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Captain
Posts: 2574

Re: The Crazy Shot Files. Keep 'em coming.

Wait a minute, the Uziels got utterly destroyed, but the Wolfhound is still salvageble?

Wierd......

Not necessarily that weird. According to Strategic Operations (and matching what I recall of pre-TW rules), there are two ways for a 'Mech to be destroyed so completely that there's no hope of even any salvageable parts being left: by area effect attacks like bombs or artillery, or by an ammo explosion. Since Uziels carry ammo and the Wolfhound does not, my first educated guess would be that that happened here.
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Captain
Posts: 3021
Founding Member - Gaithersburg Turkish Prison Crew

Re: The Crazy Shot Files. Keep 'em coming.

or a Stackpole
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Major
Posts: 4249
Return of the Kings!

Re: The Crazy Shot Files. Keep 'em coming.

True.  Detonating your reactor like a fusion bomb despite the laws of physics probably would tend to make salvage a smidgen... difficult.
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Warrant Officer
Posts: 653

Re: The Crazy Shot Files. Keep 'em coming.

First round, movement phase - SHD-2H bought as part of a replacement group due to the losses that included THG-11E and EXT-4D.  What a waste!  Smiley
Code:
Shadow Hawk SHD-2H (brawlers) must make a piloting skill check while moving in hex 0629 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (Heavy Rain) + 0 (running & turning on pavement)], rolls 5 : falls.
Shadow Hawk SHD-2H (brawlers) falls 0 level(s) into hex 0629
    Shadow Hawk SHD-2H (brawlers) falls on its right side, suffering 6 damage.
        Shadow Hawk SHD-2H (brawlers) takes 5 damage to RA. 11 Armor remaining.
        Shadow Hawk SHD-2H (brawlers) takes 1 damage to RT (critical). 17 Armor remaining.
         Critical hit on RT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on LRM 5 Ammo (24).
            *** LRM 5 Ammo EXPLODES!  120 DAMAGE! ***
        Shadow Hawk SHD-2H (brawlers) suffers catastrophic damage, but the autoeject system was engaged.
            Shadow Hawk SHD-2H (brawlers) must make a piloting skill check (landing in clear terrain).
                Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 5 : fails.
        Pilot of MechWarrior SHUVANI (brawlers) "SHUVANI" takes 2 damage.
                    The pilot ejects safely!
*** Shadow Hawk SHD-2H (brawlers) DESTROYED by ejection! ***
        Shadow Hawk SHD-2H (brawlers) takes 120 damage to RT. <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
        107 damage transfers to CT.
         Critical hit on RT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on LRM 5.
            <<<CRITICAL HIT>>> on Heat Sink.
        Shadow Hawk SHD-2H (brawlers) takes 107 damage to CT. <<<SECTION DESTROYED>>>,
        Shadow Hawk SHD-2H (brawlers) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 8.
        Engine safety systems remain in place.
         Critical hit on CT. Roll is 6; no effect.
Pilot of Shadow Hawk SHD-2H (brawlers) "SHUVANI" must roll 6 to avoid damage; rolls 6 : succeeds.
    Shadow Hawk SHD-2H (brawlers) suffers 0 damage from the skid.

At least it didn't suffer any damage from the skid!  Should have treated this as an omen, I got spanked by the Bot!   Embarrassed
*
Private
Posts: 36
Heterodyne Cuirasseurs

Re: The Crazy Shot Files. Keep 'em coming.

Had this happen to me last week. Hell of a way to lose a 'Mech.

Code:
Weapons fire for Nightstar NSR-9FC (Crazy Eddie)
    LB 10-X AC at Cerberus MR-V2 (Stewart's Rifles); needs 4, rolls 4 : 6 pellet(s) hit.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to CT. 34 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to RA. 17 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to LL. 13 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to CT. 33 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to RT. 17 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to RT. 16 Armor remaining.
    Medium Laser at Cerberus MR-V2 (Stewart's Rifles); needs 7, rolls 8 : hits  LT
        Cerberus MR-V2 (Stewart's Rifles) takes 5 damage to LT. 11 Armor remaining.
    LB 10-X AC at Cerberus MR-V2 (Stewart's Rifles); needs 4, rolls 7 : 6 pellet(s) hit.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to LL. 12 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to CT. 32 Armor remaining.
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to HD. 8 Armor remaining.
        Pilot of Cerberus MR-V2 (Stewart's Rifles) "Major Gabriel Stewart" takes 1 damage.
        Pilot of Cerberus MR-V2 (Stewart's Rifles) "Major Gabriel Stewart" needs a 3 to stay conscious.  Rolls 9 : successful!

        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to CT (critical). 31 Armor remaining.
         Critical hit on CT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Half Machine Gun Ammo (100).
            *** Half Machine Gun Ammo EXPLODES!  200 DAMAGE! ***
        Cerberus MR-V2 (Stewart's Rifles) suffers catastrophic damage, but the autoeject system was engaged.
            Cerberus MR-V2 (Stewart's Rifles) must make a piloting skill check (landing in clear terrain).
                Needs 2 [3 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 8 : succeeds.
                    The pilot ejects safely!

*** Cerberus MR-V2 (Stewart's Rifles) DESTROYED by ejection! ***
        Cerberus MR-V2 (Stewart's Rifles) takes 200 damage to CT. <<<SECTION DESTROYED>>>,
         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.


        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to CT (critical).
        Cerberus MR-V2 (Stewart's Rifles) takes 1 damage to RT. 15 Armor remaining.
    Medium Laser at Cerberus MR-V2 (Stewart's Rifles); needs 7, rolls 7 : hits  LA
        Cerberus MR-V2 (Stewart's Rifles) takes 5 damage to LA. 4 Armor remaining.
    ER PPC at Cerberus MR-V2 (Stewart's Rifles); needs 5, rolls 7 : hits  RA
        Cerberus MR-V2 (Stewart's Rifles) takes 10 damage to RA. 7 Armor remaining.
    Medium Laser at Cerberus MR-V2 (Stewart's Rifles); needs 7, rolls 7 : hits  LT
        Cerberus MR-V2 (Stewart's Rifles) takes 5 damage to LT. 6 Armor remaining.

Knew I was in trouble right there. That fight turned into a blood bath. 18 of my guys went in, and only three came out. My opponent got the salvage. However, they only had two operational 'Mechs out of twentyfour too.
*
Corporal
Posts: 70

Re: The Crazy Shot Files. Keep 'em coming.

First round of the third fight in a trail against the bot...

Quote
Weapons fire for Gargoyle B (CJF)
    Gauss Rifle at Warhawk Prime (raiders); needs 9, rolls 4 : misses.
    LRM 10 at Warhawk Prime (raiders); needs 11, rolls 9 : misses.
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Warhawk Prime (raiders)
    ER PPC at Gargoyle B (CJF); needs 7, rolls 6 : misses.
    ER PPC at Gargoyle B (CJF); needs 7, rolls 8 : hits  HD
        Gargoyle B (CJF) takes 15 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Gargoyle B (CJF) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.

    ER PPC at Gargoyle B (CJF); needs 7, rolls 2 : misses.
    LRM 10 at Gargoyle B (CJF); needs 10, rolls 9 : misses.



Ironic considering the other two fights went on for 20+ rounds
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Lieutenant
Posts: 1347

Re: The Crazy Shot Files. Keep 'em coming.

It's really really sad when you need four goddamn big guns to swat one 20 ton bug mech.  Embarrassed

Code:
Weapons fire for Dire Wolf Hohiro (JLA)
    ER PPC at Stinger STG-3-GD-UK #30 (Bot1); needs 8, rolls 12 :  - Direct Blow -hits  RA
        Stinger STG-3-GD-UK #30 (Bot1) takes 16 damage to RA. Armor destroyed, <<<SECTION DESTROYED>>>,
        9 damage transfers to RT.
         Critical hit on RA. Roll is (7+1) = 8; 1 location.
            <<<CRITICAL HIT>>> on Hand.
        Stinger STG-3-GD-UK #30 (Bot1) takes 9 damage to RT. Armor destroyed, 3 Internal Structure remaining
         Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            <<<CRITICAL HIT>>> on Heat Sink.
            <<<CRITICAL HIT>>> on Jump Jet.
    Large Pulse Laser at Stinger STG-3-GD-UK #30 (Bot1); needs 6, rolls 11 :  - Direct Blow -hits  CT
        Stinger STG-3-GD-UK #30 (Bot1) takes 11 damage to CT. Armor destroyed, 2 Internal Structure remaining
         Critical hit on CT. Roll is (6+1) = 7; no effect.
    Large Pulse Laser at Stinger STG-3-GD-UK #30 (Bot1); needs 6, rolls 9 :  - Direct Blow -hits  LL
        Stinger STG-3-GD-UK #30 (Bot1) takes 11 damage to LL. Armor destroyed, <<<SECTION DESTROYED>>>,
        1 damage transfers to LT.
         Critical hit on LL. Roll is (7+1) = 8; 1 location.
            <<<CRITICAL HIT>>> on Heat Sink.
        Stinger STG-3-GD-UK #30 (Bot1) takes 1 damage to LT. 6 Armor remaining.
    Large Pulse Laser at Stinger STG-3-GD-UK #30 (Bot1); needs 6, rolls 9 :  - Direct Blow -hits  RT
        Stinger STG-3-GD-UK #30 (Bot1) takes 11 damage to RT. <<<SECTION DESTROYED>>>,
        8 damage transfers to CT.
         Critical hit on RT. Roll is (4+1) = 5; no effect.
        Stinger STG-3-GD-UK #30 (Bot1) takes 8 damage to CT. <<<SECTION DESTROYED>>>,
        Stinger STG-3-GD-UK #30 (Bot1) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 3.
        Engine safety systems remain in place.

*** Stinger STG-3-GD-UK #30 (Bot1) DESTROYED by damage! ***
         Critical hit on CT. Roll is (5+1) = 6; no effect.
    Streak SRM 6 at Stinger STG-3-GD-UK #30 (Bot1); needs 8, rolls 7 : fails to achieve lock.
M.U.L. Team
*
BT Volunteer
Posts: 2031
We will find you in your sleep - and bake cookies

Re: The Crazy Shot Files. Keep 'em coming.

