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, welcome to Y ~ Wild Stallions (Mech warrior)

20:58, 24th April 2024 (GMT+0)

(M1)  Operation:  Smash and Grab.

Posted by PegasusFor group 0
Pegasus
GM, 233 posts
Tue 30 Aug 2011
at 22:00
  • msg #85

Turn Two Fire Phase

Attackers
Pegasus 411
(Hover)
moves 8/12
Gunnery 4
Pilot 4

(F) Med. Laser
(T) SRM4
(T) SRM4
(25)Ammo
* EW Suite *
24 Front
20 Right
20 Left
20 Rear
20 Turret
4 Front
4 Right
4 Left
4 Rear
4 Turret
Harraser 412
(Hover)
moves 0/0
Gunnery 4
Pilot 6

(T) SRM4
(T) SRM4
(25) Ammo
15 9 Front
10 6 Right
10 Left
14 12 Rear
15 11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret


Locust
4 Gunnery
3 Pilot
Move 8/12/0
Heat Sinks 10

Weapons
CT ~ ML
CT ~ MG Ammo
RA ~ MG
LA ~ MG
H 8
CT 10 (2)
RT 8 (2)
LT 8 (2)
RA 4
LA 4
RL 8
LL 8
H 3
CT 6
RT 5
LT 5
RA 3
LA 3
RL 4
LL 4
H
CT ML Ammo
RT
LT
RA S U
LA S U
RL H U L F HS HS
LL H U L F HS HS






Defenders
Scorpion 1
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 Right
13 Left
8 Rear
11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret
Scorpion 2
DESTROYED
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 0 Right
13 Left
8 Rear
11 Turret
3 Front
3  0 Right
3 Left
3 Rear
3 Turret
APC 1
(Tracked)
moves 6/9

(T) MG
12 Front
8 Right
8 Left
5 Rear
7 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
APC 2
(Tracked)
moves 6/9

(T) MG
12 Front
8 3 Right
8 Left
5 Rear
7 2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  1
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  2
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  3
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  4
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret

This message was last edited by the GM at 22:02, Tue 30 Aug 2011.
Pfc Caitlin Mallory
player, 120 posts
Tue 30 Aug 2011
at 22:05
  • msg #86

Re: Turn Two Movement Phase

I count 7 hexes to Scorpion One.

Which makes it long range for both srm's and med laser.
+4
in fact all possible targets are in long range
with our movement mod

Scorpion One is the most probable target we can hit.
4+4+2=10+ our movement mod and we went flank so...12?
is it worth firing?
16:55, Today: Pfc Caitlin Mallory rolled 11 using 2d6. Med Laser.
16:55, Today: Pfc Caitlin Mallory rolled 8 using 2d6. SRM4 2.
16:55, Today: Pfc Caitlin Mallory rolled 5 using 2d6. SRM 4 1.

If I had gunnery 3 I would have hit on the last shot lol

Caitlin rotates the turret through her gun controls as she looks around for a viable target. The APC's are just moving too fast for her to hit. The only one she thought she had a chance with was the Scorpion hiding in the trees.

"Target Scorpion One" she shouted over the intercom. "On the way" she yelled as the roar of the missiles sped towards the tank hiding in the woods. She winced as the missiles lost track instantly heading askew, the laser almost got a hit, but as a tree caught fire, Caitlin realised they'd missed it. "No joy, no damage"
Pegasus
GM, 236 posts
Tue 30 Aug 2011
at 22:09
  • msg #87

Re: Turn Two Movement Phase

To fire on the Scorpion.

4 Base
2 Flank movement
4 Long range
1 Light wood
1 Light wood

12+ TN

(Laser is forward mounted and not in the turret btw, but that's okay it didnt look like you were hitting anything.)

I'm presuming 412 is firing on the Scorpion
4 Base
2 Flank movement
1 Light woods

7+ TN for Amos to line up the payback.

Locust only has one tree in the way to Scopion 1, so ML is TN 11+
This message was last edited by the GM at 22:12, Tue 30 Aug 2011.
1st Lt. Crispin McAlister
player, 112 posts
Tue 30 Aug 2011
at 23:15
  • msg #88

Re: Turn Two Movement Phase

The Locust pilot wanted to slow down the APC but couldn't get a good lock.  Shifting the targeting to the Scorpion he thumbed the trigger letting loose with the laser casually knowing that it was unlikely to hit...

