MH34

Open Engagement
Part II

For questions: email jimmylogan0916@gmail.com

I use the rules as printed in CWC2.5 except where superseded by UACFH.
I also use clarifications per Eric Freeman in the

CWRQ & ODQ.

Rules For This Event

MH34 map image

Click on the image above for a larger view. 

Counter
Driver
Walkaround
Notes
John's car
John Christensen
Mo Betta Jetta
Mid-Sized, Sloped & Streamlined,
Spoiler & Airdam, 4 Tires,
Hubs Front and Back, Guards Back,
Laser in Turret, FOJ Back, Electric PP,
Driver Only - Hiddon
 xls
Gate 3
Full Killed self -40
       
Richard's car
Richard Solomon
 Northern Fury
Luxury, Ramplate, 4 Tires, Hubs Front and Back,
HD Ice Dropper Corner Mounted both Front Corners,
Spike Dropper Left & Right, 3 LMG's Back,
2 Dischargers Left & Right,
Discharger Underbody and Back, Electric PP,
Driver Only - Darth Spanky
 xls
Gate 2
5 mph - hc 1
Mob Killed by Jeff -20
Full Kill Jeff +40
       
Jeff's car
Jeff Dodge
 Cheese Maker
Compact, Sloped, Spoiler & Airdam, 4 Tires,
Hubs Front, Guards Back, 2 HMG's Left,
2 Dischargers Left & Right, Discharger Top & Back,
ICE, Driver Only
  xls
Gate 8
10 mph - hc -6
Full Kill David +40
Mob Kill Curt +20
Mob Kill Richard +20
Full Killed by Richard -40
Fred's car
Fred McDonald Poniard
Sedan, Sloped & Streamlined, 4 Tires, Hubs Front,
Guards Back, VMG Turret, Left & Right,
Discharger Back, Electric PP, Driver Only
xls
Gate 7
Full Killed by Eric -40
David's car
David Noal Compact, Sloped, Ramplate, Spoiler & Airdam, 4 Tires,
ATG Front, ICE, Driver Only
xls
Gate 6
Full Killed by Jeff -40
Eric's car
Eric Freeman Gatling 25
Sedan, Ramplate, Spoiler & Airdam, 4 Tires,
Hubs Front, Guards Back, 2 VMG's Right,
Discharger Front & Back,
2 Dischargers Top, Left & Right, ICE, Driver Only
xls
Gate 5
Full Kill Billy +40
Full Killed by Curt -40
Full Kill Fred +40
Billy's car
Billy Harasymow Family Man Falling Down
Station Wagon, 4 Tires, Hubs Front, Guards Back,
2 ATG's Front,
Discharger Left, Right, Underbody and Back,
Electric PP, Driver Only - Suvius Van
xls
Gate 1
Full Kill by Eric -40 
Curt's car
Curt Lindmark Predator
Luxury, Sloped, Ramplate, Spoiler & Airdam, 4 Tires,
Hubs Front & Back Left, Guards Back, 2 VMG's Left,
Junk Dropper Front, Discarger Left & Back,
Electric PP, Driver & Gunner
xls
Gate 4
Full Kill Eric +40
Mob killed by Jeff -20

The event ends with a two way tie - Jeff and Eric each have 40 points.
Thanks for playing!

Turn 30 Phase 1
Combat
Richard fires at Curt, needing a 7. The first and second miss with a 6 & 5. The last hits with a 12 for 2 points of damage (all stopped by metal).

Turn 29 Phase 1
Combat
Richard fires at Curt, needing a 7. The first hits with a 7 for 2 points of damage (all stopped by metal). The second hits on a 9 for 1 point. The last hits on a 12 for 1 point. Neither of these penetrate the metal.

Turn 28 Phase 1
Combat
Richard fires at Curt, needing a 7. The first hits with a 10 for 5 points of damage. 2 points goes past the metal to destroy the plastic. 1 point passes through the right side. The other two miss with a 5 & 6.

Turn 27 Phase 1
Combat
Richard fires at Curt, needing a 7. The first hits with a 9 for 3 points of damage. 1 point goes past the metal to reduce the plastic to 2. The other two miss with a 5 & 2.

Turn 26 Phase 1
Combat
Richard fires at Curt, needing an 8. He misses with a 7, 7 & 6.

Turn 25 Phase 1
Combat
Richard fires all three LMG's at Curt. He needs a 9 to hit and manages to connect with the first one on a 10 for 2 points of damage. The metal absorbs it all. The others miss on a 7 and a 3.
Curt makes no reply - no action.

