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19:44, 7th May 2024 (GMT+0)

M6:  Operation - Home Run - Bravo.

Posted by KittenFor group 0
Kitten
GM, 1279 posts
Wed 28 Dec 2011
at 02:54
  • msg #1

M6:  Operation - Home Run - Bravo

Operation Divide and Conquer could have gone better.

True, you blew up the 123rd's garage, but there was potential to do so much more damage.  Still Bravo had escaped without casualties and though you had the small problem of finding your way home.  Your 'back up' was posted in the area to assist with covering your withdrawal 'Plan B' should you need it.

It seemed... you needed it.




First thing off the bat.

Althea and Wu each make a Mental skill roll.  For a success, and every point above your tn for a success you make, you have that many rounds 'head start'.
Kitten
GM, 1283 posts
Wed 28 Dec 2011
at 03:32
  • msg #2

Re: M6:  Operation - Home Run - Bravo

6th Recon, Bravo Squad
CallsignSummaryStatus Indicator

Boom-Boom
 8 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear

Combat Load - 10kg

3.0kg SMG ~ 3L ~ Range 5/12 ~ Ammo 50
Jam on Fumble ~ Burst (1) ~ Suppression
1.0kg w/ (2) Spare Clips

0.5kg Auto Pistol ~ 3L ~ Range 6/16 ~ Ammo 10
Jam on Fumble
.25kg w/ (1) Full Spare Clips
.25kg w/ (1) Partial Spare Clips (4 bullets)

1.0kg Block of C8
0.5kg (2) Micro Grenades (HE)
0.5kg Knife
.25kg Basic Lock Pick Set
.25kg Electronic Lock Pick Set


Ranged (3) 5+  |  Physical (3) 5+ |  Mental (3) 5+
Edge    1      |  Well-Equip 1    |
Trgr. Happy 1  |  Demolition (1)  |  Stealth (0)
Experience  0  |  Pay Mod. (9)    |  Bank 560

Between mission 2kg of bullets and 1kg of Demolitions/Grenades restock for free

11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 8    8   8   8   8   7   7   6   6   5   4   0 - Dead


Doc
 8 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear


Combat Load 8kg

3.0kg Submachine Gun 3L Damage ~ Range 5/12
 ~ Ammo  (50) ~ (Burst 10/2)(Suppression Fire)(Jam2)
1.0kg (2) Spare SMG Clips

0.5kg Auto Pistol 3L Damage ~ Range 7/20
 ~ Ammo(10)(Jam2)
0.5kg (2) Spare Clips for pistol
2.0kg Advanced Medical Kit
0.5kg (1) Preserving Sleeve
0.5kg (5) Stimpatches


Ranged (3) 5+  |  Physical (2) 6+ |  Mental (3) 5+
Edge 1         |  Well-Equip 1    |
Ballistics +1  |  Bio Tech 1      |  X-Med Tech 1
Experience  0  |  Pay Mod. (8)    |  Bank 2,710

10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2a- 1a - 0 - Dead
+0  +0  +0  +1  +1  +2  +2  +2  +3  +3   ** - Dead
 8   8   8   8   7   7   6   6   5   4    0 - Dead


Claymore
 9 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear

Combat Load - 10kg

4.0kg Auto Rifle - 4L Damage ~ Range 21/61
    ~ Ammo 30 ~ (Burst 15/3)(Jam2)
    ~ Silencer (10 shots)
.25kg Night Vision Telescopic Scope (-1tn Long Range)
2.0kg (4) Spare Clips for Rifle

0.5kg Auto Pistol - 3L Damage ~ Range 7/20
    ~ Ammo (10) ~ (Jam2)
    ~ Silencer (10 shots)
0.5kg (2) Spare Clips

1.0kg (2) Grenades
0.5kg (2) Micro Grenades
0.5kg  Survival Knife


Ranged (3) 5+  |  Physical (3) 5+ |  Mental (0) 8+
Edge    1      |  Well-Equip 1    |
Rifle  (2)     |  Melee    (1)    |  Toughness (1)
Experience  0  |  Pay Mod. (7)    |  Bank 2800~2900

Between mission 2kg of bullets and 1kg of Demolitions/Grenades restock for free

11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9   9   8   8   7   7   6   6   5   4   0 - Dead


Ghost
 8 : AP Base:
-1ap Cold Weatger Gear


Combat Load - 8kg

5.0kg Laser Rifle ~ 4L ~ Range 66/167 ~ Ammo (12)
Armor Piercing
.75kg Flash Suppressor (Perception TN+2)
0.5kg Night Vision Scope (Long Range TN-1 ~ No Night mod.)
.25kg (1) (HC) Power Packs
.75kg (3) Drained (HC) Power Packs

