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17:47, 1st May 2024 (GMT+0)

(M2) Operation:  Bait and Switch.

Posted by KittenFor group 0
Kitten
GM, 388 posts
Sun 11 Sep 2011
at 15:47
  • msg #1

(M2) Operation:  Bait and Switch

Making exchanges were always a tricky thing.

You had two groups who's natural inclination was to shoot each other, trying to suppress those inclinations.  For at least as long as you needed to finish the exchange.

This exchange was suppose to be bloodless though.  The Combine wanted a cermonial sword of some sort back, that they considered important, and Nate wanted Pegan and the salvage team back.

The exchange was suppose to take place out on a little used road.  No one was suppose to shoot each other was the theory that was worked out.

"Okay People.  It's suppose to be a nice simple swap.  The Dracs are on one side, were on the other.  They have an APC with our people waiting for pick up.  Corporal Bailey will drop in to swap the sword for our people, and bug out after the swap is completed.  The Dracs withdraw with their sword, we withdraw with our people.  No one shoots unless we get shot at first."





Map
http://artzone.daz3d.com/azfil...8pl6rzwoym2-full.jpg

Situation:  The Draconis Combine has captured the Liason Officer assigned to the Eridani's along with a salvage team.  A trade has been arranged to swap the Eridani personnel, for a ceremonial sword captured from the convoy.  An Draconis APC will be present with the captured Eridanis ready to swap for a sword that will be bought in by an Eridani VTOL.  Once clear the Combine's company of mechs will withdraw north to their base, the Eridani's will withdraw south towards their base.

Setup:
The Combine commander is roughly 100 meters north from the APC with the Eridanis.  The rest of the Combine mechs are set up North of his position.

The Eridani commander is roughtly 100 meters south from the APC with the Eridanis.  The rest of the Eridani mechs set up South of his position.

Options:
There are no options on for this scenario.

Primary Objective:
Complete the swap and recover the Eridani personel (worth one prestige and 15 unit experience points)

Secondary Objective:
Honor the terms of the truce, and do not fire on any combine mechs unless fired upon (worth one prestige and 10 unit experience)(+0 Prestige/10 unit experience ~ Complete for negotiations/Failed on Withdrawl)

Tertiary Objective:
All of the Eridani mechs can be fully repaired with only their assigned repair pools (worth one prestige and 5 unit experience)





Rolls. . .

Intiative for this mission will be Intiative TN+2.  You must exceed your base intiatve roll by +2, to gain initiative.

Caitlin and Devlin need a 6+ to gain initiative.  Everyone else needs a 7+.

Crispin also needs to make a Tech-Use Roll, to make use of the Raven's EW.  A successful roll will give him information on...(Pick One)

Scan the Enemy units for variants / modifications (Base TN)
Scan the for general presence of units West/North/East of current map (Base TN)
Scan the enemy bunkers on the North Map (TN+1)
Scan the enemy bunkers on the South Map (TN)
Scan the APC for Salvage crew (you must be within 5 hexes of APC) (TN+2)
Record the events taking place as evidence of a double cross (Auto)

You may suggest your own use to use the Raven's EW for.




Wild Stallions' Mechs
Command Lance
CallsignSummaryArmorInternalsCriticals

Nate
G4 / P5
+1 AC
Move 4/6/4
Heat Sinks 12

Weapons
LA L Laser
LT S Laser
RA AC/10
RT Ammo 10
H 9
CT 23 (4)
RT 17 (3)
LT 17 (3)
RA 14
LA 14
RL 20
LL 20
H 3
CT 16
RT 12
LT 12
RA 8
LA 8
RL 12
LL 12
H
CT
RT HS HS Ammo
LT HS HS S-Laser
RA S U AC/10 (x8)
LA S U L-Laser
RL H U L F JJ JJ
LL H U L F JJ JJ

Devlin
G4 / P5
+1 Intiative
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)
H 9
CT 17 (7)
RT 14 (6)
LT 14 (6)
RA 12
LA 12
RL 20
LL 20
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1)
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Thanos
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Amos
G4 / P5
+1 Edge
Panther-9R
Move 4/6/4
Heat Sinks 14

Weapons
RA ~ PPC
CT ~ SRM4
LT ~ (25) Ammo
Hoff HS (x1)
H 9
CT 14 (7)
RT 10 (5)
LT 10 (5)
RA 10
LA 10
RL 12
LL 12
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT
RT HS HS HS HS
LT HS HS HS HS Ammo (x1)
RA S U L H PPC (x3)
LA S U L H
RL H U L F JJ JJ
LL H U L F JJ JJ
Recon Lance

Crispin
G4 / P5
Tech-use 5+
Raven-1X
Move 5/8/0
Heat Sinks 10

Weapons
RA M Laser
RA M Laser
RT SRM 6
CT (15) Ammo
LT EW Suite
H 8
CT 12 (4)
RT 11 (2)
LT 11 (2)
RA 5
LA 5
RL 10
LL 10
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Ammo
RT S6 (x2)
LT EW (x4) Ammo
RA S U ML ML
LA S U
RL H U L F HS HS
LL H U L F HS

Gregory
G4 / P5
+1 Edge
Firestarter-H
Move 6/9/6
Heat Sinks 11

Weapons
CT Hoff HS (x1)
RA M Laser
LA M Laser
CT M Laser
RA Flamer
LA Flamer
CT Flamer
H 9
CT 15 (6)
RT 11 (5)
LT 11 (5)
RA 12
LA 12
RL 16
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Flamer Flamer
RT JJ JJ JJ MG Ammo
LT JJ JJ JJ MG
RA S U L ML Flamer
LA S U L ML Flamer
RL H U L F HS
LL H U L F HS

Caitlin
G4 / P4
+1 Edge
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ ML
LT ~ L10
RT ~ Ammo (12)
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT ML JJ
RT HS HS L10 (Ammo)
LT HS HS L10 (x2)
RA S U L ML
LA S U L H
RL H U L F
LL H U L F


Experience
16 xp Unit experience (Objectives and (1) Turrets)
1xp for Gregory (Remembering RP Plot)
1xp for Caitlin (Suggestion to resolve primary objective)
2xp for Crispin (Resolving Hostage situation, completing primary objective)
1xp for all Characters (Secondary objective)
This message was last edited by the GM at 20:02, Tue 13 Sept 2011.
2nd Lt. Crispin McAlister
player, 151 posts
Sun 11 Sep 2011
at 20:09
  • msg #2

Re: (M2) Operation:  Bait and Switch

Crispin was still ironing out bugs in the Raven as he walked himself up into position to wait for the exchange.  Flipping some switches and engaging some of the scanning gear that was now in his mech he sought to make sure that when Nate did the exchange they were just walking into a big explosive trap.  He had to admit, though, that for as buggy as the system was it was quite good...when it worked that was.

16:08, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. TN +2 Scanning APC for Salvage Crew.
16:08, Today: 2nd Lt. Crispin McAlister rolled 11 using 2d6. Initiative.


Kitten Notes:
Crispin has intiative and may move after the Combine's movement.

Crispin has detected roughly a squad or so of people around the APC, about half a dozen of them are in Eridani fatigues, and Parkas.  You're not going to get more information without being on top of them.
(This concludes you pre combat EW scans)

Starting hex - 2144, SE of Nate and facing NE
This message was last edited by the player at 23:17, Sun 11 Sept 2011.
MW Gregory Asgard
player, 122 posts
Sun 11 Sep 2011
at 20:24
  • msg #3

Re: (M2) Operation:  Bait and Switch

His cup holder was holding a can of illicit beer and his ash tray should really be emptied out sooner then later. Gregory chuckles as he takes a drag from the cigarette he had gotten as a present from Baily and scans the enemy across them. There was this urge to put the bastards on fire but direct orders where kinda hard to ignore. He scanned all system indicators to make sure all was operational as it should and leans back ready for the enemy to break their word.

22:17, Today: MW Gregory Asgard rolled 12 using 2d6. init.

also i assume we come from the south and at least have checked out those bunkers and woods directly next to the road.

Starting Hex 1844 facing North

This message was last edited by the player at 20:46, Sun 11 Sept 2011.
MW Amos Trask
player, 55 posts
Mon 12 Sep 2011
at 02:17
  • msg #4

Re: (M2) Operation:  Bait and Switch

Amos check the HUD. Everything seem to be going as planned. He had heard the Snakes were honorable in their strange ways, but he wasn't sure. He decided to take a wait and see stance. He tucked his mech in an area with some light cover. He wasn't surprised that five of the Snakes had also taken cover. "These guys are in cover and spread out. You sure they're going to hold their end of the bargain?"

10 using 2d6. INIT
Starting Hex 0748, Light Woods

1st Lt. Nate Armstrong
NPC, 6 posts
Mon 12 Sep 2011
at 02:24
  • msg #5

Re: (M2) Operation:  Bait and Switch

Tense moments were ticking off as the two units were within shooting range of one another.  It was a modest comfort to have confirmation from Crispin that there were people with Eridani colors in the APC.  They just had to hope they werent a bunch of snakes looking to play trick and treat.

"We're in a pretty Frakked up neighborhood if this drops in the pot.  Their base of operations is only about a klick or so North of us.  Regardless of what happens we do not move in that direction."

There was a short pause as Lt. Armstrong checks something.

"I count only five snakes on this grid.  L.T., what do you have on that fancy piece of hardware of yours on what's around us?"




Callsigns would be nice btw.

Scenario officially starts tommorow night, anyone not placed, will be standing on the road when the scenario starts.  Anyone who has not rolled for intiative, automatically loses it tommorow.

22:58, Today: Kitten rolled 11 using 2d6. Nate's Intiative (tn 6+).
This message was last edited by the player at 02:58, Mon 12 Sept 2011.
2nd Lt. Crispin McAlister
player, 154 posts
Mon 12 Sep 2011
at 02:45
  • msg #6

Re: (M2) Operation:  Bait and Switch

Crispin was glad that it appeared that the salvage team was waiting to be picked up but when it came to the Combine and dealing with Mercs they had this irksome tendency to view them as less than honorable opponents and thus it was allowed to not stick to their code of conduct.

"Just hope they are ours and not Dracs dressed in our gear," replied Crispin speaking out loud what Nate was thinking, "...checking now on the confirmed ones and looking for others..."

Shunting power from the precise bandwidth that he was using to pick out their people he widened the net to cover the area around them.  If no one started firing he'd soon be scanning the ground behind them as well in a circular pattern first looking for mechs and vehicles and then focusing down on the bunkers.  While part of him wanted to focus on simply recording what was going on in the event of a double cross such data wouldn't be worth much of anything since barring them using something outlawed in the Ares Convention and Accords no one would bother with a simple double-cross over mercs...even as well known as the Erdani

For when he has a moment to spin some more dials...
22:40, Today: 2nd Lt. Crispin McAlister rolled 10 using 2d6. Scanning for General Presence TN.

MW Caitlin Mallory
player, 155 posts
Mon 12 Sep 2011
at 02:49
  • msg #7

Re: (M2) Operation:  Bait and Switch

Cat found it hard to relax. So many weeks fighting the snakes and now a prisoner exchange for a worthless hunk of scrap iron. Still she was happy to see so many returned.

She kept her eyes peeled to the scanners waiting for any signs of a break in the peace. The Snakes delegation seemed to have a heavier presence here than she would have preferred to see, to Cat that meant only one thing. The Snakes intended to break the truce.

"Lieutenant, Rabbit here. You think the Snakes are on the level with this? Frankly they can get a million pieces of sharp metal for the cost of one APC. It's a good chance for them to take out a large mech force for little in way of expenditure."



21:35, Today: MW Caitlin Mallory rolled 8 using 2d6. Initiative.
Beats the +2 mod, so I might have won initiative?
Put me at 2745 facing North

1st Lt. Nate Armstrong
NPC, 7 posts
Mon 12 Sep 2011
at 02:57
  • msg #8

Re: (M2) Operation:  Bait and Switch

"We out number them seven to six... at least so far.  Let's not get caught on the road though, fan out and take cover.  If this turns into a pissing contest i want everyone in cover.

Ferret, it's looking like a Green Light down here, you're cleared to pick up our package.  Stay Frosty.  There are snakes all over the place.
"

Initiative

(w) 0748n  Amos
(w) 2144ne Crispin
(w) 1844n  Gregory
(w) 2745n  Caitlin


Devlin (pending)
Thanos (pending)

http://artzone.daz3d.com/azfil...x6omu2wx5va-full.jpg
This message was last edited by the player at 03:34, Mon 12 Sept 2011.
Crpl. Bailey Quarters
NPC, 146 posts
Callsign: Ferret
Mon 12 Sep 2011
at 03:40
  • msg #9

Re: (M2) Operation:  Bait and Switch

"Roger Enforcer.  It's a pretty cold night.  No worries about me staying frosty."

Bailey started making her final approach with the small VTOL.  A pair of the Stallions best men were in the back with some lethal looking guns, and a fancy sword of some sort that was suppose to get their guys back.  Sounded like a good trade to her.

Beneath her the Wild Stallions, were manuvering for manuvering position opposite their Combine counter parts.




Map updated msg #8.

So far everyone has won intiative.  Waiting on Devlin and Thanos to roll intiative and place themselves on the map.
MW Thanos Starguard
player, 27 posts
Big-T
Mon 12 Sep 2011
at 04:39
  • msg #10

Re: (M2) Operation:  Bait and Switch

Meanwhile, Big-T was doing the calculations in his head. If this doesn't work, things are so going to be not good.




Location: 3045, N
Initiative: Yes
You rolled 10 using 2d6 ((5,5)).

This message was last edited by the player at 04:43, Mon 12 Sept 2011.
1st Lt. Nate Armstrong
NPC, 8 posts
Callsign: Enforcer
Mon 12 Sep 2011
at 04:44
  • msg #11

Re: (M2) Operation:  Bait and Switch

"Thank you for stating the obvious T.  Now fan the Frak out like i told you."
Cprl. Devlin Masters
player, 5 posts
Callsign: Whitworth
G 4+ P 5+ T 7+
Mon 12 Sep 2011
at 11:22
  • msg #12

Re: (M2) Operation:  Bait and Switch

Devlin takes a post in the woods next to Amos, hoping this goes well.  If not, there's gonna be Hell to pay and he intends to be the collector.


Starting Hex 0848 facing N

06:21, Today: Cprl. Devlin Masters rolled 8 using 2d6+1. Initiative.

1st Lt. Nate Armstrong
NPC, 9 posts
Callsign: Enforcer
Mon 12 Sep 2011
at 13:25
  • msg #13

Re: (M2) Operation:  Bait and Switch

Nate sat in the cockpit of his Enforcer, the crosshairs of his mech have had a very long time to line up a shot on the APC, and lethal death for it was just an alpha strike away.  That wasnt what they were here for though.