Code:
Weapons fire for Caesar CES-4S (DarkISI)
    Heavy Gauss Rifle at JagerMech JM6-DD (Elle Driver); needs 9, rolls 9 : hits  CT
        JagerMech JM6-DD (Elle Driver) takes 20 damage to CT. Armor destroyed, 19 Internal Structure remaining
         Critical hit on CT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Standard Gyro.
    Large Pulse Laser at JagerMech JM6-DD (Elle Driver); needs 9, rolls 8 : misses.
    ER Medium Laser at JagerMech JM6-DD (Elle Driver); needs 11, rolls 11 : hits  LL
        JagerMech JM6-DD (Elle Driver) takes 5 damage to LL. 7 Armor remaining.
    ER Medium Laser at JagerMech JM6-DD (Elle Driver); needs 11, rolls 4 : misses.

Weapons fire for JagerMech JM6-DD (Elle Driver)
    Ultra AC/5 at Cicada CDA-3M (DarkISI); needs 8, rolls 5 : misses.
    Ultra AC/5 at Cicada CDA-3M (DarkISI); needs 8, rolls 7 : misses.
    Medium Pulse Laser at Cicada CDA-3M (DarkISI); needs 8, rolls 4 : misses.
    Autocannon/2 at Cicada CDA-3M (DarkISI); needs 8, rolls 4 : misses.
    Autocannon/2 at Cicada CDA-3M (DarkISI); needs 8, rolls 5 : misses.

Weapons fire for Cicada CDA-3M (DarkISI)
    Ultra AC/5 at JagerMech JM6-DD (Elle Driver); needs 7, rolls 6 : misses.
    Medium Laser at JagerMech JM6-DD (Elle Driver); needs 7, rolls 7 : hits  CT
        JagerMech JM6-DD (Elle Driver) takes 5 damage to CT. 14 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
    Medium Laser at JagerMech JM6-DD (Elle Driver); needs 7, rolls 4 : misses.
    Small Pulse Laser at JagerMech JM6-DD (Elle Driver); needs 9, rolls 9 : hits  CT
        JagerMech JM6-DD (Elle Driver) takes 3 damage to CT. 11 Internal Structure remaining
         Critical hit on CT. Roll is 4; no effect.

Weapons fire for Dervish DV-9D (Elle Driver)
    ER Medium Laser at Caesar CES-4S (DarkISI); needs 9, rolls 5 : misses.
    ER Medium Laser at Caesar CES-4S (DarkISI); needs 9, rolls 8 : misses.
    ER Medium Laser at Caesar CES-4S (DarkISI); needs 9, rolls 8 : misses.
    ER Medium Laser at Caesar CES-4S (DarkISI); needs 9, rolls 7 : misses.

Caesar CES-4S (DarkISI) must make 1 piloting skill roll(s) (fired HeavyGauss unbraced).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) - 1 (fired HeavyGauss unbraced)); needs 4, rolls 3 : falls.
    Caesar CES-4S (DarkISI) falls on its left side, suffering 7 damage.
        Caesar CES-4S (DarkISI) takes 5 damage to LL. 22 Armor remaining.
        Caesar CES-4S (DarkISI) takes 2 damage to RA. 17 Armor remaining.
Pilot of Caesar CES-4S (DarkISI) "Unnamed" must roll 4 to avoid damage; rolls 7 : succeeds.

JagerMech JM6-DD (Elle Driver) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (20+ damage)); needs 9, rolls 7 : falls.
    JagerMech JM6-DD (Elle Driver) falls on its left side, suffering 7 damage.
        JagerMech JM6-DD (Elle Driver) takes 5 damage to LA. 3 Armor remaining.
        JagerMech JM6-DD (Elle Driver) takes 2 damage to CT. 9 Internal Structure remaining
         Critical hit on CT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Engine.
*** JagerMech JM6-DD (Elle Driver) DESTROYED by engine destruction! ***
            Unnamed has abandoned JagerMech JM6-DD (Elle Driver).

            <<<CRITICAL HIT>>> on Engine.
Pilot of JagerMech JM6-DD (Elle Driver) "Unnamed" must roll 9 to avoid damage; rolls 8 : fails.


First shot my Caesar fired  Grin
*
Warrant Officer
Posts: 447
This is not a game, this is life or death!

Re: The Crazy Shot Files. Keep 'em coming.

i hate TCs do i?

Quote
Weapons fire for Dire Wolf Ben (Cipher)
    Large Pulse Laser at Warhawk C (Vagabond); needs 4, rolls 4 : hits  (using Partial cover table) LA
        Warhawk C (Vagabond) takes 10 damage to LA. 12 Armor remaining.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 7 : fails to achieve lock.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 8 : 6 missile(s) hit (using Partial cover table).
        Warhawk C (Vagabond) takes 2 damage to LT. 10 Armor remaining.
        Warhawk C (Vagabond) takes 2 damage to CT. 13 Armor remaining.
        Warhawk C (Vagabond) takes 2 damage to CT. 11 Armor remaining.
        Warhawk C (Vagabond) takes 2 damage to RT. 1 Armor remaining.
        Warhawk C (Vagabond) takes 2 damage to CT. 9 Armor remaining.
        Warhawk C (Vagabond) takes 2 damage to RT. Armor destroyed, 17 Internal Structure remaining
         Critical hit on RT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Targeting Computer.
            <<<CRITICAL HIT>>> on Double Heat Sink.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 11 : 6 missile(s) hit (using Partial cover table).
        Warhawk C (Vagabond) takes 2 damage to RT. 15 Internal Structure remaining
         Critical hit on RT. Roll is 3; no effect.
        Warhawk C (Vagabond) takes 2 damage to RT. 13 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Targeting Computer.
        Warhawk C (Vagabond) takes 2 damage to RT. 11 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Targeting Computer.
        Warhawk C suffers no damage.(RL behind cover)
        Warhawk C suffers no damage.(RL behind cover)
        Warhawk C (Vagabond) takes 2 damage to LT. 8 Armor remaining.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 7 : fails to achieve lock.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 10 : 6 missile(s) hit (using Partial cover table).
        Warhawk C suffers no damage.(LL behind cover)
        Warhawk C (Vagabond) takes 2 damage to RT. 9 Internal Structure remaining
         Critical hit on RT. Roll is 5; no effect.
        Warhawk C (Vagabond) takes 2 damage to RT. 7 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.
        Warhawk C suffers no damage.(LL behind cover)
        Warhawk C (Vagabond) takes 2 damage to RT. 5 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Targeting Computer.
        Warhawk C (Vagabond) takes 2 damage to RA. 18 Armor remaining.
    Streak SRM 6 at Warhawk C (Vagabond); needs 8, rolls 7 : fails to achieve lock.
    ER Small Laser at Warhawk C (Vagabond); needs 10, rolls 8 : misses.
*
Lieutenant
Posts: 1347

Re: The Crazy Shot Files. Keep 'em coming.

From Round1:

Code:
Movement Phase
-------------------

Fire Moth C (Bot1) checking for MASC failure:
    Needs 3, rolls 11 : succeeds.

Fire Moth B (Bot1) checking for MASC failure:
    Needs 3, rolls 5 : succeeds.

Fire Moth A (Bot1) checking for MASC failure:
    Needs 3, rolls 5 : succeeds.

Fire Moth A (Bot1) must make a piloting skill check while moving from hex 0627 to hex 0728 (moved 5-6 hexes).
Needs 11 [4 (Base piloting skill) + 5 (moving through Hardened Building #12392) + 2 (moved 5-6 hexes)], rolls 9 : fails.

        Fire Moth A (Bot1) takes 12 damage to LA. Armor destroyed, <<<SECTION DESTROYED>>>,
        6 damage transfers to LT.
         Critical hit on LA. Roll is 2; no effect.
        Fire Moth A (Bot1) takes 6 damage to LT. Armor destroyed, 3 Internal Structure remaining
         Critical hit on LT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Double Heat Sink.
Fire Moth A (Bot1) must make a piloting skill check while moving from hex 0728 to hex 0827 (moved 7-9 hexes).
Needs 12 [4 (Base piloting skill) + 5 (moving through Hardened Building #12392) + 3 (moved 7-9 hexes)], rolls 7 : fails.

        Fire Moth A (Bot1) takes 12 damage to CT. Armor destroyed, <<<SECTION DESTROYED>>>,
        Fire Moth A (Bot1) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.

*** Fire Moth A (Bot1) DESTROYED by damage! ***
         Critical hit on CT. Roll is 5; no effect.
Fire Moth D (Bot1) checking for MASC failure:
    Needs 3, rolls 12 : succeeds.

Fire Moth D (Bot1) must make a piloting skill check while moving from hex 1032 to hex 1031 (moved 3-4 hexes).
Needs 6 [4 (Base piloting skill) + 1 (moving through Medium Building #14452) + 1 (moved 3-4 hexes)], rolls 8 : succeeds.

Fire Moth D (Bot1) must make a piloting skill check while moving from hex 1029 to hex 1028 (moved 5-6 hexes).
Needs 11 [4 (Base piloting skill) + 5 (moving through Hardened Building #12392) + 2 (moved 5-6 hexes)], rolls 8 : fails.

        Fire Moth D (Bot1) takes 12 damage to RT. Armor destroyed, <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
        3 damage transfers to CT.
         Critical hit on RT. Roll is 2; no effect.
        Fire Moth D (Bot1) takes 3 damage to CT. 2 Armor remaining.
Fire Moth D (Bot1) must make a piloting skill check while moving from hex 1028 to hex 0928 (moved 7-9 hexes).
Needs 12 [4 (Base piloting skill) + 5 (moving through Hardened Building #12392) + 3 (moved 7-9 hexes)], rolls 10 : fails.

        Fire Moth D (Bot1) takes 12 damage to CT. Armor destroyed, <<<SECTION DESTROYED>>>,
        Fire Moth D (Bot1) has taken 8 engine hits this round.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.

*** Fire Moth D (Bot1) DESTROYED by damage! ***
         Critical hit on CT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Engine.
Fire Moth Prime (Bot1) checking for MASC failure:
    Needs 3, rolls 2 : fails!

            <<<CRITICAL HIT>>> on Lower Leg.
            <<<CRITICAL HIT>>> on Hip.
Fire Moth Prime (Bot1) must make 2 piloting skill roll(s) (leg/foot actuator hit; hip actuator hit).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit) + 2 (hip actuator hit)); needs 7, rolls 9 : succeeds.
    Roll #2, (4 (Base piloting skill) + 2 (hip actuator hit) + 1 (leg/foot actuator hit)); needs 7, rolls 8 : succeeds.

