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The Race - TURN 25
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Mordel
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PostPosted: 15-Sep-2017 10:25    Post subject: The Race - TURN 25 Reply to topic Reply with quote

Now for something different... next up is a race with BattleMechs! This is an event I've been running at a local convention for quite a long time. It was devised about an hour before the event was to be run by our very own Pinhead. It'll be a break from our usual slug-fests, and require different thinking! This thread will hold all movement and firing result information related to this game. If you would like to sign up to play in this event, please reply indicating so.

All discussions related to this game can take place in The Race - Game Discussion thread.

Game Parameters

Game Master: Mordel
Registration Deadline: None
Map: The Race #1 and #2 (Custom)


The game map key for what each hex represents is located in the Game Rules topic.

Minimum Players: 12
Maximum Players: 16
Spaces Remaining: 6
BattleMech Selection Criteria: Any Inner Sphere canon design with
a "Current" rules level of advanced or lower, weighing less then or equal to 75 tons; so light, medium, or heavy weight classes. Jump movement is not permitted, though the unit may mount jump jets. There are 1,684 such designs to choose from, and a complete listing of those available units can be located HERE.

Rules:
  • Winner of this event is the first player to complete three (3) laps, or the last 'Mech standing (NOTE: Standard scoring will not be used for this event, instead players will receive 0.25 points for each quarter lap completed)
  • As mentioned in the 'Mech selection criteria, jumping movement will not be allowed. 'Mechs may have jump jets on the unit they use, but are not allowed to use them.
  • Sprinting (Tactical Operations, pg. 18) - 'Mechs may use the movement mode "sprint" to run up-to 2x their current walking speed. Sprinting 'Mechs generate 3 heat, incur a +2 penalty on all piloting skill rolls, and any attack against a
    sprinting unit receives a -1 to-hit modifier. A Sprinting 'Mech may fire weapons to generate heat, but may not target an opponent, and can not declare physicals (accidental physicals are allowed). A ’Mech equipped with MASC or a supercharger may engage either or both systems and sprint during the same turn.
  • Evading (Tactical Operations, pg. 18) - 'Mechs may use the movement mode "evade" and any attack against an Evading unit suffers a +1 to-hit modifier. Evading 'Mechs generate 4 heat, and the unit cannot make an attack of any kind during that turn (accidental physicals are allowed). A ‘Mech may not engage either MASC or a supercharger when using the evading movement mode.
  • 'Mechs may enter a water hex while running (includes evading and sprinting movement modes), with a +2 penalty to all pilot checks for entering the hex and while in the hex. For each additional water hex run into in the same movement phase an additional +1 penalty is incurred to all pilot checks.
  • All hexes, including woods and water hexes, are ferro-concrete and are subject to the skidding rules under the appropriate conditions. All skids will be resolved in movement order using the standard rules with the following exceptions.
    • Should a skidding 'Mech encounter a change in level of one or more higher than its current level, any remaining damage will be applied using the formula ((‘Mechs Weight / 10) x Remaining Hexes) (round fractions up).
    • Should a skidding 'Mech encounter a change in level of one or more higher than its current level and has skidded four or more hexes, it will incur an automatic pilot hit.
    • Should a skidding ‘Mech enter a water hex, it will suffer the standard damage for doing so and will have any remaining hexes halved (rounded down).
  • All 'Mechs must move at least one hex forward from its current location. ‘Mechs may not move in a direction deemed backwards from its current location at any point during their movement unless it is forced to do so (impassable due to damage, blocked, etc).
  • No unit will have to move into a hex that requires a pilot check of 10+ during the movement phase if it has suffered four or more pilot hits.
  • 'Mechs may change levels while walking backwards at the cost of an additional movement point and a standard pilot check. 'Mechs may not use the minimum movement rule to change elevations going backwards.
  • A unit may only finish its movement behind its beginning hex when it is forced to due to being blocked by other units or if a hex in its current path becomes impassable due to damage taken by the unit.
  • 'Mechs cannot climb on, nor be pushed over, any walls.
  • Floating criticals (Tactical Operations, pg. 77)


Player List
#NameBattleMechBase BVGunneryPilotingModified BVPointsKillsEliminated
10.MekslayerBakeneko BNK-1K1,976342,7271.501.00Turn 24
9.jymsetFireball ALM-XF612518271.500.00Turn 10
11.Stinger07Blade BLD-XR1,101421,5421.500.00Turn 16
3.PinheadCicada CDA-2A659509891.250.00Turn 10
6.chihawkLynx LNX-8Q1,292232,3521.002.00
5.HorhiroThunder Fox TFT-F112,426352,9120.754.00
8.PaWeasleyTalon TLN-6W1,341232,4410.751.00Turn 8
2.XerothLongshot LNG-41,086421,5210.750.00Turn 9
4.RoninHussar HSR-200-Db934321,5700.500.00Turn 6
1.VagabondTarantula ZPH-4A967411,4510.250.00Turn 3
7.Sir HenryHunchback HBK-7S1,628422,2800.250.00Turn 12
NOTE: PDF of each unit, including all damage taken, is attached to this post


Initial Placement
#NameHex
1.Vagabond0325F1
2.Xeroth1210F1
3.Pinhead1310F1
4.Ronin1224F4
5.Horhiro1510F1
6.chihawk1325F4
7.Sir Henry1525F4
8.PaWeasley0424F1
9.jymset0310F4
10.Mekslayer0210F4
11.Stinger070125F1


Turn 1 Initiative Order
#NameRoll
2.Xeroth5 - 7
7.Sir Henry5 - 8
4.Ronin8 - 8 - 5
8.PaWeasley8 - 8 - 8
3.Pinhead9 - 6
6.chihawk9 - 11
5.Horhiro10 - 4
10.Mekslayer10 - 5
11.Stinger0710 - 8
9.jymset11
1.Vagabond12


The below links will take you to the post containing all result tables for the applicable turn's movement or firing phase.

Turn 1:Movement*Firing
Turn 2:Movement*Firing
Turn 3:Movement*Firing
Turn 4:Movement*Firing
Turn 5:Movement*Firing
Turn 6:Movement*Firing
Turn 7:Movement*Firing
Turn 8:Movement*Firing
Turn 9:Movement*Firing
Turn 10:Movement*Firing
Turn 11:Movement*Firing
Turn 12:Movement*Firing
Turn 13:Movement*Firing
Turn 14:Movement*Firing
Turn 15:Movement*Firing
Turn 16:Movement*Firing
Turn 17:Movement*Firing
Turn 18:Movement*Firing
Turn 19:Movement*Firing
Turn 20:Movement*Firing
Turn 21:Movement*Firing
Turn 22:Movement*Firing
Turn 23:Movement*Firing
Turn 24:Movement*Firing



Race_IP.jpg
 Description: Initial Placement
 Filesize: 1.87 MB
 Viewed: 502 Time(s)

Race_IP.jpg


05_Horhiro.pdf
 Description: Turn 24 Firing 
Download
 Filename: 05_Horhiro.pdf 
 Filesize: 706.16 KB 
 Downloaded: 562 Time(s) 

06_chihawk.pdf
 Description: Turn 24 Firing 
Download
 Filename: 06_chihawk.pdf 
 Filesize: 870.47 KB 
 Downloaded: 528 Time(s) 

10_Mekslayer.pdf
 Description: Eliminated (Turn 24) 
Download
 Filename: 10_Mekslayer.pdf 
 Filesize: 758.07 KB 
 Downloaded: 540 Time(s) 

11_Stinger07.pdf
 Description: Eliminated (Turn 16) 
Download
 Filename: 11_Stinger07.pdf 
 Filesize: 815.02 KB 
 Downloaded: 548 Time(s) 

07_Sir Henry.pdf
 Description: Eliminated (Turn 12) 
Download
 Filename: 07_Sir Henry.pdf 
 Filesize: 876.53 KB 
 Downloaded: 534 Time(s) 