Bailey's VTOL comes down and lands a dozen meters or so from the APC.  One of the Eridani's infantry comes out of the Ferret as the other covers him with a sniper rifle.

There are several long and brief moments as the Eridani with the sword has a short discussion with his counterpart out at the half way point between them.  From where you sit in the cockpit it seems to take an awful long time to make the exchange.

Bailey chirps in over the unit comm, "Enforcer, we've got a problem.  That's our salvage crew, or most of it, but Pegan isnt among them.  Do we have a go, or no go for the exchange?"




Meanwhile, Crispin does a scan of the surrounding battlefields and notes that there is roughly a lance west and another one east of their current position.  There are no mechs north of their current position but there are alot of buildings and fortifications.

http://artzone.daz3d.com/azfil...h3lq0camueu-full.jpg

Everyone has intiative.  None of the Combine mechs are in motion, so if you fire on them, they have range and cover for modifier, but no movement modifier.  Players need to decide if this is a shoot out type of moment.

Devlin will speak for the Command Lance and Crispin will speak for the Recon Lance.
2nd Lt. Crispin McAlister
player, 155 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 13:57
  • msg #14

Re: (M2) Operation:  Bait and Switch

Crispin relayed his findings, "I got two more lances...one east and one west of us but I can't get a fix on thier types just number Enforcer."

The situation was slowly deteriorating as Crispin piped across the comm the word to not engage, "Recon lance holding position and holding fire...the odds just got jacked"

Spinning a number of dials now that he was doing a full sweep of the area he knew that they needed to know if the way behind them was a pit of traps since fighting their way past any one of the lances would mean the one present would get in their licks and good.  Sifting the wide beam to the south he brought the sensors down on the fortifications to see what sort of navigation they would have to do to get out of there in tact, even if it wasn't spotless.

"Either they have her and don't want to give her up or they don't and she's still hiding.  Sounds like an op better suited for special forces or our continued scans to see if she's still evading patrols."

Next round EW Scans to the south and the bunkers...
09:55, Today: 2nd Lt. Crispin McAlister rolled 9 using 2d6. Scanning Bunkers to the south TN.

MW Gregory Asgard
player, 126 posts
Callsign: BBQ
Mon 12 Sep 2011
at 14:32
  • msg #15

Re: (M2) Operation:  Bait and Switch

Gregory grumbles and shakes his head in brooding silence as he slowly backpedals his mech into the soft cover behind him. That was still holding position in his book as he asks over their secure channel.

"Wasn't there a 'The scientist is not supposed to fall into enemy hands at any cost order?"
2nd Lt. Crispin McAlister
player, 156 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 14:46
  • msg #16

Re: (M2) Operation:  Bait and Switch

Crispin noted his ire over the comms and had no problem with Asgard giving himself a little more cover with a strained smile as he worked to give them as much information as possible, "Now don't you wish you had invited her to your BBQ instead of letting her traipse around in the muck?"
1st Lt. Nate Armstrong
NPC, 9 posts
Callsign: Enforcer
Mon 12 Sep 2011
at 15:08
  • msg #17

Re: (M2) Operation:  Bait and Switch

Nathan Armstrong sat in him mech, drumming his fingers on the armrest as he mulled it over.  It would have been too easy to have everything go off nicely and to sleep in late for Christmas.  It would have also been too easy to just shoot everything in sight.  Sure... The Dragon, Hunchback, and pack of Panthers would have been a great brawl, but blowing up the APC was probably going to get people killed.  He was pretty certain the Combine was targeting Bailey's Ferret the way he was targeting their APC.

"Options anyone?  I have a six pack of beer for anyone that can get this resolved without our people on the field ending up dead.", Nathan was pretty good at shoot first and ask question diplomacy.  He was also pretty good at not being afraid to ask for help when he knew he was ill suited to a situation.




Nate, is a reluctant officer, he was promoted up because all of the previous ones were killed off in previous engagements.  He's laid back and not known to stand on protocol.  Some would call him lazy, he would describe it as an appreciation of personal intiative.

Players are free to roleplay through the current section with what ever dialogue they believe to be appropiate.  Crispin and Devlin as 2nd in command and only NCO have significant leeway in directing dialogue in the current mission, though any player may step up that is willing to take a crack at resolving the current problem.

It wouldnt be battletech if there wasnt shooting going on, though at the moment, if you look at the objectives, it's how much you can get done before it becomes a shooting match.

And yes, there was a keep Pegan out of Combines hands even if you have to shoot her orders in effect.

(* Gives Gregory an experience point for remembering that*)

Footnote:  Characters are free to move around on the map as they see fit (till this becomes a shooting match) as long as they stay south of Nate and North of the White line.

This message was last edited by the player at 15:08, Mon 12 Sept 2011.
MW Caitlin Mallory
player, 157 posts
Callsign: Rabbit
Mon 12 Sep 2011
at 15:06
  • msg #18

Re: (M2) Operation:  Bait and Switch

"I sure hope no-one is going to hand over the sword until those morons make good with the scientist. She's still one of ours. kinda. temporarily." Cat checked her sensors, this wasn't going well at all, and the snakes had enough force present to try to push the issue. "At least ask where she is. Face it she's not in hiding. She'd have made herself known by now."
Cprl. Devlin Masters
player, 6 posts
Callsign: Whitworth
G 4+ P 5+ T 7+
Mon 12 Sep 2011
at 15:13
  • msg #19

Re: (M2) Operation:  Bait and Switch

Command Lance, stay in the no fire zone but take up defensive positions.  This could get ugly fast. But we will NOT be the first ones to fire.  I do intend we are the LAST to fire if shooting starts.

Devlin switches over to the a private channel to Crispin.

Well Crispy, this is another fine mess we've gotten into.  Can you raise that Corporal and see if he can find out where out package is? You know Molasses will be a while deciding anything.
1st Lt. Nate Armstrong
NPC, 10 posts
Callsign: Enforcer
Mon 12 Sep 2011
at 15:22
  • msg #20

Re: (M2) Operation:  Bait and Switch

Caitlin had a reasonable point.  Was there any reason not to just ask.  Well yes, there were a few reasons not tip their hand, but they were at a mexican stand off, and there were alot of mexicans around them.

Nate thumbs the open Comm to the Combine, "Yo.  We seem to have a Snafu.  Our salvage team seems to be missing a few people.  What kinda crap are you trying to pull?"
The dragon spare him from the presence of such undisciplined mercenary scum.  Their tenacity over holding Hoff could almost be considered admirable, if it werent for the obvious reason being too stubborn to realize they were beaten.

"This is Tai-i Hiro, I assure you Captain, 'your' salvage crew is intact.  A Davion officer was also 'recovered' with them, and is enjoying our company.  She was injured in the fire fight and is currently recovering from injuries.  She is obviously not an Eridani and so, is not covered by our negotiations.  What is she to you?"
"She a fine piece of ass.  Just my date for the Christmas party, nothing more.", Nate frowns, the news wasnt good, but it wasnt all bad yet, was it?

"You yahoos get that?  Thoughts?", Nate frowns as he adjusts his big guns over to target the Dragon.


(* Gives Caitlin an experience for RP and suggestion *)
This message was last edited by the player at 15:25, Mon 12 Sept 2011.
MW Caitlin Mallory
player, 158 posts
Callsign: Rabbit
Mon 12 Sep 2011
at 15:28
  • msg #21

Re: (M2) Operation:  Bait and Switch

"Well, whatever she is, she isn't a davion officer, and she'd be wearing Eridani clothing right? So she's either a civilian scientist...and entitled to come with us, or she's an Eridani and also entitled to come with us. He's talking out of his rear. Make her part of the trade too, or we both go home. If he pushes the issue threaten to break the sword."




Kitten Note:
Actually, Pegan was 'officialy' the Davion Liason Officer for the Eridani's so she does where Davion fatigues and rank insignias and stuff.  She's actually a 2nd Lt. in the Davion military, though it's honorary and mostly so she can be listed as a Liason Officer for the Eridani.  At the moment she's just a low ranking officer to them.

A person of modest interst and potential Intel, they havent figured out she's a R&D scientist/technician.

This message was last edited by the GM at 15:38, Mon 12 Sept 2011.
Crpl. Bailey Quarters
NPC, 147 posts
Callsign: Ferret
Mon 12 Sep 2011
at 15:30
  • msg #22

Re: (M2) Operation:  Bait and Switch

"Great...", Bailey muttered as she made certain her side arm was loaded and that she was ready to bail if things got hot.  The sniper in the back was prone and shouldering his rifle to scope out the situation when the Stallions chirped in over the radio.

"Um... Fed Ex here.  Sorta of a little busy at the moment can i take a message?", she comments over the Stallion's Comm.

What the frak did they want?  Couldnt they tell she had her hands full at the moment trying not to become a statistic?
2nd Lt. Crispin McAlister
player, 157 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 15:49
  • msg #23

Re: (M2) Operation:  Bait and Switch

He didn't like it but the lowest common denominator was looking to be the best option, "We don't have the forces to take on a company plus, but at least we know where our resident Bambi is.  I'd give them the sword but keep the scabbard, tell them when they return the eye candy and person signing our checks they can have the thing that isn't a sword since they want to play symantics with us.  We'll collect her up later as I'm certain they will want that scabbard too..."

Shifting his scrambled comm band using the superior EW gear over to Nate and Devlin he added, +"Let's keep Bambi a Bambi...harmless for the moment and 'recovering'.  Sounds like a job for Baker and Foxtrot being the closest we got to a MI6 set of squads to get her out...or follow protocol if they can't."+ he added after a moment considering something he didn't want to.
This message was last edited by the player at 15:58, Mon 12 Sept 2011.
MW Gregory Asgard
player, 128 posts
Callsign: BBQ
Mon 12 Sep 2011
at 16:07
  • msg #24

Re: (M2) Operation:  Bait and Switch

"Well whatever you do i rather see something worked out to have her released instead of us being forced to go and get her. Cause that way we will be loosing people to.

I say press the issue and if shit hits the fan do a fighting retreat."


Of those present he would most likely be one of the people who would have killed the science officer if he was present at their capture and the fact the ones they where rescuing now failed that made him quite unhappy.
Kitten
GM, 408 posts
Mon 12 Sep 2011
at 16:14
  • msg #25

Re: (M2) Operation:  Bait and Switch

There was a tense situation brewing as the Eridani sword bearer and the Combine negotiator have words over the acceptability of the Eridani's counter offer.  Side arms were drawn as words were exchanged.

The Eridani sniper comments that he has the negotiator in his sights and is just waiting for a 'go'.

"Umm... I don't think the counter offer is going over well.  I think it's going to be all or nothing, and a shoot out is looking..."
"Enough.  The negotiated terms are acceptable."  Theres alot of harsh feelings at hex 2039.  They accept the naked blade and leave the hostages to quickly hustle onto the Ferret.  "This.  Is not over."
"Bet on it.", Nate watches the hostages board onto the small VTOL, and feels a little relief as Bailey bugs out of the area without erupting into a ball of fire.
"As agreed, neither my company nor the conventional units at this base, shall intiate combat with you.  However, i can not speak for the 123rd Cavalry Unit, who's scorpions you ambushed."
"Yeah well, you'll have to excuse us if, we defend ourselves.", Enforcer started to back away from the Combine position.

"Nevermore, do your fraking job and see if there's anything behind us.  Wolfman give cover their advance, I'll cover our withdrawal."


http://artzone.daz3d.com/azfil...iei327dc0hl-full.jpg
This message was last edited by the GM at 16:33, Mon 12 Sept 2011.
2nd Lt. Crispin McAlister
player, 158 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 16:27
  • msg #26

Re: (M2) Operation:  Bait and Switch

"On it Enforcer..." replied Crispin knowing that things could have gone a whole lot worse than they did and figured something like this was going to happen anyways.  At least they got the crew out and they would be invaluable to Baker and Foxtrot if they were tapped to either try and extract Pegan or eliminate her.  Now they just needed to push through what was certain to be the 123rd Cavalry's attempt to regain honor in their and their superiors eyes.


Repost from msg#14
Next round EW Scans to the south and the bunkers...
09:55, Today: 2nd Lt. Crispin McAlister rolled 9 using 2d6. Scanning Bunkers to the south TN.

This message was last edited by the player at 16:43, Mon 12 Sept 2011.
Kitten
GM, 409 posts
Mon 12 Sep 2011
at 16:43
  • msg #27

Re: (M2) Operation:  Bait and Switch

Nate is backing off the Combine's base, the rest of the unit should travel south and prepare for combat.  Crispin will find any hidden conventional unit in five hex of here he stops.  Any Recon mech will find any hidden units adjacent to their mech.  Everyone else will have to travel through hidden units to find them.

Primary objective - Completed

Secondary objective - Pending.

Tertriary Objective - Pending.

New Tertriary Objective
Eliminate the entire Combine's 123rd Cavalry unit - (1 prestige / 10 experience)

Player Actions...
Please plot (2) Turns of movement south.

Nate walks backward for two turns keeping an eye on the Combine units.
This message was last edited by the GM at 19:37, Mon 12 Sept 2011.
2nd Lt. Crispin McAlister
player, 159 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 16:57
  • msg #28

Re: (M2) Operation:  Bait and Switch

Moving off the road before taking off into a full run Nevermore's Raven let his sophisitcated EW suite scan the airwaves for signals that were being sent from the north to the south to prep the units for their imminent arrival that would give him hints as to where some units may be hiding.

It was a long shot as he relayed what information he was receiving but some intel about their foes was better than nothing.

Run, Forward 1, Right Turn 2 S, Forward 5 End 2248 Facing S
Run, Forward 8 End 2206 Southern Map Facing S [+3]
12:55, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. Scan Comms from Command to 123rd.

MW Thanos Starguard
player, 30 posts
Big-T
Mon 12 Sep 2011
at 17:22
  • msg #29

Re: (M2) Operation:  Bait and Switch

Putting his modified Blackjack into gear Thanos turns it around and heads south at a walk. Once there he makes sure that he torso twists to the East to cover the units flank.

"Yes sir!"


[Turns and enters 3046 then walks again down to 3050 S, TT-SE]

Cprl. Devlin Masters
player, 7 posts
Callsign: Whitworth
G 4+ P 5+ T 7+
Mon 12 Sep 2011
at 17:28
  • msg #30

Re: (M2) Operation:  Bait and Switch

Devlin turns his meach and moves at a run to take lead.  He keys the comm.

Roger Boss.  Wolfman taking lead.  I suggest we keep the unit to the east of the road.  That way we won't be scattered if we hit enemy units.


