Round 3 Fire (cue Sinatra)
(I reused the diagram from last round)
Everyone chose to improve on last round's shooting and while the exchange between the Dragon and Thunderbolt was a lackluster as before and the Stalker missed with both lasers, the Archer and Guillotine were not messing around. 21 missiles struck the Guillotine but this time he retaliated with deadly precision and hit the Archer right in the
face cockpit, injuring it's pilot Deuce Traveler. Another shot to the cockpit will destroy it, unless it's a single stray LRM. Things are starting to look grim for the Archer.
Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (
eklektyk); needs 6, rolls 11 : 9 missile(s) hit.
Guillotine GLT-4P (
eklektyk) takes 5 damage to LA.
7 Armor remaining.
Guillotine GLT-4P (
eklektyk) takes 4 damage to RL.
12 Armor remaining.
LRM 15 at Guillotine GLT-4P (
eklektyk); needs 6, rolls 8 : 12 missile(s) hit.
Guillotine GLT-4P (
eklektyk) takes 5 damage to CT.
20 Armor remaining.
Guillotine GLT-4P (
eklektyk) takes 5 damage to CT.
15 Armor remaining.
Guillotine GLT-4P (
eklektyk) takes 2 damage to RT.
15 Armor remaining.
Weapons fire for Dragon DRG-1S-UK (tindrli)
PPC at Thunderbolt TDR-5SE (
Azira); needs 8, rolls 3 :
misses.
Weapons fire for Thunderbolt TDR-5SE (Azira)
LRM 10 at Dragon DRG-1S-UK (
tindrli); needs 8, rolls 8 : 3 missile(s) hit.
Dragon DRG-1S-UK (
tindrli) takes 3 damage to LL.
23 Armor remaining.
Large Laser at Dragon DRG-1S-UK (
tindrli); needs 10, rolls 6 :
misses.
Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Archer ARC-2S (
Deuce); needs 10, rolls 7 :
misses.
Large Laser at Archer ARC-2S (
Deuce); needs 10, rolls 9 :
misses.
Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (
Deuce); needs 7, rolls 11 :
hits HD
Archer ARC-2S (
Deuce) takes 10 damage to HD.
Armor destroyed,
2 Internal Structure remaining
Critical hit on HD. Roll is 4; no effect.
Pilot of Archer ARC-2S (
Deuce) "Deuce Traveler" takes 1 damage.
Pilot of Archer ARC-2S (
Deuce) "Deuce Traveler" needs a 3 to stay conscious. Rolls 8 : successful!
From the Rulebook: Had Deuce Traveler failed his consciousness roll, everyone would have been able to make called shots against his immobile mech. Against any location but the head, they would have gotten a -4 modifier, against the head it's a +3 modifier. If they would succeed the to-hit roll the chance to hit the desired location would be at least 43% (additional roll, 6, 7 and 8 on 2D6 means you hit the desired location, for any other result you roll again on the hit location table).
Guillotine GLT-4P (
eklektyk) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 :
succeeds.
Heat levels are the same as last round.
Thunderbolt TDR-5SE (
Azira) gains 12 heat, sinks 12 heat and is now at 0 heat.
Archer ARC-2S (
Deuce) gains 10 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (
rashiakas) gains 16 heat, sinks 16 heat and is now at 0 heat.
Dragon DRG-1S-UK (
tindrli) gains 10 heat, sinks 10 heat and is now at 0 heat.
Guillotine GLT-4P (
eklektyk) gains 10 heat, sinks 10 heat and is now at 0 heat.