SDN Megamek/(Battletech) Game!

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Steve
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Re: SDN Megamek/(Battletech) Game!

Post by Steve »

Jeez, even when Rogue wants to lose (he had to go), it takes five friggin' turns for a Medium and Heavy 'Mech to off a damned tank?!
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VF5SS
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Re: SDN Megamek/(Battletech) Game!

Post by VF5SS »

Two 'Mechs beat up a tank. Then it turns into a violent dispute that ends in murder. Soul punched.
プロジェクトゾハルとは何ですか?
ロボットが好き。
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RogueIce
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Re: SDN Megamek/(Battletech) Game!

Post by RogueIce »

So me and VF5SS against two bots in a city: Traviss and KJAnderson (my idea). The pilot for KJAnderson is Kyp Durron, Traviss has a Mek piloted by Boba Fett and a jump infantry platoon led by Jango Fett. I was Luke Skywalker, and VF was "just me" as he said. :D

Initiative Phase for Deployment
------------------------------
Team 1 rolls a 8[8+0].
VF5SS rolls a 10[10+0].
RogueIce rolls a 7[7+0].
Team 2 rolls a 3[3+0].
Traviss rolls a 5[5+0] / 12[12+0].
KJAnderson rolls a 5[5+0] / 6[6+0].

The turn order for movement is:
KJAnderson, RogueIce, Traviss, Traviss, VF5SS

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.

VF5SS: 1041 BV remaining (from 1041 initially)
RogueIce: 723 BV remaining (from 723 initially)
Traviss: 656 BV remaining (from 563 initially)
KJAnderson: 548 BV remaining (from 470 initially)
Initiative Phase for Round #1
------------------------------
Team 1 rolls a 3[3+0].
VF5SS rolls a 3[3+0].
RogueIce rolls a 8[8+0].
Team 2 rolls a 7[7+0].
Traviss rolls a 7[7+0].
KJAnderson rolls a 6[6+0].

The turn order for movement is:
VF5SS, KJAnderson, RogueIce, Traviss, Traviss

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1041 BV remaining (from 1041 initially)
RogueIce: 723 BV remaining (from 723 initially)
Traviss: 656 BV remaining (from 563 initially)
KJAnderson: 548 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>
<nothing>

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hornet HNT-151 (Traviss) gains 1 heat, sinks 1 heat and is now at 0 heat.
Hunchback HBK-4G (VF5SS) gains 1 heat, sinks 1 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 4 heat, sinks 4 heat and is now at 0 heat.
UrbanMech UM-R60L (KJAnderson) gains 1 heat, sinks 1 heat and is now at 0 heat.

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

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

Initiative Phase for Round #2
------------------------------
Team 1 rolls a 3[3+0].
VF5SS rolls a 8[8+0].
RogueIce rolls a 6[6+0].
Team 2 rolls a 7[7+0].
Traviss rolls a 11[11+0] / 11[11+0].
KJAnderson rolls a 11[11+0] / 5[5+0].

The turn order for movement is:
RogueIce, KJAnderson, VF5SS, Traviss, Traviss

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1041 BV remaining (from 1041 initially)
RogueIce: 723 BV remaining (from 723 initially)
Traviss: 656 BV remaining (from 563 initially)
KJAnderson: 548 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Valkyrie VLK-QA (RogueIce) must make a piloting skill check while moving in hex 1505 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 10 : succeeds.

Hunchback HBK-4G (VF5SS) must make a piloting skill check while moving in hex 0908 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 7 : succeeds.

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Valkyrie VLK-QA (RogueIce)
Medium Laser at UrbanMech UM-R60L (KJAnderson); needs 9, rolls 11 : hits LA
UrbanMech UM-R60L (KJAnderson) takes 5 damage to LA. 1 Armor remaining.
LRM 10 at UrbanMech UM-R60L (KJAnderson); needs 8, rolls 9 : 6 missile(s) hit.
UrbanMech UM-R60L (KJAnderson) takes 5 damage to RA. 1 Armor remaining.
UrbanMech UM-R60L (KJAnderson) takes 1 damage to CT. 7 Armor remaining.

Weapons fire for UrbanMech UM-R60L (KJAnderson)
Autocannon/20 at Valkyrie VLK-QA (RogueIce); needs 10, rolls 4 : misses.

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Hornet HNT-151 (Traviss); needs 7, rolls 8 : hits RL
Hornet HNT-151 (Traviss) takes 5 damage to RL. 1 Armor remaining.
Medium Laser at Hornet HNT-151 (Traviss); needs 7, rolls 4 : misses.
Autocannon/20 at Hornet HNT-151 (Traviss); needs 7, rolls 4 : misses.

Weapons fire for Hornet HNT-151 (Traviss)
Medium Laser at Hunchback HBK-4G (VF5SS); needs 6, rolls 2 : misses.
Small Laser at Hunchback HBK-4G (VF5SS); needs 10, rolls 12 : hits CT
Hunchback HBK-4G (VF5SS) takes 3 damage to CT. 23 Armor remaining.
LRM 5 at Hunchback HBK-4G (VF5SS); needs 10, rolls 5 : misses.

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hornet HNT-151 (Traviss) gains 7 heat, sinks 7 heat and is now at 0 heat.
Hunchback HBK-4G (VF5SS) gains 15 heat, sinks 13 heat and is now at 2 heat.
Valkyrie VLK-QA (RogueIce) gains 9 heat, sinks 9 heat and is now at 0 heat.
UrbanMech UM-R60L (KJAnderson) gains 10 heat, sinks 10 heat and is now at 0 heat.

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

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

Initiative Phase for Round #3
------------------------------
Team 1 rolls a 8[8+0].
VF5SS rolls a 11[11+0].
RogueIce rolls a 5[5+0].
Team 2 rolls a 6[6+0].
Traviss rolls a 4[4+0].
KJAnderson rolls a 9[9+0].

The turn order for movement is:
Traviss, RogueIce, Traviss, KJAnderson, VF5SS

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1032 BV remaining (from 1041 initially)
RogueIce: 723 BV remaining (from 723 initially)
Traviss: 637 BV remaining (from 563 initially)
KJAnderson: 513 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hornet HNT-151 (Traviss)
Medium Laser at Hunchback HBK-4G (VF5SS); needs 8, rolls 7 : misses.
LRM 5 at Valkyrie VLK-QA (RogueIce); needs 8, rolls 2 : misses.

