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14:12, 5th May 2024 (GMT+0)

OCC - Part 4.

Posted by KittenFor group 0
1st LT Adam Carlyle
player, 780 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 14:52
  • msg #260

Re: OCC - Part 4

You could have indeed said a pair of autocannons went off.

Then I would have said,

Looks like we've got a Rifleman or a Jagermech coming down the road since they are about the only heavy mechs with dual autocannons...and being a ballistic specialist Cowboy certainly knows his guns.

Each punch does 3.  Unless they changed something somewhere in Total Warfare or Kitten added it to her pdf that I hmisread it normally gets rounded up.
Kitten
GM, 3032 posts
Fri 28 Sep 2012
at 16:15
  • msg #261

Re: OCC - Part 4

damage is correct.

base roll for a punch is 4+ along with the usual modifications, i add one giving you a bonus if you have a better Pilot skill roll than five, or a penalty if you have a worse pilot roll than five.

(A pilot skill roll is considered 'average').
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 422 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 28 Sep 2012
at 17:23
  • msg #262

Re: OCC - Part 4

Quicky question...is hex 1413 considered to be a light wood hex?  I can't tell.
Kitten
GM, 3033 posts
Fri 28 Sep 2012
at 17:39
  • msg #263

Re: OCC - Part 4

Capt. Johan Jakob Hinklemeyer-Schmidt:
Quicky question...is hex 1413 considered to be a light wood hex?  I can't tell.


Consider it a clear hex.
Lance Commander Millicent Evans
Player, 60 posts
Fri 28 Sep 2012
at 17:43
  • msg #264

Re: OCC - Part 4

It's a mess.  I dont think we really need  EW jamming at this time.  Stand off snipe firing doesnt seem to be the method of combat that will be used for this mission so Millie is just going to position for combat and not use EW unless told otherwise.
Kitten
GM, 3034 posts
Fri 28 Sep 2012
at 17:55
  • msg #265

Re: OCC - Part 4

Okay one more time...

LIGHT GREEN HEXES ARE LIGHT WOODS AND COST 2 MP TO MOVE THROUGH.

Please take a second look at Dana's move Camille.  She's moved through 2 light hexs, just by going forward, so she cant possibly get to where you want to get her.
Lance Commander Millicent Evans
Player, 62 posts
Fri 28 Sep 2012
at 17:57
  • msg #266

Re: OCC - Part 4

Just an observation, Caitlins on the Right flank with half a dozen unidentified mechs infront of her.  Two of them medium.
This message was last updated by the player at 18:01, Fri 28 Sept 2012.
1st Lt Camille Sforza
player, 762 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:00
  • msg #267

Re: OCC - Part 4

ahhh

fair enough, thought the really bright, almsot lime green was forest, and the regular green was grass.
Kitten
GM, 3035 posts
Fri 28 Sep 2012
at 18:02
  • msg #268

Re: OCC - Part 4

No, the darker green is heavy woods... 3mp to move through.

If the light green hexs were just grass, would the Mongoose and Locust really be where they are now?
This message was last edited by the GM at 18:02, Fri 28 Sept 2012.
1st Lt Camille Sforza
player, 763 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:06
  • msg #269

Re: OCC - Part 4

ah okay, just to me the small patches of green look might lgihter in color than the general mass of green.

is grey difficult ground, or mountains (and thus still difficult ground), I'm almost assuming it's not mountains since there's no elevation listed.
Kitten
GM, 3036 posts
Fri 28 Sep 2012
at 18:10
  • msg #270

Re: OCC - Part 4

In reply to 1st Lt Camille Sforza (msg # 269):

Actually that's suppose to be 'blue'

Level one water, and the darker 'blue' is level 2 water

Not so great to move through, okay to stand in if youre running hot and you have sinks in your legs, worthless for cover.

I didnt feel like typing level one and two in all the colored hexes, which is pretty much... everything just about, except for a bit of the dirt road.
This message was last edited by the GM at 18:11, Fri 28 Sept 2012.
1st LT Adam Carlyle
player, 782 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 18:23
  • msg #271

Re: OCC - Part 4

Well depending on where Dana goes I may shift Elaine's final position...
1st Lt Camille Sforza
player, 764 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Fri 28 Sep 2012
at 18:41
  • msg #272

Re: OCC - Part 4

her move is already altered, lol :)
1st LT Adam Carlyle
player, 783 posts
Callsign: Cowboy
Fri 28 Sep 2012
at 18:48
  • msg #273

Re: OCC - Part 4

Coo coo, Elaine will hop to off in the other direction then for this round then.
This message was last edited by the player at 13:37, Mon 01 Oct 2012.
Kitten
GM, 3037 posts
Fri 28 Sep 2012
at 23:07
  • msg #274

Re: OCC - Part 4

Waiting on Johan and Caitlin.

