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16:52, 16th April 2024 (GMT+0)

(M2) Operation:  Bait and Switch.

Posted by KittenFor group 0
MW Thanos Starguard
player, 49 posts
Big-T
Fri 30 Sep 2011
at 04:31
  • msg #100

Re: (M2) Turn Five: Intiative/movement

In reply to MW Caitlin Mallory (msg #99):

23:29, Today: MW Thanos Starguard rolled 10 using 2d6. Big-T Inish. If it matters.




Big-T will still likely run 5 or 6 south depending on what is needed to get at enemies or stay away, whatever the unit commander wants. Feel free to fire for him as well since I can get on tomorrow night for a while, but I am scrweed till Monday after that 'I think'.

Kitten
GM, 500 posts
Fri 30 Sep 2011
at 15:22
  • msg #101

Re: (M2) Turn Five: Enemy movement

Nevermore manuvers his Raven to cover the Eridani's withdrawal, trying to keep his damaged back away from the Combine.
(W ~ 3528n ~ +1 Def Mod)

BBQ makes a defensive move to cover Nevermore's back as he leaps across open terrain to land into a patch of trees.
(J6 ~ 2926sw ~ +4 Def Mod)

(Please dont forget to post rolls so i can confirm if you win/lost intiative)




The Vedette crew abandons their tank and takes cover trying not to get killed as they do.

The Bulldog, rolls back slowly as it tries to keep pace with the withdrawing Eridanis.
(No move ~ 1427n ~ +1 Def Mod)

The pair of strikers, roll towards the Cicada lining up missiles to hammer the Davion mech.
(C ~ 1731s ~ +1 Def Mod)

The Scorpion makes an effort to block the woods as the shift positions to get in the Enforcers way.
(C ~ 2221n ~ +1 Def Mod)

The Tracked AMC decides that they're in a bad spot and makes an effort to get themselves out of the corner, as they move, they try to line up a shot on BBQ
(C ~ 3224sw ~ +2 Def Mod)

The Hover AMCs take note of the Davion Cicada, and manuver to line up missiles on her locations
(C ~ 2034s ~ +3 Def Mod)

The Turrets, all shift on the rather tasty target of the new Davion mech that moves into range.
(C ~ 1723s ~ +3 Def Mod)




http://artzone.daz3d.com/azfil...6umu2dn1rfo-full.jpg (bad map)

http://artzone.daz3d.com/azfil...7ybi4shyn24-full.jpg
This message was last edited by the GM at 15:51, Fri 30 Sept 2011.
1st Lt. Nate Armstrong
NPC, 18 posts
Callsign: Enforcer
Fri 30 Sep 2011
at 15:40
  • msg #102

Re: (M2) Turn Five: Enemy movement

Nate frowns as the Davion blunders into the Combine hardpoint.

"Oh... uhm... Toots... There are alot of turrets... vehicles... you know... guns over there, so you might want to join us on the East Side.  Stick to the plan Stallions, were not going to get bogged down in a fire fight with a Combine company on our backs."

Davion Militia were such ametuers, it was no wonder they were living in caves and taking dumps in the woods.  It was a wonder they still had munitions for fighting.

"Big-T Get the lead out, you're lagging man.  You're making us look bad in front of the Davion Militia."

Nate frowns as the Scorpion lines up in his sights and he shrugs, 'Better safe than sorry', as all the mechs weapons open up.




(Walk ~ f1, r1, f2 ~ 2321s ~ +1 Def Mod)

Base 4 + 1 Walk +1 Def Mod = tn 6+ (5+ with AC)

17:26, Today: 1st Lt. Nate Armstrong rolled 6,4,9 using 2d6,2d6,2d6. ac10/LL/SM # Scorpion tn 5+,6+,6+.

