRF-1D-NA (Princess); needs 12, rolls 4 : misses


    Gauss Rifle at Thunder Griffin TRGRF-1D-NA (Princess); needs 12, rolls 12 : hits  (using Partial cover (horizontal 50%) table) HD
        Thunder Griffin TRGRF-1D-NA (Princess) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Thunder Griffin TRGRF-1D-NA (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.

        Pilot of Thunder Griffin TRGRF-1D-NA (Princess) "Shahum Barlezizian" is already dead, so no damage is dealt!


Weapons fire for Diamond DMND-300-3 (Host)
    ER Medium Laser at Thunder Griffin TRGRF-1D-NA (Princess); needs 12, rolls 10 : misses

...yeah, that paid off nicely. :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 17 May 2014, 13:53:20
Okay, it's a homebrew design (par for the course when I'm dueling the bot, really), but behold: the RAC/2's moment of glory.

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Zeus ZEU-9V (Host)
    Medium Laser at Zeus ZEU-6T (Princess); needs 7, rolls 4 : misses


    ER Large Laser at Zeus ZEU-6T (Princess); needs 7, rolls 6 : misses


    Rotary AC/2 at Zeus ZEU-6T (Princess); needs 7, rolls 8 : 4 shots(s) hit.

        Zeus ZEU-6T (Princess) takes 2 damage to LL (critical).
            9 Armor remaining.
            Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.

        Zeus ZEU-6T (Princess) takes 2 damage to RA (critical).
            20 Armor remaining.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on LRM 15.

        Zeus ZEU-6T (Princess) takes 2 damage to RT (critical).
            16 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.

        Zeus ZEU-6T (Princess) takes 2 damage to RT.
            14 Armor remaining.


Weapons fire for Zeus ZEU-6T (Princess)
    Medium Laser at Zeus ZEU-9V (Host); needs 6, rolls 9 : hits  LT
        Zeus ZEU-9V (Host) takes 5 damage to LT.
            17 Armor remaining.


    Large Laser at Zeus ZEU-9V (Host); needs 6, rolls 4 : misses


    PPC at Zeus ZEU-9V (Host); needs 9, rolls 6 : misses




Zeus ZEU-6T (Princess) must make 1 piloting skill roll(s) (leg destroyed).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Zeus ZEU-6T (Princess) falls on its right side, suffering 8 damage.
        Zeus ZEU-6T (Princess) takes 5 damage to LT.
            9 Armor remaining.
        Zeus ZEU-6T (Princess) takes 3 damage to RT.
            11 Armor remaining.

Pilot of Zeus ZEU-6T (Princess) "Zaahira Tawfiki" must roll 10 to avoid damage; rolls 9 : fails.
        Pilot of Zeus ZEU-6T (Princess) "Zaahira Tawfiki" takes 1 damage.        
Pilot of Zeus ZEU-6T (Princess) "Zaahira Tawfiki" needs a 3 to stay conscious.  Rolls 7 : successful!

Didn't think it had that in it myself. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Avitue on 18 May 2014, 07:12:59
First shot of a game on a Mekwars server campaign:

Code: [Select]
Weapons fire for Trebuchet TBT-5S ID:1 (Avitue)
    Medium Laser at Javelin JVN-10N (Don Carnage); needs 12, rolls 12 : hits  HD
        Javelin JVN-10N (Don Carnage) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Javelin JVN-10N (Don Carnage) "Dirty Charity Bunch" takes 1 damage.        
Pilot of Javelin JVN-10N (Don Carnage) "Dirty Charity Bunch" needs a 3 to stay conscious.  Rolls 2 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 18 May 2014, 07:38:15
I like it if only for the names!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 May 2014, 18:41:43
Yet another reason why stomping on things is a bad idea.

Quote
Physical attacks for Awesome AWS-8Q Mk II (Ghost Watch)
    Kick (Left leg) at Vedette Medium Tank (Standard) (Pirate Militia); needs -1, rolls 8 :  - Direct Blow - hits (using Random Side table) RR
        Vedette Medium Tank (Standard) (Pirate Militia) takes 18 damage to RR.
            Armor destroyed,             SECTION DESTROYED,
*** Vedette Medium Tank (Standard) (Pirate Militia) DESTROYED by damage! ***
            Critical hit on RR. Roll is (7+2) = 9; Ammunition Hit!
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  85 DAMAGE! ***
        Vedette Medium Tank (Standard) (Pirate Militia) takes 485 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Awesome AWS-8Q Mk II (Ghost Watch) is hit for 48 damage!
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to RA.
            21 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to CT.
            18 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to LL.
            29 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to RA.
            16 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to RA.
            11 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to LL.
            24 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to LT.
            11 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to LT.
            6 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 5 damage to RA.
            6 Armor remaining.
        Awesome AWS-8Q Mk II (Ghost Watch) takes 3 damage to RT.
            20 Armor remaining.

        Vedette Medium Tank (Standard) #4 (Pirate Militia) is hit for 48 damage!
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to TU.
            10 Armor remaining.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to FR.
            1 Armor remaining.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to TU.
            5 Armor remaining.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to TU.
            0 Armor remaining.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to FR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on FR. Roll is 7; Machine Gun malfunctions.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to TU.
             SECTION DESTROYED,
*** Vedette Medium Tank (Standard) #4 (Pirate Militia) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to FR.
             SECTION DESTROYED,
            Critical hit on FR. Roll is 6; Driver injured!
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to FR.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 5 damage to FR.
            Critical hit on movement system. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Vedette Medium Tank (Standard) #4 (Pirate Militia) takes 3 damage to LS.
            10 Armor remaining.
            Critical hit on movement system. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.

        Vehicle Crew Wosene Benslimane (Pirate Militia) is hit for 48 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Wosene Benslimane (Pirate Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Wosene Benslimane (Pirate Militia) takes 6 damage to MEN.

        Vehicle Crew Leisi Mallana (Pirate Militia) is hit for 48 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Leisi Mallana (Pirate Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Leisi Mallana (Pirate Militia) takes 6 damage to MEN.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 31 May 2014, 02:33:35
This has got to be the funniest start to a game.

Quote
Archer ARC-2R (Chesterton Militia) must make a piloting skill check while moving from hex 1002 to hex 1003 (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 2 : falls.
Archer ARC-2R (Chesterton Militia) falls 1 level(s) into hex 1003
    Archer ARC-2R (Chesterton Militia) falls on its left side, suffering 7 damage.
        Archer ARC-2R (Chesterton Militia) takes 5 damage to LT.
            19 Armor remaining.
            Possible breach on LT. Roll is 12: Breach! Archer ARC-2R LT BREACHED
 Archer ARC-2R LA BREACHED
        Archer ARC-2R (Chesterton Militia) takes 2 damage to HD.
            7 Armor remaining.
            Possible breach on HD. Roll is 3: no breach.

Not a shot fired yet and already half a mech down.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 31 May 2014, 03:01:48
This has got to be the funniest start to a game.

Not a shot fired yet and already half a mech down.

"So we meet again, Dihydrogen Monoxide...my old nemesis."

Seriously, fighting or even voluntarily moving in or around water in BattleTech? MegaMek has certainly taught me the folly of that. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 31 May 2014, 07:15:40
This has got to be the funniest start to a game.

Not a shot fired yet and already half a mech down.

And the Jennifer Lawerence award for aquatic hygiene goes to...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 01 June 2014, 12:46:14
Thanks to the recent Volkh MotW thread, I've been tinkering with variations on that 'Mech for about three days by now, slowly getting close to something I might actually be content with (though none of them what I'd call quite "perfect"). Well, here's one of them demonstrating that physical combat isn't always just about using one's lance:

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Volkh VKH-101 (C) #2 (Host)
    Charging Shogun SHG-2F (Princess); needs 6, rolls 7 :
    Attacker takes 9 damage.
        Volkh VKH-101 (C) #2 (Host) takes 5 damage to LL.             Hardened armor takes half damage: 2.5 damage.
            19 Armor remaining (damaged).
        Volkh VKH-101 (C) #2 (Host) takes 4 damage to LA.             Hardened armor takes half damage: 2 damage.
            13 Armor remaining (damaged).
    Defender takes 40 damage  (using Rear table).
        Shogun SHG-2F (Princess) takes 5 damage to CTR.
             21 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
        Shogun SHG-2F (Princess) takes 5 damage to RA.
            3 Armor remaining.
        Shogun SHG-2F (Princess) takes 5 damage to CTR.
             16 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
        Shogun SHG-2F (Princess) takes 5 damage to RTR.
            3 Armor remaining.
        Shogun SHG-2F (Princess) takes 5 damage to RL.
            31 Armor remaining.
        Shogun SHG-2F (Princess) takes 5 damage to CTR.
             11 Internal Structure remaining
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
*** Shogun SHG-2F (Princess) DESTROYED by engine destruction! ***
        Shogun SHG-2F (Princess) takes 5 damage to LTR.
             11 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Shogun SHG-2F (Princess) takes 5 damage to RTR.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on ER PPC.

    Shogun SHG-2F (Princess) is displaced into hex 1209, violating stacking with Barghest BGS-2T (Princess).
    Barghest BGS-2T (Princess) is displaced into hex 1210.
    Volkh VKH-101 (C) #2 (Host) is displaced into hex 1208.


Volkh VKH-101 (C) #2 (Host) must make 1 piloting skill roll(s) (charging).
The base target is 6 [5 (Base piloting skill) + 1 (Hardened Armor)].
    Roll #1, (5 (Base piloting skill) + 1 (Hardened Armor) + 2 (charging)); needs 8, rolls 2 : falls.
    Volkh VKH-101 (C) #2 (Host) falls on its front, suffering 5 damage.
        Volkh VKH-101 (C) #2 (Host) takes 5 damage to RA.             Hardened armor takes half damage: 2.5 damage.
            9 Armor remaining (damaged).

Pilot of Volkh VKH-101 (C) #2 (Host) "Dennehy Tate" must roll 8 to avoid damage; rolls 8 : succeeds.

Barghest BGS-2T (Princess) must make 1 piloting skill roll(s) (domino effect).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (5 (Base piloting skill) - 2 (Quad bonus) + 0 (domino effect)); needs 3, rolls 2 : falls.
    Barghest BGS-2T (Princess) falls on its front, suffering 7 damage.
        Barghest BGS-2T (Princess) takes 5 damage to RRL (critical).
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RRL. Roll is 12;LIMB BLOWN OFF Rear Right Leg blown off.
            Critical hit on RRL. Roll is 6; no effect.
        Barghest BGS-2T (Princess) takes 2 damage to RLL.
            24 Armor remaining.

Pilot of Barghest BGS-2T (Princess) "Creenan Carr" must roll 3 to avoid damage; rolls 6 : succeeds.

Worth a little falling damage, I'd say. :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 10 June 2014, 00:00:31
2 birds with 1 stone is good, but 3 with 1 stone is better!

Quote
Weapons fire for Light Cavalry Platoon (Laser) #4 (Ghost Watch)
    Mauser 960 Assault System at Warrior Attack Helicopter H-7 (3rd Highland Armored); needs 6, rolls 12 :  - Direct Blow - 21 troopers hit (using Left Side table), causing 21 damage.
        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 2 damage to FR.
            4 Armor remaining.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 2 damage to LS (critical).
            3 Armor remaining.
            Critical hit on LS. Roll is (5+2) = 7; Engine destroyed.  Immobile.

Warrior Attack Helicopter H-7 (3rd Highland Armored) must make a piloting skill check (VTOL making forced landing).
Needs 9 [5 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 5 : falls.
Warrior Attack Helicopter H-7 (3rd Highland Armored) has lost its movement and crashes.  It plummets 1 levels to the ground.
     Warrior Attack Helicopter H-7 (3rd Highland Armored) falls on its left side, suffering 4 damage.        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 4 damage to LS.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LS. Roll is 5; no effect.
Warrior Attack Helicopter H-7 (3rd Highland Armored) takes internal damage from a fall and explodes.
        Inferno fire started in hex 2508.
*** Warrior Attack Helicopter H-7 (3rd Highland Armored) DESTROYED by crashed and burned! ***

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to RO.
            1 Armor remaining.
 Rotor damaged!

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to RO (critical).
            0 Armor remaining.
 Rotor damaged!
            Critical hit on RO. Roll is (8+2) = 10; Flight stabiliser damaged!

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to RO.
             2 Internal Structure remaining
 Rotor damaged!
            Critical hit on RO. Roll is (8+2) = 10; Rotor blown off!
Warrior Attack Helicopter H-7 (3rd Highland Armored) has lost its movement and crashes.  However, it's already on the ground, so no harm done.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to RO.
             1 Internal Structure remaining
 Rotor damaged!
            Critical hit on RO. Roll is (10+2) = 12; Rotor blown off!
Warrior Attack Helicopter H-7 (3rd Highland Armored) has lost its movement and crashes.  However, it's already on the ground, so no harm done.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 2 damage to LS.
             SECTION DESTROYED,
            Critical hit on LS. Roll is (8+2) = 10; Ammunition Hit!
*** SRM 4 Ammo EXPLODES!  200 DAMAGE! ***
*** AC/2 Ammo EXPLODES!  90 DAMAGE! ***
        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 290 damage to LS.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Building #57368 absorbs 14 points of damage.
        
10 points absorbed by armor. 0 armor remaining.
        Warrior Attack Helicopter H-7C (3rd Highland Armored) is hit for 14 damage!
        Warrior Attack Helicopter H-7C (3rd Highland Armored) takes 1 damage to RO.
            1 Armor remaining.
 Rotor damaged!
        Warrior Attack Helicopter H-7C (3rd Highland Armored) takes 5 damage to RR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7C (3rd Highland Armored) takes 4 damage to RR.
            Armor destroyed,             SECTION DESTROYED,
*** Warrior Attack Helicopter H-7C (3rd Highland Armored) DESTROYED by damage! ***
            Critical hit on RR. Roll is 6; Sensors Hit!

        Ferret Light Scout VTOL (Armor) "Wild Weasel" #2 (3rd Highland Armored) is hit for 14 damage!
        Ferret Light Scout VTOL (Armor) "Wild Weasel" #2 (3rd Highland Armored) takes 5 damage to LS.
            1 Armor remaining.
        Ferret Light Scout VTOL (Armor) "Wild Weasel" #2 (3rd Highland Armored) takes 5 damage to LS.
            Armor destroyed,             SECTION DESTROYED,
*** Ferret Light Scout VTOL (Armor) "Wild Weasel" #2 (3rd Highland Armored) DESTROYED by damage! ***
            Critical hit on LS. Roll is 9; Engine destroyed.  Immobile.
        Ferret Light Scout VTOL (Armor) "Wild Weasel" #2 (3rd Highland Armored) takes 4 damage to FR.
            2 Armor remaining.


        End Secondary Damage Report.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to RO.
             SECTION DESTROYED,
 Rotor damaged!
            Critical hit on RO. Roll is (8+2) = 10; Rotor blown off!
Warrior Attack Helicopter H-7 (3rd Highland Armored) has lost its movement and crashes.  However, it's already on the ground, so no harm done.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 2 damage to FR.
            2 Armor remaining.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 2 damage to LS.

        Warrior Attack Helicopter H-7 (3rd Highland Armored) takes 1 damage to FR.
            1 Armor remaining.

And love the destroyed by crashed and burned bit.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 10 June 2014, 01:50:04
Had this amusing gem happen today, it may be only a Civilian 'mech but still a good moment.

Quote
Physical attacks for Griffin GRF-1DB (Threshold Strikers)
    Punch (Left Arm) at Crosscut ED-X2M2 ForestryMech(Rocket) (Convoy); needs 4, rolls 8 :  - Direct Blow - hits (using Punch table) CT
        Crosscut ED-X2M2 ForestryMech(Rocket) (Convoy) takes 8 damage to CT.
            3 Armor remaining.

        Retractable blade extended:
            Critical hit on CT. Roll is (10+2) = 12; 2 locations.
            CRITICAL HIT on Engine.
        Crosscut ED-X2M2 ForestryMech(Rocket) (Convoy) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Crosscut ED-X2M2 ForestryMech(Rocket) (Convoy) DESTROYED by engine explosion! ***
            Location has no more hittable critical slots.

Sadly no secondary damage, I guess those engines don't explode quite so violently as the rest.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Shaitan on 10 June 2014, 02:19:14
I imagine the griffin pilot momentarily stopping to stare at his mechs hand in fear and awe before gingerly stepping away from the smoking wreckage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 10 June 2014, 03:31:35
So not sure what happened or how this happened? I know he took a head shot and was ok and then took another but he is dead now?

Quote
Weapons fire for Katana (Crockett) CRK-5003-2 Mk II (Hawk's Ronin)
    Large Laser at Orion ON1-K Mk II (15th Skye Rangers); needs 4, rolls 11 :  - Direct Blow - hits  HD
        Orion ON1-K Mk II (15th Skye Rangers) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Orion ON1-K Mk II (15th Skye Rangers) "Leutnant General Ed Long" takes 1 damage.        
Pilot of Orion ON1-K Mk II (15th Skye Rangers) "Leutnant General Ed Long" needs a 3 to stay conscious.  Rolls 9 : successful!


    Small Laser at Orion ON1-K Mk II (15th Skye Rangers); needs 6, rolls 12 :  - Direct Blow - hits  LA
        Orion ON1-K Mk II (15th Skye Rangers) takes 5 damage to LA.
            19 Armor remaining.


    Large Laser at Orion ON1-K Mk II (15th Skye Rangers); needs 4, rolls 5 : hits  RT
        Orion ON1-K Mk II (15th Skye Rangers) takes 8 damage to RT.
            14 Armor remaining.


    Small Laser at Orion ON1-K Mk II (15th Skye Rangers); needs 6, rolls 5 : misses


    Streak SRM 2 at Orion ON1-K Mk II (15th Skye Rangers); needs 6, rolls 6 :  - Glancing Blow - 2 missile(s) hit.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to CT.
            34 Armor remaining.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to LA.
            17 Armor remaining.


    LB 10-X AC at Orion ON1-K Mk II (15th Skye Rangers); needs 6, rolls 7 : hits  LL
        Orion ON1-K Mk II (15th Skye Rangers) takes 10 damage to LL.
            3 Armor remaining.


    SRM 6 (Artemis-capable ammo) at Orion ON1-K Mk II (15th Skye Rangers); needs 6, rolls 9 :  - Direct Blow - 6 missile(s) hit (w/ +4 bonus).

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to RT.
            12 Armor remaining.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to LA.
            15 Armor remaining.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to LT.
            20 Armor remaining.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to CT.
            32 Armor remaining.

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to HD.
             SECTION DESTROYED,
*** Orion ON1-K Mk II (15th Skye Rangers) DESTROYED by damage! ***
            Critical hit on HD. Roll is (2+1) = 3; no effect.

        Pilot of Orion ON1-K Mk II (15th Skye Rangers) "Leutnant General Ed Long" is already dead, so no damage is dealt!

        Orion ON1-K Mk II (15th Skye Rangers) takes 2 damage to CT.
            30 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 10 June 2014, 03:50:46
So not sure what happened or how this happened? I know he took a head shot and was ok and then took another but he is dead now?

Direct blow rule in play, 12 damage to the head in one phase from two shots (LL + SRM)...

Looks legit. :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 10 June 2014, 08:04:19
Direct blow rule in play, 12 damage to the head in one phase from two shots (LL + SRM)...

Looks legit. :)

Yep, unless you have skin-of-teeth ejection turned on the pilot is killed when the head is destroyed.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 10 June 2014, 10:31:52
nope no skin of the teeth ejections poor Lyran tsk tsk
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 10 June 2014, 14:04:04
No such thing as overkill!!!! 


Weapons fire for Man O' War (Gargoyle) A #3 (10th Talon)
    Large Pulse Laser at Blackjack BJ-3 #3 (Nandy's Dandys); needs 4, rolls 11 :  - Direct Blow - hits  HD
        Blackjack BJ-3 #3 (Nandy's Dandys) takes 13 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Blackjack BJ-3 #3 (Nandy's Dandys) DESTROYED by damage! ***
            Critical hit on HD. Roll is (8+4) = 12; 2 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Life Support.

        Pilot of Blackjack BJ-3 #3 (Nandy's Dandys) "Recruit Steven Nguyen-Khoa" is already dead, so no damage is dealt!


    Medium Pulse Laser at Blackjack BJ-3 #3 (Nandy's Dandys); needs 4, rolls 10 :  - Direct Blow - hits  HD
        Blackjack BJ-3 #3 (Nandy's Dandys) takes 10 damage to HD.

        Pilot of Blackjack BJ-3 #3 (Nandy's Dandys) "Recruit Steven Nguyen-Khoa" is already dead, so no damage is dealt!


    ER Medium Laser at Blackjack BJ-3 #3 (Nandy's Dandys); needs 6, rolls 8 : hits  HD
        Blackjack BJ-3 #3 (Nandy's Dandys) takes 8 damage to HD.

        Pilot of Blackjack BJ-3 #3 (Nandy's Dandys) "Recruit Steven Nguyen-Khoa" is already dead, so no damage is dealt!


    ER Small Laser at Blackjack BJ-3 #3 (Nandy's Dandys); needs 6, rolls 6 :  - Glancing Blow - hits  RT
        Blackjack BJ-3 #3 (Nandy's Dandys) takes 3 damage to RT.
            12 Armor remaining.


    ER PPC at Blackjack BJ-3 #3 (Nandy's Dandys); needs 10, rolls 6 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 10 June 2014, 16:39:48
Nope definitely not overkill in the least Epic :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 10 June 2014, 21:20:00
Looks like they will have to clean whats left of that cockpit with a sponge or a mop. Or maybe a vacuum.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 10 June 2014, 22:28:29
Just to be sure....

Quote
Physical attacks for Orion ON1-VA (Threshold Strikers)
    Kick (Left leg) at Uller (Kit Fox) C (Princess); needs 5, rolls 8 :  - Direct Blow - hits (using Punch table) HD
        Uller (Kit Fox) C (Princess) takes 16 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Uller (Kit Fox) C (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is (7+4) = 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Sensors.

        Pilot of Uller (Kit Fox) C (Princess) "Mayis" is already dead, so no damage is dealt!


Physical attacks for BattleMaster BLR-1G (Threshold Strikers)
    Kick (Left leg) at Uller (Kit Fox) C (Princess); needs 6, rolls 9 :  - Direct Blow - hits (using Right Side Punch table) RA
        Uller (Kit Fox) C (Princess) takes 18 damage to RA.
             SECTION DESTROYED,
        13 damage transfers to RT.
            Critical hit on RA. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on AMS.
        Uller (Kit Fox) C (Princess) takes 13 damage to RT.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is (8+4) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on AMS Ammo (24).
            *** AMS Ammo EXPLODES!  48 DAMAGE! ***
                Uller (Kit Fox) C (Princess) takes 48 damage to RT.
                     SECTION DESTROYED,
                    remaining 46 damage prevented by CASE.
                    Critical hit on RT.         Roll is (11+4) = 15;         3 locations.
                    CRITICAL HIT on AMS Ammo (21).
                    *** AMS Ammo EXPLODES!  42 DAMAGE! ***
                        Uller (Kit Fox) C (Princess) takes 42 damage to RT.
                            remaining 42 damage prevented by CASE.

                Pilot of Uller (Kit Fox) C (Princess) "Mayis" is already dead, so no damage is dealt!
                    Location has no more hittable critical slots.

        Pilot of Uller (Kit Fox) C (Princess) "Mayis" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormwolf on 11 June 2014, 12:54:12
It was going to be a epic Timber Wolf vs Night Gyr fight, then on the first round:

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime (Stormwolf)
    ER Large Laser at Night Gyr Prime (Princess); needs 5, rolls 10 :  - Direct Blow - hits  HD
        Night Gyr Prime (Princess) takes 11 damage to HD.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on HD. Roll is (4+3) = 7; no effect.

        Pilot of Night Gyr Prime (Princess) "Tatjana" takes 1 damage.        
Pilot of Night Gyr Prime (Princess) "Tatjana" needs a 3 to stay conscious.  Rolls 12 : successful!


    ER Medium Laser at Night Gyr Prime (Princess); needs 5, rolls 6 : hits  CT
        Night Gyr Prime (Princess) takes 7 damage to CT.
            26 Armor remaining.


    ER Large Laser at Night Gyr Prime (Princess); needs 5, rolls 4 : misses


    ER Medium Laser at Night Gyr Prime (Princess); needs 5, rolls 4 : misses


    LRM 20 at Night Gyr Prime (Princess); needs 5, rolls 3 : misses


    LRM 20 at Night Gyr Prime (Princess); needs 5, rolls 7 : 12 missile(s) hit.

        Night Gyr Prime (Princess) takes 5 damage to LT.
            17 Armor remaining.

        Night Gyr Prime (Princess) takes 5 damage to LT.
            12 Armor remaining.

        Night Gyr Prime (Princess) takes 2 damage to LL.
            26 Armor remaining.


Weapons fire for Night Gyr Prime (Princess)
    Ultra AC/10 at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 12 :  - Direct Blow -

        The wooded hex absorbs 2 damage.        Mad Cat (Timber Wolf) Prime (Stormwolf) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (11+3) = 14; 3 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Standard Cockpit.

*** Mad Cat (Timber Wolf) Prime (Stormwolf) DESTROYED by pilot death! ***
            CRITICAL HIT on Life Support.

        Pilot of Mad Cat (Timber Wolf) Prime (Stormwolf) "Anton" is already dead, so no damage is dealt!


    Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 9 :  - Direct Blow - hits  CT

        The wooded hex absorbs 2 damage.        Mad Cat (Timber Wolf) Prime (Stormwolf) takes 5 damage to CT.
            31 Armor remaining.


    Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 8 :  - Direct Blow - hits  LT

        The wooded hex absorbs 2 damage.        Mad Cat (Timber Wolf) Prime (Stormwolf) takes 5 damage to LT.
            20 Armor remaining.


    ER PPC at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 7 :  - Direct Blow - hits  RA

        The wooded hex absorbs 2 damage.        Mad Cat (Timber Wolf) Prime (Stormwolf) takes 14 damage to RA.
            10 Armor remaining.


    ER PPC at Mad Cat (Timber Wolf) Prime (Stormwolf); needs 4, rolls 9 :  - Direct Blow - hits  CT

        The wooded hex absorbs 2 damage.        Mad Cat (Timber Wolf) Prime (Stormwolf) takes 14 damage to CT.
            17 Armor remaining.




Night Gyr Prime (Princess) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 3, rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 11 June 2014, 13:03:04
It was going to be a epic Timber Wolf vs Night Gyr fight, then on the first round:

I'm a little sad that the Timber Wolf didn't roll 1 better on that first large laser hit, so that it would have been mutual destruction.  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Shaitan on 11 June 2014, 21:49:07
I'm a little sad that the Timber Wolf didn't roll 1 better on that first large laser hit, so that it would have been mutual destruction.  >:D

It was like a wild west quickdraw headcapping competition (no quickdraws where harmed in this competition :P ), on this occassion the Night Gyr drew his bead a fraction quicker.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 17 June 2014, 23:59:32
Now I know that everyone seems to enjoy having direct blow on ....

but how does direct blow do 4 extra damage? I thought it was 1 extra damage for every 3 points over the required to hit roll... so how is everyone getting 4 extra damage for 8 pips over the to hit roll?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 18 June 2014, 01:02:52
If you are talking about autocannons there is an option to increase their base damage to make the smaller ones (AC/2 AC/5) more effective. Beyond those... could be clan tech or just some oddity.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 18 June 2014, 05:55:04
Now I know that everyone seems to enjoy having direct blow on ....

but how does direct blow do 4 extra damage? I thought it was 1 extra damage for every 3 points over the required to hit roll... so how is everyone getting 4 extra damage for 8 pips over the to hit roll?

I'm not entirely sure which post that is in response to, but if it's epic's, then I'll note that (a) a Gargoyle presumably has a Clan LPL (so, base 10 damage rather than 9) and (b) that looks like a point-blank salvo with the TacOps Altered Weapon Damage enabled to me, so all those shots including the ERML hit that was no direct blow at all would get +1 damage for firing at range 1. That would reduce the actual direct blow effect on that headshot to only +2 for 7 over the needed TM, which sounds about right.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 18 June 2014, 17:45:20
I'm not entirely sure which post that is in response to, but if it's epic's, then I'll note that (a) a Gargoyle presumably has a Clan LPL (so, base 10 damage rather than 9) and (b) that looks like a point-blank salvo with the TacOps Altered Weapon Damage enabled to me, so all those shots including the ERML hit that was no direct blow at all would get +1 damage for firing at range 1. That would reduce the actual direct blow effect on that headshot to only +2 for 7 over the needed TM, which sounds about right.

Roger that!  Your math skillz are impeccable, as is your rules knowledge.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 18 June 2014, 21:36:07
If it was Stormwolf's - it is 10 base damage and a roll of 10 (with a 5 needed) which is 5 over, so 11 damage as was in the report. If it had rolled an 11 (i.e. my comment of 1 higher roll) it would have been 11 with a 5 needed and been +6 for a +2 bonus to damage from direct blow bringing it to 12 damage and a full headcap.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 28 June 2014, 03:03:20
I believe that if the base is very low (e.g. target is immobile and fired by an elite, and rolls a 12) direct blow doing over 4 damage is possible due to a large margin.Jayof9s says no.

btw, that FLE-4 is so weak, and breaches a friendly unit badly.

Code: [Select]
    Medium Laser at Flea FLE-4 (Princess); needs 6, rolls 10 :  - Direct Blow - hits  LL
        Flea FLE-4 (Princess) takes 6 damage to LL.
             SECTION DESTROYED,
        4 damage transfers to LT.
            Critical hit on LL. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Foot.
        Flea FLE-4 (Princess) takes 4 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CT.
            Critical hit on LT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.
        Flea FLE-4 (Princess) takes 2 damage to CT.
             SECTION DESTROYED,
        Flea FLE-4 (Princess) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Flea FLE-4 (Princess) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Flea FLE-4 (Princess) suffers catastrophic damage, but the autoeject system was engaged.
   
Flea FLE-4 (Princess) must make a piloting skill check (landing in clear terrain).
    Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
*** MechWarrior Alonso Rodríguez (Princess) DESTROYED by deadly ejection! ***
        Valkyrie VLK-L #2 (VSGT) is hit for 6 damage!
        Valkyrie VLK-L #2 (VSGT) takes 5 damage to RL.
            7 Armor remaining.
        Valkyrie VLK-L #2 (VSGT) takes 1 damage to LT.
            11 Armor remaining.

        Valkyrie VLK-P (VSGT) is hit for 3 damage!
        Valkyrie VLK-P (VSGT) takes 3 damage to CT.
            11 Armor remaining.

        Hornet HNT-151 (Princess) is hit for 6 damage!
        Hornet HNT-151 (Princess) takes 5 damage to LT.
            3 Armor remaining.
            Possible breach on LT. Roll is 11: Breach! Hornet HNT-151 LT BREACHED
 Hornet HNT-151 LA BREACHED
        Hornet HNT-151 (Princess) takes 1 damage to LL.
            5 Armor remaining.
            Possible breach on LL. Roll is 10: Breach! Hornet HNT-151 LL BREACHED


        End Secondary Damage Report.
            Critical hit on CT. Roll is (7+2) = 9; 1 location.
            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 28 June 2014, 10:04:43
I believe that if the base is very low (e.g. target is immobile and fired by an elite, and rolls a 12) direct blow doing over 4 damage is possible due to a large margin.

Actually, the highest possible is +3 damage. Even if you need 0 to-hit and roll a 12, you're only doing +3 damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 30 June 2014, 22:51:44
Actually, the highest possible is +3 damage. Even if you need 0 to-hit and roll a 12, you're only doing +3 damage.

even with altered weapon damage optional rule on at short range?  or would that be able to bring it to a max +4?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 30 June 2014, 22:58:46
even with altered weapon damage optional rule on at short range?  or would that be able to bring it to a max +4?

With that, yes. I was referring only to added damage from direct-blows.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 July 2014, 10:12:25
Double Knock Out!!
Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for BattleMaster BLR-4S (TestBot)
    Punch (Right Arm) at Atlas C (Wrangler); needs 7, rolls 8 : hits (using Punch table) HD
        Atlas C (Wrangler) takes 9 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Atlas C (Wrangler) DESTROYED by damage! ***
            Critical hit on HD. Roll is 5; no effect.

Physical attacks for Atlas C (Wrangler)
    Punch (Left Arm) at BattleMaster BLR-4S (TestBot); needs 5, rolls 9 : hits (using Left Side Punch table) LT
        BattleMaster BLR-4S (TestBot) takes 10 damage to LT.
             4 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

    Punch (Right Arm) at BattleMaster BLR-4S (TestBot); needs 5, rolls 5 : hits (using Left Side Punch table) HD
        BattleMaster BLR-4S (TestBot) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** BattleMaster BLR-4S (TestBot) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 04 July 2014, 13:00:12
Fight of the century right there  O0 ;D :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 04 July 2014, 14:59:55
Not a Crazy hit per se.....

But its a bad day to just drive a Locust.

Locust LCT-6M (Stable Test) checking for MASC failure:
    Needs 3, rolls 2 : fails!
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.

Locust LCT-6M (Stable Test) must make 2 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit).
The base target is 6 [5 (Base piloting skill) + 1 (Small Cockpit)].
    Roll #1, (5 (Base piloting skill) + 1 (Small Cockpit) + 2 (hip actuator hit) + 1 (leg/foot actuator hit)); needs 9, rolls 6 : falls.
    Locust LCT-6M (Stable Test) falls on its rear, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to LTR.
            0 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.        
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 3 to stay conscious.  Rolls 7 : successful!


Locust LCT-6M (Stable Test) must make a piloting skill check (getting up).
Needs 9 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (Small Cockpit) + 0 (getting up)], rolls 7 : falls.
    Locust LCT-6M (Stable Test) falls on its right side, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to RA.
            4 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 8 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.        
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 5 to stay conscious.  Rolls 9 : successful!


Locust LCT-6M (Stable Test) must make a piloting skill check (getting up).
Needs 9 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (Small Cockpit) + 0 (getting up)], rolls 6 : falls.
    Locust LCT-6M (Stable Test) falls on its left side, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to LT.
            6 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.        
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 7 to stay conscious.  Rolls 6 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 04 July 2014, 15:36:48
Not a Crazy hit per se.....

But its a bad day to just drive a Locust.

Locust LCT-6M (Stable Test) checking for MASC failure:
    Needs 3, rolls 2 : fails!
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.

Locust LCT-6M (Stable Test) must make 2 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit).
The base target is 6 [5 (Base piloting skill) + 1 (Small Cockpit)].
    Roll #1, (5 (Base piloting skill) + 1 (Small Cockpit) + 2 (hip actuator hit) + 1 (leg/foot actuator hit)); needs 9, rolls 6 : falls.
    Locust LCT-6M (Stable Test) falls on its rear, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to LTR.
            0 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.       
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 3 to stay conscious.  Rolls 7 : successful!


Locust LCT-6M (Stable Test) must make a piloting skill check (getting up).
Needs 9 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (Small Cockpit) + 0 (getting up)], rolls 7 : falls.
    Locust LCT-6M (Stable Test) falls on its right side, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to RA.
            4 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 8 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.       
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 5 to stay conscious.  Rolls 9 : successful!


Locust LCT-6M (Stable Test) must make a piloting skill check (getting up).
Needs 9 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (Small Cockpit) + 0 (getting up)], rolls 6 : falls.
    Locust LCT-6M (Stable Test) falls on its left side, suffering 2 damage.
        Locust LCT-6M (Stable Test) takes 2 damage to LT.
            6 Armor remaining.

Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" takes 1 damage.       
Pilot of Locust LCT-6M (Stable Test) "Samuel Battersby" needs a 7 to stay conscious.  Rolls 6 : blacks out.

I've said it before but...

MASC: Not even once.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 04 July 2014, 22:13:48
I've said it before but...

MASC: Not even once.

At least not w/out our optional MASC rules ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SteveRestless on 05 July 2014, 14:51:37
At least not w/out our optional MASC rules ;)

<3 <3 <3 those rules
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 05 July 2014, 16:03:07
even with altered weapon damage optional rule on at short range?  or would that be able to bring it to a max +4?

With altered energy weapon damage you get +1 damage at range 1 (and -1 damage at long range). That could explain it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 06 July 2014, 20:31:58
With altered energy weapon damage you get +1 damage at range 1 (and -1 damage at long range). That could explain it.

Yeah, I was just asking if it would bring it up...

interesting, this means that an IS LL now theoretically could headcap with all those rules active.  heh.  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 18 July 2014, 15:04:27
So... We don't exactly have a thread for screenshots of memorable moments and given it's technically an epic RNG moment I'll stick it here. I think someone has been hitting the sims way too hard.
(https://dl.dropboxusercontent.com/u/50806198/Screenshot%202014-07-18%2020.57.58.png)
Freshly rolled with the ATB stuff from Neo turned on in mekHQ
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 03 August 2014, 00:52:53
Much fire, such burning.

Quote
Weapons fire for Salamander Battle Armor (Standard) (Zogster)
    Flamer at MechWarrior Mina Facejunk (PrincessPrettyPants); needs 7, rolls 8 : 3 troopers hit
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Mina Facejunk (PrincessPrettyPants) takes 32 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Mina Facejunk (PrincessPrettyPants) DESTROYED by damage! ***

        MechWarrior Mina Facejunk (PrincessPrettyPants) takes 14 damage to MEN.

        MechWarrior Mina Facejunk (PrincessPrettyPants) takes 11 damage to MEN.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 03 August 2014, 17:14:29
almost more belongs in the dubious mech awards...

My wolfhound 2 just mis-dropped with a roll of 2, needing a 3... and then dropped right into an active volcano.

... into molten magma...

Guess it could have been worse.  It could have been the paratroops...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: tron121 on 03 August 2014, 20:44:52
From a recent game on MegaMekNET.  This was the first shot of the game.

(http://content.screencast.com/users/Tron121/folders/Snagit/media/f475b8ca-db16-4ad0-9be1-0388de221837/08.03.2014-18.43.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 03 August 2014, 20:49:27
almost more belongs in the dubious mech awards...

My wolfhound 2 just mis-dropped with a roll of 2, needing a 3... and then dropped right into an active volcano.

... into molten magma...

Guess it could have been worse.  It could have been the paratroops...

Joe versus the Volcano!  :D :D :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 03 August 2014, 21:18:39
ugh that was a cheesy movie.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 05 August 2014, 16:40:42
Physical attacks for Ostsol OTL-4D #3 (Terra-ble)
    Pushing Grand Dragon DRG-1G #2 (Princess); needs 5, rolls 5 : succeeds: target is pushed into hex 0614.
Grand Dragon DRG-1G #2 (Princess) falls 3 level(s) into hex 0614
    Grand Dragon DRG-1G #2 (Princess) falls on its left side, suffering 6 damage when hitting the water surface and 9 when hitting the ground.
        Grand Dragon DRG-1G #2 (Princess) takes 5 damage to LT.
             2 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.
        Grand Dragon DRG-1G #2 (Princess) takes 1 damage to LL.
             4 Internal Structure remaining
            Critical hit on LL. Roll is 7; no effect.
        Grand Dragon DRG-1G #2 (Princess) takes 5 damage to LL.
             SECTION DESTROYED,
        1 damage transfers to LT.
 Grand Dragon DRG-1G #2 LL BREACHED
            Critical hit on LL. Roll is 7; no effect.
        Grand Dragon DRG-1G #2 (Princess) takes 1 damage to LT.
             1 Internal Structure remaining
 Grand Dragon DRG-1G #2 LT BREACHED
 Grand Dragon DRG-1G #2 LA BREACHED
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on x LRM 10 Ammo (12).
            *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                >Grand Dragon DRG-1G #2 (Princess) suffers catastrophic damage, but the autoeject system was engaged.
            
Grand Dragon DRG-1G #2 (Princess) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : fails.

                Pilot of MechWarrior Raymundo Crouzet (Princess) "Raymundo Crouzet" takes 3 damage.                    The pilot ejects safely!
        *** Grand Dragon DRG-1G #2 (Princess) DESTROYED by ejection! ***
                Grand Dragon DRG-1G #2 (Princess) takes 120 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                119 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on x LRM 10 Ammo (5).
                    *** LRM 10 Ammo EXPLODES!  50 DAMAGE! ***
                        Grand Dragon DRG-1G #2 (Princess) takes 50 damage to LT.
                        50 damage transfers to CT.
                        Grand Dragon DRG-1G #2 (Princess) takes 50 damage to CT.
                             SECTION DESTROYED,
                            Possible breach on CT. Roll is 5: no breach.
                            Critical hit on CT.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Engine.

                Pilot of Grand Dragon DRG-1G #2 (Princess) "Raymundo Crouzet" has ejected, so no damage is dealt!

                Grand Dragon DRG-1G #2 (Princess) takes 119 damage to CT.

        Pilot of Grand Dragon DRG-1G #2 (Princess) "Raymundo Crouzet" has ejected, so no damage is dealt!

        Grand Dragon DRG-1G #2 (Princess) takes 4 damage to LL.
        4 damage transfers to LT.
        Grand Dragon DRG-1G #2 (Princess) takes 4 damage to LT.
        4 damage transfers to CT.
        Grand Dragon DRG-1G #2 (Princess) takes 4 damage to CT.
 Grand Dragon DRG-1G #2 RT BREACHED
 Grand Dragon DRG-1G #2 RA BREACHED
 Grand Dragon DRG-1G #2 RL BREACHED

Pilot of Grand Dragon DRG-1G #2 (Princess) "Raymundo Crouzet" must roll 4 to avoid damage; rolls 6 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 05 August 2014, 21:26:46
Yikes.  Talk about getting water logged.  Who'd think water was a method of ammo detonation!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 10 August 2014, 09:06:00
So we know what is MAD - Mutual Assured Destruction  :D (kidding)

Quote
Weapons fire for 'OMEGA' SHP-4X (3km)
    (...)

    Gauss Rifle at 'OMEGA' SHP-4X (Princess); needs 5, rolls 8 :  - Direct Blow - hits  HD
        'OMEGA' SHP-4X (Princess) takes 16 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** 'OMEGA' SHP-4X (Princess) DESTROYED by damage! ***
        >'OMEGA' SHP-4X (Princess) suffers catastrophic damage, but the autoeject system was engaged.
   
'OMEGA' SHP-4X (Princess) must make a piloting skill check (landing in clear terrain).
    Needs 8 [5 (ejecting) + 1 (automatic ejection) + 4 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 9 : succeeds.
            The pilot ejects safely!

            Critical hit on HD. Roll is (4+4) = 8; no effect.

        Pilot of 'OMEGA' SHP-4X (Princess) "Luis Benítez" has ejected, so no damage is dealt!


Weapons fire for 'OMEGA' SHP-4X (Princess)
    Gauss Rifle at 'OMEGA' SHP-4X (3km); needs 5, rolls 10 :  - Direct Blow - hits  HD (critical)
        'OMEGA' SHP-4X (3km) takes 16 damage to HD (critical).
            Armor destroyed,             SECTION DESTROYED,
*** 'OMEGA' SHP-4X (3km) DESTROYED by damage! ***
        >'OMEGA' SHP-4X (3km) suffers catastrophic damage, but the autoeject system was engaged.
   
'OMEGA' SHP-4X (3km) must make a piloting skill check (landing in light woods).
    Needs 12 [5 (ejecting) + 1 (automatic ejection) + 4 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 8 : fails.

            Critical hit on HD. Roll is (8+4) = 12; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Sensors.
            Critical hit on HD. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of 'OMEGA' SHP-4X (3km) "Saga Langfeldt" is already dead, so no damage is dealt!


   
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 10 August 2014, 09:58:45
LULZ... odds of that occuring with To Hits... 1 in 2500. GJ! Overkill much?  :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 13 August 2014, 15:54:29
Well this is just a bad day for my VTOL's now I have to get a whole new group can we say domino effect :(

Weapons fire for Flatbed Truck (SRM) #2 (Luzerne Mining Militia)
    SRM 2 at Kestrel VTOL (Scout) (Hawk's Ronin); needs 8, rolls 9 : 2 missile(s) hit (using Left Side table).

        Kestrel VTOL (Scout) (Hawk's Ronin) takes 2 damage to LS (critical).
            3 Armor remaining.
            Critical hit on LS. Roll is 8; Engine destroyed.  Immobile.

Kestrel VTOL (Scout) (Hawk's Ronin) must make a piloting skill check (VTOL making forced landing).
Needs 8 [4 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 6 : falls.
Kestrel VTOL (Scout) (Hawk's Ronin) has lost its movement and crashes.  It plummets 4 levels to the ground.
     Kestrel VTOL (Scout) (Hawk's Ronin) falls on its left side, suffering 15 damage.        Kestrel VTOL (Scout) (Hawk's Ronin) takes 5 damage to LS.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LS. Roll is 8; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  192 DAMAGE! ***
        Kestrel VTOL (Scout) (Hawk's Ronin) takes 192 damage to LS.
             SECTION DESTROYED,
*** Kestrel VTOL (Scout) (Hawk's Ronin) DESTROYED by damage! ***
            Critical hit on LS. Roll is 8; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) is hit for 9 damage!
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 5 damage to LS (critical).
            4 Armor remaining.
            Critical hit on LS. Roll is 6; Engine destroyed.  Immobile.

Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) must make a piloting skill check (VTOL making forced landing).
Needs 10 [6 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 5 : falls.
Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) has lost its movement and crashes.  It plummets 5 levels to the ground.
     Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) falls on its right side, suffering 18 damage.        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 5 damage to RS.
            4 Armor remaining.
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 5 damage to RS.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RS. Roll is 6; Ammunition Hit!
*** Streak SRM 2 Ammo EXPLODES!  196 DAMAGE! ***
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 196 damage to RS.
             SECTION DESTROYED,
*** Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) DESTROYED by damage! ***
            Critical hit on RS. Roll is 5; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Cyrano Gunship Mk II (Hawk's Ronin) is hit for 9 damage!
        Cyrano Gunship Mk II (Hawk's Ronin) takes 5 damage to LS.
            3 Armor remaining.
        Cyrano Gunship Mk II (Hawk's Ronin) takes 1 damage to RO.
            1 Armor remaining.
 Rotor damaged!

        Kestrel VTOL (Scout) (Hawk's Ronin) is hit for 9 damage!
        Kestrel VTOL (Scout) (Hawk's Ronin) takes 5 damage to FR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on FR. Roll is 6; Copilot injured!
        Kestrel VTOL (Scout) (Hawk's Ronin) takes 1 damage to RO.
            0 Armor remaining.
 Rotor damaged!

   Jump Squad (SRM) fails to take shelter from the blast!

        Jump Squad (SRM) (Luzerne Mining Militia) is hit for 19 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Squad (SRM) (Luzerne Mining Militia) takes 10 damage to MEN.
             SQUAD KILLED,
*** Jump Squad (SRM) (Luzerne Mining Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Squad (SRM) (Luzerne Mining Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Squad (SRM) (Luzerne Mining Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Squad (SRM) (Luzerne Mining Militia) takes 8 damage to MEN.

        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) is hit for 9 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) takes 20 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Susan Svarcz (Luzerne Mining Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) takes 8 damage to MEN.

        ? (?) is hit for ? damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        ? (?) takes ? damage to?.
             PLATOON KILLED,
*** ? (?) DESTROYED by ?! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.

        ? (?) is hit for ? damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
             PLATOON KILLED,
*** ? (?) DESTROYED by ?! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.


        End Secondary Damage Report.
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 5 damage to RS.
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 3 damage to RS (critical).
Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes internal damage from a fall and explodes.
The VTOL has a fusion engine, so the explosion doesn't have any effect.
        Peregrine Attack VTOL (Kurita) Mk III (Hawk's Ronin) takes 4 damage to LS.
            0 Armor remaining.

        Saladin Assault Hover Tank (Armor) (Hawk's Ronin) is hit for 9 damage!
        Saladin Assault Hover Tank (Armor) (Hawk's Ronin) takes 5 damage to RS (critical).
            5 Armor remaining.
            Critical hit on RS. Roll is 3; no effect.
        Saladin Assault Hover Tank (Armor) (Hawk's Ronin) takes 4 damage to RS.
            1 Armor remaining.

   Jump Squad (SRM) takes no damage (sheltered from explosion).

        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) is hit for 9 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Susan Svarcz (Luzerne Mining Militia) takes 8 damage to MEN.

        ? (?) is hit for ? damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        ? (?) takes ? damage to ?.

   ? takes no damage (sheltered from explosion).


        End Secondary Damage Report.
        Kestrel VTOL (Scout) (Hawk's Ronin) takes 5 damage to LS (critical).
        Kestrel VTOL (Scout) (Hawk's Ronin) takes 5 damage to LS (critical).
Kestrel VTOL (Scout) (Hawk's Ronin) takes internal damage from a fall and explodes.
        Current game options do not allow fires.

        Kestrel VTOL (Scout) (Hawk's Ronin) takes 1 damage to RO.
             2 Internal Structure remaining
 Rotor damaged!
            Critical hit on RO. Roll is 8; Rotor damaged!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 15 August 2014, 16:23:48
Fun with fuel tanks:

Weapons fire for Clint CLNT-2-3T (Denton) (Raphi)
    Large Laser at Hex 1537 of Fuel Tank #28816 (Collapse); needs -1, rolls 8 : hits.

        Fuel Tank #28816 absorbs 8 points of damage.


    Medium Laser at Hex 1537 of Fuel Tank #28816 (Collapse); needs 1, rolls 2 : hits.

Fuel Tank #28816 absorbs 5 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Building #22668 absorbs 20 points of damage.
                Building #26764 absorbs 40 points of damage.
                 BUILDING DESTROYED
        Fuel Tank #20624 absorbs 10 points of damage.
         FUEL TANK DESTROYED
       
FUEL TANK EXPLODES!
                        Building #22668 absorbs 40 points of damage.
                        Building #26764 absorbs 20 points of damage.
                        Fuel Tank #20624 absorbs 50 points of damage.
                        Fuel Tank #28816 absorbs 10 points of damage.
                        Building #20632 absorbs 30 points of damage.
                Fuel Tank #26776 absorbs 10 points of damage.
                 FUEL TANK DESTROYED
               
FUEL TANK EXPLODES!
                                Building #22668 absorbs 10 points of damage.
                                 BUILDING DESTROYED
                                Building #26764 absorbs 20 points of damage.
                                Fuel Tank #20624 absorbs 10 points of damage.
                                Fuel Tank #28816 absorbs 20 points of damage.
                                Building #20632 absorbs 20 points of damage.
                                Fuel Tank #26776 absorbs 50 points of damage.
                                Building #26780 absorbs 40 points of damage.
                                Building #20640 absorbs 20 points of damage.
                                Building #20640 absorbs 20 points of damage.
                                Building #20640 absorbs 20 points of damage.
                                Building #30880 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #28840 absorbs 10 points of damage.
                                Clint CLNT-2-3T (Denton) (Raphi) is hit for 30 damage!
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LL.
                                    3 Armor remaining.
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to CT.
                                    6 Armor remaining.
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to CT.
                                    1 Armor remaining.
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LT.
                                    1 Armor remaining.
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to RT.
                                    1 Armor remaining.
                                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to RA.
                                    1 Armor remaining.

                           Ninja-To NJT-3 takes no damage (sheltered from explosion).

                                Blackjack BJ2-OA (mischi) is hit for 10 damage!
                                Blackjack BJ2-OA (mischi) takes 5 damage to LA.
                                    9 Armor remaining.
                                Blackjack BJ2-OA (mischi) takes 5 damage to RTR.
                                    1 Armor remaining.

                                Scarabus SCB-9A (Princess 2) is hit for 30 damage!
                                Scarabus SCB-9A (Princess 2) takes 5 damage to LT.
                                    5 Armor remaining.
                                Scarabus SCB-9A (Princess 2) takes 5 damage to LL.
                                    8 Armor remaining.
                                Scarabus SCB-9A (Princess 2) takes 5 damage to LL.
                                    3 Armor remaining.
                                Scarabus SCB-9A (Princess 2) takes 5 damage to LA.
                                    4 Armor remaining.
                                Scarabus SCB-9A (Princess 2) takes 5 damage to CT.
                                    7 Armor remaining.
                                Scarabus SCB-9A (Princess 2) takes 5 damage to RT.
                                    5 Armor remaining.

                        Building #20640 absorbs 10 points of damage.
                        Clint CLNT-2-3T (Denton) (Raphi) is hit for 20 damage!
                        Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to CT.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on CT.                 Roll is 7;                 no effect.
                        Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LL.
                            Armor destroyed,                 8 Internal Structure remaining
                            Critical hit on LL.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Jump Jet.
                            CRITICAL HIT on Hip.
                        Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LA.
                            Armor destroyed,                 2 Internal Structure remaining
                            Critical hit on LA.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Shoulder.
                        Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to HD.
                            4 Armor remaining.

                        Pilot of Clint CLNT-2-3T (Denton) (Raphi) "Rio Löwe" takes 1 damage.                       
Pilot of Clint CLNT-2-3T (Denton) (Raphi) "Rio Löwe" needs a 3 to stay conscious.  Rolls 3 : successful!

                   Blackjack BJ2-OA fails to take shelter from the blast!

                        Blackjack BJ2-OA (mischi) is hit for 30 damage!
                        Blackjack BJ2-OA (mischi) takes 5 damage to RL.
                            13 Armor remaining.
                        Blackjack BJ2-OA (mischi) takes 5 damage to RT.
                            13 Armor remaining.
                        Blackjack BJ2-OA (mischi) takes 5 damage to HD.
                            4 Armor remaining.

                        Pilot of Blackjack BJ2-OA (mischi) "Sorcha Quinn" takes 1 damage.                       
Pilot of Blackjack BJ2-OA (mischi) "Sorcha Quinn" needs a 3 to stay conscious.  Rolls 9 : successful!
                        Blackjack BJ2-OA (mischi) takes 5 damage to LA.
                            4 Armor remaining.
                        Blackjack BJ2-OA (mischi) takes 5 damage to LT (critical).
                            13 Armor remaining.
                            Critical hit on LT.                 Roll is 10;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Medium Laser.
                        Blackjack BJ2-OA (mischi) takes 5 damage to LT.
                            8 Armor remaining.

                        Scarabus SCB-9A (Princess 2) is hit for 10 damage!
                        Scarabus SCB-9A (Princess 2) takes 5 damage to LA.
                            Armor destroyed,                 4 Internal Structure remaining
                            Critical hit on LA.                 Roll is 6;                 no effect.
                        Scarabus SCB-9A (Princess 2) takes 5 damage to CT.
                            2 Armor remaining.

                        Flatbed Truck (LRM) (mischi) is hit for 20 damage!
                        Flatbed Truck (LRM) (mischi) takes 5 damage to LS.
                            Armor destroyed,                             SECTION DESTROYED,
                *** Flatbed Truck (LRM) (mischi) DESTROYED by damage! ***
                            Critical hit on LS.                 Roll is 12;                 Fuel Tank Hit (Vehicle Explodes).
                        Flatbed Truck (LRM) (mischi) takes 5 damage to LS.
                        Flatbed Truck (LRM) (mischi) takes 5 damage to LS (critical).
                        Flatbed Truck (LRM) (mischi) takes 5 damage to FR.
                            Armor destroyed,                             SECTION DESTROYED,
                            Chance for motive system damage.                 Roll is 6;                 (w/ +4 bonus)
                             Minor damage, +1 to driving skill rolls.
                            Critical hit on FR.                 Roll is 4;                 no effect.

                Fuel Tank #28816 absorbs 50 points of damage.
                Building #20632 absorbs 10 points of damage.
                Fuel Tank #26776 absorbs 20 points of damage.
                Building #26780 absorbs 10 points of damage.
                Clint CLNT-2-3T (Denton) (Raphi) is hit for 10 damage!
                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LT.
                    Armor destroyed,         6 Internal Structure remaining
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Heat Sink.
                Clint CLNT-2-3T (Denton) (Raphi) takes 5 damage to LT.
                     1 Internal Structure remaining
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on +Medium Laser.

           Blackjack BJ2-OA fails to take shelter from the blast!

                Blackjack BJ2-OA (mischi) is hit for 30 damage!
                Blackjack BJ2-OA (mischi) takes 5 damage to RL.
                    8 Armor remaining.
                Blackjack BJ2-OA (mischi) takes 5 damage to RA.
                    9 Armor remaining.
                Blackjack BJ2-OA (mischi) takes 5 damage to CT.
                    17 Armor remaining.
                Blackjack BJ2-OA (mischi) takes 5 damage to RL.
                    3 Armor remaining.
                Blackjack BJ2-OA (mischi) takes 5 damage to LT.
                    3 Armor remaining.
                Blackjack BJ2-OA (mischi) takes 5 damage to RT.
                    8 Armor remaining.

                Scarabus SCB-9A (Princess 2) is hit for 40 damage!
                Scarabus SCB-9A (Princess 2) takes 5 damage to LA.
                     SECTION DESTROYED,
                1 damage transfers to LT.
                    Critical hit on LA.         Roll is 7;         no effect.
                Scarabus SCB-9A (Princess 2) takes 1 damage to LT.
                    4 Armor remaining.
                Scarabus SCB-9A (Princess 2) takes 5 damage to RA.
                    4 Armor remaining.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LL.
                    Armor destroyed,         5 Internal Structure remaining
                    Critical hit on LL.         Roll is 12;        LIMB BLOWN OFF Left Leg blown off.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LT.
                    Armor destroyed,         6 Internal Structure remaining
                    Critical hit on LT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.
                Scarabus SCB-9A (Princess 2) takes 5 damage to RA.
                    Armor destroyed,         4 Internal Structure remaining
                    Critical hit on RA.         Roll is 6;         no effect.
                Scarabus SCB-9A (Princess 2) takes 5 damage to RT.
                    0 Armor remaining.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LA.
                5 damage transfers to LT.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LT.
                     1 Internal Structure remaining
                    Critical hit on LT.         Roll is 6;         no effect.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LL.
                5 damage transfers to LT.
                Scarabus SCB-9A (Princess 2) takes 5 damage to LT.
                     SECTION DESTROYED,
                4 damage transfers to CT.
                    Critical hit on LT.         Roll is 6;         no effect.
        *** Scarabus SCB-9A (Princess 2) DESTROYED by engine destruction! ***
                Scarabus SCB-9A (Princess 2) takes 4 damage to CT.
                    Armor destroyed,         8 Internal Structure remaining
                    Critical hit on CT.         Roll is 6;         no effect.



    Medium Laser at Scarabus SCB-9A (Princess 2); needs 8, rolls 6 : misses




Fuel Tank #26776 collapses due to damage.

Fuel Tank #20624 collapses due to damage.

Building #26764 collapses due to damage.

Building #30880 collapses due to damage.

Building #22668 collapses due to damage.

Fuel Tank #28816 collapses due to damage.

Clint CLNT-2-3T (Denton) (Raphi) must make 2 piloting skill roll(s) (hip actuator hit; 20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 2 (hip actuator hit) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.
    Roll #2, (3 (Base piloting skill) + 1 (20+ damage) + 2 (hip actuator hit)); needs 6, rolls 9 : succeeds.

Blackjack BJ2-OA (mischi) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 6 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 15 August 2014, 16:54:29
More fun with fuel tanks:
Weapons fire for Laser Turret LL (Raphi)
    Large Laser at Hex 1014 of Fuel Tank #18484 (Collapse); needs -2, rolls 8 : hits.

Fuel Tank #18484 absorbs 8 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Bridge #14388 absorbs 30 points of damage.
                 BUILDING DESTROYED
                Fuel Tank #18484 absorbs 50 points of damage.
        Fuel Tank #24628 absorbs 20 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Fuel Tank #18484 absorbs 20 points of damage.
                        Fuel Tank #24628 absorbs 50 points of damage.
                Fuel Tank #28728 absorbs 30 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #24628 absorbs 30 points of damage.
                                Fuel Tank #28728 absorbs 50 points of damage.
                        Fuel Tank #24636 absorbs 30 points of damage.
                         FUEL TANK DESTROYED
                        
FUEL TANK EXPLODES!
                                        Fuel Tank #18484 absorbs 20 points of damage.
                                        Fuel Tank #24628 absorbs 30 points of damage.
                                        Fuel Tank #28728 absorbs 30 points of damage.
                                        Fuel Tank #24636 absorbs 50 points of damage.
                                Fuel Tank #28736 absorbs 30 points of damage.
                                 FUEL TANK DESTROYED
                                
FUEL TANK EXPLODES!
                                                Fuel Tank #24628 absorbs 10 points of damage.
                                                Fuel Tank #28728 absorbs 30 points of damage.
                                                Fuel Tank #24636 absorbs 30 points of damage.
                                                Building #36924 absorbs 10 points of damage.
                                                Fuel Tank #28736 absorbs 50 points of damage.
                                Building #36924 absorbs 10 points of damage.
                                Fuel Tank #28736 absorbs 30 points of damage.
                                BattleMaster BLR-4S (Princess 1) is hit for 10 damage!
                                BattleMaster BLR-4S (Princess 1) takes 5 damage to LA.
                                    11 Armor remaining.
                                BattleMaster BLR-4S (Princess 1) takes 5 damage to CTR.
                                    Armor destroyed,                         23 Internal Structure remaining
                                    Critical hit on CT.                         Roll is 9;                         1 location.
                                    CRITICAL HIT on Engine.

                        Fuel Tank #24636 absorbs 30 points of damage.
                        Fuel Tank #28736 absorbs 10 points of damage.
                Fuel Tank #24636 absorbs 20 points of damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Fragger on 18 August 2014, 07:31:32
Like a real german  O0 Too bad MegaMek doesn't have an option to determine where the head flies :<


Physical attacks for Jackalope JLP-BD (Fragger)
    Kick (Left leg) at Uraeus UAE-7R (Princess); needs 0, rolls 3 : hits HD
        Uraeus UAE-7R (Princess) takes 6 damage to HD.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Uraeus UAE-7R (Princess) DESTROYED by pilot death! ***

        Pilot of Uraeus UAE-7R (Princess) "Fikriye Halil" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 19 August 2014, 21:03:49
Decided to try out a Super-Heavy for the first time and had this on the first round:

Code: [Select]
Weapons fire for Thunder THR-C4 (Princess)
    Medium X-Pulse Laser at Ares ARS-V1A Hera (Stone's Lament); needs 4, rolls 10 :  - Direct Blow - hits  LL
        Ares ARS-V1A Hera (Stone's Lament) takes 8 damage to LL.
            48 Armor remaining.


    ER Medium Laser at Ares ARS-V1A Hera (Stone's Lament); needs 6, rolls 10 :  - Direct Blow - hits  HD (critical)
        Ares ARS-V1A Hera (Stone's Lament) takes 6 damage to HD (critical).
            6 Armor remaining.
            Critical hit on HD. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on Superheavy Tripod Cockpit.
        >Ares ARS-V1A Hera (Stone's Lament) suffers catastrophic damage, but the autoeject system was engaged.
    
Ares ARS-V1A Hera (Stone's Lament) must make a piloting skill check (landing in light woods).
    Needs 5 [2 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 7 : succeeds.
            The pilot ejects safely!

*** Ares ARS-V1A Hera (Stone's Lament) DESTROYED by ejection! ***

            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Ares ARS-V1A Hera (Stone's Lament) "Howard Carpenter" has ejected, so no damage is dealt!

My instant thought... really...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 20 August 2014, 06:28:02
Real pilots disable their ejection systems!  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Scotty on 21 August 2014, 12:58:00
Got a Breakthrough (Defense) mission in my against the bot campaign.  Heavily wooded, with a few scattered ponds and lakes.  The bot is trying to get to the north side of the map.  On the second turn of movement, no shots have been fired, no one is even in sight of each other, this happens.

Chalk up some pretty damn nice salvage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 22 August 2014, 09:12:12
lol I doubt he will get another mech anytime soon
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 22 August 2014, 15:34:27
And this is why you shouldn't overheat your mech...
Quote
Mercury MCY-102 (WoB Militia) gains 12 heat, sinks 10 heat and is now at 19 heat.
Mercury MCY-102 (WoB Militia) needs a 6+ to avoid shutdown, rolls 4 : shuts down.

Mercury MCY-102 (WoB Militia) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 3 (reactor shutdown)); needs 9, rolls 6 : falls.
    Mercury MCY-102 (WoB Militia) falls on its right side, suffering 2 damage.
        Mercury MCY-102 (WoB Militia) takes 2 damage to RA.
        2 damage transfers to RT.
        Mercury MCY-102 (WoB Militia) takes 2 damage to RT.
        2 damage transfers to CT.
        Mercury MCY-102 (WoB Militia) takes 2 damage to CT.
             SECTION DESTROYED,
        Mercury MCY-102 (WoB Militia) has taken 4 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Mercury MCY-102 (WoB Militia) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Mercury MCY-102 (WoB Militia) suffers catastrophic damage, but the autoeject system was engaged.
    
Mercury MCY-102 (WoB Militia) must make a piloting skill check (landing in clear terrain).
    Needs 10 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

        Crew of MechWarrior Adrian Dogar (WoB Militia) "Adrian Dogar" is already dead, so no damage is dealt!
*** ?? (??) DESTROYED by ?! ***

        End Secondary Damage Report.
            Critical hit on CT. Roll is 9; 1 location.
            Location has no more hittable critical slots.

Pilot of Mercury MCY-102 (WoB Militia) "Adrian Dogar" must roll 9 to avoid damage; rolls 9 : succeeds.
Mercury MCY-102 (WoB Militia) needs a 4+ to avoid ammo explosion, rolls 10 : avoids successfully!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 23 August 2014, 16:41:05
Tank vs Mech, who will win!
Quote
Weapons fire for Augustus Cavalry Tank Mk I #2 (Ghost Watch)
    PPC at Panther PNT-9R #4 (Insurgents); needs 3, rolls 7 :  - Direct Blow - hits  CT
        Panther PNT-9R #4 (Insurgents) takes 11 damage to CT.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on CT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Panther PNT-9R #4 (Insurgents) DESTROYED by engine destruction! ***

Arillery vs Mech, no brainer?
Quote
Weapons fire for Stratos Mobile Howitzer Mk I (Ghost Watch)
    Long Tom at Hex: 1117 (Artillery), the shot is an automatic hit (Artillery firing at designated artillery target.), rolls 8 : hits the intended hex 1117.
Shadow Hawk SHD-2H (Insurgents) hit for 15 damage.
        Shadow Hawk SHD-2H (Insurgents) takes 5 damage to LT.
            13 Armor remaining.
        Shadow Hawk SHD-2H (Insurgents) takes 5 damage to RT.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 5 Ammo (23).
            *** LRM 5 Ammo EXPLODES!  115 DAMAGE! ***
                >Shadow Hawk SHD-2H (Insurgents) suffers catastrophic damage, but the autoeject system was engaged.
           
Shadow Hawk SHD-2H (Insurgents) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 12 : succeeds.
                    The pilot ejects safely!
        *** Shadow Hawk SHD-2H (Insurgents) DESTROYED by ejection! ***
                Shadow Hawk SHD-2H (Insurgents) takes 115 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                103 damage transfers to CT.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on LRM 5.
                Shadow Hawk SHD-2H (Insurgents) takes 103 damage to CT.
                     SECTION DESTROYED,
                Shadow Hawk SHD-2H (Insurgents) has taken 4 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 4;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.

                End Secondary Damage Report.

        Pilot of Shadow Hawk SHD-2H (Insurgents) "Arlene Oliver" has ejected, so no damage is dealt!

Poor Arlene.. we aren't done with you yet!
Quote
MechWarrior Arlene Oliver (Insurgents) hit (using Right Side table) for 10 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Arlene Oliver (Insurgents) takes 20 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Arlene Oliver (Insurgents) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Arlene Oliver (Insurgents) takes 10 damage to MEN.

My Artillery lance ended up with a combined 18 kills, tank lances 6, mech forces... 1
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 23 August 2014, 23:19:40
My Artillery lance ended up with a combined 18 kills, tank lances 6, mech forces... 1

 ^-^ This is why I love BattleTech (and MegaMek for letting me play easily.) O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 24 August 2014, 04:29:27
New game, no artillery this time.

First shot, first round.
Quote
Weapons fire for Augustus Cavalry Tank Mk I (Ghost Watch)
    PPC at Wasp WSP-1A (Insurgents); needs 3, rolls 5 : hits  LT
        Wasp WSP-1A (Insurgents) takes 10 damage to LT.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on SRM 2 Ammo (50).
            *** SRM 2 Ammo EXPLODES!  200 DAMAGE! ***
                >Wasp WSP-1A (Insurgents) suffers catastrophic damage, but the autoeject system was engaged.
            
Wasp WSP-1A (Insurgents) must make a piloting skill check (landing in light woods).
            Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Wasp WSP-1A (Insurgents) DESTROYED by ejection! ***
                Wasp WSP-1A (Insurgents) takes 200 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                199 damage transfers to CT.
                    Critical hit on LT.         Roll is 6;         no effect.
                Wasp WSP-1A (Insurgents) takes 199 damage to CT.
                     SECTION DESTROYED,
                Wasp WSP-1A (Insurgents) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 6;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Tokugawa Heavy Tank TKG-150 #2 (Insurgents) is hit for 10 damage!
                Tokugawa Heavy Tank TKG-150 #2 (Insurgents) takes 5 damage to RR.
                    21 Armor remaining.
                Tokugawa Heavy Tank TKG-150 #2 (Insurgents) takes 5 damage to FR.
                    35 Armor remaining.
                    Chance for motive system damage.         Roll is 11;         (w/ +1 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.

           Tokugawa Heavy Tank TKG-150 #4 takes no damage (sheltered from explosion).

                Spider SDR-5V (Insurgents) is hit for 10 damage!
                Spider SDR-5V (Insurgents) takes 5 damage to LL.
                    1 Armor remaining.
                Spider SDR-5V (Insurgents) takes 5 damage to LA.
                    0 Armor remaining.

                Ostscout OTT-7J (Insurgents) is hit for 10 damage!
                Ostscout OTT-7J (Insurgents) takes 5 damage to RT.
                    4 Armor remaining.
                Ostscout OTT-7J (Insurgents) takes 5 damage to RA.
                    1 Armor remaining.

                Assassin ASN-21 (Insurgents) is hit for 10 damage!
                Assassin ASN-21 (Insurgents) takes 5 damage to LT.
                    5 Armor remaining.
                Assassin ASN-21 (Insurgents) takes 5 damage to RT.
                    5 Armor remaining.


                End Secondary Damage Report.

        Pilot of Wasp WSP-1A (Insurgents) "Yaasmeen bin Muhammad" has ejected, so no damage is dealt!

I love the smell of ionized air and burning mechs in the morning.

Augustus Cavalry Tanks, built Atlas tough!
For a full catalog of all Centurion products please send 10 C-Bills to Shannedam County, Fallen Stars
Our pride and Joy, the Augustus, can be yours for the low low price of 2 Million C-bills.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 24 August 2014, 14:34:30
Only needed a 3 on the Wasp? Did the pilot forget the rule of light mechs to never stop moving? #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 24 August 2014, 14:53:09
Was hiding behind a hill, thought the heavier armored column advancing toward the supply depot would draw all the fire (plus was hidden from all but that shot).

Those cavalry tanks are quick though and that was the commanders tank (best pilot/gunners). My Liberators hammered the armor column with indirect LRM fire (12 LRM 5s from 3 vees).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 29 August 2014, 16:14:13
Still more FUN WITH FUEL TANKS!!!

Weapons fire for Marauder (Bounty Hunter-3015) (mischi)
    PPC at Hex 0107 of Fuel Tank #24 (Collapse); needs 2, rolls 8 : hits.

        Fuel Tank #24 absorbs 10 points of damage.


    PPC at Hex 0107 of Fuel Tank #24 (Collapse); needs 2, rolls 2 : hits.

Fuel Tank #24 absorbs 10 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Fuel Tank #24 absorbs 100 points of damage.
        Fuel Tank #2072 absorbs 90 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Fuel Tank #24 absorbs 90 points of damage.
                        Fuel Tank #2072 absorbs 100 points of damage.
                Fuel Tank #28 absorbs 90 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #24 absorbs 90 points of damage.
                                Fuel Tank #2072 absorbs 90 points of damage.
                                Fuel Tank #28 absorbs 100 points of damage.
                                Building #2076 absorbs 90 points of damage.
                                 BUILDING DESTROYED
                                Building #2076 absorbs 80 points of damage.
                                 BUILDING DESTROYED
                                Building #2076 absorbs 80 points of damage.
                                 BUILDING DESTROYED
                                Building #2076 absorbs 90 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 60 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 60 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 50 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 40 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 40 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 50 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 50 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 60 points of damage.
                                 BUILDING DESTROYED
                                Building #2088 absorbs 40 points of damage.
                                 BUILDING DESTROYED
                                Building #8236 absorbs 40 points of damage.
                                 BUILDING DESTROYED
                                Building #8236 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #8236 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #8236 absorbs 10 points of damage.
                                Building #8236 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #8236 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #2100 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #8244 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #8244 absorbs 10 points of damage.
                                Building #8244 absorbs 10 points of damage.
                                Phoenix Hawk PXH-1D (Raphi) is hit for 10 damage!
                                Phoenix Hawk PXH-1D (Raphi) takes 5 damage to RA.
                                5 damage transfers to RT.
                                Phoenix Hawk PXH-1D (Raphi) takes 5 damage to RT.
                                5 damage transfers to CT.
                                Phoenix Hawk PXH-1D (Raphi) takes 5 damage to CT.
                                    12 Armor remaining.
                                Phoenix Hawk PXH-1D (Raphi) takes 5 damage to CT.
                                    7 Armor remaining.

                                Hydra (Standard) (Terra-ble) is hit for 70 damage!
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                    5 Armor remaining.
                                Hydra (Standard) (Terra-ble) takes 5 damage to MG.
                                    Armor destroyed,                                     SECTION DESTROYED,
                                1 damage transfers to T.
                                    Critical hit on MG.                         Roll is 3;                         no effect.
                                Hydra (Standard) (Terra-ble) takes 1 damage to T.
                                    4 Armor remaining.
                                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                                    2 Armor remaining.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                    Armor destroyed,                         5 Internal Structure remaining
                                    Critical hit on T.                         Roll is 6;                         no effect.
                                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                                    Armor destroyed,                         1 Internal Structure remaining
                                    Critical hit on L.                         Roll is 8;                         1 location.
                                    CRITICAL HIT on Leg.
                                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                                Pilot of Hydra (Standard) (Terra-ble) "Brandi Raines" takes 1 damage.                                
Pilot of Hydra (Standard) (Terra-ble) "Brandi Raines" needs a 3 to stay conscious.  Rolls 6 : successful!
                                     SECTION DESTROYED,
                                4 damage transfers to T.
                                    Critical hit on L.                         Roll is 5;                         no effect.
                                Hydra (Standard) (Terra-ble) takes 4 damage to T.
                                     1 Internal Structure remaining
                                    Critical hit on T.                         Roll is 5;                         no effect.
                                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                Pilot of Hydra (Standard) (Terra-ble) "Brandi Raines" takes 3 damage.                                
Pilot of Hydra (Standard) (Terra-ble) "Brandi Raines" needs a 5 to stay conscious.  Rolls 8 : successful!
                                
Pilot of Hydra (Standard) (Terra-ble) "Brandi Raines" needs a 7 to stay conscious.  Rolls 2 : blacks out.
                                     SECTION DESTROYED,
                        *** Hydra (Standard) (Terra-ble) DESTROYED by damage! ***
                                    Critical hit on T.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Torso.
                        Torso weapon A destroyed.                                    CRITICAL HIT on Torso.
                        Torso weapon A destroyed.                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                                    Armor destroyed,                                Crew of Hydra (Standard) (Terra-ble) "Brandi Raines" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                    Critical hit on RA.                         Roll is 8;                         1 location.
                                    CRITICAL HIT on Arm.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                                    Armor destroyed,                                Crew of Hydra (Standard) (Terra-ble) "Brandi Raines" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                    Critical hit on LA.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Arm.
                                    CRITICAL HIT on Arm.
                        ARM DESTROYED
                                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                                5 damage transfers to T.
                                Hydra (Standard) (Terra-ble) takes 5 damage to T.

                                Orc 2 (Terra-ble) is hit for 80 damage!
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                    Armor destroyed,                                Pilot of Orc 2 (Terra-ble) "Rute Hegnauer" takes 3 damage.                                
Pilot of Orc 2 (Terra-ble) "Rute Hegnauer" needs a 3 to stay conscious.  Rolls 7 : successful!
                                
Pilot of Orc 2 (Terra-ble) "Rute Hegnauer" needs a 5 to stay conscious.  Rolls 11 : successful!
                                
Pilot of Orc 2 (Terra-ble) "Rute Hegnauer" needs a 7 to stay conscious.  Rolls 7 : successful!
                                     SECTION DESTROYED,
                        *** Orc 2 (Terra-ble) DESTROYED by damage! ***
                                    Critical hit on T.                         Roll is 2;                         no effect.
                                Orc 2 (Terra-ble) takes 5 damage to L.
                                Crew of Orc 2 (Terra-ble) "Rute Hegnauer" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                3 damage transfers to T.
                                    Critical hit on L.                         Roll is 8;                         1 location.
                                    CRITICAL HIT on Leg.
                        LEGS DESTROYED                                Orc 2 (Terra-ble) takes 3 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to LA.
                                    Armor destroyed,                                Crew of Orc 2 (Terra-ble) "Rute Hegnauer" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                2 damage transfers to T.
                                    Critical hit on LA.                         Roll is 5;                         no effect.
                                Orc 2 (Terra-ble) takes 2 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to LA.
                                5 damage transfers to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to RA.
                                    Armor destroyed,                                Crew of Orc 2 (Terra-ble) "Rute Hegnauer" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                2 damage transfers to T.
                                    Critical hit on RA.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Arm.
                                    CRITICAL HIT on Arm.
                        ARM DESTROYED
                                Orc 2 (Terra-ble) takes 2 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to RA.
                                5 damage transfers to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.
                                Orc 2 (Terra-ble) takes 5 damage to RA.
                                5 damage transfers to T.
                                Orc 2 (Terra-ble) takes 5 damage to T.

                                Orc 3 (Terra-ble) is hit for 80 damage!
                                Orc 3 (Terra-ble) takes 5 damage to L.
                                    Armor destroyed,                         2 Internal Structure remaining
                                    Critical hit on L.                         Roll is 7;                         no effect.
                                Orc 3 (Terra-ble) takes 5 damage to L.
                                Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" takes 1 damage.                                
Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" needs a 3 to stay conscious.  Rolls 7 : successful!
                                     SECTION DESTROYED,
                                3 damage transfers to T.
                                    Critical hit on L.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Leg.
                                    CRITICAL HIT on Leg.
                                Orc 3 (Terra-ble) takes 3 damage to T.
                                    2 Armor remaining.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                    Armor destroyed,                         1 Internal Structure remaining
                                    Critical hit on T.                         Roll is 11;                         2 locations.
                                    CRITICAL HIT on Torso.

                                Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" takes 1 damage.                                
Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" needs a 5 to stay conscious.  Rolls 3 : blacks out.
                                    CRITICAL HIT on Torso.
                        Torso weapon B destroyed.
                                Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" takes 1 damage.                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Pilot of Orc 3 (Terra-ble) "Masia Ciszewski" takes 1 damage.                                     SECTION DESTROYED,
                        *** Orc 3 (Terra-ble) DESTROYED by damage! ***
                                    Critical hit on T.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Torso.
                                    Location has no more hittable critical slots.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to L.
                                5 damage transfers to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to MG.
                                5 damage transfers to T.
                                Orc 3 (Terra-ble) takes 5 damage to T.
                                Orc 3 (Terra-ble) takes 5 damage to RA.
                                    Armor destroyed,                                Crew of Orc 3 (Terra-ble) "Masia Ciszewski" is already dead, so no damage is dealt!
                                     SECTION DESTROYED,
                                2 damage transfers to T.
                                    Critical hit on RA.                         Roll is 11;                         2 locations.
                                    CRITICAL HIT on Arm.
                                    CRITICAL HIT on Arm.
                        ARM DESTROYED
                &
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 29 August 2014, 16:14:37
continued

Pilot of Marauder (Bounty Hunter-3015) (mischi) "Igmi Sabola" needs a 3 to stay conscious.  Rolls 6 : successful!

                                Catapult CPLT-C4C (mischi) is hit for 40 damage!
                                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                                    9 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to RT.
                                    4 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to LA.
                                    10 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to RL.
                                    18 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                                    4 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to RA.
                                    0 Armor remaining.
                                Catapult CPLT-C4C (mischi) takes 5 damage to RT.
                                    Armor destroyed,                         14 Internal Structure remaining
                                    Critical hit on RT.                         Roll is 6;                         no effect.
                                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                                    Armor destroyed,                         20 Internal Structure remaining
                                    Critical hit on CT.                         Roll is 9;                         1 location.
                                    CRITICAL HIT on Engine.

                                Uller (Kit Fox) Prime (Terra-ble) is hit for 80 damage!
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT (critical).
                                    Armor destroyed,                         9 Internal Structure remaining
                                    Critical hit on CT.                         Roll is 5;                         no effect.
                                    Critical hit on CT.                         Roll is 5;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RL.
                                    3 Armor remaining.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                                    Armor destroyed,                         5 Internal Structure remaining
                                    Critical hit on LT.                         Roll is 11;                         2 locations.
                                    CRITICAL HIT on Double Heat Sink.
                                    CRITICAL HIT on Engine.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT (critical).
                                     4 Internal Structure remaining
                                    Critical hit on CT.                         Roll is 7;                         no effect.
                                    Critical hit on CT.                         Roll is 12;                         3 locations.
                                    CRITICAL HIT on Double Heat Sink.
                                    CRITICAL HIT on Double Heat Sink.
                                    CRITICAL HIT on Standard Gyro.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                                    Armor destroyed,                         5 Internal Structure remaining
                                    Critical hit on RT.                         Roll is 7;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                                     SECTION DESTROYED,
                        *** Uller (Kit Fox) Prime (Terra-ble) DESTROYED by damage! ***
                                    Critical hit on CT.                         Roll is 5;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                                    2 Armor remaining.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                                    Armor destroyed,                         5 Internal Structure remaining
                                    Critical hit on LL.                         Roll is 10;                         2 locations.
                                    CRITICAL HIT on Hip.
                                    CRITICAL HIT on Lower Leg.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                                    Armor destroyed,                         2 Internal Structure remaining
                                    Critical hit on RA.                         Roll is 7;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                                     SECTION DESTROYED,
                                3 damage transfers to RT.
                                    Critical hit on RA.                         Roll is 3;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 3 damage to RT.
                                     2 Internal Structure remaining
                                    Critical hit on RT.                         Roll is 4;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to HD.
                                    4 Armor remaining.

                                Pilot of Uller (Kit Fox) Prime (Terra-ble) "Ninotchka Mendeleev" is already dead, so no damage is dealt!
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT (critical).
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                                     SECTION DESTROYED,
                        LIMB BLOWN OFF Left Arm blown off.
                                    Critical hit on LT.                         Roll is 6;                         no effect.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                                5 damage transfers to CT.
                                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.

                        Building #2076 absorbs 90 points of damage.
                        Building #2076 absorbs 80 points of damage.
                        Building #2076 absorbs 70 points of damage.
                        Building #2076 absorbs 80 points of damage.
                        Building #2088 absorbs 60 points of damage.
                        Building #2088 absorbs 60 points of damage.
                        Building #2088 absorbs 50 points of damage.
                        Building #2088 absorbs 40 points of damage.
                        Building #2088 absorbs 40 points of damage.
                        Building #2088 absorbs 50 points of damage.
                        Building #2088 absorbs 40 points of damage.
                        Building #2088 absorbs 50 points of damage.
                        Building #2088 absorbs 30 points of damage.
                        Building #8236 absorbs 40 points of damage.
                        Building #8236 absorbs 30 points of damage.
                        Building #8236 absorbs 20 points of damage.
                        Building #8236 absorbs 10 points of damage.
                         BUILDING DESTROYED
                        Building #8236 absorbs 20 points of damage.
                        Building #8236 absorbs 30 points of damage.
                        Building #2100 absorbs 30 points of damage.
                        Building #2100 absorbs 30 points of damage.
                        Building #2100 absorbs 20 points of damage.
                        Building #2100 absorbs 20 points of damage.
                        Building #2100 absorbs 10 points of damage.
                        Building #2100 absorbs 20 points of damage.
                        Building #8244 absorbs 20 points of damage.
                        Building #8244 absorbs 10 points of damage.
                         BUILDING DESTROYED
                        Building #8244 absorbs 10 points of damage.
                         BUILDING DESTROYED
                        Phoenix Hawk PXH-1D (Raphi) is hit for 10 damage!
                        Phoenix Hawk PXH-1D (Raphi) takes 5 damage to RA.
                        5 damage transfers to RT.
                        Phoenix Hawk PXH-1D (Raphi) takes 5 damage to RT.
                        5 damage transfers to CT.
                        Phoenix Hawk PXH-1D (Raphi) takes 5 damage to CT.
                            2 Armor remaining.
                        Phoenix Hawk PXH-1D (Raphi) takes 5 damage to LT.
                             4 Internal Structure remaining
                            Critical hit on LT.                 Roll is 3;                 no effect.

                        Hydra (Standard) (Terra-ble) is hit for 80 damage!
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to HD.
                            Armor destroyed,                        Crew of Hydra (Standard) (Terra-ble) "Brandi Raines" is already dead, so no damage is dealt!
                             SECTION DESTROYED,
                            Critical hit on HD.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Head.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Hydra (Standard) (Terra-ble) takes 5 damage to T.

                        Orc 2 (Terra-ble) is hit for 90 damage!
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to LA.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to HD.
                            Armor destroyed,                        Crew of Orc 2 (Terra-ble) "Rute Hegnauer" is already dead, so no damage is dealt!
                             SECTION DESTROYED,
                            Critical hit on HD.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Head.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to LA.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to LA.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.
                        Orc 2 (Terra-ble) takes 5 damage to LA.
                        5 damage transfers to T.
                        Orc 2 (Terra-ble) takes 5 damage to T.

                        Orc 3 (Terra-ble) is hit for 90 damage!
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to RA.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to RA.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to L.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.
                        Orc 3 (Terra-ble) takes 5 damage to RA.
                        5 damage transfers to T.
                        Orc 3 (Terra-ble) takes 5 damage to T.

                        Marauder (Bounty Hunter-3015) (mischi) is hit for 30 damage!
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to RL.
                            9 Armor remaining.
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT.
                            14 Armor remaining.
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                            13 Armor remaining.
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT.
                            9 Armor remaining.
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT.
                            4 Armor remaining.
                        Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LL.
                            17 Armor remaining.

                        Catapult CPLT-C4C (mischi) is hit for 40 damage!
                        Catapult CPLT-C4C (mischi) takes 5 damage to RL.
                            13 Armor remaining.
                        Catapult CPLT-C4C (mischi) takes 5 damage to LA.
                            5 Armor remaining.
                        Catapult CPLT-C4C (mischi) takes 5 damage to LL.
                            18 Armor remaining.
                        Catapult CPLT-C4C (mischi) takes 5 damage to RT.
                             9 Internal Structure remaining
                            Critical hit on RT.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Engine.
                        Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                             15 Internal Structure remaining
                            Critical hit on CT.                 Roll is 10;                 2 locations.
                            CRITICAL HIT on Engine.
                *** Catapult CPLT-C4C (mischi) DESTROYED by engine destruction! ***
                            CRITICAL HIT on Engine.
                        Catapult CPLT-C4C (mischi) takes 5 damage to RL.
                            8 Armor remaining.
                        Catapult CPLT-C4C (mischi) takes 5 damage to RA.
                             5 Internal Structure remaining
                            Critical hit on RA.                 Roll is 5;                 no effect.
                        Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                             10 Internal Structure remaining
                            Critical hit on CT.                 Roll is 7;                 no effect.

                        Uller (Kit Fox) Prime (Terra-ble) is hit for 90 damage!
                        Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                        5 damage transfers to RT.
               
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 29 August 2014, 16:15:55
              Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                        Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                        5 damage transfers to CT.
                        Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.

                Fuel Tank #28 absorbs 90 points of damage.
                Building #2076 absorbs 80 points of damage.
                Building #2076 absorbs 70 points of damage.
                Building #2076 absorbs 70 points of damage.
                Building #2076 absorbs 80 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #8236 absorbs 30 points of damage.
                Building #8236 absorbs 20 points of damage.
                Building #8236 absorbs 10 points of damage.
                Building #8236 absorbs 10 points of damage.
                Building #8236 absorbs 20 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #8244 absorbs 10 points of damage.
                Hydra (Standard) (Terra-ble) is hit for 70 damage!
                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to HD.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.

                Orc 2 (Terra-ble) is hit for 90 damage!
                Orc 2 (Terra-ble) takes 5 damage to MG.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.

                Orc 3 (Terra-ble) is hit for 90 damage!
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to MG.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to LA.
                    Armor destroyed,                Crew of Orc 3 (Terra-ble) "Masia Ciszewski" is already dead, so no damage is dealt!
                     SECTION DESTROYED,
                2 damage transfers to T.
                    Critical hit on LA.         Roll is 6;         no effect.
                Orc 3 (Terra-ble) takes 2 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to HD.
                    Armor destroyed,                Crew of Orc 3 (Terra-ble) "Masia Ciszewski" is already dead, so no damage is dealt!
                     SECTION DESTROYED,
                1 damage transfers to T.
                    Critical hit on HD.         Roll is 7;         no effect.
                Orc 3 (Terra-ble) takes 1 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.

                Marauder (Bounty Hunter-3015) (mischi) is hit for 40 damage!
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LL.
                    12 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    8 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to RT.
                    13 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    3 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to RA.
                    5 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT.
                    Armor destroyed,         22 Internal Structure remaining
                    Critical hit on CT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Standard Gyro.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT (critical).
                     17 Internal Structure remaining
                    Critical hit on CT.         Roll is 7;         no effect.
                    Critical hit on CT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.
        *** Marauder (Bounty Hunter-3015) (mischi) DESTROYED by engine destruction! ***
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on LA.         Roll is 10;         2 locations.
                    CRITICAL HIT on Double Heat Sink.
                    CRITICAL HIT on +PPC.

                Catapult CPLT-C4C (mischi) is hit for 50 damage!
                Catapult CPLT-C4C (mischi) takes 5 damage to RA.
                     SECTION DESTROYED,
                    Critical hit on RA.         Roll is 5;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to LL.
                    13 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                     5 Internal Structure remaining
                    Critical hit on CT.         Roll is 7;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.
                Catapult CPLT-C4C (mischi) takes 5 damage to LA.
                    0 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to RT.
                     4 Internal Structure remaining
                    Critical hit on RT.         Roll is 4;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                Catapult CPLT-C4C (mischi) takes 5 damage to LT.
                    12 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Catapult CPLT-C4C (mischi) "Nobuyori Mizuno" is already dead, so no damage is dealt!
                Catapult CPLT-C4C (mischi) takes 5 damage to LT.
                    7 Armor remaining.

                Uller (Kit Fox) Prime (Terra-ble) is hit for 80 damage!
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                5 damage transfers to RT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to HD.
                     SECTION DESTROYED,
                    Critical hit on HD.         Roll is 4;         no effect.

                Pilot of Uller (Kit Fox) Prime (Terra-ble) "Ninotchka Mendeleev" is already dead, so no damage is dealt!
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RL.
                    Armor destroyed,         5 Internal Structure remaining
                    Critical hit on RL.         Roll is 5;         no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 29 August 2014, 16:28:45
FYI if you put it in [ code ] brackets (minus the spaces) it'll compress and add a nice little scrollbar:

Code: [Select]
Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                        Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                        5 damage transfers to CT.
                        Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.

                Fuel Tank #28 absorbs 90 points of damage.
                Building #2076 absorbs 80 points of damage.
                Building #2076 absorbs 70 points of damage.
                Building #2076 absorbs 70 points of damage.
                Building #2076 absorbs 80 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 40 points of damage.
                Building #2088 absorbs 50 points of damage.
                Building #2088 absorbs 30 points of damage.
                Building #8236 absorbs 30 points of damage.
                Building #8236 absorbs 20 points of damage.
                Building #8236 absorbs 10 points of damage.
                Building #8236 absorbs 10 points of damage.
                Building #8236 absorbs 20 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 10 points of damage.
                Building #2100 absorbs 20 points of damage.
                Building #8244 absorbs 10 points of damage.
                Hydra (Standard) (Terra-ble) is hit for 70 damage!
                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to HD.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to LA.
                5 damage transfers to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.
                Hydra (Standard) (Terra-ble) takes 5 damage to T.

                Orc 2 (Terra-ble) is hit for 90 damage!
                Orc 2 (Terra-ble) takes 5 damage to MG.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to T.
                Orc 2 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 2 (Terra-ble) takes 5 damage to T.

                Orc 3 (Terra-ble) is hit for 90 damage!
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to MG.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to LA.
                    Armor destroyed,                Crew of Orc 3 (Terra-ble) "Masia Ciszewski" is already dead, so no damage is dealt!
                     SECTION DESTROYED,
                2 damage transfers to T.
                    Critical hit on LA.         Roll is 6;         no effect.
                Orc 3 (Terra-ble) takes 2 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to HD.
                    Armor destroyed,                Crew of Orc 3 (Terra-ble) "Masia Ciszewski" is already dead, so no damage is dealt!
                     SECTION DESTROYED,
                1 damage transfers to T.
                    Critical hit on HD.         Roll is 7;         no effect.
                Orc 3 (Terra-ble) takes 1 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to RA.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.
                Orc 3 (Terra-ble) takes 5 damage to L.
                5 damage transfers to T.
                Orc 3 (Terra-ble) takes 5 damage to T.

                Marauder (Bounty Hunter-3015) (mischi) is hit for 40 damage!
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LL.
                    12 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    8 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to RT.
                    13 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    3 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to RA.
                    5 Armor remaining.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT.
                    Armor destroyed,         22 Internal Structure remaining
                    Critical hit on CT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Standard Gyro.
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to CT (critical).
                     17 Internal Structure remaining
                    Critical hit on CT.         Roll is 7;         no effect.
                    Critical hit on CT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.
        *** Marauder (Bounty Hunter-3015) (mischi) DESTROYED by engine destruction! ***
                Marauder (Bounty Hunter-3015) (mischi) takes 5 damage to LA.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on LA.         Roll is 10;         2 locations.
                    CRITICAL HIT on Double Heat Sink.
                    CRITICAL HIT on +PPC.

                Catapult CPLT-C4C (mischi) is hit for 50 damage!
                Catapult CPLT-C4C (mischi) takes 5 damage to RA.
                     SECTION DESTROYED,
                    Critical hit on RA.         Roll is 5;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to LL.
                    13 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                     5 Internal Structure remaining
                    Critical hit on CT.         Roll is 7;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.
                Catapult CPLT-C4C (mischi) takes 5 damage to LA.
                    0 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to RT.
                     4 Internal Structure remaining
                    Critical hit on RT.         Roll is 4;         no effect.
                Catapult CPLT-C4C (mischi) takes 5 damage to CT.
                Catapult CPLT-C4C (mischi) takes 5 damage to LT.
                    12 Armor remaining.
                Catapult CPLT-C4C (mischi) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Catapult CPLT-C4C (mischi) "Nobuyori Mizuno" is already dead, so no damage is dealt!
                Catapult CPLT-C4C (mischi) takes 5 damage to LT.
                    7 Armor remaining.

                Uller (Kit Fox) Prime (Terra-ble) is hit for 80 damage!
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RA.
                5 damage transfers to RT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LA.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to HD.
                     SECTION DESTROYED,
                    Critical hit on HD.         Roll is 4;         no effect.

                Pilot of Uller (Kit Fox) Prime (Terra-ble) "Ninotchka Mendeleev" is already dead, so no damage is dealt!
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LL.
                5 damage transfers to LT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to LT.
                5 damage transfers to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to CT.
                Uller (Kit Fox) Prime (Terra-ble) takes 5 damage to RL.
                    Armor destroyed,         5 Internal Structure remaining
                    Critical hit on RL.         Roll is 5;         no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 29 August 2014, 17:21:40
Thanks. I will remember that for next time.... because there will be a next time I am sure.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 29 August 2014, 21:36:24
 :o :o :o :o :o :o :o :o :o :o
That is almost too long to read!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 30 August 2014, 08:30:06
And I think I forgot to transfer a part.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 31 August 2014, 11:11:04
Starting to reallllly like protomechs:

Weapons fire for Talon TLN-5V (Princess 2)
    Medium Laser at Triton (Standard) (Terra-ble); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    Medium Laser at Triton (Standard) (Terra-ble); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    PPC at Triton (Standard) (Terra-ble); needs 10, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Triton (Standard) (Terra-ble)
    ER Micro Laser at Talon TLN-5V (Princess 2); needs 4, rolls 7 : hits  LT
        Talon TLN-5V (Princess 2) takes 2 damage to LT.
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.


    Streak SRM 4 at Talon TLN-5V (Princess 2); needs 5, rolls 9 : 4 missile(s) hit.

        Talon TLN-5V (Princess 2) takes 2 damage to RL.
            0 Armor remaining.

        Talon TLN-5V (Princess 2) takes 2 damage to CT.
            10 Armor remaining.

        Talon TLN-5V (Princess 2) takes 2 damage to LA.
            8 Armor remaining.

        Talon TLN-5V (Princess 2) takes 2 damage to RL.
             6 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.


Weapons fire for Triton 2 (Terra-ble)
    ER Small Laser at Talon TLN-5V (Princess 2); needs 4, rolls 6 : hits  LT
        Talon TLN-5V (Princess 2) takes 5 damage to LT.
             2 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.


    ER Micro Laser at Talon TLN-5V (Princess 2); needs 4, rolls 4 : hits  LA
        Talon TLN-5V (Princess 2) takes 2 damage to LA.
            6 Armor remaining.


    ER Micro Laser at Talon TLN-5V (Princess 2); needs 4, rolls 7 : hits  RL
        Talon TLN-5V (Princess 2) takes 2 damage to RL.
             4 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.


Weapons fire for Triton (Standard) #2 (Terra-ble)
    ER Micro Laser at Talon TLN-5V (Princess 2); needs 4, rolls 5 : hits  RT
        Talon TLN-5V (Princess 2) takes 2 damage to RT.
            6 Armor remaining.


    Streak SRM 4 at Talon TLN-5V (Princess 2); needs 4, rolls 3 : fails to achieve lock.

Weapons fire for Triton (Standard) #3 (Terra-ble)
    ER Micro Laser at Talon TLN-5V (Princess 2); needs 4, rolls 8 : hits  CT
        Talon TLN-5V (Princess 2) takes 2 damage to CT.
            8 Armor remaining.


    Streak SRM 4 at Talon TLN-5V (Princess 2); needs 4, rolls 5 : 4 missile(s) hit.

        Talon TLN-5V (Princess 2) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Talon TLN-5V (Princess 2) "Katie Subagja" takes 1 damage.        
Pilot of Talon TLN-5V (Princess 2) "Katie Subagja" needs a 3 to stay conscious.  Rolls 7 : successful!

        Talon TLN-5V (Princess 2) takes 2 damage to RL.
             2 Internal Structure remaining
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.

        Talon TLN-5V (Princess 2) takes 2 damage to LL.
            0 Armor remaining.

        Talon TLN-5V (Princess 2) takes 2 damage to RL.
             SECTION DESTROYED,
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Foot.


Weapons fire for Triton 2 #2 (Terra-ble)
    ER Small Laser at Talon TLN-5V (Princess 2); needs 6, rolls 11 : hits  LA
        Talon TLN-5V (Princess 2) takes 5 damage to LA.
            1 Armor remaining.


    ER Micro Laser at Talon TLN-5V (Princess 2); needs 8, rolls 7 : misses


    ER Micro Laser at Talon TLN-5V (Princess 2); needs 8, rolls 12 : hits  LT
        Talon TLN-5V (Princess 2) takes 2 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Talon TLN-5V (Princess 2) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 31 August 2014, 11:11:58
And that was after sand papering a PheonixHawk K to death.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 01 September 2014, 20:24:20
Its pretty amazing what a Stuka can do.....  ^-^

Code: [Select]
Weapon Attack Phase
-------------------
Strafing run for Stuka STU-D7 (HammersHome)
    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 10 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 11 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 7 : hits  LA
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to LA.
            9 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 11 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 10 : hits  RT
        Grendel (Mongrel) D (HammersHome) takes 5 damage to RT.
            11 Armor remaining.


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 3 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 11 : hits  RT
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to RT.
            12 Armor remaining.


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 8 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 4 : misses


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 8 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (ER Medium Laser) + 2 (accidental)] to ignite, rolls 8

    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 11 : hits  LA
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to LA.
            4 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 7 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 10 : hits  CT
        Grendel (Mongrel) D (HammersHome) takes 5 damage to CT.
            13 Armor remaining.


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 10 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 7 : hits  RT
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to RT.
            7 Armor remaining.


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 4 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 5 : hits  Trooper 4
        Elemental Battle Armor [Flamer] (HammersHome) takes 5 damage to Trooper 4.
            5 Armor remaining.


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 8 : hits  Trooper 5
        Elemental Battle Armor [Laser] (HammersHome) takes 5 damage to Trooper 5.
            5 Armor remaining.


    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 7 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 5 : hits  RT
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to RT.
            9 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 5 : hits  RA (critical)
        Grendel (Mongrel) D (HammersHome) takes 5 damage to RA (critical).
            7 Armor remaining.
            Critical hit on RA. Roll is 7; no effect.


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 5 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 3 : misses


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 3 : misses


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 5 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 8 : hits  Trooper 5
        Elemental Battle Armor [Laser] (HammersHome) takes 5 damage to Trooper 5.
            0 Armor remaining.


    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 8 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 7 : hits  LL
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to LL.
            14 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 5 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 2 : misses


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 9 : hits  HD (critical)
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to HD (critical).
            4 Armor remaining.
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Ryoken (Stormcrow) Prime (HammersHome) "Genevieve Moutawakel" takes 1 damage.        
Pilot of Ryoken (Stormcrow) Prime (HammersHome) "Genevieve Moutawakel" needs a 3 to stay conscious.  Rolls 5 : successful!


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 9 : hits  Trooper 2
        Elemental Battle Armor [Flamer] (HammersHome) takes 5 damage to Trooper 2.
            5 Armor remaining.


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 8 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 6 : hits  LT
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to LT.
            9 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 7 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 2 : misses


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 10 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 7 : hits  LT
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to LT.
            12 Armor remaining.


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 7 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 6 : hits  Trooper 5
        Elemental Battle Armor [Flamer] (HammersHome) takes 5 damage to Trooper 5.
            5 Armor remaining.


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 8 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 11 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 8 : hits  RA
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to RA.
            9 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 9 : hits  RA
        Grendel (Mongrel) D (HammersHome) takes 5 damage to RA.
            2 Armor remaining.


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 6 : hits  RA
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to RA.
            13 Armor remaining.


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 10 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 8 : hits  Trooper 4
        Elemental Battle Armor [Flamer] (HammersHome) takes 5 damage to Trooper 4.
            0 Armor remaining.


    ER Medium Laser at Hex: 1923 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Laser] (HammersHome); needs 6, rolls 6 : hits  Trooper 3
        Elemental Battle Armor [Laser] (HammersHome) takes 5 damage to Trooper 3.
            5 Armor remaining.


    ER Medium Laser at Hex: 1823 (Clear); needs 0, rolls 9 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Fenris (Ice Ferret) B (HammersHome); needs 4, rolls 11 : hits  CT
        Fenris (Ice Ferret) B (HammersHome) takes 5 damage to CT.
            14 Armor remaining.


    ER Medium Laser at Hex: 1724 (Clear); needs 0, rolls 6 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Grendel (Mongrel) D (HammersHome); needs 4, rolls 5 : hits  RA
        Grendel (Mongrel) D (HammersHome) takes 5 damage to RA.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.


    ER Medium Laser at Hex: 1624 (Clear); needs 0, rolls 5 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Ryoken (Stormcrow) Prime (HammersHome); needs 4, rolls 5 : hits  RA
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to RA.
            8 Armor remaining.


    ER Medium Laser at Hex: 1525 (Clear); needs 0, rolls 5 : hits!
        Terrain takes 5 damage.


    ER Medium Laser at Elemental Battle Armor [Flamer] (HammersHome); needs 5, rolls 3 : misses




Grendel (Mongrel) D (HammersHome) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 3 : falls.
    Grendel (Mongrel) D (HammersHome) falls on its left side, suffering 5 damage.
        Grendel (Mongrel) D (HammersHome) takes 5 damage to CTR.
            4 Armor remaining.

Pilot of Grendel (Mongrel) D (HammersHome) "Shasine Girod" must roll 5 to avoid damage; rolls 8 : succeeds.

Fenris (Ice Ferret) B (HammersHome) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 7 : succeeds.

Ryoken (Stormcrow) Prime (HammersHome) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 4 : falls.
    Ryoken (Stormcrow) Prime (HammersHome) falls on its left side, suffering 6 damage.
        Ryoken (Stormcrow) Prime (HammersHome) takes 5 damage to LA.
            13 Armor remaining.
        Ryoken (Stormcrow) Prime (HammersHome) takes 1 damage to CTR.
            9 Armor remaining.

Pilot of Ryoken (Stormcrow) Prime (HammersHome) "Genevieve Moutawakel" must roll 5 to avoid damage; rolls 6 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 01 September 2014, 22:36:55
How many ER medium lasers does it have? :o

Does it go through the list laser, all hexes, then next laser, all hexes, then next laser, so on and so forth?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 01 September 2014, 22:39:38
I didn't even realize you could strafe in MM, I didn't think that was implemented.  [drool]

On another note, were all those mechs stationary? Those were some ridiculously low to-hit numbers.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 01 September 2014, 22:59:43
 [drool] [drool] >:D O0

Can't wait to try it. Maybe I should compile that branch and test it out with some rapiers.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 01 September 2014, 23:26:06
I didn't even realize you could strafe in MM, I didn't think that was implemented.  [drool]

On another note, were all those mechs stationary? Those were some ridiculously low to-hit numbers.

At little something Arlith is working on. You should see what a drop ship strafing can do.

Stationary mechs,0 gunnery,open terrain and it's Miller time.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 01 September 2014, 23:45:13
Did you get those fuel tank kills on the MegaDefender map?  >:D I'm just curious cause i have a log thats about that long ^___^...but i cought over a company of mechs in it  O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 02 September 2014, 01:02:05
Did you get those fuel tank kills on the MegaDefender map?  >:D I'm just curious cause i have a log thats about that long ^___^...but i cought over a company of mechs in it  O0

"MegaDefender"? Dare I ask what this is?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 02 September 2014, 01:31:55
I have a nine piece map that I am thinking of posting. I created it when one of my players said we needed a map that was good for planes and tanks. The map contains a fuel tank that is essentially a pipeline running through most of the center sections and looks like a light building. I have not tried it yet to see what happened if it is collapsed. Actually I am a bit afraid to.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 September 2014, 06:39:01
Fuel tanks are fun, but some things are just overkill and thus boring in the end.

Now, how about having some idiot mech jock (or aero jock) dropping a mine field in a tank farm and lets see how THAT turns out  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 02 September 2014, 06:45:11
Can you do minefields in MM? In the map editor I mean? Hmmmm....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 02 September 2014, 07:01:02
Can you do minefields in MM? In the map editor I mean? Hmmmm....

I don't believe so.  From what I've seen, minefields aren't a property of the map/board, but are properties of the game, so they need to be added once a game has been created.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 02 September 2014, 08:09:13
I checked, you can't, but as  gamemaster, I can do some nasty things with a map I design and the mine option.  }:)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 02 September 2014, 11:23:24
"MegaDefender"? Dare I ask what this is?
[/quote

Its a mod of the MechaDynamics map. I had Restless put 4 Fuel tanks strategically so they would chain explode...Then i had my 4 medium tanks act as bait while my infantry waited to blow up the first fuel tank and cause a reaction... Those liao warrior house mechwarriors didn't know what hit em  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 02 September 2014, 11:37:31
Nice.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 September 2014, 20:57:17
Can you do minefields in MM? In the map editor I mean? Hmmmm....

I was actually referring to using Thunder LRMs, FASCAM(sp), or a mine bomb (I don't recall the name...) though I guess you could add in a set number of fields in the unit selection screen.

I think the craziest form of fuel tank death would be to have one tank explode then having a long string of mechs getting enough engine crits to explode violently (some nice 350-400 rated engines would do very nicely) knocking out even more mechs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 03 September 2014, 02:22:18
That is just mean.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 03 September 2014, 06:11:22
Not really, I posted one about a minefield a few months back where a mech had its legs blown out from under it. The unfortunate mechwarrior then ejected and landed on a mine, blowing his own legs off (or so I imagined since he died). There was another where I had set a very large forest fire... You can imagine how THAT went  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 06 September 2014, 00:56:06
Oops, I'm sorry, were your infantry still in that building that I demolished??

Quote
Building #43096 collapses due to damage.
*** Motorized Platoon (MG) #4 (Insurgents) DESTROYED by Crushed under building rubble! ***
    Motorized Platoon (MG) #4 (Insurgents) is hit by falling debris for 3 damage.
        Motorized Platoon (MG) #4 (Insurgents) takes 3 damage to MEN.
            15 men alive

*** Motorized Platoon (MG) #6 (Insurgents) DESTROYED by Crushed under building rubble! ***
    Motorized Platoon (MG) #6 (Insurgents) is hit by falling debris for 3 damage.
        Motorized Platoon (MG) #6 (Insurgents) takes 3 damage to MEN.
            14 men alive

I did warn you the demo was scheduled for 8am.  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 September 2014, 00:44:19
The big bang theory as demonstrated by a Mongoose pilot.

Quote
Weapons fire for Mongoose MON-67 (Ghost Watch)
    Medium Laser at Dragon DRG-1N (Insurgents); needs 8, rolls 5 : misses


    Medium Laser at Dragon DRG-1N (Insurgents); needs 8, rolls 6 : misses


    Medium Laser at Dragon DRG-1N (Insurgents); needs 8, rolls 8 :  - Glancing Blow - hits  RT
        Dragon DRG-1N (Insurgents) takes 2 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is (10-2) = 8; 1 location.
            CRITICAL HIT on AC/5 Ammo (17).
            *** AC/5 Ammo EXPLODES!  85 DAMAGE! ***
                >Dragon DRG-1N (Insurgents) suffers catastrophic damage, but the autoeject system was engaged.
            
Dragon DRG-1N (Insurgents) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
                    The pilot ejects safely!
        *** Dragon DRG-1N (Insurgents) DESTROYED by ejection! ***
                Dragon DRG-1N (Insurgents) takes 85 damage to RT.
                85 damage transfers to CT.
                Dragon DRG-1N (Insurgents) takes 85 damage to CT.
                     SECTION DESTROYED,
                Dragon DRG-1N (Insurgents) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Liberator Combat System (M3A MGS) (Ghost Watch) is hit for 7 damage!
                Liberator Combat System (M3A MGS) (Ghost Watch) takes 5 damage to RR.
                    25 Armor remaining.
                Liberator Combat System (M3A MGS) (Ghost Watch) takes 2 damage to RS.
                    27 Armor remaining.

                Liberator Combat System (M3A MGS) #2 (Ghost Watch) is hit for 15 damage!
                Liberator Combat System (M3A MGS) #2 (Ghost Watch) takes 5 damage to RS.
                    18 Armor remaining.
                Liberator Combat System (M3A MGS) #2 (Ghost Watch) takes 5 damage to RS.
                    13 Armor remaining.
                Liberator Combat System (M3A MGS) #2 (Ghost Watch) takes 5 damage to RS.
                    8 Armor remaining.

        *** Augustus Cavalry Tank (Harasser) (Ghost Watch) DESTROYED by explosion proximity! ***
                Augustus Cavalry Tank (Harasser) #3 (Ghost Watch) is hit for 7 damage!
                Augustus Cavalry Tank (Harasser) #3 (Ghost Watch) takes 5 damage to LS.
                    18 Armor remaining.
                    Chance for motive system damage.         Roll is 12;         (w/ +2 bonus)
                     Major damage, vehicle immobile.
                Augustus Cavalry Tank (Harasser) #3 (Ghost Watch) takes 2 damage to TU.
                    20 Armor remaining.

                Mechanized Wheeled Platoon (Rifle) #2 (Insurgents) is hit for 15 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Infantry platoon caught in the open!!!  Damage doubled.
                Mechanized Wheeled Platoon (Rifle) #2 (Insurgents) takes 20 damage to MEN.
                    4 men alive
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Infantry platoon caught in the open!!!  Damage doubled.
                Mechanized Wheeled Platoon (Rifle) #2 (Insurgents) takes 20 damage to MEN.
                     PLATOON KILLED,
        *** Mechanized Wheeled Platoon (Rifle) #2 (Insurgents) DESTROYED by damage! ***
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Mechanized Wheeled Platoon (Rifle) #2 (Insurgents) takes 10 damage to MEN.

                Wasp WSP-1A (Insurgents) is hit for 30 damage!
                Wasp WSP-1A (Insurgents) takes 5 damage to RL.
                    0 Armor remaining.
                Wasp WSP-1A (Insurgents) takes 5 damage to RA.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Upper Arm.
                Wasp WSP-1A (Insurgents) takes 5 damage to CT.
                     SECTION DESTROYED,
                Wasp WSP-1A (Insurgents) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 9.
                Engine safety systems remain in place.
        *** Wasp WSP-1A (Insurgents) DESTROYED by damage! ***

                >Wasp WSP-1A (Insurgents) suffers catastrophic damage, but the autoeject system was engaged.
            
Wasp WSP-1A (Insurgents) 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 8;         1 location.
                    CRITICAL HIT on Jump Jet.
                Wasp WSP-1A (Insurgents) takes 5 damage to RA.
                     SECTION DESTROYED,
                3 damage transfers to RT.
                    Critical hit on RA.         Roll is 2;         no effect.
                Wasp WSP-1A (Insurgents) takes 3 damage to RT.
                     1 Internal Structure remaining
                    Critical hit on RT.         Roll is 3;         no effect.
                Wasp WSP-1A (Insurgents) takes 5 damage to LL.
                    0 Armor remaining.
                Wasp WSP-1A (Insurgents) takes 5 damage to RT (critical).
                     SECTION DESTROYED,
                4 damage transfers to CT (critical).
                    Critical hit on RT.         Roll is 3;         no effect.
                    Critical hit on RT.         Roll is 7;         no effect.
                Wasp WSP-1A (Insurgents) takes 4 damage to CT (critical).


                Wolverine WVR-6R (Insurgents) is hit for 7 damage!
                Wolverine WVR-6R (Insurgents) takes 5 damage to LA.
                    0 Armor remaining.
                Wolverine WVR-6R (Insurgents) takes 2 damage to LT.
                    18 Armor remaining.

                Lancelot LNC25-02 (Insurgents) is hit for 30 damage!
                Lancelot LNC25-02 (Insurgents) takes 5 damage to LA.
                    5 Armor remaining.
                Lancelot LNC25-02 (Insurgents) takes 5 damage to RL.
                    6 Armor remaining.
                Lancelot LNC25-02 (Insurgents) takes 5 damage to RT.
                    10 Armor remaining.
                Lancelot LNC25-02 (Insurgents) takes 5 damage to RL.
                    1 Armor remaining.
                Lancelot LNC25-02 (Insurgents) takes 5 damage to RL.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on RL.         Roll is 7;         no effect.
                Lancelot LNC25-02 (Insurgents) takes 5 damage to RL.
                     5 Internal Structure remaining
                    Critical hit on RL.         Roll is 2;         no effect.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 5;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Augustus Cavalry Tank (Harasser) (Ghost Watch) is hit for 8 damage!
                Augustus Cavalry Tank (Harasser) (Ghost Watch) takes 5 damage to FR.
                    35 Armor remaining.
                Augustus Cavalry Tank (Harasser) (Ghost Watch) takes 3 damage to FR.
                    32 Armor remaining.

                Wasp WSP-1A (Insurgents) is hit for 4 damage!
                Wasp WSP-1A (Insurgents) takes 4 damage to RL.
                     SECTION DESTROYED,
                    Critical hit on RL.         Roll is 11;         2 locations.
                    CRITICAL HIT on Foot.
                    CRITICAL HIT on Upper Leg.

                Lancelot LNC25-02 (Insurgents) is hit for 4 damage!
                Lancelot LNC25-02 (Insurgents) takes 4 damage to RA.
                     5 Internal Structure remaining
                    Critical hit on RA.         Roll is 4;         no effect.


                End Secondary Damage Report.

        Pilot of Dragon DRG-1N (Insurgents) "Jaisnava Tatavarti" has ejected, so no damage is dealt!

        Dragon DRG-1N (Insurgents) takes 1 damage to CT.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 September 2014, 02:02:57
And todays lesson, make sure your Doctor didn't get his diploma from a cracker jack box

Quote
Sergeant Edina Arkell made a mistake in the treatment of Julião Guevara and caused his Bruised Left Leg to worsen. Sergeant Edina Arkell made a mistake in the treatment of Julião Guevara and caused his Bruised Left Arm to worsen. Sergeant Edina Arkell made a mistake in the treatment of Julião Guevara and caused his Bruised Right Leg to worsen.

And they say 3 out of 3 aint bad.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 08 September 2014, 10:28:34
And todays lesson, make sure your Doctor didn't get his diploma from a cracker jack box

And they say 3 out of 3 aint bad.

What did she do, hit the bruises with a hammer?!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 08 September 2014, 12:03:04
What did she do, hit the bruises with a hammer?!

You're the one that didn't make them auto-heal, I just called for them being present to show that "yep, they took damage, but it wasn't serious"  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 September 2014, 19:22:04
The complaint filed against her states she kept poking the wounds with a sharp pointy stick and repeatedly asking "Does it hurt when I do this??"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Cenalt on 18 September 2014, 08:45:24
No running next to the pool!
Quote
Physical Attack Phase
-------------------

Physical attacks for Wolverine WVR-6R-CJ #2 (Orloff's Irregulars)
    Pushing Phoenix Hawk PXH-1 (Pirate); needs 6, rolls 7 : succeeds: target is pushed into hex 1020.
Phoenix Hawk PXH-1 (Pirate) falls 2 level(s) into hex 1020
    Phoenix Hawk PXH-1 (Pirate) falls on its right side, suffering 5 damage when hitting the water surface and 5 when hitting the ground.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
            13 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to HD.
            1 Armor remaining.
            Possible breach on HD. Roll is 11: Breach! Phoenix Hawk PXH-1 HD BREACHED
*** Phoenix Hawk PXH-1 (Pirate) DESTROYED by hull breach! ***
*** Phoenix Hawk PXH-1 (Pirate) Pilot Drowned! ***

        Pilot of Phoenix Hawk PXH-1 (Pirate) "Tânia Sarwate" is already dead, so no damage is dealt!

Pilot of Phoenix Hawk PXH-1 (Pirate) "Tânia Sarwate" must roll 2 to avoid damage; rolls 7 : succeeds.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 October 2014, 06:08:07
How to kill three pests with one LRM

Quote
Weapons fire for Griffin GRF-1N (Blood Angels)
    PPC at Bulldog Medium Tank (Standard) (Draconis Combine); needs 5, rolls 4 : misses


    LRM 10 at Bulldog Medium Tank (Standard) (Draconis Combine); needs 3, rolls 6 :  - Direct Blow - 8 missile(s) hit (w/ +2 bonus).

        Bulldog Medium Tank (Standard) (Draconis Combine) takes 5 damage to TU.
            0 Armor remaining.

        Bulldog Medium Tank (Standard) (Draconis Combine) takes 3 damage to TU (critical).
             3 Internal Structure remaining
            Critical hit on TU. Roll is (10+1) = 11; Ammunition Hit!
*** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
*** SRM 4 Ammo EXPLODES!  200 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
        Bulldog Medium Tank (Standard) (Draconis Combine) takes 584 damage to TU.
             SECTION DESTROYED,
*** Bulldog Medium Tank (Standard) (Draconis Combine) DESTROYED by damage! ***
            Critical hit on TU. Roll is 7; Turret Jammed.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Locust LCT-1V (Draconis Combine) is hit for 29 damage!
        Locust LCT-1V (Draconis Combine) takes 5 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
            5 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Locust LCT-1V (Draconis Combine) "Jennifer DeNegri" takes 1 damage.        
Pilot of Locust LCT-1V (Draconis Combine) "Jennifer DeNegri" needs a 3 to stay conscious.  Rolls 8 : successful!
        Locust LCT-1V (Draconis Combine) takes 5 damage to LA.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LA. Roll is 6; no effect.
        Locust LCT-1V (Draconis Combine) takes 3 damage to LT.
            5 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
            0 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 4 damage to LA.
        4 damage transfers to LT.
        Locust LCT-1V (Draconis Combine) takes 4 damage to LT.
            1 Armor remaining.

        Locust LCT-1V #2 (Draconis Combine) is hit for 29 damage!
        Locust LCT-1V #2 (Draconis Combine) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Locust LCT-1V #2 (Draconis Combine) "Hee-Young Ch'oe" takes 1 damage.        
Pilot of Locust LCT-1V #2 (Draconis Combine) "Hee-Young Ch'oe" needs a 3 to stay conscious.  Rolls 7 : successful!
        Locust LCT-1V #2 (Draconis Combine) takes 5 damage to RT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.
        Locust LCT-1V #2 (Draconis Combine) takes 5 damage to CT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.
        Locust LCT-1V #2 (Draconis Combine) takes 5 damage to LL.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Upper Leg.
        Locust LCT-1V #2 (Draconis Combine) takes 5 damage to LL.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LL. Roll is 6; no effect.
        Locust LCT-1V #2 (Draconis Combine) takes 3 damage to LT.
            5 Armor remaining.
        Locust LCT-1V #2 (Draconis Combine) takes 4 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Machine Gun Ammo (200).
            *** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
                >Locust LCT-1V #2 (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V #2 (Draconis Combine) must make a piloting skill check (landing in water).
            Needs 6 [6 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Locust LCT-1V #2 (Draconis Combine) DESTROYED by ejection! ***
                Locust LCT-1V #2 (Draconis Combine) takes 400 damage to CT.
                     SECTION DESTROYED,
                Locust LCT-1V #2 (Draconis Combine) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Bulldog Medium Tank (Standard) (Draconis Combine) is hit for 20 damage!
                Bulldog Medium Tank (Standard) (Draconis Combine) takes 5 damage to RS.
                    15 Armor remaining.
                Bulldog Medium Tank (Standard) (Draconis Combine) takes 5 damage to RS (critical).
                    10 Armor remaining.
                    Critical hit on RS.         Roll is 7;         Crew stunned for 1 turns.
                Bulldog Medium Tank (Standard) (Draconis Combine) takes 5 damage to RS (critical).
                    5 Armor remaining.
                    Critical hit on RS.         Roll is 4;         no effect.
                Bulldog Medium Tank (Standard) (Draconis Combine) takes 5 damage to FR.
                     SECTION DESTROYED,
                    Chance for motive system damage.         Roll is 11;         (w/ +2 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                    Critical hit on FR.         Roll is 6;         Stabilizer destroyed!

                Locust LCT-1V (Draconis Combine) is hit for 20 damage!
                Locust LCT-1V (Draconis Combine) takes 5 damage to RL.
                    3 Armor remaining.
                Locust LCT-1V (Draconis Combine) takes 5 damage to CTR.
                    Armor destroyed,         3 Internal Structure remaining
                    Critical hit on CT.         Roll is 5;         no effect.
                Locust LCT-1V (Draconis Combine) takes 5 damage to CTR.
                     SECTION DESTROYED,
                Locust LCT-1V (Draconis Combine) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 5.
                Engine safety systems remain in place.
        *** Locust LCT-1V (Draconis Combine) DESTROYED by damage! ***

                >Locust LCT-1V (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.
                Locust LCT-1V (Draconis Combine) takes 5 damage to RL.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RL.         Roll is 11;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on Lower Leg.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 14 October 2014, 05:44:44
Two Sea Skimmers, a Neptune and a Monitor against a Brigand, a Commando, a Condor and a Scimitar: The Naval Units won on the Archipelego map. First the Scimitar was sunk, then the Neptune. The Condor also went to a watery grave. The two Sea Skimmers then finished off the Commando and while one went after the mechwarrior the other joined the hunt for the at the time submerged Bandit. This was the type of day the Bandit pilot had.

Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" must roll 10 to avoid damage; rolls 7 : fails.
        Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" takes 1 damage.   

Brigand LDT-1 (Princess) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (getting up)], rolls 5 : falls.
    Brigand LDT-1 (Princess) falls on its right side, suffering 1 damage.
        Brigand LDT-1 (Princess) takes 1 damage to RA.
            2 Armor remaining.
            Possible breach on RA. Roll is 6: no breach.

Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" must roll 7 to avoid damage; rolls 9 : succeeds.

Brigand LDT-1 (Princess) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (getting up)], rolls 6 : falls.
    Brigand LDT-1 (Princess) falls on its rear, suffering 1 damage.
        Brigand LDT-1 (Princess) takes 1 damage to LA.
        1 damage transfers to LTR.
        Brigand LDT-1 (Princess) takes 1 damage to LTR.
            1 Armor remaining.
            Possible breach on LT. Roll is 2: no breach.

Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" must roll 7 to avoid damage; rolls 4 : fails.
        Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" takes 1 damage.        
Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" needs a 5 to stay conscious.  Rolls 7 : successful!

Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" takes 1 damage.        
Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" needs a 7 to stay conscious.  Rolls 5 : blacks out.


Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" needs a 7 to wake up.  Rolls 9 : successful!

  AC/20 at Brigand LDT-1 (Princess); needs 5, rolls 8 : hits  (using Right Side Partial cover (horizontal 50%) table) HD
        Brigand LDT-1 (Princess) takes 20 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Brigand LDT-1 (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Brigand LDT-1 (Princess) "Fernanda Beija" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 18 October 2014, 20:51:06
Such an ammo explosion!

Quote
Weapons fire for Black Knight BL-7-KNT (Apanc)
    PPC at Stalker STK-4P (Lyran Commonwealth); needs 3, rolls 10 :  - Direct Blow - hits  RT
        Stalker STK-4P (Lyran Commonwealth) takes 12 damage to RT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >Stalker STK-4P (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
            
Stalker STK-4P (Lyran Commonwealth) must make a piloting skill check (Really Bad Weather).
            Needs 8 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (High-G) + 3 (Really Bad Weather)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Stalker STK-4P (Lyran Commonwealth) DESTROYED by ejection! ***
                Stalker STK-4P (Lyran Commonwealth) takes 180 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                169 damage transfers to CT.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on SRM 6.
                    CRITICAL HIT on Large Laser.
                Stalker STK-4P (Lyran Commonwealth) takes 169 damage to CT.
                     SECTION DESTROYED,
                Stalker STK-4P (Lyran Commonwealth) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Griffin GRF-1S (Lyran Commonwealth) is hit for 22 damage!
                Griffin GRF-1S (Lyran Commonwealth) takes 5 damage to LT.
                    15 Armor remaining.
                Griffin GRF-1S (Lyran Commonwealth) takes 5 damage to CT.
                     13 Internal Structure remaining
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.
                Griffin GRF-1S (Lyran Commonwealth) takes 5 damage to HD.
                    2 Armor remaining.

                Pilot of Griffin GRF-1S (Lyran Commonwealth) "Asrutavrana Pusan" takes 1 damage.                Griffin GRF-1S (Lyran Commonwealth) takes 5 damage to LT.
                    10 Armor remaining.
                Griffin GRF-1S (Lyran Commonwealth) takes 2 damage to LT.
                    8 Armor remaining.

                Griffin GRF-1N (Lyran Commonwealth) is hit for 11 damage!
                Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to LT.
                    7 Armor remaining.
                Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to RT.
                    15 Armor remaining.
                Griffin GRF-1N (Lyran Commonwealth) takes 1 damage to CT.
                    19 Armor remaining.

                Orion ON1-K (Lyran Commonwealth) is hit for 22 damage!
                Orion ON1-K (Lyran Commonwealth) takes 5 damage to LT.
                    12 Armor remaining.
                Orion ON1-K (Lyran Commonwealth) takes 5 damage to LT.
                    7 Armor remaining.
                Orion ON1-K (Lyran Commonwealth) takes 5 damage to CT.
                    14 Armor remaining.
                Orion ON1-K (Lyran Commonwealth) takes 5 damage to CT.
                    9 Armor remaining.
                Orion ON1-K (Lyran Commonwealth) takes 2 damage to LA.
                    12 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 9;         1 location.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Griffin GRF-1S (Lyran Commonwealth) is hit for 9 damage!
                Griffin GRF-1S (Lyran Commonwealth) takes 5 damage to HD.
                    Armor destroyed,                     SECTION DESTROYED,
        *** Griffin GRF-1S (Lyran Commonwealth) DESTROYED by damage! ***
                >Griffin GRF-1S (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
            
Griffin GRF-1S (Lyran Commonwealth) must make a piloting skill check (Really Bad Weather).
            Needs 23 [6 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 0 (landing in rough) + 2 (High-G) + 3 (Really Bad Weather)], rolls 4 : fails.

                Pilot of MechWarrior Asrutavrana Pusan (Lyran Commonwealth) "Asrutavrana Pusan" takes 9 damage.        *** MechWarrior Asrutavrana Pusan (Lyran Commonwealth) DESTROYED by pilot death! ***
                    Critical hit on HD.         Roll is 4;         no effect.

                Pilot of Griffin GRF-1S (Lyran Commonwealth) "Asrutavrana Pusan" is already dead, so no damage is dealt!
                Griffin GRF-1S (Lyran Commonwealth) takes 4 damage to LL.
                     9 Internal Structure remaining
                    Critical hit on LL.         Roll is 8;         1 location.
                    CRITICAL HIT on Hip.

                Orion ON1-K (Lyran Commonwealth) is hit for 9 damage!
                Orion ON1-K (Lyran Commonwealth) takes 5 damage to CT (critical).
                    4 Armor remaining.
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Standard Gyro.
                Orion ON1-K (Lyran Commonwealth) takes 4 damage to RA.
                    15 Armor remaining.


                End Secondary Damage Report.

        Pilot of Stalker STK-4P (Lyran Commonwealth) "Frederick Løvlie" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


    Medium Laser at Stalker STK-4P (Lyran Commonwealth); needs 5, rolls 3 : misses


    Medium Laser at Stalker STK-4P (Lyran Commonwealth); needs 5, rolls 9 :  - Direct Blow - hits  LA
        Stalker STK-4P (Lyran Commonwealth) takes 6 damage to LA.
            8 Armor remaining.


    Medium Laser at Stalker STK-4P (Lyran Commonwealth); needs 5, rolls 4 : misses


    Medium Laser at Stalker STK-4P (Lyran Commonwealth); needs 5, rolls 5 :  - Glancing Blow - hits  RA
        Stalker STK-4P (Lyran Commonwealth) takes 2 damage to RA.
        2 damage transfers to RT.
        Stalker STK-4P (Lyran Commonwealth) takes 2 damage to RT.
        2 damage transfers to CT.
        Stalker STK-4P (Lyran Commonwealth) takes 2 damage to CT.


Weapons fire for Shadow Hawk SHD-2K (Apanc)
    PPC at Stalker STK-4P (Lyran Commonwealth); needs 5, rolls 6 : hits  (using Left Side table) RA
        Stalker STK-4P (Lyran Commonwealth) takes 10 damage to RA.
        10 damage transfers to RT.
        Stalker STK-4P (Lyran Commonwealth) takes 10 damage to RT.
        10 damage transfers to CT.
        Stalker STK-4P (Lyran Commonwealth) takes 10 damage to CT.


    LRM 5 at Stalker STK-4P (Lyran Commonwealth); needs 11, rolls 7 : misses




Orion ON1-K (Lyran Commonwealth) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 10 [6 (Base piloting skill) + 3 (Storm) + 1 (high/low gravity)].
    Roll #1, (6 (Base piloting skill) + 3 (Storm) + 1 (high/low gravity) + 3 (gyro hit) + 1 (20+ damage)); needs 14, rolls 10 : falls.
    Orion ON1-K (Lyran Commonwealth) falls on its right side, suffering 10 damage.
        Orion ON1-K (Lyran Commonwealth) takes 5 damage to RA.
            10 Armor remaining.
        Orion ON1-K (Lyran Commonwealth) takes 5 damage to LL.
            0 Armor remaining.

Pilot of Orion ON1-K (Lyran Commonwealth) "Marta van Aarts" must roll 14 to avoid damage; rolls 5 : fails.
        Pilot of Orion ON1-K (Lyran Commonwealth) "Marta van Aarts" takes 1 damage.        
Pilot of Orion ON1-K (Lyran Commonwealth) "Marta van Aarts" needs a 11 to stay conscious.  Rolls 3 : blacks out.

One shot destroys two units and knock one more other out  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 October 2014, 01:23:16
When you just need that extra firepower.

Quote
Union (2708) (Blood Angels) must make a control roll (clear hex in landing path).
Needs 5 [3 (Base piloting skill) + 2 (Atmospheric operations) - 1 (spheroid dropship) + 1 (clear hex in landing path)], rolls 2 : landing failed, damage taken.
        Union (2708) (Blood Angels) takes 10 damage to AFT.
            85 Armor remaining.
        Union (2708) (Blood Angels) takes 10 damage to AFT.
            75 Armor remaining.
        Union (2708) (Blood Angels) takes 10 damage to AFT.
            65 Armor remaining.
Shadow Hawk SHD-2H #4 (Blood Angels) hit (using Right Side table) for 20 damage.
        Shadow Hawk SHD-2H #4 (Blood Angels) takes 5 damage to RA.
            11 Armor remaining.
        Shadow Hawk SHD-2H #4 (Blood Angels) takes 5 damage to RT.
            13 Armor remaining.
        Shadow Hawk SHD-2H #4 (Blood Angels) takes 5 damage to LT.
            13 Armor remaining.
        Shadow Hawk SHD-2H #4 (Blood Angels) takes 5 damage to RA.
            6 Armor remaining.
Vedette Medium Tank (Standard) (Pirate) hit (using Right Side table) for 16 damage.
        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to RS (critical).
            3 Armor remaining.
            Critical hit on RS. Roll is 9; Engine destroyed.  Immobile.
        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to RR.
            15 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to RS (critical).
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RS. Roll is 8; Crew stunned for 1 turns.
            Critical hit on RS. Roll is 2; no effect.
        Vedette Medium Tank (Standard) (Pirate) takes 1 damage to RS.
             2 Internal Structure remaining
            Chance for motive system damage. Roll is 14; (w/ +2 bonus)
             Major damage, vehicle immobile.
            Critical hit on RS. Roll is 5; no effect.
Wasp WSP-1A (Pirate) hit for 21 damage.
        Wasp WSP-1A (Pirate) takes 5 damage to LT.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.
        Wasp WSP-1A (Pirate) takes 5 damage to RL.
             SECTION DESTROYED,
        4 damage transfers to RT.
            Critical hit on RL. Roll is 5; no effect.
        Wasp WSP-1A (Pirate) takes 4 damage to RT.
            2 Armor remaining.
        Wasp WSP-1A (Pirate) takes 5 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is 6; no effect.
        Wasp WSP-1A (Pirate) takes 5 damage to RT.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.
        Wasp WSP-1A (Pirate) takes 1 damage to LL.
        1 damage transfers to LT.
        Wasp WSP-1A (Pirate) takes 1 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
            Critical hit on LT. Roll is 4; no effect.
Striker Light Tank (SRM) (Pirate) hit (using Right Side table) for 7 damage.
        Striker Light Tank (SRM) (Pirate) takes 5 damage to TU.
            17 Armor remaining.
        Striker Light Tank (SRM) (Pirate) takes 2 damage to RS.
            18 Armor remaining.
Javelin JVN-10N (Blood Angels) hit (using Left Side table) for 4 damage.
        Javelin JVN-10N (Blood Angels) takes 4 damage to LL.
            4 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Yorishiro on 19 October 2014, 15:36:56
And todays lesson, make sure your Doctor didn't get his diploma from a cracker jack box

And they say 3 out of 3 aint bad.

How does one get those more in-depth medical descriptions? I think I missed that option.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 19 October 2014, 15:51:09
When you just need that extra firepower.

L2Drive! LMAO
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 19 October 2014, 19:24:29
How does one get those more in-depth medical descriptions? I think I missed that option.

Use the advanced medical option. Be warned though, your personnel risk life n limb (literally) when using it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 19 October 2014, 22:56:46
Use the advanced medical option. Be warned though, your personnel risk life n limb (literally) when using it.

Well, mostly limb. Unless you're sending people with major injuries into combat. Then life too.

And even limbs are fairly rare. Especially for MechWarriors. Infantry and Tankers are a lot more likely to be maimed.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 20 October 2014, 00:48:56
Yeah, but mechwarriors can become vegitables, or goo to be mopped out of the cockpit hehe  [drool]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 20 October 2014, 10:45:57
Yeah, but mechwarriors can become vegitables, or goo to be mopped out of the cockpit hehe  [drool]

Why are you drooling? ???

I like the advance rules where an amazing doctor can no longer take a 4 hit person and have them back to full health in 4 days. Or have I been doing the normal way wrong.... [blank]

Oh and crazy hit time!!!
I took the TSM Berserker and ran him up to a super heavy OMEGA. He stayed standing and hatchet-ed the HEAD! Only to be AC/20-ed in the head himself the next round. Alas, the log was corrupted or something so I don't have it. :(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 20 October 2014, 13:01:53
Why are you drooling? ???

One too many head hits is my guess. Time to send him to the MW retired living community.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Latro on 21 October 2014, 11:36:05
This...

Quote
Weapons fire for Reaver RWR-M-596 (PBI Bane 3) (Black's Rangers)
    Medium Laser at Crusader CRD-3L (OPFOR); needs 6, rolls 5 : misses


    Large Laser at Crusader CRD-3L (OPFOR); needs 6, rolls 8 : hits  CT (critical)
        Crusader CRD-3L (OPFOR) takes 8 damage to CT (critical).
            25 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Crusader CRD-3L (OPFOR) DESTROYED by engine destruction! ***

Untouched Crusader 3L brought down in the moment of its first contact with the enemy.

That's some GOOOOD salvage there!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 21 October 2014, 12:28:06
This...

Untouched Crusader 3L brought down in the moment of its first contact with the enemy.

That's some GOOOOD salvage there!

Reminds me of my untouched Blackjack that got hit by a single SRM from a J Edgar Hover Tank's SRM 2. Which of course managed to roll a TAC and hit the AC/2 ammo. Pristine to very dead from a single SRM!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 21 October 2014, 13:22:52
This guy must be the butt of every MW joke
Quote
Pilot of Stinger STG-3R (Pirate) "Dost Butt" must roll 15 to avoid damage; rolls 5 : fails.
        Pilot of Stinger STG-3R (Pirate) "Dost Butt" takes 1 damage.        
Pilot of Stinger STG-3R (Pirate) "Dost Butt" needs a 3 to stay conscious.  Rolls 5 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 21 October 2014, 13:39:23
Stinger "Dost Butt:

 ;D O:-) 8)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 21 October 2014, 15:59:00
Not a crazy hit, but a crazy event. I am running an against the bot campaign with Battle Armor. In the first fight, I kill the crew of a Hetzer before forcing a Pheonixhawk to flee and another to wreck itself in a lake. The ejected pilot is dead, a Vedette is destroyed, one mech has left the building, but the game is still going. Why I wonder?

Because even though the crew was killed, the tank did not count as destroyed. I had to send a squad the entire way back to kill it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 21 October 2014, 17:24:05
Not a crazy hit, but a crazy event. I am running an against the bot campaign with Battle Armor. In the first fight, I kill the crew of a Hetzer before forcing a Pheonixhawk to flee and another to wreck itself in a lake. The ejected pilot is dead, a Vedette is destroyed, one mech has left the building, but the game is still going. Why I wonder?

Because even though the crew was killed, the tank did not count as destroyed. I had to send a squad the entire way back to kill it.

Because of the other options regarding crews... Crew Killed will always count as not dead YET.

This issue needs an RFE/BUG report which at least for the last year... no one has been willing to do. Perhaps now you might be willing to actually do it?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 22 October 2014, 08:14:33
Because of the other options regarding crews... Crew Killed will always count as not dead YET.

I actually think it's because of this wording (underlined the important bit):

Quote from: TW pg 192
Crew Killed: The critical hit penetrates the crew cabin, killing
or severely injuring the entire crew. The Combat Vehicle remains
intact, but is considered destroyed for purposes of determining
victory. Without its crew it cannot move, fire or take any other
action for the remainder of the game and is considered immobile.
However, all its electronics function until the vehicle is destroyed
(see Destroying a Unit, p. 128).
This result has no effect on any
infantry the vehicle is carrying.
Crew Stunned: Damage from
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 22 October 2014, 08:34:39
I thought it was a tad annoying, but mostly pretty funny.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 22 October 2014, 10:14:04
I thought it was a tad annoying, but mostly pretty funny.

You can always use the /victory command to declare victory for yourself if you think you've achieved victory conditions but they haven't triggered.  The bot will automatically /defeat if you use /victory. Alternatively, you can declare defeat for yourself and the bot will issue a /victory.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 22 October 2014, 14:27:05
and then you have to declare /defeat again, else /defeat is broken. Not sure.. Anyway, my P Hawk driver lived up to his Angel name today (while the ground bound mongoose pilot snuck in a swift kick  >:D )

Quote
Physical attacks for Mongoose MON-67 #2 (Blood Angels)
    Kick (Left leg) at Centurion CN9-A (Pirate (Reinforcements)); needs 3, rolls 9 :  - Direct Blow - hits (using Rear Kick table) LL
        Centurion CN9-A (Pirate (Reinforcements)) takes 7 damage to LL.
            6 Armor remaining.


Physical attacks for Phoenix Hawk PXH-1 #6 (Blood Angels)
    Attempting death from above on Centurion CN9-A (Pirate (Reinforcements)); needs 5, rolls 10 :  - Direct Blow - hits.
        Defender takes 15 damage  (using Punch table).
        Centurion CN9-A (Pirate (Reinforcements)) takes 5 damage to RT.
            8 Armor remaining.
        Centurion CN9-A (Pirate (Reinforcements)) takes 5 damage to LT.
            8 Armor remaining.
        Centurion CN9-A (Pirate (Reinforcements)) takes 5 damage to LT.
            3 Armor remaining.
    Centurion CN9-A (Pirate (Reinforcements)) is displaced into hex 1126, violating stacking with Mongoose MON-67 #2 (Blood Angels).
        Mongoose MON-67 #2 (Blood Angels) is unable to step out of the domino effect!
    Mongoose MON-67 #2 (Blood Angels) is displaced into hex 1125.
        Attacker takes 9 damage.
        Phoenix Hawk PXH-1 #6 (Blood Angels) takes 5 damage to RL.
            5 Armor remaining.
        Phoenix Hawk PXH-1 #6 (Blood Angels) takes 4 damage to LL.
            11 Armor remaining.

    Phoenix Hawk PXH-1 #6 (Blood Angels) is displaced into hex 1127.

Phoenix Hawk PXH-1 #6 (Blood Angels) must make 1 piloting skill roll(s) (executed death from above).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 4 (executed death from above)); needs 8, rolls 8 : succeeds.

Mongoose MON-67 #2 (Blood Angels) must make 1 piloting skill roll(s) (domino effect).
The base target is 5 [3 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 1 (Right Leg Foot Actuator destroyed)].
    Roll #1, (3 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 1 (Right Leg Foot Actuator destroyed) + 0 (domino effect)); needs 5, rolls 7 : succeeds.

Centurion CN9-A (Pirate (Reinforcements)) must make 3 piloting skill roll(s) (was kicked; hit by death from above; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked) + 2 (hit by death from above) + 1 (20+ damage)); needs 8, rolls 10 : succeeds.
    Roll #2, (5 (Base piloting skill) + 2 (hit by death from above) + 0 (was kicked) + 1 (20+ damage)); needs 8, rolls 10 : succeeds.
    Roll #3, (5 (Base piloting skill) + 1 (20+ damage) + 0 (was kicked) + 2 (hit by death from above)); needs 8, rolls 9 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 22 October 2014, 16:14:46
and then you have to declare /defeat again, else /defeat is broken. Not sure..

Here's what's happening... /defeat is only used to confirm a /victory.  A player needs to /victory, then all enemies need to /defeat.  Well, Princess needs to be prompted to initialize the /victory.  So, that's what is happening.  There's no /victory to confirm, so the first /defeat causes Princess to issue a /victory, then you /defeat again to confirm Princess' /victory.  Clear as mud, I'm sure.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 25 October 2014, 16:23:31
DFA Gamera style:

Physical attacks for Great Turtle GTR-1 #2 (michi)
    Attempting death from above on Crusader CRD-3R (Federated Suns); needs 5, rolls 11 : hits.
        Defender takes 30 damage  (using Punch table).
        Crusader CRD-3R (Federated Suns) takes 5 damage to LT.
            3 Armor remaining.
        Crusader CRD-3R (Federated Suns) takes 5 damage to RA.
            12 Armor remaining.
        Crusader CRD-3R (Federated Suns) takes 5 damage to RT.
            13 Armor remaining.
        Crusader CRD-3R (Federated Suns) takes 5 damage to RA.
            7 Armor remaining.
        Crusader CRD-3R (Federated Suns) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Crusader CRD-3R (Federated Suns) "Maria-Anna Hellinger" takes 1 damage.        
Pilot of Crusader CRD-3R (Federated Suns) "Maria-Anna Hellinger" needs a 3 to stay conscious.  Rolls 5 : successful!
        Crusader CRD-3R (Federated Suns) takes 5 damage to LA.
            1 Armor remaining.
    Crusader CRD-3R (Federated Suns) is displaced into hex 1809.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 25 October 2014, 21:25:09
Chacha?  This guy can't dance whatsoever...


Hornet HNT-161 hits a mine in hex 1025.
        Hornet HNT-161 (Raiders) takes 5 damage to LL.
            1 Armor remaining.
        Hornet HNT-161 (Raiders) takes 5 damage to RL.
            1 Armor remaining.

Hornet HNT-161 hits a mine in hex 1125.
        Hornet HNT-161 (Raiders) takes 5 damage to LL.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on LL. Roll is 5; no effect.
        Hornet HNT-161 (Raiders) takes 5 damage to RL.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.

Hornet HNT-161 (Raiders) must make 2 piloting skill roll(s) (leg destroyed; leg destroyed).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Hornet HNT-161 (Raiders) falls on its front, suffering 2 damage.
        Hornet HNT-161 (Raiders) takes 2 damage to RA.
            4 Armor remaining.

Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" must roll 13 to avoid damage; rolls 8 : fails.
        Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" takes 1 damage.        
Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" needs a 3 to stay conscious.  Rolls 8 : successful!

and then, next round:


Corporal Bari Chacha ejects from a Hornet HNT-161 (Raiders).
    
Hornet HNT-161 (Raiders) must make a piloting skill check (landing in clear terrain).
    Needs 6 [3 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 4 : fails.

        Pilot of MechWarrior Corporal Bari Chacha (Raiders) "Corporal Bari Chacha" takes 1 damage.            The pilot ejects safely!
MechWarrior Corporal Bari Chacha hits a mine in hex 1025.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Corporal Bari Chacha (Raiders) takes 10 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Corporal Bari Chacha (Raiders) DESTROYED by damage! ***
        MechWarrior Corporal Bari Chacha (Raiders) takes 5 damage to MEN.
*** Hornet HNT-161 (Raiders) DESTROYED by ejection! **
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 25 October 2014, 23:46:59
Too bad the Hornet doesn't have articulated arms. He could have just shot himself in the head and saved everyone the time.

Chacha  :o :-[
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 26 October 2014, 00:55:03
@epic
A few pages back I had one like that. Mech lost both legs, falls, the for whatever reason causes pilot to eject who lands on a mine. Nasty way to go. First your mech looses its legs followed by you lol
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 26 October 2014, 05:47:58
Chacha?  This guy can't dance whatsoever...


Hornet HNT-161 hits a mine in hex 1025.
        Hornet HNT-161 (Raiders) takes 5 damage to LL.
            1 Armor remaining.
        Hornet HNT-161 (Raiders) takes 5 damage to RL.
            1 Armor remaining.

Hornet HNT-161 hits a mine in hex 1125.
        Hornet HNT-161 (Raiders) takes 5 damage to LL.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on LL. Roll is 5; no effect.
        Hornet HNT-161 (Raiders) takes 5 damage to RL.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.

Hornet HNT-161 (Raiders) must make 2 piloting skill roll(s) (leg destroyed; leg destroyed).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Hornet HNT-161 (Raiders) falls on its front, suffering 2 damage.
        Hornet HNT-161 (Raiders) takes 2 damage to RA.
            4 Armor remaining.

Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" must roll 13 to avoid damage; rolls 8 : fails.
        Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" takes 1 damage.       
Pilot of Hornet HNT-161 (Raiders) "Corporal Bari Chacha" needs a 3 to stay conscious.  Rolls 8 : successful!

and then, next round:


Corporal Bari Chacha ejects from a Hornet HNT-161 (Raiders).
   
Hornet HNT-161 (Raiders) must make a piloting skill check (landing in clear terrain).
    Needs 6 [3 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 4 : fails.

        Pilot of MechWarrior Corporal Bari Chacha (Raiders) "Corporal Bari Chacha" takes 1 damage.            The pilot ejects safely!
MechWarrior Corporal Bari Chacha hits a mine in hex 1025.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Corporal Bari Chacha (Raiders) takes 10 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Corporal Bari Chacha (Raiders) DESTROYED by damage! ***
        MechWarrior Corporal Bari Chacha (Raiders) takes 5 damage to MEN.
*** Hornet HNT-161 (Raiders) DESTROYED by ejection! **
OK, I admit it, that beats my DFA.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 03 November 2014, 16:16:53
Fist shot at this Guillotine

Weapons fire for Emperor EMP-6A (Incontinent Gorillas 2)
    LB 10-X AC (Cluster ammo) at Guillotine GLT-4L (Chaos March); needs 7, rolls 7 : 4 pellet(s) hit.