Medium Laser TN 11+ vs Scorpion
19:14, Today: 1st Lt. Crispin McAlister rolled 6 using 2d6. ML vs Scorpion TN 11+. Miss

Recruit Amos Trask
player, 37 posts
Wed 31 Aug 2011
at 06:27
  • msg #89

Re: Turn Two Movement Phase

In reply to Pegasus (msg #87):

Amos had already lined up the shot as the Harrasser began moving. He pressing the trigger and two salvos of short-ranged missiles. The missiles missed there mark and hit several trees.

"Frak!"


5,5 using 2d6,2d6. ATK 1 / ATK 2
Missed TN 7

LOL

1st Lt. Crispin McAlister
player, 114 posts
Wed 31 Aug 2011
at 12:22
  • msg #90

Re: Turn Two Movement Phase

The transports may be quick but the new Electronics Warfare gear certainly had the range to continue intercepting and blocking their communications...for the time being.  As he spread the net to catch more of the trasmissions some transmissions were sure to have pased through...just was a matter of how much and what.

He continued to do what he could to slice into and decipher their comm traffic at the same time to give Tony a better idea of what was going on when the entire thing started to give wildly divergent readings and then went into a system shutdown mode.  Through the din of the hover fans and the missle launches Caitlin, Gregory and Pegan could barely hear his swearing as he tried to bring the thing back on line...

08:15, Today: 1st Lt. Crispin McAlister rolled 11 using 2d10+1. Comms/Conventional Jam Comms.
08:17, Today: 1st Lt. Crispin McAlister rolled 4 using 2d10+1. Cryptography, Eavesdrop. Yeah, right, system down

Capt. Tony Garabaldo
player, 130 posts
What happened now?
I'm always last to know.
Wed 31 Aug 2011
at 12:35
  • msg #91

Re: Turn Two Movement Phase

"Crap! Someone shoot somebody, and do it quick..."
Pegasus
GM, 238 posts
Wed 31 Aug 2011
at 16:26
  • msg #92

Turn Three Inititiative Phase

War was one of those whimsical things, where on the turn of a moment, the hunters could find themselves quickly becomng the prey.  As Harasser 412, flew by the convoy Scorpion, it finds itself broadsided by the scrappy tanks SRM array.  Explosions rock the little hover tank violently.  The foward air skirts werent just lost but were blown off.  The foward Hover fan is dislodged, as the alignment is lost theres a sickening grinding sound of it warping itself out of shape against it's supportive casing.  If the news wasnt bad enough power went down completely to all the fans as the power to propel the tank along was lost.  If that wasnt enough the rear fin was blown off preventing speedy movement.

It was insult to injury that Amos' perfectly lined up shot was pre-empted moment before he could trigger his round, Harrasser 412 virtually found itself engulfed in a firey volley fo SRM fire grounding it violently on the roadside, threw his aim off.  The easy shot goes wide, as his SRM Volley completely misses the Scorpion, trees and all.

The rest of the Eridani's have similiar luck, drawing no hits for the moment against the fleeing convoy, and too far to assist Harraser 412.

Ill fortune follows as Crispin shaken from the turn of events, flips a switch he really shouldnt have.

"NO~!  Dont do that!", Pegan manages to cry out just before the amplification module creates a feedback loop shorting out 411's probe functions out along with Caitlin's fire control.  Pegan grabs a fire extinguisher and theres a gush of foam that jets off all over the EW area, to put out the electrical fire that was starting.

Pegasus 411, takes (1) Sensor hit and is at -1 to hit for turn three
12:28, Today: Pegasus rolled 1 using 1d3. Sensor hits.

No EW of any sort this round.  Probe functions out for the rest of the scenario.





It wasnt all bad news though, just mostly.

Bailey was circling around, coming back around with a northern approach this time.  The opposition didnt look all that impressive.  Even less so after her bomb run had taken out one of the Scorpions.  "Tony.  Did they surrender?  I'm ready to make another (her last) bomb run if you need me to make a point.", Bailey chirps in clueless about the harsh turn of events on the ground.

