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Author Topic: The Crazy Hits Thread - Reborn!  (Read 156773 times)

dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1050 on: 16 September 2021, 22:52:11 »
Map type: Wooded

Ya think?!?
Think about it.  It's what we do.
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Drewbacca

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Re: The Crazy Hits Thread - Reborn!
« Reply #1051 on: 17 September 2021, 08:40:32 »
Hahahahahaha!!

Flame_Draken

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Re: The Crazy Hits Thread - Reborn!
« Reply #1052 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.

dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1053 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.
Think about it.  It's what we do.
- The Society

Thunder LRMs: the gift that keeps on giving.  They're the glitter of the BattleTech universe.

johnboyjjb

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Re: The Crazy Hits Thread - Reborn!
« Reply #1054 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.

BATTLEMASTER

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Re: The Crazy Hits Thread - Reborn!
« Reply #1055 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! ***
BATTLEMASTER
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Clan Smoke Jaguar, Delta Galaxy ("The Cloud Rangers"), 4th Jaguar Dragoons
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Deadborder

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Re: The Crazy Hits Thread - Reborn!
« Reply #1056 on: 17 November 2021, 15:15:06 »
This may be the stupidest 'Mech death I have ever witnessed



Worst part of it all is that Berserker was entirely undamaged otherwise
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

BATTLEMASTER

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Re: The Crazy Hits Thread - Reborn!
« Reply #1057 on: 17 November 2021, 15:26:22 »
On the bright side that Berserker is still salvageable!
BATTLEMASTER
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Clan Smoke Jaguar, Delta Galaxy ("The Cloud Rangers"), 4th Jaguar Dragoons
"You better stand back, I'm not sure how loud this thing can get!"
If you like Lego, you'll like my Lego battlemech projects!

Buzzbo

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Re: The Crazy Hits Thread - Reborn!
« Reply #1058 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.
             
« Last Edit: 22 November 2021, 10:10:52 by Buzzbo »

Southernskies

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Re: The Crazy Hits Thread - Reborn!
« Reply #1059 on: 22 November 2021, 06:32:57 »
WTF!!!!!!  :o

A nuke does less collateral damage!     >:D

Deadborder

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Re: The Crazy Hits Thread - Reborn!
« Reply #1060 on: 23 November 2021, 03:43:16 »
Tight grouping

Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1061 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.
Think about it.  It's what we do.
- The Society

Thunder LRMs: the gift that keeps on giving.  They're the glitter of the BattleTech universe.

johnboyjjb

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Re: The Crazy Hits Thread - Reborn!
« Reply #1062 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.

Deadborder

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Re: The Crazy Hits Thread - Reborn!
« Reply #1063 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







Plus some bonus self-inflicted wounds

Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

johnboyjjb

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Re: The Crazy Hits Thread - Reborn!
« Reply #1064 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

Wrangler

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Re: The Crazy Hits Thread - Reborn!
« Reply #1065 on: 13 January 2022, 19:37:40 »
That's interesting, I've never seen rolls for techs before. I don't usually use MegaMekHQ
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
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BATTLEMASTER

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Re: The Crazy Hits Thread - Reborn!
« Reply #1066 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.
BATTLEMASTER
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Clan Smoke Jaguar, Delta Galaxy ("The Cloud Rangers"), 4th Jaguar Dragoons
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Deadborder

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Re: The Crazy Hits Thread - Reborn!
« Reply #1067 on: 23 January 2022, 01:18:40 »
He has just won the Why Do You Hate My Gyro award
Author of BattleCorps stories Grand Theft Agro and Zero Signal



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Re: The Crazy Hits Thread - Reborn!
« Reply #1068 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.
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johnboyjjb

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Re: The Crazy Hits Thread - Reborn!
« Reply #1069 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.

Kerfuffin(925)

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Re: The Crazy Hits Thread - Reborn!
« Reply #1070 on: 31 January 2022, 16:32:11 »
That is both hilarious and sad

dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1071 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
-------------------
Think about it.  It's what we do.
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Wrangler

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Re: The Crazy Hits Thread - Reborn!
« Reply #1072 on: 05 February 2022, 11:37:10 »
Yikes 😬
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
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dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1073 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.
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Re: The Crazy Hits Thread - Reborn!
« Reply #1074 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).
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
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dgorsman

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Re: The Crazy Hits Thread - Reborn!
« Reply #1075 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:
Think about it.  It's what we do.
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Wrangler

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Re: The Crazy Hits Thread - Reborn!
« Reply #1076 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!
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
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Wrangler

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  • Posts: 22259
  • Dang it!
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Re: The Crazy Hits Thread - Reborn!
« Reply #1077 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
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
-Editor on Battletech Fanon Wiki

dgorsman

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  • Posts: 1737
Re: The Crazy Hits Thread - Reborn!
« Reply #1078 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.
« Last Edit: 21 February 2022, 20:22:04 by dgorsman »
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Re: The Crazy Hits Thread - Reborn!
« Reply #1079 on: 22 February 2022, 02:23:50 »
"Missed shot"



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