Caitlin was in just yesterday, so i'm willing to give her a day or so to try and get her turn in.  If not i will accept order from Johan to move her tonight, so that i may move op force to get to Eridani fire phase.
Kitten
GM, 3038 posts
Sun 30 Sep 2012
at 19:37
  • msg #275

Re: OCC - Part 4

Still waiting on Johan and Caitlin to roll intiative.
Kitten
GM, 3039 posts
Mon 1 Oct 2012
at 12:11
  • msg #276

Re: OCC - Part 4

Okay~

Johan has been in and out all weekend, so i dont feel bad about putting a four hour deadline on ending intiative.  He's had well over two days to get get his turns in.

Intiative phase ends in 3 hours and 45 minutes.  Johan and Caitlin will have been presumed to have lost intiative and their chance to move if i dont see intiative rolls (and movements if they lost) by that time.

With a pair of heavies down the road ready to stroll up to him to say hello, i'm sure his command would cheer and foot their op forces salary if they manage to relieve Johan of command permanently.
This message was last edited by the GM at 12:13, Mon 01 Oct 2012.
1st Lt Camille Sforza
player, 765 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 15:17
  • msg #277

Re: OCC - Part 4

does that pass responsibility for caitlinns action on to me?



Kitten Note:
So noted, though i believe Adam has senority on you.  If players dont roll they automatically lose intiative.  If no one puts orders in, they play the deer in headlights game.

This message was last edited by the GM at 15:41, Mon 01 Oct 2012.
Kitten
GM, 3040 posts
Mon 1 Oct 2012
at 15:41
  • msg #278

Re: OCC - Part 4

15 minutes, i'm going to take a short break to grab a bite.  Then i'm coming back (should be after 12 by then, and will lock the thread for updates.)

tick-tock.
1st Lt Camille Sforza
player, 766 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 15:59
  • msg #279

Re: OCC - Part 4

ah true, I won't mind if adam moves people when they're slacking, makes my life easier, I'm already juggling two games of my own, your pathfinder game, school work, and trying to get back in the saddle in general after a couple of personally horrible months.
Kitten
GM, 3041 posts
Mon 1 Oct 2012
at 16:04
  • msg #280

Re: OCC - Part 4

thread closing and being updated.
Kitten
GM, 3044 posts
Mon 1 Oct 2012
at 21:07
  • msg #281

Re: OCC - Part 4

(Helpful reminder... Dont forget the cadets you control...)
Kitten
GM, 3045 posts
Mon 1 Oct 2012
at 21:59
  • msg #282

Re: OCC - Part 4

per message 18, in mission thread.

Cadet Betty
Gunnery 6 / Pilot 6   {+1 w/ Ballistic Weapons}
X-3 w/ (2) AC/2(Rapid) (40 Ammo) {torso} and AC/6 (16 Ammo) {arms}

it should be noted that there are 'two' AC/2s and that while the range is much shorter than the normal AC/2, they may fire like the AC/5 Ultra, firing two rounds, and rolling on the '2' missile chart should you hit to determine if the second round hits.  Weapons will be presumed to fire SINGLE unless i see a x2 notation on the dice roll.  Firing double goes through ammo twice as fast, generates double the heat, and will jam the weapon on a natural two.

The AC/6 is considered a two handed weapon, and will be disabled on potential criticals to either arm.

This is being noted at this time to avoid confusion, since Betty is armed with the default weapon load of most cadets.  Cadets that were assigned a different load by the player, are of course, armed with what was requested.

(Kiren's Power Loader had the weapons swaped for Dana's weapons.)

I'm willing to count Betty's two rolls, as the two AC/2s firing single and missing, leaving the AC/6 left to resolve.
This message was last edited by the GM at 22:00, Mon 01 Oct 2012.
1st Lt Camille Sforza
player, 768 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Mon 1 Oct 2012
at 22:09
  • msg #283

Re: OCC - Part 4

wait, I actually went and set Dana up with the standard template, on purpose?

ROFL!
1st Lt Camille Sforza
player, 769 posts
Call: Countess
G5+,P5+,M3; +1 Energy
Tue 2 Oct 2012
at 07:42
  • msg #284

Re: OCC - Part 4

I can't access the combat tables i've used to use (the ones you link to at "manwe" site.)
so can't determine what a location 10 hit gives me.

-

edited my post in the combat thread with dana's shots.
she actually had some good opportunities this round, considering how bad the cadets are ;)
This message was last edited by the player at 07:43, Tue 02 Oct 2012.
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