Turn 24 Phase 2
Combat
Jeff and Richard both fire at the same time. Since the results affected Jeff's tires, I randomly chose which firing would "happen" first - Jeff.
Jeff needed a 6 to hit Richard with his final shot from his HMG's. He connects with the first by rolling an 8 for 6 points of damage, scoring a Mobility Kill on Richard. The resulting obstacle takes his back left tire down to 2 DP.
Richard also needs a 6 to hit Jeff and fires all three LMG's. The first misses with a 4; the 2nd misses with a 5; the third connects with a 10 for 3 points of damage, taking the wheel. Jeff comes to a stop.

Combat
Curt fires at Jeff. He needs a 6 and rolls a 7, hitting for 6 points. 1 point goes past the metal to take away 1 point of plastic.

Jeff makes a D3 drift right. He needs a 2 to keep control and rolls a 4.
Richard moves straight 1/2", hitting the wall and coming to a stop with no damage.

Turn 24 Phase 1
Richard acclerates to 5.
Jeff accelerates to 10.

Combat
Richard fires at Jeff, needing a 6. He hits on a 9 for 5 points of damage, taking the front left wheel. Rest of rolls are ignored and an obstacle is dropped.

Turn 23 Phase 2
Richard stops.

Combat
Curt needs a 6 to hit Jeff. He misses with a 5.

Jeff fishtails 30 deg CCW then skids 1", taking 2 points to each tire and coming to a stop.
Richard moves straight 1/4" then pivots to the left.

Turn 23 Phase 1
Jeff maintains 20.
Richard maintains 5.

Turn 22 Phase 3
Jeff moves straight, hitting ice. He drops to -4, maintaining control. He hits the spikes, taking 6 1 1 1 damage, losing the front left tire. He drops to -6, needing a 3 to keep control. He loses control on a 2 and rolls for a 30 deg fishtail CCW then a severe skid. He hits the obstacle, losing the front right tire. The obstacle causes him to lose control, but it's the same roll as before, so it is ignored. The loss of tire does not cause him to lose control (rolled a 3 - safe).

Turn 22 Phase 2
Jeff slows to 20.

Combat
Richard fires at Jeff. He needs a 10 and misses with a 9, 9 and 8.
Curt needs an 8 to hit Jeff and misses with a 4.

Jeff skids 1/2" & slows to 25, then moves straight 1/2".
Richard moves straight 1/4" then pivots to the right.

Turn 22 Phase 1
Jeff maintains 30.
Richard maintains 5.

Combat
The Paint disolves.

Turn 21 Phase 5
Jeff makes a D3 left bend. He needs a 4 to keep control & rolls a 3. He rolls for a 1/2" skid.

Turn 21 Phase 3
Richard slows to 5.
Jeff makes a D3 left bend.

Turn 21 Phase 2
Jeff slows to 30.

Combat
Jeff fires at Richard. He needs an 8. The first misses with a 6. The 2nd hits with an 8 for 6 points, taking away the rest of the hub...
Richard triggers a paint discharger on the left. He needs a 2 to keep control and rolls a 4.
Curt fires at Jeff. He needs an 11, missing on a 5 & 7.

Jeff makes a D3 bend left.
Richard makes a D5 bend left on ice, needing a 2 to keep control. He rolls a 2.
Jeff moves straight.

Turn 21 Phase 1
Jeff maintains 60.
Richard maintains 10.

Turn 20 Phase 5
Jeff makes a D1 left bend.

Turn 20 Phase 4
Jeff makes a D1 left.

Turn 20 Phase 3
Jeff makes a D1 bend left.

Combat
Richard fires at Curt. He needs a 9 and misses with a 5, 8 & 8.

Turn 20 Phase 2
Richard accelerates to 10.
Jeff makes a D3 left bend.

Combat
Jeff fires both HMG's at Richard. He needs a 7 to hit the front left wheel. The first misses with a 3. The other hits on a 7 for 3 points to the hub.

Jeff makes a D1 left bend.
Richard moves straight 1/4" then pivots left.
Jeff moves straight.

Turn 20 Phase 1
Jeff maintains 60.
Richard maintains 5.

Turn 19 Phase 5
Jeff moves straight.

Turn 19 Phase 4
Jeff makes a D2 left bend, needing a 2 to keep control. He rolls a 3.

Combat
Richard fires all three LMG's at Jeff. He needs a 12 to hit and misses with a 9, 7, 9.

Turn 19 Phase 3
Jeff moves straight, conforming to the wall.

Turn 19 Phase 2
Jeff makes a D1 left bend, sideswiping the wall. He loses a point of metal and both dischargers on the Right.