Weapons fire for Valkyrie VLK-QA (RogueIce)
Medium Laser at UrbanMech UM-R60L (KJAnderson); needs 7, rolls 8 : hits RT
UrbanMech UM-R60L (KJAnderson) takes 5 damage to RT. 1 Armor remaining.
LRM 10 at Hornet HNT-151 (Traviss); needs 10, rolls 8 : misses.

Weapons fire for UrbanMech UM-R60L (KJAnderson)
Autocannon/20 at Valkyrie VLK-QA (RogueIce); needs 7, rolls 9 : hits RL
Valkyrie VLK-QA (RogueIce) takes 20 damage to RL. Armor destroyed, <<<SECTION DESTROYED>>>,
1 damage transfers to RT.
Critical hit on RL. Roll is 5; no effect.
Valkyrie VLK-QA (RogueIce) takes 1 damage to RT. 11 Armor remaining.
Small Laser at Valkyrie VLK-QA (RogueIce); needs 11, rolls 7 : misses.

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Hornet HNT-151 (Traviss); needs 9, rolls 10 : hits RT
Hornet HNT-151 (Traviss) takes 5 damage to RT. 3 Armor remaining.
Medium Laser at Hornet HNT-151 (Traviss); needs 9, rolls 9 : hits LT
Hornet HNT-151 (Traviss) takes 5 damage to LT. 3 Armor remaining.
Autocannon/20 at Hornet HNT-151 (Traviss); needs 9, rolls 7 : misses.

Valkyrie VLK-QA (RogueIce) must make 2 piloting skill roll(s) (leg destroyed; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (leg destroyed); automatically fails.
Valkyrie VLK-QA (RogueIce) falls on its right side, suffering 3 damage.
Valkyrie VLK-QA (RogueIce) takes 3 damage to RL.
3 damage transfers to RT.
Valkyrie VLK-QA (RogueIce) takes 3 damage to RT. 8 Armor remaining.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" must roll 13 to avoid damage; rolls 4 : fails.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" takes 1 damage.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 3 to stay conscious. Rolls 9 : successful!


Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hornet HNT-151 (Traviss) gains 6 heat, sinks 6 heat and is now at 0 heat.
Hunchback HBK-4G (VF5SS) gains 14 heat, sinks 13 heat and is now at 3 heat.
Valkyrie VLK-QA (RogueIce) gains 11 heat, sinks 11 heat and is now at 0 heat.
UrbanMech UM-R60L (KJAnderson) gains 9 heat, sinks 9 heat and is now at 0 heat.

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

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

Initiative Phase for Round #4
------------------------------
Team 1 rolls a 9[9+0].
VF5SS rolls a 3[3+0].
RogueIce rolls a 2[2+0].
Team 2 rolls a 10[10+0].
Traviss rolls a 5[5+0].
KJAnderson rolls a 7[7+0].

The turn order for movement is:
RogueIce, Traviss, VF5SS, Traviss, KJAnderson

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1032 BV remaining (from 1041 initially)
RogueIce: 475 BV remaining (from 723 initially)
Traviss: 599 BV remaining (from 563 initially)
KJAnderson: 497 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Jump Platoon (Rifle) (Traviss) must make a piloting skill check while moving from hex 1416 to hex 1517 (moving through Medium Building #26680).
Needs 7 [6 (Base piloting skill) + 1 (moving through Medium Building #26680)], rolls 5 : fails.

Jump Platoon (Rifle) (Traviss) takes 3 damage to Men. 18 men alive
Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Valkyrie VLK-QA (RogueIce)
Medium Laser at UrbanMech UM-R60L (KJAnderson); needs 7, rolls 7 : hits (using Right Side table) RT
UrbanMech UM-R60L (KJAnderson) takes 5 damage to RT. Armor destroyed, 3 Internal Structure remaining
Critical hit on RT. Roll is 10; 2 locations.
<<<CRITICAL HIT>>> on Heat Sink.
<<<CRITICAL HIT>>> on AC/20 Ammo (2).
*** AC/20 Ammo EXPLODES! 40 DAMAGE! ***
UrbanMech UM-R60L (KJAnderson) suffers catastrophic damage, but the autoeject system was engaged.
UrbanMech UM-R60L (KJAnderson) must make a piloting skill check (landing in a building).
Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in a building)], rolls 8 : fails.

The pilot ejects safely!

*** UrbanMech UM-R60L (KJAnderson) DESTROYED by ejection! ***
UrbanMech UM-R60L (KJAnderson) takes 40 damage to RT. <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
37 damage transfers to CT.
Critical hit on RT. Roll is 8; 1 location.
<<<CRITICAL HIT>>> on Heat Sink.
UrbanMech UM-R60L (KJAnderson) takes 37 damage to CT. <<<SECTION DESTROYED>>>,
Critical hit on CT. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on Jump Jet.


LRM 10 at Hornet HNT-151 (Traviss); needs 7, rolls 7 : 6 missile(s) hit.
Hornet HNT-151 (Traviss) takes 5 damage to RA. 1 Armor remaining.
Hornet HNT-151 (Traviss) takes 1 damage to LA. 5 Armor remaining.

Weapons fire for Hornet HNT-151 (Traviss)
Medium Laser at Hunchback HBK-4G (VF5SS); needs 5, rolls 8 : hits LT
Hunchback HBK-4G (VF5SS) takes 5 damage to LT. 15 Armor remaining.
Small Laser at Hunchback HBK-4G (VF5SS); needs 5, rolls 8 : hits CT
Hunchback HBK-4G (VF5SS) takes 3 damage to CT. 20 Armor remaining.
LRM 5 at Valkyrie VLK-QA (RogueIce); needs 7, rolls 4 : misses.