        Guillotine GLT-4L (Chaos March) takes 1 damage to HD.
            8 Armor remaining.

        Pilot of Guillotine GLT-4L (Chaos March) "Danilo Latife" takes 1 damage.        
Pilot of Guillotine GLT-4L (Chaos March) "Danilo Latife" needs a 3 to stay conscious.  Rolls 2 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 03 November 2014, 17:29:58
I can't quote it because it covers the last three fights...

"WTF Am I Paying You Guys" Award... goes to the rest of the Command Lance of the 4th Marine Expeditionary Unit.

3 Missions and 3 times first shot kill goes to the CO, Lt Colonel Jackson Jewell

Hunchback Headshot boom
Locust CTR Cored
Wasp Headshot boom

OK not so bad... but 2nd round gave the same results.
3 Missions... 1st and 2nd round kills every time. 6 Kills, 3 missions, even worse since Jackson's twin brother Joshua is a member of that Command Lance.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 07 November 2014, 04:58:09
This Starslayer kills bugs dead.

Weapons fire for Starslayer STY-3C (Harmon's Harem)
    Large Laser at Locust LCT-1V (Rebels); needs 5, rolls 12 : hits  HD
        Locust LCT-1V (Rebels) takes 8 damage to HD.
            0 Armor remaining.

        Pilot of Locust LCT-1V (Rebels) "Frida Alstad" takes 1 damage.        
Pilot of Locust LCT-1V (Rebels) "Frida Alstad" needs a 3 to stay conscious.  Rolls 8 : successful!


    Large Laser at Locust LCT-1V (Rebels); needs 5, rolls 9 : hits  HD
        Locust LCT-1V (Rebels) takes 8 damage to HD.
             SECTION DESTROYED,
*** Locust LCT-1V (Rebels) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Locust LCT-1V (Rebels) "Frida Alstad" is already dead, so no damage is dealt!


    SRM 4 at Locust LCT-1V (Rebels); needs 7, rolls 6 : misses


    Medium Laser at Locust LCT-1V (Rebels); needs 7, rolls 7 : hits  LA
        Locust LCT-1V (Rebels) takes 5 damage to LA.
             SECTION DESTROYED,
        2 damage transfers to LT.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Shoulder.
        Locust LCT-1V (Rebels) takes 2 damage to LT.
            6 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 15 November 2014, 09:55:50
This Thunder Hawk celebrates the 4th of July at the Behemoths expense.

Weapons fire for Thunder Hawk TDK-7X (Granger-Weston-Sidney's Giants)
    Gauss Rifle at Behemoth Heavy Tank (Standard) (Pirate); needs 6, rolls 7 : hits  (using Right Side table) TU
        Behemoth Heavy Tank (Standard) (Pirate) takes 15 damage to TU.
            11 Armor remaining.


    Gauss Rifle at Behemoth Heavy Tank (Standard) (Pirate); needs 6, rolls 7 : hits  (using Right Side table) TU (critical)
        Behemoth Heavy Tank (Standard) (Pirate) takes 15 damage to TU (critical).
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** LRM 5 Ammo EXPLODES!  40 DAMAGE! ***
*** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** AC/10 Ammo EXPLODES!  60 DAMAGE! ***
*** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
*** SRM 2 Ammo EXPLODES!  200 DAMAGE! ***
        Behemoth Heavy Tank (Standard) (Pirate) takes 1280 damage to TU.
             SECTION DESTROYED,
*** Behemoth Heavy Tank (Standard) (Pirate) DESTROYED by damage! ***
            Critical hit on TU. Roll is 5; no effect.
            Critical hit on TU. Roll is 8; Turret Locked!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 26 November 2014, 13:04:30
Watch the cataclysmic chain reaction!  :o :'( }:)
Enemy Harasser fires on a heavily damaged Pegasus with rather predictable results...

Sung to the tune of Chain of Fools
https://www.youtube.com/watch?v=xroRNBvvF9M




Code: [Select]
Weapons fire for Harasser Missile Platform (Standard) (Capellan Confederation)
    SRM 6 at Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth); needs 5, rolls 5 :  - Glancing Blow - 2 missile(s) hit (using Rear table) (w/ -3 malus).

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to TU.
            8 Armor remaining.

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RR.
             3 Internal Structure remaining
            Critical hit on RR. Roll is (3-2) = 1; no effect.


    SRM 6 at Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth); needs 5, rolls 11 :  - Direct Blow - 6 missile(s) hit (using Rear table) (w/ +5 bonus).

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RS.

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RR.
             1 Internal Structure remaining
            Critical hit on RR. Roll is (7+2) = 9;Critical hit on LRM 5.

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RR.
             SECTION DESTROYED,
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on RR. Roll is (10+2) = 12; Fuel Tank Hit (Vehicle Explodes).

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to TU (critical).
            6 Armor remaining.
            Critical hit on TU. Roll is (9+2) = 11; Ammunition Hit!
*** Machine Gun Ammo EXPLODES!  382 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  144 DAMAGE! ***
*** SRM 2 Ammo EXPLODES!  188 DAMAGE! ***
*** LRM 5 Ammo EXPLODES!  70 DAMAGE! ***
        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 784 damage to TU.
             SECTION DESTROYED,
            Critical hit on TU. Roll is 10;Critical hit on Machine Gun.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Wasp WSP-1L (Capellan Confederation) is hit for 39 damage!
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to CT.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +SRM 4.
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to RA.
             SECTION DESTROYED,
        3 damage transfers to RT.
            Critical hit on RA. Roll is 2; no effect.
        Wasp WSP-1L (Capellan Confederation) takes 3 damage to RT.
            3 Armor remaining.
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to RA.
        5 damage transfers to RT.
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to RT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on SRM 4 Ammo (21).
            *** SRM 4 Ammo EXPLODES!  168 DAMAGE! ***
                >Wasp WSP-1L (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
           
Wasp WSP-1L (Capellan Confederation) must make a piloting skill check (landing in clear terrain).
            Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Wasp WSP-1L (Capellan Confederation) DESTROYED by ejection! ***
                Wasp WSP-1L (Capellan Confederation) takes 168 damage to RT.
                     SECTION DESTROYED,
                165 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on Heat Sink.
                Wasp WSP-1L (Capellan Confederation) takes 165 damage to CT.
                     SECTION DESTROYED,
                Wasp WSP-1L (Capellan Confederation) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 5.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (10+4) = 14;         3 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Jump Jet.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) is hit for 8 damage!
                Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 5 damage to RS.
                Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 3 damage to FR.
                    Chance for motive system damage.         Roll is 12;         (w/ +2 bonus)
                     Major damage, vehicle immobile.

                Harasser Missile Platform (Standard) (Capellan Confederation) is hit for 8 damage!
                Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to RS.
                    0 Armor remaining.
                Harasser Missile Platform (Standard) (Capellan Confederation) takes 3 damage to RS.
                     SECTION DESTROYED,
        *** Harasser Missile Platform (Standard) (Capellan Confederation) DESTROYED by damage! ***
                    Critical hit on RS.         Roll is 6;         Crew stunned for 1 turns.


                End Secondary Damage Report.

        Pilot of Wasp WSP-1L (Capellan Confederation) "Hissa bin Jibril" has ejected, so no damage is dealt!

        Wasp WSP-1L (Capellan Confederation) takes 5 damage to CT.

        Wasp WSP-1L (Capellan Confederation) takes 5 damage to LL.
            0 Armor remaining.
        Wasp WSP-1L (Capellan Confederation) takes 5 damage to CT.

        Wasp WSP-1L (Capellan Confederation) takes 4 damage to RL.
            1 Armor remaining.

        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) is hit for 39 damage!
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
            21 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
            16 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to LS.
            14 Armor remaining.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
            11 Armor remaining.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to TU.
            16 Armor remaining.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to LS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
            6 Armor remaining.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 4 damage to FR.
            2 Armor remaining.

        Scorpion Light Tank (Standard) (Capellan Confederation) is hit for 39 damage!
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to LS.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on LS. Roll is 9; Engine destroyed.  Immobile.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to TU.
            8 Armor remaining.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to TU.
            3 Armor remaining.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to LS.
             SECTION DESTROYED,
*** Scorpion Light Tank (Standard) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 11; Fuel Tank Hit (Vehicle Explodes).
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to RR.
            0 Armor remaining.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 11; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  196 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  80 DAMAGE! ***
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 276 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) is hit for 13 damage!
        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 3 damage to FR.

        Maxim Heavy Hover Transport (Standard) (Capellan Confederation) is hit for 13 damage!
        Maxim Heavy Hover Transport (Standard) (Capellan Confederation) takes 5 damage to LS.
            10 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Capellan Confederation) takes 5 damage to FR.
            13 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.
        Maxim Heavy Hover Transport (Standard) (Capellan Confederation) takes 3 damage to RR.
            9 Armor remaining.

        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) is hit for 27 damage!
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
            Armor destroyed, 1 Internal Structure remaining
            Critical hit on FR. Roll is 11;Critical hit on Medium Laser.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
             SECTION DESTROYED,
*** Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on FR. Roll is 8; Stabilizer destroyed!
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to LS.
            4 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to FR.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 5 damage to LS.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on LS. Roll is 10; Engine destroyed.  Immobile.
        Pegasus Scout Hover Tank (Standard) #3 (Capellan Confederation) takes 2 damage to TU.
            14 Armor remaining.


        End Secondary Damage Report.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 5 damage to LS.
        Scorpion Light Tank (Standard) (Capellan Confederation) takes 4 damage to LS.

        Harasser Missile Platform (Standard) (Capellan Confederation) is hit for 39 damage!
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to FR.
            0 Armor remaining.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to LS.
            0 Armor remaining.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to FR.
             SECTION DESTROYED,
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on FR. Roll is 9; Sensors Hit!
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to FR.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to TU.
            0 Armor remaining.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to FR.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 5 damage to FR.
        Harasser Missile Platform (Standard) (Capellan Confederation) takes 4 damage to LS.
             SECTION DESTROYED,
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on LS. Roll is 11; Engine destroyed.  Immobile.


        End Secondary Damage Report.

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RR (critical).

        Maxim Heavy Hover Transport (Standard) (Lyran Commonwealth) takes 2 damage to RR.

So yeah...

The enemy Harasser kills my Maxim with ammo explosion and then...
The enemy Wasp detonates...
The enemy Harasser is vaporized...
The enemy Scorpion is smashed by the fireball and also explodes...
Immobilizing an enemy Maxim

I'll point out how useful this RFE could have been...
https://sourceforge.net/p/megamek/feature-requests/1311/

I want to RFE a new MM feature, Make a Crater: anytime 500+ points of explosion occur...
-2 to current Level of explosion Hex.
Roll D6 on 5+ -1 Level of surrounding Hexes.
Any non-clear/fields terrain becomes rubble.
All Woods/Jungle/Buildings set on fire within 3 hexes.  }:)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 26 November 2014, 14:17:23
I do so like the idea of a crater. My thoughts would be -1 for small explosions and -1/-2 for larger ones as -2 center and a random role does not make a crater. Mech reactor explosion could be -1/-1/-2 for the larger sizes, or -1 for midrange (if any).

Anyway, nasty chain reaction you had there. Could have been worse had a large mechs reactor popped. Those buggers hit at a range of 3 from center.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 26 November 2014, 14:35:45
There are already rules for 'rough' terrain after units are destroyed, which can be accepted as craters. Keep in mind just how large a crater actually needs to be to require changing the overall terrain elevation and keep in mind that 'Mech icons aren't very good representation of how much space a 'Mech actually occupies inside a hex (i.e. they're a lot larger than they should be if things were to scale).

Also, there are rules for craters forming from Dropships landing and from nuclear explosions.

I'm not saying ammo/engine explosions wouldn't cause craters, just not to the scale that it should be affecting the game field drastically.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 26 November 2014, 15:05:33
I do so like the idea of a crater. My thoughts would be -1 for small explosions and -1/-2 for larger ones as -2 center and a random role does not make a crater. Mech reactor explosion could be -1/-1/-2 for the larger sizes, or -1 for midrange (if any).

Anyway, nasty chain reaction you had there. Could have been worse had a large mechs reactor popped. Those buggers hit at a range of 3 from center.

It wasn't a Nasty Chain Reaction though... I mean yeah lots of stuff blew up but that didn't make it Nasty. That Maxim was hosed! It had a 2/3 movement rate and I drove the "Hover Bomb" right into the spot that Princess Controlled units had to swarm.

I was thinking the ROLL not Role  }:) should be random because we have no idea what the underlying material would be. 20' of topsoil would absorb the blow like a champion! 2" well not so much and then well ohhhhh... shale underneath... FWWWWBOOOOOM!

Seriously, I think the best part would be Flash Fires within X range and PSRs, Building Collapse, and chaos for anyone nearby a NNN explosion (call it 500+ or more than a ton of MG ammo)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 26 November 2014, 15:36:25
There are already rules for 'rough' terrain after units are destroyed, which can be accepted as craters. Keep in mind just how large a crater actually needs to be to require changing the overall terrain elevation and keep in mind that 'Mech icons aren't very good representation of how much space a 'Mech actually occupies inside a hex (i.e. they're a lot larger than they should be if things were to scale).

Also, there are rules for craters forming from Dropships landing and from nuclear explosions.

I'm not saying ammo/engine explosions wouldn't cause craters, just not to the scale that it should be affecting the game field drastically.

I hear you... I still think we could use some unofficial rules to deal with massive ammo/engine detonations.

For reference... a simple google of "surface detonation of TNT crater"
Yielded, this document which describes a depth/radius comparison of 1 to 4.
(DEAR FBI/NSA I'm not a terrorist! Don't shoot me bro \o/ )
http://cimec.org.ar/ojs/index.php/mc/article/viewFile/713/675

We do have some of the code available. The Flash Fires element would need to be implemented.

I'm going to move this and all related posts to a new thread to keep the subject clear and give others a choice to weigh in.

(I'm going to copy/paste this stuff)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 27 November 2014, 12:15:41
Someone got a fistful of ammo

Physical attacks for Griffin GRF-1S (Jolly Roger's Privateers)
    Punch (Left Arm) at Scimitar Medium Hover Tank (Standard) (Circinus Federation); needs 0, rolls 7 : hits (using Right Side table) RS
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 6 damage to RS.
            12 Armor remaining.

    Punch (Left Arm) at Scimitar Medium Hover Tank (Standard) (Circinus Federation); needs 0, rolls 6 : hits (using Right Side table) TU (critical)
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 6 damage to TU (critical).
            7 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  176 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  80 DAMAGE! ***
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 256 damage to TU.
             SECTION DESTROYED,
*** Scimitar Medium Hover Tank (Standard) (Circinus Federation) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 27 November 2014, 13:16:49
Someone got a fistful of ammo

Physical attacks for Griffin GRF-1S (Jolly Roger's Privateers)
    Punch (Left Arm) at Scimitar Medium Hover Tank (Standard) (Circinus Federation); needs 0, rolls 7 : hits (using Right Side table) RS
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 6 damage to RS.
            12 Armor remaining.

    Punch (Left Arm) at Scimitar Medium Hover Tank (Standard) (Circinus Federation); needs 0, rolls 6 : hits (using Right Side table) TU (critical)
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 6 damage to TU (critical).
            7 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  176 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  80 DAMAGE! ***
        Scimitar Medium Hover Tank (Standard) (Circinus Federation) takes 256 damage to TU.
             SECTION DESTROYED,
*** Scimitar Medium Hover Tank (Standard) (Circinus Federation) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.

I have this insane image of a Griffin shaking its hand as if it was burned and blowing on it... muttering "owwww hot!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 27 November 2014, 21:24:21
I have this insane image of a Griffin shaking its hand as if it was burned and blowing on it... muttering "owwww hot!"
My first image was of the turret, full of holes, being stuck on the fist.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Caedis Animus on 27 November 2014, 22:05:58
I've noted that I've been testing out the Tomahawk II and Omen as a combat pair for a while now. I imagine my test against a pair of Battlemaster C's ended well...

Code: [Select]
Weapons fire for Omen (Standard) (Caedis)
    Large Pulse Laser at BattleMaster C (TestBot); needs 3, rolls 5 : hits  LT
        BattleMaster C (TestBot) takes 10 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on ATM 6.
            CRITICAL HIT on Engine.
        BattleMaster C (TestBot) takes 1 damage to CT.
            20 Armor remaining.


    Medium Pulse Laser at BattleMaster C (TestBot); needs 3, rolls 10 : hits  CT
        BattleMaster C (TestBot) takes 7 damage to CT.
            13 Armor remaining.


    LB 10-X AC at BattleMaster C (TestBot); needs 5, rolls 9 : hits  RL
        BattleMaster C (TestBot) takes 10 damage to RL.
            16 Armor remaining.


    ER Medium Laser at BattleMaster C (TestBot); needs 5, rolls 3 : misses


    ATM 12 ( ammo) at BattleMaster C (TestBot); needs 5, rolls 6 : 8 high-explosive missile(s) hit (w/ +2 bonus).

        BattleMaster C (TestBot) takes 5 damage to RT.
            12 Armor remaining.

        BattleMaster C (TestBot) takes 5 damage to LT.
        5 damage transfers to CT.
        BattleMaster C (TestBot) takes 5 damage to CT.
            8 Armor remaining.

        BattleMaster C (TestBot) takes 5 damage to CT (critical).
            3 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.

        BattleMaster C (TestBot) takes 5 damage to RA.
            18 Armor remaining.

        BattleMaster C (TestBot) takes 4 damage to CT.
            Armor destroyed, 26 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


    Medium Pulse Laser at BattleMaster C (TestBot); needs 3, rolls 7 : hits  LA
        BattleMaster C (TestBot) takes 7 damage to LA.
        7 damage transfers to LT.
        BattleMaster C (TestBot) takes 7 damage to LT.
        7 damage transfers to CT.
        BattleMaster C (TestBot) takes 7 damage to CT.
             19 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
*** BattleMaster C (TestBot) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.


Weapons fire for Tomahawk II (Prime) (Caedis)
    HAG/30 at BattleMaster C #2 (TestBot); needs 3, rolls 4 : 24 projectiles hit (using Right Side table) (w/ +2 bonus).

        BattleMaster C #2 (TestBot) takes 5 damage to LT.
            4 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to LL.
            8 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to CT.
            15 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to CT.
            10 Armor remaining.

        BattleMaster C #2 (TestBot) takes 4 damage to LT.
            0 Armor remaining.


    ER Large Laser at BattleMaster C #2 (TestBot); needs 9, rolls 11 : hits  (using Right Side table) HD (hit aimed location)
        BattleMaster C #2 (TestBot) takes 10 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** BattleMaster C #2 (TestBot) DESTROYED by damage! ***
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

        Pilot of BattleMaster C #2 (TestBot) "Veniamin Gracanin" is already dead, so no damage is dealt!


    HAG/30 at BattleMaster C #2 (TestBot); needs 3, rolls 7 : 30 projectiles hit (using Right Side table) (w/ +2 bonus).

        BattleMaster C #2 (TestBot) takes 5 damage to RA.
             9 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on HAG/30.
            *** HAG/30 EXPLODES!  15 DAMAGE! ***
                BattleMaster C #2 (TestBot) takes 15 damage to RA.
                     SECTION DESTROYED,
                    remaining 6 damage prevented by CASE.
                    Critical hit on RA.         Roll is 7;         no effect.

        Pilot of BattleMaster C #2 (TestBot) "Veniamin Gracanin" is already dead, so no damage is dealt!

        BattleMaster C #2 (TestBot) takes 5 damage to RT.
            22 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to LA.
             2 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.

        BattleMaster C #2 (TestBot) takes 5 damage to RL.
            2 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to RA.
        5 damage transfers to RT.
        BattleMaster C #2 (TestBot) takes 5 damage to RT.
            17 Armor remaining.

        BattleMaster C #2 (TestBot) takes 5 damage to RT (critical).
            12 Armor remaining.
            Critical hit on RT. Roll is 6; no effect.

Yep. Both the Omen and the Tomahawk II split the kills.

Code: [Select]
Graveyard contains:
BattleMaster C (TestBot)
Pilot : Mela Maksymowicz [3/4] ( 2 hit(s) )
Kills : 0
Destroyed by Omen (Standard) (Caedis)

BattleMaster C #2 (TestBot)
Pilot : Veniamin Gracanin [3/4] ( 6 hit(s)   )
Kills : 0
Destroyed by Tomahawk II (Prime) (Caedis)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Caedis Animus on 27 November 2014, 22:29:07
Another little test... Whoever said the only reliable way to kill an elite-pilot Tomahawk II was with Artillery clearly didn't know how to do it right. A five-man Piranha team dismantles a 0/0 Tomahawk II in 2 turns.

Round One Combat Phase

Code: [Select]
Weapons fire for Tomahawk II (Prime) (I hate my job)
    HAG/30 at Piranha 2 #2 (Caedis); needs 7, rolls 6 : misses


    ER Large Laser at Piranha 2 #2 (Caedis); needs 6, rolls 2 : misses


    HAG/30 at Piranha 3 #2 (Caedis); needs 7, rolls 9 : 18 projectiles hit (w/ +2 bonus).

        Piranha 3 #2 (Caedis) takes 5 damage to LT.
            3 Armor remaining.

        Piranha 3 #2 (Caedis) takes 5 damage to RT.
            3 Armor remaining.

        Piranha 3 #2 (Caedis) takes 5 damage to CT.
            4 Armor remaining.

        Piranha 3 #2 (Caedis) takes 3 damage to LT.
            0 Armor remaining.


    Medium Pulse Laser at Piranha 3 #2 (Caedis); needs 3, rolls 7 : hits  LA
        Piranha 3 #2 (Caedis) takes 7 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is 5; no effect.


    Medium Pulse Laser at Piranha 3 #2 (Caedis); needs 3, rolls 10 : hits  LT
        Piranha 3 #2 (Caedis) takes 7 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CT.
            Critical hit on LT. Roll is 5; no effect.
        Piranha 3 #2 (Caedis) takes 2 damage to CT.
            2 Armor remaining.


Weapons fire for Piranha 3 (Caedis)
    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 6 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 7 damage to RTR.
            3 Armor remaining.


    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 5 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 7 damage to LL.
            34 Armor remaining.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 2, rolls 7 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 3 damage to RA.
            31 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 6 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            29 Armor remaining.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 2, rolls 8 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 3 damage to RA.
            26 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 10 : hits  (using Rear table) LA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LA.
            32 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 3 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 12 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            24 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 3 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 5 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            32 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  (using Rear table) LA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LA.
            30 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 7 : hits  (using Rear table) CTR
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CTR.
            13 Armor remaining.


Weapons fire for Piranha 3 #2 (Caedis)
    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 6 : hits  (using Right Side table) LT
        Tomahawk II (Prime) (I hate my job) takes 7 damage to LT.
            25 Armor remaining.


    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 7 : hits  (using Right Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 7 damage to CT.
            39 Armor remaining.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 2, rolls 11 : hits  (using Right Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 3 damage to CT.
            36 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 10 : hits  (using Right Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            22 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 5 : hits  (using Right Side table) RT (critical)
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT (critical).
            30 Armor remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  (using Right Side table) RT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT.
            28 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 6 : hits  (using Right Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            20 Armor remaining.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 2, rolls 9 : hits  (using Right Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 3 damage to RA.
            17 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  (using Right Side table) LT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LT.
            23 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 9 : hits  (using Right Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            15 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 10 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RL.
            39 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 9 : hits  (using Right Side table) RT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT.
            26 Armor remaining.


Weapons fire for Piranha 2 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 9 : hits  (using Left Side table) LL
        Tomahawk II (Prime) (I hate my job) takes 10 damage to LL.
            22 Armor remaining.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 4 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  (using Left Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CT.
            34 Armor remaining.


    Heavy Small Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 4 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 4 : hits  (using Left Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CT.
            32 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  (using Left Side table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            20 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 4 : hits  (using Left Side table) LT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LT.
            21 Armor remaining.


Weapons fire for Piranha 2 #2 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 10 : hits  (using Right Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RA.
            5 Armor remaining.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 7 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RL.
            29 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 12 : hits  (using Right Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CT.
            30 Armor remaining.


    Heavy Small Laser at Tomahawk II (Prime) (I hate my job); needs 8, rolls 5 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 4 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 12 : hits  (using Right Side table) RT (critical)
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT (critical).
            24 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on HAG/30 Ammo (4).
            CRITICAL HIT on Double Heat Sink.


Weapons fire for Piranha 2 #3 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 6 : hits  (using Left Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 10 damage to CT.
            20 Armor remaining.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 9 : hits  (using Left Side table) LT
        Tomahawk II (Prime) (I hate my job) takes 10 damage to LT.
            11 Armor remaining.


    Heavy Small Laser at Tomahawk II (Prime) (I hate my job); needs 8, rolls 11 : hits  (using Left Side table) LL
        Tomahawk II (Prime) (I hate my job) takes 6 damage to LL.
            14 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 10 : hits  (using Left Side table) RT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT.
            22 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 5 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 6 : misses




Piranha 3 #2 (Caedis) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 6 : succeeds.

Tomahawk II (Prime) (I hate my job) must make 1 piloting skill roll(s) (120+ damage).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 6 (120+ damage)); needs 6, rolls 7 : succeeds.

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

Physical attacks for Piranha 3 (Caedis)
    Kick (Left leg) at Tomahawk II (Prime) (I hate my job); needs 4, rolls 5 : hits (using Rear Kick table) RL
        Tomahawk II (Prime) (I hate my job) takes 4 damage to RL.
            25 Armor remaining.


Physical attacks for Piranha 3 #2 (Caedis)
    Kick (Left leg) at Tomahawk II (Prime) (I hate my job); needs 4, rolls 6 : hits (using Right Side Kick table) RL
        Tomahawk II (Prime) (I hate my job) takes 4 damage to RL.
            21 Armor remaining.


Physical attacks for Piranha 2 (Caedis)
    Kick (Left leg) at Tomahawk II (Prime) (I hate my job); needs 3, rolls 7 : hits (using Left Side Kick table) LL
        Tomahawk II (Prime) (I hate my job) takes 4 damage to LL.
            10 Armor remaining.


Tomahawk II (Prime) (I hate my job) must make 3 piloting skill roll(s) (was kicked; was kicked; was kicked).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 0, rolls 5 : succeeds.
    Roll #2, (0 (Base piloting skill) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 0, rolls 9 : succeeds.
    Roll #3, (0 (Base piloting skill) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 0, rolls 9 : succeeds.

Round Two Combat Phase

Code: [Select]
Weapons fire for Piranha 3 (Caedis)
    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 6 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 7 damage to RTR.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.


    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 8 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 7 damage to RTR.
             10 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 1, rolls 7 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 3 damage to RTR.
             7 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 8 : hits  (using Rear table) CTR (critical)
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CTR (critical).
            11 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 3 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            3 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 7 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RTR.
             5 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 5 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            8 Armor remaining.


    Micro Pulse Laser at Tomahawk II (Prime) (I hate my job); needs 1, rolls 8 : hits  (using Rear table) CTR
        Tomahawk II (Prime) (I hate my job) takes 3 damage to CTR.
            8 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 10 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
            1 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 2 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 5 : hits  (using Rear table) LA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LA.
            28 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 3, rolls 10 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            6 Armor remaining.


Weapons fire for Piranha 3 #2 (Caedis)
    ER Medium Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 8 : hits  CT (critical)
        Tomahawk II (Prime) (I hate my job) takes 7 damage to CT (critical).
            13 Armor remaining.
            Critical hit on CT. Roll is 2; no effect.


Weapons fire for Piranha 2 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 11 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 5 : hits  (using Rear table) RTR
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RTR.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        5 damage transfers to CTR.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on *Double Heat Sink.
        Tomahawk II (Prime) (I hate my job) takes 5 damage to CTR.
            3 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 7 : hits  (using Rear table) LA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LA.
            26 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 6 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
        2 damage transfers to RTR.
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RTR.
        2 damage transfers to CTR.
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CTR.
            1 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 10 : hits  (using Rear table) LTR
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LTR.
            8 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 9 : hits  (using Rear table) RA
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RA.
        2 damage transfers to RTR.
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RTR.
        2 damage transfers to CTR.
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CTR.
            Armor destroyed, 30 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 4 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 7 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            4 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 5 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 6 : hits  (using Rear table) LTR
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LTR.
            6 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 9 : hits  (using Rear table) LL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to LL.
            2 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 4 : misses


Weapons fire for Piranha 2 #2 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 8 : hits  (using Left Side table) RA
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RA.
        10 damage transfers to RT.
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RT.
        10 damage transfers to CT.
        Tomahawk II (Prime) (I hate my job) takes 10 damage to CT.
            3 Armor remaining.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 5 : hits  (using Left Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 10 damage to CT.
            Armor destroyed, 23 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.


    Heavy Small Laser at Tomahawk II (Prime) (I hate my job); needs 7, rolls 9 : hits  (using Left Side table) LA
        Tomahawk II (Prime) (I hate my job) takes 6 damage to LA.
            20 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 5 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 7 : hits  (using Left Side table) CT
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CT.
             21 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Double Heat Sink.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 5 : misses


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 6, rolls 3 : misses


Weapons fire for Piranha 2 #3 (Caedis)
    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 5 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RL.
            11 Armor remaining.


    Heavy Medium Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 5 : hits  (using Right Side table) RT
        Tomahawk II (Prime) (I hate my job) takes 10 damage to RT.
        10 damage transfers to CT.
        Tomahawk II (Prime) (I hate my job) takes 10 damage to CT.
             11 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.


    Heavy Small Laser at Tomahawk II (Prime) (I hate my job); needs 5, rolls 5 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 6 damage to RL.
            5 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 9 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RL.
            3 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 4 : hits  (using Right Side table) HD
        Tomahawk II (Prime) (I hate my job) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Tomahawk II (Prime) (I hate my job) "Tariq bin Shafeeq" takes 1 damage.        
Pilot of Tomahawk II (Prime) (I hate my job) "Tariq bin Shafeeq" needs a 3 to stay conscious.  Rolls 12 : successful!


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 10 : hits  (using Right Side table) RL
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RL.
            1 Armor remaining.


    ER Micro Laser at Tomahawk II (Prime) (I hate my job); needs 4, rolls 5 : hits  (using Right Side table) RT (critical)
        Tomahawk II (Prime) (I hate my job) takes 2 damage to RT (critical).
        2 damage transfers to CT (critical).
        Tomahawk II (Prime) (I hate my job) takes 2 damage to CT (critical).
             9 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.




Tomahawk II (Prime) (I hate my job) must make 2 piloting skill roll(s) (gyro hit; 120+ damage).
The base target is 0 [0 (Base piloting skill)].
    Roll #1, (0 (Base piloting skill) + 3 (gyro hit) + 6 (120+ damage)); needs 9, rolls 7 : falls.
    Tomahawk II (Prime) (I hate my job) falls on its right side, suffering 10 damage.
        Tomahawk II (Prime) (I hate my job) takes 5 damage to RA.
        5 damage transfers to RT.
        Tomahawk II (Prime) (I hate my job) takes 5 damage to RT.
        5 damage transfers to CT.
        Tomahawk II (Prime) (I hate my job) takes 5 damage to CT.
             4 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Tomahawk II (Prime) (I hate my job) DESTROYED by engine destruction! ***
        Tomahawk II (Prime) (I hate my job) takes 5 damage to RL.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on RL. Roll is 3; no effect.

Pilot of Tomahawk II (Prime) (I hate my job) "Tariq bin Shafeeq" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Tomahawk II (Prime) (I hate my job) "Tariq bin Shafeeq" takes 1 damage.

Just goes to show you... Lots of little guns will screw up your day, no matter how big and bad you are.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: mchapman1970 on 27 November 2014, 23:35:24
I know this was not a hit but the pilot(me) overheated his mek and the mek went BOOM   killed some of his teams meks enemy tanks the crews of those tanks and several buildings  all do to SRM 6 ammo explosion.

Kintaro KTO-18 (Zombie Killers) needs a 4+ to avoid ammo explosion, rolls 2 : fails to avoid explosion.
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >Kintaro KTO-18 (Zombie Killers) suffers catastrophic damage, but the autoeject system was engaged.
           
Kintaro KTO-18 (Zombie Killers) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : fails.

                    The pilot ejects safely!
        *** Kintaro KTO-18 (Zombie Killers) DESTROYED by ejection! ***
                Kintaro KTO-18 (Zombie Killers) takes 180 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                167 damage transfers to CT.
                    Critical hit on RT.         Roll is 6;         no effect.
                Kintaro KTO-18 (Zombie Killers) takes 167 damage to CT.
                     SECTION DESTROYED,
                Kintaro KTO-18 (Zombie Killers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Building #18492 absorbs 6 points of damage.
                Building #18492 absorbs 6 points of damage.
                Building #12352 absorbs 13 points of damage.
                Building #16448 absorbs 13 points of damage.
                Building #16448 absorbs 13 points of damage.
                Building #20548 absorbs 6 points of damage.
                Building #10312 absorbs 13 points of damage.
                Building #12360 absorbs 27 points of damage.
                Building #12360 absorbs 27 points of damage.
                Building #18504 absorbs 13 points of damage.
                Building #16460 absorbs 13 points of damage.
                Building #18508 absorbs 6 points of damage.
                Building #14416 absorbs 6 points of damage.
                Locust LCT-1V (Zombie Killers) is hit for 27 damage!
                Locust LCT-1V (Zombie Killers) takes 5 damage to RL.
                    3 Armor remaining.
                Locust LCT-1V (Zombie Killers) takes 5 damage to RA.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RA.         Roll is 7;         no effect.
                Locust LCT-1V (Zombie Killers) takes 5 damage to RTR.
                    Armor destroyed,         2 Internal Structure remaining
                    Critical hit on RT.         Roll is 10;         2 locations.
                    Location is empty, so criticals transfer to CT.
                    CRITICAL HIT on Machine Gun Ammo (196).
                    *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                        >Locust LCT-1V (Zombie Killers) suffers catastrophic damage, but the autoeject system was engaged.
                   
Locust LCT-1V (Zombie Killers) must make a piloting skill check (landing in rough).
                    Needs 7 [6 (ejecting) + 1 (automatic ejection) + 0 (landing in rough)], rolls 11 : succeeds.
                            The pilot ejects safely!
                *** Locust LCT-1V (Zombie Killers) DESTROYED by ejection! ***
                        Locust LCT-1V (Zombie Killers) takes 392 damage to CT.
                             SECTION DESTROYED,
                        Locust LCT-1V (Zombie Killers) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 9.
                        Engine safety systems remain in place.

                            Critical hit on CT.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Engine.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Building #12360 absorbs 19 points of damage.
                        Building #18504 absorbs 19 points of damage.
                        Building #16460 absorbs 19 points of damage.
                        Kintaro KTO-18 (Zombie Killers) is hit for 19 damage!
                        Kintaro KTO-18 (Zombie Killers) takes 5 damage to CT.

                        Kintaro KTO-18 (Zombie Killers) takes 5 damage to RT.
                        5 damage transfers to CT.
                        Kintaro KTO-18 (Zombie Killers) takes 5 damage to CT.

                        Kintaro KTO-18 (Zombie Killers) takes 5 damage to LA.
                            13 Armor remaining.
                        Kintaro KTO-18 (Zombie Killers) takes 4 damage to LL.
                            19 Armor remaining.

                        Centurion CN9-A (Zombie Killers) is hit for 19 damage!
                        Centurion CN9-A (Zombie Killers) takes 5 damage to LL.
                            11 Armor remaining.
                        Centurion CN9-A (Zombie Killers) takes 5 damage to LL.
                            6 Armor remaining.
                        Centurion CN9-A (Zombie Killers) takes 5 damage to LL.
                            1 Armor remaining.
                        Centurion CN9-A (Zombie Killers) takes 4 damage to LT.
                            3 Armor remaining.

                   Vedette Medium Tank (Standard) fails to take shelter from the blast!

                        Vedette Medium Tank (Standard) (Pirate) is hit for 19 damage!
                        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to LS.
                            5 Armor remaining.
                        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to LS.
                            0 Armor remaining.
                        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to RR.
                            13 Armor remaining.
                        Vedette Medium Tank (Standard) (Pirate) takes 4 damage to TU.
                            14 Armor remaining.

                   Vedette Medium Tank (AC2) fails to take shelter from the blast!

                        Vedette Medium Tank (AC2) (Pirate) is hit for 19 damage!
                        Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                            11 Armor remaining.
                        Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                            6 Armor remaining.
                            Chance for motive system damage.                 Roll is 9;                 (w/ +0 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                        Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                            1 Armor remaining.
                        Vedette Medium Tank (AC2) (Pirate) takes 4 damage to LS.
                            Armor destroyed,                 2 Internal Structure remaining
                            Chance for motive system damage.                 Roll is 11;                 (w/ +0 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                            Critical hit on LS.                 Roll is 6;                 Crew stunned for 1 turns.


                        End Secondary Damage Report.

                Pilot of Locust LCT-1V (Zombie Killers) "First Lieutenant Marlina Gonzálas" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Locust LCT-1V (Zombie Killers) takes 5 damage to RA.
                     SECTION DESTROYED,
                3 damage transfers to RTR.
                    Critical hit on RA.         Roll is 7;         no effect.
                Locust LCT-1V (Zombie Killers) takes 3 damage to RTR.
                     SECTION DESTROYED,
                1 damage transfers to CTR.
                    Critical hit on RT.         Roll is 7;         no effect.
                Locust LCT-1V (Zombie Killers) takes 1 damage to CTR.

                Locust LCT-1V (Zombie Killers) takes 5 damage to RTR.
                5 damage transfers to CTR.
                Locust LCT-1V (Zombie Killers) takes 5 damage to CTR.

                Locust LCT-1V (Zombie Killers) takes 2 damage to RA.
                2 damage transfers to RTR.
                Locust LCT-1V (Zombie Killers) takes 2 damage to RTR.
                2 damage transfers to CTR.
                Locust LCT-1V (Zombie Killers) takes 2 damage to CTR.


                Centurion CN9-A (Zombie Killers) is hit for 27 damage!
                Centurion CN9-A (Zombie Killers) takes 5 damage to RT (critical).
                    7 Armor remaining.
                    Critical hit on RT.         Roll is 7;         no effect.
                Centurion CN9-A (Zombie Killers) takes 5 damage to RL.
                    11 Armor remaining.
                Centurion CN9-A (Zombie Killers) takes 5 damage to RT.
                    2 Armor remaining.
                Centurion CN9-A (Zombie Killers) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Centurion CN9-A (Zombie Killers) "Corporal Ronaldo Cristo" takes 1 damage.               
Pilot of Centurion CN9-A (Zombie Killers) "Corporal Ronaldo Cristo" needs a 3 to stay conscious.  Rolls 5 : successful!
                Centurion CN9-A (Zombie Killers) takes 5 damage to LT.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on LT.         Roll is 12;         3 locations.
                    CRITICAL HIT on +LRM 10.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on LRM 10 Ammo (11).
                    *** LRM 10 Ammo EXPLODES!  110 DAMAGE! ***
                        >Centurion CN9-A (Zombie Killers) suffers catastrophic damage, but the autoeject system was engaged.
                   
Centurion CN9-A (Zombie Killers) must make a piloting skill check (landing in rough).
                    Needs 5 [4 (ejecting) + 1 (automatic ejection) + 0 (landing in rough)], rolls 9 : succeeds.
                            The pilot ejects safely!
                *** Centurion CN9-A (Zombie Killers) DESTROYED by ejection! ***
                        Centurion CN9-A (Zombie Killers) takes 110 damage to LT.
                             SECTION DESTROYED,
                LIMB BLOWN OFF Left Arm blown off.
                        100 damage transfers to CT.
                            Critical hit on LT.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on +LRM 10.
                            CRITICAL HIT on LRM 10 Ammo (12).
                            *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                                Centurion CN9-A (Zombie Killers) takes 120 damage to LT.
                                120 damage transfers to CT.
                                Centurion CN9-A (Zombie Killers) takes 120 damage to CT.
                                     SECTION DESTROYED,
                                Centurion CN9-A (Zombie Killers) has taken 6 engine hits this phase.
                                Checking for engine explosion on 10, roll is 6.
                                Engine safety systems remain in place.

                                    Critical hit on CT.                         Roll is 8;                         1 location.
                                    CRITICAL HIT on Engine.

                                Ammo explosion damages nearby units.

                                Start Secondary Damage Report.
                                Building #16448 absorbs 6 points of damage.
                                Building #16448 absorbs 6 points of damage.
                                Locust LCT-1V (Zombie Killers) is hit for 6 damage!
                                Locust LCT-1V (Zombie Killers) takes 5 damage to LA.
                                    Armor destroyed,                         2 Internal Structure remaining
                                    Critical hit on LA.                         Roll is 9;                         1 location.
                                    CRITICAL HIT on Upper Arm.
                                Locust LCT-1V (Zombie Killers) takes 1 damage to LL.
                                    7 Armor remaining.

                                Kintaro KTO-18 (Zombie Killers) is hit for 6 damage!
                                Kintaro KTO-18 (Zombie Killers) takes 5 damage to LL.
                                    14 Armor remaining.
                                Kintaro KTO-18 (Zombie Killers) takes 1 damage to LT.
                                    17 Armor remaining.

                                Vedette Medium Tank (Standard) (Pirate) is hit for 6 damage!
                                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR.
                                    Armor destroyed,                         1 Internal Structure remaining
                                    Critical hit on FR.                         Roll is 11;                        Critical hit on Machine Gun.
                                Vedette Medium Tank (Standard) (Pirate) takes 1 damage to FR.
                                     SECTION DESTROYED,
                        *** Vedette Medium Tank (Standard) (Pirate) DESTROYED by damage! ***
                                    Chance for motive system damage.                         Roll is 5;                         (w/ +0 bonus)
                                     no effect.
                                    Critical hit on FR.                         Roll is 7;                         Stabilizer destroyed!

                                Vedette Medium Tank (AC2) (Pirate) is hit for 6 damage!
                                Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                                     SECTION DESTROYED,
                        *** Vedette Medium Tank (AC2) (Pirate) DESTROYED by damage! ***
                                    Chance for motive system damage.                         Roll is 5;                         (w/ +0 bonus)
                                     no effect.
                                    Critical hit on LS.                         Roll is 11;                         Engine destroyed.  Immobile.
                                Vedette Medium Tank (AC2) (Pirate) takes 1 damage to TU.
                                    19 Armor remaining.

                                Vehicle Crew Munemi Takahashi (Pirate) is hit for 6 damage!
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                                     PLATOON KILLED,
                        *** Vehicle Crew Munemi Takahashi (Pirate) DESTROYED by damage! ***
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Munemi Takahashi (Pirate) takes 2 damage to MEN.

                                Vehicle Crew Magda Elde (Pirate) is hit for 6 damage!
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                                     PLATOON KILLED,
                        *** Vehicle Crew Magda Elde (Pirate) DESTROYED by damage! ***
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Magda Elde (Pirate) takes 2 damage to MEN.

                                Vehicle Crew Robert Akram (Pirate) is hit for 6 damage!
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Robert Akram (Pirate) takes 10 damage to MEN.
                                     PLATOON KILLED,
                        *** Vehicle Crew Robert Akram (Pirate) DESTROYED by damage! ***
                                Infantry is hit by area-effect artillery!!! Damage doubled.
                                Vehicle Crew Robert Akram (Pirate) takes 2 damage to MEN.


                                End Secondary Damage Report.

                        Pilot of Centurion CN9-A (Zombie Killers) "Corporal Ronaldo Cristo" has ejected, so no damage is dealt!

                        Centurion CN9-A (Zombie Killers) takes 100 damage to CT.


                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Building #16448 absorbs 5 points of damage.
                        Building #16448 absorbs 5 points of damage.
                        Locust LCT-1V (Zombie Killers) is hit for 5 damage!
                        Locust LCT-1V (Zombie Killers) takes 5 damage to RA.
                        5 damage transfers to RT.
                        Locust LCT-1V (Zombie Killers) takes 5 damage to RT.
                        5 damage transfers to CT.
                        Locust LCT-1V (Zombie Killers) takes 5 damage to CT.


                        Kintaro KTO-18 (Zombie Killers) is hit for 5 damage!
                        Kintaro KTO-18 (Zombie Killers) takes 5 damage to LT.
                            12 Armor remaining.

                        Vedette Medium Tank (Standard) (Pirate) is hit for 5 damage!
                        Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR.

                        Vedette Medium Tank (AC2) (Pirate) is hit for 5 damage!
                        Vedette Medium Tank (AC2) (Pirate) takes 5 damage to FR.
                            15 Armor remaining.

                        Vehicle Crew Munemi Takahashi (Pirate) is hit for 5 damage!
                        Infantry is hit by area-effect artillery!!! Damage doubled.
                        Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.

                        Vehicle Crew Magda Elde (Pirate) is hit for 5 damage!
                        Infantry is hit by area-effect artillery!!! Damage doubled.
                        Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.

                        Vehicle Crew Robert Akram (Pirate) is hit for 5 damage!
                        Infantry is hit by area-effect artillery!!! Damage doubled.
                        Vehicle Crew Robert Akram (Pirate) takes 10 damage to MEN.


                        End Secondary Damage Report.

                Pilot of Centurion CN9-A (Zombie Killers) "Corporal Ronaldo Cristo" has ejected, so no damage is dealt!

                Centurion CN9-A (Zombie Killers) takes 2 damage to RL.
                    9 Armor remaining.

                Hunchback HBK-4G (Zombie Killers) is hit for 13 damage!
                Hunchback HBK-4G (Zombie Killers) takes 5 damage to CT.
                    21 Armor remaining.
                Hunchback HBK-4G (Zombie Killers) takes 5 damage to RT.
                    10 Armor remaining.
                Hunchback HBK-4G (Zombie Killers) takes 3 damage to LA.
                    12 Armor remaining.

                Vedette Medium Tank (Standard) (Pirate) is hit for 13 damage!
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR.
                    Chance for motive system damage.         Roll is 5;         (w/ +0 bonus)
                     no effect.
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to LS.
                     SECTION DESTROYED,
                    Critical hit on LS.         Roll is 5;         no effect.
                Vedette Medium Tank (Standard) (Pirate) takes 3 damage to TU.
                    11 Armor remaining.

                Vedette Medium Tank (AC2) (Pirate) is hit for 13 damage!
                Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                Vedette Medium Tank (AC2) (Pirate) takes 5 damage to LS.
                Vedette Medium Tank (AC2) (Pirate) takes 3 damage to LS.
                    Chance for motive system damage.         Roll is 9;         (w/ +0 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.

                Vehicle Crew Munemi Takahashi (Pirate) is hit for 27 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 4 damage to MEN.

                Vehicle Crew Magda Elde (Pirate) is hit for 27 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 4 damage to MEN.

                Vehicle Crew Robert Akram (Pirate) is hit for 13 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Robert Akram (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Robert Akram (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Robert Akram (Pirate) takes 6 damage to MEN.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 5;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Building #12360 absorbs 9 points of damage.
                Building #12360 absorbs 9 points of damage.
                Locust LCT-1V (Zombie Killers) is hit for 9 damage!
                Locust LCT-1V (Zombie Killers) takes 5 damage to CTR.

                Locust LCT-1V (Zombie Killers) takes 4 damage to LTR.
                    Armor destroyed,         3 Internal Structure remaining
                    Critical hit on LT.         Roll is 5;         no effect.

                Centurion CN9-A (Zombie Killers) is hit for 9 damage!
                Centurion CN9-A (Zombie Killers) takes 5 damage to RA.
                    11 Armor remaining.
                Centurion CN9-A (Zombie Killers) takes 4 damage to RT.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on RT.         Roll is 7;         no effect.

           Vehicle Crew Munemi Takahashi fails to take shelter from the blast!

                Vehicle Crew Munemi Takahashi (Pirate) is hit for 9 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Munemi Takahashi (Pirate) takes 8 damage to MEN.

           Vehicle Crew Magda Elde fails to take shelter from the blast!

                Vehicle Crew Magda Elde (Pirate) is hit for 9 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Magda Elde (Pirate) takes 8 damage to MEN.


                End Secondary Damage Report.

        Pilot of Kintaro KTO-18 (Zombie Killers) "Private Rastislav Daszkowski" has ejected, so no damage is dealt!

Kintaro KTO-18 needs a 8+ for coolant failure, rolls 7 : avoids successfully!
Hunchback HBK-4G (Zombie Killers) gains 13 heat, sinks 13 heat and is now at 0 heat.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 28 November 2014, 16:58:40
Stomping in an engine in a single attack:

Physical attacks for Barghest BGS-2T (64 Feet of Death)
    Kick (Left front leg) at Wasp WSP-1A (Indepedent (Periphery)); needs 3, rolls 10 : hits LA
        Wasp WSP-1A (Indepedent (Periphery)) takes 14 damage to LA.
        14 damage transfers to LT.
        Wasp WSP-1A (Indepedent (Periphery)) takes 14 damage to LT.
        14 damage transfers to CT.
        Wasp WSP-1A (Indepedent (Periphery)) takes 14 damage to CT.
             SECTION DESTROYED,
*** Wasp WSP-1A (Indepedent (Periphery)) DESTROYED by damage! ***
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 29 November 2014, 13:15:05
Hey, quads can charge too.

Physical attacks for Bishamon BSN-3K #2 (64 Feet of Death)
    Charging Dervish DV-6M (Pirate); needs 7, rolls 7 :
    Attacker takes 6 damage.
        Bishamon BSN-3K #2 (64 Feet of Death) takes 5 damage to FLL.
            17 Armor remaining.
        Bishamon BSN-3K #2 (64 Feet of Death) takes 1 damage to LT.
            16 Armor remaining.
    Defender takes 14 damage  (using Rear table).
        Dervish DV-6M (Pirate) takes 5 damage to RTR.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on LRM 10 Ammo (12).
            *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                >Dervish DV-6M (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
           
Dervish DV-6M (Pirate) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Dervish DV-6M (Pirate) DESTROYED by ejection! ***
                Dervish DV-6M (Pirate) takes 120 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                108 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Dervish DV-6M (Pirate) takes 108 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Dervish DV-6M (Pirate) "Skye Sánchez" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
        Dervish DV-6M (Pirate) takes 5 damage to CTR.
        Dervish DV-6M (Pirate) takes 4 damage to LA.
            6 Armor remaining.

    Dervish DV-6M (Pirate) is displaced into hex 0706.
    Bishamon BSN-3K #2 (64 Feet of Death) is displaced into hex 0806.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 21 December 2014, 12:53:43
One turn, two kills:
Weapons fire for Osprey OSP-15 #3 (Birds of Prey)
    Medium Laser at Stinger STG-3R (Capellan Confederation); needs 4, rolls 5 : hits  (using Left Side table) RA
        Stinger STG-3R (Capellan Confederation) takes 5 damage to RA.
        5 damage transfers to RT.
        Stinger STG-3R (Capellan Confederation) takes 5 damage to RT.
        5 damage transfers to CT.
        Stinger STG-3R (Capellan Confederation) takes 5 damage to CT.
             SECTION DESTROYED,
*** Stinger STG-3R (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on CT. Roll is 4; no effect.


    Medium Laser at Stinger STG-3R (Capellan Confederation); needs 4, rolls 7 : hits  (using Left Side table) LA
        Stinger STG-3R (Capellan Confederation) takes 5 damage to LA.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Machine Gun.
        Stinger STG-3R (Capellan Confederation) takes 3 damage to LT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.


    Medium Laser at Stinger STG-3R (Capellan Confederation); needs 4, rolls 6 : hits  (using Left Side table) LL
        Stinger STG-3R (Capellan Confederation) takes 5 damage to LL.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LL. Roll is 6; no effect.
        Stinger STG-3R (Capellan Confederation) takes 3 damage to LT.
             SECTION DESTROYED,
            Critical hit on LT. Roll is 3; no effect.


    LRM 10 at Flea FLE-17 (Capellan Confederation); needs 9, rolls 12 : 6 missile(s) hit.

        Flea FLE-17 (Capellan Confederation) takes 5 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        4 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Flea FLE-17 (Capellan Confederation) takes 4 damage to CT.
            4 Armor remaining.

        Flea FLE-17 (Capellan Confederation) takes 1 damage to LA.
            3 Armor remaining.


    Gauss Rifle at Flea FLE-17 (Capellan Confederation); needs 7, rolls 9 : hits  RA
        Flea FLE-17 (Capellan Confederation) takes 15 damage to RA.
        15 damage transfers to RT.
        Flea FLE-17 (Capellan Confederation) takes 15 damage to RT.
        15 damage transfers to CT.
        Flea FLE-17 (Capellan Confederation) takes 15 damage to CT.
            Armor destroyed,             SECTION DESTROYED,
*** Flea FLE-17 (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on CT. Roll is 5; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 January 2015, 19:32:43
I kills it with my dropship!

Reminder, move more than 4 hexes away from the LZ

Quote
Overlord (2762) #2 (Blood Angels) must make a control roll (clear hex in landing path).
Needs 12 [4 (Base piloting skill) + 2 (Atmospheric operations) + 1 (spheroid dropship) + 4 (Maneuvering thrusters damaged) + 1 (clear hex in landing path)], rolls 3 : landing failed, damage taken.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to LS.
            200 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to AFT.
            140 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to AFT.
            130 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to AFT.
            120 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to AFT.
            110 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to NOS.
            210 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to NOS.
            200 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to AFT.
            100 Armor remaining.
        Overlord (2762) #2 (Blood Angels) takes 10 damage to RS.
            183 Armor remaining.
Wasp WSP-1A #2 (Pirate) hit (using Left Side table) for 18 damage.
        Wasp WSP-1A #2 (Pirate) takes 5 damage to RA.
             SECTION DESTROYED,
        2 damage transfers to RT.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Lower Arm.
        Wasp WSP-1A #2 (Pirate) takes 2 damage to RT.
            2 Armor remaining.
        Wasp WSP-1A #2 (Pirate) takes 5 damage to RL.
            0 Armor remaining.
        Wasp WSP-1A #2 (Pirate) takes 5 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Wasp WSP-1A #2 (Pirate) DESTROYED by damage! ***
        >Wasp WSP-1A #2 (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
   
Wasp WSP-1A #2 (Pirate) must make a piloting skill check (landing in clear terrain).
    Needs 7 [5 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 5 : fails.

        Pilot of MechWarrior Kieran Jinen (Pirate) "Kieran Jinen" takes 1 damage.
        Pilot of MechWarrior Kieran Jinen (Pirate) "Kieran Jinen" takes 4 damage.            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Wasp WSP-1A #2 (Pirate) "Kieran Jinen" is already dead, so no damage is dealt!
        Wasp WSP-1A #2 (Pirate) takes 3 damage to LT.
            1 Armor remaining.
Vehicle Crew Lakesha Ozawa (Pirate) hit for 34 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 20 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Lakesha Ozawa (Pirate) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Lakesha Ozawa (Pirate) takes 8 damage to MEN.
Wasp WSP-1A (Pirate) hit for 14 damage.
        Wasp WSP-1A (Pirate) takes 5 damage to RT.
            1 Armor remaining.
        Wasp WSP-1A (Pirate) takes 5 damage to RA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.
        Wasp WSP-1A (Pirate) takes 4 damage to LA.
            0 Armor remaining.
Enforcer ENF-4R #3 (Blood Angels) hit for 8 damage.
        Enforcer ENF-4R #3 (Blood Angels) takes 5 damage to LL.
            15 Armor remaining.
        Enforcer ENF-4R #3 (Blood Angels) takes 3 damage to RL.
            17 Armor remaining.
Wyvern WVE-6N (Blood Angels) hit for 14 damage.
        Wyvern WVE-6N (Blood Angels) takes 5 damage to LT.
            9 Armor remaining.
        Wyvern WVE-6N (Blood Angels) takes 5 damage to CT.
            13 Armor remaining.
        Wyvern WVE-6N (Blood Angels) takes 4 damage to RA.
            8 Armor remaining.
Wasp WSP-1A #3 (Pirate) hit (using Rear table) for 13 damage.
        Wasp WSP-1A #3 (Pirate) takes 5 damage to RTR.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is 2; no effect.
        Wasp WSP-1A #3 (Pirate) takes 5 damage to RTR.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CTR.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Wasp WSP-1A #3 (Pirate) takes 3 damage to CTR.
            1 Armor remaining.
        Wasp WSP-1A #3 (Pirate) takes 3 damage to LL.
            2 Armor remaining.
Shadow Hawk SHD-2H (Blood Angels) hit for 5 damage.
        Shadow Hawk SHD-2H (Blood Angels) takes 5 damage to CT.
            18 Armor remaining.
Whitworth WTH-1 (Blood Angels) hit for 6 damage.
        Whitworth WTH-1 (Blood Angels) takes 5 damage to CT.
            9 Armor remaining.
        Whitworth WTH-1 (Blood Angels) takes 1 damage to LA.
            11 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 02 January 2015, 19:36:34
Things not to do with your warrior.

Quote
Warrior Attack Helicopter H-7 (Pirate) sideslips 3 hexes
    Crashed into the hill in hex 2518.
Warrior Attack Helicopter H-7 (Pirate) has crashed into the ground due to a sideslip.
        Warrior Attack Helicopter H-7 (Pirate) takes 5 damage to RS (critical).
            0 Armor remaining.
            Critical hit on RS. Roll is 12; Fuel Tank Hit (Vehicle Explodes).
*** Warrior Attack Helicopter H-7 (Pirate) DESTROYED by fuel explosion! ***
        Warrior Attack Helicopter H-7 (Pirate) takes 1 damage to FR.
            5 Armor remaining.
Especially in the first round...


When good bombing runs go bad.

Quote
Weapons fire for Transit TR-10 (Blood Angels)
    Altiude Bomb at Hex: 0908 (Bomb); needs 6, rolls 5 : misses the intended hex 0908.
    HE Bomb scatters to hex 0807!
    Altiude Bomb at Hex: 0908 (Bomb); needs 6, rolls 5 : misses the intended hex 0908.
    Inferno Bomb scatters to hex 1007!
        Inferno fire started in hex 1007.
            Wasp WSP-1D (Federated Suns) hit by Inferno bomb:                Target gains 10 more heat during heat phase.
Dude, WTF?? I'm on YOUR side remember??
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 03 January 2015, 14:08:15
Things not to do with your warrior.
Especially in the first round...


When good bombing runs go bad.
Dude, WTF?? I'm on YOUR side remember??

when it's an inferno round, it's Friendly Fire FIRE!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 03 January 2015, 14:47:26
when it's an inferno round, it's Friendly Fire FIRE!
ROTFLMAO!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 02 February 2015, 19:23:03
So the enemy's sentinel fell into the basement and was slowly working is way out.

3 rounds later my Pegasus found him and

Building #24600 collapses due to damage.
*** Sentinel STN-3L (433rd Trinary) DESTROYED by Crushed under building rubble! ***
    Sentinel STN-3L (433rd Trinary) is hit by falling debris for 1 damage.
        Sentinel STN-3L (433rd Trinary) takes 1 damage to RT.
             5 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.

I know this is for the crazy hits but I think this is a crazy hit and he deserves a bonehead award as well
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 02 February 2015, 19:27:16
I <3 opponents in the City :) so many wonderful things to go wrong!  >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: TS_Hawk on 02 February 2015, 20:50:26
Can't really say it was a city it was more like we fought on Kansas with some nice farms in the area.  Darn those tornado bunkers I guess :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 02 February 2015, 21:20:21
Can't really say it was a city it was more like we fought on Kansas with some nice farms in the area.  Darn those tornado bunkers I guess :P
lmao!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 26 February 2015, 20:19:04
"Helm, aim for the tanks!"
"Aiming for the tanks, aye! Landing in 3... 2... 1... Direct hit, targets destroyed."

Quote
Overlord (2762) #2 (Blood Angels) must make a control roll (clear hex in landing path).
Needs 5 [3 (Base piloting skill) + 2 (clear hex in landing path)], rolls 6 : landing successful.
*** Scimitar Medium Hover Tank (Standard) (9th Rasalhague Regulars) DESTROYED by dropship proximity damage! ***
*** Galleon Light Tank GAL-100 (9th Rasalhague Regulars) DESTROYED by dropship proximity damage! ***
*** Harasser Missile Platform (LRM) (9th Rasalhague Regulars) DESTROYED by dropship proximity damage! ***
Spider SDR-5V (9th Rasalhague Regulars) hit for 24 damage.
        Spider SDR-5V (9th Rasalhague Regulars) takes 5 damage to RT.
            1 Armor remaining.
        Spider SDR-5V (9th Rasalhague Regulars) takes 5 damage to RA.
            0 Armor remaining.
        Spider SDR-5V (9th Rasalhague Regulars) takes 5 damage to LA.
            0 Armor remaining.
        Spider SDR-5V (9th Rasalhague Regulars) takes 5 damage to LA.
             SECTION DESTROYED,
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.
        Spider SDR-5V (9th Rasalhague Regulars) takes 4 damage to RL.
            2 Armor remaining.
Wasp WSP-1A (9th Rasalhague Regulars) hit (using Rear table) for 23 damage.
        Wasp WSP-1A (9th Rasalhague Regulars) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 2; no effect.

        Pilot of Wasp WSP-1A (9th Rasalhague Regulars) "Melis Wolff" takes 1 damage.        
Pilot of Wasp WSP-1A (9th Rasalhague Regulars) "Melis Wolff" needs a 3 to stay conscious.  Rolls 6 : successful!
        Wasp WSP-1A (9th Rasalhague Regulars) takes 5 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is 3; no effect.
        Wasp WSP-1A (9th Rasalhague Regulars) takes 5 damage to RA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.
        Wasp WSP-1A (9th Rasalhague Regulars) takes 5 damage to LTR.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Wasp WSP-1A (9th Rasalhague Regulars) takes 3 damage to RL.
            2 Armor remaining.
Wolverine WVR-6M #2 (Blood Angels) hit for 18 damage.
        Wolverine WVR-6M #2 (Blood Angels) takes 5 damage to RA.
            13 Armor remaining.
        Wolverine WVR-6M #2 (Blood Angels) takes 5 damage to CT (critical).
            20 Armor remaining.
            Critical hit on CT. Roll is 6; no effect.
        Wolverine WVR-6M #2 (Blood Angels) takes 5 damage to LL.
            14 Armor remaining.
        Wolverine WVR-6M #2 (Blood Angels) takes 3 damage to LT.
            17 Armor remaining.
Shadow Hawk SHD-2H #7 (Blood Angels) hit for 10 damage.
        Shadow Hawk SHD-2H #7 (Blood Angels) takes 5 damage to RT.
            13 Armor remaining.
        Shadow Hawk SHD-2H #7 (Blood Angels) takes 5 damage to LT.
            13 Armor remaining.
Locust LCT-1V (9th Rasalhague Regulars) hit (using Rear table) for 9 damage.
        Locust LCT-1V (9th Rasalhague Regulars) takes 5 damage to RL.
            3 Armor remaining.
        Locust LCT-1V (9th Rasalhague Regulars) takes 4 damage to CTR (critical).
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 7; no effect.
Phoenix Hawk PXH-1 #12 (Blood Angels) hit for 9 damage.
        Phoenix Hawk PXH-1 #12 (Blood Angels) takes 5 damage to LA.
            5 Armor remaining.
        Phoenix Hawk PXH-1 #12 (Blood Angels) takes 4 damage to RA.
            6 Armor remaining.
UrbanMech UM-R60 (9th Rasalhague Regulars) hit for 12 damage.
        UrbanMech UM-R60 (9th Rasalhague Regulars) takes 5 damage to LT.
            3 Armor remaining.
        UrbanMech UM-R60 (9th Rasalhague Regulars) takes 5 damage to RT.
            3 Armor remaining.
        UrbanMech UM-R60 (9th Rasalhague Regulars) takes 2 damage to LT.
            1 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hythos on 27 February 2015, 01:09:45
WHY is it that my Marauders are almost always targeted first??! :(
Code: [Select]
Weapons fire for Behemoth (Stone Rhino) (Standard) (Clan Wolf, Donab Cluster)
    Gauss Rifle at Marauder MAD-5S (Steiner); needs 10, rolls 10 : hits  CT (critical)
        Marauder MAD-5S (Steiner) takes 15 damage to CT (critical).
            20 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


    Gauss Rifle at Marauder MAD-5S (Steiner); needs 10, rolls 8 : misses


    Large Pulse Laser at Marauder MAD-5S (Steiner); needs 8, rolls 9 : hits  CT (critical)
        Marauder MAD-5S (Steiner) takes 10 damage to CT (critical).
            10 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


    Large Pulse Laser at Marauder MAD-5S (Steiner); needs 8, rolls 9 : hits  CT
        Marauder MAD-5S (Steiner) takes 10 damage to CT.
            0 Armor remaining.

However, he DID get his revenge in the same game, if not the same turn:
Code: [Select]
Weapons fire for Marauder MAD-5S (Steiner)
    ER PPC at Rifleman IIC (Standard) (Clan Wolf, Donab Cluster); needs 8, rolls 11 : hits  HD
        Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) "Afþin" takes 1 damage.       
Pilot of Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) "Afþin" needs a 3 to stay conscious.  Rolls 9 : successful!


    ER PPC at Rifleman IIC (Standard) (Clan Wolf, Donab Cluster); needs 8, rolls 11 : hits  CT
        Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) takes 10 damage to CT.
            7 Armor remaining.


    Gauss Rifle at Rifleman IIC (Standard) (Clan Wolf, Donab Cluster); needs 8, rolls 10 : hits  HD
        Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) takes 15 damage to HD.
             SECTION DESTROYED,
*** Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) DESTROYED by damage! ***
        >Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) suffers catastrophic damage, but the autoeject system was engaged.
   
Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) must make a piloting skill check (landing in light woods).
    Needs 8 [2 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 9 : succeeds.
            The pilot ejects safely!

        Pilot of ???? (????) "????" takes ???? damage.            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Rifleman IIC (Standard) (Clan Wolf, Donab Cluster) "Afþin" has ejected, so no damage is dealt!

Lastly---  check out the attached text........ It's quite ROFL.
I built a "Powder Keg" 100ton with 400XXL engine, no armor, and loaded full of MG ammunition.
Loaded a 5x5 map with 20 Powder Keg 'Mechs, and shot 'em up with an LBX-20.
OH THE HUMANITY! :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hythos on 21 March 2015, 00:18:14
Kai didn't like Wolves:

Refusal War scenario; Wolf being run by the bot.
Round 1:

Weapons fire for Ryoken (Stormcrow) B (Compact)
    Ultra AC/20 at Man O' War (Gargoyle) A (Wolf); needs 3, rolls 9 :
        Man O' War (Gargoyle) A (Wolf) takes 20 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Man O' War (Gargoyle) A (Wolf) DESTROYED by damage! ***
        >Man O' War (Gargoyle) A (Wolf) suffers catastrophic damage, but the autoeject system was engaged.
   
Round 3:
Weapons fire for Ryoken (Stormcrow) B (Compact)
    Ultra AC/20 at Mad Cat (Timber Wolf) Prime (Wolf); needs 0, rolls 9 :
        Mad Cat (Timber Wolf) Prime (Wolf) takes 20 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Mad Cat (Timber Wolf) Prime (Wolf) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Mad Cat (Timber Wolf) Prime (Wolf) "Vlad Ward" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hythos on 21 March 2015, 00:36:38
LOL
Immediately followed up by an appropriate Kurita-v-ClanBloodSpirit Refusal combat:

Physical attacks for No-Dachi NDA-1K (DraconisCombine)
    Sword attack on Blood Kite (Standard) (BloodSpirit); needs 0, rolls 7 : Roll #285531 - range: [1,6], result: 6
hits (using Rear Punch table) HD
Roll #285532 - range: [1,6], result: 5
Roll #285533 - range: [1,6], result: 4, rolls: 3, 1
        Blood Kite (Standard) (BloodSpirit) takes 8 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Blood Kite (Standard) (BloodSpirit) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Blood Kite (Standard) (BloodSpirit) "Karianna Schmitt" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: krazzyharry on 28 March 2015, 20:55:16
WHY is it that my Marauders are almost always targeted first??! :(
I'm glad I am not the only one with this problem
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 28 March 2015, 21:15:41
My problem is that my MAD-3R always takes its first floating crit in the RT.   #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 30 March 2015, 03:38:06
Still not sure how I lost this game, but these are my first shots of turns one and two.

Weapons fire for Caesar CES-3S (Drewbacca)
    Heavy PPC at Dragon Fire DGR-4F (Princess3); needs 4, rolls 8 : hits  HD
        Dragon Fire DGR-4F (Princess3) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Dragon Fire DGR-4F (Princess3) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Dragon Fire DGR-4F (Princess3) "Lise Grumel" is already dead, so no damage is dealt!

Weapons fire for Caesar CES-3S (Drewbacca)
    Heavy PPC at Cataphract CTF-4L (Princess1); needs 9, rolls 9 : hits  HD
        Cataphract CTF-4L (Princess1) takes 15 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
*** Cataphract CTF-4L (Princess1) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Cataphract CTF-4L (Princess1) "Oisín Watt" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 29 April 2015, 01:44:07
This little tid bit sure did help move my mech along!

Quote
Movement Phase
-------------------

Firestarter FS9-H (11th Benjamin Regulars) must make a piloting skill check (getting up).
Needs 11 [4 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Foot Actuator destroyed) + 3 (Gyro damaged) + 0 (getting up)], rolls 6 : falls.
    Firestarter FS9-H (11th Benjamin Regulars) falls on its left side, suffering 4 damage.
        Firestarter FS9-H (11th Benjamin Regulars) takes 4 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Machine Gun Ammo (198).
            *** Machine Gun Ammo EXPLODES!  396 DAMAGE! ***
                >Firestarter FS9-H (11th Benjamin Regulars) suffers catastrophic damage, but the autoeject system was engaged.
           
Firestarter FS9-H (11th Benjamin Regulars) must make a piloting skill check (landing in clear terrain).
            Needs 8 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : fails.

                Pilot of MechWarrior Kathy Mahoney (11th Benjamin Regulars) "Kathy Mahoney" takes 1 damage.                    The pilot ejects safely!
        *** Firestarter FS9-H (11th Benjamin Regulars) DESTROYED by ejection! ***
                Firestarter FS9-H (11th Benjamin Regulars) takes 396 damage to RT.
                396 damage transfers to CT.
                Firestarter FS9-H (11th Benjamin Regulars) takes 396 damage to CT.
                     SECTION DESTROYED,
                Firestarter FS9-H (11th Benjamin Regulars) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Starslayer STY-2C #3 (Ghost Watch) is hit for 19 damage!
                Starslayer STY-2C #3 (Ghost Watch) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Starslayer STY-2C #3 (Ghost Watch) "Private Steve Imara" takes 1 damage.               
Pilot of Starslayer STY-2C #3 (Ghost Watch) "Private Steve Imara" needs a 3 to stay conscious.  Rolls 3 : successful!
                Starslayer STY-2C #3 (Ghost Watch) takes 5 damage to LT.
                    8 Armor remaining.
                Starslayer STY-2C #3 (Ghost Watch) takes 5 damage to RT.
                    0 Armor remaining.
                Starslayer STY-2C #3 (Ghost Watch) takes 4 damage to RT.
                     8 Internal Structure remaining
                    Critical hit on RT.         Roll is 6;         no effect.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 15 May 2015, 09:13:44
Every Fireball I've ever used has ended this way...

Quote
Weapons fire for Hussar HSR-500-D (WoB)
    ER PPC at Fireball ALM-7D (14th Lyran Guard); needs 7, rolls 12 : hits  (using Rear table) RTR
        Fireball ALM-7D (14th Lyran Guard) takes 10 damage to RTR.
            Armor destroyed,             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CTR.
            Critical hit on RT. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Machine Gun Ammo (199).
            *** Machine Gun Ammo EXPLODES!  398 DAMAGE! ***
                >Fireball ALM-7D (14th Lyran Guard) suffers catastrophic damage, but the autoeject system was engaged.
           
Fireball ALM-7D (14th Lyran Guard) must make a piloting skill check (landing in rough).
            Needs 5 [4 (ejecting) + 1 (automatic ejection) + 0 (landing in rough)], rolls 3 : fails.

                Pilot of ? (?) "?" takes ? damage.                    The pilot ejects safely!
        *** Fireball ALM-7D (14th Lyran Guard) DESTROYED by ejection! ***
                Fireball ALM-7D (14th Lyran Guard) takes 398 damage to RT.
                398 damage transfers to CT.
                Fireball ALM-7D (14th Lyran Guard) takes 398 damage to CT.
                     SECTION DESTROYED,
                Fireball ALM-7D (14th Lyran Guard) has taken 9 engine hits this phase.
                Checking for engine explosion on 10, roll is 8.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

In all honesty it's very fitting and the most damage they ever do anyway.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 15 May 2015, 09:27:01
Every Fireball I've ever used has ended this way...

In all honesty it's very fitting and the most damage they ever do anyway.

To be fair, what sort of name for a manned combat unit is "Fireball", anyway? :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 15 May 2015, 10:08:07
I've actually had considerable luck with Fireballs, considering they're out armed and out armored by most battle armor points/squads.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 15 May 2015, 10:23:27
In fairness, again...they are pretty darn fast and about as well armored as a 20-tonner could possibly be. It's just that in order to accomplish much of anything they have to keep getting dangerously close to their targets, and even a regular gunner with a non-pulse weapon is apt to get lucky once in a while.

But I think that now belongs more into the relevant MotW thread (if we ever get one again), so I'll shut up now. :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 15 May 2015, 20:41:31
Don't get me started on Alina the crazy Fireball pilot... :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 16 May 2015, 01:29:52
If you aren't willing to shell your own position, you're not willing to win!

Quote
Weapons fire for Sniper Carrier (Primitive) (33rd Mobile Infantry)
    Sniper at Hex: 1115 (Artillery); needs 11, rolls 5 : misses and scatters to hex 1712.
Motorized Platoon (Autocannon) #6 (Shin Legion) hit for 40 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 20 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 20 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Autocannon) #6 (Shin Legion) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Autocannon) #6 (Shin Legion) takes 10 damage to MEN.
Motorized Platoon (Grenade Launcher) #4 (Shin Legion) hit (using Left Side table) for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Grenade Launcher) #4 (Shin Legion) takes 20 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Grenade Launcher) #4 (Shin Legion) takes 20 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Grenade Launcher) #4 (Shin Legion) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Grenade Launcher) #4 (Shin Legion) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Grenade Launcher) #4 (Shin Legion) takes 10 damage to MEN.
Motorized Platoon (Rifle) #3 (Almach Militia) hit for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #3 (Almach Militia) takes 20 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #3 (Almach Militia) takes 20 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Rifle) #3 (Almach Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #3 (Almach Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #3 (Almach Militia) takes 10 damage to MEN.
Motorized Platoon (Rifle) #5 (Almach Militia) hit (using Left Side table) for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #5 (Almach Militia) takes 20 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #5 (Almach Militia) takes 20 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Rifle) #5 (Almach Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Almach Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #5 (Almach Militia) takes 10 damage to MEN.
Motorized Platoon (Rifle) #6 (Almach Militia) hit (using Left Side table) for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #6 (Almach Militia) takes 20 damage to MEN.
            8 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Platoon (Rifle) #6 (Almach Militia) takes 20 damage to MEN.
             PLATOON KILLED,
*** Motorized Platoon (Rifle) #6 (Almach Militia) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Almach Militia) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Motorized Platoon (Rifle) #6 (Almach Militia) takes 10 damage to MEN.

Then again.. If your allies are too stupid to realize they just walked into a fire mission...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 23 May 2015, 20:16:09
Primitive on Primitive action....unhappy T-12 Tiger.

Round 1

Weapons fire for LRM Carrier (Primitive) (Wrangler)
    LRM 15 at Tiger Medium Tank T-12 (George); needs 9, rolls 10 : 15 missile(s) hit (using Left Side table).

        Tiger Medium Tank T-12 (George) takes 5 damage to LS (critical).
            15 Armor remaining.
            Critical hit on LS. Roll is 11; Engine destroyed.  Immobile.

        Tiger Medium Tank T-12 (George) takes 5 damage to RR.
            11 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.

        Tiger Medium Tank T-12 (George) takes 5 damage to LS.
            10 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    LRM 15 at Tiger Medium Tank T-12 (George); needs 9, rolls 3 : misses


    LRM 15 at Tiger Medium Tank T-12 (George); needs 9, rolls 4 : misses
Round 2
Weapons fire for LRM Carrier (Primitive) (Wrangler)
    LRM 15 at Tiger Medium Tank T-12 (George); needs 3, rolls 7 : 12 missile(s) hit (using Left Side table).

        Tiger Medium Tank T-12 (George) takes 5 damage to LS.
            5 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Tiger Medium Tank T-12 (George) takes 5 damage to LS (critical).
            0 Armor remaining.
            Critical hit on LS. Roll is 7; Crew stunned for 1 turns.

        Tiger Medium Tank T-12 (George) takes 2 damage to RR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    LRM 15 at Tiger Medium Tank T-12 (George); needs 3, rolls 6 : 9 missile(s) hit (using Left Side table).

        Tiger Medium Tank T-12 (George) takes 5 damage to TU.
            15 Armor remaining.

        Tiger Medium Tank T-12 (George) takes 4 damage to LS.
             2 Internal Structure remaining
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on LS. Roll is 9; Fuel Tank Hit (Vehicle Explodes).
*** Tiger Medium Tank T-12 (George) DESTROYED by fuel explosion! ***


    LRM 15 at Tiger Medium Tank T-12 (George); needs 3, rolls 5 : 9 missile(s) hit (using Left Side table).

        Tiger Medium Tank T-12 (George) takes 5 damage to TU.
            10 Armor remaining.

        Tiger Medium Tank T-12 (George) takes 4 damage to LS (critical).
             SECTION DESTROYED,
            Critical hit on LS. Roll is 12; Fuel Tank Hit (Vehicle Explodes).
            Critical hit on LS. Roll is 11; Fuel Tank Hit (Vehicle Explodes).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 23 May 2015, 21:18:34
Ouch, how many times can a fuel tank explode!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 24 May 2015, 01:06:03
Ouch, how many times can a fuel tank explode!

Well...technically only once. :)

MegaMek just neither "marks off" that particular critical hit nor takes the affected vehicle immediately out of play once it happens, so followup damage in the same phase can trigger it again. Which I suppose is technically not quite kosher, it's just that since the end result is effectively the same anyway (one unsalvageable mess of a tank) it's never been addressed. Ammo explosions on non-CASEd 'Mechs are the same -- technically the whole machine should turn into confetti right there, but since the raw explosion damage stops transferring further once it reaches the center torso MegaMek can still report followup "hits" from other attacks in locations not straightforwardly destroyed by that already in the same phase. Post-battle salvage status is handled correctly, IIRC, so it's mostly a cosmetic issue.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 24 May 2015, 04:47:51
Eh? That was not meant as a serious question.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 24 May 2015, 05:26:26
Eh? That was not meant as a serious question.

Meh, it's just one of the things that bug me once in a while when I'm in the mood to let it.

Just like how MegaMek to this day technically doesn't implement the End phase of a turn. I can pretty much grok why (it's not like there's much that absolutely, positively needs deciding then that can't be handled earlier in the turn and then deferred to take effect only at its end, so much of the time it'd just be a needless extra step to click through) and it'd probably mean a fairly significant overhaul for relatively little benefit to put it in after all this time...but every once in a while I still catch myself thinking "well, wouldn't it be nice if". :)

But that's enough off-topicness from me for now.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SenorPez on 02 June 2015, 11:40:29
From a recent multiplayer campaign game: Turn #1, Movement Phase, Phoenix Hawk falls on engine, cripples mech.

--

Phoenix Hawk PXH-1K (****) must make a piloting skill check while moving in hex 2509 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (running & turning on pavement)], rolls 5 : falls.
Phoenix Hawk PXH-1K (****) falls 0 level(s) into hex 2509
    Phoenix Hawk PXH-1K (****) falls on its front, suffering 5 damage.
        Phoenix Hawk PXH-1K (****) takes 5 damage to CT (critical).
            18 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 05 June 2015, 12:31:20
This just in...

Code: [Select]
Weapons fire for Mad Cat (Timber Wolf) X-6 (Host)
    Gauss Rifle at Lao Hu LHU-3C (Princess); needs 6, rolls 6 : hits  LT
        Lao Hu LHU-3C (Princess) takes 15 damage to LT.
            9 Armor remaining.


    ER PPC at Lao Hu LHU-3C (Princess); needs 6, rolls 11 : hits  LT
        Lao Hu LHU-3C (Princess) takes 15 damage to LT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on LRM 5 Ammo (15).
            *** LRM 5 Ammo EXPLODES!  75 DAMAGE! ***
                >Lao Hu LHU-3C (Princess) suffers catastrophic damage, but the autoeject system was engaged.
            
Lao Hu LHU-3C (Princess) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
        *** Lao Hu LHU-3C (Princess) DESTROYED by ejection! ***
                Lao Hu LHU-3C (Princess) takes 75 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                65 damage transfers to CT.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on LRM 5 Ammo (24).
                    *** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
                        Lao Hu LHU-3C (Princess) takes 120 damage to LT.
                        120 damage transfers to CT.
                        Lao Hu LHU-3C (Princess) takes 120 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Standard Gyro.
                            CRITICAL HIT on Engine.

                Pilot of Lao Hu LHU-3C (Princess) "Lulaklenzi Kasakya" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Lao Hu LHU-3C (Princess) takes 65 damage to CT.

        Pilot of Lao Hu LHU-3C (Princess) "Lulaklenzi Kasakya" has ejected, so no damage is dealt!



    LRM 15 at Lao Hu LHU-3C (Princess); needs 6, rolls 7 : 5 swarm missile(s) hit.

        Lao Hu LHU-3C (Princess) takes 5 damage to LA.
        5 damage transfers to LT.
        Lao Hu LHU-3C (Princess) takes 5 damage to LT.
        5 damage transfers to CT.
        Lao Hu LHU-3C (Princess) takes 5 damage to CT.

        10 missiles continue.
    LRM 15 at MechWarrior Lulaklenzi Kasakya (Princess); needs 4, rolls 12 : hits  MEN
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Lulaklenzi Kasakya (Princess) takes 6 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Lulaklenzi Kasakya (Princess) DESTROYED by damage! ***

I swear I didn't mean for that to happen.  #P (I'm also pretty sure that it's not strictly speaking kosher by the rules, since the ejection should by those happen only at the end of the phase and so the pilot shouldn't just pop into existence in mid-attack to get hit by accident...but that kind of raises its own questions, such as how the pilot even survives long enough to eject in that case, so I've never felt like waxing insistent about it.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 06 June 2015, 13:47:00
Now I don't do this very often... and my most Crazy Experience is still on Page 7 of this thread..!!!

But I had a crazy game with Ulric today.... and at the very end our last two mechs died simultaneous deaths... see below...

and so we fought this battle where mechs were dying all kinds of crazy deaths like this (note the pilot fell 6 levels and got up and walked away):

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Physical attacks for Awesome AWS-9M-Mek1 (ZMekMaster)
    Kick (Left leg) at Hex 0914 of Building #16436 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Building #16436 absorbs 16 points of damage.
Building #16436 collapses due to heavy load.
    Blackjack BJ2-OF (Ulric Greymane) is hit by falling debris for 5 damage.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" takes 1 damage.       
Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" needs a 3 to stay conscious.  Rolls 5 : successful!

Blackjack BJ2-OF (Ulric Greymane) falls 6 level(s) into hex 0914
    Blackjack BJ2-OF (Ulric Greymane) falls on its left side, suffering 35 damage.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RA.
        5 damage transfers to RT.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is 4; no effect.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RA.
        5 damage transfers to RT.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RT.
             6 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +ER Medium Laser.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is 2; no effect.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 2; no effect.

        Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" takes 1 damage.       
Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" needs a 5 to stay conscious.  Rolls 6 : successful!
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to LL.
            4 Armor remaining.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to RT.
             SECTION DESTROYED,
        4 damage transfers to CT.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Ultra AC/10 Ammo (10).
            *** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Blackjack BJ2-OF (Ulric Greymane) suffers catastrophic damage, but the autoeject system was engaged.
           
Blackjack BJ2-OF (Ulric Greymane) must make a piloting skill check (landing in clear terrain).
            Needs 10 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 9 : fails.

                    The pilot ejects safely!
        *** Blackjack BJ2-OF (Ulric Greymane) DESTROYED by ejection! ***
                Blackjack BJ2-OF (Ulric Greymane) takes 100 damage to RT.
                100 damage transfers to CT.
                Blackjack BJ2-OF (Ulric Greymane) takes 100 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Standard Gyro.

        Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" has ejected, so no damage is dealt!

        Blackjack BJ2-OF (Ulric Greymane) takes 4 damage to CT.
        Blackjack BJ2-OF (Ulric Greymane) takes 5 damage to LT (critical).
            6 Armor remaining.
            Critical hit on LT. Roll is 5; no effect.

Pilot of Blackjack BJ2-OF (Ulric Greymane) "Punthali  Smita" must roll 10 to avoid damage; rolls 10 : succeeds.


---------
and then to end it all... both remaining commanders mechs die simultaneously (though I lost the pilot):
----------

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Weapons fire for Awesome AWS-9M-Mek1 (ZMekMaster)
    ER PPC at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 11 : hits  LL
        Masakari (Warhawk) MC-J (Ulric Greymane) takes 10 damage to LL.
            12 Armor remaining.


    ER PPC at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 6 : hits  RL
        Masakari (Warhawk) MC-J (Ulric Greymane) takes 10 damage to RL.
            5 Armor remaining.


    Medium Laser at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 10 : hits  HD
        Masakari (Warhawk) MC-J (Ulric Greymane) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Masakari (Warhawk) MC-J (Ulric Greymane) "Mitsuzuka Kataoka" takes 1 damage.       
Pilot of Masakari (Warhawk) MC-J (Ulric Greymane) "Mitsuzuka Kataoka" needs a 5 to stay conscious.  Rolls 7 : successful!


    Medium Laser at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 2 : misses


    Streak SRM 4 at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 8 : 4 missile(s) hit.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to RL.
            3 Armor remaining.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to RL.
            1 Armor remaining.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to CT.
            12 Armor remaining.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to RT.
             9 Internal Structure remaining
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on +LRM 10.


    Streak SRM 4 at Masakari (Warhawk) MC-J (Ulric Greymane); needs 4, rolls 7 : 4 missile(s) hit.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to LL.
            10 Armor remaining.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to RT.
             7 Internal Structure remaining
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on LRM 10 Ammo (4).
            *** LRM 10 Ammo EXPLODES!  40 DAMAGE! ***
                Masakari (Warhawk) MC-J (Ulric Greymane) takes 40 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 33 damage prevented by CASE.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.
        *** Masakari (Warhawk) MC-J (Ulric Greymane) DESTROYED by engine destruction! ***

        Pilot of Masakari (Warhawk) MC-J (Ulric Greymane) "Mitsuzuka Kataoka" takes 2 damage.
            Location has no more hittable critical slots.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to RT.
        2 damage transfers to CT.
        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to CT.
            10 Armor remaining.

        Masakari (Warhawk) MC-J (Ulric Greymane) takes 2 damage to LA.
             5 Internal Structure remaining
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on +Large Pulse Laser.


Weapons fire for Masakari (Warhawk) MC-J (Ulric Greymane)
    Large Pulse Laser at Awesome AWS-9M-Mek1 (ZMekMaster); needs 6, rolls 4 : misses


    ER PPC at Awesome AWS-9M-Mek1 (ZMekMaster); needs 5, rolls 7 : hits  LL
        Awesome AWS-9M-Mek1 (ZMekMaster) takes 15 damage to LL.
            19 Armor remaining.


    Large Pulse Laser at Awesome AWS-9M-Mek1 (ZMekMaster); needs 3, rolls 9 : hits  CT
        Awesome AWS-9M-Mek1 (ZMekMaster) takes 10 damage to CT.
            Armor destroyed, 22 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.


    Flamer at Awesome AWS-9M-Mek1 (ZMekMaster); needs 4, rolls 9 : hits  RA
        Awesome AWS-9M-Mek1 (ZMekMaster) takes 2 damage to RA.
            1 Armor remaining.


    Flamer at Awesome AWS-9M-Mek1 (ZMekMaster); needs 4, rolls 7 : hits  HD
        Awesome AWS-9M-Mek1 (ZMekMaster) takes 2 damage to HD.
             SECTION DESTROYED,
*** Awesome AWS-9M-Mek1 (ZMekMaster) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Awesome AWS-9M-Mek1 (ZMekMaster) "Christa Anasa" is already dead, so no damage is dealt!


    LRM 10 at Awesome AWS-9M-Mek1 (ZMekMaster); needs 4, rolls 7 : 3 missile(s) hit.

        Awesome AWS-9M-Mek1 (ZMekMaster) takes 3 damage to RT.
            14 Armor remaining.


Sometimes it feels like you fight for the glory and its all Pyrrhic...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 10 June 2015, 14:23:33
Not so much crazy as simply a premiere (the Volkh in question is a homebrew variant, I'll admit):

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Firestarter FS9-HR-UK (Princess)
    Medium Laser at Volkh VKH-11 (Host); needs 7, rolls 9 : hits  (using Right Side table) RL
        Volkh VKH-11 (Host) takes 5 damage to RL.             Hardened armor takes half damage: 2.5 damage.
            20 Armor remaining (damaged).


    Flamer at Volkh VKH-11 (Host); needs 7, rolls 7 : hits  (using Right Side table) RT
        Volkh VKH-11 (Host) takes 2 damage to RT.             Hardened armor takes half damage: 1 damage.
            15 Armor remaining.


Weapons fire for Jackal JA-KL-1579 (Princess)
    ER PPC at Volkh VKH-11 (Host); needs 7, rolls 3 : misses


Weapons fire for Volkh VKH-11 (Host)
    ER Medium Laser at Firestarter FS9-HR-UK (Princess); needs 8, rolls 6 : misses


    ER Medium Laser at Firestarter FS9-HR-UK (Princess); needs 8, rolls 8 : hits  (using Rear table) RA
        Firestarter FS9-HR-UK (Princess) takes 5 damage to RA.
            2 Armor remaining.


    ER Medium Laser at Firestarter FS9-HR-UK (Princess); needs 8, rolls 8 : hits  (using Rear table) CTR
        Firestarter FS9-HR-UK (Princess) takes 5 damage to CTR.
            1 Armor remaining.


    Flamer at Firestarter FS9-HR-UK (Princess); needs 9, rolls 6 : misses


Weapons fire for Juggernaut JG-R9T2 (Princess)
    Large X-Pulse Laser at Volkh VKH-11 (Host); needs 7, rolls 6 : misses


    Large X-Pulse Laser at Volkh VKH-11 (Host); needs 7, rolls 10 : hits  LL
        Volkh VKH-11 (Host) takes 9 damage to LL.
            3 points absorbed by a shield.             Hardened armor takes half damage: 3 damage.
            19 Armor remaining.


    Medium X-Pulse Laser at Volkh VKH-11 (Host); needs 9, rolls 8 : misses




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

Physical attacks for Jackal JA-KL-1579 (Princess)
    Kick (Right leg) at Volkh VKH-11 (Host); needs 4, rolls 9 : hits (using Rear Kick table) LL
        Volkh VKH-11 (Host) takes 6 damage to LL.
            3 points absorbed by a shield.             Hardened armor takes half damage: 1.5 damage.
            18 Armor remaining (damaged).


Physical attacks for Volkh VKH-11 (Host)
    Lance attack on Jackal JA-KL-1579 (Princess); needs 8, rolls 8 : hits LT
        Jackal JA-KL-1579 (Princess) takes 18 damage to LT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 4; no effect.
*** Jackal JA-KL-1579 (Princess) DESTROYED by engine destruction! ***
        Jackal JA-KL-1579 (Princess) takes 1 damage to CT.
            14 Armor remaining.


Volkh VKH-11 (Host) must make 1 piloting skill roll(s) (was kicked).
The base target is 6 [5 (Base piloting skill) + 1 (Hardened Armor)].
    Roll #1, (5 (Base piloting skill) + 1 (Hardened Armor) + 0 (was kicked) + 0 (weight class modifier 0)); needs 6, rolls 7 : succeeds.

I think that's the first time I've seen a would-be backstabber get a taste of their own medicine quite like that. ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: cmoreland on 10 June 2015, 15:00:46
I'd like to contribute!

We were in a scenario where we were all chasing this VTOL and one of my mates (Dan) said 'Well, let's see if I get lucky, my LL is the only thing I can even remotely hit it with..."

And then this happens...

(http://i.imgur.com/NiEMlUB.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 10 June 2015, 15:34:47
I'd like to contribute!

We were in a scenario where we were all chasing this VTOL and one of my mates (Dan) said 'Well, let's see if I get lucky, my LL is the only thing I can even remotely hit it with..."

And then this happens...

Nice! Fire the LASERS!

 O0 Wait till an LRM 5 from a hovercraft brings down a dropship on a 12! ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: SenorPez on 22 June 2015, 17:28:21
How to get a nearly-new Wolverine, in 1 easy kick. The Wolverine was undamaged before this.

Physical attacks for Phoenix Hawk PXH-1 ID:11 (Sons of Vega)
    Kick (Left leg) at Wolverine WVR-6R ID:28 (Pirate) ID:28; needs 8, rolls 9 : hits (using Rear Kick table) LL
        Wolverine WVR-6R ID:28 (Pirate) takes 5 damage to LL.
            11 Armor remaining.
            Possible breach on LL. Roll is 10: Breach! Wolverine WVR-6R ID:28 LL BREACHED


Wolverine WVR-6R ID:28 (Pirate) must make 5 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; was kicked).
The base target is 8 [6 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed)].
    Roll #1, (6 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 11, rolls 5 : falls.
    Wolverine WVR-6R ID:28 (Pirate) falls on its left side, suffering 3 damage.
        Wolverine WVR-6R ID:28 (Pirate) takes 3 damage to CT.
            15 Armor remaining.
            Possible breach on CT. Roll is 10: Breach! Wolverine WVR-6R ID:28 CT BREACHED
*** Wolverine WVR-6R ID:28 (Pirate) DESTROYED by hull breach! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 22 June 2015, 20:14:02
How to defeat a lance with one shot!

Weapons fire for Wolverine WVR-6R (Jensen's Renegades)
    AC/5 at Shadow Hawk SHD-2H (Moony's Marauders); needs 5, rolls 7 : hits RA
        Shadow Hawk SHD-2H (Moony's Marauders) takes 6 damage to RA.
            10 Armor remaining.


    SRM 6 at Shadow Hawk SHD-2H (Moony's Marauders); needs 7, rolls 7 : - Glancing Blow - 2 missile(s) hit (w/ -4 malus).

        Shadow Hawk SHD-2H (Moony's Marauders) takes 2 damage to HD.
            2 Armor remaining.

        Pilot of Shadow Hawk SHD-2H (Moony's Marauders) "Subcommander Cong Surendar" takes 1 damage.       
Pilot of Shadow Hawk SHD-2H (Moony's Marauders) "Subcommander Cong Surendar" needs a 5 to stay conscious. Rolls 7 : successful!

        Shadow Hawk SHD-2H (Moony's Marauders) takes 2 damage to CT.
            16 Armor remaining.


    Medium Laser at Shadow Hawk SHD-2H (Moony's Marauders); needs 7, rolls 10 : - Direct Blow - hits RT (critical)
        Shadow Hawk SHD-2H (Moony's Marauders) takes 6 damage to RT (critical).
            8 Armor remaining.
            Critical hit on RT. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on LRM 5 Ammo (21).
            *** LRM 5 Ammo EXPLODES! 105 DAMAGE! ***
                >Shadow Hawk SHD-2H (Moony's Marauders) suffers catastrophic damage, but the autoeject system was engaged.
           
Shadow Hawk SHD-2H (Moony's Marauders) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
        *** Shadow Hawk SHD-2H (Moony's Marauders) DESTROYED by ejection! ***
                Shadow Hawk SHD-2H (Moony's Marauders) takes 105 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                92 damage transfers to CT.
                    Critical hit on RT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on +LRM 5.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Heat Sink.
                Shadow Hawk SHD-2H (Moony's Marauders) takes 92 damage to CT.
                     SECTION DESTROYED,
                Shadow Hawk SHD-2H (Moony's Marauders) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Building #39004 absorbs 13 points of damage.
                Building #45160 absorbs 13 points of damage.
                Wolverine WVR-6R (Moony's Marauders) is hit for 6 damage!
                Wolverine WVR-6R (Moony's Marauders) takes 5 damage to LL.
                    9 Armor remaining.
                Wolverine WVR-6R (Moony's Marauders) takes 1 damage to LT.
                    10 Armor remaining.

                Hunchback HBK-4G (Moony's Marauders) is hit for 27 damage!
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to LT.
                    15 Armor remaining.
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RT.
                    15 Armor remaining.
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Hunchback HBK-4G (Moony's Marauders) "Commander Jody Si" takes 1 damage.               
Pilot of Hunchback HBK-4G (Moony's Marauders) "Commander Jody Si" needs a 3 to stay conscious. Rolls 5 : successful!
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RA.
                    11 Armor remaining.
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to LA.
                    11 Armor remaining.
                Hunchback HBK-4G (Moony's Marauders) takes 2 damage to RA.
                    9 Armor remaining.

                Crusader CRD-3R (Moony's Marauders) is hit for 13 damage!
                Crusader CRD-3R (Moony's Marauders) takes 5 damage to LA.
                    15 Armor remaining.
                Crusader CRD-3R (Moony's Marauders) takes 5 damage to LT (critical).
                    19 Armor remaining.
                    Critical hit on LT.         Roll is 9;         1 location.
                    CRITICAL HIT on LRM 15 Ammo (6).
                    *** LRM 15 Ammo EXPLODES! 90 DAMAGE! ***
                        >Crusader CRD-3R (Moony's Marauders) suffers catastrophic damage, but the autoeject system was engaged.
                   
Crusader CRD-3R (Moony's Marauders) must make a piloting skill check (landing in clear terrain).
                    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                            The pilot ejects safely!
                *** Crusader CRD-3R (Moony's Marauders) DESTROYED by ejection! ***
                        Crusader CRD-3R (Moony's Marauders) takes 90 damage to LT.
                             SECTION DESTROYED,
                LIMB BLOWN OFF Left Arm blown off.
                        75 damage transfers to CT.
                            Critical hit on LT.                 Roll is (5+4) = 9;                 1 location.
                            Location has no more hittable critical slots.
                        Crusader CRD-3R (Moony's Marauders) takes 75 damage to CT.
                             SECTION DESTROYED,
                        Crusader CRD-3R (Moony's Marauders) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 11.
                        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                        Start Secondary Damage Report.
                        Building #39004 absorbs 6 points of damage.
                        Building #34924 absorbs 13 points of damage.
                        Shadow Hawk SHD-2H (Moony's Marauders) is hit for 13 damage!
                        Shadow Hawk SHD-2H (Moony's Marauders) takes 5 damage to RTR.
                        5 damage transfers to CTR.
                        Shadow Hawk SHD-2H (Moony's Marauders) takes 5 damage to CTR.

                        Shadow Hawk SHD-2H (Moony's Marauders) takes 5 damage to RTR.
                        5 damage transfers to CTR.
                        Shadow Hawk SHD-2H (Moony's Marauders) takes 5 damage to CTR.

                        Shadow Hawk SHD-2H (Moony's Marauders) takes 3 damage to CTR.


                        Hunchback HBK-4G (Moony's Marauders) is hit for 26 damage!
                        Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RTR.
                            Armor destroyed,                 11 Internal Structure remaining
                            Critical hit on RT.                 Roll is 5;                 no effect.
                        Hunchback HBK-4G (Moony's Marauders) takes 5 damage to LA.
                            6 Armor remaining.
                        Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RL.
                            15 Armor remaining.
                        Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RA.
                            4 Armor remaining.
                        Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RTR.
                             6 Internal Structure remaining
                            Critical hit on RT.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on +AC/20.
                            CRITICAL HIT on +AC/20.
                        Hunchback HBK-4G (Moony's Marauders) takes 1 damage to RA.
                            3 Armor remaining.

                        Warhammer WHM-6R (Moony's Marauders) is hit for 26 damage!
                        Warhammer WHM-6R (Moony's Marauders) takes 5 damage to RL.
                            10 Armor remaining.
                        Warhammer WHM-6R (Moony's Marauders) takes 5 damage to LT.
                        Needs 7+ to destroy Searchlight, rolls 7.
                        Searchlight destroyed!
                            12 Armor remaining.
                        Warhammer WHM-6R (Moony's Marauders) takes 5 damage to LA (critical).
                            15 Armor remaining.
                            Critical hit on LA.                 Roll is 4;                 no effect.
                        Warhammer WHM-6R (Moony's Marauders) takes 5 damage to LA.
                            10 Armor remaining.
                        Warhammer WHM-6R (Moony's Marauders) takes 5 damage to LT.
                            7 Armor remaining.
                        Warhammer WHM-6R (Moony's Marauders) takes 1 damage to LA.
                            9 Armor remaining.


                        End Secondary Damage Report.
                            Critical hit on CT.                 Roll is (7+4) = 11;                 2 locations.
                            Location has no more hittable critical slots.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hunchback HBK-4G (Moony's Marauders) is hit for 4 damage!
                        Hunchback HBK-4G (Moony's Marauders) takes 4 damage to CTR.
                            1 Armor remaining.

                        Warhammer WHM-6R (Moony's Marauders) is hit for 4 damage!
                        Warhammer WHM-6R (Moony's Marauders) takes 4 damage to RL.
                            6 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Crusader CRD-3R (Moony's Marauders) "Subcommander Klaudie Emkov" has ejected, so no damage is dealt!

                Crusader CRD-3R (Moony's Marauders) takes 3 damage to LT.
                3 damage transfers to CT.
                Crusader CRD-3R (Moony's Marauders) takes 3 damage to CT.


                Warhammer WHM-6R (Moony's Marauders) is hit for 6 damage!
                Warhammer WHM-6R (Moony's Marauders) takes 5 damage to LA.
                    4 Armor remaining.
                Warhammer WHM-6R (Moony's Marauders) takes 1 damage to CT.
                    21 Armor remaining.

                Scorpion Light Tank (SRM) (Jensen's Renegades) is hit for 13 damage!
                Scorpion Light Tank (SRM) (Jensen's Renegades) takes 5 damage to RR.
                Scorpion Light Tank (SRM) (Jensen's Renegades) takes 5 damage to RR.
                Scorpion Light Tank (SRM) (Jensen's Renegades) takes 3 damage to RS.
                    8 Armor remaining.
                    Chance for motive system damage.         Roll is 8;         (w/ +1 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (4+4) = 8;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hunchback HBK-4G (Moony's Marauders) is hit for 5 damage!
                Hunchback HBK-4G (Moony's Marauders) takes 5 damage to RA.
                    Armor destroyed,         6 Internal Structure remaining
                    Critical hit on RA.         Roll is 5;         no effect.


                End Secondary Damage Report.

        Pilot of Shadow Hawk SHD-2H (Moony's Marauders) "Subcommander Cong Surendar" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 22 June 2015, 23:32:59
Ouch.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 23 June 2015, 06:37:42
Talking about spreading the love.  Or taking it for the team in reverse!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 28 June 2015, 23:22:21
Unsurprisingly, this was the last turn

Quote
Weapons fire for Rommel Tank (Howitzer) Production #2 (Zogster)
    Long Tom Cannon at Patton Tank (Ultra) (PrincessDissonance); needs 10, rolls 7 : misses and scatters to hex 1624.
Fuel Tank #30812 absorbs 20 points of damage.
 FUEL TANK DESTROYED

FUEL TANK EXPLODES!
                Building #26708 absorbs 20 points of damage.
        Fuel Tank #30804 absorbs 30 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Fuel Tank #30804 absorbs 25 points of damage.
        Fuel Tank #34900 absorbs 20 points of damage.
         FUEL TANK DESTROYED
        
FUEL TANK EXPLODES!
                        Fuel Tank #34864 absorbs 10 points of damage.
                        Fuel Tank #41016 absorbs 10 points of damage.
                        Building #26684 absorbs 20 points of damage.
                        Building #26684 absorbs 20 points of damage.
                        Building #26684 absorbs 30 points of damage.
                        Building #26684 absorbs 40 points of damage.
                        Building #26684 absorbs 40 points of damage.
                        Building #26684 absorbs 30 points of damage.
                Fuel Tank #34876 absorbs 40 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #34876 absorbs 25 points of damage.
                        Building #45116 absorbs 10 points of damage.
                        Building #28736 absorbs 30 points of damage.
                Fuel Tank #20548 absorbs 20 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #22580 absorbs 10 points of damage.
                                Building #16444 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #16444 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #26684 absorbs 20 points of damage.
                                Building #26684 absorbs 10 points of damage.
                                Building #26684 absorbs 10 points of damage.
                                Building #26684 absorbs 20 points of damage.
                                Building #28736 absorbs 10 points of damage.
                                Fuel Tank #20548 absorbs 50 points of damage.
                                Building #20552 absorbs 40 points of damage.
                                Fuel Tank #28744 absorbs 10 points of damage.
                                Building #18512 absorbs 10 points of damage.
                                Fuel Tank #22608 absorbs 10 points of damage.
                                Building #24656 absorbs 10 points of damage.
                                Emperor EMP-6A (Rickosaur) is hit for 10 damage!
                                Emperor EMP-6A (Rickosaur) takes 5 damage to RT.
                                    1 Armor remaining.
                                Emperor EMP-6A (Rickosaur) takes 5 damage to LA.
                                    20 Armor remaining.

                           Centurion CN11-O fails to take shelter from the blast!

                                Centurion CN11-O (PrincessDumpshock) is hit for 10 damage!
                                Centurion CN11-O (PrincessDumpshock) takes 5 damage to RT.
                                    Armor destroyed,                         8 Internal Structure remaining
                                    Critical hit on RT.                         Roll is 9;                         1 location.
                                    CRITICAL HIT on LRM 10 Artemis-capable Ammo (5).
                                    *** LRM 10 Artemis-capable Ammo EXPLODES!  50 DAMAGE! ***
                                        Centurion CN11-O (PrincessDumpshock) takes 50 damage to RT.
                                            remaining 49 damage redirected by CASE II.
                                critical hit nullified by CASE II on an 8+ rolls 3.
                                             7 Internal Structure remaining
                                            Critical hit on RT.                                 Roll is 6;                                 no effect.

                                Pilot of Centurion CN11-O (PrincessDumpshock) "Notorious B.I.G" takes 2 damage.                                
Pilot of Centurion CN11-O (PrincessDumpshock) "Notorious B.I.G" needs a 3 to stay conscious.  Rolls 8 : successful!
                                
Pilot of Centurion CN11-O (PrincessDumpshock) "Notorious B.I.G" needs a 5 to stay conscious.  Rolls 8 : successful!

                                Centurion CN11-O (PrincessDumpshock) takes 5 damage to RT.
                                     2 Internal Structure remaining
                                    Critical hit on RT.                         Roll is 8;                         1 location.
                                    CRITICAL HIT on Engine.

                                Ursa URA-2A (PrincessPeaches) is hit for 10 damage!
                                Ursa URA-2A (PrincessPeaches) takes 5 damage to RLL.
                                    13 Armor remaining.
                                Ursa URA-2A (PrincessPeaches) takes 5 damage to FLL.
                                    10 Armor remaining.

                Fuel Tank #49220 absorbs 20 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #47156 absorbs 10 points of damage.
                                Building #51256 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #51256 absorbs 30 points of damage.
                                 BUILDING DESTROYED
                                Building #45116 absorbs 20 points of damage.
                                Fuel Tank #49220 absorbs 50 points of damage.
                                Building #41032 absorbs 10 points of damage.
                                Fuel Tank #43084 absorbs 10 points of damage.
                                Building #49228 absorbs 30 points of damage.
                                Building #51276 absorbs 20 points of damage.
                                 BUILDING DESTROYED
                                Building #51276 absorbs 10 points of damage.
                                Fuel Tank #47184 absorbs 10 points of damage.
                        Building #20552 absorbs 30 points of damage.
                         BUILDING DESTROYED
                Fuel Tank #28744 absorbs 50 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #26684 absorbs 15 points of damage.
                                Fuel Tank #28744 absorbs 25 points of damage.
                Fuel Tank #36936 absorbs 60 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #36936 absorbs 25 points of damage.
                        Building #41032 absorbs 50 points of damage.
                         BUILDING DESTROYED
                        Building #32844 absorbs 70 points of damage.
                         BUILDING DESTROYED
                Fuel Tank #43084 absorbs 60 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #43084 absorbs 25 points of damage.
                        Building #49228 absorbs 30 points of damage.
                         BUILDING DESTROYED
                        Building #51276 absorbs 20 points of damage.
                        Building #51276 absorbs 20 points of damage.
                         BUILDING DESTROYED
                        Building #18512 absorbs 20 points of damage.
                         BUILDING DESTROYED
                Fuel Tank #22608 absorbs 40 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #22608 absorbs 25 points of damage.
                                Building #24656 absorbs 15 points of damage.
                                 BUILDING DESTROYED
                        Building #24656 absorbs 50 points of damage.
                Fuel Tank #47184 absorbs 40 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #47184 absorbs 25 points of damage.
                        Building #26708 absorbs 60 points of damage.
                         BUILDING DESTROYED
                        Fuel Tank #30804 absorbs 80 points of damage.
                        Fuel Tank #34900 absorbs 100 points of damage.
                Fuel Tank #38996 absorbs 80 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Fuel Tank #38996 absorbs 25 points of damage.
                        Building #34904 absorbs 90 points of damage.
                         BUILDING DESTROYED
                        Building #43096 absorbs 60 points of damage.
                         BUILDING DESTROYED
                Fuel Tank #45144 absorbs 50 points of damage.
                 FUEL TANK DESTROYED
                
FUEL TANK EXPLODES!
                                Building #43096 absorbs 15 points of damage.
                                Fuel Tank #45144 absorbs 25 points of damage.
                        Fuel Tank #30812 absorbs 70 points of damage.
                        Building #49244 absorbs 30 points of damage.
                         BUILDING DESTROYED
                        Building #49244 absorbs 30 points of damage.
                         BUILDING DESTROYED
                        Building #32864 absorbs 70 points of damage.
                         BUILDING DESTROYED
                        Building #32876 absorbs 40 points of damage.
                        Building #36972 absorbs 40 points of damage.
                        Bridge #34928 absorbs 30 points of damage.
                        Panther PNT-13K (Zogster) is hit for 10 damage!
                        Panther PNT-13K (Zogster) takes 5 damage to CT.
                            4 Armor remaining.
                        Panther PNT-13K (Zogster) takes 5 damage to HD.
                            4 Armor remaining.

                        Pilot of Panther PNT-13K (Zogster) "Mercedes "Benz" Mondello" takes 1 damage.                        
Pilot of Panther PNT-13K (Zogster) "Mercedes "Benz" Mondello" needs a 3 to stay conscious.  Rolls 7 : successful!

                        IS Standard Battle Armor [LRR] (Rickosaur) is hit for 40 damage!
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 3.
                            4 Armor remaining.
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 2.
                            4 Armor remaining.
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 1.
                            4 Armor remaining.
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 1.
                            Armor destroyed,                             TROOPER KILLED,
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 3.
                            Armor destroyed,                             TROOPER KILLED,
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 4.
                            Armor destroyed,                             TROOPER KILLED,
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 2.
                            Armor destroyed,                             TROOPER KILLED,
                *** IS Standard Battle Armor [LRR] (Rickosaur) DESTROYED by damage! ***
                        IS Standard Battle Armor [LRR] (Rickosaur) takes 5 damage to Trooper 1.

                        Lamprey Transport Helicopter (Standard) (Rickosaur) is hit for 50 damage!
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RS.
                            15 Armor remaining.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RS (critical).
                            10 Armor remaining.
                            Critical hit on RS.                 Roll is 6;                 Crew stunned for 1 turns.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 1 damage to RO.
                            1 Armor remaining.
                             Rotor damaged!
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 1 damage to RO.
                            0 Armor remaining.
                             Rotor damaged!
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RS (critical).
                            5 Armor remaining.
                            Critical hit on RS.                 Roll is 7;                 Crew stunned for 2 turns.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RS.
                            0 Armor remaining.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 1 damage to RO.
                             2 Internal Structure remaining
                             Rotor damaged!
                            Critical hit on RO.                 Roll is 7;                 Crew stunned for 3 turns.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 1 damage to RO.
                             1 Internal Structure remaining
                             Rotor damaged!
                            Critical hit on RO.                 Roll is 10;                 Engine destroyed.  Immobile.
                
Lamprey Transport Helicopter (Standard) (Rickosaur) must make a piloting skill check (VTOL making forced landing).
                Needs 9 [5 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 5 : falls.
                Lamprey Transport Helicopter (Standard) (Rickosaur) has lost its movement and crashes.                  It plummets 3 levels to the ground.
                     Lamprey Transport Helicopter (Standard) (Rickosaur) falls on its left side, suffering 12 damage.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RR.
                            11 Armor remaining.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to RR.
                            6 Armor remaining.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 2 damage to FR.
                            28 Armor remaining.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 1 damage to RO.
                             SECTION DESTROYED,
                *** Lamprey Transport Helicopter (Standard) (Rickosaur) DESTROYED by damage! ***
                             Rotor damaged!
                            Critical hit on RO.                 Roll is 8;                 Crew stunned for 4 turns.
                        Lamprey Transport Helicopter (Standard) (Rickosaur) takes 5 damage to FR.
                            23 Armor remaining.

                   Tokugawa Heavy Tank (Standard) fails to take shelter from the blast!

                        Tokugawa Heavy Tank (Standard) (PrincessDissonance) is hit for 10 damage!
                        Tokugawa Heavy Tank (Standard) (PrincessDissonance) takes 5 damage to RS.
                            2 Armor remaining.
                        Tokugawa Heavy Tank (Standard) (PrincessDissonance) takes 5 damage to RS.
                            Armor destroyed,                 3 Internal Structure remaining
                            Chance for motive system damage.                 Roll is 9;                 (w/ +4 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                            Critical hit on RS.                 Roll is 12;                 Crew stunned for 2 turns.

                        Patton Tank (Ultra) (PrincessDissonance) is hit for 60 damage!
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            36 Armor remaining.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            31 Armor remaining.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to LS.
                            39 Armor remaining.
                            Chance for motive system damage.                 Roll is 10;                 (w/ +0 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            26 Armor remaining.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            21 Armor remaining.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to LS.
                            34 Armor remaining.
                            Chance for motive system damage.                 Roll is 10;                 (w/ +0 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to LS.
                            29 Armor remaining.
                            Chance for motive system damage.                 Roll is 9;                 (w/ +0 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to TU (critical).
                            24 Armor remaining.
                            Critical hit on TU.                 Roll is 4;                 no effect.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            16 Armor remaining.
                            Chance for motive system damage.                 Roll is 7;                 (w/ +0 bonus)
                             Minor damage, +1 to driving skill rolls.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to LS.
                            24 Armor remaining.
                            Chance for motive system damage.                 Roll is 6;                 (w/ +0 bonus)
                             Minor damage, +1 to driving skill rolls.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            11 Armor remaining.
                            Chance for motive system damage.                 Roll is 7;                 (w/ +0 bonus)
                             Minor damage, +1 to driving skill rolls.
                        Patton Tank (Ultra) (PrincessDissonance) takes 5 damage to FR.
                            6 Armor remaining.

                        Ursa URA-2A (PrincessPeaches) is hit for 10 damage!
                        Ursa URA-2A (PrincessPeaches) takes 5 damage to CT.
                            7 Armor remaining.
                        Ursa URA-2A (PrincessPeaches) takes 5 damage to RRL.
                            Armor destroyed,                 14 Internal Structure remaining
                            Critical hit on RRL.                 Roll is 8;                 1 location.
                            CRITICAL HIT on Foot.

                   Tamerlane Strike Sled 2 fails to take shelter from the blast!

                        Tamerlane Strike Sled 2 (PrincessPrettyPants) is hit for 20 damage!
                        Tamerlane Strike Sled 2 (PrincessPrettyPants) takes 5 damage to TU.
                            0 Armor remaining.
                        Tamerlane Strike Sled 2 (PrincessPrettyPants) takes 5 damage to RS (critical).
                            5 Armor remaining.
                            Critical hit on RS.                 Roll is 3;                 no effect.
                        Tamerlane Strike Sled 2 (PrincessPrettyPants) takes 5 damage to RS.
                            0 Armor remaining.
                        Tamerlane Strike Sled 2 (PrincessPrettyPants) takes 5 damage to RS.
                             SECTION DESTROYED,
                *** Tamerlane Strike Sled 2 (PrincessPrettyPants) DESTROYED by damage! ***
                            Critical hit on RS.                 Roll is 9;                 Engine destroyed.  Immobile.

                        Gray Death Standard Suit [LRR] (PrincessPrettyPants) is hit for 10 damage!
                        Gray Death Standard Suit [LRR] (PrincessPrettyPants) takes 5 damage to Trooper 3.
                            4 Armor remaining.
                        Gray Death Standard Suit [LRR] (PrincessPrettyPants) takes 5 damage to Trooper 2.
                            4 Armor remaining.

                Fuel Tank #38996 absorbs 10 points of damage.
                Building #349
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 29 June 2015, 01:04:39
Don't you just love tank farms ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: cmoreland on 30 June 2015, 21:49:55
A buddy of mine and were playing a MekHQ scenario today and this happened:

(http://i.imgur.com/3nHm6jt.png)

I...embellished with a quick sketch of what happened in paint :p
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 30 June 2015, 22:06:41
Love the quick sketch! :D O0 ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 30 June 2015, 23:18:02
That sketch just made it even more enjoyable  O0
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 01 July 2015, 10:03:18
Love it.  That tank had it coming!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 01 July 2015, 10:25:02
A buddy of mine and were playing a MekHQ scenario today and this happened:

I...embellished with a quick sketch of what happened in paint :p

+1 Sketch!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: cmoreland on 01 July 2015, 23:27:17
haha thanks, I'll have to do some more like this. I guess technically the FS slammed into it and knocked it off a cliff breaking its own leg in the process. The 'watery grave' was just so satisfying because that tank had done some damage nearly every round for 15 rounds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Perigrin on 01 July 2015, 23:54:35
(http://i.imgur.com/zzxksHw.jpg)
(http://cdn.meme.am/instances/56077701.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 02 July 2015, 06:10:10
Yikes, talented pilot shoving those water pipes into that cockpit twice. yesh.  :-X  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Perigrin on 02 July 2015, 10:19:08
That was in the second Physical attack phase of the game. And its not talent, its the fact that that guy (I play against him a lot) has aweful luck.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 02 July 2015, 10:57:11
Don't you just love tank farms ;D

For a certain, higly idiosyncratic, definition of "love"... yes!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 02 July 2015, 14:42:05
This just in from the "injury and insult" department:

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Vulcan VT-5M (Princess)
    Flamer at Mad Cat (Timber Wolf) X-8 (Host); needs 8, rolls 10 : hits  LL
        Mad Cat (Timber Wolf) X-8 (Host) takes 2 damage to LL.
            25 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) X-8 (Host)
    ER Large Laser at Vulcan VT-5M (Princess); needs 5, rolls 7 : hits  (using Rear table) RA
        Vulcan VT-5M (Princess) takes 10 damage to RA.
             SECTION DESTROYED.
        9 damage transfers to RTR.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Upper Arm.
        Vulcan VT-5M (Princess) takes 9 damage to RTR.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on Large Pulse Laser.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Large Pulse Laser.


    ATM 6 ( ammo) at Vulcan VT-5M (Princess); needs 5, rolls 9 :  - Direct Blow - 4 high-explosive missile(s) hit (using Rear table) (w/ +4 bonus).

        Vulcan VT-5M (Princess) takes 5 damage to LTR.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is (5+1) = 6; no effect.

        Vulcan VT-5M (Princess) takes 5 damage to RA.
        5 damage transfers to RTR.
        Vulcan VT-5M (Princess) takes 5 damage to RTR.
             SECTION DESTROYED.
        4 damage transfers to CTR.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            Location has no more hittable critical slots.
        Vulcan VT-5M (Princess) takes 4 damage to CTR.
            2 Armor remaining.

        Vulcan VT-5M (Princess) takes 2 damage to CTR.
            0 Armor remaining.


    ATM 6 ( ammo) at Vulcan VT-5M (Princess); needs 5, rolls 10 :  - Direct Blow - 6 high-explosive missile(s) hit (using Rear table) (w/ +4 bonus).

        Vulcan VT-5M (Princess) takes 5 damage to CTR.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is (2+1) = 3; no effect.

        Vulcan VT-5M (Princess) takes 5 damage to RL.
            2 Armor remaining.

        Vulcan VT-5M (Princess) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Vulcan VT-5M (Princess) "Isabela Oakden" takes 1 damage.       
Pilot of Vulcan VT-5M (Princess) "Isabela Oakden" needs a 3 to stay conscious.  Rolls 5 : successful!

        Vulcan VT-5M (Princess) takes 3 damage to CTR.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


    LB 2-X AC (Cluster ammo) at Vulcan VT-5M (Princess); needs 7, rolls 7 : 1 pellet(s) hit (using Rear table).

        Vulcan VT-5M (Princess) takes 1 damage to HD (critical).
            2 Armor remaining.
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Sensors.

        Pilot of Vulcan VT-5M (Princess) "Isabela Oakden" takes 1 damage.       
Pilot of Vulcan VT-5M (Princess) "Isabela Oakden" needs a 5 to stay conscious.  Rolls 7 : successful!


    LB 2-X AC (Cluster ammo) at Vulcan VT-5M (Princess); needs 7, rolls 3 : misses




Vulcan VT-5M (Princess) must make 1 piloting skill roll(s) (40+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 2 (40+ damage) + 0 (weight class modifier)); needs 8, rolls 7 : falls.
    Vulcan VT-5M (Princess) falls on its left side, suffering 4 damage.
        Vulcan VT-5M (Princess) takes 4 damage to LT.
            3 Armor remaining.

Pilot of Vulcan VT-5M (Princess) "Isabela Oakden" must roll 8 to avoid damage; rolls 10 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: cmoreland on 02 July 2015, 15:56:24
(http://i.imgur.com/zzxksHw.jpg)

(http://chattypics.com/files/freebirth_facepunch_no153n63w5.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Perigrin on 02 July 2015, 19:19:01
First off that is a great picture and i am sending it too the guy. second, it was a 3025 campaign, so a bit early. still hilarious though.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: yurisarreth on 03 July 2015, 13:26:28
This just in from the "injury and insult" department:

       Vulcan VT-5M (Princess) takes 5 damage to RTR.
             SECTION DESTROYED.
        4 damage transfers to CTR.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            Location has no more hittable critical slots.

How is this even possible? Did I miss something? If the only spot in the CT left to hit was a jump jet how is the mech operational? The engine and the Gyro would both have to be gone for there to only be one jet left.. Possible bug?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 03 July 2015, 13:33:11
How is this even possible? Did I miss something? If the only spot in the CT left to hit was a jump jet how is the mech operational? The engine and the Gyro would both have to be gone for there to only be one jet left.. Possible bug?

That's easy. If you look a little closer, you'll find that while the damage transferring to the CT was reported first, the critical hit roll was actually still for the side torso.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: yurisarreth on 03 July 2015, 20:05:06
ah yes I did actually miss that..
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 03 July 2015, 20:54:03
One reason why the MAD-5R LT being critted isn't a crazy hit...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 15 July 2015, 02:30:46
Code: [Select]
Physical attacks for Phoenix Hawk PXH-X1 (Threshold Strikers)
    Punch (Left Arm) at Awesome AWS-8Q (Free Worlds League); needs 2, rolls 9 :  - Direct Blow - hits (using Rear Punch table) HD
        Awesome AWS-8Q (Free Worlds League) takes 7 damage to HD.
            2 Armor remaining.

        Pilot of Awesome AWS-8Q (Free Worlds League) "Petra Burdzel" takes 1 damage.       
Pilot of Awesome AWS-8Q (Free Worlds League) "Petra Burdzel" needs a 3 to stay conscious.  Rolls 7 : successful!

        Retractable blade extended:
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.
        >Awesome AWS-8Q (Free Worlds League) suffers catastrophic damage, but the autoeject system was engaged.
   
Awesome AWS-8Q (Free Worlds League) must make a piloting skill check (landing in clear terrain).
    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
            The pilot ejects safely!

*** Awesome AWS-8Q (Free Worlds League) DESTROYED by ejection! ***

Was pretty much a fresh Awesome... That taking out of the battle too out over half the OpFor BV and ended the match, plus the pilot landed on one of my units and was collected as the final action of the battle.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Perigrin on 15 July 2015, 21:16:26
Well, Crit Happens.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 11 August 2015, 06:54:31
You can't make this up!  ;D O0

Quote
Offboard Attack Phase
-------------------
Weapons fire for Mechanized Field Artillery (Sniper) (33rd Mobile Infantry)
    Sniper at Hex: 0927 (Artillery); needs 11, rolls 6 : misses and scatters to hex 0932.
Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) hit for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) takes 20 damage to MEN.
            1 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) takes 20 damage to MEN.
             PLATOON KILLED,
*** Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Grenade Launcher) #3 (Cho Shin Infantry) takes 10 damage to MEN.
Jump Platoon (Autocannon) (Cho Shin Infantry) hit for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Jump Platoon (Autocannon) (Cho Shin Infantry) takes 20 damage to MEN.
            1 men alive
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Jump Platoon (Autocannon) (Cho Shin Infantry) takes 20 damage to MEN.
             PLATOON KILLED,
*** Jump Platoon (Autocannon) (Cho Shin Infantry) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Autocannon) (Cho Shin Infantry) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Autocannon) (Cho Shin Infantry) takes 10 damage to MEN.
Jump Platoon (Autocannon) #3 (Cho Shin Infantry) hit (using Left Side table) for 20 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Jump Platoon (Autocannon) #3 (Cho Shin Infantry) takes 20 damage to MEN.
             PLATOON KILLED,
*** Jump Platoon (Autocannon) #3 (Cho Shin Infantry) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Autocannon) #3 (Cho Shin Infantry) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Autocannon) #3 (Cho Shin Infantry) takes 10 damage to MEN.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Jump Platoon (Autocannon) #3 (Cho Shin Infantry) takes 10 damage to MEN.

Weapons fire for Mechanized Field Artillery (Sniper) #3 (33rd Mobile Infantry)
    Sniper at Hex: 0716 (Artillery); needs 11, rolls 7 : misses and scatters to hex 0720.
LRM Carrier (Primitive) #2 (Shin Legion) hit (using Left Side table) for 10 damage.
        LRM Carrier (Primitive) #2 (Shin Legion) takes 5 damage to LS.
            12 Armor remaining.
        LRM Carrier (Primitive) #2 (Shin Legion) takes 5 damage to LS.
            7 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 12 August 2015, 15:07:45
Instant Stir Fry infantry companies...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 31 August 2015, 15:19:21
Not exactly one hit, but a combo of hits. I present the "Viking Funeral."

Weapons fire for Viking VKG-3W (Andrew)
    MML 9 at Grand Crusader GRN-D-01 (Princess3); needs 3, rolls 7 : AMS engaged! 5 inferno missile(s) hit (w/ -4 malus).

        Target gains 10 more heat during heat phase.



    MML 9 at Grand Crusader GRN-D-01 (Princess3); needs 3, rolls 8 : 5 inferno missile(s) hit.

        Target gains 10 more heat during heat phase.



    MML 9 at Grand Crusader GRN-D-01 (Princess3); needs 3, rolls 7 : 5 inferno missile(s) hit.

        Target gains 10 more heat during heat phase.



    MML 9 at Grand Crusader GRN-D-01 (Princess3); needs 3, rolls 5 : 5 inferno missile(s) hit.

        Target gains 10 more heat during heat phase.

Grand Crusader GRN-D-01 (Princess3) gains 42 heat, sinks 20 heat and is now at 22 heat.
Grand Crusader GRN-D-01 (Princess3) needs a 8+ to avoid shutdown, rolls 8 : avoids successfully!
Grand Crusader GRN-D-01 (Princess3) needs a 4+ to avoid ammo explosion, rolls 2 : fails to avoid explosion.
            *** LRM 20 Artemis-capable Ammo EXPLODES!  120 DAMAGE! ***
                >Grand Crusader GRN-D-01 (Princess3) suffers catastrophic damage, but the autoeject system was engaged.
           
Grand Crusader GRN-D-01 (Princess3) must make a piloting skill check (landing in water).
            Needs 5 [5 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 2 : fails.

                Pilot of MechWarrior Sadewa Sam (Princess3) "Sadewa Sam" takes 1 damage.                    The pilot ejects safely!
        *** Grand Crusader GRN-D-01 (Princess3) DESTROYED by ejection! ***
                Grand Crusader GRN-D-01 (Princess3) takes 120 damage to RT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Right Arm blown off.
                103 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Grand Crusader GRN-D-01 (Princess3) takes 103 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is 4;         no effect.

        Pilot of Grand Crusader GRN-D-01 (Princess3) "Sadewa Sam" has ejected, so no damage is dealt!

To make it even better, a few turns before that, I had pushed him in the water.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 31 August 2015, 15:56:24
Watery Grave with Funeral Pyre send off... PERFECT! :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: A. Lurker on 01 September 2015, 06:55:17
The opening volley -- and, since all I had was that custom Victor, only exchange -- of a recent game against the bot:

Quote
Weapon Attack Phase
-------------------
Weapons fire for Victor VTR-CV (Host)
    ER Medium Laser at Paladin PAL-3 (Princess); needs 9, rolls 11 : hits  LT
        Paladin PAL-3 (Princess) takes 7 damage to LT.
            14 Armor remaining.


    ER Medium Laser at Paladin PAL-3 (Princess); needs 9, rolls 3 : misses


    Ultra AC/20 at Paladin PAL-3 (Princess); needs 9, rolls 9 :
        Paladin PAL-3 (Princess) takes 20 damage to HD.
            Armor destroyed.
            Reinforced internal structure takes half damage.
             SECTION DESTROYED.
*** Paladin PAL-3 (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is (8-1) = 7; no effect.

        Pilot of Paladin PAL-3 (Princess) "Dzevat Stanisic" is already dead, so no damage is dealt!


Weapons fire for LoaderMech AC5-FLU (Princess)
    AC/5 at Victor VTR-CV (Host); needs 10, rolls 6 : misses


Weapons fire for Paladin PAL-3 (Princess)
    Ultra AC/20 at Victor VTR-CV (Host); needs 10, rolls 10 :
        Victor VTR-CV (Host) takes 20 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Victor VTR-CV (Host) DESTROYED by damage! ***
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

        Pilot of Victor VTR-CV (Host) "Rubina Reza" is already dead, so no damage is dealt!


    Medium X-Pulse Laser at Victor VTR-CV (Host); needs 10, rolls 3 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 04 September 2015, 00:06:06
Even if you had glancing hits active, Rubina Reza would still have been very dead (although the repair bill would have been extremely cheap!)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 07 September 2015, 04:19:26
Quote
Cicada CDA-2B ID:73 (Capellan Confederation) must make a piloting skill check while moving in hex 3008 (running & turning on pavement).
Needs 5 [3 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 1 (high/low gravity) + 0 (running & turning on pavement)], rolls 4 : falls.
Cicada CDA-2B ID:73 (Capellan Confederation) falls 0 level(s) into hex 3008
    Cicada CDA-2B ID:73 (Capellan Confederation) falls on its right side, suffering 4 damage.
        Cicada CDA-2B ID:73 (Capellan Confederation) takes 4 damage to CTR.
            2 Armor remaining.

Pilot of Cicada CDA-2B ID:73 (Capellan Confederation) "Gin-fan Caloun" must roll 5 to avoid damage; rolls 7 : succeeds.
    Skids into hex 3007.
    Skids into Leopard (2537) ID:66 in hex 3006...
    Attacker takes 190 damage.

...

Defender takes 12 damage  (using Punch table).

Skidding into a landed dropship is dangerous.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 07 September 2015, 15:05:24
"Crewman Bob, you get to climb down and wipe the bug guts off the dropship windshield today."

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 08 September 2015, 11:01:35
Skidding into a landed dropship is dangerous.
My badly drawn interpretation of the event.  My apologies to Duang Loose.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 08 September 2015, 11:11:45
I think you win the Interwebz for the day!

+1

 [wildandcrazy] [brew] [rockon]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 14 September 2015, 05:58:16
I thought the random number gods were bad for ME! This poor Banshee was giving my Battlemaster problems, then this happens.



    Medium Laser at Banshee BNC-3M (Princess1); needs 4, rolls 5 : hits  CT
        Banshee BNC-3M (Princess1) takes 5 damage to CT.
             13 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.

Banshee BNC-3M (Princess1) must make 3 piloting skill roll(s) (gyro hit; gyro destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (gyro destroyed); automatically fails.
    Banshee BNC-3M (Princess1) falls on its right side, suffering 10 damage.
        Banshee BNC-3M (Princess1) takes 5 damage to LA.
            9 Armor remaining.
        Banshee BNC-3M (Princess1) takes 5 damage to CT.
             8 Internal Structure remaining
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Banshee BNC-3M (Princess1) DESTROYED by engine destruction! ***

Pilot of Banshee BNC-3M (Princess1) "Eric Phung" must roll 10 to avoid damage; rolls 12 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 14 September 2015, 08:38:34
In Epic's Ryland's Roughnecks Campaign

Major Tom Award goes to the Panther that was blown to hell...

First he KO'd himself in mid air with friendly Arty Strike on the downed Griffin.
Then the CRD he was targeting for DFA blew up the Griffin right under him.

How many explosions does it take to send a Panther into Orbit?

First Strike ----------------------------------------------------
Weapons fire for Self Propelled Sniper BT #3 (Gustav Kuriga)
    Sniper at Hex: 1019 (Artillery); needs 11, rolls 11 : hits the intended hex 1019.
Griffin GRF-1S (Gustav Kuriga) hit for 20 damage.
        Griffin GRF-1S (Gustav Kuriga) takes 5 damage to LT.
            15 Armor remaining.
        Griffin GRF-1S (Gustav Kuriga) takes 5 damage to RT.
            5 Armor remaining.
        Griffin GRF-1S (Gustav Kuriga) takes 5 damage to LA.
            9 Armor remaining.
        Griffin GRF-1S (Gustav Kuriga) takes 5 damage to RT.
            0 Armor remaining.
Crusader CRD-3DW (Devil Dogs) hit for 10 damage.
        Crusader CRD-3DW (Devil Dogs) takes 5 damage to RT.
            19 Armor remaining.
        Crusader CRD-3DW (Devil Dogs) takes 5 damage to CT.
            28 Armor remaining.
Panther PNT-9R #2 (Gustav Kuriga) hit for 10 damage.
        Panther PNT-9R #2 (Gustav Kuriga) takes 5 damage to LL.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LL. Roll is 5; no effect.
        Panther PNT-9R #2 (Gustav Kuriga) takes 2 damage to LT.
            8 Armor remaining.
        Panther PNT-9R #2 (Gustav Kuriga) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Panther PNT-9R #2 (Gustav Kuriga) "Chu-i Lorenzo Sung" takes 1 damage.       
Pilot of Panther PNT-9R #2 (Gustav Kuriga) "Chu-i Lorenzo Sung" needs a 5 to stay conscious. Rolls 2 : blacks out.


2nd Strike -------------------------------------------------
Weapons fire for Crusader CRD-3DW (Devil Dogs)
    Medium Laser at Griffin GRF-1S (Gustav Kuriga); needs 1, rolls 8 : - Direct Blow - hits (using Rear table) RTR
        Griffin GRF-1S (Gustav Kuriga) takes 8 damage to RTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on LRM 5 Ammo (22).
            *** LRM 5 Ammo EXPLODES! 110 DAMAGE! ***
                >Griffin GRF-1S (Gustav Kuriga) suffers catastrophic damage, but the autoeject system was engaged.
           
Griffin GRF-1S (Gustav Kuriga) must make a piloting skill check (Really Bad Weather).
            Needs 12 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain) + 3 (Really Bad Weather)], rolls 9 : fails.

                Pilot of ???? (????) "????" takes ???? damage.                    The pilot ejects safely!
        *** Griffin GRF-1S (Gustav Kuriga) DESTROYED by ejection! ***
                Griffin GRF-1S (Gustav Kuriga) takes 110 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                99 damage transfers to CT.
                    Critical hit on RT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on Jump Jet.
                Griffin GRF-1S (Gustav Kuriga) takes 99 damage to CT.
                     SECTION DESTROYED.
                Griffin GRF-1S (Gustav Kuriga) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 5.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (10+4) = 14;         3 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Jump Jet.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Crusader CRD-3DW (Devil Dogs) is hit for 5 damage!
                Crusader CRD-3DW (Devil Dogs) takes 5 damage to RA.
                    1 Armor remaining.

                Panther PNT-9R #2 (Gustav Kuriga) is hit for 5 damage!
                Panther PNT-9R #2 (Gustav Kuriga) takes 5 damage to LL.
                5 damage transfers to LT.
                Panther PNT-9R #2 (Gustav Kuriga) takes 5 damage to LT.
                    3 Armor remaining.


                End Secondary Damage Report.

        Pilot of Griffin GRF-1S (Gustav Kuriga) "Go-cho David Baker" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


    Medium Laser at Griffin GRF-1S (Gustav Kuriga); needs 1, rolls 12 : - Direct Blow - hits (using Rear table) RTR
        Griffin GRF-1S (Gustav Kuriga) takes 9 damage to RTR.
        9 damage transfers to CTR.
        Griffin GRF-1S (Gustav Kuriga) takes 9 damage to CTR.



    SRM 4 at Griffin GRF-1S (Gustav Kuriga); needs 4, rolls 11 : - Direct Blow - 4 inferno missile(s) hit (using Rear table) (w/ +5 bonus).

        Target gains 8 more heat during heat phase.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 14 September 2015, 11:25:39
The Golden BB...

Weapons fire for Black Knight BL-7-KNT SC MK II #2 (TMC)
    PPC at Trebuchet TBT-5N (Draconis Combine); needs 4, rolls 5 : hits  RT
        Trebuchet TBT-5N (Draconis Combine) takes 10 damage to RT.
             2 Internal Structure remaining.
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on LRM 15 Ammo (7).
            *** LRM 15 Ammo EXPLODES!  105 DAMAGE! ***
                >Trebuchet TBT-5N (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Trebuchet TBT-5N (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Trebuchet TBT-5N (Draconis Combine) DESTROYED by ejection! ***
                Trebuchet TBT-5N (Draconis Combine) takes 105 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                103 damage transfers to CT.
                    Critical hit on RT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on LRM 15.
                    CRITICAL HIT on LRM 15.
                    CRITICAL HIT on LRM 15.
                Trebuchet TBT-5N (Draconis Combine) takes 103 damage to CT.
                     SECTION DESTROYED.
                Trebuchet TBT-5N (Draconis Combine) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Grasshopper GHR-5H #3 (TMC) is hit for 6 damage!
                Grasshopper GHR-5H #3 (TMC) takes 5 damage to LA.
                     SECTION DESTROYED.
                1 damage transfers to LT.
                    Critical hit on LA.         Roll is 8;         no effect.
                Grasshopper GHR-5H #3 (TMC) takes 1 damage to LT.
                    19 Armor remaining.
                Grasshopper GHR-5H #3 (TMC) takes 1 damage to LT.
                    18 Armor remaining.

                Vedette Medium Tank (Standard) (Draconis Combine) is hit for 12 damage!
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    13 Armor remaining.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    8 Armor remaining.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 2 damage to TU.
                    8 Armor remaining.

                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 25 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    17 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    12 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS (critical).
                    7 Armor remaining.
                    Critical hit on LS.         Roll is 8;         Crew stunned for 1 turns.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    2 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                    17 Armor remaining.
                    Chance for motive system damage.         Roll is 15;         (w/ +4 bonus)
                     Major damage, vehicle immobile.

                Striker Light Tank (LRM) (Draconis Combine) is hit for 25 damage!
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to RR.
                    13 Armor remaining.
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to RR.
                    8 Armor remaining.
                    Chance for motive system damage.         Roll is 7;         (w/ +3 bonus)
                     Minor damage, +1 to driving skill rolls.
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to RR.
                    3 Armor remaining.
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to LS.
                    15 Armor remaining.
                    Chance for motive system damage.         Roll is 11;         (w/ +3 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to RR.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on RR.         Roll is 12;         Fuel Tank Hit (Vehicle Explodes).
        *** Striker Light Tank (LRM) (Draconis Combine) DESTROYED by fuel explosion! ***

        *** Pegasus Scout Hover Tank (Standard) (Draconis Combine) DESTROYED by explosion proximity! ***
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) is hit for 25 damage!
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.
                    0 Armor remaining.
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS (critical).
                     SECTION DESTROYED.
        *** Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) DESTROYED by damage! ***
                    Critical hit on RS.         Roll is 6;         Crew stunned for 1 turns.
                    Critical hit on RS.         Roll is 7;         Crew stunned for 2 turns.
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.
                    Chance for motive system damage.         Roll is 9;         (w/ +5 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.

                Pegasus Scout Hover Tank (Standard) #2 (Draconis Combine) is hit for 6 damage!
                Pegasus Scout Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.
                    14 Armor remaining.
                Pegasus Scout Hover Tank (Standard) #2 (Draconis Combine) takes 1 damage to TU.
                    20 Armor remaining.

                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) is hit for 12 damage!
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to LS.
                    21 Armor remaining.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to LS.
                    16 Armor remaining.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 2 damage to FR.
                    32 Armor remaining.
                    Chance for motive system damage.         Roll is 6;         (w/ +4 bonus)
                     Minor damage, +1 to driving skill rolls.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 5 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS (critical).
                    Armor destroyed.
                     1 Internal Structure remaining.
                    Critical hit on LS.         Roll is 6;         Crew stunned for 2 turns.
                    Critical hit on LS.         Roll is 3;         no effect.

                Striker Light Tank (LRM) (Draconis Combine) is hit for 5 damage!
                Striker Light Tank (LRM) (Draconis Combine) takes 5 damage to RR.
                     SECTION DESTROYED.
                    Critical hit on RR.         Roll is 11;         Ammunition Hit!
        *** LRM 15 Ammo EXPLODES!  75 DAMAGE! ***
        *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
        *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
        *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
                Striker Light Tank (LRM) (Draconis Combine) takes 435 damage to RR.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Vedette Medium Tank (Standard) (Draconis Combine) is hit for 21 damage!
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    3 Armor remaining.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to FR.
                    5 Armor remaining.
                    Chance for motive system damage.         Roll is 10;         (w/ +2 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to TU.
                    3 Armor remaining.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    Armor destroyed.
                     3 Internal Structure remaining.
                    Critical hit on LS.         Roll is 6;         Crew stunned for 1 turns.
                Vedette Medium Tank (Standard) (Draconis Combine) takes 1 damage to TU (critical).
                    2 Armor remaining.
                    Critical hit on TU.         Roll is 6;         Stabilizer destroyed!

                Trebuchet TBT-5N (Draconis Combine) is hit for 21 damage!
                Trebuchet TBT-5N (Draconis Combine) takes 5 damage to RL.
                    0 Armor remaining.
                Trebuchet TBT-5N (Draconis Combine) takes 5 damage to LA.
                    2 Armor remaining.
                Trebuchet TBT-5N (Draconis Combine) takes 5 damage to HD.
                    Armor destroyed.
                     SECTION DESTROYED.
                    Critical hit on HD.         Roll is 8;         no effect.

                Pilot of Trebuchet TBT-5N (Draconis Combine) "Samir Fifi" has ejected, so no damage is dealt!
                Trebuchet TBT-5N (Draconis Combine) takes 5 damage to LA.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on LA.         Roll is 9;         1 location.
                    CRITICAL HIT on LRM 15.
                Trebuchet TBT-5N (Draconis Combine) takes 1 damage to CT.

                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 43 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                     SECTION DESTROYED.
        *** Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) DESTROYED by damage! ***
                    Chance for motive system damage.         Roll is 14;         (w/ +2 bonus)
                     Major damage, vehicle immobile.
                    Critical hit on LS.         Roll is 8;         Crew stunned for 3 turns.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to FR.
                    25 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to FR.
                    20 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to FR.
                    15 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    Chance for motive system damage.         Roll is 9;         (w/ +2 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    Chance for motive system damage.         Roll is 8;         (w/ +2 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to FR.
                    10 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to FR.
                    5 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 3 damage to FR.
                    2 Armor remaining.

                Pegasus Scout Hover Tank (Standard) (Draconis Combine) is hit for 21 damage!
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to RS (critical).
                    14 Armor remaining.
                    Critical hit on RS.         Roll is 3;         no effect.
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to FR.
                    12 Armor remaining.
                    Chance for motive system damage.         Roll is 13;         (w/ +5 bonus)
                     Major damage, vehicle immobile.
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to RS (critical).
                    9 Armor remaining.
                    Critical hit on RS.         Roll is 11;         Engine destroyed.  Immobile.
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to RS (critical).
                    4 Armor remaining.
                    Critical hit on RS.         Roll is 6;         Fuel Tank Hit (Vehicle Explodes).
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 1 damage to RS (critical).
                    3 Armor remaining.
                    Critical hit on RS.         Roll is 6;         Fuel Tank Hit (Vehicle Explodes).

                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) is hit for 21 damage!
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to LS (critical).
                    11 Armor remaining.
                    Critical hit on LS.         Roll is 5;         no effect.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to LS (critical).
                    6 Armor remaining.
                    Critical hit on LS.         Roll is 6;         Crew stunned for 1 turns.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to FR.
                    27 Armor remaining.
                    Chance for motive system damage.         Roll is 11;         (w/ +4 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 5 damage to FR.
                    22 Armor remaining.
                    Chance for motive system damage.         Roll is 9;         (w/ +4 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Hetzer Wheeled Assault Gun (Laser) (Draconis Combine) takes 1 damage to LS.
                    5 Armor remaining.
                    Chance for motive system damage.         Roll is 11;         (w/ +4 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.


                End Secondary Damage Report.

                Pegasus Scout Hover Tank (Standard) (Draconis Combine) is hit for 10 damage!
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    11 Armor remaining.
                    Chance for motive system damage.         Roll is 11;         (w/ +3 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                Pegasus Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    6 Armor remaining.
                    Chance for motive system damage.         Roll is 10;         (w/ +3 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.

                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) is hit for 5 damage!
                Saladin Assault Hover Tank (Standard) #2 (Draconis Combine) takes 5 damage to RS.


                End Secondary Damage Report.

        Pilot of Trebuchet TBT-5N (Draconis Combine) "Samir Fifi" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 14 September 2015, 12:42:10
Damn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 14 September 2015, 15:46:39
In Epic's Ryland's Roughnecks Campaign

Major Tom Award goes to the Panther that was blown to hell...

First he KO'd himself in mid air with friendly Arty Strike on the downed Griffin.
Then the CRD he was targeting for DFA blew up the Griffin right under him.

How many explosions does it take to send a Panther into Orbit?
Could be a mystery......

(http://bg.battletech.com/forums/index.php?action=dlattach;topic=246.0;attach=32357;image)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 14 September 2015, 16:43:57



LMAO!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Perigrin on 17 September 2015, 20:50:40
I was testing several custom mechs all at once and.... This atlas came to the wrong neighborhood..
Weapons fire for Goddard GDR-1A (Sark)
    ER PPC at Atlas III AS7-D3 (Princess); needs 8, rolls 12 : hits  HD
        Atlas III AS7-D3 (Princess) takes 10 damage to HD.
             SECTION DESTROYED.
*** Atlas III AS7-D3 (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Atlas III AS7-D3 (Princess) "Sipahi Saffet" is already dead, so no damage is dealt!

    ER PPC at Atlas III AS7-D3 (Princess); needs 8, rolls 9 : hits  HD
        Atlas III AS7-D3 (Princess) takes 10 damage to HD.

        Pilot of Atlas III AS7-D3 (Princess) "Sipahi Saffet" is already dead, so no damage is dealt!



Weapons fire for Goddard GDR-2A (Sark)
    LRM 20 at Atlas III AS7-D3 (Princess); needs 8, rolls 7 : misses


    LRM 20 at Atlas III AS7-D3 (Princess); needs 8, rolls 2 : misses


    LRM 20 at Atlas III AS7-D3 (Princess); needs 8, rolls 8 : 6 missile(s) hit.

        Atlas III AS7-D3 (Princess) takes 5 damage to LT.
            Armor destroyed.
             19 Internal Structure remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Streak SRM 6.
            CRITICAL HIT on Medium X-Pulse Laser.

        Atlas III AS7-D3 (Princess) takes 1 damage to RT.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +Streak LRM 20.


    LRM 20 at Atlas III AS7-D3 (Princess); needs 8, rolls 9 : 12 missile(s) hit.

        Atlas III AS7-D3 (Princess) takes 5 damage to LA.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is 12;LIMB BLOWN OFF Left Arm blown off.

        Atlas III AS7-D3 (Princess) takes 5 damage to CT (critical).
            30 Armor remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        Atlas III AS7-D3 (Princess) takes 2 damage to LT.
             17 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Radical Heat Sink System.



Weapons fire for Goddard GDR-2R (Sark)
    Snub-Nose PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 4 : misses


    Snub-Nose PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 8 : hits  (using Left Side table) LA
        Atlas III AS7-D3 (Princess) takes 10 damage to LA.
        10 damage transfers to LT.
        Atlas III AS7-D3 (Princess) takes 10 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.


    Snub-Nose PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 6 : hits  (using Left Side table) LT
        Atlas III AS7-D3 (Princess) takes 10 damage to LT.
             SECTION DESTROYED.
        3 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Streak SRM 6 Ammo (14).
            *** Streak SRM 6 Ammo EXPLODES!  168 DAMAGE! ***
                Atlas III AS7-D3 (Princess) takes 168 damage to LT.
                    remaining 167 damage redirected by CASE II.
        critical hit nullified by CASE II on an 8+ rolls 8.

