RolePlay onLine RPoL Logo

, welcome to Y ~ Wild Stallions (Mech warrior)

14:33, 4th May 2024 (GMT+0)

(M1)  Operation:  Smash and Grab.

Posted by PegasusFor group 0
Pegasus
GM, 158 posts
Sat 13 Aug 2011
at 15:07
  • msg #1

(M1)  Operation:  Smash and Grab

Mission Catagory ~ Raid Supply Convoy

The Eridani's have located a Combine supply convoy and are ready to raid it.  Opposition is observed at (8) Contacts.  At least (4) are transport vehicles, and (2) are combat units.  (2) Units are 'unknown' 1-3 = Transport / 4-6 = Combat

Transports (roll d6)
1-4 = J-27 Ordance Transport w/Trailer (10 Supply Points of 'bulk' goods/1 ton per supply point)
5-6 = Tracked APC (10 Supply Points of 'fine' goods/200 pounds per supply point)

Each point of damage above and beyond what you need to 'kill' the vehicle will damage one supply point.

Combat Escorts (roll d6)
1 = Scorpion Light Tank
2 = Scorpion Light Tank (SRM 6 Variant)
3 = Striker Light Tank
4 = Vedette Medium Tank
5 = Goblin Medium Tank w/ Infantry (Regular Rifle)
6 = Manticore Heavy Tank

Units available for the raid is limited at this time.  Captain Garabaldo, draws as many units as he believes he can spare for the mission from the garrison on the base.

Primary Objective ~ Deny Supplies to Draconis Base. (+2 Prestige if none of the transport units escape)
Secondary Objective ~ Secure Supplies for Eridani Use. (+1 Prestige for every 10 supply points captured/recovered for Eridani)
Tetriary Objective ~ Withdraw from operations intact. (+1 Prestige if no Eridani mechs/vehicles are lost)
(+1) Prestige for capturing Combine Combat vehicle
(-1) Prestige for losing Commando, Locust, 411 or 412
(+1) Prestige for capturing Combine Transport vehicle
(-1) Prestige for for every (2) Eridani Transport units lost


(2) Base Scenario Points
(2) Rank Bonus
You may spend up to (4) of the units Prestige points for additional Units for this mission.

Available Units
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V
(1) Point for Pegasus 411
(1) Point for Harasser 412
(1) Point for (2) Ferret Ground Support Combat Runs
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)
(0) Points for one tracked unit (no infantry)

Conventional units available are drawn from the units listed at
link to a message in this game

The Commando will appear (5) Battletech rounds after contact with the Combine Convoy

Tracked APC's will appear (10) Battletech rounds after contact with the Combine Convoy.

All units are presummed to have a gunnery roll of 4+ and a Drive/Pilot roll of 5+ unless otherwise noted.  Infantry Battletech gunnery is noted by experience.

Baker and Foxtrot squads have gunnery values of 3+
All other infantry squads have gunnery values of 4+

(Infantry will be required to secure and move supplies captured)




From a roleplaying point of view, Tony decides what goes.  From a practical point of view, all of the players should have some input on what they want to take into the fight.
This message was last edited by the GM at 13:28, Sun 14 Aug 2011.
Capt. Tony Garabaldo
player, 96 posts
What happened now?
I'm always last to know.
Sat 13 Aug 2011
at 20:43
  • msg #2

Re: (M1)  Operation:  Smash and Grab

Will it cost points to bring units up after combat to secure the goods? I mean, can we have transports and infantry and such *not* in the battle to carry the stuff when we're done?

So- what does everyone else think? I've actually had little experience matching forces in BT, that's always been the GM's job and I've done very little GMing like that. (Mechwarrior stuff mostly, with a fixed force and the PCs able to bring whatever they had with them.)
Pegasus
GM, 161 posts
Sat 13 Aug 2011
at 20:55
  • msg #3

Re: (M1)  Operation:  Smash and Grab

There is a little bit of a fog of war being presented here since all Bailey knows is that there were (8) contacts.  Four transports, Two escorts, and Two questionables.

You're purchasing everything to go on the operation.  The only freebie youre getting is one Tracked APC to haul off one of the Trailers, and potentially a ton of 'stuff'.  If you want more units to haul stuff off, you have to purchase them.

There will be four transports... among the bad guys.  Alot of it comes down to how many trailers you think will be there, and how many APCs.  Then theres the possible consideration that some of those mystery units might be more loot to haul off, they might also be more guns shooting at you.  Obviously after having your butts kicked for months and months, and stuck in the cold for a week, everyone wants to go for a little pay back.  Relistically you need to leave a garrison behind at the base so Tony needs to pick and choose who goes.

You cant bring stuff in 'after the fact', because it's pretty obvious they'll radio for help so units on the site will be the only ones that get to gather loot unless you want to engage in another skirmish.
Pfc Caitlin Mallory
player, 100 posts
Sat 13 Aug 2011
at 22:32
  • msg #4

Re: (M1)  Operation:  Smash and Grab

Well, it's risky in any case.
One of the heavier tanks (looking at the Manticore especially) could wipe out our unit by itself essentially. One PPC hit anywhere on the Harasser and it's toast.

We have only 4 points, including one freebie of a tracked APC to haul some supplies.

If we include Harry and Peggy
we don't have many resources after this to play around with.

The Commando has hands and might be able to grab some supplies (need a GM ruling), but the five round wait could be a killer to our team, yet if things are going badly, it should be able to cover our retreat.
Pegasus
GM, 162 posts
Sat 13 Aug 2011
at 23:01
  • msg #5

Re: (M1)  Operation:  Smash and Grab

Yes, it's unlikely but if two maniticores show up on the party it might be a scram and run, instead of a smash and grab.  You may not get any supplies but the transports are soft targets and you'll get to play cat and mouse with the escorts as you try and take out transports.

I would make a call, that presuming the mechs have legs and no mobility issues, they can grab a trailer and haul it off.  It's heavy load for them, and it would reduce their speed but they should be able to haul it off someplace away from the scene of the crime to let the Eridani's recover the loot.
This message was last edited by the GM at 23:04, Sat 13 Aug 2011.
Pvt. Gregory Asgard
player, 73 posts
Sun 14 Aug 2011
at 05:51
  • msg #6

Re: (M1)  Operation:  Smash and Grab

as non mech warrior expert and seeing the delay presented i say we stuff a unit of infantery in our free APC mostly to have em haul off the loot. Especially as we need to pay to bring our own tank and if we mess this one up the next mission we might have to walk ;-)
Pegasus
GM, 163 posts
Sun 14 Aug 2011
at 13:15
  • msg #7

Re: (M1)  Operation:  Smash and Grab

1 point will get you a unit of infantry and transport for them.