(Now would also be a good time for Tony to tell Bailey to relay back to base that they need a triple AAA tow, because 412 was dead in the water)





We're officially in the third turn's intiative phase.

Crispin just blew out the electrical of 412.  (No EW this turn and probe out for rest of scenario)

Need a Intiative roll from Tony
05:53, Today: Capt. Tony Garabaldo rolled 14 using 2d10. init.
+1 for tony being a good leader = 15.

12:41, Today: Pegasus rolled 18 using 2d10. Bad guy intiative.


Eridani's lose intiative, and should move something.

Need a go/no go decision from Caitlin what to do with Bailey.  She could make a bomb run on the scorpion but 412, is in the blast area and would take 10 damage too.
This message was last edited by the GM at 16:42, Wed 31 Aug 2011.
Pvt. Gregory Asgard
player, 96 posts
Wed 31 Aug 2011
at 17:15
  • msg #93

Re: Turn Three Inititiative Phase

"Holy shit. Seems those asses don't understand what surrender means. Hold on tight."

And with that he hits the pedal down again grinning widely as he revs the engines and shoots through the landscape.

Flanking speed Facing north 2116
Forward 2; 2614; MP 2/12
Turn NE; Pilot TN 4+; 6 success. MP 3/12
Forward 6; 3211; MP 9/12
Turn N; Pilot TN 6+ or 7+ if total movement is counted; Rolled 6 so success or side slipping one hex to 3311; MP either 10/12 or 11/12
Forward 2 to 3209 if not slide slipped or
Forward 1 to 3310 if slipped.

either case full defense bonus for moving 10 squares and if im correct safely out of MG range.
Pfc Caitlin Mallory
player, 124 posts
Wed 31 Aug 2011
at 17:29
  • msg #94

Re: Turn Three Inititiative Phase

Bailey's attack run.
Can tell whether I'm hitting the back or front of the scorpion, so going with worst case scenario.

12:18, Today: Pfc Caitlin Mallory rolled 7 using 2d6. Hit Location Scorpion (front). Front
12:18, Today: Pfc Caitlin Mallory rolled 9 using 2d6. Hit Location Scorpion (front). Front
12:18, Today: Pfc Caitlin Mallory rolled 8 using 2d6. Hit Location Scorpion (front). Front
12:18, Today: Pfc Caitlin Mallory rolled 6 using 2d6. hit Location Scorpion (front). Left side
12:22, Today: Pfc Caitlin Mallory rolled 7 using 2d6. Motive Damage.
6–7 Minor damage; +1 modifier to all Driving Skill Rolls

Damage to 412

12:29, Today: Pfc Caitlin Mallory rolled 7 using 2d6. 412 damage.
12:29, Today: Pfc Caitlin Mallory rolled 6 using 2d6. 412.
not sure of facing either......
Pegasus
GM, 241 posts
Wed 31 Aug 2011
at 18:33
  • msg #95

Re: Turn Three Inititiative Phase

Going to resolve Bailey first since it happen during the intiative phase.

The Scorpion is facing NW.  Bailey's attack run is from the north.  If the bomb lands on target it will be Right side for the Scorpion and Harasser 412, and i will use your rolls to resolve.

However...

She would need a 6+ to land the bomb(s) on target, Bailey still needs to roll to get the bomb on target.  Theres a very real possibility if she misses that it might scatter onto 412.
Pfc Caitlin Mallory
player, 125 posts
Wed 31 Aug 2011
at 18:39
  • msg #96

Re: Turn Three Inititiative Phase

Bailey is as cold as ice and drops it precisely on target.
13:38, Today: Pfc Caitlin Mallory rolled 10 using 2d6. To Hit.