Combat
Jeff needs a 7 to hit. He misses with a 6 and a 4.

Jeff moves straight.
Richard moves straight 1/4" & pivots. He takes no Spike damage.
Jeff moves straight.

Turn 19 Phase 1
Jeff slows to 60.
Richard accelerates to 5.

Combat
Jeff needs a 6 to hit Richard's front right tire. The first HMG hits on an 8 for 6 points, removing the wheel. The other misses.
Richard fires both HD Ice Droppers, both Spike Droppers and all three Ice Dischargers.

Turn 18 Phase 5
Richard stops.
Jeff moves straight.

Turn 18 Phase 4
Jeff moves straight.

Turn 18 Phase 3
Jeff accelerates to 70.
Jeff moves straight 2".

Turn 18 Phase 2
Jeff makes a D3 left bend.

Jeff moves straight.
Richard moves straight 1/4" and pivots.
Jeff moves straight.

Turn 18 Phase 1
Jeff maintains 60.
Richard maintains 5.

Combat
Jeff fires both HMG's at Richard. He needs a 9 and misses with a 7 and a 3.
Paint disappears.

Turn 17 Phase 5
Jeff moves straight.

Turn 17 Phase 4
Jeff moves straight.

Turn 17 Phase 3
Jeff makes a D3 left bend.

Turn 17 Phase 2
Jeff makes a D3 left bend.

Jeff makes a D2 right bend.
Richard moves straight 1/4" and pivots due West.
Jeff moves straight.

Turn 17 Phase 1
Jeff maintains 60.
Richard slows to 5.

Combat
Richard triggers a right paint discharger.

Turn 16 Phase 5
Jeff moves straight.

Turn 16 Phase 4
Jeff moves straight.

Turn 16 Phase 3
Jeff & Richard move straight.

Turn 16 Phase 2
Jeff makes a D1 left bend.

Combat
Jeff fires at Richard again, needing a 10 this time. He misses with a 5 and a 7.
Curt fires at Jeff. He needs a 10 and misses with a 2.
David fires at Curt. He needs a 7 and misses on a 6. This was his last shot, so he becomes a full kill to Jeff.

Jeff moves straight.
Richard makes a D3 drift right.
Jeff moves straight.

Turn 16 Phase 1
Jeff maintains 60.
Richard slows to 20.

Combat
Jeff fires at Richard. He needs an 8 to hit the back right tire. He rolls a 9 and damages the hub with 4 hits. The other hits on an 8 - hub is destroyed with 7 points of damage. 1 point goes to the tire.
Richard triggers his back Stickyfoam Discharger

Turn 15 Phase 5
Jeff makes a D1 left bend.
Richard moves straight.

Turn 15 Phase 4
Jeff & Richard each make a D2 left bend.

Turn 15 Phase 3
Jeff makes a D3 left bend.
Richard moves straight.

Combat
Curt fires at Jeff, needing a 10 to hit. He hits on an 11 for 6 points - not enough to penetrate the metal armor.

Turn 15 Phase 2
Jeff makes a D2 left bend.
Richard moves straight.

Combat
David fires at Curt. He needs a 7 and misses with a 6.

Turn 15 Phase 1
Richard slows to 50.
Jeff maintains 60.

Jeff & Richard move straight.
Jeff makesa D3 left bend.

Turn 14 Phase 5
Richard & Jeff move straight.

Turn 14 Phase 4
Richard & Jeff move straight.

Turn 14 Phase 3
Richard makes a D2 right bend.
Jeff makes a D1 left bend.

Turn 14 Phase 2
Richard & Jeff move straight.

Combat
Curt fires at Jeff, needing a 12 to hit. He misses with a 7.
David fires at David. He needs a 7 and misses with a 4.

Turn 14 Phase 1
Richard and Jeff maintain 60.
Richard and Jeff each make a D2 right bend.
Richard and Jeff each move straight.

Turn 13 Phase 5
Richard moves straight.
Jeff makes a D1 right bend.

Turn 13 Phase 4
Richard makes a D3 right bend.
Jeff makes a D2 right bend.

Turn 13 Phase 3
Richard moves straight.
Jeff makes a D2 right bend.

Turn 13 Phase 2
Richard moves straight.
Jeff makes a D3 right bend.

Combat
David fires at Curt. He needs a 6 to hit and misses on a 4.

Turn 13 Phase 1
Jeff maintains 60.
Richard accelerates to 60.
Richard moves straight.
Jeff makes a D3 right bend.
Richard makes a D1 right bend.
Jeff moves straight.

Turn 12 Phase 5
Richard accelerates to 55.
Jeff & Richard move straight.

