ARENA ONE

Solaris VII Grand Championship Match Round Two

Initiative Rolls (from winner to loser)
Alexander Mortimus (starting point 29, 1, F4)
Tron (starting point 36, 11, F6)
Paladin (starting point 8, 1, F1)
Vapor (starting point 1, 26, F5)
Raven (starting point 4, 18, F4)
Lone Wolf (starting point 1, 1, F4)
Knight (starting point 14, 24, F6)
Hangfire (starting point 35, 4, F2)
Dark Samurai (starting point 29, 23, F4)
Reaper (starting point 37, 26, F6)
Movement Phase
Reaper
  • 37, 25, F6
  • 36, 24, F6
  • 36, 23, F6
  • 36, 23, F1
  • 35, 23, F1
  • end of movement (RUN of 4 hexes)
Dark Samurai
  • no movement
Hangfire
  • 35, 4, F1
  • 36, 4, F1
  • end of movement (WALK of 1 hex)
Knight
  • 14, 24, F5
  • 15, 23, F5
  • 15, 23, F6
  • end of movement (WALK of 1 hex)
Lone Wolf
  • no movement
Raven
  • no movement
Vapor
  • no movement
Paladin
  • no movement
Tron
  • 35, 10, F6
  • 35, 9, F6
  • 34, 8, F6
  • 34, 7, F6
  • end of movement (RUN of 4 hexes)
Alexander Mortimus
  • 30, 1, F4
  • 31, 1, F4
  • 32, 1, F4
  • end of movement (SPRINT of 3 hexes)
Reaction Phase
Alexander Mortimus
  • torso twist to left (F3)
Tron
  • torso twist to left (F5)
Paladin
  • nothing to report
Vapor
  • nothing to report
Raven
  • switching to Electro-Magnetic Sensors
Lone Wolf
  • nothing to report
Knight
  • torso twist to left (F5)
Hangfire
  • Variable Range Targeting to SHORT RANGE
  • ECM Pod ACTIVATED
Dark Samurai
  • nothing to report
Reaper
  • nothing to report
Weapon Attack Phase
Alexander Mortimus
  • not firing due to Sprinting Movement
Tron
  • firing 2 Large Pulse Lasers, 1 ER PPC, 1 LRM/20, and 1 Ultra AC/20 at double rate at Hangfire
    1. Large Pulse Laser - needs 5+ (2+2+0+2+1-2). Rolls 7. Hits Center Torso for 10 points damage w/ possible critical.
    2. Large Pulse Laser - needs 5+ (2+2+0+2+1-2). Rolls 7. Hits Center Torso for 10 points damage.
    3. ER PPC - needs 7+ (2+2+0+2+1). Rolls 12 (1 Gunnery Skill point). Hits Right Arm for 15.
    4. LRM/20 - needs 7+ (2+2+0+2+1). Rolls 3. Misses.
    5. Ultra AC/20 - needs 7+ (2+2+0+2+1). Rolls 9. Hits. Roll for double rate fire - 4. One hit to Left Arm for 20.
      1. Roll for Possible Critical hit in Center Torso - rolls 9 (one crit). Hits Gyro.
Paladin
  • firing 2 Gauss Rifles and 2 Ultra AC/20's at normal rate of fire at Lone Wolf
    1. Gauss Rifle - needs 2+ (2+0+0+0). Rolls 11. Hits Center Torso for 15.
    2. Gauss Rifle - needs 2+ (2+0+0+0). Rolls 9. Hits Right Leg for 15. Went Internal.
    3. Ultra AC/20 - needs 4+ (2+0+0+2). Rolls 3. Misses.
    4. Ultra AC/20 - needs 4+ (2+0+0+2). Rolls 7. Hits Left Leg for 20. Went Internal.
      1. Roll for Possible Critical hit in Left Leg - rolls 4.
      2. Roll for Possible Critical hit in Right Leg - rolls 7.
Vapor
  • not firing
Raven
  • firing 8 ER Medium Lasers at Knight
    1. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 4.
    2. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 6.
    3. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 4.
    4. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 9. Hits Head for 7. Went Internal.
    5. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 11. Hits Right Leg for 7.
    6. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 10. Hits Center Torso for 7.
    7. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 12 (1 Gunnery Point). Hits Left Torso for 7.
    8. ER Medium Laser - needs 8+ (2+0+0+4+4-2). Rolls 7.
      1. Roll for Possible Critical hit in Head - rolls 10 (two crit). Hits Sensors and Life Support.
        • Knight suffers deafness in Right ear from shrapnel piercing ear. +2 modifier to all rolls due to pain.
Lone Wolf
  • firing 1 ER PPC and 1 Large Pulse Laser at Paladin
    1. ER PPC - needs 4+ (2+0+0+0+2). Rolls 11. Hits Left Torso for 15.
    2. Large Pulse Laser - needs 4+ (2+0+0+2+2-2). Rolls 5. Hits Left Leg for 10.
Knight
  • firing 2 ER Large Lasers at Dark Samurai
    1. ER Large Laser - needs 8+ (2+1+0+2+3). Rolls 9. Hits Left Arm for 8.
    2. ER Large Laser - needs 8+ (2+1+0+2+3). Rolls 8. Hits Right Torso (rear) for 8.
Hangfire
  • firing 2 Gauss Rifles, 2 LRM/15 with Artemis IV, and 2 ER Medium Lasers at Tron
    1. Gauss Rifle - needs 4+ (2+1+1-1+1). Rolls 12 (1 Gunnery Point). Hits Right Torso for 15.