.25kg (1) Micro Grenade
0.5kg  Rangefinder Binoculars
0.0kg  Military Communicator ~ 10 km range ~ Pwr use: 1/hr {Micro Power Pack}



Ranged 5+      |  Physical 6+     |  Mental 6+
Edge 1         |                  |  Well-Equip 2
Lasers +1      |  Stealth +1      |
Experience  0  |  Pay Mod. (8)    |  Bank 5

Max. expended munitions replaced between missions for free
4 kg of Bullets and 2 kg of explosives

10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1a- 0a - Dead
+0  +0  +0  +1  +1  +2  +2  +2  +3  +3   ** - Dead
 8   8   8   8   7   7   6   6   5   4    0 - Dead


This message was last edited by the GM at 19:41, Thu 29 Dec 2011.
Pvt. Wu Feng Juntuan
player, 44 posts
Wed 28 Dec 2011
at 04:11
  • msg #3

Re: M6:  Operation - Home Run - Bravo

23:09, Today: Pvt. Wu Feng Juntuan rolled 10 using 2d6. Mental Head Start Program.  Does Stealth help?  It's the difference between 6/7/8/9/10 and 5/6/7/8/9/10 so 5 or 6 rounds I'd hazard?
Kitten
GM, 1286 posts
Wed 28 Dec 2011
at 04:17
  • msg #4

Re: M6:  Operation - Home Run - Bravo

In reply to Pvt. Wu Feng Juntuan (msg #3):

Stealth would help, but... you have a +0 Stealth?  Do i have an old version of Wu up?  You have so many versions it's hard to tell!
This message was last edited by the GM at 04:18, Wed 28 Dec 2011.
Pvt. Wu Feng Juntuan
player, 46 posts
Wed 28 Dec 2011
at 04:18
  • msg #5

Re: M6:  Operation - Home Run - Bravo

Yes, msg #2 in the Wu PM's has his original ballistics, then the shift to laser and then the twink to get the most points out of it in the wrong way I know now. :)

I tried to do that so it would be easier to keep track of.
This message was last edited by the player at 04:18, Wed 28 Dec 2011.
Pvt. Althea McCormic
player, 61 posts
Thu 29 Dec 2011
at 00:07
  • msg #6

Re: M6:  Operation - Home Run - Bravo

01:06, Today: Pvt. Althea McCormic rolled 6 using 2d6. Mental roll 5+.

2 rounds from/for me
Kitten
GM, 1308 posts
Thu 29 Dec 2011
at 00:40
  • msg #7

Re: M6:  Operation - Home Run - Bravo

Mission Time - minus... 11:40
Claudia and Darius are killing time in a clearing not too far from the 123rd's base.  The mission called for 'stealth' and the less people involved, usually the better.  The keyword was 'usually.

The thunderous explosion coming from the base draws both their attention towards the base, as the light glowing aura of building burning can be clearly seen in the pre dawn night.

"That can't be good.  They're early?", Claudia comments looking at her watch.

Darius nods, as he confirms that the explosions have gone off well before Althea could have possible gone about the business of setting the charges off everywhere, "Agreed Doc.  Best get ready in case we have company."




Mission time - minus... 10:40

Operation Divide and conquer was a tentative success...  True you could have gotten alot more done, but no was hurt, no one was captured.  You just had the small problem of your ride being fanned off by a warrior VTOL, and the Combine patrols were now sweeping the forest for the culprits who blew up their nice Garage.

Althea had just managed to pull hear winter gear on and meet up with Wu at their designatd target.

Wu put the Spent power packs away, and kept opted to keep a fresh clip in the gun over half used clip.

Althea likewise, took the time to eject and pocket the partially used (4 shots left) clip from her Pistol and slip a fresh one into the gun.  She kept the silencer (4 shots left) on the muzzle, you never knew when it was useful to be quiet.

The sounds of pursuit mobilizing was obvious.  It was time to get moving...




Mission time - minus... 5:40

Pursuit was slow in starting but was now starting to heat up.  The bulk and weight of Althea's armor was making it hard for her to keep up with Wu.  She wasnt about to shed it now though.  Not when it sounded like there was a whole Combine Platoon behind them trying to chase them down.  The pair ran silently like shadows in the night.  The less they spoke the more energy they would have to 'tactically withdraw'.  It wasnt really a retreat.  Their withdrawal was just earlier than planned, Bravo's never ever routed.