        Pilot of Atlas III AS7-D3 (Princess) "Sipahi Saffet" is already dead, so no damage is dealt!
        Atlas III AS7-D3 (Princess) takes 3 damage to CT.
            27 Armor remaining.


    Snub-Nose PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 7 : hits  (using Left Side table) RT
        Atlas III AS7-D3 (Princess) takes 10 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on +Streak LRM 20.
            CRITICAL HIT on +Streak LRM 20.



Weapons fire for Goddard GDR-7I (Sark)
    Large X-Pulse Laser at Atlas III AS7-D3 (Princess); needs 4, rolls 6 : hits  (using Rear table) RTR
        Atlas III AS7-D3 (Princess) takes 9 damage to RTR.
            1 Armor remaining.


    Large X-Pulse Laser at Atlas III AS7-D3 (Princess); needs 4, rolls 11 : hits  (using Rear table) RL
        Atlas III AS7-D3 (Princess) takes 9 damage to RL.
            14 Armor remaining.


    Large X-Pulse Laser at Atlas III AS7-D3 (Princess); needs 4, rolls 5 : hits  (using Rear table) RA
        Atlas III AS7-D3 (Princess) takes 9 damage to RA.
            3 points absorbed by a shield.
            Armor destroyed.
             16 Internal Structure remaining.
            Critical hit on RA. Roll is 4; no effect.


Weapons fire for Darkfox DKF-4F (Sark)
    Light PPC at Atlas III AS7-D3 (Princess); needs 6, rolls 6 : hits  CT
        Atlas III AS7-D3 (Princess) takes 5 damage to CT.
            22 Armor remaining.


Weapons fire for Uziel II UZL-4S (Sark)
    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 7 : hits  RT
        Atlas III AS7-D3 (Princess) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on +Streak LRM 20.
        Atlas III AS7-D3 (Princess) takes 2 damage to CT.
            20 Armor remaining.


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 8 : hits  RL
        Atlas III AS7-D3 (Princess) takes 5 damage to RL.
            9 Armor remaining.


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 7 : hits  RT
        Atlas III AS7-D3 (Princess) takes 5 damage to RT.
        5 damage transfers to CT.
        Atlas III AS7-D3 (Princess) takes 5 damage to CT.
            15 Armor remaining.


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 8 : hits  CT
        Atlas III AS7-D3 (Princess) takes 5 damage to CT.
            10 Armor remaining.


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 11 : hits  LL
        Atlas III AS7-D3 (Princess) takes 5 damage to LL.
            22 Armor remaining.


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 2 : misses


    Light PPC at Atlas III AS7-D3 (Princess); needs 5, rolls 8 : hits  CT
        Atlas III AS7-D3 (Princess) takes 5 damage to CT.
            5 Armor remaining.


JESUS CHRIST GUYS, I THINK HE MIGHT BE A BIT DEAD.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 18 September 2015, 06:47:30
Commander: Kick all their heads off!!!  :D

Code: [Select]
Physical attacks for Molrosa MLR-1S (Bavir)
    Kick (Left leg) at Locust LCT-1V (Capellan Confederation); needs 0, rolls 7 :  - Direct Blow - hits (using Punch table) HD
        Locust LCT-1V (Capellan Confederation) takes 13 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Locust LCT-1V (Capellan Confederation) DESTROYED by damage! ***
        >Locust LCT-1V (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
    
Locust LCT-1V (Capellan Confederation) must make a piloting skill check (landing in clear terrain).
    Needs 7 [5 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 2 : fails.

        Pilot of MechWarrior Carleigha Bakirdzis (Capellan Confederation) "Carleigha Bakirdzis" takes 2 damage.
        Pilot of MechWarrior Carleigha Bakirdzis (Capellan Confederation) "Carleigha Bakirdzis" takes 4 damage.            Critical hit on HD. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Locust LCT-1V (Capellan Confederation) "Carleigha Bakirdzis" is already dead, so no damage is dealt!


Physical attacks for Stinger STG-3G (Capellan Confederation)
    Kick (Right leg) at Phoenix Hawk PXH-1D (Bavir); needs 7, rolls 8 : hits (using Right Side Kick table) RL
        Phoenix Hawk PXH-1D (Bavir) takes 4 damage to RL.
            11 Armor remaining.


Physical attacks for Shadow Hawk SHD-2H Mk III (Bavir)
    Kick (Left leg) at UrbanMech UM-R60 #2 (Capellan Confederation); needs 5, rolls 7 : hits (using Punch table) HD
        UrbanMech UM-R60 #2 (Capellan Confederation) takes 11 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 7; no effect.

        Pilot of UrbanMech UM-R60 #2 (Capellan Confederation) "Jacob Garner" takes 1 damage.        
Pilot of UrbanMech UM-R60 #2 (Capellan Confederation) "Jacob Garner" needs a 3 to stay conscious.  Rolls 9 : successful!


Physical attacks for Phoenix Hawk PXH-1D (Bavir)
    Kick (Left leg) at Spider SDR-5V (Capellan Confederation); needs 1, rolls 9 :  - Direct Blow - hits (using Rear table) HD
        Spider SDR-5V (Capellan Confederation) takes 11 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Spider SDR-5V (Capellan Confederation) DESTROYED by damage! ***
        >Spider SDR-5V (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
    
Spider SDR-5V (Capellan Confederation) must make a piloting skill check (landing in heavy woods).
    Needs 16 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 3 (landing in heavy woods)], rolls 10 : fails.

        Pilot of MechWarrior Max Medina (Capellan Confederation) "Max Medina" takes 3 damage.
        Pilot of MechWarrior Max Medina (Capellan Confederation) "Max Medina" takes 2 damage.            Critical hit on HD. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Life Support.

        Pilot of Spider SDR-5V (Capellan Confederation) "Max Medina" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 19 September 2015, 14:11:14
Piranha eats itself and nearby ejected pilot.

Code: [Select]
Weapons fire for Marauder MAD-5M (Wrangler)
    Large Pulse Laser at Piranha 3 (Princess Calamari); needs 7, rolls 7 : hits  RL
        Piranha 3 (Princess Calamari) takes 9 damage to RL.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on RL. Roll is 3; no effect.


    Large Pulse Laser at Piranha 3 (Princess Calamari); needs 7, rolls 7 : hits  CT (critical)
        Piranha 3 (Princess Calamari) takes 9 damage to CT (critical).
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            Critical hit on CT. Roll is 6; no effect.


    LB 10-X AC at Piranha 3 (Princess Calamari); needs 9, rolls 6 : misses




Piranha 3 (Princess Calamari) must make 3 piloting skill roll(s) (hip actuator hit; leg destroyed; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Piranha 3 (Princess Calamari) falls on its right side, suffering 2 damage.
        Piranha 3 (Princess Calamari) takes 2 damage to RA.
        2 damage transfers to RT.
        Piranha 3 (Princess Calamari) takes 2 damage to RT.
             SECTION DESTROYED.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.
*** Piranha 3 (Princess Calamari) DESTROYED by engine destruction! ***
*** MechWarrior Uyen-anh Marchand (Wrangler) was trapped in the wreckage. ***

Pilot of Piranha 3 (Princess Calamari) "Dermot Ru" must roll 12 to avoid damage; rolls 8 : fails.
        Pilot of Piranha 3 (Princess Calamari) "Dermot Ru" takes 1 damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: zulf on 22 September 2015, 23:24:45
first round of shooting, and my commander is down...

Phoenix hawk:

Machine gun at Cataphract:
2 damage CT(crit)
17 armor remaining
3crits
engine engine engine......................

reminds me of the urbanmech youtube video by plagueofgrapes

Title: Re: The Crazy Hits Thread - Reborn!
Post by: luiges90 on 01 October 2015, 06:55:24
One shot destroy three 'mechs  8)

Code: [Select]
Weapons fire for Thunderbolt TDR-5S-T (Tallman) #3 (Bavir)
    Medium Laser at Locust LCT-1V #3 (Duchy of Andurien); needs 6, rolls 10 :  - Direct Blow - hits  (using Left Side table) CT
        Locust LCT-1V #3 (Duchy of Andurien) takes 7 damage to CT.
             SECTION DESTROYED.
*** Locust LCT-1V #3 (Duchy of Andurien) DESTROYED by damage! ***
            Critical hit on CT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Machine Gun Ammo (198).
            *** Machine Gun Ammo EXPLODES!  396 DAMAGE! ***
                >Locust LCT-1V #3 (Duchy of Andurien) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V #3 (Duchy of Andurien) must make a piloting skill check (landing in a building).
            Needs 13 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 1 (landing in a building)], rolls 11 : fails.

                Pilot of MechWarrior Rebekah Selâniki (Duchy of Andurien) "Rebekah Selâniki" takes 1 damage.                    The pilot ejects safely!
                Locust LCT-1V #3 (Duchy of Andurien) takes 396 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Building #100384 absorbs 19 points of damage.
                Building #104488 absorbs 19 points of damage.
                Building #106536 absorbs 19 points of damage.
                Thunderbolt TDR-5S-T (Tallman) #3 (Bavir) is hit for 19 damage!
                Thunderbolt TDR-5S-T (Tallman) #3 (Bavir) takes 5 damage to LA.
                    13 Armor remaining.
                Thunderbolt TDR-5S-T (Tallman) #3 (Bavir) takes 5 damage to RL.
                    10 Armor remaining.
                Thunderbolt TDR-5S-T (Tallman) #3 (Bavir) takes 5 damage to LT.
                    19 Armor remaining.
                Thunderbolt TDR-5S-T (Tallman) #3 (Bavir) takes 4 damage to LA.
                    9 Armor remaining.

                Phoenix Hawk PXH-1D #7 (Bavir) is hit for 19 damage!
                Phoenix Hawk PXH-1D #7 (Bavir) takes 5 damage to LT.
                    13 Armor remaining.
                Phoenix Hawk PXH-1D #7 (Bavir) takes 5 damage to CT.
                    18 Armor remaining.
                Phoenix Hawk PXH-1D #7 (Bavir) takes 5 damage to RA.
                    0 Armor remaining.
                Phoenix Hawk PXH-1D #7 (Bavir) takes 4 damage to LA.
                    6 Armor remaining.

                Locust LCT-1V (Duchy of Andurien) is hit for 19 damage!
                Locust LCT-1V (Duchy of Andurien) takes 5 damage to CT.
                    Armor destroyed.
                     3 Internal Structure remaining.
                    Critical hit on CT.         Roll is 5;         no effect.
                Locust LCT-1V (Duchy of Andurien) takes 5 damage to CT.
                     SECTION DESTROYED.
        *** Locust LCT-1V (Duchy of Andurien) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.
                Locust LCT-1V (Duchy of Andurien) takes 5 damage to RL.
                    1 Armor remaining.
                Locust LCT-1V (Duchy of Andurien) takes 4 damage to LL.
                    0 Armor remaining.

                Ostscout OTT-7J (Duchy of Andurien) is hit for 19 damage!
                Ostscout OTT-7J (Duchy of Andurien) takes 5 damage to LT.
                    Armor destroyed.
                     7 Internal Structure remaining.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Jump Jet.
                Ostscout OTT-7J (Duchy of Andurien) takes 5 damage to RT (critical).
                    2 Armor remaining.
                    Critical hit on RT.         Roll is 9;         1 location.
                    CRITICAL HIT on Jump Jet.
                Ostscout OTT-7J (Duchy of Andurien) takes 5 damage to LA.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on LA.         Roll is 10;         2 locations.
                    CRITICAL HIT on Shoulder.
                    CRITICAL HIT on Lower Arm.
                Ostscout OTT-7J (Duchy of Andurien) takes 4 damage to RT.
                    Armor destroyed.
                     6 Internal Structure remaining.
                    Critical hit on RT.         Roll is 5;         no effect.

                Spider SDR-5V (Duchy of Andurien) is hit for 19 damage!
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to RL.
                5 damage transfers to RTR.
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to RTR.
                    Armor destroyed.
                     SECTION DESTROYED.
                2 damage transfers to CTR.
                    Critical hit on RT.         Roll is 7;         no effect.
                Spider SDR-5V (Duchy of Andurien) takes 2 damage to CTR.
                    Armor destroyed.
                     SECTION DESTROYED.
        *** Spider SDR-5V (Duchy of Andurien) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 7;         no effect.
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to LL.
                    1 Armor remaining.
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to LA.
                5 damage transfers to LTR.
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to LTR.
                5 damage transfers to CTR.
                Spider SDR-5V (Duchy of Andurien) takes 5 damage to CTR.
                Spider SDR-5V (Duchy of Andurien) takes 4 damage to CTR.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V #3 (Duchy of Andurien) "Rebekah Selâniki" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 01 October 2015, 09:31:54
Three Mechs into the corner building...like pool.  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 03 October 2015, 03:37:16
Forgot to save it, but I was testing my tripod designs last night and had chewed up on a Gurhka pretty well. He went into withdrawal mode and on the turn right before he left, the Gurkha fired the ER PPC at long range and killed one of the tripods, the only one I lost. All in all, the four tripods forced two withdrawals and killed two for a loss of one mech and one arm on a second mech.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 09 October 2015, 02:39:54
One good kick deserves another
Quote
Physical attacks for Hussar HSR-200-Db (Wind Walkers)
    Kick (Left leg) at Locust LCT-1V (Pirate); needs 5, rolls 8 :  - Direct Blow - hits (using Rear Kick table) RL
        Locust LCT-1V (Pirate) takes 8 damage to RL.
            Armor destroyed.
             SECTION DESTROYED.
        3 damage transfers to RTR.
            Critical hit on RL. Roll is (2+1) = 3; no effect.
        Locust LCT-1V (Pirate) takes 3 damage to RTR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is (7+1) = 8; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Machine Gun Ammo (196).
            *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                >Locust LCT-1V (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Pirate) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : fails.

                    The pilot ejects safely!
        *** Locust LCT-1V (Pirate) DESTROYED by ejection! ***
                Locust LCT-1V (Pirate) takes 392 damage to CT.
                     SECTION DESTROYED.
                Locust LCT-1V (Pirate) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 6;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Locust LCT-1V (Wind Walkers) is hit for 19 damage!
                Locust LCT-1V (Wind Walkers) takes 5 damage to LT.
                    3 Armor remaining.
                Locust LCT-1V (Wind Walkers) takes 5 damage to RA.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on RA.         Roll is 3;         no effect.
                Locust LCT-1V (Wind Walkers) takes 5 damage to LA.
                     SECTION DESTROYED.
                2 damage transfers to LT.
                    Critical hit on LA.         Roll is 5;         no effect.
                Locust LCT-1V (Wind Walkers) takes 2 damage to LT.
                    1 Armor remaining.
                Locust LCT-1V (Wind Walkers) takes 4 damage to LL.
                    2 Armor remaining.

                Hussar HSR-200-Db #2 (Wind Walkers) is hit for 19 damage!
                Hussar HSR-200-Db #2 (Wind Walkers) takes 5 damage to LA.
                    2 Armor remaining.
                Hussar HSR-200-Db #2 (Wind Walkers) takes 5 damage to CT.
                    9 Armor remaining.
                Hussar HSR-200-Db #2 (Wind Walkers) takes 5 damage to RT.
                    5 Armor remaining.
                Hussar HSR-200-Db #2 (Wind Walkers) takes 4 damage to RA.
                    3 Armor remaining.

                Hussar HSR-200-Db (Wind Walkers) is hit for 19 damage!
                Hussar HSR-200-Db (Wind Walkers) takes 5 damage to RT.
                    5 Armor remaining.
                Hussar HSR-200-Db (Wind Walkers) takes 5 damage to RT.
                    0 Armor remaining.
                Hussar HSR-200-Db (Wind Walkers) takes 5 damage to RT.
                     2 Internal Structure remaining.
                    Critical hit on RT.         Roll is 6;         no effect.
                Hussar HSR-200-Db (Wind Walkers) takes 4 damage to LL.
                    10 Armor remaining.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Pirate) "Archie William" has ejected, so no damage is dealt!



Physical attacks for Locust LCT-1V (Pirate)
    Kick (Right leg) at Locust LCT-1V (Wind Walkers); needs 3, rolls 12 :  - Direct Blow - hits (using Right Side table) RT
        Locust LCT-1V (Wind Walkers) takes 7 damage to RT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is (7+3) = 10; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Machine Gun Ammo (155).
            *** Machine Gun Ammo EXPLODES!  310 DAMAGE! ***
                >Locust LCT-1V (Wind Walkers) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Wind Walkers) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : fails.

                Pilot of MechWarrior Private Carole Sha (Wind Walkers) "Private Carole Sha" takes 2 damage.                    The pilot ejects safely!
        *** Locust LCT-1V (Wind Walkers) DESTROYED by ejection! ***
                Locust LCT-1V (Wind Walkers) takes 310 damage to CT.
                     SECTION DESTROYED.
                Locust LCT-1V (Wind Walkers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is 2;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Jenner JR7-F (Wind Walkers) is hit for 15 damage!
                Jenner JR7-F (Wind Walkers) takes 5 damage to LA.
                    6 Armor remaining.
                Jenner JR7-F (Wind Walkers) takes 5 damage to LT.
                    6 Armor remaining.
                Jenner JR7-F (Wind Walkers) takes 5 damage to RL.
                    10 Armor remaining.

                Locust LCT-1E (Wind Walkers) is hit for 15 damage!
                Locust LCT-1E (Wind Walkers) takes 5 damage to LT.
                    3 Armor remaining.
                Locust LCT-1E (Wind Walkers) takes 5 damage to RA.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on RA.         Roll is 6;         no effect.
                Locust LCT-1E (Wind Walkers) takes 5 damage to RL.
                    3 Armor remaining.

                Wasp WSP-1L (Pirate) is hit for 15 damage!
                Wasp WSP-1L (Pirate) takes 5 damage to LT.
                    1 Armor remaining.
                Wasp WSP-1L (Pirate) takes 5 damage to LL.
                5 damage transfers to LT.
                Wasp WSP-1L (Pirate) takes 5 damage to LT.
                    Armor destroyed.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Heat Sink.
                Wasp WSP-1L (Pirate) takes 5 damage to LL.
                5 damage transfers to LT.
                Wasp WSP-1L (Pirate) takes 5 damage to LT.
                5 damage transfers to CT.
                Wasp WSP-1L (Pirate) takes 5 damage to CT.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Standard Gyro.

                Locust LCT-1V (Pirate) is hit for 15 damage!
                Locust LCT-1V (Pirate) takes 5 damage to RL.
                5 damage transfers to RT.
                Locust LCT-1V (Pirate) takes 5 damage to RT.
                    3 Armor remaining.
                Locust LCT-1V (Pirate) takes 5 damage to CT.

                Locust LCT-1V (Pirate) takes 5 damage to LA.
                     SECTION DESTROYED.
                3 damage transfers to LT.
                    Critical hit on LA.         Roll is 11;         2 locations.
                    CRITICAL HIT on +Machine Gun.
                    CRITICAL HIT on Shoulder.
                Locust LCT-1V (Pirate) takes 3 damage to LT.
                    5 Armor remaining.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Wind Walkers) "Private Carole Sha" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 15 November 2015, 08:34:31

Quote
Weapons fire for Lightning LTN-G15 (Clan Fiona's Furies)
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 9 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RL.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to LT.
            1 Armor remaining.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to LA.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Medium Laser.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to LL.
            3 Armor remaining.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RA. Roll is 5; no effect.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 6 : misses the intended hex 0519.
    Cluster Bomb scatters to hex 0619!
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to LL.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LL. Roll is 10; 1 location.
            CRITICAL HIT on Hip.
Commando COM-2D (Rebels) hit (using Left Side table) for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to RA.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on RA. Roll is 12; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on Shoulder.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to LT.
            3 Armor remaining.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 7 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RL.
             SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RL. Roll is 5; no effect.
        Jenner JR7-D (Rebels) takes 1 damage to RT.
            2 Armor remaining.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RA (critical).
            0 Armor remaining.
            Critical hit on RA. Roll is 7; no effect.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to LT.
            1 Armor remaining.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to RT.
            1 Armor remaining.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RT (critical).
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.
            Critical hit on RT. Roll is 7; no effect.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 8 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to CT.
            5 Armor remaining.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RT.
            1 Armor remaining.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to RL.
            3 Armor remaining.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to RT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is 10; 1 location.
            CRITICAL HIT on Heat Sink.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to LT.
            3 Armor remaining.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 9 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to LA.
             SECTION DESTROYED,
            Critical hit on LA. Roll is 4; no effect.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to CT.
            3 Armor remaining.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to LT.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LT. Roll is 8; no effect.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RT.
             2 Internal Structure remaining
            Critical hit on RT. Roll is 8; no effect.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 8 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RA.
             SECTION DESTROYED,
            Critical hit on RA. Roll is 6; no effect.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RA.
             SECTION DESTROYED,
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Lower Arm.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to CT.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to RL.
        5 damage transfers to RT.
        Javelin JVN-10N (Rebels) takes 5 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 6; no effect.
        Javelin JVN-10N (Rebels) takes 2 damage to CT.
            6 Armor remaining.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Jenner JR7-D (Rebels) "Leobarda Ruíz" takes 1 damage.        
Pilot of Jenner JR7-D (Rebels) "Leobarda Ruíz" needs a 3 to stay conscious.  Rolls 7 : successful!
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 9 : hits the intended hex 0519.
    Cluster Bomb incoming!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to CT.
            0 Armor remaining.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RL.
            1 Armor remaining.
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to RT.
            1 Armor remaining.
Javelin JVN-10N (Rebels) hit for 5 damage.
        Javelin JVN-10N (Rebels) takes 5 damage to RA.
        5 damage transfers to RT.
        Javelin JVN-10N (Rebels) takes 5 damage to RT.
        5 damage transfers to CT.
        Javelin JVN-10N (Rebels) takes 5 damage to CT.
            1 Armor remaining.
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to LA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LA. Roll is 8; no effect.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 6 : misses the intended hex 0519.
    Cluster Bomb scatters to hex 0618!
Commando COM-2D (Rebels) hit for 5 damage.
        Commando COM-2D (Rebels) takes 5 damage to RT.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on SRM 4 Ammo (23).
            *** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
                >Commando COM-2D (Rebels) suffers catastrophic damage, but the autoeject system was engaged.
            
Commando COM-2D (Rebels) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                    The pilot ejects safely!
        *** Commando COM-2D (Rebels) DESTROYED by ejection! ***
                Commando COM-2D (Rebels) takes 184 damage to RT.
                     SECTION DESTROYED,
                182 damage transfers to CT.
                    Critical hit on RT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on Heat Sink.
                Commando COM-2D (Rebels) takes 182 damage to CT.
                     SECTION DESTROYED,

                    Critical hit on CT.         Roll is (3+4) = 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Jenner JR7-D (Rebels) is hit for 9 damage!
                Jenner JR7-D (Rebels) takes 5 damage to CTR.
                    Armor destroyed,         9 Internal Structure remaining
                    Critical hit on CT.         Roll is 6;         no effect.
                Jenner JR7-D (Rebels) takes 4 damage to LL.
                    2 Armor remaining.

                Javelin JVN-10N (Rebels) is hit for 9 damage!
                Javelin JVN-10N (Rebels) takes 5 damage to LA.
                    Armor destroyed,         1 Internal Structure remaining
                    Critical hit on LA.         Roll is 5;         no effect.
                Javelin JVN-10N (Rebels) takes 4 damage to CTR.
                     SECTION DESTROYED,
        *** Javelin JVN-10N (Rebels) DESTROYED by damage! ***

                >Javelin JVN-10N (Rebels) suffers catastrophic damage, but the autoeject system was engaged.
            
Javelin JVN-10N (Rebels) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                    The pilot ejects safely!
                    Critical hit on CT.         Roll is 7;         no effect.

                Spider SDR-5V (Rebels) is hit for 9 damage!
                Spider SDR-5V (Rebels) takes 5 damage to RT.
                     SECTION DESTROYED,
                2 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Spider SDR-5V (Rebels) takes 2 damage to CT.
                    6 Armor remaining.
                Spider SDR-5V (Rebels) takes 4 damage to LL.
                    2 Armor remaining.


                End Secondary Damage Report.

        Pilot of Commando COM-2D (Rebels) "Melina Basham" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
MechWarrior Melina Basham (Rebels) hit for 10 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Melina Basham (Rebels) takes 20 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Melina Basham (Rebels) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Melina Basham (Rebels) takes 10 damage to MEN.
MechWarrior Kalina Avagian (Rebels) hit for 10 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        MechWarrior Kalina Avagian (Rebels) takes 20 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Kalina Avagian (Rebels) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        MechWarrior Kalina Avagian (Rebels) takes 10 damage to MEN.
Jenner JR7-D (Rebels) hit (using Left Side table) for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RTR.
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to LL.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LL. Roll is 8; no effect.
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 6 : misses the intended hex 0519.
    Cluster Bomb scatters to hex 0418!
Jenner JR7-D (Rebels) hit for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        Jenner JR7-D (Rebels) takes 3 damage to CT.
            7 Armor remaining.
Spider SDR-5V (Rebels) hit for 5 damage.
        Spider SDR-5V (Rebels) takes 5 damage to RA.
        5 damage transfers to RT.
        Spider SDR-5V (Rebels) takes 5 damage to RT.
        5 damage transfers to CT.
        Spider SDR-5V (Rebels) takes 5 damage to CT.
            1 Armor remaining.
Jenner JR7-D (Rebels) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Rebels) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Jenner JR7-D (Rebels) "Carl Pham" takes 1 damage.        
Pilot of Jenner JR7-D (Rebels) "Carl Pham" needs a 3 to stay conscious.  Rolls 4 : successful!
    Dive Bomb at Hex: 0519 (Bomb); needs 7, rolls 9 : hits the intended hex 0519.
    Inferno Bomb incoming!
        Inferno fire started in hex 0519.
            Jenner JR7-D (Rebels) hit by Inferno bomb:                Target gains 10 more heat during heat phase.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 15 November 2015, 20:10:50
Man that's brutal.  :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 15 November 2015, 20:38:21
I decided to do experiment....sadly not as comical as Panther's going into orbit. 

Fight Night!  Four Castrum Pocket WarShips verses single Upgraded Feng Huang-Class Cruiser.  FIGHT!

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Feng Huang Cruiser (Upgrade) (Not-Wrangler)
    Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 8 : hits  RS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 16 damage to RS.
            421 Armor remaining.


    Pulse Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 4, rolls 6 : hits  RS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 18 damage to RS.
            403 Armor remaining.


    PPC Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 10 : hits  NOS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 20 damage to NOS.
            575 Armor remaining.


    Capital Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 11 : hits  NOS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 270 damage to NOS.
            305 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 2 : no effect.


    Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 5 : misses


    Pulse Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 4, rolls 10 : hits  NOS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 18 damage to NOS.
            287 Armor remaining.


    PPC Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 6 : hits  LS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 20 damage to LS.
            863 Armor remaining.


    Capital Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 7 : hits  LS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 270 damage to LS.
            593 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Critical hit on Sub-Capital Cannon Bay.


    Capital Laser Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 6 : hits  RS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 360 damage to RS.
            43 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.


    Capital PPC Bay at Castrum Pocket WarShip (Standard) #3 (Wrangler); needs 6, rolls 10 : hits  RS
        Castrum Pocket WarShip (Standard) #3 (Wrangler) takes 530 damage to RS.
            Armor destroyed.
 243 damage transfers to the SI. 0 SI remaining.
*** Castrum Pocket WarShip (Standard) #3 (Wrangler) DESTROYED by Structural Integrity Collapse! ***
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Thrusters hit!
            Possible critical hit (SI damaged); needs 8, rolls 3 : no effect.


Weapons fire for Castrum Pocket WarShip (Standard) (Wrangler)
    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 5, rolls 10 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 12 damage to ALS.
 6 damage transfers to the SI. 67 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 11 : An Cargo bay door is destroyed!


    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 5, rolls 9 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 16 damage to ALS.
 8 damage transfers to the SI. 59 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 8 : Critical hit on Laser Bay.
            Possible critical hit (Capital Missile); needs 10, rolls 9 : no effect.


    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 5, rolls 5 : hits  (using Left Side table) FLS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 16 damage to FLS.
 8 damage transfers to the SI. 51 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 10 : KF Drive hit.
            Possible critical hit (Capital Missile); needs 10, rolls 4 : no effect.


    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 5, rolls 7 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 20 damage to ALS.
 10 damage transfers to the SI. 41 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 10 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 13 damage to ALS.
 6 damage transfers to the SI. 35 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 8 : Critical hit on Capital PPC Bay.


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 7 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 13 damage to ALS.
 6 damage transfers to the SI. 29 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 6 : no effect.


    Screen Launcher Bay at Hex: 2421 (Screen), the shot is an automatic hit (Screen launchers always hit),
        Screen fills 2421!

Weapons fire for Castrum Pocket WarShip (Standard) #2 (Wrangler)
    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 8, rolls 7 : misses


    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 8, rolls 9 : hits  (using Left Side table) FLS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 12 damage to FLS.
 6 damage transfers to the SI. 23 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 4 : no effect.


    Screen Launcher Bay at Hex: 2521 (Screen), the shot is an automatic hit (Screen launchers always hit),
        Screen fills 2521!

    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 8, rolls 7 : misses


    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 8, rolls 7 : misses


    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 8, rolls 10 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 20 damage to ALS.
 10 damage transfers to the SI. 13 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 10, rolls 8 : misses


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 10, rolls 3 : misses


Weapons fire for Castrum Pocket WarShip (Standard) #3 (Wrangler)
    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 4 : misses


    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 4 : misses


    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 9 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 16 damage to ALS.
 8 damage transfers to the SI. 5 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 11 : Critical hit on Capital Laser Bay.
            Possible critical hit (Capital Missile); needs 10, rolls 6 : no effect.


    AR10 Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 9 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 16 damage to ALS.
 8 damage transfers to the SI. 0 SI remaining.
*** Feng Huang Cruiser (Upgrade) (Not-Wrangler) DESTROYED by Structural Integrity Collapse! ***
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
            Possible critical hit (Capital Missile); needs 10, rolls 10 : An Small Craft bay door is destroyed!


    Sub-Capital Cannon Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 8 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) takes 20 damage to ALS.
 10 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 4 : misses


    AC Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 5 : misses


    Screen Launcher Bay at Hex: 2925 (Screen), the shot is an automatic hit (Screen launchers always hit),
        Screen fills 2925!

    Point Defense Bay at Feng Huang Cruiser (Upgrade) (Not-Wrangler); needs 7, rolls 10 : hits  (using Left Side table) ALS
        Feng Huang Cruiser (Upgrade) (Not-Wrangler) suffers no damage.

Forgive me if the picture isn't accurate.  :))

I tried make it funny... I tried make it golf joke, but i didn't think it would work.

(http://bg.battletech.com/forums/index.php?action=dlattach;topic=246.0;attach=33214;image)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 16 November 2015, 03:03:27
So my poor old Firestarter fell down and couldn't get up and the and the bot just couldn't resist.
That'll learn it!

Code: [Select]
Weapons fire for Cicada CDA-2A (Capellan Confederation)
    Medium Laser at Firestarter FS9-H (Black Sabres); needs 5, rolls 10 : hits  LL
        Firestarter FS9-H (Black Sabres) takes 5 damage to LL.
        5 damage transfers to LT.
        Firestarter FS9-H (Black Sabres) takes 5 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.
        Firestarter FS9-H (Black Sabres) takes 2 damage to CT.
             SECTION DESTROYED.
        Firestarter FS9-H (Black Sabres) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Firestarter FS9-H (Black Sabres) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Firestarter FS9-H (Black Sabres) suffers catastrophic damage, but the autoeject system was engaged.
    
Firestarter FS9-H (Black Sabres) must make a piloting skill check (Really Bad Weather).
    Needs 17 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in light woods) + 3 (Really Bad Weather)], rolls 8 : fails.

        Crew of MechWarrior Josef Evensen (Black Sabres) "Josef Evensen" is already dead, so no damage is dealt!
*** MechWarrior Josef Evensen (Black Sabres) DESTROYED by deadly ejection! ***
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) is hit for 21 damage!
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) takes 5 damage to FR.
            13 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) takes 5 damage to RS.
            13 Armor remaining.
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) takes 5 damage to RS.
            8 Armor remaining.
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) takes 5 damage to RS.
            3 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +4 bonus)
             Major damage, vehicle immobile.
        Skulker Wheeled Scout Tank (SRM) (Capellan Confederation) takes 1 damage to RS.
            2 Armor remaining.

        Skulker Wheeled Scout Tank (Standard) (Capellan Confederation) is hit for 10 damage!
        Skulker Wheeled Scout Tank (Standard) (Capellan Confederation) takes 5 damage to RR.
            13 Armor remaining.
        Skulker Wheeled Scout Tank (Standard) (Capellan Confederation) takes 5 damage to RS.
            13 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +3 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Raven RVN-4X (Capellan Confederation) is hit for 10 damage!
        Raven RVN-4X (Capellan Confederation) takes 5 damage to CT.
            11 Armor remaining.
        Raven RVN-4X (Capellan Confederation) takes 5 damage to RT.
            6 Armor remaining.

        Locust LCT-1V (Capellan Confederation) is hit for 21 damage!
        Locust LCT-1V (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.
        Locust LCT-1V (Capellan Confederation) takes 5 damage to RA.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        Locust LCT-1V (Capellan Confederation) takes 3 damage to RT.
            5 Armor remaining.
        Locust LCT-1V (Capellan Confederation) takes 5 damage to RT.
            0 Armor remaining.
        Locust LCT-1V (Capellan Confederation) takes 5 damage to LA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.
        Locust LCT-1V (Capellan Confederation) takes 1 damage to RT.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Standard Gyro.

        Locust LCT-1V #2 (Capellan Confederation) is hit for 21 damage!
        Locust LCT-1V #2 (Capellan Confederation) takes 5 damage to LL.
            3 Armor remaining.
        Locust LCT-1V #2 (Capellan Confederation) takes 5 damage to RT.
            1 Armor remaining.
        Locust LCT-1V #2 (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.
        Locust LCT-1V #2 (Capellan Confederation) takes 5 damage to CT.
            5 Armor remaining.
        Locust LCT-1V #2 (Capellan Confederation) takes 1 damage to LT.
            3 Armor remaining.

        Pegasus Scout Hover Tank (Standard) (Capellan Confederation) is hit for 10 damage!
        Pegasus Scout Hover Tank (Standard) (Capellan Confederation) takes 5 damage to FR.
            21 Armor remaining.
        Pegasus Scout Hover Tank (Standard) (Capellan Confederation) takes 5 damage to TU.
            16 Armor remaining.

        Stinger STG-3R (Capellan Confederation) is hit for 10 damage!
        Stinger STG-3R (Capellan Confederation) takes 5 damage to LT (critical).
            1 Armor remaining.
            Critical hit on LT. Roll is 5; no effect.
        Stinger STG-3R (Capellan Confederation) takes 5 damage to CT.
            1 Armor remaining.

        Raven RVN-4X #3 (Capellan Confederation) is hit for 10 damage!
        Raven RVN-4X #3 (Capellan Confederation) takes 5 damage to LA.
            6 Armor remaining.
        Raven RVN-4X #3 (Capellan Confederation) takes 5 damage to LA.
            1 Armor remaining.

        Stinger STG-3R #2 (Capellan Confederation) is hit for 5 damage!
        Stinger STG-3R #2 (Capellan Confederation) takes 5 damage to LT.
            1 Armor remaining.

        Cicada CDA-2A (Capellan Confederation) is hit for 21 damage!
        Cicada CDA-2A (Capellan Confederation) takes 5 damage to CT.
            6 Armor remaining.
        Cicada CDA-2A (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.
        Cicada CDA-2A (Capellan Confederation) takes 5 damage to CT.
            1 Armor remaining.
        Cicada CDA-2A (Capellan Confederation) takes 5 damage to CT (critical).
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 6; no effect.
            Critical hit on CT. Roll is 7; no effect.
        Cicada CDA-2A (Capellan Confederation) takes 1 damage to HD.
            8 Armor remaining.

        Pilot of Cicada CDA-2A (Capellan Confederation) "Bushra Manjhi" takes 1 damage.        
Pilot of Cicada CDA-2A (Capellan Confederation) "Bushra Manjhi" needs a 3 to stay conscious.  Rolls 9 : successful!

        Jenner JR7-D (Capellan Confederation) is hit for 21 damage!
        Jenner JR7-D (Capellan Confederation) takes 5 damage to RT.
            3 Armor remaining.
        Jenner JR7-D (Capellan Confederation) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Jenner JR7-D (Capellan Confederation) "Seth Go" takes 1 damage.        
Pilot of Jenner JR7-D (Capellan Confederation) "Seth Go" needs a 3 to stay conscious.  Rolls 10 : successful!
        Jenner JR7-D (Capellan Confederation) takes 5 damage to LA.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 3; no effect.
        Jenner JR7-D (Capellan Confederation) takes 5 damage to RT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
        Jenner JR7-D (Capellan Confederation) takes 1 damage to CT.
            9 Armor remaining.

        Locust LCT-1E (Capellan Confederation) is hit for 21 damage!
        Locust LCT-1E (Capellan Confederation) takes 5 damage to CT.
            5 Armor remaining.
        Locust LCT-1E (Capellan Confederation) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Locust LCT-1E (Capellan Confederation) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 6; no effect.
        Locust LCT-1E (Capellan Confederation) takes 2 damage to CT.
            3 Armor remaining.
        Locust LCT-1E (Capellan Confederation) takes 5 damage to RL.
            3 Armor remaining.
        Locust LCT-1E (Capellan Confederation) takes 1 damage to LL.
            7 Armor remaining.

        Ostscout OTT-7J (Capellan Confederation) is hit for 21 damage!
        Ostscout OTT-7J (Capellan Confederation) takes 5 damage to RT.
            4 Armor remaining.
        Ostscout OTT-7J (Capellan Confederation) takes 5 damage to LL.
            3 Armor remaining.
        Ostscout OTT-7J (Capellan Confederation) takes 5 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Upper Arm.
        Ostscout OTT-7J (Capellan Confederation) takes 5 damage to LT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.
        Ostscout OTT-7J (Capellan Confederation) takes 1 damage to RL.
            3 Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is 5; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 November 2015, 21:00:41
Turning Points: Irian, nasty circumstances when lance of Marauder IIs decide get physical.  o/~Watch you mech blow a part...o/~

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Marauder II MAD-6S (Douglas)
    Kick (Left leg) at Gallant GLT-7-0 (Wrangler); needs 4, rolls 10 : hits (using Kick table) LL
        Gallant GLT-7-0 (Wrangler) takes 20 damage to LL.
             SECTION DESTROYED.
        5 damage transfers to LT.
            Critical hit on LL. Roll is 6; no effect.
        Gallant GLT-7-0 (Wrangler) takes 5 damage to LT.
            0 Armor remaining.


Physical attacks for Marauder II MAD-6S #2 (Douglas)
    Kick (Left leg) at Gallant GLT-7-0 (Wrangler); needs 4, rolls 7 : hits (using Kick table) RL
        Gallant GLT-7-0 (Wrangler) takes 20 damage to RL.
            9 Armor remaining.


Physical attacks for Shockwave SKW-6H (Wrangler)
    Kick (Left leg) at Hex 1907 of Building #32784 (Collapse), the kick is an automatic hit (Targeting adjacent building.), hits.
        Building #32784 absorbs 10 points of damage.

Physical attacks for Marauder II MAD-6S #4 (Douglas)
    Kick (Left leg) at Gallant GLT-7-0 (Wrangler); needs 4, rolls 5 : hits (using Kick table) LL
        Gallant GLT-7-0 (Wrangler) takes 20 damage to LL.
        20 damage transfers to LT.
        Gallant GLT-7-0 (Wrangler) takes 20 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        5 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.
*** Gallant GLT-7-0 (Wrangler) DESTROYED by engine destruction! ***
        Gallant GLT-7-0 (Wrangler) takes 5 damage to CT.
            Armor destroyed.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is 2; no effect.


Physical attacks for Gallant GLT-7-0 (Wrangler)
    Kick (Left leg) at Marauder II MAD-6S #4 (Douglas); needs 3, rolls 8 : hits (using Kick table) LL
        Marauder II MAD-6S #4 (Douglas) takes 14 damage to LL.
            26 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kristan Dagley on 21 November 2015, 11:08:55
A long time ago I was messing with space combat for the first time with a couple of bot piloted aerospace fighters around for target practice.

Turn #2 was first contact between my two Fortress-class DropShips and the enemy fighter screen of 6 lights. The first fighter's shots missed from a Thrush but the second Thrush scored an Avionics hit that had both my DropShips collide. End testing...

Needless to say that would be "SOME" way to cancel an enemy invasion...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 26 November 2015, 07:22:34
Bouncing betty mines?   >:D


Quote
Vedette Medium Tank (AC2) #2 hits a mine in hex 1923.
        Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) takes 5 damage to TU (critical).
            10 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  196 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** AC/2 Ammo EXPLODES!  88 DAMAGE! ***
        Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) takes 684 damage to TU.
             SECTION DESTROYED,
*** Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) DESTROYED by damage! ***
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
        Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) takes 5 damage to FR.
            10 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) takes 5 damage to FR.
            5 Armor remaining.
        Vedette Medium Tank (AC2) #2 (Lyran Commonwealth) takes 5 damage to LS.
            13 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Evil Imperial on 27 November 2015, 20:39:30
Quote
Weapon Attack Phase
-------------------
Weapons fire for Caesar CES-3R (EDPG)
    ER PPC at Sparrowhawk SPR-7D #2 (Sixth Dragonlords); needs 12, rolls 7 : misses


Weapons fire for JagerMech JM6-DD (EDPG)
    Ultra AC/5 at Sparrowhawk SPR-7D #2 (Sixth Dragonlords); needs 8, rolls 6 : misses


    Ultra AC/5 at Sparrowhawk SPR-7D #2 (Sixth Dragonlords); needs 8, rolls 5 : misses


    AC/2 (Precision  ammo) at Sparrowhawk SPR-7D #2 (Sixth Dragonlords); needs 8, rolls 8 : hits  NOS
        Sparrowhawk SPR-7D #2 (Sixth Dragonlords) takes 2 damage to NOS.
            48 Armor remaining.


    AC/2 (Precision  ammo) at Sparrowhawk SPR-7D #2 (Sixth Dragonlords); needs 8, rolls 7 : misses


Weapons fire for Sparrowhawk SPR-7D #2 (Sixth Dragonlords)
    Medium Pulse Laser at JagerMech JM6-DD (EDPG); needs 5, rolls 12 :  - Direct Blow - hits  RA
        JagerMech JM6-DD (EDPG) takes 8 damage to RA.
            0 Armor remaining.


    Medium Pulse Laser at JagerMech JM6-DD (EDPG); needs 5, rolls 10 :  - Direct Blow - hits  LT
        JagerMech JM6-DD (EDPG) takes 7 damage to LT.
            10 Armor remaining.


    ER Medium Laser at JagerMech JM6-DD (EDPG); needs 7, rolls 10 :  - Direct Blow - hits  LL
        JagerMech JM6-DD (EDPG) takes 6 damage to LL.
            6 Armor remaining.


    ER Medium Laser at JagerMech JM6-DD (EDPG); needs 7, rolls 6 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 8 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 9 : 8 missile(s) hit.

        JagerMech JM6-DD (EDPG) takes 5 damage to RT.
            12 Armor remaining.

        JagerMech JM6-DD (EDPG) takes 3 damage to LL.
            3 Armor remaining.


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 9 : 10 missile(s) hit.

        JagerMech JM6-DD (EDPG) takes 5 damage to RT.
            7 Armor remaining.

        JagerMech JM6-DD (EDPG) takes 5 damage to LL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LL. Roll is 3; no effect.


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 8 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 8 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 6 : misses


Weapons fire for Sparrowhawk SPR-7D (Sixth Dragonlords)
    Medium Pulse Laser at JagerMech JM6-DD (EDPG); needs 5, rolls 10 :  - Direct Blow - hits  RT
        JagerMech JM6-DD (EDPG) takes 7 damage to RT.
            0 Armor remaining.


    Medium Pulse Laser at JagerMech JM6-DD (EDPG); needs 5, rolls 7 : hits  HD
        JagerMech JM6-DD (EDPG) takes 6 damage to HD.
            3 Armor remaining.

        Pilot of JagerMech JM6-DD (EDPG) "Fau Serevi" takes 1 damage.       
Pilot of JagerMech JM6-DD (EDPG) "Fau Serevi" needs a 3 to stay conscious.  Rolls 2 : blacks out.


    ER Medium Laser at JagerMech JM6-DD (EDPG); needs 7, rolls 6 : misses


    ER Medium Laser at JagerMech JM6-DD (EDPG); needs 7, rolls 4 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 11 : 6 missile(s) hit.

        JagerMech JM6-DD (EDPG) takes 5 damage to RL.
            7 Armor remaining.

        JagerMech JM6-DD (EDPG) takes 1 damage to CT.
            17 Armor remaining.


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 6 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 8 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 6 : misses


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 10 : 6 missile(s) hit.

        JagerMech JM6-DD (EDPG) takes 5 damage to RT.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.

        JagerMech JM6-DD (EDPG) takes 1 damage to CT.
            16 Armor remaining.


    RL 10 (Bomb) at JagerMech JM6-DD (EDPG); needs 9, rolls 12 :  - Direct Blow - 10 missile(s) hit (w/ +2 bonus).

        JagerMech JM6-DD (EDPG) takes 5 damage to RL.
            2 Armor remaining.

        JagerMech JM6-DD (EDPG) takes 5 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is (7+1) = 8; no effect.




Sparrowhawk SPR-7D (Sixth Dragonlords) loses 1 altitude(s) from weapon attack.

Sparrowhawk SPR-7D #2 (Sixth Dragonlords) loses 1 altitude(s) from weapon attack.

JagerMech JM6-DD (EDPG) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    JagerMech JM6-DD (EDPG) falls on its right side, suffering 9 damage.
        JagerMech JM6-DD (EDPG) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** JagerMech JM6-DD (EDPG) DESTROYED by engine destruction! ***
           
Fau Serevi has abandoned JagerMech JM6-DD (EDPG).
        JagerMech JM6-DD (EDPG) takes 4 damage to RL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RL. Roll is 5; no effect.
   
Pilot of JagerMech JM6-DD (EDPG) "Fau Serevi" cannot avoid damage.
        Pilot of JagerMech JM6-DD (EDPG) "Fau Serevi" has ejected, so no damage is dealt!

Turn 1, 45x45 Map [Bandit Compound], Pristine Jager vs a pair of Sparrowhawks

The Jager pilot was 2/5, and I'm playing with quirks so yes Anti-Aircraft Targeting was on the JagerMech

The Sparrowhawks we're attack at Velocity 2 and 3 (The one not targeted) at altitude five.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 07 December 2015, 23:03:35
And they All fall down.......Gaud.. #P


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

Physical attacks for Sphinx 2 (Wrangler)
    Kick (Left leg) at Mad Cat III (Standard) (Douglas); needs 5, rolls 8 : hits (using Kick table) RL
        Mad Cat III (Standard) (Douglas) takes 15 damage to RL.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Foot.


Physical attacks for Mad Cat III (Standard) (Douglas)
    Kick (Left leg) at Sphinx 2 (Wrangler); needs 6, rolls 9 : hits (using Kick table) LL
        Sphinx 2 (Wrangler) takes 11 damage to LL.
            10 Armor remaining.


Physical attacks for Black Hawk (Standard) (Douglas)
    Kick (Left leg) at Fox Armored Car (Interdictor) (Wrangler); needs 8, rolls 5 : misses.

Physical attacks for ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler)
    Kick (Left front leg) at Sphinx 2 (Douglas); needs 5, rolls 8 : hits LA
        Sphinx 2 (Douglas) takes 16 damage to LA.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 7; no effect.


Physical attacks for Hatchetman HCT-7S (Douglas)
    Kick (Left leg) at Sphinx 2 (Wrangler); needs 7, rolls 11 : hits (using Right Side Kick table) RL
        Sphinx 2 (Wrangler) takes 9 damage to RL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Lower Leg.


Physical attacks for Nyx NX-80 (Douglas)
    Kick (Left leg) at Diomede D-M3D-M (Wrangler); needs 6, rolls 2 : misses.

Sphinx 2 (Wrangler) must make 5 piloting skill roll(s) (was kicked; leg/foot actuator hit; leg/foot actuator hit; was kicked; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked) + 1 (20+ damage)); needs 7, rolls 4 : falls.
    Sphinx 2 (Wrangler) falls on its front, suffering 8 damage.
        Sphinx 2 (Wrangler) takes 5 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
        Sphinx 2 (Wrangler) takes 3 damage to RA.
            12 Armor remaining.

Pilot of Sphinx 2 (Wrangler) "Pia Burgemeester" must roll 7 to avoid damage; rolls 4 : fails.
        Pilot of Sphinx 2 (Wrangler) "Pia Burgemeester" takes 1 damage.        
Pilot of Sphinx 2 (Wrangler) "Pia Burgemeester" needs a 5 to stay conscious.  Rolls 9 : successful!


Mad Cat III (Standard) (Douglas) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 8 : succeeds.
    Roll #2, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 5 : falls.
    Mad Cat III (Standard) (Douglas) falls on its right side, suffering 6 damage.
        Mad Cat III (Standard) (Douglas) takes 5 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.
        Mad Cat III (Standard) (Douglas) takes 1 damage to RA.
            2 Armor remaining.

Pilot of Mad Cat III (Standard) (Douglas) "Tai-i Ezo Nishioka" must roll 7 to avoid damage; rolls 9 : succeeds.

Black Hawk (Standard) (Douglas) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 12 : succeeds.

Nyx NX-80 (Douglas) must make 1 piloting skill roll(s) (missed a kick).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 0 (missed a kick)); needs 6, rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 09 December 2015, 23:13:21
Ahahahahhahaha, I finally got to do something in MegaMek I've been dying to try for ages. I pushed (with no hands) an enemy mech into a water hex, and it died.


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

Physical attacks for Tomahawk MBR-004-VI (SPL) #2 (Andras)
Pushing Assassin ASN-101 (TestBot); needs 9, rolls 9 : succeeds: target is pushed into hex 0728.
Assassin ASN-101 (TestBot) is displaced into hex 0728.


Assassin ASN-101 (TestBot) must make 2 piloting skill roll(s) (was pushed; lost buoyancy).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (lost buoyancy); automatically fails.
Assassin ASN-101 (TestBot) falls on its rear, suffering 2 damage when hitting the water surface and 4 when hitting the ground.
Assassin ASN-101 (TestBot) takes 2 damage to RA.
3 Armor remaining.
Assassin ASN-101 (TestBot) takes 4 damage to LTR.
2 Internal Structure remaining
Assassin ASN-101 LT BREACHED Assassin ASN-101 LA BREACHED Critical hit on LT. Roll is 3; no effect.
Assassin ASN-101 HD BREACHED*** Assassin ASN-101 (TestBot) DESTROYED by hull breach! ***
*** Assassin ASN-101 (TestBot) Pilot Drowned! ***
Assassin ASN-101 RL BREACHED Assassin ASN-101 LL BREACHED
Pilot of Assassin ASN-101 (TestBot) "Tyan-yu Zhang" must roll 5 to avoid damage; rolls 6 : succeeds.



Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 15 December 2015, 21:05:36
Well, this maybe slightly longer one, because there were a lot of crazy hits in this one....

Basically one of the mission from Dark Age Turning Points: Vega.  We were a  Republic Militia (Me, Mr. OpFor), playing his merc unit he been doing ongoing campaign since first Dark Age Turning points (Chronologically)

Half Mechs, Have vehicles/Industrial Mechs...multiple deaths within 2 rounds hot combat.... :P
Out of 8 units i had  I'm left with a disabled Fox Car in the woods.  Too his four surviving units out of 8-10.

I like how the IndustrialMechs leveled his Clan machines by accident.  ;D

Code: [Select]

Weapon Attack Phase
-------------------
Weapons fire for Legionnaire LGN-2D (Wrangler)
    Rotary AC/5 at Sphinx 2 (Douglas); needs 3, rolls 9 : 3 shot(s) hit (using Rear table).
        Sphinx 2 (Douglas) takes 5 damage to LTR.
            3 Armor remaining.
        Sphinx 2 (Douglas) takes 5 damage to CTR (critical).
            Armor destroyed.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on ER Large Laser.
            CRITICAL HIT on ER Large Laser.
            Critical hit on CT. Roll is 7; no effect.
        Sphinx 2 (Douglas) takes 5 damage to LA.
        5 damage transfers to LTR.
        Sphinx 2 (Douglas) takes 5 damage to LTR.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on ER Small Laser.

Weapons fire for Mad Cat III (Standard) (Douglas)
    ER Medium Laser at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 9, rolls 5 : misses
    ER Medium Laser at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 9, rolls 9 : hits  RRL
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 7 damage to RRL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RRL. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Upper Leg.
    ER Micro Laser at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 8, rolls 6 : misses

    LRM 20 ((Clan) Artemis V-capable ammo) at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 8, rolls 11 : 16 missile(s) hit.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 5 damage to RT.
            1 Armor remaining.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 5 damage to RT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is (3+2) = 5; no effect.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 5 damage to CT (critical).
            5 Armor remaining.
            Critical hit on CT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Engine.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.
            CRITICAL HIT on Engine.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) has taken 2 engine hits this phase.
        Checking for engine explosion on 7, roll is 4.
        Engine safety systems remain in place.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 1 damage to FLL.
            7 Armor remaining.


Weapons fire for Black Hawk (Standard) (Douglas)
    Streak SRM 4 at Legionnaire LGN-2D (Wrangler); needs 7, rolls 8 : 4 missile(s) hit (using Rear table).
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LL.
            1 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to CTR.
            5 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LL. Roll is 4; no effect.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LA.
        2 damage transfers to LTR.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LTR.
            4 Armor remaining.

    Streak SRM 4 at Legionnaire LGN-2D (Wrangler); needs 7, rolls 8 : 4 missile(s) hit (using Rear table).
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RTR.
            4 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RTR.
            2 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RTR.
            0 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LA.
        2 damage transfers to LTR.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to LTR.
            2 Armor remaining.
    Streak SRM 4 at Legionnaire LGN-2D (Wrangler); needs 7, rolls 6 : fails to achieve lock.
    Streak SRM 4 at Legionnaire LGN-2D (Wrangler); needs 7, rolls 7 : 4 missile(s) hit (using Rear table).
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RTR.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to CTR.
            3 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to CTR.
            1 Armor remaining.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RA.
        2 damage transfers to RTR.
        Legionnaire LGN-2D (Wrangler) takes 2 damage to RTR.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            [u]CRITICAL HIT on Rotary AC/5 Ammo (0).[/u] <=== ;D

    ER Large Laser at Legionnaire LGN-2D (Wrangler); needs 7, rolls 7 : hits  (using Rear table) RA
        Legionnaire LGN-2D (Wrangler) takes 10 damage to RA.
        10 damage transfers to RTR.
        Legionnaire LGN-2D (Wrangler) takes 10 damage to RTR.
             SECTION DESTROYED.
        3 damage transfers to CTR.
            Critical hit on RT. Roll is 5; no effect.[b]
*** Legionnaire LGN-2D (Wrangler) DESTROYED by engine destruction! *** [/b]
        Legionnaire LGN-2D (Wrangler) takes 3 damage to CTR.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
    ER Large Laser at Legionnaire LGN-2D (Wrangler); needs 7, rolls 6 : misses

Weapons fire for Diomede D-M3D-M (Wrangler)
    Machine Gun at Sphinx 2 (Douglas); needs 7, rolls 7 : hits  (using Left Side table) HD (hit aimed location)
        Sphinx 2 (Douglas) takes 2 damage to HD.
            2 Armor remaining.
        Pilot of Sphinx 2 (Douglas) "Cian Heller" takes 1 damage.
    Machine Gun at Sphinx 2 (Douglas); needs 7, rolls 7 : hits  (using Left Side table) HD (hit aimed location)
        Sphinx 2 (Douglas) takes 2 damage to HD.
            0 Armor remaining.
        Pilot of Sphinx 2 (Douglas) "Cian Heller" takes 1 damage.

    MML 7 at Sphinx 2 (Douglas); needs 0, rolls 6 : 4 missile(s) hit (using Left Side table).
        Sphinx 2 (Douglas) takes 2 damage to LA.
        2 damage transfers to LT.
        Sphinx 2 (Douglas) takes 2 damage to LT.
             SECTION DESTROYED.
            Critical hit on LT. Roll is 7; no effect.
[b]*** Sphinx 2 (Douglas) DESTROYED by engine destruction! ***[/b]

        Sphinx 2 (Douglas) takes 2 damage to RT.
            10 Armor remaining.
        Sphinx 2 (Douglas) takes 2 damage to LL.
        2 damage transfers to LT.
        Sphinx 2 (Douglas) takes 2 damage to LT.
        2 damage transfers to CT.
        Sphinx 2 (Douglas) takes 2 damage to CT.
            18 Armor remaining.
        Sphinx 2 (Douglas) takes 2 damage to LL.
        2 damage transfers to LT.
        Sphinx 2 (Douglas) takes 2 damage to LT.
        2 damage transfers to CT.
        Sphinx 2 (Douglas) takes 2 damage to CT.
            16 Armor remaining.

    MML 7 at Sphinx 2 (Douglas); needs 0, rolls 7 : 4 missile(s) hit (using Left Side table).
        Sphinx 2 (Douglas) takes 2 damage to RT.
            8 Armor remaining.
        Sphinx 2 (Douglas) takes 2 damage to LT.
        2 damage transfers to CT.
        Sphinx 2 (Douglas) takes 2 damage to CT.
            14 Armor remaining.
        Sphinx 2 (Douglas) takes 2 damage to LA.
        2 damage transfers to LT.
        Sphinx 2 (Douglas) takes 2 damage to LT.
        2 damage transfers to CT.
        Sphinx 2 (Douglas) takes 2 damage to CT.
            12 Armor remaining.
        Sphinx 2 (Douglas) takes 2 damage to LL.
        2 damage transfers to LT.
        Sphinx 2 (Douglas) takes 2 damage to LT.
        2 damage transfers to CT.
        Sphinx 2 (Douglas) takes 2 damage to CT.
            10 Armor remaining.


Weapons fire for Hatchetman HCT-7S (Douglas)
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 7, rolls 4 : misses
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 7, rolls 10 : hits  (using Left Side table) LT (critical)
        Diomede D-M3D-M (Wrangler) takes 5 damage to LT (critical).
            18 Armor remaining.
            Critical hit on LT. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on MML 7 SRM Ammo (4).
            *** MML 7 SRM Ammo EXPLODES!  56 DAMAGE! ***
                Diomede D-M3D-M (Wrangler) takes 56 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                    remaining 35 damage prevented by CASE.
                    Critical hit on LT.         Roll is (5+2) = 7;         no effect.
        Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" takes 2 damage.        
Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" needs a 3 to stay conscious.  Rolls 3 : successful!
       
Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" needs a 5 to stay conscious.  Rolls 6 : successful!
            Location has no more hittable critical slots.


Weapons fire for ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler)
    AC/10 at Mad Cat III (Standard) (Douglas); needs 4, rolls 10 : hits  CT
        Mad Cat III (Standard) (Douglas) takes 10 damage to CT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

Weapons fire for Nyx NX-80 (Douglas)
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 8, rolls 9 : hits  (using Rear table) RA
        Diomede D-M3D-M (Wrangler) takes 5 damage to RA.
            5 Armor remaining.

    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 8, rolls 9 : hits  (using Rear table) RL
        Diomede D-M3D-M (Wrangler) takes 5 damage to RL.
            32 Armor remaining.

    ER Small Laser at Diomede D-M3D-M (Wrangler); needs 8, rolls 10 : hits  (using Rear table) RA
        Diomede D-M3D-M (Wrangler) takes 3 damage to RA.
            2 Armor remaining.
    SRM 6 at Diomede D-M3D-M (Wrangler); needs 8, rolls 10 : 4 missile(s) hit (using Rear table).
        Diomede D-M3D-M (Wrangler) takes 2 damage to RTR.
            3 Armor remaining.

        Diomede D-M3D-M (Wrangler) takes 2 damage to LA.
        2 damage transfers to LTR.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LTR.
        2 damage transfers to CTR.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CTR.
            12 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CTR.
            10 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CTR.
            8 Armor remaining.

Weapons fire for Catapult CPLT-C5A (Douglas)
    LRM 15 (Artemis-capable ammo) at Legionnaire LGN-2D (Wrangler); needs 9, rolls 5 : misses
    LRM 15 (Artemis-capable ammo) at Legionnaire LGN-2D (Wrangler); needs 9, rolls 7 : misses
    ER Medium Laser at Legionnaire LGN-2D (Wrangler); needs 11, rolls 7 : misses
    ER Medium Laser at Legionnaire LGN-2D (Wrangler); needs 11, rolls 3 : misses
    ER Medium Laser at Legionnaire LGN-2D (Wrangler); needs 11, rolls 11 : hits  (using Right Side table) RA
        Legionnaire LGN-2D (Wrangler) takes 5 damage to RA.
        5 damage transfers to RT.
        Legionnaire LGN-2D (Wrangler) takes 5 damage to RT.
        5 damage transfers to CT.
        Legionnaire LGN-2D (Wrangler) takes 5 damage to CT.
            10 Armor remaining.

    ER Medium Laser at Legionnaire LGN-2D (Wrangler); needs 11, rolls 7 : misses

Diomede D-M3D-M (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 8 : succeeds.

ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) must make 2 piloting skill roll(s) (leg/foot actuator hit; 20+ damage).
The base target is 4 [5 (Base piloting skill) - 2 (Quad bonus) + 1 (Front Right Leg Upper Leg Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) - 2 (Quad bonus) + 1 (Front Right Leg Upper Leg Actuator destroyed) + 1 (leg/foot actuator hit) + 1 (20+ damage)); needs 6, rolls 6 : succeeds.
    Roll #2, (5 (Base piloting skill) - 2 (Quad bonus) + 1 (Front Right Leg Upper Leg Actuator destroyed) + 1 (20+ damage) + 1 (leg/foot actuator hit)); needs 6, rolls 7 : succeeds.
Physical attacks for ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler)
    Kick (Left front leg) at Mad Cat III (Standard) (Douglas); needs 3, rolls 7 : hits RT
        Mad Cat III (Standard) (Douglas) takes 16 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        15 damage transfers to CT.
            Critical hit on RT. Roll is 5; no effect.
        Mad Cat III (Standard) (Douglas) takes 15 damage to CT.
             SECTION DESTROYED.
[b]*** Mad Cat III (Standard) (Douglas) DESTROYED by damage! ***[/b]
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


Physical attacks for Hatchetman HCT-7S (Douglas)
    Kick (Left leg) at Diomede D-M3D-M (Wrangler); needs 6, rolls 9 : hits (using Left Side Punch table) LA
        Diomede D-M3D-M (Wrangler) takes 9 damage to LA.
        9 damage transfers to LT.
        Diomede D-M3D-M (Wrangler) takes 9 damage to LT.
        9 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 9 damage to CT.
            34 Armor remaining.


Physical attacks for Nyx NX-80 (Douglas)
    Kick (Left leg) at Diomede D-M3D-M (Wrangler); needs 7, rolls 6 : misses.

Diomede D-M3D-M (Wrangler) must make 1 piloting skill roll(s) (was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked)); needs 5, rolls 10 : succeeds.

Nyx NX-80 (Douglas) must make 1 piloting skill roll(s) (missed a kick).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 0 (missed a kick)); needs 6, rolls 3 : falls.
    Nyx NX-80 (Douglas) falls on its left side, suffering 3 damage.
        Nyx NX-80 (Douglas) takes 3 damage to LT (critical).
            7 Armor remaining.
            Critical hit on LT. Roll is 5; no effect.

Pilot of Nyx NX-80 (Douglas) "Ikuko Iwayama" must roll 6 to avoid damage; rolls 12 : succeeds.
Diomede D-M3D-M (Wrangler) needs to avoid critical damage due to being hit by a physical attack.
            Critical hit on RA. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Hand.
Hyena HYN-4A SalvageMech (Douglas) needs to avoid critical damage due to falling 1 levels.
            Critical hit on CT. Roll is (7+3) = 10; 2 locations.
            CRITICAL HIT on Engine.
[b]*** Hyena HYN-4A SalvageMech (Douglas) DESTROYED by engine destruction! ***[/b]
            CRITICAL HIT on Standard Gyro.

Weapon Attack Phase
-------------------
Weapons fire for Black Hawk (Standard) (Douglas)
    Streak SRM 4 at Diomede D-M3D-M (Wrangler); needs 7, rolls 8 : 4 missile(s) hit.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            32 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RA.
            0 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LA.
        2 damage transfers to LT.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LT.
        2 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            30 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RA.
             15 Internal Structure remaining.
            Critical hit on RA. Roll is (7+2) = 9; 1 location.
           CRITICAL HIT on Shoulder.

    Streak SRM 4 at Diomede D-M3D-M (Wrangler); needs 7, rolls 9 : 4 missile(s) hit.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RT.
            10 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LL.
            33 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LT.
        2 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            28 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            26 Armor remaining.

    Streak SRM 4 at Diomede D-M3D-M (Wrangler); needs 7, rolls 6 : fails to achieve lock.
    Streak SRM 4 at Diomede D-M3D-M (Wrangler); needs 7, rolls 8 : 4 missile(s) hit.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RA.
             13 Internal Structure remaining.
            Critical hit on RA. Roll is (10+2) = 12;LIMB BLOWN OFF Right Arm blown off.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RA.
        2 damage transfers to RT.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RT.
            8 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to LL.
            31 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            24 Armor remaining.

    ER Large Laser at Diomede D-M3D-M (Wrangler); needs 5, rolls 8 : hits  LT
        Diomede D-M3D-M (Wrangler) takes 10 damage to LT.
        10 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 10 damage to CT.
            14 Armor remaining.

Weapons fire for Diomede D-M3D-M (Wrangler)
    MML 7 at Nyx NX-80 (Douglas); needs 11, rolls 6 : misses
    Medium Laser at Nyx NX-80 (Douglas); needs 11, rolls 3 : misses


Weapons fire for Hatchetman HCT-7S (Douglas)
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 5, rolls 10 : hits  LT
        Diomede D-M3D-M (Wrangler) takes 5 damage to LT.
        5 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 5 damage to CT.
            9 Armor remaining.

    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 5, rolls 9 : hits  LA
        Diomede D-M3D-M (Wrangler) takes 5 damage to LA.
        5 damage transfers to LT.
        Diomede D-M3D-M (Wrangler) takes 5 damage to LT.
        5 damage transfers to CT.
        Diomede D-M3D-M (Wrangler) takes 5 damage to CT.
            4 Armor remaining.


Weapons fire for ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler)
    AC/10 at Hatchetman HCT-7S (Douglas); needs 8, rolls 8 : hits  RL
        Hatchetman HCT-7S (Douglas) takes 10 damage to RL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RL. Roll is 5; no effect.

Weapons fire for Nyx NX-80 (Douglas)
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 9, rolls 8 : misses
    ER Medium Laser at Diomede D-M3D-M (Wrangler); needs 9, rolls 7 : misses
    ER Small Laser at Diomede D-M3D-M (Wrangler); needs 11, rolls 8 : misses
    SRM 6 at Diomede D-M3D-M (Wrangler); needs 9, rolls 11 : 2 missile(s) hit.
        Diomede D-M3D-M (Wrangler) takes 2 damage to RL.
            30 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 2 damage to CT.
            2 Armor remaining.

Weapons fire for Catapult CPLT-C5A (Douglas)
    LRM 15 (Artemis-capable ammo) at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 9, rolls 10 : 12 missile(s) hit (using Left Side table) (w/ +2 bonus).
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 5 damage to RLL.
            8 Armor remaining.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 5 damage to RT.
             8 Internal Structure remaining.
            Critical hit on RT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) suffers catastrophic damage, but the autoeject system was engaged.
            
ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
                    The pilot ejects safely!
        [b]*** ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) DESTROYED by ejection! ***[/b]
                ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 100 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Front Right Leg blown off.
                92 damage transfers to CT.
                    Critical hit on RT.         Roll is (9+2) = 11;         2 locations.
                    CRITICAL HIT on *Mounted Searchlight.
                    CRITICAL HIT on AC/10 Ammo (1).
                    *** AC/10 Ammo EXPLODES!  10 DAMAGE! ***
                        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 10 damage to RT.
                        10 damage transfers to CT.
                        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 10 damage to CT.
                             15 Internal Structure remaining.
                            Critical hit on CT.                 Roll is (7+2) = 9;                 1 location.
                            CRITICAL HIT on Standard Gyro.

                Pilot of ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) "Sibylle Grob" has ejected, so no damage is dealt!
                ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 92 damage to CT.
                     SECTION DESTROYED.
                ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) has taken 4 engine hits this phase.
                Checking for engine explosion on 4, roll is 8.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
                    Critical hit on CT.         Roll is (6+2) = 8;         1 location.
                    Location has no more hittable critical slots.
        Pilot of ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) "Sibylle Grob" has ejected, so no damage is dealt!
            Location has no more hittable critical slots.
        ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler) takes 2 damage to LT.
            4 Armor remaining.
    LRM 15 (Artemis-capable ammo) at ScavengerMech SC-V-M MilitiaMech (Standard) (Wrangler); needs 9, rolls 5 : misses

Diomede D-M3D-M (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 2 : falls.
    Diomede D-M3D-M (Wrangler) falls on its rear, suffering 10 damage.
        Diomede D-M3D-M (Wrangler) takes 5 damage to LL.
            26 Armor remaining.
        Diomede D-M3D-M (Wrangler) takes 5 damage to LL.
            21 Armor remaining.

Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" must roll 6 to avoid damage; rolls 8 : succeeds.

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

Heat Phase
-------------------
Diomede D-M3D-M (Wrangler) gains 9 heat, sinks 9 heat and is now at 0 heat.
Black Hawk (Standard) (Douglas) gains 23 heat, sinks 28 heat and is now at 2 heat.
Hatchetman HCT-7S (Douglas) gains 16 heat, sinks 16 heat and is now at 0 heat.
Nyx NX-80 (Douglas) gains 19 heat, sinks 19 heat and is now at 0 heat.
Catapult CPLT-C5A (Douglas) gains 11 heat, sinks 19 heat and is now at 0 heat.

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

End Phase
-------------------
Diomede D-M3D-M (Wrangler) needs to avoid critical damage due to falling 1 levels.
            Critical hit on RT. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on MML 7 LRM Ammo (17).
            *** MML 7 LRM Ammo EXPLODES!  119 DAMAGE! ***
                Diomede D-M3D-M (Wrangler) takes 119 damage to RT.
                     SECTION DESTROYED.
                    remaining 98 damage prevented by CASE.
                    Critical hit on RT.         Roll is (9+2) = 11;         2 locations.
                    CRITICAL HIT on +MML 7.
                    CRITICAL HIT on MML 7 SRM Ammo (13).
                    *** MML 7 SRM Ammo EXPLODES!  182 DAMAGE! ***
                        Diomede D-M3D-M (Wrangler) takes 182 damage to RT.
                            remaining 182 damage prevented by CASE.

                Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" takes 2 damage.                
Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" needs a 7 to stay conscious.  Rolls 10 : successful!
                
Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" needs a 10 to stay conscious.  Rolls 8 : blacks out.


        [b]Pilot of Diomede D-M3D-M (Wrangler) "Gleb Mahrovsky" takes 2 damage.*** Diomede D-M3D-M (Wrangler) DESTROYED by pilot death! ***[/b]
Title: Re: The Crazy Hits Thread - Reborn!
Post by: yurisarreth on 21 December 2015, 21:37:37
Ammo in Helicopters makes bad things happen..  :o

Weapon Attack Phase
-------------------
Weapons fire for Cricket CRK-7J-TF #6 (Bombers)
    Large Laser at Warrior Attack Helicopter H-7A (Capellan Confederation); needs 6, rolls 6 : hits  (using Right Side table) RS (critical)
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 8 damage to RS (critical).
            Armor destroyed.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7A (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on RS. Roll is 9; Engine destroyed.  Immobile.
            Critical hit on RS. Roll is 8; Ammunition Hit!
*** AC/5 Ammo EXPLODES!  95 DAMAGE! ***
*** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 295 damage to RS.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Building #18704 absorbs 14 points of damage.
        Building #22800 absorbs 14 points of damage.
        Building #22804 absorbs 14 points of damage.
        Warrior Attack Helicopter H-7C (Capellan Confederation) is hit for 29 damage!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to FR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to FR.
            Armor destroyed.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7C (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on FR. Roll is 12; Copilot injured!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 4 damage to FR (critical).

        Scorpion Light Tank (SRM) (Capellan Confederation) is hit for 14 damage!
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 5 damage to RR (critical).
            5 Armor remaining.
            Critical hit on RR. Roll is 7; Engine destroyed.  Immobile.
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 5 damage to RR.
            0 Armor remaining.
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 4 damage to RS.
            7 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


        End Secondary Damage Report.

Weapons fire for Cricket CRK-7J-TF #5 (Bombers)
    LRM 5 at Warrior Attack Helicopter H-7A (Capellan Confederation); needs 7, rolls 8 : 3 missile(s) hit (using Right Side table).

        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 3 damage to FR.
            3 Armor remaining.


    LRM 5 at Warrior Attack Helicopter H-7C (Capellan Confederation); needs 7, rolls 7 : 2 missile(s) hit (using Right Side table).

        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 2 damage to RS.
             1 Internal Structure remaining.
            Critical hit on RS. Roll is 7; Ammunition Hit!
*** LRM 10 Ammo EXPLODES!  110 DAMAGE! ***
*** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
*** SRM 4 Ammo EXPLODES!  200 DAMAGE! ***
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 430 damage to RS.
             SECTION DESTROYED.
            Critical hit on RS. Roll is 5; no effect.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Building #18704 absorbs 21 points of damage.
        Building #22800 absorbs 21 points of damage.
        Building #22804 absorbs 21 points of damage.
        Warrior Attack Helicopter H-7A (Capellan Confederation) is hit for 43 damage!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on FR. Roll is 7; Machine Gun malfunctions.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
             SECTION DESTROYED.
            Critical hit on FR. Roll is 7; AC/5 malfunctions.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 3 damage to FR.

        Scorpion Light Tank (SRM) (Capellan Confederation) is hit for 21 damage!
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 5 damage to LS.
            6 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +1 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 5 damage to LS.
            1 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +1 bonus)
             Minor damage, +1 to driving skill rolls.
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 5 damage to RR.
             SECTION DESTROYED.
*** Scorpion Light Tank (SRM) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on RR. Roll is 10; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 740 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Building #18700 absorbs 37 points of damage.
        Building #22796 absorbs 37 points of damage.
        Building #18704 absorbs 37 points of damage.
        Building #22800 absorbs 37 points of damage.
        Warrior Attack Helicopter H-7A (Capellan Confederation) is hit for 37 damage!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS (critical).
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS (critical).
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to FR.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RS.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!

        Warrior Attack Helicopter H-7C (Capellan Confederation) is hit for 37 damage!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to RS.
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.
             2 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 10; Flight stabiliser damaged!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to RS (critical).
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.
             1 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 7; Rotor damaged!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.
             SECTION DESTROYED.
             Rotor damaged!
            Critical hit on RO. Roll is 7; Rotor damaged!
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 5 damage to RS (critical).
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.
        Warrior Attack Helicopter H-7C (Capellan Confederation) takes 1 damage to RO.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: GreekFire on 02 January 2016, 23:18:03
Kek

Code: [Select]
Physical attacks for Dasher II (Standard) (sLED_)
    Charging Kraken-XR (Standard) (Fred); needs 7, rolls 8 :
    Attacker takes 10 damage.
        Dasher II (Standard) (sLED_) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Dasher II (Standard) (sLED_) "Dave Thomas" takes 1 damage.        
Pilot of Dasher II (Standard) (sLED_) "Dave Thomas" needs a 3 to stay conscious.  Rolls 10 : successful!
        Dasher II (Standard) (sLED_) takes 5 damage to CT.
            2 Armor remaining.
    Defender takes 40 damage  (using Rear table).
        Kraken-XR (Standard) (Fred) takes 5 damage to CTR.
             Reflective armor takes double damage from physical damage: 10 damage.
            3 Armor remaining.
        Kraken-XR (Standard) (Fred) takes 5 damage to RTR.
             Reflective armor takes double damage from physical damage: 10 damage.
            0 Armor remaining.
        Kraken-XR (Standard) (Fred) takes 5 damage to CTR.
             Reflective armor takes double damage from physical damage: 10 damage.
            Armor destroyed.
             27 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.
        Kraken-XR (Standard) (Fred) takes 5 damage to LTR.
             Reflective armor takes double damage from physical damage: 10 damage.
            0 Armor remaining.
        Kraken-XR (Standard) (Fred) takes 5 damage to LTR (critical).
             16 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
            Critical hit on LT. Roll is 7; no effect.
        Kraken-XR (Standard) (Fred) takes 5 damage to RL.
             Reflective armor takes double damage from physical damage: 10 damage.
            32 Armor remaining.
        Kraken-XR (Standard) (Fred) takes 5 damage to CTR.
             22 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.
        Kraken-XR (Standard) (Fred) takes 5 damage to LA.
             Reflective armor takes double damage from physical damage: 10 damage.
            24 Armor remaining.


Kraken-XR (Standard) (Fred) must make a piloting skill check (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 7 : succeeds.
    Kraken-XR (Standard) (Fred) is displaced into hex 1215.
    Dasher II (Standard) (sLED_) is displaced into hex 1214.


Dasher II (Standard) (sLED_) must make 1 piloting skill roll(s) (charging).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (charging)); needs 6, rolls 7 : succeeds.

Kraken-XR (Standard) (Fred) must make 2 piloting skill roll(s) (was charged; 40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (was charged) + 2 (40+ damage)); needs 8, rolls 9 : succeeds.
    Roll #2, (4 (Base piloting skill) + 2 (40+ damage) + 2 (was charged)); needs 8, rolls 6 : falls.
    Kraken-XR (Standard) (Fred) falls on its left side, suffering 5 damage.
        Kraken-XR (Standard) (Fred) takes 5 damage to LT.
             Reflective armor takes double damage from physical damage: 10 damage.
            22 Armor remaining.
 Kraken-XR (Standard) LT BREACHED
 Kraken-XR (Standard) LA BREACHED
 Kraken-XR (Standard) CT BREACHED
*** Kraken-XR (Standard) (Fred) DESTROYED by hull breach! ***
 Kraken-XR (Standard) RT BREACHED
 Kraken-XR (Standard) RA BREACHED

Pilot of Kraken-XR (Standard) (Fred) "Curt Barreiras" must roll 8 to avoid damage; rolls 9 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 04 January 2016, 22:28:35
Nice move! O0

How fast was that Dasher going?  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: GreekFire on 04 January 2016, 22:50:36
Nice move! O0

How fast was that Dasher going?  :D

Uhh...it moved 10-12 hexes or something, I don't remember.

Gotta put those Dasher II's to some use somehow :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Crow Splat on 08 January 2016, 22:38:02
I played 2 games the other day and lost 3 mechs the same way.

TAC to the head that hit the cockpit. In all cases, this was the first or second round of shooting the destroyed mechs took damage from.

The empty feeling from losing my Mad Dog C with the 2/2 pilot can't be described.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 10 January 2016, 05:00:29
Some days it pays not to try standing up.

Crusader CRD-3R (Capellan Confederation) must make 1 piloting skill roll(s) (20+ damage).
The base target is 8 [5 (Base piloting skill) + 2 (Pitch Black) + 1 (fatigue)].
    Roll #1, (5 (Base piloting skill) + 2 (Pitch Black) + 1 (fatigue) + 1 (20+ damage)); needs 9, rolls 4 : falls.
    Crusader CRD-3R (Capellan Confederation) falls on its rear, suffering 7 damage.
        Crusader CRD-3R (Capellan Confederation) takes 5 damage to LTR.
            1 Armor remaining.
        Crusader CRD-3R (Capellan Confederation) takes 2 damage to LTR.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on LRM 15 Ammo (4).
            *** LRM 15 Ammo EXPLODES!  60 DAMAGE! ***
                >Crusader CRD-3R (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
           
Crusader CRD-3R (Capellan Confederation) must make a piloting skill check (landing in a building).
            Needs 12 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 1 (landing in a building)], rolls 7 : fails.

                Pilot of MechWarrior Pamela Chaim (Capellan Confederation) "Pamela Chaim" takes 2 damage.                    The pilot ejects safely!
        *** Crusader CRD-3R (Capellan Confederation) DESTROYED by ejection! ***
                Crusader CRD-3R (Capellan Confederation) takes 60 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                46 damage transfers to CT.
                    Critical hit on LT.         Roll is (6+4) = 10;         1 location.
                    Location has no more hittable critical slots.
                Crusader CRD-3R (Capellan Confederation) takes 46 damage to CT.
                     SECTION DESTROYED,

                    Critical hit on CT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Machine Gun Ammo (188).
                    *** Machine Gun Ammo EXPLODES!  376 DAMAGE! ***
                        Crusader CRD-3R (Capellan Confederation) takes 376 damage to CT.


                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Building #75852 absorbs 18 points of damage.
                        Building #75852 absorbs 18 points of damage.
                        Building #73808 absorbs 18 points of damage.
                        Vulcan VL-2T (Capellan Confederation) is hit for 18 damage!
                        Vulcan VL-2T (Capellan Confederation) takes 5 damage to CTR.
                            1 Armor remaining.
                        Vulcan VL-2T (Capellan Confederation) takes 5 damage to RA.
                            1 Armor remaining.
                        Vulcan VL-2T (Capellan Confederation) takes 5 damage to HD.
                            3 Armor remaining.

                        Pilot of Vulcan VL-2T (Capellan Confederation) "Charles O" takes 1 damage.                       
Pilot of Vulcan VL-2T (Capellan Confederation) "Charles O" needs a 10 to stay conscious.  Rolls 5 : blacks out.
                        Vulcan VL-2T (Capellan Confederation) takes 3 damage to LL.
                        3 damage transfers to LT.
                        Vulcan VL-2T (Capellan Confederation) takes 3 damage to LT.
                            5 Armor remaining.

                        Trebuchet TBT-5J (Free Worlds League) is hit for 18 damage!
                        Trebuchet TBT-5J (Free Worlds League) takes 5 damage to CT.
                            17 Armor remaining.
                        Trebuchet TBT-5J (Free Worlds League) takes 5 damage to RA.
                             SECTION DESTROYED,
                        1 damage transfers to RT.
                            Critical hit on RA.                 Roll is 10;                 1 location.
                            CRITICAL HIT on Medium Laser.
                        Trebuchet TBT-5J (Free Worlds League) takes 1 damage to RT.
                            14 Armor remaining.
                        Trebuchet TBT-5J (Free Worlds League) takes 5 damage to LL.
                            10 Armor remaining.
                        Trebuchet TBT-5J (Free Worlds League) takes 3 damage to LL.
                            7 Armor remaining.

                        Trebuchet TBT-5J #2 (Free Worlds League) is hit for 18 damage!
                        Trebuchet TBT-5J #2 (Free Worlds League) takes 5 damage to CT.
                            12 Armor remaining.
                        Trebuchet TBT-5J #2 (Free Worlds League) takes 5 damage to RA.
                            5 Armor remaining.
                        Trebuchet TBT-5J #2 (Free Worlds League) takes 5 damage to LT.
                            10 Armor remaining.
                        Trebuchet TBT-5J #2 (Free Worlds League) takes 3 damage to LA.
                            7 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Crusader CRD-3R (Capellan Confederation) "Pamela Chaim" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Building #75852 absorbs 3 points of damage.
                Building #75852 absorbs 3 points of damage.
                Building #73808 absorbs 3 points of damage.
                Vulcan VL-2T (Capellan Confederation) is hit for 3 damage!
                Vulcan VL-2T (Capellan Confederation) takes 3 damage to CTR.
                    Armor destroyed,         10 Internal Structure remaining
                    Critical hit on CT.         Roll is 6;         no effect.

                Trebuchet TBT-5J (Free Worlds League) is hit for 3 damage!
                Trebuchet TBT-5J (Free Worlds League) takes 3 damage to LL.
                    4 Armor remaining.

                Trebuchet TBT-5J #2 (Free Worlds League) is hit for 3 damage!
                Trebuchet TBT-5J #2 (Free Worlds League) takes 3 damage to LA.
                    4 Armor remaining.


                End Secondary Damage Report.

        Pilot of Crusader CRD-3R (Capellan Confederation) "Pamela Chaim" has ejected, so no damage is dealt!


Pilot of Crusader CRD-3R (Capellan Confederation) "Pamela Chaim" must roll 9 to avoid damage; rolls 12 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 10 January 2016, 20:09:28
That's a very annoyingly formatted post. So much so that I'd be surprised if more than 2-3 people bothered to read it as is.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 11 January 2016, 05:43:02
Used the wrong tags and didn't check the final display.

Fixed.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 18 January 2016, 21:40:49
Round one, fresh to scrap...
Code: [Select]
Physical attacks for Swordsman SWD-3 (Threshold Strikers)
    Punch (Left Arm) at Trebuchet TBT-5J (Free Worlds League); needs 4, rolls 11 :  - Direct Blow - hits (using Rear Punch table) RTR
        Trebuchet TBT-5J (Free Worlds League) takes 6 damage to RTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on LRM 15.
            CRITICAL HIT on LRM 15.

        Retractable blade extended:
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on LRM 15 Ammo (8).
            *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
                >Trebuchet TBT-5J (Free Worlds League) suffers catastrophic damage, but the autoeject system was engaged.
            
Trebuchet TBT-5J (Free Worlds League) must make a piloting skill check (landing in heavy woods).
            Needs 7 [3 (ejecting) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Trebuchet TBT-5J (Free Worlds League) DESTROYED by ejection! ***
                Trebuchet TBT-5J (Free Worlds League) takes 120 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                109 damage transfers to CT.
                    Critical hit on RT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on LRM 15.
                Trebuchet TBT-5J (Free Worlds League) takes 109 damage to CT.
                     SECTION DESTROYED.
                Trebuchet TBT-5J (Free Worlds League) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 4.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Swordsman SWD-3 (Threshold Strikers) is hit for 6 damage!
                Swordsman SWD-3 (Threshold Strikers) takes 5 damage to LT.
                    9 Armor remaining.
                Swordsman SWD-3 (Threshold Strikers) takes 1 damage to LA.
                    9 Armor remaining.

                Wolverine WVR-6M (Free Worlds League) is hit for 6 damage!
                Wolverine WVR-6M (Free Worlds League) takes 5 damage to RA (critical).
                    13 Armor remaining.
                    Critical hit on RA.         Roll is 8;         no effect.
                Wolverine WVR-6M (Free Worlds League) takes 1 damage to RT.
                    19 Armor remaining.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 19 January 2016, 07:25:06
Used the wrong tags and didn't check the final display.

Fixed.

Danke, and been there.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 20 January 2016, 02:34:27
Sometimes "Danger Close" on a few air strikes can pay off.

Quote
Weapon Attack Phase
-------------------
Weapons fire for Cheetah F-10 (Fiona's Furies - Succession Wars)
    Dive Bomb at Hex: 1530 (Bomb); needs 6, rolls 8 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to LA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on LA. Roll is 4; no effect.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
            19 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to CT.
            21 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 6, rolls 9 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 12; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on Hand.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to FR.
            25 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to RA.
            0 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 6, rolls 7 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to LA.
             3 Internal Structure remaining
            Critical hit on LA. Roll is 7; no effect.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to FR.
            20 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to RT.
            15 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 6, rolls 10 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to LL.
            19 Armor remaining.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to TU.
            20 Armor remaining.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to CT.
            16 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 6, rolls 8 : hits the intended hex 1530.
    Thunder Bomb incoming!

Weapons fire for Hellcat HCT-213S (Fiona's Furies - Succession Wars)
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LA.
        5 damage transfers to LT.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LT.
        5 damage transfers to CT.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
             12 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.
Maxim Heavy Hover Transport (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Maxim Heavy Hover Transport (Standard) (Pirate) takes 5 damage to RS.
            10 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
            8 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RA.
             2 Internal Structure remaining
            Critical hit on RA. Roll is 8; no effect.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to CTR.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.
Maxim Heavy Hover Transport (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Maxim Heavy Hover Transport (Standard) (Pirate) takes 5 damage to RS.
            5 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +2 bonus)
             Major damage, vehicle immobile.
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to RL.
            6 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RTR.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RA.
             SECTION DESTROYED,
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on Upper Arm.
Maxim Heavy Hover Transport (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Maxim Heavy Hover Transport (Standard) (Pirate) takes 5 damage to RS.
            0 Armor remaining.
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
            3 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 5 : misses the intended hex 0938.
    Cluster Bomb scatters to hex 1037!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LA.
        5 damage transfers to LT.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LT.
        5 damage transfers to CT.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
             7 Internal Structure remaining
            Critical hit on CT. Roll is 2; no effect.
Orion ON1-K (Pirate) hit for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to LA.
            19 Armor remaining.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Rear table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to LA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on LA. Roll is 4; no effect.
Maxim Heavy Hover Transport (Standard) (Pirate) hit (using Rear table) for 5 damage.
        Maxim Heavy Hover Transport (Standard) (Pirate) takes 5 damage to LS.
            15 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            20 Armor remaining.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RA.
        5 damage transfers to RT.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RT.
            3 Armor remaining.
Maxim Heavy Hover Transport (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Maxim Heavy Hover Transport (Standard) (Pirate) takes 5 damage to RS (critical).
             SECTION DESTROYED,
*** Maxim Heavy Hover Transport (Standard) (Pirate) DESTROYED by damage! ***
            Critical hit on RS. Roll is 6; SRM 2 malfunctions.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
 Heavy Woods converted to Light Woods!
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LA.
            11 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 5 : misses the intended hex 0938.
    Cluster Bomb scatters to hex 0837!
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT (critical).
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
            Critical hit on LT. Roll is 6; no effect.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 5 : misses the intended hex 0938.
    Cluster Bomb scatters to hex 1037!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RT.
            11 Armor remaining.
Orion ON1-K (Pirate) hit for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RA.
             7 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Rear table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to CTR.
             4 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 4 : misses the intended hex 0938.
    Cluster Bomb scatters to hex 0940!
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RA.
             SECTION DESTROYED,
        3 damage transfers to RT.
            Critical hit on RA. Roll is 8; no effect.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 3 damage to RT.
            8 Armor remaining.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to LA (critical).
             SECTION DESTROYED,
            Critical hit on LA. Roll is 4; no effect.
            Critical hit on LA. Roll is 3; no effect.
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 7; no effect.
        Hunchback HBK-4P (Pirate) takes 1 damage to CT.
            22 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 8 : hits the intended hex 0938.
    Cluster Bomb incoming!
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit (using Left Side table) for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RTR.
             8 Internal Structure remaining
            Critical hit on RT. Roll is 8; no effect.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Right Side table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RL.
            1 Armor remaining.
Hunchback HBK-4P (Pirate) hit for 5 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
        5 damage transfers to CT.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            17 Armor remaining.
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 7 : hits the intended hex 0938.
    Thunder Bomb incoming!
    Dive Bomb at Hex: 0938 (Bomb); needs 6, rolls 6 : hits the intended hex 0938.
    Thunder Bomb incoming!

Weapons fire for Stingray F-90 (Fiona's Furies - Succession Wars)
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 9 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to CT.
            21 Armor remaining.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
            14 Armor remaining.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to LT.
            15 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 7 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1629!
Goblin Medium Tank (Standard) (Pirate) hit for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to TU (critical).
            15 Armor remaining.
            Critical hit on TU. Roll is 9; Turret Locked!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to CT.
            16 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 8 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Grasshopper GHR-5H (Pirate) "Levka Kalik" takes 1 damage.        
Pilot of Grasshopper GHR-5H (Pirate) "Levka Kalik" needs a 5 to stay conscious.  Rolls 5 : successful!
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
            9 Armor remaining.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to CT.
            11 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 6 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1731!
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 11 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to RT.
            15 Armor remaining.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
            4 Armor remaining.
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 7 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1531!
Grasshopper GHR-5H (Pirate) hit (using Right Side table) for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 6 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1528!
        Building #28772 absorbs 5 points of damage.
        Building #26728 absorbs 5 points of damage.
        Building #26728 absorbs 5 points of damage.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 7 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1529!
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to LT.
            15 Armor remaining.
Hunchback HBK-4G (Pirate) hit (using Left Side table) for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to CTR.
            0 Armor remaining.
        Building #26728 absorbs 5 points of damage.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 9 : hits the intended hex 1530.
    Cluster Bomb incoming!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to RT.
            10 Armor remaining.
Goblin Medium Tank (Standard) (Pirate) hit (using Right Side table) for 5 damage.
        Goblin Medium Tank (Standard) (Pirate) takes 5 damage to RS.
             SECTION DESTROYED,
*** Goblin Medium Tank (Standard) (Pirate) DESTROYED by damage! ***
            Critical hit on RS. Roll is 12; Fuel Tank Hit (Vehicle Explodes).
Hunchback HBK-4G (Pirate) hit for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to CT.
            6 Armor remaining.
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 7 : misses the intended hex 1530.
    Cluster Bomb scatters to hex 1529!
Grasshopper GHR-5H (Pirate) hit for 5 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to RL.
            11 Armor remaining.
Hunchback HBK-4G (Pirate) hit (using Left Side table) for 5 damage.
        Hunchback HBK-4G (Pirate) takes 5 damage to LT.
            10 Armor remaining.
        Building #26728 absorbs 5 points of damage.
         BUILDING DESTROYED
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 5 : misses the intended hex 1530.
    Thunder Bomb scatters to hex 1533!
    Dive Bomb at Hex: 1530 (Bomb); needs 8, rolls 8 : hits the intended hex 1530.
    Thunder Bomb incoming!

Weapons fire for Shilone SL-17 (Fiona's Furies - Succession Wars)
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 10 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RL.
            22 Armor remaining.
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LT.
        5 damage transfers to CT.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
             2 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 5 : misses the intended hex 1036.
    Cluster Bomb scatters to hex 1237!
Orion ON1-K (Pirate) hit for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RA.
             2 Internal Structure remaining
            Critical hit on RA. Roll is 10; 1 location.
            CRITICAL HIT on Shoulder.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 7 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to LTR.
            2 Armor remaining.
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            15 Armor remaining.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 7 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RL.
            17 Armor remaining.
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RT.
            3 Armor remaining.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 11 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RL.
            12 Armor remaining.
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            10 Armor remaining.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 8 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RL (critical).
            7 Armor remaining.
            Critical hit on RL. Roll is 7; no effect.
Awesome AWS-8Q (Fiona's Furies - Succession Wars) hit for 5 damage.
        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
             SECTION DESTROYED,
*** Awesome AWS-8Q (Fiona's Furies - Succession Wars) DESTROYED by damage! ***

        >Awesome AWS-8Q (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
    
Awesome AWS-8Q (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in rough).
    Needs 9 [3 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 0 (landing in rough)], rolls 8 : fails.

            The pilot ejects safely!

MechWarrior Lieutenant SG Dabbles Yi hits a mine in hex 1038.
        MechWarrior Lieutenant SG Dabbles Yi (Fiona's Furies - Succession Wars) takes 5 damage to MEN.
             PLATOON KILLED,
*** MechWarrior Lieutenant SG Dabbles Yi (Fiona's Furies - Succession Wars) DESTROYED by damage! ***
            Critical hit on CT. Roll is 5; no effect.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 6 : misses the intended hex 1036.
    Cluster Bomb scatters to hex 0937!
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 5 : misses the intended hex 1036.
    Cluster Bomb scatters to hex 1038!
Jenner JR7-D (Pirate (Reinforcements)) hit for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to LA.
        5 damage transfers to LT.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to LT.
            3 Armor remaining.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 6 : misses the intended hex 1036.
    Cluster Bomb scatters to hex 1037!
Orion ON1-K (Pirate) hit for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to CT.
            12 Armor remaining.
Jenner JR7-D (Pirate (Reinforcements)) hit (using Rear table) for 5 damage.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RA.
        5 damage transfers to RTR.
        Jenner JR7-D (Pirate (Reinforcements)) takes 5 damage to RTR.
            Armor destroyed, 7 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 4 : misses the intended hex 1036.
    Cluster Bomb scatters to hex 1033!
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 9 : hits the intended hex 1036.
    Cluster Bomb incoming!
Orion ON1-K (Pirate) hit (using Right Side table) for 5 damage.
        Orion ON1-K (Pirate) takes 5 damage to RT.
            7 Armor remaining.
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 9 : hits the intended hex 1036.
    Thunder Bomb incoming!
    Dive Bomb at Hex: 1036 (Bomb); needs 7, rolls 7 : hits the intended hex 1036.
    Thunder Bomb incoming!

Building #26728 collapses due to damage.

Orion ON1-K (Pirate) must make 1 piloting skill roll(s) (20+ damage).
The base target is 7 [7 (Base piloting skill)].
    Roll #1, (7 (Base piloting skill) + 1 (20+ damage)); needs 8, rolls 6 : falls.
    Orion ON1-K (Pirate) falls on its rear, suffering 8 damage.
        Orion ON1-K (Pirate) takes 5 damage to LTR.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on LRM 15 Ammo (8).
            *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
                >Orion ON1-K (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
            
Orion ON1-K (Pirate) must make a piloting skill check (landing in clear terrain).
            Needs 11 [7 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : fails.

                Pilot of MechWarrior Mayako Koda (Pirate) "Mayako Koda" takes 2 damage.                    The pilot ejects safely!
        *** Orion ON1-K (Pirate) DESTROYED by ejection! ***
                Orion ON1-K (Pirate) takes 120 damage to LT.
                     SECTION DESTROYED,
        LIMB BLOWN OFF Left Arm blown off.
                107 damage transfers to CT.
                    Critical hit on LT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on SRM 4 Ammo (21).
                    *** SRM 4 Ammo EXPLODES!  168 DAMAGE! ***
                        Orion ON1-K (Pirate) takes 168 damage to LT.
                        168 damage transfers to CT.
                        Orion ON1-K (Pirate) takes 168 damage to CT.
                             SECTION DESTROYED,

                            Critical hit on CT.                 Roll is (8+4) = 12;                 2 locations.
                            CRITICAL HIT on Standard Gyro.
                            CRITICAL HIT on Standard Gyro.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Awesome AWS-8Q (Fiona's Furies - Succession Wars) is hit for 8 damage!
                        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RA.
                        5 damage transfers to RT.
                        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to RT.
                        5 damage transfers to CT.
                        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
                        Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 3 damage to LL.
                             13 Internal Structure remaining
                            Critical hit on LL.                 Roll is 10;                 1 location.
                            CRITICAL HIT on Hip.


                        End Secondary Damage Report.

                Pilot of Orion ON1-K (Pirate) "Mayako Koda" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Orion ON1-K (Pirate) takes 107 damage to CT.


                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) is hit for 6 damage!
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LA.
                5 damage transfers to LT.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to LT.
                5 damage transfers to CT.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 5 damage to CT.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 1 damage to RA.
                1 damage transfers to RT.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 1 damage to RT.
                1 damage transfers to CT.
                Awesome AWS-8Q (Fiona's Furies - Succession Wars) takes 1 damage to CT.


                End Secondary Damage Report.

        Pilot of Orion ON1-K (Pirate) "Mayako Koda" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
        Orion ON1-K (Pirate) takes 3 damage to RL.
            4 Armor remaining.

Pilot of Orion ON1-K (Pirate) "Mayako Koda" must roll 8 to avoid damage; rolls 8 : succeeds.

Grasshopper GHR-5H (Pirate) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 1 (20+ damage)); needs 7, rolls 6 : falls.
    Grasshopper GHR-5H (Pirate) falls on its rear, suffering 7 damage.
        Grasshopper GHR-5H (Pirate) takes 5 damage to CTR.
            8 Armor remaining.
        Grasshopper GHR-5H (Pirate) takes 2 damage to CTR.
            6 Armor remaining.

Pilot of Grasshopper GHR-5H (Pirate) "Levka Kalik" must roll 7 to avoid damage; rolls 4 : fails.
        Pilot of Grasshopper GHR-5H (Pirate) "Levka Kalik" takes 1 damage.        
Pilot of Grasshopper GHR-5H (Pirate) "Levka Kalik" needs a 7 to stay conscious.  Rolls 12 : successful!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 28 January 2016, 19:16:37
Going for the kill isn't always the best choice...

Quote
Weapons fire for Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars)
    AC/5 at Locust LCT-1V (Capellan Confederation); needs 5, rolls 7 : hits  (using Rear table) RL
        Locust LCT-1V (Capellan Confederation) takes 5 damage to RL.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RL. Roll is 10; 1 location.
            CRITICAL HIT on Heat Sink.


    Machine Gun at Locust LCT-1V (Capellan Confederation); needs 2, rolls 9 :  - Direct Blow - hits  (using Rear table) RTR
        Locust LCT-1V (Capellan Confederation) takes 4 damage to RTR.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is (9+2) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Machine Gun Ammo (200).
            *** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
                >Locust LCT-1V (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Capellan Confederation) must make a piloting skill check (landing in heavy woods).
            Needs 15 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 5 : fails.

                Pilot of MechWarrior Tsing Liu (Capellan Confederation) "Tsing Liu" takes 5 damage.        *** MechWarrior Tsing Liu (Capellan Confederation) DESTROYED by pilot death! ***
        *** Locust LCT-1V (Capellan Confederation) DESTROYED by ejection! ***
                Locust LCT-1V (Capellan Confederation) takes 400 damage to CT.
                     SECTION DESTROYED,
                    Critical hit on CT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) is hit for 20 damage!
                Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) takes 1 damage to RO.
                    1 Armor remaining.
                     Rotor damaged!
                Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) takes 5 damage to FR.
                    1 Armor remaining.
                Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) takes 5 damage to FR.
                    Armor destroyed,                     SECTION DESTROYED,
        *** Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) DESTROYED by damage! ***
                    Critical hit on FR.         Roll is 9;         Sensors Hit!
                Warrior Attack Helicopter H-7A (Fiona's Furies - Succession Wars) takes 1 damage to RO.
                    0 Armor remaining.
                     Rotor damaged!


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Capellan Confederation) "Tsing Liu" is already dead, so no damage is dealt!
            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 02 February 2016, 07:30:59
Watch out for those girders.   #P

Building #59544 collapses due to heavy load.
    Griffin GRF-1N (Capellan Confederation) is hit by falling debris for 4 damage.
        Griffin GRF-1N (Capellan Confederation) takes 4 damage to LT.
            16 Armor remaining.

Griffin GRF-1N (Capellan Confederation) falls 3 level(s) into hex 3140
    Griffin GRF-1N (Capellan Confederation) falls on its front, suffering 24 damage.
        Griffin GRF-1N (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 3; no effect.
        Griffin GRF-1N (Capellan Confederation) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Griffin GRF-1N (Capellan Confederation) "Asya Malyuk" takes 1 damage.        
Pilot of Griffin GRF-1N (Capellan Confederation) "Asya Malyuk" needs a 3 to stay conscious.  Rolls 5 : successful!
        Griffin GRF-1N (Capellan Confederation) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 10; 1 location.
            CRITICAL HIT on Standard Cockpit.
        >Griffin GRF-1N (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
    
Griffin GRF-1N (Capellan Confederation) must make a piloting skill check (landing in rough).
    Needs 13 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) + 0 (landing in rough)], rolls 10 : fails.

        Pilot of MechWarrior Asya Malyuk (Capellan Confederation) "Asya Malyuk" takes 1 damage.
        Pilot of MechWarrior Asya Malyuk (Capellan Confederation) "Asya Malyuk" takes 4 damage.*** Griffin GRF-1N (Capellan Confederation) DESTROYED by ejection! ***

        Pilot of Griffin GRF-1N (Capellan Confederation) "Asya Malyuk" is already dead, so no damage is dealt!
        Griffin GRF-1N (Capellan Confederation) takes 5 damage to CT.
            15 Armor remaining.
        Griffin GRF-1N (Capellan Confederation) takes 4 damage to CT.
            11 Armor remaining.

Pilot of Griffin GRF-1N (Capellan Confederation) "Asya Malyuk" must roll 8 to avoid damage; rolls 5 : fails.
        Pilot of Griffin GRF-1N (Capellan Confederation) "Asya Malyuk" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 06 February 2016, 08:46:28
Single shot at a secondary target; first turn.


PPC at Scorpion Light Tank (SRM) (Capellan Confederation); needs 6, rolls 10 :  - Direct Blow - hits  (using Rear table) RR (critical)
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 11 damage to RR (critical).
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RR. Roll is (8+1) = 9; Engine destroyed.  Immobile.
            Critical hit on RR. Roll is (9+1) = 10; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  198 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  156 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 714 damage to RR.
             SECTION DESTROYED,
*** Scorpion Light Tank (SRM) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on RR. Roll is 9; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) is hit for 35 damage!
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            13 Armor remaining.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            8 Armor remaining.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to LA.
            9 Armor remaining.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to LA.
            4 Armor remaining.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            3 Armor remaining.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RL. Roll is 5; no effect.
        Hunchback HBK-4J (Fiona's Furies - Succession Wars) takes 5 damage to RT.
            9 Armor remaining.

        Hornet HNT-151 (Capellan Confederation) is hit for 71 damage!
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to LL.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LL. Roll is 3; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to CT.
            3 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to LL.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LL. Roll is 5; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 3 damage to LT.
            5 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT (critical).
            3 Armor remaining.
            Critical hit on RT. Roll is 12; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to LL.
        5 damage transfers to LT.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to LT.
            0 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RA.
            1 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed,             SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RA. Roll is 4; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 1 damage to RT.
             2 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to LA.
             SECTION DESTROYED,
        2 damage transfers to LT.
            Critical hit on LA. Roll is 6; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 2 damage to LT.
             3 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT.
             SECTION DESTROYED,
        3 damage transfers to CT.
            Critical hit on RT. Roll is 4; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 3 damage to CT.
            0 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT.
        5 damage transfers to CT.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to CT.
             1 Internal Structure remaining
            Critical hit on CT. Roll is 8; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT.
        5 damage transfers to CT.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to CT.
             SECTION DESTROYED,
*** Hornet HNT-151 (Capellan Confederation) DESTROYED by damage! ***

        >Hornet HNT-151 (Capellan Confederation) suffers catastrophic damage, but the autoeject system was engaged.
    
Hornet HNT-151 (Capellan Confederation) must make a piloting skill check (landing in clear terrain).
    Needs 6 [7 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 2 : fails.

        Pilot of MechWarrior Wahyu Nasution (Capellan Confederation) "Wahyu Nasution" takes 2 damage.            The pilot ejects safely!
            Critical hit on CT. Roll is 7; no effect.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RL.
            1 Armor remaining.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RA.
        5 damage transfers to RT.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to RT.
        5 damage transfers to CT.
        Hornet HNT-151 (Capellan Confederation) takes 5 damage to CT.

        Hornet HNT-151 (Capellan Confederation) takes 1 damage to CT.


        Wasp WSP-1A (Capellan Confederation) is hit for 35 damage!
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to LA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Hand.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to CT.
            1 Armor remaining.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to RA.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RA. Roll is 3; no effect.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to LA.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LA. Roll is 10; 1 location.
            CRITICAL HIT on Lower Arm.
        Wasp WSP-1A (Capellan Confederation) takes 3 damage to LT.
            3 Armor remaining.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to LL.
            0 Armor remaining.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to LA.
        5 damage transfers to LT.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to LT.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.
        Wasp WSP-1A (Capellan Confederation) takes 5 damage to CT.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 06 February 2016, 13:15:20
Single shot at a secondary target; first turn.


PPC at Scorpion Light Tank (SRM) (Capellan Confederation); needs 6, rolls 10 :  - Direct Blow - hits  (using Rear table) RR (critical)
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 11 damage to RR (critical).
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RR. Roll is (8+1) = 9; Engine destroyed.  Immobile.
            Critical hit on RR. Roll is (9+1) = 10; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  198 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  156 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        Scorpion Light Tank (SRM) (Capellan Confederation) takes 714 damage to RR.
             SECTION DESTROYED,
*** Scorpion Light Tank (SRM) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on RR. Roll is 9; Fuel Tank Hit (Vehicle Explodes).

This is why I keep asking for an Unofficial Option to just blow up 1 ammo bin instead of all of them on a Vehicle.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 06 February 2016, 19:58:05
This is why I keep asking for an Unofficial Option to just blow up 1 ammo bin instead of all of them on a Vehicle.

Which makes no sense when they're all side by side.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 06 February 2016, 20:45:21
Which makes no sense when they're all side by side.
They are all side by side on a Mech too. But there only 1 goes off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 07 February 2016, 00:55:35
Which leads me to thinking about a cascade option using the critical table to see if one bin going off touches one or more of the others off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ralgith on 07 February 2016, 22:05:33
They are all side by side on a Mech too. But there only 1 goes off.

Who says? The way criticals are laid out on a Mek may have them not be side by side ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 08 February 2016, 08:52:10
Who says? The way criticals are laid out on a Mek may have them not be side by side ;)

With the way crits are an abstraction, you could just as easily make the claim for tanks. Especially large ones.

If all the ammo stored in the body of the tank explodes sympathetically, it wouldn't be a stretch to assume all the ammo in a single location of a 'Mech would all go off at once.

But those aren't the rules we're presented with!

So on one hand I don't see a problem with a rule for it, on the other hand, it would be an extremely rare situation where the tank would survive after the crit even if only one ammo bin exploded. Tanks don't exactly have a lot of internals. So it would be a lot of work (and yet ANOTHER option on an already very crowded options screen) for something that would make almost no effective change to the game.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 08 February 2016, 09:58:49
for something that would make almost no effective change to the game.

It would avoid problems caused by units like the Behemoth. 1000+ points worth of ammo = 50 points worth of damage to all surrounding hexes if you get an ammo crit.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kovax on 09 February 2016, 10:46:59
I ran a "cakewalk" skirmish in MegaMek last night, as part of a MekHQ campaign.  My unit commander (4/4) in a PXH-1 went to assist a 4/5 skill "tech" to get a Star League Warhammer (with double heatsinks) to safety against 2 Vulcans and a PXH-1 (one "average", one a shade above and one a shade below), not a problem, right?

First turn, enemy P-Hawk puts a LL into the head of my commander's ride, killing the commander.  Restart.

First turn take 2, enemy Vulcan puts an AC/2 round into the CT of the Warhammer, going critical and getting an engine and 2 gyro hits.  Turn 2 movement, NPC pilot ejects.  Restart.

ANOTHER first turn, enemy Vulcan puts a ML (at 12 to hit) into the right arm of my P-Hawk, going critical and blowing the arm off the 'Mech, while the second Vulcan puts an AC/2 round into the opposite leg, going critical and hitting the hip.  Restart.

First turn for the umpteenth time, Enemy 'Mechs combine 4 LL and ML hits on the right arm of my PXH (all at to-hit odds of 11 or greater), destroying the arm with 2/3 of my firepower, and no other damage to the 'Mech.

First turn yet again, AC/2 pellet goes critical and hits the Warhammer's SRM ammo.  Restart.

...and after either 7 or 8 restarts and what was effectively a lost scenario on the first turn, I gave up for the night.  Some days it just doesn't pay to get out of bed.  There's also a good reason why I don't play the lottery.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 16 February 2016, 22:29:32
"It's a sad comment on urban living when you see a Battle Master mug a Phoenix Hawk in a blind alley."


(http://i.imgur.com/XiXEKfDl.png) (http://imgur.com/XiXEKfD)


Code: [Select]

Movement Phase
-------------------
Pointblank shots for BattleMaster BLR-1Gd ID:1 (HammersHome)
    PPC at Phoenix Hawk PXH-1K ID:2 (Victim); needs 4, rolls 7 : hits  LL
        Phoenix Hawk PXH-1K ID:2 (Victim) takes 10 damage to LL.
            12 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1K ID:2 (Victim); needs 1, rolls 7 : 2 missile(s) hit.

        Phoenix Hawk PXH-1K ID:2 (Victim) takes 2 damage to LT.
            16 Armor remaining.

        Phoenix Hawk PXH-1K ID:2 (Victim) takes 2 damage to LL.
            10 Armor remaining.


    Medium Pulse Laser at Phoenix Hawk PXH-1K ID:2 (Victim); needs -1, rolls 8 : hits  LA
        Phoenix Hawk PXH-1K ID:2 (Victim) takes 6 damage to LA.
            8 Armor remaining.


    Medium Pulse Laser at Phoenix Hawk PXH-1K ID:2 (Victim); needs -1, rolls 7 : hits  LA
        Phoenix Hawk PXH-1K ID:2 (Victim) takes 6 damage to LA.
            2 Armor remaining.


    Medium Pulse Laser at Phoenix Hawk PXH-1K ID:2 (Victim); needs -1, rolls 9 : hits  CT
        Phoenix Hawk PXH-1K ID:2 (Victim) takes 6 damage to CT.
            17 Armor remaining.


    Medium Pulse Laser at Phoenix Hawk PXH-1K ID:2 (Victim); needs -1, rolls 7 : hits  RT
        Phoenix Hawk PXH-1K ID:2 (Victim) takes 6 damage to RT.
            12 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Xenon54z on 17 February 2016, 12:13:34
Pointblank! O0

Gotta try this! :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 20 February 2016, 02:00:11
Quote
Weapons fire for Archer ARC-2R #2 (Fiona's Furies - Succession Wars)
    LRM 20 at Hetzer Wheeled Assault Gun (Standard) (Federated Suns); needs 5, rolls 8 :  - Direct Blow - 20 missile(s) hit (using Rear table) (w/ +2 bonus).

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to RR.
            8 Armor remaining.

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to RS.
            8 Armor remaining.

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to LS.
            Armor destroyed,             SECTION DESTROYED,
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is (10+1) = 11; Engine destroyed.  Immobile.

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to RR.
            3 Armor remaining.


    LRM 20 at Hetzer Wheeled Assault Gun (Standard) (Federated Suns); needs 5, rolls 11 :  - Direct Blow - 16 missile(s) hit (using Rear table) (w/ +4 bonus).

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to LS.
            Chance for motive system damage. Roll is 7; (w/ +1 bonus)
             Minor damage, +1 to driving skill rolls.

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to RR (critical).
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on RR. Roll is (6+2) = 8; Ammunition Hit!
*** AC/20 Ammo EXPLODES!  40 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 340 damage to RR.
             SECTION DESTROYED,
            Critical hit on RR. Roll is 10; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) is hit for 17 damage!
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) takes 5 damage to LA.
        5 damage transfers to LT.
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) takes 5 damage to LT.
            6 Armor remaining.
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) takes 5 damage to CT.
            9 Armor remaining.
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) takes 5 damage to RT.
            7 Armor remaining.
        Ostsol OTL-4D #2 (Fiona's Furies - Succession Wars) takes 2 damage to RT.
            5 Armor remaining.

   Goblin Medium Tank (Standard) fails to take shelter from the blast!

        Goblin Medium Tank (Standard) (Federated Suns) is hit for 17 damage!
        Goblin Medium Tank (Standard) (Federated Suns) takes 5 damage to RR.
            0 Armor remaining.
        Goblin Medium Tank (Standard) (Federated Suns) takes 5 damage to RR.
             SECTION DESTROYED,
*** Goblin Medium Tank (Standard) (Federated Suns) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on RR. Roll is 5; no effect.
        Goblin Medium Tank (Standard) (Federated Suns) takes 5 damage to TU.
            11 Armor remaining.
        Goblin Medium Tank (Standard) (Federated Suns) takes 2 damage to RR.
            Chance for motive system damage. Roll is 4; (w/ +0 bonus)
             no effect.


        End Secondary Damage Report.
            Critical hit on RR. Roll is (8+2) = 10; Fuel Tank Hit (Vehicle Explodes).

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 5 damage to RR.

        Hetzer Wheeled Assault Gun (Standard) (Federated Suns) takes 1 damage to RR.
            Chance for motive system damage. Roll is 8; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 27 February 2016, 16:13:19
Doing test on my Surface 3, MegaMek decided to demonstrate sheer carnage inflicted against someone.
Code: [Select]
Weapons fire for Atlas III AS7-D2 (Princess Katy)
    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 7, rolls 12 : hits  RA
        Tomahawk (Prime) (Wrangler) takes 6 damage to RA.
            1 Armor remaining.


    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 7, rolls 7 : hits  LL
        Tomahawk (Prime) (Wrangler) takes 6 damage to LL.
            24 Armor remaining.


    Streak SRM 6 at Tomahawk (Prime) (Wrangler); needs 10, rolls 6 : fails to achieve lock.

    HAG/30 at Tomahawk (Prime) (Wrangler); needs 5, rolls 8 : 30 projectiles hit (w/ +2 bonus).

        Tomahawk (Prime) (Wrangler) takes 5 damage to LT.
            8 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LA.
            25 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 5 damage to RA.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RA. Roll is 5; no effect.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LL.
            19 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LT.
            3 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LL.
            14 Armor remaining.


    Streak LRM 20 at Tomahawk (Prime) (Wrangler); needs 6, rolls 7 : AMS engaged!  (w/ -4 malus)12 missile(s) hit.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LA.
            20 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 5 damage to LL.
            9 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LT.
            1 Armor remaining.


Weapons fire for Tomahawk (Prime) (Wrangler)
    Gauss Rifle at Atlas III AS7-D2 (Princess Katy); needs 4, rolls 8 : hits  LA
        Atlas III AS7-D2 (Princess Katy) takes 15 damage to LA.
            8 Armor remaining.


    ER Large Laser at Atlas III AS7-D2 (Princess Katy); needs 4, rolls 6 : hits  RA
        Atlas III AS7-D2 (Princess Katy) takes 10 damage to RA.
            9 Armor remaining.


    Gauss Rifle at Atlas III AS7-D2 (Princess Katy); needs 4, rolls 8 : hits  RA
        Atlas III AS7-D2 (Princess Katy) takes 15 damage to RA.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.


    ER Large Laser at Atlas III AS7-D2 (Princess Katy); needs 4, rolls 6 : hits  RL
        Atlas III AS7-D2 (Princess Katy) takes 10 damage to RL.
            22 Armor remaining.


    Streak SRM 4 at Atlas III AS7-D2 (Princess Katy); needs 6, rolls 9 : 3 missile(s) hit.

        Atlas III AS7-D2 (Princess Katy) takes 2 damage to RL.
            20 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 2 damage to RA.
             9 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +HAG/30.
            *** HAG/30 EXPLODES!  15 DAMAGE! ***
                Atlas III AS7-D2 (Princess Katy) takes 15 damage to RA.
                     SECTION DESTROYED.
                6 damage transfers to RT.
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on +HAG/30.
                Atlas III AS7-D2 (Princess Katy) takes 6 damage to RT.
                    remaining 5 damage redirected by CASE II.
        critical hit nullified by CASE II on an 8+ rolls 7.
                     20 Internal Structure remaining.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on HAG/30 Ammo (4).
                    CRITICAL HIT on Streak LRM 20 Ammo (6).
                    *** Streak LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                        Atlas III AS7-D2 (Princess Katy) takes 120 damage to RT.
                            remaining 119 damage redirected by CASE II.
                critical hit nullified by CASE II on an 8+ rolls 3.
                             19 Internal Structure remaining.
                            Critical hit on RT.                 Roll is 3;                 no effect.

                Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" takes 2 damage.               
Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" needs a 3 to stay conscious.  Rolls 12 : successful!
               
Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" needs a 5 to stay conscious.  Rolls 6 : successful!


        Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" takes 2 damage.       
Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" needs a 7 to stay conscious.  Rolls 5 : blacks out.


        Atlas III AS7-D2 (Princess Katy) takes 2 damage to LA.
            6 Armor remaining.


    Streak SRM 4 at Atlas III AS7-D2 (Princess Katy); needs 6, rolls 7 : 3 missile(s) hit.

        Atlas III AS7-D2 (Princess Katy) takes 2 damage to LA.
            4 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 2 damage to CT (critical).
            27 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

        Atlas III AS7-D2 (Princess Katy) takes 2 damage to RT.
            30 Armor remaining.


Weapons fire for Atlas III AS7-D3 (Princess Katy)
    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 8, rolls 10 : hits  RL
        Tomahawk (Prime) (Wrangler) takes 6 damage to RL.
            9 Armor remaining.


    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 8, rolls 4 : misses


    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 9, rolls 6 : misses


    Streak SRM 6 at Tomahawk (Prime) (Wrangler); needs 10, rolls 11 : 6 missile(s) hit.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Medium Pulse Laser.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LA.
            18 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to CT.
            18 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LT.
             18 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on AMS Ammo (21).
            *** AMS Ammo EXPLODES!  42 DAMAGE! ***
                Tomahawk (Prime) (Wrangler) takes 42 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                    remaining 24 damage prevented by CASE.
                    Critical hit on LT.         Roll is 7;         no effect.

        Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" takes 2 damage.       
Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" needs a 5 to stay conscious.  Rolls 6 : successful!
       
Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" needs a 7 to stay conscious.  Rolls 5 : blacks out.

            Location has no more hittable critical slots.

        Tomahawk (Prime) (Wrangler) takes 2 damage to CT.
            16 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LL.
            7 Armor remaining.


    Rotary AC/2 at Tomahawk (Prime) (Wrangler); needs 9, rolls 8 : misses


    Streak LRM 20 at Tomahawk (Prime) (Wrangler); needs 8, rolls 3 : fails to achieve lock.

Weapons fire for Tomahawk II (Prime) (Wrangler)
    HAG/30 at Atlas III AS7-D2 (Princess Katy); needs 3, rolls 6 : 18 projectiles hit (w/ +2 bonus).

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to LT.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" takes 1 damage.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
            22 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 3 damage to CT.
            19 Armor remaining.


    ER Large Laser at Atlas III AS7-D2 (Princess Katy); needs 3, rolls 8 : hits  LT
        Atlas III AS7-D2 (Princess Katy) takes 10 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 6; no effect.
        Atlas III AS7-D2 (Princess Katy) takes 1 damage to CT.
            18 Armor remaining.


    HAG/30 at Atlas III AS7-D2 (Princess Katy); needs 3, rolls 9 : 30 projectiles hit (w/ +2 bonus).

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to RT.
            25 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to LT.
        5 damage transfers to CT.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
            13 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to RA.
        5 damage transfers to RT.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to RT.
            20 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
            8 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to LT.
        5 damage transfers to CT.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
            3 Armor remaining.

        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
            Armor destroyed.
             29 Internal Structure remaining.
            Critical hit on CT. Roll is 2; no effect.


    ER Large Laser at Atlas III AS7-D2 (Princess Katy); needs 3, rolls 8 : hits  CT
        Atlas III AS7-D2 (Princess Katy) takes 10 damage to CT.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.




Tomahawk (Prime) (Wrangler) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Tomahawk (Prime) (Wrangler) falls on its right side, suffering 10 damage.
        Tomahawk (Prime) (Wrangler) takes 5 damage to LT.
        5 damage transfers to CT.
        Tomahawk (Prime) (Wrangler) takes 5 damage to CT.
            11 Armor remaining.
        Tomahawk (Prime) (Wrangler) takes 5 damage to LL.
            2 Armor remaining.
   
Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" cannot avoid damage.
        Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" takes 1 damage.

Atlas III AS7-D2 (Princess Katy) must make 2 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Atlas III AS7-D2 (Princess Katy) falls on its front, suffering 10 damage.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to LL.
            35 Armor remaining.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to LT.
        5 damage transfers to CT.
        Atlas III AS7-D2 (Princess Katy) takes 5 damage to CT.
             14 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
   
Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" cannot avoid damage.
        Pilot of Atlas III AS7-D2 (Princess Katy) "Reid Hancox" takes 1 damage.*** Atlas III AS7-D2 (Princess Katy) DESTROYED by pilot death! ***

Weapons fire for Atlas III AS7-D3 (Princess Katy)
    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 6, rolls 5 : misses


    Medium X-Pulse Laser at Tomahawk (Prime) (Wrangler); needs 6, rolls 3 : misses


    Streak SRM 6 at Tomahawk (Prime) (Wrangler); needs 8, rolls 11 : 6 missile(s) hit.

        Tomahawk (Prime) (Wrangler) takes 2 damage to CT (critical).
            9 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.

        Tomahawk (Prime) (Wrangler) takes 2 damage to RT.
            0 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to RT.
             19 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.

        Tomahawk (Prime) (Wrangler) takes 2 damage to CT.
            7 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to LA.
        2 damage transfers to LT.
        Tomahawk (Prime) (Wrangler) takes 2 damage to LT.
        2 damage transfers to CT.
        Tomahawk (Prime) (Wrangler) takes 2 damage to CT.
            5 Armor remaining.

        Tomahawk (Prime) (Wrangler) takes 2 damage to RT.
             17 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Streak SRM 4 Ammo (18).
            *** Streak SRM 4 Ammo EXPLODES!  144 DAMAGE! ***
                Tomahawk (Prime) (Wrangler) takes 144 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 127 damage prevented by CASE.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on Double Heat Sink.
        *** Tomahawk (Prime) (Wrangler) DESTROYED by engine destruction! ***

        Pilot of Tomahawk (Prime) (Wrangler) "Christopher Román" takes 2 damage.            Location has no more hittable critical slots


Mutual murder  #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 28 February 2016, 17:27:22
In the same round of combat:

Code: [Select]
Weapons fire for Scorpion Light Tank (SRM) (Lyran Commonwealth)
    SRM 6 at Wolverine WVR-6R-AC20 (Lakedaemonians); needs 9, rolls 7 : misses


    SRM 6 at Wolverine WVR-6R-AC20 (Lakedaemonians); needs 9, rolls 11 : 5 missile(s) hit.

        Wolverine WVR-6R-AC20 (Lakedaemonians) takes 2 damage to RT.
            16 Armor remaining.

        Wolverine WVR-6R-AC20 (Lakedaemonians) takes 2 damage to LT.
            18 Armor remaining.

        Wolverine WVR-6R-AC20 (Lakedaemonians) takes 2 damage to CT (critical).
            23 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Standard Gyro.

        Wolverine WVR-6R-AC20 (Lakedaemonians) takes 2 damage to LT.
            16 Armor remaining.

        Wolverine WVR-6R-AC20 (Lakedaemonians) takes 2 damage to RL.
            19 Armor remaining.

Code: [Select]
Weapons fire for Scorpion Light Tank (SRM) #2 (Lyran Commonwealth)
    SRM 6 at Firestarter FS9-K (Lakedaemonians); needs 10, rolls 11 : 5 missile(s) hit.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to LT.
            5 Armor remaining.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Firestarter FS9-K (Lakedaemonians) "Lieutenant JG Destiney Pape" takes 1 damage.        
Pilot of Firestarter FS9-K (Lakedaemonians) "Lieutenant JG Destiney Pape" needs a 3 to stay conscious.  Rolls 2 : blacks out.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to LT.
            3 Armor remaining.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to RT.
            10 Armor remaining.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to LT.
            1 Armor remaining.


    SRM 6 at Firestarter FS9-K (Lakedaemonians); needs 10, rolls 9 : misses

I took some risks because I need to keep civilians alive (in an ATB campaign).  I've cut down the enemy by 50% (by BV), but this hobbles 25% of my Mechs.  It suddenly got a lot more spicy.

This reminds me of why my company commander is riding a custom Archer with 4x SRM 6 in it...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: GreekFire on 12 March 2016, 11:36:48
Two 'Mechs that recently punched way above their weight.

The first against a friend:
(http://i.imgur.com/NzAFvDn.png)




And the second against the bot:
(http://i.imgur.com/bBXdhg3.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 12 March 2016, 13:07:43
A Colorful OUCH.  Wow.  Thanks for sharing!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: jbaird1 on 16 March 2016, 08:41:03
Hatchetman HCT-4S-UK (Pirate (Reinforcements)) must make 2 piloting skill roll(s) (leg destroyed; 20+ damage).
The base target is 7 [5 (Base piloting skill) + 1 (high/low gravity) + 1 (fatigue)].
    Roll #1, (leg destroyed); automatically fails.
    Hatchetman HCT-4S-UK (Pirate (Reinforcements)) falls on its left side, suffering 6 damage.
        Hatchetman HCT-4S-UK (Pirate (Reinforcements)) takes 5 damage to RA.
        5 damage transfers to RT.
        Hatchetman HCT-4S-UK (Pirate (Reinforcements)) takes 5 damage to RT.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/10 Ammo (10).
            *** Ultra AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Hatchetman HCT-4S-UK (Pirate (Reinforcements)) suffers catastrophic damage, but the autoeject system was engaged.
           
Hatchetman HCT-4S-UK (Pirate (Reinforcements)) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : fails.

                Pilot of MechWarrior Afi Pualani (Pirate (Reinforcements)) "Afi Pualani" takes 1 damage.                    The pilot ejects safely!
        *** Hatchetman HCT-4S-UK (Pirate (Reinforcements)) DESTROYED by ejection! ***
                Hatchetman HCT-4S-UK (Pirate (Reinforcements)) takes 100 damage to RT.
                     SECTION DESTROYED.
                91 damage transfers to CT.
                    Critical hit on RT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on +Ultra AC/10.
                    CRITICAL HIT on +Ultra AC/10.
                    CRITICAL HIT on +Ultra AC/10.
                Hatchetman HCT-4S-UK (Pirate (Reinforcements)) takes 91 damage to CT.
                     SECTION DESTROYED.
                Hatchetman HCT-4S-UK (Pirate (Reinforcements)) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 12.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Shogun SHG-2H (Callisto V) is hit for 4 damage!
                Shogun SHG-2H (Callisto V) takes 4 damage to RL.
                    27 Armor remaining.

                Vedette Medium Tank (Standard) (Pirate) is hit for 18 damage!
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR (critical).
                    15 Armor remaining.
                    Critical hit on FR.         Roll is 5;         no effect.
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR.
                    10 Armor remaining.
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to TU (critical).
                    15 Armor remaining.
                    Critical hit on TU.         Roll is 8;         AC/5 malfunctions.
                Vedette Medium Tank (Standard) (Pirate) takes 3 damage to FR.
                    7 Armor remaining.

                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) is hit for 18 damage!
                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to TU.
                    15 Armor remaining.
                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to LS.
                    13 Armor remaining.
                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to LS.
                    8 Armor remaining.
                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) takes 3 damage to TU.
                    12 Armor remaining.

                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) is hit for 18 damage!
                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to TU.
                    11 Armor remaining.
                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to LS.
                    4 Armor remaining.
                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to LS.
                    Armor destroyed.
                     4 Internal Structure remaining.
                    Critical hit on LS.         Roll is 4;         no effect.
                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) takes 3 damage to LS.
                     1 Internal Structure remaining.
                    Critical hit on LS.         Roll is 5;         no effect.

                Komodo KIM-3C (Pirate (Reinforcements)) is hit for 9 damage!
                Komodo KIM-3C (Pirate (Reinforcements)) takes 5 damage to RT.
                     6 Internal Structure remaining.
                    Critical hit on RT.         Roll is 3;         no effect.
                Komodo KIM-3C (Pirate (Reinforcements)) takes 4 damage to RA.
                    8 Armor remaining.

                Archer ARC-OB (Pirate (Reinforcements)) is hit for 9 damage!
                Archer ARC-OB (Pirate (Reinforcements)) takes 5 damage to RA.
                    17 Armor remaining.
                Archer ARC-OB (Pirate (Reinforcements)) takes 4 damage to RT.
                    14 Armor remaining.

                Vehicle Crew Capucine Thomas (Pirate) is hit for 9 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Infantry platoon caught in the open!!!  Damage doubled.
                Vehicle Crew Capucine Thomas (Pirate) takes 20 damage to MEN.
                     PLATOON KILLED,
        *** Vehicle Crew Capucine Thomas (Pirate) DESTROYED by damage! ***
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Capucine Thomas (Pirate) takes 8 damage to MEN.

                Vehicle Crew Katarina Gafiyatullin (Pirate (Reinforcements)) is hit for 9 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Infantry platoon caught in the open!!!  Damage doubled.
                Vehicle Crew Katarina Gafiyatullin (Pirate (Reinforcements)) takes 20 damage to MEN.
                     PLATOON KILLED,
        *** Vehicle Crew Katarina Gafiyatullin (Pirate (Reinforcements)) DESTROYED by damage! ***
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Vehicle Crew Katarina Gafiyatullin (Pirate (Reinforcements)) takes 8 damage to MEN.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Vedette Medium Tank (Standard) (Pirate) is hit for 5 damage!
                Vedette Medium Tank (Standard) (Pirate) takes 5 damage to FR.
                    2 Armor remaining.

                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) is hit for 5 damage!
                Vedette Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to FR.
                    15 Armor remaining.
                    Chance for motive system damage.         Roll is 10;         (w/ +0 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.

                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) is hit for 5 damage!
                Goblin Medium Tank (Standard) (Pirate (Reinforcements)) takes 5 damage to LS.
                     SECTION DESTROYED.
        *** Goblin Medium Tank (Standard) (Pirate (Reinforcements)) DESTROYED by damage! ***
                    Chance for motive system damage.         Roll is 8;         (w/ +0 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                    Critical hit on LS.         Roll is 9;         Engine destroyed.  Immobile.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormforge on 21 March 2016, 21:52:55
My Wolverine gets a Hat Trick (3 kills) with medium laser. Previously damaged SRM Carrier, pristine Hussar and Locust.

Code: [Select]
Weapons fire for Wolverine WVR-6M (Infernal Marauders)
    Medium Laser at SRM Carrier (Standard) (Draconis Combine); needs 6, rolls 10 :  - Direct Blow - hits  (using Rear table) RR
        SRM Carrier (Standard) (Draconis Combine) takes 6 damage to RR.
             SECTION DESTROYED.
*** SRM Carrier (Standard) (Draconis Combine) DESTROYED by damage! ***
            Critical hit on RR. Roll is (7+1) = 8; Ammunition Hit!
*** SRM 6 Ammo EXPLODES!  60 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        SRM Carrier (Standard) (Draconis Combine) takes 600 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Locust LCT-1V (Draconis Combine) is hit for 60 damage!
        Locust LCT-1V (Draconis Combine) takes 5 damage to LL.
            3 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
            3 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
        Locust LCT-1V (Draconis Combine) takes 5 damage to LT.
            3 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 6; no effect.
        Locust LCT-1V (Draconis Combine) takes 2 damage to CT.
            8 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
            3 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to LL.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RL.
            3 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Locust LCT-1V (Draconis Combine) DESTROYED by engine destruction! ***
            
Heidi Waymark has abandoned Locust LCT-1V (Draconis Combine).
        Locust LCT-1V (Draconis Combine) takes 5 damage to LL.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LL. Roll is 3; no effect.
        Locust LCT-1V (Draconis Combine) takes 3 damage to LT.
            0 Armor remaining.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
             SECTION DESTROYED.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Machine Gun Ammo (196).
            *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                Locust LCT-1V (Draconis Combine) takes 392 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                SRM Carrier (Standard) (Draconis Combine) is hit for 39 damage!
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to FR.
                    7 Armor remaining.
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to LS.
                    0 Armor remaining.
                    Chance for motive system damage.         Roll is 9;         (w/ +0 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to LS.
                     1 Internal Structure remaining.
                    Critical hit on LS.         Roll is 11;         Fuel Tank Hit (Vehicle Explodes).
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to FR.
                    2 Armor remaining.
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to FR.
                    Armor destroyed.
                     3 Internal Structure remaining.
                    Critical hit on FR.         Roll is 3;         no effect.
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to LS.
                     SECTION DESTROYED.
                    Chance for motive system damage.         Roll is 10;         (w/ +0 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.
                    Critical hit on LS.         Roll is 7;         Crew stunned for 1 turns.
                SRM Carrier (Standard) (Draconis Combine) takes 5 damage to FR.
                     SECTION DESTROYED.
                    Critical hit on FR.         Roll is 9;         Sensors Hit!
                SRM Carrier (Standard) (Draconis Combine) takes 4 damage to FR.

                Hussar HSR-200-D (Draconis Combine) is hit for 19 damage!
                Hussar HSR-200-D (Draconis Combine) takes 5 damage to LA.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on LA.         Roll is 8;         1 location.
                    CRITICAL HIT on Shoulder.
                Hussar HSR-200-D (Draconis Combine) takes 5 damage to RTR.
                    Armor destroyed.
                     4 Internal Structure remaining.
                    Critical hit on RT.         Roll is 5;         no effect.
                Hussar HSR-200-D (Draconis Combine) takes 5 damage to LL.
                    Armor destroyed.
                     4 Internal Structure remaining.
                    Critical hit on LL.         Roll is 4;         no effect.
                Hussar HSR-200-D (Draconis Combine) takes 4 damage to LL.
                     SECTION DESTROYED.
                    Critical hit on LL.         Roll is 5;         no effect.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Draconis Combine) "Heidi Waymark" has ejected, so no damage is dealt!


        Hussar HSR-200-D (Draconis Combine) is hit for 30 damage!
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to RTR.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CTR.
            Critical hit on RT. Roll is 8; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Hussar HSR-200-D (Draconis Combine) takes 1 damage to CTR.
            1 Armor remaining.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to RTR.
        5 damage transfers to CTR.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to CTR.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on +ER Large Laser.
            CRITICAL HIT on Standard Gyro.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to RTR.
        5 damage transfers to CTR.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to CTR.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to CTR.
             SECTION DESTROYED.
*** Hussar HSR-200-D (Draconis Combine) DESTROYED by damage! ***
            Critical hit on CT. Roll is 6; no effect.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LA. Roll is 5; no effect.
        Hussar HSR-200-D (Draconis Combine) takes 3 damage to LT.
            0 Armor remaining.
        Hussar HSR-200-D (Draconis Combine) takes 5 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            Location is empty, so criticals transfer to CT.
            Location has no more hittable critical slots.


        End Secondary Damage Report.


    Medium Laser at SRM Carrier (Standard) (Draconis Combine); needs 6, rolls 10 :  - Direct Blow - hits  (using Rear table) RR
        SRM Carrier (Standard) (Draconis Combine) takes 6 damage to RR.
            Chance for motive system damage. Roll is 11; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    SRM 6 at SRM Carrier (Standard) (Draconis Combine); needs 6, rolls 8 : 4 missile(s) hit (using Rear table).

        SRM Carrier (Standard) (Draconis Combine) takes 2 damage to LS.
            Chance for motive system damage. Roll is 5; (w/ +0 bonus)
             no effect.

        SRM Carrier (Standard) (Draconis Combine) takes 2 damage to RR.

        SRM Carrier (Standard) (Draconis Combine) takes 2 damage to RS.
            10 Armor remaining.

        SRM Carrier (Standard) (Draconis Combine) takes 2 damage to RR.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 29 March 2016, 05:27:56
I have no idea what just happened.... Cascading failure or supercharged SL :S

Code: [Select]
Weapons fire for Falcon FLC-4N (Threshold Strikers)
    Small Laser at Panther PNT-9R #2 (Draconis Combine); needs 3, rolls 5 : hits  (using Rear table) RL
        Panther PNT-9R #2 (Draconis Combine) takes 4 damage to RL.
        4 damage transfers to RTR.
        Panther PNT-9R #2 (Draconis Combine) takes 4 damage to RTR.
        4 damage transfers to CTR.
        Panther PNT-9R #2 (Draconis Combine) takes 4 damage to CTR.
             SECTION DESTROYED.
        Panther PNT-9R #2 (Draconis Combine) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 3.
        Engine safety systems remain in place.
*** Panther PNT-9R #2 (Draconis Combine) DESTROYED by damage! ***
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 29 March 2016, 07:29:48
Battleclad,
The Panther must have been butchered earlier in the turn.  That damage transfer is through already destroyed locations.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 29 March 2016, 08:37:26
Painful. Just Painful. Veteran pilot, in a Phoenix Hawk...

Quote
Movement Phase
-------------------

Phoenix Hawk PXH-1 (Macs Defenders) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 3 : falls.
    Phoenix Hawk PXH-1 (Macs Defenders) falls on its left side, suffering 5 damage.
        Phoenix Hawk PXH-1 (Macs Defenders) takes 5 damage to LA.
            5 Armor remaining.

Pilot of Phoenix Hawk PXH-1 (Macs Defenders) "Sergeant Uzma Kuchelai" must roll 4 to avoid damage; rolls 6 : succeeds.

Phoenix Hawk PXH-1 (Macs Defenders) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 2 : falls.
    Phoenix Hawk PXH-1 (Macs Defenders) falls on its left side, suffering 5 damage.
        Phoenix Hawk PXH-1 (Macs Defenders) takes 5 damage to RT.
            11 Armor remaining.

Pilot of Phoenix Hawk PXH-1 (Macs Defenders) "Sergeant Uzma Kuchelai" must roll 4 to avoid damage; rolls 8 : succeeds.

Phoenix Hawk PXH-1 (Macs Defenders) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 3 : falls.
    Phoenix Hawk PXH-1 (Macs Defenders) falls on its right side, suffering 5 damage.
        Phoenix Hawk PXH-1 (Macs Defenders) takes 5 damage to RT (critical).
            6 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.

Pilot of Phoenix Hawk PXH-1 (Macs Defenders) "Sergeant Uzma Kuchelai" must roll 4 to avoid damage; rolls 7 : succeeds.

Phoenix Hawk PXH-1 (Macs Defenders) must make a piloting skill check (getting up).
Needs 4 [4 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Jackass. Colonel is tempted to shoot him when he gets back to base.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 29 March 2016, 09:16:55
Battleclad,
The Panther must have been butchered earlier in the turn.  That damage transfer is through already destroyed locations.

But four damage from a Small Laser? I forgot I had the TacOps damage turned on...

EDIT:
Code: [Select]
Weapons fire for MechWarrior Corporal James Garrison (Threshold Strikers)
 Auto-Rifle at Uller (Kit Fox) Prime (CJF); needs 4, rolls 11 :  - Direct Blow - 1 troopers hit, causing 1 damage.
        Uller (Kit Fox) Prime (CJF) takes 1 damage to HD.
             2 Armor remaining.


         Pilot of Uller (Kit Fox) Prime (CJF) "Halolani" takes 1 damage.
         Pilot of Uller (Kit Fox) Prime (CJF) "Halolani" needs a 5 to stay conscious.  Rolls 4 : blacks out.
Get back clanner scum!

EDIT: It gets better....
 
Code: [Select]
Halolani has been added to the personnel roster as a prisoner.

Code: [Select]
(James) Returned from combat with the following new injuries:
A laceration on his head
A bruise on his abdomen
A sprained right arm
A bruise on his right leg
He's kind of a badass....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 29 March 2016, 21:48:01
He's kind of a badass....

Yeah, start skilling him up that boys got a future.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 30 March 2016, 13:08:43
Yeah, start skilling him up that boys got a future.

Oh I plan to...

Code: [Select]
Weapons fire for Uller (Kit Fox) Prime (Clan Jade Falcon)
    ER Large Laser at Swordsman SWD-2A (Threshold Strikers); needs 1, rolls 6 :  - Direct Blow - hits  HD

        The wooded hex absorbs 2 damage.        Swordsman SWD-2A (Threshold Strikers) takes 9 damage to HD.
            0 Armor remaining.

        Pilot of Swordsman SWD-2A (Threshold Strikers) "Commander Conora Lance" takes 1 damage.        
Pilot of Swordsman SWD-2A (Threshold Strikers) "Commander Conora Lance" needs a 3 to stay conscious.  Rolls 10 : successful!
Just a close shave please....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 31 March 2016, 15:50:35
When it gets to brawlin'...

Quote
Physical attacks for Shadow Hawk SHD-2H (Capellan Confederation)
    Kick (Right leg) at Cyclops CP-10-Z (Spere); needs 5, rolls 4 : misses.

Physical attacks for Hunchback HBK-4GS (Spere)
    Punch (Left Arm) at Shadow Hawk SHD-2H (Capellan Confederation); needs 9, rolls 9 : hits (using Rear Punch table) LA
        Shadow Hawk SHD-2H (Capellan Confederation) takes 2 damage to LA.
            9 Armor remaining.

    Punch (Right Arm) at Shadow Hawk SHD-2H (Capellan Confederation); needs 7, rolls 8 : hits (using Rear Punch table) LA
        Shadow Hawk SHD-2H (Capellan Confederation) takes 5 damage to LA.
            4 Armor remaining.


Physical attacks for Cyclops CP-10-Z (Spere)
    Punch (Left Arm) at Shadow Hawk SHD-2H (Capellan Confederation); needs 5, rolls 7 : hits (using Punch table) HD
        Shadow Hawk SHD-2H (Capellan Confederation) takes 9 damage to HD.
            0 Armor remaining.

        Pilot of Shadow Hawk SHD-2H (Capellan Confederation) "Sharnaz Alamdar" takes 1 damage.        
Pilot of Shadow Hawk SHD-2H (Capellan Confederation) "Sharnaz Alamdar" needs a 3 to stay conscious.  Rolls 7 : successful!

    Punch (Right Arm) at Shadow Hawk SHD-2H (Capellan Confederation); needs 5, rolls 12 : hits (using Punch table) HD
        Shadow Hawk SHD-2H (Capellan Confederation) takes 9 damage to HD.
             SECTION DESTROYED.
*** Shadow Hawk SHD-2H (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Shadow Hawk SHD-2H (Capellan Confederation) "Sharnaz Alamdar" is already dead, so no damage is dealt!

...don't go toe to toe with someone 2 weight classes above ya! (Not to mention the Hunchie sneakin up behind him!)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 01 April 2016, 16:32:35
First damage my only heavy takes....

Quote

Weapons fire for Vedette Medium Tank (Liao) (Capellan Confederation)
    Medium Laser at Marauder MAD-3R (Spere); needs 9, rolls 12 : hits  CT (critical)
        Marauder MAD-3R (Spere) takes 5 damage to CT (critical).
            30 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.


    Medium Laser at Marauder MAD-3R (Spere); needs 9, rolls 10 : hits  LT
        Marauder MAD-3R (Spere) takes 5 damage to LT.
            7 Armor remaining.

I hate that CT (Critical) roll...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 01 April 2016, 17:37:23
I had a similar gyro hit recently... The pilot then basically ignored it and refused to fail any of his movement/fall rolls, which was amusing because he was a 4/5.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 03 April 2016, 04:52:16
He's dead, died and exploded which was what killed him.

Code: [Select]
LRM 15 (Artemis-capable ammo) at Phoenix Hawk L PXH-11K (Zogster); needs 10, rolls 10 :  (ECM prevents bonus)15 missile(s) hit.

        Phoenix Hawk L PXH-11K (Zogster) takes 5 damage to RA.
             1 Internal Structure remaining
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on - TSEMP Cannon.
            *** TSEMP Cannon EXPLODES!  10 DAMAGE! ***
                Phoenix Hawk L PXH-11K (Zogster) takes 10 damage to RA.
                     SECTION DESTROYED,
                9 damage transfers to RT.
                    Critical hit on RA.         Roll is 7;         no effect.
                Phoenix Hawk L PXH-11K (Zogster) takes 9 damage to RT.
                     SECTION DESTROYED,
                1 damage transfers to CT.
                    Critical hit on RT.         Roll is 9;         1 location.
                    CRITICAL HIT on Double Heat Sink.
        *** Phoenix Hawk L PXH-11K (Zogster) DESTROYED by engine destruction! ***
                Phoenix Hawk L PXH-11K (Zogster) takes 1 damage to CT.
                     10 Internal Structure remaining
                    Critical hit on CT.         Roll is 6;         no effect.

        Pilot of Phoenix Hawk L PXH-11K (Zogster) "Joann" takes 2 damage.
            Location has no more hittable critical slots.

        Phoenix Hawk L PXH-11K (Zogster) takes 5 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Phoenix Hawk L PXH-11K (Zogster) "Joann" is already dead, so no damage is dealt!

        Phoenix Hawk L PXH-11K (Zogster) takes 5 damage to LA.
             SECTION DESTROYED,
        3 damage transfers to LT.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on +MML 3.
        Phoenix Hawk L PXH-11K (Zogster) takes 3 damage to LT.
             3 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on MML 3 LRM Ammo (37).
            *** MML 3 LRM Ammo EXPLODES!  111 DAMAGE! ***
                Phoenix Hawk L PXH-11K (Zogster) takes 111 damage to LT.
                     SECTION DESTROYED,
                    remaining 108 damage prevented by CASE.
                    Critical hit on LT.         Roll is 5;         no effect.

        Pilot of Phoenix Hawk L PXH-11K (Zogster) "Joann" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 03 April 2016, 06:13:24
Ah the beautiful sound of screams and artillery  O0

Quote
Weapons fire for Mobile Long Tom Artillery (Unofficial) (+ Carriage) (The Crimson Knights)
    Long Tom at Hex: 2011 (Artillery), the shot is an automatic hit (Artillery firing at designated artillery target.), rolls 10 : hits the intended hex 2011.
        Hex 2013: terrain takes 10 damage.
Wasp WSP-1A #2 (Rebels) hit (using Rear table) for 5 damage.
        Wasp WSP-1A #2 (Rebels) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.
        >Wasp WSP-1A #2 (Rebels) suffers catastrophic damage, but the autoeject system was engaged.
    
Wasp WSP-1A #2 (Rebels) must make a piloting skill check (Bad Weather).
    Needs 5 [3 (ejecting) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 2 : fails.

        Pilot of MechWarrior Fusileka Osmanoglu (Rebels) "Fusileka Osmanoglu" takes 1 damage.
        Pilot of MechWarrior Fusileka Osmanoglu (Rebels) "Fusileka Osmanoglu" takes 5 damage.*** Wasp WSP-1A #2 (Rebels) DESTROYED by ejection! ***

        Pilot of Wasp WSP-1A #2 (Rebels) "Fusileka Osmanoglu" is already dead, so no damage is dealt!
Stinger STG-3R (Rebels) hit (using Left Side table) for 5 damage.
        Stinger STG-3R (Rebels) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Stinger STG-3R (Rebels) "Haala bin Kameel" takes 1 damage.        
Pilot of Stinger STG-3R (Rebels) "Haala bin Kameel" needs a 3 to stay conscious.  Rolls 9 : successful!
        Hex 1810: terrain takes 10 damage.
Vulcan VL-2T (Rebels) hit for 5 damage.
        Vulcan VL-2T (Rebels) takes 5 damage to CT.
            5 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 April 2016, 17:56:48
Wow that's brutal, they really kept head of things in that game.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 05 April 2016, 21:31:40
You are so fired!