Fire Moth Prime (Bot1) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 7 [4 (Base piloting skill) + 1 (Right Leg Lower Leg Actuator destroyed) + 2 (Left Leg Hip Actuator destroyed) + 0 (running with damaged hip actuator or gyro)], rolls 5 : falls.
    Fire Moth Prime (Bot1) falls on its front, suffering 2 damage.
        Fire Moth Prime (Bot1) takes 2 damage to RA. 1 Armor remaining.
Pilot of Fire Moth Prime (Bot1) "Unnamed" must roll 7 to avoid damage; rolls 6 : fails.
        Pilot of Fire Moth Prime (Bot1) "Unnamed" takes 1 damage.
        Pilot of Fire Moth Prime (Bot1) "Unnamed" needs a 3 to stay conscious.  Rolls 8 : successful!

Remember folks! Friends don't let bots drive mechs...
*
Master Sergeant
Posts: 237

Re: The Crazy Shot Files. Keep 'em coming.

Which version is this?  Bad Bot!
*
Lieutenant
Posts: 1347

Re: The Crazy Shot Files. Keep 'em coming.

Which version is this?  Bad Bot!

0.35.7 IIRC.

Although to be fair, I have the option turned on to let you move backwards over slopes with a piloting roll. The bot just seems to delight in using it whenever possible, ESPECIALLY in rough and uneven terrain.
*
Major
Posts: 3570
The Forsaken

Re: The Crazy Shot Files. Keep 'em coming.

This is one powerful kick!

Code:
Physical Attack Phase
-------------------

Physical attacks for Assassin ASN-30 Mod (Gh0st)
    Kick (Left ) at Flea FLE-19 (Bot1); needs -4, rolls 11 : hits RA
        Flea FLE-19 (Bot1) takes 8 damage to RA.
        8 damage transfers to RT.
        Flea FLE-19 (Bot1) takes 8 damage to RT.
        8 damage transfers to CT.
        Flea FLE-19 (Bot1) takes 8 damage to CT. <<<SECTION DESTROYED>>>,
        Flea FLE-19 (Bot1) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Flea FLE-19 (Bot1) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.

        Flea FLE-19 (Bot1) suffers catastrophic damage, but the autoeject system was engaged.
            Flea FLE-19 (Bot1) must make a piloting skill check (landing in clear terrain).
                Needs 12 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : fails.

*** MechWarrior Unnamed (Bot1) DESTROYED by deadly ejection! ***        Building #34868 absorbs 3 points of damage.
        Building #34868 absorbs 3 points of damage.
        Building #34868 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #43080 absorbs 3 points of damage.
        Building #43080 absorbs 3 points of damage.
        Building #34892 absorbs 3 points of damage.
        Building #34892 absorbs 3 points of damage.

        Assassin ASN-30 Mod (Gh0st) is hit for 12 damage!
        Assassin ASN-30 Mod (Gh0st) takes 5 damage to CT. 10 Armor remaining.
        Assassin ASN-30 Mod (Gh0st) takes 5 damage to LT. 9 Armor remaining.
        Assassin ASN-30 Mod (Gh0st) takes 2 damage to CT. 8 Armor remaining.

        Wasp WSP-1K (Bot1) is hit for 12 damage!
        Wasp WSP-1K (Bot1) takes 5 damage to CTR. Armor destroyed, 5 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.
        Wasp WSP-1K (Bot1) takes 5 damage to CTR. <<<SECTION DESTROYED>>>,
        Wasp WSP-1K (Bot1) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 11.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Wasp WSP-1K (Bot1) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.

        Wasp WSP-1K (Bot1) suffers catastrophic damage, but the autoeject system was engaged.
            Wasp WSP-1K (Bot1) must make a piloting skill check (landing in clear terrain).
                Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
*** MechWarrior Unnamed (Bot1) DESTROYED by deadly ejection! ***        Building #34868 absorbs 3 points of damage.
        Building #34868 absorbs 3 points of damage.
        Building #34868 absorbs 6 points of damage.
        Building #34868 absorbs 6 points of damage.
        Building #34868 absorbs 3 points of damage.
        Building #34868 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 3 points of damage.
        Building #41012 absorbs 6 points of damage.
        Building #41012 absorbs 6 points of damage.

        Assassin ASN-30 Mod (Gh0st) is hit for 6 damage!
        Assassin ASN-30 Mod (Gh0st) takes 5 damage to RA. 5 Armor remaining.
        Assassin ASN-30 Mod (Gh0st) takes 1 damage to RA. 4 Armor remaining.

        Flea FLE-19 (Bot1) is hit for 12 damage!
        Flea FLE-19 (Bot1) takes 5 damage to LT. Armor destroyed, 4 Internal Structure remaining
         Critical hit on LT. Roll is 7; no effect.
        Flea FLE-19 (Bot1) takes 5 damage to LT. <<<SECTION DESTROYED>>>,
        1 damage transfers to CT.
         Critical hit on LT. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Heat Sink.
            <<<CRITICAL HIT>>> on Half Light Machine Gun Ammo (76).
            *** Half Light Machine Gun Ammo EXPLODES!  76 DAMAGE! ***
        Flea FLE-19 (Bot1) takes 76 damage to LT.
        76 damage transfers to CT.
        Flea FLE-19 (Bot1) takes 76 damage to CT.

        Flea FLE-19 (Bot1) takes 1 damage to CT.
        Flea FLE-19 (Bot1) takes 2 damage to LA.
        2 damage transfers to LT.
        Flea FLE-19 (Bot1) takes 2 damage to LT.
        2 damage transfers to CT.
        Flea FLE-19 (Bot1) takes 2 damage to CT.

        End Secondary Damage Report.

         Critical hit on CT. Roll is 5; no effect.
        Wasp WSP-1K (Bot1) takes 2 damage to RA. 3 Armor remaining.

        End Secondary Damage Report.

         Critical hit on CT. Roll is 6; no effect.
*
Lieutenant Colonel
Posts: 7967
Out-foxing the Inner Sphere since 2530

Re: The Crazy Shot Files. Keep 'em coming.

Not so much a crazy shot but people complain about the Marauder being too easy to kill.  I BEG TO DIFFER SIR.  I had a bot-driven MAD-3R that I shot the everloving hell out of with six or seven turns of sustained fire and it simply wouldn't die - it didn't save the data like I expected it to  Embarrassed but the thing had NO ARMOR AT ALL - not even on the rear - no arms, no legs, no side torsos, 2 points IS in the head, and 3 points IS in the CT.  And never took a single crit, the entire time.

...I didn't have the heart to kill it after all that.
*
Lieutenant Colonel
Posts: 6514
Kitty got guns!

Re: The Crazy Shot Files. Keep 'em coming.

Not so much a crazy shot but people complain about the Marauder being too easy to kill.  I BEG TO DIFFER SIR.  I had a bot-driven MAD-3R that I shot the everloving hell out of with six or seven turns of sustained fire and it simply wouldn't die - it didn't save the data like I expected it to  Embarrassed but the thing had NO ARMOR AT ALL - not even on the rear - no arms, no legs, no side torsos, 2 points IS in the head, and 3 points IS in the CT.  And never took a single crit, the entire time.

...I didn't have the heart to kill it after all that.

I never thought of saving the log file of the time I killed a MAD II by coring its CT - with LB-X cluster rounds!. 32 rolls for crits, total: IIRC 7 (2 engine, 3 gyro, 2 JJ/SHS). Dead

Your experience sounds just as bad. Wink
*
Warrant Officer
Posts: 653

Re: The Crazy Shot Files. Keep 'em coming.

I've heard everyone talking about the 'golden pellets' but until now I've never had the opportunity to use them. 

First round:
Code:
Weapons fire for Centurion CN9-D #2 brawlers charlie 7
    LB 10-X AC at Galahad CSJ 7; needs 8, rolls 11 :  - Direct Blow -6 pellet(s) hit (w/ +2 bonus).
       Galahad CSJ 7 takes 1 damage to CT (critical). 29 Armor remaining.
         Critical hit on CT. Roll is (11+1) = 12; 3 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine
*** Galahad CSJ 7 DESTROYED by engine destruction! ***
            galahad 1 has abandoned Galahad CSJ 7
        Galahad CSJ 7 takes 1 damage to RA. 19 Armor remaining.
        Galahad CSJ 7 takes 1 damage to RT. 19 Armor remaining.
        Galahad CSJ 7 takes 1 damage to RT. 18 Armor remaining.
        Galahad CSJ 7 takes 1 damage to CT. 28 Armor remaining.
        Galahad CSJ 7 takes 1 damage to CT. 27 Armor remaining.

Leading to, wait for it, here it comes:

Code:
Physical attacks for Axman AXM-1N brawlers alpha 7
    Death from above deals no damage as the target has been destroyed.
    Axman AXM-1N brawlers alpha 7 is displaced into hex 0116.
Axman AXM-1N brawlers alpha 7 must make 1 piloting skill roll(s) (executed death from above).
The base target is 1 [1 (Base piloting skill)].
    Roll #1, (1 (Base piloting skill) + 4 (executed death from above)); needs 5, rolls 3 : falls.

Seriously?  Are you kidding me?  Too Funny
*
Private
Posts: 46

Re: The Crazy Shot Files. Keep 'em coming.

My brother got these against a poor AI bot playing the Great Refusal maps:
Code:
Round 2
Weapons fire for Thunder THR-1L (Capellan)
    Autocannon/20 at Warhawk A (Mandrill); needs 9, rolls 6 : misses.
    LRM 5 at Warhawk A (Mandrill); needs 7, rolls 8 : 1 missile(s) hit.
        Warhawk A (Mandrill) takes 1 damage to CT (critical). 41 Armor remaining.
         Critical hit on CT. Roll is 12; 3 locations.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Engine.
*** Warhawk A (Mandrill) DESTROYED by engine destruction! ***


And during the second map, he damaged a Nova Prime pretty thoroughly before it decided to take a dip to hide from his mechs.
Code:
Nova Prime (JadeFalcon) must make a piloting skill check while moving from hex 0409 to hex 0510 (entering Depth 1 Water).
Needs 1 [2 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 10 : succeeds.
 <<<Nova Prime RL BREACHED>>>
Nova Prime (JadeFalcon) must make 4 piloting skill roll(s) (hip actuator hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit).
The base target is 4 [2 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed)].
    Roll #1, (2 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot

actuator hit)); needs 7, rolls 8 : succeeds.
    Roll #2, (2 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 1 (leg/foot actuator hit) + 0 (hip actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot

actuator hit)); needs 7, rolls 5 : falls.
    Nova Prime (JadeFalcon) falls on its left side, suffering 2 damage.
        Nova Prime (JadeFalcon) takes 2 damage to LL. 18 Armor remaining.
            Possible breach on LL. Roll is 9: no breach. <<<Nova Prime RT BREACHED>>>
*** Nova Prime (JadeFalcon) DESTROYED by engine destruction! ***
Pilot of Nova Prime (JadeFalcon) "Samantha Clees" must roll 7 to avoid damage; rolls 5 : fails.
        Pilot of Nova Prime (JadeFalcon) "Samantha Clees" takes 1 damage.
*
Captain
Posts: 2912
VG Commmand Lance " Stormclaws "

Re: The Crazy Shot Files. Keep 'em coming.