03_Pinhead.pdf
 Description: Eliminated (Turn 10) 
Download
 Filename: 03_Pinhead.pdf 
 Filesize: 820.62 KB 
 Downloaded: 502 Time(s) 

09_jymset.pdf
 Description: Eliminated (Turn 10) 
Download
 Filename: 09_jymset.pdf 
 Filesize: 836.49 KB 
 Downloaded: 515 Time(s) 

02_Xeroth.pdf
 Description: Eliminated (Turn 9) 
Download
 Filename: 02_Xeroth.pdf 
 Filesize: 836.48 KB 
 Downloaded: 526 Time(s) 

08_PaWeasley.pdf
 Description: Eliminated (Turn 8) 
Download
 Filename: 08_PaWeasley.pdf 
 Filesize: 859.74 KB 
 Downloaded: 522 Time(s) 

04_Ronin.pdf
 Description: Eliminated (Turn 6) 
Download
 Filename: 04_Ronin.pdf 
 Filesize: 812.14 KB 
 Downloaded: 529 Time(s) 

01_Vagabond.pdf
 Description: Eliminated (Turn 3) 
Download
 Filename: 01_Vagabond.pdf 
 Filesize: 633.01 KB 
 Downloaded: 572 Time(s) 

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[Last edited by Mordel on 09-Jan-2019 16:13; edited 60 times in total]
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Mordel
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PostPosted: 28-Mar-2018 19:39    Post subject: The Race - TURN 1 MOVEMENT Reply to topic Reply with quote

Movement for turn 1 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 1 Firing is Monday, April 2nd at 10am Eastern.

Turn 1 Movement
#NameStartActionCheckRollEffect/DamageEnd
2.Xeroth1210F1Skid Check (1205)2(p) + 1(5 hexes)= 3110803F5
Run 9 Hexes
7.Sir Henry1525F4Walk 3 Hexes1327F4
4.Ronin1224F4Skid Check (1229)2(p) + 1(5 hexes)= 3100630F6
Skid Check (0831)2(p) + 2(9 hexes)= 46
Run 11 Hexes
8.PaWeasley0424F1Skid Check (0418)3(p) + 1(6 hexes)= 4100617F2
Run 8 Hexes
3.Pinhead1310F1Skid Check (1306)0(p) + 0(4 hexes) + 2(sprint)= 250405F5
Skid Check (0803)0(p) + 2(9 hexes) + 2(sprint)= 47
Sprint 13 Hexes
6.chihawk1325F4Walk 2 Hexes1526F4
5.Horhiro1510F1Run 4 Hexes1406F6
10.Mekslayer0210F4Activate MASCFirst interval= 37MASC Activated0717F4
Skid Check (0214)4(p) + 0(4 hexes)= 49
Run 9 Hexes
11.Stinger070125F1Skid Check (0122)4(2) + 0(4 hexes)= 2100619F2
Run 8 Hexes
9.jymset0310F4Skid Check (0314)1(p) + 0(4 hexes)= 171520F4
Run 16 Hexes
1.Vagabond0325F1Skid Check (0321)1(p) + 0(4 hexes) + 2(sprint) - 2(quad)= 1101214F1
Skid Check (1216)1(p) + 4(13 hexes) + 2(sprint) - 2(quad)= 59
Sprint 15 Hexes


Turn 1 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
2.XerothPinhead4+4Rear
Horhiro6+1Front
7.Sir Henrychihawk20Front
jymset8Light Woods (x3)+7Front
4.RoninNo targets within line of sight are available
8.PaWeasleyMekslayer1+3Front
Stinger072+3Front
Vagabond6+4Left
jymset9Light Woods+5Right
3.PinheadXeroth4+3Front
6.chihawkSir Henry2+1Left
jymset6Light Woods (x3)+7Front
5.HorhiroXeroth6+3Left
Vagabond9Level 1 Hill+5Front
10.MekslayerPaWeasley1+3Front
Stinger073+3Front
Vagabond5+4Left
11.Stinger07PaWeasley2+3Right
Mekslayer3+3Front
Vagabond8+4Left
9.jymsetchihawk6Light Woods (x2)+2Rear
Sir Henry8Light Woods (x2)+3Rear
Mekslayer8+3Front
PaWeasley9+3Front
1.VagabondMekslayer5+3Left
PaWeasley6+3Front
Stinger078Level 1 Hill+4Front
Horhiro9+1Left
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T1M.jpg
 Description: Turn 1 Movement
 Filesize: 1.87 MB
 Viewed: 518 Time(s)

Race_T1M.jpg


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Mordel
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Joined: 03-Feb-2002 00:00
Posts: 5985
Location: United States
PostPosted: 02-Apr-2018 17:08    Post subject: The Race - TURN 1 FIRING Reply to topic Reply with quote

Results for turn 1 firing as well as the turn 2 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 2 Movement is Thursday, April 5th at 10am Eastern.

Turn 1 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
2.XerothPinheadMedium X-Pulse Laser4(g) + 2(run) + 4(tm) + 2(med) - 2(pulse)= 106
Medium X-Pulse Laser4(g) + 2(run) + 4(tm) + 2(med) - 2(pulse)= 109
Streak SRM 64(g) + 2(run) + 4(tm) + 2(med)= 127
7.Sir HenryNo fire
4.RoninNo fire
8.PaWeasleyMekslayerHeavy PPC2(g) + 2(run) + 3(tm) + 3(min)= 109
Medium Laser2(g) + 2(run) + 3(tm)= 79Right Torso {Armor - 5}
Medium Laser2(g) + 2(run) + 3(tm)= 73
3.PinheadNo fire
6.chihawkNo fire
5.HorhiroXerothER PPC3(g) + 2(run) + 3(tm) - 1(tc)= 76
10.MekslayerPaWeasleyLarge Pulse Laser3(g) + 2(run) + 3(tm) - 2(pulse)= 65
ER Medium Laser3(g) + 2(run) + 3(tm)= 87
MML 3 (SRM)3(g) + 2(run) + 3(tm)= 84
MML 3 (SRM)3(g) + 2(run) + 3(tm)= 83
11.Stinger07MekslayerLight PPC4(g) + 2(run) + 3(tm) + 1(min)= 107
Light PPC4(g) + 2(run) + 3(tm) + 1(min)= 105
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 75
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 78Left Leg {Armor - 2}
9.jymsetNo fire
1.VagabondNo fire


Turn 1 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 1 Piloting (Weapon Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the weapon attack phase


Turn 1 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
8.PaWeasleyMekslayerKick3(p) + 2(run) + 3(tm) - 2(kick)= 65
10.MekslayerPaWeasleyKick4(p) + 2(run) + 3(tm) - 2(kick)= 74


Turn 1 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 1 Piloting (Physical Attack)
#NameCheckRollEffect
8.PaWeasley3(p)= 35
10.Mekslayer4(p)= 48


Turn 1 Heat
#NameHeat
2.Xeroth12(w) + 2(run) - 20(hs)= 0
7.Sir Henry1(walk) - 28(hs)= 0
4.Ronin2(run) - 20(hs)= 0
8.PaWeasley21(w) + 2(run) - 22(hs)= 1
3.Pinhead3(sprint) - 10(hs)= 0
6.chihawk1(walk) - 15(hs)= 0
5.Horhiro15(w) + 2(run) - 22(hs)= 0
10.Mekslayer19(w) + 2(run) - 20(hs)= 1
11.Stinger0712(w) + 2(run) - 20(hs)= 0
9.jymset2(run) - 20(hs)= 0
1.Vagabond3(sprint) - 20(hs)= 0


Turn 1 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 1 Scoring
#NamePointsKills
2.Xeroth0.000.00
7.Sir Henry0.000.00
4.Ronin0.000.00
8.PaWeasley0.000.00
3.Pinhead0.000.00
6.chihawk0.000.00
5.Horhiro0.000.00
10.Mekslayer0.000.00
11.Stinger070.000.00
9.jymset0.000.00
1.Vagabond0.000.00


Turn 2 Initiative Order
#NameRoll
2.Xeroth3
11.Stinger074
10.Mekslayer5 - 6
6.chihawk5 - 12
1.Vagabond7
8.PaWeasley8 - 3
5.Horhiro8 - 4
9.jymset8 - 5
7.Sir Henry8 - 8
3.Pinhead9 - 8
4.Ronin9 - 10



Race_T1W.jpg
 Description: Turn 1 Firing
 Filesize: 1.87 MB
 Viewed: 511 Time(s)

Race_T1W.jpg


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Mordel Blacknight - Site Administrator
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PostPosted: 06-Apr-2018 11:40    Post subject: The Race - TURN 2 MOVEMENT Reply to topic Reply with quote

Movement for turn 2 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 2 Firing is Monday, April 9th at 10am Eastern.