Turn 12 Phase 4
Jeff & Richard make a D3 right bend.

Turn 12 Phase 3
Jeff makes a D3 right bend.
Richard moves straight.

Combat
Jeff fires both HMG's at Richard. He needs a 6 to hit. First hit on an 8 for 5 points and the other hit on a 12 for 8 points. Debris is dropped.

Turn 12 Phase 2
Jeff & Richard move straight.

Combat
David needs a 7 to hit Curt. He misses with a 4.

Jeff & Richard move straight.
Jeff's makes a D1 right bend.

Turn 12 Phase 1
Jeff maintains 60.
Richard maintains 50.

End of Turn
David fails to catch fire.

Combat
Curt needs a 10 to hit Jeff and misses with a 3.

Turn 11 Phase 5
Jeff makes a D1 right bend.
Richard moves straight.

Turn 11 Phase 4
Jeff & Richard move straight.

Turn 11 Phase 3
Jeff & Richard move straight.

Turn 11 Phase 2
Jeff slows to 60.
Jeff & Richard move straight.

Combat
Jeff fires both HMG's at David. He needs a 3. The first hits on a 10 for 8 points of damage. The ICE is destroyed along with both the top and underbody armor. The other HMG hits on a 7 for 1 point of damage to the driver's BA.
David fires his AT at Curt. He needs a 7 to hit, connecting with an 11 for 16 points of damage. There's still 2 points of metal and 3 points of plastic armor remaining and debris is dropped.

Jeff makes a D1 left bend.
Richard & Jeff move straight.

Turn 11 Phase 1
Jeff maintains 85.
Richard accelerates to 50.

Turn 10 Phase 5
Richard triggers Ice & Spikes

Turn 10 Phase 4
Curt comes to a stop.
Jeff makes a D3 left bend.
Richard moves straight 1/2".

Turn 10 Phase 3
Jeff makes a D3 bend left.
Richard moves straight.
Curt skids 1", taking 2 points to each tire and slowing to 5.
Jeff moves straight.

Turn 10 Phase 2
Jeff & Richard move straight.
Jeff moves straight 1/2"

Combat
Jeff fires at David. He needs a 5 to hit. The first HMG hits on a 7 for 5 points of damage to David's Underbody. The other hits on a 7 for 1 more point.
David needs an 8 to hit Curt. He misses with a 3.

Jeff & Richard move straight.
Curt makes a D6 left bend, dropping to -6 HC. He needs a 4 to keep control and rolls a 3. He then rolls for a severe skid.
Jeff moves straight.

Turn 10 Phase 1
Jeff maintains 85.
Richard accelerates to 45.
Curt makes no reply, maintaining 25.

Turn 9 Phase 5
Jeff makes a D2 bend left.
Richard moves straight.
Curt moves straight 1/2".
Jeff moves straight.

Turn 9 Phase 4
Curt slows to 25.
Jeff makes a D3 bend left.

Combat
Curt fires his remaining VMG at Jeff. He needs a 12 and misses with an 11.

Turn 9 Phase 3
Jeff makes no reply, moving straight.
Richard, Curt & Jeff move straight.

Combat
Jeff fires both HMG's at Curt. He needs a 9 to hit the back left wheel. He misses on the first with a 7 but hits on the other with a 10 for 1 point of damage to Curt's guard.

Turn 9 Phase 2
Jeff makes a D2 left bend.
Richard makes a D3 drift left. He needs a 2 to keep control and rolls a 4.
Jeff moves straight 1/2".

Combat
David fires at Curt. He needs a 9 to hit and misses with an 8.

Jeff and Richard each make a D2 right bend.
Curt makes a D6 right.
Jeff moves straight.

Turn 9 Phase 1
Jeff maintains 85.
Richard accelerates to 40.
Curt maintains 30.

End of Turn
Curt fails to catch fire.

Combat
David fire his ATG at Curt. He needs a 10 to hit and misses on an 8.

Turn 8 Phase 5
Jeff makes a D3 drift left, sideswiping Curt. Jeff's dischargers are destroyed and he loses 1 point of metal. Curt takes 2 points of damage: 1 to the CA around the crew and another to the left armor. Curt loses control in the collision, but not from the obstacle. He does, however, take 3 points of damage to each left tire.
Richard makes a D4 right bend.
Curt fishtails 15 deg CW, then moves straight.
Jeff moves straight.