The only way this goes south really bad is if 411 or 412 gets blown up.  So stay away from the manticores :P
This message was last edited by the GM at 13:15, Sun 14 Aug 2011.
Pegasus
GM, 164 posts
Sun 14 Aug 2011
at 13:23
  • msg #8

Re: (M1)  Operation:  Smash and Grab

Everyone has had a chance to look at the scenario (per the Cast attendance log).

Tony put a proposed mission team up. the players are free to comment on the proposal, and i'll give you one last chance to modify the plan, and we'll start.
1st Lt. Crispin McAlister
player, 70 posts
Sun 14 Aug 2011
at 18:57
  • msg #9

Re: (M1)  Operation:  Smash and Grab

Just a thought.

Don't use the Commando and I'm hesitant about even using the Locust.  If it looks like were are "just" armoured infantry units hitting a convoy they will rate it as a lower priority to deal with simply because we don't have mech support.  It's an ace in the hole to pull later.  Not to mention the fact that with the speeds that the hovercraft can cover the DCMS and Dragoons will have a much larger area they have to recon if they want to track us down.

I'd use the second two points on tracked infantry to work with the freebie tracked unit.  I know it's kinda risking that they don't have extra combat units but if they do have four combat units we turn it into a smash and dash rather than smash and grab while radioing to the tracked guys to abort.  If it is manageable we'll have three that can hook trailers and two sets of infantry that we can use to steal DCMS convoy transports that aren't totally destroyed...if we can knock out the defenders and force the convoy to surrender.

Advantage is we start the first fight with less to worry about other than just our two hovercraft  Gets people into learning their roles and not worrying about controlling additional assets.  Disadvantage is if luck is totally on the DCMS it turns into a simple ID and retreat.  My two c-bills.
Pegasus
GM, 165 posts
Sun 14 Aug 2011
at 19:13
  • msg #10

Re: (M1)  Operation:  Smash and Grab

The locust is at least as fast as 411, and there is always Bailey's ground support.
1st Lt. Crispin McAlister
player, 71 posts
Sun 14 Aug 2011
at 19:28
  • msg #11

Re: (M1)  Operation:  Smash and Grab

Fast yes, but has no arms thus it would take special rigging to drag stuff away, and it gets back to the original bit of not wanting the Dracs or Wolf know we have that sort of support.  Just me using my more strategical mind and looking at it in the grand scheme rather than the individual fight.
Pvt. Gregory Asgard
player, 74 posts
Sun 14 Aug 2011
at 19:31
  • msg #12

Re: (M1)  Operation:  Smash and Grab

Pick stuff that can haul post combat and lets hope we can convince the transports to surrender once we take out their defenders. A few POW's might be a nice addition to our intelligence.
Capt. Tony Garabaldo
player, 97 posts
What happened now?
I'm always last to know.
Sun 14 Aug 2011
at 19:52
  • msg #13

Re: (M1)  Operation:  Smash and Grab

We may spend up to (4) of the units Prestige points for additional Units for this mission. Do we wish to?

Here's how I figure, for now. We need infantry to get anything at all, I presume the tanks and tracks can pull trailers. I'm flip-flopping between the locust and the Ferret, i picked the Ferret because the pilot was cute. ;)

(Red is what I picked.)
Available Units
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V
(1) Point for Pegasus 411
(1) Point for Harasser 412
(1) Point for (2) Ferret Ground Support Combat Runs
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)
(0) Points for one tracked unit (no infantry)

The Commando will appear (5) Battletech rounds after contact with the Combine Convoy

Tracked APC's will appear (10) Battletech rounds after contact with the Combine Convoy.

(Infantry will be required to secure and move supplies captured)
Pegasus
GM, 166 posts
Sun 14 Aug 2011
at 20:10
  • msg #14

Re: (M1)  Operation:  Smash and Grab

Clarification for Tony.

Capt. Tony Garabaldo:
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)


You have
(1~2 VTOLs, depending if Bailey is making a combat run)
(2) Hovers APCs
(4) Tracked APCs

and (8) Infantry Squads.

This option may be selected more than once...
This message was last edited by the GM at 20:10, Sun 14 Aug 2011.
Pfc Caitlin Mallory
player, 101 posts
Tue 16 Aug 2011
at 17:10
  • msg #15

Re: (M1)  Operation:  Smash and Grab

Looks like a good plan to me.
Pegasus
GM, 167 posts
Tue 16 Aug 2011
at 17:45
  • msg #16

Re: (M1)  Operation:  Smash and Grab

O.o

Okay you're going the cheap route and spending no prestige to gather extra troops.

YOu're going into the raids with...

1 pt.  411
1 pt.  412
1 pt.  Ferret Ground Support run
1 pt.  Infantry squad and transport (Which transport do you guys want for them?)
0 pt.  Tracked APC (no infantry)
Pfc Caitlin Mallory
player, 102 posts
Tue 16 Aug 2011
at 17:47
  • msg #17

Re: (M1)  Operation:  Smash and Grab

oh wait a minute
I thought he bought the Locust and the commando and extra tracked APCs as well as the ferret run.
Pegasus
GM, 168 posts
Tue 16 Aug 2011
at 17:50
  • msg #18

Re: (M1)  Operation:  Smash and Grab

Tony highlighted in red what he wanted to bring.

Commando and Locust are in black.

Am i misreading this Tony?
Pfc Caitlin Mallory
player, 103 posts
Tue 16 Aug 2011
at 17:52
  • msg #19

Re: (M1)  Operation:  Smash and Grab

I'd urge spending prestige here. Supplies will be really important to us. not just denying them to the enemy, but using them ourselves. I'd blow all four extras. The mechs can move supplies as well being combat ready, worth a point in any case. tracked APC's and infantry are hopeless in comparison to any mech.

The tracked APC's are arriving in turn ten too. granted the commando is arriving not on the board, but it could clinch victory from defeat or help us withdraw if we need it. It's a fairly powerful light unit.
This message was last edited by the player at 17:53, Tue 16 Aug 2011.
1st Lt. Crispin McAlister
player, 72 posts
Tue 16 Aug 2011
at 17:56
  • msg #20

Re: (M1)  Operation:  Smash and Grab

Pegasus:
(2) Base Scenario Points
(2) Rank Bonus
You may spend up to (4) of the units Prestige points for additional Units for this mission.

Available Units
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V
(1) Point for Pegasus 411
(1) Point for Harasser 412
(1) Point for (2) Ferret Ground Support Combat Runs
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)
(0) Points for one tracked unit (no infantry)


I believe that both Tony and I looked at the above and saw:

You have four points to spend on units.