Mission time - minus... 0:40

Boom-Boom and Ghost burst into the clearing where Darius and Doc were suppose to be waiting there was no sign of them.  There was a short pause as the sounds of heavy breathing was all the sound that was made in the small clearing.

Doc took a step out from behind a tree, she was using for cover.  On the other side of the path Darius did the same.  "Sounds like trouble?", Doc comments regarding the glow in the sky thoughtfully.

There was the baying of dogs nearby.  For the last few minutes a pack of dogs had been released and had finally picked up Boom Boom and Ghost's scent.

"How many?", Doc asks.

Boom Boom shrugs, "Didnt stop to take a head count."

"No Blood.  That's good at least.", Doc asks quickly as she glances over Althea and Wu, "Fight...?  Run...?  Hide...?  Any one have an opinion?"

Doc could fight well enough, but left the real tactical decisions to the others.  She knew her limitations.  They dont tell her how to stitch a wound, she wont ask them why they were running or standing around and getting shot at.  Made perfect sense to her.




Footnote:
Near Pitch black night time fighting rules.  Range penalties are doubled.
Short range is +4 to your base roll, and Long Range is +8 to your base roll.
Wu's Night Scope will negate these penalties for him.

Stealth Checks against human pursuit is at a bonus of +2 because of the night conditions.  Night conditions will do nothing to stall the dogs though.

You have 40 seconds on the clock (per your impressive evasion tactics during the escape).  Your Hover Tank Pick up is Five miles out, and you have literally all day to get there, for your twilight pick up.
Pvt. Claudia Tiberius
Player, 3 posts
Doc
Infantry
Thu 29 Dec 2011
at 05:26
  • msg #8

Re: M6:  Operation - Home Run - Bravo

Claudia pats her chest and looks puzzled for a moment and then sighs.

"I forgot to pack my party favors.  Was told to travel light but i didnt want to leave the medkit behind so i left my grenade at base.  Maybe the guys can donate something if you need explosives?", Claudia thumbs the other end of the clearing they were camped at.

"You guys look like youre sick of running and can use a break.  Okay i guess we fight.  Quick plan.  Claymore and me are rearguard and will slow them down.  You hear us shooting it means your times up and you better finish up and get ready to help cover our retreat.  Boom Boom, leave these guys some party favors.  Ghost, find a place to see up to cover us incase we have to fall back."

Glancing at Claymore, "When they come, i'll lay down suppresing fire down the path.  You snipe what ever avoids the path, good?"
This message was last edited by the player at 05:31, Thu 29 Dec 2011.
Pvt. Darius Lyran
player, 8 posts
Thu 29 Dec 2011
at 06:55
  • msg #9

Re: M6:  Operation - Home Run - Bravo

At Doc’s suggestion, Darius pats his chest and then draws off a pair of micro grenades, handing them over towards Boom. His hands are agile, but all the same, he is ginger with them and then goes back to smacking away quietly at his gum, trying to keep warm. His toes wiggling in his boots as he tries to keep blood flowing to his extremities, and his attention on point. The winter gear was helpful by design, but it was far from perfect.

“Make ‘em count,” he intones towards the demolitions expert and then looks towards Doc again. She has a good head on her shoulders and that much is obvious, though he has to wonder at her decision to come on rearguard with him.

Listening to the plan, he nods slowly and while he stands there, takes the moment to check his ammunition for the umpteenth time. Drawing the clip from the combat webbing on his chest, testing the top few rounds with his thumb before he slides it away again. “I like it, just make sure you get behind me if something goes down Doc. I failed medical training,” he points out, though the last little comment is almost a whisper as his eyes dart off into the darkness at some random figment, “Twice.”

With a quick glance towards Ghost and Boomer, he flicks a few fingers off his forehead in salute and then starts to move into position, raising his nightscope up to his eye so that he can better watch for the enemy.
This message was last edited by the player at 06:55, Thu 29 Dec 2011.
Pvt. Claudia Tiberius
Player, 4 posts
Doc
Infantry
Thu 29 Dec 2011
at 13:32
  • msg #10

Re: M6:  Operation - Home Run - Bravo

"Go down twice?  Are you sure you're going to have anything left if i go down on you once?", she offers with a slightly crooked smile, "Everyone fights in Bravo.  You know that Claymore."

Doc was funny, usually straight as an arrow and proper, but combat had a way of making her acting a little funny, probably nerves is what most of you attribute it too.  Most civies couldnt handle it with out some sort of quirk.