Weapons fire for UrbanMech UM-R60L (KJAnderson)
Autocannon/20 at Valkyrie VLK-QA (RogueIce); needs 5, rolls 6 : hits LT
Valkyrie VLK-QA (RogueIce) takes 20 damage to LT. Armor destroyed, <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Left Arm blown off.
1 damage transfers to CT.
Critical hit on LT. Roll is 7; no effect.
Valkyrie VLK-QA (RogueIce) takes 1 damage to CT. 13 Armor remaining.
Small Laser at Valkyrie VLK-QA (RogueIce); needs 5, rolls 4 : misses.

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

Physical attacks for Hunchback HBK-4G (VF5SS)
Punch (Left Arm) at Hornet HNT-151 (Traviss); needs 6, rolls 10 : hits (using Punch table) RT
Defender protected by spikes! (-4 damage, attacker takes 2 damage), the spikes remain intact (rolled 4)
Hunchback HBK-4G (VF5SS) takes 2 damage to LA. 14 Armor remaining.
Hornet HNT-151 (Traviss) takes 1 damage to RT. 2 Armor remaining.
Punch (Right Arm) at Hornet HNT-151 (Traviss); needs 6, rolls 6 : hits (using Punch table) CT
Defender protected by spikes! (-4 damage, attacker takes 2 damage), the spikes remain intact (rolled 4)
Hunchback HBK-4G (VF5SS) takes 2 damage to RA. 14 Armor remaining.
Hornet HNT-151 (Traviss) takes 1 damage to CT. 7 Armor remaining.

Physical attacks for Hornet HNT-151 (Traviss)
Kick (Left ) at Hunchback HBK-4G (VF5SS); needs 4, rolls 3 : misses.

Hornet HNT-151 (Traviss) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 8 : succeeds.

Heat Phase
-------------------
Hornet HNT-151 (Traviss) gains 7 heat, sinks 7 heat and is now at 0 heat.
Hunchback HBK-4G (VF5SS) gains 1 heat, sinks 4 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 7 heat, sinks 7 heat and is now at 0 heat.

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

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

Initiative Phase for Round #5
------------------------------
Team 1 rolls a 6[6+0].
VF5SS rolls a 10[10+0].
RogueIce rolls a 5[5+0].
Team 2 rolls a 3[3+0].
Traviss rolls a 4[4+0].
KJAnderson rolls a 6[6+0].

The turn order for movement is:
Traviss, RogueIce, Traviss, KJAnderson, VF5SS

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 996 BV remaining (from 1041 initially)
RogueIce: 292 BV remaining (from 723 initially)
Traviss: 557 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hornet HNT-151 (Traviss)
Medium Laser at Hunchback HBK-4G (VF5SS); needs 7, rolls 8 : hits LT
Hunchback HBK-4G (VF5SS) takes 5 damage to LT. 10 Armor remaining.
Small Laser at Hunchback HBK-4G (VF5SS); needs 7, rolls 6 : misses.
LRM 5 at Valkyrie VLK-QA (RogueIce); needs 9, rolls 6 : misses.

Weapons fire for Jump Platoon (Rifle) (Traviss)
Infantry Rifle at Hunchback HBK-4G (VF5SS); needs 9, rolls 10 : 11 troopers hit (using Right Side table), causing 6 damage.
Hunchback HBK-4G (VF5SS) takes 2 damage to RL. 18 Armor remaining.
Hunchback HBK-4G (VF5SS) takes 2 damage to RA. 12 Armor remaining.
Hunchback HBK-4G (VF5SS) takes 2 damage to RA. 10 Armor remaining.

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Hornet HNT-151 (Traviss); needs 8, rolls 6 : misses.
Medium Laser at Hornet HNT-151 (Traviss); needs 8, rolls 9 : hits RT
Hornet HNT-151 (Traviss) takes 5 damage to RT. Armor destroyed, 2 Internal Structure remaining
Critical hit on RT. Roll is 3; no effect.
Autocannon/20 at Hornet HNT-151 (Traviss); needs 8, rolls 11 : hits CT
Hornet HNT-151 (Traviss) takes 20 damage to CT. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Hornet HNT-151 (Traviss) DESTROYED by damage! ***
Critical hit on CT. Roll is 8; 1 location.
<<<CRITICAL HIT>>> on Standard Gyro.

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 15 heat, sinks 13 heat and is now at 2 heat.
Valkyrie VLK-QA (RogueIce) gains 1 heat, sinks 1 heat and is now at 0 heat.

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

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

Initiative Phase for Round #6
------------------------------
Team 1 rolls a 7[7+0].
VF5SS rolls a 7[7+0].
RogueIce rolls a 5[5+0].
Team 2 rolls a 8[8+0].
Traviss rolls a 5[5+0].
KJAnderson rolls a 4[4+0].

The turn order for movement is:
RogueIce, KJAnderson, VF5SS, Traviss

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 963 BV remaining (from 1041 initially)
RogueIce: 292 BV remaining (from 723 initially)
Traviss: 65 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Valkyrie VLK-QA (RogueIce) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Right Leg destroyed) + 0 (getting up)], rolls 6 : falls.
Valkyrie VLK-QA (RogueIce) falls on its front, suffering 3 damage.
Valkyrie VLK-QA (RogueIce) takes 3 damage to LA.
3 damage transfers to LT.
Valkyrie VLK-QA (RogueIce) takes 3 damage to LT.
3 damage transfers to CT.
Valkyrie VLK-QA (RogueIce) takes 3 damage to CT. 10 Armor remaining.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" must roll 12 to avoid damage; rolls 9 : fails.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" takes 1 damage.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 5 to stay conscious. Rolls 4 : blacks out.


Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 7, rolls 5 : misses.
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 7, rolls 6 : misses.
Autocannon/20 at Jump Platoon (Rifle) (Traviss); needs 7, rolls 8 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 4 damage to Men. 14 men alive

Weapons fire for Jump Platoon (Rifle) (Traviss)
Infantry Rifle at Hunchback HBK-4G (VF5SS); needs 5, rolls 2 : misses.

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

Physical attacks for Hunchback HBK-4G (VF5SS)
Kick (Left ) at Jump Platoon (Rifle) (Traviss); needs 6, rolls 7 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 2 damage to Men. 12 men alive

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 14 heat, sinks 13 heat and is now at 3 heat.
Valkyrie VLK-QA (RogueIce) gains 3 heat, sinks 3 heat and is now at 0 heat.