Turn R 2 hexes
Run F 6 hexes to 1401 facing SE

MW Caitlin Mallory
player, 159 posts
Callsign: Rabbit
Mon 12 Sep 2011
at 17:34
  • msg #31

Re: (M2) Operation:  Bait and Switch

Cat hated turning her back on the Snakes. Despite her feelings for Locust pilots, the Snakes were worse. They had honour and all that, but as they'd just found out again, they hid behind honour. This was a double cross to Cat. The return of the sword should have guaranteed the return of all of the prisoners. There was no way they'd get Pegan back from the Snakes base, it was just too well defended. They had a Dragon and a Hunchback.

Sighing heavily, the cockpit still chilled in the winter air, she turned and started walking south. The Snake commander at least had the decency to warn them all that some parts of his unit were less under control than other parts.


move to 2702 facing south at walk pace

MW Gregory Asgard
player, 130 posts
Callsign: BBQ
Mon 12 Sep 2011
at 17:41
  • msg #32

Re: (M2) Operation:  Bait and Switch

He mutters something nasty at the address of the combine and takes a swig of his can of beer emptying it before he turns his mech around and breaks into a run towards the woods south of him.

"I'll give em a token of how warm and fuzzy we feel with their good manners."

And with that he lets his flamers rip through the woods before he activates his jump jets and leaps over the burning woods and lands at the next piece of cover planning to do the same. If they felt like hiding in the woods was a smart move h'd smoke the bastards out.

Starting in 1744 facing North.
Turn South (3 MP)
Move Ahead  to 1702 (6 MP)
Facing South

Shooting phase set fire to the woods 1504, 1604 and 1704

Activate Jump Jets
3 MP SW
3 MP south
End on 1406 Facing south.

Shooting phase again set fire to woods in front of me.

This message was last edited by the player at 17:43, Mon 12 Sept 2011.
Cprl. Devlin Masters
player, 8 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 12 Sep 2011
at 18:07
  • msg #33

Re: (M2) Operation:  Bait and Switch

2nd action

Devlin turns and runs thru the woods to his south, once thru them he will make his way East again. Never hurts to check out the briar thicket though.


Run F3 hexes
Turn R1 Hex
Run forward 2(3)hexes to 1604 facing South

MW Amos Trask
player, 57 posts
Panther-9R
Callsign Joker
Mon 12 Sep 2011
at 18:16
  • msg #34

Re: (M2) Operation:  Bait and Switch

1st and 2nd actions

Amos turned and tried to follow Wolfman. "Right behind you, Wolfman"



Ran for 6MP for both 1st and 2nd action.

Ending hex 1502, Facing S

Kitten
GM, 413 posts
Mon 12 Sep 2011
at 19:01
  • msg #35

Re: (M2) Turn One: Movement

It's a general fall back from the Combine base, it was a nice thing to know a company of mechs werent going to decend into a brawl that was 2:1 against the Eridani, but it was equally a concern that a company of conventional units were waiting for them on the way out.

"Nevermore, pathfind us a path through this crap.  Joker, pick up the pace unless you want to volunteer to be the heroic rearguard for our withdrawal.  I dont want to be here any longer than absolutely necessary.  We're not here to kill snakes, were here to get the Frak home."


http://artzone.daz3d.com/azfil...k8xhvfowwo6-full.jpg

Everyone take another round of movement.
This message was last edited by the GM at 19:02, Mon 12 Sept 2011.
2nd Lt. Crispin McAlister
player, 162 posts
Callsign: Nevermore
Mon 12 Sep 2011
at 19:17
  • msg #36

Re: (M2) Turn One: Movement

"Walking the walk Enforcer, walking the walk," followed up Crispin as he became point for a dangerous game of hide and seek with vehicles.  With any luck though they thought they were going to be able to compeltely surprise then while his gear would let them know in advance.  He continued to try and scan further out to see if there were any units trying to hide more obviously in the existing fortifications but didn't hold his breath as he was more concerned about not stepping right on top of one.

Run, Forward 3, Left Turn 1 SE, Forward 4, End 2611 SE [+3]

As the SRM turret popped up Crispin spun his Raven's lasers to face behind him as he continued and fired both of the lasers into the retreating form of the bunker scoring two deep gashes deep into the ferro-crete.

Medium Laser x2 TN4+
Heat: 6 (Weapons) + 2 (Run) - 10 HS = 0
09:01, Today: 2nd Lt. Crispin McAlister rolled 9,5 using 2d6,2d6. ML1, ML2 at Bunker TN 4+. 10 Damage Bunker.

This message was last edited by the player at 13:02, Tue 13 Sept 2011.
Cprl. Devlin Masters
player, 11 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 12 Sep 2011
at 19:22
  • msg #37

Re: (M2) Turn One: Movement

Devlin turns left and runs to the east, heading for the large clump of woods over there. He changes direction when an SRM battery pops up in the nearby bunker. He keys the comm and unloads on the bunker with all lasers.

Command, move down the Eastern side.  Suggest Recon do the same. BBQ, good thought but no ....Wait one.  We have contact at 2012. An SRM battery in that bunker.  Light 'em up.


Turn 1 hex Left
Run F 4 hexes
Turn R 1 hex
Run F3 hexes to 2009

Fire at SRM bunker
Gunnery   +4
Ran       +2
Immobile  -4
----------------
Target Number 2+

14:56, Today: Cprl. Devlin Masters rolled 6,7,6,4 using 2d6,2d6,2d6,2d6. ML#1, ML#2, ML#3, SRM 6 #1  TN 2+.

All Hits

14:57, Today: Cprl. Devlin Masters rolled 10 using 2d6. # of SRM that hit.

5 SRM hit --- Total damage to bunker is 25pts.  15 from MLs and 10 from SRM




This message was last edited by the player at 19:59, Mon 12 Sept 2011.
MW Caitlin Mallory
player, 160 posts
Callsign: Rabbit
Mon 12 Sep 2011
at 19:25
  • msg #38

Re: (M2) Turn One: Movement

Cat stepped the Valkyrie up a notch and she moved south. The Lt was moving out of fire support range and those new fangled electronics nonsense he was carrying were particularly vulnerable.


Move to 2406 facing south (run)

Kitten
GM, 415 posts
Mon 12 Sep 2011
at 19:26
  • msg #39

Re: (M2) Turn One: Movement

(During the movement phase)

A couple of roof panels open and a SRM battery on a turret swivels up and tracks the nearest mech, which happens to be Crispin at the moment.

Buildings are considered 'light', and will take 40 damage to bring down, though they're considered immobile and are a bonus of 4 to be shot.  SRM's shot from a range of 30 meters all hit.

Roll damage if youre shooting anything (looks at Gregory), otherwise you simply thought about it, but never actually pull the trigger to fire.
This message was last edited by the GM at 19:27, Mon 12 Sept 2011.
Cprl. Devlin Masters
player, 13 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 12 Sep 2011
at 19:28
  • msg #40

Re: (M2) Turn One: Movement

Kitten:
(During the movement phase)

A couple of roof panels open and a SRM battery on a turret swivels up and tracks the nearest mech, which happens to be Crispin at the moment.

Buildings are considered 'light', and will take 40 damage to bring down, though they're considered immobile and are a bonus of 4 to be shot.  SRM's shot from a range of 30 meters all hit.

Roll damage if youre shooting anything (looks at Gregory), otherwise you simply thought about it, but never actually pull the trigger to fire.


I'm guessing the bunker at 2012?
Kitten
GM, 417 posts
Mon 12 Sep 2011
at 19:36
  • msg #41

Re: (M2) Turn One: Movement

Cprl. Devlin Masters:
Kitten:
(During the movement phase)

A couple of roof panels open and a SRM battery on a turret swivels up and tracks the nearest mech, which happens to be Crispin at the moment.

Buildings are considered 'light', and will take 40 damage to bring down, though they're considered immobile and are a bonus of 4 to be shot.  SRM's shot from a range of 30 meters all hit.

Roll damage if youre shooting anything (looks at Gregory), otherwise you simply thought about it, but never actually pull the trigger to fire.


I'm guessing the bunker at 2012?


That would be correct, (Mexican rule), if Caitlin or Devlin want to change movement based on what Crispin found i'm find with that.
MW Gregory Asgard
player, 133 posts
Callsign: BBQ
Mon 12 Sep 2011
at 20:27
  • msg #42

Re: (M2) Turn One: Movement

"Copy that moving in. I'll make em regret hunkering down in a building."

And with that he strides forward for now taking cover behind the trees

ooc: Ahead 4 1x lw cost 5 mp 1409
Turn SW 1mp
Ahead 3 end 1711
Face  SE

1st Lt. Nate Armstrong
NPC, 11 posts
Callsign: Enforcer
Tue 13 Sep 2011
at 12:49
  • msg #43

Re: (M2) Turn One: Movement

Nate stomp on the Enforcers pedals, putting it into a full run.  He wasnt totally sure about engagement at the moment, but he wasnt going to do things half way.  As the Enforcer came into short range he let loose with the large laser.

The heavy lasers turns reinforced concrete into slag as he follows up on Wolfmans attack.




08:47, Today: 1st Lt. Nate Armstrong rolled 10 using 2d6. Hit Turret (tn 2+).

Commanders option, run Amos to 1506

Commanders option, run Thanos to 3006
This message was last edited by the player at 13:11, Tue 13 Sept 2011.
Kitten
GM, 426 posts
Tue 13 Sep 2011
at 13:02
  • msg #44

(M2) Turn Two: Initiative

Nevermore advances ahead, and flushes automated turret defenses.  They pop up and track his progress.  He practices fire discipline and manages not to blast it on sight, pushing on ahead.

Wolfman, follows his orders and makes certain nothing fires on the recon lance.  The best way to do that is a premptive strike, 'Do onto others before they do onto you...', lasers and missiles do grevious damage to the defensive fortification.

As Crispin pauses between the roads, the sound of the bunker behind him taking all sorts of hurts draws his attention.  Turning to one side, he puts a couple of lasers to add to the damage to help finish up the defensive bunker.  Scaning ahead, sure enough, his concerns are confirmed, the remaining bunkers seem to be activating.

(Turrets popping up at 0828, 1118, 2816)

Caitlin is in motion running her mech south and around a large clump of trees.

Amos and Thanos is chugging his mech along to keep pace with the rest of the lance.

Greggory moves into place to attack the bunker, only to find his lancemates have already reduced it to a pile of junk.

Camo netting drops away and ICE engines start to warm as 123rd Cavalry unit makes the presence noted.  Everyone also picks up an open broadcast.

"The Eridani have open fired on the bases defenses and broken the truce.  The sons of the Dragon will not let this insult pass.  All units advance."

The combine mechs behind them start moving south on the Eridani's heels.

Cheers go up over the open Comm, from the 123rd as morale improves significantly.

(* Combine mechs will appear on the white line on the start of Turn Four *)


"Well, that sucks.  Let's pick it up and make sure were not in the neighborhood when those snakes get here."


http://artzone.daz3d.com/azfil...hytq8brl26r-full.jpg
This message was last edited by the GM at 13:54, Tue 13 Sept 2011.
Kitten
GM, 428 posts
Tue 13 Sep 2011
at 13:32
  • msg #45

Re: (M2) Turn Two: Initiative

Wild Stallions' Mechs
Command Lance
CallsignSummaryArmorInternalsCriticals

Nate
G4 / P5
+1 AC
Move 4/6/4
Heat Sinks 12

Weapons
LA L Laser
LT S Laser
RA AC/10
RT Ammo 10
H 9
CT 23 (4)
RT 17 (3)
LT 17 (3)
RA 14
LA 14
RL 20
LL 20
H 3
CT 16
RT 12
LT 12
RA 8
LA 8
RL 12
LL 12
H
CT
RT HS HS Ammo
LT HS HS S-Laser
RA S U AC/10 (x8)
LA S U L-Laser
RL H U L F JJ JJ
LL H U L F JJ JJ

Devlin
G4 / P5
+1 Intiative
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)
H 9
CT 17 (7)
RT 14 (6)
LT 14 (6)
RA 12
LA 12
RL 20
LL 20
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1)
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Thanos
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Amos
G4 / P5
+1 Edge
Panther-9R
Move 4/6/4
Heat Sinks 14

Weapons
RA ~ PPC
CT ~ SRM4
LT ~ (24) Ammo
Hoff HS (x1)
H 9
CT 14 (7)
RT 10 (5)
LT 10 (5)
RA 10
LA 10
RL 12
LL 12
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT
RT HS HS HS HS
LT HS HS HS HS Ammo (x1)
RA S U L H PPC (x3)
LA S U L H
RL H U L F JJ JJ
LL H U L F JJ JJ
Recon Lance

Crispin
G4 / P5
Tech-use 5+
Raven-1X
Move 5/8/0
Heat Sinks 10

Weapons
RA M Laser
RA M Laser
RT SRM 6
CT (15) Ammo
LT EW Suite
H 8
CT 12 (4)
RT 11 (2)
LT 11 (2)
RA 5
LA 5
RL 10
LL 10
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Ammo
RT S6 (x2)
LT EW (x4) Ammo
RA S U ML ML
LA S U
RL H U L F HS HS
LL H U L F HS

Gregory
G4 / P5
+1 Edge
Firestarter-H
Move 6/9/6
Heat Sinks 11

Weapons
CT Hoff HS (x1)
RA M Laser
LA M Laser
CT M Laser
RA Flamer
LA Flamer
CT Flamer
H 9
CT 15 (6)
RT 11 (5)
LT 11 (5)
RA 12
LA 12
RL 16
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Flamer Flamer
RT JJ JJ JJ MG Ammo
LT JJ JJ JJ MG
RA S U L ML Flamer
LA S U L ML Flamer
RL H U L F HS
LL H U L F HS

Caitlin
G4 / P4
+1 Edge
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ ML
LT ~ L10
RT ~ Ammo (12)
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT ML JJ
RT HS HS L10 (Ammo)
LT HS HS L10 (x2)
RA S U L ML
LA S U L H
RL H U L F
LL H U L F


123rd Cavalry

Vedette (2xp)
F20 L18 R18 B20 T20 ~ (t) AC/5 (f) MG

Bulldog (LRM variant) (3xp)
F24 L20 R20 B20 T20 ~ (t) L20 S4 S4 (f) MG

Striker Tank (2xp)
#1 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10
#2 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10

Scorpion (SRM variant)(1xp)
#1 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG
#2 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG

APC Tracked (SRM refit)(1xp)
#1 ~ F15 L10 R10 B5 ~ S4
#2 ~ F15 L10 R10 B5 ~ S4

APC Hover (LRM refit)(1xp)
#1 ~ F6 L6 R 6 B6 ~ L5
#2 ~ F6 L6 R 6 B6 ~ L5

Turrets
#0828 ~ 40 ~ S4 L5 (1xp)
#1118 ~ 40 ~ S4 L5 (1xp)
#2816 ~ 09 ~ S4 L5 (1xp to unit) (Devlin 10 damage / Thanos 16 damage / Caitlin 5 damage/Nate 18 damage)
This message was last edited by the GM at 19:58, Tue 13 Sept 2011.
Cprl. Devlin Masters
player, 19 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Tue 13 Sep 2011
at 15:34
  • msg #46

Re: (M2) Turn Two: Initiative

Devlin slaps a disc into his player and cranks up the external speakers.  An old song starts playing, something that goes like this.