Turn 2 Movement
#NameStartActionCheckRollEffect/DamageEnd
2.Xeroth0803F5Skid Check (0206)2(p) + 1(6 hexes)= 390209F4
Run 9 Hexes
11.Stinger070619F2Skid Check (1216)2(p) + 1(6 hexes) + 1(cockpit)= 441214F1
Run 8 Hexes
10.Mekslayer0717F4Skid Check (0718)4(p) - 1(1 hex)= 381220F5
Run 6 Hexes
6.chihawk1526F4Skid Check (1526)3(p) + 0(3 hexes)= 361131F5
Run 7 Hexes
1.Vagabond1214F1Run 8 Hexes1407F1
8.PaWeasley0617F2Skid Check (1214)3(p) + 1(6 hexes)= 481210F1
Run 10 Hexes
5.Horhiro1406F6Run 6 Hexes0803F5
9.jymset1520F4Skid Check (1528)1(p) + 2(8 hexes)= 350530F6
Skid Check (0831)1(p) + 4(15 hexes)= 58
Evade 18 Hexes
7.Sir Henry1327F4Walk 5 Hexes1030F5
3.Pinhead0405F5Skid Check (0405)0(p) - 1(0 hexes) + 2(sprint)= 170416F4
Sprint 11 Hexes
4.Ronin0630F6Skid Check (0228)2(p) + 0(4 hexes)= 230221F1
Run 11 Hexes


Turn 2 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
2.XerothPinhead8+3Rear
PaWeasley10Level 1 Hill+5Front
Vagabond12+3Left
11.Stinger07PaWeasley4+4Rear
Vagabond8+3Rear
10.MekslayerPinhead8+3Front
6.chihawkSir Henry1+2Left
1.VagabondPaWeasley4+4Front
Stinger078Level 1 Hill+4Front
Xeroth12+3Left
8.PaWeasleyVagabond4+3Left
Stinger074+3Front
Xeroth10+3Front
5.HorhiroNo targets within line of sight are available
9.jymsetNo targets within line of sight are available
7.Sir Henrychihawk1+3Front
3.PinheadMekslayer8+2Front
Xeroth8+3Front
4.RoninStinger0712+3Left
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T2M.jpg
 Description: Turn 2 Movement
 Filesize: 1.87 MB
 Viewed: 543 Time(s)

Race_T2M.jpg


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Mordel Blacknight - Site Administrator
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Mordel
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Joined: 03-Feb-2002 00:00
Posts: 5985
Location: United States
PostPosted: 09-Apr-2018 22:00    Post subject: The Race - TURN 2 FIRING Reply to topic Reply with quote

Results for turn 2 firing as well as the turn 3 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 3 Movement is Thursday, April 12th at 10am Eastern.

Turn 2 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
2.XerothPinheadMedium X-Pulse Laser4(g) + 2(run) + 3(tm) + 4(long) - 2(pulse)= 113
Medium X-Pulse Laser4(g) + 2(run) + 3(tm) + 4(long) - 2(pulse)= 114
11.Stinger07PaWeasleyLight PPC4(g) + 2(run) + 4(tm)= 108
Light PPC4(g) + 2(run) + 4(tm)= 106
Light AC/24(g) + 2(run) + 4(tm) - 2(precision)= 810Right Leg {Armor - 2}
Light AC/24(g) + 2(run) + 4(tm) - 2(precision)= 84
10.MekslayerPinheadLarge Pulse Laser3(g) + 2(run) + 3(tm) + 2(med) - 2(pulse)= 85
Light PPC3(g) + 2(run) + 3(tm) + 2(med)= 106
ER Medium Laser3(g) + 2(run) + 3(tm) + 2(med)= 1010Left Leg {Armor - 5}
6.chihawkNo fire
1.VagabondXerothER PPC4(g) + 2(run) + 3(tm) + 2(med)= 116
8.PaWeasleyVagabondHeavy PPC2(g) + 2(run) + 3(tm)= 710Right Rear Leg {Armor - 8, Structure - 6}
RIGHT REAR LEG DESTROYED
Right Torso Rear {Armor - 1}
Medium Laser2(g) + 2(run) + 3(tm) + 2(med)= 98
Medium Laser2(g) + 2(run) + 3(tm) + 2(med)= 98
5.HorhiroNo fire
9.jymsetNo fire
7.Sir HenryNo fire
3.PinheadNo fire
4.RoninStinger07ER Large Laser3(g) + 2(run) + 3(tm) + 2(med)= 1011Left Torso {Armor - 8}


Turn 2 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 2 Piloting (Weapon Attack)
#NameCheckRollEffect
1.VagabondAutomatic (Leg Destroyed)Falls Facing 4
Right Front Leg {Armor - 3}
Avoid pilot damage at 1+11


Turn 2 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
There were no physical attacks this turn


Turn 2 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 2 Piloting (Physical Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the physical attack phase


Turn 2 Heat
#NameHeat
2.Xeroth12(w) + 2(run) - 20(hs)= 0
11.Stinger0712(w) + 2(run) - 20(hs)= 0
10.Mekslayer20(w) + 2(run) + 1(pre) - 20(hs)= 3
6.chihawk2(run) - 15(hs)= 0
1.Vagabond15(w) + 2(run) - 20(hs)= 0
8.PaWeasley15(w) + 2(run) + 1(pre) - 22(hs)= 0
5.Horhiro2(run) - 22(hs)= 0
9.jymset4(evade) - 20(hs)= 0
7.Sir Henry1(walk) - 28(hs)= 0
3.Pinhead3(sprint) - 10(hs)= 0
4.Ronin12(w) + 2(run) - 20(hs)= 0


Turn 2 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 2 Scoring
#NamePointsKills
2.Xeroth0.000.00
11.Stinger070.000.00
10.Mekslayer0.000.00
6.chihawk0.000.00
1.Vagabond0.250.00
8.PaWeasley0.000.00
5.Horhiro0.000.00
9.jymset0.250.00
7.Sir Henry0.000.00
3.Pinhead0.250.00
4.Ronin0.250.00




Turn 3 Initiative Order
#NameRoll
10.Mekslayer5 - 8
5.Horhiro5 - 12
1.Vagabond6 - 8
8.PaWeasley6 - 10
4.Ronin7 - 5
2.Xeroth7 - 7
9.jymset7 - 9
6.chihawk7 - 11
7.Sir Henry8
11.Stinger079
3.Pinhead10



Race_T2W.jpg
 Description: Turn 2 Firing
 Filesize: 2.41 MB
 Viewed: 517 Time(s)

Race_T2W.jpg


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PostPosted: 14-Apr-2018 11:24    Post subject: The Race - TURN 3 MOVEMENT Reply to topic Reply with quote

Movement for turn 3 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 3 Firing is Tuesday, April 17th at 10am Eastern.