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

Physical attacks for Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO)
    Kick (Left leg) at Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) ID:10; needs 6, rolls 5 : misses.

Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) must make 1 piloting skill roll(s) (missed a kick).
The base target is 6 [5 (Base piloting skill) + 1 (high/low gravity)].
    Roll #1, (5 (Base piloting skill) + 1 (high/low gravity) + 0 (missed a kick)); needs 6, rolls 4 : falls.
    Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) falls on its right side, suffering 6 damage.
        Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 5 damage to LTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 10 Ammo (12).
            *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                >Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) suffers catastrophic damage, but the autoeject system was engaged.
            
Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) must make a piloting skill check (High-G).
            Needs 11 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (High-G)], rolls 7 : fails.

                Pilot of MechWarrior CPL Ella Chennells ID:12 (AFFS-FSACRCT-2REG-2BN-ECO) "CPL Ella Chennells" takes 2 damage.                    The pilot ejects safely!
        *** Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) DESTROYED by ejection! ***
                Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 120 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                109 damage transfers to CT.
                    Critical hit on LT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on LRM 10 Ammo (12).
                    *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                        Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 120 damage to LT.
                        120 damage transfers to CT.
                        Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 120 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is (7+4) = 11;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Engine.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) is hit for 6 damage!
                        Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) takes 5 damage to TU.
                            9 Armor remaining.
                        Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) takes 1 damage to FR.
                            12 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) "CPL Ella Chennells" has ejected, so no damage is dealt!

                Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 109 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) is hit for 6 damage!
                Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) takes 5 damage to FR.
                    7 Armor remaining.
                Pegasus Scout Hover Tank (Standard) ID:10 (OPFOR_0) takes 1 damage to TU.
                    8 Armor remaining.


                End Secondary Damage Report.

        Pilot of Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) "CPL Ella Chennells" has ejected, so no damage is dealt!

        Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 1 damage to LTR.
        1 damage transfers to CTR.
        Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) takes 1 damage to CTR.

Pilot of Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO) "CPL Ella Chennells" must roll 6 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 05 April 2016, 21:53:05
At the end of this game the hunchie was obviously a total loss but the pilot was marked as "dead" and going back in the game log I see that:

The following utterly destroyed units are not available for salvage:
Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO)
Pilot : CPL Ella Chennells [5/5] ( 2 hit(s) )
Kills : 0
Destroyed by pilot error.

So, why is my pilot being marked dead in the after action window or whatever you want to call it?  Cant find it in any of the other logs where it lists her as being "dead" after the battle even though she only took two hits.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kentares on 06 April 2016, 04:44:18
At the end of this game the hunchie was obviously a total loss but the pilot was marked as "dead" and going back in the game log I see that:

The following utterly destroyed units are not available for salvage:
Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO)
Pilot : CPL Ella Chennells [5/5] ( 2 hit(s) )
Kills : 0
Destroyed by pilot error.

So, why is my pilot being marked dead in the after action window or whatever you want to call it?  Cant find it in any of the other logs where it lists her as being "dead" after the battle even though she only took two hits.

Was ejected and died after that?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 06 April 2016, 07:15:33
You are so fired!
{some bad stuff about a Hunchback}

Well, he did actually damage the Pegasus in the end, so...  ;)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 06 April 2016, 11:45:42
Forgot to mention I have ejected pilots flee and advanced medical rules on.  Set her hits to 5 in the AA screen so she wouldnt die and back in the HQ screen she had 2 head hits, 1 leg hit, and 3 body hits so, just deleted the leg and broken collar bone injuries so she would only be left with the 2 head hits (concussion).  I dont understand what happened, ejected and took 2 hits and that was it in MM.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 06 April 2016, 11:54:45
I see 4 hits. 2 from ammo explosion and 2 from ejecting. Not sure where the last one is from unless your pilot took a hit in a previous round/attack
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 06 April 2016, 12:17:05
Oh thats right she should have taken 2 hits from the ammo explosion and then damage from a fail ejection roll but in the end phase resolution screen:

The following utterly destroyed units are not available for salvage:
Hunchback HBK-4J ID:5 (AFFS-FSACRCT-2REG-2BN-ECO)
Pilot : CPL Ella Chennells [5/5] ( 2 hit(s) )
Kills : 0
Destroyed by pilot error.

And she did not take damage previously, was a pristine untouched mech.  The fall and then ammo explosion was the only damage it took (my luck).  Im on my work laptop or I'd send the logs even though I looked through them and nothing describes where the other four hits came from.  And should it not have said "pilot takes 2 hits" when the ammo explosion occurred?  I have CASE prevents damage to pilot rule on but, its 3025 and that hunchie doesnt have CASE.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: arlith on 06 April 2016, 13:28:06
If you read the report, the 2 damage from the ammo explosion isn't applied because "the pilot is already ejected."  That's why the pilot only has 2 hits in the victory phase report.  I think there are already some open bug reports about strangeness with resolving ejected pilots in MHQ, with respect to them being marked as total loss.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 06 April 2016, 13:42:08
Alright, that might be what is going on because it makes no sense.  But, its easy enough to just go in and edit the injuries so that it does make sense.  Just sucked because at the end I didnt remember how many hits she took during that little fiasco.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 06 April 2016, 13:56:05
There were two ammo explosions. One before the pilot ejects which should have listed the 2 hits from an ammo explosion
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 07 April 2016, 07:53:41
There were two ammo explosions. One before the pilot ejects which should have listed the 2 hits from an ammo explosion

Unless auto-eject from ammo explosions was turned off, auto-eject kicks in before the damage is applied to the pilot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 07 April 2016, 10:48:15
Yeah this happened again last night, a Champion's ammo blew up and pilot ejected with only 3 hits but, in the resolution screen it marked her as dead with the mech a total loss.  Just put it back to 3 and am so, glad to be rid of that junk Champion (thin armor).  So, if there are reports already open about this I'll just deal with it no biggie.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 11 April 2016, 17:36:52
Okay, this one is a little long, but kinda funny.

Setup: I'm defending a base attack against the Cap Fed. Princess tends to stack her VTOLs, and had two Warriors in one hex, and two Peregrines in an adjacent hex. My unit commander is in a Crusader... Unfortunately, my employer, FWL, had a Vedette and a Warrior VTOL right there too...oops...


Quote
Weapons fire for Crusader CRD-3R2 (Spere)
    SRM 6 at Peregrine Attack VTOL (Standard) #2 (Capellan Confederation); needs 7, rolls 10 : 4 missile(s) hit (using Left Side table) (w/ +2 bonus).

        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 2 damage to LS.
            0 Armor remaining.

        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 2 damage to FR.
            0 Armor remaining.

        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 2 damage to LS (critical).
             1 Internal Structure remaining.
            Critical hit on LS. Roll is 10; Engine destroyed.  Immobile.

Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) must make a piloting skill check (VTOL making forced landing).
Needs 8 [4 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 7 : falls.
Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) has lost its movement and crashes.  It plummets 1 levels to the ground.
     Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) falls on its front, suffering 6 damage.
        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 5 damage to FR.
             SECTION DESTROYED.
*** Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on FR. Roll is 7; Machine Gun malfunctions.
        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 1 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 7; Stabilizer destroyed!
Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes internal damage from a fall and explodes.
The VTOL has a fusion engine, so the explosion doesn't have any effect.
            Critical hit on LS. Roll is 7; Ammunition Hit!
*** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  396 DAMAGE! ***
        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 580 damage to LS.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Warrior Attack Helicopter H-7 (Free Worlds League) is hit for 58 damage!
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to LS.
            0 Armor remaining.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to FR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to FR.
            Armor destroyed.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7 (Free Worlds League) DESTROYED by damage! ***
            Critical hit on FR. Roll is 9; Sensors Hit!
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to FR.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to FR.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to RS.
            0 Armor remaining.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 8; Engine destroyed.  Immobile.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to FR.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 5 damage to RS.
             SECTION DESTROYED.
            Critical hit on RS. Roll is 8; Ammunition Hit!
*** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***
*** AC/2 Ammo EXPLODES!  84 DAMAGE! ***
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 276 damage to RS.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
   Vedette Medium Tank (AC2) #3 fails to take shelter from the blast!

        Vedette Medium Tank (AC2) #3 (Free Worlds League) is hit for 27 damage!
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 5 damage to FR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 5 damage to LS.
            13 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 5 damage to FR.
            4 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 5 damage to FR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on FR. Roll is 7; Machine Gun malfunctions.
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 5 damage to TU.
            15 Armor remaining.
        Vedette Medium Tank (AC2) #3 (Free Worlds League) takes 2 damage to FR.
             2 Internal Structure remaining.
            Chance for motive system damage. Roll is 4; (w/ +0 bonus)
             no effect.
            Critical hit on FR. Roll is 2; no effect.

        Warrior Attack Helicopter H-7A (Capellan Confederation) is hit for 13 damage!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to RR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 3 damage to LS.
            2 Armor remaining.

        Peregrine Attack VTOL (Standard) (Capellan Confederation) is hit for 27 damage!
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Peregrine Attack VTOL (Standard) (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 10; Engine destroyed.  Immobile.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on FR. Roll is 7; Machine Gun malfunctions.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 2 damage to FR.

        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) is hit for 13 damage!
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 5 damage to RR.
            1 Armor remaining.
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 5 damage to LS.
            0 Armor remaining.
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!

   Peregrine Attack VTOL (Standard) #2 takes no damage (sheltered from explosion).


        End Secondary Damage Report.
        Warrior Attack Helicopter H-7 (Free Worlds League) takes 3 damage to FR.

   Vedette Medium Tank (AC2) #3 takes no damage (sheltered from explosion).

        Warrior Attack Helicopter H-7A (Capellan Confederation) is hit for 29 damage!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7A (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 4; no effect.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 5 damage to LS (critical).
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
             2 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 9; Flight stabiliser damaged!
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 1 damage to RO.
             1 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 11; Rotor blown off!
Warrior Attack Helicopter H-7A (Capellan Confederation) has lost its movement and crashes.  It plummets 1 levels to the ground.
     Warrior Attack Helicopter H-7A (Capellan Confederation) falls on its rear, suffering 4 damage.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 4 damage to RS.
            1 Armor remaining.
        Warrior Attack Helicopter H-7A (Capellan Confederation) takes 4 damage to FR.
            2 Armor remaining.

        Peregrine Attack VTOL (Standard) (Capellan Confederation) is hit for 58 damage!
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on RS. Roll is 12; SRM 4 malfunctions.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.
             2 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 11; Rotor blown off!
Peregrine Attack VTOL (Standard) (Capellan Confederation) has lost its movement and crashes.  It plummets 1 levels to the ground.
     Peregrine Attack VTOL (Standard) (Capellan Confederation) falls on its left side, suffering 6 damage.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to LS (critical).
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to LS.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.
             1 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 6; Rotor damaged!
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to LS.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 5 damage to FR.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.
             SECTION DESTROYED.
             Rotor damaged!
            Critical hit on RO. Roll is 5; no effect.
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.

        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) is hit for 29 damage!
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 5 damage to LS.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7A #2 (Capellan Confederation) DESTROYED by damage! ***
            Critical hit on LS. Roll is 8; Engine destroyed.  Immobile.
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 5 damage to LS.
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 1 damage to RO (critical).
             2 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 7; Rotor damaged!
            Critical hit on RO. Roll is 5; no effect.
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 1 damage to RO.
             1 Internal Structure remaining.
             Rotor damaged!
            Critical hit on RO. Roll is 7; Rotor damaged!
        Warrior Attack Helicopter H-7A #2 (Capellan Confederation) takes 1 damage to RO.
             SECTION DESTROYED.
             Rotor damaged!
            Critical hit on RO. Roll is 9; Flight stabiliser damaged!


        End Secondary Damage Report.

        Peregrine Attack VTOL (Standard) #2 (Capellan Confederation) takes 2 damage to FR.


    SRM 6 at Peregrine Attack VTOL (Standard) (Capellan Confederation); needs 7, rolls 7 : 5 missile(s) hit (using Left Side table) (w/ +2 bonus).

        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 2 damage to FR.

        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 2 damage to RR.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RR. Roll is 11; Sensors Hit!

        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 2 damage to LS (critical).

        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 2 damage to LS.

        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.


    Medium Laser at Peregrine Attack VTOL (Standard) (Capellan Confederation); needs 7, rolls 7 : hits  (using Left Side table) RO
        Peregrine Attack VTOL (Standard) (Capellan Confederation) takes 1 damage to RO.


    Medium Laser at Peregrine Attack VTOL (Standard) #2 (Capellan Confederation); needs 7, rolls 6 : misses[/color]

All in all, killed 4 VTOLs, and one friendly VTOL, and damaged a friendly Vedette, with 1 medium laser and 9 SRMs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 11 April 2016, 18:40:34
Boring! Do want stupid RFE for option ONLY 1 AMMO goes crit per Vee!

Otherwise... suicide vees FTW!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 11 April 2016, 19:46:44
ER Small Laser(s) of doom.  Not kill, but might well be.  YEAsh.

Code: [Select]
Weapons fire for Sphinx 2
    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 11 : hits  CT (critical)
        Marauder II MAD-6D (Wrangler) takes 5 damage to CT (critical).
            40 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Improved Jump Jet.
            CRITICAL HIT on Standard Gyro.

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 6 : misses

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 11 : hits  LA
        Marauder II MAD-6D (Wrangler) takes 5 damage to LA.
            29 Armor remaining.
    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 6 : misses

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 10 : hits  HD
        Marauder II MAD-6D (Wrangler) takes 5 damage to HD.
            4 Armor remaining.
        Pilot of Marauder II MAD-6D (Wrangler) "Domina Torres" takes 1 damage.        
Pilot of Marauder II MAD-6D (Wrangler) "Domina Torres" needs a 3 to stay conscious.  Rolls 8 : successful!

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 10 : hits  RL
        Marauder II MAD-6D (Wrangler) takes 5 damage to RL.
            26 Armor remaining.
    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 11 : hits  RL
        Marauder II MAD-6D (Wrangler) takes 5 damage to RL.
            21 Armor remaining.
    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 2 : misses

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 10 : hits  CT
        Marauder II MAD-6D (Wrangler) takes 5 damage to CT.
            35 Armor remaining.

    ER Small Laser at Marauder II MAD-6D (Wrangler); needs 9, rolls 5 : misses

    ER Large Laser at Marauder II MAD-6D (Wrangler); needs 5, rolls 10 : hits  RL
        Marauder II MAD-6D (Wrangler) takes 10 damage to RL.
            11 Armor remaining.
    ER Large Laser at Marauder II MAD-6D (Wrangler); needs 5, rolls 8 : hits  LL
        Marauder II MAD-6D (Wrangler) takes 10 damage to LL.
            31 Armor remaining.

Weapons fire for Ocelot 3
    Heavy Medium Laser at Hex 1510 of Building #26644 (Collapse); needs 3, rolls 7 : hits.
        Building #26644 absorbs 10 points of damage.

    Heavy Medium Laser at Hex 1510 of Building #26644 (Collapse); needs 3, rolls 5 : hits.
        Building #26644 absorbs 10 points of damage.
    ER Large Laser at Hex 1510 of Building #26644 (Collapse); needs 0, rolls 10 : hits.
        Building #26644 absorbs 10 points of damage.

Building #26644 collapses due to heavy load.
    Marauder II MAD-6D (Wrangler) is hit by falling debris for 4 damage.
        Marauder II MAD-6D (Wrangler) takes 4 damage to RT.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

Marauder II MAD-6D (Wrangler) falls 6 level(s) into hex 1510
    Marauder II MAD-6D (Wrangler) falls on its right side, suffering 70 damage.
        Marauder II MAD-6D (Wrangler) takes 5 damage to CT.
            30 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RA.
            22 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RL.
            6 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to CT.
            25 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RA.
            17 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to LT.
            14 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to CT.
            20 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to LT.
            9 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RL.
            1 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to LT.
            4 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to LT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.
        Marauder II MAD-6D (Wrangler) takes 5 damage to LA.
            24 Armor remaining.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RL.
            Armor destroyed.
             17 Internal Structure remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.
        Marauder II MAD-6D (Wrangler) takes 5 damage to RA.
            12 Armor remaining.

Pilot of Marauder II MAD-6D (Wrangler) "Domina Torres" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Marauder II MAD-6D (Wrangler) "Domina Torres" takes 1 damage.        
Pilot of Marauder II MAD-6D (Wrangler) "Domina Torres" needs a 5 to stay conscious.  Rolls 8 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 20 April 2016, 13:38:36
I dumped 4 x SRM 6 into a badly damaged Ostscout.

17 crit chances, including 2 leg, 6 CT, and 1 HD.

The Ostscout remains, with 1 structure in its CT and 2 in its HD.  Its total armor is 4 CTR.

Why won't you die?

EDIT: Looks like the image attached.  :)  Technically, the Ostscout is still combat "effective".  Its ML is intact.

Code: [Select]
Weapons fire for Archer ARC-2K-SRM (Lakedaemonians)
    SRM 6 at Ostscout OTT-7J (Lyran Commonwealth); needs 5, rolls 8 : 6 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 5; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RA.
        2 damage transfers to RT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
             1 Internal Structure remaining.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.


    SRM 6 at Ostscout OTT-7J (Lyran Commonwealth); needs 5, rolls 7 : 4 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.
        Ostscout OTT-7J (Lyran Commonwealth) takes 1 damage to CT.
            1 Armor remaining.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RL.
            6 Armor remaining.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LL.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RA.
        2 damage transfers to RT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.


    SRM 6 at Ostscout OTT-7J (Lyran Commonwealth); needs 5, rolls 8 : 6 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RL.
            4 Armor remaining.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
        2 damage transfers to CT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to CT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Ostscout OTT-7J (Lyran Commonwealth) "Marquart McMartin" takes 1 damage.       
Pilot of Ostscout OTT-7J (Lyran Commonwealth) "Marquart McMartin" needs a 5 to stay conscious.  Rolls 8 : successful!

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RA.
        2 damage transfers to RT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RT.
             SECTION DESTROYED.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 10; 1 location.
            CRITICAL HIT on Jump Jet.
        Ostscout OTT-7J (Lyran Commonwealth) takes 1 damage to CT.
             9 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RT.
        2 damage transfers to CT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to CT.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is 8; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LL.
             5 Internal Structure remaining.
            Critical hit on LL. Roll is 10; 1 location.
            CRITICAL HIT on Foot.


    SRM 6 at Ostscout OTT-7J (Lyran Commonwealth); needs 5, rolls 6 : 5 missile(s) hit (using Left Side table) (w/ +4 bonus).

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
        2 damage transfers to CT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to CT.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RL.
            2 Armor remaining.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to RL.
            0 Armor remaining.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to CT.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.

        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to LT.
        2 damage transfers to CT.
        Ostscout OTT-7J (Lyran Commonwealth) takes 2 damage to CT.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is 8; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 20 April 2016, 15:20:13
(http://www.relatably.com/m/img/just-die-memes/5213eb728f1cc2ce373689a5c1795328a265d261082b31185399d38c9de10850.jpg)ROTFLMAO!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 20 April 2016, 15:39:22
(http://www.relatably.com/m/img/just-die-memes/5213eb728f1cc2ce373689a5c1795328a265d261082b31185399d38c9de10850.jpg)ROTFLMAO!
That does sum it up.

I have XP per kill enabled, so I wanted it dead for that, but I had to let it flee because I was outnumbered 12 to 4 in this battle. Sad.   :'(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 24 April 2016, 21:30:30
Not really a crazy hit post, but I just had the computer use one of my own designs to lay waste to my team with a Gauss Rifle. I forgot that one had the GR so I was concentrating on one of the other mechs and the hits just started rolling in.

Pissed, but kind of proud also.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 30 April 2016, 18:15:02
This is crazy, what jams on a medium laser?

(http://i.imgur.com/hxaX89h.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 30 April 2016, 18:52:58
This is crazy, what jams on a medium laser?

Frost?

No wait, Raspberry Jam!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 01 May 2016, 06:22:07
Dude! Shoot from the hip!
Quote
Weapons fire for Enforcer ENF-4R (The Gilded Thorns)
    AC/10 at Wasp WSP-1D (Pirates); needs 8, rolls 9 : hits  (using Left Side table) HD
        Wasp WSP-1D (Pirates) takes 10 damage to HD.
             SECTION DESTROYED.
*** Wasp WSP-1D (Pirates) DESTROYED by damage! ***
        >Wasp WSP-1D (Pirates) suffers catastrophic damage, but the autoeject system was engaged.
    
Wasp WSP-1D (Pirates) must make a piloting skill check (landing in clear terrain).
    Needs 8 [6 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 10 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Blair Uuka (Pirates) "Blair Uuka" takes 4 damage.            Critical hit on HD. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Standard Cockpit.

            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Wasp WSP-1D (Pirates) "Blair Uuka" has ejected, so no damage is dealt!


    Large Laser at Commando COM-2D (Barrett’s Fusiliers); needs 9, rolls 10 : hits  HD
        Commando COM-2D (Barrett’s Fusiliers) takes 8 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is (7+1) = 8; no effect.

        Pilot of Commando COM-2D (Barrett’s Fusiliers) "Bernyce Krejcha" takes 1 damage.        
Pilot of Commando COM-2D (Barrett’s Fusiliers) "Bernyce Krejcha" needs a 3 to stay conscious.  Rolls 10 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 01 May 2016, 14:06:32
Code: [Select]
Weapons fire for Onslaught SA-OS-S7 (TestBot)
    Large Laser at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 5 : misses

    Machine Gun at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 6 : misses
    Machine Gun at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 10 : hits  CT (critical)
        Marauder MAD-8M-CAT-III (Andras) takes 2 damage to CT (critical).
            11 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Marauder MAD-8M-CAT-III (Andras) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 01 May 2016, 16:12:38
That is horrible. Almost as horrible as having your Marauder getting hosed on round 1 by a lucky TAC to the cockpit by a Locust. At least yours died by another heavy.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 01 May 2016, 17:01:27
Through armor critical hits = false.  :D Hate that rule.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 02 May 2016, 07:26:51
It doesn't appear to be a TAC; CT (Crit) is a core rule on the basic hit table...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Jayof9s on 02 May 2016, 08:29:06
It doesn't appear to be a TAC; CT (Crit) is a core rule on the basic hit table...

That's what a through armor critical is. There's just an additional TacOps (I believe) rule to make those TACs rolling so they can hit locations other than the CT (i.e. the roll the CT (crit) result and then reroll to determine where it lands). It makes TACs usually less destructive when they aren't so assured to hit the gyro or engine. MM also has the unofficial rule to turn those off entirely though and only allow for critical hits after armor is breached.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 02 May 2016, 08:50:33
That's what a through armor critical is. There's just an additional TacOps (I believe) rule to make those TACs rolling so they can hit locations other than the CT (i.e. the roll the CT (crit) result and then reroll to determine where it lands). It makes TACs usually less destructive when they aren't so assured to hit the gyro or engine. MM also has the unofficial rule to turn those off entirely though and only allow for critical hits after armor is breached.

Which is what I use since it seems like princess can always pull off them TACs and I rarely am ever that lucky.  And thats why this game is great, if you dont like something you can turn it off or customize it :D.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 03 May 2016, 19:56:03
There ARE REASONS why you do not want a Industrial-grade Peacekeeper PoliceMech trying lay down the law on a M1 Marksman Main Battle Tank.

Code: [Select]
Weapons fire for Marksman MBT M1 #3 (The Other Guy)
    Gauss Rifle at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 6, rolls 8 : hits  (using Right Side table) RL
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 15 damage to RL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RL. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Upper Leg.


    MRM 10 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 7, rolls 3 : misses


    MRM 10 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 7, rolls 8 : 10 missile(s) hit (using Right Side table).

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 5 damage to RA.
            5 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            13 Armor remaining.


    SRM 6 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 6, rolls 8 : 4 missile(s) hit (using Right Side table).

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
            3 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
            1 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RL.
             1 Internal Structure remaining.
            Critical hit on RL. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Foot.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Upper Arm.


    SRM 6 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 6, rolls 6 : 4 missile(s) hit (using Right Side table).

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Environmental Sealing.
            CRITICAL HIT on +Mech Taser.
            *** Mech Taser EXPLODES!  6 DAMAGE! ***
                >Peacemaker PM6 PoliceMech (Standard) (Wrangler) suffers catastrophic damage, but the autoeject system was engaged.
            
Peacemaker PM6 PoliceMech (Standard) (Wrangler) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Peacemaker PM6 PoliceMech (Standard) (Wrangler) DESTROYED by ejection! ***
                Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 6 damage to RA.
                     SECTION DESTROYED.
                3 damage transfers to RT.
                    Critical hit on RA.         Roll is (6+2) = 8;         1 location.
                    CRITICAL HIT on Lower Arm.
                Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 3 damage to RT.
                     5 Internal Structure remaining.
                    Critical hit on RT.         Roll is (7+2) = 9;         1 location.
                    CRITICAL HIT on Heat Sink.

        Pilot of Peacemaker PM6 PoliceMech (Standard) (Wrangler) "Gary Jonet" has ejected, so no damage is dealt!


        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to LL.
            8 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to LL.
            6 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RL.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RL. Roll is (4+2) = 6; no effect.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 1 damage to RT.
            9 Armor remaining.


    Streak SRM 4 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 6, rolls 7 : 4 missile(s) hit (using Right Side table).

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
            7 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
        2 damage transfers to RT.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
            5 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to CT.
            11 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to CT.
            9 Armor remaining.


    Streak SRM 4 at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 6, rolls 9 : 4 missile(s) hit (using Right Side table).

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
        2 damage transfers to RT.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
            3 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to LT.
            8 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RL.
        2 damage transfers to RT.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
            1 Armor remaining.

        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RL.
        2 damage transfers to RT.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on +SRM 2.


    Machine Gun at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 10, rolls 11 : hits  (using Right Side table) RA
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RA.
        2 damage transfers to RT.
        Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 2 damage to RT.
             2 Internal Structure remaining.
            Critical hit on RT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on SRM 2 Ammo (47).
            *** SRM 2 Ammo EXPLODES!  188 DAMAGE! ***
                Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 188 damage to RT.
                     SECTION DESTROYED.
                186 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+2) = 10;         2 locations.
                    CRITICAL HIT on Environmental Sealing.
                    Location has no more hittable critical slots.
                Peacemaker PM6 PoliceMech (Standard) (Wrangler) takes 186 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is (7+2) = 9;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Peacemaker PM6 PoliceMech (Standard) (Wrangler) "Gary Jonet" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


    Machine Gun at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 10, rolls 3 : misses

    Machine Gun at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 10, rolls 9 : misses

    Machine Gun at Peacemaker PM6 PoliceMech (Standard) (Wrangler); needs 10, rolls 5 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 26 May 2016, 13:26:15
Shooting skills...

Code: [Select]
Weapons fire for Centurion CN9-A (Sabelkatten)
    AC/10 at Assassin ASN-21 (Princess); needs 5, rolls 9 : hits  RL
        Assassin ASN-21 (Princess) takes 10 damage to RL.
            Armor destroyed, 3 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.


    Medium Laser at Assassin ASN-21 (Princess); needs 5, rolls 7 : hits  CT
        Assassin ASN-21 (Princess) takes 5 damage to CT.
            7 Armor remaining.


    LRM 10 at Catapult CPLT-K2 (Princess); needs 8, rolls 9 : 6 missile(s) hit.

        Catapult CPLT-K2 (Princess) takes 5 damage to CT (critical).
            19 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.

        Catapult CPLT-K2 (Princess) takes 1 damage to LT.
            19 Armor remaining.


    Medium Laser at Sentinel STN-3KA (Princess); needs 8, rolls 10 : hits  (using Left Side table) LT (critical)
        Sentinel STN-3KA (Princess) takes 5 damage to LT (critical).
            10 Armor remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.

Not only does he manage to line up good shots with everything including the rear laser(!), he hits with everything save 4 LRMs, causing 2 TACs in the process! :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 13 June 2016, 01:22:06
Note to all Personnel:  Duct Tape is no longer to be used in the repair of mechs.

Code: [Select]
Weapons fire for J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements))
    Medium Laser at Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals); needs 6, rolls 6 : hits  (using Right Side table) RL
        Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals) takes 5 damage to RL.
            29 Armor remaining.


    Machine Gun at Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals); needs 6, rolls 3 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Machine Gun at Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals); needs 6, rolls 8 : hits  (using Right Side table) HD (critical)
        Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals) takes 2 damage to HD (critical).
            7 Armor remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals) DESTROYED by pilot death! ***

        Pilot of Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals) "Sergeant Zahida Nitisastro" is already dead, so no damage is dealt!


    Machine Gun at Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals); needs 6, rolls 4 : misses
        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 13 [9 (Machine Gun) + 2 (accidental) + 2 (conditions)] to ignite, rolls 6

    Machine Gun at Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals); needs 6, rolls 8 : hits  (using Right Side table) RA
        Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals) takes 2 damage to RA.
            14 Armor remaining.


On the other side of that equation

Code: [Select]
Weapons fire for Hatamoto-Chi HTM-29T MI-1 (Mogul's Immortals)
    SRM 6 at J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)); needs 8, rolls 11 : 2 missile(s) hit (using Left Side table).

        J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)) takes 2 damage to LS.
            9 Armor remaining.

        J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)) takes 2 damage to FR.
            28 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +5 bonus)
             Major damage, vehicle immobile.
*** J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)) DESTROYED by a watery grave! ***


    SRM 6 at J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)); needs 8, rolls 4 : misses


    ER Medium Laser at J. Edgar Light Hover Tank (MG) (Word of Blake (Reinforcements)); needs 8, rolls 7 : misses


    ER PPC at Legacy LGC-01 (Word of Blake); needs 8, rolls 8 : hits  LL
        Legacy LGC-01 (Word of Blake) takes 10 damage to LL.
            21 Armor remaining.


Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 17 July 2016, 02:43:07
Pinpoint missile specialist.  O:-)

Code: [Select]
Weapons fire for Longbow LGB-7Q (Fiona's Furies - Succession Wars)
    LRM 20 at Hunchback HBK-4P (Pirate); needs 8, rolls 11 :  - Direct Blow - 12 missile(s) hit (w/ +2 bonus).

        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
            15 Armor remaining.

        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
            6 Armor remaining.

        Hunchback HBK-4P (Pirate) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Binaghi" takes 1 damage (1 total hits).
        
Pilot of Hunchback HBK-4P (Pirate) "Matthew Binaghi" needs a 3 to stay conscious.  Rolls 6 : successful!


    LRM 20 at Hunchback HBK-4P (Pirate); needs 8, rolls 9 : 20 missile(s) hit.

        Hunchback HBK-4P (Pirate) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Binaghi" takes 1 damage (2 total hits).
        
Pilot of Hunchback HBK-4P (Pirate) "Matthew Binaghi" needs a 5 to stay conscious.  Rolls 4 : blacks out.

        Hunchback HBK-4P (Pirate) takes 5 damage to RL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RL. Roll is 2; no effect.

        Hunchback HBK-4P (Pirate) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Hunchback HBK-4P (Pirate) DESTROYED by damage! ***
        >Hunchback HBK-4P (Pirate) suffers catastrophic damage, but the autoeject system was engaged.
    
Hunchback HBK-4P (Pirate) must make a piloting skill check (landing in clear terrain).
    Needs 9 [4 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 5 : fails.

        Pilot of MechWarrior Matthew Binaghi (Pirate) "Matthew Binaghi" takes 2 damage (4 total hits).

        Pilot of MechWarrior Matthew Binaghi (Pirate) "Matthew Binaghi" takes 2 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Binaghi" is already dead, so no damage is dealt!

        Hunchback HBK-4P (Pirate) takes 5 damage to RT (critical).
            10 Armor remaining.
            Critical hit on RT. Roll is 5; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 20 July 2016, 13:48:16
The joys of Dropship piloting ...

Quote
Overlord (3056) (Peter) must make a control roll (clear hex in landing path).
Needs 11 [5 (Base piloting skill) + 4 (Maneuvering thrusters damaged) + 2 (clear hex in landing path)], rolls 6 : landing failed, damage taken.
    Overlord (3056) (Peter) takes 50 damage (MoF 5 * 10)
        Overlord (3056) (Peter) takes 10 damage to AFT.
            128 Armor remaining.
        Overlord (3056) (Peter) takes 10 damage to NOS.
            179 Armor remaining.
        Overlord (3056) (Peter) takes 10 damage to LS.
            155 Armor remaining.
        Overlord (3056) (Peter) takes 10 damage to NOS.
            169 Armor remaining.
        Overlord (3056) (Peter) takes 10 damage to AFT.
            118 Armor remaining.
*** Vulcan VT-5M (Princess) DESTROYED by dropship proximity damage! ***
*** Lynx LNX-9Q (Princess) DESTROYED by dropship proximity damage! ***
        Hex 0810: terrain takes 20 damage.
        Hex 0911: terrain takes 20 damage.
        Hex 0515: terrain takes 20 damage.
        Hex 0514: terrain takes 20 damage.
        Hex 0512: terrain takes 20 damage.
        Hex 0809: terrain takes 16 damage.
Hunchback HBK-5M (Princess) hit for 31 damage.
        Hunchback HBK-5M (Princess) takes 5 damage to LT.
            15 Armor remaining.
        Hunchback HBK-5M (Princess) takes 5 damage to RT.
            15 Armor remaining.
        Hunchback HBK-5M (Princess) takes 5 damage to CT.
            21 Armor remaining.
        Hunchback HBK-5M (Princess) takes 5 damage to RL.
            15 Armor remaining.
        Hunchback HBK-5M (Princess) takes 5 damage to RT.
            10 Armor remaining.
        Hunchback HBK-5M (Princess) takes 5 damage to RA.
            11 Armor remaining.
        Hunchback HBK-5M (Princess) takes 1 damage to LT.
            14 Armor remaining.
        Hex 0414: terrain takes 16 damage.
        Hex 0411: terrain takes 16 damage.
        Hex 0909: terrain takes 12 damage.
        Hex 0316: terrain takes 12 damage.
        Hex 0908: terrain takes 8 damage.
        Hex 1008: terrain takes 8 damage.
        Hex 1310: terrain takes 8 damage.
        Hex 1413: terrain takes 8 damage.
        Hex 1416: terrain takes 8 damage.
        Hex 1513: terrain takes 4 damage.
        Hex 1516: terrain takes 4 damage.
        Hex 0607: terrain takes 4 damage.

Hunchback HBK-5M (Princess) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 0 (weight class modifier)); needs 6, rolls 11 : succeeds.

SQUISH!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 20 July 2016, 17:16:11
So those were under the dropship as it landed right?  If mechs are inside of a dropship when it crashes do they take damage as well?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 20 July 2016, 18:00:47
Yeah landing a spheroid on top of the enemy is a great way to damage or destroy a large part of their force.

Not sure about damage to those inside. Think that only happens if you crash and destroy your DS.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 20 July 2016, 22:25:42
Airbag properly deployed for the Mechs in the DropShip.  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 20 July 2016, 22:53:58
So those were under the dropship as it landed right?  If mechs are inside of a dropship when it crashes do they take damage as well?

Well, the Vulcan and Lynx were under it.  The Hunchback was just nearby (there is a large "splash" area).  And it wasn't an outright crash, just a rough landing.  A full out crash outright destroys mechs inside.

Airbag properly deployed for the Mechs in the DropShip.  :D

:D  Efficient concussion distribution system.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 29 July 2016, 04:43:00
Round one just started with a bang... and I was really hoping to salvage that mech later  :'(
Quote
Weapons fire for Marauder MAD-3D (Mal's Marauders)
    PPC at Crusader CRD-3R (Free Worlds League); needs 6, rolls 9 :  - Direct Blow - hits  RA
        Crusader CRD-3R (Free Worlds League) takes 11 damage to RA.
            9 Armor remaining.


    PPC at Crusader CRD-3R (Free Worlds League); needs 6, rolls 7 : hits  CT (critical)
        Crusader CRD-3R (Free Worlds League) takes 10 damage to CT (critical).
            23 Armor remaining.
            Critical hit on CT. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >Crusader CRD-3R (Free Worlds League) suffers catastrophic damage, but the autoeject system was engaged.
            
Crusader CRD-3R (Free Worlds League) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Crusader CRD-3R (Free Worlds League) DESTROYED by ejection! ***
                Crusader CRD-3R (Free Worlds League) takes 180 damage to CT.
                     SECTION DESTROYED.
                Crusader CRD-3R (Free Worlds League) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Archer ARC-2R (Free Worlds League) is hit for 26 damage!
                Archer ARC-2R (Free Worlds League) takes 5 damage to RT.
                    19 Armor remaining.
                Archer ARC-2R (Free Worlds League) takes 5 damage to LA.
                    17 Armor remaining.
                Archer ARC-2R (Free Worlds League) takes 5 damage to LT.
                    19 Armor remaining.
                Archer ARC-2R (Free Worlds League) takes 5 damage to RL.
                    21 Armor remaining.
                Archer ARC-2R (Free Worlds League) takes 5 damage to RL.
                    16 Armor remaining.
                Archer ARC-2R (Free Worlds League) takes 1 damage to CT.
                    32 Armor remaining.

                Archer ARC-2R #2 (Free Worlds League) is hit for 13 damage!
                Archer ARC-2R #2 (Free Worlds League) takes 5 damage to RL.
                    21 Armor remaining.
                Archer ARC-2R #2 (Free Worlds League) takes 5 damage to CT.
                    28 Armor remaining.
                Archer ARC-2R #2 (Free Worlds League) takes 3 damage to LA.
                    19 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (9+4) = 13;         3 locations.
                    Location has no more hittable critical slots.

        Pilot of Crusader CRD-3R (Free Worlds League) "Fernanda Mallika" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 30 July 2016, 16:29:33
So...Testing Dev 41.20....Kaboom!   Less 5 turns..

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Annihilator ANH-4A (Wrangler)
    Heavy PPC at Atlas AS7-K (Princess Hex Hex); needs 6, rolls 7 : hits  LA
        Atlas AS7-K (Princess Hex Hex) takes 15 damage to LA.
            19 Armor remaining.


    Heavy PPC at Atlas AS7-K (Princess Hex Hex); needs 6, rolls 11 : hits  RA
        Atlas AS7-K (Princess Hex Hex) takes 15 damage to RA.
            19 Armor remaining.


    LB 10-X AC at Atlas AS7-K (Princess Hex Hex); needs 6, rolls 9 : hits  CT (critical)
        Atlas AS7-K (Princess Hex Hex) takes 10 damage to CT (critical).
            37 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


Weapons fire for Atlas AS7-K (Princess Hex Hex)
    Gauss Rifle at Annihilator ANH-4A (Wrangler); needs 5, rolls 6 : hits  RT
        Annihilator ANH-4A (Wrangler) takes 15 damage to RT.
            9 Armor remaining.


    ER Large Laser at Annihilator ANH-4A (Wrangler); needs 5, rolls 12 : hits  CT
        Annihilator ANH-4A (Wrangler) takes 8 damage to CT.
            24 Armor remaining.


    LRM 20 at Annihilator ANH-4A (Wrangler); needs 6, rolls 10 : 6 missile(s) hit.

        Annihilator ANH-4A (Wrangler) takes 5 damage to LT.
            19 Armor remaining.

        Annihilator ANH-4A (Wrangler) takes 1 damage to LT.
            18 Armor remaining.




Annihilator ANH-4A (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 6 : succeeds.

Atlas AS7-K (Princess Hex Hex) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (20+ damage)); needs 9, rolls 4 : falls.
    Atlas AS7-K (Princess Hex Hex) falls on its right side, suffering 10 damage.
        Atlas AS7-K (Princess Hex Hex) takes 5 damage to RA.
            14 Armor remaining.
        Atlas AS7-K (Princess Hex Hex) takes 5 damage to RA.
            9 Armor remaining.

Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" takes 1 damage (1 total hits).
       
Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" needs a 3 to stay conscious.  Rolls 3 : successful!

TURN 2

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

Atlas AS7-K (Princess Hex Hex) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 7 : falls.
    Atlas AS7-K (Princess Hex Hex) falls on its front, suffering 10 damage.
        Atlas AS7-K (Princess Hex Hex) takes 5 damage to LL.
            36 Armor remaining.
        Atlas AS7-K (Princess Hex Hex) takes 5 damage to RT.
            27 Armor remaining.

Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" must roll 8 to avoid damage; rolls 7 : fails.
        Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" takes 1 damage (2 total hits).
       
Pilot of Atlas AS7-K (Princess Hex Hex) "Nathan Johnson" needs a 5 to stay conscious.  Rolls 4 : blacks out.

After 3 turns, still stuck on the ground.  The Princess Get...Lucky.


Weapons fire for Atlas AS7-K (Princess Hex Hex)
    Gauss Rifle at Annihilator ANH-4A (Wrangler); needs 8, rolls 9 : hits  HD
        Annihilator ANH-4A (Wrangler) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Annihilator ANH-4A (Wrangler) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Annihilator ANH-4A (Wrangler) "Edward Boshkezenian" is already dead, so no damage is dealt!


    ER Large Laser at Annihilator ANH-4A (Wrangler); needs 8, rolls 10 : hits  LT
        Annihilator ANH-4A (Wrangler) takes 8 damage to LT.
            10 Armor remaining.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 06 August 2016, 02:08:21
Code: [Select]
Weapons fire for Jenner JR7-D (Draconis Combine)
    Medium Laser at Crab CRB-20 (Fiona's Furies - Succession Wars); needs 8, rolls 10 : hits  RA
        Crab CRB-20 (Fiona's Furies - Succession Wars) takes 6 damage to RA.
            8 Armor remaining.


    Medium Laser at Crab CRB-20 (Fiona's Furies - Succession Wars); needs 8, rolls 11 :  - Direct Blow - hits  CT (critical)
        Crab CRB-20 (Fiona's Furies - Succession Wars) takes 7 damage to CT (critical).
            11 Armor remaining.
            Critical hit on CT. Roll is (12+2) = 14; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Crab CRB-20 (Fiona's Furies - Succession Wars) DESTROYED by engine destruction! ***


    SRM 4 at Crab CRB-20 (Fiona's Furies - Succession Wars); needs 8, rolls 5 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colonel Sanders Lite on 06 August 2016, 02:35:27
Tinkering with an elite clan mechwarrior taking on several random enemy mechs.  The last mech was a Carbine CON-9 ConstructionMech (Standard) and I had initiative.

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Gladiator (Executioner) Prime (Jade_Falcon)
    Attempting death from above on Carbine CON-9 ConstructionMech (Standard) (Princess); needs 0, rolls 7 : hits.
        Defender takes 29 damage  (using Punch table).
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 5 damage to LT.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on LT. Roll is (9+2) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine CON-9 ConstructionMech (Standard) (Princess) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 9.
        Engine safety systems remain in place.
            CRITICAL HIT on Engine.
        Carbine CON-9 ConstructionMech (Standard) (Princess) has taken 2 engine hits this phase.
        Checking for engine explosion on 7, roll is 5.
        Engine safety systems remain in place.
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Carbine CON-9 ConstructionMech (Standard) (Princess) "Gliona Geeves" takes 1 damage.       
Pilot of Carbine CON-9 ConstructionMech (Standard) (Princess) "Gliona Geeves" needs a 3 to stay conscious.  Rolls 7 : successful!
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 5 damage to LT.
             1 Internal Structure remaining
            Critical hit on LT. Roll is (9+2) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine CON-9 ConstructionMech (Standard) (Princess) has taken 3 engine hits this phase.
        Checking for engine explosion on 4, roll is 5.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Carbine CON-9 ConstructionMech (Standard) (Princess) DESTROYED by engine explosion! ***
            Location has no more hittable critical slots.
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 5 damage to LA.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on LA. Roll is (5+2) = 7; no effect.
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 5 damage to HD.
            Armor destroyed,             SECTION DESTROYED,
            Critical hit on HD. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.

        Pilot of Carbine CON-9 ConstructionMech (Standard) (Princess) "Gliona Geeves" is already dead, so no damage is dealt!
        Carbine CON-9 ConstructionMech (Standard) (Princess) takes 4 damage to LA.
             SECTION DESTROYED,
            Critical hit on LA. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Lift Hoist.
            CRITICAL HIT on Lift Hoist.
    Carbine CON-9 ConstructionMech (Standard) (Princess) is displaced into hex 2132.
        Attacker takes 19 damage.
        Gladiator (Executioner) Prime (Jade_Falcon) takes 5 damage to RL.
            20 Armor remaining.
        Gladiator (Executioner) Prime (Jade_Falcon) takes 5 damage to RL.
            15 Armor remaining.
        Gladiator (Executioner) Prime (Jade_Falcon) takes 5 damage to RL.
            10 Armor remaining.
        Gladiator (Executioner) Prime (Jade_Falcon) takes 4 damage to RL.
            6 Armor remaining.

    Gladiator (Executioner) Prime (Jade_Falcon) is displaced into hex 2032.

Gladiator (Executioner) Prime (Jade_Falcon) must make 1 piloting skill roll(s) (executed death from above).
The base target is 1 [1 (Base piloting skill)].
    Roll #1, (1 (Base piloting skill) + 4 (executed death from above)); needs 5, rolls 10 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 08 August 2016, 20:43:46
How much deader does a pilot need to be to stop the PAIN!
Code: [Select]
Warhammer WHM-8K #3 (Doug) must make 2 piloting skill roll(s) (gyro hit; gyro destroyed).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (gyro destroyed); automatically fails.
    Warhammer WHM-8K #3 (Doug) falls on its rear, suffering 7 damage.
        Warhammer WHM-8K #3 (Doug) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Cockpit.

*** Warhammer WHM-8K #3 (Doug) DESTROYED by pilot death! ***
            CRITICAL HIT on C3 Slave.

        Pilot of Warhammer WHM-8K #3 (Doug) "Ryuichi Iwada" is already dead, so no damage is dealt!
        Warhammer WHM-8K #3 (Doug) takes 2 damage to CTR.
            4 Armor remaining.

Pilot of Warhammer WHM-8K #3 (Doug) "Ryuichi Iwada" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Warhammer WHM-8K #3 (Doug) "Ryuichi Iwada" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 08 August 2016, 20:48:49
Still not dead enough. Should have had more head hits #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Crow Splat on 08 August 2016, 23:16:34
Not too crazy but I got a good chuckle out of this.

Playing with Long Tom support, and using TAG to guide Copperhead rounds. First volley I miss all my TAG shots and only get a little splash damage here and there.

Second volley I TAG a Victor. He gets lit up and goes down. I didn't notice at first exactly what had happened but when I'm reviewing my salvage I notice, the Victor has minor armor damage across his whole body but his head is gone. Headcapped him from 10 maps away with a Long Tom.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 13 August 2016, 09:29:59
Fighting at Dusk/Dawn in light fog, so this is the first hit against my mechs in this battle:
Code: [Select]
Weapons fire for Vedette Medium Tank (AC2) (Draconis Combine)
    Machine Gun at Firestarter FS9-K (Lakedaemonians); needs 12, rolls 7 : misses

    SRM 2 at Firestarter FS9-K (Lakedaemonians); needs 8, rolls 11 : 2 missile(s) hit.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to CT (critical).
            14 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Firestarter FS9-K (Lakedaemonians) takes 2 damage to LL.
            12 Armor remaining.


    AC/2 at Firestarter FS9-K (Lakedaemonians); needs 10, rolls 9 : misses
That is quite the golden BB!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 13 August 2016, 09:54:42
Code: [Select]
Weapons fire for Onslaught SA-OS-S7 (TestBot)
    Large Laser at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 5 : misses

    Machine Gun at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 6 : misses
    Machine Gun at Marauder MAD-8M-CAT-III (Andras); needs 7, rolls 10 : hits  CT (critical)
        Marauder MAD-8M-CAT-III (Andras) takes 2 damage to CT (critical).
            11 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Marauder MAD-8M-CAT-III (Andras) DESTROYED by engine destruction! ***
Wow.  That's even worse than my TAC!    :o :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 13 August 2016, 15:07:11
Just wait till Human TRO comes online. +1 to crit chance.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 13 August 2016, 15:52:42
Just wait till Human TRO comes online. +1 to crit chance.
Yeah. Going from a 42% chance to a 58% chance for a crit is a pretty large buff.

I fear the human TRO.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 13 August 2016, 16:21:25
First shot of a breakthrough.  I won't complain.  :)
Code: [Select]
Weapons fire for Victor VTR-JAM (Lakedaemonians)
    AC/20 at Condor Heavy Hover Tank (Standard) (Draconis Combine); needs 11, rolls 11 : hits  TU (critical)
        Condor Heavy Hover Tank (Standard) (Draconis Combine) takes 20 damage to TU (critical).
            2 Armor remaining.
            Critical hit on TU. Roll is 12; Turret blown off!
*** Condor Heavy Hover Tank (Standard) (Draconis Combine) DESTROYED by turret blown off! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 14 August 2016, 08:23:09
This pilot gets a nice bonus in his next check:
1 salvo for 5 vehicle kills  O0

Code: [Select]
Weapons fire for Riever F-700 (Browncoats)
    AC/20 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 9 : hits  (using Rear table) RR
        Behemoth Heavy Tank (Standard) (Word of Blake) takes 20 damage to RR.
            2 Armor remaining.
            Chance for motive system damage. Roll is 2; (w/ +0 bonus)
             no effect.


    SRM 6 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 8 : 4 missile(s) hit (using Rear table).

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.
            0 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.
             8 Internal Structure remaining.
            Critical hit on RR. Roll is 2; no effect.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.
             6 Internal Structure remaining.
            Critical hit on RR. Roll is 4; no effect.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.
             4 Internal Structure remaining.
            Critical hit on RR. Roll is 7; Engine destroyed.  Immobile.


    SRM 6 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 9 : 4 missile(s) hit (using Rear table).

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to LS.
            36 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.
             2 Internal Structure remaining.
            Critical hit on RR. Roll is 10; Ammunition Hit!
*** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
*** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
*** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
*** SRM 2 Ammo EXPLODES!  196 DAMAGE! ***
        Behemoth Heavy Tank (Standard) (Word of Blake) takes 1396 damage to RR.
             SECTION DESTROYED.
*** Behemoth Heavy Tank (Standard) (Word of Blake) DESTROYED by damage! ***
            Critical hit on RR. Roll is 10; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Zhukov Heavy Tank (Standard) (Word of Blake) is hit for 69 damage!
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            27 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            22 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to TU.
            39 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RR.
            19 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            17 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            12 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            7 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RR.
            14 Armor remaining.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            2 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RS. Roll is 12; Fuel Tank Hit (Vehicle Explodes).
*** Zhukov Heavy Tank (Standard) (Word of Blake) DESTROYED by fuel explosion! ***
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
             SECTION DESTROYED.
            Critical hit on RS. Roll is 11; Engine destroyed.  Immobile.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
        Zhukov Heavy Tank (Standard) (Word of Blake) takes 4 damage to RS.

        Bulldog Medium Tank (LRM) (Word of Blake) is hit for 69 damage!
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
            19 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
            14 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to LS.
            15 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
            4 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to TU.
            15 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on FR. Roll is 6; Driver injured!
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to TU.
            10 Armor remaining.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
             SECTION DESTROYED.
*** Bulldog Medium Tank (LRM) (Word of Blake) DESTROYED by damage! ***
            Critical hit on FR. Roll is 5; no effect.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to LS.
            10 Armor remaining.
            Chance for motive system damage. Roll is 3; (w/ +0 bonus)
             no effect.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 5 damage to FR.
        Bulldog Medium Tank (LRM) (Word of Blake) takes 4 damage to FR.

        Drillson Heavy Hover Tank (Standard) (Word of Blake) is hit for 69 damage!
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
            19 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to TU.
            19 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
            14 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
            4 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to LS.
            14 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
            Armor destroyed.
             4 Internal Structure remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on FR. Roll is 4; no effect.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
             SECTION DESTROYED.
*** Drillson Heavy Hover Tank (Standard) (Word of Blake) DESTROYED by damage! ***
            Critical hit on FR. Roll is 9; Sensors Hit!
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to LS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to LS.
            4 Armor remaining.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to FR.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 5 damage to LS.
            Armor destroyed.
             4 Internal Structure remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 3; no effect.
        Drillson Heavy Hover Tank (Standard) (Word of Blake) takes 4 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 2; no effect.

        Maxim Heavy Hover Transport (Standard) (Word of Blake) is hit for 139 damage!
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
            15 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
            10 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
            5 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
            0 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
             SECTION DESTROYED.
*** Maxim Heavy Hover Transport (Standard) (Word of Blake) DESTROYED by damage! ***
            Critical hit on FR. Roll is 9; Sensors Hit!
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to LS.
            15 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to LS.
            10 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to TU.
            11 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to TU.
            6 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to LS.
            5 Armor remaining.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to TU.
            1 Armor remaining.
            Critical hit on TU. Roll is 3; no effect.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to LS.
            0 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to TU.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to TU.
             SECTION DESTROYED.
            Critical hit on TU. Roll is 6; Turret Jammed.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 3; no effect.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
        Maxim Heavy Hover Transport (Standard) (Word of Blake) takes 4 damage to FR.


        End Secondary Damage Report.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to TU.
            44 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.


    SRM 6 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 9 : 6 missile(s) hit (using Rear table).

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to TU.
            42 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RS.
            36 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to TU.
            40 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.


    SRM 6 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 7 : 2 missile(s) hit (using Rear table).

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 2 damage to RR.


    LRM 10 at Behemoth Heavy Tank (Standard) (Word of Blake); needs 3, rolls 3 : 8 missile(s) hit (using Rear table).

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 5 damage to RS.
            31 Armor remaining.

        Behemoth Heavy Tank (Standard) (Word of Blake) takes 3 damage to RR.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 15 August 2016, 05:05:23
Not really a hit, but I'm a noob, I was playing a chase, I'm the one trying to escape north, my PHX gets tagged by a vedette on the bank of a river he was about to jump across, can't get back up, few rounds later she's destroyed but ejects into the river, I debate internally about whether or not to rescue Jane as she's one of my founders.

Eventually decide to go back with my longest jumper, decide to take the risk of jumping on top of the stranded pilot, hoping to hop in, pick up and get the hell out of there (you experienced guys are probably cringing right now), we jump, and then the mech disappears.

I'm a little baffled, then the log tells me he fell, got a breech which utterly destroyed the mech plus the pilot. Had no idea breeches were a thing, nor that they were so deadly :D

I just picture Jane bobbing along thinking ' fingers crossed they treat prisoners well' to hear the units rookie pilot lighting up the jump jets in what he thought was a grand heroic gesture, hitting the water, metres away, to sink like a stone never to be seen again, and her just shaking her head as the opposition roll up in the tank absolutely peeing themselves laughing :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 16 August 2016, 10:24:05
Code: [Select]
Weapons fire for Assassin ASN-21 (Lakedaemonians)
    Medium Laser at Archer ARC-2R (Lyran Commonwealth); needs 7, rolls 10 : hits  (using Rear table) LTR
        Archer ARC-2R (Lyran Commonwealth) takes 5 damage to LTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 20 Ammo (0).
Noooooooooooooo!

This fight isn't going well (taken a couple of head hits), so I wish there had been some ammo in there, even if it would have lowered salvage value.  :(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 16 August 2016, 12:11:36
Code: [Select]
Jenner JR7-D (Lyran Commonwealth) gains 14 heat, sinks 10 heat and is now at 24 heat.
Jenner JR7-D (Lyran Commonwealth) needs a 8+ to avoid shutdown, rolls 8 : avoids successfully!
Jenner JR7-D (Lyran Commonwealth) needs a 6+ to avoid ammo explosion, rolls 4 : fails to avoid explosion.
            *** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***
                >Jenner JR7-D (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
            
Jenner JR7-D (Lyran Commonwealth) must make a piloting skill check (landing in a building).
            Needs 9 [6 (ejecting) + 1 (automatic ejection) + 2 (landing in a building)], rolls 7 : fails.

                Pilot of MechWarrior Meta Philippe (Lyran Commonwealth) "Meta Philippe" takes 1 damage (4 total hits).
                    The pilot ejects safely!
        *** Jenner JR7-D (Lyran Commonwealth) DESTROYED by ejection! ***
                Jenner JR7-D (Lyran Commonwealth) takes 192 damage to RT.
                     SECTION DESTROYED.
                184 damage transfers to CT.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on Jump Jet.
                Jenner JR7-D (Lyran Commonwealth) takes 184 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

        Pilot of Jenner JR7-D (Lyran Commonwealth) "Meta Philippe" has ejected, so no damage is dealt!
I guess I don't need to chase that Jenner down.  2 engine hits may have caused it some difficulties.  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 16 August 2016, 19:28:06
Code: [Select]
Weapons fire for J. Edgar Light Hover Tank (Standard) (Lyran Commonwealth)
    Medium Laser at Triumph (2593) (Lakedaemonians); needs 10, rolls 9 : misses


    SRM 2 at Triumph (2593) (Lakedaemonians); needs 10, rolls 12 :
        Triumph (2593) (Lakedaemonians) takes 2 damage to NOS.
            145 Armor remaining.
            Possible critical hit (12 to hit); needs 8, rolls 10 : Fire Control System Hit!


    SRM 2 at Triumph (2593) (Lakedaemonians); needs 10, rolls 10 :
        Triumph (2593) (Lakedaemonians) takes 2 damage to RS.
            138 Armor remaining.

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

Triumph (2593) (Lakedaemonians) must make 1 control roll(s) (4 damage +0).
The base target is 5 [4 (Base piloting skill) + 2 (Atmospheric operations) + 0 (aerodyne dropship) - 1 (maneuvering ace) + 0 (4 damage +0)].
    Roll #1, (4 damage +0); needs 5, rolls 2 : out of control
 *Triumph (2593) (Lakedaemonians) loses 5 elevation*    
Triumph (2593) (Lakedaemonians) crashes, suffering 200 damage!
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            135 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            124 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            125 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            114 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            115 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            104 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to RS.
            128 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to RS.
            118 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            94 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            105 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            84 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            95 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to RS.
            108 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            85 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to RS.
            98 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            75 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            74 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to RS.
            88 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to NOS.
            65 Armor remaining.
        Triumph (2593) (Lakedaemonians) takes 10 damage to LS.
            64 Armor remaining.
[/quote]

...and, insult is added to injury:
[code]
Corporal Katyenka Labutin attempts to find Fire Control System needs 4 and rolls 3: part not found. 

1 Fire Control System has been added to the procurement list.

I think I may remove dropships from being forced into missions.  This is an expensive and long repair.  18 days minimum to get her ship shape after acquiring the parts.   :-[
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 20 August 2016, 15:26:45
This guy must hate his team
Quote
Weapons fire for Hunchback HBK-4G (Free Worlds League)
    AC/20 at Commando COM-2D (Lyran Commonwealth); needs 8, rolls 9 : hits  CT
        Commando COM-2D (Lyran Commonwealth) takes 20 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
        Commando COM-2D (Lyran Commonwealth) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Commando COM-2D (Lyran Commonwealth) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Commando COM-2D (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
    
Commando COM-2D (Lyran Commonwealth) must make a piloting skill check (Bad Weather).
    Needs 6 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 9 : succeeds.
*** MechWarrior Glenn Shaffer (Lyran Commonwealth) DESTROYED by deadly ejection! ***
        Hex 1615: terrain takes 15 damage.
        Galleon Light Tank GAL-100 #2 (Free Worlds League) is hit for 15 damage!
        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RR.
            6 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RS (critical).
            5 Armor remaining.
            Critical hit on RS. Roll is 7; Small Laser malfunctions.
        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RS.
            0 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.

        Stinger STG-3R (Free Worlds League) is hit for 3 damage!
        Stinger STG-3R (Free Worlds League) takes 3 damage to CT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.

        Hunchback HBK-4G (Free Worlds League) is hit for 7 damage!
        Hunchback HBK-4G (Free Worlds League) takes 5 damage to LT.
            15 Armor remaining.
        Hunchback HBK-4G (Free Worlds League) takes 2 damage to LL.
            12 Armor remaining.

        Vehicle Crew Isa Vacik (Free Worlds League) is hit for 7 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!!  Damage doubled.
        Vehicle Crew Isa Vacik (Free Worlds League) takes 20 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Isa Vacik (Free Worlds League) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Isa Vacik (Free Worlds League) takes 4 damage to MEN.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (8+3) = 11; 2 locations.
            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pheonixstorm on 20 August 2016, 15:31:52
Annnnnd I almost pulled the same thing. Only better.
Quote
Weapons fire for Ostscout OTT-7J (Mal's Marauders)
    Medium Laser at Hunchback HBK-4G (Free Worlds League); needs 4, rolls 9 :  - Direct Blow - hits  (using Rear table) LTR
        Hunchback HBK-4G (Free Worlds League) takes 6 damage to LTR.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on LT. Roll is (12+2) = 14; 3 locations.
            CRITICAL HIT on AC/20 Ammo (5).
            *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
                >Hunchback HBK-4G (Free Worlds League) suffers catastrophic damage, but the autoeject system was engaged.
            
Hunchback HBK-4G (Free Worlds League) must make a piloting skill check (Bad Weather).
            Needs 6 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Hunchback HBK-4G (Free Worlds League) DESTROYED by ejection! ***
                Hunchback HBK-4G (Free Worlds League) takes 100 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                90 damage transfers to CT.
                    Critical hit on LT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on AC/20 Ammo (3).
                    *** AC/20 Ammo EXPLODES!  60 DAMAGE! ***
                        Hunchback HBK-4G (Free Worlds League) takes 60 damage to LT.
                        60 damage transfers to CT.
                        Hunchback HBK-4G (Free Worlds League) takes 60 damage to CT.
                             SECTION DESTROYED.
                        Hunchback HBK-4G (Free Worlds League) has taken 5 engine hits this phase.
                        Checking for engine explosion on 10, roll is 12.
                        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                        Start Secondary Damage Report.
                        Hex 1515: terrain takes 200 damage.
                        Hex 1615: terrain takes 20 damage.
                        Ostscout OTT-7J (Mal's Marauders) is hit for 20 damage!
                        Ostscout OTT-7J (Mal's Marauders) takes 5 damage to RA.
                            1 Armor remaining.
                        Ostscout OTT-7J (Mal's Marauders) takes 5 damage to CT.
                            7 Armor remaining.
                        Ostscout OTT-7J (Mal's Marauders) takes 5 damage to RA.
                            Armor destroyed.
                             2 Internal Structure remaining.
                            Critical hit on RA.                 Roll is 2;                 no effect.
                        Ostscout OTT-7J (Mal's Marauders) takes 5 damage to RA.
                             SECTION DESTROYED.
                        3 damage transfers to RT.
                            Critical hit on RA.                 Roll is 7;                 no effect.
                        Ostscout OTT-7J (Mal's Marauders) takes 3 damage to RT.
                            6 Armor remaining.

                        Galleon Light Tank GAL-100 (Free Worlds League) is hit for 10 damage!
                        Galleon Light Tank GAL-100 (Free Worlds League) takes 5 damage to RR.
                            6 Armor remaining.
                            Chance for motive system damage.                 Roll is 11;                 (w/ +2 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.
                        Galleon Light Tank GAL-100 (Free Worlds League) takes 5 damage to LS.
                            5 Armor remaining.
                            Chance for motive system damage.                 Roll is 5;                 (w/ +2 bonus)
                             no effect.

                        Galleon Light Tank GAL-100 #2 (Free Worlds League) is hit for 20 damage!
                        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RR.
                            1 Armor remaining.
                        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to TU (critical).
                            9 Armor remaining.
                            Critical hit on TU.                 Roll is 11;                 Turret blown off!
                *** Galleon Light Tank GAL-100 #2 (Free Worlds League) DESTROYED by turret blown off! ***
                        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RS.
                             SECTION DESTROYED.
                            Chance for motive system damage.                 Roll is 8;                 (w/ +1 bonus)
                             Moderate damage, +2 to driving skill rolls, -1 MP.
                            Critical hit on RS.                 Roll is 7;                 Crew stunned for 1 turns.
                        Galleon Light Tank GAL-100 #2 (Free Worlds League) takes 5 damage to RS.
                            Chance for motive system damage.                 Roll is 10;                 (w/ +1 bonus)
                             Heavy damage, +3 to driving skill rolls, 1/2 MP.

                        Firestarter FS9-H (Free Worlds League) is hit for 5 damage!
                        Firestarter FS9-H (Free Worlds League) takes 5 damage to LL.
                            3 Armor remaining.


                        End Secondary Damage Report.
                            Critical hit on CT.                 Roll is (12+4) = 16;                 3 locations.
                            Location has no more hittable critical slots.

                Pilot of Hunchback HBK-4G (Free Worlds League) "Albin Boti" has ejected, so no damage is dealt!

                Hunchback HBK-4G (Free Worlds League) takes 90 damage to CT.


        Pilot of Hunchback HBK-4G (Free Worlds League) "Albin Boti" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 21 August 2016, 10:10:54
I believe the proper response to this set of rolls is ???
Code: [Select]
Weapons fire for ???? (????)
    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Stealth STH-1D (Federated Suns) takes 8 damage to CTR.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Stealth STH-1D (Federated Suns) takes 8 damage to LL.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LL. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Lower Leg.


    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Stealth STH-1D (Federated Suns) takes 8 damage to CTR.
             SECTION DESTROYED.
        Stealth STH-1D (Federated Suns) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Stealth STH-1D (Federated Suns) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Stealth STH-1D (Federated Suns) suffers catastrophic damage, but the autoeject system was engaged.
    
Stealth STH-1D (Federated Suns) must make a piloting skill check (landing in rough).
    Needs 13 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 0 (landing in rough)], rolls 8 : fails.

        Crew of ???? (????) "????" is already dead, so no damage is dealt!
*** ???? (????) DESTROYED by ????! ***
        Building #74013058 absorbs 7 points of damage.
        Building #1779710328 absorbs 7 points of damage.
        Building #99827699 absorbs 15 points of damage.
         BUILDING DESTROYED
        Building #131393921 absorbs 15 points of damage.
        Building #131393921 absorbs 7 points of damage.
        Building #1448466291 absorbs 7 points of damage.
        Building #932785766 absorbs 7 points of damage.
        Building #1374474908 absorbs 15 points of damage.
        Building #1374474908 absorbs 31 points of damage.
         BUILDING DESTROYED
        Building #1431915069 absorbs 31 points of damage.
         BUILDING DESTROYED
        Building #992225991 absorbs 15 points of damage.
        Building #992225991 absorbs 15 points of damage.
        Building #2039078780 absorbs 7 points of damage.
        Building #313798400 absorbs 7 points of damage.
        Building #1958859770 absorbs 7 points of damage.
        Building #472841683 absorbs 15 points of damage.
        Building #1554308634 absorbs 7 points of damage.
        Building #1443502385 absorbs 7 points of damage.
        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Chance for motive system damage. Roll is ????; (w/ +???? bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Critical hit on ????. Roll is ????; Crew killed.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

        Rhino Fire Support Tank (Royal) (Word of Blake) is hit for 7 damage!
        Rhino Fire Support Tank (Royal) (Word of Blake) takes 5 damage to LS.
            49 Armor remaining.
        Rhino Fire Support Tank (Royal) (Word of Blake) takes 2 damage to LS.
            47 Armor remaining.

        Blizzard Hover Transport (Standard) (Word of Blake) is hit for 15 damage!
        Blizzard Hover Transport (Standard) (Word of Blake) takes 5 damage to FR.
             SECTION DESTROYED.
*** Blizzard Hover Transport (Standard) (Word of Blake) DESTROYED by damage! ***
            Critical hit on FR. Roll is 5; no effect.
        Blizzard Hover Transport (Standard) (Word of Blake) takes 5 damage to RS.
            5 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Blizzard Hover Transport (Standard) (Word of Blake) takes 5 damage to RR.
            1 Armor remaining.

        Thumper Artillery Vehicle (Standard) #2 (Word of Blake) is hit for 7 damage!
        Thumper Artillery Vehicle (Standard) #2 (Word of Blake) takes 5 damage to FR.
            55 Armor remaining.
        Thumper Artillery Vehicle (Standard) #2 (Word of Blake) takes 2 damage to RS.
            38 Armor remaining.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Chance for motive system damage. Roll is ????; (w/ +???? bonus)
             Minor damage, +1 to driving skill rolls.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
             SECTION DESTROYED.
        ???? damage transfers to ????.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Chance for motive system damage. Roll is ????; (w/ +???? bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
             SECTION DESTROYED.
LIMB BLOWN OFF ???? blown off.
        ???? damage transfers to ????.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
             SECTION DESTROYED.
        ???? (????) has taken ???? engine hits this phase.
        Checking for engine explosion on ????, roll is ????.
        Engine safety systems remain in place.
*** ???? (????) DESTROYED by ????! ***

        >???? (????) suffers catastrophic damage, but the autoeject system was engaged.
    
???? (????) must make a piloting skill check (????).
    Needs ???? [????], rolls ???? : succeeds.
            The pilot ejects safely!
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
        ???? (????) takes ???? damage to ????.
             SECTION DESTROYED.
LIMB BLOWN OFF ???? blown off.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
        ???? damage transfers to ????.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             SECTION DESTROYED.
*** ???? (????) DESTROYED by ????! ***
            Critical hit on ????. Roll is ????; ???? malfunctions.
            Critical hit on ????. Roll is ????;Critical hit on ????.
        ???? (????) takes ???? damage to ????.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Chance for motive system damage. Roll is ????; (w/ +???? bonus)
             no effect.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             SECTION DESTROYED.
*** ???? (????) DESTROYED by ????! ***
            Critical hit on ????. Roll is ????; ???? malfunctions.

        ???? (????) is hit for ???? damage!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Critical hit on ????. Roll is ????; Engine destroyed.  Immobile.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            Armor destroyed.
             SECTION DESTROYED.
*** ???? (????) DESTROYED by ????! ***
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Critical hit on ????. Roll is ????; no effect.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (3+1) = 4; no effect.


    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Stealth STH-1D (Federated Suns) takes 5 damage to RL.
            13 Armor remaining.


    ???? at ???? (????); needs ????, rolls ???? : hits ???? ????
        Stealth STH-1D (Federated Suns) takes 5 damage to RTR.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 August 2016, 18:46:59
Wow, i think that Mech showed your Stealth how to be stealthy.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 21 August 2016, 20:32:00
Wow, i think that Mech showed your Stealth how to be stealthy.

Agreed completely.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mchapman1970 on 28 August 2016, 19:09:37
Physical attacks for Spider SDR-5V (4th McCarron's Armor Cavalry)
    Kick (Right leg) at Charger CGR-1A1 (12th Davion Guards); needs 1, rolls 7 :  - Direct Blow - hits (using Punch table) HD
        Charger CGR-1A1 (12th Davion Guards) takes 7 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Charger CGR-1A1 (12th Davion Guards) DESTROYED by damage! ***
        >Charger CGR-1A1 (12th Davion Guards) suffers catastrophic damage, but the autoeject system was engaged.
    
Charger CGR-1A1 (12th Davion Guards) must make a piloting skill check (landing in clear terrain).
    Needs 9 [7 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 4 : fails.

        Pilot of MechWarrior Sergeant Pyotr Melikbekian (12th Davion Guards) "Sergeant Pyotr Melikbekian" takes 2 damage (4 total hits).

        Pilot of MechWarrior Sergeant Pyotr Melikbekian (12th Davion Guards) "Sergeant Pyotr Melikbekian" takes 2 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Charger CGR-1A1 (12th Davion Guards) "Sergeant Pyotr Melikbekian" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 29 August 2016, 20:27:06
I'm beginning to think MegaMek hates me.  Three my best guys get pasted in rapid succession.

Including my hard hitting Orochi

Code: [Select]

Weapons fire for Black Knight BLK-NT-3A (X)
    ER Large Laser at Orochi OR-2I (Wrangler); needs 7, rolls 7 : hits  LT
        Orochi OR-2I (Wrangler) takes 8 damage to LT.
            4 Armor remaining.


    ER Medium Laser at Orochi OR-2I (Wrangler); needs 9, rolls 10 : hits  RA
        Orochi OR-2I (Wrangler) takes 5 damage to RA.
            20 Armor remaining.


    ER Large Laser at Orochi OR-2I (Wrangler); needs 8, rolls 6 : misses


    ER Medium Laser at Orochi OR-2I (Wrangler); needs 9, rolls 10 : hits  LA
        Orochi OR-2I (Wrangler) takes 5 damage to LA.
            17 Armor remaining.


    ER Medium Laser at Orochi OR-2I (Wrangler); needs 9, rolls 9 : hits  LT
        Orochi OR-2I (Wrangler) takes 5 damage to LT.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Orochi OR-2I (Wrangler) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 01 September 2016, 11:04:29
@Wrangler: That's rough.  At least it wasn't a TAC.  I had a mech gyro killed by a single TAC yesterday...

Code: [Select]

End Phase
-------------------
MechWarrior Halina Kaczmarczyk (Tikonov Free Republic) sits down with his colleagues and cracks open a beer!
MechWarrior Monica Lekmanov (Tikonov Free Republic) sits down with his colleagues and cracks open a beer!

It isn't exactly a crazy hit, but I love when two mechwarriors wind up on the same hex.  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 01 September 2016, 11:13:45
Ladies and Gentlemen, I give you the Hunchback that just won't die!

I have poured PPC, Large Laser, and LRM fire into it, carefully staying out of the range of the AC20.  It remains technically combat effective, as its main armament (and the small laser!) remain operational. 

Fortunately, I think Princess will withdraw it due to exposed structure, so I should be able to finish it with minimal further risk.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 01 September 2016, 12:14:37
Ladies and Gentlemen, I give you the Hunchback that just won't die!

I have poured PPC, Large Laser, and LRM fire into it, carefully staying out of the range of the AC20.  It remains technically combat effective, as its main armament (and the small laser!) remain operational. 

Fortunately, I think Princess will withdraw it due to exposed structure, so I should be able to finish it with minimal further risk.

LMAO!

L2Shoot!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 03 September 2016, 01:14:07
First one missed the aimed head kill but hit the ammo; second cored out the head on the second mech.

Code: [Select]
Weapons fire for Wolverine WVR-6K (Draconis Combine)
    Medium Laser at Blackjack BJ-1 (Fiona's Furies - Succession Wars); needs 4, rolls 7 :  - Direct Blow - hits  HD
        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 6 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is (4+2) = 6; no effect.

        Pilot of Blackjack BJ-1 (Fiona's Furies - Succession Wars) "Private Alice  Frisinger" takes 1 damage (3 total hits).


    Medium Laser at Blackjack BJ-1 (Fiona's Furies - Succession Wars); needs 4, rolls 7 :  - Direct Blow - hits  RA
        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 6 damage to RA.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is (6+2) = 8; no effect.


    Small Laser at Blackjack BJ-1 (Fiona's Furies - Succession Wars); needs 6, rolls 7 : hits  LA
        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 3 damage to LA.
        3 damage transfers to LT.
        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 3 damage to LT.
            8 Armor remaining.


    SRM 6 at Blackjack BJ-1 (Fiona's Furies - Succession Wars); needs 4, rolls 7 :  - Direct Blow - 4 missile(s) hit (w/ +2 bonus).

        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 2 damage to LT.
            6 Armor remaining.

        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 2 damage to CT.
             11 Internal Structure remaining.
            Critical hit on CT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on AC/2 Ammo (41).
            *** AC/2 Ammo EXPLODES!  82 DAMAGE! ***
                >Blackjack BJ-1 (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
           
Blackjack BJ-1 (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in clear terrain).
            Needs 8 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Blackjack BJ-1 (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 82 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (3+4) = 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Jenner JR7-F (Draconis Combine) is hit for 4 damage!
                Jenner JR7-F (Draconis Combine) takes 4 damage to LA.
                    7 Armor remaining.

                Vedette Medium Tank (Standard) (Draconis Combine) is hit for 4 damage!
                Vedette Medium Tank (Standard) (Draconis Combine) takes 4 damage to TU.
                    16 Armor remaining.

                Ostscout OTT-7J (Draconis Combine) is hit for 4 damage!
                Ostscout OTT-7J (Draconis Combine) takes 4 damage to LA.
                    2 Armor remaining.


                End Secondary Damage Report.

        Pilot of Blackjack BJ-1 (Fiona's Furies - Succession Wars) "Private Alice  Frisinger" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 2 damage to LT.
            4 Armor remaining.

        Blackjack BJ-1 (Fiona's Furies - Succession Wars) takes 2 damage to CT.


Weapons fire for Stinger STG-3R (Draconis Combine)
    Medium Laser at Crab CRB-20 (Fiona's Furies - Succession Wars); needs 7, rolls 11 :  - Direct Blow - hits  HD
        Crab CRB-20 (Fiona's Furies - Succession Wars) takes 7 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Crab CRB-20 (Fiona's Furies - Succession Wars) DESTROYED by damage! ***
        >Crab CRB-20 (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
   
Crab CRB-20 (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in light woods).
    Needs 9 [3 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 9 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Lieutenant JG Fiona Abol (Fiona's Furies - Succession Wars) "Lieutenant JG Fiona Abol" takes 4 damage (5 total hits).
            Critical hit on HD. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.

            CRITICAL HIT on Sensors.

        Pilot of Crab CRB-20 (Fiona's Furies - Succession Wars) "Lieutenant JG Fiona Abol" has ejected, so no damage is dealt!

And the next round...
Code: [Select]
eapons fire for Wolverine WVR-6K (Draconis Combine)
    Large Laser at Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars); needs 7, rolls 12 :  - Direct Blow - hits  (using Left Side table) HD
        Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) takes 9 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is (3+2) = 5; no effect.

        Pilot of Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) "Captain Cacia Milne" takes 1 damage (3 total hits).
       
Pilot of Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) "Captain Cacia Milne" needs a 7 to stay conscious.  Rolls 4 : blacks out.


    SRM 6 at Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars); needs 9, rolls 7 : misses

And the following round... the "Decapitator Award" goes to Khlopreva Yachnik (5/6) of the Draconis Combine.  In a Stinger.
Code: [Select]
Weapons fire for Stinger STG-3R (Draconis Combine)
    Medium Laser at Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars); needs 1, rolls 6 :  - Direct Blow - hits  CT
        Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) takes 7 damage to CT.
            6 Armor remaining.


    Machine Gun at Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars); needs 1, rolls 7 :  - Direct Blow - hits  LL
        Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) takes 3 damage to LL.
             4 Internal Structure remaining.
            Critical hit on LL. Roll is (7+1) = 8; no effect.


    Machine Gun at Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars); needs 1, rolls 4 : hits  HD
        Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) takes 2 damage to HD.
             SECTION DESTROYED.
*** Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) DESTROYED by damage! ***
        >Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
   
Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in clear terrain).
    Needs 15 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.

        Pilot of MechWarrior Captain Cacia Milne (Fiona's Furies - Succession Wars) "Captain Cacia Milne" takes 6 damage, killing the pilot (9 total hits).
*** MechWarrior Captain Cacia Milne (Fiona's Furies - Succession Wars) DESTROYED by pilot death! ***
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Wolverine WVR-6R #3 (Fiona's Furies - Succession Wars) "Captain Cacia Milne" is already dead, so no damage is dealt!

End result; entire recon lance destroyed, 2 pilots dead (one a founder) and the only real damage was the single aerospace bombing pass (which killed two mechs and tore holes in several others). 

Planetary Assault mission with 100% Battle Loss compensation, but the loss of the pilots will be felt.

:edit: next AtB mission to come up was a Base Defence, so definate story progression there.  Manually added the Stinger pilot to the attack.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Recklessfireball1 on 04 September 2016, 09:23:41
Locust pilot bullied by Atlas.  Decides  he will not be ****ed with.  *cue Miss Piggy karate yell
https://www.dropbox.com/s/5ertsd8iybx81pu/Kung-Fu%20Locust.JPG?dl=0 (https://www.dropbox.com/s/5ertsd8iybx81pu/Kung-Fu%20Locust.JPG?dl=0)
 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 04 September 2016, 17:03:45
Medium on assault mech curb-stomp!

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

Physical attacks for Longbow LGB-0W (OPFOR)
    Punch (Right Arm) at Enforcer ENF-4R (AFFS-FSAC-2REG-2BN-ECO); needs 8, rolls 8 :  - Glancing Blow - hits (using Kick table) RL
        Enforcer ENF-4R (AFFS-FSAC-2REG-2BN-ECO) takes 2 damage to RL.
            18 Armor remaining.


Physical attacks for Enforcer ENF-4R (AFFS-FSAC-2REG-2BN-ECO)
    Kick (Left leg) at Longbow LGB-0W (OPFOR); needs 2, rolls 8 :  - Direct Blow - hits (using Punch table) HD
        Longbow LGB-0W (OPFOR) takes 12 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Longbow LGB-0W (OPFOR) DESTROYED by damage! ***
        >Longbow LGB-0W (OPFOR) suffers catastrophic damage, but the autoeject system was engaged.
    
Longbow LGB-0W (OPFOR) must make a piloting skill check (High-G).
    Needs 10 [6 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing off the board) + 2 (High-G)], rolls 8 : fails.

        Pilot of MechWarrior Ken Killick (OPFOR) "Ken Killick" takes 1 damage (1 total hits).

        Pilot of MechWarrior Ken Killick (OPFOR) "Ken Killick" takes 5 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Longbow LGB-0W (OPFOR) "Ken Killick" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 04 September 2016, 20:47:35
Not a crazy hit but... just ran a space battle involving a Bastion class space station and the random name generator gave the CO of the station the name Hijo... Vader.

Because what space station is complete without a Lord Vader?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colonel Sanders Lite on 07 September 2016, 01:38:25
Quote
Weapons fire for Mercury MCY-99 (Princess)
    Medium Laser at Daishi (Dire Wolf) Prime (CSL); needs 6, rolls 5 : misses


    Medium Laser at Daishi (Dire Wolf) Prime (CSL); needs 6, rolls 7 : hits  CT
        Daishi (Dire Wolf) Prime (CSL) takes 5 damage to CT.
            32 Armor remaining.


    Small Laser at Daishi (Dire Wolf) Prime (CSL); needs 8, rolls 11 : hits  RL (critical)
        Daishi (Dire Wolf) Prime (CSL) takes 3 damage to RL (critical).
            33 Armor remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.

I'm at a loss for what to say...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 07 September 2016, 06:51:22
I'm at a loss for what to say...
TIIIIIMMMMMMBBBBBEEEEEERRRRRRR!!!!!!!!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 07 September 2016, 07:54:02
I'm at a loss for what to say...

Like your Daishi, you're stumped
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 07 September 2016, 09:14:58
I'm at a loss for what to say...

"I'm sure that'll buff out..."

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 08 September 2016, 12:54:46
I'm at a loss for what to say...

I guess, NO Daishi for you!

You can tell people, the Small Laser was salvaged from a certain Timber Wolf from Clan Invasion, who's pilot was named Pryde.
People Will understand.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 15 September 2016, 05:09:46
Why you don't pile your units too close together (not counting all the other bomb hits...)

Quote
Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) hit (using Rear table) for 5 damage.
        Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR (critical).
             SECTION DESTROYED.
*** Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) DESTROYED by damage! ***
            Critical hit on RR. Roll is 11; Ammunition Hit!
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
*** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
        Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 400 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Panther PNT-9R (Draconis Combine) is hit for 20 damage!
        Panther PNT-9R (Draconis Combine) takes 5 damage to RL.
            6 Armor remaining.
        Panther PNT-9R (Draconis Combine) takes 5 damage to RA.
            0 Armor remaining.
        Panther PNT-9R (Draconis Combine) takes 5 damage to CT.
            9 Armor remaining.
        Panther PNT-9R (Draconis Combine) takes 5 damage to LT.
            5 Armor remaining.

        Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) is hit for 20 damage!
        Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to TU.
            7 Armor remaining.
        Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to TU.
            2 Armor remaining.
        Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to LS.
            12 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to RR.
            10 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.

        Wasp WSP-1A (Draconis Combine) is hit for 20 damage!
        Wasp WSP-1A (Draconis Combine) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 5; no effect.
        Wasp WSP-1A (Draconis Combine) takes 5 damage to RA.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 8; no effect.
        Wasp WSP-1A (Draconis Combine) takes 3 damage to RT.
            3 Armor remaining.
        Wasp WSP-1A (Draconis Combine) takes 5 damage to RL.
            0 Armor remaining.
        Wasp WSP-1A (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Wasp WSP-1A (Draconis Combine) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 2; no effect.

        Locust LCT-1V (Draconis Combine) is hit for 20 damage!
        Locust LCT-1V (Draconis Combine) takes 5 damage to CTR.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Medium Laser.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.
             SECTION DESTROYED.
*** Locust LCT-1V (Draconis Combine) DESTROYED by damage! ***

        >Locust LCT-1V (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
    
Locust LCT-1V (Draconis Combine) must make a piloting skill check (landing in clear terrain).
    Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1V (Draconis Combine) takes 5 damage to CT.

        Locust LCT-1V (Draconis Combine) takes 5 damage to CTR.


        Locust LCT-1E (Draconis Combine) is hit for 40 damage!
        Locust LCT-1E (Draconis Combine) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 6; no effect.
        Locust LCT-1E (Draconis Combine) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 5; no effect.
        Locust LCT-1E (Draconis Combine) takes 2 damage to CT.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is 6; no effect.
        Locust LCT-1E (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1E (Draconis Combine) takes 5 damage to CT.
             SECTION DESTROYED.
*** Locust LCT-1E (Draconis Combine) DESTROYED by damage! ***

        >Locust LCT-1E (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
    
Locust LCT-1E (Draconis Combine) must make a piloting skill check (landing in rubble).
    Needs 7 [6 (ejecting) + 1 (automatic ejection) + 0 (landing in rubble)], rolls 5 : fails.

        Pilot of MechWarrior Rob bin Siraj (Draconis Combine) "Rob bin Siraj" takes 1 damage (1 total hits).
            The pilot ejects safely!
            Critical hit on CT. Roll is 8; no effect.
        Locust LCT-1E (Draconis Combine) takes 5 damage to CT.

        Locust LCT-1E (Draconis Combine) takes 5 damage to RT.
        5 damage transfers to CT.
        Locust LCT-1E (Draconis Combine) takes 5 damage to CT.

        Locust LCT-1E (Draconis Combine) takes 5 damage to LL.
            3 Armor remaining.
        Locust LCT-1E (Draconis Combine) takes 5 damage to RL.
            3 Armor remaining.
        Locust LCT-1E (Draconis Combine) takes 5 damage to RL.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RL. Roll is 5; no effect.

        Wasp WSP-1A #2 (Draconis Combine) is hit for 20 damage!
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to HD.
             SECTION DESTROYED.
*** Wasp WSP-1A #2 (Draconis Combine) DESTROYED by damage! ***
        >Wasp WSP-1A #2 (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
    
Wasp WSP-1A #2 (Draconis Combine) must make a piloting skill check (landing in rough).
    Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 0 (landing in rough)], rolls 7 : fails.


        Pilot of MechWarrior Tomeko Hanyuda (Draconis Combine) "Tomeko Hanyuda" takes 5 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Wasp WSP-1A #2 (Draconis Combine) "Tomeko Hanyuda" is already dead, so no damage is dealt!
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LTR.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Lower Arm.
        Wasp WSP-1A #2 (Draconis Combine) takes 3 damage to LTR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on SRM 2 Ammo (49).
            *** SRM 2 Ammo EXPLODES!  196 DAMAGE! ***
                Wasp WSP-1A #2 (Draconis Combine) takes 196 damage to LT.
                     SECTION DESTROYED.
                192 damage transfers to CT.
                    Critical hit on LT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Heat Sink.
                Wasp WSP-1A #2 (Draconis Combine) takes 192 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 9 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 4 damage to LS (critical).
                    13 Armor remaining.
                    Critical hit on LS.         Roll is 4;         no effect.

                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) is hit for 19 damage!
                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to TU (critical).
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on TU.         Roll is 7;         Turret Jammed.
                    Critical hit on TU.         Roll is 7;         Medium Laser malfunctions.
                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to TU.
                     SECTION DESTROYED.
        *** Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) DESTROYED by damage! ***
                    Critical hit on TU.         Roll is 11;         Ammunition Hit!
        *** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***
                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 192 damage to TU.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 9 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to LS.
                    8 Armor remaining.
                    Chance for motive system damage.         Roll is 9;         (w/ +1 bonus)
                     Moderate damage, +2 to driving skill rolls, -1 MP.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 4 damage to RR.

                Wasp WSP-1A (Draconis Combine) is hit for 9 damage!
                Wasp WSP-1A (Draconis Combine) takes 5 damage to LTR.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on LT.         Roll is 6;         no effect.
                Wasp WSP-1A (Draconis Combine) takes 4 damage to CTR.
                    0 Armor remaining.

                Locust LCT-1V (Draconis Combine) is hit for 9 damage!
                Locust LCT-1V (Draconis Combine) takes 5 damage to CT.

                Locust LCT-1V (Draconis Combine) takes 4 damage to LA.
                    0 Armor remaining.

                Locust LCT-1E (Draconis Combine) is hit for 9 damage!
                Locust LCT-1E (Draconis Combine) takes 5 damage to RL.
                     SECTION DESTROYED.
                3 damage transfers to RT.
                    Critical hit on RL.         Roll is 6;         no effect.
                Locust LCT-1E (Draconis Combine) takes 3 damage to RT.
                3 damage transfers to CT.
                Locust LCT-1E (Draconis Combine) takes 3 damage to CT.

                Locust LCT-1E (Draconis Combine) takes 4 damage to RT.
                4 damage transfers to CT.
                Locust LCT-1E (Draconis Combine) takes 4 damage to CT.


                Wasp WSP-1A #2 (Draconis Combine) is hit for 19 damage!
                Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to CT.
                Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to CT.
                Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to HD.

                Pilot of Wasp WSP-1A #2 (Draconis Combine) "Tomeko Hanyuda" is already dead, so no damage is dealt!
                Wasp WSP-1A #2 (Draconis Combine) takes 4 damage to LA.
                4 damage transfers to LT.
                Wasp WSP-1A #2 (Draconis Combine) takes 4 damage to LT.
                4 damage transfers to CT.
                Wasp WSP-1A #2 (Draconis Combine) takes 4 damage to CT.

                Jenner JR7-D (Draconis Combine) is hit for 9 damage!
                Jenner JR7-D (Draconis Combine) takes 5 damage to LA (critical).
                     1 Internal Structure remaining.
                    Critical hit on LA.         Roll is 8;         no effect.
                    Critical hit on LA.         Roll is 10;         1 location.
                    CRITICAL HIT on Upper Arm.
                Jenner JR7-D (Draconis Combine) takes 4 damage to RA (critical).
                    0 Armor remaining.
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Medium Laser.


                End Secondary Damage Report.
                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 5 damage to LS.
                    7 Armor remaining.
                Sabaku Kaze Heavy Scout Hover Tank (Standard) (Draconis Combine) takes 4 damage to FR.
                    26 Armor remaining.

                Wasp WSP-1A (Draconis Combine) is hit for 9 damage!
                Wasp WSP-1A (Draconis Combine) takes 5 damage to CTR.
                     1 Internal Structure remaining.
                    Critical hit on CT.         Roll is 7;         no effect.
                Wasp WSP-1A (Draconis Combine) takes 4 damage to LA.
                    0 Armor remaining.

                Locust LCT-1V (Draconis Combine) is hit for 9 damage!
                Locust LCT-1V (Draconis Combine) takes 5 damage to LT.
                    3 Armor remaining.
                Locust LCT-1V (Draconis Combine) takes 4 damage to LA.
                     SECTION DESTROYED.
                1 damage transfers to LT.
                    Critical hit on LA.         Roll is 8;         no effect.
                Locust LCT-1V (Draconis Combine) takes 1 damage to LT.
                    2 Armor remaining.

                Locust LCT-1E (Draconis Combine) is hit for 9 damage!
                Locust LCT-1E (Draconis Combine) takes 5 damage to CT.

                Locust LCT-1E (Draconis Combine) takes 4 damage to RA.
                4 damage transfers to RT.
                Locust LCT-1E (Draconis Combine) takes 4 damage to RT.
                4 damage transfers to CT.
                Locust LCT-1E (Draconis Combine) takes 4 damage to CT.


                Jenner JR7-D (Draconis Combine) is hit for 9 damage!
                Jenner JR7-D (Draconis Combine) takes 5 damage to LA.
                     SECTION DESTROYED.
                4 damage transfers to LTR.
                    Critical hit on LA.         Roll is 12;         2 locations.
                    CRITICAL HIT on Medium Laser.
                    CRITICAL HIT on Shoulder.
                Jenner JR7-D (Draconis Combine) takes 4 damage to LTR.
                    0 Armor remaining.
                Jenner JR7-D (Draconis Combine) takes 4 damage to LL.
                    2 Armor remaining.


                End Secondary Damage Report.

        Pilot of Wasp WSP-1A #2 (Draconis Combine) "Tomeko Hanyuda" is already dead, so no damage is dealt!
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to LL.
        5 damage transfers to LTR.
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to CTR.
        Wasp WSP-1A #2 (Draconis Combine) takes 5 damage to CTR.

        Wasp WSP-1A #3 (Draconis Combine) is hit for 20 damage!
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to CT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to RA.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on Shoulder.
        Wasp WSP-1A #3 (Draconis Combine) takes 3 damage to RT.
            3 Armor remaining.
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 3; no effect.
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to RA.
        5 damage transfers to RT.
        Wasp WSP-1A #3 (Draconis Combine) takes 5 damage to RT.
             SECTION DESTROYED.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 6; no effect.
        Wasp WSP-1A #3 (Draconis Combine) takes 2 damage to CT.
             SECTION DESTROYED.
*** Wasp WSP-1A #3 (Draconis Combine) DESTROYED by damage! ***

        >Wasp WSP-1A #3 (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
    
Wasp WSP-1A #3 (Draconis Combine) must make a piloting skill check (landing in clear terrain).
    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 8; no effect.


        End Secondary Damage Report.
            Critical hit on RR. Roll is 7; Fuel Tank Hit (Vehicle Explodes).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 15 September 2016, 09:13:23
Why you don't pile your units too close together (not counting all the other bomb hits...)
Quote
"KABLOOEY"

Uhm....wow.  Big baadaboom.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 15 September 2016, 09:45:33


Uhm....wow.  Big baadaboom.

This is why I never move to 1 hex range in a Mech vs Tank fight. Odds of the damn tank exploding are just too high.

Also applies to Tank vs Mech/Tank since there is no sense in being in range of an ammo explosion. Unless you MGs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 15 September 2016, 23:31:59
Gyro seeking weapons?

Quote
Weapons fire for Panther PNT-9R (Draconis Combine)
    PPC at Ostsol OTL-4D (Fiona's Furies - Succession Wars); needs 5, rolls 8 :  - Direct Blow - hits  (using Partial cover (horizontal 50%) table) CT
        Ostsol OTL-4D (Fiona's Furies - Succession Wars) takes 11 damage to CT.
            Armor destroyed.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is (9+3) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


    SRM 4 at Ostsol OTL-4D (Fiona's Furies - Succession Wars); needs 7, rolls 9 : 2 missile(s) hit (using Partial cover (horizontal 50%) table).

        Ostsol OTL-4D (Fiona's Furies - Succession Wars) takes 2 damage to CT.
             17 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.

        Ostsol OTL-4D (Fiona's Furies - Succession Wars) takes 2 damage to CT.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 1 location.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 September 2016, 16:12:54
@Southernskies

What rule option enables that tragic hilarity that happened to you?  I need avoid that like the plague!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 19 September 2016, 07:20:19
Since there are only 4 Gyro locations in the CT and the PPC hit breached the armour...  not playing?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: txsoldier94 on 20 September 2016, 23:24:27
From the "Where did it all go wrong?" files, I present to you, the Domino affect, or daisy-chained baskets of boom.

Weapons fire for Crusader CRD-3R (Lyran Commonwealth)
    LRM 15 at Phoenix Hawk PXH-2 (Dvorak's Rangers); needs 6, rolls 9 :  - Direct Blow - 9 missile(s) hit (w/ +2 bonus).


        The wooded hex absorbs 4 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) takes 1 damage to LL.
            17 Armor remaining.


        The wooded hex absorbs 4 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) suffers no damage.


    LRM 15 at Phoenix Hawk PXH-2 (Dvorak's Rangers); needs 6, rolls 9 :  - Direct Blow - 9 missile(s) hit (w/ +2 bonus).


        The wooded hex absorbs 4 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) takes 1 damage to CT.
            16 Armor remaining.


        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) takes 2 damage to CT.
            14 Armor remaining.


Weapons fire for Hunter Light Support Tank (Standard) (Lyran Commonwealth)
    LRM 20 at Phoenix Hawk PXH-2 (Dvorak's Rangers); needs 8, rolls 11 :  - Direct Blow - 12 missile(s) hit (w/ +2 bonus).


        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) takes 3 damage to RT.
            12 Armor remaining.


        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) takes 3 damage to LT.
            14 Armor remaining.


        The wooded hex absorbs 2 damage.        Phoenix Hawk PXH-2 (Dvorak's Rangers) suffers no damage.


Weapons fire for Vedette Medium Tank (Standard) (Lyran Commonwealth)
    AC/5 at Stingray F-90 (Dvorak's Rangers); needs 9, rolls 8 : misses


Weapons fire for Firestarter FS9-H (Lyran Commonwealth)
    Medium Laser at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 4 : misses


    Medium Laser at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 9 :  - Direct Blow - hits  RT
        Assassin ASN-21 (Dvorak's Rangers) takes 6 damage to RT.
            4 Armor remaining.


    Machine Gun at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 4 : misses

    Machine Gun at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 10 :  - Direct Blow - hits  RA
        Assassin ASN-21 (Dvorak's Rangers) takes 3 damage to RA.
            3 Armor remaining.


    Flamer at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 8 :  - Direct Blow - hits  RA
        Assassin ASN-21 (Dvorak's Rangers) takes 3 damage to RA.
            0 Armor remaining.


Weapons fire for Eagle EGL-R6 (Dvorak's Rangers)
    Dive Bomb at Hex: 1313 (Bomb); needs 5, rolls 4 : misses the intended hex 1313.
    HE Bomb scatters to hex 1312!
    Dive Bomb at Hex: 1313 (Bomb); needs 5, rolls 3 : misses the intended hex 1313.
    HE Bomb scatters to hex 1514!
Firestarter FS9-H (Lyran Commonwealth) hit for 10 damage.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to LL.
            3 Armor remaining.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to RL.
            3 Armor remaining.
    Dive Bomb at Hex: 1313 (Bomb); needs 5, rolls 5 : hits the intended hex 1313.
    Inferno Bomb incoming!
        Inferno fire (bombs) started in hex 1313.
            Griffin GRF-1N (Lyran Commonwealth) hit by Inferno bomb:                Target gains 10 more heat during heat phase.


    Dive Bomb at Hex: 1313 (Bomb); needs 5, rolls 11 : hits the intended hex 1313.
    Inferno Bomb incoming!
            Griffin GRF-1N (Lyran Commonwealth) hit by Inferno bomb:                Target gains 10 more heat during heat phase.


    Dive Bomb at Hex: 1313 (Bomb); needs 5, rolls 3 : misses the intended hex 1313.
    Thunder Bomb scatters to hex 1311!

Weapons fire for Assassin ASN-21 (Dvorak's Rangers)
    Medium Laser at Firestarter FS9-H (Lyran Commonwealth); needs 6, rolls 2 : misses


Weapons fire for Stingray F-90 (Dvorak's Rangers)
    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 4 : misses the intended hex 1210.
    HE Bomb scatters to hex 1212!
    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 5 : misses the intended hex 1210.
    HE Bomb scatters to hex 1110!
    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 8 : hits the intended hex 1210.
    Inferno Bomb incoming!
        Inferno fire (bombs) started in hex 1210.
            Crusader CRD-3R (Lyran Commonwealth) hit by Inferno bomb:                Target gains 10 more heat during heat phase.


    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 9 : hits the intended hex 1210.
    Inferno Bomb incoming!
            Crusader CRD-3R (Lyran Commonwealth) hit by Inferno bomb:                Target gains 10 more heat during heat phase.


    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 9 : hits the intended hex 1210.
    Thunder Bomb incoming!
    Dive Bomb at Hex: 1210 (Bomb); needs 6, rolls 8 : hits the intended hex 1210.
    Thunder Bomb incoming!

Weapons fire for UrbanMech UM-R60 (Lyran Commonwealth)
    AC/10 at Assassin ASN-21 (Dvorak's Rangers); needs 5, rolls 6 : hits  (using Rear table) CTR
        Assassin ASN-21 (Dvorak's Rangers) takes 10 damage to CTR.
             SECTION DESTROYED.
        Assassin ASN-21 (Dvorak's Rangers) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Assassin ASN-21 (Dvorak's Rangers) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Assassin ASN-21 (Dvorak's Rangers) suffers catastrophic damage, but the autoeject system was engaged.
    
Assassin ASN-21 (Dvorak's Rangers) must make a piloting skill check (landing in clear terrain).
    Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
*** MechWarrior Lieutenant Adana Hamal (Dvorak's Rangers) DESTROYED by deadly ejection! ***
        Hex 1414: terrain takes 280 damage.
        Javelin JVN-10N #2 (Dvorak's Rangers) is hit for 28 damage!
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 5 damage to LA.
            1 Armor remaining.
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 5 damage to LL.
            3 Armor remaining.
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Javelin JVN-10N #2 (Dvorak's Rangers) "Soldat Gavin Swaffield" takes 1 damage (1 total hits).
        
Pilot of Javelin JVN-10N #2 (Dvorak's Rangers) "Soldat Gavin Swaffield" needs a 3 to stay conscious.  Rolls 10 : successful!
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 5 damage to RTR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 5 damage to LTR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.
        Javelin JVN-10N #2 (Dvorak's Rangers) takes 3 damage to RTR.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on SRM 6 Inferno Ammo (14).
            *** SRM 6 Inferno Ammo EXPLODES!  168 DAMAGE! ***
                >Javelin JVN-10N #2 (Dvorak's Rangers) suffers catastrophic damage, but the autoeject system was engaged.
            
Javelin JVN-10N #2 (Dvorak's Rangers) must make a piloting skill check (landing in rough).
            Needs 5 [4 (ejecting) + 1 (automatic ejection) + 0 (landing in rough)], rolls 6 : succeeds.
                    The pilot ejects safely!
        *** Javelin JVN-10N #2 (Dvorak's Rangers) DESTROYED by ejection! ***
                Javelin JVN-10N #2 (Dvorak's Rangers) takes 168 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                167 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on +SRM 6.
                Javelin JVN-10N #2 (Dvorak's Rangers) takes 167 damage to CT.
                     SECTION DESTROYED.
                Javelin JVN-10N #2 (Dvorak's Rangers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1414: terrain takes 8 damage.
                Assassin ASN-21 (Dvorak's Rangers) is hit for 8 damage!
                Assassin ASN-21 (Dvorak's Rangers) takes 5 damage to LL.
                     3 Internal Structure remaining.
                    Critical hit on LL.         Roll is 8;         no effect.
                Assassin ASN-21 (Dvorak's Rangers) takes 3 damage to LT.
                    6 Armor remaining.

                Hunter Light Support Tank (Standard) (Lyran Commonwealth) is hit for 8 damage!
                Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 5 damage to RR.
                    11 Armor remaining.
                    Chance for motive system damage.         Roll is 6;         (w/ +2 bonus)
                     Minor damage, +1 to driving skill rolls.
                Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 3 damage to RS.
                    21 Armor remaining.

                Vedette Medium Tank (Standard) (Lyran Commonwealth) is hit for 8 damage!
                Vedette Medium Tank (Standard) (Lyran Commonwealth) takes 5 damage to TU.
                    13 Armor remaining.
                Vedette Medium Tank (Standard) (Lyran Commonwealth) takes 3 damage to RR.
                    17 Armor remaining.
                    Chance for motive system damage.         Roll is 4;         (w/ +1 bonus)
                     no effect.

                Firestarter FS9-H (Lyran Commonwealth) is hit for 8 damage!
                Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to RTR.
                    0 Armor remaining.
                Firestarter FS9-H (Lyran Commonwealth) takes 3 damage to RL.
                    0 Armor remaining.

                Griffin GRF-1N (Lyran Commonwealth) is hit for 8 damage!
                Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to LL.
                    3 Armor remaining.
                Griffin GRF-1N (Lyran Commonwealth) takes 3 damage to LA.
                    9 Armor remaining.


                End Secondary Damage Report.

        Pilot of Javelin JVN-10N #2 (Dvorak's Rangers) "Soldat Gavin Swaffield" has ejected, so no damage is dealt!


        Hunter Light Support Tank (Standard) (Lyran Commonwealth) is hit for 14 damage!
        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 5 damage to RS.
            16 Armor remaining.
        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 5 damage to RS.
            11 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 4 damage to RS.
            7 Armor remaining.

        Vedette Medium Tank (Standard) (Lyran Commonwealth) is hit for 14 damage!
        Vedette Medium Tank (Standard) (Lyran Commonwealth) takes 5 damage to TU.
            8 Armor remaining.
        Vedette Medium Tank (Standard) (Lyran Commonwealth) takes 5 damage to TU.
            3 Armor remaining.
        Vedette Medium Tank (Standard) (Lyran Commonwealth) takes 4 damage to RS (critical).
            10 Armor remaining.
            Critical hit on RS. Roll is 5; no effect.

        Firestarter FS9-H (Lyran Commonwealth) is hit for 28 damage!
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to RA.
            1 Armor remaining.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to LA.
            1 Armor remaining.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to LA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on +Flamer.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LA. Roll is 10; 1 location.
            CRITICAL HIT on +Medium Laser.
        Firestarter FS9-H (Lyran Commonwealth) takes 3 damage to LT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 8; no effect.
        Firestarter FS9-H (Lyran Commonwealth) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 2; no effect.
        Firestarter FS9-H (Lyran Commonwealth) takes 3 damage to CTR.
            3 Armor remaining.

        Griffin GRF-1N (Lyran Commonwealth) is hit for 14 damage!
        Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to LA.
            4 Armor remaining.
        Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to LL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.
        Griffin GRF-1N (Lyran Commonwealth) takes 4 damage to LA.
            0 Armor remaining.

        Vehicle Crew Bill Roberts (Lyran Commonwealth) is hit for 7 damage!
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Bill Roberts (Lyran Commonwealth) takes 10 damage to MEN.
             PLATOON KILLED,
*** Vehicle Crew Bill Roberts (Lyran Commonwealth) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Vehicle Crew Bill Roberts (Lyran Commonwealth) takes 4 damage to MEN.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (5+1) = 6; no effect.


Weapons fire for Stinger STG-3G (Dvorak's Rangers)
    Medium Laser at UrbanMech UM-R60 (Lyran Commonwealth); needs 7, rolls 12 :  - Direct Blow - hits  (using Left Side table) RTR
        UrbanMech UM-R60 (Lyran Commonwealth) takes 6 damage to RTR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is (6+2) = 8; no effect.


    Medium Laser at UrbanMech UM-R60 (Lyran Commonwealth); needs 7, rolls 5 : misses


Weapons fire for Griffin GRF-1N (Lyran Commonwealth)
    PPC at Stinger STG-3G (Dvorak's Rangers); needs 8, rolls 5 : misses


Weapons fire for Javelin JVN-10N #2 (Dvorak's Rangers)
    SRM 6 at Hunter Light Support Tank (Standard) (Lyran Commonwealth); needs 7, rolls 8 : 6 missile(s) hit (using Right Side table).

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RS.
            5 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RR.
            9 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RS.
            3 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RS.
            1 Armor remaining.

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RS.
            Armor destroyed.
             3 Internal Structure remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on RS. Roll is 6; Crew stunned for 1 turns.

        Hunter Light Support Tank (Standard) (Lyran Commonwealth) takes 2 damage to RS.
             1 Internal Structure remaining.
            Critical hit on RS. Roll is 7; Crew stunned for 2 turns.


    SRM 6 at Vedette Medium Tank (Standard) (Lyran Commonwealth); needs 9, rolls 6 : misses


Weapons fire for Phoenix Hawk PXH-2 (Dvorak's Rangers)
    Large Laser at Firestarter FS9-H (Lyran Commonwealth); needs 6, rolls 7 : hits  LT
        Firestarter FS9-H (Lyran Commonwealth) takes 8 damage to LT.
             SECTION DESTROYED.
        1 damage transfers to CT.
            Critical hit on LT. Roll is (7+1) = 8; no effect.
        Firestarter FS9-H (Lyran Commonwealth) takes 1 damage to CT.
            12 Armor remaining.


    Medium Laser at Firestarter FS9-H (Lyran Commonwealth); needs 8, rolls 11 :  - Direct Blow - hits  RA
        Firestarter FS9-H (Lyran Commonwealth) takes 6 damage to RA.
             SECTION DESTROYED.
        4 damage transfers to RT.
            Critical hit on RA. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on +Medium Laser.
        Firestarter FS9-H (Lyran Commonwealth) takes 4 damage to RT.
            7 Armor remaining.




Firestarter FS9-H (Lyran Commonwealth) must make 1 piloting skill roll(s) (60+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (60+ damage)); needs 7, rolls 9 : succeeds.

Griffin GRF-1N (Lyran Commonwealth) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

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

Heat Phase
-------------------
Stinger STG-3G (Dvorak's Rangers) gains 8 heat, sinks 8 heat and is now at 0 heat.
Phoenix Hawk PXH-2 (Dvorak's Rangers) gains 11 heat, sinks 10 heat and is now at 2 heat.
Stingray F-90 (Dvorak's Rangers) gains 0 heat, sinks 0 heat and is now at 0 heat.
Eagle EGL-R6 (Dvorak's Rangers) gains 0 heat, sinks 0 heat and is now at 0 heat.
UrbanMech UM-R60 (Lyran Commonwealth) gains 4 heat, sinks 4 heat and is now at 0 heat.
Firestarter FS9-H (Lyran Commonwealth) gains 11 heat, sinks 10 heat and is now at 7 heat.
Crusader CRD-3R (Lyran Commonwealth) gains 32 heat, sinks 10 heat and is now at 26 heat.
Crusader CRD-3R (Lyran Commonwealth) needs a 4+ to avoid shutdown, rolls 8 : avoids successfully!
Crusader CRD-3R (Lyran Commonwealth) needs a 6+ to avoid ammo explosion, rolls 4 : fails to avoid explosion.
            *** LRM 15 Ammo EXPLODES!  90 DAMAGE! ***
                >Crusader CRD-3R (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
            
Crusader CRD-3R (Lyran Commonwealth) must make a piloting skill check (landing in clear terrain).
            Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        A unit enters the Conventional minefield in hex 1110, needs 8+, rolls 5:        misses.
        *** Crusader CRD-3R (Lyran Commonwealth) DESTROYED by ejection! ***
                Crusader CRD-3R (Lyran Commonwealth) takes 90 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                75 damage transfers to CT.
                    Critical hit on RT.         Roll is (9+4) = 13;         3 locations.
                    Location has no more hittable critical slots.
                Crusader CRD-3R (Lyran Commonwealth) takes 75 damage to CT.
                     SECTION DESTROYED.
                Crusader CRD-3R (Lyran Commonwealth) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Hex 1210: terrain takes 260 damage.
                Warrior Attack Helicopter H-7 (Lyran Commonwealth) is hit for 6 damage!
                Warrior Attack Helicopter H-7 (Lyran Commonwealth) takes 5 damage to RR.
                    1 Armor remaining.
                Warrior Attack Helicopter H-7 (Lyran Commonwealth) takes 1 damage to LS.
                    4 Armor remaining.

                Griffin GRF-1N (Lyran Commonwealth) is hit for 6 damage!
                Griffin GRF-1N (Lyran Commonwealth) takes 5 damage to RT.
                    15 Armor remaining.
                Griffin GRF-1N (Lyran Commonwealth) takes 1 damage to LT.
                    19 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1210: terrain takes 9 damage.

                End Secondary Damage Report.

        Pilot of Crusader CRD-3R (Lyran Commonwealth) "Roswitha Elliot" has ejected, so no damage is dealt!

Griffin GRF-1N (Lyran Commonwealth) gains 32 heat, sinks 12 heat and is now at 24 heat.
Griffin GRF-1N (Lyran Commonwealth) needs a 3+ to avoid shutdown, rolls 7 : avoids successfully!
Griffin GRF-1N (Lyran Commonwealth) needs a 6+ to avoid ammo explosion, rolls 2 : fails to avoid explosion.
            *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                >Griffin GRF-1N (Lyran Commonwealth) suffers catastrophic damage, but the autoeject system was engaged.
            
Griffin GRF-1N (Lyran Commonwealth) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
                    The pilot ejects safely!
        *** Griffin GRF-1N (Lyran Commonwealth) DESTROYED by ejection! ***
                Griffin GRF-1N (Lyran Commonwealth) takes 120 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                107 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on LRM 10.
                    CRITICAL HIT on Jump Jet.
                Griffin GRF-1N (Lyran Commonwealth) takes 107 damage to CT.
                     SECTION DESTROYED.
                Griffin GRF-1N (Lyran Commonwealth) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 4.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (3+4) = 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1313: terrain takes 12 damage.

                End Secondary Damage Report.

        Pilot of Griffin GRF-1N (Lyran Commonwealth) "Nicodemas Hollar" has ejected, so no damage is dealt!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 21 September 2016, 06:34:43
'Twas a hot time in the forest that day.   ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 21 September 2016, 09:04:08
Wow, that was almost exhausting to read. :|

Why did the Assassin driver die? they had a successful eject role.  ??
Title: Re: The Crazy Hits Thread - Reborn!
Post by: txsoldier94 on 21 September 2016, 17:44:24
Dead...deader than Crispy the Rocketeer
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 September 2016, 21:39:15
That's why you take out some serious insurance on stuff you own.  #P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 30 September 2016, 07:02:02
Round 1...
Quote
Physical attacks for Ostscout OTT-7J (Draconis Combine)
    Kick (Right leg) at Javelin JVN-10N (Fiona's Furies - Succession Wars); needs 6, rolls 12 :  - Direct Blow - hits (using Right Side Punch table) RT
        Javelin JVN-10N (Fiona's Furies - Succession Wars) takes 9 damage to RT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is (7+3) = 10; 1 location.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >Javelin JVN-10N (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
            
Javelin JVN-10N (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in rough).
            Needs 8 [7 (ejecting) + 1 (automatic ejection) + 0 (landing in rough)], rolls 7 : fails.

                    The pilot ejects safely!
        *** Javelin JVN-10N (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Javelin JVN-10N (Fiona's Furies - Succession Wars) takes 180 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                174 damage transfers to CT.
                    Critical hit on RT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on +SRM 6.
                    CRITICAL HIT on +SRM 6.
                Javelin JVN-10N (Fiona's Furies - Succession Wars) takes 174 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 0418: terrain takes 9 damage.
                Locust LCT-1V (Fiona's Furies - Succession Wars) is hit for 9 damage!
                Locust LCT-1V (Fiona's Furies - Succession Wars) takes 5 damage to RTR.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on RT.         Roll is 11;         2 locations.
                    Location is empty, so criticals transfer to CT.
                    CRITICAL HIT on Medium Laser.
                    CRITICAL HIT on Standard Gyro.
                Locust LCT-1V (Fiona's Furies - Succession Wars) takes 4 damage to CTR.
                    Armor destroyed.
                     4 Internal Structure remaining.
                    Critical hit on CT.         Roll is 7;         no effect.

                Ostscout OTT-7J (Draconis Combine) is hit for 9 damage!
                Ostscout OTT-7J (Draconis Combine) takes 5 damage to CT.
                    7 Armor remaining.
                Ostscout OTT-7J (Draconis Combine) takes 4 damage to LT.
                    5 Armor remaining.

                Cicada CDA-2A (Draconis Combine) is hit for 9 damage!
                Cicada CDA-2A (Draconis Combine) takes 5 damage to LL.
                    1 Armor remaining.
                Cicada CDA-2A (Draconis Combine) takes 4 damage to LA.
                    0 Armor remaining.


                End Secondary Damage Report.

        Pilot of Javelin JVN-10N (Fiona's Furies - Succession Wars) "Lieutenant SG De Nguyen-Khoa" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 02 October 2016, 03:53:04
Aimed 2 medium lasers at the head, yet the point blank LRMs do the job.   O0

Quote
Weapons fire for Longbow LGB-7Q (Fiona's Furies - Succession Wars)
    Medium Laser at Marauder MAD-3R (Draconis Combine); needs 7, rolls 11 :  - Direct Blow - hits  RT
        Marauder MAD-3R (Draconis Combine) takes 6 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on *AC/5.
            CRITICAL HIT on *AC/5.


    Medium Laser at Marauder MAD-3R (Draconis Combine); needs 7, rolls 5 : misses


    LRM 20 at Marauder MAD-3R (Draconis Combine); needs 5, rolls 7 : 20 missile(s) hit.

        Marauder MAD-3R (Draconis Combine) takes 5 damage to HD.
            0 Armor remaining.

        Pilot of Marauder MAD-3R (Draconis Combine) "Go Kothandaraman" takes 1 damage (3 total hits).

        Marauder MAD-3R (Draconis Combine) takes 5 damage to LL.
            5 Armor remaining.

        Marauder MAD-3R (Draconis Combine) takes 5 damage to CT.
            14 Armor remaining.

        Marauder MAD-3R (Draconis Combine) takes 5 damage to LT.
            12 Armor remaining.


    LRM 5 at Marauder MAD-3R (Draconis Combine); needs 5, rolls 9 :  - Direct Blow - 3 missile(s) hit (w/ +2 bonus).

        Marauder MAD-3R (Draconis Combine) takes 3 damage to LA.
            2 Armor remaining.


    LRM 5 at Marauder MAD-3R (Draconis Combine); needs 5, rolls 7 : 3 missile(s) hit.

        Marauder MAD-3R (Draconis Combine) takes 3 damage to HD.
             SECTION DESTROYED.
*** Marauder MAD-3R (Draconis Combine) DESTROYED by damage! ***
        >Marauder MAD-3R (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
    
Marauder MAD-3R (Draconis Combine) must make a piloting skill check (landing in clear terrain).
    Needs 9 [4 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 7 : fails.

        Pilot of MechWarrior Go Kothandaraman (Draconis Combine) "Go Kothandaraman" takes 1 damage (4 total hits).

        Pilot of MechWarrior Go Kothandaraman (Draconis Combine) "Go Kothandaraman" takes 2 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Marauder MAD-3R (Draconis Combine) "Go Kothandaraman" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Vampire_Seraphin on 04 October 2016, 17:22:54
MM this is ridiculous.  >:(

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

Weapons fire for Hermes II HER-2S (Marik Militia)
    Flamer at Mechanized Tracked Platoon (Rifle) (Fourth Tikonov Republican Guard); needs 9, rolls 8 : misses


Weapons fire for Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard)
    Machine Gun (Portable) at Crusader CRD-3R #2 (The Infamous Dust); needs 8, rolls 10 : 23 troopers hit, causing 13 damage.
        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to LA.
            18 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to RA.
            18 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to RT.
            22 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to RT.
            20 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to LT.
            22 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to CT.
            31 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 1 damage to CT.
            30 Armor remaining.


Weapons fire for Grasshopper GHR-5H #3 (The Infamous Dust)
    LRM 5 at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 6, rolls 10 :  - Direct Blow - 5 missile(s)  hits  MEN
        Missile weapon against infantry, damage reduced from 5 to 7
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard) takes 14 damage to MEN.
            14 men alive


    Large Laser at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 6, rolls 11 :  - Direct Blow - hits  MEN
        Ballistic cluster weapon against infantry,  damage reduced from 8 to 2
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard) takes 4 damage to MEN.
            10 men alive


    Medium Laser at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 8, rolls 7 : misses


    Medium Laser at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 8, rolls 10 : hits  MEN
        Direct fire weapon against infantry,  damage reduced from 4 to 1
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard) takes 2 damage to MEN.
            8 men alive


    Medium Laser at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 8, rolls 6 : misses


    Medium Laser at Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard); needs 8, rolls 8 :  - Glancing Blow - hits  MEN
        Direct fire weapon against infantry,  damage reduced from 4 to 1
        Motorized MG Galatean Support Wheels (Fourth Tikonov Republican Guard) suffers no damage.


Weapons fire for Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard)
    Rifle (Bolt-Action) at Crusader CRD-3R #2 (The Infamous Dust); needs 5, rolls 5 :  - Glancing Blow - 8 troopers hit, causing 3 damage.
        Crusader CRD-3R #2 (The Infamous Dust) takes 2 damage to CT.
            28 Armor remaining.

        Crusader CRD-3R #2 (The Infamous Dust) takes 1 damage to HD.
            8 Armor remaining.

        Pilot of Crusader CRD-3R #2 (The Infamous Dust) "Hauptmann Mads Erga" takes 1 damage (1 total hits).
        
Pilot of Crusader CRD-3R #2 (The Infamous Dust) "Hauptmann Mads Erga" needs a 3 to stay conscious.  Rolls 2 : blacks out.


Weapons fire for Crusader CRD-3R #2 (The Infamous Dust)
    SRM 6 at Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard); needs 6, rolls 5 : misses


    SRM 6 at Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard); needs 6, rolls 6 :  - Glancing Blow - 6 missile(s) hit
hits  MEN
        Missile weapon against infantry, damage reduced from 12 to 3
        Infantry platoon caught in the open!!!  Damage doubled.
        Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard) takes 2 damage to MEN.
            23 men alive


    Machine Gun at Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard); needs 6, rolls 5 : misses

    Machine Gun at Motorized Infantry Dark Caste Bandits (Fourth Tikonov Republican Guard); needs 6, rolls 5 : misses

Weapons fire for Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard)
    LRM Launcher (FarShot) at Grasshopper GHR-5H #3 (The Infamous Dust); needs 7, rolls 10 :  - Direct Blow - 13 troopers hit (using Left Side Partial cover (left side vertical) table), causing 7 damage.
        Grasshopper GHR-5H #3 suffers no damage. (LL behind cover)
            Medium Standard Building #1179187391 blocks the shot and takes 2 points of damage.

        Grasshopper GHR-5H #3 suffers no damage. (LT behind cover)
            Medium Standard Building #1179187391 blocks the shot and takes 2 points of damage.

        Grasshopper GHR-5H #3 suffers no damage. (LL behind cover)
            Medium Standard Building #1179187391 blocks the shot and takes 2 points of damage.

        Grasshopper GHR-5H #3 suffers no damage. (LA behind cover)
            Medium Standard Building #1179187391 blocks the shot and takes 1 points of damage.


Weapons fire for Blackjack BJ-1 (The Infamous Dust)
    AC/2 at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 6, rolls 10 :  - Direct Blow - hits  MEN
        Ballistic cluster weapon against infantry,  damage reduced from 3 to 4
        Infantry platoon caught in the open!!!  Damage doubled.
        Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard) takes 8 damage to MEN.
            8 men alive


    AC/2 at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 6, rolls 3 : misses


    Medium Laser at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 8, rolls 9 : hits  MEN
        Direct fire weapon against infantry,  damage reduced from 5 to 2
        Infantry platoon caught in the open!!!  Damage doubled.
        Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard) takes 4 damage to MEN.
            4 men alive


    Medium Laser at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 8, rolls 6 : misses


    Medium Laser at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 8, rolls 5 : misses


Weapons fire for Shadow Hawk SHD-2H (The Infamous Dust)
    LRM 5 at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 5, rolls 7 : 5 missile(s)  hits  (using Left Side table) MEN
        Missile weapon against infantry, damage reduced from 5 to 2
        Infantry platoon caught in the open!!!  Damage doubled.
        Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard) takes 4 damage to MEN.
             PLATOON KILLED,
*** Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard) DESTROYED by damage! ***


    AC/5 at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 7, rolls 5 : misses


    Medium Laser at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 9, rolls 4 : misses


    SRM 2 at Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard); needs 9, rolls 10 : 2 missile(s) hit
hits  (using Left Side table) MEN
        Missile weapon against infantry, damage reduced from 4 to 2
        Mechanized Wheeled Platoon (LRM) (Fourth Tikonov Republican Guard) takes 2 damage to MEN.


Weapons fire for Mechanized Tracked Platoon (Rifle) (Fourth Tikonov Republican Guard)
    Auto-Rifle at Hermes II HER-2S (Marik Militia); needs 8, rolls 11 :  - Direct Blow - 23 troopers hit (using Rear table), causing 12 damage.
        Hermes II HER-2S (Marik Militia) takes 2 damage to RA.
            9 Armor remaining.

        Hermes II HER-2S (Marik Militia) takes 2 damage to LTR.
            3 Armor remaining.

        Hermes II HER-2S (Marik Militia) takes 2 damage to RTR.
            3 Armor remaining.

        Hermes II HER-2S (Marik Militia) takes 2 damage to RL.
            12 Armor remaining.

        Hermes II HER-2S (Marik Militia) takes 2 damage to LTR.
            1 Armor remaining.

        Hermes II HER-2S (Marik Militia) takes 2 damage to LTR (critical).
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on AC/5 Ammo (20).
            *** AC/5 Ammo EXPLODES!  100 DAMAGE! ***
                >Hermes II HER-2S (Marik Militia) suffers catastrophic damage, but the autoeject system was engaged.
            
Hermes II HER-2S (Marik Militia) 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!
        *** Hermes II HER-2S (Marik Militia) DESTROYED by ejection! ***
                Hermes II HER-2S (Marik Militia) takes 100 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                91 damage transfers to CT.
                    Critical hit on LT.         Roll is (5+4) = 9;         1 location.
                    Location has no more hittable critical slots.
                Hermes II HER-2S (Marik Militia) takes 91 damage to CT.
                     SECTION DESTROYED.
                Hermes II HER-2S (Marik Militia) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Hermes II HER-2S (Marik Militia) "Ivano Tarducci" has ejected, so no damage is dealt!

            Critical hit on LT. Roll is (5+1) = 6; no effect.



Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 04 October 2016, 20:01:58
You always did tell me you had no luck......so glad I dont make myself play with TACs no thanks.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 10 October 2016, 21:03:09
Not sign of good things to come. One shotted first round...
Code: [Select]
Blackjack BJ2-OB (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 3 : falls.
    Blackjack BJ2-OB (Wrangler) falls on its left side, suffering 5 damage.
        Blackjack BJ2-OB (Wrangler) takes 5 damage to RA.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on LRM 10 Artemis-capable Ammo (12).
            *** LRM 10 Artemis-capable Ammo EXPLODES!  120 DAMAGE! ***
                >Blackjack BJ2-OB (Wrangler) suffers catastrophic damage, but the autoeject system was engaged.
           
Blackjack BJ2-OB (Wrangler) must make a piloting skill check (landing in clear terrain).
            Needs 8 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 12 : succeeds.
                    The pilot ejects safely!
        *** Blackjack BJ2-OB (Wrangler) DESTROYED by ejection! ***
                Blackjack BJ2-OB (Wrangler) takes 120 damage to RA.
                     SECTION DESTROYED.
                113 damage transfers to RT.
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Artemis IV FCS.
                Blackjack BJ2-OB (Wrangler) takes 113 damage to RT.
                     SECTION DESTROYED.
                101 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Blackjack BJ2-OB (Wrangler) takes 101 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 5;         no effect.

        Pilot of Blackjack BJ2-OB (Wrangler) "Shelia Salim" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

Pilot of Blackjack BJ2-OB (Wrangler) "Shelia Salim" must roll 5 to avoid damage; rolls 6 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Downslide on 19 October 2016, 14:14:38
Puny little Scout Meks and their "Tap-dance" kicking...

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

Physical attacks for Wasp WSP-1A (Capellan Confederation)
    Kick (Right leg) at Panther PNT-9R (Anderson's Able Company); needs 7, rolls 9 : hits (using Right Side Kick table) RL
        Panther PNT-9R (Anderson's Able Company) takes 4 damage to RL.
            8 Armor remaining.


Physical attacks for Stinger STG-3R (Capellan Confederation)
    Kick (Right leg) at Panther PNT-9R (Anderson's Able Company); needs 5, rolls 6 : hits (using Punch table) RA
        Panther PNT-9R (Anderson's Able Company) takes 4 damage to RA.
            6 Armor remaining.


Physical attacks for Spider SDR-5V #2 (Capellan Confederation)
    Kick (Right leg) at Panther PNT-9R (Anderson's Able Company); needs 6, rolls 9 :  - Direct Blow - hits (using Rear Kick table) LL
        Panther PNT-9R (Anderson's Able Company) takes 7 damage to LL.
            5 Armor remaining.


Physical attacks for Wasp WSP-1L (Capellan Confederation)
    Kick (Right leg) at Panther PNT-9R (Anderson's Able Company); needs 5, rolls 6 : hits (using Punch table) CT
        Panther PNT-9R (Anderson's Able Company) takes 4 damage to CT.
            10 Armor remaining.


Physical attacks for Panther PNT-9R (Anderson's Able Company)
    Punch (Left Arm) at Stinger STG-3R (Capellan Confederation); needs 5, rolls 11 :  - Direct Blow - hits (using Kick table) RL
        Stinger STG-3R (Capellan Confederation) takes 6 damage to RL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RL. Roll is (12+2) = 14;LIMB BLOWN OFF Right Leg blown off.


Panther PNT-9R (Anderson's Able Company) must make 4 piloting skill roll(s) (was kicked; was kicked; was kicked; was kicked).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (was kicked) + 1 (weight class modifier +1) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 4, rolls 8 : succeeds.
    Roll #2, (3 (Base piloting skill) + 0 (was kicked) + 1 (weight class modifier +1) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 4, rolls 9 : succeeds.
    Roll #3, (3 (Base piloting skill) + 0 (was kicked) + 1 (weight class modifier +1) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 4, rolls 8 : succeeds.
    Roll #4, (3 (Base piloting skill) + 0 (was kicked) + 1 (weight class modifier +1) + 0 (was kicked) + 0 (was kicked) + 0 (was kicked)); needs 4, rolls 6 : succeeds.

Stinger STG-3R (Capellan Confederation) must make 1 piloting skill roll(s) (leg destroyed).
The base target is 11 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (Right Leg Upper Leg Actuator destroyed) + 1 (Right Leg Lower Leg Actuator destroyed) + 1 (Right Leg Foot Actuator destroyed) + 1 (cramped cockpit)].
    Roll #1, (leg destroyed); automatically fails.
    Stinger STG-3R (Capellan Confederation) falls on its right side, suffering 2 damage.
        Stinger STG-3R (Capellan Confederation) takes 2 damage to LL.
            3 Armor remaining.

Pilot of Stinger STG-3R (Capellan Confederation) "Mary Ciuffo" must roll 16 to avoid damage; rolls 6 : fails.
        Pilot of Stinger STG-3R (Capellan Confederation) "Mary Ciuffo" takes 1 damage (1 total hits).
        
Pilot of Stinger STG-3R (Capellan Confederation) "Mary Ciuffo" needs a 3 to stay conscious.  Rolls 7 : successful!

Panther was surrounded, with the Stinger in front of him, and elevation level higher (hence the punch to the legs).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 21 October 2016, 18:46:14
That's why you take out some serious insurance on stuff you own.  #P

You don´t want to know what kind of premium an insurance company asks of the typical merc outfit.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 16 November 2016, 07:02:25
Not even the chance to pull the ejection handle...

Quote
Weapons fire for Manticore Heavy Tank (Standard) (Pirate)
    PPC at Grasshopper GHR-5H (Solaris VII Challenge); needs 5, rolls 8 :  - Direct Blow - hits  (using Right Side table) HD
        Grasshopper GHR-5H (Solaris VII Challenge) takes 11 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is (12+3) = 15;HEAD BLOWN OFF Head blown off.

*** Grasshopper GHR-5H (Solaris VII Challenge) DESTROYED by pilot death! ***

        Pilot of Grasshopper GHR-5H (Solaris VII Challenge) "Lieutenant JG Dominika Behle" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 16 November 2016, 23:48:16
Coming soon to MegaMek....

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Improved Heavy Large Laser Turret (W/ Targetting) (Quad) ID:1 (HammersHome)
    Improved Heavy Large Laser at Hellstar (Standard) ID:2 (HammersHome); needs 6, rolls 4 : misses


    Improved Heavy Large Laser at Hellstar (Standard) ID:2 (HammersHome); needs 6, rolls 9 : hits  LA
        Hellstar (Standard) ID:2 (HammersHome) takes 16 damage to LA.
            16 Armor remaining.


    Improved Heavy Large Laser at Hellstar (Standard) ID:2 (HammersHome); needs 6, rolls 8 : hits  LL
        Hellstar (Standard) ID:2 (HammersHome) takes 16 damage to LL.
            24 Armor remaining.


    Improved Heavy Large Laser at Hellstar (Standard) ID:2 (HammersHome); needs 6, rolls 5 : misses




Hellstar (Standard) ID:2 (HammersHome) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 5 : succeeds.


The gun emplacement folder will be growing to around 800 different combinations.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Archer_Wirth on 26 November 2016, 17:36:48
So I've posted up a couple of cool matches (cool to me) I've had recently and was told to bring it here.

So here is one I am particularly fond of:
(http://i27.photobucket.com/albums/c180/Smmy195/pilotkillsmech.png) (http://s27.photobucket.com/user/Smmy195/media/pilotkillsmech.png.html)

OK, if you guys enjoy reading MegaMek logs, you must read this one. My Awesome 8Q started off missing a lot of shots, but then it just started firing on all cylinders. I mean it was PPC to the CT after PPC to the CT. Just one after another. I'll highlight those rounds for your reading pleasure. Oh and the Warhammer did some cool stuff too.

I highlighted my shots in yellow and the opponents one kill in green. Oh and there's some stuff going on before, my buddies were playing before I got in. lol - ignore that.

The log with the Awesome starts on page 18, and the first highlighted part is on page 27

https://drive.google.com/open?id=0B102ISTF6oWyanlQdm51Slg0WEU

Enjoy!  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Archer_Wirth on 27 November 2016, 01:26:12
More goodness against a bot. I was testing out a new Liao lance, and my buddy gave me a bot with 4 assaults. I'll admit, near the end, after the first DFA, the enemy was just chasing me around and not firing, no idea why, cause they'd certainly not had any issues firing at me before.

My lance consisted of a Ti Ts'ang, a Dola, Raven and a Victor. The enemy was an Atlas, a Titan, another Victor and I frankly forget what the other assault was.

Unfortunately, I lost my Ti Ts'ang right as I was about to hatchet a prone Atlas, which definitely turned the tide, which believe it or not, was not entirely in their favor.

I then had to run around with the Raven and Dola until the Raven went down and I didn't have a laser arm on the Dola. So I had to get creative:

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

Physical attacks for Dola DOL-1A1 (Archer)
    Attempting death from above on Atlas II AS7-D-H2 (Princess); needs 4, rolls 7 : hits.
        Defender takes 9 damage  (using Punch table).
        Atlas II AS7-D-H2 (Princess) takes 5 damage to RT.
        5 damage transfers to CT.
        Atlas II AS7-D-H2 (Princess) takes 5 damage to CT.
            30 Armor remaining.
        Atlas II AS7-D-H2 (Princess) takes 4 damage to LA.
            9 Armor remaining.
    Atlas II AS7-D-H2 (Princess) is displaced into hex 1710, violating stacking with Titan TIA-2D-BT (Princess).
        Titan TIA-2D-BT (Princess) is unable to step out of the domino effect!
    Titan TIA-2D-BT (Princess) is displaced into hex 1610.
        Attacker takes 6 damage.
        Dola DOL-1A1 (Archer) takes 5 damage to RL.
            6 Armor remaining.
        Dola DOL-1A1 (Archer) takes 1 damage to LL.
            4 Armor remaining.

    Dola DOL-1A1 (Archer) is displaced into hex 1809.

Dola DOL-1A1 (Archer) must make 1 piloting skill roll(s) (executed death from above).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 4 (executed death from above)); needs 7, rolls 10 : succeeds.

Titan TIA-2D-BT (Princess) must make 1 piloting skill roll(s) (domino effect).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (domino effect)); needs 5, rolls 6 : succeeds.

Atlas II AS7-D-H2 (Princess) must make 1 piloting skill roll(s) (hit by death from above).
The base target is 6 [5 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 2 (hit by death from above)); needs 8, rolls 4 : falls.
    Atlas II AS7-D-H2 (Princess) falls on its rear, suffering 10 damage.
        Atlas II AS7-D-H2 (Princess) takes 5 damage to LTR.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on SRM 6.
            CRITICAL HIT on SRM 6 Ammo (11).
            *** SRM 6 Ammo EXPLODES!  132 DAMAGE! ***
                Atlas II AS7-D-H2 (Princess) takes 132 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                    remaining 114 damage prevented by CASE.
                    Critical hit on LT.         Roll is 6;         no effect.

        Pilot of Atlas II AS7-D-H2 (Princess) "Renan Pikman" takes 2 damage (5 total hits).
       
Pilot of Atlas II AS7-D-H2 (Princess) "Renan Pikman" needs a 10 to stay conscious.  Rolls 11 : successful!
       
Pilot of Atlas II AS7-D-H2 (Princess) "Renan Pikman" needs a 11 to stay conscious.  Rolls 5 : blacks out.

        Atlas II AS7-D-H2 (Princess) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Atlas II AS7-D-H2 (Princess) takes 5 damage to CTR.
            Armor destroyed.
             30 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.

Pilot of Atlas II AS7-D-H2 (Princess) "Renan Pikman" must roll 8 to avoid damage; rolls 10 : succeeds.

And then a few turns later after running around due to losing initiative:

Physical attacks for Dola DOL-1A1 (Archer)
    Attempting death from above on Atlas II AS7-D-H2 (Princess); needs -2, rolls 10 : hits.
        Defender takes 9 damage  (using Rear table).
        Atlas II AS7-D-H2 (Princess) takes 5 damage to LTR.
        5 damage transfers to CTR.
        Atlas II AS7-D-H2 (Princess) takes 5 damage to CTR.
             25 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Atlas II AS7-D-H2 (Princess) takes 4 damage to LA.
        4 damage transfers to LTR.
        Atlas II AS7-D-H2 (Princess) takes 4 damage to LTR.
        4 damage transfers to CTR.
        Atlas II AS7-D-H2 (Princess) takes 4 damage to CTR.
             21 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
*** Atlas II AS7-D-H2 (Princess) DESTROYED by engine destruction! ***
    Atlas II AS7-D-H2 (Princess) is displaced into hex 1809.
        Attacker takes 6 damage.
        Dola DOL-1A1 (Archer) takes 5 damage to LL.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Foot.
        Dola DOL-1A1 (Archer) takes 1 damage to LL.
             5 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.

    Dola DOL-1A1 (Archer) is displaced into hex 1710.

Dola DOL-1A1 (Archer) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; executed death from above).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 4 (executed death from above)); needs 9, rolls 12 : succeeds.
    Roll #2, (3 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 4 (executed death from above)); needs 9, rolls 3 : falls.
    Dola DOL-1A1 (Archer) falls on its left side, suffering 3 damage.
        Dola DOL-1A1 (Archer) takes 3 damage to RL.
            3 Armor remaining.

Pilot of Dola DOL-1A1 (Archer) "Nicholas McLeod" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Dola DOL-1A1 (Archer) "Nicholas McLeod" takes 1 damage (1 total hits).
       
Pilot of Dola DOL-1A1 (Archer) "Nicholas McLeod" needs a 3 to stay conscious.  Rolls 9 : successful!

The game was glitchy, so I kept doing DFA's until I couldn't stand anymore. However, that first DFA that messed up that Atlas was legit, because they were firing at me still.  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Foxx Ital on 15 December 2016, 21:13:10
Steve was hiding in a lake and i had to wait 3 turns so i Could DFA his sensor ghost,yay magscan!

Physical attacks for Arcas (Standard) (Foxx)
    Attempting death from above on Thor II (Grand Summoner) C (Restless); needs 7, rolls 8 : hits.
        Defender takes 10 damage  (using Left Side Punch table).
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: Breach! ???? ???? BREACHED
*** ???? (????) DESTROYED by ????! ***
*** ???? (????) Pilot Drowned! ***

        Pilot of ???? (????) "????" is already dead, so no damage is dealt!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

Pilot of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.
    ???? (????) is displaced into hex ????.
        Attacker takes 13 damage.
        Arcas (Standard) (Foxx) takes 5 damage to LL.
            25 Armor remaining.
        Arcas (Standard) (Foxx) takes 5 damage to LL.
            20 Armor remaining.
        Arcas (Standard) (Foxx) takes 3 damage to LL.
            17 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Archer_Wirth on 15 December 2016, 22:04:29
Steve was hiding in a lake and i had to wait 3 turns so i Could DFA his sensor ghost,yay magscan!

Physical attacks for Arcas (Standard) (Foxx)
    Attempting death from above on Thor II (Grand Summoner) C (Restless); needs 7, rolls 8 : hits.
        Defender takes 10 damage  (using Left Side Punch table).
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: Breach! ???? ???? BREACHED
*** ???? (????) DESTROYED by ????! ***
*** ???? (????) Pilot Drowned! ***

        Pilot of ???? (????) "????" is already dead, so no damage is dealt!
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

Pilot of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.
    ???? (????) is displaced into hex ????.
        Attacker takes 13 damage.
        Arcas (Standard) (Foxx) takes 5 damage to LL.
            25 Armor remaining.
        Arcas (Standard) (Foxx) takes 5 damage to LL.
            20 Armor remaining.
        Arcas (Standard) (Foxx) takes 3 damage to LL.
            17 Armor remaining.

Shitty way to go.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Twin_81 on 02 January 2017, 14:30:20
Not technically a hit, but I'm playing an AtB campaign now, it's been 8 game years already and I check personnel market every week. Never ever seen anyone with a natural aptitude. Today I captured a Green(!) clanner mechwarrior with Natural Aptitude: Gunnery. Didn't see prisoners with skills before.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: gyedid on 12 January 2017, 12:46:54
My first log posting...

This was my first test of a scenario set in the Empires Aflame universe, where the Exodus doesn't happen thanks to the assassination of Aleksandr Kerensky.  Instead, the remaining SLDF, now commanded by Aaron DeChavilier, set about re-establishing the Terran Hegemony.
This means, though, that they must re-take all the Hegemony worlds already seized by the Houses.  And one House Lord, Kenyon Marik, won't be parted from his newly-claimed prizes so easily.  In fact, the continued presence of the SLDF--and of Kerensky scions--drives him over the edge and he actually takes the field.  In this setting, it's supposed to be the last mistake he ever makes.

According to the alternate timelime in the EA adventure, Kenyon buys the farm in 2789, dispatched by none other than the (elder) son of the man he so despised, a man who, in another time and place, would have become the first ilKhan of the Clans.

Well, it seems Princess had other ideas...that man isn't supposed to be here...

Quote

Initiative Phase for Round #3
-------------------
gyedid rolls a 4[4+0].
Princess rolls a 5[5+0].

The turn order for movement is:
  gyedid, Princess, gyedid, Princess, gyedid, Princess, gyedid, Princess

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
  Fog level is None.
gyedid: 11745 BV remaining (from 11795 initially) 0 BV fled
Princess: 8497 BV remaining (from 8497 initially) 0 BV fled

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

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

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

Weapon Attack Phase
-------------------
Weapons fire for Orion ON1-K (Kerensky) (gyedid)
    Gauss Rifle at Orion KENYON-EA (Princess); needs 9, rolls 4 : misses


Weapons fire for Atlas II De Chavilier-EA (gyedid)
    LRM 20 at Orion KENYON-EA (Princess); needs 9, rolls 8 : misses


    Gauss Rifle at Orion KENYON-EA (Princess); needs 9, rolls 7 : misses


Weapons fire for Shootist ST-8A (gyedid)
    ER Large Laser at Orion KENYON-EA (Princess); needs 10, rolls 5 : misses


Weapons fire for Guillotine GLT-3Nb[Royal] (gyedid)
    PPC at Orion KENYON-EA (Princess); needs 10, rolls 5 : misses


Weapons fire for Orion KENYON-EA (Princess)
    LB 10-X AC at Orion ON1-K (Kerensky) (gyedid); needs 9, rolls 10 : hits  HD
        Orion ON1-K (Kerensky) (gyedid) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

*** Orion ON1-K (Kerensky) (gyedid) DESTROYED by pilot death! ***

        Pilot of Orion ON1-K (Kerensky) (gyedid) "Nicky_K" is already dead, so no damage is dealt!


    LRM 15 (Artemis-capable ammo) at Orion ON1-K (Kerensky) (gyedid); needs 9, rolls 4 : misses


Things did not go according to script.

Kenyon eventually gets taken out, but not in a way that would kill him outright:

Quote
Initiative Phase for Round #8
-------------------
gyedid rolls a 6[6+0].
Princess rolls a 7[7+0].

The turn order for movement is:
  gyedid, Princess, gyedid, Princess, gyedid, Princess, Princess

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
  Fog level is None.
gyedid: 7327 BV remaining (from 11795 initially) 0 BV fled
Princess: 6493 BV remaining (from 8497 initially) 0 BV fled

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

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

Victor VTR-9B (Princess) must make a piloting skill check (getting up).
Needs 5 [4 (Base piloting skill) + 1 (Left Leg Lower Leg Actuator destroyed) + 0 (getting up)], rolls 8 : succeeds.

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

Weapon Attack Phase
-------------------
Weapons fire for Atlas II De Chavilier-EA (gyedid)
    Large Laser at Victor VTR-9B (Princess); needs 5, rolls 8 : hits  RL
        Victor VTR-9B (Princess) takes 8 damage to RL.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.


    LRM 20 at Victor VTR-9B (Princess); needs 4, rolls 4 : 12 missile(s) hit.

        Victor VTR-9B (Princess) takes 5 damage to CT.
            25 Armor remaining.

        Victor VTR-9B (Princess) takes 5 damage to LL.
             7 Internal Structure remaining
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.

        Victor VTR-9B (Princess) takes 2 damage to CT.
            23 Armor remaining.


    SRM 6 at Victor VTR-9B (Princess); needs 5, rolls 4 : misses


    Gauss Rifle at Victor VTR-9B (Princess); needs 3, rolls 9 : hits  RA
        Victor VTR-9B (Princess) takes 15 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.


Weapons fire for Awesome AWS-8Q (Princess)
    PPC at Atlas II De Chavilier-EA (gyedid); needs 7, rolls 8 : hits  RT
        Atlas II De Chavilier-EA (gyedid) takes 10 damage to RT.
            10 Armor remaining.


    PPC at Atlas II De Chavilier-EA (gyedid); needs 7, rolls 10 : hits  RT
        Atlas II De Chavilier-EA (gyedid) takes 10 damage to RT.
            0 Armor remaining.


Weapons fire for Shootist ST-8A (gyedid)
    AC/20 at Orion KENYON-EA (Princess); needs 2, rolls 10 : hits  CT
        Orion KENYON-EA (Princess) takes 20 damage to CT.
             SECTION DESTROYED,
*** Orion KENYON-EA (Princess) DESTROYED by damage! ***
            Critical hit on CT. Roll is 6; no effect.

Finally on turn 14, it all comes down to 2 'Mechs:  a mangled SLDF/TSDF Guillotine and a nearly-pristine FWL Awesome. Watch the Guillotine pull out an improbable-but-still-Pyrrhic victory!

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

Physical attacks for Guillotine GLT-3Nb[Royal] (gyedid)
    Attempting death from above on Awesome AWS-8Q (Princess); needs 7, rolls 9 : hits.
        Defender takes 21 damage  (using Punch table).
        Awesome AWS-8Q (Princess) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Awesome AWS-8Q (Princess) "Beverly Mckee" takes 1 damage.       
Pilot of Awesome AWS-8Q (Princess) "Beverly Mckee" needs a 3 to stay conscious.  Rolls 7 : successful!
        Awesome AWS-8Q (Princess) takes 5 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 5; no effect.

        Pilot of Awesome AWS-8Q (Princess) "Beverly Mckee" takes 1 damage.       
Pilot of Awesome AWS-8Q (Princess) "Beverly Mckee" needs a 5 to stay conscious.  Rolls 11 : successful!
        Awesome AWS-8Q (Princess) takes 5 damage to RA.
            19 Armor remaining.
        Awesome AWS-8Q (Princess) takes 5 damage to HD.
             SECTION DESTROYED,
*** Awesome AWS-8Q (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Awesome AWS-8Q (Princess) "Beverly Mckee" is already dead, so no damage is dealt!
        Awesome AWS-8Q (Princess) takes 1 damage to LA.
            23 Armor remaining.
    Awesome AWS-8Q (Princess) is displaced into hex 1717.
        Attacker takes 14 damage.
        Guillotine GLT-3Nb[Royal] (gyedid) takes 5 damage to LL.
            12 Armor remaining.
        Guillotine GLT-3Nb[Royal] (gyedid) takes 5 damage to LL.
            7 Armor remaining.
        Guillotine GLT-3Nb[Royal] (gyedid) takes 4 damage to LL.
            3 Armor remaining.

    Guillotine GLT-3Nb[Royal] (gyedid) is displaced into hex 1716.

Guillotine GLT-3Nb[Royal] (gyedid) must make 1 piloting skill roll(s) (executed death from above).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 4 (executed death from above)); needs 8, rolls 10 : succeeds.


Not the start the Terran Supremacy was supposed to have.  Who's going to be Protector-General now?
And the biggest irony?  Even in this alternate outcome of an alternate universe, Nicholas STILL gets taken out by a headshot!  ;D

I'm scaling things up to include a medium trooper lance and fire lance for each side.

cheers,

Gabe
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 12 February 2017, 06:50:46
Building fell on him...

Quote
Dive Bomb at Hex: 1008 (Bomb); needs 9, rolls 5 : misses the intended hex 1008.
    Cluster Bomb scatters to hex 0606!
        Hex 0606: terrain takes 10 damage.
        Hex 0605: terrain takes 10 damage.
        Hex 0706: terrain takes 10 damage.
        Hex 0707: terrain takes 10 damage.
        Hex 0507: terrain takes 10 damage.