Harry Truman, Doris Day, Red China, Johnnie Ray
South Pacific, Walter Winchell, Joe DiMaggio

Joe McCarthy, Richard Nixon, Studebaker, television
North Korea, South Korea, Marilyn Monroe

Rosenbergs, H-Bomb, Sugar Ray, Panmunjom
Brando, "The King and I", and "The Catcher in the Rye"

Eisenhower, vaccine, England's got a new queen
Marciano, Liberace, Santayana goodbye

CHORUS
We didn't start the fire
It was always burning
Since the world's been turning
We didn't start the fire
No we didn't light it
But we tried to fight it


As the song blares, he continues his run forward, going around the smoking turret. He locks his reticule on the nearby turret, hoping to blast it before it blasts him. He fires his lasers, saving the SRM for the vehicles.


F2
L1
F1
R1
F3

End 2115 facing S

Target Number for 3 MLs
Gunnery  +4  Ran  +2  range (med) +2  immobile -4  =  TN 4+
10:32, Today: Cprl. Devlin Masters rolled 7,12,3 using 2d6,2d6,2d6. TN 2+ for 3 MLs.
2 hits   <b>1 BOXCARS
  10 pts to Turret in 2816

MW Thanos Starguard
player, 34 posts
Big-T
Tue 13 Sep 2011
at 16:52
  • msg #47

Re: (M2) Turn Two: Initiative

"YEEHAAA!"

Thanos has been aching for a fight and pushes the throttle forward. Then he hits the tree line and has to do some quick maneuvering around some trees that just would not be good to run into! As he works his way through them he sees one of the turrets out at medium range for his Large Lasers. Through the woods, its a bit of a long shot, but what is a little reactor juice amongst friends.

Twin ruby beams of coherent light sizzle through the air to lash long burning gauges in the ferrocrete of the bunker.



Runs to 3009, S (Heavy Woods) [+3 w/ optional LW in front]

Fires 2LL at bunker in 2816 (TN9-4=5): HIT, HIT.

16 Damage to the Bunker.

MW Caitlin Mallory
player, 163 posts
Callsign: Rabbit
Tue 13 Sep 2011
at 17:25
  • msg #48

Re: (M2) Turn Two: Initiative

Caitlin pushed her Mech up a gear. Now the bulk of the Snakes mechs were moving it was only a matter of time before they felt the pitter patter of LRMs against their armour.

"It looks like half of the Snakes entire invasion force decided it wants payback tonight."



Run to 2111 facing south.
Fire LRM's at Scorpion (10 hexes) Medium Range +2
Fire LT med laser at turret near Crispin Range 9 Hexes (Long range +4)
Gunnery 4
+2 due to running.

Scorpion
4 +2 running +1 for cover +2 for med range = 9+ to hit
12:20, Today: MW Caitlin Mallory rolled 6 using 2d6. To Hit Scorpions. Fail

Turret
4 +2 running +1 cover +4 for long range =11+ to hit
12:21, Today: MW Caitlin Mallory rolled 10 using 2d6. To Hit turret. Fail
Dang, if only it didn't have cover


Kitten Note:
Turret is an immobile building so youre at a bonus of four to hit it, so you only need 8+ to hit it.  (Secondary target is a 1 point penalty, which is why you dont normally split up your targets)

This message was last edited by the GM at 17:33, Tue 13 Sept 2011.
MW Amos Trask
player, 59 posts
Panther-9R
Callsign Joker
Tue 13 Sep 2011
at 18:21
  • msg #49

Re: (M2) Turn Two: Initiative

Amos runs the Panther. "I thought that these folks were not part of the agreement."


Run 5MP to 1908, facing SE
1st Lt. Nate Armstrong
NPC, 13 posts
Callsign: Enforcer
Tue 13 Sep 2011
at 19:54
  • msg #50

Re: (M2) Turn Two: Initiative

"Spilled milk Joker, I suspect that agreement just went out the window, and i dont feel quite right tangling with a company of mechs and a company of cavalry, and support structures, might be a tad more than were ready to handle at the moment.  That Tai-o doesnt seem to be in a rush to take the 123rd's chance at honor and glory away too quick so we have a chance to get the frak out of dodge if we hurry.  Anyone north of me, draws the short straw and volunteers to be rearguard to stall the snakes."

Nate roll walks the Enforcer forward, to give the rest of the Stallions a chance to advance past him, as he lined up take out the East Turret.  The Big Auto Canon Belched thunder and an answering explosion shatters the weakening walls of the Turret's bunker housing.  A large laser from his other arm makes certain that there wasnt going to be fire coming out of that turret.






Walk - F4 to 2011s

Target Turret 2816 (Take 18 Damage)
base 4 + 1 Walk + 2 Range - 4 Immobile = TN 3+  (2+ with Autocanon)
15:54, Today: 1st Lt. Nate Armstrong rolled 9 using 2d6. LL tn 3+ / AC (auto Hit).
This message was last edited by the player at 19:58, Tue 13 Sept 2011.
2nd Lt. Crispin McAlister
player, 171 posts
Callsign: Nevermore
Tue 13 Sep 2011
at 20:23
  • msg #51

Re: (M2) Turn Two: Initiative

Noting the forward arrangement of the missiles on the APC's he swears a bit as they all seem to be tacking to the road rather than following the original idea of east of the road.  It was too late to reverse and it would only make him an easier target to hit. As he advanced he tracked the two Hover APC's with his lasers and the SRM6 rack.  It wasn't going to be a pretty shot at this range but if he could conenct with the side of either one of the things they may just be dead in the water before it really even begins.  Working the EW system he did what he could to neutralize any missiles that passed in his direction as he became the flanking maneuver...

Run, Forward 7, Right Turn 1 S, End 3315 Facing south [+3]
16:21, Today: 2nd Lt. Crispin McAlister rolled 6 using 2d6. SRM6 at Hover APC1 TN 10+. Miss
16:21, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. ML#2 at Hover APC1 TN 10+. Miss
16:21, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. ML#1 at Hover APC1 TN 10+. Miss
Heat: 2 (Run) + 10 (Weapons) - 10 Heat Sinks = 2

MW Gregory Asgard
player, 135 posts
Callsign: BBQ
Wed 14 Sep 2011
at 08:21
  • msg #52

Re: (M2) Turn Two: Initiative

with the bunker turning an inferno Gregory instead torches the woods. He was not going to let the enemy have safe cover when following them and then guides his mech further south east to support his squad.

"Lets not wait for them to come and play and keep running. If there are die hard pursuers we might try to ambush em at a later moment on our terms. I'll make sure any piece of wood around here won't be usefull as cover for these asses by the time the get here."

Lining his lasers up on the turret in full stride he is amazed only one of them seems to mis the pillbox the other two striking home quite nicely.

alternative shooting Forest 1811, 1612 and 1712
gunnery   5
Ran      +2
Close    +0
Immobile -4 +
-------------
TN        3
TN        5 for 1612

Scored 6, 7 and 7 so Hits BURN!!
09:45, Today: MW Gregory Asgard rolled 6,7,7 using 2d6,2d6,2d6. flamex3.

Heat
flamers  +9
Run      +2
HS      -11 +
-------------
total    0

Turn NE (1MP)
Ahead 1, 1810 (1 MP)
turn SE (1MP)
Ahead 6, 2413 (6 MP)
end 2413 Face SE

Shooting

Gunnery   5
Ran      +2
Medium   +2
Immobile -4 +
-------------
TN        5

2x Hit 1 Miss. total 10 Damage.
10:06, Today: MW Gregory Asgard rolled 12,2,9 using 2d6,2d6,2d6. 3x ML.

Heat
Lasers   +9
Run      +2
HS      -11 +
-------------
total    0

Kitten
GM, 447 posts
Mon 19 Sep 2011
at 13:11
  • msg #53

Re: (M2) Turn Two: Player Summary

Wolfman rolls his mech forward, starting the music to his favorite battle music in the background.  Most of the unit was use to this by now, with the Dracs coming in behind them, and a bunch of tanks in front of them, they were going to be busy.  Lining up his weapons to his left a trio of lasers zip out flaring little red blips along the side of the bunker behind him and to his left.
Devlin Def Mod +2 ~ Heat - 0
(Turret 2815 takes 10 damage)

Big T's blackjack stomps through the dirt, making reasonable speed till he has to slow as heavy woods impede his progress.  Trees are uprooted, and limbs snapped in his wake marking his progress through the woodline.  As they start to thin he lines up his sights on the small missile bunker ahead of him.  Thumbs his trigger, a pair of thick lasers lance out shattering concrete as they superheat under the mechs weapons.
Thanos Def Mod +3 ~ Heat 1
Turret 2815 takes 16 damage

Rabbit starts making tracks, and watches things develop around her.  She decides to fall in behind Wolfman's vector, turning sharply till his back appears in front of her.  The Scorpions Long ranged missiles flit out to explode in the smokey area around the scorpions.   No hits register, though at least you give them something to think about.  Too far for her lasers, she shifts to one side and puts a lasers into the much hated bunker on the East side of the map as they start to pass it, to reduce the weapons that will fire on them as they pass.
Rabbit Def Mod +2 ~ Heat 0
Turret 2815 takes 5 damage
(* Not sure if it made a difference to you, but dont forget your valkyrie has two Medium lasers *)

Joker has nothing but trees in his ways and decides that the bunker has taken enough attention that he can hold his fire and keep his cool for the next targets.  He breaks the line of trees to his south and quietly evaluates the situation in front of him.
Joker Def Mod +1 ~ Heat 0

Enforcers mech rolls in slowly, as he watches Joker and Big T lag behind with a frown.  The Dracs were in motion and the last thing they needed was to leave backs exposed to their PPC's or worse that big AC/20 as they made for the hill.  He had to trust that they knew what they were doing and would pick up the pace though.  Lining up his shot a roar of thunder erupts from the autocanon in his arm, a big explosion answers from the Turret leaving it looking mostly like a crater.
Enforcer Def Mod +1 ~ Heat 0
Turret 2815 takes 10 damage

Nevermore skirted the mech around the exploding Turret and lines up his weapons on the parked Hover Tanks.  The range is long and his aim rushed as his weapons draw no joy as he alphas them at the tank.  Little explosion tear up the dirt as lasers scorch the wreckage of a dead tank that he mistakens for a live one.
Nevermore Def Mod +3 ~ Heat 2

BBQ's Flamers lick out at the numerous trees around him, setting many on fire, smoke starts to plume out behind him.  Stomping and running around the edge of the tree he lines up his shot on the Turret along with the rest of the company and makes certain that nothing is left of the turret as he adds more damage into the turret.
BBQ Def Mod +3 ~ Heat 0
Turret 2815 takes 10 damage
Kitten
GM, 448 posts
Mon 19 Sep 2011
at 13:17
  • msg #54

Re: (M2) Turn Two: Combine Summary

Missiles seems to plume out from every direction as Wolfman steps out from the line of trees.  The pitter patter of missiles exploding on and around the mech sends a shudder through the big machine threatening to take it off it's feet.  Wolfman's status board turns amber every where.

Wolfman Please make a pilot roll at penalty one for taking over 20 points of damage.

Nevermore draws fire from the turret as he passes, but it's abruptly cut off as he passes as the rest of the unit reduces it to garbage.  He's pretty pleased till he notices those Hover AMC's are carrying LRM's instead of SRM's and an amber light goes off on his right leg registering damage.




Turret S4/L5
0828
09:18, Today: Kitten rolled 9 using 2d6. Turret 0828 L5 @ Wolfman tn 12+. (miss)

1118
09:20, Today: Kitten rolled 5 using 2d6. Turret 1118 L5 @ Wolfman tn 8+. (miss)

2816
09:22, Today: Kitten rolled 4,3 using 2d6,2d6. Turret 2816 S4,L5 @ Nevermore tn 9+.  (miss/miss)




Vedette AC 5 and MG
09:23, Today: Kitten rolled 7,7 using 2d6,2d6. Vedette AC5 @ Wolfman tn 6+.
(Wolfman ~ CT 5 damage)

Bulldog LRM 20, S4(x2), and MG
09:25, Today: Kitten rolled 2 using 2d6. Bulldog L20 @ Wolfman tn 8+.

(x2) Striker L10, S6
09:26, Today: Kitten rolled 7,10 using 2d6,2d6. Striker S4(x2) @ wolfman tn 10+. (hit)
09:26, Today: Kitten rolled 7,8 using 2d6,2d6. Striker L10(x2) @ wolfman tn 8+. (hit)
# missiles
09:27, Today: Kitten rolled 8,10 using 2d6,2d6. number missiles of L10 / S4 . (6L / 3S)
09:28, Today: Kitten rolled 7,5,6,6,8 using 2d6,2d6,2d6,2d6,2d6. Loc. Dam. 5/1/2/2/2.
(Wolfman CT 5 / RL 1 / RT 4 / LT 2)

(x2) Scorpion S4(x2), MG
09:29, Today: Kitten rolled 8,4,5,7 using 2d6,2d6,2d6,2d6. Scorpions S4 (x4) @ Wolfman tn 8+.(hit)
09:30, Today: Kitten rolled 4 using 2d6. # missiles . (2 missiles)
09:31, Today: Kitten rolled 9,5 using 2d6,2d6. Loc. Dam. 2/2.
Wolfman RL 2/ LL 2

(x2) Hover AMC L5
09:32, Today: Kitten rolled 6,8 using 2d6,2d6. Hover AMC L5 (x2) @ Nevermore tn 7+.
09:33, Today: Kitten rolled 8,5 using 2d6,2d6. # missiles/location.
Nevermore RL 3

(x2) Tracked AMC S4
No shot
This message was last edited by the GM at 13:37, Mon 19 Sept 2011.
Kitten
GM, 449 posts
Mon 19 Sep 2011
at 13:52
  • msg #55

Re: (M2) Turn Three: Initiative

Please make a pilot roll, target number is +2 of your base roll to win intiative.  tn 6+ for Caitlin and Devlin.  tn 7+ for everyone else.  If you roll under this number you must move your mech.