AC/10 Location
SL location

17:27, Today: 1st Lt. Nate Armstrong rolled 8,7 using 2d6,2d6. locate AC10/SL.
This message was last edited by the player at 21:27, Sat 08 Oct 2011.
MW Camille Sforza
player, 34 posts
Fri 30 Sep 2011
at 16:16
  • msg #103

Re: (M2) Turn Five: Enemy movement

Camille Lines up and fires her particle cannon at one of the strikers (1731), already in the process of turning the cicada to fall back again.


Fire PPC at Striker, combat: 4+, +2 Range 9 (medium), +2 (ran), +1 (target)
TN 9+, rolled 8 Miss
heat at end of turn: 2


18:15, Today: MW Camille Sforza rolled 4 using 2d6. initiative.
18:14, Today: MW Camille Sforza rolled 8 using 2d6. PPC, range 9 TN 9+.
This message was last edited by the player at 16:19, Fri 30 Sept 2011.
2nd Lt. Crispin McAlister
player, 196 posts
Callsign: Nevermore
Fri 30 Sep 2011
at 16:44
  • msg #104

Re: (M2) Turn Five: Enemy movement

Nevermore drew a bead on the APC as it threw up dirt tracking from tree cluster to tree cluster.  His slower movement and lower heat potential decided his actions in firing all his available weapons again at the now single AMC.  The speedier lasers dug up dirt in front of the vehicle as he mis-calculated it's speed.  The slower missiles on the other hand were able to get a good lock due to the EW suite and a series of explosions blow off tracks and rattle the vehicle severely...


To Hit: (2 Medium Lasers) AMC1 Base 4 + Walk 1 + Target 2 + Range 2 = 9TN
        (1 SRM6)          AMC1 Base 4 + Walk 1 + Target 2 + Range 2 = 9TN
Heat: 10 (Weapons) + 1 (Movement) + 1 (Previous) - 10 Heat Sinks = 2

12:28, Today: 2nd Lt. Crispin McAlister rolled 7 using 2d6. ML#2 vs AMC TN9. Miss
12:28, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. ML#1 vs AMC TN9. Miss
12:28, Today: 2nd Lt. Crispin McAlister rolled 10 using 2d6. SRM6 vs AMC TN9. Hit
12:30, Today: 2nd Lt. Crispin McAlister rolled 9 using 2d6+1. Number of Missiles, EW Aided SRM6. 5 missiles
12:33, Today: 2nd Lt. Crispin McAlister rolled 8,8,7,5,8 using 2d6,2d6,2d6,2d6,2d6. 2 dmg each, left side hit table.
2 dmg Front (possible motive dmg) 5 loc
8 dmg Left Side (3 critical chance) 7 and 8 loc (3 times)

12:36, Today: 2nd Lt. Crispin McAlister rolled 6 using 2d6. Motive Damage?. +2 from attack side nets -
8–9 Moderate damage; –1 Cruising MP, +2 modifier to all Driving Skill Rolls
12:37, Today: 2nd Lt. Crispin McAlister rolled 6,3,4 using 2d6,2d6,2d6. Critical chances. 3 and 4 nothing, 6 Cargo Hit (no cargo) -> 7 Weapon Malfunc (no weapon on left side) -> 8 Crew Stunned (thankfully it has a crew to stun)

MW Thanos Starguard
player, 51 posts
Big-T
Tue 4 Oct 2011
at 00:39
  • msg #105

Re: (M2) Turn Five: Enemy movement

Time to drop some heat since I have a horrible angle on the AMC.

Big-T triggers only 1 of the large lasers at the AMC in hex designate 3224. Firing through the heavy woods, even at short range, is just not an easy task. Trying to line up slim pieces of tank also in the underbrush another 60 meters away all but impossible. The large laser smacks into a tree, coring it, but only to spend its energies in another.

Rolled a 5, Miss. Will be at 0 heat at the end of the cycle unless something really interesting happens.

