SRM 6 at Striker Light Tank (Standard) #3 (Roaming Bandits); needs 2, rolls 11 : - Direct Blow - 6 inferno missile(s) hit (using Right Side table) (w/ +6 bonus). Critical hit on RS. Roll is (3-2) = 1; no effect. Critical hit on FR. Roll is (2-2) = 0; no effect. Critical hit on RS. Roll is (10-2) = 8; Crew stunned for 11 turns. Critical hit on RS. Roll is (5-2) = 3; no effect. Critical hit on TU. Roll is (10-2) = 8; Ammunition Hit! *** SRM 6 Ammo EXPLODES! 156 DAMAGE! *** *** SRM 6 Ammo EXPLODES! 180 DAMAGE! *** *** LRM 10 Ammo EXPLODES! 100 DAMAGE! *** Striker Light Tank (Standard) #3 (Roaming Bandits) takes 436 damage to TU. SECTION DESTROYED, *** Striker Light Tank (Standard) #3 (Roaming Bandits) DESTROYED by damage! *** Critical hit on TU. Roll is 8; Turret blown off! Ammo explosion damages nearby units. Start Secondary Damage Report. Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) is hit for 21 damage! Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) takes 5 damage to RS. Armor destroyed, 1 Internal Structure remaining Critical hit on RS. Roll is 7; Crew stunned for 1 turns. Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) takes 5 damage to FR. 18 Armor remaining. Chance for motive system damage. Roll is 5; (w/ +1 bonus) no effect. Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) takes 5 damage to RS. SECTION DESTROYED, *** Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) DESTROYED by damage! *** Critical hit on RS. Roll is 6; Crew stunned for 2 turns. Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) takes 5 damage to RS. Recovery-Transport Vehicle (RTV) #2 (Bandit Convoy) takes 1 damage to RS. Striker Light Tank (Standard) #4 fails to take shelter from the blast! Striker Light Tank (Standard) #4 (Roaming Bandits) is hit for 21 damage! Striker Light Tank (Standard) #4 (Roaming Bandits) takes 5 damage to RS. 15 Armor remaining. Striker Light Tank (Standard) #4 (Roaming Bandits) takes 5 damage to TU. 17 Armor remaining. Striker Light Tank (Standard) #4 (Roaming Bandits) takes 5 damage to RS. 10 Armor remaining. Striker Light Tank (Standard) #4 (Roaming Bandits) takes 5 damage to RS. 5 Armor remaining. Striker Light Tank (Standard) #4 (Roaming Bandits) takes 1 damage to RS. 4 Armor remaining. Chance for motive system damage. Roll is 3; (w/ +1 bonus) no effect. Striker Light Tank (Standard) #6 (Roaming Bandits) is hit for 21 damage! Striker Light Tank (Standard) #6 (Roaming Bandits) takes 5 damage to RS. Armor destroyed, 2 Internal Structure remaining Critical hit on RS. Roll is 9; Engine destroyed. Immobile. Striker Light Tank (Standard) #6 (Roaming Bandits) takes 5 damage to RS. SECTION DESTROYED, *** Striker Light Tank (Standard) #6 (Roaming Bandits) DESTROYED by damage! *** Critical hit on RS. Roll is 9; Fuel Tank Hit (Vehicle Explodes). Striker Light Tank (Standard) #6 (Roaming Bandits) takes 5 damage to RS. Striker Light Tank (Standard) #6 (Roaming Bandits) takes 5 damage to RS. Chance for motive system damage. Roll is 3; (w/ +1 bonus) no effect. Striker Light Tank (Standard) #6 (Roaming Bandits) takes 1 damage to FR. 2 Armor remaining. Chance for motive system damage. Roll is 12; (w/ +1 bonus) Major damage, vehicle immobile. Riposte LAV #4 (Roaming Bandits) is hit for 43 damage! Riposte LAV #4 (Roaming Bandits) takes 5 damage to FR. 29 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to FR. 24 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to TU. 15 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to LS. 15 Armor remaining. Chance for motive system damage. Roll is 13; (w/ +1 bonus) Major damage, vehicle immobile. Riposte LAV #4 (Roaming Bandits) takes 5 damage to TU. 10 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to FR. 19 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to FR. 14 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 5 damage to FR. 9 Armor remaining. Riposte LAV #4 (Roaming Bandits) takes 3 damage to LS. 12 Armor remaining. Chance for motive system damage. Roll is 4; (w/ +1 bonus) no effect. End Secondary Damage Report. Critical hit on RS. Roll is (7-2) = 5; no effect.
We have the option to run another mission this turn, with the same lance boosts from the one we just finished. Do you folks want to do another this week?
So has there been any more discussion about our 2nd drop? Do we need to do any further rolls? What days/nights can Trump Cards and OpFor match up this week?
Yes we need more rolls. My understanding from Magnus is that we only get the support for the second mission that lived from the first... I should be good any night except Tuesday
All "Lance Event" rolls are applied for the duration of the "Turn", not for the mission. In other words, they are applied once. The extra XP option for Leadership gives you +3 XP whether you decide to do 2 missions or one. Likewise, damage inflicted from negative Astech rolls is also only applied once. Therefor, the Scout and Heavy support you received for this turn only takes effect once. Whatever survives the first drop can take part in the second drop (they are fully repaired and rearmed between missions). This is to partially prevent players from using the support forces as bulletsponges for the first mission. In other words, if you want to run two missions in one turn, having your support survive the first encounter will make the second mission easier as well; lose all your suppor tin the first mission and you lose that BV advantage for the second mission. This doesn't make the second mission impossible, but it will make it harder.... but remember you are effectively doubling your rewards for that turn by doing the second mission so it is still worth reasonable risk. For your lance, you WILL get full ammo restored. Also, if we succeed in securing the outpost we WILL get much more efficient repairs next turn. Alpha is pushing a second mission too. I believe the outpost will reduce repair target rolls by 3 (if you needed a 9 before, now you only need a 6) so that will be pretty significant.
So in that case whwat reinforcements did we have remaining after last mission? A single LRM Hetzer? And do we re-roll the mission type? EG Will we be intercepting another convoy or does the mission type change?
So can we re-roll mission type and decide whether we want to accept or not? Or if we re-roll does that mean we auto-accept whatever the result is?