Round 16 Fire (case in point: CASE saves lives)
Glorious destruction this round. rashiakas proves again that he knows where to aim with those large lasers and hits the Guillotine's ammo storage, utterly destroying the mech. In his last seconds before ejecting eklektyk manages to his with three of his lasers, combined with another hit from the Thunderbolt this takes the Stalker to the magic number of 20 damage, but he doesn't stumble in his moment of triumph.
Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Guillotine GLT-4P (
eklektyk); needs 8, rolls 11 :
hits RT
Guillotine GLT-4P (
eklektyk) takes 8 damage to RT.
Armor destroyed,
13 Internal Structure remaining
Critical hit on RT. Roll is 11; 2 locations.
CRITICAL HIT on SRM 6 Ammo (8).
*** SRM 6 Ammo EXPLODES! 96 DAMAGE! *** >Guillotine GLT-4P (
eklektyk) suffers catastrophic damage, but the autoeject system was engaged.
Guillotine GLT-4P (
eklektyk) 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!
*** Guillotine GLT-4P (eklektyk) DESTROYED by ejection! ***
Guillotine GLT-4P (
eklektyk) takes 96 damage to RT.
SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
83 damage transfers to CT.
Critical hit on RT. Roll is 11; 2 locations.
CRITICAL HIT on Heat Sink.
CRITICAL HIT on edium Laser.
Guillotine GLT-4P (
eklektyk) takes 83 damage to CT.
SECTION DESTROYED,
Critical hit on CT. Roll is 8; 1 location.
CRITICAL HIT on Standard Gyro.
Location has no more hittable critical slots.
SRM 6 at Guillotine GLT-4P (
eklektyk); needs 8, rolls 6 :
misses.
SRM 6 at Guillotine GLT-4P (
eklektyk); needs 8, rolls 9 : 2 missile(s) hit.
Guillotine GLT-4P (
eklektyk) takes 2 damage to HD.
7 Armor remaining.
Guillotine GLT-4P (
eklektyk) takes 2 damage to RA.
2 damage transfers to RT.
Guillotine GLT-4P (
eklektyk) takes 2 damage to RT.
2 damage transfers to CT.
Guillotine GLT-4P (
eklektyk) takes 2 damage to CT.
Weapons fire for Guillotine GLT-4P (eklektyk)
Medium Laser at Stalker STK-4P (
rashiakas); needs 7, rolls 8 :
hits CT
Stalker STK-4P (
rashiakas) takes 5 damage to CT.
31 Armor remaining.
Medium Laser at Stalker STK-4P (
rashiakas); needs 7, rolls 7 :
hits LT
Stalker STK-4P (
rashiakas) takes 5 damage to LT.
15 Armor remaining.
Medium Laser at Stalker STK-4P (
rashiakas); needs 7, rolls 9 :
hits LL
Stalker STK-4P (
rashiakas) takes 5 damage to LL.
16 Armor remaining.
SRM 6 at Stalker STK-4P (
rashiakas); needs 7, rolls 4 :
misses.
Weapons fire for Thunderbolt TDR-5SE (Azira)
Medium Laser at Stalker STK-4P (
rashiakas); needs 10, rolls 7 :
misses.
Medium Laser at Stalker STK-4P (
rashiakas); needs 10, rolls 11 :
hits LT
Stalker STK-4P (
rashiakas) takes 5 damage to LT.
10 Armor remaining.
Medium Laser at Stalker STK-4P (
rashiakas); needs 10, rolls 5 :
misses.
Stalker STK-4P (
rashiakas) 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.
Here's the heat:
Thunderbolt TDR-5SE (
Azira) gains 12 heat, sinks 12 heat and is now at 0 heat.
Archer ARC-2S (
Deuce) gains 2 heat, sinks 2 heat and is now at 0 heat.
Stalker STK-4P (
rashiakas) gains 18 heat, sinks 18 heat and is now at 0 heat.
Dragon DRG-1S-UK (
tindrli) gains 1 heat, sinks 1 heat and is now at 0 heat.
Sadly this leads to the end of this game as again I cannot move the ejected pilot.
Apparently this happens every time when the only units left to move are ejected pilots and I really see no way around this in this game. In a team game it's easy to prevent this bug by just moving pilots first. For a FFA game I guess I have to give an additional unit to every player and just keep it away from the carnage. This would also make DFAs and charge attacks always possible as I can always construct those and not have to hope a favorable initiative roll.