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

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

Initiative Phase for Round #7
------------------------------
Team 1 rolls a 6[6+0] / 8[8+0].
VF5SS rolls a 4[4+0].
RogueIce rolls a 9[9+0].
Team 2 rolls a 6[6+0] / 10[10+0].
Traviss rolls a 8[8+0].
KJAnderson rolls a 6[6+0].

The turn order for movement is:
VF5SS, KJAnderson, RogueIce, Traviss

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 963 BV remaining (from 1041 initially)
RogueIce: 283 BV remaining (from 723 initially)
Traviss: 43 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 6, rolls 12 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 2 damage to Men. 10 men alive
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 6, rolls 5 : misses.
Autocannon/20 at Jump Platoon (Rifle) (Traviss); needs 6, rolls 12 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 4 damage to Men. 6 men alive

Weapons fire for Jump Platoon (Rifle) (Traviss)
Infantry Rifle at Hunchback HBK-4G (VF5SS); needs 4, rolls 7 : 8 troopers hit, causing 4 damage.
Hunchback HBK-4G (VF5SS) takes 2 damage to RT. 18 Armor remaining.
Hunchback HBK-4G (VF5SS) takes 2 damage to RL. 16 Armor remaining.

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

Physical attacks for Hunchback HBK-4G (VF5SS)
Kick (Left ) at Jump Platoon (Rifle) (Traviss); needs 5, rolls 3 : misses.

Hunchback HBK-4G (VF5SS) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 7 : succeeds.

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 14 heat, sinks 13 heat and is now at 4 heat.
Valkyrie VLK-QA (RogueIce) gains 0 heat, sinks 0 heat and is now at 0 heat.

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

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

Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 5 to wake up. Rolls 9 : successful!

Initiative Phase for Round #8
------------------------------
Team 1 rolls a 6[6+0].
VF5SS rolls a 9[9+0].
RogueIce rolls a 2[2+0].
Team 2 rolls a 7[7+0].
Traviss rolls a 3[3+0].
KJAnderson rolls a 9[9+0].

The turn order for movement is:
RogueIce, Traviss, VF5SS, KJAnderson

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 945 BV remaining (from 1041 initially)
RogueIce: 283 BV remaining (from 723 initially)
Traviss: 22 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Valkyrie VLK-QA (RogueIce) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Right Leg destroyed) + 0 (getting up)], rolls 3 : falls.
Valkyrie VLK-QA (RogueIce) falls on its right side, suffering 3 damage.
Valkyrie VLK-QA (RogueIce) takes 3 damage to LL. 9 Armor remaining.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" must roll 12 to avoid damage; rolls 3 : fails.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" takes 1 damage.
Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 7 to stay conscious. Rolls 2 : blacks out.


Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 8, rolls 12 : hits Men
Jump Platoon (Rifle) (Traviss) takes 1 damage to Men. 5 men alive
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 8, rolls 6 : misses.
Autocannon/20 at Jump Platoon (Rifle) (Traviss); needs 8, rolls 8 : hits Men
Jump Platoon (Rifle) (Traviss) takes 2 damage to Men. 3 men alive

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 13 heat, sinks 13 heat and is now at 4 heat.
Valkyrie VLK-QA (RogueIce) gains 3 heat, sinks 3 heat and is now at 0 heat.

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

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

Initiative Phase for Round #9
------------------------------
Team 1 rolls a 8[8+0].
VF5SS rolls a 5[5+0].
RogueIce rolls a 7[7+0].
Team 2 rolls a 7[7+0].
Traviss rolls a 6[6+0] / 10[10+0].
KJAnderson rolls a 6[6+0] / 4[4+0].

The turn order for movement is:
KJAnderson, VF5SS, Traviss, RogueIce

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 945 BV remaining (from 1041 initially)
RogueIce: 274 BV remaining (from 723 initially)
Traviss: 10 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Hunchback HBK-4G (VF5SS)
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 6, rolls 7 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 2 damage to Men. 1 men alive
Medium Laser at Jump Platoon (Rifle) (Traviss); needs 6, rolls 7 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
Jump Platoon (Rifle) (Traviss) takes 2 damage to Men. <<<PLATOON KILLED>>>,
*** Jump Platoon (Rifle) (Traviss) DESTROYED by damage! ***

Weapons fire for Jump Platoon (Rifle) (Traviss)
Infantry Rifle at Hunchback HBK-4G (VF5SS); needs 4, rolls 10 : 2 troopers hit, causing 1 damage.
Hunchback HBK-4G (VF5SS) takes 1 damage to RT. 17 Armor remaining.

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 6 heat, sinks 10 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 0 heat, sinks 0 heat and is now at 0 heat.

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

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

Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 7 to wake up. Rolls 3 : stays unconscious.

Initiative Phase for Round #10
------------------------------
Team 1 rolls a 8[8+0].
VF5SS rolls a 5[5+0].
RogueIce rolls a 7[7+0].
Team 2 rolls a 10[10+0].
Traviss rolls a 7[7+0] / 5[5+0].
KJAnderson rolls a 7[7+0] / 6[6+0].

The turn order for movement is:
VF5SS, RogueIce, KJAnderson

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1413 BV remaining (from 1041 initially)
RogueIce: 411 BV remaining (from 723 initially)
Traviss: 0 BV remaining (from 563 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

Movement Phase
-------------------
<nothing>

Offboard Attack Phase
-------------------
<nothing>
<nothing>

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 1 heat, sinks 1 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 0 heat, sinks 0 heat and is now at 0 heat.

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

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

Pilot of Valkyrie VLK-QA (RogueIce) "Luke Skywalker" needs a 7 to wake up. Rolls 7 : successful!

Initiative Phase for Round #11
------------------------------
Team 1 rolls a 6[6+0] / 7[7+0].
VF5SS rolls a 6[6+0].
RogueIce rolls a 11[11+0].
Team 2 rolls a 6[6+0] / 6[6+0].
Traviss rolls a 6[6+0].
KJAnderson rolls a 9[9+0].