Not a crazy shot but definately a crazy win. Highly recommend keeping the bot off the Oslo maps. Evil

All but one destroyed by skids and falls.

Code:
Movement Phase
-------------------

Stinger STG-6S (Bot1) checking for MASC failure:
    Needs 3, rolls 10 : succeeds.

Stinger STG-6S (Bot1) must make a piloting skill check while moving in hex 1014 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 1 (Small Cockpit) - 1 (running & turning on pavement)], rolls 9 : succeeds.

Stinger STG-6S (Bot1) must make a piloting skill check while moving in hex 1013 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (Small Cockpit) + 0 (running & turning on pavement)], rolls 5 : falls.
Stinger STG-6S (Bot1) falls 0 level(s) into hex 1013
    Stinger STG-6S (Bot1) falls on its left side, suffering 2 damage.
        Stinger STG-6S (Bot1) takes 2 damage to LA. 3 Armor remaining.
Pilot of Stinger STG-6S (Bot1) "Unnamed" must roll 6 to avoid damage; rolls 7 : succeeds.
    Skids into Building #18468 in hex 1012.
        Building #18468 absorbs 4 points of damage.
        Stinger STG-6S (Bot1) takes 9 damage to RTR. Armor destroyed, <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
 

Code:
Movement Phase
-------------------

Stinger STG-6S (Bot1) checking for MASC failure:
    Needs 3, rolls 10 : succeeds.

Stinger STG-6S (Bot1) must make a piloting skill check while moving in hex 1114 (running & turning on pavement).
Needs 5 [5 (Base piloting skill) + 1 (Small Cockpit) - 1 (running & turning on pavement)], rolls 6 : succeeds.

Stinger STG-6S (Bot1) must make a piloting skill check while moving in hex 0915 (running & turning on pavement).
Needs 6 [5 (Base piloting skill) + 1 (Small Cockpit) + 0 (running & turning on pavement)], rolls 10 : succeeds.

Stinger STG-6S (Bot1) must make a piloting skill check while moving from hex 0915 to hex 0814 (moved 5-6 hexes).
Needs 13 [5 (Base piloting skill) + 1 (Small Cockpit) + 5 (moving through Hardened Building #14380) + 2 (moved 5-6 hexes)], rolls 7 : fails.

        Stinger STG-6S (Bot1) takes 12 damage to RA.
        12 damage transfers to RT.
        Stinger STG-6S (Bot1) takes 12 damage to RT.
        12 damage transfers to CT.
        Stinger STG-6S (Bot1) takes 12 damage to CT. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Stinger STG-6S (Bot1) DESTROYED by damage! ***
         Critical hit on CT. Roll is 5; no effect.


Code:
Movement Phase
-------------------

Rifleman RFL-3C (Bot1) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 0 (getting up)], rolls 7 : succeeds.

Rifleman RFL-3C (Bot1) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 7 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 0 (running with damaged hip actuator or gyro)], rolls 5 : falls.
    Rifleman RFL-3C (Bot1) falls on its right side, suffering 6 damage.
        Rifleman RFL-3C (Bot1) takes 5 damage to RT (critical). Armor destroyed, 12 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on AC/10 Ammo (4).
            *** AC/10 Ammo EXPLODES!  40 DAMAGE! ***
        Rifleman RFL-3C (Bot1) suffers catastrophic damage, but the autoeject system was engaged.
            Rifleman RFL-3C (Bot1) must make a piloting skill check (landing in a building).
                Needs 13 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in a building)], rolls 8 : fails.
        Pilot of MechWarrior Unnamed (Bot1) "Unnamed" takes 2 damage.
                    The pilot ejects safely!

*** Rifleman RFL-3C (Bot1) DESTROYED by ejection! ***
        Rifleman RFL-3C (Bot1) takes 40 damage to RT. <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Right Arm blown off.
        28 damage transfers to CT.
         Critical hit on RT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES!  100 DAMAGE! ***
        Rifleman RFL-3C (Bot1) takes 100 damage to RT.
        100 damage transfers to CT.
        Rifleman RFL-3C (Bot1) takes 100 damage to CT. <<<SECTION DESTROYED>>>,
         Critical hit on CT. Roll is 6; no effect.


        Rifleman RFL-3C (Bot1) takes 28 damage to CT.


         Critical hit on RT. Roll is 10; 2 locations.
            <<<CRITICAL HIT>>> on Medium Laser.
            Location has no more hittable critical slots.
        Rifleman RFL-3C (Bot1) takes 1 damage to RA.
        1 damage transfers to RT.
        Rifleman RFL-3C (Bot1) takes 1 damage to RT.
        1 damage transfers to CT.
        Rifleman RFL-3C (Bot1) takes 1 damage to CT.
Pilot of Rifleman RFL-3C (Bot1) "Unnamed" must roll 7 to avoid damage; rolls 6 : fails.




Code:
Weapons fire for Falconer FLC-8RN4 (MacTearlach)
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 3 : hits  (using Left Side table) CT
        Mist Lynx P (Bot1) takes 6 damage to CT. 4 Armor remaining.
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 9 : hits  (using Left Side table) RA
        Mist Lynx P (Bot1) takes 6 damage to RA. Armor destroyed, 2 Internal Structure remaining
         Critical hit on RA. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on +ER Micro Laser.
            <<<CRITICAL HIT>>> on +Micro Pulse Laser.
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 9 : hits  (using Left Side table) LT
        Mist Lynx P (Bot1) takes 6 damage to LT. 1 Armor remaining.
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 10 : hits  (using Left Side table) LT
        Mist Lynx P (Bot1) takes 6 damage to LT. Armor destroyed, 1 Internal Structure remaining
         Critical hit on LT. Roll is 2; no effect.
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 9 : hits  (using Left Side table) RT
        Mist Lynx P (Bot1) takes 6 damage to RT. 1 Armor remaining.
    Medium Pulse Laser at Mist Lynx P (Bot1); needs 3, rolls 8 : hits  (using Left Side table) LL
        Mist Lynx P (Bot1) takes 6 damage to LL. Armor destroyed, 5 Internal Structure remaining
         Critical hit on LL. Roll is 2; no effect.
    ER Medium Laser at Mist Lynx P (Bot1); needs 5, rolls 6 : hits  (using Left Side table) LT
        Mist Lynx P (Bot1) takes 5 damage to LT. <<<SECTION DESTROYED>>>,<<<LIMB BLOWN OFF>>> Left Arm blown off.
        4 damage transfers to CT.
         Critical hit on LT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Double Heat Sink.
        Mist Lynx P (Bot1) takes 4 damage to CT. 0 Armor remaining.
    ER Medium Laser at Mist Lynx P (Bot1); needs 5, rolls 5 : hits  (using Left Side table) LL
        Mist Lynx P (Bot1) takes 5 damage to LL. <<<SECTION DESTROYED>>>,
         Critical hit on LL. Roll is 3; no effect.
    ER Medium Laser at Mist Lynx P (Bot1); needs 5, rolls 10 : hits  (using Left Side table) LT
        Mist Lynx P (Bot1) takes 5 damage to LT.
        5 damage transfers to CT.
        Mist Lynx P (Bot1) takes 5 damage to CT. 3 Internal Structure remaining
         Critical hit on CT. Roll is 5; no effect.

Weapons fire for Mist Lynx P (Bot1)
    ER Large Laser at Falconer FLC-8RN4 (MacTearlach); needs 8, rolls 7 : misses.
    Micro Pulse Laser at Falconer FLC-8RN4 (MacTearlach); needs 8, rolls 3 : misses.
    Micro Pulse Laser at Falconer FLC-8RN4 (MacTearlach); needs 8, rolls 11 : hits  LL
        Falconer FLC-8RN4 (MacTearlach) takes hit at CT (critical), but it is rerolled with edge.
        Falconer FLC-8RN4 (MacTearlach) has 0 edge remaining.
        Falconer FLC-8RN4 (MacTearlach) takes 3 damage to LL. 29 Armor remaining.
    Micro Pulse Laser at Falconer FLC-8RN4 (MacTearlach); needs 8, rolls 3 : misses.
    ER Micro Laser at Falconer FLC-8RN4 (MacTearlach); needs 10, rolls 8 : misses.
    ER Micro Laser at Falconer FLC-8RN4 (MacTearlach); needs 10, rolls 7 : misses.
    ER Micro Laser at Falconer FLC-8RN4 (MacTearlach); needs 10, rolls 8 : misses.
    ER Micro Laser at Falconer FLC-8RN4 (MacTearlach); needs 10, rolls 4 : misses.

Mist Lynx P (Bot1) 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.
    Mist Lynx P (Bot1) falls on its left side, suffering 3 damage.
        Mist Lynx P (Bot1) takes 3 damage to LL.
        3 damage transfers to LT.
        Mist Lynx P (Bot1) takes 3 damage to LT.
        3 damage transfers to CT.
        Mist Lynx P (Bot1) takes 3 damage to CT. <<<SECTION DESTROYED>>>,
*** Mist Lynx P (Bot1) DESTROYED by damage! ***
         Critical hit on CT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Standard Gyro.
Pilot of Mist Lynx P (Bot1) "Unnamed" must roll 13 to avoid damage; rolls 11 : fails.
        Pilot of Mist Lynx P (Bot1) "Unnamed" takes 1 damage.



*
Lieutenant
Posts: 1347

Re: The Crazy Shot Files. Keep 'em coming.

I was trying out a lance of custom Awesome Omnis when THIS happened on the first turn:

Quote
Weapons fire for Atlas AS8-D (Bot1)
 Light PPC at Awesome Omni AWS-10O C (Mad Scientist); needs 8, rolls 5 : misses.
 Light PPC at Awesome Omni AWS-10O C (Mad Scientist); needs 8, rolls 4 : misses.
 Rotary AC/5 at Awesome Omni AWS-10O C (Mad Scientist); needs 8, rolls 9 : hits RA
 Awesome Omni AWS-10O C (Mad Scientist) takes 5 damage to RA. 21 Armor remaining.
 MML 9 at Awesome Omni AWS-10O C (Mad Scientist); needs 8, rolls 9 : 7 missile(s) hit.
 Awesome Omni AWS-10O C (Mad Scientist) takes 5 damage to LA. 21 Armor remaining.
 Awesome Omni AWS-10O C (Mad Scientist) takes 2 damage to CT. 35 Armor remaining.
 MML 9 at Awesome Omni AWS-10O C (Mad Scientist); needs 8, rolls 9 : 5 missile(s) hit.
 Awesome Omni AWS-10O C (Mad Scientist) takes 5 damage to HD.
 4 Armor remaining. Pilot of Awesome Omni AWS-10O C (Mad Scientist) "Unnamed" takes 1 damage.
 Pilot of Awesome Omni AWS-10O C (Mad Scientist) "Unnamed" needs a 3 to stay conscious. Rolls 7 : successful!