Thus taking 411 and 412 is using prestige and the Ferret and Infantry were using the two other prestige that we were alloted.

Now I'm getting the feeling that you're saying we have 4 points to spend plus 4 extra prestige if we want.
Pfc Caitlin Mallory
player, 104 posts
Tue 16 Aug 2011
at 17:58
  • msg #21

Re: (M1)  Operation:  Smash and Grab

That's the way I read it. You have 4 and may spend up to 4 extra.

I might be wrong though....
Pegasus
GM, 169 posts
Tue 16 Aug 2011
at 18:03
  • msg #22

Re: (M1)  Operation:  Smash and Grab

Scenario design will be...

Base points ~ Difficulty of mission, will vary widely.

Rank points ~ Based on highest rank officer in operations, +2 if it's tony, +1 if it's Crispin +0 if an NCO is in command.

Prestige points ~ Optional points you may spend, that will be deducted from the unit prestige.  Doing so will often allow you to more effectively accomplish your mission, and in theory should be 'worth' the expenditure, if done prudently.

So you get 2 + 2 + (0 to 4) = 4 to 8 points worth of units for the fight.
This message was last edited by the GM at 18:04, Tue 16 Aug 2011.
1st Lt. Crispin McAlister
player, 73 posts
Tue 16 Aug 2011
at 18:09
  • msg #23

Re: (M1)  Operation:  Smash and Grab

I getcha just was a matter of initially looking at it the wrong way.
Pegasus
GM, 170 posts
Tue 16 Aug 2011
at 18:44
  • msg #24

Re: (M1)  Operation:  Smash and Grab

Still waiting on friedly unit selection.  I'm presuming youre taking more units then?

Looks like we might have lost Amos, hopefully he'll check in soon and all is well with him.


Presuming...

1 pt.  411
1 pt.  412
1 pt.  Ferret Ground Support run
1 pt.  Infantry squad and transport (Which transport do you guys want for them?)
0 pt.  Tracked APC (no infantry)

is what youre taking with the scenario  points, the question is how many prestige points do you want to spend, and what units youre taking.
(reminder pick out transports for the infantry, default it tracked->hover->VTOL
 Also need to pick out squads youre taking incase it breaks out into a infantry fire fight.)
This message was last edited by the GM at 19:12, Tue 16 Aug 2011.
Capt. Tony Garabaldo
player, 98 posts
What happened now?
I'm always last to know.
Tue 16 Aug 2011
at 20:30
  • msg #25

Re: (M1)  Operation:  Smash and Grab

Let's add the
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V

If that's all right. I didn't really want to  spend the unit's prestige without inpput from the others. I also don't really know how this will go, we'll see how Peg GMs BT after this and have a little better idea, perhaps. I guess going in heavy is better than going in light.

We still may spend 2 more. Any comments?
Pegasus
GM, 171 posts
Tue 16 Aug 2011
at 20:33
  • msg #26

Re: (M1)  Operation:  Smash and Grab

Battletech will feel like Mac's game, which means nothing to Tony and Caitlin, but should mean something to Crispin and Amos.

The biggest difference is... the EW 411 has, and the potential for small arms combat out of vehicles (presuming you want to recover the Combine supplies, as opposed to blowing them all up).
Pfc Caitlin Mallory
player, 105 posts
Tue 16 Aug 2011
at 20:41
  • msg #27

Re: (M1)  Operation:  Smash and Grab

I'd spend the last two on tracked APCs for takign the trailers away giving us supplies and infantry if we get in a gun fight.
If we don't need them, we don't need to bring them on...but it's a safe bet, if we do somehow manage to outgun the convoy the rewards make it worth the Prestige investment.
Capt. Tony Garabaldo
player, 99 posts
What happened now?
I'm always last to know.
Wed 17 Aug 2011
at 08:53
  • msg #28

Re: (M1)  Operation:  Smash and Grab

Any other votes / comments? Going once... going twice...

I will spend the points as suggested by Cat if no other comments are forthcoming.
Pvt. Gregory Asgard
player, 75 posts
Wed 17 Aug 2011
at 09:44
  • msg #29

Re: (M1)  Operation:  Smash and Grab

lets get rolling.
Pegasus
GM, 172 posts
Wed 17 Aug 2011
at 11:55
  • msg #30

Re: (M1)  Operation:  Smash and Grab

Concur.

Eridani Raiders...
Starting Force (Four Points)
Harasser 411 (Player)
Pegasus 412 (Player)
Ferret support (on demand/1 turn delay)
Locust (Gunnery 4/Pilot 5)

Eridani Reinforcements (Four Points)

Turn (5)
Commando

Turn (10)
(4) Tracked APC's
(3) Infantry Squads (Random selection = First three, Able, Baker, and Charlie)


Defenders

(+2) Random units
07:57, Today: Pegasus rolled 3 using 2d6 with rolls of 1,2. 1-3 Transport / 4-6 Escort.
(+2 Transports)


(6) Transport
07:58, Today: Pegasus rolled 23 using 6d6 with rolls of 3,5,5,3,4,3. (6) Transports
(4) J-27 Ordance Transports w/ trailers
(2) Tracked APC's


(2) Escorts
08:01, Today: Pegasus rolled 4 using 2d6 with rolls of 2,2. (2) Escorts.
(2) Scorpion SRM6 variant





Map generation in progress, should be up shortly.
This message was last edited by the GM at 12:03, Wed 17 Aug 2011.
Pfc Caitlin Mallory
player, 106 posts
Wed 17 Aug 2011
at 13:15
  • msg #31

Re: (M1)  Operation:  Smash and Grab

That could have been a LOT LOT worse.

We stand a real chance of making out like bandits!
Pegasus
GM, 173 posts
Wed 17 Aug 2011
at 13:24
  • msg #32

Re: (M1)  Operation:  Smash and Grab

Eridani Intial Units move at Flank/Run speed onto the southern edge of the map, and are presumed to have moved 10+ hexes to get to one of the hexes between 1535 and 2335.

Please selecting starting positions for 411, 412, and the Locust.

Commando will appear on the southern edge on turn 5, and the APC's will appear on turn 10.  You call for Bailey to lay down ground support during intiative phase and she makes her attack run the following intiative phase.
(ie.  If you call for her now, she appears at the start of the next intiative phase.)