The turn order for movement is:
KJAnderson, VF5SS, RogueIce

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1413 BV remaining (from 1041 initially)
RogueIce: 411 BV remaining (from 723 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Hunchback HBK-4G (VF5SS) must make a piloting skill check while moving in hex 1812 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 10 : succeeds.

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Valkyrie VLK-QA (RogueIce)
Medium Laser at Hex 1909 of Building #36892 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 8 : hits.

Building #36892 absorbs 5 points of damage.

Physical Attack Phase
-------------------
<nothing>

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 2 heat, sinks 2 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 4 heat, sinks 4 heat and is now at 0 heat.

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

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

Initiative Phase for Round #12
------------------------------
Team 1 rolls a 8[8+0].
VF5SS rolls a 9[9+0].
RogueIce rolls a 7[7+0].
Team 2 rolls a 7[7+0].
Traviss rolls a 6[6+0].
KJAnderson rolls a 10[10+0].

The turn order for movement is:
KJAnderson, RogueIce, VF5SS

Wind direction is South. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
VF5SS: 1413 BV remaining (from 1041 initially)
RogueIce: 411 BV remaining (from 723 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Targeting Phase
-------------------
<nothing>

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

Hunchback HBK-4G (VF5SS) must make a piloting skill check while moving in hex 1810 (running & turning on pavement).
Needs 4 [5 (Base piloting skill) - 1 (running & turning on pavement)], rolls 6 : succeeds.

Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Valkyrie VLK-QA (RogueIce)
Medium Laser at Hex 1909 of Building #36892 (Collapse), the shot is an automatic hit (Targeting adjacent building.), rolls 7 : hits.

Building #36892 absorbs 5 points of damage.

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

Physical attacks for Hunchback HBK-4G (VF5SS)
Kick (Left ) at MechWarrior Kyp Durron (KJAnderson); needs 5, rolls 8 : hits Men
Infantry platoon caught in the open!!! Damage doubled.
MechWarrior Kyp Durron (KJAnderson) takes 2 damage to Men. <<<PLATOON KILLED>>>,
*** MechWarrior Kyp Durron (KJAnderson) DESTROYED by damage! ***

Heat Phase
-------------------
Hunchback HBK-4G (VF5SS) gains 2 heat, sinks 2 heat and is now at 0 heat.
Valkyrie VLK-QA (RogueIce) gains 4 heat, sinks 4 heat and is now at 0 heat.

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

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

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

Winner is: TEAM #1

VF5SS: 942 BV remaining (from 1041 initially)
RogueIce: 274 BV remaining (from 723 initially)
KJAnderson: 0 BV remaining (from 470 initially)

Survivors are:
Hunchback HBK-4G (VF5SS)
Pilot : Unnamed [4/5]
Kills : 3

Valkyrie VLK-QA (RogueIce)
Pilot : Luke Skywalker [4/5] ( 3 hit(s) )
Kills : 1


Graveyard contains:
Hornet HNT-151 (Traviss)
Pilot : Boba Fett [4/5]
Kills : 0
Destroyed by Hunchback HBK-4G (VF5SS)

Jump Platoon (Rifle) (Traviss)
Gunnery Skill : Jango Fett [4] ( 6 hit(s) <dead> )
Kills : 0
Destroyed by Hunchback HBK-4G (VF5SS)

MechWarrior Kyp Durron (KJAnderson)
Gunnery Skill : Kyp Durron [4] ( 6 hit(s) <dead> )
Kills : 0
Destroyed by Hunchback HBK-4G (VF5SS)


The following utterly destroyed units are not available for salvage:
UrbanMech UM-R60L (KJAnderson)
Pilot : Kyp Durron [4/5] ( 6 hit(s) <dead> )
Kills : 0
Destroyed by Valkyrie VLK-QA (RogueIce)
So despite getting my leg blasted off, I managed to take out Durron's Mek with a critical hit to his ammo. And then we find out Luke Skywalker sucks at standing up because I failed those rolls twice, and each time I was KO'ed. Finally I said "fuck this" and just started shooting my building as I couldn't do anything else (Durron was always out of my LOS, the bitch). VF5SS took out the Mandos, and then punted Kyp Durron to finish it off. All in all, good fun.
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This is the price of war,
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And we risk all that is pure..." - Angela & Jeff van Dyck, Forever (Rome: Total War)

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The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
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RecklessPrudence
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Posts: 262
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Re: SDN Megamek/(Battletech) Game!

Post by RecklessPrudence »

I'm going to be trying to play, but it's school holidays here, so I'm going to be spending a lot of time with my little brother - plus, I'm in Australia, in the GMT+10 timezone, so I probably won't be on at the same time as a lot of you.

That said, I'd like some input from people who know more about BattleTech as to whether these designs are worth trying or not - a friend and I came up with them after playing about two games and thinking a lot. I've since lost contact with him, but I still have the old files we saved when we were making them. I'd appreciate some critiques, if you guys don't mind.



First, the Gattercat, a 20-Ton Stealth Machine Gunner designed to outmaneuver the enemy and pump 6 machine-guns worth of fire-linked destruction into their back armour (I'm not sure which info is relevant, so I'll just copy-paste all of it:



BattleMech Technical Readout
Custom* Weapons

Type/Model: Gattercat (More Dakka) G73R-C7-dk
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 20 tons
Chassis: Endo Steel
Power Plant: 240 Pitban XL Fusion
Walking Speed: 129.6 km/h
Maximum Speed: 194.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Stealth
Armament:
6 Machine Guns
1 Guardian ECM
1 Machine Gun Array*
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Gattercat (More Dakka) G73R-C7-dk
Mass: 20 tons

Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 1 HD, 5 LA, 3 RA, 3 LT, 2 RT)
Engine: 240 XL Fusion 12 6.00
Walking MP: 12
Running MP: 18
Jumping MP: 0
Heat Sinks: 10 Double [20] 3 .00
(Heat Sink Loc: 1 RA)
XL Gyro: 6 1.50
Small Cockpit, Life Supt.: 4 2.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 64 pts Stealth 12 4.00
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 7/7
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 7/7

