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22:23, 1st May 2024 (GMT+0)

(M2) Operation:  Bait and Switch.

Posted by KittenFor group 0
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.
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