Weapons fire for Galahad GLH-1D (Bot1)
 Large Laser at Awesome Omni AWS-10O C (Mad Scientist); needs 5, rolls 11 : hits LA
 Awesome Omni AWS-10O C (Mad Scientist) takes 8 damage to LA. 13 Armor remaining.
 Large Laser at Awesome Omni AWS-10O C (Mad Scientist); needs 5, rolls 10 : hits HD
 Awesome Omni AWS-10O C (Mad Scientist) takes 8 damage to HD. Armor destroyed, SECTION DESTROYED, ***
 Awesome Omni AWS-10O C (Mad Scientist) DESTROYED by damage!
 *** Critical hit on HD. Roll is 3; no effect.
 
 PPC at Awesome Omni AWS-10O C (Mad Scientist); needs 7, rolls 8 : hits RA
 Awesome Omni AWS-10O C (Mad Scientist) takes 10 damage to RA. 11 Armor remaining.

And to make things worse, this was the mech carrying the C3 Master.  Cry
*
Captain
Posts: 2471
Warning: Bullets come out this end...

Re: The Crazy Shot Files. Keep 'em coming.

Last week my friend dropped by for a tabletop game, and a wacky thing happened in the first turn. He was defending a city, and had 2 platoons of infantry and several vehicles hidden throughout the town along with a lance of mechs that were in plain sight.  I was hot dropping 2 lances into the town, and stuck the landing on all but 2 mechs.  The first (a Shadow Hawk variant) ended up face first on pavement, but wasn't too badly screwed up.  Then the Marauder (standard 3R) ends up 60 meters off course, on its side, on the roof of a 2 level building.  A Medium 2 level building, that caved in under the weight and impact.  Amazingly the MAD wasn't trashed as bad as I expected, and it got more amusing when my opponent looked at his record sheets, shook his head, and said "so much for that platoon..."

*
Lieutenant Colonel
Posts: 6514
Kitty got guns!

Re: The Crazy Shot Files. Keep 'em coming.

Ph3ar the assault guns!

Code:
Initiative Phase for Round #4
------------------------------
Offboard Attack Phase
-------------------
<nothing>

Weapons fire for Mk.XII LWC AC20 (Cat)
    Autocannon/20 at Hellbringer F-UK (Bot1); needs 10, rolls 11 : hits  HD
        Hellbringer F-UK (Bot1) takes 20 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Hellbringer F-UK (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 7; no effect.

Code:
Initiative Phase for Round #11
------------------------------
Offboard Attack Phase
-------------------
<nothing>
Weapons fire for Mk.XII LWC AC20 #2 (Cat)
    Autocannon/20 at Ice Ferret Prime (Bot1); needs 9, rolls 10 : hits  HD
        Ice Ferret Prime (Bot1) takes 20 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Ice Ferret Prime (Bot1) DESTROYED by damage! ***
         Critical hit on HD. Roll is 6; no effect.

My two armor/infantery companies against the bot's mech star + Elemental star. Those two assault guns accounted for 40% of the enemy mechs - with headshots! Evil
*
Catalyst Demo Team
Posts: 21821
I am the Master's Will...

Re: The Crazy Shot Files. Keep 'em coming.

Weapons fire for Stormcrow Prime (Jade_Falcon)     
ER Large Laser at Pouncer Prime (Jade_Falcon_ToP); needs 8, rolls 8 : hits CT (critical)         
Pouncer Prime (Jade_Falcon_ToP) takes 10 damage to CT (critical). Armor destroyed, 9 Internal Structure remaining         
Critical hit on CT. Roll is 2; no effect.         
Critical hit on CT. Roll is 7; no effect.     
ER Large Laser at Pouncer Prime (Jade_Falcon_ToP); needs 8, rolls 9 : hits CT         
Pouncer Prime (Jade_Falcon_ToP) takes 10 damage to CT. SECTION DESTROYED, ***
Pouncer Prime (Jade_Falcon_ToP) DESTROYED by damage! ***         
Critical hit on CT. Roll is 9; 1 location.             
CRITICAL HIT on Engine.
*
Lieutenant Colonel
Posts: 7967
Out-foxing the Inner Sphere since 2530

Re: The Crazy Shot Files. Keep 'em coming.

A crippled Hammerhands mod that got knocked unconscious for two turns (on a 3!) wakes up and puts its tormentor down with its only remaining weapon.
Code:
Weapons fire for Hammerhands Arturia Davion (icchan)
    Small Pulse Laser at Lao Hu LHU-2B (Bot1); needs 7, rolls 10 :  - Direct Blow -hits  (using Left Side table) LA
        Lao Hu LHU-2B (Bot1) takes 5 damage to LA. <<<SECTION DESTROYED>>>,
        4 damage transfers to LT.
         Critical hit on LA. Roll is (6+1) = 7; no effect.
        Lao Hu LHU-2B (Bot1) takes 4 damage to LT. 1 Internal Structure remaining
         Critical hit on LT. Roll is (8+1) = 9; 1 location.
            <<<CRITICAL HIT>>> on LRM 15 Ammo (4).
            *** LRM 15 Ammo EXPLODES!  60 DAMAGE! ***
        Lao Hu LHU-2B (Bot1) suffers catastrophic damage, but the autoeject system was engaged.
            Lao Hu LHU-2B (Bot1) must make a piloting skill check (landing in clear terrain).
                Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : succeeds.
                    The pilot ejects safely!

*** Lao Hu LHU-2B (Bot1) DESTROYED by ejection! ***
        Lao Hu LHU-2B (Bot1) takes 60 damage to LT. <<<SECTION DESTROYED>>>,
        59 damage transfers to CT.
         Critical hit on LT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
        Lao Hu LHU-2B (Bot1) takes 59 damage to CT. <<<SECTION DESTROYED>>>,
        Lao Hu LHU-2B (Bot1) has taken 8 engine hits this round.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.

         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
Take that, bot!
*
Corporal
Posts: 86

Re: The Crazy Shot Files. Keep 'em coming.

Not really a crazy shot, but one I haven't seen until now. I killed an opposing pilot by pilot damage by a three low damage head hits, and failed rolls after falls. The mech was even salvageable after the game. 1 IS left in the head.

Code:
SRM 4 at Crockett CRK-5003-0 (Bot1); needs -1, rolls 7 : 3 missile(s) hit (using Rear table).
        Crockett CRK-5003-0 (Bot1) takes 2 damage to CTR. 7 Armor remaining.
        Crockett CRK-5003-0 (Bot1) takes 2 damage to HD. 1 Internal Structure remaining
         Critical hit on HD. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Sensors.
        Pilot of Crockett CRK-5003-0 (Bot1) "Unnamed" takes 1 damage.
*** Crockett CRK-5003-0 (Bot1) DESTROYED by pilot death! ***

Model: Crockett - CRK-5003-0
Pilot: Unnamed (4/5)
--- Armor: 55/263-------------------------------------------
--- Internal: 78/130----------------------------------------
         FRONT                REAR                INTERNAL
      .../xx\...           .../**\...            .../ 1\...
     /xx| xx | 6\         /xx|  7 | 3\          / 7| 15 |18\
    (xx). -- .(xx)       (   |    |   )        ( 1). -- .(xx)
       /  /\  \             /      \              /  /\  \
      /21.\/.18\           /        \            /18.\/.18\

-------------------------------------------------------------
Head        : Life Support,Sensors,Standard Cockpit,*Sensors,Life Support
Center Torso: *Engine,*Engine,Engine,Standard Gyro,*Standard Gyro,*Standard Gyro
              Standard Gyro,Engine,Engine,Engine,***Jump Jet
Right Torso : Heat Sink,Heat Sink,SRM 6,SRM 6,SRM 6 Ammo (11),SRM 6 Ammo (15)
              AC/10 Ammo (1),AC/10 Ammo (10)
Left Torso  : Heat Sink,SRM 6,SRM 6,*Autocannon/10,*Autocannon/10,*Autocannon/10
              *Autocannon/10,*Autocannon/10,***Autocannon/10,**Autocannon/10
Right Arm   : *Shoulder,*Upper Arm,*Lower Arm,Small Laser,*Large Laser,***Large Laser
Left Arm    : Shoulder,Upper Arm,Lower Arm,Small Laser,*Large Laser,Large Laser
Right Leg   : Hip,Upper Leg,Lower Leg,Foot,Heat Sink,Jump Jet
Left Leg    : Hip,Upper Leg,Lower Leg,Foot,Heat Sink,Jump Jet
-------------------------------------------------------------
SRM 6 Ammo: 11
SRM 6 Ammo: 15
AC/10 Ammo: 1
AC/10 Ammo: 10

I did have an AWS-8Q get completely trashed, the only thing left was a pair of legs and a head.

Code:
Model: Awesome - AWS-8Q
Pilot: Unnamed (3/4)
--- Armor: 22/240-------------------------------------------
--- Internal: 37/122----------------------------------------
         FRONT                REAR                INTERNAL
      .../ 9\...           .../**\...            .../ 3\...
     /xx| xx |xx\         /xx| xx |xx\          /xx| xx |xx\
    (xx). -- .(xx)       (   |    |   )        (xx). -- .(xx)
       /  /\  \             /      \              /  /\  \
      /13.\/.xx\           /        \            /17.\/.17\

-------------------------------------------------------------
Head        : Life Support,Sensors,Standard Cockpit,Small Laser,Sensors,Life Support
Center Torso: *Engine,*Engine,*Engine,*Standard Gyro,*Standard Gyro,*Standard Gyro
              *Standard Gyro,*Engine,*Engine,*Engine,Heat Sink,Heat Sink
Right Torso : **Particle Cannon,**Particle Cannon,**Particle Cannon,***Heat Sink,**Heat Sink,**Heat Sink
Left Torso  : **Particle Cannon,**Particle Cannon,***Particle Cannon,**Heat Sink,**Heat Sink,**Heat Sink
              **Heat Sink,***Heat Sink
Right Arm   : *Shoulder,*Upper Arm,*Lower Arm,**Particle Cannon,**Particle Cannon,**Particle Cannon
              **Heat Sink,**Heat Sink,**Heat Sink,**Heat Sink,**Heat Sink
Left Arm    : *Shoulder,*Upper Arm,*Lower Arm,*Hand
Right Leg   : Hip,Upper Leg,Lower Leg,Foot,Heat Sink,Heat Sink
Left Leg    : Hip,Upper Leg,Lower Leg,Foot,Heat Sink,Heat Sink

*
Captain
Posts: 2574

Re: The Crazy Shot Files. Keep 'em coming.