Turn 3 Movement
#NameStartActionCheckRollEffect/DamageEnd
10.Mekslayer1220F5Activate MASCFirst interval= 310MASC Activated1229F4
Skid Check (1220)4(p) - 1(0 hexes)= 36
Run 9 Hexes
5.Horhiro0803F5Run 6 Hexes0206F4
1.Vagabond1407F4 (Prone)Activate MASCFirst interval= 39MASC Activated0505F5
Stand Up1(p)= 16Stood Successfully
Skid Check (1406)1(p) - 1(1 hex)= 07
Skid Check (0802)1(p) + 1(7 hexes)= 27
Run 10 Hexes
8.PaWeasley1210F1Skid Check (1205)3(p) + 1(5 hexes)= 470803F5
4.Ronin0221F1Skid Check (0221)2(p) - 1(0 hexes)= 171216F1
Run 10 Hexes
2.Xeroth0209F4Skid Check (0213)2(p) + 1(5 hexes)= 370615F3
Run 8 Hexes
9.jymset0530F6Activate SuperchargerFirst interval= 33Supercharger Activated1515F1
Skid Check (0329)1(p) - 1(2 hexes)= 08
Skid Check (0321)1(p) + 2(10 hexes)= 35
Run 22 Hexes
6.chihawk1131F5Skid Check (0932)3(p) - 1(2 hexes)= 280530F5
Run 6 Hexes
7.Sir Henry1030F5Skid Check (0831)2(p) - 1(2 hexes)= 160228F6
Run 9 Hexes
11.Stinger071214F1Run 9 Hexes1205F1
3.Pinhead0416F4Skid Check (0416)0(p) - 1(0 hexes) + 2(sprint)= 171224F4
Skid Check (1220)0(p) + 2(8 hexes) + 2(sprint)= 48
Sprint 12 Hexes


Turn 3 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
10.MekslayerPinhead5+3Front
5.HorhiroVagabond3+4Front
PaWeasley6+3Front
1.VagabondHorhiro3+2Left
PaWeasley3+3Front
8.PaWeasleyVagabond3+4Rear
Stinger074+3Front
Horhiro6+2Left
4.Roninjymset3Light Woods+6Left
Stinger0711+3Rear
2.XerothSir Henry15Light Woods (x2), Level 1 Hill+6Front
9.jymsetRonin3+4Front
6.chihawkSir Henry3+3Rear
7.Sir Henrychihawk3+2Front
Xeroth15Light Woods (x2)+5Front
11.Stinger07PaWeasley4+3Left
Ronin11+4Front
3.PinheadMekslayer5+3Rear
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T3M.jpg
 Description: Turn 3 Movement
 Filesize: 1.87 MB
 Viewed: 494 Time(s)

Race_T3M.jpg


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PostPosted: 21-Apr-2018 21:19    Post subject: The Race - TURN 3 FIRING Reply to topic Reply with quote

Results for turn 3 firing as well as the turn 4 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 4 Movement is Tuesday, April 24th at 10am Eastern.

Turn 3 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
10.MekslayerPinheadLarge Pulse Laser3(g) + 2(run) + 3(tm) - 2(pulse)= 66Left Arm {Armor - 4, Structure - 6}
LEFT ARM DESTROYED
5.HorhiroPaWeasleyER PPC3(g) + 2(run) + 3(tm) - 1(tc)= 75
1.VagabondHorhiroER PPC4(g) + 2(run) + 2(tm)= 89Left Front Leg {Armor - 5}
8.PaWeasleyVagabondHeavy PPC2(g) + 2(run) + 4(tm)= 89Right Torso Rear {Armor - 3, Structure - 6}
RIGHT TORSO DESTROYED
VAGABOND HAS BEEN ELIMINATED
Medium Laser2(g) + 2(run) + 4(tm)= 811
Medium Laser2(g) + 2(run) + 4(tm)= 87
4.RoninStinger07ER Large Laser3(g) + 2(run) + 3(tm) + 2(med)= 106
2.XerothNo fire
9.jymsetNo fire
6.chihawkNo fire
7.Sir HenryNo fire
11.Stinger07PaWeasleyLight PPC4(g) + 2(run) + 3(tm)= 95
Light PPC4(g) + 2(run) + 3(tm)= 97
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 711Right Torso {Armor - 2}
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 710Right Arm {Armor - 2}
3.PinheadNo fire


Turn 3 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 3 Piloting (Weapon Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the weapon attack phase


Turn 3 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
There were no physical attacks this turn


Turn 3 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 3 Piloting (Physical Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the physical attack phase


Turn 3 Heat
#NameHeat
10.Mekslayer10(w) + 2(run) + 3(pre) - 20(hs)= 0
5.Horhiro15(w) + 2(run) - 22(hs)= 0
8.PaWeasley21(w) + 2(run) - 22(hs)= 1
4.Ronin12(w) + 2(run) - 20(hs)= 0
2.Xeroth2(run) - 20(hs)= 0
9.jymset2(run) - 20(hs)= 0
6.chihawk2(run) - 15(hs)= 0
7.Sir Henry2(run) - 28(hs)= 0
11.Stinger0712(w) + 2(run) - 20(hs)= 0
3.Pinhead3(sprint) - 10(hs)= 0


Turn 3 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 3 Scoring
#NamePointsKills
10.Mekslayer0.250.00
5.Horhiro0.000.00
1.Vagabond0.000.00
8.PaWeasley0.251.00
4.Ronin0.000.00
2.Xeroth0.250.00
9.jymset0.250.00
6.chihawk0.000.00
7.Sir Henry0.000.00
11.Stinger070.250.00
3.Pinhead0.000.00




Turn 4 Initiative Order
#NameRoll
2.Xeroth3
7.Sir Henry4 - 6
10.Mekslayer4 - 9
5.Horhiro5 - 4
6.chihawk5 - 11
11.Stinger076
8.PaWeasley7 - 3
9.jymset7 - 6
4.Ronin8
3.Pinhead11



Race_T3W.jpg
 Description: Turn 3 Firing
 Filesize: 1.87 MB
 Viewed: 492 Time(s)

Race_T3W.jpg


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PostPosted: 30-Apr-2018 18:57    Post subject: The Race - TURN 4 MOVEMENT Reply to topic Reply with quote

Movement for turn 4 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 4 Firing is Thursday, May 3rd at 10am Eastern.

Turn 4 Movement
#NameStartActionCheckRollEffect/DamageEnd
2.Xeroth0615F3Skid Check (0615)2(p) - 1(0 hexes)= 161220F4
Skid Check (0617)2(p) - 1(2 hexes)= 17
Run 8 Hexes
7.Sir Henry0228F6Skid Check (0228)2(p) - 1(0 hexes)= 140222F1
Run 6 Hexes
10.Mekslayer1229F4Activate MASCSecond interval= 510MASC Activated0429F1
Skid Check (1229)4(p) - 1(0 hexes)= 310
Skid Check (0831)4(p) + 0(4 hexes)= 47
Target hex (0428) claimed, movement ends one hex short
Run 8 Hexes
5.Horhiro0206F4Walk 4 Hexes0210F4
6.chihawk0530F5Walk 3 Hexes0428F5
11.Stinger071205F1Skid Check (0803)2(p) + 0(4 hexes)= 270405F5
Run 8 Hexes
8.PaWeasley0803F5Skid Check (0206)3(p) + 1(6 hexes)= 170209F4
Run 9 Hexes
9.jymset1515F1Walk 10 Hexes1306F6
4.Ronin1216F1Run 11 Hexes1205F6
3.Pinhead1224F4Skid Check (1230)0(p) + 1(6 hexes)= 1100832F5
Run 9 Hexes


Turn 4 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
2.XerothNo targets within line of sight are available
7.Sir Henrychihawk7Level 1 Hill+1Right
Mekslayer8+3Front
10.Mekslayerchihawk10Front
Pinhead5+3Front
Sir Henry8+2Rear
5.HorhiroPaWeasley1+3Front
Stinger076+3Front
6.chihawkMekslayer1+3Front
Sir Henry7+2Rear
11.Stinger07PaWeasley5+3Rear
Horhiro6+1Rear
8.PaWeasleyHorhiro1+1Rear
Stinger075+3Front
9.jymsetRonin1+4Rear
4.Roninjymset1+4Front
3.PinheadMekslayer5+3Right
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T4M.jpg
 Description: Turn 4 Movement
 Filesize: 1.87 MB
 Viewed: 466 Time(s)

Race_T4M.jpg


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PostPosted: 12-May-2018 14:25    Post subject: The Race - TURN 4 FIRING Reply to topic Reply with quote

Results for turn 4 firing as well as the turn 5 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 5 Movement is Tuesday, May 15th at 10am Eastern.