Building #876812154 collapses due to heavy load.
    Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) is hit by falling debris for 9 damage.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to CT.
            30 Armor remaining.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 4 damage to LA.
            24 Armor remaining.

Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) falls 1 level(s) into hex 0711
    Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) falls on its right side, suffering 25 damage.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RT (critical).
            15 Armor remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
            
Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) must make a piloting skill check (High-G).
            Needs 14 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 1 (landing in a building) + 2 (High-G)], rolls 4 : fails.

                Pilot of MechWarrior Lieutenant JG Sasha Forbes (Fiona's Furies - Succession Wars) "Lieutenant JG Sasha Forbes" takes 5 damage (5 total hits).
                    The pilot ejects safely!
        *** Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 100 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                82 damage transfers to CT.
                    Critical hit on RT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on SRM 6 Ammo (15).
                    *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 180 damage to RT.
                        180 damage transfers to CT.
                        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 180 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is (8+4) = 12;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Engine.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Heavy Standard Building #876812154 absorbs 9 points of damage.
                        Medium Standard Building #1636125138 absorbs 9 points of damage.
                        Hex 0711: terrain takes 18 damage.
                        Hex 0710: terrain takes 9 damage.
                        Hex 0811: terrain takes 9 damage.
                        Hex 0712: terrain takes 9 damage.
                        Hex 0611: terrain takes 9 damage.
                        Hunchback HBK-4G (Fiona's Furies - Succession Wars) is hit for 9 damage!
                        Hunchback HBK-4G (Fiona's Furies - Succession Wars) takes 5 damage to RT.
                            15 Armor remaining.
                        Hunchback HBK-4G (Fiona's Furies - Succession Wars) takes 4 damage to LL.
                            16 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) "Lieutenant JG Sasha Forbes" has ejected, so no damage is dealt!

                Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 82 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Heavy Standard Building #876812154 absorbs 5 points of damage.
                Medium Standard Building #1636125138 absorbs 5 points of damage.
                Hex 0711: terrain takes 10 damage.
                Hex 0710: terrain takes 5 damage.
                Hex 0811: terrain takes 5 damage.
                Hex 0712: terrain takes 5 damage.
                Hex 0611: terrain takes 5 damage.
                Hunchback HBK-4G (Fiona's Furies - Succession Wars) is hit for 5 damage!
                Hunchback HBK-4G (Fiona's Furies - Succession Wars) takes 5 damage to LA.
                    11 Armor remaining.


                End Secondary Damage Report.

        Pilot of Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) "Lieutenant JG Sasha Forbes" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RA.
        5 damage transfers to RT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RT.
        5 damage transfers to CT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to CT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            31 Armor remaining.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RA.
        5 damage transfers to RT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RT.
        5 damage transfers to CT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to CT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RA.
        5 damage transfers to RT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to RT.
        5 damage transfers to CT.
        Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) takes 5 damage to CT.

Pilot of Crockett CRK-5003-0 (Fiona's Furies - Succession Wars) "Lieutenant JG Sasha Forbes" must roll 5 to avoid damage; rolls 9 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 12 February 2017, 10:12:42
This Locust pilot isn't going to have to buy his own beer for a while ...

Code: [Select]
Physical attacks for Locust LCT-1V ID:4 (Simon)
    Kick (Left leg) at Warhammer WHM-6R ID:10 (Brawler) ID:10; needs 4, rolls 11 :  - Direct Blow - hits (using Rear Kick table) RL
        Warhammer WHM-6R ID:10 (Brawler) takes 6 damage to RL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RL. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Upper Leg.


Warhammer WHM-6R ID:10 (Brawler) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 10 : succeeds.
    Roll #2, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 2 : falls.
    Warhammer WHM-6R ID:10 (Brawler) falls on its rear, suffering 7 damage.
        Warhammer WHM-6R ID:10 (Brawler) takes 5 damage to LTR.
            0 Armor remaining.
        Warhammer WHM-6R ID:10 (Brawler) takes 2 damage to CTR.
            3 Armor remaining.

Pilot of Warhammer WHM-6R ID:10 (Brawler) "Djote Muraguri" must roll 7 to avoid damage; rolls 9 : succeeds.

(The following round, the (already fairly dented) Warhammer failed to stand, and got hit by a Marauder's PPC (removing the right leg), AC/5 and Medium Laser, 16 LRMs from an Archer, 4 SRMs and a Medium Laser from a Wolverine ... and the Locust's Medium Laser. The pilot abandoned what was left of his mech, and the battle was over ...)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 17 February 2017, 07:38:53
Dateline: May 15, 3028

A strange new mech appears on the battlefield.  While attempting to capture it:

Quote
eapons fire for Thunderbolt TDR-5S #2 (Fiona's Furies - Succession Wars)
    LRM 15 at Raven RVN-1X (Capellan Confederation (Reinforcements)); needs 6, rolls 7 : 9 missile(s) hit.

        Raven RVN-1X (Capellan Confederation (Reinforcements)) takes 5 damage to LA.
             1 Internal Structure remaining.
            Critical hit on LA. Roll is 3; no effect.

        Raven RVN-1X (Capellan Confederation (Reinforcements)) takes 4 damage to LT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on SRM 6 Ammo (13).
            *** SRM 6 Ammo EXPLODES!  156 DAMAGE! ***
                >Raven RVN-1X (Capellan Confederation (Reinforcements)) suffers catastrophic damage, but the autoeject system was engaged.
            
Raven RVN-1X (Capellan Confederation (Reinforcements)) must make a piloting skill check (High-G).
            Needs 6 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (High-G)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Raven RVN-1X (Capellan Confederation (Reinforcements)) DESTROYED by ejection! ***
                Raven RVN-1X (Capellan Confederation (Reinforcements)) takes 156 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                151 damage transfers to CT.
                    Critical hit on LT.         Roll is (12+4) = 16;         3 locations.
                    CRITICAL HIT on Electronic Warfare Equipment.
                    CRITICAL HIT on Electronic Warfare Equipment.
                    CRITICAL HIT on Electronic Warfare Equipment.
                Raven RVN-1X (Capellan Confederation (Reinforcements)) takes 151 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Victor VTR-9B (Fiona's Furies - Succession Wars) is hit for 7 damage!
                Victor VTR-9B (Fiona's Furies - Succession Wars) takes 5 damage to LT.
                    15 Armor remaining.
                Victor VTR-9B (Fiona's Furies - Succession Wars) takes 2 damage to RT.
                    13 Armor remaining.

                Stinger STG-3G (Capellan Confederation (Reinforcements)) is hit for 7 damage!
                Stinger STG-3G (Capellan Confederation (Reinforcements)) takes 5 damage to HD.
                    1 Armor remaining.

                Pilot of Stinger STG-3G (Capellan Confederation (Reinforcements)) "Andrew Jessup" takes 1 damage (1 total hits).
                
Pilot of Stinger STG-3G (Capellan Confederation (Reinforcements)) "Andrew Jessup" needs a 3 to stay conscious.  Rolls 10 : successful!
                Stinger STG-3G (Capellan Confederation (Reinforcements)) takes 2 damage to LT.
                    5 Armor remaining.

                MechWarrior Jerry Zhai (Capellan Confederation (Reinforcements)) is hit for 15 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                Infantry platoon caught in the open!!!  Damage doubled.
                MechWarrior Jerry Zhai (Capellan Confederation (Reinforcements)) takes 20 damage to MEN.
                     PLATOON KILLED,
        *** MechWarrior Jerry Zhai (Capellan Confederation (Reinforcements)) DESTROYED by damage! ***
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Jerry Zhai (Capellan Confederation (Reinforcements)) takes 10 damage to MEN.
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Jerry Zhai (Capellan Confederation (Reinforcements)) takes 10 damage to MEN.


                End Secondary Damage Report.

        Pilot of Raven RVN-1X (Capellan Confederation (Reinforcements)) "Dawn Maldonado" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Fear Factory on 27 February 2017, 21:14:31
This made me way too happy!   :D


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

Physical attacks for Huron Warrior HUR-WO-R1M (FearFactory)
    Kick (Right leg) at Snake SNK-1X (Princess); needs 3, rolls 5 : hits (using Punch table) HD
        Snake SNK-1X (Princess) takes 10 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Snake SNK-1X (Princess) "Dominika Ferguson" takes 1 damage (1 total hits).
        
Pilot of Snake SNK-1X (Princess) "Dominika Ferguson" needs a 3 to stay conscious.  Rolls 8 : successful!


Physical attacks for Snake SNK-1X (Princess)
    Punch (Left Arm) at Huron Warrior HUR-WO-R1M (FearFactory); needs 7, rolls 10 : hits (using Kick table) RL
        Huron Warrior HUR-WO-R1M (FearFactory) takes 5 damage to RL.
            10 Armor remaining.


Snake SNK-1X (Princess) must make 1 piloting skill roll(s) (was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked)); needs 5, rolls 4 : falls.
    Snake SNK-1X (Princess) falls on its front, suffering 2 damage.
        Snake SNK-1X (Princess) takes 2 damage to LT.
            9 Armor remaining.
            Possible breach on LT. Roll is 11: Breach! Snake SNK-1X LT BREACHED
 Snake SNK-1X LA BREACHED
 Snake SNK-1X HD BREACHED
*** Snake SNK-1X (Princess) DESTROYED by hull breach! ***
*** Snake SNK-1X (Princess) Pilot Drowned! ***

Pilot of Snake SNK-1X (Princess) "Dominika Ferguson" must roll 5 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 05 April 2017, 09:13:57
In this battle, the dice were good for Princess:

Code: [Select]
    AC/5 at Phoenix Hawk PXH-1D #2 (Chupacabras); needs 9, rolls 10 : hits  CT (critical)
        Phoenix Hawk PXH-1D #2 (Chupacabras) takes 5 damage to CT (critical).
            18 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

Code: [Select]
    Machine Gun at Crab CRB-20 (Chupacabras); needs 6, rolls 11 : hits  (using Rear table) CTR (critical)
        Crab CRB-20 (Chupacabras) takes 2 damage to CTR (critical).
            5 Armor remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

Other than that, it was a quick and easy battle.  I took zero structure damage with an engine and two gyro hits from TACs.  I keep debating turning those off.  This may be the impetus to do so!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 17 April 2017, 08:53:12
After all the recent love for the Scorpion Light Tank, I decided to idle away a few minutes marching a (very slow) daft Clan-tech assault mech of my own devising (inspired by the MAC-II Monster) across a map at a slightly higher BV of Scorpions, in a spin-off of the traditional Scorpions' Nest scenario. I'm going to have to retry with more tanks, as it wasn't entirely fair. The simplest tactic for the mech turned out to be "park tank, punt tank into endzone, rinse, repeat" - and with four LB-10X, it's a pretty effective tank-parker.

Although this happened ...

Code: [Select]
    ER Medium Laser at Scorpion Light Tank (Standard) ID:9 (Princess); needs 2, rolls 9 :  - Direct Blow - hits  TU
        Scorpion Light Tank (Standard) ID:9 (Princess) takes 9 damage to TU.
            Armor destroyed.
             SECTION DESTROYED.
*** Scorpion Light Tank (Standard) ID:9 (Princess) DESTROYED by damage! ***
            Critical hit on TU. Roll is (9+2) = 11; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  198 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  90 DAMAGE! ***
        Scorpion Light Tank (Standard) ID:9 (Princess) takes 288 damage to TU.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Scorpion Light Tank (Standard) ID:5 (Princess) is hit for 14 damage!
        Scorpion Light Tank (Standard) ID:5 (Princess) takes 5 damage to LS (critical).
            5 Armor remaining.
            Critical hit on LS. Roll is 7; Engine destroyed.  Immobile.
        Scorpion Light Tank (Standard) ID:5 (Princess) takes 5 damage to LS.
            0 Armor remaining.
        Scorpion Light Tank (Standard) ID:5 (Princess) takes 4 damage to LS.
             SECTION DESTROYED.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 6; Fuel Tank Hit (Vehicle Explodes).

        Scorpion Light Tank (Standard) ID:6 (Princess) is hit for 14 damage!
        Scorpion Light Tank (Standard) ID:6 (Princess) takes 5 damage to RR.
            5 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
        Scorpion Light Tank (Standard) ID:6 (Princess) takes 5 damage to RR.
            0 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Scorpion Light Tank (Standard) ID:6 (Princess) takes 4 damage to RR.
             SECTION DESTROYED.
*** Scorpion Light Tank (Standard) ID:6 (Princess) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 7; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RR. Roll is 6; Engine destroyed.  Immobile.

        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 28 April 2017, 14:00:31
So, uh, I haven't turned off TACs:

Code: [Select]
Weapons fire for J. Edgar Light Hover Tank (Standard) (Federated Suns)
    Medium Laser at Dragon DRG-1N-AC20 (Chupacabras); needs 10, rolls 10 : hits  CT (critical)
        Dragon DRG-1N-AC20 (Chupacabras) takes 5 damage to CT (critical).
            22 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Dragon DRG-1N-AC20 (Chupacabras) DESTROYED by engine destruction! ***

Ouch.  Double ouch.  Triple ouch.

This is the first time I've fielded that mech after customizing it.  This is an all vehicle OpFor and I was looking forward to running an AC20 to point blank range and pulling the trigger.

So, yeah.  Tacs are now turned off.  I've had enough super randomness!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 29 April 2017, 00:15:26
Or turn on floating TACs, so the TAC isn't always CT.  Technically more random, but it reduces the chance of gyro/engine hits from a TAC significantly.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Random on 30 April 2017, 04:19:20
Yeah, love floating TAC's
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 01 May 2017, 11:12:39
Or turn on floating TACs, so the TAC isn't always CT.  Technically more random, but it reduces the chance of gyro/engine hits from a TAC significantly.
I'll think about it, but I'm pretty annoyed with them right now.  :)

I'm in awe of the enemy Valkyrie pilot (skill 2/2) after being legged:

Code: [Select]
Valkyrie VLK-QA (Federated Suns (Reinforcements)) must make a piloting skill check (getting up).
Needs 7 [2 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 11 : succeeds.

Code: [Select]
Valkyrie VLK-QA (Federated Suns (Reinforcements)) must make 1 piloting skill roll(s) (was kicked).
The base target is 7 [2 (Base piloting skill) + 5 (Left Leg destroyed)].
    Roll #1, (2 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (was kicked)); needs 7, rolls 7 : succeeds.

Code: [Select]
Valkyrie VLK-QA (Federated Suns (Reinforcements)) must make a piloting skill check (landing with damaged leg actuator or gyro).
Needs 7 [2 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (landing with damaged leg actuator or gyro)], rolls 8 : succeeds.

Code: [Select]
Valkyrie VLK-QA (Federated Suns (Reinforcements)) must make a piloting skill check (landing with damaged leg actuator or gyro).
Needs 7 [2 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (landing with damaged leg actuator or gyro)], rolls 11 : succeeds.

4 consecutive successful piloting skill rolls on one leg.  Since the mech only had the LRMs and was in close combat, I was more worried about getting the KO on its allies.  It lived 3 rounds. 

I was lucky enough to be able to capture the pilot, who was willing to defect.  I'm going to use him as part of the new lance I'm currently building up.  :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 01 May 2017, 15:57:49
I'm in awe of the enemy Valkyrie pilot (skill 2/2) after being legged:

It's always frustrating when a Princess pilot manages to keep going on one leg, while my forces seem to have trouble walking across clear terrain ... damn those invisible giant banana skins.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 01 May 2017, 23:19:42
It's always frustrating when a Princess pilot manages to keep going on one leg, while my forces seem to have trouble walking across clear terrain ... damn those invisible giant banana skins.
Failed PSRs on things like pavement can occasionally be frustrating.

This was just hilarious to me, as the mech was hopping around in the woods unable to hit anything with the LRMs. It was kind of like Princess was doing a comedy routine. I laughed each time the PSR succeeded.  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 02 May 2017, 09:55:41
Code: [Select]
Physical attacks for Phoenix Hawk PXH-1D #3 (Chupacabras)
    Kick (Left leg) at Crusader CRD-3R (Federated Suns); needs 3, rolls 2 : misses.

Phoenix Hawk PXH-1D #3 (Chupacabras) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 2 : falls.

1 in 1296 odds!  I am a winner!  :)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 03 May 2017, 19:25:30

Mutual destruction is always amusing...

Code: [Select]
Weapons fire for Loki (Hellbringer) Prime (Threshold Strikers)
    ER PPC at Talon TLN-5W #2 (Clan Nova Cat); needs 2, rolls 6 :  - Direct Blow - hits  LT

        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) takes 14 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Talon TLN-5W #2 (Clan Nova Cat) DESTROYED by engine destruction! ***


    ER PPC at Talon TLN-5W #2 (Clan Nova Cat); needs 2, rolls 5 :  - Direct Blow - hits  LT

        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) takes 14 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        8 damage transfers to CT.
            Critical hit on LT. Roll is (9+3) = 12; 2 locations.
            Location has no more hittable critical slots.
        Talon TLN-5W #2 (Clan Nova Cat) takes 8 damage to CT.
            9 Armor remaining.


    ER Medium Laser at Talon TLN-5W #2 (Clan Nova Cat); needs 2, rolls 8 :  - Direct Blow - hits  LT

        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) takes 7 damage to LT.
        7 damage transfers to CT.
        Talon TLN-5W #2 (Clan Nova Cat) takes 7 damage to CT.
            2 Armor remaining.


    ER Medium Laser at Talon TLN-5W #2 (Clan Nova Cat); needs 2, rolls 6 :  - Direct Blow - hits  CT

        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) takes 6 damage to CT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is (4+2) = 6; no effect.


    ER Medium Laser at Talon TLN-5W #2 (Clan Nova Cat); needs 2, rolls 3 : hits  RL

        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) takes 5 damage to RL.
            11 Armor remaining.


    Streak SRM 6 at Talon TLN-5W #2 (Clan Nova Cat); needs 3, rolls 7 :  - Direct Blow - 6 missile(s) hit.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


        The wooded hex absorbs 2 damage.        Talon TLN-5W #2 (Clan Nova Cat) suffers no damage.


    Machine Gun at Talon TLN-5W #2 (Clan Nova Cat); needs 9, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Machine Gun at Talon TLN-5W #2 (Clan Nova Cat); needs 9, rolls 6 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

Weapons fire for Talon TLN-5W #2 (Clan Nova Cat)
    ER PPC at Loki (Hellbringer) Prime (Threshold Strikers); needs 6, rolls 9 :  - Direct Blow - hits  (using Right Side table) HD
        Loki (Hellbringer) Prime (Threshold Strikers) takes 11 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Loki (Hellbringer) Prime (Threshold Strikers) DESTROYED by damage! ***
            Critical hit on HD. Roll is (9+3) = 12; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.

        Pilot of Loki (Hellbringer) Prime (Threshold Strikers) "Lt. Commander Ruairí Heir" is already dead, so no damage is dealt!


    Medium Laser at Loki (Hellbringer) Prime (Threshold Strikers); needs 8, rolls 5 : misses


    Medium Laser at Loki (Hellbringer) Prime (Threshold Strikers); needs 8, rolls 7 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 15 May 2017, 13:54:42
Not sure whether it counts as 'crazy' or just 'messy', but this happened ...

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Rifleman RFL-4D ID:7 (Sniper)
    PPC at Marauder MAD-5M ID:2 (Simon); needs 10, rolls 6 : misses


Weapons fire for Archer ARC-5R ID:1 (Simon)
    ER Large Laser at Rifleman RFL-4D ID:7 (Sniper); needs 10, rolls 9 : misses


    LRM 15 (Artemis-capable ammo) at Rifleman RFL-4D ID:7 (Sniper); needs 10, rolls 7 : misses


    LRM 15 (Artemis-capable ammo) at Longbow LGB-0W ID:8 (Missile); needs 8, rolls 10 : 9 missile(s) hit (w/ +2 bonus).

        Longbow LGB-0W ID:8 (Missile) takes 5 damage to CT.
            5 Armor remaining.

        Longbow LGB-0W ID:8 (Missile) takes 4 damage to RA.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.


Weapons fire for Longbow LGB-0W ID:8 (Missile)
    Small Laser at Hatchetman HCT-3F ID:4 (Simon); needs 6, rolls 7 : hits  RL
        Hatchetman HCT-3F ID:4 (Simon) takes 4 damage to RL.
            6 Armor remaining.


    LRM 5 at Hatchetman HCT-3F ID:4 (Simon); needs 12, rolls 4 : misses


    LRM 5 at Hatchetman HCT-3F ID:4 (Simon); needs 12, rolls 9 : misses


Weapons fire for Marauder MAD-5M ID:2 (Simon)
    Large Pulse Laser at Rifleman RFL-4D ID:7 (Sniper); needs 6, rolls 8 : hits  RT
        Rifleman RFL-4D ID:7 (Sniper) takes 9 damage to RT.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is (10+1) = 11; 2 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.


    Medium Pulse Laser at Rifleman RFL-4D ID:7 (Sniper); needs 6, rolls 5 : misses


    LB 10-X AC at Rifleman RFL-4D ID:7 (Sniper); needs 6, rolls 3 : misses


    Large Pulse Laser at Longbow LGB-0W ID:8 (Missile); needs 6, rolls 7 : hits  (using Right Side table) LTR
        Longbow LGB-0W ID:8 (Missile) takes 9 damage to LTR.
            Armor destroyed.
             16 Internal Structure remaining.
            Critical hit on LT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on LRM 20 Ammo (1).
            *** LRM 20 Ammo EXPLODES!  20 DAMAGE! ***
                Longbow LGB-0W ID:8 (Missile) takes 20 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                4 damage transfers to CT.
                    Critical hit on LT.         Roll is (6+3) = 9;         1 location.
                    CRITICAL HIT on +LRM 5.
                Longbow LGB-0W ID:8 (Missile) takes 4 damage to CT.
                     23 Internal Structure remaining.
                    Critical hit on CT.         Roll is (6+3) = 9;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Longbow LGB-0W ID:8 (Missile) "Margaret Njama" takes 2 damage (2 total hits).
       
Pilot of Longbow LGB-0W ID:8 (Missile) "Margaret Njama" needs a 3 to stay conscious.  Rolls 7 : successful!
       
Pilot of Longbow LGB-0W ID:8 (Missile) "Margaret Njama" needs a 5 to stay conscious.  Rolls 11 : successful!

            Location has no more hittable critical slots.


    Medium Pulse Laser at Longbow LGB-0W ID:8 (Missile); needs 6, rolls 12 :  - Direct Blow - hits  (using Right Side table) RL
        Longbow LGB-0W ID:8 (Missile) takes 8 damage to RL.
            2 Armor remaining.


Weapons fire for Hatchetman HCT-3F ID:4 (Simon)
    Medium Laser at Longbow LGB-0W ID:8 (Missile); needs 7, rolls 7 :  - Glancing Blow - hits  (using Right Side table) RT
        Longbow LGB-0W ID:8 (Missile) takes 3 damage to RT.
            12 Armor remaining.


    AC/10 at Longbow LGB-0W ID:8 (Missile); needs 7, rolls 10 :  - Direct Blow - hits  (using Right Side table) LTR
        Longbow LGB-0W ID:8 (Missile) takes 11 damage to LTR.
        11 damage transfers to CTR.
        Longbow LGB-0W ID:8 (Missile) takes 11 damage to CTR.
            Armor destroyed.
             22 Internal Structure remaining.
            Critical hit on CT. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on LRM 5 Ammo (24).
            *** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
                Longbow LGB-0W ID:8 (Missile) takes 120 damage to CT.
                     SECTION DESTROYED.
                Longbow LGB-0W ID:8 (Missile) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
        *** Longbow LGB-0W ID:8 (Missile) DESTROYED by engine explosion! ***

                Start Secondary Damage Report.
                Light Standard Building #1378150260 absorbs 34 points of damage.
                 BUILDING DESTROYED
                Medium Standard Bridge #1854138366 absorbs 17 points of damage.
                Light Standard Building #2076398824 absorbs 34 points of damage.
                 BUILDING DESTROYED
                Light Standard Building #486420739 absorbs 34 points of damage.
                 BUILDING DESTROYED
                Light Standard Building #916546053 absorbs 34 points of damage.
                 BUILDING DESTROYED
                Fire at 1208 was started due to an engine explosion!
                    Fire started in hex 1208.
                Hex 1208: terrain takes 340 damage.
                Hex 1308: terrain takes 34 damage.
                Hex 1109: terrain takes 34 damage.
                Hex 1407: terrain takes 17 damage.
                Hex 1408: terrain takes 17 damage.
                Hex 1409: terrain takes 17 damage.
                Hex 1310: terrain takes 17 damage.
                Hex 1210: terrain takes 17 damage.
                Hex 1110: terrain takes 17 damage.
                Hex 1009: terrain takes 17 damage.
                Hex 1205: terrain takes 8 damage.
                Hex 1507: terrain takes 8 damage.
                Hex 1509: terrain takes 8 damage.
                Hex 1410: terrain takes 8 damage.
                Hex 1311: terrain takes 8 damage.
                Hex 1211: terrain takes 8 damage.
                Hex 1111: terrain takes 8 damage.
                Hex 1010: terrain takes 8 damage.
                Hex 0910: terrain takes 8 damage.
                Hex 0909: terrain takes 8 damage.
                Hex 1006: terrain takes 8 damage.
                Hex 1106: terrain takes 8 damage.
                Marauder MAD-5M ID:2 (Simon) is hit for 17 damage!
                Marauder MAD-5M ID:2 (Simon) takes 5 damage to LA.
                    14 Armor remaining.
                Marauder MAD-5M ID:2 (Simon) takes 5 damage to LA.
                    9 Armor remaining.
                Marauder MAD-5M ID:2 (Simon) takes 5 damage to LA.
                    4 Armor remaining.
                Marauder MAD-5M ID:2 (Simon) takes 2 damage to RA.
                    20 Armor remaining.

                Hatchetman HCT-3F ID:4 (Simon) is hit for 34 damage!
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to LT.
                    Armor destroyed.
                     7 Internal Structure remaining.
                    Critical hit on LT.         Roll is 4;         no effect.
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to LT.
                     2 Internal Structure remaining.
                    Critical hit on LT.         Roll is 10;         1 location.
                    CRITICAL HIT on Heat Sink.
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to CT.
                    2 Armor remaining.
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to CT.
                    Armor destroyed.
                     11 Internal Structure remaining.
                    Critical hit on CT.         Roll is 6;         no effect.
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to RA.
                    1 Armor remaining.
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to CT (critical).
                     6 Internal Structure remaining.
                    Critical hit on CT.         Roll is 10;         1 location.
                    CRITICAL HIT on Engine.
                    Critical hit on CT.         Roll is 4;         no effect.
                Hatchetman HCT-3F ID:4 (Simon) takes 4 damage to RL.
                    2 Armor remaining.

                Wolfhound WLF-1 ID:6 (Striker) is hit for 17 damage!
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to LL.
                    5 Armor remaining.
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to LA.
                5 damage transfers to LT.
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to LT.
                5 damage transfers to CT.
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to CT.
                     3 Internal Structure remaining.
                    Critical hit on CT.         Roll is 8;         no effect.
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to LT.
                5 damage transfers to CT.
                Wolfhound WLF-1 ID:6 (Striker) takes 5 damage to CT.
                     SECTION DESTROYED.
                Wolfhound WLF-1 ID:6 (Striker) has taken 4 engine hits this phase.
                Checking for engine explosion on 10, roll is 3.
                Engine safety systems remain in place.
        *** Wolfhound WLF-1 ID:6 (Striker) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 2;         no effect.
                Wolfhound WLF-1 ID:6 (Striker) takes 2 damage to LT.
                2 damage transfers to CT.
                Wolfhound WLF-1 ID:6 (Striker) takes 2 damage to CT.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (4+4) = 8;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Light Standard Building #1378150260 absorbs 6 points of damage.
                Light Standard Building #2076398824 absorbs 6 points of damage.
                Light Standard Building #486420739 absorbs 6 points of damage.
                Light Standard Building #916546053 absorbs 6 points of damage.
                Hex 1208: terrain takes 12 damage.
                Hex 1308: terrain takes 6 damage.
                Hex 1109: terrain takes 6 damage.
                Hatchetman HCT-3F ID:4 (Simon) is hit for 6 damage!
                Hatchetman HCT-3F ID:4 (Simon) takes 5 damage to CT.
                     1 Internal Structure remaining.
                    Critical hit on CT.         Roll is 8;         no effect.
                Hatchetman HCT-3F ID:4 (Simon) takes 1 damage to LL.
                    1 Armor remaining.


                End Secondary Damage Report.

        Pilot of Longbow LGB-0W ID:8 (Missile) "Margaret Njama" is already dead, so no damage is dealt!




Building #916546053 collapses due to damage.

Building #2076398824 collapses due to damage.

Building #1378150260 collapses due to damage.

Building #486420739 collapses due to damage.

Hatchetman HCT-3F ID:4 (Simon) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage) + 0 (weight class modifier)); needs 7, rolls 8 : succeeds.

(https://photos.smugmug.com/Other/MegaMek-Board-Images/n-dQ3FKw/i-hkTZjjQ/0/52aa8a1e/O/i-hkTZjjQ.png)

TL:DR version - Unlucky Longbow ...
A hit by a Marauder 5M's Large Pulse Laser caused a left torso ammo explosion (1 load of LRM20) which removed the left arm and destroyed the left torso.
Which was followed by a hit from a Hatchetman's AC/10, which transferred to the CT, critting the LRM5 ammo (24 shots), coring the Longbow and causing a Stackpole.
Stackpole damage levelled four surrounding buildings, sanded the Marauder's armour, and critted the Hatchetman's engine. And destroyed the nearby shut-down Wolfhound from the Longbow's lance.
Secondary damage from the ammo explosion reduced the Hatchetman to 1 internal structure on the CT. Very close ...

(Ignore the flattened Sentinel on the map - that was an earlier victim of the MAD-5M/HCT-3F double-team. Bizarrely, as that was already 'destroyed' before the blast, it could be salvaged, while the Wolfhound was wrecked, despite being further away.)

You know the Longbow pilot is worried when they're firing LRMs at a 'mech standing next to them!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 21 May 2017, 09:57:15
Just a little fender bender...

Possible collision between Jengiz B #2 (Delta Galaxy) and Lyonesse Escort (Standard) #2 (Ryland's Roughnecks)!
        Jengiz B #2 (Delta Galaxy) has no thrust left to spend and cannot avoid collision.
    Attacker takes 105 damage.
        Jengiz B #2 (Delta Galaxy) takes 105 damage to NOS.
            Armor destroyed.
 34 damage transfers to the SI. 0 SI remaining.
*** Jengiz B #2 (Delta Galaxy) DESTROYED by Structural Integrity Collapse! ***
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Fire Control System Hit!
            Possible critical hit (SI damaged); needs 8, rolls 5 : no effect.
    Defender takes 48 damage .
        Lyonesse Escort (Standard) #2 (Ryland's Roughnecks) takes 48 damage to NOS.
            116 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.


Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 26 May 2017, 18:50:04
Yet another example of why javelin catching never caught on:
Code: [Select]
Corsair CSR-V14 (Browncoats) must make 2 control roll(s) (critical hit; damage threshold exceeded).
The base target is 3 [2 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (critical hit) + 0 (damage threshold exceeded)].
    Roll #1, (critical hit); needs 3, rolls 2 : out of control
 *Corsair CSR-V14 (Browncoats) loses 6 elevation*    
Corsair CSR-V14 (Browncoats) crashes, suffering 40 damage!
        Corsair CSR-V14 (Browncoats) takes 10 damage to NOS.
            35 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Corsair CSR-V14 (Browncoats) takes 10 damage to RWG.
            32 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Corsair CSR-V14 (Browncoats) takes 10 damage to NOS.
            25 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
        Corsair CSR-V14 (Browncoats) takes 10 damage to NOS.
            15 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
    
Fenris (Ice Ferret) Prime (Word of Blake) must roll a 2 or lower to avoid 20 damage, rolls a 3: hit by crash!
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to RA.
        5 damage transfers to RT.
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to RT.
        5 damage transfers to CT.
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to CT.
            3 Armor remaining.
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to LA.
             SECTION DESTROYED.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on +ER PPC.
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to CT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.
        Fenris (Ice Ferret) Prime (Word of Blake) takes 5 damage to LT.
             SECTION DESTROYED.
            Critical hit on LT. Roll is 8; no effect.
*** Fenris (Ice Ferret) Prime (Word of Blake) DESTROYED by engine destruction! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wolf_Lord on 12 June 2017, 14:45:34
Yeah, the Elementals died, but their handiwork was unmistakable. Also, that same game, two other Elementals had headshot kills while swarming their targets.



Weapons fire for Elemental Battle Armor [Laser] #2 (Trevor Kabrinski)
    Small Laser at Panther PNT-9R #2 (Draconis Combine); needs 5, rolls 7 : 2 troopers hit
        Panther PNT-9R #2 (Draconis Combine) takes 3 damage to LL.
            4 Armor remaining.

        Panther PNT-9R #2 (Draconis Combine) takes 3 damage to RT.
            5 Armor remaining.


    SRM 2 at Panther PNT-9R #2 (Draconis Combine); needs 5, rolls 9 :  - Direct Blow - 6 missile(s) hit (w/ +2 bonus).

        Panther PNT-9R #2 (Draconis Combine) takes 2 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on SRM 4 Ammo (23).
            *** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
                >Panther PNT-9R #2 (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Panther PNT-9R #2 (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
        *** Panther PNT-9R #2 (Draconis Combine) DESTROYED by ejection! ***
                Panther PNT-9R #2 (Draconis Combine) takes 184 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                182 damage transfers to CT.
                    Critical hit on LT.         Roll is 4;         no effect.
                Panther PNT-9R #2 (Draconis Combine) takes 182 damage to CT.
                     SECTION DESTROYED.
                Panther PNT-9R #2 (Draconis Combine) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 2133 was started due to an engine explosion!
                    Fire started in hex 2133.
                Hex 2130: terrain takes 3 damage.
                Hex 1931: terrain takes 3 damage.
                Hex 2030: terrain takes 3 damage.
        *** Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) DESTROYED by explosion proximity! ***

                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 3;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) is hit for 18 damage!
                Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) takes 5 damage to Trooper 1.
                    Armor destroyed.
                     TROOPER KILLED,
                Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) takes 5 damage to Trooper 1.
                Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) takes 5 damage to Trooper 1.
                Elemental Battle Armor [Laser] #2 (Trevor Kabrinski) takes 3 damage to Trooper 1.


                End Secondary Damage Report.

        Pilot of Panther PNT-9R #2 (Draconis Combine) "Rune Torroais" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 13 June 2017, 09:53:40
Yesh, that was brutal.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 17 July 2017, 20:00:59
This was ironic and cruel...
Code: [Select]
eapon Attack Phase
-------------------

Weapons fire for Ymir BWP-2B (Max)
    AC/5 at Crossbow CRS-6B (Wrangler.2); needs 7, rolls 10 : hits  CT
        Crossbow CRS-6B (Wrangler.2) takes 5 damage to CT.
            Armor destroyed.
             17 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


Weapons fire for Crossbow CRS-6B (Wrangler.2)
    LRM 10 at Banshee BNC-3E (Max); needs 8, rolls 5 : misses


    PPC at Banshee BNC-3E (Max); needs 10, rolls 6 : misses

Weapons fire for Gladiator GLD-4R (Max)
    PPC at Gladiator GLD-2R (Wrangler.2); needs 6, rolls 8 : hits  HD
        Gladiator GLD-2R (Wrangler.2) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.

        Pilot of Gladiator GLD-2R (Wrangler.2) "Luka Pakpahan" takes 1 damage (1 total hits).
        
Pilot of Gladiator GLD-2R (Wrangler.2) "Luka Pakpahan" needs a 3 to stay conscious.  Rolls 3 : successful!
Code: [Select]

Weapons fire for Banshee BNC-3E (Max)
    AC/5 at Gladiator GLD-2R (Wrangler.2); needs 10, rolls 12 : hits  CT
        Gladiator GLD-2R (Wrangler.2) takes 5 damage to CT.
            2 Armor remaining.


    PPC at Gladiator GLD-2R (Wrangler.2); needs 10, rolls 5 : misses


    Small Laser at Gladiator GLD-2R (Wrangler.2); needs 7, rolls 2 : misses


Weapons fire for Gladiator GLD-2R (Wrangler.2)
    Medium Laser at Banshee BNC-3E (Max); needs 6, rolls 7 : hits  LL
        Banshee BNC-3E (Max) takes 5 damage to LL.
            8 Armor remaining.


    Medium Laser at Banshee BNC-3E (Max); needs 6, rolls 7 : hits  LL
        Banshee BNC-3E (Max) takes 5 damage to LL.
            3 Armor remaining.


    Large Laser at Banshee BNC-3E (Max); needs 6, rolls 4 : misses




Crossbow CRS-6B (Wrangler.2) must make 1 piloting skill roll(s) (gyro hit).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit)); needs 8, rolls 5 : falls.
    Crossbow CRS-6B (Wrangler.2) falls on its front, suffering 6 damage.
        Crossbow CRS-6B (Wrangler.2) takes 5 damage to RA.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RA. Roll is 3; no effect.
        Crossbow CRS-6B (Wrangler.2) takes 1 damage to RT.
             8 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.

Pilot of Crossbow CRS-6B (Wrangler.2) "Banyu Siannas" must roll 8 to avoid damage; rolls 9 : succeeds.

Dialog
Wrangler - Critical Hit...to the head...to a heat sink.
Max - The ice in your drink is not so cool now.
Wrangler - Darn, there goes my thermos!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 17 July 2017, 20:49:39
Now the icing on the cake.  :P

Code: [Select]
Crossbow CRS-6B (Wrangler.2) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (running with damaged hip actuator or gyro)], rolls 8 : succeeds.

Gladiator GLD-2R (Wrangler.2) must make a piloting skill check (getting up).
Needs 6 [5 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed) + 0 (getting up)], rolls 5 : falls.
    Gladiator GLD-2R (Wrangler.2) falls on its front, suffering 6 damage.
        Gladiator GLD-2R (Wrangler.2) takes 5 damage to RA.
        5 damage transfers to RT.
        Gladiator GLD-2R (Wrangler.2) takes 5 damage to RT.
            7 Armor remaining.
        Gladiator GLD-2R (Wrangler.2) takes 1 damage to LT.
            0 Armor remaining.

Pilot of Gladiator GLD-2R (Wrangler.2) "Luka Pakpahan" must roll 6 to avoid damage; rolls 11 : succeeds.

Gladiator GLD-2R (Wrangler.2) must make a piloting skill check (getting up).
Needs 6 [5 (Base piloting skill) + 1 (Left Leg Foot Actuator destroyed) + 0 (getting up)], rolls 5 : falls.
    Gladiator GLD-2R (Wrangler.2) falls on its front, suffering 6 damage.
        Gladiator GLD-2R (Wrangler.2) takes 5 damage to HD.
             SECTION DESTROYED.
*** Gladiator GLD-2R (Wrangler.2) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Gladiator GLD-2R (Wrangler.2) "Luka Pakpahan" is already dead, so no damage is dealt!
        Gladiator GLD-2R (Wrangler.2) takes 1 damage to LL.
             8 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.

Pilot of Gladiator GLD-2R (Wrangler.2) "Luka Pakpahan" must roll 6 to avoid damage; rolls 10 : succeeds.

Please Note: I'm not making up this dialog. It what was written.

Dialog
Wrangler - Darn it! First my heat sink, now this!
Max - Yeah
Wrangler - How am I suppose to keep ahead of you!
Max - Keeping your chin up?
Wrangler - Chin up? I think it did back flips behind the mech!
Max - Looked that way in the end.
Wrangler - hands down and face in the dirt. My story of my sorry megamek life!  ::)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: scJazz on 25 August 2017, 13:54:10
Epic Fail!

Physical attacks for Wasp WSP-1A (Halpert's Halberdiers)
    Attempting death from above on Shadow Hawk C (Snimm); needs 8, rolls 4 : misses.
    Shadow Hawk C (Snimm) is displaced into hex 6861.
    Wasp WSP-1A (Halpert's Halberdiers) falls into hex 6860.
        Wasp WSP-1A (Halpert's Halberdiers) falls on its rear, suffering 5 damage.
            Wasp WSP-1A (Halpert's Halberdiers) takes 5 damage to HD.
                 SECTION DESTROYED.
    *** Wasp WSP-1A (Halpert's Halberdiers) DESTROYED by damage! ***
                Critical hit on HD.     Roll is 8;     no effect.

            Pilot of Wasp WSP-1A (Halpert's Halberdiers) "Private Julie Jiménez" is already dead, so no damage is dealt!
    
Pilot of Wasp WSP-1A (Halpert's Halberdiers) "Private Julie Jiménez" must roll 8 to avoid damage; rolls 5 : fails.
            Pilot of Wasp WSP-1A (Halpert's Halberdiers) "Private Julie Jiménez" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 27 August 2017, 08:15:28
Ouch!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 03 September 2017, 18:57:44
Man, I hate it when the bot uses one of our own designs against you. I guess I had karma on my side because it whiffed with the Gauss Rifle on even low to hit numbers except for one hit, right on the CT, which left my Warhammer with 2 IS hits remaining. It got smoked by a ERLL later on.



Title: Re: The Crazy Hits Thread - Reborn!
Post by: BrotherofRandis on 04 September 2017, 03:59:09
This stalker just fired at my Merc commanding officer, caused a TAC which my commander rerolled with edge.  The reroll?  Hits head, goes internal and rolls box cars blowing off the head killing my merc commander in the process since he only had 1 edge reroll.   ::)

Karma is coming however:

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Wolverine WVR-6K (Blackhart's Buccaneers)
    Punch (Left Arm) at Stalker STK-3F (Federated Suns); needs 7, rolls 12 :  - Direct Blow - hits (using Rear Punch table) HD
        Stalker STK-3F (Federated Suns) takes 7 damage to HD.
            2 Armor remaining.

        Pilot of Stalker STK-3F (Federated Suns) "Tristan Gaillard" takes 1 damage (1 total hits).
        Pilot of Stalker STK-3F (Federated Suns) "Tristan Gaillard" needs a 3 to stay conscious.  Rolls 6 : successful!


Physical attacks for Locust LCT-1S (Blackhart's Buccaneers)
    Kick (Left leg) at Stalker STK-3F (Federated Suns); needs 5, rolls 7 : hits (using Left Side Kick table) LL
        Stalker STK-3F (Federated Suns) takes 4 damage to LL.
            14 Armor remaining.


Stalker STK-3F (Federated Suns) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) - 2 (weight class modifier -2)); needs 2, rolls 2 Fumble!: falls.
    Stalker STK-3F (Federated Suns) falls on its right side, suffering 9 damage.
        Stalker STK-3F (Federated Suns) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Stalker STK-3F (Federated Suns) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on Life Support.

        Pilot of Stalker STK-3F (Federated Suns) "Tristan Gaillard" is already dead, so no damage is dealt!
        Stalker STK-3F (Federated Suns) takes 4 damage to RA.
            12 Armor remaining.

Pilot of Stalker STK-3F (Federated Suns) "Tristan Gaillard" must roll 2 to avoid damage; rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 04 September 2017, 08:27:54
All in one round:


Weapons fire for Black Knight BL-9-KNT (Hammer)
Large Pulse Laser at Warhammer WHM-6R ID:3 (Obvious); needs 5, rolls 7 : hits  HD
        Warhammer WHM-6R ID:3 (Obvious) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Life Support.
...
Medium Pulse Laser at Warhammer WHM-6R ID:3 (Obvious); needs 5, rolls 7 : hits  CT
        Warhammer WHM-6R ID:3 (Obvious) takes 7 damage to CT.
            Armor destroyed.
             17 Internal Structure remaining.
            Critical hit on CT. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

...

Physical attacks for Black Knight BL-9-KNT (Hammer)
    Kick (Left leg) at Warhammer WHM-6R (Obvious); needs 5, rolls 8 :  - Direct Blow - hits (using Kick table) RL
        Warhammer WHM-6R ID:3 (Obvious) takes 16 damage to RL.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RL. Roll is (10+4) = 14; 3 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.

...
Warhammer WHM-6R ID:3 (Obvious) gains 32 heat, sinks 17 heat and is now at 15 heat.
Warhammer WHM-6R ID:3 (Obvious) needs a 4+ to avoid shutdown, rolls 5 : avoids successfully!
Warhammer WHM-6R ID:3 (Obvious) has 15 or higher heat and damaged life support.  Mechwarrior takes 1 damage.
        Pilot of Warhammer WHM-6R ID:3 (Obvious) "Roll Fizzlebeef" takes 1 damage (2 total hits).
        Pilot of Warhammer WHM-6R ID:3 (Obvious) "Roll Fizzlebeef" needs a 5 to stay conscious.  Rolls 4 : blacks out.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 04 September 2017, 12:14:27
That 'mech just got HAMMERED!

(http://i.imgur.com/BizVWZD.jpg)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 14 September 2017, 08:42:49
Code: [Select]
Weapons fire for Locust LCT-1V (Fiona's Furies - Succession Wars)
    Medium Laser at LRM Carrier (Standard) (Federated Suns); needs 7, rolls 3 : misses


    Machine Gun at LRM Carrier (Standard) (Federated Suns); needs 7, rolls 11 :  - Direct Blow - hits  (using Rear table) RR
        LRM Carrier (Standard) (Federated Suns) takes 3 damage to RR.
            1 Armor remaining.


    Machine Gun at LRM Carrier (Standard) (Federated Suns); needs 7, rolls 8 : hits  (using Rear table) RR
        LRM Carrier (Standard) (Federated Suns) takes 2 damage to RR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RR. Roll is 11; Ammunition Hit!
*** LRM 20 Ammo EXPLODES!  60 DAMAGE! ***
*** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
*** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
*** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
        LRM Carrier (Standard) (Federated Suns) takes 420 damage to RR.
             SECTION DESTROYED.
*** LRM Carrier (Standard) (Federated Suns) DESTROYED by damage! ***
            Critical hit on RR. Roll is 10; Engine destroyed.  Immobile.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hex 2404: terrain takes 42 damage.
        Locust LCT-1V (Fiona's Furies - Succession Wars) is hit for 21 damage!
        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 5 damage to CT.
            5 Armor remaining.
        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 5 damage to LT.
            3 Armor remaining.
        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 5 damage to LL.
            3 Armor remaining.
        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 5 damage to LT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Machine Gun Ammo (198).
            *** Machine Gun Ammo EXPLODES!  396 DAMAGE! ***
                >Locust LCT-1V (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Locust LCT-1V (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Locust LCT-1V (Fiona's Furies - Succession Wars) takes 396 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 2404: terrain takes 19 damage.
                LRM Carrier (Standard) (Federated Suns) is hit for 19 damage!
                LRM Carrier (Standard) (Federated Suns) takes 5 damage to RR.
                LRM Carrier (Standard) (Federated Suns) takes 5 damage to RR.
                LRM Carrier (Standard) (Federated Suns) takes 5 damage to RR.
                LRM Carrier (Standard) (Federated Suns) takes 4 damage to RR.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Fiona's Furies - Succession Wars) "Pippino Laspiga" has ejected, so no damage is dealt!

        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 1 damage to RT.
            7 Armor remaining.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 14 September 2017, 10:41:09
Reminds me of playing DOOM II, and standing too close to a barrel ...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 17 September 2017, 18:12:30
Had some nice combat results today while trying out a new design. (40ton miniWarhammer w LPPCs and MML7s)

First round of effective fire (i.e. needed less the 11s to hit), two hits on a Valkyrie's head from different mechs via LRMs.

Code: [Select]
MML 7 at Valkyrie VLK-Q1-UK (Princess); needs 4, rolls 9 : 4 missile(s) hit.

        Valkyrie VLK-Q1-UK (Princess) takes 4 damage to HD.
            5 Armor remaining.

        Pilot of Valkyrie VLK-Q1-UK (Princess) "Amanda Kangas" takes 1 damage (1 total hits).
        Pilot of Valkyrie VLK-Q1-UK (Princess) "Amanda Kangas" needs a 3 to stay conscious.  Rolls 8 : successful!
Code: [Select]
MML 7 at Valkyrie VLK-Q1-UK (Princess); needs 6, rolls 8 : 6 missile(s) hit.

        Valkyrie VLK-Q1-UK (Princess) takes 5 damage to HD.
            0 Armor remaining.

        Pilot of Valkyrie VLK-Q1-UK (Princess) "Amanda Kangas" takes 1 damage (2 total hits).
        Pilot of Valkyrie VLK-Q1-UK (Princess) "Amanda Kangas" needs a 5 to stay conscious.  Rolls 5 : successful!


Next round got it in the head with an SRM and popped the cockpit
Code: [Select]
      Valkyrie VLK-Q1-UK (Princess) takes 2 damage to HD.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Standard Cockpit.

*** Valkyrie VLK-Q1-UK (Princess) DESTROYED by pilot death! ***

        Pilot of Valkyrie VLK-Q1-UK (Princess) "Amanda Kangas" is already dead, so no damage is dealt!

Punched a miniWarhammer in head and torso and got the ammo.

Code: [Select]
Physical attacks for Tomahawk MBR-04 MML7 #4 (Eclipse)
    Punch (Left Arm) at Warhammer WHM-Mini-45 (Princess); needs 8, rolls 12 : hits (using Punch table) HD
        Warhammer WHM-Mini-45 (Princess) takes 4 damage to HD.
            3 Armor remaining.

        Pilot of Warhammer WHM-Mini-45 (Princess) "Hi Thuc" takes 1 damage (2 total hits).
        Pilot of Warhammer WHM-Mini-45 (Princess) "Hi Thuc" needs a 5 to stay conscious.  Rolls 11 : successful!

    Punch (Right Arm) at Warhammer WHM-Mini-45 (Princess); needs 8, rolls 12 : hits (using Punch table) RT
        Warhammer WHM-Mini-45 (Princess) takes 4 damage to RT.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on SRM 4 Ammo (23).
            *** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
                Warhammer WHM-Mini-45 (Princess) takes 184 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 176 damage prevented by CASE.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on +SRM 4.

Pilot of Warhammer WHM-Mini-45 (Princess) "Hi Thuc" takes 1 damage (3 total hits).
        Pilot of Warhammer WHM-Mini-45 (Princess) "Hi Thuc" needs a 7 to stay conscious.  Rolls 2 : blacks out.

            Location has no more hittable critical slots.

Got a Jaegermech with infernos and double engine crits in the same round, for 51 heat w 20 sinked= auto-shutdown

Code: [Select]
MML 7 at JagerMech JM6-H (Princess); needs 7, rolls 7 : 4 inferno missile(s) hit.

        Target gains 8 more heat during heat phase.



    MML 7 at JagerMech JM6-H (Princess); needs 7, rolls 9 : 4 inferno missile(s) hit.

        Target gains 8 more heat during heat phase.
...

MML 7 at JagerMech JM6-H (Princess); needs 5, rolls 10 : 3 missile(s) hit.

        JagerMech JM6-H (Princess) takes 2 damage to CT (critical).
            19 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
...

JagerMech JM6-H (Princess) gains 51 heat, sinks 20 heat and is now at 31 heat.
JagerMech JM6-H (Princess) automatically shuts down.

JagerMech JM6-H (Princess) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (reactor shutdown)); needs 8, rolls 6 : falls.
    JagerMech JM6-H (Princess) falls on its front, suffering 7 damage.
        JagerMech JM6-H (Princess) takes 5 damage to LT.
            9 Armor remaining.
        JagerMech JM6-H (Princess) takes 2 damage to LA.
            3 Armor remaining.

Pilot of JagerMech JM6-H (Princess) "Olga Warui" must roll 8 to avoid damage; rolls 7 : fails.
        Pilot of JagerMech JM6-H (Princess) "Olga Warui" takes 1 damage (2 total hits).
        Pilot of JagerMech JM6-H (Princess) "Olga Warui" needs a 5 to stay conscious.  Rolls 9 : successful!

JagerMech JM6-H (Princess) needs a 8+ to avoid ammo explosion, rolls 8 : avoids successfully!

Also got a single head hit with an SRM that round.

Later got a 3rd engine crit to finish that one off. The miniWarhammer woke up, tried to run, and I got it w several hits CTR to destroy it.

Just an asskicking all around.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: celem on 18 September 2017, 10:00:48
Code: [Select]
Initiative Phase for Round #1
-------------------

...

Wind direction is North.  Wind strength is Tornado F4.  The weather is Clear.  Visibility is Daylight.
  Fog level is None.

Peregrine Attack VTOL (Kurita) (Draconis Combine) is in a tornado and cannot survive there!!!.
*** Peregrine Attack VTOL (Kurita) (Draconis Combine) DESTROYED by tornado! ***

Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is in a tornado and cannot survive there!!!.
*** Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) DESTROYED by tornado! ***

...

Draconis Combine: 6219 BV remaining (100.0% of 6219 initially) 0 BV fled
Knocked 'em right out of their TO&E

Silly Princess...I chose not to deploy my two Warrior H-7's.

edit: wow that made for a weird match, Tornado is odd. Mechs only, walking only, energy weapons only.  Luckily the lance in question contained 2 pccs and some fast MLas wielders.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kentares on 18 September 2017, 15:37:35
Just last night in my AtB campaign all of the opposing forces got destroyed by a tornado. Not sure why... (I think only mechs can be used in a tornado) but it was nice.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 19 September 2017, 15:13:03
Quote
Hover, VTOL, WiGE, Airship and Infantry Units: These units
cannot operate in Tornado F1–F3 conditions.

AtB shouldnt even allow that to happen IMO.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kentares on 19 September 2017, 18:23:53
Thats explains it then...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: celem on 20 September 2017, 03:33:12
AtB shouldnt even allow that to happen IMO.

Yeah AtB does not smoothly handle the Tornado edge-case, besides deploying invalid units:

Any units fragged by the tornado will be presented as undamaged battlefield salvage after the match.  Total Destruction (unsalvagable) seems more appropriate.

If the player forgets to remove vulnerable units before starting the match, but uses 'Remove Unit' during Deployment Phase to skip them then MekHQ will consider them KIA, if you change their hits from 'Dead' to '0' during the battleresolution then MekHQ will actually retire them instead.  No matter what I tried, I had to pay off those vee crews.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 20 September 2017, 06:01:44
With GM mode you can just set the payment value to 0 and then switch them back to active afterwards. I had that happen to me when I didn't deploy reinforcements because it was pointless by then.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kentares on 20 September 2017, 13:08:19
Yeah AtB does not smoothly handle the Tornado edge-case, besides deploying invalid units:

I just assume the enemy was caught by an unexpected climate change  ;D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: celem on 22 September 2017, 06:22:20
Code: [Select]
Commando COM-2D (Mercenary (Federated Suns)) must make a piloting skill check while moving in hex 0964 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 3 : falls.
Commando COM-2D (Mercenary (Federated Suns)) falls 0 level(s) into hex 0964
    Commando COM-2D (Mercenary (Federated Suns)) falls on its left side, suffering 3 damage.
        Commando COM-2D (Mercenary (Federated Suns)) takes 3 damage to LT (critical).
            3 Armor remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >Commando COM-2D (Mercenary (Federated Suns)) suffers catastrophic damage, but the autoeject system was engaged.
            
Commando COM-2D (Mercenary (Federated Suns)) must make a piloting skill check (landing in a building).
            Needs 19 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 8 (landing in a building)], rolls 4 : fails.

                Pilot of Commando COM-2D (Mercenary (Federated Suns)) "Richard Denison" takes 7 damage, killing the pilot (6 total hits).
        *** Commando COM-2D (Mercenary (Federated Suns)) DESTROYED by pilot death! ***
                Commando COM-2D (Mercenary (Federated Suns)) takes 180 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                174 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Heat Sink.
                Commando COM-2D (Mercenary (Federated Suns)) takes 174 damage to CT.
                     SECTION DESTROYED.
                Commando COM-2D (Mercenary (Federated Suns)) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Standard Gyro.

        Pilot of Commando COM-2D (Mercenary (Federated Suns)) "Richard Denison" is already dead, so no damage is dealt!

Untouched mech TAC'd to death on tarmac.  I'll never take my high piloting skill for granted again.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 22 September 2017, 07:23:52
At least that engine didn't blow up!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: celem on 22 September 2017, 10:40:51
I realise in retrospect this is probably the origin of crossing guards.  It's not the cars, whose drivers know they are not allowed to run over little kids.  It's to stop little Bobby ammo'ing himself on his way home from school.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: celem on 24 September 2017, 10:02:50
Code: [Select]
Weapons fire for Peregrine Attack VTOL (Kurita) #3 (Corsairs)
    Medium Laser at Hunchback HBK-4G (Capellan Confederation); needs 6, rolls 4 : misses


    Medium Laser at Hunchback HBK-4G (Capellan Confederation); needs 6, rolls 9 : hits  (using Rear table) RTR
        Hunchback HBK-4G (Capellan Confederation) takes 5 damage to RTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on +AC/20.
            CRITICAL HIT on +AC/20.


    SRM 4 at Hunchback HBK-4G (Capellan Confederation); needs 6, rolls 9 : 4 missile(s) hit (using Rear table).

        Hunchback HBK-4G (Capellan Confederation) takes 2 damage to RTR.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on +AC/20.
            CRITICAL HIT on +AC/20.

        Hunchback HBK-4G (Capellan Confederation) takes 2 damage to RA.
            14 Armor remaining.

        Hunchback HBK-4G (Capellan Confederation) takes 2 damage to LTR.
            2 Armor remaining.

        Hunchback HBK-4G (Capellan Confederation) takes 2 damage to RTR.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.

I hoped to distract it, the gunner was ludicrously thorough in de-fanging the Hunchie.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 25 September 2017, 19:27:05
Mission: Scan Enemy and Retreat
I was defeated as i desperately try take down someone before everyone left the field.

That's be saying, my opponent got quite a bit out of me before leaving.

Code: [Select]
Initiative Phase for Round #12
-------------------
Max rolls a 8[8+0].
Wrangler rolls a 6[6+0].

The turn order for movement is:
  Wrangler,  Max, Wrangler, Max, Wrangler, Max, Max

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
  Fog level is None.
Max: 4157 BV remaining (83.0% of 4970 initially) 0 BV fled
Wrangler: 3068 BV remaining (61.0% of 4997 initially) 583 BV fled

Targeting Phase
-------------------
 

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

Ostroc OSR-3C (Wrangler) must make a piloting skill check while moving in hex 0313 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.


Quickdraw QKD-4G (Max) flees the battlefield.

Griffin GRF-1N (Max) flees the battlefield.

Trebuchet TBT-5S (Wrangler) must make a piloting skill check while moving in hex 0305 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 9 : succeeds.


Stinger STG-3R (Max) flees the battlefield.

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

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

Weapons fire for Ostroc OSR-3C (Wrangler)
    Large Laser at Marauder MAD-3M (Max); needs 12, rolls 6 : misses


    Large Laser at Marauder MAD-3M (Max); needs 12, rolls 3 : misses


    Large Laser at Marauder MAD-3M (Max); needs 12, rolls 8 : misses


Weapons fire for Trebuchet TBT-5S (Wrangler)
    SRM 6 at Marauder MAD-3M (Max); needs 5, rolls 9 : 2 missile(s) hit.

        Marauder MAD-3M (Max) takes 2 damage to CT.
            33 Armor remaining.

        Marauder MAD-3M (Max) takes 2 damage to RT.
            15 Armor remaining.


    Medium Laser at Marauder MAD-3M (Max); needs 5, rolls 8 : hits  RA
        Marauder MAD-3M (Max) takes 5 damage to RA.
            13 Armor remaining.


    SRM 6 at Marauder MAD-3M (Max); needs 5, rolls 9 : 3 missile(s) hit.

        Marauder MAD-3M (Max) takes 2 damage to LA.
            20 Armor remaining.

        Marauder MAD-3M (Max) takes 2 damage to RL.
            14 Armor remaining.

        Marauder MAD-3M (Max) takes 2 damage to RA.
            11 Armor remaining.


Weapons fire for Wasp WSP-1A (Wrangler)
    SRM 2 at Marauder MAD-3M (Max); needs 11, rolls 9 : misses


    Medium Laser at Marauder MAD-3M (Max); needs 11, rolls 6 : misses


Weapons fire for Marauder MAD-3M (Max)
    Large Laser at Trebuchet TBT-5S (Wrangler); needs 7, rolls 10 : hits  RA
        Trebuchet TBT-5S (Wrangler) takes 8 damage to RA.
        8 damage transfers to RT.
        Trebuchet TBT-5S (Wrangler) takes 8 damage to RT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 4; no effect.


    Medium Laser at Trebuchet TBT-5S (Wrangler); needs 7, rolls 5 : misses


    Large Laser at Trebuchet TBT-5S (Wrangler); needs 7, rolls 9 : hits  RT
        Trebuchet TBT-5S (Wrangler) takes 8 damage to RT.
             SECTION DESTROYED.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 3; no effect.
        Trebuchet TBT-5S (Wrangler) takes 3 damage to CT.
            15 Armor remaining.


    Medium Laser at Trebuchet TBT-5S (Wrangler); needs 7, rolls 9 : hits  LT
        Trebuchet TBT-5S (Wrangler) takes 5 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on SRM 6 Ammo (0).
            CRITICAL HIT on Heat Sink.


    AC/5 at Trebuchet TBT-5S (Wrangler); needs 8, rolls 8 : hits  CT
        Trebuchet TBT-5S (Wrangler) takes 5 damage to CT.
            10 Armor remaining.




Trebuchet TBT-5S (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 4 : falls.
    Trebuchet TBT-5S (Wrangler) falls on its left side, suffering 5 damage.
        Trebuchet TBT-5S (Wrangler) takes 5 damage to LL.
            0 Armor remaining.

Pilot of Trebuchet TBT-5S (Wrangler) "Yic Chen" must roll 5 to avoid damage; rolls 8 : succeeds.


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

Heat Phase
-------------------
Marauder MAD-3M (Max) gains 24 heat, sinks 20 heat and is now at 8 heat.
Ostroc OSR-3C (Wrangler) gains 26 heat, sinks 15 heat and is now at 31 heat.
Ostroc OSR-3C (Wrangler) automatically shuts down.

[u]Ostroc OSR-3C (Wrangler) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (reactor shutdown)); needs 7, rolls 8 : succeeds.
Ostroc OSR-3C (Wrangler) needs a 8+ to avoid ammo explosion, rolls 6 : fails to avoid explosion.
    Luckily, there is no ammo to explode.[/u]
Trebuchet TBT-5S (Wrangler) gains 13 heat, sinks 14 heat and is now at 1 heat.
Wasp WSP-1A (Wrangler) gains 9 heat, sinks 9 heat and is now at 0 heat.

My Ost was trying to get one...last...shot in...Thank Kerensky it didn't have ammo in it!  I wish they had made upgrade of the thing, be interesting if it had double heat sinks in later era.  However, the departing raiders only had my Trebuchet to shoot at.  While i never really used missile based mechs in this era much, i found close-quarters firepower nice with this 5S. However, like anyone in this situation, she was curved up really good when i tried to go for the interception.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 27 September 2017, 08:11:01
I really need to stop fielding any Crusader's I capture.  This happens nearly every time.

Code: [Select]
Weapons fire for Crusader CRD-3R (Federated Suns)
    Medium Laser at Crusader CRD-3R (Fiona's Furies - Succession Wars); needs 1, rolls 9 :  - Direct Blow - hits  LA
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 8 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is (7+3) = 10; 1 location.
            CRITICAL HIT on LRM 15.


    Machine Gun at Crusader CRD-3R (Fiona's Furies - Succession Wars); needs 1, rolls 6 :  - Direct Blow - hits  CT
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 3 damage to CT.
            27 Armor remaining.


    Machine Gun at Crusader CRD-3R (Fiona's Furies - Succession Wars); needs 1, rolls 8 :  - Direct Blow - hits  LA
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 4 damage to LA.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LA. Roll is (6+2) = 8; no effect.
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 1 damage to LT.
            0 Armor remaining.


    SRM 6 at Crusader CRD-3R (Fiona's Furies - Succession Wars); needs 1, rolls 7 :  - Direct Blow - 4 missile(s) hit (w/ +3 bonus).

        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to RA.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on LRM 15.

        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to LA.
        2 damage transfers to LT.
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to LT.
             13 Internal Structure remaining.
            Critical hit on LT. Roll is (6+1) = 7; no effect.

        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to RA.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is (7+1) = 8; no effect.

        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to LA.
        2 damage transfers to LT.
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 2 damage to LT.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on LRM 15 Ammo (5).
            *** LRM 15 Ammo EXPLODES!  75 DAMAGE! ***
                >Crusader CRD-3R (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
           
Crusader CRD-3R (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in clear terrain).
            Needs 12 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : fails.

                Pilot of MechWarrior Blazej Visnovsky (Fiona's Furies - Succession Wars) "Blazej Visnovsky" takes 3 damage (5 total hits).
                    The pilot ejects safely!
        *** Crusader CRD-3R (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 75 damage to LT.
                     SECTION DESTROYED.
                64 damage transfers to CT.
                    Critical hit on LT.         Roll is (10+4) = 14;         3 locations.
                    Location has no more hittable critical slots.
                Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 64 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on Machine Gun Ammo (192).
                    *** Machine Gun Ammo EXPLODES!  384 DAMAGE! ***
                        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 384 damage to CT.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hex 1121: terrain takes 38 damage.
                        Crusader CRD-3R (Federated Suns) is hit for 19 damage!
                        Crusader CRD-3R (Federated Suns) takes 5 damage to RA.
                            15 Armor remaining.
                        Crusader CRD-3R (Federated Suns) takes 5 damage to RL.
                            11 Armor remaining.
                        Crusader CRD-3R (Federated Suns) takes 5 damage to LA.
                            12 Armor remaining.
                        Crusader CRD-3R (Federated Suns) takes 4 damage to LT.
                            15 Armor remaining.

                        Assassin ASN-21 (Federated Suns (Reinforcements)) is hit for 19 damage!
                        Assassin ASN-21 (Federated Suns (Reinforcements)) takes 5 damage to RL.
                            1 Armor remaining.
                        Assassin ASN-21 (Federated Suns (Reinforcements)) takes 5 damage to RL.
                            Armor destroyed.
                             6 Internal Structure remaining.
                            Critical hit on RL.                 Roll is 3;                 no effect.
                        Assassin ASN-21 (Federated Suns (Reinforcements)) takes 5 damage to RL.
                             1 Internal Structure remaining.
                            Critical hit on RL.                 Roll is 7;                 no effect.
                        Assassin ASN-21 (Federated Suns (Reinforcements)) takes 4 damage to LA.
                             1 Internal Structure remaining.
                            Critical hit on LA.                 Roll is 5;                 no effect.


                        End Secondary Damage Report.

                Pilot of Crusader CRD-3R (Fiona's Furies - Succession Wars) "Blazej Visnovsky" has ejected, so no damage is dealt!


                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1121: terrain takes 7 damage.
                Crusader CRD-3R (Federated Suns) is hit for 3 damage!
                Crusader CRD-3R (Federated Suns) takes 3 damage to CT.
                    30 Armor remaining.

                Assassin ASN-21 (Federated Suns (Reinforcements)) is hit for 3 damage!
                Assassin ASN-21 (Federated Suns (Reinforcements)) takes 3 damage to RL.
                     SECTION DESTROYED.
                2 damage transfers to RT.
                    Critical hit on RL.         Roll is 9;         1 location.
                    CRITICAL HIT on Hip.
                Assassin ASN-21 (Federated Suns (Reinforcements)) takes 2 damage to RT.
                    8 Armor remaining.


                End Secondary Damage Report.

        Pilot of Crusader CRD-3R (Fiona's Furies - Succession Wars) "Blazej Visnovsky" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

Weapons fire for Marauder MAD-3R (Federated Suns)
    PPC at Crusader CRD-3R (Fiona's Furies - Succession Wars); needs 4, rolls 6 : hits  RT
        Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 10 damage to RT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on LRM 15 Ammo (8).
            *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
                Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 120 damage to RT.
                     SECTION DESTROYED.
                109 damage transfers to CT.
                    Critical hit on RT.         Roll is (4+4) = 8;         no effect.
                Crusader CRD-3R (Fiona's Furies - Succession Wars) takes 109 damage to CT.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1121: terrain takes 12 damage.
                Crusader CRD-3R (Federated Suns) is hit for 6 damage!
                Crusader CRD-3R (Federated Suns) takes 5 damage to RL.
                    6 Armor remaining.
                Crusader CRD-3R (Federated Suns) takes 1 damage to CT.
                    29 Armor remaining.

                Assassin ASN-21 (Federated Suns (Reinforcements)) is hit for 6 damage!
                Assassin ASN-21 (Federated Suns (Reinforcements)) takes 5 damage to LT.
                    5 Armor remaining.
                Assassin ASN-21 (Federated Suns (Reinforcements)) takes 1 damage to RA.
                    5 Armor remaining.


                End Secondary Damage Report.

        Pilot of Crusader CRD-3R (Fiona's Furies - Succession Wars) "Blazej Visnovsky" has ejected, so no damage is dealt!
Code: [Select]
Crusader CRD-3R (Federated Suns) must make 7 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Crusader CRD-3R (Federated Suns) falls on its rear, suffering 7 damage.
        Crusader CRD-3R (Federated Suns) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Crusader CRD-3R (Federated Suns) "Reva  Sudhakar" takes 1 damage (3 total hits).
        Crusader CRD-3R (Federated Suns) takes 2 damage to LTR.
            4 Armor remaining.
    
Pilot of Crusader CRD-3R (Federated Suns) "Reva  Sudhakar" cannot avoid damage.
        Pilot of Crusader CRD-3R (Federated Suns) "Reva  Sudhakar" takes 1 damage (4 total hits).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 02 October 2017, 21:15:20
Funny dialog improved things...despite my predictable ending.  #P

Code: [Select]
Weapons fire for Wolverine WVR-7M (Max)
    ER Large Laser at Hatchetman HCT-3F (Wrangler); needs 9, rolls 5 : misses

    SRM 6 at Hatchetman HCT-3F (Wrangler); needs 9, rolls 9 : 4 missile(s) hit (using Left Side table).

        Hatchetman HCT-3F (Wrangler) takes 2 damage to CT.
            12 Armor remaining.
        Hatchetman HCT-3F (Wrangler) takes 2 damage to LA.
            9 Armor remaining.
        Hatchetman HCT-3F (Wrangler) takes 2 damage to RL.
            9 Armor remaining.
        Hatchetman HCT-3F (Wrangler) takes 2 damage to RA.
            9 Armor remaining.

    Medium Pulse Laser at Hatchetman HCT-3F (Wrangler); needs 7, rolls 7 : hits  (using Left Side table) RA
        Hatchetman HCT-3F (Wrangler) takes 6 damage to RA.
            3 Armor remaining.
    Medium Pulse Laser at Hatchetman HCT-3F (Wrangler); needs 7, rolls 12 : hits  (using Left Side table) RA
        Hatchetman HCT-3F (Wrangler) takes 6 damage to RA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Hatchet.
            CRITICAL HIT on Shoulder.
Quote from: MegaMek
Wrangler: Not my Hatchet!
Max: It got worse
Quote
Code: [Select]
Wolverine WVR-7M (Max) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 1 (20+ damage)); needs 7, rolls 8 : succeeds.

Hatchetman HCT-3F (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 1 (20+ damage)); needs 3, rolls 5 : succeeds.

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

Physical attacks for Wolverine WVR-7M (Max)
    Kick (Left leg) at Hatchetman HCT-3F (Wrangler); needs 8, rolls 8 : hits (using Left Side Punch table) HD
        Hatchetman HCT-3F (Wrangler) takes 11 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Hatchetman HCT-3F (Wrangler) DESTROYED by damage! ***
        >Hatchetman HCT-3F (Wrangler) suffers catastrophic damage, but the autoeject system was engaged.
    
Hatchetman HCT-3F (Wrangler) must make a piloting skill check (landing in clear terrain).
    Needs 4 [2 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.
 
       Pilot of Hatchetman HCT-3F (Wrangler) "Saidah Habibu" takes 6 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 5; no effect.

        Pilot of Hatchetman HCT-3F (Wrangler) "Saidah Habibu" is already dead, so no damage is dealt!
Quote from: Megamek
Wrangler: but the hatchet...oh right that.  #P
Max: Yeah...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 04 October 2017, 06:54:28
How to disarm a Loki in one easy step: Use an LB 10.
Bonus points for the head hit.
(https://www.civforum.de/attachment.php?attachmentid=1605542)

The Loki lost its head in the same turn to my Archers  LRMs, so it didn't matter, but it was funny anyway. The LB 10 was from a Crockett.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 12 October 2017, 21:59:25
Nice Vtol you have there.
Quote
Weapons fire for Medium (HRR) BattleArmor
    Recoilless Rifle (Heavy) at Sprint Scout Helicopter (Laser) (Princess); needs 9, rolls 10 : 3 troopers hit (using Left Side table)
        Sprint Scout Helicopter (Laser) (Princess) takes 1 damage to RO.
            1 Armor remaining.
             Rotor damaged!

        Sprint Scout Helicopter (Laser) (Princess) takes 1 damage to RO.
            0 Armor remaining.
             Rotor damaged!

        Sprint Scout Helicopter (Laser) (Princess) takes 1 damage to RO.
             SECTION DESTROYED.
*** Sprint Scout Helicopter (Laser) (Princess) DESTROYED by damage! ***
             Rotor damaged!
            Critical hit on RO. Roll is 7; Rotor damaged!

err, never mind.


Man of the Match:
Assault (HFlamer/SuPPC) BattleArmor
Kills : 4

Quote
Raptor RTX1-OA (Princess)
Pilot : Wilburt Buchalter [4/5]
Kills : 0
Destroyed by Assault (HFlamer/SuPPC) BattleArmor

Savannah Master Hovercraft (Interdictor) (Princess)
Driver : Dan Natrio [4/5]
Kills : 0
Destroyed by Assault (HFlamer/SuPPC) BattleArmor

Motorized Platoon (MG) (Princess)
Gunnery Skill : 4Kills : 0
Destroyed by Assault (HFlamer/SuPPC) BattleArmor

Gray Death Standard Suit [SRM] (Princess)
Gunnery Skill : 4Kills : 0
Destroyed by Assault (HFlamer/SuPPC) BattleArmor
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 16 October 2017, 08:04:43
Base Attack (Attacker) Round 9.
Crazy game for head hits.  At least one (often two) each round; none of them fatal until this one...

Collapsed the building under him from weapons fire and then:
Code: [Select]
Physical attacks for Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars)
    Kick (Left leg) at Enforcer ENF-4R #2 (Federated Suns); needs 2, rolls 8 :  - Direct Blow - hits (using Left Side table) HD
        Enforcer ENF-4R #2 (Federated Suns) takes 13 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Enforcer ENF-4R #2 (Federated Suns) DESTROYED by damage! ***
        >Enforcer ENF-4R #2 (Federated Suns) suffers catastrophic damage, but the autoeject system was engaged.
    
Enforcer ENF-4R #2 (Federated Suns) must make a piloting skill check (landing in a building).
    Needs 19 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 4 (landing in a building)], rolls 6 : fails.

        Pilot of MechWarrior Waseem bin Nazeem (Federated Suns) "Waseem bin Nazeem" takes 6 damage, killing the pilot (8 total hits).
*** MechWarrior Waseem bin Nazeem (Federated Suns) DESTROYED by pilot death! ***
            Critical hit on HD. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Enforcer ENF-4R #2 (Federated Suns) "Waseem bin Nazeem" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 16 October 2017, 20:19:53
When Edge is Doubled Edged.

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Wrangler)
    PPC at Marauder MAD-3M (Max); needs 9, rolls 6 : misses

Weapons fire for Griffin GRF-1N (Max)
    PPC at Warhammer WHM-6R (Wrangler); needs 7, rolls 7 : hits  RT
        Warhammer WHM-6R (Wrangler) takes 10 damage to RT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Medium Laser.
            CRITICAL HIT on SRM 6.

Weapons fire for BattleMaster BLR-1G (Wrangler)
    PPC at Marauder MAD-3M (Max); needs 7, rolls 8 : hits  RA
        Marauder MAD-3M (Max) takes 10 damage to RA.
            7 Armor remaining.
   
SRM 6 at Marauder MAD-3M (Max); needs 9, rolls 9 : 4 missile(s) hit.  <---This is where it went all wrong for Max.
     
Marauder MAD-3M (Max) takes hit at HD, but it is rerolled with edge.
       
Marauder MAD-3M (Max) has 0 edge remaining.
        Marauder MAD-3M (Max) takes 2 damage to HD
            7 Armor remaining.

        Pilot of Marauder MAD-3M (Max) "Heather Vance" takes 1 damage (1 total hits).
        Pilot of Marauder MAD-3M (Max) "Heather Vance" needs a 3 to stay conscious.  Rolls 2 : blacks out.

        Marauder MAD-3M (Max) takes 2 damage to CT.
            19 Armor remaining.
        Marauder MAD-3M (Max) takes 2 damage to RL.
            14 Armor remaining.
        Marauder MAD-3M (Max) takes 2 damage to LA.
            19 Armor remaining.
    Medium Laser at Marauder MAD-3M (Max); needs 9, rolls 2 : misses


Weapons fire for Marauder MAD-3M (Max)
    Large Laser at Warhammer WHM-6R (Wrangler); needs 9, rolls 2 : misses
    Large Laser at Warhammer WHM-6R (Wrangler); needs 9, rolls 7 : misses
    AC/5 at Warhammer WHM-6R (Wrangler); needs 9, rolls 4 : misses
    Medium Laser at Warhammer WHM-6R (Wrangler); needs 11, rolls 10 : misses


Weapons fire for Archer ARC-2R (Wrangler)
    LRM 20 at Marauder MAD-3M (Max); needs 7, rolls 7 : 12 missile(s) hit.
        Marauder MAD-3M (Max) takes 5 damage to RA.
            2 Armor remaining.
        Marauder MAD-3M (Max) takes 5 damage to RT.
            7 Armor remaining.
        Marauder MAD-3M (Max) takes 2 damage to RL.
            12 Armor remaining.

    LRM 20 at Marauder MAD-3M (Max); needs 7, rolls 7 : 16 missile(s) hit.
        Marauder MAD-3M (Max) takes 5 damage to CT.
            14 Armor remaining.
        Marauder MAD-3M (Max) takes 5 damage to LL.
            11 Armor remaining.
        Marauder MAD-3M (Max) takes 5 damage to CT.
            9 Armor remaining.
        Marauder MAD-3M (Max) takes 1 damage to RT.
            6 Armor remaining.

Weapons fire for Wolverine WVR-7M (Max)
    ER Large Laser at Warhammer WHM-6R (Wrangler); needs 10, rolls 4 : misses
    ER Large Laser at Warhammer WHM-6R (Wrangler); needs 10, rolls 8 : misses

Marauder MAD-3M (Max) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Marauder MAD-3M (Max) falls on its left side, suffering 8 damage.
        Marauder MAD-3M (Max) takes 5 damage to LL.
            6 Armor remaining.
        Marauder MAD-3M (Max) takes 3 damage to LA.
            16 Armor remaining.
   
Pilot of Marauder MAD-3M (Max) "Heather Vance" cannot avoid damage.
        Pilot of Marauder MAD-3M (Max) "Heather Vance" takes 1 damage (2 total hits).
Dialog
Max: That moment when Edge makes the situation worse.
Wrangler: ?
Wrangler: I Got lucky
Max: Edge stopped a Head hit, which allowed a roll of a Head hit.  Character fails black out roll, but no longer has Edge to re-roll it.
Wrangler: Evils of MegaMek...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 16 October 2017, 22:38:08
Only slightly less embarrassing than getting blown up by a machine gun...

Code: [Select]
Weapons fire for Vedette Medium Tank (AC2) (Magistracy of Canopus)
    AC/2 at Thunderbolt TDR-5SE #2 (1st Octopus Overlords); needs 9, rolls 10 : hits CT (critical)
        Thunderbolt TDR-5SE #2 (1st Octopus Overlords) takes 2 damage to CT (critical).
            9 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 10 Ammo (12).
            *** LRM 10 Ammo EXPLODES! 120 DAMAGE! ***
                >Thunderbolt TDR-5SE #2 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
           
Thunderbolt TDR-5SE #2 (1st Octopus Overlords) must make a piloting skill check (landing in a building).
            Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (landing in a building)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Thunderbolt TDR-5SE #2 (1st Octopus Overlords) DESTROYED by ejection! ***
                Thunderbolt TDR-5SE #2 (1st Octopus Overlords) takes 120 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Thunderbolt TDR-5SE #2 (1st Octopus Overlords) "Captain Rayhan Ashimov" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Terrace on 16 October 2017, 23:18:10
Only slightly less embarrassing than getting blown up by a machine gun...

Code: [Select]
Weapons fire for Vedette Medium Tank (AC2) (Magistracy of Canopus)
    AC/2 at Thunderbolt TDR-5SE #2 (1st Octopus Overlords); needs 9, rolls 10 : hits CT (critical)
        Thunderbolt TDR-5SE #2 (1st Octopus Overlords) takes 2 damage to CT (critical).
            9 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 10 Ammo (12).
            *** LRM 10 Ammo EXPLODES! 120 DAMAGE! ***
                >Thunderbolt TDR-5SE #2 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
           
Thunderbolt TDR-5SE #2 (1st Octopus Overlords) must make a piloting skill check (landing in a building).
            Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (landing in a building)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Thunderbolt TDR-5SE #2 (1st Octopus Overlords) DESTROYED by ejection! ***
                Thunderbolt TDR-5SE #2 (1st Octopus Overlords) takes 120 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 8;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Thunderbolt TDR-5SE #2 (1st Octopus Overlords) "Captain Rayhan Ashimov" has ejected, so no damage is dealt!

I've heard of Golden BBs, but that takes the cake! I knew there was a reason I turned off TACs during my copy of MegaMek!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 26 October 2017, 15:11:42
I just had an Assault BA squad drop two mechs in successive turns with Engine Crits.

Code: [Select]
Weapons fire for Quad Assault (SRM5/HF) BattleArmor (A)
    SRM 5 at MiniRifleman RFL-M1N1 (Princess); needs 6, rolls 9 : 21 missile(s) hit.
...
 MiniRifleman RFL-M1N1 (Princess) takes 2 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** MiniRifleman RFL-M1N1 (Princess) DESTROYED by engine destruction! ***


next turn
Code: [Select]
Weapons fire for Quad Assault (SRM5/HF) BattleArmor (A)
    SRM 5 at Griffin GRF-1DS (Princess); needs 9, rolls 12 : 16 missile(s) hit.

        Griffin GRF-1DS (Princess) takes 2 damage to RA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.

        Griffin GRF-1DS (Princess) takes 2 damage to CT.
             14 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

       ...
        Griffin GRF-1DS (Princess) takes 2 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
*** Griffin GRF-1DS (Princess) DESTROYED by engine destruction! ***
   

This is right after my last mech went down to a combination of a LL and ML to the face.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 29 October 2017, 11:36:10
Good be a long day when....

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Annihilator ANH-1A (Eclipse)
    AC/10 (Caseless  ammo) at 'OMEGA' SHP-4X (Eclipse.2); needs 3, rolls 9 : hits  CT (critical)
        'OMEGA' SHP-4X (Eclipse.2) takes 10 damage to CT (critical).
            50 Armor remaining.
            Critical hit on CT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Gauss Rifle.
            *** Gauss Rifle EXPLODES!  20 DAMAGE! ***
                'OMEGA' SHP-4X (Eclipse.2) takes 20 damage to CT.
                    remaining 19 damage redirected by CASE II.
        critical hit nullified by CASE II on an 8+ rolls 3.
                     44 Internal Structure remaining.
                    Critical hit on CT.         Roll is (11+2) = 13;         3 locations.
                    CRITICAL HIT on Gauss Rifle.
                    CRITICAL HIT on Superheavy Gyro.
                    CRITICAL HIT on Engine.

        Pilot of 'OMEGA' SHP-4X (Eclipse.2) "Kristi Williams" takes 2 damage (2 total hits).
        Pilot of 'OMEGA' SHP-4X (Eclipse.2) "Kristi Williams" needs a 3 to stay conscious.  Rolls 11 : successful!
        Pilot of 'OMEGA' SHP-4X (Eclipse.2) "Kristi Williams" needs a 5 to stay conscious.  Rolls 6 : successful!



    AC/10 (Caseless  ammo) at 'OMEGA' SHP-4X (Eclipse.2); needs 3, rolls 7 : hits  CT
        'OMEGA' SHP-4X (Eclipse.2) takes 10 damage to CT.
            40 Armor remaining.


    AC/10 (Caseless  ammo) at 'OMEGA' SHP-4X (Eclipse.2); needs 3, rolls 6 : hits  LL
        'OMEGA' SHP-4X (Eclipse.2) takes 10 damage to LL.
            52 Armor remaining.


    AC/10 (Caseless  ammo) at 'OMEGA' SHP-4X (Eclipse.2); needs 3, rolls 11 : hits  RA
        'OMEGA' SHP-4X (Eclipse.2) takes 10 damage to RA.
            34 Armor remaining.




'OMEGA' SHP-4X (Eclipse.2) must make 2 piloting skill roll(s) (gyro hit; 40+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (hard to pilot)].
    Roll #1, (5 (Base piloting skill) + 1 (hard to pilot) + 3 (gyro hit) + 2 (40+ damage)); needs 11, rolls 6 : falls.
    'OMEGA' SHP-4X (Eclipse.2) falls on its right side, suffering 15 damage.
        'OMEGA' SHP-4X (Eclipse.2) takes 5 damage to LTR.
            14 Armor remaining.
        'OMEGA' SHP-4X (Eclipse.2) takes 5 damage to RL.
            57 Armor remaining.
        'OMEGA' SHP-4X (Eclipse.2) takes 5 damage to CTR.
            Armor destroyed.
             40 Internal Structure remaining.
            Critical hit on CT. Roll is (6+2) = 8; 1 location.
            CRITICAL HIT on Superheavy Gyro.

Pilot of 'OMEGA' SHP-4X (Eclipse.2) "Kristi Williams" must roll 11 to avoid damage; rolls 11 : succeeds
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 30 October 2017, 05:51:34
Wow. That brutal on the pilot. Hard to pilot quirk is nasty when that kind damage happens.  Glad the pilot survived!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 01 November 2017, 07:18:46
Not exactly a 'crazy hit', but this pilot has been in the infirmary for months.

Code: [Select]
Lt JG Lee tai hoi Sa
16 October 3028
Returned from combat with the following new injuries:
A sprained right leg
Chronic traumatic encephalopathy

Its now 24 January 3029 and she *still* has another 83 days in hospital.  Its faster to heal an amputated limb.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 01 November 2017, 17:31:32
It is also chronic. I had two of those in successive battles. I hope the people in the care homes are nice to them.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 03 November 2017, 22:20:29
Man...I hate it when that happens

Weapons fire for Mad Cat Mk II Hyper #2 (Eclipse)
    RISC Hyper Laser at Mad Cat Mk II Hyper (Eclipse); needs 3, rolls 7 : hits  CT
        Mad Cat Mk II Hyper (Eclipse) takes 20 damage to CT.
            18 Armor remaining.


    RISC Hyper Laser at Mad Cat Mk II Hyper (Eclipse); needs 3, rolls 7 : hits  HD
        Mad Cat Mk II Hyper (Eclipse) takes 20 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Mad Cat Mk II Hyper (Eclipse) DESTROYED by damage! ***
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Mad Cat Mk II Hyper (Eclipse) "Aatifa Abdul-Hakam" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Easy on 03 November 2017, 23:48:48
cleanup
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 November 2017, 06:51:48
Easy, I have a guy i run Op force for.  He uses Edge to save the commanders he operates. Frankly it worked well given the nature of MM random kills to it's commander.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 04 November 2017, 09:32:31
*cough* You let Mad Cats shoot 20 pt lasers at you on 3s, you got it coming. *cough*

I mean, no apologies, Hammer, but I won't do a campaign anymore that isn't more than a one-off without automatic ejection and head/crit edge. It's just not worth the time assembling and customizing units, leveling pilots, etc just to lose them to headshots all the time.

IMO, this is why these optional rules exist, to reflect the very real principle that pilots will try to protect themselves by whatever means they can.

I'm not trying to stump on your misfortune, but losing favorite pilots all the time...

Or maybe there is something in those attacks about stuff we are working on for Megamek. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Easy on 04 November 2017, 10:50:03
cleanup
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 07 November 2017, 01:12:59
7/8 super ultra green pilot gets her first kill

Code: [Select]
Weapons fire for Firestarter FS9-H ID:22 (TBA)
    Medium Laser at Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth); needs 11, rolls 12 : hits  (using Left Side table) TU (critical)
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) takes 5 damage to TU (critical).
            11 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** SRM 6 Ammo EXPLODES!  168 DAMAGE! ***
*** SRM 2 Ammo EXPLODES!  200 DAMAGE! ***
*** LRM 5 Ammo EXPLODES!  110 DAMAGE! ***
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) takes 878 damage to TU.
             SECTION DESTROYED.
*** Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) DESTROYED by damage! ***
            Critical hit on TU. Roll is 10;Critical hit on Machine Gun.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hex 1225: terrain takes 43 damage.
        Jenner JR7-D ID:31 (Federated Commonwealth) is hit for 43 damage!
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to RA.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +Medium Laser.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Jenner JR7-D ID:31 (Federated Commonwealth) "Fadey Daminov" takes 1 damage (1 total hits).
        
Pilot of Jenner JR7-D ID:31 (Federated Commonwealth) "Fadey Daminov" needs a 3 to stay conscious.  Rolls 11 : successful!
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to LL.
            1 Armor remaining.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 7; no effect.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to CT.
            5 Armor remaining.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to CT.
            0 Armor remaining.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to RL.
            1 Armor remaining.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 5 damage to RL.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RL. Roll is 7; no effect.
        Jenner JR7-D ID:31 (Federated Commonwealth) takes 3 damage to LL.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.

   Scimitar Medium Hover Tank (Standard) ID:35 fails to take shelter from the blast!

        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) is hit for 43 damage!
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to TU.
            16 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RR.
            13 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RR.
            8 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RS.
            13 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RS.
            8 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RR.
            3 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RR.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RR. Roll is 6; Engine destroyed.  Immobile.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to RR.
             SECTION DESTROYED.
*** Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
            Critical hit on RR. Roll is 7; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  192 DAMAGE! ***
*** AC/5 Ammo EXPLODES!  95 DAMAGE! ***
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 287 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hex 1225: terrain takes 14 damage.
        Hex 1024: terrain takes 14 damage.
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) is hit for 14 damage!
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) takes 5 damage to LS.
            15 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) takes 5 damage to LS.
            10 Armor remaining.
        Maxim Heavy Hover Transport (Standard) ID:27 (Federated Commonwealth) takes 4 damage to FR.
            16 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Darter Scout Car (Standard) ID:32 (Federated Commonwealth) is hit for 14 damage!
        Darter Scout Car (Standard) ID:32 (Federated Commonwealth) takes 5 damage to RR.
            3 Armor remaining.
        Darter Scout Car (Standard) ID:32 (Federated Commonwealth) takes 5 damage to RR (critical).
            Armor destroyed.
             SECTION DESTROYED.
*** Darter Scout Car (Standard) ID:32 (Federated Commonwealth) DESTROYED by damage! ***
            Critical hit on RR. Roll is 6; Engine destroyed.  Immobile.
            Critical hit on RR. Roll is 11; Ammunition Hit!
*** Machine Gun Ammo EXPLODES!  398 DAMAGE! ***
        Darter Scout Car (Standard) ID:32 (Federated Commonwealth) takes 398 damage to RR.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hex 1024: terrain takes 19 damage.
        Phoenix Hawk PXH-1 ID:23 (TBA) is hit for 19 damage!
        Phoenix Hawk PXH-1 ID:23 (TBA) takes 5 damage to LA.
            5 Armor remaining.
        Phoenix Hawk PXH-1 ID:23 (TBA) takes 5 damage to CT.
            18 Armor remaining.
        Phoenix Hawk PXH-1 ID:23 (TBA) takes 5 damage to LL.
            10 Armor remaining.
        Phoenix Hawk PXH-1 ID:23 (TBA) takes 4 damage to LL.
            6 Armor remaining.

        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) is hit for 19 damage!
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to TU.
            11 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to FR.
            16 Armor remaining.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 5 damage to FR.
            11 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 4 damage to FR.
            7 Armor remaining.


        End Secondary Damage Report.
        Darter Scout Car (Standard) ID:32 (Federated Commonwealth) takes 4 damage to RR.


        End Secondary Damage Report.
        Scimitar Medium Hover Tank (Standard) ID:35 (Federated Commonwealth) takes 3 damage to RR.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 07 November 2017, 01:20:14
When you try throwing someone off a cliff into the sea but uh...

Code: [Select]
Physical attacks for Locust LCT-1E ID:10 (TBA)
    Charging Vulcan VL-2T ID:44 (Federated Commonwealth (Reinforcements)) ID:44; needs 5, rolls 4 :
misses.
    Locust LCT-1E ID:10 (TBA) is displaced into hex 1830, violating stacking with Locust LCT-1S ID:33 (TBA).
        Locust LCT-1S ID:33 (TBA) is unable to step out of the domino effect!
Locust LCT-1S ID:33 (TBA) falls 3 level(s) into hex 1730
    Locust LCT-1S ID:33 (TBA) falls on its rear, suffering 3 damage when hitting the water surface and 2 when hitting the ground.
        Locust LCT-1S ID:33 (TBA) takes 3 damage to CTR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is 6; no effect.
        Locust LCT-1S ID:33 (TBA) takes 2 damage to LL.
            4 Armor remaining.
            Possible breach on LL. Roll is 2: no breach.
 Locust LCT-1S ID:33 CT BREACHED
*** Locust LCT-1S ID:33 (TBA) DESTROYED by hull breach! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 07 November 2017, 07:20:10
That's a *really* big crater from one medium laser.  O0
Title: cleanup
Post by: Easy on 20 November 2017, 00:42:10
cleanup
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 20 November 2017, 17:58:56
Shadow Hawk SHD-2H "Ninety Eight"

Nice one, Ninety-eight! That's proper 'mech brawling!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 20 November 2017, 19:14:55
Shadow Hawk SHD-2H "Ninety Eight"


I hereby award Ninety-Eight with the Disproportionate Carnage award for taking down two 'Mechs, both with physcal attacks. And, by the way, looking amazing while doing it.

Also, he gets the Kevin Sembedia's Revenge award for purely silly reasons.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 20 November 2017, 21:21:45
Well, i was playing op force for a friend.  He's doing campaign.  He using edge to protect him from the unfortunate effects of MegaMek dice rolling. Didn't do any of any good!!! But he dodged the bullet the literally.

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Griffin GRF-1N (Max)
    PPC at Victor VTR-9B (Wrangler); needs 5, rolls 7 : hits  RT
        Victor VTR-9B (Wrangler) takes 10 damage to RT.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 4; no effect.


Weapons fire for Archer ARC-2R (Wrangler)
    LRM 20 at Crusader CRD-5M (Max); needs 8, rolls 8 : AMS engaged! 12 missile(s) hit (w/ -4 malus).
        Crusader CRD-5M (Max) takes 5 damage to CT.
            15 Armor remaining.
        Crusader CRD-5M (Max) takes 5 damage to RT.
            7 Armor remaining.
        Crusader CRD-5M (Max) takes 2 damage to LL.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on +Streak SRM 2.
        Crusader CRD-5M (Max) takes 1 damage to LT.
            8 Armor remaining.
    LRM 20 at Crusader CRD-5M (Max); needs 8, rolls 7 : misses

Weapons fire for Crusader CRD-5M (Max)
    Streak SRM 2 at Victor VTR-9B (Wrangler); needs 7, rolls 10 : 2 missile(s) hit.

        Victor VTR-9B (Wrangler) takes 2 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on AC/20 Ammo (4).
            *** AC/20 Ammo EXPLODES!  80 DAMAGE! ***
                >Victor VTR-9B (Wrangler) suffers catastrophic damage, but the autoeject system was engaged.
            
Victor VTR-9B (Wrangler) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 11 : succeeds.
                    The pilot ejects safely!
        *** Victor VTR-9B (Wrangler) DESTROYED by ejection! ***
                Victor VTR-9B (Wrangler) takes 80 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                75 damage transfers to CT.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on AC/20 Ammo (5).
                    *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
                        Victor VTR-9B (Wrangler) takes 100 damage to RT.
                        100 damage transfers to CT.
                        Victor VTR-9B (Wrangler) takes 100 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is 4;                 no effect.

                Pilot of Victor VTR-9B (Wrangler) "Steve Craske" has ejected, so no damage is dealt!

                Victor VTR-9B (Wrangler) takes 75 damage to CT.

        Pilot of Victor VTR-9B (Wrangler) "Steve Craske" has ejected, so no damage is dealt!

        Victor VTR-9B (Wrangler) takes 2 damage to LL.
            3 Armor remaining.

    Streak SRM 2 at Victor VTR-9B (Wrangler); needs 7, rolls 6 : fails to achieve lock.

    Medium Laser at Victor VTR-9B (Wrangler); needs 7, rolls 10 : hits  LL (critical)
        Victor VTR-9B (Wrangler) takes 5 damage to LL (critical).
            Armor destroyed.
             15 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.
            Critical hit on LL. Roll is 7; no effect.

    Medium Laser at Victor VTR-9B (Wrangler); needs 7, rolls 7 : hits  LL
        Victor VTR-9B (Wrangler) takes 5 damage to LL.
             10 Internal Structure remaining.
            Critical hit on LL. Roll is 3; no effect.

    Flamer at Victor VTR-9B (Wrangler); needs 11, rolls 10 : misses


    Machine Gun at Victor VTR-9B (Wrangler); needs 11, rolls 2 : misses

    LRM 15 at Stalker STK-3F (Wrangler); needs 8, rolls 12 : 9 missile(s) hit.

        Stalker STK-3F (Wrangler) takes 5 damage to LT.
            20 Armor remaining.

        Stalker STK-3F (Wrangler) takes 4 damage to RL.
            21 Armor remaining.


Weapons fire for Victor VTR-9B (Wrangler)
    Medium Laser at Crusader CRD-5M (Max); needs 7, rolls 2 : misses


    Medium Laser at Crusader CRD-5M (Max); needs 7, rolls 6 : misses


    AC/20 at Crusader CRD-5M (Max); needs 7, rolls 7 : hits  RL
        
Crusader CRD-5M (Max) takes hit at HD, but it is rerolled with edge.
        
Crusader CRD-5M (Max) has 0 edge remaining.
        Crusader CRD-5M (Max) takes 20 damage to RL.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Streak SRM 2.
            CRITICAL HIT on Hip.


    SRM 4 at Crusader CRD-5M (Max); needs 7, rolls 7 : 3 missile(s) hit.

        Crusader CRD-5M (Max) takes 2 damage to LT.
            6 Armor remaining.

        Crusader CRD-5M (Max) takes 2 damage to CT (critical).
            13 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.

        Crusader CRD-5M (Max) takes 2 damage to RT.
            5 Armor remaining.


Weapons fire for Wolverine WVR-7M (Max)
    SRM 6 at Victor VTR-9B (Wrangler); needs 9, rolls 6 : misses


    Medium Pulse Laser at Victor VTR-9B (Wrangler); needs 9, rolls 9 : hits  CT
        Victor VTR-9B (Wrangler) takes 6 damage to CT.


    Medium Pulse Laser at Victor VTR-9B (Wrangler); needs 9, rolls 10 : hits  RT
        Victor VTR-9B (Wrangler) takes 6 damage to RT.
        6 damage transfers to CT.
        Victor VTR-9B (Wrangler) takes 6 damage to CT.


    ER Large Laser at Victor VTR-9B (Wrangler); needs 9, rolls 7 : misses


Weapons fire for Stalker STK-3F (Wrangler)
    LRM 10 at Crusader CRD-5M (Max); needs 7, rolls 7 : 6 missile(s) hit (using Partial cover (horizontal 50%) table).

        Crusader CRD-5M (Max) takes 5 damage to RT.
            0 Armor remaining.

        Crusader CRD-5M suffers no damage. (LL behind cover)


    LRM 10 at Crusader CRD-5M (Max); needs 7, rolls 4 : misses


    Large Laser at Crusader CRD-5M (Max); needs 9, rolls 5 : misses




Crusader CRD-5M (Max) must make 3 piloting skill roll(s) (leg destroyed; hip actuator hit; 20+ damage).
The base target is 6 [4 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
    Crusader CRD-5M (Max) falls on its right side, suffering 7 damage.
        Crusader CRD-5M (Max) takes 5 damage to LT.
            1 Armor remaining.
        Crusader CRD-5M (Max) takes 2 damage to RA.
            11 Armor remaining.

Pilot of Crusader CRD-5M (Max) "Lieutenant Ethan Vance" must roll 14 to avoid damage; rolls 3 : fails.
        Pilot of Crusader CRD-5M (Max) "Lieutenant Ethan Vance" takes 1 damage (2 total hits).
        Pilot of Crusader CRD-5M (Max) "Lieutenant Ethan Vance" needs a 5 to stay conscious.  Rolls 3 : blacks out.
[Code]
Edge to the rescue!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 December 2017, 20:51:03
Dueling Griffins...duel does not go well.  :o
Don't feel too bad for Max, he waxed all the other members of my Lance.  Griffin i was destroyed by him using last of his LRM Ammo in this turn.

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Griffin GRF-1N (Max)
    PPC at Griffin GRF-1DS (Wrangler); needs 7, rolls 7 : hits  LA
        Griffin GRF-1DS (Wrangler) takes 10 damage to LA.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LA. Roll is 5; no effect.
        Griffin GRF-1DS (Wrangler) takes 2 damage to LT.
            3 Armor remaining.


    LRM 10 at Griffin GRF-1DS (Wrangler); needs 9, rolls 6 : misses


Weapons fire for Griffin GRF-1DS (Wrangler)
    LRM 20 at Griffin GRF-1N (Max); needs 9, rolls 5 : misses


    Large Pulse Laser at Griffin GRF-1N (Max); needs 7, rolls 9 : hits  RT (critical)
        Griffin GRF-1N (Max) takes 9 damage to RT (critical).
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on Jump Jet.
           
Critical hit at explosive equipment. Edge used for reroll. 0 edge remaining.
            CRITICAL HIT on LRM 10 Ammo (8).
            *** LRM 10 Ammo EXPLODES!  80 DAMAGE! ***
                >Griffin GRF-1N (Max) suffers catastrophic damage, but the autoeject system was engaged.
           
Griffin GRF-1N (Max) must make a piloting skill check (landing off the board).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing off the board)], rolls 8 : succeeds.
                    The pilot ejects safely and lands far from the battle!
        *** Griffin GRF-1N (Max) DESTROYED by ejection! ***
                Griffin GRF-1N (Max) takes 80 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                68 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Griffin GRF-1N (Max) takes 68 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 5;         no effect.

        Pilot of Griffin GRF-1N (Max) "Sergeant Michelle Wilkins" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Qwertronix on 08 December 2017, 01:13:27
I'm early into a ComStar-sponsored Pirate Hunting contract when an Allied Traitors special mission comes up. Uh oh. I roll up to see which 'Mech gets ambushed... 1. Crap. That's my unit commander in an Archer. My opposition is one heavily-armed Black Knight BL-6-KNT (more armor, more weapons, more heatsinks, and more speed than my archer...) and one MAD-1R. My only advantages here are that it's pitch black, and the unit commander is a pretty good pilot.

I win initiative for both deployment and the first round (whew) and, since I've still got those four lasers and battle fists after all... I make a beeline for the Marauder, hoping I can at least take out some of the weapons on the thing then I can focus on the Black Knight.

Well, I guess that worked, in a sense.

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Archer ARC-2R Mk II (Grim Ronin)
    Kick (Left leg) at Marauder MAD-1R (ComStar); needs 4, rolls 8 :  - Direct Blow - hits (using Punch table) HD
        Marauder MAD-1R (ComStar) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Marauder MAD-1R (ComStar) DESTROYED by damage! ***
            Critical hit on HD. Roll is (5+3) = 8; no effect.

        Pilot of Marauder MAD-1R (ComStar) "Malorie  Winter" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Baktru on 17 December 2017, 10:33:23
In my AtB campaign I finally saved up to buy a brand new Thunderbolt.  Then it goes to fight against some vehicles...  And in turn 1...

Code: [Select]
Weapons fire for Scorpion Light Tank (Standard) (Lyran Commonwealth)
    AC/5 at Thunderbolt TDR-5S (Shakira's Wrath); needs 9, rolls 6 : misses


    Machine Gun at Thunderbolt TDR-5S (Shakira's Wrath); needs 6, rolls 7 : hits  CT (critical)
        Thunderbolt TDR-5S (Shakira's Wrath) takes 2 damage to CT (critical).
            28 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on LRM 15 Ammo (8).
            *** LRM 15 Ammo EXPLODES!  120 DAMAGE! ***
                >Thunderbolt TDR-5S (Shakira's Wrath) suffers catastrophic damage, but the autoeject system was engaged.

That's right...  Brand new mech, ammo cooks up the first time it's hit!

I want my moneyz back..
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 19 December 2017, 06:56:10
Round 1:
Code: [Select]
Weapons fire for Javelin JVN-10N (Federated Suns)
    SRM 6 at Panther PNT-9R (Fiona's Furies - Succession Wars); needs 6, rolls 9 :  - Direct Blow - 6 missile(s) hit (w/ +3 bonus).

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to CT.
            12 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" takes 1 damage (1 total hits).
       
Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" needs a 3 to stay conscious.  Rolls 5 : successful!

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to RA.
            8 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to RL.
            10 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to RL.
            8 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to CT.
            10 Armor remaining.


    SRM 6 at Panther PNT-9R (Fiona's Furies - Succession Wars); needs 6, rolls 7 : 6 missile(s) hit (w/ +1 bonus).

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to HD.
            5 Armor remaining.

        Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" takes 1 damage (2 total hits).
       
Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" needs a 5 to stay conscious.  Rolls 8 : successful!

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to RL.
            6 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to HD.
            3 Armor remaining.

        Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" takes 1 damage (3 total hits).
       
Pilot of Panther PNT-9R (Fiona's Furies - Succession Wars) "Wilmar Kohlsaat" needs a 7 to stay conscious.  Rolls 4 : blacks out.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to RT.
            8 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to CT.
            8 Armor remaining.

        Panther PNT-9R (Fiona's Furies - Succession Wars) takes 2 damage to LL.
            10 Armor remaining.

Round 2:
Code: [Select]
Weapons fire for Javelin JVN-10N (Federated Suns)
    SRM 6 at Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars); needs 7, rolls 10 :  - Direct Blow - 6 missile(s) hit (w/ +3 bonus).

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to LT.
            13 Armor remaining.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to LT.
            11 Armor remaining.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to RL.
            13 Armor remaining.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to LL.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is (5+1) = 6; no effect.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to HD.
            4 Armor remaining.

        Pilot of Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) "Lieutenant JG Antje Fleischer" takes 1 damage (1 total hits).
       
Pilot of Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) "Lieutenant JG Antje Fleischer" needs a 3 to stay conscious.  Rolls 5 : successful!

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to RT.
            12 Armor remaining.


    SRM 6 at Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars); needs 7, rolls 7 :  - Glancing Blow - 4 missile(s) hit (w/ -3 malus).

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to LA.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is (7-2) = 5; no effect.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to LL.
             7 Internal Structure remaining.
            Critical hit on LL. Roll is (7-2) = 5; no effect.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to RT.
            10 Armor remaining.

        Phoenix Hawk PXH-1 (Fiona's Furies - Succession Wars) takes 2 damage to RT.
            8 Armor remaining.

4 shots, 4 head hits...

And to rub it in:
Code: [Select]
Javelin JVN-10N (Federated Suns) must make 5 piloting skill roll(s) (was kicked; missed a kick; hip actuator hit; leg/foot actuator hit; was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked) + 0 (missed a kick) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 7 : succeeds.
    Roll #2, (4 (Base piloting skill) + 0 (missed a kick) + 0 (was kicked) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 8 : succeeds.
    Roll #3, (4 (Base piloting skill) + 2 (hip actuator hit) + 0 (was kicked) + 0 (missed a kick) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 7 : succeeds.
    Roll #4, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 0 (was kicked) + 0 (missed a kick) + 2 (hip actuator hit) + 0 (was kicked)); needs 7, rolls 12 : succeeds.
    Roll #5, (4 (Base piloting skill) + 0 (was kicked) + 0 (was kicked) + 0 (missed a kick) + 2 (hip actuator hit) + 1 (leg/foot actuator hit)); needs 7, rolls 7 : succeeds.

Round 3: Revenge!   >:D
Code: [Select]
Weapons fire for Vindicator VND-1R #2 (Fiona's Furies - Succession Wars)
    PPC at Javelin JVN-10N (Federated Suns); needs 7, rolls 12 :  - Direct Blow - hits  (using Left Side table) LT
        Javelin JVN-10N (Federated Suns) takes 11 damage to LT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is (9+3) = 12; 2 locations.
            CRITICAL HIT on SRM 6 Ammo (11).
            *** SRM 6 Ammo EXPLODES!  132 DAMAGE! ***
                >Javelin JVN-10N (Federated Suns) suffers catastrophic damage, but the autoeject system was engaged.
            
Javelin JVN-10N (Federated Suns) must make a piloting skill check (Low-G).
            Needs 5 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Low-G)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Javelin JVN-10N (Federated Suns) DESTROYED by ejection! ***
                Javelin JVN-10N (Federated Suns) takes 132 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                128 damage transfers to CT.
                    Critical hit on LT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on SRM 6.
                    CRITICAL HIT on SRM 6.
                Javelin JVN-10N (Federated Suns) takes 128 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Valkyrie VLK-QA (Federated Suns) is hit for 6 damage!
                Valkyrie VLK-QA (Federated Suns) takes 5 damage to LL.
                    7 Armor remaining.
                Valkyrie VLK-QA (Federated Suns) takes 1 damage to LA.
                    8 Armor remaining.


                End Secondary Damage Report.

        Pilot of Javelin JVN-10N (Federated Suns) "Dan Banks" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Baktru on 20 December 2017, 11:30:41
Yeah I have a javelin on my team now (to replace that Thunderbolt that was oneshot by a machinegun...).  It's a nasty little mech.
Title: Re: Skidding?!
Post by: Hythos on 21 December 2017, 13:15:19
Is this even possible, even on a critical failure?
** Note - the unit had moved 3 hexes forward before making a turn...

Quote
Commando COM-4H #2 must make a piloting skill check while moving in hex 0906 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 0 (running & turning on pavement)], rolls 2 : falls.
Commando COM-4H #2 falls 0 level(s) into hex 0906
    Commando COM-4H #2 falls on its front, suffering 3 damage.
        Commando COM-4H #2 takes 3 damage to CT.
            5 Armor remaining.

Pilot of Commando COM-4H #2 "Lieselotte Thorbjørnsen" must roll 5 to avoid damage; rolls 4 : fails.
        Pilot of Commando COM-4H #2 "Lieselotte Thorbjørnsen" takes 1 damage (1 total hits).
        
Pilot of Commando COM-4H #2 "Lieselotte Thorbjørnsen" needs a 3 to stay conscious.  Rolls 7 : successful!

    Skids into Building #483009518 in hex 0907.
        Hardened Standard Building #483009518 absorbs 5 points of damage.
        Commando COM-4H #2 takes 100 damage to LA.
            Armor destroyed.
             SECTION DESTROYED.
        90 damage transfers to LT.
            Critical hit on LA. Roll is (5+4) = 9; 1 location.
            CRITICAL HIT on Upper Arm.
        Commando COM-4H #2 takes 90 damage to LT.
            Armor destroyed.
             SECTION DESTROYED.
        78 damage transfers to CT.
            Critical hit on LT. Roll is (6+4) = 10; 1 location.
            CRITICAL HIT on Heat Sink.
        Commando COM-4H #2 takes 78 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
        Commando COM-4H #2 has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 9.
        Engine safety systems remain in place.
*** Commando COM-4H #2 DESTROYED by damage! ***
            
Lieselotte Thorbjørnsen has abandoned Commando COM-4H #2.
            Critical hit on CT. Roll is (6+4) = 10; 1 location.
            CRITICAL HIT on Engine.

Building #483009518 in Hex 0907 is entered and has unknown basement, rolls 7: no basement.
    Commando COM-4H #2 suffers 0 damage from the skid.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 22 December 2017, 22:16:32
An airmech strike against a fresh Hunchback...

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

Weapons fire for Stinger LAM STG-A5 #2 (Harold)
    Medium Laser at Hunchback HBK-4G (Princess); needs 7, rolls 7 : hits  CT (critical)
        Hunchback HBK-4G (Princess) takes 5 damage to CT (critical).
            21 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Hunchback HBK-4G (Princess) DESTROYED by engine destruction! ***


    Medium Laser at Hunchback HBK-4G (Princess); needs 7, rolls 5 : misses


    Medium Laser at Hunchback HBK-4G (Princess); needs 7, rolls 5 : misses
Title: Re: Skidding?!
Post by: Hammer on 22 December 2017, 22:41:01
<snip>

Looks like a bug to me. I've open a bug ticket for it here - https://github.com/MegaMek/megamek/issues/823
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 13 January 2018, 23:35:06
Nickaragua taught Princess how to use aero and bombs if anyone didnt know.

Code: [Select]
Weapons fire for Heavy Strike Fighter Meteor (CCAF)
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 7 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to LT.
            11 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to CT.
            20 Armor remaining.
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 7 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
             Heavy Woods converted to Light Woods!
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to LA.
            8 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to CT.
            15 Armor remaining.
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 9 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to RT.
            11 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to CT.
            10 Armor remaining.
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 3 : misses the intended hex 2333.
    HE Bomb scatters to hex 2031!
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 6 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to LA.
            3 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to LA.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 9 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
             Light Woods converted to Rough!
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to RA.
            8 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to LT.
            6 Armor remaining.
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 9 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to CT.
            5 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" takes 1 damage (1 total hits).
        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" needs a 3 to stay conscious.  Rolls 9 : successful!
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 8 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to CT.
            0 Armor remaining.
        Black Lanner E (BLOODWOLF) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" takes 1 damage (2 total hits).
        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" needs a 5 to stay conscious.  Rolls 9 : successful!
    Dive Bomb at Hex: 2333 (Bomb)needs 6, rolls 7 : hits the intended hex 2333.
    HE Bomb incoming!
        Hex 2333: terrain takes 20 damage.
Black Lanner E (BLOODWOLF) hit for 10 damage.
        Black Lanner E (BLOODWOLF) takes 5 damage to LA.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Standard ATM/12 Ammo (5).
            *** Standard ATM/12 Ammo EXPLODES!  120 DAMAGE! ***
                Black Lanner E (BLOODWOLF) takes 120 damage to LA.
                     SECTION DESTROYED.
                    remaining 118 damage prevented by CASE.
                    Critical hit on LA.         Roll is 9;         1 location.
                    CRITICAL HIT on ATM 12.

        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" takes 2 damage (4 total hits).
        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" needs a 7 to stay conscious.  Rolls 10 : successful!
        Pilot of Black Lanner E (BLOODWOLF) "Stacia Hor" needs a 10 to stay conscious.  Rolls 4 : blacks out.

        Black Lanner E (BLOODWOLF) takes 5 damage to LA.
        5 damage transfers to LT.
        Black Lanner E (BLOODWOLF) takes 5 damage to LT.
            1 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 20 January 2018, 14:56:20
Well, that was embarrassing. I have no idea why Princess decided that a Ferret should fly down the gun barrel of a Patton, but it did. And then the MG ammo went up ...

Code: [Select]
Weapons fire for Patton Tank (Standard) ID:123 (Simon)
    AC/10 at Ferret Light Scout VTOL (Armor) 'Wild Weasel' ID:111 (Sc); needs 9, rolls 10 : hits  RS
        Ferret Light Scout VTOL (Armor) 'Wild Weasel' ID:111 (Sc) takes 10 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
*** Ferret Light Scout VTOL (Armor) 'Wild Weasel' ID:111 (Sc) DESTROYED by damage! ***
            Critical hit on RS. Roll is 11; Ammunition Hit!
*** Half Machine Gun Ammo EXPLODES!  198 DAMAGE! ***
        Ferret Light Scout VTOL (Armor) 'Wild Weasel' ID:111 (Sc) takes 198 damage to RS.

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Light Standard Building #1959974498 absorbs 9 points of damage.
        Hex 1007: terrain takes 9 damage.
        Hex 0909: terrain takes 9 damage.
        Hex 0908: terrain takes 9 damage.
        Patton Tank (Standard) ID:123 (Simon) is hit for 9 damage!
        Patton Tank (Standard) ID:123 (Simon) takes 5 damage to RS.
            41 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Patton Tank (Standard) ID:123 (Simon) takes 4 damage to RS (critical).
            37 Armor remaining.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.

        Patton Tank (Standard) ID:125 (Simon) is hit for 9 damage!
        Patton Tank (Standard) ID:125 (Simon) takes 5 damage to FR.
            46 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Patton Tank (Standard) ID:125 (Simon) takes 4 damage to FR.
            42 Armor remaining.
            Chance for motive system damage. Roll is 14; (w/ +2 bonus)
             Major damage, vehicle immobile.

        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 27 January 2018, 07:36:50
Op successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 07 February 2018, 20:17:32
Another battle, another MG ammo explosion ... although this one was slightly more expensive. If anyone's ever wondered how to take down a pretty-much pristine* Banshee in one round with a Phoenix Hawk, without DFA ...

Step 1: Knock out the (surprisingly feeble) Banshee pilot with a lucky head hit.

Code: [Select]
Weapons fire for Phoenix Hawk PXH-1 ID:8 (Sk)
    Medium Laser at Banshee BNC-3S ID:1 (Simon); needs 6, rolls 8 : hits  (using Right Side table) RT
        Banshee BNC-3S ID:1 (Simon) takes 6 damage to RT.
            24 Armor remaining.

    Medium Laser at Banshee BNC-3S ID:1 (Simon); needs 6, rolls 6 :  - Glancing Blow - hits  (using Right Side table) HD
        Banshee BNC-3S ID:1 (Simon) takes 3 damage to HD.
            6 Armor remaining.

        Pilot of Banshee BNC-3S ID:1 (Simon) "Fayza Elahi" takes 1 damage (1 total hits).
       
Pilot of Banshee BNC-3S ID:1 (Simon) "Fayza Elahi" needs a 3 to stay conscious.  Rolls 2 : blacks out.

    Machine Gun at Banshee BNC-3S ID:1 (Simon); needs 6, rolls 10 :  - Direct Blow - hits  (using Right Side table) RT
        Banshee BNC-3S ID:1 (Simon) takes 3 damage to RT.
            21 Armor remaining.

    Machine Gun at Banshee BNC-3S ID:1 (Simon); needs 6, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Step 2: Get punched straight in the ammo bin by an Archer immediately after losing all centre torso armour (in the same round).

Code: [Select]
Physical attacks for Archer ARC-2S ID:2 (Simon)
    Punch (Left Arm) at Phoenix Hawk PXH-1 ID:8 (Sk) ID:8; needs 6, rolls 6 :  - Glancing Blow - hits (using Punch table) CT
        Phoenix Hawk PXH-1 ID:8 (Sk) takes 3 damage to CT.
             6 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Machine Gun Ammo (196).
            *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                >Phoenix Hawk PXH-1 ID:8 (Sk) suffers catastrophic damage, but the autoeject system was engaged.
           
Phoenix Hawk PXH-1 ID:8 (Sk) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : succeeds.
                    The pilot ejects safely!
        *** Phoenix Hawk PXH-1 ID:8 (Sk) DESTROYED by ejection! ***
                Phoenix Hawk PXH-1 ID:8 (Sk) takes 392 damage to CT.
                     SECTION DESTROYED.
                Phoenix Hawk PXH-1 ID:8 (Sk) has taken 5 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is (11+4) = 15;         3 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hardened Standard Building #876812154 absorbs 19 points of damage.
                Hex 0809: terrain takes 39 damage.
                Hex 0808: terrain takes 19 damage.
                Hex 0909: terrain takes 19 damage.
                Hex 0910: terrain takes 19 damage.
                Hex 0810: terrain takes 19 damage.
                Hex 0710: terrain takes 19 damage.
                Hex 0709: terrain takes 19 damage.
                Banshee BNC-3S ID:1 (Simon) is hit for 19 damage!
                Banshee BNC-3S ID:1 (Simon) takes 5 damage to HD.
                    1 Armor remaining.

                Pilot of Banshee BNC-3S ID:1 (Simon) "Fayza Elahi" takes 1 damage (2 total hits).
                Banshee BNC-3S ID:1 (Simon) takes 5 damage to HD.
                    Armor destroyed.
                     SECTION DESTROYED.
        *** Banshee BNC-3S ID:1 (Simon) DESTROYED by damage! ***
                >Banshee BNC-3S ID:1 (Simon) suffers catastrophic damage, but the autoeject system was engaged.
           
Banshee BNC-3S ID:1 (Simon) must make a piloting skill check (landing in clear terrain).
            Needs 10 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 9 : fails.

                Pilot of MechWarrior Fayza Elahi ID:11 (Simon) "Fayza Elahi" takes 4 damage, killing the pilot (6 total hits).
                    Critical hit on HD.         Roll is 9;         1 location.
                    CRITICAL HIT on Life Support.

                Pilot of Banshee BNC-3S ID:1 (Simon) "Fayza Elahi" is already dead, so no damage is dealt!
                Banshee BNC-3S ID:1 (Simon) takes 5 damage to RA.
                    4 Armor remaining.
                Banshee BNC-3S ID:1 (Simon) takes 4 damage to RA.
                    0 Armor remaining.

                Archer ARC-2S ID:2 (Simon) is hit for 19 damage!
                Archer ARC-2S ID:2 (Simon) takes 5 damage to LT.
                    19 Armor remaining.
                Archer ARC-2S ID:2 (Simon) takes 5 damage to RL (critical).
                    21 Armor remaining.
                    Critical hit on RL.         Roll is 11;         2 locations.
                    CRITICAL HIT on Upper Leg.
                    CRITICAL HIT on Lower Leg.
                Archer ARC-2S ID:2 (Simon) takes 5 damage to CT.
                    28 Armor remaining.
                Archer ARC-2S ID:2 (Simon) takes 4 damage to RT.
                    20 Armor remaining.

                Rifleman RFL-3C ID:3 (Simon) is hit for 19 damage!
                Rifleman RFL-3C ID:3 (Simon) takes 5 damage to RA.
                    10 Armor remaining.
                Rifleman RFL-3C ID:3 (Simon) takes 5 damage to RL.
                    8 Armor remaining.
                Rifleman RFL-3C ID:3 (Simon) takes 5 damage to RL.
                    3 Armor remaining.
                Rifleman RFL-3C ID:3 (Simon) takes 4 damage to RT.
                Needs 7+ to destroy Searchlight, rolls 7.
                Searchlight destroyed!
                    11 Armor remaining.

                End Secondary Damage Report.

        Pilot of Phoenix Hawk PXH-1 ID:8 (Sk) "Mevlut Kan" has ejected, so no damage is dealt!

    Punch (Right Arm) at Phoenix Hawk PXH-1 ID:8 (Sk) ID:8; needs 6, rolls 10 :  - Direct Blow - hits (using Punch table) RT
        Phoenix Hawk PXH-1 ID:8 (Sk) takes 8 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is (7+2) = 9; 1 location.
            Location is empty, so criticals transfer to CT.
            Location has no more hittable critical slots.
        Phoenix Hawk PXH-1 ID:8 (Sk) takes 3 damage to CT.

I need to kill MG-armed units from further away. The Archer survived the battle, but it did spend the rest of it limping slowly around the city.

* The only damage the Banshee had taken at this point was a bit of minimal blast damage when the Rifleman lit up a Scorpion's SRM bin in the preceding turn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 13 February 2018, 15:13:47
I was going against some bots in a free for all to test out a mech. One bot was running a Hammerhands and another was running a Black Knight. The Hammerhands got behind the Black Knight and was pummeling it, eventually blowing off a leg.

Physical attacks for Hammerhands HMH-3D (Princess3)
    Kick (Right leg) at Black Knight BL-7-KNT (Princess2); needs 4, rolls 3 : misses.

Hammerhands HMH-3D (Princess3) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 4 : falls.
    Hammerhands HMH-3D (Princess3) falls on its left side, suffering 8 damage.
        Hammerhands HMH-3D (Princess3) takes 5 damage to LT (critical).
            10 Armor remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Hammerhands HMH-3D (Princess3) suffers catastrophic damage, but the autoeject system was engaged.
            
Hammerhands HMH-3D (Princess3) must make a piloting skill check (landing in light woods).
            Needs 13 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 11 : fails.

                Pilot of Hammerhands HMH-3D (Princess3) "Lilka Kathirithamby" takes 1 damage (1 total hits).
                Pilot of Hammerhands HMH-3D (Princess3) "Lilka Kathirithamby" needs a 3 to stay conscious.  Rolls 10 : successful!
                    The pilot ejects safely!
        *** Hammerhands HMH-3D (Princess3) DESTROYED by ejection! ***
                Hammerhands HMH-3D (Princess3) takes 100 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                84 damage transfers to CT.
                    Critical hit on LT.         Roll is 12;         3 locations.
                    Location has no more hittable critical slots.
                Hammerhands HMH-3D (Princess3) takes 84 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 3;         no effect.

        Pilot of Hammerhands HMH-3D (Princess3) "Lilka Kathirithamby" has ejected, so no damage is dealt!

        Hammerhands HMH-3D (Princess3) takes 3 damage to RL.
            20 Armor remaining.

Pilot of Hammerhands HMH-3D (Princess3) "Lilka Kathirithamby" must roll 5 to avoid damage; rolls 4 : fails.
        Pilot of Hammerhands HMH-3D (Princess3) "Lilka Kathirithamby" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 14 March 2018, 12:18:47
It is not a crazy hit (or any hit), but still the RNG showing his love:
With 4 lances deployed 3 of them get a battle. Three of them get a Chase (Defender), three of them get it on the same day.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 14 March 2018, 14:23:00
Well, at least it wasn't a Chase (Attacker).

A while back, I was on an extraction raid contract and got three "emergency extensions" in a row. Granted, I had it coming, accepting a contract for the Fed Suns vs Capellan Confederation in 3029, but still.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 15 March 2018, 19:48:01
Well, that was embarrassing ...

Code: [Select]
Round #3

Weapons fire for Rifleman RFL-3N ID:3 (Sn)
    AC/5 at Banshee BNC-3S ID:5 (Simon); needs 9, rolls 11 : hits  HD
        Banshee BNC-3S ID:5 (Simon) takes 5 damage to HD.
            4 Armor remaining.

Round #4

Weapons fire for Rifleman RFL-3N ID:3 (Sn)
    Large Laser at Banshee BNC-3S ID:5 (Simon); needs 8, rolls 9 : hits  HD
        Banshee BNC-3S ID:5 (Simon) takes 8 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Banshee BNC-3S ID:5 (Simon) DESTROYED by damage! ***

You lost a Banshee to a what?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 19 March 2018, 08:03:01
Suicide by Sentinel

Code: [Select]
Weapons fire for IS Standard Battle Armor [MG] (Rince Wind Roughnecks)
    Attack Swarmed Mek at Sentinel STN-3L (Clan Ghost Bear); , the shot is an automatic hit (swarming (automatic hit)), rolls 9 :  - Direct Blow - hits  (using Swarm table) RA (critical)
        Sentinel STN-3L (Clan Ghost Bear) takes 10 damage to RA (critical).
             SECTION DESTROYED.
        8 damage transfers to RT (critical).
            Critical hit on RA. Roll is (5+2) = 7; no effect.
            Critical hit on RA. Roll is (11+2) = 13;LIMB BLOWN OFF Right Arm blown off.
        Sentinel STN-3L (Clan Ghost Bear) takes 8 damage to RT (critical).
             SECTION DESTROYED.
        1 damage transfers to CT (critical).
            Critical hit on RT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Streak SRM 2.
            CRITICAL HIT on Streak SRM 2 Ammo (48).
            *** Streak SRM 2 Ammo EXPLODES!  192 DAMAGE! ***
                >Sentinel STN-3L (Clan Ghost Bear) suffers catastrophic damage, but the autoeject system was engaged.
            
Sentinel STN-3L (Clan Ghost Bear) must make a piloting skill check (landing in clear terrain).
            Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                    The pilot ejects safely!
        *** Sentinel STN-3L (Clan Ghost Bear) DESTROYED by ejection! ***

        IS Standard Battle Armor [MG] (Rince Wind Roughnecks) ends its swarm attack.
                Sentinel STN-3L (Clan Ghost Bear) takes 192 damage to RT.
                192 damage transfers to CT.
                Sentinel STN-3L (Clan Ghost Bear) takes 192 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 6;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Medium Standard Building #1060504886 absorbs 9 points of damage.
                    31 CF remaining.
                Medium Standard Building #1448466291 absorbs 9 points of damage.
                    21 CF remaining.
                Medium Standard Building #313798400 absorbs 9 points of damage.
                    5 CF remaining.
                Hex 2723: terrain takes 19 damage.
                Hex 2722: terrain takes 9 damage.
                Hex 2724: terrain takes 9 damage.
                Hex 2622: terrain takes 9 damage.
                IS Standard Battle Armor [MG] (Rince Wind Roughnecks) is hit for 19 damage!
                Battle Armor hit by area-effect damage. Each trooper takes damage.
                IS Standard Battle Armor [MG] (Rince Wind Roughnecks) takes 19 damage to Trooper 1.
                    Armor destroyed.
                     TROOPER KILLED,
                IS Standard Battle Armor [MG] (Rince Wind Roughnecks) takes 19 damage to Trooper 2.
                    Armor destroyed.
                     TROOPER KILLED,
                IS Standard Battle Armor [MG] (Rince Wind Roughnecks) takes 19 damage to Trooper 3.
                    Armor destroyed.
                     TROOPER KILLED,
                IS Standard Battle Armor [MG] (Rince Wind Roughnecks) takes 19 damage to Trooper 4.
                    Armor destroyed.
                     TROOPER KILLED,
        *** IS Standard Battle Armor [MG] (Rince Wind Roughnecks) DESTROYED by damage! ***


                End Secondary Damage Report.

        Pilot of Sentinel STN-3L (Clan Ghost Bear) "Isabelle" has ejected, so no damage is dealt!

        Sentinel STN-3L (Clan Ghost Bear) takes 1 damage to CT (critical).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 19 March 2018, 14:29:44
Holy crap.  I take it the secondary effects is optional rule verse TW?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 19 March 2018, 16:29:01
Yeah, the ammo explosion rules are found in TacOps. Let's just say that with those on, you have to be a lot more careful when playing football with some stupid little Vedette or Scorpion.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 19 March 2018, 19:39:27
When Crocket get's down and evil.  >:D

Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Katana (Crockett) CRK-5003-2 (Wrangler)
    Attempting death from above on BattleMaster BLR-1G (Max); needs 1, rolls 6 : hits.
        Defender takes 26 damage  (using Rear table).
        BattleMaster BLR-1G (Max) takes 5 damage to RL.
            0 Armor remaining.
        BattleMaster BLR-1G (Max) takes 5 damage to RTR.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Medium Laser.
            CRITICAL HIT on Heat Sink.
        BattleMaster BLR-1G (Max) takes 5 damage to LA.
        5 damage transfers to LTR.
        BattleMaster BLR-1G (Max) takes 5 damage to LTR.
        5 damage transfers to CTR.
        BattleMaster BLR-1G (Max) takes 5 damage to CTR.
            6 Armor remaining.
        BattleMaster BLR-1G (Max) takes 5 damage to HD.
             SECTION DESTROYED.
*** BattleMaster BLR-1G (Max) DESTROYED by damage! ***
        >BattleMaster BLR-1G (Max) suffers catastrophic damage, but the autoeject system was engaged.
    
BattleMaster BLR-1G (Max) must make a piloting skill check (landing in light woods).
    Needs 18 [4 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 10 : fails.

        Pilot of BattleMaster BLR-1G (Max) "Heather Vance" takes 4 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.

        Pilot of BattleMaster BLR-1G (Max) "Heather Vance" is already dead, so no damage is dealt!
        BattleMaster BLR-1G (Max) takes 5 damage to RA.
            15 Armor remaining.
        BattleMaster BLR-1G (Max) takes 1 damage to LL.
        1 damage transfers to LTR.
        BattleMaster BLR-1G (Max) takes 1 damage to LTR.
        1 damage transfers to CTR.
        BattleMaster BLR-1G (Max) takes 1 damage to CTR.
            5 Armor remaining.
    BattleMaster BLR-1G (Max) is displaced into hex 1416.
        Attacker takes 17 damage.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 5 damage to LL.
            19 Armor remaining.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 5 damage to RL.
            19 Armor remaining.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 5 damage to RL.
            14 Armor remaining.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 2 damage to RL.
            12 Armor remaining.

    Katana (Crockett) CRK-5003-2 (Wrangler) is displaced into hex 1415.

Katana (Crockett) CRK-5003-2 (Wrangler) must make 1 piloting skill roll(s) (executed death from above).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 4 (executed death from above)); needs 8, rolls 6 : falls.
    Katana (Crockett) CRK-5003-2 (Wrangler) falls on its left side, suffering 9 damage.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 5 damage to LA (critical).
            14 Armor remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.
        Katana (Crockett) CRK-5003-2 (Wrangler) takes 4 damage to CT.
            27 Armor remaining.

Pilot of Katana (Crockett) CRK-5003-2 (Wrangler) "Gail Stewart" must roll 8 to avoid damage; rolls 7 : fails.
        Pilot of Katana (Crockett) CRK-5003-2 (Wrangler) "Gail Stewart" takes 1 damage (1 total hits).
        Pilot of Katana (Crockett) CRK-5003-2 (Wrangler) "Gail Stewart" needs a 3 to stay conscious.  Rolls 7 : successful!
I was the villain in this piece unfortunately, their not friendly to merc.  :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 29 March 2018, 05:28:57
"I don't believe in bad luck." *continues painting bullseye on head.

Code: [Select]
Weapons fire for Thor (Summoner) A (Clan Ghost Bear)
    Gauss Rifle at Archer ARC-2S R #2 (Rince Wind Roughnecks); needs 6, rolls 7 : hits  HD
        Archer ARC-2S R #2 (Rince Wind Roughnecks) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Archer ARC-2S R #2 (Rince Wind Roughnecks) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Archer ARC-2S R #2 (Rince Wind Roughnecks) "Lieutenant JG Hayley Aparcio" is already dead, so no damage is dealt!

Code: [Select]
Weapons fire for Loki (Hellbringer) B (Clan Ghost Bear)
    Gauss Rifle at Archer ARC-2S R #2 (Rince Wind Roughnecks); needs 7, rolls 11 :  - Direct Blow - hits  (using Right Side table) HD
        Archer ARC-2S R #2 (Rince Wind Roughnecks) takes 16 damage to HD.

        Pilot of Archer ARC-2S R #2 (Rince Wind Roughnecks) "Lieutenant JG Hayley Aparcio" is already dead, so no damage is dealt!

One of the Thors SRMs also hit the head, just for good measure.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Recklessfireball1 on 29 March 2018, 05:49:21
Well, they ARE the Rince Wind Roughnecks.  Not ENTIRELY surprising, when you think about it.  :))
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 31 March 2018, 14:52:41
One round of combat on a Chase(Defense) mission:
Code: [Select]
Weapons fire for Panther PNT-9R (Draconis Combine)
    PPC at Kintaro KTO-18-HS (Bluethings); needs 11, rolls 11 : hits  HD
        Kintaro KTO-18-HS (Bluethings) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.
        >Kintaro KTO-18-HS (Bluethings) suffers catastrophic damage, but the autoeject system was engaged.
    
Kintaro KTO-18-HS (Bluethings) must make a piloting skill check (landing in clear terrain).
    Needs 3 [3 (ejecting) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 6 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Sergeant Hasina Abboud (Bluethings) "Sergeant Hasina Abboud" takes 5 damage (5 total hits).
*** Kintaro KTO-18-HS (Bluethings) DESTROYED by ejection! ***

            CRITICAL HIT on Sensors.

        Pilot of Kintaro KTO-18-HS (Bluethings) "Sergeant Hasina Abboud" has ejected, so no damage is dealt!

Code: [Select]
Weapons fire for Panther PNT-9R #3 (Draconis Combine)
    PPC at Crab CRB-20 #2 (Bluethings); needs 7, rolls 7 : hits  HD
        Crab CRB-20 #2 (Bluethings) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Cockpit.
        >Crab CRB-20 #2 (Bluethings) suffers catastrophic damage, but the autoeject system was engaged.
    
Crab CRB-20 #2 (Bluethings) must make a piloting skill check (landing in clear terrain).
    Needs 3 [3 (ejecting) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 6 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Sergeant Major Joisu Ozawa (Bluethings) "Sergeant Major Joisu Ozawa" takes 5 damage (5 total hits).
*** Crab CRB-20 #2 (Bluethings) DESTROYED by ejection! ***

            CRITICAL HIT on Sensors.

        Pilot of Crab CRB-20 #2 (Bluethings) "Sergeant Major Joisu Ozawa" has ejected, so no damage is dealt!

Wow.  Just wow.  This is going to really hurt my medium lance. 

I'm glad I enabled emergency eject, as this wasn't just instant kills.  One of the mechwarriors lost her leg.  The other will probably recover.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 31 March 2018, 17:23:14
Damn those Panthers.



In the mission above, where the Archer got to gauss slugs in the head at once I later ecountered a pristine Shootist with my Vulture B. It hadn't moved (heavy urban, AI really doesn't know what to do here), but proceeded to hit with everything but the AC/20. Got a laser and an SRM to the head, and the pilot fell unconscious. Just that turn I destroyed enough to force the clanners back, so I got a shiny almost new Shootist which required almost no repairs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Bongfu on 02 April 2018, 18:20:35
Fighting the Clans for the first time. My commander luckily survived!  >:D


Code: [Select]
Highlander HGN-733P (Lyon's Lancers) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : succeeds.
                    The pilot ejects safely!
        *** Highlander HGN-733P (Lyon's Lancers) DESTROYED by ejection! ***
                Highlander HGN-733P (Lyon's Lancers) takes 120 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                113 damage transfers to CT.
                    Critical hit on LT.         Roll is 7;         no effect.
                Highlander HGN-733P (Lyon's Lancers) takes 113 damage to CT.
                     SECTION DESTROYED.
                Highlander HGN-733P (Lyon's Lancers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 0539 was started due to an engine explosion!
                    Fire started in hex 0539.
                Hex 0539: terrain takes 270 damage.
                Cataphract CTF-4C (Lyon's Lancers) is hit for 6 damage!
                Cataphract CTF-4C (Lyon's Lancers) takes 5 damage to CT.
                    21 Armor remaining.
                Cataphract CTF-4C (Lyon's Lancers) takes 1 damage to RA.
                    21 Armor remaining.

                Guillotine GLT-3L (Lyon's Lancers) is hit for 27 damage!
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to CT.
                Needs 7+ to destroy Searchlight, rolls 6.
                    22 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to LT.
                Needs 7+ to destroy Searchlight, rolls 6.
                    17 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to RT.
                Needs 7+ to destroy Searchlight, rolls 4.
                    17 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Guillotine GLT-3L (Lyon's Lancers) "Lieutenant SG Yong-Suk Lyon" takes 1 damage (1 total hits).
                Pilot of Guillotine GLT-3L (Lyon's Lancers) "Lieutenant SG Yong-Suk Lyon" needs a 3 to stay conscious.  Rolls 4 : successful!
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to LT.
                Needs 7+ to destroy Searchlight, rolls 11.
                Searchlight destroyed!
                    12 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 2 damage to CT.
                    20 Armor remaining.

                Grasshopper GHR-5A (Lyon's Lancers) is hit for 13 damage!
                Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to CT.
                    25 Armor remaining.
                Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to RL.
                    21 Armor remaining.
                Grasshopper GHR-5A (Lyon's Lancers) takes 3 damage to RA.
                    19 Armor remaining.

                Thunderbolt TDR-5SE (Lyon's Lancers) is hit for 6 damage!
                Thunderbolt TDR-5SE (Lyon's Lancers) takes 5 damage to CT.
                    25 Armor remaining.
                Thunderbolt TDR-5SE (Lyon's Lancers) takes 1 damage to CT.
                    24 Armor remaining.

                Quickdraw QKD-5A #2 (Lyon's Lancers) is hit for 6 damage!
                Quickdraw QKD-5A #2 (Lyon's Lancers) takes 5 damage to RL.
                    3 Armor remaining.
                Quickdraw QKD-5A #2 (Lyon's Lancers) takes 1 damage to RL.
                    2 Armor remaining.

                Griffin GRF-1N (Clan Smoke Jaguar) is hit for 6 damage!
                Griffin GRF-1N (Clan Smoke Jaguar) takes 5 damage to RL.
                    13 Armor remaining.
                Griffin GRF-1N (Clan Smoke Jaguar) takes 1 damage to LT.
                    19 Armor remaining.

                Sentinel STN-3L (Clan Smoke Jaguar) is hit for 6 damage!
                Sentinel STN-3L (Clan Smoke Jaguar) takes 5 damage to LL (critical).
                    Armor destroyed.
                     6 Internal Structure remaining.
                    Critical hit on LL.         Roll is 9;         1 location.
                    CRITICAL HIT on Lower Leg.
                    Critical hit on LL.         Roll is 2;         no effect.
                Sentinel STN-3L (Clan Smoke Jaguar) takes 1 damage to HD.
                    2 Armor remaining.

                Pilot of Sentinel STN-3L (Clan Smoke Jaguar) "Fariq" takes 1 damage (3 total hits).
                Pilot of Sentinel STN-3L (Clan Smoke Jaguar) "Fariq" needs a 7 to stay conscious.  Rolls 8 : successful!

                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) is hit for 27 damage!
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to RL.
                    5 Armor remaining.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                4 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Jump Jet.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 4 damage to CT.
                    13 Armor remaining.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CT.
                    8 Armor remaining.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to RL.
                    0 Armor remaining.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CT.
                    3 Armor remaining.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 2 damage to LT.
                2 damage transfers to CT.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 2 damage to CT.
                    1 Armor remaining.

                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) is hit for 27 damage!
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to LTR.
                    0 Armor remaining.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to RTR.
                    0 Armor remaining.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to LTR.
                     6 Internal Structure remaining.
                    Critical hit on LT.         Roll is 7;         no effect.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to LTR.
                     1 Internal Structure remaining.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Jump Jet.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to RL.
                5 damage transfers to RTR.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to RTR.
                     6 Internal Structure remaining.
                    Critical hit on RT.         Roll is 6;         no effect.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 2 damage to LTR.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                1 damage transfers to CTR.
                    Critical hit on LT.         Roll is 6;         no effect.
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 1 damage to CTR.
                    6 Armor remaining.

                Lynx LNX-9Q (Clan Smoke Jaguar) is hit for 27 damage!
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to RL.
                    21 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to CT.
                    9 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to RL.
                    16 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to RA.
                    8 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to RT (critical).
                    8 Armor remaining.
                    Critical hit on RT.         Roll is 9;         1 location.
                    CRITICAL HIT on Large Laser.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 2 damage to RA.
                    6 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 0539: terrain takes 12 damage.
                Guillotine GLT-3L (Lyon's Lancers) is hit for 6 damage!
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to CT.
                    15 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 1 damage to RT.
                    16 Armor remaining.

                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) is hit for 6 damage!
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to RA.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on RA.         Roll is 10;         2 locations.
                    CRITICAL HIT on +Machine Gun.
                    CRITICAL HIT on Lower Arm.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 1 damage to LL.
                    7 Armor remaining.

           Shadow Hawk IIC (Standard) fails to take shelter from the blast!

                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) is hit for 6 damage!
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) "Nazhan" takes 1 damage (1 total hits).
                Pilot of Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) "Nazhan" needs a 3 to stay conscious.  Rolls 10 : successful!
                Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 1 damage to LL.
                    3 Armor remaining.

                Lynx LNX-9Q (Clan Smoke Jaguar) is hit for 6 damage!
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to CT.
                    4 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 1 damage to RT.
                    7 Armor remaining.


                End Secondary Damage Report.

        Pilot of Highlander HGN-733P (Lyon's Lancers) "Captain Corey Lyon" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

        Highlander HGN-733P (Lyon's Lancers) takes 2 damage to LT.
        2 damage transfers to CT.
        Highlander HGN-733P (Lyon's Lancers) takes 2 damage to CT.


Weapons fire for Rhino Fire Support Tank (Standard) (Lyon's Lancers)
    LRM 20 at Phoenix Hawk PXH-1 (Clan Smoke Jaguar); needs 7, rolls 12 : 16 missile(s) hit.

        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            CRITICAL HIT on Upper Arm.

        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LA.
        5 damage transfers to LT.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LT.
        5 damage transfers to CT.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.

        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CT.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 1 damage to LT.
        1 damage transfers to CT.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 1 damage to CT.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.


    LRM 20 at Phoenix Hawk PXH-1 (Clan Smoke Jaguar); needs 7, rolls 2 : misses


    LRM 10 at Phoenix Hawk PXH-1 (Clan Smoke Jaguar); needs 7, rolls 7 : 4 missile(s) hit.

        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 4 damage to LA.
        4 damage transfers to LT.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 4 damage to LT.
        4 damage transfers to CT.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 4 damage to CT.
             SECTION DESTROYED.
        Phoenix Hawk PXH-1 (Clan Smoke Jaguar) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 12.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Phoenix Hawk PXH-1 (Clan Smoke Jaguar) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
        >Phoenix Hawk PXH-1 (Clan Smoke Jaguar) suffers catastrophic damage, but the autoeject system was engaged.
    
Phoenix Hawk PXH-1 (Clan Smoke Jaguar) must make a piloting skill check (landing in clear terrain).
    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 3 : fails.

        Fire at 0538 was started due to an engine explosion!
            Fire started in hex 0538.
        Hex 0538: terrain takes 270 damage.
        Hex 0539: terrain takes 27 damage.
        Highlander HGN-733P (Lyon's Lancers) is hit for 27 damage!
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to CT.
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to RT.
            Armor destroyed.
             17 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to CT.
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to LT.
        5 damage transfers to CT.
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to CT.
        Highlander HGN-733P (Lyon's Lancers) takes 5 damage to LL.
            2 Armor remaining.
        Highlander HGN-733P (Lyon's Lancers) takes 2 damage to RT.
             15 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Jump Jet.

        Cataphract CTF-4C (Lyon's Lancers) is hit for 6 damage!
        Cataphract CTF-4C (Lyon's Lancers) takes 5 damage to RT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +LB 10-X AC.
        Cataphract CTF-4C (Lyon's Lancers) takes 1 damage to CT.
            20 Armor remaining.

        Guillotine GLT-3L (Lyon's Lancers) is hit for 27 damage!
        Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to LT.
            7 Armor remaining.
        Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to LA.
            15 Armor remaining.
        Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to CT.
            10 Armor remaining.
        Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to RT.
            11 Armor remaining.
        Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to RT.
            6 Armor remaining.
        Guillotine GLT-3L (Lyon's Lancers) takes 2 damage to LT.
            5 Armor remaining.

        Grasshopper GHR-5A (Lyon's Lancers) is hit for 13 damage!
        Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to RL.
            16 Armor remaining.
        Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to CT.
            20 Armor remaining.
        Grasshopper GHR-5A (Lyon's Lancers) takes 3 damage to LT.
            17 Armor remaining.

        Thunderbolt TDR-5SE (Lyon's Lancers) is hit for 6 damage!
        Thunderbolt TDR-5SE (Lyon's Lancers) takes 5 damage to LA.
            15 Armor remaining.
        Thunderbolt TDR-5SE (Lyon's Lancers) takes 1 damage to RL.
            28 Armor remaining.

        Griffin GRF-1N (Clan Smoke Jaguar) is hit for 6 damage!
        Griffin GRF-1N (Clan Smoke Jaguar) takes 5 damage to LL.
            5 Armor remaining.
        Griffin GRF-1N (Clan Smoke Jaguar) takes 1 damage to LT.
            18 Armor remaining.

        Sentinel STN-3L (Clan Smoke Jaguar) is hit for 13 damage!
        Sentinel STN-3L (Clan Smoke Jaguar) takes 5 damage to LA.
             SECTION DESTROYED.
        4 damage transfers to LT.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on +Ultra AC/5.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 4 damage to LT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Ultra AC/5 Ammo (16).
            *** Ultra AC/5 Ammo EXPLODES!  80 DAMAGE! ***
                >Sentinel STN-3L (Clan Smoke Jaguar) suffers catastrophic damage, but the autoeject system was engaged.
            
Sentinel STN-3L (Clan Smoke Jaguar) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Sentinel STN-3L (Clan Smoke Jaguar) DESTROYED by ejection! ***
                Sentinel STN-3L (Clan Smoke Jaguar) takes 80 damage to LT.
                     SECTION DESTROYED.
                73 damage transfers to CT.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    Location has no more hittable critical slots.
                Sentinel STN-3L (Clan Smoke Jaguar) takes 73 damage to CT.
                     SECTION DESTROYED.
                Sentinel STN-3L (Clan Smoke Jaguar) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 0737 was started due to an engine explosion!
                    Fire started in hex 0737.
                Hex 0737: terrain takes 240 damage.
                Hex 0538: terrain takes 12 damage.
                Hex 0539: terrain takes 6 damage.
                Highlander HGN-733P (Lyon's Lancers) is hit for 6 damage!
                Highlander HGN-733P (Lyon's Lancers) takes 5 damage to RA.
                     2 Internal Structure remaining.
                    Critical hit on RA.         Roll is 10;         2 locations.
                    CRITICAL HIT on Upper Arm.
                    CRITICAL HIT on Lower Arm.
                Highlander HGN-733P (Lyon's Lancers) takes 1 damage to RT.
                     14 Internal Structure remaining.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on +Medium Laser.