On the hazards of playing with floating crits:

Code:
Weapons fire for Hollander II BZK-F7 (Bot1)
    Heavy Gauss Rifle at Timber Wolf X4 (Host); needs 11, rolls 7 : misses.

Weapons fire for Timber Wolf X4 (Host)
    LRM 20 at Hollander II BZK-F7 (Bot1); needs 7, rolls 7 : 12 missile(s) hit (w/ +2 bonus).
        Hollander II BZK-F7 (Bot1) takes 5 damage to LL. 9 Armor remaining.
        Hollander II BZK-F7 (Bot1) takes 5 damage to RA. 4 Armor remaining.
        Hollander II BZK-F7 (Bot1) takes 2 damage to RL. 12 Armor remaining.
    LRM 20 at Hollander II BZK-F7 (Bot1); needs 7, rolls 4 : misses.
    LRM 20 at Hollander II BZK-F7 (Bot1); needs 7, rolls 8 : 12 missile(s) hit (w/ +2 bonus).
        Hollander II BZK-F7 (Bot1) takes 5 damage to RA. Armor destroyed, 6 Internal Structure remaining
         Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.
        Hollander II BZK-F7 (Bot1) takes 5 damage to RA. 1 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.
        Hollander II BZK-F7 (Bot1) takes 2 damage to RA. SECTION DESTROYED,
        1 damage transfers to RT.
         Critical hit on RA. Roll is 3; no effect.
        Hollander II BZK-F7 (Bot1) takes 1 damage to RT. 9 Armor remaining.
    ER Medium Laser at Hollander II BZK-F7 (Bot1); needs 9, rolls 2 : misses.
    ER Medium Laser at Hollander II BZK-F7 (Bot1); needs 9, rolls 10 : hits RT
        Hollander II BZK-F7 (Bot1) takes 7 damage to RT. 2 Armor remaining.

Hollander II BZK-F7 (Bot1) must make 2 piloting skill roll(s) (fired HeavyGauss unbraced; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (fired HeavyGauss unbraced) + 1 (20+ damage)); needs 7, rolls 5 : falls.
    Hollander II BZK-F7 (Bot1) falls on its front, suffering 5 damage.
        Hollander II BZK-F7 (Bot1) takes 5 damage to HD (critical). 3 Armor remaining.
         Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Standard Cockpit.

*** Hollander II BZK-F7 (Bot1) DESTROYED by pilot death! ***
*
Captain
Posts: 1648

Re: The Crazy Shot Files. Keep 'em coming.

Never turn your back on a Lyran

Code:
Weapons fire for Fafnir FNR-5 (9th ID)
Heavy Gauss Rifle at King Crab KGC-008 (32nd MRR); needs 8, rolls 9 : hits (using Rear table) CTR
King Crab KGC-008 (32nd MRR) takes 25 damage to CTR. Armor destroyed, 20 Internal Structure remaining
Critical hit on CT. Roll is 10; 2 locations.
CRITICAL HIT on Standard Gyro.
CRITICAL HIT on Engine.
Heavy Gauss Rifle at King Crab KGC-008 (32nd MRR); needs 8, rolls 9 : hits (using Rear table) HD
King Crab KGC-008 (32nd MRR) takes 25 damage to HD. Armor destroyed, SECTION DESTROYED,
*** King Crab KGC-008 (32nd MRR) DESTROYED by damage! ***
Critical hit on HD. Roll is 8; 1 location.
CRITICAL HIT on Standard Cockpit.
*
Lieutenant
Posts: 936

Re: The Crazy Shot Files. Keep 'em coming.

Code:
Cant say the Junkyard Dogs Dont Fight with Style....

Weapons fire for Emperor EMP-NoZ (NoZ)
    Heavy PPC at Spider SDR-7M (Alex Knight); needs 5, rolls 8 : hits  RT
        Spider SDR-7M (Alex Knight) takes 15 damage to RT. <<<SECTION DESTROYED>>>,
        13 damage transfers to CT.
         Critical hit on RT. Roll is 6; no effect.
        Spider SDR-7M (Alex Knight) takes 13 damage to CT. <<<SECTION DESTROYED>>>,
        Spider SDR-7M (Alex Knight) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 10.
        ***The safety systems on the engine fail catastrophically resulting in a cascading engine failure!

*** Spider SDR-7M (Alex Knight) DESTROYED by engine explosion! ***
        Start Secondary Damage Report.

        Spider SDR-7M (Alex Knight) suffers catastrophic damage, but the autoeject system was engaged.
            Spider SDR-7M (Alex Knight) must make a piloting skill check (landing in clear terrain).
                Needs 9 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 6 : fails.

*** Huh?? (Huh??) DESTROYED by Huh??! ***
        Raijin II RJN-Mek (Mekslayer) is hit for 6 damage!
        Raijin II RJN-Mek (Mekslayer) takes hit at LA (critical), but it is rerolled with edge.
        Raijin II RJN-Mek (Mekslayer) has 2 edge remaining.
        Raijin II RJN-Mek (Mekslayer) takes 5 damage to RA. 11 Armor remaining.
        Raijin II RJN-Mek (Mekslayer) takes 1 damage to LT. 19 Armor remaining.

        Eagle EGL-2M (Alex Knight) is hit for 12 damage!
        Eagle EGL-2M (Alex Knight) takes 5 damage to RT. 5 Armor remaining.
        Eagle EGL-2M (Alex Knight) takes 5 damage to CT. 7 Armor remaining.
        Eagle EGL-2M (Alex Knight) takes 2 damage to RA. 5 Armor remaining.

        Hussar HSR-500-D (Alex Knight) is hit for 6 damage!
        Hussar HSR-500-D (Alex Knight) takes 5 damage to RT. 6 Armor remaining.
        Hussar HSR-500-D (Alex Knight) takes 1 damage to LT. 10 Armor remaining.

        Nexus NXS1-B (Alex Knight) is hit for 12 damage!
        Nexus NXS1-B (Alex Knight) takes 5 damage to LL. Armor destroyed, 3 Internal Structure remaining
         Critical hit on LL. Roll is 4; no effect.
        Nexus NXS1-B (Alex Knight) takes 5 damage to LL. <<<SECTION DESTROYED>>>,
        2 damage transfers to LT.
         Critical hit on LL. Roll is 7; no effect.
        Nexus NXS1-B (Alex Knight) takes 2 damage to LT. 6 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to CT. 2 Armor remaining.

        Ostscout OTT-9CS (Alex Knight) is hit for 6 damage!
        Ostscout OTT-9CS (Alex Knight) takes 5 damage to CT. Armor destroyed, 7 Internal Structure remaining
         Critical hit on CT. Roll is 6; no effect.
        Ostscout OTT-9CS (Alex Knight) takes 1 damage to RL. 4 Armor remaining.

        Marauder MAD-M7L3-2 (Cipher) is hit for 12 damage!
        Marauder MAD-M7L3-2 (Cipher) takes 5 damage to LL. 22 Armor remaining.
        Marauder MAD-M7L3-2 (Cipher) takes 5 damage to RL. 22 Armor remaining.
        Marauder MAD-M7L3-2 (Cipher) takes 2 damage to RL. 20 Armor remaining.

        Emperor EMP-NoZ (NoZ) is hit for 6 damage!
        Emperor EMP-NoZ (NoZ) takes 5 damage to RT. 6 Armor remaining.
        Emperor EMP-NoZ (NoZ) takes 1 damage to LL. 20 Armor remaining.

        Tempest TMP-3MA (Phantom) is hit for 12 damage!
        Tempest TMP-3MA (Phantom) takes 5 damage to LA. 8 Armor remaining.
        Tempest TMP-3MA (Phantom) takes 5 damage to RL. 11 Armor remaining.
        Tempest TMP-3MA (Phantom) takes 2 damage to RA. 14 Armor remaining.

        Longbow LGB-79F-E (Fury) is hit for 6 damage!
        Longbow LGB-79F-E (Fury) takes 5 damage to RL. 9 Armor remaining.
        Longbow LGB-79F-E (Fury) takes 1 damage to RT. 26 Armor remaining.

        Blackjack BJ9-0-KatsA (Katana) is hit for 24 damage!
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to RT. Armor destroyed, 11 Internal Structure remaining
         Critical hit on RT. Roll is 10; 2 locations.
            <<<CRITICAL HIT>>> on +Streak SRM 6.
            <<<CRITICAL HIT>>> on Double Heat Sink.
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to RA.
        5 damage transfers to RT.
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to RT. 6 Internal Structure remaining
         Critical hit on RT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to HD. 4 Armor remaining.
        Pilot of Blackjack BJ9-0-KatsA (Katana) "Ishiko Kamara" takes 1 damage.
        Pilot of Blackjack BJ9-0-KatsA (Katana) "Ishiko Kamara" needs a 3 to stay conscious.  Rolls 5 : successful!

        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to RT. 1 Internal Structure remaining
         Critical hit on RT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on +Streak SRM 6.
        Blackjack BJ9-0-KatsA (Katana) takes 4 damage to RA.
        4 damage transfers to RT.
        Blackjack BJ9-0-KatsA (Katana) takes 4 damage to RT. <<<SECTION DESTROYED>>>,
*** Blackjack BJ9-0-KatsA (Katana) DESTROYED by engine destruction! ***
        3 damage transfers to CT.
         Critical hit on RT. Roll is 7; no effect.
        Blackjack BJ9-0-KatsA (Katana) takes 3 damage to CT. 8 Armor remaining.

        Penetrator PTR-4D-Katana (Katana) is hit for 24 damage!
        Penetrator PTR-4D-Katana (Katana) takes 5 damage to RT. 19 Armor remaining.
        Penetrator PTR-4D-Katana (Katana) takes 5 damage to CT (critical). 27 Armor remaining.
         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
        Penetrator PTR-4D-Katana (Katana) takes 5 damage to RT. 14 Armor remaining.
        Penetrator PTR-4D-Katana (Katana) takes 5 damage to LA. 14 Armor remaining.
        Penetrator PTR-4D-Katana (Katana) takes 4 damage to LL. 28 Armor remaining.