Taking two quick inhale and exhales of breath doc thinks about it and glances over her shoulder and comes to a quick decision.

08:27, Today: Pvt. Claudia Tiberius rolled 9 using 2d6. Mental Check tn 5+.

"Right.  It doesnt sound like there are alot of them.  Lets strip out of the heavy winter crap so it doesnt slow us down.  We're going to finish them off and then we get dressed and bug out."

Decision already made in her head, Claudia doesnt waste anytime to lean her smg against the tree and strip off the bulky winter parka.  She shrugs her shoulders and instantly feels the chill of the weather through her thermals, but it's manageable and shouldnt be dibilitating for another five minutes or so... plenty of time to finish this one way or another.

Claudia makes a soft gasp as her body acclimates to the significant colder temperature of the climate before picking up her SMG and taking up a position behind the tree to cover the trail into Bravo's clearing again.




(10 ap to shed your winter gear, you'll feel cold, but it wont hurt your performance untill it's five minutes into the fight.  The only way it becomes a bad move is if youre forced to retreat from combat without it.)
This message was last edited by the player at 14:31, Thu 29 Dec 2011.
Kitten
GM, 1323 posts
Thu 29 Dec 2011
at 13:58
  • msg #11

Re: M6:  Operation - Home Run - Bravo

Characters have 40 seconds to combat.  That's 8 combat turns.  You get your normal allotment of action points for that.

You can spend 'X' action points to do something.

ie.  Wu can spend two turns (7ap a turn = 14 hexs-max before trees start getting in his way.) moving north away from the trail Claymore and Doc are guarding, then 10aps to strip out of the parka, and just sit and wait for the rest of his action points.  If he wants he can make a stealth check to 'hide' 10ap applied to stealth will give him a +1 to the roll.

Boom Boom can spend a turn going onto the road, and spending enough time to set up a quick and simple trip wire grenade booby trap.




Demolitions for those that are curious (Althea should know but figured i'd note it for everyone else wondering what it entails if they try, or want to help)

Prequisite to use Demolitions is a mental skill check of 6+ to use.
To set a Demolition charge is 24 ap.  Less 3 ap for each point of mental ability or point of demolitions the character has.

Althea has a Mental skill of 3, and Demolitions 1, so under ideal conditions she can set this charge in 12ap.

Back at the base it took her 21ap to set the charge in dim ambiant lighting.

At the moment she doesnt even have that, so she'll need 24ap to set the tripwire. She wont have time to set more than one.  Wearing her Winter Gear it will take four turns to do.  She does have the option to set the booby trap for one grenade or two though.  Setting the Trap for (2) Grenades will add 50% of the time required to set the trap, so she'll need 36 ap to do so.  (It will be close, and likely shooting will start before she finishes it.)
Pvt. Althea McCormic
player, 65 posts
Thu 29 Dec 2011
at 14:25
  • msg #12

Re: M6:  Operation - Home Run - Bravo

"Wu, please cover me, I'll make sure they will suffer and have to be cautious while they follow us"

Boom boom fished a few grenades out of her belt, and set to work on the road, ensuring that anyone who use dit would face a quick and untimely demise.

If they were lucky, more than one of them would be close enough to the blast.


I'll use 6 turns on setting them, and then bolt for the woodwork.

Roll to set: 8, success.


15:21, Today: Pvt. Althea McCormic rolled 8 using 2d6. dual grenade tripwire trap. mental.
Pvt. Wu Feng Juntuan
player, 50 posts
Thu 29 Dec 2011
at 14:28
  • msg #13

Re: M6:  Operation - Home Run - Bravo

Wu nodded to BB with a reserved smile.  Slipping away from the trio with a short ten second run he found himself a good location to watch the ensuing firefight and support it accordingly.

The excessive firing he did had expended three quarters of his potential shots so he was going to have to make the next ones really count since he wouldn't have any more after that.  Settling in he took out his rangefinder and flipped it to thermal to gauge the progress and count of Combine approaching.  Only to put it away at the last possible moment so he could get a nice solid aim on the third incoming target to help sow confusion.

09:28, Today: Pvt. Wu Feng Juntuan rolled 7 using 2d6. Stealth w/10ap applied. Easy as Pie.
Will be taking taking careful aim the last five seconds so he can be properly ready for them.

This message was last edited by the player at 14:40, Fri 30 Dec 2011.
Kitten
GM, 1325 posts
Thu 29 Dec 2011
at 14:37
  • msg #14

Re: M6:  Operation - Home Run - Bravo

Activity...

