Round 15 Fire (paging Martin Baker)
With his armor pretty much stripped the prone Jenner has to face death. In form of a Mongoose who has crashed to the ground as well just in front of him. He props himself up with the remaining arm just enough to fire two shots from his torso and head mounted lasers. The resulting explosion leaves no trace of Overboard. Better
call Saul install an ejection seat, kids. The Hatchetman and Annihilator combine their fire in an effort to bring the Archer to the ground but he's able to keep his balance. Hellraiser fires everything at the Hatchetman and cuts through his RL armor but the gamble for a lucky LRM hit does not pay off and only results in a huge heat gain for the Archer.
Weapons fire for Archer ARC-2R (Cyan)
Medium Laser at Hatchetman HCT-3F (
Orange); needs 7, rolls 12 :
hits RL
Hatchetman HCT-3F (
Orange) takes 5 damage to RL.
6 Armor remaining.
Medium Laser at Hatchetman HCT-3F (
Orange); needs 7, rolls 10 :
hits RL (critical)
Hatchetman HCT-3F (
Orange) takes 5 damage to RL (critical).
1 Armor remaining.
Critical hit on RL. Roll is 4; no effect.
LRM 20 at Hatchetman HCT-3F (
Orange); needs 12, rolls 9 :
misses.
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
LRM 20 at Hatchetman HCT-3F (
Orange); needs 12, rolls 6 :
misses.
Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (
Orange); needs 6, rolls 10 :
hits LT
Jenner JR7-F (
Orange) takes 5 damage to LT.
SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
3 damage transfers to CT.
Critical hit on LT. Roll is 5; no effect.
Jenner JR7-F (
Orange) takes 3 damage to CT.
2 Internal Structure remaining
Critical hit on CT. Roll is 3; no effect.
Small Laser at Jenner JR7-F (
Orange); needs 6, rolls 8 :
hits CT
Jenner JR7-F (
Orange) takes 3 damage to CT.
SECTION DESTROYED,
*** Jenner JR7-F (Orange) DESTROYED by damage! ***
Critical hit on CT. Roll is 7; no effect.
Weapons fire for Annihilator ANH-1A (Orange)
AC/10 at Archer ARC-2R (
Cyan); needs 10, rolls 8 :
misses.
Medium Laser at Archer ARC-2R (
Cyan); needs 12, rolls 10 :
misses.
AC/10 at Archer ARC-2R (
Cyan); needs 10, rolls 6 :
misses.
Medium Laser at Archer ARC-2R (
Cyan); needs 12, rolls 4 :
misses.
AC/10 at Archer ARC-2R (
Cyan); needs 10, rolls 11 :
hits RA
Archer ARC-2R (
Cyan) takes 10 damage to RA.
2 Armor remaining.
AC/10 at Archer ARC-2R (
Cyan); needs 10, rolls 6 :
misses.
Medium Laser at Archer ARC-2R (
Cyan); needs 12, rolls 7 :
misses.
Medium Laser at Archer ARC-2R (
Cyan); needs 12, rolls 6 :
misses.
Weapons fire for Hatchetman HCT-3F (Orange)
Medium Laser at Archer ARC-2R (
Cyan); needs 7, rolls 6 :
misses.
AC/10 at Archer ARC-2R (
Cyan); needs 7, rolls 11 :
hits RL
Archer ARC-2R (
Cyan) takes 10 damage to RL.
16 Armor remaining.
Archer ARC-2R (
Cyan) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 :
succeeds.
Seconds later the Hatchetman buries the hatchet. Into the Mongoose's torso, destroying another Medium Laser. There's not much left of the Mongoose, one Medium Laser to any torso part and he's out.
Physical attacks for Hatchetman HCT-3F (Orange)
Hatchet attack on Mongoose MON-67 (
Cyan); needs 5, rolls 9 :
hits (using Left Side table) LT
Mongoose MON-67 (
Cyan) takes 9 damage to LT.
Armor destroyed,
2 Internal Structure remaining
Critical hit on LT. Roll is 8; 1 location.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on edium Laser.
Some serious heat gains again and +1 penalties for the Annihilator and Mongoose, even +2 for the Archer. -2 to movement for the Mongoose (6/9) and Archer (2/3) and -1 for the Annihilator (1/2).
Annihilator ANH-1A (
Orange) gains 26 heat, sinks 18 heat and is now at 8 heat.
Archer ARC-2R (
Cyan) gains 18 heat, sinks 10 heat and is now at 13 heat.
Mongoose MON-67 (
Cyan) gains 14 heat, sinks 10 heat and is now at 12 heat.
Hatchetman HCT-3F (
Orange) gains 10 heat, sinks 10 heat and is now at 0 heat.
Some more rolls that want matter:
Light smoke cloud drifts to 1716 and 1615 and 1815 and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire at 1715 is burning brightly.
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Heavy smoke overpowers light smoke in 1715.
Heavy smoke overpowers light smoke in 1614.
Heavy smoke overpowers light smoke in 1814.
Light smoke continues to fill 1716.
Light smoke continues to fill 1615.
Light smoke continues to fill 1815.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.