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, welcome to Y ~ Wild Stallions (Mech warrior)

20:56, 1st May 2024 (GMT+0)

(M2) Operation:  Bait and Switch.

Posted by KittenFor group 0
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

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