OOC: sorry I just saw you wrote roll damage, I'd assumed you'd done it and she succeeded.
Pegasus
GM, 242 posts
Wed 31 Aug 2011
at 18:50
  • msg #97

Re: Turn Three Inititiative Phase

Bailey come down, zooming over the battle field south bound.  Her last bomb drops on target


Bailey's elation and crippling the Scorpion was short lived as she notices 412, becomes a smoking ruin after her bomb run.  The Yellow friendly icon wink black, and a she gets a sick feeling that runs through her to her stomach.  "FRAK~!  Did I do that?.", Bailey yells over the comm more than a little distressed that she just waxed an Eradini  friendly, worse, she just smoked her commanding officer.  Enlisted folk got shot over blowing up their commanding officer, it just wasnt suppose to happen



Damage to Scorptions using Right side tables...
7 = Right 5 damage
9 = Rear 5 damage (motive check)
8 = Right 5 damage (critical check)
6 = Right 5 damage
9 = Motive check (at +2 for side hit) for -1 Cruising and +2 Driving roll

(Roll for possible critical, need a 8+)
(Roll for possible critical check again for penetrating to Internals on Right side)



Damage to 412
12:29, Today: Pfc Caitlin Mallory rolled 7 using 2d6. 412 damage.
12:29, Today: Pfc Caitlin Mallory rolled 6 using 2d6. 412.
7 = Right 5 damage
6 = Right 5 damage

Right side destroyted (Harrasser 412 is history)

Will work out what happen to Tony and Amos after i read up on this (ick)
This message was last edited by the GM at 18:54, Wed 31 Aug 2011.
Pfc Caitlin Mallory
player, 126 posts
Wed 31 Aug 2011
at 18:53
  • msg #98

Re: Turn Three Inititiative Phase

Hmmm, could I have dropped it to the left of the Scorpion and miss 412 altogether?
Pegasus
GM, 243 posts
Wed 31 Aug 2011
at 18:58
  • msg #99

Re: Turn Three Inititiative Phase

You would have lost 10 points of damage doing that.  Bailey was told to hit the Scorpion so she did.  By Tony himself, so... no worries.  The 412 crew isnt dead, they've just burnt all their edge though and they're badly hurt, and it's a good excuse for them to get out of their tank and start a fire fight with small arms with the scorpion crew.

Losing 412, definitely wasnt in the script but it is cinematic?
This message was last edited by the GM at 18:59, Wed 31 Aug 2011.
Pfc Caitlin Mallory
player, 127 posts
Wed 31 Aug 2011
at 19:12
  • msg #100

Re: Turn Three Inititiative Phase

It could be cinematic...especially if they tow it back and fix it with LRMs (out of the sight of the captain....make it the command vehicle with extra radios). Let's just admit it....412 is jinxed!

Imagine it now
Camera One
Moving shot, Closing in from an aerial perspective on a broken shattered hulk, blackened by fire, the camera moves slowly up to a warped tank hatch. No signs of life, just eerie stillness and thick smoke. After a few moments the hatch clanks open. A heavily smudged face appears coughing steadily as Famous Captain "the biscuit" Garabaldo heaves himself out of the tank rolling over to one side, resting his back and head against the tank he has a massive coughing fit as he's joined by Trask.
"That could have gone better" The biscuits comments only punctuated by his struggle for clean air and coughing.
Amos looked up into the sky to see Baileys Ferret whip off into the distance "Women drivers" he mock shakes his fist into the air.
Both of the men turn almost at the same instant at shouts in Japanese from the Scorpion. With a glance to each other, they unholster their weapons.

"We must be mad" The biscuit spoke, obviously intent in movign towards the Kuritan scorpion. "We did join the Eridani light Horse as tankers" "Point conceeded"



Actually this combat has shown me just how vulnerable vehicles are....the Locust is the strongest combatant on the board.
Pegasus
GM, 244 posts
Wed 31 Aug 2011
at 20:01
  • msg #101

Re: Turn Three Inititiative Phase

The Combine Convoy is a combination of cheers and groans, as the last Scorpion takes crippling damage removing it from the fight after it's brillant ambush of the Mercenary scum who grossly underestimated the Combine's audacity to fight regardless of the odds.

Pegasus 411, cuts early and skims over the river attempting to cut off the convoy's escape.  After witnessing how fragile the hover tanks are the APC commander makes a decision that the best defense might be offense, and turns hard cruising up to intercept Pegasus 411.