    2. Gauss Rifle - needs 4+ (2+1+1-1+1). Rolls 12 (1 Gunnery Point). Hits Left Torso for 15.
    3. LRM/15 - needs 4+ (2+1+1-1+1). Rolls 9. Hits with 9 missiles. 5 points Right Torso. 4 points Left Torso.
    4. LRM/15 - needs 4+ (2+1+1-1+1). Rolls 4. Hits with 9 missiles. 5 points Left Torso. 4 points Left Arm.
    5. ER Medium Laser - needs 4+ (2+1+1-1+1). Rolls 3.
    6. ER Medium Laser - needs 4+ (2+1+1-1+1). Rolls 11. Hits Center Torso for 7.
Dark Samurai
  • firing 4 ER Medium Lasers, 1 Medium Pulse Laser, 1 Streak SRM/4, and 2 Ultra AC/10's at normal rate at Reaper
    1. ER Medium Laser - needs 4+ (2+0+1+0+2-1). Rolls 9. Hits Center Torso for 7.
    2. ER Medium Laser - needs 4+ (2+0+1+0+2-1). Rolls 2 (1 Gunnery Point).
    3. ER Medium Laser - needs 4+ (2+0+1+0+2-1). Rolls 5. Hits Left Leg for 7.
    4. ER Medium Laser - needs 4+ (2+0+1+0+2-1). Rolls 5. Hits Left Leg for 7.
    5. Medium Pulse Laser - needs 2+ (2+0+1+0+2-1-2). Rolls 7. Hits Left Leg for 7.
    6. Streak SRM/4 - needs 5+ (2+0+1+0+2). Rolls 8. Hits following for 2 points each:
      • Center Torso w/ possible critical
      • Head
        • Reaper permanently loses use of Left Arm (must be amputated). +2 modifier to all rolls due to pain.
      • Right Arm
      • Left Arm
    7. Ultra AC/10 - needs 4+ (2+0+1+0+2-1). Rolls 4. Hits Right Torso for 10.
    8. Ultra AC/10 - needs 4+ (2+0+1+0+2-1). Rolls 4. Hits Left Leg for 10.
      1. Roll for Possible Critical hit in Center Torso - rolls 7.
      2. Roll for Possible Critical hit in Left Leg - rolls 7.
Reaper
  • firing 1 PPC, 2 Machine Guns, and 1 SRM/6 at Dark Samurai
    1. PPC - needs 5+ (2+2+0+1+0). Rolls 7. Hits Right Torso for 10.
    2. Machine Gun - target out of range
    3. Machine Gun - target out of range
    4. SRM/6 - needs 7+ (2+2+0+1+2). Rolls 9. Dark Samurai destroys all 6 with AMS using 8 rounds of ammo.
Physical Attack Phase
no physical attacks due to all ranges.
Heat Phase
Alexander Mortimus
  • no heat increase passed Heat Sink capability
Tron
  • Weapon Heat Generated - 48
  • Movement Heat - 2
  • Total Heat Generated - 50
  • Heat Sinks Functioning - 42
  • Remaining Heat - 8
  • Effects -
    • -1 to Walk Movement Points (now 2)
    • +1 To-Hit Modifier
Paladin
  • no heat increase passed Heat Sink capability
Vapor
  • no heat increase passed Heat Sink capability
Raven
  • Weapon Heat Generated - 40
  • Movement Heat - 0
  • Total Heat Generated - 40
  • Heat Sinks Functioning - 36
  • Remaining Heat - 4
  • Effects -
    • none
Lone Wolf
  • Previous Round Heat Level - 15
  • Weapon Heat Generated - 25
  • Movement Heat - 0
  • Engine Heat due to damage - 10
  • Total Heat Generated - 50
  • Heat Sinks Functioning - 26
  • Remaining Heat - 24
  • Effects -
    • -4 Walk Movement Points (now 1)
    • +4 To-Hit Modifier
    • Avoid Shutdown on 8+. Rolled 5. Shutdown.
Knight
  • Weapon Heat Generated - 24
  • Movement Heat - 1
  • Total Heat Generated - 25
  • Heat Sinks Functioning - 20
  • Remaining Heat - 5
  • Effects -
    • -1 to Walk Movement Points (now 5)
Hangfire
  • no heat increase passed Heat Sink capability
Dark Samurai
  • Weapon Heat Generated - 34
  • Movement Heat - 0
  • Total Heat Generated - 34
  • Heat Sinks Functioning - 26
  • Remaining Heat - 8
  • Effects -
    • -1 to Walk Movement Points (now 2)
    • +1 To-Hit Modifier
Reaper
  • no heat increase passed Heat Sink capability
End Phase
Hangfire
  • Piloting for 20+ damage
    1. Rolls 8.
Lone Wolf
  • Piloting Rolls for Leg Shots
    1. Rolls 7.
    2. Rolls 7.
  • Roll for 20+ damage
    1. Rolls 6.
Knight
  • Piloting Rolls for Leg Shots
    1. Rolls 2. Fails. Falls 1 Hexside Left. 5 points damage to the Left Leg.
  • Avoiding Damage to pilot from fall - Rolls 4.
  • Consciousness Roll for Head Shot - rolls 9.
Paladin
  • Piloting Rolls for Leg Shots
    1. Rolls 7.
  • Piloting Rolls for 20+ damage.
    1. Rolls 7.
Tron
  • Piloting Rolls for 20+ damage.
    1. Rolls 11.
Reaper
  • Piloting Rolls for Leg Shots
    1. Rolls 7.
    2. Rolls 5.
    3. Rolls 5.
    4. Rolls 7.
  • Piloting Rolls for 20+ damage.
    1. Rolls 12 (1 Piloting Skill Point).
  • Consciousness for Head Shot
      Rolls 8.

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