Part 730: Rabbit Warren - Turn 13
Rabbit Warren Update 13PTNs note: I got a late start due to the second round of carpet cleaning I had to do when I got home from work, I didnt have time to write a fluff piece. Im sorry.
Shooting Phase
Sin #1 (Player)
- Attacks the Hellstars legs (3 base + 0 surviving troopers + 0 enemy movement - 1 exposed actuators = 2): rolled 10, hit Left Leg (34/40 armor remaining)! TAC!
Legion #2 (Player)
- Fires rHeavy PPC at SM1 Tank Destroyer (2 base + 0 range + 3 movement + 3 enemy movement + 2 minimum range - 1 cybernetics = 9): rolled 7, miss!
- Fires AP Gauss Rifle at SM1 Tank Destroyer (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics = 7): rolled 6, miss!
- Fires AP Gauss Rifle at SM1 Tank Destroyer (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics = 7): rolled 4, miss!
- Gains 27 heat, sinks 24!
Legion #3 (Player)
- Torso-twists to threaten hex 1411!
- Fires rHeavy PPC at Highlander IIC (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat + 2 minimum range - 1 cybernetics = 7): rolled 11, hit Rear Left Torso (0/10 armor, 14/19 structure remaining)! Crit!
- - Plasma arcs to Left Arm (19/30 armor remaining)!
- Fires AP Gauss Rifle at Highlander IIC (2 base + 0 range + 2 movement + 1 enemy movement + 1 heat - 1 cybernetics = 5): rolled 7, hit Rear Left Torso (11/19 structure remaining)! Crit!
- Gains 23 heat, sinks 24! Overheating!
Sin #4 (Player)
- Attacks the Osteon Ds legs (3 base + 0 surviving troopers + 2 enemy movement + 1 protected actuators = 6): rolled 10, hit Left Leg (1/36 structure remaining)! Crit!
Legion #5 (Player)
- Holds fire!
- Gains 13 heat, sinks 24! Overheating!
Legion #6 (Player)
- Fires rHeavy PPC at Highlander IIC (2 base + 0 range + 2 movement + 1 enemy movement + 2 minimum range - 1 cybernetics = 6): rolled 8, hit Center Torso (1/40 armor remaining)!
- - Plasma arcs to Left Torso (23/28 armor remaining)!
- Fires AP Gauss Rifle at Highlander IIC (2 base + 0 range + 2 movement + 1 enemy movement - 1 cybernetics = 4): rolled 7, hit Left Leg (0/19 structure remaining)! Leg blown off!
- Fires AP Gauss Rifle at Highlander IIC (2 base + 0 range + 2 movement + 1 enemy movement - 1 cybernetics = 4): rolled 7, hit Left Torso (20/28 armor remaining)!
- Gains 27 heat, sinks 24!
Sin #7 (Player)
- Automatically disengages from Thunderbolt IIC!
Legion #8 (Player)
- Osteon C denies Line of Sight!
- King Cobra denies Line of Sight!
- Fires weapons at Nothing!
- Gains 24 heat, sinks 24! Overheating!
Legion #9 (Player)
- Torso-twists to threaten hex 1311!
- Fires Large R-e Laser at Hellstar (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 4, hit Right Arm (23/32 armor remaining)!
- Fires Large R-e Laser at Hellstar (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 9, hit Left Leg (25/34 armor remaining)!
- Fires Light PPC at Hellstar (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 3, miss!
- Gains 30 heat, sinks 24! Overheating!
Legion #10 (Player)
- Holds fire!
- Gains 5 heat, sinks 24!
Legion #11 (Player)
- Fires Large R-e Laser at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 laser = 6): rolled 10, hit Left Leg (0/36 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (23/40 armor remaining)!
- Gains 15 heat, sinks 24! Overheating!
Legion #12 (Player)
- Primary target already destroyed!
- Gains 2 heat, sinks 24!
Osteon C
- Fires Large Pulse Laser at Legion #5 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 8, hit Rear Center Torso (0/8 armor remaining)!
- Fires Large Pulse Laser at Legion #5 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 8, hit Left Leg (22/32 armor remaining)!
- Gains 25 heat, sinks 22!
Osteon D
- Torso-twists to threaten hex 2320!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 7, miss!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 8, hit Right Leg (24/32 armor remaining)!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 9, hit Center Torso (14/38 armor remaining)!
- Fires Large Pulse Laser at Legion #11 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser = 8): rolled 10, hit Right Arm (0/24 armor remaining)!
- Gains 43 heat, sinks 36!
SM1 Tank Destroyer
- Fires Ultra AC/20 (Ultra) at Legion #2 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 5, miss!