It was perhaps a futile gesture, but if it could do some damage to slow pegasus down the rest of the convoy would have a chance to escape.  Behind APC 1, the rest of the convoy was booking down the road in full retreat.

http://artzone.daz3d.com/azfil...83qkivpr493-full.jpg

J-10 (all of them) Flank - F6 (+2 Def Mod.)
APC 1 Cruise - R1, F1, R1, F2, R1 (+1 Def Mod.)
APC 2 Flank - Foward 10 (+4 Def Mod)

Scorpion 1 is dead in the water, and for the intents of this scenario is considered 'dead'.  (Dont blow it up, it might be your new command vehicle)

Infantry Fire Fight between 412 and Scorpion 1 breaks out tonight.  Will take me a little time to generate map, this was.. unexpected.

Move Locust and were into fire phase.
This message was last edited by the GM at 20:02, Wed 31 Aug 2011.
1st Lt. Crispin McAlister
player, 116 posts
Wed 31 Aug 2011
at 20:46
  • msg #102

Re: Turn Three Inititiative Phase

The Locust pilot knew they needed to get into position with that second bomb seemingly cripping the other Scorpion and the Harasser.  Kicking it forward the Locust nimbly turned on the bridge to not let the transports get away...

Run, Forward 7, Right Turn 1, Forward 4, End 3107 Facing NE [+4]
PSR for turning and running on pavement...
16:45, Today: 1st Lt. Crispin McAlister rolled 9 using 2d6. PSR Pavement Running. Success.

This message was last edited by the player at 20:50, Wed 31 Aug 2011.
1st Lt. Crispin McAlister
player, 117 posts
Thu 1 Sep 2011
at 03:11
  • msg #103

Re: Turn Three Inititiative Phase

The Locust opened up with machine-gun fire on the two transports in front before slewing on its torso to the right so that it could fire it's medium laser at the side of the vehicle unsuccessfully.  After the dismal results from his weapons fire he worked to bring the foot of the Locust down on the Cab of one of the transports and almost looses its footing.

MG1 @ J-10#2 Primary    Base 4 + Run 2 + Flank 2 + 0 Primary   = 8 TN Miss
MG2 @ J-10#4 Secondary  Base 4 + Run 2 + Flank 2 + 1 Secondary = 9 TN Hit
ML  @ APC#1  Tertiary   Base 4 + Run 2 + Cruise 1 + 2 Tertiary = 9 TN Miss
23:00, Today: 1st Lt. Crispin McAlister rolled 4,10,8 using 2d6,2d6,2d6 with rolls of 1,3,4,6,4,4. MG1, MG2, ML.
23:05, Today: 1st Lt. Crispin McAlister rolled 10 using 2d6 with rolls of 5,5. MG Location on Rear of J-10. 2 Damage to Turret, #4

Kick, Base 3 + Run 2 + Flank 2 = 7 TN
23:09, Today: 1st Lt. Crispin McAlister rolled 2 using 2d6 with rolls of 1,1. Kick J-10 #2. Point, lol.
23:10, Today: 1st Lt. Crispin McAlister rolled 7 using 2d6 with rolls of 2,5. PSR. Does not fall.

Pegasus
GM, 245 posts
Thu 1 Sep 2011
at 03:40
  • msg #104

Re: Turn Three Inititiative Phase

A Virtual hail of Machine Gun fire is thrown at the Locust from all the J-10 transports in the area, the speedy mech manages to avoid any damage though.

23:37, Today: Pegasus rolled 3,10 using 2d6,2d6. MG's at Locust TN 12+.
23:37, Today: Pegasus rolled 8,9 using 2d6,2d6. MG's at Locust TN 10+.

The APC's rolls in guns blazing trying to draw a bead on the speedy Pegasus.

Base 4 + 1 Cruise + 4 Def Mod = TN 9+
23:38, Today: Pegasus rolled 8,10 using 2d6,2d6. MG's at Pegaus TN ?+.
23:42, Today: Pegasus rolled 9 using 2d6. MG location.

Rear 2 damage (Motive Damage)
23:43, Today: Pegasus rolled 8 using 2d6+5. Motive Damage.

Moderate Damage -1 Cruising / +2 Pilot rolls.