                Guillotine GLT-3L (Lyon's Lancers) is hit for 12 damage!
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to CT.
                    5 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 5 damage to LT.
                    0 Armor remaining.
                Guillotine GLT-3L (Lyon's Lancers) takes 2 damage to RT (critical).
                    4 Armor remaining.
                    Critical hit on RT.         Roll is 7;         no effect.

                Grasshopper GHR-5A (Lyon's Lancers) is hit for 12 damage!
                Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to LTR.
                    5 Armor remaining.
                Grasshopper GHR-5A (Lyon's Lancers) takes 5 damage to CTR.
                    8 Armor remaining.
                Grasshopper GHR-5A (Lyon's Lancers) takes 2 damage to CTR.
                    6 Armor remaining.

                Thunderbolt TDR-5SE (Lyon's Lancers) is hit for 6 damage!
                Thunderbolt TDR-5SE (Lyon's Lancers) takes 5 damage to HD.
                    4 Armor remaining.

                Pilot of Thunderbolt TDR-5SE (Lyon's Lancers) "Sergeant Randy Watkins" takes 1 damage (1 total hits).
                Pilot of Thunderbolt TDR-5SE (Lyon's Lancers) "Sergeant Randy Watkins" needs a 3 to stay conscious.  Rolls 9 : successful!
                Thunderbolt TDR-5SE (Lyon's Lancers) takes 1 damage to LL.
                    28 Armor remaining.

                Griffin GRF-1N (Clan Smoke Jaguar) is hit for 12 damage!
                Griffin GRF-1N (Clan Smoke Jaguar) takes 5 damage to LA.
                    9 Armor remaining.
                Griffin GRF-1N (Clan Smoke Jaguar) takes 5 damage to RL.
                    8 Armor remaining.
                Griffin GRF-1N (Clan Smoke Jaguar) takes 2 damage to LA.
                    7 Armor remaining.

                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) is hit for 12 damage!
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LA.
                5 damage transfers to LTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LTR.
                5 damage transfers to CTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to LTR.
                5 damage transfers to CTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 5 damage to CTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 2 damage to LTR.
                2 damage transfers to CTR.
                Phoenix Hawk PXH-1 (Clan Smoke Jaguar) takes 2 damage to CTR.

                ???? (????) is hit for ???? damage!
                ???? (????) takes ???? damage to ????.
                    ???? Armor remaining.
                ???? (????) takes ???? damage to ????.
                    ???? Armor remaining.

                Lynx LNX-9Q (Clan Smoke Jaguar) is hit for 6 damage!
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to LL.
                    19 Armor remaining.
                Lynx LNX-9Q (Clan Smoke Jaguar) takes 1 damage to RL.
                    15 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 4;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 0737: terrain takes 8 damage.

                End Secondary Damage Report.

        Pilot of Sentinel STN-3L (Clan Smoke Jaguar) "Fariq" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 5 damage to LA.
        5 damage transfers to LT.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 5 damage to LT.
        5 damage transfers to CT.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 5 damage to CT.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 3 damage to LA.
        3 damage transfers to LT.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 3 damage to LT.
        3 damage transfers to CT.
        Sentinel STN-3L (Clan Smoke Jaguar) takes 3 damage to CT.

        Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) is hit for 13 damage!
        Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to RA.
            7 Armor remaining.
        Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 5 damage to RTR.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.
        Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 3 damage to LTR.
        3 damage transfers to CTR.
        Shadow Hawk IIC (Standard) (Clan Smoke Jaguar) takes 3 damage to CTR.
            3 Armor remaining.

        Lynx LNX-9Q (Clan Smoke Jaguar) is hit for 13 damage!
        Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to LA.
            13 Armor remaining.
        Lynx LNX-9Q (Clan Smoke Jaguar) takes 5 damage to RT.
            2 Armor remaining.
        Lynx LNX-9Q (Clan Smoke Jaguar) takes 3 damage to CT.
            1 Armor remaining.

        Shadow Hawk IIC (Standard) #2 (Clan Smoke Jaguar) is hit for 6 damage!
        Shadow Hawk IIC (Standard) #2 (Clan Smoke Jaguar) takes 5 damage to LL.
            15 Armor remaining.
        Shadow Hawk IIC (Standard) #2 (Clan Smoke Jaguar) takes 1 damage to LA.
            11 Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is 7; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 03 April 2018, 08:19:35
I've been on a really bad luck string lately.  This is the first two attacks against me in a Base Defense:

Code: [Select]
Weapons fire for Maxim Heavy Hover Transport (SRM2) (Lyran Commonwealth Force #2)
    Machine Gun at Awesome AWS-8Q (Bluethings); needs 8, rolls 10 : hits  HD
        Awesome AWS-8Q (Bluethings) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Awesome AWS-8Q (Bluethings) "Cmd Sergeant Major Binta Evren" takes 1 damage (1 total hits).
        Pilot of Awesome AWS-8Q (Bluethings) "Cmd Sergeant Major Binta Evren" needs a 3 to stay conscious.  Rolls 7 : successful!


    Machine Gun at Awesome AWS-8Q (Bluethings); needs 8, rolls 9 : hits  HD
        Awesome AWS-8Q (Bluethings) takes 2 damage to HD.
            5 Armor remaining.

        Pilot of Awesome AWS-8Q (Bluethings) "Cmd Sergeant Major Binta Evren" takes 1 damage (2 total hits).
        Pilot of Awesome AWS-8Q (Bluethings) "Cmd Sergeant Major Binta Evren" needs a 5 to stay conscious.  Rolls 8 : successful!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: BlueThing on 20 April 2018, 12:47:09
DFA for the win!  :D

Code: [Select]
Physical attacks for Wolverine WVR-6M-Armor #2 (Bluethings)
    Attempting death from above on Crab CRB-27sl (Taurian Concordat); needs 3, rolls 8 : hits.
        Defender takes 17 damage  (using Punch table).

Code: [Select]
Crab CRB-27sl (Taurian Concordat) must make 1 piloting skill roll(s) (hit by death from above).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (hit by death from above)); needs 6, rolls 5 : falls.
    Crab CRB-27sl (Taurian Concordat) falls on its rear, suffering 5 damage.
        Crab CRB-27sl (Taurian Concordat) takes 5 damage to CTR.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.

This transcript was drastically shortened for clarity.  :)

Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 21 April 2018, 08:03:27
I once last chance saloon DFA'd someone off the edge of a cliff into a river which breached both their legs, was very proud of myself for that one.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 21 April 2018, 17:10:51
I did not save it but my infantry today caused a through armor rear torso critical that scored three but in this order: torso-mounted cockpit, standard gyro, engine. I lost a total of six troopers from three 21-man platoons and four of them were from jumping through buildings.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 30 April 2018, 19:44:12
Max: Commando scanning
Wrangler: Blowing up. =D
Code: [Select]
Weapons fire for Panther PNT-10K (Max)
    ER PPC at Hunchback HBK-4G (Wrangler); needs 11, rolls 9 : misses

Weapons fire for Hunchback HBK-4G (Wrangler)
    Medium Laser at Commando COM-2D (Max); needs 10, rolls 9 : misses

    Medium Laser at Commando COM-2D (Max); needs 10, rolls 10 : hits  LA
        Commando COM-2D (Max) takes 5 damage to LA.
            1 Armor remaining.

    AC/20 at Commando COM-2D (Max); needs 10, rolls 11 : hits  CT
        Commando COM-2D (Max) takes 20 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
*** Commando COM-2D (Max) DESTROYED by damage! ***
            Critical hit on CT. Roll is 5; no effect.

Weapons fire for Panther PNT-9R (Max)
    PPC at Hunchback HBK-4G (Wrangler); needs 11, rolls 4 : misses

Weapons fire for Jenner JR7-D (Max)
    Medium Laser at Hunchback HBK-4G (Wrangler); needs 11, rolls 12 : hits  RT
        Hunchback HBK-4G (Wrangler) takes 5 damage to RT.
            15 Armor remaining.
    Medium Laser at Hunchback HBK-4G (Wrangler); needs 11, rolls 9 : misses
    Medium Laser at Hunchback HBK-4G (Wrangler); needs 11, rolls 12 : hits  LT
        Hunchback HBK-4G (Wrangler) takes 5 damage to LT.
            15 Armor remaining.

Weapons fire for Locust LCT-1V (Wrangler)
    Medium Laser at Commando COM-2D (Max); needs 11, rolls 8 : misses
<Dialog>

Wrangler: Woah! I was kidding!  How ironic!

Notes: Scanning Hunchback maybe hazardous to your health.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 June 2018, 19:24:50
Another Op-force battle.  Wolverine who had been doing well, had gotten unfortunate hit to his's hip.

Thus situation went down hill quick with repetitive fall and knockouts  Then this happened.

Code: [Select]
Weapons fire for Hatamoto-Chi HTM-27T (Wrangler)
    SRM 6 at Wolverine WVR-7M (Max); needs 3, rolls 4 : 4 missile(s) hit (using Right Side table).

        Wolverine WVR-7M (Max) takes 2 damage to RA.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is 4; no effect.

        Wolverine WVR-7M (Max) takes 2 damage to LA.
            0 Armor remaining.

        Wolverine WVR-7M (Max) takes 2 damage to LT.
            11 Armor remaining.

        Wolverine WVR-7M (Max) takes 2 damage to LA.
             7 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.


    SRM 6 at Wolverine WVR-7M (Max); needs 3, rolls 3 : 4 missile(s) hit (using Right Side table).
        Wolverine WVR-7M (Max) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Wolverine WVR-7M (Max) "Walter Schwarz" takes 1 damage (5 total hits).
        Pilot of Wolverine WVR-7M (Max) "Walter Schwarz" needs a 11 to stay conscious.  Rolls 7 : blacks out.

        Wolverine WVR-7M (Max) takes 2 damage to LA.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.
        Wolverine WVR-7M (Max) takes 2 damage to RL.
            8 Armor remaining.
        Wolverine WVR-7M (Max) takes 2 damage to RL.
            6 Armor remaining.

Weapons fire for Griffin GRF-1DS (Wrangler)
    LRM 20 at Griffin GRF-1DS (Max); needs 8, rolls 4 : misses

    Large Pulse Laser at Wolverine WVR-7M (Max); needs 6, rolls 7 : hits  (using Left Side table) LA
        Wolverine WVR-7M (Max) takes 9 damage to LA.
             SECTION DESTROYED.
        4 damage transfers to LT.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.
        Wolverine WVR-7M (Max) takes 4 damage to LT.
            7 Armor remaining.

Weapons fire for Wolverine WVR-7M (Max)
    ER Large Laser at Panther PNT-9R (Wrangler); needs 11, rolls 5 : misses
    SRM 6 at Panther PNT-9R (Wrangler); needs 15, rolls 9 : misses

Weapons fire for Panther PNT-9R (Wrangler)
    PPC at Griffin GRF-1DS (Max); needs 8, rolls 11 : hits  LL
        Griffin GRF-1DS (Max) takes 10 damage to LL.
            8 Armor remaining.

Physical Attack Phase
-------------------
Physical attacks for Hatamoto-Chi HTM-27T (Wrangler)
    Kick (Left leg) at Wolverine WVR-7M (Max); needs -2, rolls 7 : hits (using Right Side table) HD
        Wolverine WVR-7M (Max) takes 16 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Wolverine WVR-7M (Max) DESTROYED by damage! ***
        >Wolverine WVR-7M (Max) suffers catastrophic damage, but the autoeject system was engaged.
   
Wolverine WVR-7M (Max) must make a piloting skill check (landing in clear terrain).
    Needs 16 [6 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 2 : fails.

        Pilot of Wolverine WVR-7M (Max) "Walter Schwarz" takes 7 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Wolverine WVR-7M (Max) "Walter Schwarz" is already dead, so no damage is dealt!
The Schwarz was not strong with this one.   :P
Title: Re: The Crazy Hits Thread - Reborn!
Post by: gyedid on 04 June 2018, 23:36:17

The Schwarz was not strong with this one.   :P

And he never even saw the end coming  ;D

cheers,

Gabe
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 June 2018, 20:24:36
Tables have turned on me.  Dragon had bad case of DEATH....by knockout.

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Marauder MAD-5D (Max)
    ER PPC at Dragon DRG-5N (Wrangler); needs 8, rolls 12 : hits  (using Left Side table) RA
        Dragon DRG-5N (Wrangler) takes 10 damage to RA.
            0 Armor remaining.

    ER PPC at Dragon DRG-5N (Wrangler); needs 8, rolls 8 : hits  (using Left Side table) RT
        Dragon DRG-5N (Wrangler) takes 10 damage to RT.
            6 Armor remaining.

Weapons fire for Panther PNT-9R (Wrangler)
    PPC at BattleMaster BLR-1G (Max); needs 9, rolls 4 : misses
    SRM 4 at BattleMaster BLR-1G (Max); needs 11, rolls 8 : misses

Weapons fire for Marauder MAD-5D #2 (Max)
    ER PPC at Dragon DRG-5N (Wrangler); needs 6, rolls 4 : misses
    ER PPC at Dragon DRG-5N (Wrangler); needs 6, rolls 6 : hits  (using Left Side table) RA
        Dragon DRG-5N (Wrangler) takes 10 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 6; no effect.

Weapons fire for Hatamoto-Chi HTM-27T (Wrangler)
    PPC at BattleMaster BLR-1G (Max); needs 8, rolls 8 : hits  LL
        BattleMaster BLR-1G (Max) takes 10 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.
    PPC at BattleMaster BLR-1G (Max); needs 8, rolls 9 : hits  LL
        BattleMaster BLR-1G (Max) takes 10 damage to LL.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.
        BattleMaster BLR-1G (Max) takes 1 damage to LT.
             12 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
                >BattleMaster BLR-1G (Max) suffers catastrophic damage, but the autoeject system was engaged.
            
BattleMaster BLR-1G (Max) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** BattleMaster BLR-1G (Max) DESTROYED by ejection! ***
                BattleMaster BLR-1G (Max) takes 180 damage to LT.
                     SECTION DESTROYED.
                168 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on SRM 6.
                BattleMaster BLR-1G (Max) takes 168 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 3;         no effect.

        Pilot of BattleMaster BLR-1G (Max) "Gerard Lange" has ejected, so no damage is dealt!

Weapons fire for Daboku DCMS-MX90-D (Max)
    LRM 10 at Dragon DRG-5N (Wrangler); needs 8, rolls 7 : misses
    AC/2 at Dragon DRG-5N (Wrangler); needs 8, rolls 10 : hits  (using Left Side table) LA (critical)
        Dragon DRG-5N (Wrangler) takes 2 damage to LA (critical).
            12 Armor remaining.
            Critical hit on LA. Roll is 5; no effect.
    AC/2 at Dragon DRG-5N (Wrangler); needs 8, rolls 4 : misses
    LRM 10 at Dragon DRG-5N (Wrangler); needs 8, rolls 8 : 8 missile(s) hit (using Left Side table).
        Dragon DRG-5N (Wrangler) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" takes 1 damage (1 total hits).
        Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" needs a 3 to stay conscious.  Rolls 2 : blacks out.

        Dragon DRG-5N (Wrangler) takes 3 damage to LT.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 10 Ammo (6).
            *** LRM 10 Ammo EXPLODES!  60 DAMAGE! ***
                Dragon DRG-5N (Wrangler) takes 60 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                    remaining 54 damage prevented by CASE.
                    Critical hit on LT.         Roll is 10;         2 locations.
                    CRITICAL HIT on LRM 10 Ammo (12).
                    *** LRM 10 Ammo EXPLODES!  120 DAMAGE! ***
                        Dragon DRG-5N (Wrangler) takes 120 damage to LT.
                            remaining 120 damage prevented by CASE.

                Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" takes 2 damage (3 total hits).
                    Location has no more hittable critical slots.
        Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" takes 2 damage (5 total hits).

    AC/2 at Dragon DRG-5N (Wrangler); needs 8, rolls 11 : hits  (using Left Side table) LT
        Dragon DRG-5N (Wrangler) takes 2 damage to LT.
        2 damage transfers to CT.
        Dragon DRG-5N (Wrangler) takes 2 damage to CT.
            20 Armor remaining.
    AC/2 at Dragon DRG-5N (Wrangler); needs 8, rolls 6 : misses

Weapons fire for BattleMaster BLR-1G (Max)
    PPC at Dragon DRG-5N (Wrangler); needs 9, rolls 5 : misses

Weapons fire for Dragon DRG-5N (Wrangler)
    Ultra AC/5 at BattleMaster BLR-1G (Max); needs 8, rolls 9 : 2 shot(s) hit.
        BattleMaster BLR-1G (Max) takes 5 damage to RL.
            Armor destroyed.
             16 Internal Structure remaining.
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.

        BattleMaster BLR-1G (Max) takes 5 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.

    LRM 10 at BattleMaster BLR-1G (Max); needs 8, rolls 6 : misses

Dragon DRG-5N (Wrangler) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Dragon DRG-5N (Wrangler) falls on its right side, suffering 6 damage.
        Dragon DRG-5N (Wrangler) takes 5 damage to RT.
            1 Armor remaining.
        Dragon DRG-5N (Wrangler) takes 1 damage to LT.
        1 damage transfers to CT.
        Dragon DRG-5N (Wrangler) takes 1 damage to CT.
            19 Armor remaining.
    
Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" cannot avoid damage.
        Pilot of Dragon DRG-5N (Wrangler) "Brad Eddy" takes 1 damage, killing the pilot (6 total hits).
*** Dragon DRG-5N (Wrangler) DESTROYED by pilot death! ***
I guess Bad couldn't keep ahead of the damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BLOODWOLF on 23 June 2018, 15:08:53
Code: [Select]
Physical attacks for Cicada CDA-2A (BLOODWOLF)
    Punch (Left Arm) at Wyvern WVE-5N (Comstar); needs 8, rolls 8 : hits (using Rear Punch table) CTR
        Wyvern WVE-5N (Comstar) takes 2 damage to CTR.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
*** Wyvern WVE-5N (Comstar) DESTROYED by engine destruction! ***
            
Chiara Valentine has abandoned Wyvern WVE-5N (Comstar).

    Punch (Right Arm) at Wyvern WVE-5N (Comstar); needs 8, rolls 11 : hits (using Rear Punch table) HD
        Wyvern WVE-5N (Comstar) takes 2 damage to HD.
             SECTION DESTROYED.
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Wyvern WVE-5N (Comstar) "Chiara Valentine" has ejected, so no damage is dealt!

"Stubs" over here is a bad ass with those little 2 dmg/punch arms lol.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Schugger on 23 June 2018, 15:20:56
Ok, I had my share of Stackpoles in my campaign, but this one was crazy.
Moonless Night and for sure an Orion managed to roll a 12 to hit my ASF Transit TR-10.
So far nothing special, but the LRM15 managed to hit with all 15 missiles and each pack of five managed to score a crit.
Well, this maybe uncommon, but nothing to be noteworthy.
Sure the pilot botched her pilot check, she needs a 4. - Yeah, happens
Sure she loses 6 elevations and crashed. - Urm, dangit!
But she crashed on my Mercenary Comander, Major Janina Hernandez, causing 180 (!) points of damage on her WVR-6M, destroying (or atomizing) it.
A Miracle that she somehow survived it...
Here the Log, gents
Quote
Transit TR-10 (Hernandez Hoplites II) must make 1 control roll(s) (damage threshold exceeded).
The base target is 4 [3 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 4, rolls 2 : out of control
 *Transit TR-10 (Hernandez Hoplites II) loses 6 elevation*    
Transit TR-10 (Hernandez Hoplites II) crashes, suffering 240 damage!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            55 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Fire Control System Hit!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            45 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            35 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Sensors Hit!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            25 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            15 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 10 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            5 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to RWG.
            25 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Heat Sink destroyed!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
            Armor destroyed.
 2 damage transfers to the SI. 4 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 9 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
*** Transit TR-10 (Hernandez Hoplites II) DESTROYED by Structural Integrity Collapse! ***
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Fire Control System Hit!
            Possible critical hit (SI damaged); needs 8, rolls 11 : Fire Control System Hit!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Possibly out of control!
            Possible critical hit (SI damaged); needs 8, rolls 8 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 8 : Possibly out of control!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 8 : Fire Control System Hit!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to RWG.
            15 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to RWG.
            5 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 11 : Landing Gear Damaged!
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Avionics System Hit!
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 7 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to LWG.
            15 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 11 : Fire Control System Hit!
            Possible critical hit (SI damaged); needs 8, rolls 11 : Fire Control System Hit!
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 6 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to NOS.
 5 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 2 : no effect.
        Transit TR-10 (Hernandez Hoplites II) takes 10 damage to RWG.
            Armor destroyed.
 2 damage transfers to the SI. 0 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 9 : Heat Sink destroyed!
    
Wolverine WVR-6M #3 (Hernandez Hoplites II) must roll a 2 or lower to avoid 120 damage, rolls a 6: hit by crash!
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
            9 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" takes 1 damage (1 total hits).
        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" needs a 3 to stay conscious.  Rolls 11 : successful!
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RA.
            4 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
            13 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
            4 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RT. Roll is 8; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
            8 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
            3 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Large Laser.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LT.
            15 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RA.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RA.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RA. Roll is 7; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 2 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
             SECTION DESTROYED.
            Critical hit on RT. Roll is 7; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LA. Roll is 2; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to CT.
            0 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" takes 1 damage (2 total hits).
        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" needs a 5 to stay conscious.  Rolls 8 : successful!
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is 8; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
        5 damage transfers to CT.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to CT.
             13 Internal Structure remaining.
            Critical hit on CT. Roll is 2; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 6; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RA.
        5 damage transfers to RT.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to RT.
        5 damage transfers to CT.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to CT.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to HD.
             SECTION DESTROYED.
*** Wolverine WVR-6M #3 (Hernandez Hoplites II) DESTROYED by damage! ***
        >Wolverine WVR-6M #3 (Hernandez Hoplites II) suffers catastrophic damage, but the autoeject system was engaged.
    
Wolverine WVR-6M #3 (Hernandez Hoplites II) must make a piloting skill check (landing in clear terrain).
    Needs 3 [1 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 6 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Major Janina Hernandez (Hernandez Hoplites II) "Major Janina Hernandez" takes 3 damage (5 total hits).
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" has ejected, so no damage is dealt!
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LA. Roll is 10; 1 location.
            CRITICAL HIT on Shoulder.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 3 damage to LT.
            12 Armor remaining.
        Wolverine WVR-6M #3 (Hernandez Hoplites II) takes 5 damage to HD.

        Pilot of Wolverine WVR-6M #3 (Hernandez Hoplites II) "Major Janina Hernandez" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 08 July 2018, 08:56:30
More like the opposite of a hit:
My Thug (with 2 salvaged clan ERPPCs) needed to roll 7 to hit for the first 4 turns. He managed to not score a singe hit with them.
It was a breakthrough mission with my assault lance, so we had to kill everything, because everything was faster than our Supernova. It was daylight and the terrain wasn't terribly broken either. Only the Thug and the Supernova walked home, we had to leave a Warhammer 6Rb, a GLT 4L and a heavily modified Charger behind and count that mission as a loss.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 30 August 2018, 23:57:06
Trying out a couple assault designs, I throw in a couple Marauders to round out the lance.

One MAD gets whacked with an AC20 to the head. However the Pillager fails the pilot check due to damage dealt that turn, TAC's itself and takes out the AC20.

The bot fired AC20s 7 more times that game and never hit again. I took out the Pillager's other AC20 two turns later, and the Bot's Atlas never hit once with its AC20 (on its best chance it rolled a 3 when it needed a 5, lol)

The Bot's Battlemaster took two CT crits in one turn, first Engine and Gyro, second, Gyro, Engine, Engine. Wiped out the Gyro and Engine in one turn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic on 07 September 2018, 17:06:16
Possibly one of the luckiest pilots ever... here's a drinking story that the surviving pilot will tell to his dying days. 

Ultra AC/10 at Clint IIC (Standard) (Jensen's Renegades); needs 4, rolls 8 :  - Direct Blow -
        Clint IIC (Standard) (Jensen's Renegades) takes 11 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is (10+3) = 13; 3 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Obvious on 07 September 2018, 23:10:54
Trace atmo and just crazy luck got this Buccaneer 3 one-shot kills with just 8 plasma rifle shots fired.

Quote
Weapons fire for Buccaneer BCN-5W (Obvious)
    Plasma Rifle at Ostscout OTT-11J (Quantum Polagnus); needs 10, rolls 11 : hits  LT
        Ostscout OTT-11J (Quantum Polagnus) takes 10 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
 Ostscout OTT-11J LT BREACHED
*** Ostscout OTT-11J (Quantum Polagnus) DESTROYED by engine destruction! ***
 Ostscout OTT-11J LA BREACHED
            Critical hit on LT. Roll is 7; no effect.
        Target gains 1 more heat during heat phase.


Quote
Weapons fire for Buccaneer BCN-5W (Obvious)
    Plasma Rifle at Rook NH-1B (klaysdnd); needs 3, rolls 8 :  - Direct Blow - hits  HD
        Rook NH-1B (klaysdnd) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
 Rook NH-1B HD BREACHED
*** Rook NH-1B (klaysdnd) DESTROYED by hull breach! ***
*** Rook NH-1B (klaysdnd) Pilot died to explosive decompression! ***
            Critical hit on HD. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

Quote
Weapons fire for Buccaneer BCN-5W (Obvious)
    Plasma Rifle at Awesome AWS-8Q (klaysdnd); needs 6, rolls 7 : hits  CT
        Awesome AWS-8Q (klaysdnd) takes 10 damage to CT.
            20 Armor remaining.
            Possible breach on CT. Roll is 12: Breach! Awesome AWS-8Q CT BREACHED
*** Awesome AWS-8Q (klaysdnd) DESTROYED by hull breach! ***
        Target gains 3 more heat during heat phase.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 13 September 2018, 12:23:48
Sometime, your air support just pushes his aircraft a little too hard, and crashes it into the ground.

The good part? It's a Lucifer, so it can just take off the next turn.

Quote
Lucifer LCF-R20 #2 (1st Octopus Overlords) must make 1 control roll(s) (Thrust spent during turn exceeds SI).
The base target is 7 [5 (Base piloting skill) + 1 (Used more than safe thrust) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (Thrust spent during turn exceeds SI)].
    Roll #1, (Thrust spent during turn exceeds SI); needs 7, rolls 5 : out of control
*Lucifer LCF-R20 #2 (1st Octopus Overlords) loses 4 elevation*   
Lucifer LCF-R20 #2 (1st Octopus Overlords) crashes, suffering 200 damage!
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            120 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            110 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to LWG.
            70 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to LWG.
            60 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            100 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            90 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to LWG.
            50 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Heat Sink destroyed!
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            80 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            70 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to LWG.
            40 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            60 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            50 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            40 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            30 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            20 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            10 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to LWG.
            30 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 12 : Critical hit on Small Laser.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
            0 Armor remaining.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to RWG.
            70 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 7 : no effect.
        Lucifer LCF-R20 #2 (1st Octopus Overlords) takes 10 damage to NOS.
5 damage transfers to the SI. 1 SI remaining.
            Possible critical hit (SI damaged); needs 8, rolls 9 : Possibly out of control!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Vardun Armister on 17 September 2018, 07:30:17
I don't have the copy text, but was on NP 04 working a pirate hunting contract with the Marians, AtB, for my merc unit The Angry Mob.  We encountered weather.....real weather....F1-F3 winds.  After weapons fire, we just kept closing and kicking and because of the pioting skill mods, the OpFor couldn't stand up and kept falling.  Knocked four enemy meks out of commission, two of them killed from five head hits from trying to stand up and falling again, others falling and majorly critting themselves.  Very easy win on that one.  Good thing, it was the first contract.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BairdEC on 15 November 2018, 23:15:05
Glub, glub....


Javelin JVN-10N #2 (Metal Magic) must make a piloting skill check (unbalanced).
Needs 4 [3 (Base piloting skill) + 0 (entering Depth 2 Water) + 1 (unbalanced)], rolls 6 : succeeds.
 Javelin JVN-10N #2 CT BREACHED
*** Javelin JVN-10N #2 (Metal Magic) DESTROYED by hull breach! ***
 Javelin JVN-10N #2 RT BREACHED
 Javelin JVN-10N #2 RA BREACHED
 Javelin JVN-10N #2 LT BREACHED
 Javelin JVN-10N #2 LA BREACHED
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 19 December 2018, 11:38:29




Oh Jesus Christ!

Warhammer WHM-6R (The Fury) must make a piloting skill check while moving from hex 4336 to hex 4337 (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 2 : falls.
Warhammer WHM-6R (The Fury) falls 0 level(s) into hex 4337
    Warhammer WHM-6R (The Fury) falls on its rear, suffering 3 damage.
        Warhammer WHM-6R (The Fury) takes 3 damage to LTR.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            5 Armor remaining.
            Possible breach on LT. Roll is 11: Breach! Warhammer WHM-6R LT BREACHED
 Warhammer WHM-6R LA BREACHED

Pilot of Warhammer WHM-6R (The Fury) "Lieutenant SG Kit Bee-Moleman" must roll 3 to avoid damage; rolls 6 : succeeds.


Warhammer WHM-6R (The Fury) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 6 [4 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 8 : succeeds.

Cataphract CTF-1X (The Fury) must make a piloting skill check while moving from hex 4435 to hex 4436 (entering Depth 1 Water).
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 9 : succeeds.


Firestarter FS9-H (Pirates) must make a piloting skill check (entering Depth 1 Water).
Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 6 : succeeds.

Centurion CN9-A (The Fury) must make a piloting skill check while moving from hex 4737 to hex 4637 (entering Depth 1 Water).
Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 2 : falls.
Centurion CN9-A (The Fury) falls 0 level(s) into hex 4637
    Centurion CN9-A (The Fury) falls on its left side, suffering 2 damage.
        Centurion CN9-A (The Fury) takes 2 damage to HD.
            7 Armor remaining.
            Possible breach on HD. Roll is 11: Breach! Centurion CN9-A HD BREACHED
*** Centurion CN9-A (The Fury) DESTROYED by hull breach! ***
*** Centurion CN9-A (The Fury) Pilot Drowned! ***

        Pilot of Centurion CN9-A (The Fury) "Private Evonna Ferrand" is already dead, so no damage is dealt!

Pilot of Centurion CN9-A (The Fury) "Private Evonna Ferrand" must roll 4 to avoid damage; rolls 3 : fails.
        Pilot of Centurion CN9-A (The Fury) "Private Evonna Ferrand" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 09 January 2019, 09:56:45
Now THAT is how you use an LRM20:

Weapons fire for Archer ARC-2R (Mins Maulers)
    LRM 20 at Hermes II HER-2S (Draconis Combine); needs 9, rolls 9 : 12 missile(s) hit (using Left Side table).

        Hermes II HER-2S (Draconis Combine) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Hermes II HER-2S (Draconis Combine) "Junnosuke Stephanopoulos" takes 1 damage (2 total hits).
        Pilot of Hermes II HER-2S (Draconis Combine) "Junnosuke Stephanopoulos" needs a 5 to stay conscious.  Rolls 7 : successful!

        Hermes II HER-2S (Draconis Combine) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Hermes II HER-2S (Draconis Combine) "Junnosuke Stephanopoulos" takes 1 damage (3 total hits).
        Pilot of Hermes II HER-2S (Draconis Combine) "Junnosuke Stephanopoulos" needs a 7 to stay conscious.  Rolls 3 : blacks out.

        Hermes II HER-2S (Draconis Combine) takes 2 damage to HD.
             SECTION DESTROYED.
*** Hermes II HER-2S (Draconis Combine) DESTROYED by damage! ***
       
    
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 12 January 2019, 23:38:57
Looks like it was something like this.
I wish i was good at using paint. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 28 January 2019, 21:43:20
This is a case of the Lance Commander in the Orion not having specifically lovely day.
Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Thunderbolt TDR-5S (The GM)
    Machine Gun at Orion ON1-K (Nate); needs 4, rolls 6 : hits  RA
        Orion ON1-K (Nate) takes 2 damage to RA.
             10 Internal Structure remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Shoulder.


    Machine Gun at Orion ON1-K (Nate); needs 4, rolls 4 : hits  LT
        Orion ON1-K (Nate) takes 2 damage to LT.
            15 Armor remaining.


    Medium Laser at Orion ON1-K (Nate); needs 4, rolls 8 : hits  RL
        Orion ON1-K (Nate) takes 5 damage to RL.
             11 Internal Structure remaining.
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Hip.


    Medium Laser at Orion ON1-K (Nate); needs 4, rolls 6 : hits  RA
        Orion ON1-K (Nate) takes 5 damage to RA.
             5 Internal Structure remaining.
            Critical hit on RA. Roll is 2; no effect.


    Medium Laser at Orion ON1-K (Nate); needs 4, rolls 7 : hits  RA
        Orion ON1-K (Nate) takes 5 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Lower Arm.


    SRM 2 at Orion ON1-K (Nate); needs 4, rolls 6 : 1 missile(s) hit.

        Orion ON1-K (Nate) takes 2 damage to CT.
            21 Armor remaining.


Weapons fire for Rifleman RFL-3N (The GM)
    AC/5 at Orion ON1-K (Nate); needs 7, rolls 9 : hits  CT
        Orion ON1-K (Nate) takes 5 damage to CT.
            16 Armor remaining.


    AC/5 at Orion ON1-K (Nate); needs 7, rolls 8 : hits  RL
        Orion ON1-K (Nate) takes 5 damage to RL.
             6 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Upper Leg.


    Medium Laser at Orion ON1-K (Nate); needs 4, rolls 9 : hits  RA
        Orion ON1-K (Nate) takes 5 damage to RA.
        5 damage transfers to RT.
        Orion ON1-K (Nate) takes 5 damage to RT.
            Armor destroyed.
             15 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Orion ON1-K (Nate) suffers catastrophic damage, but the autoeject system was engaged.
            
Orion ON1-K (Nate) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Orion ON1-K (Nate) DESTROYED by ejection! ***
                Orion ON1-K (Nate) takes 100 damage to RT.
                     SECTION DESTROYED.
                85 damage transfers to CT.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on +AC/10.
                Orion ON1-K (Nate) takes 85 damage to CT.
                     SECTION DESTROYED.
                Orion ON1-K (Nate) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 4.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is 7;         no effect.

        Pilot of Orion ON1-K (Nate) "Tristan Trinkl" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


    Medium Laser at Orion ON1-K (Nate); needs 4, rolls 4 : hits  CT
        Orion ON1-K (Nate) takes 5 damage to CT.
Weapons fire for JagerMech JM6-S (The GM)
    AC/5 at Orion ON1-K (Nate); needs 8, rolls 8 : hits  (using Left Side table) LA
        Orion ON1-K (Nate) takes 5 damage to LA.
        5 damage transfers to LT.
        Orion ON1-K (Nate) takes 5 damage to LT.
            10 Armor remaining.


    AC/2 at Orion ON1-K (Nate); needs 9, rolls 9 : hits  (using Left Side table) RL
        Orion ON1-K (Nate) takes 2 damage to RL.
             4 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.


    AC/5 at Orion ON1-K (Nate); needs 8, rolls 11 : hits  (using Left Side table) RT (critical)
        Orion ON1-K (Nate) takes 5 damage to RT (critical).
        5 damage transfers to CT (critical).
        Orion ON1-K (Nate) takes 5 damage to CT (critical).


    AC/2 at Orion ON1-K (Nate); needs 9, rolls 6 : misses


    Medium Laser at Orion ON1-K (Nate); needs 5, rolls 7 : hits  (using Left Side table) RT
        Orion ON1-K (Nate) takes 5 damage to RT.
        5 damage transfers to CT.
        Orion ON1-K (Nate) takes 5 damage to CT.


    Medium Laser at Orion ON1-K (Nate); needs 5, rolls 6 : hits  (using Left Side table) CT
        Orion ON1-K (Nate) takes 5 damage to CT.


Weapons fire for Orion ON1-K (Nate)
    Medium Laser at Thunderbolt TDR-5S (The GM); needs 5, rolls 5 : hits  CT
        Thunderbolt TDR-5S (The GM) takes 5 damage to CT.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.


    AC/10 at Thunderbolt TDR-5S (The GM); needs 5, rolls 7 : hits  LT
        Thunderbolt TDR-5S (The GM) takes 10 damage to LT.
            0 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 24 February 2019, 15:04:34
Some dezgra surat spheroid decided to ignore Zell, so my Crossbows had to annihilate him.

Weapons fire for Crossbow C (Andrew)
    ATM 6 (HE ammo) at Ostwar OWR-3M (Princess1); needs 7, rolls 11 :  (ECM prevents bonus)4 high-explosive missile(s) hit.

        Ostwar OWR-3M (Princess1) takes 5 damage to LL.
            19 Armor remaining.

        Ostwar OWR-3M (Princess1) takes 5 damage to RA.
            12 Armor remaining.

        Ostwar OWR-3M (Princess1) takes 2 damage to LT.
            14 Armor remaining.


    ATM 6 (HE ammo) at Ostwar OWR-3M (Princess1); needs 7, rolls 11 :  (ECM prevents bonus)4 high-explosive missile(s) hit.

        Ostwar OWR-3M (Princess1) takes 5 damage to LL.
            14 Armor remaining.

        Ostwar OWR-3M (Princess1) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Ostwar OWR-3M (Princess1) "Carmo Godin" takes 1 damage (1 total hits).
        Pilot of Ostwar OWR-3M (Princess1) "Carmo Godin" needs a 3 to stay conscious.  Rolls 2 : blacks out.

        Ostwar OWR-3M (Princess1) takes 2 damage to RA.
            10 Armor remaining.


    Heavy Machine Gun at Ostwar OWR-3M (Princess1); needs 10, rolls 3 : misses

    Heavy Machine Gun at Ostwar OWR-3M (Princess1); needs 10, rolls 7 : misses

Weapons fire for Crossbow E (Andrew)
    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 10 : hits  HD
        Ostwar OWR-3M (Princess1) takes 3 damage to HD.
            1 Armor remaining.

        Pilot of Ostwar OWR-3M (Princess1) "Carmo Godin" takes 1 damage (2 total hits).


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 9 : hits  LA
        Ostwar OWR-3M (Princess1) takes 3 damage to LA.
            17 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 7 : hits  LA
        Ostwar OWR-3M (Princess1) takes 3 damage to LA.
            14 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 3 : misses


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 9 : hits  RT
        Ostwar OWR-3M (Princess1) takes 3 damage to RT.
            19 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 6 : hits  RL
        Ostwar OWR-3M (Princess1) takes 3 damage to RL.
            18 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 4 : misses


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 2 : misses


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 8 : hits  RA
        Ostwar OWR-3M (Princess1) takes 3 damage to RA.
            7 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 5 : misses


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 10 : hits  RA
        Ostwar OWR-3M (Princess1) takes 3 damage to RA.
            4 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 6 : hits  RT
        Ostwar OWR-3M (Princess1) takes 3 damage to RT.
            16 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 9 : hits  HD
        Ostwar OWR-3M (Princess1) takes 3 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 5; no effect.

        Pilot of Ostwar OWR-3M (Princess1) "Carmo Godin" takes 1 damage (3 total hits).


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 7 : hits  RT
        Ostwar OWR-3M (Princess1) takes 3 damage to RT.
            13 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 7 : hits  CT
        Ostwar OWR-3M (Princess1) takes 3 damage to CT.
            24 Armor remaining.


    AP Gauss Rifle at Ostwar OWR-3M (Princess1); needs 6, rolls 6 : hits  HD
        Ostwar OWR-3M (Princess1) takes 3 damage to HD.
             SECTION DESTROYED.
*** Ostwar OWR-3M (Princess1) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Ostwar OWR-3M (Princess1) "Carmo Godin" is already dead, so no damage is dealt!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 25 February 2019, 21:37:17
When things get crazy with physical Phase.
Code: [Select]

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

Physical attacks for Grand Dragon DRG-1G (The GM)
    Kick (Left leg) at Awesome AWS-8Q (Sevastian); needs 5, rolls 11 : hits (using Kick table) RL
        Awesome AWS-8Q (Sevastian) takes 12 damage to RL.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RL. Roll is 7; no effect.


Physical attacks for Firestarter FS9-M 'Mirage' (The GM)
    Kick (Left leg) at Awesome AWS-8Q (Sevastian); needs 5, rolls 9 : hits (using Rear Kick table) RL
        Awesome AWS-8Q (Sevastian) takes 7 damage to RL.
             6 Internal Structure remaining.
            Critical hit on RL. Roll is 6; no effect.


Physical attacks for Awesome AWS-8Q (Sevastian)
    Kick (Left leg) at Grand Dragon DRG-1G (The GM); needs 5, rolls 7 : hits (using Kick table) RL
        Grand Dragon DRG-1G (The GM) takes 16 damage to RL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.


Physical attacks for Grasshopper GHR-5H (Wrangler)
    Attempting death from above on Firestarter FS9-M 'Mirage' (The GM); needs 5, rolls 7 : hits.
        Defender takes 21 damage  (using Left Side Punch table).
        
Firestarter FS9-M 'Mirage' (The GM) takes hit at HD, but it is rerolled with edge.
        
Firestarter FS9-M 'Mirage' (The GM) has 0 edge remaining.
        Firestarter FS9-M 'Mirage' (The GM) takes 5 damage to CT.
            11 Armor remaining.
        Firestarter FS9-M 'Mirage' (The GM) takes 5 damage to LT.
            7 Armor remaining.
        Firestarter FS9-M 'Mirage' (The GM) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Firestarter FS9-M 'Mirage' (The GM) "Xian Kha'Tuum" takes 1 damage (1 total hits).
        Pilot of Firestarter FS9-M 'Mirage' (The GM) "Xian Kha'Tuum" needs a 3 to stay conscious.  Rolls 11 : successful!
        Firestarter FS9-M 'Mirage' (The GM) takes 5 damage to CT.
            6 Armor remaining.
        Firestarter FS9-M 'Mirage' (The GM) takes 1 damage to LA.
            6 Armor remaining.
    Firestarter FS9-M 'Mirage' (The GM) is displaced into hex 1706.
        Attacker takes 14 damage.
        Grasshopper GHR-5H (Wrangler) takes 5 damage to RL.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.
        Grasshopper GHR-5H (Wrangler) takes 5 damage to LL.
            11 Armor remaining.
        Grasshopper GHR-5H (Wrangler) takes 4 damage to LL.
            7 Armor remaining.

    Grasshopper GHR-5H (Wrangler) is displaced into hex 1806.

Awesome AWS-8Q (Sevastian) must make 2 piloting skill roll(s) (was kicked; was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked) + 0 (was kicked)); needs 5, rolls 3 : falls.
    Awesome AWS-8Q (Sevastian) falls on its right side, suffering 8 damage.
        Awesome AWS-8Q (Sevastian) takes 5 damage to LT.
            19 Armor remaining.
        Awesome AWS-8Q (Sevastian) takes 3 damage to RL.
             3 Internal Structure remaining.
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.

Pilot of Awesome AWS-8Q (Sevastian) "Sigismund Flater" must roll 5 to avoid damage; rolls 11 : succeeds.


Grasshopper GHR-5H (Wrangler) must make 2 piloting skill roll(s) (leg/foot actuator hit; executed death from above).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 4 (executed death from above)); needs 9, rolls 6 : falls.
    Grasshopper GHR-5H (Wrangler) falls on its left side, suffering 7 damage.
        Grasshopper GHR-5H (Wrangler) takes 5 damage to LA (critical).
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Grasshopper GHR-5H (Wrangler) takes 2 damage to LL.
            5 Armor remaining.

Pilot of Grasshopper GHR-5H (Wrangler) "Rodney "Roddy" Rodriguez" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Grasshopper GHR-5H (Wrangler) "Rodney "Roddy" Rodriguez" takes 1 damage (1 total hits).
        Pilot of Grasshopper GHR-5H (Wrangler) "Rodney "Roddy" Rodriguez" needs a 3 to stay conscious.  Rolls 5 : successful!


Grand Dragon DRG-1G (The GM) must make 2 piloting skill roll(s) (leg destroyed; was kicked).
The base target is 7 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
    Grand Dragon DRG-1G (The GM) falls on its left side, suffering 6 damage.
        Grand Dragon DRG-1G (The GM) takes 5 damage to RL.
        5 damage transfers to RT.
        Grand Dragon DRG-1G (The GM) takes 5 damage to RT.
            11 Armor remaining.
        Grand Dragon DRG-1G (The GM) takes 1 damage to LL.
            17 Armor remaining.

Pilot of Grand Dragon DRG-1G (The GM) "Wendy Testeberger" must roll 12 to avoid damage; rolls 6 : fails.
        Pilot of Grand Dragon DRG-1G (The GM) "Wendy Testeberger" takes 1 damage (1 total hits).
        Pilot of Grand Dragon DRG-1G (The GM) "Wendy Testeberger" needs a 3 to stay conscious.  Rolls 5 : successful!


Firestarter FS9-M 'Mirage' (The GM) must make 2 piloting skill roll(s) (hit by death from above; 20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 2 (hit by death from above) + 1 (20+ damage)); needs 9, rolls 12 : succeeds.
    Roll #2, (6 (Base piloting skill) + 1 (20+ damage) + 2 (hit by death from above)); needs 9, rolls 9 : succeeds.

Heat Phase
-------------------
Awesome AWS-8Q (Sevastian) gains 12 heat, sinks 12 heat and is now at 0 heat.
Grasshopper GHR-5H (Wrangler) gains 3 heat, sinks 3 heat and is now at 0 heat.
Quickdraw QKD-4G (Sevastian) gains 0 heat, sinks 0 heat and is now at 0 heat.
Trebuchet TBT-5N (Lunaya) gains 13 heat, sinks 10 heat and is now at 3 heat.
Grand Dragon DRG-1G (The GM) gains 2 heat, sinks 12 heat and is now at 0 heat.
Firestarter FS9-M 'Mirage' (The GM) gains 5 heat, sinks 5 heat and is now at 0 heat.

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

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

Pilot of Quickdraw QKD-4G (Sevastian) "Mihoko Yokota" needs a 10 to wake up.  Rolls 9 : stays unconscious.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 09 March 2019, 00:00:55
Not so much a "Crazy Hit" but...

Quote
"Annie Pak has given birth to Annie Pak a baby girl!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 17 March 2019, 07:32:30
Not so much a "Crazy Hit" but...
Definitely meets the 'crazy' definition. 
Single or married?
Random name file not corrupted?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 March 2019, 20:38:58
Reasons why not to eject while on the ground, with Edge.

Code: [Select]
Movement Phase
-------------------

Gina Ramirez ejects from a Trebuchet TBT-5N #2 (The GM).
   
Trebuchet TBT-5N #2 (The GM) must make a piloting skill check (landing in light woods).
    Needs 11 [4 (ejecting) + 5 (Mech is prone) + 2 (landing in light woods)], rolls 4 : fails.

        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" takes 3 damage (4 total hits).
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 5 to stay conscious.  Rolls 10 : successful!
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 7 to stay conscious.  Rolls 10 : successful!
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 10 to stay conscious.  Rolls 5 : blacks out.

Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" used edge for a reroll. 3 edge remaining.
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 10 to stay conscious.  Rolls 6 : blacks out.

Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" used edge for a reroll. 2 edge remaining.
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 10 to stay conscious.  Rolls 5 : blacks out.

Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" used edge for a reroll. 1 edge remaining.
        Pilot of Trebuchet TBT-5N #2 (The GM) "Gina Ramirez" needs a 10 to stay conscious.  Rolls 8 : blacks out.
            The pilot ejects safely!
*** Trebuchet TBT-5N #2 (The GM) DESTROYED by ejection! ***

Chantay Vincent ejects from a Orion ON1-K (Sigismund).
   
Orion ON1-K (Sigismund) must make a piloting skill check (landing in clear terrain).
    Needs 9 [6 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 9 : succeeds.
            The pilot ejects safely!
*** Orion ON1-K (Sigismund) DESTROYED by ejection! ***

I think she been edged out....
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 March 2019, 21:24:52
Meanwhile...later in this match....Atlas meet it's match.
However it's destruction on it's way out!
Code: [Select]

Weapons fire for Atlas AS7-D (The GM)
    SRM 6 at Grasshopper GHR-5H #2 (Wrangler); needs 10, rolls 5 : misses


    Medium Laser at Trebuchet TBT-5N (Lunaya); needs 9, rolls 12 : hits  (using Right Side table) CT
        Trebuchet TBT-5N (Lunaya) takes 5 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.


    Medium Laser at Trebuchet TBT-5N (Lunaya); needs 9, rolls 7 : misses


Weapons fire for Grasshopper GHR-5H #2 (Wrangler)
    Medium Laser at Atlas AS7-D (The GM); needs 8, rolls 7 : misses


    Medium Laser at Atlas AS7-D (The GM); needs 8, rolls 12 : hits  RA
        Atlas AS7-D (The GM) takes 5 damage to RA.
        5 damage transfers to RT.
        Atlas AS7-D (The GM) takes 5 damage to RT.
             SECTION DESTROYED.
        3 damage transfers to CT.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on AC/20 Ammo (2).
            *** AC/20 Ammo EXPLODES!  40 DAMAGE! ***
                >Atlas AS7-D (The GM) suffers catastrophic damage, but the autoeject system was engaged.
           
Atlas AS7-D (The GM) 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!
        *** Atlas AS7-D (The GM) DESTROYED by ejection! ***
                Atlas AS7-D (The GM) takes 40 damage to RT.
                40 damage transfers to CT.
                Atlas AS7-D (The GM) takes 40 damage to CT.
                     SECTION DESTROYED.
                Atlas AS7-D (The GM) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 1110 was started due to an engine explosion!
                    Current game options do not allow fires.
                Hex 1209: terrain takes 30 damage.
                Hex 1210: terrain takes 30 damage.
                Hex 1108: terrain takes 15 damage.
                Hex 1309: terrain takes 15 damage.
                Hex 1310: terrain takes 15 damage.
                     Heavy Woods converted to Light Woods!
                Hex 1211: terrain takes 15 damage.
                Hex 1112: terrain takes 15 damage.
                Hex 1011: terrain takes 15 damage.
                Hex 0911: terrain takes 15 damage.
                Hex 0909: terrain takes 15 damage.
                Hex 1008: terrain takes 15 damage.
                Hex 1308: terrain takes 7 damage.
                Hex 1409: terrain takes 7 damage.
                Hex 0811: terrain takes 7 damage.
                Hex 0809: terrain takes 7 damage.
                Hex 0808: terrain takes 7 damage.
                Quickdraw QKD-4G (Wrangler) is hit for 15 damage!
                Quickdraw QKD-4G (Wrangler) takes 5 damage to RT (critical).
                    2 Armor remaining.
                    Critical hit on RT.         Roll is 6;         no effect.
                Quickdraw QKD-4G (Wrangler) takes 5 damage to RT.
                    Armor destroyed.
                     9 Internal Structure remaining.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Medium Laser (R).
                    CRITICAL HIT on Jump Jet.
                Quickdraw QKD-4G (Wrangler) takes 5 damage to RT.
                     4 Internal Structure remaining.
                    Critical hit on RT.         Roll is 7;         no effect.

                Trebuchet TBT-5N (Lunaya) is hit for 15 damage!
                Trebuchet TBT-5N (Lunaya) takes 5 damage to CT.
                     3 Internal Structure remaining.
                    Critical hit on CT.         Roll is 7;         no effect.
                Trebuchet TBT-5N (Lunaya) takes 5 damage to RT.
                    6 Armor remaining.
                Trebuchet TBT-5N (Lunaya) takes 5 damage to LL.
                    3 Armor remaining.

                Grasshopper GHR-5H #2 (Wrangler) is hit for 30 damage!
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to RT.
                    6 Armor remaining.
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to LT.
                    7 Armor remaining.
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to RA.
                    15 Armor remaining.
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to RL.
                    21 Armor remaining.
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to HD.
                    2 Armor remaining.

                Pilot of Grasshopper GHR-5H #2 (Wrangler) "Rodney "Roddy" Rodriguez" takes 1 damage (2 total hits).
                Pilot of Grasshopper GHR-5H #2 (Wrangler) "Rodney "Roddy" Rodriguez" needs a 5 to stay conscious.  Rolls 7 : successful!
                Grasshopper GHR-5H #2 (Wrangler) takes 5 damage to LL.
                    Armor destroyed.
                     12 Internal Structure remaining.
                    Critical hit on LL.         Roll is 5;         no effect.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 7;         no effect.

        Pilot of Atlas AS7-D (The GM) "Robert Safka" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
        Atlas AS7-D (The GM) takes 3 damage to CT.


    Medium Laser at Atlas AS7-D (The GM); needs 8, rolls 12 : hits  RL
        Atlas AS7-D (The GM) takes 5 damage to RL.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Foot.


    Medium Laser at Atlas AS7-D (The GM); needs 8, rolls 5 : misses


    Large Laser at Atlas AS7-D (The GM); needs 8, rolls 3 : misses


Weapons fire for Trebuchet TBT-5N (Lunaya)
    Medium Laser at Atlas AS7-D (The GM); needs 7, rolls 9 : hits  (using Left Side table) LL
        Atlas AS7-D (The GM) takes 5 damage to LL.
            23 Armor remaining.


    Medium Laser at Atlas AS7-D (The GM); needs 7, rolls 8 : hits  (using Left Side table) LA
        Atlas AS7-D (The GM) takes 5 damage to LA.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LA. Roll is 2; no effect.
        Atlas AS7-D (The GM) takes 2 damage to LT.
            16 Armor remaining.


Weapons fire for Mercury MCY-98 (Lunaya)
    Medium Laser at Atlas AS7-D (The GM); needs 10, rolls 3 : misses


    Medium Laser at Atlas AS7-D (The GM); needs 10, rolls 7 : misses


Weapons fire for JagerMech JM6-A (The GM)
    AC/2 at Awesome AWS-8Q (Sigismund); needs 7, rolls 7 : hits  RL
        Awesome AWS-8Q (Sigismund) takes 2 damage to RL.
            27 Armor remaining.


    AC/2 at Awesome AWS-8Q (Sigismund); needs 7, rolls 6 : misses




Trebuchet TBT-5N (Lunaya) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

Grasshopper GHR-5H #2 (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 9 : succeeds.

Grasshopper was still standing!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 24 March 2019, 17:45:28
Not a crazy hit either, but I got swarmed by infantry at the start of the round, and when it came to my move I jumped into a 2 depth water as an experiment. Most effective method of de-infestation I've ever seen!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 17 May 2019, 12:24:38
Pristine Katapult. *plink* BOOM

Quote
Weapons fire for Grasshopper GHR-5H (1st Octopus Overlords)
    Large Laser at Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison); needs 7, rolls 9 : hits  LL
        Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) takes 8 damage to LL.
            12 Armor remaining.


    LRM 5 at Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison); needs 6, rolls 11 : 3 missile(s) hit.

        Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) takes 3 damage to CT (critical).
            21 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Machine Gun Ammo (200).
            *** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
                >Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) suffers catastrophic damage, but the autoeject system was engaged.
            
Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) DESTROYED by ejection! ***
                Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) takes 400 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 5;         no effect.

        Pilot of Catapult CPLT-K2 (Draconis Combine Opfor Mech Garrison) "Tomoe Ishikawa" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Easy on 17 May 2019, 13:27:29
cleanup
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 17 May 2019, 14:10:11
Not a crazy hit either, but I got swarmed by infantry at the start of the round, and when it came to my move I jumped into a 2 depth water as an experiment. Most effective method of de-infestation I've ever seen!

A while ago, playing against Princess, the bot´s infantry swarmed a ´Mech of mine that was prone... only for several other infantry platoons in the vicinity to also target that ´Mech. The ´Mech didn´t look very good afterwards, but the swarming infantry was gone.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 31 May 2019, 12:06:48
The poor guy is never going to live this down.

Quote
Sentinel STN-3K (Draconis Combine Primary Opfor) must make 1 piloting skill roll(s) (missed a kick).
The base target is 7 [7 (Base piloting skill)].
    Roll #1, (7 (Base piloting skill) + 0 (missed a kick)); needs 7, rolls 5 : falls.
    Sentinel STN-3K (Draconis Combine Primary Opfor) falls on its left side, suffering 4 damage.
        Sentinel STN-3K (Draconis Combine Primary Opfor) takes 4 damage to CT (critical).
            8 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 01 June 2019, 09:34:01
He, I just lost a Javelin that missed a kick and fell on its back. But at least the pilot had the decency to try and make it look like an ammo explosion...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Battleclad on 01 June 2019, 22:55:28
Things got a little MAD...

Code: [Select]
Weapons fire for Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements))
    PPC at Wolverine WVR-6R (Threshold Strikers); needs 10, rolls 3 : misses

    SRM 6 at Wolverine WVR-6R (Threshold Strikers); needs 7, rolls 8 : 4 missile(s) hit (w/ +1 bonus).

        Wolverine WVR-6R (Threshold Strikers) takes 2 damage to RL.
            14 Armor remaining.

        Wolverine WVR-6R (Threshold Strikers) takes 2 damage to CT.
            16 Armor remaining.

        Wolverine WVR-6R (Threshold Strikers) takes 2 damage to RA (critical).
            9 Armor remaining.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on AC/5 Ammo (14).
            *** AC/5 Ammo EXPLODES!  70 DAMAGE! ***
                >Wolverine WVR-6R (Threshold Strikers) suffers catastrophic damage, but the autoeject system was engaged.
           
Wolverine WVR-6R (Threshold Strikers) must make a piloting skill check (landing in clear terrain).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Wolverine WVR-6R (Threshold Strikers) DESTROYED by ejection! ***
                Wolverine WVR-6R (Threshold Strikers) takes 70 damage to RA.
                     SECTION DESTROYED.
                61 damage transfers to RT.
                    Critical hit on RA.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on +AC/5.
                    CRITICAL HIT on Upper Arm.
                Wolverine WVR-6R (Threshold Strikers) takes 61 damage to RT.
                     SECTION DESTROYED.
                48 damage transfers to CT.
                    Critical hit on RT.         Roll is (7+4) = 11;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    Location has no more hittable critical slots.
                Wolverine WVR-6R (Threshold Strikers) takes 48 damage to CT.
                     SECTION DESTROYED.
                Wolverine WVR-6R (Threshold Strikers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 7.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is (9+4) = 13;         3 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 0607: terrain takes 7 damage.
                Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) is hit for 3 damage!
                Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 3 damage to RS.
                    30 Armor remaining.

                End Secondary Damage Report.

        Pilot of Wolverine WVR-6R (Threshold Strikers) "Candidate Sophie Dempsey" has ejected, so no damage is dealt!

        Wolverine WVR-6R (Threshold Strikers) takes 2 damage to HD.
            6 Armor remaining.

        Pilot of Wolverine WVR-6R (Threshold Strikers) "Candidate Sophie Dempsey" has ejected, so no damage is dealt!
     
Weapons fire for Wolverine WVR-6R (Threshold Strikers)
    AC/5 at Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)); needs 8, rolls 2 : misses

    SRM 6 at Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)); needs 5, rolls 6 : 5 missile(s) hit (using Rear table) (w/ +1 bonus).

        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 2 damage to RR.
            7 Armor remaining.

        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 2 damage to RR.
            5 Armor remaining.

        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 2 damage to RS.
            28 Armor remaining.

        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 2 damage to RR.
            3 Armor remaining.
            Critical hit on RR. Roll is 5; no effect.

        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 2 damage to RR.
            1 Armor remaining.

    Medium Laser at Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)); needs 5, rolls 9 :  - Direct Blow - hits  (using Rear table) RR
        Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) takes 7 damage to RR.
            Armor destroyed.
             SECTION DESTROYED.
*** Manticore Heavy Tank (Standard) (Rim Collection (Reinforcements)) DESTROYED by damage! ***
            Critical hit on RR. Roll is (8+1) = 9; Engine destroyed.  Immobile.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 03 June 2019, 12:10:09
Shouldn't have failed the sideslip...



Physical attacks for Lineholder KW2-LHW (Artemis' Hunters)
    Kick (Left leg) at Warrior Attack Helicopter H-7C (Word of Blake); needs 8, rolls 10 : hits (using Rear table) LS
        Warrior Attack Helicopter H-7C (Word of Blake) takes 11 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
*** Warrior Attack Helicopter H-7C (Word of Blake) DESTROYED by damage! ***
            Critical hit on LS. Roll is 2; no effect.
 Rotor blown off!
Warrior Attack Helicopter H-7C (Word of Blake) has lost its movement and crashes.  However, it's already on the ground, so no harm done.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 04 June 2019, 06:01:10
Failed to go up couple half dozen levels! That's almost a meme!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 17 June 2019, 05:27:16
In mekhq, i feel like my edge points never decrease when I use them, does anyone else have this problem?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BairdEC on 17 June 2019, 18:18:19
Do you mean when edge is used on a mission?  It should regenerate after the mission is complete.  I think the techs' and admins' edge regenerates daily.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 30 June 2019, 17:20:48
Oh ok, seems I misunderstood what edge was, I thought when a pilot used it on a mission it was completely used up, burnt in effect, like a get out of jail free card, didn't realize they regenerated
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 08 July 2019, 19:44:28
Well damn!

Quote
Lightning LTN-G15 (Artemis' Hunters) must make 1 control roll(s) (6 damage +0).
The base target is 6 [4 (Base piloting skill) + 1 (Avionics Damage) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 0 (6 damage +0)].
    Roll #1, (6 damage +0); needs 6, rolls 4 : out of control
 *Lightning LTN-G15 (Artemis' Hunters) loses 6 elevation*    
Lightning LTN-G15 (Artemis' Hunters) crashes, suffering 180 damage!


...
long damage report
...


Ok, it is not all bad!

Quote
Cronus CNS-3M (Magistracy of Canopus Force #2) must roll a 2 or lower to avoid 90 damage, rolls a 3: hit by crash!
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to LT.
            3 Armor remaining.
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to RA.
            11 Armor remaining.
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Cronus CNS-3M (Magistracy of Canopus Force #2) "Naoise Melliyal" takes 1 damage (1 total hits).
        Pilot of Cronus CNS-3M (Magistracy of Canopus Force #2) "Naoise Melliyal" needs a 3 to stay conscious.  Rolls 3 : successful!
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to RT.
            11 Armor remaining.
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to RA.
            6 Armor remaining.
        Cronus CNS-3M (Magistracy of Canopus Force #2) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Cronus CNS-3M (Magistracy of Canopus Force #2) DESTROYED by pilot death! ***

...
long damage report
...


And it even has 1 point of structure left on the CT!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 11 July 2019, 08:47:12
Oh wow, that's a delightful chain of events
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 14 July 2019, 09:23:28
And I should have remembered the lesson - my Archer just decapited itself bei shooting down an ASF directly above.  :bang:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 15 July 2019, 19:16:45
I don't think that Victor is going to walk it off.
Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for Marauder MAD-3D (Sigismund)
    PPC at Victor VTR-9B (Pirates); needs 5, rolls 5 : hits  CT (critical)
        Victor VTR-9B (Pirates) takes 10 damage to CT (critical).
            14 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.


    Medium Laser at Victor VTR-9B (Pirates); needs 7, rolls 9 : hits  RA
        Victor VTR-9B (Pirates) takes 5 damage to RA.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RA. Roll is 2; no effect.
        Victor VTR-9B (Pirates) takes 2 damage to RT.
             SECTION DESTROYED.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on AC/20 Ammo (0).


Weapons fire for Victor VTR-9B (Pirates)
    Medium Laser at Talos TLS-1B #2 (Wrangler); needs 8, rolls 3 : misses


    SRM 4 at Talos TLS-1B #2 (Wrangler); needs 8, rolls 2 : misses


Weapons fire for Blackjack BJ-1 (Pirates)
    AC/2 at Talos TLS-1B #2 (Wrangler); needs 7, rolls 11 : hits  LA
        Talos TLS-1B #2 (Wrangler) takes 2 damage to LA.
            3 Armor remaining.


    AC/2 at Talos TLS-1B #2 (Wrangler); needs 7, rolls 6 : misses


    Medium Laser at Talos TLS-1B #2 (Wrangler); , the shot is an automatic miss (Target out of range), rolls 4 : misses


Weapons fire for Atlas AS7-D (Pirates)
    LRM 20 at Marauder MAD-3D (Sigismund); needs 10, rolls 12 : 12 missile(s) hit (using Left Side table).

        Marauder MAD-3D (Sigismund) takes 5 damage to RT.
            12 Armor remaining.

        Marauder MAD-3D (Sigismund) takes 5 damage to LA.
            6 Armor remaining.

        Marauder MAD-3D (Sigismund) takes 2 damage to LT.
            15 Armor remaining.


    SRM 6 at Marauder MAD-3D (Sigismund); , the shot is an automatic miss (Target out of range), rolls 6 : misses


Weapons fire for Talos TLS-1B #2 (Wrangler)
    AC/10 at Victor VTR-9B (Pirates); needs 7, rolls 7 : hits  LT
        Victor VTR-9B (Pirates) takes 10 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.


    SRM 6 at Victor VTR-9B (Pirates); needs 9, rolls 11 : 4 missile(s) hit.

        Victor VTR-9B (Pirates) takes 2 damage to RT.
        2 damage transfers to CT.
        Victor VTR-9B (Pirates) takes 2 damage to CT.
            12 Armor remaining.

        Victor VTR-9B (Pirates) takes 2 damage to RL.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Upper Leg.
        Victor VTR-9B (Pirates) takes 1 damage to RT.
        1 damage transfers to CT.
        Victor VTR-9B (Pirates) takes 1 damage to CT.
            11 Armor remaining.

        Victor VTR-9B (Pirates) takes 2 damage to RT.
        2 damage transfers to CT.
        Victor VTR-9B (Pirates) takes 2 damage to CT.
            9 Armor remaining.

        Victor VTR-9B (Pirates) takes 2 damage to RL.
        2 damage transfers to RT.
        Victor VTR-9B (Pirates) takes 2 damage to RT.
        2 damage transfers to CT.
        Victor VTR-9B (Pirates) takes 2 damage to CT.
            7 Armor remaining.




Victor VTR-9B (Pirates) must make 4 piloting skill roll(s) (gyro hit; leg/foot actuator hit; leg destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Victor VTR-9B (Pirates) falls on its left side, suffering 8 damage.
        Victor VTR-9B (Pirates) takes 5 damage to LL.
             11 Internal Structure remaining.
            Critical hit on LL. Roll is 4; no effect.
        Victor VTR-9B (Pirates) takes 3 damage to LT.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.

Pilot of Victor VTR-9B (Pirates) "Ndungu Juta" must roll 15 to avoid damage; rolls 5 : fails.
        Pilot of Victor VTR-9B (Pirates) "Ndungu Juta" takes 1 damage (2 total hits).
        Pilot of Victor VTR-9B (Pirates) "Ndungu Juta" needs a 5 to stay conscious.  Rolls 2 : blacks out.
No VICTORY for you!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 05 August 2019, 20:48:43
Fresh Wolverine meets murky demise!

Code: [Select]
Wolverine WVR-6K (Wrangler) must make a piloting skill check while moving in hex 1011 (running & turning on pavement).
Needs 5 [6 (Base piloting skill) - 1 (running & turning on pavement)], rolls 4 : falls.
Wolverine WVR-6K (Wrangler) falls 0 level(s) into hex 1011
    Wolverine WVR-6K (Wrangler) falls on its left side, suffering 6 damage.
        Wolverine WVR-6K (Wrangler) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" takes 1 damage (1 total hits).
        Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" needs a 3 to stay conscious.  Rolls 5 : successful!
        Wolverine WVR-6K (Wrangler) takes 1 damage to LA.
            12 Armor remaining.

Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" must roll 5 to avoid damage; rolls 6 : succeeds.

    Skids into Building #1173618776 in hex 1111.
        Light Standard Building #1173618776 absorbs 6 points of damage.
            4 CF remaining.
        Wolverine WVR-6K (Wrangler) takes 6 damage to CT.
            19 Armor remaining.

Building #1173618776 in Hex 1111 is entered and has unknown basement, rolls 4: Single (normal fall) basement.
Basement of Building #1173618776 in Hex 1111 collapses.
    Wolverine WVR-6K (Wrangler) falls on its left side, suffering 12 damage.
        Wolverine WVR-6K (Wrangler) takes 5 damage to LA.
            7 Armor remaining.
        Wolverine WVR-6K (Wrangler) takes 5 damage to LT.
            15 Armor remaining.
        Wolverine WVR-6K (Wrangler) takes 2 damage to CT.
            17 Armor remaining.

Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" must roll 6 to avoid damage; rolls 5 : fails.
        Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" takes 1 damage (2 total hits).
        Pilot of Wolverine WVR-6K (Wrangler) "Plata Aileen" needs a 5 to stay conscious.  Rolls 8 : successful!

    Wolverine WVR-6K (Wrangler) suffers 0 damage from the skid.

    Skid ends.

Mongoose MON-67 (Pirates) must make a piloting skill check while moving in hex 0616 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 0 (running & turning on pavement)], rolls 12 : succeeds.

Mongoose MON-67 (Pirates) must make a piloting skill check while moving in hex 0614 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (running & turning on pavement)], rolls 3 : falls.
Mongoose MON-67 (Pirates) falls 0 level(s) into hex 0614
    Mongoose MON-67 (Pirates) falls on its front, suffering 3 damage.
        Mongoose MON-67 (Pirates) takes 3 damage to LT.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.

Pilot of Mongoose MON-67 (Pirates) "Patricie Ivanic" must roll 6 to avoid damage; rolls 11 : succeeds.
    Skids into hex 0613.
    Skids into hex 0612.
    Mongoose MON-67 (Pirates) suffers 4 damage from the skid.
        Mongoose MON-67 (Pirates) takes 4 damage to LT.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Mongoose MON-67 (Pirates) takes 1 damage to CT.
            11 Armor remaining.
    Skid ends.

Phoenix Hawk LAM PHX-HK2 (Lunaya) must make a piloting skill check while moving in hex 1309 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 8 : succeeds.

Building #1173618776 collapses due to damage.
*** Wolverine WVR-6K (Wrangler) DESTROYED by Crushed under building rubble! ***
    Wolverine WVR-6K (Wrangler) is hit by falling debris for 0 damage.

The Mech fell into a hole, but there rules what happens when building collapses and displaced me into the basement wall!!!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 06 August 2019, 06:22:17
The LAM was the only one unharmed. There is no justice in the world
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 03 September 2019, 18:41:50
I'm not sure whether it counts as a Crazy Hit, given that none of my crew could take any of the credit, but this happened ...

Code: [Select]
Weapons fire for UrbanMech UM-R60 ID:1 (Sn)
    AC/10 at Hatchetman HCT-3F ID:17 (Simon); needs 6, rolls 2 : THE DAMN THING EXPLODES;
            *** AC/10 EXPLODES!  10 DAMAGE! ***
                >UrbanMech UM-R60 ID:1 (Sn) suffers catastrophic damage, but the autoeject system was engaged.
           
UrbanMech UM-R60 ID:1 (Sn) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 7 : succeeds.
                    The pilot ejects safely!
        *** UrbanMech UM-R60 ID:1 (Sn) DESTROYED by ejection! ***
                UrbanMech UM-R60 ID:1 (Sn) takes 10 damage to RA.
                     SECTION DESTROYED.
                5 damage transfers to RT.
                    Critical hit on RA.         Roll is (11+1) = 12;         2 locations.
                    CRITICAL HIT on Upper Arm.
                    CRITICAL HIT on Shoulder.
                UrbanMech UM-R60 ID:1 (Sn) takes 5 damage to RT.
                     2 Internal Structure remaining.
                    Critical hit on RT.         Roll is (10+1) = 11;         2 locations.
                    CRITICAL HIT on AC/10 Ammo (8).
                    *** AC/10 Ammo EXPLODES!  80 DAMAGE! ***
                        UrbanMech UM-R60 ID:1 (Sn) takes 80 damage to RT.
                             SECTION DESTROYED.
                        78 damage transfers to CT.
                            Critical hit on RT.                 Roll is (8+4) = 12;                 2 locations.
                            CRITICAL HIT on Heat Sink.
                            CRITICAL HIT on Heat Sink.
                        UrbanMech UM-R60 ID:1 (Sn) takes 78 damage to CT.
                             SECTION DESTROYED.
                        UrbanMech UM-R60 ID:1 (Sn) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 10.
                        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                        Start Secondary Damage Report.
                        Light Standard Building #665798500 absorbs 1 points of damage.
                            14 CF remaining.
                        Light Standard Building #1769117081 absorbs 3 points of damage.
                            12 CF remaining.
                        Medium Standard Building #335849793 absorbs 1 points of damage.
                            39 CF remaining.
                        Medium Standard Building #824813607 absorbs 3 points of damage.
                            37 CF remaining.
                        Light Standard Building #1551008401 absorbs 1 points of damage.
                            14 CF remaining.
                        Fire at 1525 was started due to an engine explosion!
                            Fire started in hex 1525.
                        Hex 1522: terrain takes 1 damage.
                        Hex 1622: terrain takes 1 damage.
                        Hex 1823: terrain takes 1 damage.
                        Hex 1824: terrain takes 1 damage.
                        Hex 1226: terrain takes 1 damage.
                        Hunchback HBK-4G ID:3 (Ju) is hit for 6 damage!
                        Hunchback HBK-4G ID:3 (Ju) takes 5 damage to RTR.
                            Armor destroyed.
                             11 Internal Structure remaining.
                            Critical hit on RT.                 Roll is 8;                 no effect.
                        Hunchback HBK-4G ID:3 (Ju) takes 1 damage to RA.
                            10 Armor remaining.

                        Jump Squad (SRM) ID:9 (Sn) is hit for 3 damage!
                        Infantry is hit by area-effect artillery!!! Damage doubled.
                        Infantry platoon caught in the open!!!  Damage doubled.
                        Jump Squad (SRM) ID:9 (Sn) takes 12 damage to MEN.
                             SQUAD KILLED,
                *** Jump Squad (SRM) ID:9 (Sn) DESTROYED by damage! ***

                        Hatchetman HCT-3F ID:17 (Simon) is hit for 1 damage!
                        Hatchetman HCT-3F ID:17 (Simon) takes 1 damage to CT.
                            13 Armor remaining.


                        End Secondary Damage Report.
                            Critical hit on CT.                 Roll is (4+4) = 8;                 no effect.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hunchback HBK-4G ID:3 (Ju) is hit for 4 damage!
                        Hunchback HBK-4G ID:3 (Ju) takes 4 damage to LL.
                            16 Armor remaining.


                        End Secondary Damage Report.

                Pilot of UrbanMech UM-R60 ID:1 (Sn) "Livana Ruvelas" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.

Or, for the TL:DR version - Princess attempts to double-tap with an UrbanMech's AC/10, and the AC/10 explodes. The explosion sets off the next eight rounds. The blast from the exploding ammo cores the 'mech ... and triggers a Stackpole, which immolates an unfortunate squad of friendly Jump Infantry who were standing too close, as well as peeling some of the back armour from the friendly Hunchback, as well as pinging some shrapnel off my Hatchetman.

There was also this, a couple of rounds earlier, which my forces could at least do some bragging for ...

Code: [Select]
Weapons fire for Hatchetman HCT-3F ID:17 (Simon)
    Medium Laser at Stinger STG-3R ID:4 (Sc); needs 8, rolls 12 :  - Direct Blow - hits  CT
        Stinger STG-3R ID:4 (Sc) takes 7 damage to CT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Machine Gun Ammo (196).
            *** Machine Gun Ammo EXPLODES!  392 DAMAGE! ***
                >Stinger STG-3R ID:4 (Sc) suffers catastrophic damage, but the autoeject system was engaged.
           
Stinger STG-3R ID:4 (Sc) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds.
                    The pilot ejects safely!
        *** Stinger STG-3R ID:4 (Sc) DESTROYED by ejection! ***
                Stinger STG-3R ID:4 (Sc) takes 392 damage to CT.
                     SECTION DESTROYED.
                Stinger STG-3R ID:4 (Sc) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 5.
                Engine safety systems remain in place.

                    Critical hit on CT.         Roll is (3+4) = 7;         no effect.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Medium Standard Building #1966489146 absorbs 19 points of damage.
                    21 CF remaining.
                Light Standard Building #1058200280 absorbs 19 points of damage.
                    0 CF remaining.
                 BUILDING DESTROYED
                Hex 2125: terrain takes 19 damage.
                Warrior Attack Helicopter H-7 ID:5 (Sc) is hit for 39 damage!
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 5 damage to FR.
                    1 Armor remaining.
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 5 damage to FR.
                    Armor destroyed.
                     SECTION DESTROYED.
        *** Warrior Attack Helicopter H-7 ID:5 (Sc) DESTROYED by damage! ***
                    Critical hit on FR.         Roll is 6;         Copilot injured!
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 5 damage to FR.
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 1 damage to RO.
                    1 Armor remaining.
                     Rotor damaged!
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 1 damage to RO.
                    0 Armor remaining.
                     Rotor damaged!
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 5 damage to RS.
                    0 Armor remaining.
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 5 damage to FR.
                Warrior Attack Helicopter H-7 ID:5 (Sc) takes 4 damage to FR.

                Hatchetman HCT-3F ID:17 (Simon) is hit for 19 damage!
                Hatchetman HCT-3F ID:17 (Simon) takes 5 damage to RT.
                    9 Armor remaining.
                Hatchetman HCT-3F ID:17 (Simon) takes 5 damage to LT.
                    9 Armor remaining.
                Hatchetman HCT-3F ID:17 (Simon) takes 5 damage to RA.
                    3 Armor remaining.
                Hatchetman HCT-3F ID:17 (Simon) takes 4 damage to LT.
                    5 Armor remaining.


                End Secondary Damage Report.

        Pilot of Stinger STG-3R ID:4 (Sc) "Keenan Bane" has ejected, so no damage is dealt!

... as the Hatchetman's medium laser sets off the Stinger's MG ammo ... and the resulting explosion knocks their allied Warrior H-7 out of the air, too.

(The other Warrior was literally punched out of the sky by an Archer in the final round. Battlefists are an AA weapon, if the VTOL is next to you.)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 08 September 2019, 19:43:40
Had this happen tonight. Turn 5:
Code: [Select]
Weapons fire for Vindicator VND-5L (Princess)
    Medium Pulse Laser at Whitworth WTH-1H (redstar); needs 4, rolls 11 : hits  LA
        Whitworth WTH-1H (redstar) takes 6 damage to LA.
            6 Armor remaining.


    Medium Pulse Laser at Whitworth WTH-1H (redstar); needs 4, rolls 12 : hits  CT (critical)
        Whitworth WTH-1H (redstar) takes 6 damage to CT (critical).
            4 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.


    ER Medium Laser at Whitworth WTH-1H (redstar); needs 6, rolls 12 : hits  RT
        Whitworth WTH-1H (redstar) takes 5 damage to RT.
            2 Armor remaining.


    ER Medium Laser at Whitworth WTH-1H (redstar); needs 6, rolls 12 : hits  RA
        Whitworth WTH-1H (redstar) takes 5 damage to RA.
        5 damage transfers to RT.
        Whitworth WTH-1H (redstar) takes 5 damage to RT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.


    Small Pulse Laser at Whitworth WTH-1H (redstar); needs 4, rolls 6 : hits  CT
        Whitworth WTH-1H (redstar) takes 3 damage to CT.
            1 Armor remaining.


    Small Laser at Whitworth WTH-1H (redstar); needs 6, rolls 8 : hits  CT
        Whitworth WTH-1H (redstar) takes 3 damage to CT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.

Then turn 10:
Code: [Select]
Weapons fire for Deva C-DVA-OD Luminos (redstar)
    Heavy PPC at BattleMaster BLR-K3 (Princess); needs 12, rolls 12 : hits  (using Right Side table) HD
        BattleMaster BLR-K3 (Princess) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** BattleMaster BLR-K3 (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 4; no effect.

        Pilot of BattleMaster BLR-K3 (Princess) "Yurii Enikolopov" is already dead, so no damage is dealt!


    ER Medium Laser at BattleMaster BLR-K3 (Princess); needs 12, rolls 12 : hits  (using Right Side table) RT
        BattleMaster BLR-K3 (Princess) takes 5 damage to RT.
            17 Armor remaining.


    ER Medium Laser at BattleMaster BLR-K3 (Princess); needs 12, rolls 5 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: The_Livewire on 09 September 2019, 11:06:50
When the floating TAC hates you...

Code: [Select]
Weapons fire for Wolverine II WVR-7R (Hermit Actual)
    ER PPC at Emperor EMP-6A (Princess); needs 6, rolls 7 : hits  (using Rear table) HD
        Emperor EMP-6A (Princess) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Emperor EMP-6A (Princess) "Féilim Robinson" takes 1 damage (1 total hits).
        Pilot of Emperor EMP-6A (Princess) "Féilim Robinson" needs a 3 to stay conscious.  Rolls 7 : successful!


    Medium X-Pulse Laser at Emperor EMP-6A (Princess); needs 4, rolls 7 :  - Direct Blow - hits  (using Rear table) LA
        Emperor EMP-6A (Princess) takes 7 damage to LA.
            23 Armor remaining.


    Streak SRM 6 at Emperor EMP-6A (Princess); needs 6, rolls 7 : 6 missile(s) hit (using Rear table).

        Emperor EMP-6A (Princess) takes 2 damage to RA.
            28 Armor remaining.

        Emperor EMP-6A (Princess) takes 2 damage to RTR.
            6 Armor remaining.

        Emperor EMP-6A (Princess) takes 2 damage to RL (critical).
            36 Armor remaining.
            Critical hit on RL. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Jump Jet.

        Emperor EMP-6A (Princess) takes 2 damage to LL (critical).
            36 Armor remaining.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.

        Emperor EMP-6A (Princess) takes 2 damage to RL.
            34 Armor remaining.

        Emperor EMP-6A (Princess) takes 2 damage to LA.
            21 Armor remaining.

"hi, RNG will cripple your mech, and bake you, and leave just enough of your sensor suite to see the next turn coming..."
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 23 September 2019, 20:30:05
(Trebuchet Pilot) "I can get away! Yes i can.....wait...he hit my last ammo in my bin??!!?  OMG Everyone shooting me, so many bullets!"

Code: [Select]
Weapon Attack Phase
-------------------
Weapons fire for Trebuchet TBT-5N #2 (Loyalist)
    Medium Laser at Phoenix Hawk LAM PHX-HK2 (Lunaya); needs 7, rolls 7 : hits  RT
        Phoenix Hawk LAM PHX-HK2 (Lunaya) takes 5 damage to RT.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on +Large Laser.
    Medium Laser at Phoenix Hawk LAM PHX-HK2 (Lunaya); needs 7, rolls 7 : hits  LT
        Phoenix Hawk LAM PHX-HK2 (Lunaya) takes 5 damage to LT.
            11 Armor remaining.
    LRM 15 at Condor Heavy Hover Tank (Standard) #4 (Rebels); needs 9, rolls 6 : misses
Weapons fire for Banshee BNC-3S (Reinesblatt) (Lunaya)
    Large Laser at Trebuchet TBT-5N #2 (Loyalist); needs 7, rolls 5 : misses
    AC/10 at Trebuchet TBT-5N #2 (Loyalist); needs 7, rolls 7 : hits  LA
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to LA.
        10 damage transfers to LT.
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to LT.
             SECTION DESTROYED.
        6 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 15 Ammo (1).
            *** LRM 15 Ammo EXPLODES!  15 DAMAGE! ***
                >Trebuchet TBT-5N #2 (Loyalist) suffers catastrophic damage, but the autoeject system was engaged.
Code: [Select]
           
Trebuchet TBT-5N #2 (Loyalist) must make a piloting skill check (landing off the board).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing off the board)], rolls 6 : succeeds.
                    The pilot ejects safely and lands far from the battle!
        *** Trebuchet TBT-5N #2 (Loyalist) DESTROYED by ejection! ***
                Trebuchet TBT-5N #2 (Loyalist) takes 15 damage to LT.
                15 damage transfers to CT.
                Trebuchet TBT-5N #2 (Loyalist) takes 15 damage to CT.
                     1 Internal Structure remaining.
                    Critical hit on CT.         Roll is 6;         no effect.
        Pilot of Trebuchet TBT-5N #2 (Loyalist) "Saleema bin Hilal" has ejected, so no damage is dealt!
        Trebuchet TBT-5N #2 (Loyalist) takes 6 damage to CT.
            1 Armor remaining.
    LRM 10 at Trebuchet TBT-5N #2 (Loyalist); needs 7, rolls 2 : misses

Weapons fire for Phoenix Hawk LAM PHX-HK2 (Lunaya)
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 7, rolls 12 : hits  LA
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to LA.
        5 damage transfers to LT.
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to LT.
        5 damage transfers to CT.
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
    Machine Gun at Trebuchet TBT-5N #2 (Loyalist); needs 9, rolls 10 : hits  RL
        Trebuchet TBT-5N #2 (Loyalist) takes 2 damage to RL.
            7 Armor remaining.
    Large Laser at Trebuchet TBT-5N #2 (Loyalist); needs 7, rolls 6 : misses


Weapons fire for Grasshopper GHR-5N (Wrangler)
    PPC at Trebuchet TBT-5N #2 (Loyalist); needs 6, rolls 10 : hits  LA
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to LA.
        10 damage transfers to LT.
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to LT.
        10 damage transfers to CT.
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to CT.
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 4 : misses
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 9 : hits  RA
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to RA.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is 5; no effect.
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 8 : hits  CT (critical)
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to CT (critical).


Weapons fire for Patton Tank (Standard) #2 (Rebels)
    LRM 5 at Trebuchet TBT-5N #2 (Loyalist); needs 6, rolls 8 : 4 missile(s) hit.
        Trebuchet TBT-5N #2 (Loyalist) takes 4 damage to CT.
    AC/10 at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 10 : hits  CT
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to CT.


Weapons fire for Patton Tank (Standard) #3 (Rebels)
    Small Laser at Trebuchet TBT-5N #2 (Loyalist); needs 9, rolls 4 : misses
    LRM 5 at Trebuchet TBT-5N #2 (Loyalist); needs 9, rolls 8 : misses
    AC/10 at Trebuchet TBT-5N #2 (Loyalist); needs 5, rolls 9 : hits  LT
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to LT.
        10 damage transfers to CT.
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to CT.


Weapons fire for Patton Tank (Standard) #4 (Rebels)
    Small Laser at Trebuchet TBT-5N #2 (Loyalist); needs 10, rolls 7 : misses
    LRM 5 at Trebuchet TBT-5N #2 (Loyalist); needs 10, rolls 8 : misses
    AC/10 at Trebuchet TBT-5N #2 (Loyalist); needs 6, rolls 8 : hits  RA
        Trebuchet TBT-5N #2 (Loyalist) takes 10 damage to RA.
             SECTION DESTROYED.
        9 damage transfers to RT.
            Critical hit on RA. Roll is 12;LIMB BLOWN OFF Right Arm blown off.
        Trebuchet TBT-5N #2 (Loyalist) takes 9 damage to RT.
            2 Armor remaining.


Weapons fire for Condor Heavy Hover Tank (Standard) #4 (Rebels)
    AC/5 at Trebuchet TBT-5N #2 (Loyalist); needs 6, rolls 8 : hits  LT
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to LT.
        5 damage transfers to CT.
        Trebuchet TBT-5N #2 (Loyalist) takes 5 damage to CT.
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 5 : misses
    Medium Laser at Trebuchet TBT-5N #2 (Loyalist); needs 8, rolls 6 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pfarland on 28 September 2019, 14:47:01
Quote
Control Rolls
-------------------

Union (2708) (The Rejects) must make 2 control roll(s) (avionics hit; damage threshold exceeded).
The base target is 8 [3 (Base piloting skill) + 1 (Avionics Damage) + 1 (Used more than safe thrust) + 2 (Atmospheric operations) + 1 (spheroid dropship) + 0 (avionics hit) + 0 (damage threshold exceeded)].
    Roll #1, (avionics hit); needs 8, rolls 12 : succeeds.
    Roll #2, (damage threshold exceeded); needs 8, rolls 6 : out of control
 *Union (2708) (The Rejects) loses 1 elevation*    
Union (2708) (The Rejects) crashes, suffering 50 damage!
        Union (2708) (The Rejects) takes 10 damage to LS.
            138 Armor remaining.
        Union (2708) (The Rejects) takes 10 damage to RS.
            160 Armor remaining.
        Union (2708) (The Rejects) takes 10 damage to LS.
            128 Armor remaining.
        Union (2708) (The Rejects) takes 10 damage to RS.
            150 Armor remaining.
        Union (2708) (The Rejects) takes 10 damage to AFT.
            74 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
*** Vehicle Crew Abbud Abdul-Rafi (Federated Commonwealth) DESTROYED by hit by crashing dropship! ***
    
Centurion CN9-AL (The Rejects) must roll a 2 or lower to avoid 25 damage, rolls a 3: hit by crash!
        Centurion CN9-AL (The Rejects) takes 5 damage to LT.
            0 Armor remaining.
        Centurion CN9-AL (The Rejects) takes 5 damage to CT.
            16 Armor remaining.
        Centurion CN9-AL (The Rejects) takes 5 damage to RT.
            5 Armor remaining.
        
Centurion CN9-AL (The Rejects) takes hit at HD, but it is rerolled with edge.
        
Centurion CN9-AL (The Rejects) has 0 edge remaining.
        Centurion CN9-AL (The Rejects) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Centurion CN9-AL (The Rejects) "2nd Lieutenant Adam Floor" takes 1 damage (1 total hits).
        Pilot of Centurion CN9-AL (The Rejects) "2nd Lieutenant Adam Floor" needs a 3 to stay conscious.  Rolls 9 : successful!
        Centurion CN9-AL (The Rejects) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Centurion CN9-AL (The Rejects) "2nd Lieutenant Adam Floor" takes 1 damage (2 total hits).
        Pilot of Centurion CN9-AL (The Rejects) "2nd Lieutenant Adam Floor" needs a 5 to stay conscious.  Rolls 7 : successful!
*** MechWarrior Qays bin Butrus (Federated Commonwealth) DESTROYED by hit by crashing dropship! ***
    
Centurion CN9-AL (The Rejects) must roll a 2 or lower to avoid 15 damage, rolls a 5: hit by crash!
        Centurion CN9-AL (The Rejects) takes 5 damage to RT.
            0 Armor remaining.
        Centurion CN9-AL (The Rejects) takes 5 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.
        Centurion CN9-AL (The Rejects) takes 5 damage to RT.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.

My Dropship was TACed into the Avionics and then crashed on top on my Centurion.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 28 September 2019, 16:03:25
Could have been worse - could have been the FedCom mechwarrior (or vehicle crew) who got parked on!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: CranstonSnord on 06 October 2019, 12:16:55
Code: [Select]
Weapons fire for Dragoon AEM-01 (Princess)
    LB 10-X AC at Victor VTR-9Ka (redstar); needs 9, rolls 12 : hits  CT
        Victor VTR-9Ka (redstar) takes 10 damage to CT.
            24 Armor remaining.


    LB 10-X AC at Victor VTR-9Ka (redstar); needs 9, rolls 9 : hits  HD
        Victor VTR-9Ka (redstar) takes 10 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

*** Victor VTR-9Ka (redstar) DESTROYED by pilot death! ***

        Pilot of Victor VTR-9Ka (redstar) "Bradana MacKechie" is already dead, so no damage is dealt!


    ER PPC at Victor VTR-9Ka (redstar); needs 9, rolls 6 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 08 October 2019, 11:30:35
You stay down my friend!
Code: [Select]
Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (running with damaged hip actuator or gyro)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (getting up)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (running with damaged hip actuator or gyro)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (getting up)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (running with damaged hip actuator or gyro)], rolls 8 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 5 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 21 November 2019, 03:52:14
Man, he really hated Trooper 2!

Code: [Select]
Weapons fire for Von Luckner Heavy Tank VNL-K65N #2 (Word of Blake)
    Flamer at Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters); needs 6, rolls 8 : hits  Trooper 2
        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            9 Armor remaining.


    SRM 6 at Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters); needs 6, rolls 9 : 5 missile(s) hit.

        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            7 Armor remaining.

        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            5 Armor remaining.

        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            3 Armor remaining.

        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            1 Armor remaining.

        Kanazuchi Assault Battle Armor [Battle Claw] #2 (Artemis' Hunters) takes 2 damage to Trooper 2.
            Armor destroyed.
             TROOPER KILLED,

Trooper 1 was already dead because an Awesome 8Q hated him so much that he hit him with 2 PPCs. The 3rd missed, probably because it was aimed at Trooper 1 as well.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Gigastrike on 02 December 2019, 14:44:09
Sounds like the commander is a real stickler for doing things in order.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 08 December 2019, 20:07:41
You stay down my friend!
Code: [Select]
Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (running with damaged hip actuator or gyro)], rolls 7 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (getting up)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (running with damaged hip actuator or gyro)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (getting up)], rolls 6 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 10 [5 (Base piloting skill) + 3 (Gyro damaged) + 2 (Sprinting) + 0 (running with damaged hip actuator or gyro)], rolls 8 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

Centurion CN9-D (Magistracy of Canopus) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 5 : falls.
Centurion CN9-D (Magistracy of Canopus) goes back to the hull down position instead of falling to the ground.

I remember swamping a Black Knight with Roc protos  and getting him to fall. He then proceeded to repeatedly break dance while trying to stand up taking potshots from the ground four several turns doing little but over heating himself. I ended up leaving him to finish off a cripple almost as if the legitimacy pilots had gotten bored, before coming back to him about three turns later. He was still there.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 12 January 2020, 06:08:34
RIP allied mechs.

Code: [Select]
Weapons fire for Orion ON1-K (Federated Suns)
    AC/10 at Locust LCT-1V (Fiona's Furies - Succession Wars); needs 8, rolls 10 : hits  LT
        Locust LCT-1V (Fiona's Furies - Succession Wars) takes 10 damage to LT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is (8+1) = 9; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Machine Gun Ammo (195).
            *** Machine Gun Ammo EXPLODES!  390 DAMAGE! ***
                >Locust LCT-1V (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
           
Locust LCT-1V (Fiona's Furies - Succession Wars) must make a piloting skill check (Low-G).
            Needs 10 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Low-G)], rolls 7 : fails.

                Pilot of Locust LCT-1V (Fiona's Furies - Succession Wars) "On Petiri" takes 1 damage (2 total hits).
                Pilot of Locust LCT-1V (Fiona's Furies - Succession Wars) "On Petiri" needs a 5 to stay conscious.  Rolls 11 : successful!
                    The pilot ejects safely!
        *** Locust LCT-1V (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                Locust LCT-1V (Fiona's Furies - Succession Wars) takes 390 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Stinger STG-3R (Fiona's Furies - Succession Wars) is hit for 19 damage!
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 5 damage to CTR.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on CT.         Roll is 8;         no effect.
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 5 damage to RL.
                    0 Armor remaining.
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 5 damage to CTR.
                     SECTION DESTROYED.
        *** Stinger STG-3R (Fiona's Furies - Succession Wars) DESTROYED by damage! ***

                >Stinger STG-3R (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
           
Stinger STG-3R (Fiona's Furies - Succession Wars) must make a piloting skill check (Low-G).
            Needs 8 [7 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (Low-G)], rolls 6 : fails.

                Pilot of Stinger STG-3R (Fiona's Furies - Succession Wars) "Cam Anderson" takes 1 damage (1 total hits).
                    The pilot ejects safely!
                    Critical hit on CT.         Roll is 2;         no effect.
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 4 damage to LA.
                    0 Armor remaining.

                Firestarter FS9-H (Fiona's Furies - Succession Wars) is hit for 19 damage!
                Firestarter FS9-H (Fiona's Furies - Succession Wars) takes 5 damage to RL.
                    3 Armor remaining.
                Firestarter FS9-H (Fiona's Furies - Succession Wars) takes 5 damage to CTR.
                    1 Armor remaining.
                Firestarter FS9-H (Fiona's Furies - Succession Wars) takes 5 damage to CTR.
                    Armor destroyed.
                     7 Internal Structure remaining.
                    Critical hit on CT.         Roll is 12;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Standard Gyro.
                Firestarter FS9-H (Fiona's Furies - Succession Wars) takes 4 damage to RT.
                    7 Armor remaining.

                Orion ON1-K (Federated Suns) is hit for 19 damage!
                Orion ON1-K (Federated Suns) takes 5 damage to LL.
                    21 Armor remaining.
                Orion ON1-K (Federated Suns) takes 5 damage to RA.
                    19 Armor remaining.
                Orion ON1-K (Federated Suns) takes 5 damage to RT.
                    17 Armor remaining.
                Orion ON1-K (Federated Suns) takes 4 damage to LA.
                    14 Armor remaining.


                End Secondary Damage Report.

        Pilot of Locust LCT-1V (Fiona's Furies - Succession Wars) "On Petiri" has ejected, so no damage is dealt!

MechWarrior Cam Anderson (Fiona's Furies - Succession Wars) sits down with his colleagues and cracks open a beer!
MechWarrior On Petiri (Fiona's Furies - Succession Wars) sits down with his colleagues and cracks open a beer!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 14 February 2020, 15:54:25
I am in the middle of a the third game of the night and in this one and the second I scored kills while prone.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: KuzeFanAcct on 24 February 2020, 12:30:09
Can you imagine a Shadow Hawk roundhouse kicking (or drop kicking? unsure) a Night Hawk in the head, knocking the thing clean off and killing the pilot instantly?

Because that just happened. To me.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 25 February 2020, 11:26:02
I take it your Shadow Hawk was 1 level up?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: KuzeFanAcct on 25 February 2020, 11:52:57
Maybe? I don't remember. Still, it'd be pretty funny if Shadowhawks could do kung-fu.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 02 March 2020, 16:30:54
(http://i.imgur.com/YYN9g0Dl.png) (https://imgur.com/YYN9g0D)

Code: [Select]
Weapons fire for Zero ZRO-116b #2 (Eclipse)
    Altiude Bomb at Hex: 0904 (Bomb)needs 5, rolls 10 : hits the intended hex 0904.
    Fuel-Air Bomb (large) incoming!
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 3 (2d6) + 0 (distance from blast center) : survives!
Elemental Battle Armor [Laser] #2 (Princess) hit for 30 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [Laser] #2 (Princess) takes 30 damage to Trooper 1.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [Laser] #2 (Princess) takes 30 damage to Trooper 2.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [Laser] #2 (Princess) takes 30 damage to Trooper 3.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [Laser] #2 (Princess) takes 30 damage to Trooper 4.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [Laser] #2 (Princess) takes 30 damage to Trooper 5.
            Armor destroyed.
             TROOPER KILLED,
*** Elemental Battle Armor [Laser] #2 (Princess) DESTROYED by damage! ***
Loki (Hellbringer) A (Princess) hit for 30 damage.
        Loki (Hellbringer) A (Princess) takes 5 damage to RL.
            10 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to RA.
            6 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to RA.
            1 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            9 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to CT.
            12 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to LT.
            4 Armor remaining.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 11 (2d6) + 1 (distance from blast center) : destroyed!
*** Elemental Battle Armor [MG] #6 (Princess) DESTROYED by fuel-air bomb detonation! ***
        Hex 1003: terrain takes 40 damage.
        Hex 0905: terrain takes 40 damage.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 5 (2d6) + 1 (distance from blast center) : survives!
        Hex 0903: terrain takes 40 damage.
Elemental Battle Armor [MG] #8 (Princess) hit for 20 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #8 (Princess) takes 20 damage to Trooper 1.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #8 (Princess) takes 20 damage to Trooper 2.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #8 (Princess) takes 20 damage to Trooper 3.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #8 (Princess) takes 20 damage to Trooper 4.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #8 (Princess) takes 20 damage to Trooper 5.
            Armor destroyed.
             TROOPER KILLED,
*** Elemental Battle Armor [MG] #8 (Princess) DESTROYED by damage! ***
Elemental Battle Armor [MG] #9 (Princess) hit for 20 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #9 (Princess) takes 20 damage to Trooper 1.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #9 (Princess) takes 20 damage to Trooper 2.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #9 (Princess) takes 20 damage to Trooper 3.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #9 (Princess) takes 20 damage to Trooper 4.
            Armor destroyed.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #9 (Princess) takes 20 damage to Trooper 5.
            Armor destroyed.
             TROOPER KILLED,
*** Elemental Battle Armor [MG] #9 (Princess) DESTROYED by damage! ***
        Hex 1004: terrain takes 40 damage.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 6 (2d6) + 2 (distance from blast center) : destroyed!
*** Elemental Battle Armor [MG] #2 (Princess) DESTROYED by fuel-air bomb detonation! ***
Elemental Battle Armor [Flamer] #2 (Princess) hit for 10 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 1.
            0 Armor remaining.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 2.
            0 Armor remaining.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 3.
            0 Armor remaining.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 4.
            0 Armor remaining.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 5.
            0 Armor remaining.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 1.
             TROOPER KILLED,
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 2.
             TROOPER KILLED,
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 3.
             TROOPER KILLED,
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 4.
             TROOPER KILLED,
        Elemental Battle Armor [Flamer] #2 (Princess) takes 10 damage to Trooper 5.
             TROOPER KILLED,
*** Elemental Battle Armor [Flamer] #2 (Princess) DESTROYED by damage! ***
        Hex 1104: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 5
Mad Cat (Timber Wolf) Prime (Princess) hit (using Rear table) for 10 damage.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to LA.
            19 Armor remaining.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to LA.
            14 Armor remaining.
        Hex 0703: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 0703.
        Hex 1002: terrain takes 20 damage.
Masakari (Warhawk) Prime (Princess) hit (using Left Side table) for 10 damage.
        Masakari (Warhawk) Prime (Princess) takes 5 damage to LA.
            23 Armor remaining.
        Masakari (Warhawk) Prime (Princess) takes 5 damage to RL.
            30 Armor remaining.
        Hex 1005: terrain takes 20 damage.
Masakari (Warhawk) B (Princess) hit (using Left Side table) for 10 damage.
        Masakari (Warhawk) B (Princess) takes 5 damage to LL.
            30 Armor remaining.
        Masakari (Warhawk) B (Princess) takes 5 damage to LL.
            25 Armor remaining.
        Hex 1006: terrain takes 10 damage.
        Hex 0602: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 0602.
        Hex 1001: terrain takes 10 damage.
        Hex 0603: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 6
    Altiude Bomb at Hex: 0904 (Bomb)needs 5, rolls 12 : hits the intended hex 0904.
    Fuel-Air Bomb (large) incoming!
Loki (Hellbringer) A (Princess) hit for 30 damage.
        Loki (Hellbringer) A (Princess) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Loki (Hellbringer) A (Princess) "Aileen-Joyce" takes 1 damage (1 total hits).
        Pilot of Loki (Hellbringer) A (Princess) "Aileen-Joyce" needs a 3 to stay conscious.  Rolls 8 : successful!
        Loki (Hellbringer) A (Princess) takes 5 damage to LT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.
        Loki (Hellbringer) A (Princess) takes 5 damage to RA.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RA. Roll is 4; no effect.
        Loki (Hellbringer) A (Princess) takes 5 damage to LL.
            10 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to LL.
            5 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to CT.
            7 Armor remaining.
        Hex 1003: terrain takes 40 damage.
        Hex 0905: terrain takes 40 damage.
        Hex 0903: terrain takes 40 damage.
        Hex 1004: terrain takes 40 damage.
        Hex 1104: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 5
Mad Cat (Timber Wolf) Prime (Princess) hit (using Rear table) for 10 damage.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to LA.
            9 Armor remaining.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to RL.
            27 Armor remaining.
        Hex 0703: terrain takes 20 damage.
        The hex is already on fire
        Hex 1002: terrain takes 20 damage.
Masakari (Warhawk) Prime (Princess) hit (using Left Side table) for 10 damage.
        Masakari (Warhawk) Prime (Princess) takes 5 damage to RA.
            23 Armor remaining.
        Masakari (Warhawk) Prime (Princess) takes 5 damage to LA.
            18 Armor remaining.
        Hex 1005: terrain takes 20 damage.
Masakari (Warhawk) B (Princess) hit (using Left Side table) for 10 damage.
        Masakari (Warhawk) B (Princess) takes 5 damage to RTR.
            5 Armor remaining.
        Masakari (Warhawk) B (Princess) takes 5 damage to LA.
            23 Armor remaining.
        Hex 1006: terrain takes 10 damage.
        Hex 0602: terrain takes 10 damage.
        The hex is already on fire
        Hex 1001: terrain takes 10 damage.
        Hex 0603: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 0603.

    Altiude Bomb at Hex: 1003 (Bomb)needs 5, rolls 10 : hits the intended hex 1003.
    Fuel-Air Bomb (large) incoming!
        Hex 1003: terrain takes 60 damage.
        Hex 1104: terrain takes 40 damage.
             Light Woods converted to Rough!
Loki (Hellbringer) A (Princess) hit for 20 damage.
        Loki (Hellbringer) A (Princess) takes 5 damage to RT.
            9 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to LA.
            6 Armor remaining.
        Loki (Hellbringer) A (Princess) takes 5 damage to LT.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.
        Loki (Hellbringer) A (Princess) takes 5 damage to RL.
            5 Armor remaining.
        Hex 0903: terrain takes 40 damage.
        Hex 1004: terrain takes 40 damage.
        Hex 1002: terrain takes 40 damage.
        Hex 0905: terrain takes 20 damage.
Mad Cat (Timber Wolf) Prime (Princess) hit (using Left Side table) for 10 damage.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to LL.
            27 Armor remaining.
        Mad Cat (Timber Wolf) Prime (Princess) takes 5 damage to LT.
            20 Armor remaining.
        Hex 1001: terrain takes 20 damage.
        Hex 1005: terrain takes 20 damage.
Masakari (Warhawk) B (Princess) hit (using Left Side table) for 10 damage.
        Masakari (Warhawk) B (Princess) takes 5 damage to LT.
            21 Armor remaining.
        Masakari (Warhawk) B (Princess) takes 5 damage to LT.
            16 Armor remaining.
        Hex 1006: terrain takes 10 damage.
Kingfisher Prime (Princess) hit for 5 damage.
        Kingfisher Prime (Princess) takes 5 damage to CT.
            39 Armor remaining.
        Hex 0703: terrain takes 10 damage.
             Light Woods converted to Rough!
Masakari (Warhawk) Prime (Princess) hit (using Left Side table) for 5 damage.
        Masakari (Warhawk) Prime (Princess) takes 5 damage to LL.
            30 Armor remaining.

Weapons fire for Zero ZRO-116b (Eclipse)
    Altiude Bomb at Hex: 2503 (Bomb)needs 5, rolls 6 : hits the intended hex 2503.
    Fuel-Air Bomb (large) incoming!
Black Hawk (Nova) A (Princess) hit for 30 damage.
        Black Hawk (Nova) A (Princess) takes 5 damage to CT.
            18 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to LL.
            15 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to CT.
            13 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to LA.
            11 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RT.
            11 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RT.
            6 Armor remaining.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 2 (2d6) + 2 (distance from blast center) : survives!
Elemental Battle Armor [MG] #7 (Princess) hit (using Rear table) for 10 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 1.
            0 Armor remaining.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 2.
            0 Armor remaining.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 3.
            0 Armor remaining.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 4.
            0 Armor remaining.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 5.
            0 Armor remaining.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 1.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 2.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 3.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 4.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #7 (Princess) takes 10 damage to Trooper 5.
             TROOPER KILLED,
*** Elemental Battle Armor [MG] #7 (Princess) DESTROYED by damage! ***
Puma (Adder) A (Princess) hit for 10 damage.
        Puma (Adder) A (Princess) takes 5 damage to CT.
            11 Armor remaining.
        Puma (Adder) A (Princess) takes 5 damage to RA.
            7 Armor remaining.
        Hex 2401: terrain takes 20 damage.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 7 (2d6) + 2 (distance from blast center) : destroyed!
*** Elemental Battle Armor [Flamer] (Princess) DESTROYED by fuel-air bomb detonation! ***
        Hex 2703: terrain takes 20 damage.
        Hex 2505: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 3
        Hex 2501: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 6
        Hex 2601: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 2601.
        Hex 2702: terrain takes 20 damage.
        Hex 2704: terrain takes 20 damage.
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 6 (2d6) + 3 (distance from blast center) : destroyed!
*** Elemental Battle Armor [Laser] (Princess) DESTROYED by fuel-air bomb detonation! ***
Koshi (Mist Lynx) Prime (Princess) hit (using Rear table) for 5 damage.
        Koshi (Mist Lynx) Prime (Princess) takes 5 damage to LA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LA. Roll is 6; no effect.
        Hex 2506: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 6
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 9 (2d6) + 3 (distance from blast center) : destroyed!
*** Elemental Battle Armor [MG] #5 (Princess) DESTROYED by fuel-air bomb detonation! ***
Elemental Battle Armor [MG] #3 (Princess) hit (using Rear table) for 5 damage.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 1.
            5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 2.
            5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 3.
            5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 4.
            5 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 5.
            5 Armor remaining.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 1.
            0 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 2.
            0 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 3.
            0 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 4.
            0 Armor remaining.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 5.
            0 Armor remaining.
        Battle Armor hit by area-effect damage. Each trooper takes damage.
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 1.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 2.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 3.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 4.
             TROOPER KILLED,
        Elemental Battle Armor [MG] #3 (Princess) takes 5 damage to Trooper 5.
             TROOPER KILLED,
*** Elemental Battle Armor [MG] #3 (Princess) DESTROYED by damage! ***
        Hex 2705: terrain takes 10 damage.
        Hex 2701: terrain takes 10 damage.
Vulture (Mad Dog) Prime (Princess) hit for 5 damage.
        Vulture (Mad Dog) Prime (Princess) takes 5 damage to LA.
            11 Armor remaining.
        Hex 2203: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 2203.
Masakari (Warhawk) B #2 (Princess) hit (using Right Side table) for 5 damage.
        Masakari (Warhawk) B #2 (Princess) takes 5 damage to RT.
            21 Armor remaining.

    Altiude Bomb at Hex: 2602 (Bomb)needs 5, rolls 9 : hits the intended hex 2602.
    Fuel-Air Bomb (large) incoming!
        Hex 2703: terrain takes 40 damage.
Black Hawk (Nova) A (Princess) hit for 20 damage.
        Black Hawk (Nova) A (Princess) takes 5 damage to RL.
            15 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RL.
            10 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RA.
            11 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to LA.
            6 Armor remaining.
        Hex 2601: terrain takes 40 damage.
             Light Woods converted to Rough!
        Hex 2702: terrain takes 40 damage.
        Hex 2401: terrain takes 20 damage.
        Hex 2501: terrain takes 20 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 2501.
        Hex 2701: terrain takes 20 damage.
Vulture (Mad Dog) Prime (Princess) hit for 10 damage.
        Vulture (Mad Dog) Prime (Princess) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Vulture (Mad Dog) Prime (Princess) "Aileen-Joyce" takes 1 damage (1 total hits).
        Pilot of Vulture (Mad Dog) Prime (Princess) "Aileen-Joyce" needs a 3 to stay conscious.  Rolls 8 : successful!
        Vulture (Mad Dog) Prime (Princess) takes 5 damage to LT.
            11 Armor remaining.
        Hex 2704: terrain takes 20 damage.
        Hex 2505: terrain takes 10 damage.
        Needs 7 [7 (fuel-air bomb)] to ignite, rolls 7
        Fire started in hex 2505.
Puma (Adder) A (Princess) hit for 5 damage.
        Puma (Adder) A (Princess) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Puma (Adder) A (Princess) "Saikio" takes 1 damage (1 total hits).
        Pilot of Puma (Adder) A (Princess) "Saikio" needs a 3 to stay conscious.  Rolls 5 : successful!
    Fuel-air weapon against infantry may result in automatic destruction. Needs 7-, rolled 5 (2d6) + 3 (distance from blast center) : destroyed!
*** Elemental Battle Armor [MG] (Princess) DESTROYED by fuel-air bomb detonation! ***
        Hex 2904: terrain takes 10 damage.
        Hex 2705: terrain takes 10 damage.
Masakari (Warhawk) B #2 (Princess) hit (using Right Side table) for 5 damage.
        Masakari (Warhawk) B #2 (Princess) takes 5 damage to LTR.
            5 Armor remaining.
    Altiude Bomb at Hex: 2602 (Bomb)needs 5, rolls 7 : hits the intended hex 2602.
    Fuel-Air Bomb (large) incoming!
        Hex 2703: terrain takes 40 damage.
Black Hawk (Nova) A (Princess) hit for 20 damage.
        Black Hawk (Nova) A (Princess) takes 5 damage to RT.
            1 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RA.
            6 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to CT.
            8 Armor remaining.
        Black Hawk (Nova) A (Princess) takes 5 damage to RT.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Anti-Missile System Ammo [Clan] (24).
            *** Anti-Missile System Ammo [Clan] EXPLODES!  48 DAMAGE! ***
                Black Hawk (Nova) A (Princess) takes 48 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 40 damage prevented by CASE.
                    Critical hit on RT.         Roll is 5;         no effect.

        Pilot of Black Hawk (Nova) A (Princess) "Arnel" takes 2 damage (2 total hits).
        Pilot of Black Hawk (Nova) A (Princess) "Arnel" needs a 3 to stay conscious.  Rolls 5 : successful!
        Pilot of Black Hawk (Nova) A (Princess) "Arnel" needs a 5 to stay conscious.  Rolls 6 : successful!

        Hex 2601: terrain takes 40 damage.
        Hex 2702: terrain takes 40 damage.
        Hex 2401: terrain takes 20 damage.
        Hex 2501: terrain takes 20 damage.
             Light Woods converted to Rough!
        Hex 2701: terrain takes 20 damage.
Vulture (Mad Dog) Prime (Princess) hit for 10 damage.
        Vulture (Mad Dog) Prime (Princess) takes 5 damage to CT.
            18 Armor remaining.
        Vulture (Mad Dog) Prime (Princess) takes 5 damage to LA.
            6 Armor remaining.
        Hex 2704: terrain takes 20 damage.
        Hex 2505: terrain takes 10 damage.
        The hex is already on fire
Puma (Adder) A (Princess) hit for 5 damage.
        Puma (Adder) A (Princess) takes 5 damage to RT.
            7 Armor remaining.
        Hex 2904: terrain takes 10 damage.
        Hex 2705: terrain takes 10 damage.
Masakari (Warhawk) B #2 (Princess) hit (using Right Side table) for 5 damage.
        Masakari (Warhawk) B #2 (Princess) takes 5 damage to LA.
            23 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 02 March 2020, 19:55:22
FOOOOOOOOOOOOM!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 02 March 2020, 20:05:26
Note.  While not Crazy, the result it's was impressively done.

Code: [Select]
Physical attacks for Phoenix Hawk PXH-1D (Cogdell Militia)
    Kick (Left leg) at Stinger STG-3G (Lunaya); needs 7, rolls 2 : misses.

Physical attacks for Phoenix Hawk LAM PHX-HK2 (Iwaki no Shisha)v2 (Lunaya)
    Kick (Left leg) at Phoenix Hawk PXH-1D (Cogdell Militia); needs 9, rolls 9 : hits (using Rear Punch table) HD
        Phoenix Hawk PXH-1D (Cogdell Militia) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Phoenix Hawk PXH-1D (Cogdell Militia) "Tommy Prisk" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1D (Cogdell Militia) "Tommy Prisk" needs a 3 to stay conscious.  Rolls 6 : successful!


Physical attacks for Stinger STG-3G (Lunaya)
    Kick (Left leg) at Phoenix Hawk PXH-1D (Cogdell Militia); needs 10, rolls 9 : misses.

Stinger STG-3G (Lunaya) must make 1 piloting skill roll(s) (missed a kick).
The base target is 7 [7 (Base piloting skill)].
    Roll #1, (7 (Base piloting skill) + 0 (missed a kick)); needs 7, rolls 8 : succeeds.

Phoenix Hawk PXH-1D (Cogdell Militia) must make 2 piloting skill roll(s) (missed a kick; was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick) + 0 (was kicked)); needs 5, rolls 8 : succeeds.
    Roll #2, (5 (Base piloting skill) + 0 (was kicked) + 0 (missed a kick)); needs 5, rolls 8 : succeeds.
What have we learned?  Air kick from LAM in Air Mech mode is not as impressive as you'd imagine when it's to opposing Mech's head.  (sad sounds)  :( :(
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 17 March 2020, 14:21:05
Oh well, hell....


Physical attacks for Scorpion SCP-12K (sam)
    Kick (Right rear leg) at Stag ST-14G (Andrew); needs 7, rolls 7 : hits (using Punch table) HD
        Stag ST-14G (Andrew) takes 11 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

*** Stag ST-14G (Andrew) DESTROYED by pilot death! ***

        Pilot of Stag ST-14G (Andrew) "Greg Beheme" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 13 April 2020, 18:59:46
When vehicles can't get a break.  So stunned from their defeated they hadn't realized they were dead!
Code: [Select]
Weapons fire for Grasshopper GHR-5N (Roddy) (Wrangler)
    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 11 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.
            12 Armor remaining.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 4 : misses

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 8 : hits  (using Right Side table) FR
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to FR.
            19 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 6 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.
            7 Armor remaining.
            Chance for motive system damage. Roll is 4; (w/ +1 bonus)
             no effect.


    Large Pulse Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 3, rolls 5 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 9 damage to RS.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RS. Roll is 4; no effect.

    Large Pulse Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 3, rolls 10 : hits  (using Right Side table) RS (critical)
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 9 damage to RS (critical).
             SECTION DESTROYED.
*** Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) DESTROYED by damage! ***
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
            Critical hit on RS. Roll is 8; Crew stunned for 2 turns.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 9 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.

Weapons fire for Marauder MAD-3D (Königstöter) (Sigismund)
    PPC at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 3, rolls 8 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 10 damage to RS.
            9 Armor remaining.


    PPC at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 3, rolls 6 : hits  (using Right Side table) RS (critical)
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 10 damage to RS (critical).
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RS. Roll is 10; Engine destroyed.  Immobile.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 7 : hits  (using Right Side table) FR
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to FR.
             SECTION DESTROYED.
*** Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on FR. Roll is 5; no effect.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 7 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to RS.
             SECTION DESTROYED.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RS. Roll is 11; Crew stunned for 2 turns.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 3 : misses


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 8 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to RS.
            Chance for motive system damage. Roll is 4; (w/ +2 bonus)
             no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 14 April 2020, 02:05:06
When vehicles can't get a break.  So stunned from their defeated they hadn't realized they were dead!
Code: [Select]
Weapons fire for Grasshopper GHR-5N (Roddy) (Wrangler)
    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 11 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.
            12 Armor remaining.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 4 : misses

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 8 : hits  (using Right Side table) FR
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to FR.
            19 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 6 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.
            7 Armor remaining.
            Chance for motive system damage. Roll is 4; (w/ +1 bonus)
             no effect.


    Large Pulse Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 3, rolls 5 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 9 damage to RS.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RS. Roll is 4; no effect.

    Large Pulse Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 3, rolls 10 : hits  (using Right Side table) RS (critical)
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 9 damage to RS (critical).
             SECTION DESTROYED.
*** Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) DESTROYED by damage! ***
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.
            Critical hit on RS. Roll is 8; Crew stunned for 2 turns.

    Medium Laser at Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia); needs 5, rolls 9 : hits  (using Right Side table) RS
        Hetzer Wheeled Assault Gun (Standard) ID:23 (Cogdell Militia) takes 5 damage to RS.

Weapons fire for Marauder MAD-3D (Königstöter) (Sigismund)
    PPC at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 3, rolls 8 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 10 damage to RS.
            9 Armor remaining.


    PPC at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 3, rolls 6 : hits  (using Right Side table) RS (critical)
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 10 damage to RS (critical).
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RS. Roll is 10; Engine destroyed.  Immobile.
            Critical hit on RS. Roll is 7; Crew stunned for 1 turns.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 7 : hits  (using Right Side table) FR
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to FR.
             SECTION DESTROYED.
*** Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) DESTROYED by damage! ***
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on FR. Roll is 5; no effect.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 7 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to RS.
             SECTION DESTROYED.
            Chance for motive system damage. Roll is 6; (w/ +2 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RS. Roll is 11; Crew stunned for 2 turns.


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 3 : misses


    Medium Laser at Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia); needs 5, rolls 8 : hits  (using Right Side table) RS
        Drillson Heavy Hover Tank (Standard) ID:14 (Cogdell Militia) takes 5 damage to RS.
            Chance for motive system damage. Roll is 4; (w/ +2 bonus)
             no effect.
I always seem to have terrible luck with vehicles taking crits while opposing vehicles do not so much as get piloting mods. The only exception is VTOLs. For some reason I can run VTOLs in Megamek and not take any criticals, but my tanks go up like gasoline-soaked leaves.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 14 April 2020, 15:03:23
To be honest, i don't think i would gotten better performance out my pilot Roddy if wasn't fact he was my rpg character in the campaign. He has special ability for piloting, but the shooting was honest gunnery 3.   

This was from ongoing campaign i play with some friends using MW2 RPG rules, which i still think while managed correctly works fine with the regular table top game.
Before this battle you see this vehicle splatt'em moment, i was shooting lousy, barely getting hits left and right.  MegaMek is harsh mistress sometimes.

Our gm had been throwing at least dozen hovertanks and Goblins at us.  So it's been a tough campaign.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Bowie-Webster on 18 April 2020, 16:38:39
Do NOT mess with the Regimental Boxing champion!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 03 May 2020, 12:14:07
Not the best part of waking up:

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

Pilot of Pilot Mhelter Cassin (Taurian Concordat) "Mhelter Cassin" needs a 11 to wake up.  Rolls 12 : successful!
Pilot Mhelter Cassin (Taurian Concordat) has been picked up by Raiden Battle Armor [Tsunami] (My Campaign).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: gleamingterrier on 18 May 2020, 13:57:20
Spider punching well above it's weight class.

Code: [Select]
Physical attacks for Spider SDR-7M (25th Division)
    Punch (Left Arm) at Berserker BRZ-A3 (Vass' Chindits); needs 6, rolls 6 : hits (using Left Side Punch table) HD
        Berserker BRZ-A3 (Vass' Chindits) takes 3 damage to HD.
             SECTION DESTROYED.
*** Berserker BRZ-A3 (Vass' Chindits) DESTROYED by damage! ***
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Life Support.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 25 May 2020, 15:52:00
Ok, this had happened once and only once, in real life, with me rolling the dice, (I had once fired 2 gauss rifles at an enemy assault battlemech, and rolled 4x 6's, 2 sets of boxcars for hit location, so I knew it was possible), but I couldn't believe it was possible in megamek, and I am still a little shocked....

<code>

Weapons fire for King Crab KGC-0000 Ares (Sabre_Lance)
    AC/20 at BattleMaster BLR-1G (G); needs 5, rolls 8 :  - Direct Blow - hits  HD
        BattleMaster BLR-1G (G) takes 21 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** BattleMaster BLR-1G (G) DESTROYED by damage! ***
        >BattleMaster BLR-1G (G) suffers catastrophic damage, but the autoeject system was engaged.
   
BattleMaster BLR-1G (G) must make a piloting skill check (landing in rubble).
    Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 0 (landing in rubble)], rolls 8 : succeeds.
            The pilot ejects safely!

        Pilot of Pilot Blarg Mann (G) "Blarg Mann" takes 5 damage (5 total hits).
            Critical hit on HD. Roll is (6+1) = 7; no effect.

        Pilot of BattleMaster BLR-1G (G) "Blarg Mann" has ejected, so no damage is dealt!


    AC/20 at BattleMaster BLR-1G (G); needs 5, rolls 5 : hits  HD
        BattleMaster BLR-1G (G) takes 20 damage to HD.

        Pilot of BattleMaster BLR-1G (G) "Blarg Mann" has ejected, so no damage is dealt!


    Medium Pulse Laser at Wolverine WVR-6K (G); needs 3, rolls 9 :  - Direct Blow - hits  LA
        Wolverine WVR-6K (G) takes 8 damage to LA.
            4 Armor remaining.


    Medium Pulse Laser at Wolverine WVR-6K (G); needs 3, rolls 3 : hits  LT
        Wolverine WVR-6K (G) takes 6 damage to LT.
            7 Armor remaining.


    Medium Pulse Laser at Wolverine WVR-6K (G); needs 3, rolls 9 :  - Direct Blow - hits  CT
        Wolverine WVR-6K (G) takes 8 damage to CT.
             SECTION DESTROYED.
*** Wolverine WVR-6K (G) DESTROYED by damage! ***
            Critical hit on CT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

</code>

Killing the Wolverine with secondary fire was also an added bonus.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 04 June 2020, 06:23:34
Wow.

My company has been going since 3025, fast forward to 3050 and their first contact with the clans (Smoke Jag). A Vulture C takes the first shot of the first skirmish, hitting an Archer square in the face with a nickel ferrous slug. Needless to say the company commander was not pleased to see her natural aptitude gunnery son brought home in a bucket.

I have a feeling this little jaunt to try and pick up some clan tech might have just turned personal.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: GreekFire on 14 June 2020, 15:31:45
Bumping this with the first time I've ever seen a single kick take out two legs.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 15 June 2020, 10:54:35
Well that sucks

(http://i.imgur.com/6U5Ykm3l.png) (https://imgur.com/6U5Ykm3)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 15 June 2020, 15:43:09
World's luckiest MechBuster pilot ... (I was checking something.) On the other hand, the Union did make a large crater in the runway due to a very heavy not-entirely-controlled landing, after being hit by one of the other MechBusters and ending up out of control.

Code: [Select]
Weapons fire for Union (2708) ID:5 (SimonLandmine)
    PPC Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 9 : hits  RWG
        MechBuster (Standard) ID:6 (Princess) takes 10 damage to RWG.
            0 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.

    AC Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 2 : misses

    LRM Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 6 : misses

    PPC Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 5 : misses

    AC Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 6 : misses

    LRM Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 6 : misses

    Laser Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 3 : misses

    Laser Bay at MechBuster (Standard) ID:6 (Princess); needs 7, rolls 9 : hits  RWG
        MechBuster (Standard) ID:6 (Princess) takes 8 damage to RWG.
 4 damage transfers to the SI. 1 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 6 : no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 29 June 2020, 14:37:32
Code: [Select]
    ER Small Laser at Sojourner Prime (HammersHome);  needs 9, rolls 7 : misses


    SRM 4 at Sojourner Prime (HammersHome);  needs 7, rolls 8 : 3 missile(s) hit.

        Sojourner Prime (HammersHome) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Sojourner Prime (HammersHome) "Thuy-Duong Ban" takes 1 damage (1 total hits).
        Pilot of Sojourner Prime (HammersHome) "Thuy-Duong Ban" needs a 3 to stay conscious.  Rolls 4 : successful!

        Sojourner Prime (HammersHome) takes 2 damage to RL.
            26 Armor remaining.

        Sojourner Prime (HammersHome) takes 2 damage to LT.
            18 Armor remaining.


    SRM 4 at Sojourner Prime (HammersHome);  needs 7, rolls 8 : 3 missile(s) hit.

        Sojourner Prime (HammersHome) takes 2 damage to RA.
            18 Armor remaining.

        Sojourner Prime (HammersHome) takes 2 damage to RA.
            16 Armor remaining.

        Sojourner Prime (HammersHome) takes 2 damage to RA.
            14 Armor remaining.


    Improved SRM 6 at Sojourner Prime (HammersHome);  needs 7, rolls 5 : misses


    Improved SRM 6 at Sojourner Prime (HammersHome);  needs 7, rolls 6 : misses


    LRM 20 at Sojourner Prime (HammersHome);  needs 5, rolls 3 : misses


Weapons fire for Sojourner Prime (HammersHome)
    Gauss Rifle at Naja KTO-19b (Princess);  needs 4, rolls 8 : hits  CT
        Naja KTO-19b (Princess) takes 15 damage to CT.
            12 Armor remaining.


    ER Large Laser at Naja KTO-19b (Princess);  needs 5, rolls 4 : misses

Nothing worse that getting your bell rung by an SRM on the first round of fire!

Also at what point does it become pushing your luck
(http://i.imgur.com/VOjtwzLl.png) (https://imgur.com/VOjtwzL)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 13 July 2020, 18:25:03
Ouch!

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for BattleMaster BLR-6G (Republic)
    Heavy PPC at Hierofalcon Prime (Republic);  needs 4, rolls 11 : hits  CT
        Hierofalcon Prime (Republic) takes 15 damage to CT.
            6 Armor remaining.


    Light PPC at Hierofalcon Prime (Republic);  needs 4, rolls 6 : hits  RT
        Hierofalcon Prime (Republic) takes 5 damage to RT.
            10 Armor remaining.


    Light PPC at Hierofalcon Prime (Republic);  needs 4, rolls 5 : hits  RA
        Hierofalcon Prime (Republic) takes 5 damage to RA.
            9 Armor remaining.


    Light PPC at Hierofalcon Prime (Republic);  needs 4, rolls 7 : hits  RL
        Hierofalcon Prime (Republic) takes 5 damage to RL.
            13 Armor remaining.


    Light PPC at Hierofalcon Prime (Republic);  needs 4, rolls 5 : hits  RA
        Hierofalcon Prime (Republic) takes 5 damage to RA.
            4 Armor remaining.


    Small X-Pulse Laser at Hierofalcon Prime (Republic);  needs 4, rolls 6 : hits  LT
        Hierofalcon Prime (Republic) takes 3 damage to LT.
            12 Armor remaining.


    Small X-Pulse Laser at Hierofalcon Prime (Republic);  needs 4, rolls 4 : hits  RL
        Hierofalcon Prime (Republic) takes 3 damage to RL.
            10 Armor remaining.


    Streak SRM 6 at Hierofalcon Prime (Republic);  needs 6, rolls 6 : 6 missile(s) hit.

        Hierofalcon Prime (Republic) takes 2 damage to CT (critical).
            4 Armor remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Hierofalcon Prime (Republic) takes 2 damage to CT.
            2 Armor remaining.

        Hierofalcon Prime (Republic) takes 2 damage to LL.
            16 Armor remaining.

        Hierofalcon Prime (Republic) takes 2 damage to RL.
            8 Armor remaining.

        Hierofalcon Prime (Republic) takes 2 damage to CT.
            0 Armor remaining.

        Hierofalcon Prime (Republic) takes 2 damage to RL.
            6 Armor remaining.


    ER Small Laser at Shadow Cat III B (Republic);  needs 8, rolls 4 : misses


    ER Small Laser at Shadow Cat III B (Republic);  needs 8, rolls 12 : hits  CT
        Shadow Cat III B (Republic) takes 3 damage to CT.
            19 Armor remaining.




Hierofalcon Prime (Republic) must make 2 piloting skill roll(s) (gyro hit; 40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (gyro hit) + 2 (40+ damage)); needs 9, rolls 7 : falls.
    Hierofalcon Prime (Republic) falls on its front, suffering 5 damage.
        Hierofalcon Prime (Republic) takes 5 damage to RA (critical).
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on Shoulder.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on HAG/20.
            *** HAG/20 EXPLODES!  10 DAMAGE! ***
                Hierofalcon Prime (Republic) takes 10 damage to RA.
                     SECTION DESTROYED.
                    remaining 4 damage prevented by CASE.
                    Critical hit on RA.         Roll is 5;         no effect.

        Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" takes 2 damage (2 total hits).
        Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" needs a 3 to stay conscious.  Rolls 8 : successful!
        Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" needs a 5 to stay conscious.  Rolls 8 : successful!


Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" takes 1 damage (3 total hits).
        Pilot of Hierofalcon Prime (Republic) "Shqipe Bruyère" needs a 7 to stay conscious.  Rolls 2 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 14 July 2020, 22:05:10
SOMETHING went wrong with the coding...

Code: [Select]
Weapons fire for Shilone SL-17 (Fiona's Furies - Succession Wars)
    LRM 20 at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 9 :  - Direct Blow - 20 missile(s) hit (using Right Side table) (w/ +2 bonus).
hits.

        Warhammer WHM-6R (Draconis Combine) takes 65 damage to RL.
            Armor destroyed.
             SECTION DESTROYED.
        35 damage transfers to RT.
            Critical hit on RL. Roll is (2+5) = 7; no effect.
        Warhammer WHM-6R (Draconis Combine) takes 35 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is (7+5) = 12; 2 locations.
            CRITICAL HIT on SRM 6.
            CRITICAL HIT on SRM 6 Ammo (14).
            *** SRM 6 Ammo EXPLODES!  168 DAMAGE! ***
                >Warhammer WHM-6R (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Warhammer WHM-6R (Draconis Combine) must make a piloting skill check (landing in water).
            Needs 6 [6 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 5 : fails.

                    The pilot ejects safely!
        *** Warhammer WHM-6R (Draconis Combine) DESTROYED by ejection! ***
                Warhammer WHM-6R (Draconis Combine) takes 168 damage to RT.
                168 damage transfers to CT.
                Warhammer WHM-6R (Draconis Combine) takes 168 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1122: terrain takes 16 damage.
                Thunderbolt TDR-5SS (Draconis Combine) is hit for 8 damage!
                Thunderbolt TDR-5SS (Draconis Combine) takes 5 damage to RL.
                    24 Armor remaining.
                Thunderbolt TDR-5SS (Draconis Combine) takes 3 damage to CTR.
                    6 Armor remaining.


                End Secondary Damage Report.

        Pilot of Warhammer WHM-6R (Draconis Combine) "Mollie Young" has ejected, so no damage is dealt!

        Warhammer WHM-6R (Draconis Combine) takes 3 damage to CT.


        Warhammer WHM-6R (Draconis Combine) takes 65 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        35 damage transfers to LT.
            Critical hit on LL. Roll is (10+5) = 15;LIMB BLOWN OFF Left Leg blown off.
        Warhammer WHM-6R (Draconis Combine) takes 35 damage to LT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        5 damage transfers to CT.
            Critical hit on LT. Roll is (5+5) = 10; 1 location.
            CRITICAL HIT on Small Laser.
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to CT.


        Warhammer WHM-6R (Draconis Combine) takes 65 damage to LTR.
        65 damage transfers to CTR.
        Warhammer WHM-6R (Draconis Combine) takes 65 damage to CTR.


        Warhammer WHM-6R (Draconis Combine) takes 65 damage to RT.
        65 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 65 damage to CT.



    Large Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 7 : hits  (using Right Side table) LTR
        Warhammer WHM-6R (Draconis Combine) takes 9 damage to LTR.
        9 damage transfers to CTR.
        Warhammer WHM-6R (Draconis Combine) takes 9 damage to CTR.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 11 :  - Direct Blow - hits  (using Right Side table) RL
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to RL.
        7 damage transfers to RT.
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to RT.
        7 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to CT.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 5 : misses


Weapons fire for Samurai SL-25 (Fiona's Furies - Succession Wars)
    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 9 :  - Direct Blow - hits  (using Right Side table) RT
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to RT.
        7 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to CT.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 7 : hits  (using Right Side table) RA
        Warhammer WHM-6R (Draconis Combine) takes 6 damage to RA.
        6 damage transfers to RT.
        Warhammer WHM-6R (Draconis Combine) takes 6 damage to RT.
        6 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 6 damage to CT.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 10 :  - Direct Blow - hits  (using Right Side table) RL
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to RL.
        7 damage transfers to RT.
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to RT.
        7 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 7 damage to CT.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 6 :  - Glancing Blow - hits  (using Right Side table) RT
        Warhammer WHM-6R (Draconis Combine) takes 3 damage to RT.
        3 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 3 damage to CT.



    Medium Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 4 : misses


    Small Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 8 : hits  (using Right Side table) CTR
        Warhammer WHM-6R (Draconis Combine) takes 4 damage to CTR.



    Small Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 5 : misses


    Small Laser at Warhammer WHM-6R (Draconis Combine); needs 6, rolls 11 :  - Direct Blow - hits  (using Right Side table) LL
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to LL.
        5 damage transfers to LT.
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to LT.
        5 damage transfers to CT.
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to CT.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 14 July 2020, 22:40:01
What version of Megamek.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colt Ward on 14 July 2020, 22:49:56
Probably bad to have ammo carried externally in a tactical environment.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 15 July 2020, 01:30:26
0.43.10-RC4
So not the current version.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 15 July 2020, 09:40:14
0.43.10-RC4
So not the current version.

Ok....so very old then.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colt Ward on 15 July 2020, 10:58:03
Pretty sure I still have a version from at least mid-2000s, if not earlier, on my (now) back up hard drive . . .
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 15 July 2020, 11:15:36
That would be hard hitting PPC-happy BattleMaster.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 26 July 2020, 01:14:21
Sometimes is just doesn't pay to backstab a Jenner.

Code: [Select]
Weapons fire for Stinger STG-3R (Fiona's Furies - Succession Wars)
    Medium Laser at Jenner JR7-D (Draconis Combine); needs 5, rolls 7 : hits  (using Rear table) RTR
        Jenner JR7-D (Draconis Combine) takes 6 damage to RTR.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on SRM 4 Ammo (23).
            *** SRM 4 Ammo EXPLODES!  184 DAMAGE! ***
                >Jenner JR7-D (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Jenner JR7-D (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Jenner JR7-D (Draconis Combine) DESTROYED by ejection! ***
                Jenner JR7-D (Draconis Combine) takes 184 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                178 damage transfers to CT.
                    Critical hit on RT.         Roll is (11+4) = 15;         3 locations.
                    CRITICAL HIT on Jump Jet.
                    Location has no more hittable critical slots.
                Jenner JR7-D (Draconis Combine) takes 178 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Standard Gyro.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) is hit for 9 damage!
                Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) takes 5 damage to RA.
                     1 Internal Structure remaining.
                    Critical hit on RA.         Roll is 8;         no effect.
                Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) takes 4 damage to RA.
                     SECTION DESTROYED.
                3 damage transfers to RT.
                    Critical hit on RA.         Roll is 10;         1 location.
                    CRITICAL HIT on Hand.
                Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) takes 3 damage to RT.
                     2 Internal Structure remaining.
                    Critical hit on RT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on LRM 5 Ammo (23).
                    *** LRM 5 Ammo EXPLODES!  115 DAMAGE! ***
                        >Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) suffers catastrophic damage, but the autoeject system was engaged.
                    
Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) must make a piloting skill check (landing in clear terrain).
                    Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 2 : fails.

                        Pilot of Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) "Recruit Blazej Visnovsky" takes 1 damage (3 total hits).
                        Pilot of Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) "Recruit Blazej Visnovsky" needs a 7 to stay conscious.  Rolls 8 : successful!
                            The pilot ejects safely!
                *** Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) DESTROYED by ejection! ***
                        Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) takes 115 damage to RT.
                             SECTION DESTROYED.
                        113 damage transfers to CT.
                            Critical hit on RT.                 Roll is (3+4) = 7;                 no effect.
                        Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) takes 113 damage to CT.
                             SECTION DESTROYED.

                            Critical hit on CT.                 Roll is (8+4) = 12;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Engine.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hex 1405: terrain takes 11 damage.
                        Vindicator VND-1R #3 (Fiona's Furies - Succession Wars) is hit for 5 damage!
                        Vindicator VND-1R #3 (Fiona's Furies - Succession Wars) takes 5 damage to RT (critical).
                            11 Armor remaining.
                            Critical hit on RT.                 Roll is 5;                 no effect.

                        Jenner JR7-D (Draconis Combine) is hit for 5 damage!
                        Jenner JR7-D (Draconis Combine) takes 5 damage to LT.
                            3 Armor remaining.

                        Vulcan VL-2T (Draconis Combine) is hit for 5 damage!
                        Vulcan VL-2T (Draconis Combine) takes 5 damage to LA.
                            Armor destroyed.
                             3 Internal Structure remaining.
                            Critical hit on LA.                 Roll is 11;                 2 locations.
                            CRITICAL HIT on Shoulder.
                            CRITICAL HIT on Lower Arm.

                        Locust LCT-1V (Draconis Combine) is hit for 5 damage!
                        Locust LCT-1V (Draconis Combine) takes 5 damage to CTR.
                            Armor destroyed.
                             3 Internal Structure remaining.
                            Critical hit on CT.                 Roll is 5;                 no effect.

                        Phoenix Hawk PXH-1 #2 (Draconis Combine) is hit for 5 damage!
                        Phoenix Hawk PXH-1 #2 (Draconis Combine) takes 5 damage to LA.
                            5 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Shadow Hawk SHD-2H (Fiona's Furies - Succession Wars) "Recruit Blazej Visnovsky" has ejected, so no damage is dealt!


                Stinger STG-3R (Fiona's Furies - Succession Wars) is hit for 9 damage!
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 5 damage to RT.
                    1 Armor remaining.
                Stinger STG-3R (Fiona's Furies - Succession Wars) takes 4 damage to RA.
                    0 Armor remaining.

                Phoenix Hawk PXH-1 (Draconis Combine) is hit for 9 damage!
                Phoenix Hawk PXH-1 (Draconis Combine) takes 5 damage to RL.
                    10 Armor remaining.
                Phoenix Hawk PXH-1 (Draconis Combine) takes 4 damage to CT.
                    19 Armor remaining.

                Vulcan VL-2T (Draconis Combine) is hit for 9 damage!
                Vulcan VL-2T (Draconis Combine) takes 5 damage to RTR.
                    Armor destroyed.
                     9 Internal Structure remaining.
                    Critical hit on RT.         Roll is 5;         no effect.
                Vulcan VL-2T (Draconis Combine) takes 4 damage to HD.
                    4 Armor remaining.

                Pilot of Vulcan VL-2T (Draconis Combine) "HaeJung Espeseth" takes 1 damage (1 total hits).
                Pilot of Vulcan VL-2T (Draconis Combine) "HaeJung Espeseth" needs a 3 to stay conscious.  Rolls 9 : successful!

                Locust LCT-1V (Draconis Combine) is hit for 9 damage!
                Locust LCT-1V (Draconis Combine) takes 5 damage to LT.
                    3 Armor remaining.
                Locust LCT-1V (Draconis Combine) takes 4 damage to CTR.
                     SECTION DESTROYED.
        *** Locust LCT-1V (Draconis Combine) DESTROYED by damage! ***

                >Locust LCT-1V (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Locust LCT-1V (Draconis Combine) must make a piloting skill check (landing in rough).
            Needs 10 [4 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 0 (landing in rough)], rolls 4 : fails.

                Pilot of Locust LCT-1V (Draconis Combine) "Douglas Wormington" takes 3 damage, killing the pilot (6 total hits).
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.


                End Secondary Damage Report.

        Pilot of Jenner JR7-D (Draconis Combine) "Shirin Jakobsen" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.


    Machine Gun at Jenner JR7-D (Draconis Combine); needs 5, rolls 7 : hits  (using Rear table) LL
        Jenner JR7-D (Draconis Combine) takes 2 damage to LL.
            0 Armor remaining.


    Machine Gun at Jenner JR7-D (Draconis Combine); needs 5, rolls 7 : hits  (using Rear table) LL
        Jenner JR7-D (Draconis Combine) takes 2 damage to LL.
             6 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 26 July 2020, 12:29:06
Pays not to have catastrophic ammo explosion option on.  :-\
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 27 July 2020, 06:41:05
He punts!  He scores!

Code: [Select]
Physical attacks for Griffin GRF-1N (Fiona's Furies - Succession Wars)
    Kick (Left leg) at Dragon DRG-1N (Draconis Combine); needs 5, rolls 12 :  - Direct Blow - hits (using Rear Punch table) RTR
        Dragon DRG-1N (Draconis Combine) takes 13 damage to RTR.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on RT. Roll is (8+4) = 12; 2 locations.
            CRITICAL HIT on AC/5 Ammo (19).
            *** AC/5 Ammo EXPLODES!  95 DAMAGE! ***
                >Dragon DRG-1N (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
           
Dragon DRG-1N (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : fails.

                    The pilot ejects safely!
        *** Dragon DRG-1N (Draconis Combine) DESTROYED by ejection! ***
                Dragon DRG-1N (Draconis Combine) takes 95 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                86 damage transfers to CT.
                    Critical hit on RT.         Roll is (11+4) = 15;         3 locations.
                    CRITICAL HIT on AC/5 Ammo (20).
                    *** AC/5 Ammo EXPLODES!  100 DAMAGE! ***
                        Dragon DRG-1N (Draconis Combine) takes 100 damage to RT.
                        100 damage transfers to CT.
                        Dragon DRG-1N (Draconis Combine) takes 100 damage to CT.
                             SECTION DESTROYED.

                            Critical hit on CT.                 Roll is (4+4) = 8;                 no effect.

                        Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hex 1264: terrain takes 10 damage.
                        Shadow Hawk SHD-1R (Fiona's Furies - Succession Wars) is hit for 5 damage!
                        Shadow Hawk SHD-1R (Fiona's Furies - Succession Wars) takes 5 damage to LL.
                            11 Armor remaining.

                        Griffin GRF-1N (Fiona's Furies - Succession Wars) is hit for 5 damage!
                        Griffin GRF-1N (Fiona's Furies - Succession Wars) takes 5 damage to LT.
                            10 Armor remaining.


                        End Secondary Damage Report.

                Pilot of Dragon DRG-1N (Draconis Combine) "Carla Erskine" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Dragon DRG-1N (Draconis Combine) takes 86 damage to CT.


                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1264: terrain takes 9 damage.
                Shadow Hawk SHD-1R (Fiona's Furies - Succession Wars) is hit for 4 damage!
                Shadow Hawk SHD-1R (Fiona's Furies - Succession Wars) takes 4 damage to LT.
                    14 Armor remaining.

                Griffin GRF-1N (Fiona's Furies - Succession Wars) is hit for 4 damage!
                Griffin GRF-1N (Fiona's Furies - Succession Wars) takes 4 damage to CT.
                    16 Armor remaining.


                End Secondary Damage Report.

        Pilot of Dragon DRG-1N (Draconis Combine) "Carla Erskine" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

There goes the salvage...
Code: [Select]
Physical attacks for Vindicator VND-1R #2 (Fiona's Furies - Succession Wars)
    Kick (Left leg) at Vedette Medium Tank (AC2) (Draconis Combine); needs 5, rolls 9 :  - Direct Blow - hits (using Rear table) RR
        Vedette Medium Tank (AC2) (Draconis Combine) takes 10 damage to RR.
            Armor destroyed.
             3 Internal Structure remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
            Critical hit on RR. Roll is (10+1) = 11; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  184 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  396 DAMAGE! ***
*** AC/2 Ammo EXPLODES!  78 DAMAGE! ***
        Vedette Medium Tank (AC2) (Draconis Combine) takes 658 damage to RR.
             SECTION DESTROYED.
*** Vedette Medium Tank (AC2) (Draconis Combine) DESTROYED by damage! ***
            Critical hit on RR. Roll is 11; Fuel Tank Hit (Vehicle Explodes).

        Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Hex 2817: terrain takes 65 damage.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) is hit for 32 damage!
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to LT.
            9 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to RA.
            5 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            13 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to LA.
            9 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to RA.
            0 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to RT.
            1 Armor remaining.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 2 damage to CT.
            13 Armor remaining.

        Jenner JR7-D (Draconis Combine) is hit for 65 damage!
        Jenner JR7-D (Draconis Combine) takes 5 damage to RT.
            3 Armor remaining.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LT.
            3 Armor remaining.
        Jenner JR7-D (Draconis Combine) takes 5 damage to CT.
            5 Armor remaining.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LT.
             1 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LT (critical).
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        4 damage transfers to CT (critical).
            Critical hit on LT. Roll is 8; no effect.
            Critical hit on LT. Roll is 10; 1 location.
            CRITICAL HIT on Jump Jet.
        Jenner JR7-D (Draconis Combine) takes 4 damage to CT (critical).
            1 Armor remaining.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LA.
        5 damage transfers to LT.
        Jenner JR7-D (Draconis Combine) takes 5 damage to LT.
        5 damage transfers to CT.
        Jenner JR7-D (Draconis Combine) takes 5 damage to CT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.
        Jenner JR7-D (Draconis Combine) takes 5 damage to CT.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 10; 1 location.
            CRITICAL HIT on Standard Gyro.
        Jenner JR7-D (Draconis Combine) takes 5 damage to CT.
             SECTION DESTROYED.
*** Jenner JR7-D (Draconis Combine) DESTROYED by damage! ***

        >Jenner JR7-D (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
   
Jenner JR7-D (Draconis Combine) must make a piloting skill check (landing in clear terrain).
    Needs 7 [3 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : fails.

        Pilot of Jenner JR7-D (Draconis Combine) "Hanne Skadberg" takes 1 damage (1 total hits).
            The pilot ejects safely!
            Critical hit on CT. Roll is 10; 1 location.
            CRITICAL HIT on Engine.
        Jenner JR7-D (Draconis Combine) takes 5 damage to RL.
        5 damage transfers to RT.
        Jenner JR7-D (Draconis Combine) takes 5 damage to RT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on SRM 4 Ammo (21).
            *** SRM 4 Ammo EXPLODES!  168 DAMAGE! ***
                Jenner JR7-D (Draconis Combine) takes 168 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                163 damage transfers to CT.
                    Critical hit on RT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on Jump Jet.
                Jenner JR7-D (Draconis Combine) takes 163 damage to CT.


                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 2817: terrain takes 16 damage.
                Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) is hit for 8 damage!
                Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to CT.
                    8 Armor remaining.
                Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 3 damage to RA.
                     4 Internal Structure remaining.
                    Critical hit on RA.         Roll is 7;         no effect.

                Vedette Medium Tank (AC2) (Draconis Combine) is hit for 16 damage!
                Vedette Medium Tank (AC2) (Draconis Combine) takes 5 damage to FR (critical).
                    15 Armor remaining.
                    Critical hit on FR.         Roll is 4;         no effect.
                Vedette Medium Tank (AC2) (Draconis Combine) takes 5 damage to FR.
                    10 Armor remaining.
                Vedette Medium Tank (AC2) (Draconis Combine) takes 5 damage to LS.
                    13 Armor remaining.
                Vedette Medium Tank (AC2) (Draconis Combine) takes 1 damage to LS.
                    12 Armor remaining.


                End Secondary Damage Report.

Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 5 : falls.
    Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) falls on its rear, suffering 5 damage.
        Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) takes 5 damage to RL.
            8 Armor remaining.