Combat
Jeff fires at Curt. He needs a 3 to hit. The first HMG hits with an 8 for 3 points of damage. Curt's CA around his crew is hit and reduced to 3. The other HMG hits on an 8 as well for 7 points of damage. This destroys the PP and one of the VMG's, causing a Mobility Kill on Curt.
Debris is dropped which damages Jeff's tires: 3 1 2 2
Curt keeps control on a 5 (needs a 4)

Turn 8 Phase 4
Jeff moves straight.

Turn 8 Phase 3
Jeff makes a D1 left bend.
Richard moves straight.
Curt makes no reply, moving straight.
Jeff moves straight.

Combat
Richard fires Ice & Spikes.

Turn 8 Phase 2
Curt accelerates to 30.
Jeff accelerates to 85.
Jeff makes a D3 left bend.
Richard moves straight 1/2".

Combat
J7 burns out, leaving smoke.

Jeff & Richard move straight.
Curt fishtails 15 deg CW then makes a D4 left bend. He needs a 3 to keep control & rolls a 4.
Jeff moves straight.

Turn 8 Phase 1
Jeff maintains 75.
Richard accelerates to 35.
Curt maintains 20

Combat
Jeff fires at Curt's back. The HMG's need a 5 to hit. He hits on a 6 for 7 points of damage with the first & misses with the other. Curt needs a 3 ar -6 to keep control, rolling a 1. He will fishtail 15 deg CW next movement.
J6 burns away, leaving smoke.

Turn 7 Phase 5
Jeff & Richard move straight.

Combat
J5 burns away, leaving smoke.

Turn 7 Phase 4
Jeff moves straight.

Combat
J4 burns away, leaving smoke.

Turn 7 Phase 3
Jeff & Richard move straight.
Curt makes a D2 left bend. He needs a 2 to keep control and rolls a 2.
Jeff makes a D3 left bend.

Combat
J3 burns away, leaving smoke.

Turn 7 Phase 2
Jeff moves straight.

Combat
J2 burns away, leaving smoke.

Jeff moves straight.
Richard makes a D3 drift right.
Curt makes a D6 left bend, conforming Billy. No damage.
Jeff - D2 bend left.

Turn 7 Phase 1
Jeff maintains 70.
Richard accelerates to 30.
Curt accelerates to 20.

Turn 6 Phase 5
Jeff moves straight.
Richard moves straight 1/2".

Combat
J1 burns out, leaving smoke.

Turn 6 Phase 4
Jeff makes a D1 bend left.

Turn 6 Phase 3
Jeff, Richard & Jeff move straight.

Turn 6 Phase 2
Jeff moves straight.

Combat
Jeff fires both HMG's at Curt's tire, missing with each.

Jeff moves straight.
Richard makes a D2 left bend.
Curt makes a D4 right bend.
Jeff moves straight.

Turn 6 Phase 1
Jeff accelerates to 70.
Richard accelerates to 25.
Curt accelerates to 10.

End of Turn
Fred continues to burn. His Driver is knocked unconscious and he's now a full kill to Eric.

Combat
The flame cloud burns out.

Turn 5 Phase 5
Eric continues to vault, slamming into the bunker at 80 mph, hitting with his top. His driver is knocked unconsious. He's a full kill for Curt, so I stopped rolling at this point.
Jeff moves straight.

Turn 5 Phase 4
Eric continues to vault.
Jeff moves straight.
Curt skids into the wall, taking 24 points of damage. 9 goes through (5 to PP & 4 to CA around Crew). He rolls an 8 to avoid concussion, but loses control in the collision. He finishes his movement conforming to the wall.

Combat
Richard drops ice & spikes.

Turn 5 Phase 3
Curt accelerates to 80.
Eric & Curt move at the same time. Eric makes a D3 left while Curt loses control making a D6 left. They sideswipe each other, triggering Curt's BT on the left. He drops Ice. Eric keeps control on the ice. They each take 9 points of damage. Eric has 2 points that go internal to the CA around the crew and the tank. Curt loses 3 points of metal, dropping an obstacle. Curt maintains control while Eric hits the obstacle on ice for 1 point to his back right tire and loses control.
Jeff moves straight.
Fred is AWOL and moves straight. I rolled randomly to see if he hits the wall in a sideswipe or head on. He hits the wall head on and comes to a stop after a partial spin.
David slides into the wall, taking 6 points to his top armor and stopping on his right side. He's a mob kill for Jeff.
Richard makes a D1 drift left.
Eric turns CW and vaults into the air.
Curt skids 1". He takes 2 points to each tire and slows to 60.
Jeff moves straight 1/2".

Turn 5 Phase 2
Fred makes no reply, maintaining 50.
Jeff accelerates to 65.
Eric makes a D1 right bend.
Curt makes a D6 left bend.
Jeff makesa D2 left bend, needing a 3 to keep control. He rolls a 5.
Fred makes no reply, moving straight and going AWOL.
David fishtails 15 deg CCW then rolls onto his right side, taking 2 points of damage.