        Thug THG-12E FUBAR 5 (Switeck) is hit for 12 damage!
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RA. 2 Armor remaining.
        Thug THG-12E FUBAR 5 (Switeck) takes hit at HD, but it is rerolled with edge.
        Thug THG-12E FUBAR 5 (Switeck) has 3 edge remaining.
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RA. Armor destroyed, 10 Internal Structure remaining
         Critical hit on RA. Roll is 7; no effect.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to LL. 32 Armor remaining.

        End Secondary Damage Report.

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

Weapons fire for Bishamon BSN-3K (OpFor)
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 7 : hits  RA
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RA. 5 Internal Structure remaining
         Critical hit on RA. Roll is 11; 2 locations.
            <<<CRITICAL HIT>>> on Upper Arm.
            <<<CRITICAL HIT>>> on +Medium Laser.
    Medium Pulse Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 10 : hits  CT
        Thug THG-12E FUBAR 5 (Switeck) takes 6 damage to CT. 20 Armor remaining.
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 10 : hits  CT
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to CT. 15 Armor remaining.
    Medium Pulse Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 12 : hits  LT
        Thug THG-12E FUBAR 5 (Switeck) takes 6 damage to LT. 20 Armor remaining.
    MRM 20 at Thug THG-12E FUBAR 5 (Switeck); needs 8, rolls 6 : misses.

Weapons fire for Tempest TMP-3MA (Phantom)
    ER PPC at Hussar HSR-500-D (Alex Knight); needs 7, rolls 8 : hits  CT
        Hussar HSR-500-D (Alex Knight) takes 10 damage to CT. 4 Armor remaining.
    Gauss Rifle at Hussar HSR-500-D (Alex Knight); needs 9, rolls 11 : hits  LT
        Hussar HSR-500-D (Alex Knight) takes 15 damage to LT. Armor destroyed, 2 Internal Structure remaining
         Critical hit on LT. Roll is 10; 2 locations.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on ER PPC.
    Medium Laser at Hussar HSR-500-D (Alex Knight); needs 7, rolls 9 : hits  CT
        Hussar HSR-500-D (Alex Knight) takes 5 damage to CT. Armor destroyed, 9 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on C3i Computer.
    Medium Laser at Hussar HSR-500-D (Alex Knight); needs 7, rolls 2 : misses.
    Medium Laser at Hussar HSR-500-D (Alex Knight); needs 7, rolls 8 : hits  RA
        Hussar HSR-500-D (Alex Knight) takes 5 damage to RA. 4 Armor remaining.
    SRM 6 at Hussar HSR-500-D (Alex Knight); needs 7, rolls 9 : 4 missile(s) hit.
        Hussar HSR-500-D (Alex Knight) takes 2 damage to RL. 2 Armor remaining.
        Hussar HSR-500-D (Alex Knight) takes 2 damage to LA. 7 Armor remaining.
        Hussar HSR-500-D (Alex Knight) takes 2 damage to RA. 2 Armor remaining.
        Hussar HSR-500-D (Alex Knight) takes 2 damage to CT. 7 Internal Structure remaining
         Critical hit on CT. Roll is 5; no effect.

Weapons fire for Falcon Hawk FNHK-9K (Alex Knight)
    Medium Pulse Laser at Griffin GRF-Swi (Switeck); needs 7, rolls 8 : hits  (using Rear table) CTR
        Griffin GRF-Swi (Switeck) takes 6 damage to CTR. 1 Armor remaining.
    Medium Pulse Laser at Griffin GRF-Swi (Switeck); needs 7, rolls 8 : hits  (using Rear table) RL
        Griffin GRF-Swi (Switeck) takes 6 damage to RL. 20 Armor remaining.
    ER PPC at Griffin GRF-Swi (Switeck); needs 9, rolls 10 : hits  (using Rear table) RTR
        Griffin GRF-Swi (Switeck) takes 10 damage to RTR. Armor destroyed, 9 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.
    Small Pulse Laser at Griffin GRF-Swi (Switeck); needs 7, rolls 7 : hits  (using Rear table) RL
        Griffin GRF-Swi (Switeck) takes 3 damage to RL. 17 Armor remaining.

Weapons fire for Marauder II MAD-5W-Mek (Mekslayer)
    Heavy PPC at Red Shift RDS-2A (Alex Knight); needs 7, rolls 11 : hits  CT
        Red Shift RDS-2A (Alex Knight) takes 15 damage to CT. Armor destroyed, <<<SECTION DESTROYED>>>,
        Red Shift RDS-2A (Alex Knight) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.

*** Red Shift RDS-2A (Alex Knight) DESTROYED by damage! ***
         Critical hit on CT. Roll is 4; no effect.
    Snub-Nose PPC at Red Shift RDS-2A (Alex Knight); needs 7, rolls 4 : misses.

Weapons fire for Hammer HMR-3M (Alex Knight)
    LRM 5 at Blackjack BJ9-0-KatsA (Katana); needs 9, rolls 3 : misses.
    LRM 5 at Blackjack BJ9-0-KatsA (Katana); needs 9, rolls 7 : misses.
    Medium Laser at Blackjack BJ9-0-KatsA (Katana); needs 10, rolls 6 : misses.
    Medium Laser at Blackjack BJ9-0-KatsA (Katana); needs 10, rolls 5 : misses.
    Medium Laser at Blackjack BJ9-0-KatsA (Katana); needs 10, rolls 10 : hits  LT
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to LT. 11 Armor remaining.

Weapons fire for Raijin II RJN-Mek (Mekslayer)
    Heavy PPC at Griffin GRF-6CS (OpFor); needs 7, rolls 5 : misses.
    Light PPC at Griffin GRF-6CS (OpFor); needs 7, rolls 6 : misses.
    ER Medium Laser at Griffin GRF-6CS (OpFor); needs 9, rolls 4 : misses.

Weapons fire for Grim Reaper GRM-R-PR29 (OpFor)
    SRM 6 at Cobra CBR-02 Cipher (Cipher); needs 10, rolls 3 : misses.
    LRM 20 at Cobra CBR-02 Cipher (Cipher); needs 8, rolls 11 : 12 missile(s) hit.
        Cobra CBR-02 Cipher (Cipher) takes 5 damage to RL. 17 Armor remaining.
        Cobra CBR-02 Cipher (Cipher) takes 5 damage to RA. 4 Armor remaining.
        Cobra CBR-02 Cipher (Cipher) takes hit at HD, but it is rerolled with edge.
        Cobra CBR-02 Cipher (Cipher) has 1 edge remaining.
        Cobra CBR-02 Cipher (Cipher) takes 2 damage to RT. 15 Armor remaining.

Weapons fire for Longbow LGB-79F-E (Fury)
    LRM 15 at Hermes HER-4S (Alex Knight); needs 10, rolls 6 : misses.
    LRM 15 at Hermes HER-4S (Alex Knight); needs 10, rolls 7 : misses.
    LRM 15 at Hermes HER-4S (Alex Knight); needs 10, rolls 3 : misses.
    LRM 15 at Hermes HER-4S (Alex Knight); needs 10, rolls 6 : misses.
    ER Medium Laser at Hermes HER-4S (Alex Knight); needs 12, rolls 10 : misses.
    ER Medium Laser at Hermes HER-4S (Alex Knight); needs 12, rolls 8 : misses.

Weapons fire for Griffin GRF-6CS (OpFor)
    ER Medium Laser at Cobra CBR-02 Cipher (Cipher); needs 9, rolls 8 : misses.
    LRM 15 at Cobra CBR-02 Cipher (Cipher); needs 9, rolls 5 : misses.
    ER Medium Laser at Cobra CBR-02 Cipher (Cipher); needs 9, rolls 7 : misses.

Weapons fire for Thug THG-12E FUBAR 5 (Switeck)
    Heavy PPC at Bishamon BSN-3K (OpFor); needs 5, rolls 10 :
        Bishamon BSN-3K suffers no damage.(RRL behind cover)
    Particle Cannon at Bishamon BSN-3K (OpFor); needs 5, rolls 6 : hits  (using Partial cover table) LT
        Bishamon BSN-3K (OpFor) takes 10 damage to LT. 2 Armor remaining.
    ER Medium Laser at Bishamon BSN-3K (OpFor); needs 7, rolls 6 : misses.
    Medium Laser at Bishamon BSN-3K (OpFor); needs 7, rolls 6 : misses.

Weapons fire for Griffin GRF-Swi (Switeck)
    Snub-Nose PPC at Kintaro KTO-21 (OpFor); needs 3, rolls 4 : hits  LA
        Kintaro KTO-21 (OpFor) takes 10 damage to LA.
        10 damage transfers to LT.
        Kintaro KTO-21 (OpFor) takes 10 damage to LT. 3 Armor remaining.
    Medium Laser at Kintaro KTO-21 (OpFor); needs 7, rolls 2 : misses.
    Medium Laser at Kintaro KTO-21 (OpFor); needs 7, rolls 11 : hits  CT
        Kintaro KTO-21 (OpFor) takes 5 damage to CT. <<<SECTION DESTROYED>>>,
        Kintaro KTO-21 (OpFor) has taken 4 engine hits this round.
        Checking for engine explosion on 10, roll is 8.
        Engine safety systems remain in place.

*** Kintaro KTO-21 (OpFor) DESTROYED by damage! ***
         Critical hit on CT. Roll is 12; 3 locations.
            <<<CRITICAL HIT>>> on Standard Gyro.
            <<<CRITICAL HIT>>> on Engine.
            <<<CRITICAL HIT>>> on Standard Gyro.
    Medium Laser at Kintaro KTO-21 (OpFor); needs 7, rolls 4 : misses.

Weapons fire for Goblin Medium Tank (LRM) (OpFor)
    LRM 10 at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 5 : misses.
    LRM 10 at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 3 : misses.

Weapons fire for Nexus NXS1-B (Alex Knight)
    ER Medium Laser at Blackjack BJ9-0-KatsA (Katana); needs 3, rolls 2 : misses.
    ER Medium Laser at Blackjack BJ9-0-KatsA (Katana); needs 3, rolls 9 : hits  CT
        Blackjack BJ9-0-KatsA (Katana) takes 5 damage to CT. 3 Armor remaining.
    ER Small Laser at Blackjack BJ9-0-KatsA (Katana); needs 3, rolls 7 : hits  CT
        Blackjack BJ9-0-KatsA (Katana) takes 3 damage to CT. 0 Armor remaining.