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
3 Machine Guns RT 0 100 4 2.00
(Ammo Locations: 1 LT)
1 Guardian ECM RT 0 2 1.50
3 Machine Guns LT 0 3 1.50
1 Machine Gun Array* HD 0 1 .50
Stealth Armor Heat 10
--------------------------------------------------------
TOTALS: 10 77 20.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 3,908,340 C-Bills
Battle Value 2: 638 (old BV = 538)
Cost per BV2: 6,125.92
Weapon Value: 39 / 39 (Ratio = .06 / .06)
Damage Factors: SRDmg = 4; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 12, Armor/Structure: 2/1
Damage PB/M/L: 2/-/-, Overheat: 0
Class: ML; Point Value: 6
Specials: ecm





Then, the Hephaestus, a 55-Ton Stealth Flamer/Axe combo - overheat the enemy and chop 'em to bits:

BattleMech Technical Readout

Type/Model: Hephaestus (Real Hot) HPH-5T5
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Standard
Power Plant: 330 VOX XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 [118.8] km/h
Jump Jets: 6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Stealth
Armament:
10 Flamers
1 Guardian ECM
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Hephaestus (Real Hot) HPH-5T5
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Standard 0 5.50
Engine: 330 XL Fusion 12 12.50
Walking MP: 6 [7]
Running MP: 9 [11]
Jumping MP: 6
Heat Sinks: 10 Single 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 184 pts Stealth 12 11.50
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 26
Center Torso (Rear): 9
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 26/26

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
6 Flamers LA 18 6 6.00
3 Flamers RT 9 3 3.00
1 Guardian ECM LT 0 2 1.50
1 Flamer LT 3 1 1.00
Stealth Armor Heat 10
1 Hatchet RH 4 4.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS: 40 77 55.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 13,379,290 C-Bills
Battle Value 2: 1,291 (old BV = 709)
Cost per BV2: 10,363.51
Weapon Value: 91 / 91 (Ratio = .07 / .07)
Damage Factors: SRDmg = 6; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 5/2
Damage PB/M/L: 1/-/-, Overheat: 3
Class: MM; Point Value: 13
Specials: ecm






Then there's my baby, the Apollo - I don't like ammo explosions, or the idea of paying for ammo when I have a fusion reactor at my disposal, so it's all energy weapons:

Type/Model: Apollo ISLev2 MkIII AP0\\0-IS2b
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 65 tons
Chassis: Standard
Power Plant: 325 VOX XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Stealth
Armament:
10 Medium Lasers
1 Guardian ECM
2 ER Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)


Type/Model: Apollo ISLev2 MkIII AP0\\0-IS2b
Mass: 65 tons
Equipment: Crits Mass
Internal Structure: 104 pts Standard 0 6.50
Engine: 325 XL 12 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 15 Double [30] 6 5.00
(Heat Sink Loc: 1 LA, 1 RA)
Gyro: 4 4.00
Cockpit, Life Support: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 208 pts Stealth 12 13.00
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 29
Center Torso (Rear): 10
L/R Side Torso: 15 22/22
L/R Side Torso (Rear): 8/8
L/R Arm: 10 20/20
L/R Leg: 15 30/30
Weapons & Equipment: Loc Heat Ammo Crits Mass
3 Medium Lasers RA 9 3 3.00
2 Medium Lasers LA 6 2 2.00
2 Medium Lasers RT 6 2 2.00
1 Guardian ECM LT 0 2 1.50
3 Medium Lasers LT 9 3 3.00
1 ER Medium Laser CT 5 1 1.00
1 ER Medium Laser HD 5 1 1.00
1 Targeting Computer RT 3 3.00
Stealth Armor Heat 10
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
TOTALS: 50 77 65.00
Crits & Tons Left: 1 .00
Calculated Factors:
Total Cost: 15,344,559 C-Bills
Battle Value: 2,285
Cost per BV: 6,715.34
Weapon Value: 2,022 / 2,022 (Ratio = .88 / .88)
Damage Factors: SRDmg = 41; MRDmg = 10; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 5/3
Damage PB/M/L: 6/5/-, Overheat: 2
Class: MH, Point Value: 23
Specials: ecm






Then the Thunderer, a dirt-simple, medium-range autocannon point'n'click 'mech:

BattleMech Technical Readout

Type/Model: Thunderer Lev1 THND-RR
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 65 tons
Chassis: Standard
Power Plant: 195 Nissan Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 Autocannon/20
2 Autocannon/5s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Thunderer Lev1 THND-RR
Mass: 65 tons

Equipment: Crits Mass
Int. Struct.: 104 pts Standard 0 6.50
Engine: 195 Fusion 6 8.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Single 3 .00
(Heat Sink Loc: 1 HD, 2 CT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 168 pts Standard 0 10.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 23
Center Torso (Rear): 8
L/R Side Torso: 15 18/18
L/R Side Torso (Rear): 6/6
L/R Arm: 10 16/16
L/R Leg: 15 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/20 RT 7 10 12 16.00
(Ammo Locations: 2 RT)
2 Autocannon/5s LT 2 60 11 19.00
(Ammo Locations: 3 LT)
--------------------------------------------------------
TOTALS: 9 57 65.00
Crits & Tons Left: 21 .00

Calculated Factors:
Total Cost: 4,529,085 C-Bills
Battle Value 2: 1,094 (old BV = 914)
Cost per BV2: 4,139.93
Weapon Value: 827 / 827 (Ratio = .76 / .76)
Damage Factors: SRDmg = 24; MRDmg = 9; LRDmg = 2
BattleForce2: MP: 3, Armor/Structure: 4/5
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MH; Point Value: 11






Then the Ballista, a long-range fire-support 'mech:

BattleMech Technical Readout

Type/Model: Ballista Lev1 B11-5TA
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 100 tons
Chassis: Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
7 Medium Lasers
3 LRM 20s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Ballista Lev1 B11-5TA
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 12 Single 0 2.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 307 pts Standard 0 19.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (Rear): 16
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
2 Medium Lasers LA 6 2 2.00
2 LRM 20s RT 12 36 16 26.00
(Ammo Locations: 5 LT, 1 CT)
1 LRM 20 LT 6 5 10.00
1 Medium Laser HD 3 1 1.00
1 Medium Laser LL 3 1 1.00
1 Medium Laser RL 3 1 1.00
--------------------------------------------------------
TOTALS: 39 59 99.50
Crits & Tons Left: 19 .50

Calculated Factors:
Total Cost: 10,230,000 C-Bills
Battle Value 2: 2,089 (old BV = 1,461)
Cost per BV2: 4,897.08
Weapon Value: 1,468 / 1,468 (Ratio = .70 / .70)
Damage Factors: SRDmg = 16; MRDmg = 18; LRDmg = 11
BattleForce2: MP: 3, Armor/Structure: 8/8
Damage PB/M/L: 2/2/1, Overheat: 4
Class: MA; Point Value: 21
Specials: if



Thanks for the help.
Yes, I know my username is an oxyMORON, thankyou for pointing that out, you're very clever.