Pilot of Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) "Recruit Jerry Zhai" must roll 6 to avoid damage; rolls 3 : fails.
        Pilot of Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) "Recruit Jerry Zhai" takes 1 damage (2 total hits).
        Pilot of Vindicator VND-1R #2 (Fiona's Furies - Succession Wars) "Recruit Jerry Zhai" needs a 5 to stay conscious.  Rolls 4 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 27 July 2020, 14:44:00
You certainly get kick out this situation.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 28 July 2020, 12:30:59
This could become a crazy hit.
(http://i.imgur.com/dtO1cUGl.png) (https://imgur.com/dtO1cUG)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 28 July 2020, 17:43:14
What tileset is that in the picture?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 28 July 2020, 18:38:25
What tileset is that in the picture?
It's the updated (Ahne) large texture pack coming in the next dev release.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 28 July 2020, 18:39:51
Very nice. Look forward to it
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sheyra on 02 August 2020, 23:28:00
Note to self: Don't sideslip into a dropship.

Code: [Select]

J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) must make a piloting skill check while moving from hex 3518 to hex 3519 (controlled sideslip).
Needs 7 [5 (Base piloting skill) + 2 (Steering Damage) + 0 (controlled sideslip)], rolls 6 : fails.

J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) sideslips 1 hexes
    Skids into Leopard (2537) in hex 3520...
    Attacker takes 190 damage.
    Vehicle charge hit, checking for motive system damage:
            Chance for motive system damage. Roll is 6; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            19 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +4 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            14 Armor remaining.
            Critical hit on TU. Roll is 5; no effect.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
            2 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
            Armor destroyed.
             SECTION DESTROYED.
*** J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) DESTROYED by damage! ***
            Critical hit on RR. Roll is 8; Engine destroyed.  Immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            9 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +4 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            4 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            4 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +4 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            Armor destroyed.
             2 Internal Structure remaining.
            Chance for motive system damage. Roll is 8; (w/ +4 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 9; Crew stunned for 1 turns.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on TU. Roll is 9;Critical hit on Machine Gun.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 7; Crew stunned for 2 turns.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
             SECTION DESTROYED.
            Critical hit on TU. Roll is 8; Machine Gun malfunctions.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
    Defender takes 0 damage  (using Rear Punch table).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Gigastrike on 03 August 2020, 07:13:12
Note to self: Don't sideslip into a dropship.

Code: [Select]

J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) must make a piloting skill check while moving from hex 3518 to hex 3519 (controlled sideslip).
Needs 7 [5 (Base piloting skill) + 2 (Steering Damage) + 0 (controlled sideslip)], rolls 6 : fails.

J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) sideslips 1 hexes
    Skids into Leopard (2537) in hex 3520...
    Attacker takes 190 damage.
    Vehicle charge hit, checking for motive system damage:
            Chance for motive system damage. Roll is 6; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            19 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +4 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            14 Armor remaining.
            Critical hit on TU. Roll is 5; no effect.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
            2 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
            Armor destroyed.
             SECTION DESTROYED.
*** J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) DESTROYED by damage! ***
            Critical hit on RR. Roll is 8; Engine destroyed.  Immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            9 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            9 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +4 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            4 Armor remaining.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            4 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +4 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
            Armor destroyed.
             2 Internal Structure remaining.
            Chance for motive system damage. Roll is 8; (w/ +4 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on LS. Roll is 9; Crew stunned for 1 turns.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on TU. Roll is 9;Critical hit on Machine Gun.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +4 bonus)
             Minor damage, +1 to driving skill rolls.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 7; Crew stunned for 2 turns.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
             SECTION DESTROYED.
            Critical hit on TU. Roll is 8; Machine Gun malfunctions.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to LS.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to RR.
        J. Edgar Light Hover Tank (MG) #2 (Duchy Scouts) takes 5 damage to TU.
    Defender takes 0 damage  (using Rear Punch table).

190 damage!?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sabelkatten on 11 August 2020, 11:55:41
The last enemy mech on the field suddenly just disappeared... ???

Found out what happened after the movement phase. Sometimes snake-eyes isn't just a bad thing!

Also note the absurd hilarity of the second 5-point group also going to the head. :D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 12 August 2020, 23:54:22
Enemy mech was knocked out and prone. Didn't even bother aiming at a specific location since I had 4 mechs firing at it. First two hits were head shots, there was a 3rd on later on also. The damn bot kicked my ass on Initiative rolls this game. I only went first once.

Code: [Select]
Weapon Attack Phase
-------------------

Weapons fire for RDF Tomahawk MBR-004-IX (andrew)
    Light PPC at Gladiator GLD-2R (Princess); needs 4, rolls 8 : hits  HD
        Gladiator GLD-2R (Princess) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Gladiator GLD-2R (Princess) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Standard Cockpit.

        Pilot of Gladiator GLD-2R (Princess) "Jonathan Kwon" is already dead, so no damage is dealt!


    Light PPC at Gladiator GLD-2R (Princess); needs 4, rolls 8 : hits  HD
        Gladiator GLD-2R (Princess) takes 5 damage to HD.

        Pilot of Gladiator GLD-2R (Princess) "Jonathan Kwon" is already dead, so no damage is dealt!

Infernos also paid off this game, got a mech to shut down
Code: [Select]
Firestarter FS9-S1 (Princess) gains 18 heat, sinks 10 heat and is now at 18 heat.
Firestarter FS9-S1 (Princess) needs a 6+ to avoid shutdown, rolls 3 : shuts down.

Firestarter FS9-S1 (Princess) must make 1 piloting skill roll(s) (reactor shutdown).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (reactor shutdown)); needs 8, rolls 6 : falls.
    Firestarter FS9-S1 (Princess) falls on its right side, suffering 4 damage.
        Firestarter FS9-S1 (Princess) takes 4 damage to LL.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LL. Roll is 4; no effect.

Pilot of Firestarter FS9-S1 (Princess) "Zubaida Ubadah" must roll 8 to avoid damage; rolls 5 : fails.
        Pilot of Firestarter FS9-S1 (Princess) "Zubaida Ubadah" takes 1 damage (1 total hits).
        Pilot of Firestarter FS9-S1 (Princess) "Zubaida Ubadah" needs a 3 to stay conscious.  Rolls 7 : successful!

My #1 pilot got all 3 kills, and the 4th enemy pilot fled. Well done Mechwarrior Forbia Monteith!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 13 August 2020, 06:41:59
Am i mis-reading this, were you using Robotech/Macross theme Mecha in a MegaMek game.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Andras on 13 August 2020, 09:46:46
Am i mis-reading this, were you using Robotech/Macross theme Mecha in a MegaMek game.

You read it right, 40 ton medium modeled after the Tomahawk/Warhammer.

Code: [Select]
RDF Tomahawk MBR-04-MkIX

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3075
Cost: 6,899,900 C-Bills
Battle Value: 1,178

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
    2  Light PPCs
    1  SRM-6
    2  Medium Lasers
    2  LRM-5s
    2  ER Small Lasers
    2  Small Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 5 LA, 5 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             240                       6.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT
Gyro:               XL                                                     1.50
Cockpit:            Small                                                  2.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Light Ferro-Fibrous          AV - 135                  8.00
    Armor Locations: 3 RT, 2 LA, 2 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           19       
                                 Center Torso (rear)                  5         
                                           L/R Torso     10           15       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     6            12       
                                             L/R Leg     10           19       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light PPC                                    RA        5         2         3.00
Light PPC                                    LA        5         2         3.00
SRM-6                                        RT        4         2         3.00
ER Small Laser                               RT        2         1         0.50
Medium Laser                                 RT        3         1         1.00
Small Pulse Laser                            RT        2         1         1.00
2 LRM-5s                                     LT        4         2         4.00
ER Small Laser                               LT        2         1         0.50
Medium Laser                                 LT        3         1         1.00
Small Pulse Laser                            LT        2         1         1.00
@LRM-5 (24)                                  HD        -         1         1.00
@SRM-6 (15)                                  HD        -         1         1.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 12
6          3       3       2       0      2     1   Structure:  2
Special Abilities: SRCH, ES, SEAL, SOA

This is the version I was using in this game.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 26 August 2020, 21:19:55
"Yeah, the only real benefit to the Scorpion is it being a quad.  Makes it nearly impossible to fall over.  Even if that happens, its got four legs to distribute the damage between.  Right?"

After taking two points and a foot actuator critical:

Code: [Select]
Scorpion SCP-1N ID:21 (Chainelane Isles) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 3 [5 (Base piloting skill) - 2 (Quad bonus)].
    Roll #1, (5 (Base piloting skill) - 2 (Quad bonus) + 1 (leg/foot actuator hit)); needs 4, rolls 3 : falls.
    Scorpion SCP-1N ID:21 (Chainelane Isles) falls on its right side, suffering 6 damage.
        Scorpion SCP-1N ID:21 (Chainelane Isles) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Scorpion SCP-1N ID:21 (Chainelane Isles) "Nam-cheol So" takes 1 damage (1 total hits).
        Pilot of Scorpion SCP-1N ID:21 (Chainelane Isles) "Nam-cheol So" needs a 3 to stay conscious.  Rolls 7 : successful!
        Scorpion SCP-1N ID:21 (Chainelane Isles) takes 1 damage to HD.
            2 Armor remaining.

        Pilot of Scorpion SCP-1N ID:21 (Chainelane Isles) "Nam-cheol So" takes 1 damage (2 total hits).
        Pilot of Scorpion SCP-1N ID:21 (Chainelane Isles) "Nam-cheol So" needs a 5 to stay conscious.  Rolls 8 : successful!

Pilot of Scorpion SCP-1N ID:21 (Chainelane Isles) "Nam-cheol So" must roll 4 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 02 September 2020, 14:45:21
Break out the free spinning scroll wheel on your mouse for this one: hidden SRM carrier:

Code: [Select]
Pointblank shots for SRM Carrier (Standard) (Draconis Combine)
    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 4 : 6 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
            4 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to HD.
            2 Armor remaining.

        Pilot of Wasp WSP-1A (Haagar's Hornets) "Private Patrick Verdier" takes 1 damage (1 total hits).
        Pilot of Wasp WSP-1A (Haagar's Hornets) "Private Patrick Verdier" needs a 3 to stay conscious.  Rolls 12 : successful!

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
            2 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RL.
            3 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
            0 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
            4 Armor remaining.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 6 : 4 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LA.
            2 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LA (critical).
            0 Armor remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
            4 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 11 : 5 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
            2 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
            2 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LA.
             1 Internal Structure remaining.
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Upper Arm.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
            0 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LA.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            Location has no more hittable critical slots.
        Wasp WSP-1A (Haagar's Hornets) takes 1 damage to LT.
            3 Armor remaining.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 5 : 4 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is 12;LIMB BLOWN OFF Right Arm blown off.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RL.
            1 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
            1 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LL.
            3 Armor remaining.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 4 : 4 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
            0 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RL (critical).
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RL. Roll is 7; no effect.
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Jump Jet.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Jump Jet.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 7 : 5 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
        2 damage transfers to RT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LL.
            1 Armor remaining.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.
             SECTION DESTROYED.
*** Wasp WSP-1A (Haagar's Hornets) DESTROYED by damage! ***
            
Private Patrick Verdier has abandoned Wasp WSP-1A (Haagar's Hornets).
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 4; no effect.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 5 : 5 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
        2 damage transfers to RT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
             SECTION DESTROYED.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.
        Wasp WSP-1A (Haagar's Hornets) takes 1 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
        2 damage transfers to RT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RL.
             1 Internal Structure remaining.
            Critical hit on RL. Roll is 2; no effect.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
        2 damage transfers to RT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 10 : 4 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
             SECTION DESTROYED.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 8 : 3 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RL.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Hip.
        Wasp WSP-1A (Haagar's Hornets) takes 1 damage to RT.
        1 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 1 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LA.
        2 damage transfers to LT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.


    SRM 6 at Wasp WSP-1A (Haagar's Hornets);  needs 4, rolls 9 : 4 missile(s) hit.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RA.
        2 damage transfers to RT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to LT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.

        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to RT.
        2 damage transfers to CT.
        Wasp WSP-1A (Haagar's Hornets) takes 2 damage to CT.



Wasp WSP-1A (Haagar's Hornets) detects a hidden unit in hex 1105!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 02 September 2020, 19:17:46
AFTER the damage and a pair of smoking legs:  "Wasp WSP-1A (Haagar's Hornets) detects a hidden unit in hex 1105!"

No kidding!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: S2pidiT on 03 September 2020, 11:57:25
I've been mostly messing around with MegaMek, trying different things and learning the rules. I decided to try putting three bots in the game to see how that would go. Just in case, I gave myself two mechs, and gave each bot one mech (EDIT: I did this because I was curious if the bots would tend toward attacking me; if so, I'd at least have a fighting chance). I gave myself a TI-1A and a HGN-733P. The bots had a AS7-D, IMP-2E, and KGC-0000, respectively.

The bots immediately focused on the Titan. It fell on the first round of shooting, and was destroyed by the first shots of Round 2. The Imp was destroyed in Round 4, and the King Crab in Round 6.

Round 7, I rolled a 3 after taking 20+ damage and the Highlander fell. Then, in Round 8:
Code: [Select]
Movement Phase
-------------------

Highlander HGN-733P (test) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 4 : falls.
    Highlander HGN-733P (test) falls on its right side, suffering 9 damage.
        Highlander HGN-733P (test) takes 5 damage to RL.
            33 Armor remaining.
        Highlander HGN-733P (test) takes 4 damage to CT.
            2 Armor remaining.

Pilot of Highlander HGN-733P (test) "Elton Nnano" must roll 5 to avoid damage; rolls 9 : succeeds.


Highlander HGN-733P (test) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

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

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

Weapons fire for Highlander HGN-733P (test)
    Medium Laser at Atlas AS7-D (Danielle) (Princess); needs 6, rolls 3 : misses


    Medium Laser at Atlas AS7-D (Danielle) (Princess); needs 6, rolls 11 : hits  CT
        Atlas AS7-D (Danielle) (Princess) takes 5 damage to CT.
            2 Armor remaining.


    SRM 6 at Atlas AS7-D (Danielle) (Princess); needs 6, rolls 6 : 4 missile(s) hit.

        Atlas AS7-D (Danielle) (Princess) takes 2 damage to LL.
            9 Armor remaining.

        Atlas AS7-D (Danielle) (Princess) takes 2 damage to LT.
            0 Armor remaining.

        Atlas AS7-D (Danielle) (Princess) takes 2 damage to RA.
            24 Armor remaining.

        Atlas AS7-D (Danielle) (Princess) takes 2 damage to RA.
            22 Armor remaining.


Weapons fire for Atlas AS7-D (Danielle) (Princess)
    AC/20 at Highlander HGN-733P (test); needs 4, rolls 4 : hits  RA
        Highlander HGN-733P (test) takes 20 damage to RA.
             SECTION DESTROYED.
        10 damage transfers to RT.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on PPC.
            CRITICAL HIT on PPC.
        Highlander HGN-733P (test) takes 10 damage to RT.
            13 Armor remaining.


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 7 : hits  LL
        Highlander HGN-733P (test) takes 5 damage to LL.
            28 Armor remaining.


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 3 : misses


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 2 : misses


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 5 : hits  CT
        Highlander HGN-733P (test) takes 5 damage to CT.
            Armor destroyed.
             23 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 7 : hits  RA
        Highlander HGN-733P (test) takes 5 damage to RA.
        5 damage transfers to RT.
        Highlander HGN-733P (test) takes 5 damage to RT.
            8 Armor remaining.


    Medium Laser at Highlander HGN-733P (test); needs 4, rolls 9 : hits  LA
        Highlander HGN-733P (test) takes 5 damage to LA.
            25 Armor remaining.




Highlander HGN-733P (test) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 8 : succeeds.

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

Physical attacks for Highlander HGN-733P (test)
    Kick (Left leg) at Atlas AS7-D (Danielle) (Princess); needs 5, rolls 11 : hits (using Kick table) LL
        Atlas AS7-D (Danielle) (Princess) takes 18 damage to LL.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.


Physical attacks for Atlas AS7-D (Danielle) (Princess)
    Kick (Right leg) at Highlander HGN-733P (test); needs 3, rolls 9 : hits (using Kick table) LL
        Highlander HGN-733P (test) takes 20 damage to LL.
            8 Armor remaining.


Highlander HGN-733P (test) must make 2 piloting skill roll(s) (was kicked; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked) + 1 (20+ damage)); needs 6, rolls 5 : falls.
    Highlander HGN-733P (test) falls on its rear, suffering 9 damage.
        Highlander HGN-733P (test) takes 5 damage to LL.
            3 Armor remaining.
        Highlander HGN-733P (test) takes 4 damage to CTR.
             19 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

Pilot of Highlander HGN-733P (test) "Elton Nnano" must roll 6 to avoid damage; rolls 12 : succeeds.


Atlas AS7-D (Danielle) (Princess) must make 1 piloting skill roll(s) (was kicked).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (was kicked)); needs 5, rolls 4 : falls.
    Atlas AS7-D (Danielle) (Princess) falls on its rear, suffering 10 damage.
        Atlas AS7-D (Danielle) (Princess) takes 5 damage to LA.
            6 Armor remaining.
        Atlas AS7-D (Danielle) (Princess) takes 5 damage to CTR.
            9 Armor remaining.

Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" must roll 5 to avoid damage; rolls 3 : fails.
        Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" takes 1 damage (2 total hits).
        Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" needs a 5 to stay conscious.  Rolls 5 : successful!

Round 8 was the first major damage that the Atlas had taken. This was followed by Round 9:
Code: [Select]
Highlander HGN-733P (test) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Atlas AS7-D (Danielle) (Princess) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 4 : falls.
    Atlas AS7-D (Danielle) (Princess) falls on its right side, suffering 10 damage.
        Atlas AS7-D (Danielle) (Princess) takes 5 damage to LT.
             16 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on LRM 20 Ammo (6).
            *** LRM 20 Ammo EXPLODES!  120 DAMAGE! ***
                >Atlas AS7-D (Danielle) (Princess) suffers catastrophic damage, but the autoeject system was engaged.
           
Atlas AS7-D (Danielle) (Princess) must make a piloting skill check (landing off the board).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing off the board)], rolls 6 : fails.

                Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" takes 1 damage (3 total hits).
                Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" needs a 7 to stay conscious.  Rolls 10 : successful!
                    The pilot ejects safely and lands far from the battle!
        *** Atlas AS7-D (Danielle) (Princess) DESTROYED by ejection! ***
                Atlas AS7-D (Danielle) (Princess) takes 120 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                104 damage transfers to CT.
                    Critical hit on LT.         Roll is 7;         no effect.
                Atlas AS7-D (Danielle) (Princess) takes 104 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 6;         no effect.

        Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" has ejected, so no damage is dealt!

        Atlas AS7-D (Danielle) (Princess) takes 5 damage to CT.

Pilot of Atlas AS7-D (Danielle) (Princess) "Denny Kwak" must roll 5 to avoid damage; rolls 7 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 18 September 2020, 17:35:11
Clan eugenics program?  Pffft... amateurs.  This newborn is better than 90% of the unit's adult infantry.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: AdaC on 21 September 2020, 05:59:50
Mike Tyson, eat your heart out!

(https://i.postimg.cc/KcpC7KNM/Mech-Boxing.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 September 2020, 12:27:23
Well, that Thug certainty lived up to it's name!  ;D :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: S2pidiT on 22 September 2020, 12:05:58
Forgot to save it yesterday, but I shot a Dragon with my Trebuchet's SRM2 in the first round. One missile hit and landed 2 crits, both on the Gyro, rendering it useless. ;D

The previous round, the Rifleman took 20+ damage and fell, and the Zeus on my team got punched in the head and destroyed. Then...
Code: [Select]
Movement Phase
-------------------

Rifleman RFL-3C (S2pid) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 2 : falls.
    Rifleman RFL-3C (S2pid) falls on its left side, suffering 6 damage.
        Rifleman RFL-3C (S2pid) takes 5 damage to RL.
             9 Internal Structure remaining.
            Critical hit on RL. Roll is 7; no effect.
        Rifleman RFL-3C (S2pid) takes 1 damage to RL.
             8 Internal Structure remaining.
            Critical hit on RL. Roll is 2; no effect.

Pilot of Rifleman RFL-3C (S2pid) "Sana Kakakhel" must roll 5 to avoid damage; rolls 7 : succeeds.


Rifleman RFL-3C (S2pid) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 4 : falls.
    Rifleman RFL-3C (S2pid) falls on its right side, suffering 6 damage.
        Rifleman RFL-3C (S2pid) takes 5 damage to RT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Medium Laser.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
                >Rifleman RFL-3C (S2pid) suffers catastrophic damage, but the autoeject system was engaged.
            
Rifleman RFL-3C (S2pid) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : fails.

                Pilot of Rifleman RFL-3C (S2pid) "Sana Kakakhel" takes 2 damage (2 total hits).
                Pilot of Rifleman RFL-3C (S2pid) "Sana Kakakhel" needs a 3 to stay conscious.  Rolls 10 : successful!
                Pilot of Rifleman RFL-3C (S2pid) "Sana Kakakhel" needs a 5 to stay conscious.  Rolls 9 : successful!
                    The pilot ejects safely!
        *** Rifleman RFL-3C (S2pid) DESTROYED by ejection! ***
                Rifleman RFL-3C (S2pid) takes 100 damage to RT.
                     SECTION DESTROYED.
                87 damage transfers to CT.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on AC/10 Ammo (5).
                    *** AC/10 Ammo EXPLODES!  50 DAMAGE! ***
                        Rifleman RFL-3C (S2pid) takes 50 damage to RT.
                        50 damage transfers to CT.
                        Rifleman RFL-3C (S2pid) takes 50 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is 9;                 1 location.
                            CRITICAL HIT on Standard Gyro.

                Pilot of Rifleman RFL-3C (S2pid) "Sana Kakakhel" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Rifleman RFL-3C (S2pid) takes 87 damage to CT.

This is the payback for yesterday's success, I suppose!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NightSarge on 23 September 2020, 08:43:39
During one of my first games, an enemy unit gut stuck on a paved road. Timber Wolf closed in and killed it with physical attack. Then moved on to the next target. Only to get stuck himself, and to be destroyed by quicksand. Lesson learned.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: AdaC on 26 September 2020, 00:16:31
Didn't take the screenshot, but I just had an enemy Locust run along a road, turn, and skidded. It fell on its back, skidded one hex on to a bridge, and TAC'd his gyro... twice.

I couldn't stop laughing for 5 minutes.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NightSarge on 03 October 2020, 10:35:38
An enemy mech was prone on the edge of the map, failt to get up and fell of the board.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 05 October 2020, 12:15:36
Haha, that guy is getting sacked in the morning
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 05 October 2020, 22:06:02
Not a crazy hit, but a crazy deployment by AtB.

Recon Raid (Attacker)

Friendly Forces:
Scout Lance (M),
MY ENTIRE LOGISTICS TRAIN, which included Union, Leopard, Danais, Vulture, Dragonstar, Coolant Truck and 2 foot platoons of infantry.

Enemy Forces:
Heavy Lance (HBK, QKD, WHM, DRG).

If I was the defender, it might have made sense.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 05 October 2020, 22:37:18
End of the above game, it was a really bad day to be an ejected pilot.

Quote
Weapons fire for Vindicator VND-1R #3 (Fiona's Furies - Succession Wars)
    LRM 5 at Quickdraw QKD-4G (Draconis Combine); needs 9, rolls 7 : misses


    PPC at Quickdraw QKD-4G (Draconis Combine); needs 6, rolls 7 : hits  LT
        Quickdraw QKD-4G (Draconis Combine) takes 10 damage to LT.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on LT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on LRM 10 Ammo (8).
            *** LRM 10 Ammo EXPLODES!  80 DAMAGE! ***
                >Quickdraw QKD-4G (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Quickdraw QKD-4G (Draconis Combine) must make a piloting skill check (landing in water).
            Needs 6 [6 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 5 : fails.

                    The pilot ejects safely!
        *** Quickdraw QKD-4G (Draconis Combine) DESTROYED by ejection! ***
                Quickdraw QKD-4G (Draconis Combine) takes 80 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                79 damage transfers to CT.
                    Critical hit on LT.         Roll is (4+4) = 8;         no effect.
                Quickdraw QKD-4G (Draconis Combine) takes 79 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is (5+4) = 9;         1 location.
                    CRITICAL HIT on Engine.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1218: terrain takes 8 damage.
                MechWarrior Teva Seekings (Draconis Combine) is hit for 8 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Teva Seekings (Draconis Combine) takes 16 damage to MEN.
                     PLATOON KILLED,
        *** MechWarrior Teva Seekings (Draconis Combine) DESTROYED by damage! ***


                End Secondary Damage Report.

        Pilot of Quickdraw QKD-4G (Draconis Combine) "Shunsen Sekine" has ejected, so no damage is dealt!

Weapons fire for Manticore Heavy Tank (Standard) #5 (Fiona's Furies - Succession Wars)
    LRM 10 at Quickdraw QKD-4G (Draconis Combine); needs 8, rolls 3 : misses


    PPC at Quickdraw QKD-4G (Draconis Combine); needs 6, rolls 6 :  - Glancing Blow - hits  RL
        Quickdraw QKD-4G (Draconis Combine) takes 5 damage to RL.
             5 Internal Structure remaining.
            Critical hit on RL. Roll is (9-2) = 7; no effect.


    SRM 6 at Quickdraw QKD-4G (Draconis Combine); needs 8, rolls 8 :  - Glancing Blow - 2 missile(s) hit (w/ -4 malus).

        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to CT.


        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to LA.
        2 damage transfers to LT.
        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to LT.
        2 damage transfers to CT.
        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to CT.



    Medium Laser at Quickdraw QKD-4G (Draconis Combine); needs 8, rolls 6 : misses


Weapons fire for Vedette Medium Tank (AC2) (Fiona's Furies - Succession Wars)
    SRM 2 at Quickdraw QKD-4G (Draconis Combine); needs 6, rolls 7 : 2 missile(s) hit (using Rear table).

        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to LTR.
        2 damage transfers to CTR.
        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to CTR.


        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to RTR.
            0 Armor remaining.


    AC/2 at Quickdraw QKD-4G (Draconis Combine); needs 4, rolls 5 : hits  (using Rear table) RTR
        Quickdraw QKD-4G (Draconis Combine) takes 2 damage to RTR.
             12 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on SRM 4 Ammo (19).
            *** SRM 4 Ammo EXPLODES!  152 DAMAGE! ***
                Quickdraw QKD-4G (Draconis Combine) takes 152 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                140 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Medium Laser (R).
                    CRITICAL HIT on Medium Laser (R).
                Quickdraw QKD-4G (Draconis Combine) takes 140 damage to CT.


                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 1218: terrain takes 15 damage.
                MechWarrior Teva Seekings (Draconis Combine) is hit for 15 damage!
                Infantry is hit by area-effect artillery!!! Damage doubled.
                MechWarrior Teva Seekings (Draconis Combine) takes 30 damage to MEN.


                End Secondary Damage Report.

        Pilot of Quickdraw QKD-4G (Draconis Combine) "Shunsen Sekine" has ejected, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: AdaC on 06 October 2020, 06:44:09
Physical attacks seem to agree with me:

Code: [Select]
Physical attacks for Eberron II (Standard) #3 (Crusaders)
    Punch (Left Arm) at Hermes II HER-2S (Free Worlds League); needs 2, rolls 7 : hits (using Kick table) LL
        Hermes II HER-2S (Free Worlds League) takes 8 damage to LL.
             2 Internal Structure remaining.
            Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.


    Punch (Right Arm) at Hermes II HER-2S (Free Worlds League); needs 2, rolls 4 : hits (using Kick table) RL
        Hermes II HER-2S (Free Worlds League) takes 8 damage to RL.
             SECTION DESTROYED.
        2 damage transfers to RT.
            Critical hit on RL. Roll is 7; no effect.
        Hermes II HER-2S (Free Worlds League) takes 2 damage to RT.
            5 Armor remaining.


    Punch (Left Arm) at Hermes II HER-2S (Free Worlds League); needs 2, rolls 6 : hits (using Kick table) RL
        Hermes II HER-2S (Free Worlds League) takes 8 damage to RL.
        8 damage transfers to RT.
        Hermes II HER-2S (Free Worlds League) takes 8 damage to RT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on AC/5.
            CRITICAL HIT on AC/5.


    Punch (Right Arm) at Hermes II HER-2S (Free Worlds League); needs 2, rolls 9 : hits (using Kick table) RL
        Hermes II HER-2S (Free Worlds League) takes 8 damage to RL.
        8 damage transfers to RT.
        Hermes II HER-2S (Free Worlds League) takes 8 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 4; no effect.
        Hermes II HER-2S (Free Worlds League) takes 1 damage to CT.
            16 Armor remaining.

Eberron II is basically a modified Grasshopper.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 06 October 2020, 13:11:39
Ever get the feeling you're being followed?

That one Assassin is spending the entire game keeping all of those little buggers occupied.  Good thing it's 'Pitch Black' visibility, otherwise he'd look like Swiss cheese.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 12 October 2020, 19:24:49
When cover isn't worth hiding in.
Code: [Select]
Building #1180941937 collapses due to damage.
    Hunchback HBK-4P (Pirate) is hit by falling debris for 144 damage.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            16 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
            10 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
            11 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Kum" takes 1 damage (1 total hits).
        Pilot of Hunchback HBK-4P (Pirate) "Matthew Kum" needs a 3 to stay conscious.  Rolls 2 : blacks out.
        Hunchback HBK-4P (Pirate) takes 5 damage to LA.
            11 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
            6 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            11 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
            10 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
            1 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
            5 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
            0 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
            5 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
            0 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to LA.
            6 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            6 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            1 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
            Armor destroyed.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +Medium Laser.
        Hunchback HBK-4P (Pirate) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Kum" takes 1 damage (2 total hits).
        Hunchback HBK-4P (Pirate) takes 5 damage to HD.
             SECTION DESTROYED.
*** Hunchback HBK-4P (Pirate) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Standard Cockpit.
            CRITICAL HIT on +Small Laser.

        Pilot of Hunchback HBK-4P (Pirate) "Matthew Kum" is already dead, so no damage is dealt!
        Hunchback HBK-4P (Pirate) takes 5 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Hunchback HBK-4P (Pirate) takes 5 damage to LA.
            1 Armor remaining.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RA. Roll is 12;LIMB BLOWN OFF Right Arm blown off.
        Hunchback HBK-4P (Pirate) takes 1 damage to RT.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +Medium Laser.
        Hunchback HBK-4P (Pirate) takes 5 damage to CT.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Hunchback HBK-4P (Pirate) takes 5 damage to RA.
        5 damage transfers to RT.
        Hunchback HBK-4P (Pirate) takes 5 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
        Hunchback HBK-4P (Pirate) takes 4 damage to CT.
             SECTION DESTROYED.
            Critical hit on CT. Roll is 7; no effect.

Yet again, we learn that buildings are the aces of this battle

Code: [Select]
Building #370585083 collapses due to damage.
    Phoenix Hawk PXH-1 (Pirate) is hit by falling debris for 81 damage.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to RA.
            0 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LA.
            2 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to HD.
            1 Armor remaining.

        Pilot of Phoenix Hawk PXH-1 (Pirate) "Gyu-hyun Son" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 (Pirate) "Gyu-hyun Son" needs a 3 to stay conscious.  Rolls 10 : successful!
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
            12 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Phoenix Hawk PXH-1 (Pirate) DESTROYED by damage! ***
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.

        Pilot of Phoenix Hawk PXH-1 (Pirate) "Gyu-hyun Son" is already dead, so no damage is dealt!
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
            7 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is 7; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to RT.
            13 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to RT.
            8 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to RA.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is 5; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LA.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LA. Roll is 7; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 1 damage to LT.
            6 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to CT.
            18 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LA.
        5 damage transfers to LT.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
            1 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to RA.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 3 damage to RT.
            5 Armor remaining.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LA.
        5 damage transfers to LT.
        Phoenix Hawk PXH-1 (Pirate) takes 5 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.
        Phoenix Hawk PXH-1 (Pirate) takes 1 damage to CT.
            17 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: AdaC on 20 October 2020, 06:27:51
UGH! Do this Griffin ate a large laser to the face, and got nailed a few times with medium lasers elsewhere. Prime target for a few punches from my mediums, right? WRONG! The idiot trips over his own feet and slams face first into the tarmac . There goes the kill XP :bang:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NickAragua on 13 November 2020, 12:32:41
Code: [Select]
Movement Phase
-------------------

Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) must make a piloting skill check while moving in hex 3330 (running & turning on pavement).
Needs 4 [4 (Base piloting skill) - 2 (Quad bonus) + 2 (Sprinting) + 0 (running & turning on pavement)], rolls 3 : falls.
Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) falls 0 level(s) into hex 3330
    Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) falls on its right side, suffering 6 damage.
        Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) takes 5 damage to FLL.
            14 Armor remaining.
        Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) takes 1 damage to CT.
            21 Armor remaining.

Pilot of Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) "Damon Go" must roll 4 to avoid damage; rolls 8 : succeeds.

    Skids into hex 3429.
    Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) suffers 3 damage from the skid.
        Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) takes 3 damage to FRL (critical).
            16 Armor remaining.
            Critical hit on FRL. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Lower Leg.

    Skid ends.

End Phase
-------------------
Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) needs to avoid critical damage due to falling 1 levels.
            Critical hit on HD. Roll is (9+3) = 12;HEAD BLOWN OFF Head blown off.

*** Daedalus GTX2A 'Stevedore' ID:200 (Free Rasalhague Republic Evacuating Units) DESTROYED by pilot death! ***

Sometimes, you run so fast that your mech's head falls off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Stormforge on 22 November 2020, 07:04:36
Code: [Select]
Lucy Lunde ejects from a Wasp WSP-1K (40th Dieron Regulars).
   
Wasp WSP-1K (40th Dieron Regulars) must make a piloting skill check (landing in clear terrain).
    Needs 9 [6 (ejecting) + 5 (Mech is prone) - 2 (landing in clear terrain)], rolls 2 : fails.

        Pilot of Wasp WSP-1K (40th Dieron Regulars) "Lucy Lunde" takes 3 damage (4 total hits).
        Pilot of Wasp WSP-1K (40th Dieron Regulars) "Lucy Lunde" needs a 5 to stay conscious.  Rolls 9 : successful!
        Pilot of Wasp WSP-1K (40th Dieron Regulars) "Lucy Lunde" needs a 7 to stay conscious.  Rolls 8 : successful!
        Pilot of Wasp WSP-1K (40th Dieron Regulars) "Lucy Lunde" needs a 10 to stay conscious.  Rolls 11 : successful!
            The pilot ejects safely!
A unit enters the Conventional minefield in hex 2817, needs 8+, rolls 10:hits!
    ???? hits a mine in hex ????.
        Infantry platoon caught in the open!!!  Damage doubled.
        ???? (????) takes ???? damage to ????.
             PLATOON KILLED,
*** ???? (????) DESTROYED by ????! ***
        ???? (????) takes ???? damage to ????.
        ???? (????) takes ???? damage to ????.
        ???? (????) takes ???? damage to ????.
        ???? (????) takes ???? damage to ????.
        ???? (????) takes ???? damage to ????.

*** Wasp WSP-1K (40th Dieron Regulars) DESTROYED by ejection! ***

She was conscious all the way to the end. Ejecting from a mech legged from that very field. xp
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 22 November 2020, 10:00:37
"Stay away from that cliff ed... too late!"

Code: [Select]
J. Edgar Light Hover Tank (Standard) ID:22 (Sc) must make a piloting skill check while moving in hex 1813 (did not satisfy turn mode).
Needs 7 [5 (Base piloting skill) - 1 (light vehicle) + 3 (did not satisfy turn mode)], rolls 5 : fails.
        Maneuver fails. Roll is 8; (w/ +7 bonus), Starts to skid.
J. Edgar Light Hover Tank (Standard) ID:22 (Sc) falls 6 level(s) into hex 1713
    J. Edgar Light Hover Tank (Standard) ID:22 (Sc) falls on its left side, suffering 21 damage.
        J. Edgar Light Hover Tank (Standard) ID:22 (Sc) takes 5 damage to LS.
            2 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +5 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (Standard) ID:22 (Sc) takes 5 damage to FR.
            25 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +5 bonus)
             Major damage, vehicle immobile.
        J. Edgar Light Hover Tank (Standard) ID:22 (Sc) takes 5 damage to LS (critical).
            Armor destroyed.
             SECTION DESTROYED.
*** J. Edgar Light Hover Tank (Standard) ID:22 (Sc) DESTROYED by damage! ***
            Critical hit on LS. Roll is 9; Engine destroyed.  Immobile.
            Critical hit on LS. Roll is 11; Crew stunned for 1 turns.
        J. Edgar Light Hover Tank (Standard) ID:22 (Sc) takes 5 damage to FR.
            20 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +5 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        J. Edgar Light Hover Tank (Standard) ID:22 (Sc) takes 1 damage to LS.
            Chance for motive system damage. Roll is 14; (w/ +5 bonus)
             Major damage, vehicle immobile.

Thelmandluwyse Gorge claims another victim.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 28 November 2020, 12:53:46
I think karma is trying to teach me not to kick people when they're down ... (first time I've used the mule kick, and look what happens!)

Code: [Select]
Physical attacks for Scorpion SCP-1N ID:37 (SimonLandmine)
    Kick (Right rear leg) at Wolverine WVR-6M ID:12 (Sk) ID:12; needs 2, rolls 11 :  - Direct Blow - hits RT
        Wolverine WVR-6M ID:12 (Sk) takes 14 damage to RT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is (8+5) = 13; 3 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on SRM 6 Ammo (12).
            *** SRM 6 Ammo EXPLODES!  144 DAMAGE! ***
                >Wolverine WVR-6M ID:12 (Sk) suffers catastrophic damage, but the autoeject system was engaged.
            
Wolverine WVR-6M ID:12 (Sk) must make a piloting skill check (landing in clear terrain).
            Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
                    The pilot ejects safely!
        *** Wolverine WVR-6M ID:12 (Sk) DESTROYED by ejection! ***
                Wolverine WVR-6M ID:12 (Sk) takes 144 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                134 damage transfers to CT.
                    Critical hit on RT.         Roll is (8+4) = 12;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Jump Jet.
                Wolverine WVR-6M ID:12 (Sk) takes 134 damage to CT.
                     SECTION DESTROYED.
                Wolverine WVR-6M ID:12 (Sk) has taken 5 engine hits this phase.
                Checking for engine explosion on 10, roll is 9.
                Engine safety systems remain in place.
                    Critical hit on CT.         Roll is (10+4) = 14;         3 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Engine.

                 Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Light Standard Building #1534 absorbs 7 points of damage.
                    8 CF remaining.
                Medium Standard Building #1596 absorbs 7 points of damage.
                    15 CF remaining.
                Hex 2016: terrain takes 14 damage.
                Hex 2015: terrain takes 7 damage.
                Hex 2117: terrain takes 7 damage.
                Hex 2017: terrain takes 7 damage.
 
               Manticore Heavy Tank (Standard) ID:31 (SimonLandmine) is hit for 7 damage!
                Manticore Heavy Tank (Standard) ID:31 (SimonLandmine) takes 5 damage to LS.
                    28 Armor remaining.
                    Chance for motive system damage.         Roll is 3;         (w/ +0 bonus)
                     no effect.
                Manticore Heavy Tank (Standard) ID:31 (SimonLandmine) takes 2 damage to FR.
                    34 Armor remaining.

                Scorpion SCP-1N ID:37 (SimonLandmine) is hit for 7 damage!
                Scorpion SCP-1N ID:37 (SimonLandmine) takes 5 damage to RLL.
                     8 Internal Structure remaining.
                    Critical hit on RLL.         Roll is 10;         1 location.
                    CRITICAL HIT on Foot.
                Scorpion SCP-1N ID:37 (SimonLandmine) takes 2 damage to RRL.
                    5 Armor remaining.

                Wolverine WVR-6M ID:39 (SimonLandmine) is hit for 7 damage!
                Wolverine WVR-6M ID:39 (SimonLandmine) takes 5 damage to RA.
                    7 Armor remaining.
                Wolverine WVR-6M ID:39 (SimonLandmine) takes 2 damage to LL.
                    0 Armor remaining.

                Ostsol OTL-4D ID:40 (SimonLandmine) is hit for 7 damage!
                Ostsol OTL-4D ID:40 (SimonLandmine) takes 5 damage to RA.
                    Armor destroyed.
                     7 Internal Structure remaining.
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Hand.
                Ostsol OTL-4D ID:40 (SimonLandmine) takes 2 damage to LA.
                     5 Internal Structure remaining.
                    Critical hit on LA.         Roll is 7;         no effect.

                Scimitar Medium Hover Tank (Missile) ID:42 (SimonLandmine) is hit for 7 damage!
                Scimitar Medium Hover Tank (Missile) ID:42 (SimonLandmine) takes 5 damage to TU.
                    16 Armor remaining.
                Scimitar Medium Hover Tank (Missile) ID:42 (SimonLandmine) takes 2 damage to TU.
                    14 Armor remaining.

                Scimitar Medium Hover Tank (Missile) ID:43 (SimonLandmine) is hit for 14 damage!
                Scimitar Medium Hover Tank (Missile) ID:43 (SimonLandmine) takes 5 damage to LS.
                    13 Armor remaining.
                    Chance for motive system damage.         Roll is 14;         (w/ +3 bonus)
                     Major damage, vehicle immobile.
                Scimitar Medium Hover Tank (Missile) ID:43 (SimonLandmine) takes 5 damage to FR.
                    16 Armor remaining.
                Scimitar Medium Hover Tank (Missile) ID:43 (SimonLandmine) takes 4 damage to FR.
                    12 Armor remaining.

                Scimitar Medium Hover Tank (Missile) ID:44 (SimonLandmine) is hit for 7 damage!
                Scimitar Medium Hover Tank (Missile) ID:44 (SimonLandmine) takes 5 damage to LS.
                    13 Armor remaining.
                Scimitar Medium Hover Tank (Missile) ID:44 (SimonLandmine) takes 2 damage to TU.
                    19 Armor remaining.

                End Secondary Damage Report.

        Pilot of Wolverine WVR-6M ID:12 (Sk) "Arnilda Havlicek" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 29 November 2020, 06:03:48
Simon, what percisely did that guy have for armor????  Its like cluster bomb blew up in the Mechwarrior's pants (if he was any....)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 29 November 2020, 08:09:51
Simon, what percisely did that guy have for armor????  Its like cluster bomb blew up in the Mechwarrior's pants (if he was any....)

 ;D It was a standard Wolverine 6M, but had been focussed by quite a few 'mechs in the preceding turn, and had had a lot of armour stripped off, as well as being knocked prone. Later in the same battle, a Griffin Stackpoled, and took out several buildings, two platoons of allied infantry, and bounced shrapnel off a load of nearby units as well. It was ... a mess.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Hammer on 30 November 2020, 17:43:19
Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Black Knight BL-9-KNT (HammersHome2)
    Punch (Left Arm) at Black Knight BL-9-KNT #2 (HammersHome2); needs 2, rolls 5 : hits (using Punch table) HD
        Black Knight BL-9-KNT #2 (HammersHome2) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Black Knight BL-9-KNT #2 (HammersHome2) DESTROYED by damage! ***
        >Black Knight BL-9-KNT #2 (HammersHome2) suffers catastrophic damage, but the autoeject system was engaged.
   
Black Knight BL-9-KNT #2 (HammersHome2) must make a piloting skill check (landing in clear terrain).
    Needs 4 [2 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 3 : fails.


        Pilot of Black Knight BL-9-KNT #2 (HammersHome2) "Rio Myers" takes 6 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.

        Pilot of Black Knight BL-9-KNT #2 (HammersHome2) "Rio Myers" is already dead, so no damage is dealt!

    Black Knight BL-9-KNT is Zweihandering and might hurt itself.
            Critical hit on RA. Roll is 5; no effect.
            Critical hit on LA. Roll is 6; no effect.


Physical attacks for Black Knight BL-9-KNT #2 (HammersHome2)
    Punch (Left Arm) at Black Knight BL-9-KNT (HammersHome2); needs 2, rolls 4 : hits (using Punch table) HD
        Black Knight BL-9-KNT (HammersHome2) takes 15 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Black Knight BL-9-KNT (HammersHome2) DESTROYED by damage! ***
        >Black Knight BL-9-KNT (HammersHome2) suffers catastrophic damage, but the autoeject system was engaged.
   
Black Knight BL-9-KNT (HammersHome2) must make a piloting skill check (landing in clear terrain).
    Needs 4 [2 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 10 : succeeds.
            The pilot ejects safely!

        Pilot of Pilot Yoo-ngan Chen (HammersHome2) "Yoo-ngan Chen" takes 5 damage (5 total hits).
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Black Knight BL-9-KNT (HammersHome2) "Yoo-ngan Chen" has ejected, so no damage is dealt!

    Black Knight BL-9-KNT #2 is Zweihandering and might hurt itself.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on ER PPC.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Hatchet.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 30 November 2020, 18:10:04
"Clean-up in aisle three!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 30 November 2020, 18:17:55
"Someone get the firehose, its going to take a while to wash this one out."
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 01 December 2020, 18:44:49
Slapstick comedy, anyone?  ("Hey, cue the Benney Hill music!"):

Code: [Select]
Enforcer ENF-5D (Federated Suns) must make a piloting skill check (Ice).
Needs 8 [4 (Base piloting skill) + 0 (getting up) + 4 (Ice)], rolls 4 : falls.
    Enforcer ENF-5D (Federated Suns) falls on its left side, suffering 5 damage.
        Enforcer ENF-5D (Federated Suns) takes 5 damage to LL.
            16 Armor remaining.

Pilot of Enforcer ENF-5D (Federated Suns) "Ethan Cuverer" must roll 8 to avoid damage; rolls 10 : succeeds.


Enforcer ENF-5D (Federated Suns) must make a piloting skill check (Ice).
Needs 8 [4 (Base piloting skill) + 0 (getting up) + 4 (Ice)], rolls 7 : falls.
    Enforcer ENF-5D (Federated Suns) falls on its rear, suffering 5 damage.
        Enforcer ENF-5D (Federated Suns) takes 5 damage to LTR.
        Needs 7+ to destroy Searchlight, rolls 3.
            0 Armor remaining.

Pilot of Enforcer ENF-5D (Federated Suns) "Ethan Cuverer" must roll 8 to avoid damage; rolls 8 : succeeds.


Enforcer ENF-5D (Federated Suns) must make a piloting skill check (Ice).
Needs 8 [4 (Base piloting skill) + 0 (getting up) + 4 (Ice)], rolls 6 : falls.
    Enforcer ENF-5D (Federated Suns) falls on its right side, suffering 5 damage.
        Enforcer ENF-5D (Federated Suns) takes 5 damage to RA.
            11 Armor remaining.

Pilot of Enforcer ENF-5D (Federated Suns) "Ethan Cuverer" must roll 8 to avoid damage; rolls 8 : succeeds.


Enforcer ENF-5D (Federated Suns) must make a piloting skill check (Ice).
Needs 8 [4 (Base piloting skill) + 0 (getting up) + 4 (Ice)], rolls 4 : falls.
    Enforcer ENF-5D (Federated Suns) falls on its front, suffering 5 damage.
        Enforcer ENF-5D (Federated Suns) takes 5 damage to RL.
            11 Armor remaining.

Pilot of Enforcer ENF-5D (Federated Suns) "Ethan Cuverer" must roll 8 to avoid damage; rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 03 January 2021, 14:32:27
Oops.

No damage report screenshot, because it would be a bit too long, but in brief ...

=====

Badly Damaged Stinger 3R is withdrawing because it is crippled.
Falls.
Skids.
Takes critical hits to both the Engine and ... the machine gun ammo.
Takes 396 damage as the ammo bomb detonates.
Which triggers a Stackpole.
The blast from which triggers a minor explosion in a nearby Heavy Industrial hex, causing that to burst into flame.
The combined blast also sandblasts the armour from the arm and leg of a nearby allied Stinger.  And rips the right arm from one of my Urbies.
The damage also knocks over the armless Urbie ... and my nearby Marauder 3D ... causing further armour damage.

=====

Movement phase, as directed by Michael Bay.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 03 January 2021, 14:47:00
Update ... from the Firing Phase of the same turn ...

Another Urbie is being dogpiled by a swarm of bug 'mechs.
A Hornet's SRM salvo includes a hit to the AC/10 ammo.
The through-body blast cores the centre torso ... triggering a second Stackpole.
The flying debris hits another Urbie from the same lance in the head, knocking out the mechwarrior.
One of the dogpiling Wasps takes an Engine hit from the blast.
Two other 'mechs take head damage from the shrapnel, but their mechwarriors stay conscious.

(Meanwhile, I'm still missing on TNs of 6+ and 7+!)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 08 January 2021, 18:59:31
Hussars wearing nothing but swim trunks don't swim very well:

Code: [Select]
Hussar HSR-400-D (Lyran Alliance) must make a piloting skill check while moving from hex 2018 to hex 1919 (entering Depth 1 Water).
Needs 5 [5 (Base piloting skill) + 1 (fatigue) - 1 (entering Depth 1 Water)], rolls 5 : succeeds.

 Hussar HSR-400-D RL BREACHED
 Hussar HSR-400-D LL BREACHED

Hussar HSR-400-D (Lyran Alliance) must make 8 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit).
The base target is 10 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed) + 1 (fatigue)].
    Roll #1, (5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed) + 1 (fatigue) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit)); needs 16, rolls 5 : falls.
    Hussar HSR-400-D (Lyran Alliance) falls on its right side, suffering 1 damage.
        Hussar HSR-400-D (Lyran Alliance) takes 1 damage to RL.
             6 Internal Structure remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.
 Hussar HSR-400-D LT BREACHED
*** Hussar HSR-400-D (Lyran Alliance) DESTROYED by engine destruction! ***
            
Per Goodwin has abandoned Hussar HSR-400-D (Lyran Alliance).
 Hussar HSR-400-D LA BREACHED
 Hussar HSR-400-D RA BREACHED
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 18 January 2021, 14:11:50
This was pretty much the first attacks on the Atlast, which was the last surviving mech in the opposition group.

Physical attacks for Crusader CRD-3R (My Campaign)
    Kick (Left leg) at Atlas AS7-D (Pirate); needs 4, rolls 6 : hits (using Punch table) LT
        Atlas AS7-D (Pirate) takes 13 damage to LT.
            2 Armor remaining.

    Kick (Left leg) at Atlas AS7-D (Pirate); needs 4, rolls 7 : hits (using Punch table) HD
        Atlas AS7-D (Pirate) takes 13 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Atlas AS7-D (Pirate) DESTROYED by damage! ***
            Critical hit on HD. Roll is 7; no effect.

        Pilot of Atlas AS7-D (Pirate) "Cristina McVean" is already dead, so no damage is dealt!

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 26 January 2021, 13:23:22
REVENGE!!!

Weapons fire for Hunchback HBK-4G (Chainelane Isles)
    AC/20 at Banshee BNC-3Q (Furious Fussiliers); needs 6, rolls 9 : hits  LA
        Banshee BNC-3Q (Furious Fussiliers) takes 20 damage to LA.
            1 Armor remaining.


    Medium Laser at Banshee BNC-3Q (Furious Fussiliers); needs 6, rolls 9 : hits  RA
        Banshee BNC-3Q (Furious Fussiliers) takes 5 damage to RA.
            16 Armor remaining.


    Medium Laser at Banshee BNC-3Q (Furious Fussiliers); needs 6, rolls 6 : hits  CT
        Banshee BNC-3Q (Furious Fussiliers) takes 5 damage to CT.
            35 Armor remaining.


Weapons fire for Banshee BNC-3Q (Furious Fussiliers)
    AC/20 at Hunchback HBK-4G (Chainelane Isles); needs 6, rolls 6 : hits  HD
        Hunchback HBK-4G (Chainelane Isles) takes 20 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Hunchback HBK-4G (Chainelane Isles) DESTROYED by damage! ***
            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.

        Pilot of Hunchback HBK-4G (Chainelane Isles) "Sherrybe Marshall" is already dead, so no damage is dealt!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 23 February 2021, 19:08:33
First round of combat


Weapons fire for Black Knight BL-18-KNT (Rickosaur)
     ER PPC at Warwolf (Prime) (PrincessOpfor);  needs 7, rolls 9 : hits  LT
        Warwolf (Prime) (PrincessOpfor) takes 15 damage to LT.
            9 Armor remaining.


     ER Large Laser at Warwolf (Prime) (PrincessOpfor);  needs 7, rolls 7 : hits  RA
        Warwolf (Prime) (PrincessOpfor) takes 10 damage to RA.
            4 Armor remaining.


     ER Large Laser at Warwolf (Prime) (PrincessOpfor);  needs 7, rolls 7 : hits  RA
        Warwolf (Prime) (PrincessOpfor) takes 10 damage to RA.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on +Gauss Rifle.
            *** Gauss Rifle EXPLODES!  20 DAMAGE! ***
        Pilot of Warwolf (Prime) (PrincessOpfor) "Jack Baid" takes 2 damage (2 total hits).
        Pilot of Warwolf (Prime) (PrincessOpfor) "Jack Baid" needs a 3 to stay conscious.  Rolls 8 : successful!
        Pilot of Warwolf (Prime) (PrincessOpfor) "Jack Baid" needs a 5 to stay conscious.  Rolls 6 : successful!

                Warwolf (Prime) (PrincessOpfor) takes 20 damage to RA.
                     SECTION DESTROYED.
                    remaining 14 damage prevented by CASE.
                    Critical hit on RA.         Roll is 7;         no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 26 February 2021, 15:56:23
Just have to put this in.  After nearly 50 rounds of strategically working down three bridges across a river (because all three of the enemy Mechs have stealth armor...) I think something happened.

Code: [Select]
Movement Phase
-------------------
Bridge #1345 collapses due to heavy load.
    ???? is hit by falling debris for ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

???? (????) falls ???? level(s) into hex ????
    ???? (????) falls on its ????, suffering ???? damage when hitting the water surface and ???? when hitting the ground.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: Breach! ???? ???? BREACHED

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.

    ???? is hit by falling debris for ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

???? (????) falls ???? level(s) into hex ????, causing an accidental fall from above onto ???? (????).
    Collision occurs on a ???? or greater.  Rolls ????, ???? (????) takes ???? damage from the collision.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : successful!
    ???? (????) falls on its ????, suffering ???? damage when hitting the water surface and ???? when hitting the ground.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.
 ???? ???? BREACHED
 ???? ???? BREACHED

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : successful!

    ???? (????) is displaced into hex ????.

???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : succeeds.

???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : succeeds.

???? (????) must make ???? piloting skill roll(s) (????).
The base target is ???? [????].
    Roll #????, (????); needs ????, rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : successful!


???? (????) must make ???? piloting skill roll(s) (????).
The base target is ???? [????].
    Roll #????, (????); needs ????, rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious.  Rolls ???? : successful!

Now, do I try to peak out and see, or get a Gauss round for the trouble...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 26 February 2021, 16:01:49
"There were some really big splashes, boss ... but I'm still not sure which were masonry, and which were 'mechs!"
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 26 February 2021, 17:27:15
And for those wondering, you can play out the long game if needed (from the above game):

Code: [Select]
Initiative Phase for Round #177
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 26 February 2021, 21:06:16
I'm guessing that you weren't using the TacOps Fatigue rules, then!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 27 February 2021, 12:15:31
I'm guessing that you weren't using the TacOps Fatigue rules, then!

Actually, yes.  It's only a +1, regardless of how many turns have passed.  But it makes a difference when it kicks in - especially with things like VTOL and hovercraft sideslip checks.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 27 February 2021, 15:48:17
Actually, yes.  It's only a +1, regardless of how many turns have passed.  But it makes a difference when it kicks in - especially with things like VTOL and hovercraft sideslip checks.

D'oh. I always forget that it's only ever a +1 ... on some more complex maps, that cuts in before contact with the OpFor, so I tend to switch it off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 05 March 2021, 06:29:16
LB-20X will mess you up

Code: [Select]
Weapons fire for Marauder IIC Scorch Deadborder (Rickosaur)
     LB 20-X AC (Cluster ammo) at Hunchback HBK-7S (PrincessOpFor);  needs 9, rolls 10 : 6 pellet(s) hit (using Partial cover (horizontal 50%) table).

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT.
            25 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to LA.
            15 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT (critical).
            24 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.

        Hunchback HBK-7S suffers no damage. (RL behind cover)

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RA.
            15 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RA.
            14 Armor remaining.


     LB 20-X AC (Cluster ammo) at Hunchback HBK-7S (PrincessOpFor);  needs 9, rolls 10 : 12 pellet(s) hit (using Partial cover (horizontal 50%) table).

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT.
            23 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT.
            22 Armor remaining.

        Hunchback HBK-7S suffers no damage. (RL behind cover)

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to LT.
            19 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RT.
            19 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT.
            21 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RT.
            18 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RA.
            13 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to CT (critical).
            20 Armor remaining.
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Angel ECM Suite.
            CRITICAL HIT on Engine.

        Hunchback HBK-7S suffers no damage. (RL behind cover)

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to LA.
            14 Armor remaining.

        Hunchback HBK-7S (PrincessOpFor) takes 1 damage to RT.
            17 Armor remaining.

That was a fresh Hunchback too. Emphasis was.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 05 March 2021, 07:47:50
I love the LB-20X. My personal best was scoring six head shots over two rounds of firing only the 20. Pilot dies through damage and I salvage a mech that needs less than 2 tons of armor in repairs.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Elmoth on 05 March 2021, 08:03:53
I would say that 6 lbx20 shots to the head would need a whole head replacement xD
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 05 March 2021, 12:03:15
Well six slugs, yeah, but this was six pellets.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 19 March 2021, 19:26:29
Or that could happen, I suppose.

Code: [Select]
Weapons fire for Phoenix Hawk PXH-9 (Rickosaur)
     Medium Laser at Hellspawn HSN-9F (PrincessOpFor);  needs 11, rolls 7 : misses


     Large X-Pulse Laser at Hellspawn HSN-9F (PrincessOpFor);  needs 7, rolls 8 : hits  (using Partial cover (horizontal 50%) table) HD
        Hellspawn HSN-9F (PrincessOpFor) takes 9 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

 *** Hellspawn HSN-9F (PrincessOpFor) DESTROYED by pilot death! ***

         Pilot of Hellspawn HSN-9F (PrincessOpFor) "Patrick Ogilvie" is already dead, so no damage is dealt!

I'd say it was a bad day to pilot a Hellspawn, but it's allways a bad day to pilot a Hellspawn
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 26 March 2021, 21:27:23
Worst piloting check target, ever:

Code: [Select]
Locust LCT-1E (Pirate) must make a piloting skill check (landing in a building).
    Needs 25 [4 (ejecting) + 5 (Mech is prone) + 16 (landing in a building)], rolls 8 : fails.

        Pilot of Locust LCT-1E (Pirate) "Kamuela Elahi" takes 8 damage, killing the pilot (6 total hits).
*** Locust LCT-1E (Pirate) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Tecmes on 23 May 2021, 11:29:40
StratCon capture mission... they can get very hard, as crippling without destroying a unit is not easy, and the target is randomly selected.
That time, I got a Nightshade VTOL... which meant I had to somehow disable it without destroying or crashing it!
After a few turns of missing or hitting its surprisingly strong armour, a lucky SRM hit its rotor... while it was at altitude 1! So I got something quite rare: an immobilized VTOL and a succesful capture...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 28 May 2021, 16:53:15
This is a bit of childish humor, but I thought I would share it any way. My go to joke for win a kick transhers damage to a torso location is "putting my foot up their butt". In Germany, a butt is called "popo". This kick basically shoved the leg into the torso. Now look at the name of the Marauder pilot.

Physical attacks for Orion ON1-VA (Andrew)
    Kick (Left leg) at Marauder MAD-3M (Princess); needs 4, rolls 8 : hits (using Kick table) LL
        Marauder MAD-3M (Princess) takes 15 damage to LL.
        15 damage transfers to LT.
        Marauder MAD-3M (Princess) takes 15 damage to LT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on AC/5 Ammo (14).
            *** AC/5 Ammo EXPLODES!  70 DAMAGE! ***
                >Marauder MAD-3M (Princess) suffers catastrophic damage, but the autoeject system was engaged.
            
Marauder MAD-3M (Princess) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 12 : succeeds.
                    The pilot ejects safely!
        *** Marauder MAD-3M (Princess) DESTROYED by ejection! ***
                Marauder MAD-3M (Princess) takes 70 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                68 damage transfers to CT.
                    Critical hit on LT.         Roll is 9;         1 location.
                    CRITICAL HIT on Heat Sink.
                Marauder MAD-3M (Princess) takes 68 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Marauder MAD-3M (Princess) "Denise Popo" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kerfuffin(925) on 28 May 2021, 16:56:28
This is a bit of childish humor, but I thought I would share it any way. My go to joke for win a kick transhers damage to a torso location is "putting my foot up their butt". In Germany, a butt is called "popo". This kick basically shoved the leg into the torso. Now look at the name of the Marauder pilot.

Physical attacks for Orion ON1-VA (Andrew)
    Kick (Left leg) at Marauder MAD-3M (Princess); needs 4, rolls 8 : hits (using Kick table) LL
        Marauder MAD-3M (Princess) takes 15 damage to LL.
        15 damage transfers to LT.
        Marauder MAD-3M (Princess) takes 15 damage to LT.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            CRITICAL HIT on AC/5 Ammo (14).
            *** AC/5 Ammo EXPLODES!  70 DAMAGE! ***
                >Marauder MAD-3M (Princess) suffers catastrophic damage, but the autoeject system was engaged.
           
Marauder MAD-3M (Princess) must make a piloting skill check (landing in clear terrain).
            Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 12 : succeeds.
                    The pilot ejects safely!
        *** Marauder MAD-3M (Princess) DESTROYED by ejection! ***
                Marauder MAD-3M (Princess) takes 70 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                68 damage transfers to CT.
                    Critical hit on LT.         Roll is 9;         1 location.
                    CRITICAL HIT on Heat Sink.
                Marauder MAD-3M (Princess) takes 68 damage to CT.
                     SECTION DESTROYED.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Engine.

        Pilot of Marauder MAD-3M (Princess) "Denise Popo" has ejected, so no damage is dealt!

            Location has no more hittable critical slots.

De-nice popo.  ;D

The best part of this thread.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 28 May 2021, 17:04:46
I wonder if she has a sister named Ja-quellin.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 03 June 2021, 11:57:01
Use the Force, Luke!

Code: [Select]
Weapons fire for Warrior Attack Helicopter H-7 (Blake's Justice)
    AC/2 at Vedette Medium Tank (AC2) (Federated Suns);  needs 5, rolls 7 : hits  (using Right Side table) TU (critical)
        Vedette Medium Tank (AC2) (Federated Suns) takes 2 damage to TU (critical).
            18 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 2 Ammo EXPLODES!  200 DAMAGE! ***
*** Machine Gun Ammo EXPLODES!  400 DAMAGE! ***
*** Armor-Piercing AC/2 Ammo EXPLODES!  44 DAMAGE! ***
        Vedette Medium Tank (AC2) (Federated Suns) takes 644 damage to TU.
             SECTION DESTROYED.
*** Vedette Medium Tank (AC2) (Federated Suns) DESTROYED by damage! ***
            Critical hit on TU. Roll is 6; Stabilizer destroyed!

(OK, so maybe it wasn't a Death Star...)

Edit: OK, less of a joke now:
Code: [Select]
Weapons fire for Warrior Attack Helicopter H-7 (Blake's Justice)
    AC/2 at Ripper Infantry Transport (SPL) (Federated Suns);  needs 8, rolls 11 : hits  (using Right Side table) RS (critical)
        Ripper Infantry Transport (SPL) (Federated Suns) takes 2 damage to RS (critical).
            3 Armor remaining.
            Critical hit on RS. Roll is 10; Engine destroyed.  Immobile.

Ripper Infantry Transport (SPL) (Federated Suns) must make a piloting skill check (VTOL making forced landing).
Needs 9 [5 (Base piloting skill) + 4 (VTOL making forced landing)], rolls 7 : falls.
Ripper Infantry Transport (SPL) (Federated Suns) has lost its movement and crashes.  It plummets 3 levels to the ground.
     Ripper Infantry Transport (SPL) (Federated Suns) falls on its front, suffering 4 damage.
        Ripper Infantry Transport (SPL) (Federated Suns) takes 4 damage to LS.
            1 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 23 June 2021, 21:25:20
Sooooo.....the vehicle crew was soo stunned from being killed...they kept being stunned.

Code: [Select]
Weapon Attack Phase
-------------------

 Weapons fire for Harasser Missile Platform (Standard) (Earthwerks-FWL)
     SRM 6 at Flashman FLS-8K-CK #3 (Tr4dem4rk);  needs 7, rolls 7 : 4 missile(s) hit.

        Flashman FLS-8K-CK #3 (Tr4dem4rk) takes 2 damage to RT.
            20 Armor remaining.

        Flashman FLS-8K-CK #3 (Tr4dem4rk) takes 2 damage to LL.
            27 Armor remaining.

        Flashman FLS-8K-CK #3 (Tr4dem4rk) takes 2 damage to LT.
            20 Armor remaining.

        Flashman FLS-8K-CK #3 (Tr4dem4rk) takes 2 damage to LA.
            22 Armor remaining.


     SRM 6 at Flashman FLS-8K-CK #3 (Tr4dem4rk);  needs 7, rolls 5 : misses


 Weapons fire for Flashman FLS-8K-CK #3 (Tr4dem4rk)
     Large Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 6 : misses


     Medium Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 9 : hits  FR
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 5 damage to FR.
            0 Armor remaining.


     Large Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 10 : hits  FR
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 8 damage to FR.
             SECTION DESTROYED.
 *** Harasser Missile Platform (Standard) (Earthwerks-FWL) DESTROYED by damage! ***
            Critical hit on FR. Roll is 9; Sensors Hit!


     Medium Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 5 : misses


     Large Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 8 : hits  FR
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 8 damage to FR.


 Weapons fire for Phoenix Hawk PXH-1D (Wrangler)
     Medium Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 9, rolls 8 : misses


     Large Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 9, rolls 7 : misses


     Medium Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 9, rolls 6 : misses


 Weapons fire for Harasser Missile Platform (Standard) #3 (Earthwerks-FWL)
     SRM 6 at Griffin GRF-1N (Lunaya);  needs 9, rolls 11 : 3 missile(s) hit.

        Griffin GRF-1N (Lunaya) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Griffin GRF-1N (Lunaya) "KPL Plata Aileen" takes 1 damage (1 total hits).
        Pilot of Griffin GRF-1N (Lunaya) "KPL Plata Aileen" needs a 3 to stay conscious.  Rolls 8 : successful!

        Griffin GRF-1N (Lunaya) takes 2 damage to LA.
            12 Armor remaining.

        Griffin GRF-1N (Lunaya) takes 2 damage to LL.
            16 Armor remaining.


     SRM 6 at Griffin GRF-1N (Lunaya);  needs 9, rolls 7 : misses


 Weapons fire for Marauder MAD-3D (Königstöter) #3 (Sigismun)
     PPC at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 6, rolls 4 : misses


     PPC at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 6, rolls 8 : hits  FR
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 10 damage to FR.


     ER PPC at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 6, rolls 4 : misses


 Weapons fire for Griffin GRF-1N (Lunaya)
    LRM 10 at Hex: 1112 (Clear) needs 7, rolls 6 : misses and scatters to hex 1113.
        Heavy smoke fills 1112!

 Weapons fire for Grasshopper GHR-5N (Roddy) #3 (Wrangler)
     Large Pulse Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 7 : misses


     Large Pulse Laser at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 8, rolls 11 : hits  (using Left Side table) LS
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 9 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on LS. Roll is 8; Crew stunned for 1 turns.


 Weapons fire for JagerMech JM6-S (Chantay) #3 (Sigismun)
     Ultra AC/5 at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 10, rolls 12 :
        Harasser Missile Platform (Standard) (Earthwerks-FWL) takes 5 damage to TU.
            0 Armor remaining.


     Ultra AC/5 at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 10, rolls 9 : misses


     Ultra AC/5 at Harasser Missile Platform (Standard) (Earthwerks-FWL);  needs 10, rolls 8 : misses


 Weapons fire for Thunderbolt TDR-5SC (Crimson) #2 (Lunaya)
     ER Large Laser at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 9, rolls 9 : hits  (using Right Side table) TU
        Harasser Missile Platform (Standard) #3 (Earthwerks-FWL) takes 10 damage to TU.
            Armor destroyed.
             SECTION DESTROYED.
 *** Harasser Missile Platform (Standard) #3 (Earthwerks-FWL) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.


     SRM 4 at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 11, rolls 12 : 1 missile(s) hit (using Right Side table).

        Harasser Missile Platform (Standard) #3 (Earthwerks-FWL) takes 2 damage to RS.
            3 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


 Weapons fire for Phoenix Hawk LAM PHX-HK2 (Iwaki no Shisha)v2 #2 (Lunaya)
     Large Pulse Laser at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 7, rolls 11 : hits  (using Right Side table) RS
        Harasser Missile Platform (Standard) #3 (Earthwerks-FWL) takes 10 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on RS. Roll is 8; Crew stunned for 1 turns.


     ER Medium Laser at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 9, rolls 7 : misses


     ER Small Laser at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 11, rolls 5 : misses


     ER Small Laser at Harasser Missile Platform (Standard) #3 (Earthwerks-FWL);  needs 11, rolls 5 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 26 June 2021, 11:23:57
Well, this certainly happened ...

Code: [Select]
Physical attacks for Shadow Hawk SHD-5M (SimonLandmine)
    Punch (Left Arm) at Clint CLNT-2-3T (St); needs 7, rolls 8 : hits (using Punch table) RT
        Clint CLNT-2-3T (St) takes 6 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on AC/5 Ammo (18).
            *** AC/5 Ammo EXPLODES!  90 DAMAGE! ***
        Pilot of Clint CLNT-2-3T (St) "Aidan MacBean" takes 2 damage (3 total hits).
        Pilot of Clint CLNT-2-3T (St) "Aidan MacBean" needs a 5 to stay conscious.  Rolls 9 : successful!
        Pilot of Clint CLNT-2-3T (St) "Aidan MacBean" needs a 7 to stay conscious.  Rolls 4 : blacks out.

                >Clint CLNT-2-3T (St) suffers catastrophic damage, but the autoeject system was engaged.
           
Clint CLNT-2-3T (St) must make a piloting skill check (landing in light woods).
            Needs 11 [5 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 8 : fails.

                Pilot of Clint CLNT-2-3T (St) "Aidan MacBean" takes 1 damage (4 total hits).
                    The pilot ejects safely!
        *** Clint CLNT-2-3T (St) DESTROYED by ejection! ***
                Clint CLNT-2-3T (St) takes 90 damage to RT.
                90 damage transfers to CT.
                Clint CLNT-2-3T (St) takes 90 damage to CT.
                     SECTION DESTROYED.
                Clint CLNT-2-3T (St) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 12.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 5138 was started due to an engine explosion!
                    Fire started in hex 5138.
                Hex 5138: terrain takes 240 damage.
                     Light Woods converted to Rough!
                Hex 5037: terrain takes 24 damage.
                Hex 5137: terrain takes 24 damage.
                Hex 5237: terrain takes 24 damage.
                Hex 5238: terrain takes 24 damage.
                Hex 5139: terrain takes 24 damage.
                Hex 5038: terrain takes 24 damage.
                Hex 4937: terrain takes 12 damage.
                Hex 5236: terrain takes 12 damage.
                Hex 5337: terrain takes 12 damage.
                Hex 5338: terrain takes 12 damage.
                Hex 5339: terrain takes 12 damage.
                Hex 5239: terrain takes 12 damage.
                Hex 5039: terrain takes 12 damage.
                Hex 4939: terrain takes 12 damage.
                Hex 5235: terrain takes 6 damage.
                Hex 5336: terrain takes 6 damage.
                Hex 5437: terrain takes 6 damage.
                Hex 5438: terrain takes 6 damage.
                Hex 5340: terrain takes 6 damage.
                Goblin Medium Tank (Standard) (Br) is hit for 12 damage!
                Goblin Medium Tank (Standard) (Br) takes 5 damage to FR.
                    25 Armor remaining.
                Goblin Medium Tank (Standard) (Br) takes 5 damage to TU (critical).
                    14 Armor remaining.
                    Critical hit on TU.         Roll is 10;        Critical hit on Large Laser.
                Goblin Medium Tank (Standard) (Br) takes 2 damage to FR.
                    23 Armor remaining.
                    Chance for motive system damage.         Roll is 7;         (w/ +0 bonus)
                     Minor damage, +1 to driving skill rolls.

                Phoenix Hawk PXH-1 (SimonLandmine) is hit for 24 damage!
                Phoenix Hawk PXH-1 (SimonLandmine) takes 5 damage to RT.
                    7 Armor remaining.
                Phoenix Hawk PXH-1 (SimonLandmine) takes 5 damage to LT.
                    10 Armor remaining.
                Phoenix Hawk PXH-1 (SimonLandmine) takes 5 damage to RA (critical).
                    Armor destroyed.
                     6 Internal Structure remaining.
                    Critical hit on RA.         Roll is 8;         no effect.
                    Critical hit on RA.         Roll is 9;         1 location.
                    CRITICAL HIT on Shoulder.
                Phoenix Hawk PXH-1 (SimonLandmine) takes 5 damage to RA.
                     1 Internal Structure remaining.
                    Critical hit on RA.         Roll is 3;         no effect.
                Phoenix Hawk PXH-1 (SimonLandmine) takes 4 damage to RT.
                    3 Armor remaining.

                Awesome AWS-9M #2 (SimonLandmine) is hit for 12 damage!
                Awesome AWS-9M #2 (SimonLandmine) takes 5 damage to LL.
                    24 Armor remaining.
                Awesome AWS-9M #2 (SimonLandmine) takes 5 damage to LA.
                    7 Armor remaining.
                Awesome AWS-9M #2 (SimonLandmine) takes 2 damage to RA.
                    Armor destroyed.
                     12 Internal Structure remaining.
                    Critical hit on RA.         Roll is 12;         2 locations.
                    CRITICAL HIT on +ER PPC.
                    CRITICAL HIT on Shoulder.

                Shadow Hawk SHD-5M (SimonLandmine) is hit for 24 damage!
                Shadow Hawk SHD-5M (SimonLandmine) takes 5 damage to RT.
                    14 Armor remaining.
                Shadow Hawk SHD-5M (SimonLandmine) takes 5 damage to RT.
                    9 Armor remaining.
                Shadow Hawk SHD-5M (SimonLandmine) takes 5 damage to LT.
                    14 Armor remaining.
                Shadow Hawk SHD-5M (SimonLandmine) takes 5 damage to CT.
                    18 Armor remaining.
                Shadow Hawk SHD-5M (SimonLandmine) takes 4 damage to LA.
                    14 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (7+4) = 11;         2 locations.
                    Location has no more hittable critical slots.

                Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 5138: terrain takes 9 damage.
                Hex 5037: terrain takes 4 damage.
                Hex 5137: terrain takes 4 damage.
                Hex 5237: terrain takes 4 damage.
                Hex 5238: terrain takes 4 damage.
                Hex 5139: terrain takes 4 damage.
                Hex 5038: terrain takes 4 damage.
                Phoenix Hawk PXH-1 (SimonLandmine) is hit for 4 damage!
                Phoenix Hawk PXH-1 (SimonLandmine) takes 4 damage to LT.
                    6 Armor remaining.

                Shadow Hawk SHD-5M (SimonLandmine) is hit for 4 damage!
                Shadow Hawk SHD-5M (SimonLandmine) takes 4 damage to LT.
                    10 Armor remaining.


                End Secondary Damage Report.

        Clint CLNT-2-3T (St) takes 1 damage to CT.



Physical attacks for Clint CLNT-2-3T (St)
    Kick (Right leg) at Phoenix Hawk PXH-1 (SimonLandmine); needs 5, rolls 7 : hits (using Kick table) RL
        Phoenix Hawk PXH-1 (SimonLandmine) takes 8 damage to RL.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RL. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.


Phoenix Hawk PXH-1 (SimonLandmine) must make 4 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; was kicked; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked) + 1 (20+ damage)); needs 9, rolls 5 : falls.
    Phoenix Hawk PXH-1 (SimonLandmine) falls on its front, suffering 5 damage.
        Phoenix Hawk PXH-1 (SimonLandmine) takes 5 damage to RL.
             5 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Foot.

Pilot of Phoenix Hawk PXH-1 (SimonLandmine) "Soon Gu" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Phoenix Hawk PXH-1 (SimonLandmine) "Soon Gu" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 (SimonLandmine) "Soon Gu" needs a 3 to stay conscious.  Rolls 3 : successful!


Shadow Hawk SHD-5M (SimonLandmine) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage) + 0 (weight class modifier)); needs 6, rolls 4 : falls.
    Shadow Hawk SHD-5M (SimonLandmine) falls on its left side, suffering 6 damage.
        Shadow Hawk SHD-5M (SimonLandmine) takes 5 damage to RTR.
            2 Armor remaining.
        Shadow Hawk SHD-5M (SimonLandmine) takes 1 damage to HD.
            8 Armor remaining.

        Pilot of Shadow Hawk SHD-5M (SimonLandmine) "Achim Pretzsch" takes 1 damage (1 total hits).
        Pilot of Shadow Hawk SHD-5M (SimonLandmine) "Achim Pretzsch" needs a 3 to stay conscious.  Rolls 9 : successful!

Pilot of Shadow Hawk SHD-5M (SimonLandmine) "Achim Pretzsch" must roll 6 to avoid damage; rolls 6 : succeeds.

TLDR version ...

Shadow Hawk SHD-5M (mine) punches damaged Clint CLNT-2-3T (theirs).
- RT destroyed, RA blown off, critical hit to ... oh ... AC/5 ammo. 90 points of explosion in the RT, pilot launched for the heavens on ejector seat
- Damage transfer from ammo explosion destroys CT
- STACKPOLE!
- Nearby Goblin Medium Tank (Standard) (theirs) takes crit to Large Laser and minor motive damage
- Adjacent Phoenix Hawk PXH-1 (mine) takes crit to right shoulder
- Nearby Awesome AWS-9M (mine) takes crit to right shoulder ... and one of the ER PPCs (no worries, it's got two more)
- Adjacent Shadow Hawk SHD-5M (mine) 'merely' takes armour damage
- To add to the insult, the S-Hawk and the P-Hawk then take some damage from the ammo explosion.
- And then the S-Hawk and the P-Hawk both fall over.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 01 July 2021, 21:07:33
Scenario - My Clan Smoke Jaguar Heavy Battle Star (3rd Trinary, 4th Jaguar Dragoons) is fighting three stars of 'mechs and an artillery star of Clan Goliath Scorpion forces.  A bunch of Bandit Caste star fighters decided to crash the trial.  One dropped Thunder bombs on my Dire Wolf's position.  My Dire Wolf managed to shoot down the bomber's wingman, an Eagle.  Things got very bad when the Eagle pilot punched out...

Quote
  *Eagle EGL-R6 #2 (Unknown Hostiles) loses 6 elevation*    
 Eagle EGL-R6 #2 (Unknown Hostiles) crashes, suffering 220 damage!
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
            37 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 5 : no effect.
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
            27 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 6 : no effect.
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to RWG.
            27 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 2 : no effect.
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
            17 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 11 : Fire Control System Hit!
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to RWG.
            17 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 9 : Critical hit on Large Laser.
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
            7 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 11 : Fire Control System Hit!
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
            Armor destroyed.
 3 damage transfers to the SI. 11 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 4 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 6 : no effect.
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
 10 damage transfers to the SI. 1 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.
            Possible critical hit (SI damaged); needs 8, rolls 10 : Fire Control System Hit!
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to RWG.
            7 Armor remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 8 : Heat Sink destroyed!
        Eagle EGL-R6 #2 (Unknown Hostiles) takes 10 damage to NOS.
 10 damage transfers to the SI. 0 SI remaining.
         >Eagle EGL-R6 #2 (Unknown Hostiles) suffers catastrophic damage, but the autoeject system was engaged.
    
 Eagle EGL-R6 #2 (Unknown Hostiles) must make a piloting skill check (landing in clear terrain).
    Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
            The pilot ejects safely!
    Pilot Kathy Dotson hits a mine in hex 2423.
        Infantry platoon caught in the open!!! Damage doubled.
        Pilot Kathy Dotson (Unknown Hostiles) takes 10 damage to MEN.
             PLATOON KILLED,
 *** Pilot Kathy Dotson (Unknown Hostiles) DESTROYED by damage! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 02 July 2021, 02:55:20
I've had one or two fighters fall out of the sky, and for some bizarre reason *survive* the crash.  One even fled by taxiing off the field of battle.

I've also seen it get to the point of reducing SI to 0 early on, then go for two pages of additional damage.  To borrow a phrase: "He's dead, Jim!".
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 07 July 2021, 08:44:36
Talk about a poor lady with their luck running out. I've never seen a pilot eject from a crash.  xp

Seem cruel to be crashing on a minefield.  Hell a regular infantry minefield verses a vibro type that keeps anything heavier than mech triggering the thing.  xp xp
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 07 July 2021, 20:55:58
I've had one or two fighters fall out of the sky, and for some bizarre reason *survive* the crash.  One even fled by taxiing off the field of battle.

There are a couple of the heavy designs that seem to do that fairly regularly!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 20 July 2021, 21:23:11
I thought this was great because this Hunchback IIC went down just like the Tyco Battletech toy does  :D

Quote
Weapons fire for Masakari (Warhawk) C (4th Jaguar Dragoons - Clan Smoke Jaguar)
     ER PPC at Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor);  needs 7, rolls 8 : hits  LL
        Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor) takes 15 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is (8+2) = 10; 1 location.


     Large Pulse Laser at Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor);  needs 5, rolls 6 : hits  LT
        Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor) takes 10 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 5.
            2 Armor remaining.


     Large Pulse Laser at Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor);  needs 5, rolls 8 :  - Direct Blow - hits  LL
        Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor) takes 11 damage to LL.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LL. Roll is (8+3) = 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Foot.
        Hunchback IIC (Standard) (Clan Goliath Scorpion Primary Opfor) takes 2 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            0 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NavPoint on 10 August 2021, 12:52:02
Stormcrow was on track to win this fight until the dice shot off on a roller-coaster. Minor damage to RA and RT, then three lasers to the CT culminating in seven engine/gyro hits.

(https://i.imgur.com/gGTgdgn.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Flame_Draken on 23 August 2021, 02:29:45
I'm playing a convoy attack battle at dawn with heavy fog (cant see anything) when I finally get in close enough to engage an enemy industrial mech..  Of my three mechs in pssition to engage, only one weapon hits...


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

Weapons fire for Longbow LGB-0W (1st Draconis Rangers)
    LRM 20 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 10, rolls 5 : misses


    LRM 20 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 10, rolls 6 : misses


    LRM 5 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 10, rolls 7 : misses


    LRM 5 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 10, rolls 2 : misses


Weapons fire for Banshee BNC-3E (1st Draconis Rangers)
    PPC at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 8, rolls 5 :
        Fired PPC without field inhibitor, checking for damage:
    Needs 6 to avoid damage, rolls 6: Succeeds.
misses


    AC/5 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 9, rolls 8 : misses


    Small Laser at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 10, rolls 12 : hits  CT (critical)
        Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy) takes 3 damage to CT (critical).
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            7 Armor remaining.
            Critical hit on CT. Roll is (8+2) = 10; 1 location.
            CRITICAL HIT on Engine.
        Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy) DESTROYED by engine explosion! ***


Weapons fire for Rifleman RFL-3N #2 (1st Draconis Rangers)
    Large Laser at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 11, rolls 6 : misses


    Large Laser at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 11, rolls 7 : misses


    AC/5 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 8, rolls 2 : misses


    AC/5 at Rock Hound ProspectorMech AM-PRM-RH7A 'Rock Otter' (Federated Suns Convoy);  needs 8, rolls 7 : misses


This is shear WTF?  The only hit a Small Laser, but it did its job.  Boy did it do the job.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NightSarge on 25 August 2021, 10:42:31
Drove an enemy Mek of the map by an DFA attack.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: NightSarge on 08 September 2021, 14:34:03
Several enemy hovers skidded of the map.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kerfuffin(925) on 15 September 2021, 02:41:29
Not necessarily a crazy hit...
I took a star of elite Clan pilots, (2A, 2H, 1M) plus two bot supports against a pair somewhat upgraded regular Drac Mech/vee companies. They never stood a chance. They were significantly lighter.

For my actual addition to crazy hits. After I gave myself a /victory on the last turn I stopped my retreat and just turned around and gave some parting shots. End up pushing in the front of a Drac Balac (hybrid), blowing off its rotor, and critting out the ammo. I think it took upwards of 300 damage that turn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 16 September 2021, 22:52:11
Map type: Wooded

Ya think?!?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 17 September 2021, 08:40:32
Hahahahahaha!!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Flame_Draken on 19 September 2021, 18:52:22
Its maps like that where I start forest fires in.

I had a recent officer duel battle with an elite pilot with cluster hitter in a KTO-18 Kintaro loaded with tandam SRMs go up against a Marauder.  The 1st round of combat had both mechs within 10 hexes iirc.  The only weapon that hit that round was the LRM-5 on the Kintaro... with a crit to the cockpit to the Marauder.

Needless to say that ended fast, and with great salvage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 11 October 2021, 17:05:42
I have to admit, I've never seen this many critical hits at once:

Code: [Select]
Weapons fire for Goshawk (Vapor Eagle) 2 (Clan Smoke Jaguar Integrated Allies)
    Ultra AC/10 at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -2, rolls 10 :
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 10 damage to LL.
            1 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -2, rolls 4 :
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 10 damage to LTR.
        Needs 7+ to destroy Searchlight, rolls 3.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


    Medium Pulse Laser at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -4, rolls 2 : hits  (using Rear table) LL (critical)
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 8 damage to LL (critical).
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LL. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Upper Leg.
            Critical hit on LL. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Lower Leg.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Foot.


    Medium Pulse Laser at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -4, rolls 7 : hits  (using Rear table) RL
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 8 damage to RL.
             SECTION DESTROYED.
        5 damage transfers to RTR.
            Critical hit on RL. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Lower Leg.
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 5 damage to RTR.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on AC/10.
            CRITICAL HIT on AC/10.
            CRITICAL HIT on AC/10.


    Machine Gun at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -1, rolls 5 : hits  (using Rear table) LTR
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 2 damage to LTR.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.


    Machine Gun at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -1, rolls 6 : hits  (using Rear table) RA
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 2 damage to RA.
        2 damage transfers to RTR.
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 2 damage to RTR.
             8 Internal Structure remaining.
            Critical hit on RT. Roll is 2; no effect.


    Machine Gun at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -1, rolls 4 : hits  (using Rear table) RTR
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 2 damage to RTR.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on AC/10.
            CRITICAL HIT on AC/10.


    Machine Gun at Hatchetman HCT-3NH (Draconis Combine Primary Opfor);  needs -1, rolls 8 : hits  (using Rear table) LA
        Hatchetman HCT-3NH (Draconis Combine Primary Opfor) takes 2 damage to LA.
            7 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 15 November 2021, 17:33:03
Code: [Select]
Griffin GRF-1S ID:28 (BS Concepts) must make a piloting skill check (getting up).
Needs 6 [6 (Base piloting skill) + 0 (getting up)], rolls 3 : falls.
     Griffin GRF-1S ID:28 (BS Concepts) falls on its front, suffering 6 damage.
        Griffin GRF-1S ID:28 (BS Concepts) takes 5 damage to LT.
            9 Armor remaining.
        Griffin GRF-1S ID:28 (BS Concepts) takes 1 damage to RT.
            16 Armor remaining.

 Pilot of Griffin GRF-1S ID:28 (BS Concepts) "Amada Thabit" must roll 6 to avoid damage; rolls 6 : succeeds.


 Griffin GRF-1S ID:28 (BS Concepts) must make a piloting skill check (getting up).
Needs 6 [6 (Base piloting skill) + 0 (getting up)], rolls 3 : falls.
     Griffin GRF-1S ID:28 (BS Concepts) falls on its left side, suffering 6 damage.
        Griffin GRF-1S ID:28 (BS Concepts) takes 5 damage to CT.
            5 Armor remaining.
        Griffin GRF-1S ID:28 (BS Concepts) takes 1 damage to LA.
            6 Armor remaining.

 Pilot of Griffin GRF-1S ID:28 (BS Concepts) "Amada Thabit" must roll 6 to avoid damage; rolls 11 : succeeds.


 Griffin GRF-1S ID:28 (BS Concepts) must make a piloting skill check (getting up).
Needs 6 [6 (Base piloting skill) + 0 (getting up)], rolls 2 : falls.
     Griffin GRF-1S ID:28 (BS Concepts) falls on its right side, suffering 6 damage.
        Griffin GRF-1S ID:28 (BS Concepts) takes 5 damage to LT.
            4 Armor remaining.
        Griffin GRF-1S ID:28 (BS Concepts) takes 1 damage to RT.
            15 Armor remaining.

 Pilot of Griffin GRF-1S ID:28 (BS Concepts) "Amada Thabit" must roll 6 to avoid damage; rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 16 November 2021, 20:36:54
I think I know the last thing that went through this mechwarrior's mind upon ejecting into that building...

Quote
Alexandre ejects from a Vulture (Mad Dog) Prime #2 (Clan Coyote Force #2).
    
 Vulture (Mad Dog) Prime #2 (Clan Coyote Force #2) must make a piloting skill check (Low-G).
    Needs 18 [6 (ejecting) + 5 (Mech is prone) + 5 (landing in a building) + 2 (Low-G)], rolls 7 : fails.

        Pilot of Vulture (Mad Dog) Prime #2 (Clan Coyote Force #2) "Alexandre" takes 5 damage, killing the pilot (6 total hits).
 *** Vulture (Mad Dog) Prime #2 (Clan Coyote Force #2) DESTROYED by pilot death! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 17 November 2021, 15:15:06
This may be the stupidest 'Mech death I have ever witnessed

(https://cdn.discordapp.com/attachments/504421645923123201/908607056192368660/amsammo.png)

Worst part of it all is that Berserker was entirely undamaged otherwise
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 17 November 2021, 15:26:22
On the bright side that Berserker is still salvageable!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Buzzbo on 21 November 2021, 00:15:31
Needless to say, last round of combat for that mission

Code: [Select]
Weapons fire for Warhammer WHM-6R (Draconis Combine)
    PPC at Awesome Jr. AWS-JR-TF (Off Day Demolishers);  needs 6, rolls 6 : hits  (using Left Side table) RTR
        Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 10 damage to RTR.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


    PPC at Awesome Jr. AWS-JR-TF (Off Day Demolishers);  needs 6, rolls 6 : hits  (using Left Side table) RTR
        Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 10 damage to RTR.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.


    Medium Laser at Awesome Jr. AWS-JR-TF (Off Day Demolishers);  needs 8, rolls 11 :  - Direct Blow - hits  (using Left Side table) LL
        Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 6 damage to LL.
            18 Armor remaining.


    Machine Gun at Awesome Jr. AWS-JR-TF (Off Day Demolishers);  needs 12, rolls 9 : misses

    Machine Gun at Awesome Jr. AWS-JR-TF (Off Day Demolishers);  needs 12, rolls 5 : misses

Weapons fire for Jenner JR7-D (Draconis Combine (Reinforcements))
    Medium Laser at Awesome Can Opener (Off Day Demolishers);  needs 8, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    Medium Laser at Awesome Can Opener (Off Day Demolishers);  needs 8, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Wasp WSP-1A #2 (Draconis Combine (Reinforcements))
    Medium Laser at Awesome Can Opener (Off Day Demolishers);  needs 6, rolls 7 : hits  (using Right Side table) RL
        Awesome Can Opener (Off Day Demolishers) takes 5 damage to RL.
            29 Armor remaining.


Weapons fire for Wasp WSP-1A (Draconis Combine (Reinforcements))
    Medium Laser at Awesome Can Opener (Off Day Demolishers);  needs 7, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Griffin GRF-1N (Draconis Combine (Reinforcements))
    PPC at Griffin GRF-1S (Off Day Demolishers);  needs 7, rolls 9 : hits  (using Right Side table) RL
        Griffin GRF-1S (Off Day Demolishers) takes 10 damage to RL.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RL. Roll is 9; 1 location.
            CRITICAL HIT on Hip.


    LRM 10 at Griffin GRF-1S (Off Day Demolishers);  needs 8, rolls 8 : 8 missile(s) hit (using Right Side table).

        Griffin GRF-1S (Off Day Demolishers) takes 5 damage to RT.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on LRM 5 Ammo (20).
            *** LRM 5 Ammo EXPLODES!  100 DAMAGE! ***
        Pilot of Griffin GRF-1S (Off Day Demolishers) "Lieutenant JG Ludiia West" takes 2 damage (2 total hits).
        Pilot of Griffin GRF-1S (Off Day Demolishers) "Lieutenant JG Ludiia West" needs a 3 to stay conscious.  Rolls 6 : successful!
        Pilot of Griffin GRF-1S (Off Day Demolishers) "Lieutenant JG Ludiia West" needs a 5 to stay conscious.  Rolls 6 : successful!

                >Griffin GRF-1S (Off Day Demolishers) suffers catastrophic damage, but the autoeject system was engaged.
           
Griffin GRF-1S (Off Day Demolishers) must make a piloting skill check (landing in clear terrain).
            Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 11 : succeeds.
                    The pilot ejects safely!
        *** Griffin GRF-1S (Off Day Demolishers) DESTROYED by ejection! ***
                Griffin GRF-1S (Off Day Demolishers) takes 100 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                94 damage transfers to CT.
                    Critical hit on RT.         Roll is 7;         no effect.
                Griffin GRF-1S (Off Day Demolishers) takes 94 damage to CT.
                     SECTION DESTROYED.
                Griffin GRF-1S (Off Day Demolishers) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Medium Standard Building #80008 absorbs 6 points of damage.
                    12 CF remaining.
                Medium Standard Building #80009 absorbs 6 points of damage.
                    9 CF remaining.
                Medium Standard Building #100011 absorbs 13 points of damage.
                    4 CF remaining.
                Medium Standard Building #100013 absorbs 13 points of damage.
                    0 CF remaining.
                 BUILDING DESTROYED
                Fire at 0913 was started due to an engine explosion!
                    Fire started in hex 0913.
                Hex 0912: terrain takes 27 damage.
                Hex 1012: terrain takes 27 damage.
                Hex 1013: terrain takes 27 damage.
                Hex 0813: terrain takes 27 damage.
                Hex 1011: terrain takes 13 damage.
                Hex 1112: terrain takes 13 damage.
                Hex 1113: terrain takes 13 damage.
                Hex 1114: terrain takes 13 damage.
                Hex 0910: terrain takes 6 damage.
                Hex 1010: terrain takes 6 damage.
                Hex 1111: terrain takes 6 damage.
                Hex 1211: terrain takes 6 damage.
                Hex 1212: terrain takes 6 damage.
                Hex 1213: terrain takes 6 damage.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) is hit for 27 damage!
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to RTR.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                1 damage transfers to CTR.
                    Critical hit on RT.         Roll is 7;         no effect.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 1 damage to CTR.
                    8 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to LL.
                    13 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to LA.
                    12 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to CTR.
                    3 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to LL.
                    8 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 2 damage to LT.
                    20 Armor remaining.

                Awesome Can Opener (Off Day Demolishers) is hit for 27 damage!
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to LA.
                    21 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to CTR.
                    7 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to RL.
                    24 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to RL.
                    19 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to CTR.
                    2 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 2 damage to RA.
                    24 Armor remaining.

                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) is hit for 13 damage!
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 5 damage to LTR.
                5 damage transfers to CTR.
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 5 damage to CTR.
                    Armor destroyed.
                     12 Internal Structure remaining.
                    Critical hit on CT.         Roll is 5;         no effect.
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 5 damage to RA.
                    8 Armor remaining.
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 3 damage to RL.
                3 damage transfers to RT.
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 3 damage to RT.
                    1 Armor remaining.

                Warhammer WHM-6R (Draconis Combine) is hit for 6 damage!
                Warhammer WHM-6R (Draconis Combine) takes 5 damage to LL.
                    10 Armor remaining.
                Warhammer WHM-6R (Draconis Combine) takes 1 damage to LA.
                    19 Armor remaining.

                Jenner JR7-D (Draconis Combine (Reinforcements)) is hit for 13 damage!
                Jenner JR7-D (Draconis Combine (Reinforcements)) takes 5 damage to CT.
                    5 Armor remaining.
                Jenner JR7-D (Draconis Combine (Reinforcements)) takes 5 damage to LL.
                    1 Armor remaining.
                Jenner JR7-D (Draconis Combine (Reinforcements)) takes 3 damage to RT.
                    5 Armor remaining.

                Wasp WSP-1A (Draconis Combine (Reinforcements)) is hit for 13 damage!
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to LL.
                    0 Armor remaining.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to CTR.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on CT.         Roll is 12;         3 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Standard Gyro.
                    CRITICAL HIT on Engine.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 3 damage to RL.
                    2 Armor remaining.

                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) is hit for 27 damage!
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to LTR.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on LT.         Roll is 6;         no effect.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RT.
                    1 Armor remaining.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to LA.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on LA.         Roll is 5;         no effect.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to CTR.
                    Armor destroyed.
                     5 Internal Structure remaining.
                    Critical hit on CT.         Roll is 11;         2 locations.
                    CRITICAL HIT on Engine.
                    CRITICAL HIT on Engine.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RT.
                    Armor destroyed.
                     1 Internal Structure remaining.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Jump Jet.
                    CRITICAL HIT on Heat Sink.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 2 damage to RL.
                    3 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 3;         no effect.


        Griffin GRF-1S (Off Day Demolishers) takes 3 damage to CTR.


Weapons fire for Awesome Can Opener (Off Day Demolishers)
    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 8 : hits  LT
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to LT.
            12 Armor remaining.


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 6 : misses


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 10 : hits  LL
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to LL.
            5 Armor remaining.


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 6 : misses


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 4 : misses


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 6 : misses


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 9 : hits  LA
        Warhammer WHM-6R (Draconis Combine) takes 5 damage to LA.
            14 Armor remaining.


    Medium Laser at Warhammer WHM-6R (Draconis Combine);  needs 8, rolls 7 : misses


    Machine Gun at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 12, rolls 6 : misses

    Machine Gun at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 12, rolls 3 : misses

    Machine Gun at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 12, rolls 6 : misses

    Machine Gun at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 12, rolls 9 : misses

Weapons fire for Griffin GRF-1S (Off Day Demolishers)
    Medium Laser at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 9, rolls 9 : hits  (using Right Side table) RA
        Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is (11+1) = 12;LIMB BLOWN OFF Right Arm blown off.


    Medium Laser at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 9, rolls 7 : misses


    Large Laser at Wasp WSP-1A #2 (Draconis Combine (Reinforcements));  needs 9, rolls 7 : misses


Weapons fire for Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers)
    Medium Laser at Field Gunners (AC10) (Draconis Combine (Local Forces));  needs 11, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 8 [7 (Medium Laser) + 2 (accidental) - 1 (terrain)] to ignite, rolls 8
        Fire started in hex 1512.

    Medium Laser at Jenner JR7-D (Draconis Combine (Reinforcements));  needs 9, rolls 9 : hits  (using Left Side table) CTR
        Jenner JR7-D (Draconis Combine (Reinforcements)) takes 5 damage to CTR.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.


Weapons fire for Awesome Jr. AWS-JR-TF (Off Day Demolishers)
    Large Laser at Jenner JR7-D (Draconis Combine (Reinforcements));  needs 6, rolls 10 :  - Direct Blow - hits  RT
        Jenner JR7-D (Draconis Combine (Reinforcements)) takes 9 damage to RT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on SRM 4 Ammo (24).
            *** SRM 4 Ammo EXPLODES!  192 DAMAGE! ***
        Pilot of Jenner JR7-D (Draconis Combine (Reinforcements)) "Tanemi Ohashi" takes 2 damage (2 total hits).
        Pilot of Jenner JR7-D (Draconis Combine (Reinforcements)) "Tanemi Ohashi" needs a 3 to stay conscious.  Rolls 3 : successful!
        Pilot of Jenner JR7-D (Draconis Combine (Reinforcements)) "Tanemi Ohashi" needs a 5 to stay conscious.  Rolls 12 : successful!

                >Jenner JR7-D (Draconis Combine (Reinforcements)) suffers catastrophic damage, but the autoeject system was engaged.
           
Jenner JR7-D (Draconis Combine (Reinforcements)) must make a piloting skill check (landing in a building).
            Needs 7 [4 (ejecting) + 1 (automatic ejection) + 2 (landing in a building)], rolls 5 : fails.

                Pilot of Jenner JR7-D (Draconis Combine (Reinforcements)) "Tanemi Ohashi" takes 1 damage (3 total hits).
                Pilot of Jenner JR7-D (Draconis Combine (Reinforcements)) "Tanemi Ohashi" needs a 7 to stay conscious.  Rolls 10 : successful!
                    The pilot ejects safely!
        *** Jenner JR7-D (Draconis Combine (Reinforcements)) DESTROYED by ejection! ***
                Jenner JR7-D (Draconis Combine (Reinforcements)) takes 192 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                188 damage transfers to CT.
                    Critical hit on RT.         Roll is 3;         no effect.
                Jenner JR7-D (Draconis Combine (Reinforcements)) takes 188 damage to CT.
                     SECTION DESTROYED.
                Jenner JR7-D (Draconis Combine (Reinforcements)) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Medium Standard Building #90007 absorbs 6 points of damage.
                    26 CF remaining.
                Medium Standard Building #80008 absorbs 12 points of damage.
                    13 CF remaining.
                Medium Standard Building #80008 absorbs 12 points of damage.
                    13 CF remaining.
                Medium Standard Building #80008 absorbs 24 points of damage.
                    0 CF remaining.
                 BUILDING DESTROYED
                Light Standard Bridge #130008 absorbs 6 points of damage.
                    5 CF remaining.
                Medium Standard Building #80009 absorbs 24 points of damage.
                    0 CF remaining.
                 BUILDING DESTROYED
                Medium Standard Building #100011 absorbs 12 points of damage.
                    0 CF remaining.
                 BUILDING DESTROYED
                Fire at 0911 was started due to an engine explosion!
                    Fire started in hex 0911.
                Hex 0910: terrain takes 24 damage.
                Hex 1010: terrain takes 24 damage.
                Hex 1011: terrain takes 24 damage.
                Hex 0912: terrain takes 24 damage.
                Hex 0909: terrain takes 12 damage.
                Hex 1009: terrain takes 12 damage.
                Hex 1111: terrain takes 12 damage.
                Hex 1112: terrain takes 12 damage.
                Hex 1012: terrain takes 12 damage.
                Hex 1008: terrain takes 6 damage.
                Hex 1209: terrain takes 6 damage.
                Hex 1211: terrain takes 6 damage.
                Hex 1212: terrain takes 6 damage.
                Hex 1113: terrain takes 6 damage.
                Hex 1013: terrain takes 6 damage.
                Hex 0813: terrain takes 6 damage.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) is hit for 24 damage!
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to LT.
                    15 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to CT.
                    8 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to LA.
                    7 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to CT.
                    3 Armor remaining.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 4 damage to LL.
                    4 Armor remaining.

                Awesome Can Opener (Off Day Demolishers) is hit for 12 damage!
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to LL.
                    29 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 5 damage to LT.
                    21 Armor remaining.
                Awesome Can Opener (Off Day Demolishers) takes 2 damage to RA.
                    22 Armor remaining.

                Griffin GRF-1S (Off Day Demolishers) is hit for 12 damage!
                Griffin GRF-1S (Off Day Demolishers) takes 5 damage to RL.
                     6 Internal Structure remaining.
                    Critical hit on RL.         Roll is 10;         2 locations.
                    CRITICAL HIT on Heat Sink.
                    CRITICAL HIT on Foot.
                Griffin GRF-1S (Off Day Demolishers) takes 5 damage to RT.
                5 damage transfers to CT.
                Griffin GRF-1S (Off Day Demolishers) takes 5 damage to CT.
                Griffin GRF-1S (Off Day Demolishers) takes 2 damage to RA.
                2 damage transfers to RT.
                Griffin GRF-1S (Off Day Demolishers) takes 2 damage to RT.
                2 damage transfers to CT.
                Griffin GRF-1S (Off Day Demolishers) takes 2 damage to CT.

                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) is hit for 6 damage!
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 5 damage to CTR.
                     7 Internal Structure remaining.
                    Critical hit on CT.         Roll is 9;         1 location.
                    CRITICAL HIT on Standard Gyro.
                Centurion CN9-YLW 'Yen Lo Wang' (Off Day Demolishers) takes 1 damage to CTR.
                     6 Internal Structure remaining.
                    Critical hit on CT.         Roll is 5;         no effect.

                ???? (????) is hit for ???? damage!
                ???? (????) takes ???? damage to ????.
                     ???? Internal Structure remaining.
                    Critical hit on ????.         Roll is ????;         no effect.
                ???? (????) takes ???? damage to ????.
                     SECTION DESTROYED.
        *** ???? (????) DESTROYED by ????! ***
                    Critical hit on ????.         Roll is ????;         2 locations.
                    CRITICAL HIT on ????.
                    CRITICAL HIT on ????.

                Pilot of ???? (????) "????" is already dead, so no damage is dealt!

                Wasp WSP-1A (Draconis Combine (Reinforcements)) is hit for 24 damage!
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to CT.
                    1 Armor remaining.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to CT.
                    Armor destroyed.
                     1 Internal Structure remaining.
                    Critical hit on CT.         Roll is 6;         no effect.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to RT.
                    1 Armor remaining.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 5 damage to CT.
                     SECTION DESTROYED.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 6.
                Engine safety systems remain in place.
        *** Wasp WSP-1A (Draconis Combine (Reinforcements)) DESTROYED by damage! ***
                    Critical hit on CT.         Roll is 2;         no effect.
                Wasp WSP-1A (Draconis Combine (Reinforcements)) takes 4 damage to CT.

                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) is hit for 12 damage!
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RL.
                    Armor destroyed.
                     2 Internal Structure remaining.
                    Critical hit on RL.         Roll is 3;         no effect.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RA.
                5 damage transfers to RT.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 5 damage to RT.
                     SECTION DESTROYED.
                4 damage transfers to CT.
                    Critical hit on RT.         Roll is 8;         1 location.
                    CRITICAL HIT on Heat Sink.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 4 damage to CT.
                    2 Armor remaining.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 2 damage to LA.
                     SECTION DESTROYED.
                    Critical hit on LA.         Roll is 6;         no effect.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is 7;         no effect.



    Large Laser at Jenner JR7-D (Draconis Combine (Reinforcements));  needs 6, rolls 8 : hits  LT
        Jenner JR7-D (Draconis Combine (Reinforcements)) takes 8 damage to LT.
            0 Armor remaining.




Building #80009 collapses due to damage.

Building #80008 collapses due to damage.
    ???? is hit by falling debris for ???? damage.
        ???? (????) takes ???? damage to ????.
             PLATOON KILLED,
*** ???? (????) DESTROYED by ????! ***


Building #100011 collapses due to damage.

Building #100013 collapses due to damage.

Awesome Jr. AWS-JR-TF (Off Day Demolishers) must make 1 piloting skill roll(s) (60+ damage).
The base target is 7 [4 (Base piloting skill) + 3 (Gyro damaged) + 0 (Rubble)].
    Roll #1, (4 (Base piloting skill) + 3 (Gyro damaged) + 0 (Rubble) + 3 (60+ damage)); needs 10, rolls 12 : succeeds.

Awesome Can Opener (Off Day Demolishers) must make 1 piloting skill roll(s) (40+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 2 (40+ damage)); needs 5, rolls 6 : succeeds.

Warhammer WHM-6R (Draconis Combine) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 6 : succeeds.

Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) must make 1 piloting skill roll(s) (40+ damage).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 2 (40+ damage)); needs 4, rolls 8 : succeeds.
Physical attacks …

Physical attacks for Awesome Jr. AWS-JR-TF (Off Day Demolishers)
    Kick (Left leg) at Wasp WSP-1A #2 (Draconis Combine (Reinforcements)); needs 5, rolls 5 : hits (using Kick table) LL
        Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 16 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        7 damage transfers to LT.
            Critical hit on LL. Roll is 6; no effect.
        Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 7 damage to LT.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on SRM 2 Ammo (49).
            *** SRM 2 Ammo EXPLODES!  196 DAMAGE! ***
        Pilot of Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) "Cheryl Muti" takes 2 damage (2 total hits).
        Pilot of Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) "Cheryl Muti" needs a 3 to stay conscious.  Rolls 8 : successful!
        Pilot of Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) "Cheryl Muti" needs a 5 to stay conscious.  Rolls 4 : blacks out.

                >Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) suffers catastrophic damage, but the autoeject system was engaged.
           
Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) must make a piloting skill check (landing in rubble).
            Needs 6 [2 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) + 0 (landing in rubble)], rolls 8 : succeeds.
                    The pilot ejects safely!
        *** Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) DESTROYED by ejection! ***
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 196 damage to LT.
                     SECTION DESTROYED.
                195 damage transfers to CT.
                    Critical hit on LT.         Roll is 6;         no effect.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) takes 195 damage to CT.
                     SECTION DESTROYED.
                Wasp WSP-1A #2 (Draconis Combine (Reinforcements)) has taken 4 engine hits this phase.
                Checking for engine explosion on 10, roll is 11.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Fire at 0812 was started due to an engine explosion!
                    Fire started in hex 0812.
                Hex 0912: terrain takes 12 damage.
                Hex 0813: terrain takes 12 damage.
                Hex 1011: terrain takes 6 damage.
                Hex 1012: terrain takes 6 damage.
                Hex 1013: terrain takes 6 damage.
                Hex 0511: terrain takes 3 damage.
                Hex 0910: terrain takes 3 damage.
                Hex 1010: terrain takes 3 damage.
                Hex 1111: terrain takes 3 damage.
                Hex 1112: terrain takes 3 damage.
                Hex 1113: terrain takes 3 damage.
                Hex 1114: terrain takes 3 damage.
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) is hit for 12 damage!
                Awesome Jr. AWS-JR-TF (Off Day Demolishers) takes 5 damage to RL.
                    27 Armor remaining.
             
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 22 November 2021, 06:32:57
WTF!!!!!!  :o

A nuke does less collateral damage!     >:D
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 23 November 2021, 03:43:16
Tight grouping

(https://cdn.discordapp.com/attachments/724505764537958423/912619335388893274/tightgrouping.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 24 November 2021, 19:52:01
When someone asks what good class-2 autocannon are, point them at this:

Code: [Select]
Weapons fire for Daishi (Dire Wolf) B (543rd Strike Trinary)
    Ultra AC/2 at Hunter Light Support Tank (LRM15) (Draconis Combine Primary Opfor);  needs 9, rolls 11 :
        Hunter Light Support Tank (LRM15) (Draconis Combine Primary Opfor) takes 1 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            31 Armor remaining.


    Ultra AC/2 at Scimitar Medium Hover Tank (Standard) (Draconis Combine Primary Opfor);  needs 9, rolls 3 : misses


    Ultra AC/2 at J. Edgar Light Hover Tank (Standard) (Draconis Combine Primary Opfor);  needs 9, rolls 12 :
        J. Edgar Light Hover Tank (Standard) (Draconis Combine Primary Opfor) takes 1 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 12.
        Searchlight destroyed!
            18 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +2 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


    Ultra AC/2 at Saladin Assault Hover Tank (Standard) (Draconis Combine Primary Opfor);  needs 10, rolls 11 :
        Saladin Assault Hover Tank (Standard) (Draconis Combine Primary Opfor) takes 1 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            16 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

Four extreme range shots, three searchlights down, two with motive damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 07 January 2022, 10:33:39
Pointblank shots for Stoat Scout Car (Standard) ID:62 (Rebels Primary Opfor)
     Machine Gun at Merkava Heavy Tank Mk VI Mk II ID:34 (BS Concepts);  needs 5, rolls 5 :  - Glancing Blow -hits  LS
        Merkava Heavy Tank Mk VI Mk II ID:34 (BS Concepts) takes 1 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 4.
            27 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +0 bonus)
             Major damage, vehicle immobile.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 07 January 2022, 16:19:52
When you just have a terrible day. This was all in one turn on a basically fresh opponent

(https://cdn.discordapp.com/attachments/504421645923123201/920249599598428180/industrihell.png)

(https://cdn.discordapp.com/attachments/504421645923123201/920249599971708938/industrihell2.png)

(https://cdn.discordapp.com/attachments/504421645923123201/920249600139468820/industrihell3.png)

Plus some bonus self-inflicted wounds

(https://cdn.discordapp.com/attachments/504421645923123201/920249600370163772/industrihell4.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 13 January 2022, 13:20:24
Technician Recruit Lisa-Maria Kadin attempts to fix Armor (Commercial) on Lumberjack LM1/A ID:45, needs 4 and rolls 2: failed. (1XP gained) 
Technician Recruit Lisa-Maria Kadin attempts to replace Upper Leg Actuator on Lumberjack LM1/A ID:45, needs 4 and rolls 7: replaced. 
Recruit Mahdhoodha bin Ya'qub attempts to replace Lower Leg Actuator on Lumberjack LM1/A ID:45, needs 4 and rolls 6: replaced. 
Recruit Mahdhoodha bin Ya'qub attempts to replace Foot Actuator on Lumberjack LM1/A ID:45, needs 4 and rolls 3: failed. 
Recruit Mahdhoodha bin Ya'qub attempts to fix Armor (Commercial) on Lumberjack LM1/A ID:45, needs 4 and rolls 3: failed. 
Technician Recruit Donata Lara attempts to replace Foot Actuator on Lumberjack LM1/A ID:45, needs 4 and rolls 3: failed.

2/6 rolling a 4 or higher
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 13 January 2022, 19:37:40
That's interesting, I've never seen rolls for techs before. I don't usually use MegaMekHQ
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 22 January 2022, 23:03:13
I don't think this Crossbow is getting up again...

Physical attacks for Black Hawk (Nova) Prime (4th Jaguar Dragoons - Clan Smoke Jaguar)
    Kick (Left leg) at Crossbow A (Clan Coyote); needs 1, rolls 8 :  - Direct Blow - hits (using Rear Punch table) LTR
        Crossbow A (Clan Coyote) takes 12 damage to LTR.
             SECTION DESTROYED.
        6 damage transfers to CTR.
            Critical hit on LT. Roll is (10+4) = 14; 3 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.
        Crossbow A (Clan Coyote) takes 6 damage to CTR.
            Armor destroyed.
             18 Internal Structure remaining.
            Critical hit on CT. Roll is (8+4) = 12; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 23 January 2022, 01:18:40
He has just won the Why Do You Hate My Gyro award
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 23 January 2022, 15:36:01
He has just won the Why Do You Hate My Gyro award

 ;D

That Nova pilot is legendary, 0/0 and then some other skills on top of it - a complete beast!  During that battle, prior to downing the Crossbow, he KO'd a Great Wyrm via cockpit critical hit.  Typically his battles end up being a flashlight spam shaving nearly 3 tons of armor off targets every turn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 31 January 2022, 16:20:53
This unit moved 1 hex in 5 turns and took no damage from friendly or enemy fire. Damage is only from trying to move through a rubble hex that it could have walked around.

Turn 1 -
Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check while moving from hex 0201 to hex 0302 (entering Rubble).
Needs 5 [5 (Base piloting skill) + 0 (entering Rubble)], rolls 4 : falls.
Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls 0 level(s) into hex 0302
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its front, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            3 Armor remaining.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 5 to avoid damage; rolls 2 : fails.
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" takes 1 damage (1 total hits).
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" needs a 3 to stay conscious. Rolls 2 : blacks out.


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is Impossible [Pilot unconscious].
    Roll #1, (Pilot unconscious); needs Impossible, rolls 7 : falls. Engine stalled!

Turn 2 -
Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" needs a 3 to wake up. Rolls 3 : successful!

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (unstall stalled ICE engine).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (Base piloting skill); needs 5, rolls 8 : succeeds. Engine restarted!

Turn 3 -

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 7 [5 (Base piloting skill) + 2 (Sprinting) + 0 (getting up) + 0 (Rubble)], rolls 5 : falls.
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its rear, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to RTR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is (3+2) = 5; no effect.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 7 to avoid damage; rolls 3 : fails.
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" takes 1 damage (2 total hits).
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" needs a 5 to stay conscious. Rolls 5 : successful!


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (Base piloting skill); needs 5, rolls 7 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 7 [5 (Base piloting skill) + 2 (Sprinting) + 0 (getting up) + 0 (Rubble)], rolls 4 : falls.
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its right side, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to RL.
            2 Armor remaining.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 7 to avoid damage; rolls 10 : succeeds.


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (Base piloting skill); needs 5, rolls 6 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 7 [5 (Base piloting skill) + 2 (Sprinting) + 0 (getting up) + 0 (Rubble)], rolls 6 : falls.
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its left side, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to LA.
            0 Armor remaining.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 7 to avoid damage; rolls 7 : succeeds.


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (Base piloting skill); needs 5, rolls 6 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) needs to avoid critical damage due to falling 1 levels.
            Critical hit on LL. Roll is (9+3) = 12; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Upper Leg.

Turn 4 -
Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 8 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 0 (getting up) + 0 (Rubble)], rolls 9 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 8 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 0 (running with damaged hip actuator or gyro) + 0 (Rubble)], rolls 5 : falls.
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its right side, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to RA.
            0 Armor remaining.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 8 to avoid damage; rolls 4 : fails.
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" takes 1 damage (3 total hits).
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" needs a 7 to stay conscious. Rolls 8 : successful!


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (Base piloting skill); needs 5, rolls 5 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) needs to avoid critical damage due to falling 1 levels.
            Critical hit on LT. Roll is (6+3) = 9; 1 location.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.

Turn 5 -
Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 8 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 0 (getting up) + 0 (Rubble)], rolls 8 : succeeds.

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make a piloting skill check (Rubble).
Needs 8 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Upper Leg Actuator destroyed) + 0 (running with damaged hip actuator or gyro) + 0 (Rubble)], rolls 7 : falls.
    Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) falls on its left side, suffering 4 damage.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) takes 4 damage to RA.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Backhoe.

Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" must roll 8 to avoid damage; rolls 5 : fails.
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" takes 1 damage (4 total hits).
        Pilot of Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) "Jake Carter" needs a 10 to stay conscious. Rolls 7 : blacks out.


Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) must make 1 piloting skill roll(s) (ICE-Engine 'Mech failed a PSR).
The base target is Impossible [Pilot unconscious].
    Roll #1, (Pilot unconscious); needs Impossible, rolls 6 : falls. Engine stalled!

Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) needs to avoid critical damage due to falling 1 levels.
            Critical hit on RT. Roll is (11+3) = 14; 3 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
        Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) has taken 1 engine hits this phase.
        Checking for engine explosion on 7, roll is 7.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
*** Carbine CON-9 ConstructionMech (Standard) ID:60 (Federated Suns Convoy) DESTROYED by engine explosion! ***
            Location has no more hittable critical slots.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Kerfuffin(925) on 31 January 2022, 16:32:11
That is both hilarious and sad
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 01 February 2022, 00:14:51
Princess should probably have a "patience factor" that degrades performance over time after a certain number of rounds, just like humans...

Code: [Select]
Initiative Phase for Round #183
-------------------
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 05 February 2022, 11:37:10
Yikes 😬
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 05 February 2022, 21:15:50
Yeah.  Pitch black conditions, with me rather badly outgunned (facing 3/4 Quickdraw, 1/4 OstSol, 2/4 JagerMech, and a couple of others).  It hung out in a little wooded bit for around 50 rounds until I finally managed to pull them a little closer to the buildings where my Mechs were hiding.  Anther 50 rounds after that I finally managed to get them split up to the point where I could isolate one or two at a time to start plinking out searchlights.  Around round 150 or so I had them down to a single searchlight, where the problem turned to how to get close enough to shoot them (my own searchlights were shot out by that point) without getting kicked to death.

Not the physically longest scenario I've done; that one was about 16 hours, not including breaking for sleep and a couple of meals.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 09 February 2022, 23:06:15
The highly unlucky Thunderbolt.

Code: [Select]
Offboard Attack Phase
-------------------
 Weapons fire for Huntress HNT-1S-BT (Lunaya)
    Thumper at Hex: 1622 (Artillery) needs 9, rolls 9 : hits the intended hex 1622.
 Thunderbolt TDR-7M (Eesak) hit for 5 damage.
        Thunderbolt TDR-7M (Eesak) takes 5 damage to LL.
            8 Armor remaining.

    Thumper at Hex: 1622 (Artillery) needs 9, rolls 6 : misses and scatters to hex 1619.

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

  Weapons fire for Thunderbolt TDR-7M (Eesak)
     ER Large Laser at Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler);  needs 6, rolls 11 : hits  LA
        Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler) takes 8 damage to LA.
             SECTION DESTROYED.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.


     Streak SRM 2 at Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler);  needs 10, rolls 3 : fails to achieve lock.

     LRM 15 at Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler);  needs 6, rolls 11 : 9 missile(s) hit.

        Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler) takes 5 damage to LL.
            20 Armor remaining.

        Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler) takes 4 damage to RT.
            13 Armor remaining.

 Weapons fire for Grasshopper GHR-5N (Roddy) #2 (Wrangler)
     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 9 : hits  CT
        Thunderbolt TDR-7M (Eesak) takes 5 damage to CT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is 3; no effect.

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 6 : misses

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 6 : misses

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 7 : misses

     Large Pulse Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 9 : hits  LL
        Thunderbolt TDR-7M (Eesak) takes 9 damage to LL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LL. Roll is 5; no effect.

     Large Pulse Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 4 : misses

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 10 : hits  LT
        Thunderbolt TDR-7M (Eesak) takes 5 damage to LT.
            15 Armor remaining.

 
 Weapons fire for Thunderbolt TDR-5SC (Crimson) (Lunaya)
     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 8 : hits  LT
        Thunderbolt TDR-7M (Eesak) takes 5 damage to LT.
            10 Armor remaining.

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 7 : misses

     Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 8 : hits  CT
        Thunderbolt TDR-7M (Eesak) takes 5 damage to CT.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is 5; no effect.

     SRM 4 at Thunderbolt TDR-7M (Eesak);  needs 8, rolls 9 : 3 missile(s) hit.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to LT.
            8 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RT.
            12 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RA.
            18 Armor remaining.

 Weapons fire for Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler)
     Streak SRM 6 at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 7 : 6 missile(s) hit.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RT (critical).
            10 Armor remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RT.
            8 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RT.
            6 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RA.
            16 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to RA.
            14 Armor remaining.

        Thunderbolt TDR-7M (Eesak) takes 2 damage to LT.
            6 Armor remaining.


     ER Large Laser at Thunderbolt TDR-7M (Eesak);  needs 4, rolls 7 : hits  RL
        Thunderbolt TDR-7M (Eesak) takes 10 damage to RL.
            3 Armor remaining.

     ER Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 5 : misses

     ER Medium Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 11 : hits  LT
        Thunderbolt TDR-7M (Eesak) takes 7 damage to LT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Machine Gun Ammo (199).
            *** Machine Gun Ammo EXPLODES!  398 DAMAGE! ***
        Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" takes 2 damage (4 total hits).
        Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" needs a 7 to stay conscious.  Rolls 9 : successful!
        Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" needs a 10 to stay conscious.  Rolls 4 : blacks out.

                Thunderbolt TDR-7M (Eesak) takes 398 damage to LT.
                     SECTION DESTROYED.
                    remaining 384 damage prevented by CASE.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Double Heat Sink.

 Thunderbolt TDR-7M (Eesak) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
     Thunderbolt TDR-7M (Eesak) falls on its left side, suffering 7 damage.
        Thunderbolt TDR-7M (Eesak) takes 5 damage to LT.
        5 damage transfers to CT.
        Thunderbolt TDR-7M (Eesak) takes 5 damage to CT.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
        Thunderbolt TDR-7M (Eesak) takes 2 damage to RT.
            4 Armor remaining.
    
 Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" cannot avoid damage.
        Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" takes 1 damage (5 total hits).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 15 February 2022, 19:23:13
Yeeeesh... sometimes the scenario generator is just not right:

Code: [Select]
Team 1   140 tons    BV: 4419   Meks: 3, Vehicles: 1
Team 2   380 tons    BV: 8575   Meks: 12

For a 'Harrass' mission, I'm supposed to drop half of that, most of which are light or medium Mechs.  They could simply stay put and annihilate my force no matter how I deploy (4:1 odds, out-BV'd.  Funny (not really in a hahhah way) when I get to be chased, it's also by a far superior force.   :crash:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 16 February 2022, 20:50:28
Willis Wiles is not feeling lucky in the end.

Code: [Select]
Weapon Attack Phase
-------------------

 Weapons fire for Grasshopper GHR-5N (Roddy) #2 (Wrangler)
     Medium Laser at Catapult CPLT-K2 (Eesak);  needs 10, rolls 11 : hits  (using Left Side table) LA
        Catapult CPLT-K2 (Eesak) takes 5 damage to LA.
        5 damage transfers to LT.
        Catapult CPLT-K2 (Eesak) takes 5 damage to LT.
            12 Armor remaining.


     Medium Laser at Catapult CPLT-K2 (Eesak);  needs 10, rolls 9 : misses


     Medium Laser at Catapult CPLT-K2 (Eesak);  needs 10, rolls 5 : misses


     Medium Laser at Catapult CPLT-K2 (Eesak);  needs 10, rolls 9 : misses


     Large Pulse Laser at Catapult CPLT-K2 (Eesak);  needs 6, rolls 4 : misses


     Large Pulse Laser at Catapult CPLT-K2 (Eesak);  needs 6, rolls 9 : hits  (using Left Side table) LA
        Catapult CPLT-K2 (Eesak) takes 9 damage to LA.
        9 damage transfers to LT.
        Catapult CPLT-K2 (Eesak) takes 9 damage to LT.
            3 Armor remaining.


 Weapons fire for Catapult CPLT-C4 (Eesak)
     LRM 20 at Flashman FLS-8K-CK #2 (Tr4dem4rk);  needs 10, rolls 7 : misses


 Weapons fire for Thunderbolt TDR-5SC (Crimson) (Lunaya)
     Medium Laser at Rifleman RFL-3N (Eesak);  needs 7, rolls 8 : hits  RA
        Rifleman RFL-3N (Eesak) takes 5 damage to RA.
             SECTION DESTROYED.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on +AC/5.


     Medium Laser at Rifleman RFL-3N (Eesak);  needs 7, rolls 6 : misses


     Medium Laser at Rifleman RFL-3N (Eesak);  needs 7, rolls 9 : hits  CT
        Rifleman RFL-3N (Eesak) takes 5 damage to CT.
            0 Armor remaining.


     SRM 4 at Rifleman RFL-3N (Eesak);  needs 7, rolls 4 : misses


     LRM 15 at Rifleman RFL-3N (Eesak);  needs 8, rolls 4 : misses


 Weapons fire for Mad Cat (Timber Wolf) CK1 #2 (Tr4dem4rk)
     ER PPC at Thunderbolt TDR-5S (Eesak);  needs 8, rolls 5 : misses


     Streak SRM 6 at Thunderbolt TDR-5S (Eesak);  needs 8, rolls 4 : fails to achieve lock.

     Streak SRM 6 at Thunderbolt TDR-5S (Eesak);  needs 8, rolls 6 : fails to achieve lock.

     Streak SRM 6 at Thunderbolt TDR-5S (Eesak);  needs 8, rolls 6 : fails to achieve lock.

     Streak SRM 6 at Thunderbolt TDR-5S (Eesak);  needs 8, rolls 7 : fails to achieve lock.

 Weapons fire for Marauder MAD-3D (Götterdämmerung) (Sigismun)
     ER Large Laser at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 2 : misses


     Gauss Rifle at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 6 : misses


     ER Medium Laser at Rifleman RFL-3N (Eesak);  needs 5, rolls 6 : hits  RL
        Rifleman RFL-3N (Eesak) takes 7 damage to RL.
             SECTION DESTROYED.
        3 damage transfers to RT.
            Critical hit on RL. Roll is 7; no effect.
        Rifleman RFL-3N (Eesak) takes 3 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Medium Laser.
            Location has no more hittable critical slots.


     ER Medium Laser at Rifleman RFL-3N (Eesak);  needs 5, rolls 6 : hits  RL
        Rifleman RFL-3N (Eesak) takes 7 damage to RL.
        7 damage transfers to RT.
        Rifleman RFL-3N (Eesak) takes 7 damage to RT.
             SECTION DESTROYED.
        4 damage transfers to CT.
            Critical hit on RT. Roll is 11; 2 locations.
            Location has no more hittable critical slots.
        Rifleman RFL-3N (Eesak) takes 4 damage to CT.
             16 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.


     ER Medium Laser at Rifleman RFL-3N (Eesak);  needs 5, rolls 5 : hits  CT
        Rifleman RFL-3N (Eesak) takes 7 damage to CT.
             9 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


     ER Medium Laser at Rifleman RFL-3N (Eesak);  needs 5, rolls 8 : hits  RL
        Rifleman RFL-3N (Eesak) takes 7 damage to RL.
        7 damage transfers to RT.
        Rifleman RFL-3N (Eesak) takes 7 damage to RT.
        7 damage transfers to CT.
        Rifleman RFL-3N (Eesak) takes 7 damage to CT.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is 7; no effect.


 Weapons fire for Rifleman RFL-3N (Eesak)
     Large Laser at Thunderbolt TDR-5SC (Crimson) (Lunaya);  needs 5, rolls 7 : hits  RA
        Thunderbolt TDR-5SC (Crimson) (Lunaya) takes 8 damage to RA.
            11 Armor remaining.


     AC/5 at Thunderbolt TDR-5SC (Crimson) (Lunaya);  needs 5, rolls 8 : hits  CT
        Thunderbolt TDR-5SC (Crimson) (Lunaya) takes 5 damage to CT.
            24 Armor remaining.


     AC/5 at Thunderbolt TDR-5SC (Crimson) (Lunaya);  needs 5, rolls 7 : hits  HD
        Thunderbolt TDR-5SC (Crimson) (Lunaya) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Thunderbolt TDR-5SC (Crimson) (Lunaya) "KPL Mu Lian" takes 1 damage (1 total hits).
        Pilot of Thunderbolt TDR-5SC (Crimson) (Lunaya) "KPL Mu Lian" needs a 3 to stay conscious.  Rolls 9 : successful!


 Weapons fire for Griffin GRF-1N-CK #2 (Wrangler)
     ER PPC at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 3 : misses


     LRM 15 at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 10 : 9 missile(s) hit.

        Thunderbolt TDR-5S (Eesak) takes 5 damage to CT.
            15 Armor remaining.

        Thunderbolt TDR-5S (Eesak) takes 4 damage to RT.
            20 Armor remaining.


 Weapons fire for Thunderbolt TDR-5S (Eesak)
     Machine Gun at Flashman FLS-8K-CK #2 (Tr4dem4rk);  needs 10, rolls 7 : misses

     Machine Gun at Flashman FLS-8K-CK #2 (Tr4dem4rk);  needs 10, rolls 12 : hits  LT
        Flashman FLS-8K-CK #2 (Tr4dem4rk) takes 2 damage to LT.
            16 Armor remaining.


     Large Laser at Flashman FLS-8K-CK #2 (Tr4dem4rk);  needs 6, rolls 8 : hits  LT
        Flashman FLS-8K-CK #2 (Tr4dem4rk) takes 8 damage to LT.
            8 Armor remaining.


 Weapons fire for Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler)
     Streak SRM 6 at Catapult CPLT-K2 (Eesak);  needs 9, rolls 6 : fails to achieve lock.

     ER Large Laser at Catapult CPLT-K2 (Eesak);  needs 7, rolls 3 : misses


     ER Medium Laser at Catapult CPLT-K2 (Eesak);  needs 7, rolls 4 : misses


     ER Medium Laser at Catapult CPLT-K2 (Eesak);  needs 7, rolls 11 : hits  (using Rear table) LA
        Catapult CPLT-K2 (Eesak) takes 7 damage to LA.
        7 damage transfers to LTR.
        Catapult CPLT-K2 (Eesak) takes 7 damage to LTR.
            1 Armor remaining.


 Weapons fire for Masakari (Warhawk) C (Lunaya)
     Large Pulse Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 7 : hits  (using Rear table) HD (hit aimed location)
        Thunderbolt TDR-7M (Eesak) takes 10 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
 *** Thunderbolt TDR-7M (Eesak) DESTROYED by damage! ***
            Critical hit on HD. Roll is 6; no effect.

         Pilot of Thunderbolt TDR-7M (Eesak) "Sharon McCarthy" is already dead, so no damage is dealt!


     Large Pulse Laser at Thunderbolt TDR-7M (Eesak);  needs 6, rolls 10 : hits  (using Rear table) RTR
        Thunderbolt TDR-7M (Eesak) takes 10 damage to RTR.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on *Double Heat Sink.


     ER PPC at Rifleman RFL-3N (Eesak);  needs 5, rolls 7 : hits  LT
        Rifleman RFL-3N (Eesak) takes 15 damage to LT.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.


     ER PPC at Rifleman RFL-3N (Eesak);  needs 5, rolls 6 : hits  RA
        Rifleman RFL-3N (Eesak) takes 15 damage to RA.
        15 damage transfers to RT.
        Rifleman RFL-3N (Eesak) takes 15 damage to RT.
        15 damage transfers to CT.
        Rifleman RFL-3N (Eesak) takes 15 damage to CT.
             SECTION DESTROYED.
 *** Rifleman RFL-3N (Eesak) DESTROYED by damage! ***

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


 Weapons fire for Catapult CPLT-K2 (Eesak)
     PPC at Dragonfly (Viper) D (Sigismun);  needs 10, rolls 2 : misses


 Weapons fire for Flashman FLS-8K-CK #2 (Tr4dem4rk)
     Large Laser at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 8 : hits  CT
        Thunderbolt TDR-5S (Eesak) takes 8 damage to CT.
            7 Armor remaining.


     Medium Laser at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 9 : hits  CT
        Thunderbolt TDR-5S (Eesak) takes 5 damage to CT.
            2 Armor remaining.


     Large Laser at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 8 : hits  LL
        Thunderbolt TDR-5S (Eesak) takes 8 damage to LL.
            8 Armor remaining.


     Large Laser at Thunderbolt TDR-5S (Eesak);  needs 7, rolls 7 : hits  LT
        Thunderbolt TDR-5S (Eesak) takes 8 damage to LT.
            16 Armor remaining.


 Weapons fire for Longbow LGB-7Q (Sigismun)
     LRM 20 at Rifleman RFL-3N (Eesak);  needs 8, rolls 10 : 12 missile(s) hit.

        Rifleman RFL-3N (Eesak) takes 5 damage to LL.
            0 Armor remaining.

        Rifleman RFL-3N (Eesak) takes 5 damage to RL.
        5 damage transfers to RT.
        Rifleman RFL-3N (Eesak) takes 5 damage to RT.
        5 damage transfers to CT.
        Rifleman RFL-3N (Eesak) takes 5 damage to CT.


        Rifleman RFL-3N (Eesak) takes 2 damage to RT.
        2 damage transfers to CT.
        Rifleman RFL-3N (Eesak) takes 2 damage to CT.



     LRM 20 at Rifleman RFL-3N (Eesak);  needs 8, rolls 4 : misses


     LRM 5 at Rifleman RFL-3N (Eesak);  needs 8, rolls 7 : misses


     LRM 5 at Rifleman RFL-3N (Eesak);  needs 8, rolls 6 : misses


 Weapons fire for Dragonfly (Viper) D (Sigismun)
     Streak SRM 6 at Catapult CPLT-K2 (Eesak);  needs 9, rolls 9 : 6 missile(s) hit (using Rear table).

        Catapult CPLT-K2 (Eesak) takes 2 damage to LA.
        2 damage transfers to LTR.
        Catapult CPLT-K2 (Eesak) takes 2 damage to LTR.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Heat Sink.

        Catapult CPLT-K2 (Eesak) takes 2 damage to LTR.
             12 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.

        Catapult CPLT-K2 (Eesak) takes 2 damage to LA.
        2 damage transfers to LTR.
        Catapult CPLT-K2 (Eesak) takes 2 damage to LTR.
             10 Internal Structure remaining.
            Critical hit on LT. Roll is 5; no effect.

        Catapult CPLT-K2 (Eesak) takes 2 damage to RL.
             SECTION DESTROYED.
            Critical hit on RL. Roll is 11; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Heat Sink.

        Catapult CPLT-K2 (Eesak) takes 2 damage to RTR.
            6 Armor remaining.

        Catapult CPLT-K2 (Eesak) takes 2 damage to RTR.
            4 Armor remaining.


     ER Medium Laser at Catapult CPLT-K2 (Eesak);  needs 9, rolls 7 : misses


     ER Medium Laser at Catapult CPLT-K2 (Eesak);  needs 9, rolls 7 : misses


     ER Small Laser at Catapult CPLT-K2 (Eesak);  needs 9, rolls 6 : misses


     LRM 5 at Catapult CPLT-K2 (Eesak);  needs 9, rolls 9 : 3 missile(s) hit (using Rear table).

        Catapult CPLT-K2 (Eesak) takes 3 damage to CTR.
            1 Armor remaining.




 Thunderbolt TDR-5S (Eesak) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

 Catapult CPLT-K2 (Eesak) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg destroyed; 20+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed)].
    Roll #1, (leg destroyed); automatically fails.
     Catapult CPLT-K2 (Eesak) falls on its right side, suffering 7 damage.
        Catapult CPLT-K2 (Eesak) takes 5 damage to RT.
            9 Armor remaining.
        Catapult CPLT-K2 (Eesak) takes 2 damage to RA.
            3 Armor remaining.

 Pilot of Catapult CPLT-K2 (Eesak) [b]"Willis Wiles" must roll 13 to avoid damage; rolls 7 : fails.[/b]
        Pilot of Catapult CPLT-K2 (Eesak) "Willis Wiles" takes 1 damage (1 total hits).
        Pilot of Catapult CPLT-K2 (Eesak) "Willis Wiles" needs a 3 to stay conscious.  Rolls 6 : successful!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 16 February 2022, 22:47:36
Meanwhile little bit later...two for one hit!

Code: [Select]
Weapon Attack Phase
-------------------
 Weapons fire for BattleMaster BLR-2C (Eesak)
     Medium Laser at Griffin GRF-1N-CK #2 (Wrangler);  needs 7, rolls 5 : misses

     Medium Laser at Griffin GRF-1N-CK #2 (Wrangler);  needs 7, rolls 8 : hits  RT
        Griffin GRF-1N-CK #2 (Wrangler) takes 5 damage to RT.
            14 Armor remaining.

     Medium Laser at Griffin GRF-1N-CK #2 (Wrangler);  needs 7, rolls 9 : hits  LL
        Griffin GRF-1N-CK #2 (Wrangler) takes 5 damage to LL.
            18 Armor remaining.

 Weapons fire for Grasshopper GHR-5N (Roddy) #2 (Wrangler)
     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 6 : misses

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 9 : hits  RT
        BattleMaster BLR-2C (Eesak) takes 5 damage to RT.
            17 Armor remaining.

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 6 : misses

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 10 : hits  RA
        BattleMaster BLR-2C (Eesak) takes 5 damage to RA.
            9 Armor remaining.

     Large Pulse Laser at BattleMaster BLR-2C (Eesak);  needs 5, rolls 2 : misses

     Large Pulse Laser at BattleMaster BLR-2C (Eesak);  needs 5, rolls 8 : hits  LT
        BattleMaster BLR-2C (Eesak) takes 9 damage to LT.
            12 Armor remaining.

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 12 : hits  RA
        BattleMaster BLR-2C (Eesak) takes 5 damage to RA.
            4 Armor remaining.

 Weapons fire for Thunderbolt TDR-5SC (Crimson) (Lunaya)
     ER Large Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 9 : hits  RT
        BattleMaster BLR-2C (Eesak) takes 10 damage to RT.
            7 Armor remaining.

     LRM 15 at BattleMaster BLR-2C (Eesak);  needs 9, rolls 6 : misses

 Weapons fire for Mad Cat (Timber Wolf) CK1 #2 (Tr4dem4rk)
     ER PPC at BattleMaster BLR-2C (Eesak);  needs 3, rolls 8 : hits  CT
        BattleMaster BLR-2C (Eesak) takes 15 damage to CT.
            13 Armor remaining.

     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 5, rolls 9 : AMS engaged!  (w/ -4 malus)4 missile(s) hit.

        BattleMaster BLR-2C (Eesak) takes 2 damage to LA.
            18 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL.
            22 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
            2 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL.
            20 Armor remaining.

     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 5, rolls 7 : 6 missile(s) hit.

        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
            0 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to LT.
            10 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to HD.
            0 Armor remaining.
[b]
        Pilot of BattleMaster BLR-2C (Eesak) "Abdul-Rahman Muombwa" takes 1 damage (3 total hits).
        Pilot of BattleMaster BLR-2C (Eesak) "Abdul-Rahman Muombwa" needs a 7 to stay conscious.  Rolls 2 : blacks out.
                Vance Rezak (Commander) takes over as Pilot of BattleMaster BLR-2C (Eesak).
        Commander of BattleMaster BLR-2C (Eesak) "Vance Rezak" takes 1 damage (4 total hits).
        Commander of BattleMaster BLR-2C (Eesak) "Vance Rezak" needs a 10 to stay conscious.  Rolls 9 : blacks out.
[/b]
        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
             12 Internal Structure remaining.
            Critical hit on RA. Roll is 7; no effect.
        BattleMaster BLR-2C (Eesak) takes 2 damage to LA.
            16 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL (critical).
            18 Armor remaining.
            Critical hit on RL. Roll is 7; no effect.

     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 5, rolls 6 : 6 missile(s) hit.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL.
            16 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL.
            14 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RT.
            5 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RT.
            3 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
             10 Internal Structure remaining.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Hand.
            CRITICAL HIT on Upper Arm.

        BattleMaster BLR-2C (Eesak) takes 2 damage to LT.
            8 Armor remaining.
     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 5, rolls 9 : 6 missile(s) hit.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
             8 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on ER PPC.
        BattleMaster BLR-2C (Eesak) takes 2 damage to LL.
            7 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to RL.
            12 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to CT.
            11 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to LA.
            14 Armor remaining.
        BattleMaster BLR-2C (Eesak) takes 2 damage to LT.
            6 Armor remaining.

     ER Small Laser at BattleMaster BLR-2C (Eesak);  needs 7, rolls 8 : hits  LA
        BattleMaster BLR-2C (Eesak) takes 5 damage to LA.
            9 Armor remaining.

 Weapons fire for Griffin GRF-1N-CK #2 (Wrangler)
     Small Pulse Laser at BattleMaster BLR-2C (Eesak);  needs 4, rolls 10 : hits  LL
        BattleMaster BLR-2C (Eesak) takes 3 damage to LL.
            4 Armor remaining.


     Small Pulse Laser at BattleMaster BLR-2C (Eesak);  needs 4, rolls 7 : hits  RT
        BattleMaster BLR-2C (Eesak) takes 3 damage to RT.
            0 Armor remaining.

     ER PPC at BattleMaster BLR-2C (Eesak);  needs 6, rolls 4 : misses

 Weapons fire for Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler)
     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 6, rolls 7 : 6 missile(s) hit.

        BattleMaster BLR-2C (Eesak) takes 2 damage to CT.
            9 Armor remaining.

        BattleMaster BLR-2C (Eesak) takes 2 damage to CT.
            7 Armor remaining.

        BattleMaster BLR-2C (Eesak) takes 2 damage to LT.
            4 Armor remaining.

        BattleMaster BLR-2C (Eesak) takes 2 damage to LL.
            2 Armor remaining.

        BattleMaster BLR-2C (Eesak) takes 2 damage to RA.
             6 Internal Structure remaining.
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on ER PPC.

        BattleMaster BLR-2C (Eesak) takes 2 damage to LT.
            2 Armor remaining.

     ER Large Laser at BattleMaster BLR-2C (Eesak);  needs 4, rolls 10 : hits  LT
        BattleMaster BLR-2C (Eesak) takes 10 damage to LT.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.

     ER Large Laser at BattleMaster BLR-2C (Eesak);  needs 4, rolls 8 : hits  RA
        BattleMaster BLR-2C (Eesak) takes 10 damage to RA.
             SECTION DESTROYED.
        4 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        BattleMaster BLR-2C (Eesak) takes 4 damage to RT.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Medium Laser.


 Weapons fire for Masakari (Warhawk) C (Lunaya)
     ER PPC at BattleMaster BLR-2C (Eesak);  needs 6, rolls 12 : hits  RA
        BattleMaster BLR-2C (Eesak) takes 15 damage to RA.
        15 damage transfers to RT.
        BattleMaster BLR-2C (Eesak) takes 15 damage to RT.
             SECTION DESTROYED.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on +Medium Laser.
            CRITICAL HIT on Heat Sink.
        BattleMaster BLR-2C (Eesak) takes 1 damage to CT.
            6 Armor remaining.


[b]     ER PPC at BattleMaster BLR-2C (Eesak);  needs 6, rolls 6 : hits  HD
        BattleMaster BLR-2C (Eesak) takes 15 damage to HD.
             SECTION DESTROYED.
 *** BattleMaster BLR-2C (Eesak) DESTROYED by damage! ***
            Critical hit on HD. Roll is 8; 1 location.
            CRITICAL HIT on Sensors.

         Pilot of BattleMaster BLR-2C (Eesak) "Abdul-Rahman Muombwa" is already dead, so no damage is dealt![/b]

 Weapons fire for Flashman FLS-8K-CK #2 (Tr4dem4rk)
     Large Laser at BattleMaster BLR-2C (Eesak);  needs 7, rolls 7 : hits  RT
        BattleMaster BLR-2C (Eesak) takes 8 damage to RT.
        8 damage transfers to CT.
        BattleMaster BLR-2C (Eesak) takes 8 damage to CT.
            Armor destroyed.
             25 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.


     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 10 : hits  RL
        BattleMaster BLR-2C (Eesak) takes 5 damage to RL.
            7 Armor remaining.

     Large Laser at BattleMaster BLR-2C (Eesak);  needs 7, rolls 8 : hits  LA
        BattleMaster BLR-2C (Eesak) takes 8 damage to LA.
            1 Armor remaining.

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 7 : misses


     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 8 : misses

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 6 : misses

     Medium Laser at BattleMaster BLR-2C (Eesak);  needs 9, rolls 11 : hits  RA
        BattleMaster BLR-2C (Eesak) takes 5 damage to RA.
        5 damage transfers to RT.
        BattleMaster BLR-2C (Eesak) takes 5 damage to RT.
        5 damage transfers to CT.
        BattleMaster BLR-2C (Eesak) takes 5 damage to CT.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


 Weapons fire for Dragonfly (Viper) D (Sigismun)
     Streak SRM 6 at BattleMaster BLR-2C (Eesak);  needs 8, rolls 6 : fails to achieve lock.

     ER Medium Laser at BattleMaster BLR-2C (Eesak);  needs 8, rolls 2 : misses


     ER Medium Laser at BattleMaster BLR-2C (Eesak);  needs 8, rolls 4 : misses


     ER Small Laser at BattleMaster BLR-2C (Eesak);  needs 10, rolls 9 : misses


     LRM 5 at BattleMaster BLR-2C (Eesak);  needs 8, rolls 7 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 21 February 2022, 17:49:25
Hippity, hoppity, jump jets go plop...ity (or, "How to convert a PXH-1 into a PXH-1K"):

Code: [Select]
Weapons fire for Crab CRB-20 (Harison's Harriers)
    Large Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 6, rolls 7 : hits  RT (critical)
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 8 damage to RT (critical).
        Needs 7+ to destroy Searchlight, rolls 3.
            10 Armor remaining.
            Critical hit on RT. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.


    Large Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 6, rolls 8 : hits  RA
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 8 damage to RA.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RA. Roll is (6+1) = 7; no effect.


    Medium Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 8, rolls 8 : hits  RT
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 5.
            5 Armor remaining.

...

Weapons fire for Phoenix Hawk PXH-3D (Harison's Harriers)
    ER Large Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 8, rolls 7 : misses


    Medium Pulse Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 6, rolls 10 : hits  (using Rear table) LTR
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 6 damage to LTR.
        Needs 7+ to destroy Searchlight, rolls 5.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is (12+1) = 13; 3 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.


    Medium Pulse Laser at Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements);  needs 6, rolls 9 : hits  (using Rear table) RA
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 6 damage to RA.
             SECTION DESTROYED.
        5 damage transfers to RTR.
            Critical hit on RA. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on +Medium Laser.
        Phoenix Hawk PXH-1 (Draconis Combine Opfor Ground Reinforcements) takes 5 damage to RTR.
        Needs 7+ to destroy Searchlight, rolls 6.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on Jump Jet.
            Location has no more hittable critical slots.

Not that they're terribly useful at 1.24 g.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 22 February 2022, 02:23:50
"Missed shot"

(https://cdn.discordapp.com/attachments/504421645923123201/945581367146733688/scatter.png)

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 22 February 2022, 06:19:13
You ever have one of those days?

(https://cdn.discordapp.com/attachments/724505764537958423/945640302679556146/headbanger2.png)

He did

(https://cdn.discordapp.com/attachments/475120706946859008/945640466504900658/headbanger.png)

Yes, that was six pilot hits in one turn
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 22 February 2022, 16:57:42
Weapons fire for Merkava Heavy Tank Mk VI Mk II #4 (BS Concepts)
    Medium Laser at Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor);  needs 7, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Medium Laser at Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor);  needs 7, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    Medium Laser at Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor);  needs 7, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

    SRM 6 at Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor);  needs 7, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    SRM 6 at Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor);  needs 7, rolls 11 :  - Direct Blow - 5 missile(s) hit (w/ +2 bonus).


        The wooded hex absorbs 2 damage.        Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor) suffers no damage.


        The wooded hex absorbs 2 damage.        Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor) suffers no damage.


        The wooded hex absorbs 2 damage.        Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor) suffers no damage.


        The wooded hex absorbs 2 damage.        Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor) suffers no damage.