Combine units are all facing North and have a current speed of 'zero'.  One of the units has motive damage of some sort, which one, and how badly remains to be seen.

http://artzone.daz3d.com/azfil...g4enepax658-full.jpg




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 10/15
Gunnery 4
Pilot 6

(T) SRM4
(T) SRM4
(25) Ammo
15 Front
10 Right
10 Left
14 Rear
15 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
(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
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 Right
8 Left
5 Rear
7 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




Hey Caitlin, it's Christmas, i suppose Santa's come early.  Camed armed for bear and found deer.
This message was last edited by the GM at 20:32, Wed 17 Aug 2011.
Pegasus
GM, 174 posts
Wed 17 Aug 2011
at 14:13
  • msg #33

Re: (M1)  Operation:  Smash and Grab

Rules of Engagement...

Okay some of you have pretty complete character sheets, some of you less so.  So i used the conversion notes, and for the most part, we will be playing 'battletech'.  Various skills for the characters are...

Harraser 412
Tony Gunnery 6, Pilot 6, Intiative +1
Amos Gunnery 4, Pilot 5


Pegasus 411
Gregory Gunnery 4, Pilot 4
Caitlin Gunnery 4, Pilot 7
Crispin Gunnery 4, Pilot 5
Pegan Gunnery 6, Pilot 7

Fortunately ... Crispin has a pretty complete character sheet, so we will use his MW Skills for the EW on Pegasus 411, and odd as it might seem, he'll be using 2d10 to make those skill rolls.

Footnote:
Caitlin and Amos are really better shots than those numbers suggest, they're closer to being 3 gunners than Gregory and Crispin, and if we were using 2d10 for combat, it would be reflected.  We're not this time around.  We have enough bugs to get out and get used to so were not going to use the MW3 combat system, just yet.




The default presumption is that youre coming in fast, and keeping radio silence till you engage in combat, which will start by rolling intiative next turn.  Some EW options are done during intiative, so Crispin should consider which options he wants to try and deploy and for what effects.
This message was last edited by the GM at 18:29, Wed 17 Aug 2011.
Capt. Tony Garabaldo
player, 100 posts
What happened now?
I'm always last to know.
Thu 18 Aug 2011
at 10:40
  • msg #34

Re: (M1)  Operation:  Smash and Grab

IIRC-
Any of our units can operate in depth 1 water.
We get a move bonus for traveling on a road.
There is a gunnery minus for movement used.

I believe-
The 'two roads' are the edges of one road, just drawing it was the problem.
We can get up to about 6 hexes, maybe closer if the road gives us a bonus.

I would opinions on-
Should we get up close? I don't have time to study the weapons right now, but I'd like to stay at our longest range that's effective and hopefully they have shorter range weapons, but I think they're actually the exact same stuff.
Where should we start? If we do get a road bonus, that's be about the only thing that would make a difference.
Should we call the Ferret in right away? I'm thinking, might as well, but then again it'd be more effective if we wait for the infantry to dismount.

Hopefully, I'll have more time later tonight to study a bit more.
Pegasus
GM, 184 posts
Thu 18 Aug 2011
at 13:30
  • msg #35

Re: (M1)  Operation:  Smash and Grab

Capt. Tony Garabaldo:
IIRC-
Any of our units can operate in depth 1 water.
We get a move bonus for traveling on a road.
There is a gunnery minus for movement used.

I believe-
The 'two roads' are the edges of one road, just drawing it was the problem.
We can get up to about 6 hexes, maybe closer if the road gives us a bonus.

I would opinions on-
Should we get up close? I don't have time to study the weapons right now, but I'd like to stay at our longest range that's effective and hopefully they have shorter range weapons, but I think they're actually the exact same stuff.
Where should we start? If we do get a road bonus, that's be about the only thing that would make a difference.
Should we call the Ferret in right away? I'm thinking, might as well, but then again it'd be more effective if we wait for the infantry to dismount.

Hopefully, I'll have more time later tonight to study a bit more.


All your units can be in water, the locust will be knee deep in it, but i can be in water.

The road, is two roads.  It's coming and going traffic lanes, that the Combine has decided to use both roads for their purposes, since traffic is light to non existant.

Starting on the road, staying on the road, ending on the road provides a +1 movement bonus to cruise speed.  (Peg will go 9/14 and Harraser will move 11/17)

Tony can call for Bailey to make her attack run any time he wants during the intiative phase, and she will show up the following phase.  The player controling Bailey will pick the path of her attack run, and the target(s).  None of you were around when i used Ferret Daisy Cutters, so the phrase is meaningless to you, but i'll mention it now so that you know what they are for future reference.

Tony you still need to assign who's running the Locust, Commando, Ferret
Capt. Tony Garabaldo
player, 102 posts
What happened now?
I'm always last to know.
Thu 18 Aug 2011
at 23:40
  • msg #36

Re: (M1)  Operation:  Smash and Grab

Who wants to run what? I think we'll call Bailey first thing. No sense leaving her in reserve twice, maybe the second run...
Recruit Amos Trask
player, 30 posts
Thu 18 Aug 2011
at 23:58
  • msg #37

Re: (M1)  Operation:  Smash and Grab

I'll run the Commando if it is still available.
Pegasus
GM, 186 posts
Fri 19 Aug 2011
at 02:50
  • msg #38

Re: (M1)  Operation:  Smash and Grab

In the interest of moving things along...

Amos runs the Commando
Crispin runs the Locust
Caitlin runs Bailey's Ferret


Gregory please place 411
Amos please place 412
Crispin please place the Locust.
Tony Please roll for intiative.

1st Turn Intiative (Loser moves first / number of units to moved each turn)
Eridanis will move 1-1-1
Combine will move 3-2-3
Pvt. Gregory Asgard
player, 78 posts
Fri 19 Aug 2011
at 08:07
  • msg #39

Re: (M1)  Operation:  Smash and Grab

Like in the ooc put me on 2035
1st Lt. Crispin McAlister
player, 79 posts
Fri 19 Aug 2011
at 12:37
  • msg #40

Re: (M1)  Operation:  Smash and Grab

Locust deploys 2335.
Pegasus
GM, 187 posts
Fri 19 Aug 2011
at 14:10
  • msg #41

Re: (M1)  Operation:  Smash and Grab

Waiting on Amos to deploy, and for Tony to roll 2d10+1 for intiative.
Capt. Tony Garabaldo
player, 104 posts
What happened now?
I'm always last to know.
Fri 19 Aug 2011
at 18:42
  • msg #42

Re: (M1)  Operation:  Smash and Grab

(Sorry, was going to ask which we were using and got distracted and thought I was done.)
14:41, Today: Capt. Tony Garabaldo rolled 11 using 2d10+1. init.