Combat
Eric fires at Billy's back left tire, needing a 9 to hit. The first VMG hits on a 10 for 9 points of damage. This destroys the guard and takes away 1 DP from the tire. The other VMG hits on an 11 for 7 points, causing the wheel to be lost. Billy is a full kill and comes to a stop.
Jeff fires at David. He nees a 4 to hit. The first HMG hits on a 7 for 6 points of damage. The other HMG his on a 5 for 4 more points of damage. Debris is dropped and David loses control. He will fishtail then roll next movement.

Eric & Curt move straight.
Fred makes no reply, moving straight.
Jeff, David, Billy & Richard move straight.
Eric makes a D1 bend right.
Curt makes a D2 bend left.

Turn 5 Phase 1
Eric maintains 80.
Curt maintains 70 and takes a point of damage to his PP.
Fred & Jeff maintain 50.
David maintains 45.
Billy maintains 20.
Richard accelerates to 20.

End of Turn
Fred catches fire from Eric's burn mods. Having no fire extinguisher, he takes 1 point to everything, including his driver. He takes a D1 hazard requiring a control roll. He fails to roll a 5 (rolled a 3) & will fishtail 30 deg CW on his next movement.

Combat
Eric fires both VMG's at Billy. He needs an 11 to hit. He misses with a 7 and a 10.

Turn 4 Phase 5
Eric makes a D1 right bend.
Curt & Fred move straight.
Jeff makes a D2 left bend. He needs a 5 to keep control and rolls a 6.
David & Eric move straight

Combat
David fires his ATG at Curt. He needs a 12 and misses with a 7.
Billy fires both ATG's at Eric. He needs an 8 and misses with a 7 on each.

Turn 4 Phase 4
Eric accelerates to 80.
Billy slows to 20.
Eric, Curt & Fred move straight.
Jeff makes a D2 left bend.
David moves straight 1/2".

Combat
Richard drops more ice and spikes.

Turn 4 Phase 3
Curt moves straight.
Eric makes a D1 drift right.
Fred, Jeff & David move straight.
Billy makes a D2 right bend.
Richard moves straight 1/2".
Curt moves straight.
Eric moves straight 1/2".

Turn 4 Phase 2
Richard accelerates to 15
Curt moves straight.
Eric makes a D3 right bend.
Fred makes a D3 left bend. He rolls the required 5 to keep control.
Jeff makes a "less than" D3 left bend and also rolls a 5. David is conformed.
David skids 1/4" then moves straight 3/4".

Combat
Jeff fires both HMG's at David again. He needs a 6 to hit. The first misses on a 5 and the other misses with a 4.

Curt makes no reply, moving straight.
Eric makes a D1 right bend.
David fishtails 15 deg CCW & then skids 3/4". He takes 1 point to each tire, then moves straight 1/4".
Fred fishtails 30 deg CW then attempts a D2 left bend. He loses control and rolls for a spinout. He sideswipes the closed gate, taking no damage.
Jeff makes a D4 bend left, conforming David.
Billy moves straight.
Richard skids 1/4" then moves straight 3/4"
Curt makes a "less than" D2 bend right.

Turn 4 Phase 1
Curt makes no reply, maintaining 70 (no dmage to PP).
Eric maintains 65.
David maintains 55.
Fred maintains 50.
Jeff accelerates to 50.
Billy maintan 30(m).
Richard maintains 10.

I need movement from:
Curt
David
Fred (30 deg CW fishtail firest0
Jeff.
Billy.

HC Recovery
Curt   5 (max 4/5)
Eric       1   
David   -5 
Fred      -2
Jeff        1 
Billy        -2 + 1 = -1 (max 0)
Richard    -2 + 4 = 4 (max 4)

Chance of fire - David - 5, not on fire
Fred - 5 3, not on fire

Combat
Jeff fires his HMG's at David. He needs a 4. First one hit on a 7 for 5 points of damage. It went to his ICE, casusing a roll on the Critical Table.
The other HMG hits on a 10 for 2. This damage goes to the fuel tank.
David loses control - he roll for a 15 deg CW fishtain & a re-roll, this time coming up with a moderate skid.
Eric's FO & Flame Cloud ignite - Fred takes 0 0 3 1 damage to tires & 2 to the Underbody. He loses control, rolling for a 15 deg fishtail & a moderate skid. He takes a 3/2 burn mod.
The FLame Cloud hits the front for 4 (2 stopped by metal), Right for 1 (stopped by metal), Top takes 4. 3 is stopped by metal. The tires take 0 2 5 1 & another burn mod (3/1). He loses control agan, this time rolling for a CW spinout.