Althea (6ap/turn)   x 8 turns = 48 ap
  ~ 3 ap to accept (2) micro grenades from Claymore
  ~ 6 ap to move onto the path to set tripwire.
  ~ 24 ap to set tripwire with (2) Micro grenade
  ~ 3 ap to ready SMG (?)
  ~ 4 ap to head back to Bravo clearing  (OUT OF AP)

Claymore (7ap/turn) x 8 turns = 56 ap
  ~ 3 ap to hand (2) micro grenades to Althea
  ~ 3 ap to ready Auto Rifle
  ~ 3 ap to stay on Over Watch  (Ready for Combat ?)

Doc (6ap/turn)      x 8 turns = 48 ap
  ~ 10 ap to strip out of cold winter gear to improve from 6ap to 7ap a turn. (+6 ap of prep)
  ~ 10 ap to 'hide' (make a Physical check, modified by stealth)
  ~ 3 ap to ready SMG
  ~ 3 ap to stay on Over Watch  (Ready for combat) {28 ap left)

Ghost (7ap/turn)    x 8 turns = 56 ap
  ~ 14 ap to move to far side of clear
  ~ 10 ap to strip out of Winter Gear improve from 7ap to 8ap (+ 4 ap of prep)
  ~ 10 ap to 'hide' (make a Physical check, modified by stealth)
  ~  3 ap to ready Laser Rifle
  ~  3 ap to stay on Over Watch (Ready for combat) {18 ap left}

Stealth status...
BB's Pistol is silenced
Claymores Rifle and Pistol is silenced
Doc has nothing quiet except her medkit
Wu's Rifle is silenced

Is the plan to keep the encounter quiet or not?  Since explosives are involved, i'm presuming it's 'not'.  It's 8ap to remove a silencer, and 8ap to attach it.  Enough time for Darius to remove the silencer from his rifle if he wants to save it.  Doc will hold her fire as long as possible if were trying to keep this 'quiet'.  BB can go to her pistol instead of her SMG if were trying to keep this on the Q.T.
This message was last edited by the GM at 15:59, Thu 29 Dec 2011.
Pvt. Wu Feng Juntuan
player, 51 posts
Thu 29 Dec 2011
at 15:09
  • msg #15

Re: M6:  Operation - Home Run - Bravo

Ghost (7ap/turn)    x 8 turns = 56 ap + some extra after out of his parka
  ~ 10 ap to strip out of Parka, get up to 8 ap per turn

  ~ 14 ap to move to far side of clear
  ~ 10 ap to 'hide'
  ~ 13+ap to verify attackers route via thermal sight on Rangefinder and stow it
  ~  3 ap to Overwatch
  ~  6 ap to Carefully Aim where they should appear


I was only going to keep it 'quiet' till the grenade went off and then pick off someone closer to the "rear" of the group to sow confusion since at this range everything is short for Wu and make them potentially think that we set the trap and doubled back to ambush them from behind.
Kitten
GM, 1330 posts
Thu 29 Dec 2011
at 15:53
  • msg #16

Re: M6:  Operation - Home Run - Bravo

Cant careful aim on what hasnt appeared yet.  You can overwatch the path though.  You have clear sights to where BB is setting up a trip wire, and can clearly see where Claymore and Doc is on overwatch already.
Pvt. Wu Feng Juntuan
player, 52 posts
Thu 29 Dec 2011
at 16:01
  • msg #17

Re: M6:  Operation - Home Run - Bravo

So need an upgraded scope that does thermal too so I don't have to swap between rangefinder and scope :P

Then clearly I'll know where they should be coming from in having more than enough time to spot their heat signatires to know which direction to point rather than just vaguely in BB's direction.
Kitten
GM, 1334 posts
Thu 29 Dec 2011
at 18:09
  • msg #18

Re: M6:  Operation - Home Run - Bravo

In reply to Pvt. Wu Feng Juntuan (msg #17):

No, it means there is too much foilage and trees about to see clearly with or with out a night scope.
This message was last edited by the GM at 18:52, Thu 29 Dec 2011.
Kitten
GM, 1335 posts
Thu 29 Dec 2011
at 18:50
  • msg #19

M6:  Turn 1

http://www.angelickitten.com/rpol/mw/Turn1e.jpg

Dark green circles are tree trunks that block line of sight and may not be occupied.

Light green circles are foilage, and will provide light cover and cost 2ap to enter.
(-1 to attack rolls against you for each hex.)

Three hexs of light green blocks line of sight.