Pegasus
GM, 188 posts
Fri 19 Aug 2011
at 22:23
  • msg #43

Re: (M1)  Operation:  Smash and Grab

Hoping to post map update tonight and get things moving, Tony give me 412's starting hex.
Capt. Tony Garabaldo
player, 106 posts
What happened now?
I'm always last to know.
Fri 19 Aug 2011
at 23:53
  • msg #44

Re: (M1)  Operation:  Smash and Grab

1835, we got anyone there yet?
Recruit Amos Trask
player, 31 posts
Sat 20 Aug 2011
at 01:24
  • msg #45

Re: (M1)  Operation:  Smash and Grab

I thought Tony would be driving the 412?
And the Commando doesn't start until round 5.
This all correct?
Capt. Tony Garabaldo
player, 108 posts
What happened now?
I'm always last to know.
Sat 20 Aug 2011
at 11:18
  • msg #46

Re: (M1)  Operation:  Smash and Grab

Yep. Commando will appear on the southern edge on turn 5, and the APC's will appear on turn 10.

I don't have a problem with you putting in your suggestions, it's been a while and I never played MW without the huge mapsheets to overlook the whole scenario on. It's kinda wierd...
Pegasus
GM, 189 posts
Sat 20 Aug 2011
at 14:45
  • msg #47

Re: (M1)  Operation:  Smash and Grab

My bad Amos, youre quite right O.o
Pegasus
GM, 190 posts
Sat 20 Aug 2011
at 14:59
  • msg #48

Re: (M1)  Operation:  Smash and Grab

~ Initiative ~

The Convoy catches a wiff that trouble is on the horizon and immediately starts to floor the pedal to take off and move down the road.

10:54, Today: Pegasus rolled 8 using 2d10. Convoy Intiative.

Movement Phase

Combine moves (3)

APC (1) cruise - F3, R1, F2 ~ End movement 2211 ~ (+2 def mod)

J-10 (2) Flank - F4, R1 ~ End movement 2012 ~ (+1 def mod)

J-10 (4) Flank - F5, R1 ~ End movement 2012 ~ (+2 def mod)




http://artzone.daz3d.com/azfil...jjjr1vah55r-full.jpg
This message was last edited by the GM at 03:48, Sun 21 Aug 2011.
Recruit Amos Trask
player, 32 posts
Sun 21 Aug 2011
at 04:28
  • msg #49

Re: (M1)  Operation:  Smash and Grab

Capt. Tony Garabaldo:
I don't have a problem with you putting in your suggestions, it's been a while and I never played MW without the huge mapsheets to overlook the whole scenario on. It's kinda wierd...



My suggestion would be to travel full speed down the road for the 1st round.
What is that 11 hex, or 12?

EDIT
Move to 1821, which is 3 hex away from APC2
This message was last edited by the player at 04:58, Sun 21 Aug 2011.
1st Lt. Crispin McAlister
player, 85 posts
Sun 21 Aug 2011
at 04:55
  • msg #50

Re: (M1)  Operation:  Smash and Grab

The Locust pilot knew that this hit and run would be a fast thing so he pushed his machine to the hilt to get himself into position so that he could either bore into the Scorpion support tanks or head off the transports.

Run, Forward 11 + 1 Light Woods, End 2324 Facing N [+4 displace]
Pegasus
GM, 192 posts
Sun 21 Aug 2011
at 05:08
  • msg #51

Re: (M1)  Operation:  Smash and Grab

The Eridani pilot stomps on the locust pedals and sends the Locust forward at a run, stomping across the landscape and through the tree quickly closing on the Combine convoy.

The Rest of the Combine convoy is in full motion as they make an effort to outdistance the Eridanis.




J-10 1 ~ Flank F5, R1 ~ End Movement 1811ne ~ +2 Def Mod
J-10 3 ~ Flank F6 ~ End move 1811n ~ +2 Def Mod

http://artzone.daz3d.com/azfil...25pmbhtwdzk-full.jpg
This message was last edited by the GM at 05:10, Sun 21 Aug 2011.
Pvt. Gregory Asgard
player, 82 posts
Sun 21 Aug 2011
at 06:40
  • msg #52

Re: (M1)  Operation:  Smash and Grab

"Yeeehaw! Its time to kick ass and chew bubblegum. And im all out of ass."

And then he slams the pedal just that little further down to the metal and takes a drag of the cigarette he was smoking, making it obvious it wasn't one he had gotten from Pegan.

ooc: All ahead full.
so thats 12 squares to 2023 right.

Pegasus
GM, 197 posts
Tue 23 Aug 2011
at 15:22
  • msg #53

Turn One Movement Phase

The Rear guard of the Convoy quickly take evasive actions as they turn off the road, preparing to try and stall the rapid Eridani advance.  Turning off road they try and make use of the light cover offered by small stands of trees to obscure their vehicles.





Scorpion 1 - Cruise~ F2, R1, F1, End 1913ne (+1 Def Mod)
Scorpion 2 - Flank ~ F2, R1, F1, End 2116ne (+2 Def Mod)
APC 2 ~ Cruise ~ F2, R1, F3, End 2115ne (+2 Def Mod)

http://artzone.daz3d.com/azfil...l9plb1mmxbb-full.jpg

Convoy is done with movement.  Feel free to start fire phase after 412 moves.
This message was last edited by the GM at 15:41, Tue 23 Aug 2011.
Capt. Tony Garabaldo
player, 111 posts
What happened now?
I'm always last to know.
Tue 23 Aug 2011
at 20:19
  • msg #54

Re: Turn One Movement Phase

(I'm moving 412 right?)

I think it wisest not to outrun our allies. Move up the road even with our other units, to 1823.
Pegasus
GM, 198 posts
Wed 24 Aug 2011
at 03:53
  • msg #55

Re: Turn One Fire Phase

Between the distance and the speed, none of the defenders have a shot on the Eridanis.

Please take your weapon fire and were into Intiative Phase.

Caitlin, Bailey will be flying in from the southern edge of the map.  Please pick a vertical column for her to make her combat pass.

Bailey's Ferret has been equiped with an Aero Fighter bomb Rack.

When she's not hauling cargo the racks hold (2) Bombs.  She can deliver both of them in one pass, or drop one, and save the other for a second combat pass, targeting any of the hex(es) along her vertical path for delivery.

Bailey needs a '6' to drop the bombs on target.  For every point that she misses, the bombs scatter 30 meters (one hex).

The bomb does 20 damage to the hex the bomb is dropped in, and 10 damage to all adjacent hexes.

The bombs are resolved during the intiative phase.
This message was last edited by the GM at 03:55, Wed 24 Aug 2011.
1st Lt. Crispin McAlister
player, 91 posts
Wed 24 Aug 2011
at 12:52
  • msg #56

Re: Turn One Fire Phase

Closing the distance the Locust worked to get a solid lock with his laser but wasn't able to yet despite the fact that it would indeed change soon enough.