Hellstar 2
- Fires ER PPC at Legion #5 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 11, hit Left Arm (0/24 armor, 9/12 structure remaining)! Crit!
- Fires ER PPC at Legion #5 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 6, hit Center Torso (14/38 armor remaining)!
- Fires ER PPC at Legion #5 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 7, hit Center Torso (2/38 armor remaining)!
- Gains 45 heat, sinks 50!
Thunderbolt IIC #1
- Torso-twists to threaten hex 1411!
- Fires ER PPC at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 9, hit Right Arm (8/24 armor remaining)!
- Fires Medium Pulse Laser at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 10, hit Left Arm (15/24 armor remaining)!
- Fires Medium Pulse Laser at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Center Torso (33/38 armor remaining)!
- Fires Medium Pulse Laser at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Arm (3/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 5, miss!
- Fires AP Gauss Rifle at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Left Arm (13/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, hit Left Arm (11/24 armor remaining)!
- Fires AP Gauss Rifle at Legion #2 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 6, miss!
- Gains 32 heat, sinks 32!
Highlander IIC
- Fires Gauss Rifle at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement + 2 minimum range = 9): rolled 2, miss!
- Fires LRM-20 w/Artemis IV at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement = 7): rolled 7, 12 missiles hit Right Leg (0/32 armor, 14/16 structure remaining (Crit!)), Left Torso (4/16 structure remaining (Crit!)), Left Arm (5/24 armor remaining)!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 6, hit Left Torso (0/16 structure remaining)! Torso destroyed! Engine hit! Engine hit!
- - Damage transfers to Center Torso (25/38 armor remaining)!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Right Leg (7/16 structure remaining)! Crit!
- Fires Medium Pulse Laser at Legion #12 (4 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Center Torso (20/38 armor remaining)!
- Gains 20 heat, sinks 24!
King Cobra
- Torso-twists to threaten hex 1215!
- Fires Gauss Rifle at Legion #5 (4 base + 0 range + 2 movement + 2 enemy movement - 1 targeting computer = 7): rolled 6, miss!
- Fires ER Medium Laser at Legion #5 (4 base + 0 range + 2 movement + 2 enemy movement - 1 targeting computer = 7): rolled 5, miss!
- Gains 8 heat, sinks 32!
End Phase:
Hellstar
- Through-armor critical chance in Left Leg: rolled 4, no critical hits sustained!
Legion #5
- Critical chance in Left Arm: rolled 3, no critical hits sustained!
Legion #12
- Critical chance in Right Leg: rolled 8, 1 critical hit sustained!
- - Left Lower Leg Actuator damaged!
- Must pass a piloting test or fall (3 base + 1 massive damage + 1 actuator damage = 5): rolled 7, succeeds!
Physical Combat Phase:
Legion #2 (Player)
- Kicks SM1 Tank Destroyer (3 base + 3 movement + 3 enemy movement - 2 kick - 1 cybernetics = 6): rolled 10, hit Front (0/34 armor, 0/5 structure remaining)! Vehicle destroyed!
Legion #3 (Player)
- Kicks Thunderbolt IIC (3 base + 2 movement + 1 enemy movement - 2 kick - 1 cybernetics = 3): rolled 5, hit Left Leg (0/28 armor, 0/15 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (0/33 armor remaining)!
Legion #5 (Player)
- Kicks Hellstar (3 base + 3 movement + 0 enemy movement - 2 kick - 1 cybernetics = 3): rolled 11, hit Right Leg (0/40 armor, 14/20 structure remaining)! Crit!
Thunderbolt IIC
- Kicks Legion #12 (5 base + 1 movement + 3 enemy movement - 2 kick = 7): rolled 11, hit Right Leg (0/16 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (26/38 armor remaining)!
Hellstar
- Kicks Legion #5 (4 base + 0 movement + 2 enemy movement - 2 kick = 4): rolled 6, hit Right Leg (6/32 armor remaining)!
End Phase:
Hellstar
- Critical chance in Right Leg: rolled 9, 1 critical hit sustained!
- - Hip actuator damaged!
- Must pass a piloting test or fall (4 base + 1 massive damage + 2 actuator damage + 0 kicked = 7): rolled 11, succeeds!
Legion #5
- Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked - 1 cybernetics = 3): rolled 10, succeeds!
Upper Level
Lower Ground Floor
Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain
PTNs Note: This should make things easier.
Player Status:
OpForce Status:
Special Rules
Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack.
Primary Objectives
- Kill Everyone and Everything (0/1)
Secondary Objectives
- Prevent the Enemy Land Train from Escaping (Complete!)
- Prevent the Society from finishing the Turkina Zs Repairs (Complete!)
- Win before Turn 15 (2 turns remaining)!
Orders Due: Midnight Tuesday!