Turn 4 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
2.XerothNo fire
7.Sir HenryMekslayerER Medium Laser4(g) + 2(run) + 3(tm) + 2(med)= 115
ER Medium Laser4(g) + 2(run) + 3(tm) + 2(med)= 117
10.MekslayerchihawkLarge Pulse Laser3(g) + 2(run) - 2(pulse)= 34Right Arm {Armor - 10}
ER Medium Laser3(g) + 2(run)= 55Left Torso {Armor - 5}
MML 3 (SRM)3(g) + 2(run)= 52
MML 3 (SRM)3(g) + 2(run)= 54
5.HorhiroPaWeasleyER PPC3(g) + 1(walk) + 3(tm) - 1(tc)= 67Right Leg {Armor - 14, Structure - 1}
Possible Critical - 8 {Upper Leg Actuator}
6.chihawkMekslayerLarge Laser2(g) + 1(walk) + 3(tm)= 68Left Torso {Armor - 8}
Large Laser2(g) + 1(walk) + 3(tm)= 69Right Leg {Armor - 8}
Medium Laser2(g) + 1(walk) + 3(tm)= 66Right Leg {Armor - 5}
Medium Laser2(g) + 1(walk) + 3(tm)= 65
11.Stinger07PaWeasleyLight PPC4(g) + 2(run) + 3(tm)= 99Left Torso Rear {Armor - 4, Structure - 1}
Possible Critical - 5
Light PPC4(g) + 2(run) + 3(tm)= 95
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 711Left Arm {Armor - 2}
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 75
8.PaWeasleyHorhiroHeavy PPC2(g) + 2(run) + 1(tm) + 3(min)= 84
Medium Laser2(g) + 2(run) + 1(tm)= 510Left Front Leg {Armor - 2.5}
Medium Laser2(g) + 2(run) + 1(tm)= 510Left Rear Leg {Armor - 2.5}
9.jymsetRoninER Small Laser5(g) + 1(walk) + 4(tm)= 108
ER Small Laser5(g) + 1(walk) + 4(tm)= 1012Left Arm {Armor - 3}
4.RoninNo fire
3.PinheadMekslayerMedium Laser5(g) + 2(run) + 3(tm) + 2(med)= 124
Medium Laser5(g) + 2(run) + 3(tm) + 2(med)= 128


Turn 4 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 4 Piloting (Weapon Attack)
#NameCheckRollEffect
10.Mekslayer4(p) + 1(dam)= 510
8.PaWeasley3(p) + 1(ula) + 1(dam)= 55
3(p) + 1(ula) + 1(dam)= 511


Turn 4 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
10.MekslayerchihawkKick4(p) + 2(run) - 2(kick)= 49Right Leg {Armor - 11}
5.HorhiroPaWeasleyKick5(p) + 1(run) + 3(tm) + 1(rear) - 2(kick)= 85
6.chihawkMekslayerKick3(p) + 1(walk) + 3(tm) - 2(kick)= 510Right Leg {Armor - 11}
8.PaWeasleyHorhiroKick3(p) + 2(run) + 1(tm) - 2(kick)= 48Right Rear Leg {Armor - 3.5}
9.jymsetRoninKick1(p) + 1(walk) + 4(tm) - 2(kick)= 47Left Leg {Armor - 4}


Turn 4 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 4 Piloting (Physical Attack)
#NameCheckRollEffect
10.Mekslayer4(p)= 49
5.Horhiro5(p) + 1(cockpit) - 2(quad)= 45
5(p) + 1(cockpit) - 2(quad)= 47
6.chihawk3(p)= 310
4.Ronin2(p)= 26


Turn 4 Heat
#NameHeat
2.Xeroth2(run) - 20(hs)= 0
7.Sir Henry10(w) + 2(run) - 28(hs)= 0
10.Mekslayer19(w) + 2(run) - 20(hs)= 1
5.Horhiro15(w) + 1(walk) - 22(hs)= 0
6.chihawk22(w) + 1(walk) - 15(hs)= 8
11.Stinger0712(w) + 2(run) - 20(hs)= 0
8.PaWeasley21(w) + 2(run) + 1(pre) - 22(hs)= 2
9.jymset4(w) + 1(walk) - 20(hs)= 0
4.Ronin2(run) - 20(hs)= 0
3.Pinhead6(w) + 2(run) - 10(hs)= 0


Turn 4 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 4 Scoring
#NamePointsKills
2.Xeroth0.000.00
7.Sir Henry0.250.00
10.Mekslayer0.000.00
5.Horhiro0.000.00
6.chihawk0.000.00
11.Stinger070.000.00
8.PaWeasley0.000.00
9.jymset0.250.00
4.Ronin0.250.00
3.Pinhead0.250.00




Turn 5 Initiative Order
#NameRoll
7.Sir Henry4
9.jymset5
6.chihawk6
8.PaWeasley7 - 3
5.Horhiro7 - 8
3.Pinhead8
11.Stinger079 - 4
4.Ronin9 - 10
2.Xeroth10 - 8
10.Mekslayer10 - 9



Race_T4W.jpg
 Description: Turn 4 Firing
 Filesize: 2.4 MB
 Viewed: 342 Time(s)

Race_T4W.jpg


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PostPosted: 20-May-2018 09:04    Post subject: The Race - TURN 5 MOVEMENT Reply to topic Reply with quote

Movement for turn 5 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 5 Firing is Wednesday, May 23rd at 10am Eastern.

Turn 5 Movement
#NameStartActionCheckRollEffect/DamageEnd
7.Sir Henry0222F1Skid Check (0222)2(p) - 1(0 hexes)= 190421F6
Run 2 Hexes
9.jymset1306F6Walk 10 Hexes0505F5
6.chihawk0428F5Skid Check (0428)3(p) - 1(0 hexes)= 250426F6
Run 2 Hexes
8.PaWeasley0209F4Skid Check (0214)3(p) + 1(5 hexes) + 1(ULA)= 570616F3
Run 9 Hexes
5.Horhiro0210F4Walk 3 Hexes0213F3
3.Pinhead0832F5Skid Check (0832)0(p) - 1(0 hexes) + 2(sprint)= 140125F1
Skid Check (0229)0(p) + 1(6 hexes) + 2(sprint)= 34
Skid Check (0225)0(p) + 2(10 hexes) + 2(sprint)= 48
Run 9 Hexes
11.Stinger070405F5Skid Check (0405)2(p) - 1(0 hexes)= 180412F4
Run 7 Hexes
4.Ronin1205F6Skid Check (0803)2(p) + 0(4 hexes)= 240408F4
Skid Check (0405)2(p) + 2(8 hexes)= 44
Run 11 Hexes
2.Xeroth1220F4Run 9 Hexes1229F4
10.Mekslayer0429F1Sprint 7 Hexes0422F1


Turn 5 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
7.Sir HenryMekslayer1Light Woods+4Front
chihawk5Light Woods+1Front
Pinhead5Light Woods+4Front
PaWeasley6+3Front
9.jymsetNo targets within line of sight are available
6.chihawkPinhead3+3Right
Mekslayer4Light Woods+4Rear
Sir Henry5Light Woods (x2)+2Left
8.PaWeasleyHorhiro5+1Front
Sir Henry6Light Woods+1Front
Pinhead11Light Woods+4Front
5.HorhiroStinger072Light Woods (x2)+5Front
PaWeasley5+3Rear
Ronin6+4Front
3.Pinheadchihawk30Front
Mekslayer4Light Woods+4Left
Sir Henry5Light Woods (x2)+2Front
PaWeasley11Light Woods+4Right
11.Stinger07Horhiro2Light Woods+2Front
Ronin4+4Front
4.RoninStinger074Light Woods+4Rear
Horhiro6+1Left
2.XerothNo targets within line of sight are available
10.MekslayerSir Henry1Light Woods+1Left
chihawk40Front
Pinhead4+3Front
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T5M.jpg
 Description: Turn 5 Movement
 Filesize: 1.87 MB
 Viewed: 317 Time(s)

Race_T5M.jpg


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PostPosted: 28-May-2018 13:42    Post subject: The Race - TURN 5 FIRING Reply to topic Reply with quote

Results for turn 5 firing as well as the turn 6 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 6 Movement is Thursday, May 31st at 10am Eastern.