(Devlin should make a Pilot roll at penalty 1 (6+), to stay standing first).

http://artzone.daz3d.com/azfil...1hq6y5ucvuh-full.jpg




Wild Stallions' Mechs
Command Lance
CallsignSummaryArmorInternalsCriticals

Nate
G4 / P5
+1 AC
Move 4/6/4
Heat Sinks 12

Weapons
LA L Laser
LT S Laser
RA AC/10
RT Ammo 10
H 9
CT 23 (4)
RT 17 (3)
LT 17 (3)
RA 14
LA 14
RL 20
LL 20
H 3
CT 16
RT 12
LT 12
RA 8
LA 8
RL 12
LL 12
H
CT
RT HS HS Ammo
LT HS HS S-Laser
RA S U AC/10 (x8)
LA S U L-Laser
RL H U L F JJ JJ
LL H U L F JJ JJ

Devlin
G4 / P5
+1 Intiative
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)
H 9
CT 17 7 (7)
RT 14 10 (6)
LT 14 12 (6)
RA 12
LA 12
RL 20 17
LL 20 18
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1)
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Thanos
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Amos
G4 / P5
+1 Edge
Panther-9R
Move 4/6/4
Heat Sinks 14

Weapons
RA ~ PPC
CT ~ SRM4
LT ~ (24) Ammo
Hoff HS (x1)
H 9
CT 14 (7)
RT 10 (5)
LT 10 (5)
RA 10
LA 10
RL 12
LL 12
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT
RT HS HS HS HS
LT HS HS HS HS Ammo (x1)
RA S U L H PPC (x3)
LA S U L H
RL H U L F JJ JJ
LL H U L F JJ JJ
Recon Lance

Crispin
G4 / P5
Tech-use 5+
Raven-1X
Move 5/8/0
Heat Sinks 10

Weapons
RA M Laser
RA M Laser
RT SRM 6
CT (14) Ammo
LT EW Suite
H 8
CT 12 (4)
RT 11 (2)
LT 11 (2)
RA 5
LA 5
RL 10 7
LL 10
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Ammo
RT S6 (x2)
LT EW (x4) Ammo
RA S U ML ML
LA S U
RL H U L F HS HS
LL H U L F HS

Gregory
G4 / P5
+1 Edge
Firestarter-H
Move 6/9/6
Heat Sinks 11

Weapons
CT Hoff HS (x1)
RA M Laser
LA M Laser
CT M Laser
RA Flamer
LA Flamer
CT Flamer
H 9
CT 15 (6)
RT 11 (5)
LT 11 (5)
RA 12
LA 12
RL 16
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Flamer Flamer
RT JJ JJ JJ MG Ammo
LT JJ JJ JJ MG
RA S U L ML Flamer
LA S U L ML Flamer
RL H U L F HS
LL H U L F HS

Caitlin
G4 / P4
+1 Edge
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ ML
LT ~ L10
RT ~ Ammo (12)
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT ML JJ
RT HS HS L10 (Ammo)
LT HS HS L10 (x2)
RA S U L ML
LA S U L H
RL H U L F
LL H U L F


123rd Cavalry

Vedette (2xp)
F20 L18 R18 B20 T20 ~ (t) AC/5 (f) MG

Bulldog (LRM variant) (3xp)
F24 L20 R20 B20 T20 ~ (t) L20 S4 S4 (f) MG

Striker Tank (2xp)
#1 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10
#2 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10

Scorpion (SRM variant)(1xp)
#1 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG
#2 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG

APC Tracked (SRM refit)(1xp)
#1 ~ F15 L10 R10 B5 ~ S4
#2 ~ F15 L10 R10 B5 ~ S4

APC Hover (LRM refit)(1xp)
#1 ~ F6 L6 R 6 B6 ~ L5
#2 ~ F6 L6 R 6 B6 ~ L5

Turrets
#0828 ~ 40 ~ S4 L5 (1xp)
#1118 ~ 40 ~ S4 L5 (1xp)
#2816 ~ 09 ~ S4 L5 (1xp to unit)
This message was last edited by the GM at 14:06, Mon 19 Sept 2011.
1st Lt. Nate Armstrong
NPC, 14 posts
Callsign: Enforcer
Mon 19 Sep 2011
at 14:10
  • msg #56

Re: (M2) Turn Three: Initiative

"Yo!  Wolfman!  Stop making like a Capellan Land Mine detector.  There's a lot of tanks out there, i'm sure we'll save you some.  Stallions, we made the effort to clear the turret on the east side, so were going to cut and run down that side to avoid the two turrets on the West side.  Let's not give them any more to shoot at then necessary.  Engage targets of opportunity and try and watch each other's backs."




10:07, Today: 1st Lt. Nate Armstrong rolled 8 using 2d6. Intiative roll tn 7+.
Makes Intiative roll, moves after Combine
2nd Lt. Crispin McAlister
player, 176 posts
Callsign: Nevermore
Mon 19 Sep 2011
at 14:16
  • msg #57

Re: (M2) Turn Three: Initiative

"Pathfinding and jamming active Enforcer," replied Crispin as he saw few options but to blaze the way and hope for the best.  As he sprinted he worked the EW to the best of his skill to jam up enemy missiles that would come his way.

Run, Forward 8, End 3323 Facing S [+3]
10:03, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. PSR Initiative at +2TN.  Failed, moves before Combine.
10:13, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. EW Jamming Missiles. Not so likely, not Nevermore's best day so far.

MW Caitlin Mallory
player, 165 posts
Callsign: Rabbit
Mon 19 Sep 2011
at 15:59
  • msg #58

Re: (M2) Turn Three: Initiative

Caitlin could see the vehicles more clearly now. The next few moments would be critical. Her Valkyrie moved closer ready to stomp on some vehicles. "This is getting ridiculous, and we still need to go back."

10:20, Today: MW Caitlin Mallory rolled 6 using 2d6. initiative.
MW Thanos Starguard
player, 38 posts
Big-T
Mon 19 Sep 2011
at 16:11
  • msg #59

Re: (M2) Turn Three: Initiative

A tight grin passes across Thanos' face as the turret gets smoked, but that can't stop him from the duty at hand.

Those tanks are not going to be fun to tackle.

Checking his display he sees that there are plenty of them. Letting the throttle stay all the way forward he points his mech pointed south and lumbers along through the underbrush and out into the open. Green bits, twigs, and birds fooosh out after him as his mech leaves the tree line at 50+ KPH.


Moving directly south, 5 hexes, to 3014S.
Cprl. Devlin Masters
player, 21 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Mon 19 Sep 2011
at 16:21
  • msg #60

Re: (M2) Turn Three: Initiative

Wolfman laughs over the comm as he fights to keep his mech upright after the rainstorm of missiles.

There's a reason the tech carry extra armor for me.  These guys sure do get upset over a bunker or two.  Geeze


11:20, Today: Cprl. Devlin Masters rolled 11,10 using 2d6,2d6. PSR for damage,  Initiative.

Made PSR nicely

Initiative is 10.


MW Gregory Asgard
player, 137 posts
Callsign: BBQ
Mon 19 Sep 2011
at 20:11
  • msg #61

Re: (M2) Turn Three: Initiative

Gregory hangs back his eyes darting around to estimate the enemies movement before continueing his mad dash.

"They really seem to love you wolfman. Makes me all warm and fuzzy inside. Can't wait to return the hot loving."

ooc: Won init move after enemy.

22:05, Today: MW Gregory Asgard rolled 9 using 2d6. Init.

Kitten
GM, 453 posts
Tue 20 Sep 2011
at 01:29
  • msg #62

Re: (M2) Turn Three: Initiative

24 hour warning mark, would like a move for amos incase he doesnt make it in by tommorow.  Devlin, youre his unit commander, so you get to plot his movement.

(he automatically loses intiative if he doesnt make it in)

(Acually i see he just got in, so that might not be necessary.)
This message was last edited by the GM at 01:31, Tue 20 Sept 2011.
MW Amos Trask
player, 60 posts
Panther-9R
Callsign Joker
Tue 20 Sep 2011
at 01:34
  • msg #63

Re: (M2) Turn Three: Initiative

Amos turned his Panther south and continued to run. The power of the weapon in this small mech design was obvious as the rest of the lance pressed on.


Run 6MP to 1913, facing South

OOC
Something is messed up on my browser or something. Can't see the dice roller :(
However, I'll post an action since I don't think INIT will bother me, yet :)


EDIT
Turn South (1MP), Move South 5 spaces (5MP)

This message was last edited by the player at 06:15, Tue 20 Sept 2011.
Kitten
GM, 454 posts
Tue 20 Sep 2011
at 02:31
  • msg #64

Re: (M2) Turn Three: Movement Phase

Crispin, guns the little Raven hard, and send the mech ripping across the landscape as fast as it's spindly little legs will carry it.
(Run ~ +3 Def Mod ~ Heat 2)

Big T, Finds himself slowed up in the trees and on the verge of being left behind.  Throwing the mech into a dead run, he works the medium mech forward to chew up some ground.
(Run ~ +2 Def Mod ~ Heat 1)

Joker, enjoys the cool confines of his cockpit for the moment, knowing that the cool conditions is only a temporary condition for the moment and likely to change in the near future.  He sends the mech into a dead run and races with Big-T to see who will end up drawing the little desired Rear Guard position.
(Run ~ +2 Def Mod ~ Heat 0)




Meanwhile...

The Vedette, finds itself at the point of it's line, and is not pleased to be there.  The Driver pivots and throws the engine in reverse and rolls the tank south east, flipping it hard to face north again at the last moment.
(Cruise ~ +1 Def Mod)

The Bulldog decides that it's smokey cover is sufficient coverage given the distance the Stallions are and holds it's position.
(no move ~ +1 Def Mod)

The pair of Strikers decide that they dont need to be using their SRM's just yet and roll back to make the most of their LRM 10's
(Cruise ~ +2 Def Mod)

The pair Scorpions are the other half of the platoon that was destroyed and welcome the Stallions to come engage them, as they seek vengenace for their comrades who feel in the Eridani ambush.
(no move ~ +1 Def Mod)

The pair of Tracked AMC's catch a glimpse of Nevermore racing down trying to past them and gun their engines to give chase, coming down behind the mech as they prepare to shoot it out.
(Flank ~ +3 Def Mod)

The pair of Hover AMC's decide that they really dont need to be where they are given the light armor on their vehicles, and start to flit back at impressive speeds putting distance between themselves and the Eridanis
(Cruise ~ +3 Def Mod)

Turrets
(Immobile ~ -4 Def Mod)

http://artzone.daz3d.com/azfil...zxn5pyv6842-full.jpg
This message was last edited by the GM at 02:52, Tue 20 Sept 2011.
2nd Lt. Crispin McAlister
player, 179 posts
Callsign: Nevermore
Tue 20 Sep 2011
at 03:17
  • msg #65

Re: (M2) Turn Three: Initiative Looser Firing

Nevermore knew that the APC's were going to trail him and thus he had the forethought to slew his medium lasers around to the rear of his mech as he just started moving.  It made the fact of targeting the APC's much easier...still at this point in time he wished that he didn't have the forward facing SRM rack.

Hoping that his jamming was effective he decided to focus on one of the APC's knowing that targeting both would be both harder and neither shot individually would score through the armour now that they had removed the turret for more plating and those racks.  Luck was not with him despite his forethought as both lasers went sailing on by harmlessly to explode tufts of dirt 30 meters away...

To Hit 2 Medium Lasers: Base 4 + Target 3 + Movement 2 = 9
23:14, Today: 2nd Lt. Crispin McAlister rolled 7 using 2d6. ML#1 TN9 vs APC. Miss
23:14, Today: 2nd Lt. Crispin McAlister rolled 4 using 2d6. ML#2 TN9 vs APC. Miss
Heat: Previous 2 + Weapons 6 + Movement 2 - Heat Sinks 10 = 0

MW Caitlin Mallory
player, 166 posts
Callsign: Rabbit
Tue 20 Sep 2011
at 03:19
  • msg #66

Re: (M2) Turn Three: Movement Phase

Cat's Valkyrie moved forward, always aware of the fact that the snakes were chasing up behind them. She tried to fire on the Scorpions, but it just wasn't happening. The targeting cursors never seemed to stay on the tanks despite the fact they were immobile. Cat was beginning to regret waking up this morning when the waves of heat washed into the cockpit.

Her cooling vest chilled her down, but the sweating had started and might not end until much later.


Move to 2415 facing south (Run +2 heat)
ummm forward3,left1, forward 3 right 1
Target Scorpion in 2121
Scorpion
7 hex range
LRM-10 Short Range +0 Target Mod
10/12 ammo
4 + 2 run +1 for target def
22:14, Today: MW Caitlin Mallory rolled 5 using 2d6. Hit Scorpion. MISS
2 Med Lasers
4 +2 run +1 def +4 range (long)
22:15, Today: MW Caitlin Mallory rolled 10 using 2d6. Hit Scorpion. MISS
22:15, Today: MW Caitlin Mallory rolled 9 using 2d6. Hit Scorpion. MISS
At +2 on heat scale

This message was last edited by the player at 03:36, Tue 20 Sept 2011.
MW Gregory Asgard
player, 138 posts
Callsign: BBQ
Tue 20 Sep 2011
at 07:35
  • msg #67

Re: (M2) Turn Three: Movement Phase

He spots the Scorpions and grins darkly as he turns their way and barrels down towards them to shower them with Fire and lasers. His aim was off though and now he was sweating like an idiot for nothing.

ooc: So much for making a fine mess of those scorpions :-(

Turn South (1 MP)
Ahead 6 Hexes (6 MP) 2419
turn SW (1 MP)
Ahead 1 (1 MP) 2320
End 2320 Face SW (left)

Flamers
Gunnery  4
Ran     +2
Enemy   +1
Range   +2 +
------------
TN       9

1 Hit Loc 7
2 Miss

quote:
09:24, Today: MW Gregory Asgard rolled 9,4,4 using 2d6,2d6,2d6. Flamers 9+.


ML
Gunnery  4
Ran     +2
Enemy   +1
Range   +0 +
------------
TN       7

1 Hit, Loc 11
2 Miss

quote:
09:24, Today: MW Gregory Asgard rolled 6,10,3 using 2d6,2d6,2d6. ML 7+.
09:27, Today: MW Gregory Asgard rolled 7,11 using 2d6,2d6. Hit locations Flame/ML.