Turn 3 Phase 5
Curt makes a D1 right bend.
Eric can't fishtail as he's being conformed by Fred. He makes a D1 right bend.
David moves straight.
Fred's spinout is interrupted by the wall. He effectively fishtails into the wall, losing a point of metal on the right and losing control again (sideswipe on ice). He finishes the movement by sliding along the wall. He is NOT spinning out at this point but will fishtail 30 deg CW next phase.
Jeff makes a D1 right bend, conforming Dave.
Billy moves striaght.

Combat
Eric triggers a top mounted FCD, dropping a non-sticking paint cloud.

Turn 3 Phase 4
Curt makes a D1 left bend.
Eric makes a "less than" D3 bend right.
David skids 1/2" & slows to 55. He can't conform Jeff, so he pivots, then moves straight 1/2".
Fred makes a D1 drift right, sideswiping Eric. Eric's BT drops Oil and Ice. Fred makes the roll for hitting the Ice, then loses control from the collision. Damage roll is 6 so Fred loses 2 points of metal. The resulting obstacle does 2 points damage to Eric's back right tire. Eric rolls for a 30 deg CW fishtail and Fred is now in a spinout.

Turn 3 Phase 3
David skids 1", slowing to 60 and taking 2 points to each tire.
Curt makes a D5 left bend.
Jeff moves straight, T-Boning David. They each take 27 points of damage. Jeff's metal armor stops 15 of it and is reduced to 2. His plastic is reduced to 1 point. He drops an obstacle.
David loses all his left armor. 2 points go through (1 to the ICE and the other to the Driver - BA doesn't help in collision damage). He also drops an obstacle and is conformed.
Jeff hit's David's obstacle, taking tire damage - 0 3 1 1
Eric makes a D1 right bend.
Fred makes a D3 drift right.
Billy makes a D2 bend left.
Curt moves straight.
Eric moves straight 1/2".

Combat
Curt's Gunner fires at David's back right tire. He needs an 8 to hit. The first VMG hits on an 8 for 6 points. The other misses on a 6.
David fails the control roll, but his crash table result is ignored as it is lower than severe skid.
Jeff and Fred each make no reply.

Turn 3 Phase 2
David accelerates to 80.
David makes a D2 left, losing control. He rolls for a severe skid.
Curt makes a D1 right bend.
Jeff makes a D2 left bend.
Eric & Fred move straight.

Combat
David tries to take aim at Jeff, but Jeff is out of arc.
John turns off his FOJ.
Richard turns off his ice & spikes.
J7 ignites.

Curt moves straight.
Jeff makes a D1 left bend.
Eric, David & Fred move straight.
Billy skids 1/4" then moves straight 3/4".
John slides into the wall with his top taking 1 point of damage. He comes to a stop on his left side, becoming a self mobility kill.
Richard skids 3/4", slowing to 10 and taking 1 point to each tire. He also takes damage from the spikes: 4 5 1 1. He moves straight 1/4".
Curt makes a D1 right bend.
Jeff moves straight.
Eric makes a D1 drift right.
David moves straight.

Turn 3 Phase 1
Curt accelerates to 70, pushing his plant and rolling a 4. PP DP is reduced to 9.
David maintains 60.
Jeff accelerates to 70.
Eric accelerates to 65.
Fred accelerates to 50.
Billy maintains 30.
John maintains 25.
Richard maintains 20.

Turn 2 End of Turn
Curt recovers to 5.
David recovers to -4.
Jeff & Eric recover to 4.
Fred & Billy recover to zero.
John recovers to -3.
Richard recovers to -2.

Combat
Curt's Gunner fires both VMG's at David's front right tire. He needs an 8 to hit, hitting with the first one for 11 points of damage. The wheel is destroyed, leaving an obstacle. The other VMG is not rolled.
David takes a D2 haz from the weapons fire - hc zero, safe. The wheel loss drops him to hc -6, requiring a 5 or better. He rolls a 5.
John drops oil J7 as J6 ignites.

Turn 2 Phase 5
Curt makes no reply & moves straight.
David & Jeff move straight.
Eric makes a D2 left bend.
John attempts a D6 right bend, dropping his HC to -6. He needs a 5 to keep control and rolls a 4. He rolls an 11 on the Crash Table, starting a roll. He takes 4 points to his left side and slows to 25.
Fred skids 1/4" then moves straight 3/4".
Billy fishtails CW 15 degrees, then skids 3/4". He slows to 30 and takes 1 point to each tire, then moves straight 1/4".