        The wooded hex absorbs 2 damage.        Chi-Ha Infantry Combat Vehicle (Standard) (Mercenary Primary Opfor) suffers no damage.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Drewbacca on 22 February 2022, 18:46:42
You ever have one of those days?

(https://cdn.discordapp.com/attachments/724505764537958423/945640302679556146/headbanger2.png)

He did

(https://cdn.discordapp.com/attachments/724505764537958423/945640302679556146/headbanger2.png)

Yes, that was six pilot hits in one turn

I did something similar with an LB20-X AC. Over two turns of cluster shots I scored six head hits. Result: 1 dead mechwarrior and one salvaged mech in need of only some new armor. I did not penetrate a single location. But yeah, tandem charge SRMs are very cool.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 22 February 2022, 22:19:06
How does this happen twice in one game?

(https://cdn.discordapp.com/attachments/724505764537958423/945878337555943506/owie1.png)

(https://cdn.discordapp.com/attachments/724505764537958423/945878355268481034/owie2.png)

Of the five Wolf 'Mechs, two died to ammo explosion-induced pilot deaths and two to ammo explosion-induced side torso destruction
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 28 February 2022, 16:21:44
Weapons fire for Merkava Heavy Tank Mk VI Mk II #21 (BS Concepts)
    Medium Laser at Marsden I (Lyran Commonwealth Primary Opfor);  needs 6, rolls 2 : misses


    Medium Laser at Marsden I (Lyran Commonwealth Primary Opfor);  needs 6, rolls 5 : misses


    Medium Laser at Marsden I (Lyran Commonwealth Primary Opfor);  needs 6, rolls 4 : misses


    SRM 6 at Marsden I (Lyran Commonwealth Primary Opfor);  needs 6, rolls 2 : misses


    SRM 6 at Marsden I (Lyran Commonwealth Primary Opfor);  needs 6, rolls 7 : 3 missile(s) hit.

        Marsden I (Lyran Commonwealth Primary Opfor) takes 2 damage to FR (critical).
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            28 Armor remaining.
            Critical hit on FR. Roll is 4; no effect.

        Marsden I (Lyran Commonwealth Primary Opfor) takes 2 damage to FR.
            26 Armor remaining.

        Marsden I (Lyran Commonwealth Primary Opfor) takes 2 damage to FR.
            24 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 04 March 2022, 16:10:05
Here's the enemy commander in his undamaged Thug

(https://cdn.discordapp.com/attachments/724505764537958423/949283066180931644/orthatcouldhappen.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 12 March 2022, 16:16:57
Light kick

(https://cdn.discordapp.com/attachments/724505764537958423/952059500498665512/lightkick.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 13 March 2022, 09:18:47
Bonus points for the Lineholder pilot's callsign. :-)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 16 March 2022, 21:14:28
When rolls come together....even direct fire artillery....

Code: [Select]
Weapon Attack Phase
-------------------
 Grasshopper GHR-5N (Roddy) (Wrangler) needs a 7 for Ghost Targets, rolls a 8: ghost targets active.
 Dragonfly (Viper) CK-1 (Sigismun) needs a 9 for Ghost Targets, rolls a 9: ghost targets active.

 Weapons fire for Mad Cat (Timber Wolf) Prime (Wolf)
     LRM 20 at BattleMaster BLR-2C-CK (Lunaya);  needs 7, rolls 3 : misses


     Machine Gun at BattleMaster BLR-2C-CK (Lunaya);  needs 11, rolls 10 : misses

     Machine Gun at BattleMaster BLR-2C-CK (Lunaya);  needs 11, rolls 9 : misses

 Weapons fire for Marauder MAD-3D (Götterdämmerung) (Sigismun)
     ER Large Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 5 : hits  RT
        Mad Cat (Timber Wolf) A (Wolf) takes 10 damage to RT.
            5 Armor remaining.


     Gauss Rifle at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 5 : hits  RL
        Mad Cat (Timber Wolf) A (Wolf) takes 15 damage to RL.
            17 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 7 : hits  RA
        Mad Cat (Timber Wolf) A (Wolf) takes 7 damage to RA.
            17 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 8 : hits  LL
        Mad Cat (Timber Wolf) A (Wolf) takes 7 damage to LL.
            20 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 10 : hits  LA
        Mad Cat (Timber Wolf) A (Wolf) takes 7 damage to LA.
            10 Armor remaining.


     ER Medium Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 7 : hits  CT
        Mad Cat (Timber Wolf) A (Wolf) takes 7 damage to CT.
            24 Armor remaining.


 Weapons fire for Fenris (Ice Ferret) Prime (Wolf)
     Streak SRM 2 at BattleMaster BLR-2C-CK (Lunaya);  needs 5, rolls 8 : 2 missile(s) hit.

        BattleMaster BLR-2C-CK (Lunaya) takes 2 damage to CT.
            14 Armor remaining.

        BattleMaster BLR-2C-CK (Lunaya) takes 2 damage to RA.
            13 Armor remaining.


 Weapons fire for Grasshopper GHR-5N (Roddy) (Wrangler)
     Medium Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 8, rolls 8 : hits  LT
        Mad Cat (Timber Wolf) Prime (Wolf) takes 5 damage to LT.
        5 damage transfers to CT.
        Mad Cat (Timber Wolf) Prime (Wolf) takes 5 damage to CT.
            Armor destroyed.
             20 Internal Structure remaining.
            Critical hit on CT. Roll is 3; no effect.


     Medium Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 8, rolls 5 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 8, rolls 6 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 8, rolls 4 : misses


     Large Pulse Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 6, rolls 8 : hits  RL
        Mad Cat (Timber Wolf) Prime (Wolf) takes 9 damage to RL.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RL. Roll is 7; no effect.


     Large Pulse Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 6, rolls 9 : hits  HD
        Mad Cat (Timber Wolf) Prime (Wolf) takes 9 damage to HD.
            0 Armor remaining.

        Pilot of Mad Cat (Timber Wolf) Prime (Wolf) "Star Captain Edora" takes 1 damage (1 total hits).
        Pilot of Mad Cat (Timber Wolf) Prime (Wolf) "Star Captain Edora" needs a 3 to stay conscious.  Rolls 10 : successful!


     Medium Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 8, rolls 8 : hits  CT
        Mad Cat (Timber Wolf) Prime (Wolf) takes 5 damage to CT.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


 Weapons fire for Phantom C (Wolf)
     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 4 : misses


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 3 : misses


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 7 : misses


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 7 : misses


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 8 : hits  RA
        BattleMaster BLR-2C-CK (Lunaya) takes 5 damage to RA.
            8 Armor remaining.


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 5 : misses


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 11 : hits  RT
        BattleMaster BLR-2C-CK (Lunaya) takes 5 damage to RT.
            8 Armor remaining.


     ER Small Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 8, rolls 9 : hits  LL
        BattleMaster BLR-2C-CK (Lunaya) takes 5 damage to LL.
            30 Armor remaining.


     ER Medium Laser at BattleMaster BLR-2C-CK (Lunaya);  needs 6, rolls 7 : hits  LA
        BattleMaster BLR-2C-CK (Lunaya) takes 7 damage to LA.
            5 Armor remaining.


 Weapons fire for Masakari (Warhawk) C (Lunaya)
     ER PPC at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 10 : hits  (using Partial cover (horizontal 50%) table) LA
        Mad Cat (Timber Wolf) A (Wolf) takes 15 damage to LA.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on LA. Roll is 7; no effect.


     ER PPC at Mad Cat (Timber Wolf) A (Wolf);  needs 4, rolls 8 : hits  (using Partial cover (horizontal 50%) table) RL
        Mad Cat (Timber Wolf) A suffers no damage. (RL behind cover)


     Large Pulse Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 2, rolls 5 : hits  (using Partial cover (horizontal 50%) table) LA
        Mad Cat (Timber Wolf) A (Wolf) takes 10 damage to LA.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LA. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.
        Mad Cat (Timber Wolf) A (Wolf) takes 3 damage to LT.
            7 Armor remaining.


     Large Pulse Laser at Mad Cat (Timber Wolf) A (Wolf);  needs 2, rolls 11 : hits  (using Partial cover (horizontal 50%) table) LT
        Mad Cat (Timber Wolf) A (Wolf) takes 10 damage to LT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.


 Weapons fire for Fenris (Ice Ferret) A (Wolf)
     LB 2-X AC at Marauder MAD-3D (Götterdämmerung) (Sigismun);  needs 3, rolls 11 : hits  LA
        Marauder MAD-3D (Götterdämmerung) (Sigismun) takes 2 damage to LA.
            5 Armor remaining.


     ER Medium Laser at Marauder MAD-3D (Götterdämmerung) (Sigismun);  needs 3, rolls 6 : hits  RT
        Marauder MAD-3D (Götterdämmerung) (Sigismun) takes 7 damage to RT.
            16 Armor remaining.


     ER Medium Laser at Marauder MAD-3D (Götterdämmerung) (Sigismun);  needs 3, rolls 9 : hits  RL
        
Marauder MAD-3D (Götterdämmerung) (Sigismun) takes hit at HD, but it is rerolled with edge.
        
Marauder MAD-3D (Götterdämmerung) (Sigismun) has 1 edge remaining.
        Marauder MAD-3D (Götterdämmerung) (Sigismun) takes 7 damage to RL.
            12 Armor remaining.


 Weapons fire for Mad Cat (Timber Wolf) CK1 (Tr4dem4rk)
     ER PPC at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 5, rolls 7 : hits  CT
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 15 damage to CT.
            0 Armor remaining.


     Streak SRM 6 at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 5, rolls 10 : 6 missile(s) hit.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LT.
            8 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LL (critical).
            10 Armor remaining.
            Critical hit on LL. Roll is 6; no effect.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            10 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LL.
            8 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LT.
            6 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            8 Armor remaining.


     Streak SRM 6 at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 5, rolls 6 : 6 missile(s) hit.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to CT.
             12 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RL.
            17 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RT.
             4 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            6 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LL.
            6 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            4 Armor remaining.


     Streak SRM 6 at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 5, rolls 12 : 6 missile(s) hit.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LT.
            4 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RT.
             2 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            Location has no more hittable critical slots.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 7; no effect.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to CT.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LT.
            2 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LL.
            4 Armor remaining.


     Streak SRM 6 at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 5, rolls 8 : 6 missile(s) hit.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            2 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LL.
            2 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RL.
            15 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to LA.
            0 Armor remaining.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RA.
        2 damage transfers to RT.
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RT.
        2 damage transfers to CT.
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
 *** Fenris (Ice Ferret) Prime #2 (Wolf) DESTROYED by engine destruction! ***
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.

        Fenris (Ice Ferret) Prime #2 (Wolf) takes 2 damage to RL.
            13 Armor remaining.


 Weapons fire for Fenris (Ice Ferret) Prime #2 (Wolf)
     ER PPC at Grand Dragon DRG-5K-CK (Tr4dem4rk);  needs 5, rolls 6 : hits  LA
        Grand Dragon DRG-5K-CK (Tr4dem4rk) takes 15 damage to LA.
            5 Armor remaining.


     ER Small Laser at Grand Dragon DRG-5K-CK (Tr4dem4rk);  needs 5, rolls 5 : hits  RT
        Grand Dragon DRG-5K-CK (Tr4dem4rk) takes 5 damage to RT.
             6 Internal Structure remaining.
            Critical hit on RT. Roll is 7; no effect.


     Streak SRM 2 at Grand Dragon DRG-5K-CK (Tr4dem4rk);  needs 5, rolls 3 : fails to achieve lock.

 Weapons fire for Longbow LGB-7Q-CK Gjallarhorn (Sigismun)
     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B (Wolf);  needs 8, rolls 10 : 9 missile(s) hit (using Partial cover (horizontal 50%) table) (w/ +2 bonus).

        Mad Cat (Timber Wolf) B suffers no damage. (LL behind cover)

        Mad Cat (Timber Wolf) B (Wolf) takes 4 damage to LT.
            21 Armor remaining.


     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B (Wolf);  needs 8, rolls 10 : 15 missile(s) hit (using Partial cover (horizontal 50%) table) (w/ +2 bonus).

        Mad Cat (Timber Wolf) B (Wolf) takes 5 damage to RA.
            19 Armor remaining.

        Mad Cat (Timber Wolf) B (Wolf) takes 5 damage to RA.
            14 Armor remaining.

        Mad Cat (Timber Wolf) B (Wolf) takes 5 damage to CT.
            31 Armor remaining.


     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B (Wolf);  needs 8, rolls 7 : misses


    LRM 15 at Hex: 0324 (Clear) needs 4, rolls 9 : hits the intended hex 0324.
        Heavy smoke fills 0324!

 Weapons fire for Mad Cat (Timber Wolf) A (Wolf)
     ER PPC at Marauder MAD-3D (Götterdämmerung) (Sigismun);  needs 5, rolls 5 : hits  RT
        Marauder MAD-3D (Götterdämmerung) (Sigismun) takes 15 damage to RT.
            1 Armor remaining.


     ER PPC at Marauder MAD-3D (Götterdämmerung) (Sigismun);  needs 5, rolls 4 : misses


 Weapons fire for Dragonfly (Viper) CK-1 (Sigismun)
     Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 6, rolls 7 : hits  (using Right Side table) CT
        Mad Cat (Timber Wolf) Prime (Wolf) takes 7 damage to CT.
             8 Internal Structure remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
 *** Mad Cat (Timber Wolf) Prime (Wolf) DESTROYED by engine destruction! ***


     Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 6, rolls 9 : hits  (using Right Side table) RA
        Mad Cat (Timber Wolf) Prime (Wolf) takes 7 damage to RA.
            12 Armor remaining.


     Medium Pulse Laser at Mad Cat (Timber Wolf) Prime (Wolf);  needs 6, rolls 7 : hits  (using Right Side table) RL
        Mad Cat (Timber Wolf) Prime (Wolf) takes 7 damage to RL.
             7 Internal Structure remaining.
            Critical hit on RL. Roll is 3; no effect.


 Weapons fire for Mad Cat (Timber Wolf) B (Wolf)
     Large Pulse Laser at Masakari (Warhawk) C (Lunaya);  needs 3, rolls 9 : hits  RL
        Masakari (Warhawk) C (Lunaya) takes 10 damage to RL.
            25 Armor remaining.


     Gauss Rifle at Masakari (Warhawk) C (Lunaya);  needs 5, rolls 6 : hits  LL
        Masakari (Warhawk) C (Lunaya) takes 15 damage to LL.
            20 Armor remaining.


     LRM 10 ((Clan) Artemis-capable ammo) at Masakari (Warhawk) C (Lunaya);  needs 5, rolls 10 :  (ECM prevents bonus) 6 missile(s) hit.

        Masakari (Warhawk) C (Lunaya) takes 5 damage to LL.
            15 Armor remaining.

        Masakari (Warhawk) C (Lunaya) takes 1 damage to RT.
            10 Armor remaining.


     SRM 4 ((Clan) Artemis-capable ammo) at Masakari (Warhawk) C (Lunaya);  needs 7, rolls 9 :  (ECM prevents bonus) 3 missile(s) hit.

        Masakari (Warhawk) C (Lunaya) takes 2 damage to RL.
            23 Armor remaining.

        Masakari (Warhawk) C (Lunaya) takes 2 damage to LL.
            13 Armor remaining.

        Masakari (Warhawk) C (Lunaya) takes 2 damage to RT.
            8 Armor remaining.


     Small Pulse Laser at Masakari (Warhawk) C (Lunaya);  needs 7, rolls 9 : hits  CT
        Masakari (Warhawk) C (Lunaya) takes 3 damage to CT.
            39 Armor remaining.


 Weapons fire for Ryoken (Stormcrow) Prime CK-1 (Wrangler)
     Streak SRM 6 at Phantom C (Wolf);  needs 9, rolls 8 : fails to achieve lock.

     Streak SRM 6 at Phantom C (Wolf);  needs 9, rolls 8 : fails to achieve lock.

     ER Medium Laser at Phantom C (Wolf);  needs 9, rolls 8 : misses


     ER Medium Laser at Phantom C (Wolf);  needs 9, rolls 6 : misses


     ER Medium Laser at Phantom C (Wolf);  needs 9, rolls 7 : misses


 Weapons fire for BattleMaster BLR-2C-CK (Lunaya)
     ER Large Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 8, rolls 6 : misses


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 3 : misses


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 7 : hits  (using Left Side table) LL
        Fenris (Ice Ferret) Prime (Wolf) takes 6 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 3 : misses


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 7 : hits  (using Left Side table) LL
        Fenris (Ice Ferret) Prime (Wolf) takes 6 damage to LL.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 10 : hits  (using Left Side table) LT
        Fenris (Ice Ferret) Prime (Wolf) takes 6 damage to LT.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 4; no effect.


     Medium Pulse Laser at Fenris (Ice Ferret) Prime (Wolf);  needs 6, rolls 6 : hits  (using Left Side table) LL
        Fenris (Ice Ferret) Prime (Wolf) takes 6 damage to LL.
             SECTION DESTROYED.
        3 damage transfers to LT.
            Critical hit on LL. Roll is 9; 1 location.
            CRITICAL HIT on Lower Leg.
        Fenris (Ice Ferret) Prime (Wolf) takes 3 damage to LT.
             2 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.


 Weapons fire for Huntress HNT-1S-CK (Lunaya)
    Thumper at Hex: 1014 (Artillery) needs 8, rolls 8 : hits the intended hex 1014.
 Puma (Adder) A (Wolf) hit for 15 damage.
        Puma (Adder) A (Wolf) takes 5 damage to RA.
            7 Armor remaining.
        Puma (Adder) A (Wolf) takes 5 damage to RT.
            7 Armor remaining.
        Puma (Adder) A (Wolf) takes 5 damage to LT.
            2 Armor remaining.

    Thumper at Hex: 1014 (Artillery) needs 8, rolls 8 : hits the intended hex 1014.
 Puma (Adder) A (Wolf) hit for 15 damage.
        Puma (Adder) A (Wolf) takes 5 damage to LT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Engine.
        Puma (Adder) A (Wolf) takes 5 damage to RA.
            2 Armor remaining.
        Puma (Adder) A (Wolf) takes 5 damage to RA.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RA. Roll is 3; no effect.

     Large Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 6, rolls 7 : hits  LA
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 8 damage to LA.
             SECTION DESTROYED.
        1 damage transfers to LT.
            Critical hit on LA. Roll is 3; no effect.
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 1 damage to LT.
            1 Armor remaining.


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 5 : misses


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 7 : misses


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 6 : misses


 Weapons fire for Puma (Adder) A (Wolf)
     LRM 20 at Ryoken (Stormcrow) Prime CK-1 (Wrangler);  needs 6, rolls 11 : 16 missile(s) hit.

        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 5 damage to LA.
            6 Armor remaining.

        
Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes hit at HD, but it is rerolled with edge.
        
Ryoken (Stormcrow) Prime CK-1 (Wrangler) has 0 edge remaining.
        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 5 damage to LA.
            1 Armor remaining.

        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 5 damage to CT.
            6 Armor remaining.

        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 1 damage to LT.
            16 Armor remaining.


     LRM 20 at Ryoken (Stormcrow) Prime CK-1 (Wrangler);  needs 6, rolls 8 : 6 missile(s) hit.

        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 5 damage to RT.
            12 Armor remaining.

        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 1 damage to CT.
            5 Armor remaining.


     Small Pulse Laser at Ryoken (Stormcrow) Prime CK-1 (Wrangler);  needs 6, rolls 6 : hits  LL
        Ryoken (Stormcrow) Prime CK-1 (Wrangler) takes 3 damage to LL.
            22 Armor remaining.


 Weapons fire for Grand Dragon DRG-5K-CK (Tr4dem4rk)
     ER PPC at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 7, rolls 7 : hits  LL
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 10 damage to LL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 4; no effect.


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 7, rolls 5 : misses


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 7, rolls 4 : misses


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 7, rolls 7 : hits  RA
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 5 damage to RA.
        5 damage transfers to RT.
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 5 damage to RT.
        5 damage transfers to CT.
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 5 damage to CT.
             3 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Active Probe [Clan].
            CRITICAL HIT on Engine.


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 7, rolls 9 : hits  CT
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 5 damage to CT.
             SECTION DESTROYED.

         >Fenris (Ice Ferret) Prime #2 (Wolf) suffers catastrophic damage, but the autoeject system was engaged.
    
 Fenris (Ice Ferret) Prime #2 (Wolf) must make a piloting skill check (landing in clear terrain).
    Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 9 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.


 Weapons fire for Flashman FLS-8K-CK (Tr4dem4rk)
     Large Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 10 : hits  CT
        Fenris (Ice Ferret) Prime #2 (Wolf) takes 8 damage to CT.



     Large Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 4 : misses


     Large Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 8, rolls 6 : misses


     Medium Laser at Fenris (Ice Ferret) Prime #2 (Wolf);  needs 10, rolls 6 : misses




 Ryoken (Stormcrow) Prime CK-1 (Wrangler) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 7 : succeeds.

 Marauder MAD-3D (Götterdämmerung) (Sigismun) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 7 : succeeds.

 Masakari (Warhawk) C (Lunaya) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 9 : succeeds.

 BattleMaster BLR-2C-CK (Lunaya) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

 Grand Dragon DRG-5K-CK (Tr4dem4rk) must make 1 piloting skill roll(s) (20+ damage).
The base target is 6 [6 (Base piloting skill)].
    Roll #1, (6 (Base piloting skill) + 1 (20+ damage)); needs 7, rolls 4 : falls.
     Grand Dragon DRG-5K-CK (Tr4dem4rk) falls on its right side, suffering 6 damage.
        Grand Dragon DRG-5K-CK (Tr4dem4rk) takes 5 damage to LT.
            17 Armor remaining.
        Grand Dragon DRG-5K-CK (Tr4dem4rk) takes 1 damage to LA.
            4 Armor remaining.

 Pilot of Grand Dragon DRG-5K-CK (Tr4dem4rk) "KPL Plata Aileen" must roll 7 to avoid damage; rolls 7 : succeeds.


 Fenris (Ice Ferret) Prime (Wolf) must make 4 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; leg destroyed; 20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
     Fenris (Ice Ferret) Prime (Wolf) falls on its left side, suffering 5 damage.
        Fenris (Ice Ferret) Prime (Wolf) takes 5 damage to LL (critical).
        5 damage transfers to LT (critical).
        Fenris (Ice Ferret) Prime (Wolf) takes 5 damage to LT (critical).
             SECTION DESTROYED.
        3 damage transfers to CT (critical).
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Fenris (Ice Ferret) Prime (Wolf) takes 3 damage to CT (critical).
            12 Armor remaining.

 Pilot of Fenris (Ice Ferret) Prime (Wolf) "Lala" must roll 11 to avoid damage; rolls 8 : fails.
        Pilot of Fenris (Ice Ferret) Prime (Wolf) "Lala" takes 1 damage (2 total hits).
        Pilot of Fenris (Ice Ferret) Prime (Wolf) "Lala" needs a 5 to stay conscious.  Rolls 12 : successful!


 Mad Cat (Timber Wolf) A (Wolf) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 5 : succeeds.

 Puma (Adder) A (Wolf) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 24 March 2022, 13:26:03
Leg actuators?  What leg actuators?

Code: [Select]
Vulture (Mad Dog) C (Clan Wolf Primary Opfor) must make 7 piloting skill roll(s) (leg/foot actuator hit; hip actuator hit; hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; 180+ damage).
The base target is 4 [3 (Base piloting skill) + 1 (Strong Gale)].
    Roll #1, (3 (Base piloting skill) + 1 (Strong Gale) + 1 (leg/foot actuator hit) + 2 (hip actuator hit) + 2 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 9 (180+ damage)); needs 21, rolls 7 : falls.
    Vulture (Mad Dog) C (Clan Wolf Primary Opfor) falls on its front, suffering 6 damage.
        Vulture (Mad Dog) C (Clan Wolf Primary Opfor) takes 5 damage to RL.
             SECTION DESTROYED.
            Critical hit on RL. Roll is 5; no effect.
        Vulture (Mad Dog) C (Clan Wolf Primary Opfor) takes 1 damage to RA.
        1 damage transfers to RT.
        Vulture (Mad Dog) C (Clan Wolf Primary Opfor) takes 1 damage to RT.
        1 damage transfers to CT.
        Vulture (Mad Dog) C (Clan Wolf Primary Opfor) takes 1 damage to CT.
             6 Internal Structure remaining.
            Critical hit on CT. Roll is 8; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Snimm on 28 March 2022, 14:25:27
Watch out!  Civilians WILL defend themselves!  With deadly force, if necessary, as this Phoenix Hawk found out in a Civilian Help mission:

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

 Physical attacks for Uni ATAE-70 CargoMech (Standard) (Civilians)
    Kick (Left front leg) at Phoenix Hawk PXH-1 (Outworlds Alliance); needs 8, rolls 9 : hits (using Punch table) HD
        Phoenix Hawk PXH-1 (Outworlds Alliance) takes 14 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
 *** Phoenix Hawk PXH-1 (Outworlds Alliance) DESTROYED by damage! ***
         >Phoenix Hawk PXH-1 (Outworlds Alliance) suffers catastrophic damage, but the autoeject system was engaged.
    
 Phoenix Hawk PXH-1 (Outworlds Alliance) must make a piloting skill check (Bad Weather).
    Needs 17 [6 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 3 (landing in a building) + 2 (Low-G) + 2 (Bad Weather)], rolls 5 : fails.

        Pilot of Phoenix Hawk PXH-1 (Outworlds Alliance) "Robin Amin" takes 6 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is (11+2) = 13; 3 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Sensors.

         Pilot of Phoenix Hawk PXH-1 (Outworlds Alliance) "Robin Amin" is already dead, so no damage is dealt!

First round of combat, first hit kill.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 29 March 2022, 00:16:37
Always the Machine Gun. Always.

(https://cdn.discordapp.com/attachments/724505764537958423/957613470059221013/frigginglamprey.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 13 April 2022, 13:20:06
The joys of combat in a low-g environment:

Title: Re: The Crazy Hits Thread - Reborn!
Post by: Derkylos on 25 April 2022, 10:13:55
Not managed to get a proper back-and-forth damage cascade, yet, but this is close...
Code: [Select]
    Hunchback HBK-4SP (Draconis Combine) takes 6 damage to CTR.
            Armor destroyed.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is (11+6) = 17; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on SRM 6 Ammo (15).
            *** SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        Pilot of Hunchback HBK-4SP (Draconis Combine) "Sukejuro Harada" takes 2 damage (4 total hits).
        Pilot of Hunchback HBK-4SP (Draconis Combine) "Sukejuro Harada" needs a 7 to stay conscious.  Rolls 10 : successful!
        Pilot of Hunchback HBK-4SP (Draconis Combine) "Sukejuro Harada" needs a 10 to stay conscious.  Rolls 5 : blacks out.

                >Hunchback HBK-4SP (Draconis Combine) suffers catastrophic damage, but the autoeject system was engaged.
            
Hunchback HBK-4SP (Draconis Combine) must make a piloting skill check (landing in clear terrain).
            Needs 9 [7 (ejecting) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : fails.

                Pilot of Hunchback HBK-4SP (Draconis Combine) "Sukejuro Harada" takes 1 damage (5 total hits).
                    The pilot ejects safely!
        *** Hunchback HBK-4SP (Draconis Combine) DESTROYED by ejection! ***
                Hunchback HBK-4SP (Draconis Combine) takes 180 damage to CT.
                     SECTION DESTROYED.
                Hunchback HBK-4SP (Draconis Combine) has taken 6 engine hits this phase.
                Checking for engine explosion on 10, roll is 10.
                ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

                Start Secondary Damage Report.
                Hardened Standard Building #380022 absorbs 5 points of damage.
                    113 CF remaining.
                Hardened Standard Building #390022 absorbs 5 points of damage.
                    145 CF remaining.
                Hardened Standard Building #410022 absorbs 5 points of damage.
                    139 CF remaining.
                Hardened Standard Building #410022 absorbs 5 points of damage.
                    139 CF remaining.
                Hardened Standard Building #360023 absorbs 10 points of damage.
                    137 CF remaining.
                Hardened Standard Building #360023 absorbs 20 points of damage.
                    127 CF remaining.
                Hardened Standard Building #380023 absorbs 10 points of damage.
                    140 CF remaining.
                Heavy Standard Building #340024 absorbs 5 points of damage.
                    84 CF remaining.
                Hardened Standard Building #380024 absorbs 20 points of damage.
                    86 CF remaining.
                Hardened Standard Building #390024 absorbs 10 points of damage.
                    112 CF remaining.
                Heavy Standard Building #360025 absorbs 20 points of damage.
                    69 CF remaining.
                Heavy Standard Building #360025 absorbs 20 points of damage.
                    45 CF remaining.
                Hardened Standard Building #390026 absorbs 5 points of damage.
                    88 CF remaining.
                Fire at 3825 was started due to an engine explosion!
                    Fire started in hex 3825.
                Hex 3825: terrain takes 200 damage.
                Hex 3725: terrain takes 20 damage.
                Hex 3824: terrain takes 20 damage.
                Hex 3925: terrain takes 20 damage.
                Hex 3926: terrain takes 20 damage.
                Hex 3826: terrain takes 20 damage.
                Hex 3726: terrain takes 20 damage.
                Hex 3625: terrain takes 10 damage.
                Hex 3624: terrain takes 10 damage.
                Hex 3724: terrain takes 10 damage.
                Hex 3924: terrain takes 10 damage.
                Hex 4024: terrain takes 10 damage.
                Hex 4025: terrain takes 10 damage.
                Hex 4026: terrain takes 10 damage.
                Hex 3927: terrain takes 10 damage.
                Hex 3827: terrain takes 10 damage.
                Hex 3727: terrain takes 10 damage.
                Hex 3626: terrain takes 10 damage.
                Hex 3526: terrain takes 5 damage.
                Hex 3525: terrain takes 5 damage.
                Hex 3524: terrain takes 5 damage.
                Hex 3623: terrain takes 5 damage.
                Hex 3723: terrain takes 5 damage.
                Hex 3822: terrain takes 5 damage.
                Hex 3923: terrain takes 5 damage.
                Hex 4023: terrain takes 5 damage.
                Hex 4124: terrain takes 5 damage.
                Hex 4125: terrain takes 5 damage.
                Hex 4126: terrain takes 5 damage.
                Hex 4127: terrain takes 5 damage.
                Hex 4027: terrain takes 5 damage.
                Hex 3928: terrain takes 5 damage.
                Hex 3828: terrain takes 5 damage.
                Hex 3728: terrain takes 5 damage.
                Hex 3627: terrain takes 5 damage.
                Hex 3527: terrain takes 5 damage.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 20 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR (critical).
                    17 Armor remaining.
                    Critical hit on RR.         Roll is 9;         Engine destroyed.  Immobile.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                    12 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                    7 Armor remaining.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                    2 Armor remaining.


                End Secondary Damage Report.
                    Critical hit on CT.         Roll is (4+4) = 8;         no effect.

                 Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hardened Standard Building #360023 absorbs 9 points of damage.
                    118 CF remaining.
                Hardened Standard Building #380024 absorbs 9 points of damage.
                    77 CF remaining.
                Heavy Standard Building #360025 absorbs 9 points of damage.
                    60 CF remaining.
                Heavy Standard Building #360025 absorbs 9 points of damage.
                    36 CF remaining.
                Hex 3825: terrain takes 18 damage.
                Hex 3725: terrain takes 9 damage.
                Hex 3824: terrain takes 9 damage.
                Hex 3925: terrain takes 9 damage.
                Hex 3926: terrain takes 9 damage.
                Hex 3826: terrain takes 9 damage.
                Hex 3726: terrain takes 9 damage.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) is hit for 9 damage!
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 5 damage to RR.
                    Armor destroyed.
                     1 Internal Structure remaining.
                    Critical hit on RR.         Roll is 9;         Ammunition Hit!
        *** AC/20 Ammo EXPLODES!  80 DAMAGE! ***
        *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
        *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
        *** AC/20 Ammo EXPLODES!  100 DAMAGE! ***
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 380 damage to RR.
                     SECTION DESTROYED.
                    Critical hit on RR.         Roll is 6;         Fuel Tank Hit (Vehicle Explodes).

                 Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hardened Standard Building #360023 absorbs 19 points of damage.
                    118 CF remaining.
                Hardened Standard Building #360023 absorbs 19 points of damage.
                    99 CF remaining.
                Heavy Standard Building #360025 absorbs 19 points of damage.
                    41 CF remaining.
                Hex 3725: terrain takes 38 damage.
                Hex 3624: terrain takes 19 damage.
                Hex 3724: terrain takes 19 damage.
                Hex 3824: terrain takes 19 damage.
                Hex 3825: terrain takes 19 damage.
                Hex 3726: terrain takes 19 damage.
                Hex 3625: terrain takes 19 damage.
                Hunchback HBK-4SP (Draconis Combine) is hit for 19 damage!
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to RL.
                    5 Armor remaining.
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to LA.
                5 damage transfers to LT.
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to LT.
                5 damage transfers to CT.
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to CT.
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to LT.
                5 damage transfers to CT.
                Hunchback HBK-4SP (Draconis Combine) takes 5 damage to CT.
                Hunchback HBK-4SP (Draconis Combine) takes 4 damage to LA.
                4 damage transfers to LT.
                Hunchback HBK-4SP (Draconis Combine) takes 4 damage to LT.
                4 damage transfers to CT.
                Hunchback HBK-4SP (Draconis Combine) takes 4 damage to CT.


                End Secondary Damage Report.
                Hetzer Wheeled Assault Gun (Standard) (Draconis Combine) takes 4 damage to RR.
                    Chance for motive system damage.         Roll is 10;         (w/ +3 bonus)
                     Heavy damage, +3 to driving skill rolls, 1/2 MP.


                End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 11 May 2022, 21:57:03
I think this guy had a headache.

Code: [Select]
Loki (Hellbringer) Prime (Wolf) must make 2 piloting skill roll(s) (leg destroyed; 20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
     Loki (Hellbringer) Prime (Wolf) falls on its left side, suffering 7 damage.
        Loki (Hellbringer) Prime (Wolf) takes 5 damage to RT.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
        Loki (Hellbringer) Prime (Wolf) takes 2 damage to RT.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Streak SRM 6 Ammo (15).
            *** Streak SRM 6 Ammo EXPLODES!  180 DAMAGE! ***
        Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" takes 2 damage (2 total hits).
        Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" needs a 3 to stay conscious.  Rolls 9 : successful!
        Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" needs a 5 to stay conscious.  Rolls 10 : successful!

                Loki (Hellbringer) Prime (Wolf) takes 180 damage to RT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                    remaining 179 damage prevented by CASE.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on Half Machine Gun Ammo (100).
                    *** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
                Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" takes 2 damage (4 total hits).
                Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" needs a 7 to stay conscious.  Rolls 3 : blacks out.

                        Loki (Hellbringer) Prime (Wolf) takes 200 damage to RT.
                            remaining 200 damage prevented by CASE.

                    Location has no more hittable critical slots.


 Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" must roll 10 to avoid damage; rolls 8 : fails.
        Pilot of Loki (Hellbringer) Prime (Wolf) "Daisy Odour" takes 1 damage (5 total hits).
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 18 May 2022, 15:48:45
 :rant: surface to air fire fluke hit   :rant:

Code: [Select]

Weapons fire for Flashman FLS-8K (Clan Jade Falcon Primary Opfor)
    Large Laser at Guardian Fighter (Standard) (Harrison's Harriers);  needs 11, rolls 11 : hits  NOS
        Guardian Fighter (Standard) (Harrison's Harriers) takes 7 damage to NOS.
            Armor destroyed.
 0 damage transfers to the SI. 7 SI remaining.
            Possible critical hit (Damage threshold exceeded); needs 8, rolls 3 : no effect.


    Large Laser at Guardian Fighter (Standard) (Harrison's Harriers);  needs 11, rolls 7 : misses


    Large Laser at Guardian Fighter (Standard) (Harrison's Harriers);  needs 11, rolls 9 : misses


Guardian Fighter (Standard) (Harrison's Harriers) must make 1 control roll(s) (damage threshold exceeded).
The base target is 7 [5 (Base piloting skill) + 2 (Atmospheric operations) - 1 (fighter/small craft) + 1 (fatigue) + 0 (damage threshold exceeded)].
    Roll #1, (damage threshold exceeded); needs 7, rolls 4 : out of control
 *Guardian Fighter (Standard) (Harrison's Harriers) loses 6 elevation*    
 Guardian Fighter (Standard) (Harrison's Harriers) crashes, suffering 180 damage!

... oh... wait... wtf...

Code: [Select]
Flashman FLS-8K (Clan Jade Falcon Primary Opfor) must roll a 2 or lower to avoid 90 damage, rolls a 5: hit by crash!
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 6; no effect.

        Pilot of Flashman FLS-8K (Clan Jade Falcon Primary Opfor) "Julie" takes 1 damage (2 total hits).
        Pilot of Flashman FLS-8K (Clan Jade Falcon Primary Opfor) "Julie" needs a 5 to stay conscious. Rolls 7 : successful!
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
            12 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to RT.
            17 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to HD.
             SECTION DESTROYED.
*** Flashman FLS-8K (Clan Jade Falcon Primary Opfor) DESTROYED by damage! ***
        >Flashman FLS-8K (Clan Jade Falcon Primary Opfor) suffers catastrophic damage, but the autoeject system was engaged.
    
Flashman FLS-8K (Clan Jade Falcon Primary Opfor) must make a piloting skill check (Low-G).
    Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain) + 2 (Low-G)], rolls 8 : succeeds.
            The pilot ejects safely!

        ???? of ???? (????) "????" takes ???? damage (???? total hits).
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Flashman FLS-8K (Clan Jade Falcon Primary Opfor) "Julie" has ejected, so no damage is dealt!
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to RA.
            11 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
            7 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to CT.
            12 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LA.
            1 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to HD.

        Pilot of Flashman FLS-8K (Clan Jade Falcon Primary Opfor) "Julie" has ejected, so no damage is dealt!
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to RT.
            12 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to HD.

        Pilot of Flashman FLS-8K (Clan Jade Falcon Primary Opfor) "Julie" has ejected, so no damage is dealt!
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
            2 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to RA.
            6 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to CT.
            7 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on LT. Roll is 3; no effect.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to RA.
            1 Armor remaining.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
             8 Internal Structure remaining.
            Critical hit on LT. Roll is 8; no effect.
        Flashman FLS-8K (Clan Jade Falcon Primary Opfor) takes 5 damage to LT.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 01 June 2022, 20:39:12
The first hit the enemy's Hunchback took all game, and I didn't even have to do anything!

Quote
Movement Phase
-------------------

 Hunchback HBK-4G (Princess) must make a piloting skill check while moving in hex 2614 (moving backwards over an elevation change).
Needs 3 [3 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 2 : falls.
 Hunchback HBK-4G (Princess) falls 0 level(s) into hex 2614
     Hunchback HBK-4G (Princess) falls on its rear, suffering 5 damage.
        Hunchback HBK-4G (Princess) takes 5 damage to LTR.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 2 locations.
            CRITICAL HIT on AC/20 Ammo (5).
            *** AC/20 Ammo EXPLODES! 100 DAMAGE! ***
        Pilot of Hunchback HBK-4G (Princess) "Virgil Halsen" takes 2 damage (2 total hits).
        Pilot of Hunchback HBK-4G (Princess) "Virgil Halsen" needs a 3 to stay conscious. Rolls 4 : successful!
        Pilot of Hunchback HBK-4G (Princess) "Virgil Halsen" needs a 5 to stay conscious. Rolls 5 : successful!

                 >Hunchback HBK-4G (Princess) suffers catastrophic damage, but the autoeject system was engaged.
            
 Hunchback HBK-4G (Princess) must make a piloting skill check (landing in clear terrain).
            Needs 7 [3 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 11 : succeeds.
                    The pilot ejects safely!
         *** Hunchback HBK-4G (Princess) DESTROYED by ejection! ***
                Hunchback HBK-4G (Princess) takes 100 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                89 damage transfers to CT.
                    Critical hit on LT.         Roll is (10+4) = 14;         3 locations.
                    CRITICAL HIT on AC/20 Ammo (5).
                    *** AC/20 Ammo EXPLODES! 100 DAMAGE! ***
                 Pilot of Hunchback HBK-4G (Princess) "Virgil Halsen" has ejected, so no damage is dealt!

                        Hunchback HBK-4G (Princess) takes 100 damage to LT.
                        100 damage transfers to CT.
                        Hunchback HBK-4G (Princess) takes 100 damage to CT.
                             SECTION DESTROYED.

                            Critical hit on CT.                 Roll is (8+4) = 12;                 2 locations.
                            CRITICAL HIT on Engine.
                            CRITICAL HIT on Standard Gyro.

                    Location has no more hittable critical slots.
                Hunchback HBK-4G (Princess) takes 89 damage to CT.


            Location has no more hittable critical slots.

 Pilot of Hunchback HBK-4G (Princess) "Virgil Halsen" must roll 3 to avoid damage; rolls 6 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 08 July 2022, 19:19:47
This gets really frustrating sometimes.  It's like there's magnets on my units:

Code: [Select]
Weapons fire for ???? (????)
    ???? at ???? needs 11, rolls ???? : misses and scatters to hex ????.
        Hex ????: terrain takes ???? damage.
        Heavy Building Building #110011 absorbs 15 points of damage.
            39 CF remaining.
Wraith TR1 (Harrison's Harriers) hit for 15 damage.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            8 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to CT.
            13 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to LL.
            10 Armor remaining.
        Hex ????: terrain takes ???? damage.
        Hex ????: terrain takes ???? damage.
        Heavy Building Building #110012 absorbs 5 points of damage.
            52 CF remaining.

Weapons fire for ???? (????)
    ???? at ???? needs 11, rolls ???? : misses and scatters to hex ????.
        Hex ????: terrain takes ???? damage.
        Heavy Building Building #110011 absorbs 15 points of damage.
            24 CF remaining.
Wraith TR1 (Harrison's Harriers) hit for 15 damage.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to CT.
            8 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to RL.
            15 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to LT.
            3 Armor remaining.
        Hex ????: terrain takes ???? damage.
        Hex ????: terrain takes ???? damage.
        Heavy Building Building #110012 absorbs 5 points of damage.
            47 CF remaining.

Code: [Select]
Weapons fire for Mobile Long Tom Artillery (Unofficial) (+ Carriage) #2 (Clan Steel Viper Opfor Artillery Garrison)
    Long Tom at Hex: 1113 (Artillery) needs 11, rolls 6 : misses and scatters to hex 1118.
Wraith TR1 (Harrison's Harriers) hit for 25 damage.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to RT.
            8 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to LT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on LT. Roll is 8; no effect.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to HD.
            3 Armor remaining.

        Pilot of Wraith TR1 (Harrison's Harriers) "Corporal Jane van Oosterom" takes 1 damage (1 total hits).
        Pilot of Wraith TR1 (Harrison's Harriers) "Corporal Jane van Oosterom" needs a 3 to stay conscious. Rolls 9 : successful!
        Wraith TR1 (Harrison's Harriers) takes 5 damage to CT.
            3 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to CT.
            Armor destroyed.
             16 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.
        Hex 1217: terrain takes 30 damage.
        Heavy Building Building #110016 absorbs 15 points of damage.
            26 CF remaining.
        Hex 1319: terrain takes 10 damage.
        Hex 0919: terrain takes 10 damage.
        Heavy Building Building #80018 absorbs 5 points of damage.
            44 CF remaining.

Weapons fire for Mobile Long Tom Artillery (Unofficial) (+ Carriage) #3 (Clan Steel Viper Opfor Artillery Garrison)
    Long Tom at Hex: 1113 (Artillery) needs 11, rolls 7 : misses and scatters to hex 1117.
        Hex 1217: terrain takes 30 damage.
        Heavy Building Building #110016 absorbs 15 points of damage.
            11 CF remaining.
Wraith TR1 (Harrison's Harriers) hit (using Left Side table) for 15 damage.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to RT.
            3 Armor remaining.
        Wraith TR1 (Harrison's Harriers) takes 5 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is 10; 1 location.
            CRITICAL HIT on Sensors.

        Pilot of Wraith TR1 (Harrison's Harriers) "Corporal Jane van Oosterom" takes 1 damage (2 total hits).
        Pilot of Wraith TR1 (Harrison's Harriers) "Corporal Jane van Oosterom" needs a 5 to stay conscious. Rolls 7 : successful!
        Wraith TR1 (Harrison's Harriers) takes 5 damage to RT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 5; no effect.
        Hex 0916: terrain takes 10 damage.
        Hex 1115: terrain takes 10 damage.
        Heavy Building Building #100014 absorbs 5 points of damage.
            66 CF remaining.

And that's only a sample of two consecutive rounds.

Edit: next round...
Code: [Select]
Weapons fire for ???? (????)
    ???? at ???? needs 11, rolls ???? : misses and scatters to hex ????.
Huitzilopochtli Assault Tank 'Huey' (Standard) (Clan Steel Viper Opfor Artillery Garrison) hit (using Left Side table) for 15 damage.
        Huitzilopochtli Assault Tank 'Huey' (Standard) (Clan Steel Viper Opfor Artillery Garrison) takes 5 damage to RR.
            11 Armor remaining.
        Huitzilopochtli Assault Tank 'Huey' (Standard) (Clan Steel Viper Opfor Artillery Garrison) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 6.
            13 Armor remaining.
        Huitzilopochtli Assault Tank 'Huey' (Standard) (Clan Steel Viper Opfor Artillery Garrison) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 5.
            8 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
Grasshopper GHR-5H (Harrison's Harriers) hit for 15 damage.
       
Grasshopper GHR-5H (Harrison's Harriers) takes hit at LT (critical), but it is rerolled with edge.
       
Grasshopper GHR-5H (Harrison's Harriers) has 0 edge remaining.
        Grasshopper GHR-5H (Harrison's Harriers) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Grasshopper GHR-5H (Harrison's Harriers) "Sergeant Haeyanti "Barbican" Layar" takes 1 damage (1 total hits).
        Pilot of Grasshopper GHR-5H (Harrison's Harriers) "Sergeant Haeyanti "Barbican" Layar" needs a 3 to stay conscious. Rolls 5 : successful!
        Grasshopper GHR-5H (Harrison's Harriers) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            15 Armor remaining.
        Grasshopper GHR-5H (Harrison's Harriers) takes 5 damage to LA.
            17 Armor remaining.

And another few rounds later:
Code: [Select]
Weapons fire for ???? (????)
    ???? at ???? needs 11, rolls ???? : hits the intended hex ????.
Ostscout OTT-7J (Harrison's Harriers) hit (using Rear table) for 15 damage.
        Ostscout OTT-7J (Harrison's Harriers) takes 5 damage to RTR.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 10; 1 location.
            CRITICAL HIT on Jump Jet.
        Ostscout OTT-7J (Harrison's Harriers) takes 5 damage to RTR.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 6; no effect.
        Ostscout OTT-7J (Harrison's Harriers) takes 5 damage to LA.
            1 Armor remaining.

Weapons fire for ???? (????)
    ???? at ???? needs 11, rolls ???? : misses and scatters to hex ????.
        Hex ????: terrain takes ???? damage.
        Hex ????: terrain takes ???? damage.
        Heavy Building Building #120021 absorbs 15 points of damage.
            60 CF remaining.
Grasshopper GHR-5H (Harrison's Harriers) hit for 5 damage.
        Grasshopper GHR-5H (Harrison's Harriers) takes 5 damage to CT.
            25 Armor remaining.

And at this point, it's time to restart the scenario. 
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 12 July 2022, 15:10:50
A bit back, had a practice game against Princess. Enemy's most expensive unit by far was a BattleMaster. The first point of damage it took was a floating TAC from an LB-X pellet to an ammo bin, sending the whole thing up with just one hit. Even if Princess is just an emotionless bot, I still felt bad for that one.

Sadly, I no longer have access to the screenshot, as I've since left the Discord server where I posted it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 12 July 2022, 17:04:47
The odds of rolling this poorly are 0.5% or 1/200

Weapons fire for Merkava Heavy Tank Mk VI Mk II #6 (BS Concepts)
    Medium Laser at Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor);  needs 6, rolls 2 : misses


    Medium Laser at Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor);  needs 6, rolls 2 : misses


    Medium Laser at Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor);  needs 6, rolls 6 :  - Glancing Blow -hits  LS
        Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor) takes 2 damage to LS.
            4 Armor remaining.


    SRM 6 at Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor);  needs 7, rolls 6 : misses


    SRM 6 at Stoat Scout Car (Standard) #10 (Outworlds Alliance Primary Opfor);  needs 7, rolls 6 : misses
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 22 July 2022, 10:27:05
There's something about Hunchback 4Gs and that left torso ammo bomb:

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

 Physical attacks for Hunchback HBK-4G (Princess)
    Kick (Left leg) at Elemental Battle Armor [Laser] #3 (Harold); needs 6, rolls 5 : misses.

 Hunchback HBK-4G (Princess) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 2 : falls.
     Hunchback HBK-4G (Princess) falls on its left side, suffering 5 damage.
        Hunchback HBK-4G (Princess) takes 5 damage to LT (critical).
            1 Armor remaining.
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on AC/20 Ammo (3).
            *** AC/20 Ammo EXPLODES! 60 DAMAGE! ***
        Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" takes 2 damage (3 total hits).
        Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" needs a 5 to stay conscious. Rolls 5 : successful!
        Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" needs a 7 to stay conscious. Rolls 3 : blacks out.

                 >Hunchback HBK-4G (Princess) suffers catastrophic damage, but the autoeject system was engaged.
            
 Hunchback HBK-4G (Princess) must make a piloting skill check (landing in heavy woods).
            Needs 15 [3 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 4 : fails.

                Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" takes 5 damage, killing the pilot (6 total hits).
         *** Hunchback HBK-4G (Princess) DESTROYED by pilot death! ***
                Hunchback HBK-4G (Princess) takes 60 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                48 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on AC/20 Ammo (5).
                    *** AC/20 Ammo EXPLODES! 100 DAMAGE! ***
                 Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" is already dead, so no damage is dealt!
                        Hunchback HBK-4G (Princess) takes 100 damage to LT.
                        100 damage transfers to CT.
                        Hunchback HBK-4G (Princess) takes 100 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is 7;                 no effect.

                Hunchback HBK-4G (Princess) takes 48 damage to CT.

            Location has no more hittable critical slots.

 Pilot of Hunchback HBK-4G (Princess) "Hunter Dumont" must roll 3 to avoid damage; rolls 8 : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: McSlayer on 04 August 2022, 00:00:04
This was just insane crazy in the first turn of combat... and was the only shots that hit that turn!!?

Weapons fire for Fireball ALM-8D (Master)
    Medium Laser at Enforcer ENF-4R (Tellos);  needs 7, rolls 7 : hits  (using Rear table) CTR
        Enforcer ENF-4R (Tellos) takes 5 damage to CTR.
            Armor destroyed.
             15 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Enforcer ENF-4R (Tellos) DESTROYED by engine destruction! ***


    Medium Laser at Enforcer ENF-4R (Tellos);  needs 7, rolls 10 : hits  (using Rear table) CTR
        Enforcer ENF-4R (Tellos) takes 5 damage to CTR.
             10 Internal Structure remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 04 August 2022, 08:29:12
            CRITICAL HIT on Standard Gyro.
Not to worry, we're still flying half a gyro.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 10 August 2022, 02:46:03
So I know this can't realistically be programmed for.  But it's still hilarious.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Taron Storm on 18 August 2022, 19:46:39
Not Mech combat but funny...

Hired BA tech Maxim Brah on 01-06-3051
Slain in a homicide on 01-08-3051...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 19 August 2022, 20:23:12
Not Mech combat but funny...

Hired BA tech Maxim Brah on 01-06-3051
Slain in a homicide on 01-08-3051...
When does THAT happen?  I don't normally play MegaMekHQ
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Taron Storm on 19 August 2022, 21:31:15
Random death feature in new release
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 20 August 2022, 23:15:14
First time at the bar; stabbed in the back.  Makes sense in a cut-throat mercenary unit.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 21 August 2022, 09:22:36
First time at the bar; stabbed in the back.  Makes sense in a cut-throat mercenary unit.

"We told him not to wind that guy up ..."
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Simon Landmine on 21 August 2022, 09:31:18
I'll file this one under "Of course, I meant to do that ..."

(https://photos.smugmug.com/photos/i-sTFV2cS/0/89679041/M/i-sTFV2cS-M.png)

While this one goes under "Two birds, one stone, hold my pint ..."

(https://photos.smugmug.com/photos/i-kfF6Hqz/0/6c6470c1/L/i-kfF6Hqz-L.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 24 August 2022, 20:04:06
A pirate Sabre was shot down over the Drac opfor and crashed into an unsuspecting Crusader, probably decapitating it with a wing or something  ;D  And it killed another bandit pilot on the ground who was shot down.

Quote
Crusader CRD-3R (Draconis Combine Primary Opfor) must roll a 2 or lower to avoid 105 damage, rolls a 5: hit by crash!
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            19 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" takes 1 damage (1 total hits).
        Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" needs a 3 to stay conscious. Rolls 11 : successful!
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LA.
            15 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LT.
            19 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RT.
            14 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to CT.
            28 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LA.
            10 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RT.
            9 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to HD.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on HD. Roll is 8; no effect.

        Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" takes 1 damage (2 total hits).
        Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" needs a 5 to stay conscious. Rolls 9 : successful!
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RA.
            15 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RA.
            10 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LT.
            14 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RT.
            4 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LA.
            5 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LA.
            0 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to HD.
             SECTION DESTROYED.
 *** Crusader CRD-3R (Draconis Combine Primary Opfor) DESTROYED by damage! ***
         >Crusader CRD-3R (Draconis Combine Primary Opfor) suffers catastrophic damage, but the autoeject system was engaged.
    
 Crusader CRD-3R (Draconis Combine Primary Opfor) must make a piloting skill check (landing in clear terrain).
    Needs 8 [6 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds.
            The pilot ejects safely!

        Pilot of Pilot Sadie Holbrook (Draconis Combine Primary Opfor) "Sadie Holbrook" takes 3 damage (5 total hits).
            Critical hit on HD. Roll is 11; 2 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Life Support.

         Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" has ejected, so no damage is dealt!
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to RT.
            Armor destroyed.
             14 Internal Structure remaining.
            Critical hit on RT. Roll is 3; no effect.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to CT.
            23 Armor remaining.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to HD.

         Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" has ejected, so no damage is dealt!
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to LA.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.
        Crusader CRD-3R (Draconis Combine Primary Opfor) takes 5 damage to HD.

         Pilot of Crusader CRD-3R (Draconis Combine Primary Opfor) "Sadie Holbrook" has ejected, so no damage is dealt!
    
 Pilot Ketika Lone (Unknown Hostiles) must roll a 3 or lower to avoid 105 damage, rolls a 6: hit by crash!
        Infantry platoon caught in the open!!! Damage doubled.
        Pilot Ketika Lone (Unknown Hostiles) takes 10 damage to MEN.
             PLATOON KILLED,
 *** Pilot Ketika Lone (Unknown Hostiles) DESTROYED by damage! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 25 August 2022, 02:39:53
Clearly a pirate of Drac origin. The best way to go down is by taking someone with you!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 07 September 2022, 19:39:17
The hardway to get those pecky Clan infantry!

Code: [Select]
Weapons fire for Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM)
     Laser Rifle (Mauser IIC IAS) at Spector SPR-5F (Lunaya);  needs 9, rolls 8 : misses

 Weapons fire for Marauder MAD-3D (G�tterd�mmerung) #2 (Sigismund)
    ER Large Laser at Hex 1204 of Building #70001 (Collapse), the shot is an automatic miss (attacker sprinted), rolls 6 : misses
    Gauss Rifle at Hex 1204 of Building #70001 (Collapse), the shot is an automatic miss (attacker sprinted), rolls 10 : misses

 Weapons fire for Grasshopper GHR-5N (Roddy) #2 (Wrangler)
    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 5 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            115 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 6 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            110 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 3 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            105 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Large Pulse Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Hardened Building Building #70001 absorbs 9 points of damage.
            96 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 2 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            91 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Large Pulse Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : hits.

        Hardened Building Building #70001 absorbs 9 points of damage.
            82 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 6 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            77 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

 Weapons fire for Ryoken (Stormcrow) Prime CK-1 #2 (Wrangler)
    Streak SRM 6 at Hex 1204 of Building #70001 (Collapse) needs 1, rolls 9 : 6 missile(s) hit.

        Hardened Building Building #70001 absorbs 12 points of damage.
            83 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Streak SRM 6 at Hex 1204 of Building #70001 (Collapse) needs 1, rolls 11 : 6 missile(s) hit.

        Hardened Building Building #70001 absorbs 12 points of damage.
            71 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    ER Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 1, rolls 4 : hits.

        Hardened Building Building #70001 absorbs 7 points of damage.
            64 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    ER Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 1, rolls 6 : hits.

        Hardened Building Building #70001 absorbs 7 points of damage.
            57 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    ER Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 1, rolls 9 : hits.

        Hardened Building Building #70001 absorbs 7 points of damage.
            50 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

 Weapons fire for Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM)
     Laser Rifle (Mauser IIC IAS) at Grand Dragon DRG-5K-CK #2 (Wrangler);  needs 6, rolls 5 : misses

 Weapons fire for Grand Dragon DRG-5K-CK #2 (Wrangler)
    Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 3, rolls 8 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            45 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 3, rolls 8 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            40 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 3, rolls 8 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            35 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 3, rolls 5 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            30 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Medium Laser at Hex 1204 of Building #70001 (Collapse) needs 3, rolls 5 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            25 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

 Weapons fire for Masakari (Warhawk) C (Lunaya)
    ER PPC at Hex 1204 of Building #70001 (Collapse) needs 0, rolls 10 : hits.

        Hardened Building Building #70001 absorbs 15 points of damage.
            10 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    ER PPC at Hex 1204 of Building #70001 (Collapse) needs 0, rolls 8 : hits.

        Hardened Building Building #70001 absorbs 15 points of damage.
            0 CF remaining.
         BUILDING DESTROYED
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

    Large Pulse Laser at Hex 1204 of Building #70001 (Collapse) needs -2, rolls 6 : hits.

        Hardened Building Building #70001 absorbs 10 points of damage.
            0 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) receives no damage.

 Weapons fire for Clan Heavy Jump Infantry Heavy Infantry Point #8 (Evil GM)
     Laser Rifle (Mauser IIC IAS) at Grasshopper GHR-5N (Roddy) #2 (Wrangler);  needs 8, rolls 3 : misses

 Weapons fire for Spector SPR-5F (Lunaya)
    Large Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : hits.

        Hardened Building Building #70001 absorbs 8 points of damage.
            69 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 5 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            64 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Medium Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

        Hardened Building Building #70001 absorbs 5 points of damage.
            59 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

    Small Laser at Hex 0806 of Building #70001 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 4 : hits.
        Hardened Building Building #70001 absorbs 3 points of damage.
            56 CF remaining.
            Clan Heavy Jump Infantry Heavy Infantry Point #5 (Evil GM) receives no damage.

 Weapons fire for Clan Heavy Jump Infantry Heavy Infantry Point #9 (Evil GM)
     Laser Rifle (Mauser IIC IAS) at Spector SPR-5F (Lunaya);  needs 8, rolls 7 : misses

Building #70001 collapses due to damage.
    Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) is hit by falling debris for [b]648 damage.[/b]
        Infantry armor changes [b]damage from 648 to 324.[/b]
        Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) takes [b]324 damage to MEN.[/b]
             PLATOON KILLED,
 *** Clan Heavy Jump Infantry Heavy Infantry Point #7 (Evil GM) DESTROYED by damage! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Greatclub on 20 September 2022, 01:59:46
Pitiful little 800 bv bug mercilessly takes out a 1900bv untouched banshee in one turn.

The new spider was easily one of the most dangerous units in the RecGuides.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: mighty midget on 10 October 2022, 03:45:55
A truly ridiculous chain of events... Black Knight completely surrounded by ~7 lights & mediums then things go all Stackpole...

Code: [Select]
Weapons fire for Shadow Cat Prime (Republic of the Sphere Primary Opfor)
    Gauss Rifle at Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements);  needs 5, rolls 7 : hits  CT
        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 15 damage to CT.
             2 Internal Structure remaining.
            Critical hit on CT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
*** Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) DESTROYED by engine destruction! ***


    ER Medium Laser at Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements);  needs 3, rolls 7 : hits  CT
        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 7 damage to CT.
             SECTION DESTROYED.
        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

        Start Secondary Damage Report.
        >Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) suffers catastrophic damage, but the autoeject system was engaged.
   
Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) must make a piloting skill check (landing in clear terrain).
    Needs 10 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 10 : succeeds.
        Fire at 4355 was started due to an engine explosion!
            Fire started in hex 4355.
        Hex 4355: terrain takes 300 damage.
        Hex 4154: terrain takes 15 damage.
        Hex 4055: terrain takes 7 damage.
        Hex 4054: terrain takes 7 damage.
        Hex 4056: terrain takes 7 damage.
        Tarantula ZPH-4A (Republic of the Sphere Primary Opfor) is hit for 7 damage!
        Tarantula ZPH-4A (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            3 Armor remaining.
        Tarantula ZPH-4A (Republic of the Sphere Primary Opfor) takes 2 damage to RT.
            6 Armor remaining.

        Mercury MCY-97 (Republic of the Sphere Primary Opfor) is hit for 15 damage!
        Mercury MCY-97 (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 3.
            1 Armor remaining.
        Mercury MCY-97 (Republic of the Sphere Primary Opfor) takes 5 damage to CT (critical).
        Needs 7+ to destroy Searchlight, rolls 6.
            1 Armor remaining.
            Critical hit on CT. Roll is 7; no effect.
        Mercury MCY-97 (Republic of the Sphere Primary Opfor) takes 5 damage to LA.
            0 Armor remaining.

        Ocelot (Standard) (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            11 Armor remaining.
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            7 Armor remaining.
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to LA.
            7 Armor remaining.
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            6 Armor remaining.
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            1 Armor remaining.
        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to RL.
            11 Armor remaining.

        Shadow Cat Prime (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            13 Armor remaining.
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to RA.
            5 Armor remaining.
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 3.
            15 Armor remaining.
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            8 Armor remaining.
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 5.
            13 Armor remaining.
        Shadow Cat Prime (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            8 Armor remaining.

        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
            5 Armor remaining.
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
            7 Armor remaining.
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to RL.
            8 Armor remaining.
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
            2 Armor remaining.
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.
        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
            5 Armor remaining.

        Locust LCT-3V (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            5 Armor remaining.
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 5.
            1 Armor remaining.
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            1 Armor remaining.
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            1 Armor remaining.
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
            0 Armor remaining.
        Locust LCT-3V (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is 8; no effect.

        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            2 Armor remaining.
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on RT. Roll is 8; no effect.
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        2 damage transfers to CT.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on +MRM 10.
*** Raptor RTX1-OE (Republic of the Sphere Primary Opfor) DESTROYED by engine destruction! ***
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 2 damage to CT.
            6 Armor remaining.
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on MRM 10 Ammo (18).
            *** MRM 10 Ammo EXPLODES! 180 DAMAGE! ***
        Pilot of Raptor RTX1-OE (Republic of the Sphere Primary Opfor) "Lou Hestnes" takes 2 damage (2 total hits).

                >Raptor RTX1-OE (Republic of the Sphere Primary Opfor) suffers catastrophic damage, but the autoeject system was engaged.
           
Raptor RTX1-OE (Republic of the Sphere Primary Opfor) must make a piloting skill check (landing in light woods).
            Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 3 : fails.

                Pilot of Raptor RTX1-OE (Republic of the Sphere Primary Opfor) "Lou Hestnes" takes 2 damage (4 total hits).
                    The pilot ejects safely!
                Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 180 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                175 damage transfers to CT.
                    Critical hit on LT.         Roll is (6+4) = 10;         1 location.
                    CRITICAL HIT on MRM 10 Ammo (24).
                    *** MRM 10 Ammo EXPLODES! 240 DAMAGE! ***
                Pilot of Raptor RTX1-OE (Republic of the Sphere Primary Opfor) "Lou Hestnes" has ejected, so no damage is dealt!

                        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 240 damage to LT.
                        240 damage transfers to CT.
                        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) has taken 6 engine hits this phase.
                        Checking for engine explosion on 10, roll is 5.
                        Engine safety systems remain in place.
                        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 240 damage to CT.
                             SECTION DESTROYED.

                            Critical hit on CT.                 Roll is (6+4) = 10;                 1 location.
                            CRITICAL HIT on Engine.

                         Ammo explosion damages nearby units.

                        Start Secondary Damage Report.
                        Hex 4154: terrain takes 12 damage.
                        Hex 4355: terrain takes 12 damage.
                        Ocelot (Standard) (Republic of the Sphere Primary Opfor) is hit for 12 damage!
                        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to LA.
                            2 Armor remaining.
                        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
                            11 Armor remaining.
                        Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 2 damage to RT.
                            5 Armor remaining.

                        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) is hit for 12 damage!
                        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to RA.
                            4 Armor remaining.
                        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to RA.
                            Armor destroyed.
                             4 Internal Structure remaining.
                            Critical hit on RA.                 Roll is 7;                 no effect.
                        Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 2 damage to RT.
                            3 Armor remaining.

                        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) is hit for 12 damage!
                        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 5 damage to RL.
                            8 Armor remaining.
                        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 5 damage to LL.
                            9 Armor remaining.
                        Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 2 damage to LTR.
                             10 Internal Structure remaining.
                            Critical hit on LT.                 Roll is 8;                 no effect.


                        End Secondary Damage Report.

                Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 175 damage to CT.


                 Ammo explosion damages nearby units.

                Start Secondary Damage Report.
                Hex 4154: terrain takes 9 damage.
                Hex 4355: terrain takes 9 damage.
                Ocelot (Standard) (Republic of the Sphere Primary Opfor) is hit for 9 damage!
                Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
                    6 Armor remaining.
                Ocelot (Standard) (Republic of the Sphere Primary Opfor) takes 4 damage to CT.
                    2 Armor remaining.

                Scarabus SCB-9A (Republic of the Sphere Primary Opfor) is hit for 9 damage!
                Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 5 damage to RL.
                    3 Armor remaining.
                Scarabus SCB-9A (Republic of the Sphere Primary Opfor) takes 4 damage to LTR.
                    0 Armor remaining.

                Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) is hit for 9 damage!
                Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 5 damage to RL.
                    3 Armor remaining.
                Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 4 damage to RA.
                     SECTION DESTROYED.
                1 damage transfers to RTR.
                    Critical hit on RA.         Roll is 10;         1 location.
                    CRITICAL HIT on +Medium Laser.
                Black Knight BL-6-KNT (Federated Suns Allied Mech Reinforcements) takes 1 damage to RTR.
                    1 Armor remaining.


                End Secondary Damage Report.

        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        5 damage transfers to CT.
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to CT.

        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to LT.
        5 damage transfers to CT.
        Raptor RTX1-OE (Republic of the Sphere Primary Opfor) takes 5 damage to CT.


        Osiris OSR-3D (Republic of the Sphere Primary Opfor) is hit for 30 damage!
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to LA.
            3 Armor remaining.
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to RL.
            6 Armor remaining.
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            3 Armor remaining.
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to CT.
            5 Armor remaining.
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to RT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RT. Roll is 2; no effect.
        Osiris OSR-3D (Republic of the Sphere Primary Opfor) takes 5 damage to LL.
            6 Armor remaining.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (5+1) = 6; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: ShivanReaper on 26 October 2022, 23:16:54
Doing a contract out in the Oberon Confederation, have a lance of Urbies (R90, 2xR60s, R60L) get stuck doing a hold the line in some rolling hills.  They deploy in a small stand of light woods to see what is trying to break through.  Once the enemy is sighted, it doesn't look good for the poor urbies, as an Archer, Catapult, Orion and Crusader head their way.  Determined to sell themselves dearly, the Urbies join the battle.
Round 1
Weapons fire for UrbanMech UM-R60L Mk II (Reaper's Harbringers)
    AC/20 at Crusader CRD-3R (Oberon Confederation);  needs 5, rolls 7 : hits  HD
        Crusader CRD-3R (Oberon Confederation) takes 20 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Crusader CRD-3R (Oberon Confederation) DESTROYED by damage! ***

Shaken, the enemy press on, until the SuburbanMech sets off the Orion's LRM ammo on round 7.  Figuring this would be a good time to pull back, the Archer and Catapult make a run for it, but the trashcan of doom had other ideas.

Round 8
Weapons fire for UrbanMech UM-R60L Mk II (Reaper's Harbringers)
    AC/20 at Catapult CPLT-C1 (Oberon Confederation);  needs 6, rolls 9 : hits  HD
        Catapult CPLT-C1 (Oberon Confederation) takes 20 damage to HD.
             SECTION DESTROYED.
*** Catapult CPLT-C1 (Oberon Confederation) DESTROYED by damage! ***

Round 9
Weapons fire for UrbanMech UM-R60L Mk II (Reaper's Harbringers)
    AC/20 at Archer ARC-2R (Oberon Confederation);  needs 7, rolls 7 : hits  HD
        Archer ARC-2R (Oberon Confederation) takes 20 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** Archer ARC-2R (Oberon Confederation) DESTROYED by damage! ***
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.

Now I just need to figure out how to reward the gal for her awesome shooting.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Greatclub on 27 October 2022, 00:21:42
Just... damn, that was a heck of a second shot fired in the game.

Headshots are one thing, but damn.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 27 October 2022, 05:17:53

Now I just need to figure out how to reward the gal for her awesome shooting.

Give her one of the new mechs? On the other hand, she is very good with an AC20...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 02 November 2022, 19:55:04
Why TDR-5S Thunderbolt is a bomb.

Code: [Select]
  ER Medium Laser at Thunderbolt TDR-5S (The GM);  needs 7, rolls 8 : hits  LA
        Thunderbolt TDR-5S (The GM) takes 7 damage to LA.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Machine Gun Ammo (198).
            *** Machine Gun Ammo EXPLODES! 396 DAMAGE! ***
        Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" takes 2 damage (2 total hits).
        Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" needs a 3 to stay conscious. Rolls 4 : successful!
        Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" needs a 5 to stay conscious. Rolls 6 : successful!

                 >Thunderbolt TDR-5S (The GM) suffers catastrophic damage, but the autoeject system was engaged.
            
 Thunderbolt TDR-5S (The GM) must make a piloting skill check (landing in heavy woods).
            Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 5 : fails.

                Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" takes 2 damage (4 total hits).
                Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" needs a 7 to stay conscious. Rolls 8 : successful!
                Pilot of Thunderbolt TDR-5S (The GM) "Mahima Trilochana" needs a 10 to stay conscious. Rolls 10 : successful!
                    The pilot ejects safely!
         *** Thunderbolt TDR-5S (The GM) DESTROYED by ejection! ***
                Thunderbolt TDR-5S (The GM) takes 396 damage to LA.
                     SECTION DESTROYED.
                392 damage transfers to LT.
                    Critical hit on LA.         Roll is 11;         2 locations.
                    CRITICAL HIT on +Machine Gun.
                    CRITICAL HIT on +Machine Gun.
                Thunderbolt TDR-5S (The GM) takes 392 damage to LT.
                     SECTION DESTROYED.
                387 damage transfers to CT.
                    Critical hit on LT.         Roll is 4;         no effect.
                Thunderbolt TDR-5S (The GM) takes 387 damage to CT.
                     SECTION DESTROYED.

                    Critical hit on CT.         Roll is 2;         no effect.
Give that lady a aspirin!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 05 November 2022, 16:32:29
Some days things get REALLY complicated.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: wolfstorm on 05 November 2022, 17:26:02
Some recent ones that I saved.   oh.. and both mechs were pristine.
(https://cdn.discordapp.com/attachments/667170043703984128/1036532840671752243/sadatlas.png)(https://cdn.discordapp.com/attachments/1038265080204243114/1038265183237312522/unknown.png)


Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 10 November 2022, 14:43:26
(https://bg.battletech.com/forums/megamek-games/the-crazy-hits-thread-reborn!/?action=dlattach;attach=69286;image)
Just getting five crits in a row is already a roughly 1.3% chance. Throw in burning clean through the avionics and damaging the pilot? Yeesh. With Control Rolls on 12s, this was pretty much the end of the dogfight. Unable to recover, the last remaining Sulla hit the ground hard after succumbing to random movement and ultimately stalling for several turns.

Another fat W for Society. Two Clan fighters down, and only one Bashkir forced into withdrawal.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 16 November 2022, 22:40:44
This militia Locust MechWarrior...we're never going see hear end of it.....with a kill mark on the side his cockpit no less.

(https://bg.battletech.com/forums/megamek-games/the-crazy-hits-thread-reborn!/?action=dlattach;attach=69432)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 05 December 2022, 13:23:26
Just another day ATB:
Code: [Select]
   Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 3 : falls.
    Lumberjack LM1/A BS #17 (BS Concepts) falls on its right side, suffering 6 damage.
        Lumberjack LM1/A BS #17 (BS Concepts) takes 5 damage to RL.
            23 Armor remaining.
        Lumberjack LM1/A BS #17 (BS Concepts) takes 1 damage to RT.
            8 Armor remaining.

Pilot of Lumberjack LM1/A BS #17 (BS Concepts) "Warrant Officer Renburgis Pether" must roll 5 to avoid damage; rolls 4 : fails.
        Pilot of Lumberjack LM1/A BS #17 (BS Concepts) "Warrant Officer Renburgis Pether" takes 1 damage (1 total hits).
        Pilot of Lumberjack LM1/A BS #17 (BS Concepts) "Warrant Officer Renburgis Pether" needs a 3 to stay conscious. Rolls 2 : blacks out.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 06 December 2022, 18:34:16
Ice Capades!

Code: [Select]
Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) breaks through ice on a 6, rolls 6.
Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) falls 2 level(s) into hex 0422
    Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) falls on its left side, suffering 12 damage.
        Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            15 Armor remaining.
            Possible breach on RT. Roll is 3: no breach.
        Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to LL.
            15 Armor remaining.
            Possible breach on LL. Roll is 12: Breach! Orion ON1-V LL BREACHED
        Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) takes 2 damage to LL.
            13 Armor remaining.

Pilot of Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) "Helga Staier" must roll 1 to avoid damage; rolls 7 : succeeds.

...

Orion ON1-V (Lyran Commonwealth Allied Mech Reinforcements) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 0 (getting up)], rolls 10 : succeeds.

Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) breaks through ice on a 6, rolls 3.

Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) breaks through ice on a 6, rolls 6.
Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) falls 2 level(s) into hex 0624
    Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) falls on its rear, suffering 12 damage.
        Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to RA.
            19 Armor remaining.
            Possible breach on RA. Roll is 8: no breach.
        Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to RL.
            27 Armor remaining.
            Possible breach on RL. Roll is 4: no breach.
        Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) takes 2 damage to RL.
            25 Armor remaining.
            Possible breach on RL. Roll is 7: no breach.

Pilot of Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) "Amadeo Marrecha" must roll 1 to avoid damage; rolls 7 : succeeds.


Shadow Hawk SHD-2H (Lyran Commonwealth Allied Mech Reinforcements) breaks through ice on a 6, rolls 6.
Shadow Hawk SHD-2H (Lyran Commonwealth Allied Mech Reinforcements) falls 2 level(s) into hex 0202
    Shadow Hawk SHD-2H (Lyran Commonwealth Allied Mech Reinforcements) falls on its left side, suffering 9 damage.
        Shadow Hawk SHD-2H (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to RL.
            8 Armor remaining.
            Possible breach on RL. Roll is 9: no breach.
        Shadow Hawk SHD-2H (Lyran Commonwealth Allied Mech Reinforcements) takes 4 damage to CT.
            11 Armor remaining.
            Possible breach on CT. Roll is 3: no breach.

...

Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) must make a piloting skill check (getting up).
Needs 6 [6 (Base piloting skill) + 0 (getting up)], rolls 10 : succeeds.

Orion ON1-K (Lyran Commonwealth Allied Mech Reinforcements) breaks through ice on a 6, rolls 2.

Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) jumps onto ice, breaking through on a 4+, rolls 6.
Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) falls 3 level(s) into hex 1323
    Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) falls on its rear, suffering 14 damage.
        Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to RTR.
        Needs 7+ to destroy Searchlight, rolls 5.
            5 Armor remaining.
            Possible breach on RT. Roll is 8: no breach.
        Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) takes 5 damage to CTR.
        Needs 7+ to destroy Searchlight, rolls 2.
            8 Armor remaining.
            Possible breach on CT. Roll is 11: Breach! Grasshopper GHR-5H CT BREACHED
*** Grasshopper GHR-5H (Lyran Commonwealth Allied Mech Reinforcements) DESTROYED by hull breach! ***

Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 23 December 2022, 18:34:34
Code: [Select]
Hussar HSR-200-D (Tech) must make a piloting skill check while moving from hex 1125 to hex 1126 (entering Depth 1 Water).Oh oh...

Code: [Select]
Needs 3 [4 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 2 : falls.Seriously!?!

Code: [Select]
Hussar HSR-200-D (Tech) falls 0 level(s) into hex 1126
    Hussar HSR-200-D (Tech) falls on its left side, suffering 1 damage.
Greaaaat...

Code: [Select]
Hussar HSR-200-D (Tech) takes 1 damage to CT.
Possible breach on CT.
Oh no...

Code: [Select]
Roll is 9: no breach. :popcorn:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 04 January 2023, 09:54:18
(https://i.imgur.com/Slui4yA.png)
I heard you like engine hits? I think my Elementals are trying to impress me...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 05 January 2023, 03:42:02
Where's the kaboom?  There was supposed to be a planet-shattering kaboom!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Derkylos on 19 January 2023, 16:06:16
First turn of the game:
Code: [Select]
Movement Phase
-------------------

 Phoenix Hawk PXH-1 (Federated Suns) must make a piloting skill check (entering Depth 1 Water).
Needs 8 [6 (Base piloting skill) + 3 (Storm) - 1 (entering Depth 1 Water)], rolls 9 : succeeds.

 Vulcan VL-5T (Federated Suns) must make a piloting skill check while moving from hex 1903 to hex 1904 (entering Depth 1 Water).
Needs 9 [7 (Base piloting skill) + 3 (Storm) - 1 (entering Depth 1 Water)], rolls 8 : falls.
 Vulcan VL-5T (Federated Suns) falls 1 level(s) into hex 1904
     Vulcan VL-5T (Federated Suns) falls on its front, suffering 3 damage.
        Vulcan VL-5T (Federated Suns) takes 3 damage to RT.
            9 Armor remaining.
            Possible breach on RT. Roll is 6: no breach.

 Pilot of Vulcan VL-5T (Federated Suns) "Samya Mirza" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Vulcan VL-5T (Federated Suns) "Samya Mirza" takes 1 damage (1 total hits).
        Pilot of Vulcan VL-5T (Federated Suns) "Samya Mirza" needs a 3 to stay conscious.  Rolls 4 : successful!


 Samya Mirza ejects from a Vulcan VL-5T (Federated Suns).
   
 Vulcan VL-5T (Federated Suns) must make a piloting skill check (Really Bad Weather).
    Needs 17 [7 (ejecting) + 5 (Mech is prone) + 2 (landing in light woods) + 3 (Really Bad Weather)], rolls 7 : fails.

        Pilot of Vulcan VL-5T (Federated Suns) "Samya Mirza" takes 5 damage, killing the pilot (6 total hits).
 *** Vulcan VL-5T (Federated Suns) DESTROYED by pilot death! ***

Seems the AI decided getting up was too much work, but bailing out into a storm seemed like a good idea...

Edit: a few turns later, and the Phoenix Hawk follows suit:
Code: [Select]
Phoenix Hawk PXH-1 (Federated Suns) must make a piloting skill check while moving from hex 1917 to hex 1918 (entering Depth 1 Water).
Needs 8 [6 (Base piloting skill) + 3 (Storm) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.


 Phoenix Hawk PXH-1 (Federated Suns) must make a piloting skill check while moving from hex 1918 to hex 1919 (entering Depth 1 Water).
Needs 8 [6 (Base piloting skill) + 3 (Storm) - 1 (entering Depth 1 Water)], rolls 2 : falls.
 Phoenix Hawk PXH-1 (Federated Suns) falls 0 level(s) into hex 1919
     Phoenix Hawk PXH-1 (Federated Suns) falls on its left side, suffering 2 damage.
        Phoenix Hawk PXH-1 (Federated Suns) takes 2 damage to LA.
            8 Armor remaining.
            Possible breach on LA. Roll is 6: no breach.

 Pilot of Phoenix Hawk PXH-1 (Federated Suns) "I-mei Fa" must roll 8 to avoid damage; rolls 10 : succeeds.


 I-mei Fa ejects from a Phoenix Hawk PXH-1 (Federated Suns).
   
 Phoenix Hawk PXH-1 (Federated Suns) must make a piloting skill check (Really Bad Weather).
    Needs 13 [6 (ejecting) + 5 (Mech is prone) - 1 (landing in water) + 3 (Really Bad Weather)], rolls 6 : fails.

        Pilot of Phoenix Hawk PXH-1 (Federated Suns) "I-mei Fa" takes 3 damage (3 total hits).
        Pilot of Phoenix Hawk PXH-1 (Federated Suns) "I-mei Fa" needs a 3 to stay conscious.  Rolls 6 : successful!
        Pilot of Phoenix Hawk PXH-1 (Federated Suns) "I-mei Fa" needs a 5 to stay conscious.  Rolls 6 : successful!
        Pilot of Phoenix Hawk PXH-1 (Federated Suns) "I-mei Fa" needs a 7 to stay conscious.  Rolls 6 : blacks out.
            The pilot ejects safely!
 *** Phoenix Hawk PXH-1 (Federated Suns) DESTROYED by ejection! ***

...why do they keep wading into water if they know they're likely to fall over, yet refuse to try and stand up once they do? >.<
Title: Re: The Crazy Hits Thread - Reborn!
Post by: MoleMan on 22 January 2023, 10:00:20
(https://i.imgur.com/Slui4yA.png)
I heard you like engine hits? I think my Elementals are trying to impress me...
17 damage!  :o
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 22 January 2023, 10:42:28
17 damage!  :o
Direct Blow rules.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 01 February 2023, 13:37:48
Here's something you don't see everyday:

Code: [Select]
Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) gains 0 heat, sinks 0 heat and is now at 40 heat.
Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) has no pilot active to attempt override; remains shut down.
Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) needs a 12+ to avoid ammo explosion, rolls 10 : fails to avoid explosion.
    Luckily, there is no ammo to explode.
Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) needs a 10 to avoid pilot damage, rolls a 9,  fails and takes a hit!
        Pilot of Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) "Petronella Landgre" takes 1 damage, killing the pilot (6 total hits).
*** Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) DESTROYED by pilot death! ***
*** Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) PILOT BAKES TO DEATH! ***
Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) needs an 8 to avoid system failure, rolls a 3, fails and takes a critical hit.            CRITICAL HIT on Engine.
        Crosscut ED-X4X LoggerMech (Taurian Concordat Opfor Irregulars) has taken 1 engine hits this phase.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.

Decided to hang out in the middle of a fire for several rounds, until the MP loss made it impossible to leave.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 01 February 2023, 13:42:57
... and I love it when a plan comes together!

Code: [Select]
Physical attacks for Grasshopper GHR-5H (Findlay's Rifles)
    Pushing Ostroc OSR-2C (Taurian Concordat Primary Opfor); needs 7, rolls 7 : succeeds: target is pushed into hex 1329.

Ostroc OSR-2C (Taurian Concordat Primary Opfor) must make a piloting skill check (entering Depth 2 Water).
Needs Automatic Failure [Pilot dead], rolls 11 : falls.
    Ostroc OSR-2C (Taurian Concordat Primary Opfor) falls on its rear, suffering 3 damage.
        Ostroc OSR-2C (Taurian Concordat Primary Opfor) takes 3 damage to RL.
            10 Armor remaining.
            Possible breach on RL. Roll is 6: no breach.

Pilot of Ostroc OSR-2C (Taurian Concordat Primary Opfor) "Bastião Rosado" must roll 0 to avoid damage; rolls 6 : succeeds.

    Ostroc OSR-2C (Taurian Concordat Primary Opfor) is displaced into hex 1329.
 Ostroc OSR-2C HD BREACHED
*** Ostroc OSR-2C (Taurian Concordat Primary Opfor) DESTROYED by hull breach! ***
*** Ostroc OSR-2C (Taurian Concordat Primary Opfor) Pilot Drowned! ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BayouDeputy on 11 March 2023, 17:40:42
Had this happen during a Mega Mek stream today. All I can say is wow!
https://www.twitch.tv/videos/1762482907



MOD NOTE:
With permission added PDF of Game Log for some light reading.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 11 March 2023, 22:41:15
Had this happen during a Mega Mek stream today. All I can say is wow!
https://www.twitch.tv/videos/1762482907
Christ on toast, that is equal parts beautiful and terrifying.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 05 April 2023, 22:01:40
Soo...infantry in vehicle did not like what was coming and they received.

Code: [Select]

 Weapons fire for Nightstar NSR-9J-CK (Tr4dem4rk)
     Gauss Rifle at Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM);  needs 6, rolls 8 : hits  (using Left Side table) LS
        Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM) takes 15 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 4.
            8 Armor remaining.

     Gauss Rifle at Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM);  needs 6, rolls 9 : hits  (using Left Side table) RR
        Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM) takes 15 damage to RR.
            1 Armor remaining.

     ER PPC at Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM);  needs 6, rolls 11 : hits  (using Left Side table) LS
        Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM) takes 10 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LS. Roll is 6; Cargo/Infantry Hit!
        Foot Platoon (MG) #2 (The GM) takes 10 damage to MEN.
            18 men alive

     ER Large Laser at Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM);  needs 4, rolls 8 : hits  (using Left Side table) LS
        Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM) takes 10 damage to LS.
             SECTION DESTROYED.
 *** Maxim Heavy Hover Transport (Anti-Infantry) #5 (The GM) DESTROYED by damage! ***
            Critical hit on LS. Roll is 6; Machine Gun malfunctions.

To say I and my fellow players were laughing at the results and finding it interesting that infantry survivors managed to walk away.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 12 April 2023, 21:01:20
Today's version of insanity.   :screw_loose:

As a Pursuit scenario, this is definitely going to call for staggered entry.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 04 May 2023, 20:13:27
I can't seem to copy-paste reports from the game instantly anymore, so I'll just describe what happened:  A Penetrator and a couple tanks got caught in a fuel tank explosion while defending a dropship port.  The Penetrator suffered somewhere between 180 and 200 points of damage and failed a 12 required for a PSR to keep from falling.  All its torso armor was stripped and it was missing an arm - no head hits at all, though!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 05 May 2023, 11:58:19
I can't seem to copy-paste reports from the game instantly anymore, so I'll just describe what happened:  A Penetrator and a couple tanks got caught in a fuel tank explosion while defending a dropship port.  The Penetrator suffered somewhere between 180 and 200 points of damage and failed a 12 required for a PSR to keep from falling.  All its torso armor was stripped and it was missing an arm - no head hits at all, though!

Go to the ...\logs folder and open the gamelog.html file, you can copy from there.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 05 May 2023, 12:00:56
Some days I just wonder how the Princess calculations lead to this being a tactically superior position.

Oh, and by the by - Clan conventional infantry is nasty.   xp
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 06 May 2023, 11:20:40
Anyone care to do the math on this one?

Code: [Select]
Weapons fire for Dragon DRG-1N (Draconis Combine Primary Opfor)
    AC/5 at Highlander IIC (Standard) #2 (401st Provisional Trinary);  needs 7, rolls 6 : misses


    Medium Laser at Highlander IIC (Standard) #2 (401st Provisional Trinary);  needs 11, rolls 11 : hits  LA (critical)
       
Highlander IIC (Standard) #2 (401st Provisional Trinary) takes hit at RL (critical), but it is rerolled with edge.
       
Highlander IIC (Standard) #2 (401st Provisional Trinary) has 0 edge remaining.
        Highlander IIC (Standard) #2 (401st Provisional Trinary) takes 5 damage to LA (critical).
            25 Armor remaining.
            Critical hit on LA. Roll is 12; 2 locations.
            CRITICAL HIT on Streak SRM 6.
            CRITICAL HIT on Upper Arm.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 06 May 2023, 11:51:24
I'm not sure that was reported right.  Shouldn't a roll of 12 be a blown-off result?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 06 May 2023, 12:20:52
I'm not sure that was reported right.  Shouldn't a roll of 12 be a blown-off result?

Optional rules from TacOps, "Advanced Determining Critical Hits".  Slightly different table, with 15+ being blown off limb, and modifiers based on attack damage value.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 29 May 2023, 08:22:08
Didn't want those arms anyway.

(https://www.civforum.de/attachment.php?attachmentid=2059555&d=1685366460)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 29 May 2023, 17:18:57
MASC. Never even once.

(https://cdn.discordapp.com/attachments/504421645923123201/1109765612802158602/mascneveronce.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 29 May 2023, 18:29:20
MASC. Never even once.

<image>
Never forget the guy at my local whose supercharger failed on turn 1, and then his MASC failed on turn 2.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 31 May 2023, 18:07:30
Some days Princess just needs a time out:

Code: [Select]
Weapons fire for Trebuchet TBT-5N (Draconis Combine Primary Opfor)
    LRM 15 (Narc-capable ammo) at Talon TLN-5W (401st Provisional Trinary);  needs 10, rolls 10 : 15 missile(s) hit.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to RL.
            11 Armor remaining.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to LL.
            11 Armor remaining.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Talon TLN-5W (401st Provisional Trinary) "Jeremy" takes 1 damage (1 total hits).
        Pilot of Talon TLN-5W (401st Provisional Trinary) "Jeremy" needs a 3 to stay conscious. Rolls 8 : successful!


    LRM 15 (Narc-capable ammo) at Talon TLN-5W (401st Provisional Trinary);  needs 10, rolls 11 : 15 missile(s) hit.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to LL.
            6 Armor remaining.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to LA.
            7 Armor remaining.

        Talon TLN-5W (401st Provisional Trinary) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            7 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 01 June 2023, 13:59:35
1st turn of the game, the enemy artillery fires. Brilliant double headshot on their own unit. The pilot manages to eject, but is still cought in the explosion.
They have 3 more thumpers, but none of them hit anything.

Code: [Select]
Weapons fire for Thumper Artillery Vehicle (Standard) #4 (Pirate Opfor Artillery Garrison)
    Thumper at Hex: 3323 (Artillery) needs 11, rolls 3 : misses and scatters to hex 2519.
        Hex 2519: terrain takes 30 damage.
 Stinger STG-5R (Pirate Primary Opfor) hit (using Rear table) for 15 damage.
        Stinger STG-5R (Pirate Primary Opfor) takes 5 damage to HD.
            2 Armor remaining.

        Pilot of Stinger STG-5R (Pirate Primary Opfor) "Vinzenz Dehmer" takes 1 damage (1 total hits).
        Pilot of Stinger STG-5R (Pirate Primary Opfor) "Vinzenz Dehmer" needs a 3 to stay conscious. Rolls 8 : successful!
        Stinger STG-5R (Pirate Primary Opfor) takes 5 damage to LA.
            0 Armor remaining.
        Stinger STG-5R (Pirate Primary Opfor) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
 *** Stinger STG-5R (Pirate Primary Opfor) DESTROYED by damage! ***
         >Stinger STG-5R (Pirate Primary Opfor) suffers catastrophic damage, but the autoeject system was engaged.
    
 Stinger STG-5R (Pirate Primary Opfor) must make a piloting skill check (Bad Weather).
    Needs 8 [4 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain) + 2 (Bad Weather)], rolls 9 : succeeds.
            The pilot ejects safely!

        Pilot of Pilot Vinzenz Dehmer (Pirate Primary Opfor) "Vinzenz Dehmer" takes 4 damage (5 total hits).
            Critical hit on HD. Roll is 3; no effect.

         Pilot of Stinger STG-5R (Pirate Primary Opfor) "Vinzenz Dehmer" has ejected, so no damage is dealt!
Pilot Vinzenz Dehmer (Pirate Primary Opfor) hit (using Right Side table) for 10 damage.
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Infantry platoon caught in the open!!! Damage doubled.
        Pilot Vinzenz Dehmer (Pirate Primary Opfor) takes 20 damage to TPRS.
             PLATOON KILLED,
*** Pilot Vinzenz Dehmer (Pirate Primary Opfor) DESTROYED by damage! ***
        Infantry is hit by area-effect artillery!!! Damage doubled.
        Pilot Vinzenz Dehmer (Pirate Primary Opfor) takes 10 damage to TPRS.
        Hex 2520: terrain takes 10 damage.
        Hex 2419: terrain takes 10 damage.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 09 June 2023, 00:32:24
Code: [Select]

    ???? at ???? needs 2, rolls ???? : ????????hit????.

        Hardened Building Building #240028 absorbs 6 points of damage.
            126 CF remaining.
            Elemental Medium BA [MG] (Point) #3(401st Provisional Trinary) affected on a 5+, roll is 5
            Elemental Medium BA [MG] (Point) #3(401st Provisional Trinary) affected on a 5+, roll is 6
            Elemental Medium BA [MG] (Point) #3(401st Provisional Trinary) affected on a 5+, roll is 6
                        CRITICAL HIT on Trooper 5 (critical).
                        Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary) takes 11 damage to Trooper 5 (critical).
                            Armor destroyed.
                             TROOPER KILLED,


Weapons fire for Firestarter FS9-H #2 (Draconis Combine Primary Opfor)
    Medium Laser at Hex 2530 of Building #250028 (Collapse) needs 2, rolls 8 : hits.

        Heavy Building Building #250028 absorbs 5 points of damage.
            79 CF remaining.
            1 damage is passed on to Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary).
        Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary) takes 1 damage to Trooper 1.
            9 Armor remaining.

    Machine Gun at Hex 2530 of Building #250028 (Collapse) needs 4, rolls 7 : hits.

        Heavy Building Building #250028 absorbs 2 points of damage.
            77 CF remaining.
            1 damage is passed on to Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary).
        Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary) takes 1 damage to Trooper 4.
            9 Armor remaining.

    Machine Gun at Hex 2530 of Building #250028 (Collapse) needs 4, rolls 10 : hits.

        Heavy Building Building #250028 absorbs 2 points of damage.
            75 CF remaining.
            1 damage is passed on to Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary).
        CRITICAL HIT on Trooper 1 (critical).
        Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary) takes 10 damage to Trooper 1 (critical).
            Armor destroyed.
             TROOPER KILLED,

Weapons fire for Stinger STG-3R (Draconis Combine Primary Opfor)
    Medium Laser at Hex 2530 of Building #250028 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 9 : hits.

        Heavy Building Building #250028 absorbs 6 points of damage.
            69 CF remaining.
            2 damage is passed on to Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary).
        CRITICAL HIT on Trooper 3 (critical).
        Elemental Medium BA [MG] (Point) #3 (401st Provisional Trinary) takes 11 damage to Trooper 3 (critical).
            Armor destroyed.
             TROOPER KILLED,

... OK, time to turn off BA critical hits.  It's supposed to balance out how tough BA is, but this is just getting stupid.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 24 June 2023, 23:02:09
Every physical attack has a role to play:

Code: [Select]

Physical attacks for Vulcan VL-5T (Houston's Cowboys)
    Pushing Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor); needs 9, rolls 12 : succeeds: target is pushed into hex 0427.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (entering Depth 1 Water).
Needs 4 [4 (Base piloting skill) + 1 (Heavy Rain) - 1 (entering Depth 1 Water)], rolls 7 : succeeds.
    Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) is displaced into hex 0427.


Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make 1 piloting skill roll(s) (was pushed).
The base target is 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 2 (Rapids)].
    Roll #1, (4 (Base piloting skill) + 1 (Heavy Rain) + 2 (Rapids) + 0 (was pushed) + 0 (weight class modifier 0)); needs 7, rolls 4 : falls.
    Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) falls on its left side, suffering 2 damage.
        Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            21 Armor remaining.
            Possible breach on CT. Roll is 7: no breach.

Pilot of Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) "Shirin Wiesner" must roll 7 to avoid damage; rolls 3 : fails.
        Pilot of Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) "Shirin Wiesner" takes 1 damage (1 total hits).
        Pilot of Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) "Shirin Wiesner" needs a 3 to stay conscious. Rolls 4 : successful!

Code: [Select]
Movement Phase
-------------------

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 6 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 3 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 6 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 2 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Weapons fire for Vulcan VL-5T (Houston's Cowboys)
    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor);  needs 7, rolls 5 : misses


    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor);  needs 7, rolls 7 : hits  (using Rear Partial cover (horizontal 50%) table) RTR
        Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) takes 5 damage to RTR.
        Needs 7+ to destroy Searchlight, rolls 3.
            Armor destroyed.
             10 Internal Structure remaining.
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Jump Jet.


    Medium Laser at Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor);  needs 7, rolls 7 : hits  (using Rear Partial cover (horizontal 50%) table) RA (critical)
        Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) takes 5 damage to RA (critical).
            5 Armor remaining.
            Critical hit on RA. Roll is 7; no effect.

Physical attacks for Vulcan VL-5T (Houston's Cowboys)
    Pushing Griffin GRF-1N (Lyran Commonwealth Primary Opfor); needs 7, rolls 7 : succeeds: target is pushed into hex 0328.

Griffin GRF-1N (Lyran Commonwealth Primary Opfor) must make a piloting skill check (entering Depth 1 Water).
Needs 6 [6 (Base piloting skill) + 1 (Heavy Rain) - 1 (entering Depth 1 Water)], rolls 7 : succeeds.
    Griffin GRF-1N (Lyran Commonwealth Primary Opfor) is displaced into hex 0328.


Griffin GRF-1N (Lyran Commonwealth Primary Opfor) must make 1 piloting skill roll(s) (was pushed).
The base target is 9 [6 (Base piloting skill) + 1 (Heavy Rain) + 2 (Rapids)].
    Roll #1, (6 (Base piloting skill) + 1 (Heavy Rain) + 2 (Rapids) + 0 (was pushed) + 0 (weight class modifier 0)); needs 9, rolls 6 : falls.
    Griffin GRF-1N (Lyran Commonwealth Primary Opfor) falls on its rear, suffering 3 damage.
        Griffin GRF-1N (Lyran Commonwealth Primary Opfor) takes 3 damage to HD.
            6 Armor remaining.
            Possible breach on HD. Roll is 6: no breach.

        Pilot of Griffin GRF-1N (Lyran Commonwealth Primary Opfor) "Ryan Hodges" takes 1 damage (1 total hits).
        Pilot of Griffin GRF-1N (Lyran Commonwealth Primary Opfor) "Ryan Hodges" needs a 3 to stay conscious. Rolls 4 : successful!

Pilot of Griffin GRF-1N (Lyran Commonwealth Primary Opfor) "Ryan Hodges" must roll 9 to avoid damage; rolls 9 : succeeds.

Code: [Select]
???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.


???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: no breach.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious. Rolls ???? : successful!


???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
        Needs ???? to destroy ????, rolls ????.
            ???? Armor remaining.
            Possible breach on ????. Roll is ????: Breach! ???? ???? BREACHED
*** ???? (????) DESTROYED by ????! ***
           
???? has abandoned ???? (????).

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        Pilot of ???? (????) "????" has ejected, so no damage is dealt!


Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 5 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 5 : falls.
Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) goes back to the hull down position instead of falling to the ground.

Phoenix Hawk PXH-1 (Lyran Commonwealth Primary Opfor) must make a piloting skill check (Rapids).
Needs 7 [4 (Base piloting skill) + 1 (Heavy Rain) + 0 (getting up) + 2 (Rapids)], rolls 10 : succeeds.

That's a 3/6 pilot (Griffin) out of the fight, and a 3/4 pilot (PHawk) in bad condition.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 25 June 2023, 18:05:18
Does anyone else's Princess allies do this on a regular basis, but not when it's the OpFor?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 12 July 2023, 11:53:31
Not suspicious.  Not suspicious at all:

Cristina   Lomelini   Dependent   ComStar   Terra
Louise   Behramoglu   Dependent   ComStar   Terra
LibuÅ¡e   Prachar   Dependent   ComStar   Terra
Sarah   Husam   Dependent   ComStar   Terra
Takiyah   Zilabamuzale   Dependent   ComStar   Terra
Willette   McErlean   Dependent   ComStar   Herakleion
Firdose   Higashi   Dependent   ComStar   Terra
Seyran   Besikci   Dependent   ComStar   Herakleion
Dzevat   Sánchez   Dependent   ComStar   Terra
Catline   Stuart   Dependent   ComStar   Terra
Jarrod   Hrdina   Dependent   ComStar   Terra
Grady   Gazonas   Dependent   ComStar   Terra
Jonathan   Kahangi   Dependent   ComStar   Terra
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Deadborder on 12 July 2023, 18:25:17
Good thing the CASE II saved him!

(https://cdn.discordapp.com/attachments/504421645923123201/1127532849310990406/eris1.png)

...oh

(https://cdn.discordapp.com/attachments/504421645923123201/1127532879044427837/eris2.png)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 30 July 2023, 23:42:26
Code: [Select]
Weapons fire for Foot Platoon (MG) (Draconis Combine Primary Opfor)
     Machine Gun (Portable) at Merkava Heavy Tank BS2 #2 (BS Concepts);  needs 8, rolls 12 :  - Direct Blow - 17 troopers hit, causing 9 damage.
        Merkava Heavy Tank BS2 #2 (BS Concepts) takes 2 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 6.
            28 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.

        Merkava Heavy Tank BS2 #2 (BS Concepts) takes 2 damage to TU.
            28 Armor remaining.

        Merkava Heavy Tank BS2 #2 (BS Concepts) takes 2 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            26 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.

        Merkava Heavy Tank BS2 #2 (BS Concepts) takes 2 damage to TU (critical).
            26 Armor remaining.
            Critical hit on TU. Roll is (7+1) = 8; SRM 6 malfunctions.

        Merkava Heavy Tank BS2 #2 (BS Concepts) takes 1 damage to LS.
            25 Armor remaining.
            Chance for motive system damage. Roll is 5; (w/ +0 bonus)
             no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 31 July 2023, 14:42:34
Brand new:
Code: [Select]
Machine Gun at Merkava Heavy Tank BS2 #8 (BS Concepts);  needs 5, rolls 12 :  - Direct Blow - hits  (using Left Side table) LS
        Merkava Heavy Tank BS2 #8 (BS Concepts) takes 4 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 6.
            26 Armor remaining.
            Chance for motive system damage. Roll is 12; (w/ +0 bonus)
             Major damage, vehicle immobile.


     Flamer (Vehicle) at Merkava Heavy Tank BS2 #8 (BS Concepts);  needs 5, rolls 8 :  - Direct Blow - hits  (using Left Side table) LS
        Merkava Heavy Tank BS2 #8 (BS Concepts) takes 3 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            23 Armor remaining.


     Machine Gun at Merkava Heavy Tank BS2 #8 (BS Concepts);  needs 5, rolls 11 :  - Direct Blow - hits  (using Left Side table) TU (critical)
        Merkava Heavy Tank BS2 #8 (BS Concepts) takes 4 damage to TU (critical).
            26 Armor remaining.
            Critical hit on TU. Roll is (6+2) = 8; SRM 6 malfunctions.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Colt Ward on 02 August 2023, 04:48:21
When you find yourself 5 hexes away from that assault mech on a cliff edge but have only been knicked up by battle armor-

(https://scontent-dfw5-1.xx.fbcdn.net/v/t39.30808-6/365110451_10227775233037979_3443249059869489693_n.jpg?_nc_cat=103&ccb=1-7&_nc_sid=0debeb&_nc_ohc=z7vAuA2b2UwAX-mXq2C&_nc_ht=scontent-dfw5-1.xx&oh=00_AfAfcvXZuXiGyG8_tKHGjCRE5Js5_99MJm8zlE3PkQQVKg&oe=64CE76A1)
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 12 September 2023, 04:34:56
No more leg days for you!

Code: [Select]
Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) must make a piloting skill check (used more MPs than at 1G possible).
Needs 5 [5 (Base piloting skill) + 0 (used more MPs than at 1G possible)], rolls 3 : fails.
        Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) takes 3 damage to Internal Structure of RL.
             9 Internal Structure remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.

        Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) takes 3 damage to Internal Structure of LL.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 12 September 2023, 14:43:56
No more leg days for you!

Code: [Select]
Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) must make a piloting skill check (used more MPs than at 1G possible).
Needs 5 [5 (Base piloting skill) + 0 (used more MPs than at 1G possible)], rolls 3 : fails.
        Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) takes 3 damage to Internal Structure of RL.
             9 Internal Structure remaining.
            Critical hit on RL. Roll is 12;LIMB BLOWN OFF Right Leg blown off.

        Trebuchet TBT-5N (Lyran Commonwealth Primary Opfor) takes 3 damage to Internal Structure of LL.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.
Hot diggity. Accounting for location and crit rolls, that's approximately a 1 in 67,184 chance. Talk about crazy hits!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 13 September 2023, 10:00:55
I am pretty sure location is not rolled but is always legs in this case.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 13 September 2023, 10:27:43
I am pretty sure location is not rolled but is always legs in this case.
Ah, right, didn't pay attention; it's a 1g overspeed roll. Still, less than one in a thousand—impressive in its own right.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 16 September 2023, 06:12:48
Only noteworthy because of the back to back nature of unlikely misses for my guys and unlikely hits for them.
Code: [Select]
Weapons fire for Merkava Heavy Tank BS2 ID:1 (Princess)
     PPC at Javelin JVN-10F 'Fire Javelin' ID:12 (Princess1);  needs 6, rolls 5 : misses


     SRM 6 at Javelin JVN-10F 'Fire Javelin' ID:12 (Princess1);  needs 8, rolls 3 : misses


     LRM 15 at Javelin JVN-10F 'Fire Javelin' ID:12 (Princess1);  needs 7, rolls 5 : misses


 Weapons fire for Javelin JVN-10F 'Fire Javelin' ID:25 (Princess1)
     Medium Laser at Merkava Heavy Tank BS2 ID:1 (Princess);  needs 10, rolls 12 : hits  (using Left Side table) LS
        Merkava Heavy Tank BS2 ID:1 (Princess) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            25 Armor remaining.


     Medium Laser at Merkava Heavy Tank BS2 ID:1 (Princess);  needs 10, rolls 10 : hits  (using Left Side table) TU
        Merkava Heavy Tank BS2 ID:1 (Princess) takes 5 damage to TU.
            25 Armor remaining.


     Medium Laser at Merkava Heavy Tank BS2 ID:1 (Princess);  needs 10, rolls 11 : hits  (using Left Side table) TU
        Merkava Heavy Tank BS2 ID:1 (Princess) takes 5 damage to TU.
            20 Armor remaining.


     Medium Laser at Merkava Heavy Tank BS2 ID:1 (Princess);  needs 10, rolls 12 : hits  (using Left Side table) LS
        Merkava Heavy Tank BS2 ID:1 (Princess) takes 5 damage to LS.
            20 Armor remaining.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 19 September 2023, 22:14:28
Oh, hey, that looks like a nice pointy stick...

Code: [Select]

ForestryMech ED-X3 (Convoy) needs to avoid critical damage due to falling 1 levels.
            Critical hit on HD. Roll is (11+3) = 14; 3 locations.
            CRITICAL HIT on Sensors.
            CRITICAL HIT on Industrial Cockpit.

*** ForestryMech ED-X3 (Convoy) DESTROYED by pilot death! ***
            CRITICAL HIT on Life Support.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 21 September 2023, 17:26:36
Code: [Select]
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 1 damage to TU (critical).
            29 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 105 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 705 damage to TU.
             SECTION DESTROYED.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: S2pidiT on 22 September 2023, 08:58:41
Code: [Select]
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 1 damage to TU (critical).
            29 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 105 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 705 damage to TU.
             SECTION DESTROYED.
Was Stackpole overseeing that game? :cheesy:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 23 September 2023, 00:39:29
someone left the top hatch open
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Rince Wind on 23 September 2023, 03:34:40
And the winner of todays turret toss tournament is ...

Code: [Select]
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 1 damage to TU (critical).
            29 Armor remaining.
            Critical hit on TU. Roll is 11; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 105 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
        Merkava Heavy Tank BS2 ID:2 (TestedUnit) takes 705 damage to TU.
             SECTION DESTROYED.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: johnboyjjb on 27 September 2023, 18:39:22
Took two with me this time:
Code: [Select]
Weapons fire for Heavy Hover APC ID:74 (TargetUnit)
     Machine Gun at Merkava Heavy Tank BS2 ID:33 (TestedUnit);  needs 8, rolls 5 : misses

     Machine Gun at Merkava Heavy Tank BS2 ID:33 (TestedUnit);  needs 8, rolls 11 :  - Direct Blow - hits  (using Right Side table) TU (critical)
        Merkava Heavy Tank BS2 ID:33 (TestedUnit) takes 3 damage to TU (critical).
            27 Armor remaining.
            Critical hit on TU. Roll is (10+1) = 11; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 168 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
        Merkava Heavy Tank BS2 ID:33 (TestedUnit) takes 708 damage to TU.
             SECTION DESTROYED.
 *** Merkava Heavy Tank BS2 ID:33 (TestedUnit) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.

         Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) is hit for 35 damage!
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            34 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            29 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to LS.
            25 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to TU.
            25 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            24 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to TU (critical).
            20 Armor remaining.
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            19 Armor remaining.

        Heavy Hover APC ID:74 (TargetUnit) is hit for 35 damage!
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            15 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 2.
            10 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 5.
            8 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 6.
            5 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            0 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 5.
             SECTION DESTROYED.
 *** Heavy Hover APC ID:74 (TargetUnit) DESTROYED by damage! ***
            Critical hit on FR. Roll is 11;Critical hit on Machine Gun.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!

        Heavy Hover APC ID:106 (TargetUnit) is hit for 35 damage!
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            15 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            10 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            8 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            3 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
 *** Heavy Hover APC ID:106 (TargetUnit) DESTROYED by damage! ***
            Critical hit on LS. Roll is 9; Engine destroyed. Immobile.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            5 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            0 Armor remaining.


        End Secondary Damage Report.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: pokefan548 on 28 September 2023, 07:52:49
Took two with me this time:
Code: [Select]
Weapons fire for Heavy Hover APC ID:74 (TargetUnit)
     Machine Gun at Merkava Heavy Tank BS2 ID:33 (TestedUnit);  needs 8, rolls 5 : misses

     Machine Gun at Merkava Heavy Tank BS2 ID:33 (TestedUnit);  needs 8, rolls 11 :  - Direct Blow - hits  (using Right Side table) TU (critical)
        Merkava Heavy Tank BS2 ID:33 (TestedUnit) takes 3 damage to TU (critical).
            27 Armor remaining.
            Critical hit on TU. Roll is (10+1) = 11; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 168 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
*** SRM 6 Ammo EXPLODES! 180 DAMAGE! ***
*** LRM 15 Ammo EXPLODES! 120 DAMAGE! ***
        Merkava Heavy Tank BS2 ID:33 (TestedUnit) takes 708 damage to TU.
             SECTION DESTROYED.
 *** Merkava Heavy Tank BS2 ID:33 (TestedUnit) DESTROYED by damage! ***
            Critical hit on TU. Roll is 4; no effect.

         Ammo explosion damages nearby units.

        Start Secondary Damage Report.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) is hit for 35 damage!
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            34 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            29 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to LS.
            25 Armor remaining.
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to TU.
            25 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            24 Armor remaining.
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to TU (critical).
            20 Armor remaining.
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
        Merkava Heavy Tank BS2 ID:46 (TestedUnit) takes 5 damage to FR.
            19 Armor remaining.

        Heavy Hover APC ID:74 (TargetUnit) is hit for 35 damage!
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            15 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 2.
            10 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 5.
            8 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 6.
            5 Armor remaining.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            0 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 5.
             SECTION DESTROYED.
 *** Heavy Hover APC ID:74 (TargetUnit) DESTROYED by damage! ***
            Critical hit on FR. Roll is 11;Critical hit on Machine Gun.
        Heavy Hover APC ID:74 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!

        Heavy Hover APC ID:106 (TargetUnit) is hit for 35 damage!
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            15 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            10 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            8 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            3 Armor remaining.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to LS.
            Armor destroyed.
             SECTION DESTROYED.
 *** Heavy Hover APC ID:106 (TargetUnit) DESTROYED by damage! ***
            Critical hit on LS. Roll is 9; Engine destroyed. Immobile.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            5 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Heavy Hover APC ID:106 (TargetUnit) takes 5 damage to FR.
            0 Armor remaining.


        End Secondary Damage Report.
"If I'm going down..."
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Sir Chaos on 28 September 2023, 09:14:14
"If I'm going down..."

"... I´m sending everyone else into orbit with the shockwave."

We´re all gonna die one day. May as well make it a spectacle.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 29 September 2023, 11:49:44
Someone just had a REALLY bad day.  Check out the critical rolls at the end:

Code: [Select]
???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : fails.
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious. Rolls ???? : successful!


???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.

???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.


???? (????) must make a piloting skill check (????).
Needs ???? [????], rolls ???? : falls.
    ???? (????) falls on its ????, suffering ???? damage.
        ???? (????) takes ???? damage to ????.
            ???? Armor remaining.
        ???? (????) takes ???? damage to ????.
             ???? Internal Structure remaining.
            Critical hit on ????. Roll is ????; 1 location.
            CRITICAL HIT on ????.
            *** ???? EXPLODES! ???? DAMAGE! ***
        ???? of ???? (????) "????" takes ???? damage (???? total hits).
        ???? of ???? (????) "????" needs a ???? to stay conscious. Rolls ???? : blacks out.

                >???? (????) suffers catastrophic damage, but the autoeject system was engaged.
           
???? (????) must make a piloting skill check (????).
            Needs ???? [????], rolls ???? : fails.

                ???? of ???? (????) "????" takes ???? damage, killing the pilot (???? total hits).
        *** ???? (????) DESTROYED by ????! ***
                ???? (????) takes ???? damage to ????.
                     SECTION DESTROYED.
                ???? damage transfers to ????.
                    Critical hit on ????.         Roll is ????;         3 locations.
                    CRITICAL HIT on ????.
                    CRITICAL HIT on ????.
                    CRITICAL HIT on ????.
                ???? (????) takes ???? damage to ????.
                     SECTION DESTROYED.
                ???? damage transfers to ????.
                    Critical hit on ????.         Roll is ????;         3 locations.
                    CRITICAL HIT on ????.
                    CRITICAL HIT on ????.
                    CRITICAL HIT on ????.
                ???? (????) takes ???? damage to ????.
                     SECTION DESTROYED.
                    Critical hit on ????.         Roll is ????;         1 location.
                    CRITICAL HIT on ????.


???? of ???? (????) "????" must roll ???? to avoid damage; rolls ???? : succeeds.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 01 October 2023, 16:40:52
Doubleblind murder mystery.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: truetanker on 03 October 2023, 15:26:46
Evidence shows you where there as an eye witness, care to elaborate?

I saw everything says the blind warrior, who wasn't there.
I heard it says the deaf warrior, who wasn't there either.
*Blinking their eyes* was the mute warrior, who was there .

TT
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 18 October 2023, 21:39:13
How many Kicks does it take to knock out a Crusader? Let's find out!
Code: [Select]
Physical Attack Phase
-------------------

 Physical attacks for Grasshopper GHR-5J (GM)
    Kick (Left leg) at Longbow LGB-7Q-CK Gjallarhorn (Sigismund); needs 5, rolls 7 : hits (using Kick table) RL
        Longbow LGB-7Q-CK Gjallarhorn (Sigismund) takes 14 damage to RL.
            14 Armor remaining.

 Physical attacks for Longbow LGB-7Q-CK Gjallarhorn (Sigismund)
    Kick (Left leg) at Grasshopper GHR-5J (GM); needs 4, rolls 6 : hits (using Kick table) LL
        Grasshopper GHR-5J (GM) takes 17 damage to LL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.

 Physical attacks for Ryoken (Stormcrow) Prime CK-1 (Wrangler)
    Kick (Left leg) at Crusader CRD-5M (GM); needs 4, rolls 6 : hits (using Kick table) LL
        Crusader CRD-5M (GM) takes 11 damage to LL.
            8 Armor remaining.

 Physical attacks for Crusader CRD-5M (GM)
    Kick (Left leg) at Grasshopper GHR-5N (Roddy) (Wrangler); needs 7, rolls 6 : misses.

 Physical attacks for Grasshopper GHR-5N (Roddy) (Wrangler)
    Kick (Left leg) at Crusader CRD-5M (GM); needs 6, rolls 5 : misses.

 Physical attacks for Mad Cat (Timber Wolf) A (Teslos)
    Kick (Left leg) at Grasshopper GHR-5J (GM); needs 1, rolls 7 : hits (using Kick table) LL
        Grasshopper GHR-5J (GM) takes 15 damage to LL.
             SECTION DESTROYED.
        12 damage transfers to LT.
            Critical hit on LL. Roll is 4; no effect.
        Grasshopper GHR-5J (GM) takes 12 damage to LT.
        12 damage transfers to CT.
        Grasshopper GHR-5J (GM) takes 12 damage to CT.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is 12; 3 locations.
            CRITICAL HIT on +ER Large Laser.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
 *** Grasshopper GHR-5J (GM) DESTROYED by engine destruction! ***
Two
She still salvageable!
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 12 November 2023, 05:58:58


Code: [Select]
Weapons fire for Trebuchet TBT-5J (Free Worlds League)
     Medium Laser at Locust LCT-1V (Circinus Federation);  needs 5, rolls 5 :  - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits  (using Left Side table) CT
        Locust LCT-1V (Circinus Federation) takes 1 damage to CT.
             SECTION DESTROYED.
        Locust LCT-1V (Circinus Federation) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 12.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!
 *** Locust LCT-1V (Circinus Federation) DESTROYED by engine explosion! ***

        Start Secondary Damage Report.
         >Locust LCT-1V (Circinus Federation) suffers catastrophic damage, but the autoeject system was engaged.
    
 Locust LCT-1V (Circinus Federation) must make a piloting skill check (High-G).
    Needs 12 [6 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain) + 2 (High-G)], rolls 9 : fails.

         Pilot of Locust LCT-1V (Circinus Federation) "Comfort Auge" is already dead, so no damage is dealt!
        Fire at 2119 was started due to an engine explosion!
            Current game options do not allow fires.
        Hex 2219: terrain takes 16 damage.
        Hex 2319: terrain takes 8 damage.
        Phoenix Hawk PXH-1 #2 SOURPUSS (Casper's Dragoons) is hit for 8 damage!
        Phoenix Hawk PXH-1 #2 SOURPUSS (Casper's Dragoons) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 5.
            18 Armor remaining.
        Phoenix Hawk PXH-1 #2 SOURPUSS (Casper's Dragoons) takes 3 damage to RA.
            5 Armor remaining.

        Goblin Medium Tank (Circinus Federation) is hit for 4 damage!
        Goblin Medium Tank (Circinus Federation) takes 4 damage to LS (critical).
            20 Armor remaining.
            Critical hit on LS. Roll is 9; Engine destroyed. Immobile.

        Saracen Medium Hover Tank #2 (Circinus Federation) is hit for 16 damage!
        Saracen Medium Hover Tank #2 (Circinus Federation) takes 5 damage to TU.
            19 Armor remaining.
        Saracen Medium Hover Tank #2 (Circinus Federation) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            19 Armor remaining.
        Saracen Medium Hover Tank #2 (Circinus Federation) takes 5 damage to TU.
            14 Armor remaining.
        Saracen Medium Hover Tank #2 (Circinus Federation) takes 1 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 4.
            18 Armor remaining.

        Pegasus Scout Hover Tank (Circinus Federation) is hit for 16 damage!
        Pegasus Scout Hover Tank (Circinus Federation) takes 5 damage to RS.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            14 Armor remaining.
        Pegasus Scout Hover Tank (Circinus Federation) takes 5 damage to RS.
            9 Armor remaining.
        Pegasus Scout Hover Tank (Circinus Federation) takes 5 damage to RS.
            4 Armor remaining.
        Pegasus Scout Hover Tank (Circinus Federation) takes 1 damage to RS.
            3 Armor remaining.
            Chance for motive system damage. Roll is 15; (w/ +5 bonus)
             Major damage, vehicle immobile.


        End Secondary Damage Report.
            Critical hit on CT. Roll is (3-2) = 1; no effect.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: epic 2.0 on 17 November 2023, 13:01:30
not a hit per se, but twice now, generating random names, the commander of a space station has had the last name... Vader.

Not quite Tarkin, but I'll take it.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: truetanker on 20 November 2023, 17:30:32
Pretty nifty

What G/P did it have?

TT
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 11 December 2023, 19:59:24
Sometimes, it works out:
Code: [Select]
Physical Attack Phase
-------------------

Physical attacks for Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements)
    Kick (Left leg) at Shadow Hawk SHD-2H (Houston's Cowboys); needs 8, rolls 8 : hits (using Kick table) RL
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 8 damage to RL.
            8 Armor remaining.


Physical attacks for Shadow Hawk SHD-2H #2 (Houston's Cowboys)
    Charging Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements); needs 2, rolls 10 :
    Attacker takes 18 damage.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            13 Armor remaining.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 5 damage to LT.
            8 Armor remaining.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 5 damage to LL.
            9 Armor remaining.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 3 damage to RA.
            13 Armor remaining.
    Defender takes 26 damage .
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 5 damage to RA.
            6 Armor remaining.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 5 damage to LA.
            6 Armor remaining.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 5 damage to LA.
            1 Armor remaining.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 5 damage to RT.
            9 Armor remaining.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 5 damage to CT.
            12 Armor remaining.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 1 damage to CT.
            11 Armor remaining.


Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) must make a piloting skill check (entering Depth 1 Water).
Needs 6 [6 (Base piloting skill) + 1 (fatigue) - 1 (entering Depth 1 Water)], rolls 11 : succeeds.
    Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) is displaced into hex 2615.
    Shadow Hawk SHD-2H #2 (Houston's Cowboys) is displaced into hex 2616.


Shadow Hawk SHD-2H #2 (Houston's Cowboys) must make 3 piloting skill roll(s) (was kicked; charging; 20+ damage).
The base target is 4 [3 (Base piloting skill) + 1 (fatigue)].
    Roll #1, (3 (Base piloting skill) + 1 (fatigue) + 0 (was kicked) + 0 (weight class modifier 0) + 2 (charging) + 1 (20+ damage)); needs 7, rolls 5 : falls.
    Shadow Hawk SHD-2H #2 (Houston's Cowboys) falls on its rear, suffering 6 damage.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 5 damage to CTR.
            3 Armor remaining.
        Shadow Hawk SHD-2H #2 (Houston's Cowboys) takes 1 damage to RL.
            7 Armor remaining.

Pilot of Shadow Hawk SHD-2H #2 (Houston's Cowboys) "Corporal Sylvain Rapach" must roll 7 to avoid damage; rolls 11 : succeeds.


Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) must make 2 piloting skill roll(s) (was charged; 20+ damage).
The base target is 7 [6 (Base piloting skill) + 1 (fatigue)].
    Roll #1, (6 (Base piloting skill) + 1 (fatigue) + 2 (was charged) + 1 (20+ damage)); needs 10, rolls 10 : succeeds.
    Roll #2, (6 (Base piloting skill) + 1 (fatigue) + 1 (20+ damage) + 0 (weight class modifier) + 2 (was charged)); needs 10, rolls 5 : falls.
    Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) falls on its front, suffering 2 damage.
        Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) takes 2 damage to LT.
            12 Armor remaining.
            Possible breach on LT. Roll is 5: no breach.
 Hermes II HER-4K 'Hermes III' CT BREACHED
*** Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) DESTROYED by hull breach! ***
           
Fabiano Catalactus has abandoned Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements).

Pilot of Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) "Fabiano Catalactus" must roll 10 to avoid damage; rolls 3 : fails.
        Pilot of Hermes II HER-4K 'Hermes III' (Free Worlds League Opfor Ground Reinforcements) "Fabiano Catalactus" has ejected, so no damage is dealt!

It was either charge or push; wasn't too sure the push would get it to fall over and it's been a while since I've charged something (successfully or otherwise) so... why not.   :evil:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 25 December 2023, 23:02:10
I just want to know what I did to piss off the dice gods this time.  After nearly a dozen rounds of firing at this Warhammer...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 27 December 2023, 11:23:02
Looks like shot went through the rear and got crits.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 27 January 2024, 18:23:08
This has to be one of the most messed up means of retreating I've ever seen.

Code: [Select]

SRM Carrier (Standard) (Chaos March Primary Opfor) must make a piloting skill check while moving in hex 2913 (reckless driving on pavement).
Needs 7 [5 (Base piloting skill) + 1 (Steering Damage) + 1 (fatigue) + 0 (reckless driving on pavement)], rolls 2 : fails.
            Chance for motive system damage. Roll is 3; (w/ +0 bonus)
             no effect.
    Skids into Laser Carrier (Standard) in hex 3012...; needs 8, rolls 8 :     Attacker takes 9 damage.
    Vehicle charge hit, checking for motive system damage:
            Chance for motive system damage. Roll is 8; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        SRM Carrier (Standard) (Chaos March Primary Opfor) takes 5 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 6.
            7 Armor remaining.
        SRM Carrier (Standard) (Chaos March Primary Opfor) takes 4 damage to FR.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            3 Armor remaining.
    Defender takes 9 damage  (using Left Side table).
    Vehicle hit by charge, checking for motive system damage:
            Chance for motive system damage. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
        Laser Carrier (Standard) (Chaos March Primary Opfor) takes 5 damage to LS.
            7 Armor remaining.
        Laser Carrier (Standard) (Chaos March Primary Opfor) takes 4 damage to LS.
            3 Armor remaining.


*** Laser Carrier (Standard) (Chaos March Primary Opfor) has been forced from the field. ***
    SRM Carrier (Standard) (Chaos March Primary Opfor) is displaced into hex 3012.

    Skids into Wyvern WVE-6N in hex 3012...; needs 7, rolls 8 :     Attacker takes 7 damage.
    Vehicle charge hit, checking for motive system damage:
            Chance for motive system damage. Roll is 6; (w/ +0 bonus)
             Minor damage, +1 to driving skill rolls.
        SRM Carrier (Standard) (Chaos March Primary Opfor) takes 5 damage to FR.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on FR. Roll is 4; no effect.
        SRM Carrier (Standard) (Chaos March Primary Opfor) takes 2 damage to FR.
             2 Internal Structure remaining.
            Chance for motive system damage. Roll is 9; (w/ +0 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.
            Critical hit on FR. Roll is 5; no effect.
    Defender takes 7 damage  (using Kick table).
        Wyvern WVE-6N (Chaos March Primary Opfor) takes 5 damage to RL.
            15 Armor remaining.
        Wyvern WVE-6N (Chaos March Primary Opfor) takes 2 damage to LL.
            18 Armor remaining.


*** Wyvern WVE-6N (Chaos March Primary Opfor) has been forced from the field. ***
    SRM Carrier (Standard) (Chaos March Primary Opfor) is displaced into hex 3012.

    Skids into hex 3012.
*** SRM Carrier (Standard) (Chaos March Primary Opfor) has skidded off the field. ***
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 28 January 2024, 18:12:42
So why is it when I get friendly gun emplacements it's a handful of MG and flamers, and when the OpFor gets them it looks like this...
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 28 January 2024, 23:31:09
That is a lot of turrets.  Are these randomly generated?
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 28 January 2024, 23:48:46
Yup.  Might need to start diddling with the turret RATs to reduce the amount of high-end and/or ranged stuff to balance it out a bit better.  PITA though since it's all nested down in a master ZIP and it doesn't override like the era availability XMLs - it has to be unzipped, modified, then re-zipped.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 02 February 2024, 20:58:11
The bot's Dire Wolf chose to risk fighting in quicksand.  It got knocked over after taking over 100 damage in a turn, and couldn't get up the following turn.  Then this happened:

Quote
End Phase
-------------------
 Daishi (Dire Wolf) D (Princess) sinks into the quicksand.
 *** Daishi (Dire Wolf) D (Princess) DESTROYED by quicksand! ***


An Iron Cheetah earlier in the turn didn't fare much better:

Quote
Weapons fire for Rifleman IIC (Harold)
     Large Pulse Laser (Clan) at Iron Cheetah B (Princess);  needs 3, rolls 7 :  - Direct Blow - hits  HD
        Iron Cheetah B (Princess) takes 11 damage to HD.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on HD. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Standard Cockpit.

 *** Iron Cheetah B (Princess) DESTROYED by pilot death! ***

         Pilot of Iron Cheetah B (Princess) "Brina Robinson" is already dead, so no damage is dealt!

And that was after the Iron Cheetah KO'd the life support and a sensors slot on my Marauder IIC  :laugh:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 10 February 2024, 00:00:09
a reinforced company of enemy vehicles trying to escape... in a tornado.   It did not go well.

Code: [Select]

Wind direction is from the South.  Wind strength is Tornado F4.  The weather is Clear.  Visibility is Daylight.
  Fog level is None.

 J. Edgar Light Hover Tank (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** J. Edgar Light Hover Tank (Free Worlds League) DESTROYED by tornado! ***

 Harasser Missile Platform (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Harasser Missile Platform (Free Worlds League) DESTROYED by tornado! ***

 Harasser Laser Platform (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Harasser Laser Platform (Free Worlds League) DESTROYED by tornado! ***

 Harasser Missile Platform #2 (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Harasser Missile Platform #2 (Free Worlds League) DESTROYED by tornado! ***
 Saracen Medium Hover Tank (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Saracen Medium Hover Tank (Free Worlds League) DESTROYED by tornado! ***

 Saladin Assault Hover Tank (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Saladin Assault Hover Tank (Free Worlds League) DESTROYED by tornado! ***

 Saracen Medium Hover Tank #2 (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Saracen Medium Hover Tank #2 (Free Worlds League) DESTROYED by tornado! ***

 Vedette Medium Tank (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Vedette Medium Tank (Free Worlds League) DESTROYED by tornado! ***

 Vedette Medium Tank (AC2) (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Vedette Medium Tank (AC2) (Free Worlds League) DESTROYED by tornado! ***

 Vedette Medium Tank #2 (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Vedette Medium Tank #2 (Free Worlds League) DESTROYED by tornado! ***

 Vedette Medium Tank #3 (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Vedette Medium Tank #3 (Free Worlds League) DESTROYED by tornado! ***

 Striker Light Tank (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Striker Light Tank (Free Worlds League) DESTROYED by tornado! ***

 Scorpion Light Tank (LRM) (Free Worlds League) is in a tornado and cannot survive there!!!.
 *** Scorpion Light Tank (LRM) (Free Worlds League) DESTROYED by tornado! ***

Although I didn't have it all my own way against the remaining mech forces:
Code: [Select]
Cicada CDA-2A THRAEX (Lucas Losers) must make 2 piloting skill roll(s) (was kicked; missed a kick).
The base target is 10 [5 (Base piloting skill) + 5 (Tornado F4)].
    Roll #1, (5 (Base piloting skill) + 5 (Tornado F4) + 0 (was kicked) + 0 (missed a kick)); needs 10, rolls 4 : falls.
     Cicada CDA-2A THRAEX (Lucas Losers) falls on its front, suffering 4 damage.
        Cicada CDA-2A THRAEX (Lucas Losers) takes 4 damage to LL.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Foot.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: BATTLEMASTER on 10 February 2024, 07:00:05
I like how the weather is clear yet there's a freakin F4 tornado  :laugh:
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 11 February 2024, 18:51:39
I usually convert Tornado conditions to variable wind speed and direction, depending on general force contents.  For when a force would be greatly impacted it's usually from Moderate Gale to Storm, and for those that are not Strong Gale to Tornado F1-F3.  Provides a better scenario all-round.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Southernskies on 12 February 2024, 05:39:38
I didn't even notice until the vehicles started exploding
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 12 February 2024, 22:28:45
Alright, where do I get this miracle magnetic ammo:

Code: [Select]
Offboard Attack Phase
-------------------
Weapons fire for Mobile Long Tom Artillery (+Carriages)(Unofficial) (Rebels Opfor Artillery)
    Long Tom at Hex: 3012 (Artillery) needs 9, rolls 9 : hits the intended hex 3012.
        Hex 3012: terrain takes 50 damage.
Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) hit (using Left Side table) for 25 damage.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            24 Armor remaining.
            Chance for motive system damage. Roll is 11; (w/ +1 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
            19 Armor remaining.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to TU (critical).
            15 Armor remaining.
            Critical hit on TU. Roll is 6; Stabilizer destroyed!
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
            14 Armor remaining.
            Chance for motive system damage. Roll is 7; (w/ +1 bonus)
             Minor damage, +1 to driving skill rolls.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
            9 Armor remaining.
Kintaro KTO-20 (Word of Blake Integrated Allies) hit for 25 damage.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to LA.
            13 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            13 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RL.
            18 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to LT.
            13 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RT.
            8 Armor remaining.
        Hex 2912: terrain takes 30 damage.
        Hex 3011: terrain takes 30 damage.
        Hex 3112: terrain takes 30 damage.
        Hex 3013: terrain takes 30 damage.
        Hex 2913: terrain takes 30 damage.
        Hex 2911: terrain takes 10 damage.
        Hex 3111: terrain takes 10 damage.
        Hex 3213: terrain takes 10 damage.
        Hex 3114: terrain takes 10 damage.
        Hex 3014: terrain takes 10 damage.
        Medium Building Building #290013 absorbs 5 points of damage.
            11 CF remaining.
        Hex 2914: terrain takes 10 damage.
        Hex 2813: terrain takes 10 damage.

Weapons fire for Mobile Long Tom Artillery (+Carriages)(Unofficial) #2 (Rebels Opfor Artillery)
    Long Tom at Hex: 3012 (Artillery) needs 11, rolls 9 : misses and scatters to hex 3213.
        Hex 3213: terrain takes 50 damage.
             Light Woods converted to Rough!
        Hex 3314: terrain takes 30 damage.
        Hex 3214: terrain takes 30 damage.
        Heavy Building Building #310013 absorbs 15 points of damage.
            27 CF remaining.
        Hex 3114: terrain takes 30 damage.
        Hex 3013: terrain takes 10 damage.
        Hex 3012: terrain takes 10 damage.
Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) hit (using Left Side table) for 5 damage.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
            4 Armor remaining.
Kintaro KTO-20 (Word of Blake Integrated Allies) hit for 5 damage.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RA.
            13 Armor remaining.
        Hex 3112: terrain takes 10 damage.
             Heavy Woods converted to Light Woods!
        Hex 3312: terrain takes 10 damage.
        Medium Building Building #320011 absorbs 5 points of damage.
            15 CF remaining.
        Hex 3412: terrain takes 10 damage.
        Medium Building Building #330011 absorbs 5 points of damage.
            25 CF remaining.
        Hex 3315: terrain takes 10 damage.
        Medium Building Building #320014 absorbs 5 points of damage.
            14 CF remaining.
        Hex 3014: terrain takes 10 damage.
        Medium Building Building #290013 absorbs 5 points of damage.
            6 CF remaining.

Weapons fire for Thumper Artillery Vehicle (Standard) (Rebels Opfor Artillery)
    Thumper at Hex: 3012 (Artillery) needs 11, rolls 4 : misses and scatters to hex 3709.
        Hex 3709: terrain takes 30 damage.
        Hex 3808: terrain takes 10 damage.
        Hex 3710: terrain takes 10 damage.

Weapons fire for Mobile Long Tom Artillery (+Carriages)(Unofficial) #3 (Rebels Opfor Artillery)
    Long Tom at Hex: 3012 (Artillery) needs 11, rolls 12 : hits the intended hex 3012.
        Hex 3012: terrain takes 50 damage.
Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) hit (using Left Side table) for 25 damage.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
            Armor destroyed.
             4 Internal Structure remaining.
            Critical hit on LS. Roll is 5; no effect.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
             SECTION DESTROYED.
*** Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) DESTROYED by damage! ***
            Critical hit on LS. Roll is 6; Crew stunned for 1 turns.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to RR.
            21 Armor remaining.
        Turhan Urban Combat Vehicle (Standard) (Word of Blake Allied Force) takes 5 damage to LS.
Kintaro KTO-20 (Word of Blake Integrated Allies) hit for 25 damage.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Kintaro KTO-20 (Word of Blake Integrated Allies) "Noah Vilasboas" takes 1 damage (1 total hits).
        Pilot of Kintaro KTO-20 (Word of Blake Integrated Allies) "Noah Vilasboas" needs a 3 to stay conscious. Rolls 8 : successful!
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to CT.
            21 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RT.
            3 Armor remaining.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to RT.
            Armor destroyed.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 6; no effect.
        Kintaro KTO-20 (Word of Blake Integrated Allies) takes 5 damage to LA.
            8 Armor remaining.
        Hex 2912: terrain takes 30 damage.
             Light Woods converted to Rough!
        Hex 3011: terrain takes 30 damage.
             Light Woods converted to Rough!
        Hex 3112: terrain takes 30 damage.
        Hex 3013: terrain takes 30 damage.
        Hex 2913: terrain takes 30 damage.
        Hex 2911: terrain takes 10 damage.
        Hex 3111: terrain takes 10 damage.
        Hex 3213: terrain takes 10 damage.
        Hex 3114: terrain takes 10 damage.
             Light Woods converted to Rough!
        Hex 3014: terrain takes 10 damage.
        Medium Building Building #290013 absorbs 5 points of damage.
            1 CF remaining.
        Hex 2914: terrain takes 10 damage.
        Hex 2813: terrain takes 10 damage.







Kintaro KTO-20 (Word of Blake Integrated Allies) must make 1 piloting skill roll(s) (40+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (fatigue)].
    Roll #1, (5 (Base piloting skill) + 1 (fatigue) + 2 (40+ damage) + 0 (weight class modifier)); needs 8, rolls 11 : succeeds.
Lightning LTN-G15 (Rebels Opfor Aircraft) loses 2 altitude(s) from weapon attack.

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

Weapons fire for Lightning LTN-G15 (Rebels Opfor Aircraft)
    Dive Bomb at Hex: 5429 (Bomb) needs 8, rolls 9 : hits the intended hex 5429.
    HE Bomb incoming!
        Hex 5429: terrain takes 20 damage.
Vindicator VND-1RX1 (Blake's Blessings) hit for 10 damage.
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            11 Armor remaining.
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to LL.
            13 Armor remaining.
    Dive Bomb at Hex: 5429 (Bomb) needs 8, rolls 10 : hits the intended hex 5429.
    HE Bomb incoming!
        Hex 5429: terrain takes 20 damage.
             Heavy Woods converted to Light Woods!
Vindicator VND-1RX1 (Blake's Blessings) hit for 10 damage.
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to CT.
            13 Armor remaining.
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to LA.
            9 Armor remaining.
    Dive Bomb at Hex: 5429 (Bomb) needs 8, rolls 9 : hits the intended hex 5429.
    HE Bomb incoming!
        Hex 5429: terrain takes 20 damage.
Vindicator VND-1RX1 (Blake's Blessings) hit for 10 damage.
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to HD.
            4 Armor remaining.

        Pilot of Vindicator VND-1RX1 (Blake's Blessings) "Acolyte Epsilon VIII Kit-Ling Yep-Baker" takes 1 damage (1 total hits).
        Pilot of Vindicator VND-1RX1 (Blake's Blessings) "Acolyte Epsilon VIII Kit-Ling Yep-Baker" needs a 3 to stay conscious. Rolls 11 : successful!
        Vindicator VND-1RX1 (Blake's Blessings) takes 5 damage to RT.
            6 Armor remaining.
    Dive Bomb at Hex: 5429 (Bomb) needs 8, rolls 6 : misses the intended hex 5429.
    HE Bomb scatters off the map.
    Dive Bomb at Hex: 5429 (Bomb) needs 8, rolls 6 : misses the intended hex 5429.
    HE Bomb scatters to hex 5427!
        Hex 5427: terrain takes 20 damage.

Sadly this is typical for artillery and bombs when used against me.  And atypical when I use them against the OpFor.  It's bad enough that I usually dial down the number of bombs carried, artillery rounds loaded, and sometimes remove them entirely just to keep a semblance of balance.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 21 February 2024, 21:28:09
Couple random hits of interest.

Mauler wins the Golden BB reward!

Code: [Select]
Weapons fire for Mauler MAL-1R (Lunaya)
     ER Large Laser at Brutus Assault Tank #4 (GM);  needs 5, rolls 11 : hits  (using Rear table) RR
        Brutus Assault Tank #4 (GM) takes 8 damage to RR.
            13 Armor remaining.
            Chance for motive system damage. Roll is 5; (w/ +0 bonus)
             no effect.


     LRM 15 at Brutus Assault Tank #4 (GM);  needs 5, rolls 11 : 9 missile(s) hit (using Rear table).

        Brutus Assault Tank #4 (GM) takes 5 damage to RR.
            8 Armor remaining.

        Brutus Assault Tank #4 (GM) takes 4 damage to RR.
            4 Armor remaining.


     AC/2 at Brutus Assault Tank #4 (GM);  needs 5, rolls 3 : misses


     AC/2 at Brutus Assault Tank #4 (GM);  needs 5, rolls 7 : hits  (using Rear table) RR
        Brutus Assault Tank #4 (GM) takes 2 damage to RR.
            2 Armor remaining.
            Chance for motive system damage. Roll is 10; (w/ +0 bonus)
             Heavy damage, +3 to driving skill rolls, 1/2 MP.


     LRM 15 at Brutus Assault Tank #4 (GM);  needs 5, rolls 7 : 12 missile(s) hit (using Rear table).

        Brutus Assault Tank #4 (GM) takes 5 damage to TU (critical).
            18 Armor remaining.
            Critical hit on TU. Roll is 6; Stabilizer destroyed!

        Brutus Assault Tank #4 (GM) takes 5 damage to RR.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on RR. Roll is 4; no effect.

        Brutus Assault Tank #4 (GM) takes 2 damage to RR.
             3 Internal Structure remaining.
            Critical hit on RR. Roll is 6; Engine destroyed. Immobile.


     AC/2 at Brutus Assault Tank #4 (GM);  needs 5, rolls 10 : hits  (using Rear table) RR
        Brutus Assault Tank #4 (GM) takes 2 damage to RR.
             1 Internal Structure remaining.
            Critical hit on RR. Roll is 4; no effect.


     AC/2 at Brutus Assault Tank #4 (GM);  needs 5, rolls 11 : hits  (using Rear table) RR
        Brutus Assault Tank #4 (GM) takes 2 damage to RR.
             SECTION DESTROYED.
 *** Brutus Assault Tank #4 (GM) DESTROYED by damage! ***
            Critical hit on RR. Roll is 9; Ammunition Hit!
*** SRM 6 Ammo EXPLODES! 156 DAMAGE! ***
*** SRM 2 Ammo EXPLODES! 196 DAMAGE! ***
*** LRM 20 Ammo EXPLODES! 60 DAMAGE! ***
*** LRM 20 Ammo EXPLODES! 120 DAMAGE! ***
*** LRM 20 Ammo EXPLODES! 120 DAMAGE! ***
        Brutus Assault Tank #4 (GM) takes 652 damage to RR.

Optional Rule I've never seen used, but seems to make AMS more interesting.
Code: [Select]

 Weapons fire for Phoenix Hawk PXH-3M (Scarlet Guard)
     ER Large Laser at Cicada CDA-2A (Lunaya);  needs 8, rolls 6 : misses


     Medium Pulse Laser at Cicada CDA-2A (Lunaya);  needs 6, rolls 5 : misses


     Medium Pulse Laser at Cicada CDA-2A (Lunaya);  needs 6, rolls 6 : hits  LT
        Cicada CDA-2A (Lunaya) takes 6 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            0 Armor remaining.


     Machine Gun at Cicada CDA-2A (Lunaya);  needs 8, rolls 7 : misses

     Anti-Missile System at Cicada CDA-2A (Lunaya);  needs 8, rolls 9 : hits  LT
        Cicada CDA-2A (Lunaya) takes 2 damage to LT.
             8 Internal Structure remaining.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on +Medium Laser.

Title: Re: The Crazy Hits Thread - Reborn!
Post by: truetanker on 24 February 2024, 23:47:16
AMS used as a MG rule?

Yeah, it's a quirky one...

TT
Title: Re: The Crazy Hits Thread - Reborn!
Post by: dgorsman on 02 March 2024, 14:45:02
"It's an automatic hit, what could go wrong?"

Code: [Select]
Weapons fire for Hunchback HBK-4G (Unknown Hostiles)
    AC/20 at Dervish DV-6M (Mercenary Primary Opfor);  needs 2, rolls 2 :     THE DAMN THING EXPLODES;
            *** AC/20 EXPLODES! 20 DAMAGE! ***
        Pilot of Hunchback HBK-4G (Unknown Hostiles) "Finlay Puzon" takes 2 damage (2 total hits).
        Pilot of Hunchback HBK-4G (Unknown Hostiles) "Finlay Puzon" needs a 3 to stay conscious. Rolls 9 : successful!
        Pilot of Hunchback HBK-4G (Unknown Hostiles) "Finlay Puzon" needs a 5 to stay conscious. Rolls 8 : successful!

                >Hunchback HBK-4G (Unknown Hostiles) suffers catastrophic damage, but the autoeject system was engaged.
           
Hunchback HBK-4G (Unknown Hostiles) must make a piloting skill check (landing off the board).
            Needs 3 [4 (ejecting) + 1 (automatic ejection) - 2 (landing off the board)], rolls 5 : succeeds.
                    The pilot ejects safely and lands far from the battle!
        *** Hunchback HBK-4G (Unknown Hostiles) DESTROYED by ejection! ***
                Hunchback HBK-4G (Unknown Hostiles) takes 20 damage to RT.
                Needs 7+ to destroy Searchlight, rolls 4.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Right Arm blown off.
                8 damage transfers to CT.
                    Critical hit on RT.         Roll is (11+3) = 14;         3 locations.
                    Location has no more hittable critical slots.
                Hunchback HBK-4G (Unknown Hostiles) takes 8 damage to CT.
                Needs 7+ to destroy Searchlight, rolls 5.
                     8 Internal Structure remaining.
                    Critical hit on CT.         Roll is (5+3) = 8;         no effect.

2 shot(s) hit (w/ +1 bonus).

        Dervish DV-6M (Mercenary Primary Opfor) takes 20 damage to LT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        3 damage transfers to CT.
            Critical hit on LT. Roll is (7+3) = 10; 1 location.
            CRITICAL HIT on LRM 10.
        Dervish DV-6M (Mercenary Primary Opfor) takes 3 damage to CT.
            16 Armor remaining.

        Dervish DV-6M (Mercenary Primary Opfor) takes 20 damage to RA.
            Armor destroyed.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RA. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on SRM 2 Ammo (40).
            *** SRM 2 Ammo EXPLODES! 160 DAMAGE! ***
        Pilot of Dervish DV-6M (Mercenary Primary Opfor) "Zosimo Xanthos" takes 2 damage (4 total hits).

                >Dervish DV-6M (Mercenary Primary Opfor) suffers catastrophic damage, but the autoeject system was engaged.
           
Dervish DV-6M (Mercenary Primary Opfor) must make a piloting skill check (landing in clear terrain).
            Needs 14 [6 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 1 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 5 : fails.

                Pilot of Dervish DV-6M (Mercenary Primary Opfor) "Zosimo Xanthos" takes 4 damage, killing the pilot (6 total hits).
        *** Dervish DV-6M (Mercenary Primary Opfor) DESTROYED by pilot death! ***
                Dervish DV-6M (Mercenary Primary Opfor) takes 160 damage to RA.
                160 damage transfers to RT.
                Dervish DV-6M (Mercenary Primary Opfor) takes 160 damage to RT.
                     SECTION DESTROYED.
                149 damage transfers to CT.
                    Critical hit on RT.         Roll is (10+4) = 14;         3 locations.
                    CRITICAL HIT on LRM 10.
                    CRITICAL HIT on LRM 10.
                    CRITICAL HIT on LRM 10 Dead-Fire Ammo (12).
                    *** LRM 10 Dead-Fire Ammo EXPLODES! 240 DAMAGE! ***
                Pilot of Dervish DV-6M (Mercenary Primary Opfor) "Zosimo Xanthos" is already dead, so no damage is dealt!
                        Dervish DV-6M (Mercenary Primary Opfor) takes 240 damage to RT.
                        240 damage transfers to CT.
                        Dervish DV-6M (Mercenary Primary Opfor) takes 240 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is (6+4) = 10;                 1 location.
                            CRITICAL HIT on Engine.

                Dervish DV-6M (Mercenary Primary Opfor) takes 149 damage to CT.

        Dervish DV-6M (Mercenary Primary Opfor) takes 1 damage to RT.
        1 damage transfers to CT.
        Dervish DV-6M (Mercenary Primary Opfor) takes 1 damage to CT.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 02 March 2024, 16:45:31
Double whammy.
Title: Re: The Crazy Hits Thread - Reborn!
Post by: Wrangler on 20 March 2024, 21:07:08
3 for one!  On a airless moon!

Code: [Select]
    Thumper at Vulcan VT-5M (GM) needs 9, rolls 8 : misses and scatters to hex 3210.
 Vulcan VT-5M (GM) hit for 5 damage.
        Vulcan VT-5M (GM) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            5 Armor remaining.
            Possible breach on CT. Roll is 10: Breach! Vulcan VT-5M CT BREACHED
 *** Vulcan VT-5M (GM) DESTROYED by hull breach! ***
 Phoenix Hawk PXH-1 (GM) hit for 5 damage.
        Phoenix Hawk PXH-1 (GM) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 5.
            18 Armor remaining.
            Possible breach on CT. Roll is 10: Breach! Phoenix Hawk PXH-1 CT BREACHED
 *** Phoenix Hawk PXH-1 (GM) DESTROYED by hull breach! ***
 Phoenix Hawk PXH-3M (GM) hit (using Left Side table) for 5 damage.
        Phoenix Hawk PXH-3M (GM) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            11 Armor remaining.
            Possible breach on LT. Roll is 10: Breach! Phoenix Hawk PXH-3M LT BREACHED
 *** Phoenix Hawk PXH-3M (GM) DESTROYED by engine destruction! ***
 Phoenix Hawk PXH-3M LA BREACHED