Turn 5 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
7.Sir HenryMekslayerER Medium Laser4(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 93
ER Medium Laser4(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 95
ER Medium Laser4(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 99Head {Armor - 5}
ER Medium Laser4(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 97
SRM 64(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 910Cluster Hits Table - 8 {4 Hit}
Center Torso {Armor - 2}
Floating Critical
Right Torso {Armor - 2}
Possible Critical - 6
Center Torso {Armor - 2}
Left Arm {Armor - 2}
SRM 64(g) + 2(run) + 3(tm) + 1(woods) - 1(sprint)= 911Cluster Hits Table - 4 {3 Hit}
Right Arm {Armor - 2}
Left Arm {Armor - 2}
Right Torso {Armor - 2}
9.jymsetNo fire
6.chihawkPinheadLarge Laser2(g) + 2(run) + 3(tm) + 1(heat)= 85
Large Laser2(g) + 2(run) + 3(tm) + 1(heat)= 85
8.PaWeasleyHorhiroHeavy PPC2(g) + 2(run) + 1(tm)= 59Left Front Leg {Armor - 7.5}
Medium Laser2(g) + 2(run) + 1(tm) + 2(med)= 77Left Torso {Armor - 2.5}
Medium Laser2(g) + 2(run) + 1(tm) + 2(med)= 76
5.HorhiroRoninER PPC3(g) + 1(walk) + 4(tm) - 1(tc)= 77Right Arm {Armor - 7, Structure - 5}
RIGHT ARM DESTROYED
Right Torso {Armor - 3}
3.PinheadNo fire
11.Stinger07HorhiroLight PPC4(g) + 2(run) + 1(tm) + 1(woods) + 2(min)= 107
Light PPC4(g) + 2(run) + 1(tm) + 1(woods) + 2(min)= 1011Right Rear Leg {Armor - 2.5}
Light AC/24(g) + 2(run) + 1(tm) + 1(woods) - 2(precision)= 66Right Front Leg {Armor - 1}
Light AC/24(g) + 2(run) + 1(tm) + 1(woods) - 2(precision)= 66Right Front Leg {Armor - 1}
4.RoninHorhiroER Large Laser3(g) + 2(run) + 1(tm)= 66Right Front Leg {Armor - 4}
2.XerothNo fire
10.MekslayerNo fire


Turn 5 Consciousness (Weapon Attack)
#NameCheckRollEffect
10.Mekslayer1st pilot damage= 39


Turn 5 Piloting (Weapon Attack)
#NameCheckRollEffect
5.Horhiro5(p) + 1(cockpit) + 1(dam) - 2(quad)= 57


Turn 5 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
There were no physical attacks this turn


Turn 5 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 5 Piloting (Physical Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the physical attack phase


Turn 5 Heat
#NameHeat
7.Sir Henry28(w) + 2(run) - 28(hs)= 2
9.jymset1(walk) - 20(hs)= 0
6.chihawk16(w) + 2(run) + 8(pre) - 15(hs)= 11
8.PaWeasley21(w) + 2(run) + 2(pre) - 22(hs)= 3
5.Horhiro15(w) + 1(walk) - 22(hs)= 0
3.Pinhead6(w) + 2(run) - 10(hs)= 0
11.Stinger0712(w) + 2(run) - 20(hs)= 0
4.Ronin12(w) + 2(run) - 20(hs)= 0
2.Xeroth2(run) - 20(hs)= 0
10.Mekslayer3(sprint) + 1(pre) - 20(hs)= 0


Turn 5 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 5 Scoring
#NamePointsKills
7.Sir Henry0.000.00
9.jymset0.000.00
6.chihawk0.000.00
8.PaWeasley0.250.00
5.Horhiro0.250.00
3.Pinhead0.000.00
11.Stinger070.250.00
4.Ronin0.000.00
2.Xeroth0.250.00
10.Mekslayer0.250.00




Turn 6 Initiative Order
#NameRoll
3.Pinhead3
9.jymset5 - 9
4.Ronin5 - 10
11.Stinger076 - 7
5.Horhiro6 - 9
10.Mekslayer7 - 4
6.chihawk7 - 7
2.Xeroth9 - 6
7.Sir Henry9 - 7 - 6
8.PaWeasley9 - 7 - 7



Race_T5W.jpg
 Description: Turn 5 Firing
 Filesize: 1.87 MB
 Viewed: 329 Time(s)

Race_T5W.jpg


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PostPosted: 05-Jun-2018 23:04    Post subject: The Race - TURN 6 MOVEMENT Reply to topic Reply with quote

Movement for turn 6 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 6 Firing is Monday, June 18th at 10am Eastern.

Turn 6 Movement
#NameStartActionCheckRollEffect/DamageEnd
3.Pinhead0125F1Skid Check (0832)0(p) + 0(3 hexes) + 2(sprint)= 361017F2
Sprint 12 Hexes
9.jymset0505F5Activate SuperchargerFirst interval= 33Supercharger Activated1520F4
Skid Check (0405)1(p) - 1(1 hex)= 04
Skid Check (0414)1(p) + 2(10 hexes)= 36
Run 21 Hexes
4.Ronin0408F4Skid Check (0415)2(p) + 1(7 hexes)= 370717F3
Run 10 Hexes
11.Stinger070412F4Skid Check (0416)2(p) +1(cockpit) + 0(4 hexes)= 390818F2
Run 8 Hexes
5.Horhiro0213F3Run 5 Hexes0616F3
10.Mekslayer0422F1Walk 4 Hexes0418F2
6.chihawk0426F6Run 3 Hexes0125F2
2.Xeroth1229F4Skid Check (1229)2(p) - 1(0 hexes)= 1100429F1
Skid Check (0831)2(p) + 0(4 hexes)= 26
Run 8 Hexes
7.Sir Henry0421F6Walk 2 Hexes0419F1
8.PaWeasley0616F3Skid Check (0717)3(p) - 1(1 hex) + 1(ULA)= 371419F4
Skid Check (0816)3(p) - 1(2 hexees) + 1(ULA)= 36
Run 8 Hexes