No Shot

Crispin angled the ECM unit to continue to Jam Communications in the hopes of stalling any reinforcements while he shut down the recording function of the Probe in the hopes that he would be able to slice through their comms to give them a little better heads up on what the Dracs were planning.

08:46, Today: 1st Lt. Crispin McAlister rolled 14 using 2d10+1. Comms/Conventional Jam Comms.  ECM - A +2 or +4 depending on which unit is Commander.

08:48, Today: 1st Lt. Crispin McAlister rolled 9 using 2d10+1. Computer, stop recording. PROBE - At a -2 difficulty, easy task.

08:49, Today: 1st Lt. Crispin McAlister rolled 13 using 2d10+1. Cryptography, Eavesdrop. PROBE - Once again either a +2 or +4 depending on commander.

Pegasus
GM, 199 posts
Wed 24 Aug 2011
at 14:49
  • msg #57

Re: Turn One Fire Phase

(* Flips through the rules *)
Let's see...

The base TN for a non combat check is 10...
(This is considered non-combat even though it takes place during combat.)

The single attribute TN is 15 (+(1) Attribute score to d20)

The double attribute TN is 20 (+(2) Attribute score to d20)




So...

Probe, stop recording (TN 8), rolled 9 = Success.

Probe, easedrop (TN 10), rolled 13 = Success to targets up to a range of 8


ECM, Jam Comms (TN 10), rolled 14 = Success to targets up to range of 12
+1 to Intiative Roll

Will post RP results in turn 2 intiative.

Locust - No Shot

Waiting on potential weapon fire from 411/412.

Pegaus (has no shot)

Harraser may fire SRM's at Nearest Scorpion, need 12+
(Will presume no shot if nothing is done by tonight, will move on to Turn 2 Intiative.)
This message was last edited by the GM at 14:53, Wed 24 Aug 2011.
Pfc Caitlin Mallory
player, 112 posts
Wed 24 Aug 2011
at 14:54
  • msg #58

Re: Turn One Fire Phase

I need to figure out the TN's to hit the Scorpion.
we moved flank +2
Long Range +4
how far did they move?
This message was last edited by the player at 14:57, Wed 24 Aug 2011.
Pegasus
GM, 200 posts
Wed 24 Aug 2011
at 14:56
  • msg #59

Re: Turn One Fire Phase

In reply to Pfc Caitlin Mallory (msg #58):

I'm counting no Shot Caitlin.

Base of 4 + 2 for flank move + 4 for range + 2 for def. Mod (move and wood cover) at least one of those tree next to Pegasus is going to be obscuring so it's over 12+
Pfc Caitlin Mallory
player, 113 posts
Wed 24 Aug 2011
at 15:15
  • msg #60

Re: Turn One Fire Phase

I imagine Bailey will want to travel up the 21xx column to drop a bomb on the scorpion
Pegasus
GM, 201 posts
Wed 24 Aug 2011
at 15:32
  • msg #61

Re: Turn One Fire Phase

In reply to Pfc Caitlin Mallory (msg #60):

She would need a 6+ to land the bomb(s) on target.  If it does, 10 points will also spill over on the APC.

Damage is done in groups of (5), not in a single big location, to be clear on how damage is done.

It's possible for them to survive one bomb, though two will probably leave them a smoldering wreck.  You declare how many you want to drop before rolling dice.
This message was last edited by the GM at 15:34, Wed 24 Aug 2011.
Pfc Caitlin Mallory
player, 114 posts
Wed 24 Aug 2011
at 15:40
  • msg #62

Re: Turn One Fire Phase

I apologise, it was one bomb dropped.
10:33, Today: Pfc Caitlin Mallory rolled 10 using 2d6. Bailey's bomb.

It hit!
10:35, Today: Pfc Caitlin Mallory rolled 4 using 2d6. Scorpion Location One. Right Side
10:35, Today: Pfc Caitlin Mallory rolled 4 using 2d6. Scorpion Location Two Right Side
10:36, Today: Pfc Caitlin Mallory rolled 7 using 2d6. Location Three. Right Side
10:36, Today: Pfc Caitlin Mallory rolled 3 using 2d6. Scoprion Location Four. Right Side
So twenty points all on right side for the Scorpion plus three rolls on motive system table
10:48, Today: Pfc Caitlin Mallory rolled 9 using 2d6. motive damage.
10:48, Today: Pfc Caitlin Mallory rolled 8 using 2d6. Motive damage.
10:48, Today: Pfc Caitlin Mallory rolled 12 using 2d6. Motive damage.
Scorpion is immobile


10:36, Today: Pfc Caitlin Mallory rolled 12 using 2d6. APC Location One. Turret (critical)
10:37, Today: Pfc Caitlin Mallory rolled 8 using 2d6. APC Location Two Right (critical)
10:49, Today: Pfc Caitlin Mallory rolled 9 using 2d6. crit APC. Turret Turret locks
10:50, Today: Pfc Caitlin Mallory rolled 6 using 2d6. side hit APC crit. Weapon Malfunction
This message was last edited by the player at 15:51, Wed 24 Aug 2011.
Pfc Caitlin Mallory
player, 115 posts
Wed 24 Aug 2011
at 15:52
  • msg #63

Re: Turn One Fire Phase

ok, updated with crits, Bailey did REALLY well

Actually scorpion Two might very well be dead.

20 points on right side... only has 13 armour and 3 internal structure.
This message was last edited by the player at 15:56, Wed 24 Aug 2011.
Pegasus
GM, 203 posts
Wed 24 Aug 2011
at 15:59
  • msg #64

Re: Turn One Fire Phase

In reply to Pfc Caitlin Mallory (msg #63):

Yes.  twenty damage to the side, does lead to a one hit dead scorpion kill.

The area around the scorpion takes ten damage so the adjacent APC, takes two five point hits as well.




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 10/15
Gunnery 4
Pilot 6

(T) SRM4
(T) SRM4
(25) Ammo
15 Front
10 Right
10 Left
14 Rear
15 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 21:36, Thu 25 Aug 2011.
Pfc Caitlin Mallory
player, 116 posts
Wed 24 Aug 2011
at 16:03
  • msg #65

Re: Turn One Fire Phase

APC took turret and Right side hits the turret is locked

10:36, Today: Pfc Caitlin Mallory rolled 12 using 2d6. APC Location One. Turret (critical)
10:37, Today: Pfc Caitlin Mallory rolled 8 using 2d6. APC Location Two Right (critical)
10:49, Today: Pfc Caitlin Mallory rolled 9 using 2d6. crit APC. Turret Turret locks
10:50, Today: Pfc Caitlin Mallory rolled 6 using 2d6. side hit APC crit. Weapon Malfunction
Pegasus
GM, 204 posts
Wed 24 Aug 2011
at 16:22
  • msg #66

Re: Turn One Fire Phase

Criticals arent automatic.  There is only a potential of one.