MW Gregory Asgard
player, 147 posts
Callsign: BBQ
Tue 4 Oct 2011
at 06:57
  • msg #106

Re: (M2) Turn Five: Enemy movement

With no targets in sight BBQ just lets the remaining heat vent from his Mech in his little perch.

ooc: No shot
Cprl. Devlin Masters
player, 34 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Tue 4 Oct 2011
at 11:55
  • msg #107

Re: (M2) Turn Five: Enemy movement

Devlin's eyes show movement but the radar is still showing the vehicles as static.  He slaps the side of the piece of machinery and nearly bites the end off his cigar.
Stupid piece of drek!
He holds his mech in place and does a quick recalibration of the radar.  It also lets the stragglers catch up.


No Movement
No Fire

This message was last edited by the player at 03:07, Thu 06 Oct 2011.
MW Amos Trask
player, 77 posts
Panther-9R
Callsign Joker
Thu 6 Oct 2011
at 02:16
  • msg #108

Re: (M2) Turn Five: Enemy movement

Amos pushed the Panther into a run. He saw Wolfman standing still on the battlefield. "Wolfman, you alright?" He manuevered his panther to stand between the APC and the Whitworth. Amos fired when he got a tone for a missile lock.




Run 6MP (SE 4 hex, South 1 hex, facing south) ending hex 3322, facing south
Fire SRM4 at APC at 3523

4base+2run+1woods+other=7+ other
10 using 2d6. ATK SRM4 at APC HITS, I think
7 using 2d6. Number of SRM4 missiles I'm guessing 2 missiles
7,5 using 2d6,2d6. Hit Loc1, Loc2.

2nd Lt. Crispin McAlister
player, 199 posts
Callsign: Nevermore
Thu 6 Oct 2011
at 14:18
  • msg #109

Re: (M2) Turn Five: Enemy movement

Rabbit fired her jump jets lofting her nible Valkyrie into the air.  As she sailed to the south, her final landing point not far from where BBQ had just lifted off from, she targeted the slow moving Bulldog as it ground it's tracks in reverse to try and keep pace with the fleeing unit.  Triggering her LRM rack right before landing in the woods the missiles sailed over the tops of the trees towards the vehicle.  As she lands Rabbit watches the LRM's sail in a perfectly straight line...

...past the Bulldog and continuing until they explode almost 300 meters away in the dense thicket of woods far to the southwest.

Jump (5) 2323 Facing SW [+3 displace +1 Lt. Woods]

Firing: LRM 10 at Bulldog: Base 4 + Range 2 + Jump 3 + Target 1 = 10
Heat: 5 (Jump) + 4 (Weapons) - 10 (Heat Sinks) = 0
10:15, Today: 2nd Lt. Crispin McAlister rolled 3 using 2d6. LRM10 vs. Bulldog for Caitlin TN10+. Miss

Cprl. Devlin Masters
player, 35 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Thu 6 Oct 2011
at 18:03
  • msg #110

Re: (M2) Turn Five: Enemy movement

MW Amos Trask:
"Wolfman, you alright?"


Roger.  Stupid radar isn't showing the enemy moves I see with my own eyes.  Gotta do a fast recalibrate on it.
Kitten
GM, 513 posts
Sat 8 Oct 2011
at 21:23
  • msg #111

(M2) Turn Five: Enemy Fire phase

Nate strolls up to the Scoprion and opens up with it with all the mech's guns.  The Large Autocanon and small laser impact off the nose of the tank.  (Scorpion tank F - 13 damage) (0+1 Heat)

Camille tries to line up on one of the strikers, and falls just a little short pelting the scrappy tank with dirt and snow. (0+2 Heat)

Crispin falls back spewing suppression fire, in an attempt to deter pursuit, the laser burn trues, as a few missiles catch the converted APC in the side. APC (F-2/Side-8) (1+1 Heat)

BBQ and Thanos watches his heat drop, and fires for effect (0 Heat)

Devlin's mech has a sensor hiccup as he chases some ghost on the screen.  He was going to have to shoot a tech when this was over. (0 Heat)

Amos chases down Devlin's target, as it crosses the field trying to find some cover in the trees, keeping heat disiciple he opens up with his missiles and is gratified to watch little explosions along the vehicles side. (f-2/rs-2)(Roll possible motive damage)

Caitlin hops into some heavy trees and fires for effect at the combine on the west side to keep them honest and tries to pursuade them to keep their distance.