Heat
Run     +2
Flamers +9
ML      +9
HS     -11 +
------------
Left     9

1st Lt. Nate Armstrong
NPC, 16 posts
Callsign: Enforcer
Tue 20 Sep 2011
at 13:25
  • msg #68

Re: (M2) Turn Three: Movement Phase

Nate notices that the Scorpions and Bulldogs hold their position and quietly mulls over which to target.  The Bulldog was a tempting target, but the Scorpions were a sure thing.  BBQ's, Nevermore, and Rabbits accuracy made the decision for him.  There were simply too many targets, and not enough time to deal with them all with the Dracs coming in behind them.  He makes a decision and thumbs orders over the command line.

"Too many bad guys.  Ignore the Targets on the west side.  Skip the Bulldog, Strikers and Turrets for now.  Concentrate on the Scorpions, Vedette and AMCs", Following his own advice he lowers the targeting hair onto the Scorpion (#1) that BBQ had started on and let loose with both barrels of his Enforcer.

The Big autocanon explodes against the damaged Scorpion, though the large laser sadly goes wide.




Base 4 + 2 Run + 1 def Mod = 7+ w/ LL and 6+ with AC/10
09:26, Today: 1st Lt. Nate Armstrong rolled 7,3 using 2d6,2d6. AC10 & LL @ Scorp (1) Tn 6+ and 7+. . (AC10 hits)
09:26, Today: 1st Lt. Nate Armstrong rolled 7 using 2d6. AC10 location.

This message was last edited by the player at 13:28, Tue 20 Sept 2011.
Cprl. Devlin Masters
player, 24 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Tue 20 Sep 2011
at 18:56
  • msg #69

Re: (M2) Turn Three: Movement Phase

Devlin moves toward the center of the eastern line, leaving the Scorpions to those behind him.  He takes aim at the Vedette and fires his lasers and SRM pack. 1 medium laser a couple of the missile strike the little tank.  Armor slags from the front and the tank limps a bit.  The missile knock chunks of armor from the turret.


L1  F6 R1  end hex 2718 facing S

To Hit Vedette with 3 ML's and SRM 6
Gunnery     +4
Ran         +2
Target Mod  +1
Range       +2
--------------------
Target Number  9+

13:46, Today: Cprl. Devlin Masters rolled 8,11,8,10 using 2d6,2d6,2d6,2d6. ML #1, #2, #3  SRM 6 #1  TN 9+.
1 ML hit   SRM 6 hit
13:51, Today: Cprl. Devlin Masters rolled 3 using 2d6. ML #2 hit location.
13:47, Today: Cprl. Devlin Masters rolled 2 using 2d6. # of missiles that hit
13:49, Today: Cprl. Devlin Masters rolled 11,11 using 2d6,2d6. Location for 2 SRM.
2 missiles hit/  Both hit Turret for 4 pts.
ML #2  hit front for 5 pts damage and possible motive damage.

13:53, Today: Cprl. Devlin Masters rolled 9 using 2d6. Roll for motive damage.
Moderate damage; –1 Cruising MP, +2 modifier to all
Driving Skill Rolls



MW Amos Trask
player, 64 posts
Panther-9R
Callsign Joker
Wed 21 Sep 2011
at 01:58
  • msg #70

Re: (M2) Turn Three: Movement Phase

Amos turned southeast and followed the footsteps of the Whitworth. He tracked the Scorpion with his primary weapon and pressed the trigger when the golden crosshair turned red. "Gotcha."




Run 6MP (+2 Heat), S, Turn SE, SE until hex 2316
Right Torso Twist

Fire PPC at Scorpion at 2121 (6 hex range)
To HIT 4(base)+2(run)+1(lt woods)+?(PPC Range)=7+
10 using 2d6. PPC TN 7+range (This should hit)
11 using 2d6. Scorpion Damage location from PPC

Total Heat 12
HS 14
-------------
End Heat 0

Kitten
GM, 462 posts
Wed 21 Sep 2011
at 14:54
  • msg #71

Re: (M2) Turn Three: Player weapon fire

Crispin's lasers unfortunately dont do much to disuade the AMCs from getting on his tail as they fail to score hits.
(+3 Def Mod ~ Heat 0)

Rabbit skits forward trying to line up some shots on the Scorpions, though finds no satisfaction as her cockpit starts to heat up from activity
(+2 Def Mod ~ Heat 2)

BBQ makes an effort to roast himself some Scorpions, and manages to heat one of them up, though not to the point that he can stick a fork in it and call it done.
(+3 Def Mod ~ Heat 9 {-1 movement penalty / +1 Fire modifier}
Flamer hit location 7
Laser hit location 11

Enforcer strides forward and lines up a shot and puts a bit round into the tank BBQ was heating up
(+2 Def Mod ~ Heat 0)
AC 10 hit location 7

Wolfman moves in aggressively on the Vedette and triggers all his weapons into the retreating tank.
(+2 Def Mod ~ Heat 0)
Laser Hit Location 3
SRM Hit location 11 and 11
Motive Damage roll 9

Amos tracks a Scorpion and triggers off his PPC, the little tank glows blue as man made lighting crackles over it's armored surface
(+1 Def Mod ~ Heat 0)

Big-T ignored the lumbering of his mech as it moved forward at speed. His right hand brought the firing dot down and around till it lay over the Vedetta. Depressing the firing button his lasers cycled through. The left arm burned a very light bit of armor off the as it went high, but the right arm large laser was right on target. It burned straight on through not even leaving more than an inch of wasted draw.

11:08, Today: MW Thanos Starguard rolled 7 using 2d6. LL1 @ Vedette TN9.
11:08, Today: MW Thanos Starguard rolled 9 using 2d6. LL2 @ Vedette TN9.
11:08, Today: MW Thanos Starguard rolled 2 using 2d6. 8 damange location on Vedette.
11:11, Today: MW Thanos Starguard rolled 8 using 2d6. Through Armor Critical?.

Stabilizer -1 to fire weapons

"What a pretty little hole I made...."
(+2 Def Mod ~ Heat 1)
This message was last edited by the GM at 18:24, Wed 21 Sept 2011.
Kitten
GM, 463 posts
Wed 21 Sep 2011
at 15:07
  • msg #72

Re: (M2) Turn Three: Combine weapon fire

The Eridanis put some damage on the Vedette and badly damage one of the Scorpions.

Meanwhile...

The Vedette, finds Wolfman filling out it's gun sights.  It's main gun belches a round at the charging Whitworth in an effort to slow him down.  An explosion goes off dead center on the medium mechs torso
(Cruise ~ +1 Def Mod) (tn 4+1 Cruise +2 Def Mod) = 7+
11:33, Today: Kitten rolled 8 using 2d6. Vedette AC5 @ Wolfman TN 7+.
11:33, Today: Kitten rolled 7 using 2d6. Location.
Wolfman CT 5 damage

The Bulldog
Holding it's position the Bulldog targets on the nearest Eridani.  A bunch of explosions go off wrecking the Big mechs leg armor.
(no move ~ +1 Def Mod) (tn 4+ 2 range +2 Def Mod) = 8+
11:36, Today: Kitten rolled 8 using 2d6. Bulldog L20 @ Nate TN8+.
11:37, Today: Kitten rolled 8 using 2d6. Number Missiles.
11:37, Today: Kitten rolled 9,5,8 using 2d6,2d6,2d6. Locate 12 missiles.

Enfocer LL 5, RL 5, LT 2 Damage

The pair of Strikers decide to line up on the Bulldogs targets and unload their LRM 10's at Enforcer.
(Cruise ~ +2 Def Mod) (tn 4+ 1 Cruise +2 range +2 Def Mod) = 9+
11:40, Today: Kitten rolled 6,9 using 2d6,2d6. Striker L10 @ Nate TN9+.
11:40, Today: Kitten rolled 11 using 2d6. number of missiles.
11:40, Today: Kitten rolled 8,7 using 2d6,2d6. Locate 10 missiles.

Enfocer LT 5, CT 5 Damage

The pair Scorpions track the Firestarter screaming in at them weapons blazing and unload their missiles into the kamikazi mech.  Fortune is with BBQ as the rushed weapon fire is less than accurate.   A couple of missiles sprinkle right side of the mech
(no move ~ +1 Def Mod)(tn 4+ 3 Def Mod) = 7+
11:42, Today: Kitten rolled 6,11,5,4 using 2d6,2d6,2d6,2d6. Scorpion S4s @ BBQ TN 7+.
11:43, Today: Kitten rolled 6 using 2d6. number of missiles.
11:43, Today: Kitten rolled 6,3 using 2d6,2d6. Locate 2 missiles.

BBQ RT 2, RA2

The pair of Tracked AMC's trail the retreating Raven and let loose with their weapons on Nevermore's exposed back.
(Flank ~ +3 Def Mod) (tn 4+ 2 Flank +3 Def Mod) = 9+
11:45, Today: Kitten rolled 12,8 using 2d6,2d6. AMC's S4 @ Nevermore TN 9+.
11:46, Today: Kitten rolled 6 using 2d6. Number of missiles.
11:46, Today: Kitten rolled 6,7 using 2d6,2d6. locate 2 missiles.

Nevermore RT(r) 2 and CT(r) 2 damage

The pair of Hover AMC's flit back tracking various targets, and decide to work on the damaged mech.  Long range missiles fire from the nimble tanks at the Whiteworth.  Evidently they spent too much time deciding on the target and not enough aiming, since nothing hits.
(Cruise ~ +3 Def Mod) (tn4+ 1 cruise +2 range +2 def mod) = 9+
11:57, Today: Kitten rolled 8,7 using 2d6,2d6. AMC's L5 @ Wolfman TN 9+.

Turrets
Turret 1118 fires at Nate as he passes into its gun sights.  Fortune seems to be favoring the bold as nothing seems to hit.
(tn 4 + 2(4) Range + 2 Def Mod) = L10 8+ and S4 10+
11:59, Today: Kitten rolled 2,7 using 2d6,2d6. Turret at Nate tn 8+ and 10+.

This message was last edited by the GM at 16:00, Wed 21 Sept 2011.
Kitten
GM, 464 posts
Wed 21 Sep 2011
at 15:07
  • msg #73

Re: (M2) Turn Four: Status ~ Start of Intiative

Combine company is 'officialy' on the map, increasing the tactical presence the Combine has in the area.  Target roll to achieve Intiative has increased to +3.
Caitlin and Devlin need a 7+ to get intiative.
Everyone else needs a 8+ to get intiative.

Camille as 'arrived' on the south end of the map.  It takes her 10 movement points to get to the South most hex row of the map.  She has 2 movement points left to continue her run onto the map.  If she wins intiative she may place herself after the Combine units move.

http://artzone.daz3d.com/azfil...ffby77mkhwh-full.jpg

Map has scrolled 'down', the Combine will arrive on the 'current' north map edge at the start of turn seven.

Retreat notes:
The Eridani may not retreat if there is a Combine unit within 10 hexes of them.

Status Notes
Nate took over 20 damage and needs a pilot check at penalty 1 to avoid falling.
Rabbit is at Heat 2
BBQ is at Heat 9
Joker needs to resolve weapon fire from turn 3

Vedette is at -1 mp from motive damage
Vedette is at (x2) movement penalty to fire Front weapons
Scorpion is at -1 hit/drive from hit commander





Wild Stallions' Mechs
Command Lance
CallsignSummaryArmorInternalsCriticals

Nate
G4 / P5
+1 AC
Move 4/6/4
Heat Sinks 12

Weapons
LA L Laser
LT S Laser
RA AC/10
RT Ammo 10 8
H 9
CT 23 (4)
RT 12 (3)
LT 10 (3)
RA 14
LA 14
RL 15
LL 15
H 3
CT 16
RT 12
LT 12
RA 8
LA 8
RL 12
LL 12
H
CT
RT HS HS Ammo
LT HS HS S-Laser
RA S U AC/10 (x8)
LA S U L-Laser
RL H U L F JJ JJ
LL H U L F JJ JJ

Devlin
G4 / P5
+1 Intiative
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15 14)
H 9
CT 17 2 (7)
RT 14 10 (6)
LT 14 12 (6)
RA 12
LA 12
RL 20 17
LL 20 18
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1)
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Thanos
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Amos
G4 / P5
+1 Edge
Panther-9R
Move 4/6/4
Heat Sinks 14

Weapons
RA ~ PPC
CT ~ SRM4
LT ~ (25) Ammo
Hoff HS (x1)
H 9
CT 14 (7)
RT 10 (5)
LT 10 (5)
RA 10
LA 10
RL 12
LL 12
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT
RT HS HS HS HS
LT HS HS HS HS Ammo (x1)
RA S U L H PPC (x3)
LA S U L H
RL H U L F JJ JJ
LL H U L F JJ JJ
Recon Lance

Crispin
G4 / P5
Tech-use 5+
Raven-1X
Move 5/8/0
Heat Sinks 10

Weapons
RA M Laser
RA M Laser
RT SRM 6
CT (15 14) Ammo
LT EW Suite
H 8
CT 12 (4 2)
RT 11 (2 0)
LT 11 (2)
RA 5
LA 5
RL 10 7
LL 10
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Ammo
RT S6 (x2)
LT EW (x4) Ammo
RA S U ML ML
LA S U
RL H U L F HS HS
LL H U L F HS

Gregory
G4 / P5
+1 Edge
Firestarter-H
Move 6/9/6
Heat Sinks 11

Weapons
CT Hoff HS (x1)
RA M Laser
LA M Laser
CT M Laser
RA Flamer
LA Flamer
CT Flamer
H 9
CT 15 (6)
RT 11 9 (5)
LT 11 (5)
RA 12 10
LA 12
RL 16
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Flamer Flamer
RT JJ JJ JJ MG Ammo
LT JJ JJ JJ MG
RA S U L ML Flamer
LA S U L ML Flamer
RL H U L F HS
LL H U L F HS

Caitlin
G4 / P4
+1 Edge
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ ML
LT ~ L10
RT ~ Ammo (12 10)
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT ML JJ
RT HS HS L10 (Ammo)
LT HS HS L10 (x2)
RA S U L ML
LA S U L H
RL H U L F
LL H U L F


123rd Cavalry

Vedette (2xp) (-1 MP / +2 Drive Rolls)
F15 L18 R18 B20 T16 ~ (t) AC/5 (f) MG

Bulldog (LRM variant) (3xp)
F24 L20 R20 B20 T20 ~ (t) L20 S4 S4 (f) MG

Striker Tank (2xp)
#1 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10
#2 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10

Scorpion (SRM variant)(1xp)
#1 ~ F0 (I1) L13 R11 B8 T6 ~ (t) S6 S6 (f) MG  (Commander Hit -1 Hit / +1 Drive Modifier)
#2 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG

APC Tracked (SRM refit)(1xp)
#1 ~ F15 L10 R10 B5 ~ S4
#2 ~ F15 L10 R10 B5 ~ S4

APC Hover (LRM refit)(1xp)
#1 ~ F6 L6 R 6 B6 ~ L5
#2 ~ F6 L6 R 6 B6 ~ L5

Turrets
#0828 ~ 40 ~ S4 L5 (1xp)
#1118 ~ 40 ~ S4 L5 (1xp)
#2816 ~ 09 ~ S4 L5 (1xp to unit)
This message was last edited by the GM at 18:26, Wed 21 Sept 2011.
Cprl. Devlin Masters
player, 25 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Wed 21 Sep 2011
at 16:45
  • msg #74

Re: (M2) Turn Four: Status ~ Start of Intiative

11:45, Today: Cprl. Devlin Masters rolled 10 using 2d6. Init.
MW Caitlin Mallory
player, 169 posts
Callsign: Rabbit
Wed 21 Sep 2011
at 16:54
  • msg #75

Re: (M2) Turn Four: Status ~ Start of Intiative

Cat gasped as things started getting hotter in her pilot compartment. "They're really out to put the hurt on."