Attackers
Pegasus 411
(Hover)
moves 8/12 7/11
Gunnery 4
+1 Gunnery rolls
Pilot 4
+2 Pilot rolls

(F) Med. Laser
(T) SRM4
(T) SRM4
(25)Ammo
* EW Suite *
(No Probe Functions)
24 Front
20 Right
20 Left
20 18 Rear
20 Turret
4 Front
4 Right
4 Left
4 Rear
4 Turret
Harraser 412
(Hover)
moves 0/0
Gunnery 4
Pilot 6

(T) SRM4
(T) SRM4
(25) Ammo
15 9 Front
10 6 Right
10 Left
14 12 Rear
15 11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret


Locust
4 Gunnery
3 Pilot
Move 8/12/0
Heat Sinks 10

Weapons
CT ~ ML
CT ~ MG Ammo
RA ~ MG
LA ~ MG
H 8
CT 10 (2)
RT 8 (2)
LT 8 (2)
RA 4
LA 4
RL 8
LL 8
H 3
CT 6
RT 5
LT 5
RA 3
LA 3
RL 4
LL 4
H
CT ML Ammo
RT
LT
RA S U
LA S U
RL H U L F HS HS
LL H U L F HS HS






Defenders
Scorpion 1
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 Right
13 Left
8 Rear
11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret
Scorpion 2
DESTROYED
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 0 Right
13 Left
8 Rear
11 Turret
3 Front
3  0 Right
3 Left
3 Rear
3 Turret
APC 1
(Tracked)
moves 6/9

(T) MG
12 Front
8 Right
8 Left
5 Rear
7 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
APC 2
(Tracked)
moves 6/9

(T) MG
12 Front
8 3 Right
8 Left
5 Rear
7 2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  1
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  2
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  3
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  4
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 0 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret

This message was last edited by the GM at 03:48, Thu 01 Sept 2011.
Recruit Amos Trask
player, 38 posts
Thu 1 Sep 2011
at 04:48
  • msg #105

Re: Turn Three Inititiative Phase

"Go!" Amos shouted. He unbuckled his seatbelt and popped the hatch door. "Go, go, go." He grabbed his rifle and pack. Sadly he was used to bailing out of a burning vehicle more often than he liked.
Pegasus
GM, 247 posts
Thu 1 Sep 2011
at 05:26
  • msg #106

Re: Turn Three Inititiative Phase

Lt. Crispin is official in command at this point.

Tony and Amos get to move over to the other thread and have a fire fight with a pair of Combine Tankers.
Capt. Tony Garabaldo
player, 131 posts
What happened now?
I'm always last to know.
Thu 1 Sep 2011
at 06:33
  • msg #107

Re: Turn Three Inititiative Phase

"Crap," he said as the enemy pretty much took them out. Staying in the tank and using the missiles might eb a good idea... so would getting the gear ready in case it turned out to be a bad idea.

After Bailey's run, it turned out to be a very good idea to get the gear ready. Bailing out, he found the best cover he could, away from gasoline, missiles, and other 'Bad Things'.

"Remind me not to do that again," he told Amos. "You all right?"
Pvt. Gregory Asgard
player, 100 posts
Mon 5 Sep 2011
at 09:41
  • msg #108

Re: Turn Three Inititiative Phase

With the commanders tank turning into a fireball and one of the APC's starting to feel brave while their serious firepower is getting blown to kingdom come he hopes their opposition is in awe enough with their bomber to listen to 'reason' he sure as hell wouldn't.

"Okay fuckers you can surrender now or get another hail of bombs on your asses and we will be forced to use lethal force to stop you. Power down now and surrender and we allow you to walk home."
Kitten
GM, 325 posts
Fri 9 Sep 2011
at 06:16
  • msg #109

Re: Turn Three Inititiative Phase

Experience for this scenario.

Kills...
4xp Bailey

Objective
4xp Crispin
4xp Caitlin
4xp Gregory
4xp Amos
4xp Bailey
4xp Pegan

RP Experience (through to Decemeber 21)
7xp Caitlin
6xp Crispin
5xp Gregory
2xp Amos

Totals
11xp Caitlin
10xp Crispin
9xp Gregory
6xp Amos

8xp Bailey
4xp Pegan
This message was last edited by the GM at 14:46, Fri 09 Sept 2011.
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