Enemy Fires.
This message was last edited by the GM at 21:46, Sat 08 Oct 2011.
Kitten
GM, 516 posts
Mon 17 Oct 2011
at 02:32
  • msg #112

Scenario Wrap Up. . .

The arrival of the Draconis March Militia's Cicada gave the Combine pause.  Did the Eridani have another company of mechs waiting in the wings to back them up.  Was this the start of a counter offensive that was going to turn things very ugly and blood for both sides?

The Eridani's werent questioning their good fortune.  There was no hesistation as they quickly made for the hills at their best speed.  By the time the Combine concluded that the Cicada was a lone mech, the Eridani's had made good their escape.

Tai-i Hiro, was not concerned.  He was certain that the Eridani's would return and he would be waiting.  After all both had something to trade, and the Dragon was if nothing patient.

Captain Armstrong's only regret for piloting the an Enforcer was that he couldnt twist around and flip the combine the bird as they made good their escape.  It as missions go, this wasnt too bad.  Sure they still had Pegan, but they recovered the salvage crews and no one was lost in the exchange, better yet, damage looked to be down right light.

"Greeting DMM Cicada.  Right nice peice of coincidence to cross paths out here."
Kitten
GM, 517 posts
Mon 17 Oct 2011
at 02:38
  • msg #113

Experience Tallies . . .

Mercenary Payment for Scenario.
(2,000 Cbills x Pay Modifier) Base Pay (one month real time)
(5,000 Cbills x Pay Modifier) Combat Pay (Successful Mission)

56,000 CBills for Amos and Gregory
63,000 CBills for Caitlin, Thanos, and Camille
70,000 CBills for Crispin and Devlin

(* Merc Pay updated to character sheets *)

Experience.
1xp Caitlin suggestion to resolve primary objective
2xp Crispin resolve Hostage standoff
1xp Gregory remembering the RP plot
1xp All Characters (Secondary Objective)(Mechs are only lightly damaged)

Game Master Roleplaying awards

1xp Amos
2xp Caitlin
1xp Camille
4xp Crispin
2xp Devlin
2xp Devlin
2xp Gregory
1xp Thanos

+1xp for Caitlin, Crispin and Gregory




18xp for (6) Player voted experience as follows...

each player has (3) Experience points to allot to three DIFFERENT characters, and why.  (Nate does not qualify to get any expereince from players)

Voting to be done in private.

Game master Roleplaying calculations being made.
Final tallies for experience to be done after player give me their voted tallies.  Till then we *shudder* roleplay.

(* Final Experience Tallies pending player input *)
This message was last edited by the GM at 03:49, Mon 17 Oct 2011.
Cprl. Devlin Masters
player, 36 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 17 Oct 2011
at 03:42
  • msg #114

Re: Experience Tallies . . .

Devlin arrives at the dropship and takes up a guard position until everyone is loaded.  Then he walks his mech onboard in into place.  He pops the hatch and relishes the cool air and the smell of the dropship.  He climbs out onto the gantry and fires up a cigar, enjoying the first long draw.  He stands a moment watching the activity around the mechs and listening to the sounds of engines winding down and metal cooling off. He finally climbs down and meets the others in the center of the mechbay.

Okay people.  Who buys tonight?
This message was last edited by the player at 03:43, Mon 17 Oct 2011.
1st Lt. Nate Armstrong
NPC, 21 posts
Callsign: Enforcer
Mon 17 Oct 2011
at 03:51
  • msg #115

Re: Experience Tallies . . .

"First rounds on me people, not the happiest outcome, but some good stuff happened tonight.  Not the least of which is that we didn't lose anyone."