2~7 no critical
8~9 one critical
10~11 two critlcal
12 three critical

Not that it matters really for the APC's MG in the turret, but if it were a manticore, it'd be pretty important.
Pfc Caitlin Mallory
player, 117 posts
Wed 24 Aug 2011
at 16:23
  • msg #67

Re: Turn One Fire Phase

oh, I apologise, do you want me to roll, or is it good enough?
Pegasus
GM, 205 posts
Wed 24 Aug 2011
at 16:24
  • msg #68

Turn Two Intitiative Phase

We can let the crit's stand, it doesnt really matter for the APC.

Amos has till tonight to take his fires for turn one.  Going to move us along into turn two intiative though.

I have EW on file, providing Tony with a +2 Intiative.

12:27, Today: Pegasus rolled 14 using 2d10. Convoy Intiative.
This message was last edited by the GM at 16:27, Wed 24 Aug 2011.
Capt. Tony Garabaldo
player, 113 posts
What happened now?
I'm always last to know.
Thu 25 Aug 2011
at 12:45
  • msg #69

Re: Turn Two Intitiative Phase

08:44, Today: Capt. Tony Garabaldo rolled 8 using 2d10+2. Amos' to hit.
08:44, Today: Capt. Tony Garabaldo rolled 9 using 2d10+2. init.
(Only if Amos doesn't post tonight, I just don't want to be not firing when we should.)

Seems like I'm forgetting something... don't we have more to do?

Pegasus
GM, 206 posts
Thu 25 Aug 2011
at 14:32
  • msg #70

Re: Turn Two Intitiative Phase

It was nearing dusk, but there was still enough light for Bailey to see by, barely.  Information relayed from the Eridanis on the ground was confirmed by her own instruments and she made her attack run from the south.

Soft Convoy targets were fleeing and not targets.  Her targets were the rear guard trying to stall the Eridanis.  She bought the light fast ferret in high enough to easily ensure that there was nothing in the way of her attack run.  With practiced precision, she releases one the Long Tom rounds to drop on target.

From the ground the bomb explodes engulfing the area in an explosive mushroom that only lasts a few moments and kicks up hundreds of pounds of dust as the loud explosion goes off, a secondary one is quickly added to it as the Scorpion's armor gives way and explodes.  There wasnt going to be much to salvage from that wreck, and zero time to wait for the flames to die down even if there was.  {Scorpion 2 Destroyed}

Out of the other side of the explosion the Combine APC guns it's engines and escapes the flaming death of being so close to ground zero of the explosion.  The entire right side of the tank is charred black from the blast.

From inside Pegasus 411, Crispin manages to get tidbits of the convoys desire to get over the river ford and 'disperse' to evade the Eridanis.




Game Notes:
Any trees in the blast area are on fire.  The target hex and the hexes around it, are all considered to have 'smoke' in the hexes due to all the dust that has been kicked up from the explosion.



Roll 2d6 for firing to hit, just like playing battletech, you have a base gunnery of 4 on Peg and Har.

You guys lost intiative and ... so you get to move something for me first.


Combine moves 2-3-2
This message was last edited by the GM at 14:35, Thu 25 Aug 2011.
1st Lt. Crispin McAlister
player, 93 posts
Thu 25 Aug 2011
at 14:50
  • msg #71

Re: Turn Two Intitiative Phase

It was a race to stop them before they could make headway on the road so the Locust pilot continued to pour on the speed knowing that they needed to get into a good position...but without exposing the weak back armour of their machine.

Run, Forward 3, Right Turn 1, Forward 4, Left Turn 1, Forward 3, End 2716 Faacing N [+4]
Pegasus
GM, 208 posts
Thu 25 Aug 2011
at 21:35
  • msg #72

Re: Turn Two Intitiative Phase

The Scorpion escort disappearing in a fireball of smokey death was all the J-10 Drivers really needed for encouragement to floor the peddle and get their rigs to move as quickly as those little ICE engines could chug them along.




J-10 (2) Flank - F(6) (+2 Def Mod.)
J-10 (4) Flank - F(6) (+2 Def Mod.)

http://artzone.daz3d.com/azfil...yyne8ard8fy-full.jpg
Pvt. Gregory Asgard
player, 83 posts
Fri 26 Aug 2011
at 16:01
  • msg #73

Re: Turn Two Intitiative Phase

Seeing the fireball Gregory smiles and floors it some more zooming ahead and skidding of the road past the woods and  lining up with the escaping enemy.

"Captain shouldn't you offer them an opportunity to surrender before we are forced to obliterate em."

2616 Face north
Pegasus
GM, 211 posts
Fri 26 Aug 2011
at 16:29
  • msg #74

Re: Turn Two Intitiative Phase

You're not suppose to move at flank speed on road, else youre going to skid.

As i understand it, you can make a turn on the road, at flank speed, but the moment you try and move a hex forward, you need a driver/pilot check to see if you dont skid/side slip unintentionaly.

I remember for mechs it was pretty lethal.  (looking it up for vehicles now)
Capt. Tony Garabaldo
player, 117 posts
What happened now?
I'm always last to know.
Sat 27 Aug 2011
at 10:42
  • msg #75

Re: Turn Two Initiative Phase

Call Bailey. Might as well get what we can out of it. Should we have her target transports? I think the combat unit would be better, but disabling them before they run off the map could be nice. (I presume 'off the map' = 'gone and not plundered'.)

I believe moving to 1816 would be at the proper range and slow enough not to skid.

"Surrender will be considered according to the articles of warfare," he broadcasts over the comm. That means, they don't shoot prisoners.
This message was last edited by the player at 14:40, Sun 28 Aug 2011.
Pegasus
GM, 215 posts
Sat 27 Aug 2011
at 16:52
  • msg #76

Re: Turn Two Initiative Phase

Clarification....

This is a 'floating map'.  The convoy will 'disengage' if they make it off one of the 'adjusted' map edges across the map if there are no Eridani within 9 hexs of it when it leaves the map it will be considered disengaged.
Capt. Tony Garabaldo
player, 119 posts
What happened now?
I'm always last to know.
Sun 28 Aug 2011
at 14:41
  • msg #77

Re: Turn Two Initiative Phase

(Thanks. Let's make sure we're 9 hexes away min to those running guys. And- I edited the above post, hopefully they will surrender.)
Pegasus
GM, 221 posts
Mon 29 Aug 2011
at 17:00
  • msg #78

Re: Turn Two Initiative Phase

Greg...