Turn 6 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
3.PinheadStinger072+3Front
Ronin3+4Front
Horhiro4+2Front
PaWeasley4+3Right
jymset5Light Woods+6Right
Mekslayer6+1Front
Sir Henry6+1Front
9.jymsetPaWeasley1+3Front
Pinhead5+3Front
Stinger077+3Front
Ronin8+4Front
Horhiro9+2Front
4.RoninHorhiro1+2Front
Stinger072+3Front
Mekslayer3+1Front
Pinhead3+3Left
Sir Henry4+1Front
PaWeasley7+3Right
jymset8Light Woods+6Right
chihawk11+1Front
11.Stinger07Pinhead2+3Rear
Ronin2+4Front
Horhiro3+2Front
Sir Henry4+1Front
Mekslayer4+1Front
PaWeasley6+3Right
jymset7Light Woods+6Right
5.HorhiroRonin1+4Rear
Mekslayer3+1Front
Stinger073+3Left
Sir Henry4+1Front
Pinhead4+3Left
PaWeasley8+3Right
jymset9Light Woods+6Right
chihawk11+1Front
10.MekslayerSir Henry1+1Front
Horhiro3+2Right
Ronin3+4Right
Stinger074Level 1 Hill+4Rear
Pinhead6+3Rear
chihawk8+1Front
PaWeasley10+3Right
Xeroth11Light Woods (x2)+5Front
6.chihawkXeroth6+3Front
Sir Henry7+1Rear
Mekslayer8+1Right
Horhiro11+2Front
Ronin11+4Right
2.Xerothchihawk6+1Front
Sir Henry10Light Woods (x2)+3Rear
Mekslayer11Light Woods (x2)+3Right
7.Sir HenryMekslayer1+1Right
Horhiro4+2Front
Ronin4+4Right
Stinger074Level 1 Hill+4Rear
Pinhead6+3Rear
chihawk7+1Front
Xeroth10Light Woods (x2)+5Front
8.PaWeasleyjymset1+6Front
Pinhead4+3Front
Stinger076+3Front
Ronin7+4Front
Horhiro8+2Front
Mekslayer10+1Front
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T6M.jpg
 Description: Turn 6 Movement
 Filesize: 1.87 MB
 Viewed: 320 Time(s)

Race_T6M.jpg


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PostPosted: 25-Jun-2018 16:36    Post subject: The Race - TURN 6 FIRING Reply to topic Reply with quote

Results for turn 6 firing as well as the turn 7 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 7 Movement is Thursday, June 28th at 10am Eastern.

Turn 6 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
9.jymsetPaWeasleyER Small Laser5(g) + 2(run) + 3(tm)= 109
ER Small Laser5(g) + 2(run) + 3(tm)= 104
4.RoninMekslayerER Large Laser3(g) + 2(run) + 1(tm)= 65
11.Stinger07RoninLight PPC4(g) + 2(run) + 4(tm) + 1(min)= 119
Light PPC4(g) + 2(run) + 4(tm) + 1(min)= 112
Light AC/24(g) + 2(run) + 4(tm) - 2(precision)= 87
Light AC/24(g) + 2(run) + 4(tm) - 2(precision)= 87
5.HorhiroRoninER PPC3(g) + 2(run) + 4(tm) - 1(tc)= 810Center Torso (R) {Armor - 5, Structure - 10}
CENTER TORSO DESTROYED
RONIN HAS BEEN ELIMINATED
10.MekslayerSir HenryLarge Pulse Laser3(g) + 1(walk) - 2(pulse)= 23Left Leg {Armor - 10}
Light PPC w/ Capacitor3(g) + 1(walk) + 3(min)= 72
ER Medium Laser3(g) + 1(walk)= 47Right Arm {Armor - 5}
MML 3 (SRM)3(g) + 1(walk)= 410Cluster Hits Table - 9 {2 Hit}
Floating Critical - Left Leg {Armor - 2}
Possible Critical - 11 {Hip, Foot Actuator}
Center Torso {Armor - 2}
MML 3 (SRM)3(g) + 1(walk)= 411Cluster Hits Table - 4 {1 Hit}
Center Torso {Armor - 2}
6.chihawkMekslayerMedium Laser2(g) + 2(run) + 1(tm) + 4(long) + 1(heat)= 106
2.XerothchihawkMedium X-Pulse Laser4(g) + 2(run) + 1(tm) + 2(med) - 2(pulse)= 77Left Torso {Armor - 6}
Medium X-Pulse Laser4(g) + 2(run) + 1(tm) + 2(med) - 2(pulse)= 76
Streak SRM 64(g) + 2(run) + 1(tm) + 2(med)= 911Left Leg {Armor - 2}
Left Leg {Armor - 2}
Right Arm {Armor - 2}
Right Torso {Armor - 2}
Left Torso {Armor - 2}
Right Leg {Armor - 2}
Streak SRM 64(g) + 2(run) + 1(tm) + 2(med)= 95
7.Sir HenryMekslayerER Medium Laser4(g) + 1(walk) + 1(tm)= 64
ER Medium Laser4(g) + 1(walk) + 1(tm)= 610Left Leg {Armor - 5}
ER Medium Laser4(g) + 1(walk) + 1(tm)= 63
ER Medium Laser4(g) + 1(walk) + 1(tm)= 67Center Torso {Armor - 5}
SRM 64(g) + 1(walk) + 1(tm)= 64
SRM 64(g) + 1(walk) + 1(tm)= 611Cluster Hits Table - 6 {4 Hit}
Left Torso {Armor - 2}
Right Torso {Armor - 2}
Center Torso {Armor - 2}
Right Arm {Armor - 2}
8.PaWeasleyPinheadHeavy PPC2(g) + 2(run) + 3(tm)= 78Center Torso {Armor - 11, Structure - 4}
Possible Critical - 6
Medium Laser2(g) + 2(run) + 3(tm) + 2(med)= 912Right Torso {Armor - 5}


Turn 6 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 6 Piloting (Weapon Attack)
#NameCheckRollEffect
3.Pinhead0(p) + 1(dam)= 15
7.Sir Henry2(p) + 1(dam) + 1(fa) + 2(hip)= 67
2(p) + 1(dam) + 1(fa) + 2(hip)= 611
2(p) + 1(dam) + 1(fa) + 2(hip)= 65Falls Facing 6
Head {Armor - 5}
Consciousness check at 3+6
Avoid pilot damage at 6+4Pilot takes damage
Consciousness check at 5+4PILOT IS UNCONSCIOUS


Turn 6 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
There were no physical attacks this turn


Turn 6 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 6 Piloting (Physical Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the physical attack phase


Turn 6 Heat
#NameHeat
3.Pinhead3(sprint) - 10(hs)= 0
9.jymset4(w) + 2(run) - 20(hs)= 0
11.Stinger0712(w) + 2(run) - 20(hs)= 0
5.Horhiro15(w) + 2(run) - 22(hs)= 0
10.Mekslayer31(w) + 1(walk) - 20(hs)= 12
6.chihawk3(w) + 2(run) + 11(pre) - 15(hs)= 1
2.Xeroth15(w) + 2(run) - 20(hs)= 0
7.Sir Henry28(w) + 1(walk) + 2(pre) - 28(hs)= 3
8.PaWeasley18(w) + 2(run) + 3(pre) - 22(hs)= 1


Turn 6 Consciousness (End)
#NameCheckRollEffect
There were no consciousness checks to resolve during the end phase


Turn 6 Scoring
#NamePointsKills
3.Pinhead0.250.00
9.jymset0.250.00
4.Ronin0.000.00
11.Stinger070.000.00
5.Horhiro0.001.00
10.Mekslayer0.000.00
6.chihawk0.000.00
2.Xeroth0.000.00
7.Sir Henry0.000.00
8.PaWeasley0.000.00


Turn 7 Initiative Order
#NameRoll
10.Mekslayer3
11.Stinger075 - 4
2.Xeroth5 - 7
9.jymset5 - 12
5.Horhiro6
6.chihawk7 - 7 - 4
3.Pinhead7 - 7 - 6
7.Sir Henry8
8.PaWeasley9



Race_T6W.jpg
 Description: Turn 6 Firing
 Filesize: 2.4 MB
 Viewed: 330 Time(s)

Race_T6W.jpg


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PostPosted: 03-Jul-2018 16:18    Post subject: The Race - TURN 7 MOVEMENT Reply to topic Reply with quote

Movement for turn 7 is posted below along with the line of sight table. Updated map with new positions is at the bottom of the post. Any updated record sheets (if applicable) can be found in the main post. Let me know if you spot any mistakes.

Deadline for Turn 7 Firing is Saturday, July 7th at 10am Eastern.