The microgrenades go off at the end of the turn that a target enter and leaves the hex occupied by a tripwire.


Night time combat rules apply.
Short ranged attacks resolve at Physical roll +4 instead of Physical roll +2
Long  ranged attacks resolve at Physical roll +8 instead of Physical roll +4


Claymore and Ghost, i believe, are using night scopes, may resolve attacks normally.

I'm going with Doc's Mental skill of 3, for setting intiative.
Bravo need to roll base 'Physical' to gain intiative.

I believe everyone but Claymore has greenlighted an okay for setup, will allow him to make notes if need be, but i'm ready to start combat.
This message was last edited by the GM at 19:42, Thu 29 Dec 2011.
Pvt. Claudia Tiberius
Player, 8 posts
Doc
Infantry
Thu 29 Dec 2011
at 18:59
  • msg #20

Re: M6:  Operation - Home Run - Bravo

Claudia made a good show of being cool and collected before a fight, but the truth was, as a doctor it was terrifying.  She was only all too aware of how frail the human body was.  She got to witness it first hand each and every time she plied her profession to mend injuries.

The howls of the hunting dogs were close now... it sounded like there were quite a few of them.  That's okay there were plenty of bullets to go around.

"Good Nuff Boom Boom, time to clear out.", Boom Boom was already clearing out, which was a good thing, but it didnt hurt to offer a little verbal encouragement.




Intiative = tn 6+
13:55, Today: Pvt. Claudia Tiberius rolled 10 using 2d6. Intiative Roll.
Won intiative ~ Stay on held over watch and Hold Action
This message was last edited by the player at 19:00, Thu 29 Dec 2011.
Pvt. Wu Feng Juntuan
player, 53 posts
Thu 29 Dec 2011
at 19:26
  • msg #21

Re: M6:  Operation - Home Run - Bravo

Wu waited calmly as he had situated himself on the ground and aiming.  It would help in dealing with dogs or men equally.  Thankfully his scope banished the darkness and he was glad that it was a good one otherwise those grenades going off would have been a pain.

14:23, Today: Pvt. Wu Feng Juntuan rolled 9 using 2d6. Initiative. Success.

ooc: I'm guessing 0903 would be a suitable place to actually be hidden/prone/aiming/overwatching for Wu?

Kitten
GM, 1337 posts
Thu 29 Dec 2011
at 19:38
  • msg #22

M6:  Turn 1

Yes, he's behind a fallen log and had pulled his white Parka over his head, pushing a branchs, you drop snow on the parka to blend in some more.  As long as you make no sudden moves, your stealth roll will stand.
This message was last updated by the GM at 19:42, Thu 29 Dec 2011.
Pvt. Darius Lyran
player, 9 posts
Thu 29 Dec 2011
at 19:44
  • msg #23

Re:  M6:  Turn 1

“Doc,” the Infantryman scolds in what might be mock seriousness, his teeth smacking a few times as he begins to strip out of his cold weather gear. “I didn’t know I could get wood in sub-arctic conditions, this must be a record. Do they have records for that kind of thing? Because this is beautiful,” he compliments himself and indicates his crotch with a nod of his chin as he settles into over-watch.

Far be it from Darius to pass up on the chance to make a joke, he rests his rifle against the tree while he shrugs out of his parka. Down to his flak jacket and underarmor thermals, he looks over at Doc and lets out a little audible shiver.

Taking his gum out of his mouth, he molds it to a spot just beneath his safety switch- he never really keeps it on anyway, and then settles his eye into the sights.

Beneath his breath he mutters, “Clear the path, Boom.”




13:34, Today: Pvt. Darius Lyran rolled 9 using 2d6. Initiative?
13:45, Today: Pvt. Darius Lyran rolled 13 using 2d6+1. Stealth w/10 ap applied.

Claymore @ (7ap/turn) x 2 = 14
~ 3 ap to hand (2) micro grenades to Althea
~ 10 ap to strip jacket
~ 1 ap to admire wood

Claymore @ (8ap/turn) x 6 = 42 used 16
~ 10 ap to improve stealth
~ 3 ap to ready Autorifle
~ 3 ap to stay on Over Watch (Ready for combat) {26 ap left}
This message was last edited by the player at 19:46, Thu 29 Dec 2011.
Kitten
GM, 1340 posts
Thu 29 Dec 2011
at 19:56
  • msg #24

Re:  M6:  Turn 1

Waiting for boom boom to go.  The first couple of turns will be on the 'slow' side.  I want to get Darius use to the turn cycle, so that when we enter into serious dirty combat he understands the turn order if nothing else (and give Althea a few extra actions to find someplace safe)