No dropships Devlin.  We're stuck planet side with no navel (aero/drop/jump) assets.
This message was last edited by the player at 03:52, Mon 17 Oct 2011.
MW Gregory Asgard
player, 148 posts
Callsign: BBQ
Mon 17 Oct 2011
at 06:45
  • msg #116

Re: Experience Tallies . . .

When they mannage to break off from the enemy mostly unscratched Gregory celebrates with a swig of booze an opening the safety hatch of his cockpit to let the cold in. He was smoking some cigs and kept an eye on the rear most of the time as they made their way back.

"Not the happiest? You are kidding me right? How we gonna get to our prisoner now she is to dangerous in enemy hands."
1st Lt. Nate Armstrong
NPC, 23 posts
Callsign: Enforcer
Mon 17 Oct 2011
at 11:50
  • msg #117

Re: Experience Tallies . . .

Nate gestures absently at Crispin, "Thanks to the brillance of our L.T. here, we still have the sword sheathe to bargin with.  Personally i woulnt part with a R&D tech guru for it, but hey, we can hope she's bright enough to keep her mouth shut and play dumb?"
This message was last edited by the player at 11:52, Mon 17 Oct 2011.
Cprl. Devlin Masters
player, 37 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 17 Oct 2011
at 12:32
  • msg #118

Re: Experience Tallies . . .

Devlin snorts.

Ain't no question about whether or not we go get her.  It's just a matter of how are we gonna go about it. We don't leave no one behind.

His eyes are deep and sincere as he speaks and smoke is blowing from the cigar like an old steam locomotive.
2nd Lt. Crispin McAlister
player, 200 posts
Callsign: Nevermore
Mon 17 Oct 2011
at 14:38
  • msg #119

Re: Experience Tallies . . .

(moved by Kitten)
This message was last edited by the GM at 14:44, Mon 17 Oct 2011.
MW Camille Sforza
player, 47 posts
Mon 17 Oct 2011
at 15:01
  • msg #120

Re: Experience Tallies . . .

She too popped the hatch, it hadn't been opened for days, sleeping in hostile territory generally did that to you.
"Good to see a 'face' that isn't intent on blowing my ass skyhigh"
she popped her head through the opening of her hatch.
"one o' them beers sounds good right about now"
This message was last edited by the GM at 15:09, Mon 17 Oct 2011.
MW Thanos Starguard
player, 54 posts
Big-T
Mon 17 Oct 2011
at 18:39
  • msg #121

Re: Experience Tallies . . .

In reply to Cprl. Devlin Masters (msg #118):

"It better be a logger this time," says Thanos as he climbs out of his mech. All but sliding down the ladder in the back he heads for camp.

Once the others have gotten all together he gives a few a high five. After all, the unit seemed charmed.
MW Caitlin Mallory
player, 177 posts
Callsign: Rabbit
Tue 18 Oct 2011
at 02:14
  • msg #122

Re: Experience Tallies . . .

Cat climbed down from the pilots compartment of the Valkyrie. She was astounded that the group had made it out of that. She kept touching herself as if she were amazed to still be there.

"She's smart enough to know she opens her mouth she's got a one way ticket to Luthien.... but she can't hold out forever. We have to go get her back."
MW Amos Trask
player, 79 posts
Panther-9R
Callsign Joker
Wed 19 Oct 2011
at 02:42
  • msg #123

Re: Experience Tallies . . .

"Well little good the sheath will do us." Amos said as he leaned back. "Yeah, I know it'll be good as a bargaining tool. But I'm not so sure that the Snakes will be willing to negotiate."

"I think an assualt team can go in there and pull her out. And we have mechs on standby."

Kitten
GM, 547 posts
Wed 19 Oct 2011
at 02:57
  • msg #124

Re: Experience Tallies . . .

Final Experience Tallies...

4xp Amos
8xp Caitlin
4xp Camille
12xp Crispin
9xp Devlin
8xp Gregory
3xp Thanos

Updated on my character table.  No one has enough to do anything at this time.  Though the auctions might change that for some of you.
This message was last edited by the GM at 03:03, Wed 19 Oct 2011.
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