Turn 7 Movement
#NameStartActionCheckRollEffect/DamageEnd
10.Mekslayer0418F2Skid Check (0518)4(p) - 1(1 hex)= 3100615F2
Skid Check (0516)4(p) + 0(3 hexex)= 49
Run 4 Hexes
11.Stinger070818F2Skid Check (0818)2(p) +1(cockpit) - 1(0 hexes)= 291224F4
Skid Check (1220)2(p) +1(cockpit) + 0(4 hexes)= 33
Run 8 Hexes
2.Xeroth0429F1Skid Check (0429)2(p) - 1(0 hexes)= 160223F1
Skid Check (0228)2(p) - 1(2 hexes)= 110
Run 7 Hexes
9.jymset1520F4Skid Check (1528)1(p) + 2(8 hexes)= 330831F6
Evade 15 Hexes
5.Horhiro0616F3Walk 4 Hexes1017F3
6.chihawk0125F2Skid Check (0125)3(p) - 1(0 hexes)= 270122F2
Run 3 Hexes
3.Pinhead1017F2Skid Check (1216)0(p) - 1(2 hexes) + 2(sprint)= 171205F1
Sprint 13 Hexes
7.Sir Henry0419F6 (Prone)Unconscious0419F6 (Prone)
8.PaWeasley1419F4Run 8 Hexes1427F4


Turn 7 Line of Sight
#NameTargetRangeTerrainModifier*Damage Arc
10.MekslayerHorhiro4+1Rear
Sir Henry50Front
Xeroth10Light Woods+4Front
11.Stinger07PaWeasley4+3Right
2.Xerothchihawk2+1Front
Sir Henry5Light Woods+1Left
Mekslayer10Light Woods+2Right
9.jymsetNo targets within line of sight are available
5.HorhiroMekslayer4Level 1 Hill+2Front
Sir Henry60Right
chihawk9+1Front
6.chihawkXeroth2+3Front
Sir Henry40Front
Horhiro9+1Right
3.PinheadNo targets within line of sight are available
7.Sir HenrySir Henry40Front
Mekslayer5+1Right
Xeroth5Light Woods+4Front
Horhiro6+1Right
8.PaWeasleyStinger074+3Front
* The modifier listed is the target's movement plus all terrain, and does not include range and other conditions



Race_T7M.jpg
 Description: Turn 7 Movement
 Filesize: 2.4 MB
 Viewed: 325 Time(s)

Race_T7M.jpg


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PostPosted: 10-Jul-2018 12:19    Post subject: The Race - TURN 7 FIRING Reply to topic Reply with quote

Results for turn 7 firing as well as the turn 8 initiative order are posted in the tables below. All unit PDF files, along with the latest point and kill totals, have been updated and posted in the main post for this game. The latest map is attached to the end of this post.

The deadline for Turn 8 Movement is Friday, July 13th at 10am Eastern.

Turn 7 Weapon Attack
#NameTargetWeaponTo-HitRollEffect/Damage
10.MekslayerHorhiroLarge Pulse Laser3(g) + 2(run) + 1(tm) + 1(heat) - 2(pulse)= 57Center Torso (Rear) {Armor - 5}
ER Medium Laser3(g) + 2(run) + 1(tm) + 1(heat)= 77Right Front Leg {Armor - 2.5}
11.Stinger07PaWeasleyLight PPC4(g) + 2(run) + 3(tm)= 96
Light PPC4(g) + 2(run) + 3(tm)= 94
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 74
Light AC/24(g) + 2(run) + 3(tm) - 2(precision)= 78Right Leg {Structure - 2}
Possible Critical - 7
2.XerothchihawkMedium X-Pulse Laser4(g) + 2(run) + 1(tm) - 2(pulse)= 56Right Arm {Armor - 5, Structure - 1}
Possible Critical - 8 {Large Laser}
Medium X-Pulse Laser4(g) + 2(run) + 1(tm) - 2(pulse)= 59Center Torso {Armor - 6}
Small X-Pulse Laser4(g) + 2(run) + 1(tm) - 2(pulse)= 57Left Torso {Armor - 3}
Small X-Pulse Laser4(g) + 2(run) + 1(tm) - 2(pulse)= 52
Streak SRM 64(g) + 2(run) + 1(tm)= 76
Streak SRM 64(g) + 2(run) + 1(tm)= 73
9.jymsetNo fire
5.HorhiroMekslayerER PPC3(g) + 2(run) + 1(tm) + 1(hill) - 1(tc)= 68Right Torso {Armor - 8, Structure - 7}
Possible Critical - 10 {Jump Jet, MML 3}
6.chihawkXerothLarge Laser2(g) + 2(run) + 3(tm)= 78Center Torso {Armor - 8}
Large Laser2(g) + 2(run) + 3(tm)= 78Left Torso {Armor - 8}
Medium Laser2(g) + 2(run) + 3(tm)= 711Right Leg {Armor - 5}
Medium Laser2(g) + 2(run) + 3(tm)= 711Left Arm {Armor - 5}
3.PinheadNo fire
7.Sir HenryNo fire
8.PaWeasleyStinger07Heavy PPC2(g) + 2(run) + 3(tm)= 78Center Torso {Armor - 15}
Medium Laser2(g) + 2(run) + 3(tm) + 2(med)= 911Right Torso {Armor - 5}
Medium Laser2(g) + 2(run) + 3(tm) + 2(med)= 99Floating Critical
Center Torso {Armor - 2, Structure 3}
Possible Critical - 4
Possible Critical - 6


Turn 7 Consciousness (Weapon Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the weapon attack phase


Turn 7 Piloting (Weapon Attack)
#NameCheckRollEffect
10.Mekslayer4(p) + 1(dam)= 56
11.Stinger072(p) + 1(dam) + 1(cockpit)= 44
2.Xeroth2(p) + 1(dam)= 311


Turn 7 Physical Attack
#NameTargetTypeTo-HitRollEffect/Damage
There were no physical attacks this turn


Turn 7 Consciousness (Physical Attack)
#NameCheckRollEffect
There were no consciousness checks to resolve as a result of the physical attack phase


Turn 7 Piloting (Physical Attack)
#NameCheckRollEffect
There were no piloting checks to resolve as a result of the physical attack phase


Turn 7 Heat
#NameHeat
10.Mekslayer15(w) + 2(run) + 10(pre) - 20(hs)= 7
11.Stinger0712(w) + 2(run) - 20(hs)= 0
2.Xeroth18(w) + 2(run) - 20(hs)= 0
9.jymset2(run) - 20(hs)= 0
5.Horhiro15(w) + 2(run) - 22(hs)= 0
6.chihawk22(w) + 2(run) + 1(pre) - 15(hs)= 10
3.Pinhead3(sprint) - 20(hs)= 0
7.Sir Henry3(pre) - 28(hs)= 0
8.PaWeasley21(w) + 2(run) + 1(pre) - 22(hs)= 2


Turn 7 Consciousness (End)
#NameCheckRollEffect
7.Sir HenryConsciousness check at 5+5Pilot is conscious


Turn 7 Scoring
#NamePointsKills
10.Mekslayer0.000.00
11.Stinger070.000.00
2.Xeroth0.250.00
9.jymset0.250.00
5.Horhiro0.000.00
6.chihawk0.250.00
3.Pinhead0.250.00
7.Sir Henry0.000.00
8.PaWeasley0.250.00


Turn 8 Initiative Order
#NameRoll
3.Pinhead4
6.chihawk5
8.PaWeasley6
11.Stinger077 - 7
2.Xeroth7 - 12
5.Horhiro8 - 7
10.Mekslayer8 - 8 - 5
9.jymset8 - 8 - 7
7.Sir Henry10



Race_T7W.jpg
 Description: Turn 7 Firing
 Filesize: 1.87 MB
 Viewed: 292 Time(s)

Race_T7W.jpg


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