As noted by the rules Crispin dug up, youre suppose to make a roll everytime you turn while moving at Flank speed, to avoid sideslipping.

You made two turns, so in theory you needed two rolls.  Against your base pilot skill of 4+  (Tony has a base skill of 6+ for making turns)

The first was at +0 because you moved 3 hexes.
The second was at +2 because you moved 9 hexes.

Just to move stuff along, going to presume you made both rolls.
Pegasus
GM, 224 posts
Mon 29 Aug 2011
at 17:19
  • msg #79

Turn Two Movement Phase

If the Convoy commander heard what Tony was broadcasting they made no sign of it, unless you counted the J-10's and slightly charred APC's engine gunning as hard as their limited ability allowed to try and outdistance the Eridani's as a sort of answer.




J-10 (1) - Flank - R1, F5 (+2 Def Mod.)
J-10 (3) - Flank - F6 (+2 Def Mod.)
APC (2) - Flank F4, L1, F3, R1 (+3 Def Mod.)

http://artzone.daz3d.com/azfil...0euzt607gfg-full.jpg
This message was last edited by the GM at 17:21, Mon 29 Aug 2011.
Capt. Tony Garabaldo
player, 126 posts
What happened now?
I'm always last to know.
Tue 30 Aug 2011
at 09:02
  • msg #80

Re: Turn Two Movement Phase

OK, so if we move to 1813, we won't be targeted by the MG, and we'll get to fire first, right? Let's got here and blow his turret off...
Pegasus
GM, 230 posts
Tue 30 Aug 2011
at 12:03
  • msg #81

Re: Turn Two Movement Phase

Would like for Pilots to plot movement for me.

Usually I state if your walking or running (Cruise/Flank), then you plot movememnt, F=Foward, L=Left, R=Right, B=Back, followed by a number so you know how many movement points were used, and ending with the hex, so that there is little doubt that an error was made.

If the directions you plot, and your end hex arent the same i'll usually pause and question the discrephency.


So... per Crispin's movement...
Run, Forward 3, Right Turn 1, Forward 4, Left Turn 1, Forward 3, End 2716 Faacing N [+4]

He even stated expected Def. Modifier even, so that if i come up with something different we can both get on the same page.




At the moment, it's pretty obvious you went straight 10 hexes, i'm presuming at cruise speed, which is fine, but i noted in OOC, i'd give you a +1 movement for the road bonus back.  So you have 1mp left that you could have used for a facing change.

The presumption is that you're facing north (not knowing that you had the road bonus), but you could also have made R1 at the end to face NE.

Tony's never been in Mac's game, but Gregory has, and should know better.  (wags finger at Gregory) You're teaching Tony bad habit Gregory.  If youre at an iphone or something and cant plot movement correctly that's fine state that, and give me a plotted move when you can.

btw... That scorpion is facing ne (its not marked on the map so its worth mentioning) and has a tracked movement of 4/6

If you want to keep your cruise movement of F10, just state so, if you want to state a turn at the end you can state that also.
This message was last edited by the GM at 12:14, Tue 30 Aug 2011.
Capt. Tony Garabaldo
player, 127 posts
What happened now?
I'm always last to know.
Tue 30 Aug 2011
at 13:33
  • msg #82

Re: Turn Two Movement Phase

Scorpion1 shields me from enemy fire of 4 other units, and possibly 2 more. All our weapons are on turrets, and facing doesn't matter for weapons fire. Scorpion facing NE is directly away from us, so it can't bring MG to bear. Is all of this correct? I'll stay the same, then, if it is.

Do we need to declare turret facing, or is that during weapons fire? If so, it will be NE toward Scorpion. (Duh.)
Pegasus
GM, 231 posts
Tue 30 Aug 2011
at 13:39
  • msg #83

Re: Turn Two Movement Phase

No you dont need to declare facing, but that scorpion youre looking at hasnt moved yet.  If youre good with a f10 move and facing north, i'll finish up bad guy movement and we'll start fire phase.
Pegasus
GM, 232 posts
Tue 30 Aug 2011
at 21:45
  • msg #84

Re: Turn Two Movement Phase

The remaining scorpion quickly concludes that it's never going to outrun the quick Eridani, and that they can be most useful digging in and stalling the Eridanis that are quickly overtaking the convoy they've been entrusted to safeguard.  Rotating in place, the Scorpion quickly backs up into the light woods for cover and orients it self to face the west road  to open up with all it's guns at the Harasser as it whips past it.

The undamaged APC has no delusions of grandeur and decides it's every drac from themselves at this point and floors the pedal on the APC sending it forward and past the slower J-10's to fend for themselves.




APC 1 - Flank F10 - 3206 (+4 def mod)

Scorpion 1 - Cruise L1, B1 (+1 woods), L1 (+1 def mod)

We're officially in fire phase.

Scorpion 1 is +1 Def Mod.
APC 1 is +4 Def Mod
APC 2 is +3 Def Mod
J-10's are all +2 Def modifier

Scorpion fires all weapons at 412.

Base 4 + 1 cruise + 0 Range + 4 Def Mod = 9+ to hit.
17:47, Today: Pegasus rolled 9,11,2 using 2d6,2d6,2d6. Firing (2) SRM 6's and MG's TN 9+.
(2 SRM 6's hit)

17:48, Today: Pegasus rolled 6,7 using 2d6,2d6. # Missiles hitting.
4 + 4 Missiles = 8 Missiles hit

Right side resolution for (8) Missiles.
17:50, Today: Pegasus rolled 9,11,7,11,5,8,5,5 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6,2d6. Missile locations

9 ~ Rear (possible motive)
11 ~ Turret
7 ~ Right Side
11 ~Turret
5 ~ Front (possible motive)
8 ~ Right Side (possible critical)
5 ~ Front (possible motive)
5 ~ Front (possible motive)

~ Damage ~
Front (6) damage
Right (4) damage
Rear (2) damage
Turret (4) damage

(1) Side Critical rolls
17:57, Today: Pegasus rolled 5 using 2d6. Potential crit using 2d6 TN 8+. (no critical hits)

(4) Motive damage rolls
Hit from side +2 to roll
Hover craft +3 to roll

17:57, Today: Pegasus rolled 12,16,13,11 using 2d6+5,2d6+5,2d6+5,2d6+5. Motive damage checks.

12 ~ Major damage no movement rest of game
16 ~ Major damage no movement rest of game
12 ~ Major damage no movement rest of game
11 ~ Heavy damage 1/2 Cruising MP

(Harasser 412 becomes a pill box)
This message was last edited by the GM at 21:59, Tue 30 Aug 2011.
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.
Sign In