Weapons fire for Blackjack BJ9-0-KatsA (Katana)
    Streak SRM 6 at Nexus NXS1-B (Alex Knight); needs 6, rolls 8 : 6 missile(s) hit.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RT. 6 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RT. 4 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to LL.
        2 damage transfers to LT.
        Nexus NXS1-B (Alex Knight) takes 2 damage to LT. 4 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to CT. 0 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RL. 8 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to CT. 6 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.
    Streak SRM 6 at Nexus NXS1-B (Alex Knight); needs 6, rolls 8 : 6 missile(s) hit.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RL. 6 Armor remaining.
        Nexus NXS1-B (Alex Knight) takes 2 damage to CT. 4 Internal Structure remaining
         Critical hit on CT. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Engine.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RA. 2 Internal Structure remaining
         Critical hit on RA. Roll is 5; no effect.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RA. <<<SECTION DESTROYED>>>,
         Critical hit on RA. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Lower Arm.
        Nexus NXS1-B (Alex Knight) takes 2 damage to CT. 2 Internal Structure remaining
         Critical hit on CT. Roll is 7; no effect.
        Nexus NXS1-B (Alex Knight) takes 2 damage to RT. 2 Armor remaining.
    ER Medium Laser at Nexus NXS1-B (Alex Knight); needs 6, rolls 10 : hits  CT
        Nexus NXS1-B (Alex Knight) takes 5 damage to CT. <<<SECTION DESTROYED>>>,
        Nexus NXS1-B (Alex Knight) has taken 6 engine hits this round.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.

*** Nexus NXS1-B (Alex Knight) DESTROYED by damage! ***
         Critical hit on CT. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Engine.

Weapons fire for Buccaneer BCN-3R (OpFor)
    ER Large Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 5 : misses.
    SRM 6 at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 9 :  (ECM prevents bonus)4 missile(s) hit.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to RL. 28 Armor remaining.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to RT. 21 Armor remaining.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to RA. 3 Internal Structure remaining
         Critical hit on RA. Roll is 2; no effect.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to CT. 13 Armor remaining.
    Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 7 : misses.
    Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 5 : misses.
    Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 9 : hits  LT
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to LT. 15 Armor remaining.

Weapons fire for Ostscout OTT-9CS (Alex Knight)
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 9 : hits  CT
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to CT. 8 Armor remaining.
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 6 : misses.
    ER Small Laser at Thug THG-12E FUBAR 5 (Switeck); needs 9, rolls 8 : misses.

Weapons fire for Penetrator PTR-4D-Katana (Katana)
    ER Medium Laser at Falcon Hawk FNHK-9K (Alex Knight); needs 7, rolls 7 : hits  LA
        Falcon Hawk FNHK-9K (Alex Knight) takes 5 damage to LA. 7 Armor remaining.
    ER Medium Laser at Falcon Hawk FNHK-9K (Alex Knight); needs 7, rolls 4 : misses.
    ER Medium Laser at Falcon Hawk FNHK-9K (Alex Knight); needs 7, rolls 7 : hits  RA
        Falcon Hawk FNHK-9K (Alex Knight) takes 5 damage to RA. 3 Armor remaining.
    ER Medium Laser at Falcon Hawk FNHK-9K (Alex Knight); needs 7, rolls 7 : hits  RT
        Falcon Hawk FNHK-9K (Alex Knight) takes 5 damage to RT. 7 Armor remaining.

Weapons fire for Hellspawn HSN-7D (OpFor)
    LRM 10 at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 7 : 10 missile(s) hit.
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RA. <<<SECTION DESTROYED>>>,
        2 damage transfers to RT.
         Critical hit on RA. Roll is 9; 1 location.
            <<<CRITICAL HIT>>> on Shoulder.
        Thug THG-12E FUBAR 5 (Switeck) takes 2 damage to RT. 19 Armor remaining.
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RA.
        5 damage transfers to RT.
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RT. 14 Armor remaining.
    LRM 10 at Thug THG-12E FUBAR 5 (Switeck); needs 7, rolls 4 : misses.

Weapons fire for Marauder MAD-M7L3-2 (Cipher)
    Particle Cannon at Eagle EGL-2M (Alex Knight); needs 7, rolls 9 : hits  LA
        Eagle EGL-2M (Alex Knight) takes 10 damage to LA. Armor destroyed, 1 Internal Structure remaining
         Critical hit on LA. Roll is 8; 1 location.
            <<<CRITICAL HIT>>> on Hand.
    Particle Cannon at Eagle EGL-2M (Alex Knight); needs 7, rolls 8 : hits  LT
        Eagle EGL-2M (Alex Knight) takes 10 damage to LT. 0 Armor remaining.
    Particle Cannon at Eagle EGL-2M (Alex Knight); needs 7, rolls 10 : hits  RT
        Eagle EGL-2M (Alex Knight) takes 10 damage to RT. Armor destroyed, 1 Internal Structure remaining
         Critical hit on RT. Roll is 6; no effect.

Weapons fire for Lightray LGH-4W (OpFor)
    Large Pulse Laser at Thug THG-12E FUBAR 5 (Switeck); needs 4, rolls 11 : hits  RT
        Thug THG-12E FUBAR 5 (Switeck) takes 9 damage to RT. 5 Armor remaining.
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 6, rolls 10 : hits  LA
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to LA. 21 Armor remaining.
    ER Medium Laser at Thug THG-12E FUBAR 5 (Switeck); needs 6, rolls 8 : hits  RT
        Thug THG-12E FUBAR 5 (Switeck) takes 5 damage to RT. 0 Armor remaining.

Weapons fire for Cobra CBR-02 Cipher (Cipher)
    Medium Laser at Red Shift RDS-2A (Alex Knight); needs 6, rolls 7 : hits  LA
        Red Shift RDS-2A (Alex Knight) takes 5 damage to LA. 1 Armor remaining.
    Medium Laser at Red Shift RDS-2A (Alex Knight); needs 6, rolls 6 : hits  RL
        Red Shift RDS-2A (Alex Knight) takes 5 damage to RL. 3 Armor remaining.

Eagle EGL-2M (Alex Knight) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage) + 1 (weight class modifier)); needs 8, rolls 7 : falls.
But, since the 'mech is making a death from above attack, damage will be dealt during the physical phase.

Hussar HSR-500-D (Alex Knight) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage) + 1 (weight class modifier)); needs 8, rolls 8 : succeeds.

Penetrator PTR-4D-Katana (Katana) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 4, rolls 3 : falls.
    Penetrator PTR-4D-Katana (Katana) falls on its left side, suffering 8 damage.
        Penetrator PTR-4D-Katana (Katana) takes 5 damage to LL. 23 Armor remaining.
        Penetrator PTR-4D-Katana (Katana) takes 3 damage to RT. 11 Armor remaining.
Pilot of Penetrator PTR-4D-Katana (Katana) "Hohiro Yamata" must roll 4 to avoid damage; rolls 4 : succeeds.

Thug THG-12E FUBAR 5 (Switeck) must make 1 piloting skill roll(s) (80+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 4 (80+ damage) - 2 (weight class modifier)); needs 5, rolls 9 : succeeds.

Griffin GRF-Swi (Switeck) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage) + 0 (weight class modifier)); needs 4, rolls 7 : succeeds.

*
Master Sergeant
Posts: 340

Re: The Crazy Shot Files. Keep 'em coming.

First time I ever saw a Spider do THAT much damage and take out that many mechs in one round!
*
Captain
Posts: 2840
What can I sell you today?

Re: The Crazy Shot Files. Keep 'em coming.

yeah, I did that with NoZ's mech.  best turnover for a single shot evar!! Cheesy
*
Warrant Officer
Posts: 653

Re: The Crazy Shot Files. Keep 'em coming.

Code:
Conjurer (brawlers) needs a 3 to avoid falling while walking backwards over an elevation change, rolls 2.
Conjurer (brawlers) falls 0 level(s) into hex 2308
    Conjurer (brawlers) falls on its left side, suffering 5 damage.
        Conjurer (brawlers) takes 5 damage to LL. 13 Armor remaining.
Pilot of Conjurer (brawlers) "YIMRIK" must roll 3 to avoid damage; rolls 8 : succeeds.

Conjurer (brawlers) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 2 : falls.
    Conjurer (brawlers) falls on its rear, suffering 5 damage.
        Conjurer (brawlers) takes 5 damage to CTR. 2 Armor remaining.
Pilot of Conjurer (brawlers) "YIMRIK" must roll 3 to avoid damage; rolls 9 : succeeds.

Conjurer (brawlers) must make a piloting skill check (getting up).
Needs 3 [3 (Base piloting skill) + 0 (getting up)], rolls 12 : succeeds.

That last roll was just insulting!   Grin   Really?  Two 2's and then a 12?   Stupid RNG!   Cheesy
*
Master Sergeant
Posts: 354

Re: The Crazy Shot Files. Keep 'em coming.

Over the past weekend, I had a relatively "clean" medium Mech headcapped by a 'bot Mech with an LRM-15 rack.......
12 missles hit:
5 points to the head, followed by 5 to the head, and finally the remaining 2 to the head.

I was annoyed, to put it mildly.
*
Captain
Posts: 2912
VG Commmand Lance " Stormclaws "

Re: The Crazy Shot Files. Keep 'em coming.

Well one way to find a hidden unit in a double blind game.
Code:
Physical attacks for Templar TLR1-ON1C (Noshoba)
    Pushing Marshal MHL-2L (Bot1); needs 5, rolls 9 : succeeds: target is pushed into hex 1311.
Marshal MHL-2L (Bot1) falls 3 level(s) into hex 1311
, causing an accidental fall from above onto Phoenix Hawk PXH-7CS (Bot1).
    Collision occurs on a 8 or greater. Rolls 3, Marshal MHL-2L (Bot1) falls 3 level(s) into hex 1411
    Marshal MHL-2L (Bot1) falls on its right side, suffering 24 damage.
        Marshal MHL-2L (Bot1) takes 5 damage to RL. 14 Armor remaining.
        Marshal MHL-2L (Bot1) takes 5 damage to LA. Armor destroyed, 7 Internal Structure remaining
         Critical hit on LA. Roll is 6; no effect.
        Marshal MHL-2L (Bot1) takes 5 damage to CT. 3 Armor remaining.
        Marshal MHL-2L (Bot1) takes 5 damage to RA. 8 Armor remaining.
        Marshal MHL-2L (Bot1) takes 4 damage to RL. 10 Armor remaining.
    Pilot of Marshal MHL-2L (Bot1) "Unnamed" cannot avoid damage.
        Pilot of Marshal MHL-2L (Bot1) "Unnamed" takes 1 damage.
        Pilot of Marshal MHL-2L (Bot1) "Unnamed" needs a 3 to stay conscious. Rolls 9 : successful!

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