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17:10, 4th May 2024 (GMT+0)

(M1)  Operation:  Smash and Grab.

Posted by PegasusFor group 0
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.
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