Combat
Eric fires both VMG's at Curt. He needs a 7, missing with a 6 and hitting with a 9 for 10 points of damage to Curt's left side. The metal stops 5 points and the plastic is reduced to 19. Curt's HC drops to zero and debris is dropped.

Turn 2 Phase 4
Curt makes a D3 right bend.
David moves straight.
Jeff makes a D2 right bend.
Eric moves straight.
John moves straight 1/2".

Combat
Jeff fires both HMG's at Billy's front left tire. He needs a 4 to hit, rolling a 4 and a 7. The first does 6 points and the other 3 points - just enough to take the wheel.
Billy loses control and on his next movement will fishtail 15 degrees CW and then perform a moderate skid. An obstacle is dropped.
Richard drops more ice and Spikes.
John drops oil J5.
J4 ignites.

Turn 2 Phase 3
Curt makes a D1 left bend.
David, Jeff & Eric move straight.
Fred skids 3/4", slowing to 40 and taking 1 point to each tire. He moves straight 1/4".
John moves straight.
Billy makes a D1 left bend.
Richard makes a D6 right, dropping to hc -6. He needs a 3 to keep control and rolls a 1, rolling for a moderate skid.

Combat
Billy fires both ATG's at Jeff using APFSDS ammo. He needs a 9, missing with both (rolled a 2 and an 8).
John drops oil J4.
J3 ignites.

Turn 2 Phase 2
Richard slows to 20 - D2 man, hc -3, safe
John accelerates to 45.
Fred accelerates to 50.
Curt makes a D1 right bend.
David makes a D3 left bend.
Jeff makes a D1 left bend.
Eric moves straight.
Fred makes a D3 left bend, dropping hc to -4. He needs a 3 to keep control and rolls a 1, then a 6 for a moderate skid.
John & Billy move straight.

Combat
Richard activates Link2 on auto, dropping ice and spikes.
Fred fires his Top and Left VMG's at Billy. He needs an 11 to hit and misses with a 5 and 7.
John drops more oil - J3.
J2 ignites.

Turn 2 Phase 1
Curt, David & Jeff move straight.
Eric makes a D2 left bend.
Richard makes a D3 right drift.
Fred skids 1/4" then moves straight 3/4".
Billy makes a D2 left bend.
John makes a D6 left bend, dropping his HC to -5. He needs a 3 and rolls a 5.
Curt makes a D1 left bend.
David moves straight.
Jeff moves straight 1/2".

Turn 2 Phase 1
Curt accelerates to 60.
Richard maintains 40.
Eric accelerates to 50.
Fred & Billy maintain 40.
David accelerates to 60.
Jeff accelerates to 55.
John maintains 40.

Combat
John drops more oil.

Turn 1 Phase 5
Curt moves straight.
Richard makes a D1 right bend.
Eric makes a D1 left bend.
Fred makes a D3 left bend, dropping his HC to -5. He needs a 3 and rolls a 2 for a loss of control. He will skid 1/4" next phase.
Billy & David move straight.
Jeff makes a D1 right bend.
John moves straight.

Combat
Fred fires his left VMG & turreted VMG at David. Needing an 11 to hit, he misses with two 4's.
Jeff fires his HMG's at Billy. He needs a 6 to hit and scores with both on a 9 & 10. The first does 5 and the other does 4, leaving 41 on Billy's front.
Billy takes a D2 haz - safe.
J1 ignites.

Turn 1 Phase 4
Curt moves straight.

Combat
Richard fires Link 2, dropping Ice and Spikes.
Billy fires both ATG's with regular ammo at Jeff's side. He needs a 10 and misses with a 2 and an 8.
Curt fires his RB, accelerating to 50.
John puts his FOJ on auto.

Turn 1 Phase 3
Richard, Eric, Fred, Billy & Curt move straight.
David makes a D3 right bend.
Jeff moves straight.
John makes a D3 left bend.

Turn 1 Phase 2
 
Richard makes a D5 left band.
Eric makes a D3 left bend.
Fred makes a D6 right bend.
Billy & Curt each make a D1 right bend.
David & Jeff move straight.
John makes a D2 right bend.

Combat
Eric fires both VMG's at Curt's left side. He needs an 8 and misses with both with a 6 and 7.


Turn 1 Phase 1
Richard moves straight.
Eric makes no reply, moving straight.
Fred moves straight.
Billy makes a D2 right bend.
Curt makes no reply, moving straight.
David, Jeff & John move straight.

Turn 1 Phase 1
Everyone starts at 40.

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