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15:06, 1st May 2024 (GMT+0)

(M2) Operation:  Bait and Switch.

Posted by KittenFor group 0
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.
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