Step One Intiative  <--- We're on this phase of the turn
Step Two Players that win intiative may act
Step Three Op Force Acts
Step Four Players that have not acted may now take an action
*Turn Ends, start next turn with intiative again*

Currently
Claymore, Doc, and Ghost, are all on over watch, and have held actions.
This message was last edited by the GM at 20:48, Thu 29 Dec 2011.
Kitten
GM, 1341 posts
Thu 29 Dec 2011
at 20:32
  • msg #25

Re:  M6:  Turn 1

Objective of this mission is survival.
Characters Earns one experience point if they are not injured in this fight.
Characters Loses one experience point for each block of wounds they take.

Characters Earns one experience point for each dog they kill.
Unit Earns one expereince point for each dog routed but not killed.



Dogs
(9) Action Points
Gunnery  0 (n/a)
Physical 4 (4+)
Mental   2 (6+)

The Dogs may cover '2' hexs of normal movement for each ap they expend.

The Dogs have Melee (+1), Pack Attack (+1) and Track (+1)
The Dogs bite will do 3 blocks of wounds.  1L followed by 2nl

Armor will stop Non Lethal damage, and remain intact.  A character that 'dies' from non lethal wounds is not, dead, and is merely unconscious.  Non-Lethal wounds heal at a rater of one point per hour.

The dogs have the 'option' Pack Attack = The more dogs that attack you, the easier it will be for them to hurt you.
(No more than six dogs may pack attack you, unless you are prone.)

A wounded dog makes a Mental Check at the end of the turn in which it was wounded.
A failed check will indicate the dog is routed, and it will attempt to flee.

12 - 11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0 - +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9    9   9   8   8   7   7   6   6   5   4   0 - Dead

This message was last edited by the GM at 00:47, Mon 02 Jan 2012.
Pvt. Claudia Tiberius
Player, 9 posts
Doc
Infantry
Thu 29 Dec 2011
at 20:53
  • msg #26

Re:  M6:  Turn 1

Doc narrows her eyes, visibility sucked, she was going to have to wait for them to be on top of her to have any hope of hitting anything.  It sounded like there were an awful lot of dogs... Boom Boom was going to have to haul butt and get out of there.

"We're putting tripwires out.  I suppose theres no point in being quiet.", she comments as she cocks the SMG into a ready position, and gets ready to try and put controlled snap shots into anything that comes up behind Althea's path.




Base rolls 5 + 4 Night Time Short - 1 Ballistics =
Short (range 5) tn 8+ / Long (range 12) tn 12+
Pvt. Wu Feng Juntuan
player, 54 posts
Fri 30 Dec 2011
at 14:43
  • msg #27

Re:  M6:  Turn 1

Wu waited silently in his position.  The dogs would be handled by the grenades and the short ranged weapons of the trio in front of him.  His job was to eliminate the more dangerous ones seeing as he only had very limited ammo.  Holding his fire he scanned the area for proper targets and listened to make sure someone hadn't gone and snuck up on them remaining on overwatch.
Pvt. Althea McCormic
player, 68 posts
Fri 30 Dec 2011
at 15:20
  • msg #28

Re:  M6:  Turn 1

with the explosives set up, Althea knew that bolting was the most important thing, she cleared off the path and rushed back towerd the others through the woods.


init: 7 vs Physical 3 (tn 5+)

all 6 AP spent to run.

Kitten
GM, 1362 posts
Fri 30 Dec 2011
at 15:28
  • msg #29

Re:  M6:  Turn 1

Dispite the lack of visual confirmation, the sheer volume of growls and howls as the dogs make their way through the wintergreen forest quickly hints at how large the pack is.

For the moment there was nothing to do (unless you want to fall back together?) except wait for them to emerge from the woods.

http://www.angelickitten.com/rpol/mw/Turn1e.jpg
Pvt. Claudia Tiberius
Player, 12 posts
Doc
Infantry
Fri 30 Dec 2011
at 15:30
  • msg #30

Re:  M6:  Turn 1

Doc nods approving at Althea's pace to evade the pursuit of the pack of dogs, from the sounds of it, there were... an awful lot of them.  She gives Claymore a glance to see if he wants to hold the line here or fall back with Althea.




Will mirror Claymores decision to stand and fight from here, or fall back.