11:35, Today: MW Caitlin Mallory rolled 11 using 2d6. initiative.
MW Thanos Starguard
player, 40 posts
Big-T
Wed 21 Sep 2011
at 18:15
  • msg #76

Re: (M2) Turn Four: Status ~ Start of Intiative

11:14, Today: MW Thanos Starguard rolled 8 using 2d6. Inish. WINS</Orange>
This message was last edited by the GM at 18:20, Wed 21 Sept 2011.
MW Gregory Asgard
player, 139 posts
Callsign: BBQ
Wed 21 Sep 2011
at 19:38
  • msg #77

Re: (M2) Turn Four: Status ~ Start of Intiative

With all the heat building up in his mech and the pelting of missiles on his ride Gregory feels like fleeing when he sees the Scorpions so lightly damaged. He looks at the scene and decides its best to head south forcing the enemy to pursue him and allowing him to have his ride cool down.

ooc: Lost Init
Turn South (1 MP)
Ahead 3 hexes, 2x woods (5 MP)
Turn SE (1MP)
End 2323 facing SE (right)

MW Amos Trask
player, 66 posts
Panther-9R
Callsign Joker
Wed 21 Sep 2011
at 19:43
  • msg #78

Re: (M2) Turn Four: Status ~ Start of Intiative

AKA Joker

10 using 2d6. INIT TN 10
This message was last edited by the player at 23:57, Wed 21 Sept 2011.
MW Camille Sforza
player, 16 posts
Thu 22 Sep 2011
at 01:10
  • msg #79

Re: (M2) Turn Four: Status ~ Start of Intiative

Camille had been running for the past many days, her cicada was in decent condition, unfortunately the same could not be said about any of the other mechs in her company, or the militia that had been supporting them.

She thought she had finally outrun them, the damned combine, and yet here they were, mocking her with their presence, she glared at the hated symbol through her optical zoom.


Init: 8 (success)
00:39, Today: MW Camille Sforza rolled 8 using 2d6. initiative Tn 8.

2nd Lt. Crispin McAlister
player, 185 posts
Callsign: Nevermore
Thu 22 Sep 2011
at 03:38
  • msg #80

Re: (M2) Turn Four: Status ~ Start of Intiative

Crispin let out a breath as only a few missiles connected with the rear of his Raven...things could have been much worse and he wondered inwardly if the EW gear was working and helping divert potential missile hits.  Whether or not it was the case he continued to shift the jamming frequencies as the majority of the vehicles out there were mounted with missile racks.

22:06, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. Initiative TN8+.
23:37, Today: 2nd Lt. Crispin McAlister rolled 7 using 2d6. EW Jamming.

Kitten
GM, 478 posts
Fri 23 Sep 2011
at 01:53
  • msg #81

(M2) Turn Four: Status ~ Enemy Movement

BBQ is giving off enough heat to give him a good sweat in the middle of winter.  The firestarter is starting to be a little sluggish but is still speedy enough to get him where he's going.
(R ~ +3 Def Mod ~ 2323se)




The Vedette, badly damaged decides to throw caution to the wind and actually rushes the Eridanis in an effort to slow them down.
(F ~ +2 Def Mod ~ F1,L1,F4 ~ 2319nw)

The Bulldog, holds position in an effort to offer some support to the Vedette.
(No movement ~ 1423n)

The pair of strikers realize that the Eridani's are trying to sweep past them, and relocate to a new firing position.
(C ~ +1 Def Mod ~ R2,F3 ~ 1727se)

One of the Scorpion's, tank crew decides they've had enough, and theres no point in dying for no a gain, and start to abandon their tank.
(Tank is considered a 'kill' for the Eridanis)

The other Scorpion, armor Pristine, holds its position as they enjoy a target rich enviromnent.
(No movement ~ 2121n)

The Hover AMC's decide that they dont have the armor for a direct engagement and take evasive action towards the west side of the map where they have cover fire from the Combine Turrets and LRM carriers.
(C ~ +2 Def Mod ~ L1,F1,L1,F5,R2 ~ 2128n)

With the Eridanis advancing on their position, the Tracked AMC's decide to take cover in the light woods.
(C ~ +1 Def Mod ~ F2(+1),R3 ~ 3523nw)

http://artzone.daz3d.com/azfil...u95pix0dg51-full.jpg
This message was last edited by the GM at 12:42, Sat 24 Sept 2011.
MW Thanos Starguard
player, 44 posts
Big-T
Fri 23 Sep 2011
at 04:27
  • msg #83

Re: (M2) Turn Four: Winners Move

Not seeing any reason to change his throttle speed Big-T drives his mech forward, learning into the run over the open ground.

Hope I get those tracked APC's attention off the Raven. That back armor just does not look good....oh, well I guess there isn't any in most locations!


OOC: Move to 3020-S (Run 6 +2Mod)

MW Amos Trask
player, 71 posts
Panther-9R
Callsign Joker
Fri 23 Sep 2011
at 05:10
  • msg #84

Re: (M2) Turn Four: Winners Move

Amos smiled as one of the scorpions was disabled. He didn't bother with the kill shot as the crew abandon the vehicle. He pushed the Panther into a run. "Nevermore. You've got a pair on your six."


Move 6MP to the SE end at 2919, SE
Target 1 of the APC at 3322

4base+2run+?enemymovementmod = 6 + ?enemymovement
4 using 2d6. ATK APC w/PPC
Missed

MW Camille Sforza
player, 17 posts
Fri 23 Sep 2011
at 06:41
  • msg #85

Re: (M2) Turn Four: Winners Move

Camille closed in on the fighting, already her cicadas systems were picking up on the combatants.


Move 2 MP onto map.
End hex: 1340 Facing N
No shot (no range)

MW Gregory Asgard
player, 140 posts
Callsign: BBQ
Fri 23 Sep 2011
at 06:56
  • msg #86

Re: (M2) Turn Four: Winners Move

With the heat building up in his mech and no proper targets to shoot at BBQ decided to lay low for now. He had to go and reverse engineer those things if he wanted his arament to be more effective.

ooc: No shot
No heat at the end of the turn.
Cprl. Devlin Masters
player, 26 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Fri 23 Sep 2011
at 12:12
  • msg #87

Re: (M2) Turn Four: Winners Move

Seeing the pair of APC's move in behind Nevermore, Devlin turns his mech and keeps up the pace to move in close to the APCs.  He fires his mediums at APC #1 and the large and SRMs at APC #2. He misses the second APC competely, but manages to snag a hit on the 1st one.  It melts armor off the rear of the vehicle, some of which falls on the tracks and makes them run out of kilter. Not the best results but at least they know he's here and might will leave Nevermore alone.


L1 F6 R1
End hex 3321 facing S

To Hit APC #1  2 ML
Gunnery    +4
Ran        +2
Target Mod +2
--------------------
Target Number 8+

07:04, Today: Cprl. Devlin Masters rolled 3,8,7,9 using 2d6,2d6,2d6,2d6. ML #1, ML #2  TN 8+    To hitx2, Locx2.
ML #2 hit   Rear 5 pts  possible motive damage
07:07, Today: Cprl. Devlin Masters rolled 9 using 2d6. Roll for motive damage.
Moderate damage; –1 Cruising MP, +2 modifier to all Driving Skill Rolls

To Hit APC #2  LL & SRM 6
Gunnery    +4
Ran        +2
Target Mod +2
Secondary  +2
--------------------
Target Number 10+

07:10, Today: Cprl. Devlin Masters rolled 8,7 using 2d6,2d6. LL SRM    TN 10+
Both Miss


This message was last edited by the player at 19:32, Fri 23 Sept 2011.
2nd Lt. Crispin McAlister
player, 188 posts
Callsign: Nevermore
Fri 23 Sep 2011
at 14:36
  • msg #88

Re: (M2) Turn Four: Winners Move

As much as Nevermore wanted to keep on dashing away he needed to help ensure these AMC's wouldn't be around to harass the rest of the unit that moves slow enough to keep after.  Working his jamming gear in the hopes to lessen the blow from the AMC's on Wolfman he nudged the Raven around the copse of trees to come up on their left side where he hoped to cripple them as best possible.

A medium laser he had thought had gone wide with the other initially had actually weakened the armour to the point that when he brought the clawed foot of the Raven forward it went through what remained and into the innards of the AMC...


Walk, Forward 1, Left Turn 1 SE, Forward 1, Left Turn 1 NE, Forward 1, End 3524 Facing NE [+1]

To Hit: (2 Medium Lasers) AMC2 Base 4 + Walk 1 + Target 2 1 = 7 6TN
        (1 SRM6)          AMC1 Base 4 + Walk 1 + Target 2 1 + Secondary 1 = 8 7TN
Heat: 10 (Weapons) + 1 (Movement) - 10 Heat Sinks = 1
10:33, Today: 2nd Lt. Crispin McAlister rolled 6,3 using 2d6,2d6. ML1, ML2 vs AMC2 TN7 6+.  Hit, Miss
10:34, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. SRM6 vs AMC1 TN8+. Miss
Edit after realizing hit:
23:14, Today: 2nd Lt. Crispin McAlister rolled 2 using 2d6. ML1 Loc, 5 damage to AMC2. Side, Critical?
23:16, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. Critical?. Crew Stunned

Physical: (Kick) AMC2 Base 3 + Walk 1 + Target 2 = 6TN
10:39, Today: 2nd Lt. Crispin McAlister rolled 10 using 2d6. Kick vs AMC 2 TN6+. Hit.
10:40, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. 7 damage to Left Side, Critical, 2 goes internal
10:42, Today: 2nd Lt. Crispin McAlister rolled 5 using 2d6. Critical?. No Critical.

Unless I'm mistaken 2 internal cores an AMC...

This message was last edited by the player at 16:24, Fri 30 Sept 2011.
MW Caitlin Mallory
player, 170 posts
Callsign: Rabbit
Fri 23 Sep 2011
at 16:19
  • msg #89

Re: (M2) Turn Four: Winners Move

Caitlin saw an opportunity as the Vedette raced in front of her. She moved the Valkyrie forward, shrieking with frustration as the kick went wide when the tank lurched forward.

It was made worse when her lasers went wide of the only remaining Scorpion. Caitlin was beginning to wonder if she should have taken up a career as a tanker.


movement
Forward 3, Right One
kick Vedette
+2 for target movement
+1 secondary target
11:16, Today: MW Caitlin Mallory rolled 6 using 2d6. kick vedette. FAIL

2 Med Lasers at Live Scorpion
Range 4 Medium Range +2
Walked +1
Secondary Target +1
no Movement Scorpion +0 8+
11:13, Today: MW Caitlin Mallory rolled 5 using 2d6. Hit Scorpion. Fail
11:13, Today: MW Caitlin Mallory rolled 3 using 2d6. Hit Scorpion. Fail

Heat
+1 walk
+3 med laser
+3 med laser
+7 Heat
2 Existing heat...removed.
down to zero on heat scale.

MW Thanos Starguard
player, 46 posts
Big-T
Fri 23 Sep 2011
at 18:44
  • msg #90

Re: (M2) Turn Four: Winners Move

Big-T lines up both LL's on Tracked AMC-1 and hits the firing stud.

You know, if I keep running forward like this and firing both lasers I am going to start cooking in here.


11:44, Today: MW Thanos Starguard rolled 6 using 2d6. LL#2 on Tracked AMC-1, TN7 or 8?. MISS
11:44, Today: MW Thanos Starguard rolled 4 using 2d6. LL#1 on Tracked AMC-1, TN7 or 8?. MISS


Guess it doesn't matter what the TN is if I can't make even a 7 ;-P

Kitten
GM, 486 posts
Tue 27 Sep 2011
at 15:20
  • msg #91

(M2) Turn Four: Enemy Fire Phase

Joker opens up with his PPC to give the modified APC something to think about.  Lightning explodes sending dirt everywhere, but is a little off to deal any damage.

Camille, enter the field of battle, though she's still too far away to do more than watch.

BBQ takes the lull in the action to try and cool his mech off.

Wolfman, pushes his machine as fast as he can, but finds it's top speed probably slower than he'd like and falls short of his desired location (Whitworths move 4/6/4, so i'm ruling you end up at 3121se.  Your TN is 9+) A laser does strikes one of the APCs Front armor for five damage(no motive damage, sowwy)

Nevermore, hooks around the trees coming up on the left side of the Tracked AMCs.  Weapons blazing in a rush, he kills more trees that Combine soldiers.  A lucky laser hit does seem to do some damage (left 5 damage) stuning the crew.  (Cruise only, no weapon fire).  A big Kick from the Raven crushes more armor and and sets off a pluming fireball to gout out where his foot strikes.

Big-T moves in, guns blazing, and looking impressive and fearsome (at least to the trees he burns down).

Rabbit moves in on the Scorpion trying to harass the other tank crew into flee for their lives, but her accuracy isnt quite up to the task.  Turning sharply to her right she takes out he fustration on the Vedette that tries to zip buy her, bring her big foot down on the Tanks Turret (Vedette Turret takes 6 damage)
11:28, Today: Kitten rolled 11 using 2d6. Rabbit's Kick Location.

"Need a hand there Rabbit?", Nate walks up beside Rabbit, guns blazing as he helps her attempts to put the vedette down.  The Vedette take both weapons and a big kick from Nate that leaves it shattered and pretty pathetic looking.  "There we go.  If they're smart they'll leave that pile of junk and make a run for it."


Tn 4+ 1 walk +2 def mod = LL 7+ / AC 10 6+

11:37, Today: 1st Lt. Nate Armstrong rolled 7,5 using 2d6,2d6. Location AC/10 and LL.
11:37, Today: 1st Lt. Nate Armstrong rolled 9 using 2d6. AC/10 6+.
11:37, Today: 1st Lt. Nate Armstrong rolled 9 using 2d6. Large Laser 7+.