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Re: SDN Megamek/(Battletech) Game!

Post by Dark Hellion »

Stealth armour isn't that good at tech level 3 on mechs because of the ubiquitous nature of Bloodhound Probes and Angel ECM systems coupled with C3i and other advanced systems. Your sneaky mechs are going to get pelted by ATMs because they are obviously trying to be sneaky.

Stealth is simply inferior to massive firepower. ATMs, (clan/IS)RACs, Pulse/ER pulse lasers, Heavy Railguns, Plasma Cannons, etc, will simply chew you up.

The Apollo is a good Light Mech hunter, but it is woefully underpowered to take on mechs in it's weight class. Compare it to a Vulture which will chew it up alive at range and pound it in close. And this is a mech of similar class (5 ton lighter clan).

The Thunderer is decent, but I would strip one AC/5 for a Large Laser and some heatsinks. This will give you a nice fallback weapon to use.

The last design is really nice. The lasers give it some up close punch to dissuade harassers and 60 LRMs is a lot of punch. Plus it has the ammo to pound for a long, long time.
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Re: SDN Megamek/(Battletech) Game!

Post by Nephtys »

The Thunderer should probably employ LAC/5 and a secondary weapon. Perhaps a PPC or snPPC. Ordinary AC5s even with special ammo really can't compare, since the extended range is not that great an asset for a mech that really wants to use it's AC20.

Alternatively, change the AC20 to a Gauss Rifle, and see if you can squeeze RAC/5's in. I love the RACs :)
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Re: SDN Megamek/(Battletech) Game!

Post by White Haven »

Sitting in the sdnmegamek chat if anyone wants a round with this rusty-ass player.
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Re: SDN Megamek/(Battletech) Game!

Post by Joviwan »

I have the urge to grab my buddies and start up our Megamek campaign again. We had a full map with terrain presets, custom rules for repair and income based on territories taken, a repair tool designed to work with our system, rules for acquiring experience points and leveling up the pilots (some taken from campaign rules, much invented by ourselves).

Screw it, I'm reading my unit, pilot and income sheet now. I thought I would share, though I doubt I'll get involved in any campaigns here.

My Company and Pilot Roster:

Beetlegeuse Bittershrike's Bombastic Bastards

*Commander: Sgt. "Sarge" Corporal (3/3)
*1st Gunner: Bad Mastard (4/4)
*2nd Gunner/Reserve Scout: Mad Bastard (4/4)
*1st Scout: Bjorn (4/4)
*2nd Scout: Poncho (4/4)
*Reserve Scout: Pvt. "Nuts" Unstable (4/4)
*Field Leader: Phul "Piledriver" Nehlsun (4/4)

Mechs:
*Maruader II (MAD-4A) equipped with Lostech ER PPCs (Piloted by Sgt. Corporal)
*Marauder (MAD-3M) (Piloted by Bad Mastard)
*Spider (SDR-5D #A) (Piloted by Mad Bastard)
*Spider (SDR-5D #B) (Piloted by Bjorn)
*Spider (SDR-5V #A) (Piloted by Poncho)
*Spider (SDR-5V #B) (Piloted by Pvt. Unstable) (Former pilot of Dart (DRT-4S)
*Thorn (THE-S) (Piloted by Phul Nelson) (Former pilot of Dreadnought (DST-1)

Pilots Who Have Burned In Righteous Glory
*Beetlegeuse Bittershrike (3/4): Our Glorious Former Leader, struck down in the midst of heavy fighting with leaders from The Sisterhood of the Immaculate Ejaculate. He caught an AC/20 to the face and was slagged in an instant, but his leadership and inspiration shall ever be the fire beneath our frenetic feet. After being washed out of the remains of the cockpit with a hose, his mech was recovered, repaired, and now helmed by his second in command, Sgt. Corporal.

*Senior Biggles (3/4): A courageous, spirited, enthusiastic warrior, he had everything a Battlemech pilot required except for requisite skill and basic motor function. Unable to stand on his own two feet unassisted, let alone when strapped inside the cockpit of a fifty-ton war machine, he was cut down in his woefully inglorious prime defending an entirely unimportant bridge from an enemy who only killed him because he was there. He and his 'mech were both destroyed after Large Lasers cruelly excised his leg actuators, causing him to stagger into a raging inferno, blinding him to the three-hundred foot cliff just two steps away.

*Gary 1 through Gary 6: Unimportant but courageous volunteers to the war-effort, the first of six Gary's gave their lives piloting the insignificant war vehicles that never made a difference in battle.

*Gary 7: Valorously drove his twenty-ton half-track into a Warhammer's legs. The damage from the collision killed Gary instantly and sort of scuffed the Warhammer's paint. The bridge the Warhammer stood upon took the added weight slightly less well and dropped both wreckage and battlemech into a depth 3 river.
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Re: SDN Megamek/(Battletech) Game!

Post by RogueIce »

Joviwan wrote:*Gary 7: Valorously drove his twenty-ton half-track into a Warhammer's legs. The damage from the collision killed Gary instantly and sort of scuffed the Warhammer's paint. The bridge the Warhammer stood upon took the added weight slightly less well and dropped both wreckage and battlemech into a depth 3 river.
That's actually pretty awesome. I so want to do something that insane in a game. :D
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We rise with noble intentions,
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The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
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Re: SDN Megamek/(Battletech) Game!

