Round 6 Fire (I don't want to be a Dragon)
The tides may have turned in the west as the Stalker leaves the Archer and Guillotine to themselves. The Archer has carefully positioned himself at the 7 hex sweetspot, which is optimal for his LRMs but 1 hex into medium/long range of the Guillotine. Thus he scores the only hits with one LRM while the Guillotine misses every single shot. The Dragon easily evades the Stalker's laser, which scorch only the trees but the Thunderbolt scores some good hits on his left leg, whose right arm gets hit yet again and the armour is about to give in.
The Dragon is the first to strike with his mighty club but barely misses. Expecting a swing from the Thunderbolt's club the Dragon is caught off-guard by a kick to his left leg. What is left of the armour gets annihilated and two actuators get crushed by the mighty hit, sending the Dragon down on his back.
Weapons fire for Stalker STK-4P (rashiakas)
Large Laser at Dragon DRG-1S-UK (
tindrli; needs 11, rolls 6 :
misses.
Large Laser at Dragon DRG-1S-UK (
tindrli); needs 11, rolls 7 :
misses.
Weapons fire for Dragon DRG-1S-UK (tindrli)
SRM 6 at Thunderbolt TDR-5SE (
Azira); needs 8, rolls 7 :
misses.
Medium Laser at Thunderbolt TDR-5SE (
Azira); needs 8, rolls 6 :
misses.
Medium Laser at Thunderbolt TDR-5SE (
Azira); needs 8, rolls 12 :
hits RA
Thunderbolt TDR-5SE (
Azira) takes 5 damage to RA.
3 Armor remaining.
Weapons fire for Guillotine GLT-4P (eklektyk)
PPC at Archer ARC-2S (
Deuce); needs 10, rolls 4 :
misses.
Medium Laser at Archer ARC-2S (
Deuce); needs 12, rolls 5 :
misses.
Medium Laser at Archer ARC-2S (
Deuce); needs 12, rolls 8 :
misses.
Medium Laser at Archer ARC-2S (
Deuce); needs 12, rolls 5 :
misses.
Medium Laser at Archer ARC-2S (
Deuce); needs 12, rolls 6 :
misses.
SRM 6 at Archer ARC-2S (
Deuce); needs 12, rolls 3 :
misses.
Weapons fire for Archer ARC-2S (Deuce)
LRM 15 at Guillotine GLT-4P (
eklektyk); needs 8, rolls 11 : 9 missile(s) hit.
Guillotine GLT-4P (
eklektyk) takes 5 damage to RA.
2 Armor remaining.
Guillotine GLT-4P (
eklektyk) takes 4 damage to RT.
11 Armor remaining.
LRM 15 at Guillotine GLT-4P (
eklektyk); needs 8, rolls 7 :
misses.
Weapons fire for Thunderbolt TDR-5SE (Azira)
Large Laser at Dragon DRG-1S-UK (
tindrli); needs 8, rolls 7 :
misses.
Medium Laser at Dragon DRG-1S-UK (
tindrli); needs 8, rolls 10 :
hits (using Left Side table) LL
Dragon DRG-1S-UK (
tindrli) takes 5 damage to LL.
10 Armor remaining.
Medium Laser at Dragon DRG-1S-UK (
tindrli); needs 8, rolls 12 :
hits (using Left Side table) LL
Dragon DRG-1S-UK (
tindrli) takes 5 damage to LL.
5 Armor remaining.
Medium Laser at Dragon DRG-1S-UK (
tindrli); needs 8, rolls 10 :
hits (using Left Side table) LT
Dragon DRG-1S-UK (
tindrli) takes 5 damage to LT.
10 Armor remaining.
LRM 10 at Stalker STK-4P (
rashiakas); needs 11, rolls 7 :
misses.
Physical attacks for Dragon DRG-1S-UK (tindrli)
Tree Club attack on Thunderbolt TDR-5SE (Azira); needs 7, rolls 6 :
misses.
Physical attacks for Thunderbolt TDR-5SE (Azira)
Kick (Left leg) at Dragon DRG-1S-UK (tindr); needs 7, rolls 7 :
hits (using Left Side Kick table) LL
Dragon DRG-1S-UK (
tindrli) takes 13 damage to LL.
Armor destroyed,
6 Internal Structure remaining
Critical hit on LL. Roll is 10; 2 locations.
CRITICAL HIT on Foot.
CRITICAL HIT on Upper Leg.
Dragon DRG-1S-UK (
tindrli) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; was kicked).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 7 :
succeeds.
Roll #2, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 0 (was kicked)); needs 7, rolls 3 :
falls.
Dragon DRG-1S-UK (
tindrli) falls on its rear, suffering 6 damage.
Dragon DRG-1S-UK (
tindrli) takes 5 damage to CTR.
5 Armor remaining.
Dragon DRG-1S-UK (
tindrli) takes 1 damage to RA.
17 Armor remaining.
Pilot of Dragon DRG-1S-UK (
tindrli) "tindrli" must roll 7 to avoid damage; rolls 6 : fails.
Pilot of Dragon DRG-1S-UK (
tindrli) "tindrli" takes 1 damage.
Pilot of Dragon DRG-1S-UK (
tindrli) "tindrli" needs a 3 to stay conscious. Rolls 6 : successful!
Heat levels have increased quite a bit:
Thunderbolt TDR-5SE (
Azira) gains 23 heat, sinks 17 heat and is now at 10 heat.
Archer ARC-2S (
Deuce) gains 12 heat, sinks 10 heat and is now at 2 heat.
Stalker STK-4P (
rashiakas) gains 17 heat, sinks 18 heat and is now at 0 heat.
Dragon DRG-1S-UK (
tindrli) gains 11 heat, sinks 13 heat and is now at 10 heat.
Guillotine GLT-4P (
eklektyk) gains 26 heat, sinks 22 heat and is now at 12 heat.
Heavy penalties for the Thunderbolt, Dragon and Guillotine.
The Thunderbolt has his movement reduced to 2/4/4, the Dragon to 1/2 (-2 due to the actuator damage, -2 from the heat) and the Guillotine is also at 2/4/4.
All three mechs get a +1 modifier to their shots.
Here's the current map. To get up the Dragon needs a 7+, as he is only 1/2 right now he only gets one chance this round. He can choose to face in whichever direction he wants if he wants to get up, or change facing one hexside to the right or left if he chooses to stay prone.