Front 10 damage Right side 8 damage (possible motive damage)

11:40, Today: 1st Lt. Nate Armstrong rolled 7 using 2d6. Motive damage check.
11:39, Today: 1st Lt. Nate Armstrong rolled 10 using 2d6. Crtical check.
-1 Cruise  (+2 pilot) / Commander hit +1 hit/drive rolls




Mean while... the Combine...

The Vedette, badly damaged makes a game effort to track the Eridani Panther with it's maingun and misses as they pass each other.

The Bulldog, holds position and fires a salvo of Missiles at the enforcer as it comes into range of all it's missiles.  Alot of missiles go off, none do any appreciable damage to Enforcer

(L20 tn7+ / (x2) S4 tn9+)
14:16, Today: Kitten rolled 3,7,6 using 2d6,2d6,2d6. Bulldog  L20 tn7+ and (x2) S4 9+ @ Nate.


The pair of strikers line up their missiles on BBQ as he tries to cool his mech off in the woods.  The LRM's land on target, though SRM's only manage to blow up alot of trees.
(x2)L10 tn 7+ / (x2) S6 tn 11+
14:19, Today: Kittenrolled 8,10,9,10 using 2d6,2d6,2d6,2d6. Striker (2)L10 tn 7+ & (2)S4 tn11+ @ BBQ.
14:20, Today: Kitten rolled 5,6 using 2d6,2d6. # Missiles. (5/1/5/1 Missile damage)
14:21, Today: Kitten rolled 6,4,7,7 using 2d6,2d6,2d6,2d6. Missile locations. (right side)
RL 5, RA 1, RT 6

The lone Scorpion, weapons focus for a brief moment on Rabbit before Enforcer makes himself a much more impressive target.  The swivels the weapons over to hammer the more dangerous mech.
(2) S6 tn5+, MGs tn9+
14:24, Today: Kitten rolled 6,9,11 using 2d6,2d6,2d6. Scorpion (2)S6 tn5+ MG tn9+ @ Nate.
14:25, Today: Kitten rolled 6,8 using 2d6,2d6. Number of missiles. (5 missiles)
14:25, Today: Kitten rolled 6,7,12,4,6,6 using 2d6,2d6,2d6,2d6,2d6,2d6. Damage locations on Enforcer.
14:26, Today: Kitten rolled 8 using 2d6. Conscioiusness check.
RT 6, CT 2, H 2, RA 2

The Hover AMC's line up their missiles on BBQ to add their firepower to try and bring the light mech down.  A series of explosions go off along the mechs left side.
(2) L5 tn8+
14:27, Today: Kitten rolled 7,10 using 2d6,2d6. Hover AMCs tn 8+.
14:28, Today: Kitten rolled 10 using 2d6. Number of missiles.
14:28, Today: Kitten rolled 8 using 2d6. locate 4 damage.
LT 4 damage

The Turrets target on the nearest Eridani, Enforcer with their long ranged missiles
Turret 1118 L10 tn7+
Turret 0828 L10 tn9+
14:30, Today: Kitten rolled 6,4 using 2d6,2d6. Turret L10's tn 7+ and 9+ @ Nate.
This message was last edited by the GM at 18:31, Tue 27 Sept 2011.
Kitten
GM, 487 posts
Tue 27 Sep 2011
at 15:23
  • msg #92

Re: (M2) Turn Five: Status

Retreat notes:
The Eridani may not retreat if there is a Combine unit within 10 hexes of them.

Status Notes
Intiative is won at a roll base roll of +3
7+ for devlin and Rabbit, 8+ for the rest of you.


The hatch on Vedette pops open and the Crew of the Vedette start to bug out of the stricken tank.

http://artzone.daz3d.com/azfil...7ybi4shyn24-full.jpg

(Forgot to add Camille to the map, I believe she is located in 1340n)




Wild Stallions' Mechs
Command Lance
CallsignSummaryArmorInternalsCriticals

Nate
G4 / P5
+1 AC
Move 4/6/4
Heat Sinks 12

Weapons
LA L Laser
LT S Laser
RA AC/10
RT Ammo 10 7
H 7
CT 21 (4)
RT 6 (3)
LT 10 (3)
RA 12
LA 14
RL 15
LL 15
H 3
CT 16
RT 12
LT 12
RA 8
LA 8
RL 12
LL 12
H
CT
RT HS HS Ammo
LT HS HS S-Laser
RA S U AC/10 (x8)
LA S U L-Laser
RL H U L F JJ JJ
LL H U L F JJ JJ

Devlin
G4 / P5
+1 Intiative
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15 13)
H 9
CT 17 2 (7)
RT 14 10 (6)
LT 14 12 (6)
RA 12
LA 12
RL 20 17
LL 20 18
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1)
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Thanos
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Amos
G4 / P5
+1 Edge
Panther-9R
Move 4/6/4
Heat Sinks 14

Weapons
RA ~ PPC
CT ~ SRM4
LT ~ (25) Ammo
Hoff HS (x1)
H 9
CT 14 (7)
RT 10 (5)
LT 10 (5)
RA 10
LA 10
RL 12
LL 12
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT
RT HS HS HS HS
LT HS HS HS HS Ammo (x1)
RA S U L H PPC (x3)
LA S U L H
RL H U L F JJ JJ
LL H U L F JJ JJ
Recon Lance

Crispin
G4 / P5
Tech-use 5+
Raven-1X
Move 5/8/0
Heat Sinks 10

Weapons
RA M Laser
RA M Laser
RT SRM 6
CT (15 13) Ammo
LT EW Suite
H 8
CT 12 (4 2)
RT 11 (2 0)
LT 11 (2)
RA 5
LA 5
RL 10 7
LL 10
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Ammo
RT S6 (x2)
LT EW (x4) Ammo
RA S U ML ML
LA S U
RL H U L F HS HS
LL H U L F HS

Gregory
G4 / P5
+1 Edge
Firestarter-H
Move 6/9/6
Heat Sinks 11

Weapons
CT Hoff HS (x1)
RA M Laser
LA M Laser
CT M Laser
RA Flamer
LA Flamer
CT Flamer
H 9
CT 15 (6)
RT 11 3 (5)
LT 11 8 (5)
RA 12 9
LA 12
RL 11
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H -
CT Flamer Flamer
RT JJ JJ JJ MG Ammo
LT JJ JJ JJ MG
RA S U L ML Flamer
LA S U L ML Flamer
RL H U L F HS
LL H U L F HS

Caitlin
G4 / P4
+1 Edge
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ ML
LT ~ L10
RT ~ Ammo (12 10)
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT ML JJ
RT HS HS L10 (Ammo)
LT HS HS L10 (x2)
RA S U L ML
LA S U L H
RL H U L F
LL H U L F


123rd Cavalry

Vedette (2xp) (-1 MP / +2 Drive Rolls) (2xp to unit)
F0 (I2) L18 R0 (I5) B20 T10 ~ (t) AC/5 (f) MG

Bulldog (LRM variant) (3xp)
F24 L20 R20 B20 T20 ~ (t) L20 S4 S4 (f) MG

Striker Tank (2xp)
#1 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10
#2 ~ F24 L20 R20 B18 T22 ~ (t) S6 L10

Scorpion (SRM variant)(1xp)
#1 ~ F0 (I1) L13 R11 B8 T6 ~ (t) S6 S6 (f) MG  (Commander Hit -1 Hit / +1 Drive Modifier) (1xp to unit)
#2 ~ F19 L13 R13 B8 T11 ~ (t) S6 S6 (f) MG

APC Tracked (SRM refit)(1xp)
#1 ~ F15 10 L10 0 R10 B5 ~ S4 (1xp to Nevermore)
#2 ~ F15 L10 R10 B5 ~ S4

APC Hover (LRM refit)(1xp)
#1 ~ F6 L6 R 6 B6 ~ L5
#2 ~ F6 L6 R 6 B6 ~ L5

Turrets
#0828 ~ 40 ~ S4 L5 (1xp)
#1118 ~ 40 ~ S4 L5 (1xp)
#2816 ~ 09 ~ S4 L5 (1xp to unit)
This message was last edited by the GM at 18:40, Tue 27 Sept 2011.
1st Lt. Nate Armstrong
NPC, 17 posts
Callsign: Enforcer
Tue 27 Sep 2011
at 18:47
  • msg #93

Re: (M2) Turn Five: Intiative/movement

Nate's ears were still echoing from the explosions against the side of the Enforcers head, the taste of blood was in his mouth but his vision cleared after a moment.

"I'm okay.", he commented after a moment taking in the progress the Eridani's were making.  One of the AMC's were taken out and the crew of the Vedette was bailing having decided honor, was more valuable when you were alive.

"Right.  East side looks to be about cleaned off, that little AMC shouldnt be much of a threat by itself.  Wolfman, Joker, Big-T we need to get our asses out of this fight, like NOW.  The Panthers are never going to catch the Recon lance, but if we linger in this fight it's going to get ugly.  Withdraw south at best speeds, and fire at targets of opportunity as they present themselves.  Recon.  you get to keep them off our backs as we disengage."

Nate quickly looks over the situation and concludes it was going to be a close thing.  If they hesistated too long the Panthers and Hunchbacks were going to catch them.  The Dragon seemed content to pace the rest of mechs which was a good thing since it would be in the fight by now if it really wanted to.

"Move move move...!"




14:40, Today: 1st Lt. Nate Armstrong rolled 10 using 2d6. Intiative.
MW Amos Trask
player, 72 posts
Panther-9R
Callsign Joker
Tue 27 Sep 2011
at 19:00
  • msg #94

Re: (M2) Turn Five: Intiative/movement

"Roger, Enforcer. Moving at best speed." Amos checked the HUD. He should be able to outrun the opposition given the lead that he had.





10 using 2d6. INIT 8+.

2nd Lt. Crispin McAlister
player, 193 posts
Callsign: Nevermore
Tue 27 Sep 2011
at 19:44
  • msg #95

Re: (M2) Turn Five: Intiative/movement

"Understood Enforcer." replied Crispin as he surveyed the battlefield.  Pulling back the Raven's smoking foot after putting enough force behind the kick to set off a couple munitions Nevermore threw his mech into a back-walking feat to both keep in range to support the rest of the unit and also keep his fragile rear armour from further hits.  As he moved back he tracked the various vehicles and soon to be approaching mechs intent on jamming any missiles that he could from impacting on the unit.

Walk, Left Turn 1, Backwards 4, End 3528 Facing N [+1}

15:24, Today: 2nd Lt. Crispin McAlister rolled 6 using 2d6. Initiative TN8+.
15:42, Today: 2nd Lt. Crispin McAlister rolled 8 using 2d6. EW Jamming Missiles.

This message was last edited by the player at 19:54, Tue 27 Sept 2011.
Cprl. Devlin Masters
player, 27 posts
Callsign: Wolfman
G 4+ P 5+ Init +1
Tue 27 Sep 2011
at 20:02
  • msg #96

Re: (M2) Turn Five: Intiative/movement

Roger Bossman.  Rabbit and BBQ, join up around 2725 and make your way south. I'm goign to move in to support Nevermore.  Then we let Command lance pass us and we bring up the rear.  Move people.
MW Gregory Asgard
player, 141 posts
Callsign: BBQ
Wed 28 Sep 2011
at 07:41
  • msg #97

Re: (M2) Turn Five: Intiative/movement

"Copy Wolfman."

Ad before even looking at the enemies movement he activates his jump jets and leaps straight ahead behind the burning wrecks.

Jump Ahead 6
End Facing 2926 SW
MW Camille Sforza
player, 24 posts
Wed 28 Sep 2011
at 08:35
  • msg #98

Re: (M2) Turn Five: Intiative/movement

(ooc: should have been 1349, I misread the map, the 9 looking similar to a 0 on the grid, I couldn't reach 1340 last turn)

Camille pushed forward... okay push might be the wrong word, sprint might be a much better one, her particle cannon finishing its charge cycle, this wasn't looking entirely too good.
She opened up her comms, on the frequency
"Unknown Eridani Forces, This is Mech warrior, Camille Sforza, of the DMM.
Looks like you boys are in a bit of a pickle.
Mind if I join up?"




Init: 4
Move: forward 11, turn right 1
End hex: 1338, Facing NE
Def mod: +4? or is it +3 at 11 hexes?


10:18, Today: MW Camille Sforza rolled 4 using 2d6. initiative.
MW Caitlin Mallory
player, 173 posts
Callsign: Rabbit
Wed 28 Sep 2011
at 17:22
  • msg #99

Re: (M2) Turn Five: Intiative/movement

Cat glared at the Scorpion for daring to resist her attack, but Wolfmans voice brought her back from being ready to splat them. "It's an open party, everyone's invited since the Snakes are the party poopers"


12:21, Today: MW Caitlin Mallory rolled 8 using 2d6. initiative

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

Re: (M2) Turn Five: Intiative/movement

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

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




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

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

Re: (M2) Turn Five: Enemy movement

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

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

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




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

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

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

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

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

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

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




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

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

Re: (M2) Turn Five: Enemy movement

Nate frowns as the Davion blunders into the Combine hardpoint.

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

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

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

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




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

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

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

AC/10 Location
SL location

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

Re: (M2) Turn Five: Enemy movement

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


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


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

Re: (M2) Turn Five: Enemy movement

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


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

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

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

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

Re: (M2) Turn Five: Enemy movement

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

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

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

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

Re: (M2) Turn Five: Enemy movement

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

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

Re: (M2) Turn Five: Enemy movement

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


No Movement
No Fire

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

Re: (M2) Turn Five: Enemy movement

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




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

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

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

Re: (M2) Turn Five: Enemy movement

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

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

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

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

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

Re: (M2) Turn Five: Enemy movement

MW Amos Trask:
"Wolfman, you alright?"


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

(M2) Turn Five: Enemy Fire phase

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

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

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

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

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

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

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




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

Scenario Wrap Up. . .

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

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

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

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

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

Experience Tallies . . .

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

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

(* Merc Pay updated to character sheets *)

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

Game Master Roleplaying awards

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

+1xp for Caitlin, Crispin and Gregory




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

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

Voting to be done in private.

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

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

Re: Experience Tallies . . .

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

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

Re: Experience Tallies . . .

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




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

Re: Experience Tallies . . .

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

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

Re: Experience Tallies . . .

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

Re: Experience Tallies . . .

Devlin snorts.

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

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

Re: Experience Tallies . . .

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

Re: Experience Tallies . . .

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

Re: Experience Tallies . . .

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

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

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

Re: Experience Tallies . . .

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

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

Re: Experience Tallies . . .

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

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

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

Re: Experience Tallies . . .

Final Experience Tallies...

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

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