Post by Nephtys »

My greatest victory was in the MMNet persistant campaign, as the proud forces of the 3rd Avalon Hussars RCT fighting the vile St. Ives Lancers. The enemy had an veteran (2/4) piloted Awesome AWS-8Q on an excellent firing position atop a hill, utterly wrecking a tank platoon, and pinning down my smaller mechs with accurate PPC fire. So I went for broke. My Spider pilot was hit by two PPCs, destroying a side torso and one of his arms. His legs were almost gone. So I dodged around some hills, and went for a DFA attack on it. What happened?

Spider lands on the Mech's head. Removes the armor, but the head is still intact with 3 internal structure. The spider then explodes due to damage to itself.

The Awesome falls back over a height 3 cliff into depth 2 water, and the pilot DROWNS.

After the battle, I salvaged the Awesome, and the Spider pilot got a new mech :)
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Re: SDN Megamek/(Battletech) Game!

Post by Joviwan »

RogueIce wrote:That's actually pretty awesome. I so want to do something that insane in a game. :D
If you aren't actively avoiding all bridges in Megamek like the plague, you haven't played Megamek enough. There's only so many times this exchange can happen...
"100 ton reinforced bridge! I'll just stomp my 70 ton mech onto it! Bwahaha, choke point!"
"**fires two PPC's and two large lasers into the bridge** Hey, now the bridge is only 64 tons."
"Wait, what? AAAGH! **sploosh** <<Pilot has DROWNED>>"
...Before you wise up and just don't go near bridges.
Nephtys wrote:After the battle, I salvaged the Awesome, and the Spider pilot got a new mech :)
You're doing it right.
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Re: SDN Megamek/(Battletech) Game!

Post by Karrick »

I have yet to score a kill in Megamek, but I met a suitably inglorious end last night. VF5SS's Trebuchet punted my Centurion in the robo-nuts so hard that my AC/10 ammo catastrophically blew up.
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Re: SDN Megamek/(Battletech) Game!

Post by VF5SS »

At least the pilot got to ride on my shoulder and then get crushed by the wreckage as RogueIce's tank got a lucky shot.
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Re: SDN Megamek/(Battletech) Game!

Post by White Haven »

I've always felt that melee attacks which penetrate into ammo bins and touch off explosions should deal damage to the offending limb. Catastrophic damage.
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Re: SDN Megamek/(Battletech) Game!

Post by Darksider »

Does megamek have bots? i'd like to get in some practice before taking you all on.

(Although I could probably maul VF5SS up pretty good if he really does use melee that much, since I'll be using some of the nicer 3060s era long range designs.)
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Re: SDN Megamek/(Battletech) Game!

Post by RogueIce »

Darksider wrote:Does megamek have bots? i'd like to get in some practice before taking you all on.
Yes it does.
VF5SS wrote:At least the pilot got to ride on my shoulder and then get crushed by the wreckage as RogueIce's tank got a lucky shot.
Serves you right for running halfway across the map after you'd damaged my movement to 2/3. Not to mention how you were apparently trying to jump on top of my tank and ride it like a skateboard or something.
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This is the price of war,
We rise with noble intentions,
And we risk all that is pure..." - Angela & Jeff van Dyck, Forever (Rome: Total War)

"On and on, through the years,
The war continues on..." - Angela & Jeff van Dyck, We Are All One (Medieval 2: Total War)
"Courage is not the absence of fear, but rather the judgment that something else is more important than fear." - Ambrose Redmoon
"You either die a hero, or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
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Re: SDN Megamek/(Battletech) Game!

Post by Darksider »

Jesus. VF5SS, do you make any attempt whatsoever to utilize sound tactics, or does your strategy basically consist of "yeah, this'll work."
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
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Re: SDN Megamek/(Battletech) Game!

Post by Nephtys »

VF5SS and I did have a good spar, with an open field battle between a Striker Lance against a Main Battle Lance. It was a lot of dancing around and withdrawing damaged units and turned out pretty well, though the MBL really benefited from the terrain being so open.

Also Darksider, is that a challenge? >:)
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Re: SDN Megamek/(Battletech) Game!

Post by VF5SS »

Defend my honor, Nephtys :3

The only reason I went so close in the last fight was because Karrick and I were in a forest where we couldn't shoot more than 2 hexes away. I had taken at least three AC/10 hits by the time I went to engage RougeIce's tank so I was in bad shape to begin with.
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Re: SDN Megamek/(Battletech) Game!

Post by Prannon »

Late comer, but I might be interested in some MM. :D I used to play this game all the time back in the day, and the guys I played with could actually take it to 100k in BV.

I'd have to download the game all over again, but I'd be willing to give anyone a run for their money (or someone to curbstomp *shrug*). Just pm me or send me a message over AIM or something, but beware my odd hours of availability.
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Re: SDN Megamek/(Battletech) Game!

Post by Dark Hellion »

I have been messing around a bit and I found a pretty cool program that lets you build customized mechs and import them into Megamek. Its Solaris Skunk Werks. Its quite nice and runs in java. It has some kinks and a few goofy things but nothing that really interferes. I would be up for taking on most peoples custom Lances/Stars if they want.
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Re: SDN Megamek/(Battletech) Game!

Post by VF5SS »

I think we need to get a game going.
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Re: SDN Megamek/(Battletech) Game!

Post by Dark Hellion »

I am putting together a Star Adder OpFor group. I could play bad guys if someone needs it, but I am a bit busy with work and the fact that I am moving in a month to be a campaign player.
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Re: SDN Megamek/(Battletech) Game!

Post by Darksider »

I'll play you once I get some more practice in. I've been playing the scenarios and I keep getting my ass kicked. I think it's because I usually play mechwarrior with the heat turned off, so i'm not used to dealing with it. I've lost four mechs to ammo explosions.
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Re: SDN Megamek/(Battletech) Game!

Post by Nephtys »

Darksider, remember that heat can be very well tracked. Each weapon gives X points of heat when fired. Walking gives 1 heat, running gives 2, jumping gives heat for every space you moved (minimum of 3).

At up to 4 net heat, you suffer no bad effects. At 5-8 you get slower. At 8 and above, I think you get targetting system problems. At 14+, you run the risk of shutdown or horrible death.

Basically, never overheat past 4 or at MOST, 7/8 unless you are damned sure it will be worth it.
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