10:32, Today: Pvt. Claudia Tiberius rolled 8 using 2d6. Intiative. (Success)
This message was last edited by the player at 15:32, Fri 30 Dec 2011.
Pvt. Darius Lyran
player, 12 posts
Sun 1 Jan 2012
at 23:01
  • msg #31

Re:  M6:  Turn 1

In answer to Claudia’s searching look, there is a single soft report from the barrel of Darius’ rifle as he lets loose two decisive pulls of the trigger, sending hot lead streaking towards a target in the middle distance. The gun making some noise, but distorted so as to be hard to locate by sound alone.

In the distance, the dog he was targeting is hit by both rounds, pink spray falling down across the snowy terrain behind it. The first shot hitting it high on the shoulder, the second sending it tumbling to the ground with nothing but a brief whimper.

Turning his eyes from the scope, he looks towards Doc and says, “They sound too spread out. They must be trained,” sotto voce and then starts to back pedal, keeping his eye on the sight.




16:55, Today: Pvt. Darius Lyran rolled 8 using 2d6. Shot two (2 ap).
16:55, Today: Pvt. Darius Lyran rolled 5 using 2d6. Shot one (2 ap).

Spend remaining 3 AP to start back pedaling to put extra hexes between Claymore and dogs.

(Did I do this right? I believe 5+ hits, so 5 would hit, right?)
Kitten
GM, 1400 posts
Mon 2 Jan 2012
at 00:02
  • msg #32

Re:  M6:  Turn 1

Your first shot is a free over watch shot.

Your second shot took two action points.

If youre backing away three hexs, you need to tell me in what direction or your new position.  (you still have 2 ap left)

You should also roll 2d6, to determine location on the dog, for each hit.
Pvt. Darius Lyran
player, 13 posts
Mon 2 Jan 2012
at 00:13
  • msg #33

Re:  M6:  Turn 1

I have no idea where I should get the proper locations based on the rolls..

18:07, Today: Pvt. Darius Lyran rolled 3 using 2d6. Hit location (2).
18:07, Today: Pvt. Darius Lyran rolled 8 using 2d6. Hit location (1).

Fire third shot at dog eight:

18:12, Today: Pvt. Darius Lyran rolled 5 using 2d6. hit location (3).
18:12, Today: Pvt. Darius Lyran rolled 8 using 2d6. shot three (2 ap).

Move 2 hexes to 0813- if that shot isn't available move to 0811 with the 2ap.
Kitten
GM, 1401 posts
Mon 2 Jan 2012
at 00:51
  • msg #34

Re:  M6:  Turn 1

This is a uninjured dogs 'life' chart

12 - 11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0 - +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9    9   9   8   8   7   7   6   6   5   4   0 - Dead





After shooting it once, with your rifle that does 4L damage (4 lethal points of damage) at location '8' it looks like...

12 - 11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0 - +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9    9   9   8   8   7   7   6   6   5   4   0 - Dead


It's badly hurt, it's action points drop to '6' instead of '9'.
It's adjustment to do anything is a penalty of +2 because it's hurt.




After shooting it again, at location '3' it looks like...

12 - 11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0 - +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9    9   9   8   8   7   7   6   6   5   4   0 - Dead


It goes down in a heap, and is out if it, and will probably bleed to death since medical attention isnt coming anytime soon.

Doggy 3... is a dead doggy.




Doggy 8, took a hit in location 5.  To make my life easier, i track it in 'short hand'.  It looks like.

12 11 10 9 8 7 6 5 4 3 2 1 0 (Dead) ~ +3 Attack ~ 4ap
This message was last edited by the GM at 00:53, Mon 02 Jan 2012.
Pvt. Althea McCormic
player, 71 posts
Mon 2 Jan 2012
at 15:23
  • msg #35

Re:  M6:  Turn 1

overwatch south, ready to fire a burst at the first enemy to come within medium range.
Kitten
GM, 1409 posts
Mon 2 Jan 2012
at 18:58
  • msg #36

M6:  Turn 2

Darius lines up his shot, the night scope does it's work and he spots a mutt of some sort emerging from the trees.  Without even thinking about it, he puts a bullet in it.  The Dog staggers but keeps coming, another bullet puts it down permenantly.  He catchs more movement and puts another bullet into another dog further back.  He's pretty sure he hit it, though it wasnt a killing shot.  He steps out of cover and starts to back up to stand beside Althea

(Light woods behind Darius {double movement to enter} so i presumed you step out and back up.)

The rest of the pack, doesnt seem detered at all as they come on eager to engage the Bravos.  One dogs race past Althea's tripwire.  A few seconds pass, and the two grenades go off catching several of the mutts in their explosive radius.





13:53, Today: Kitten rolled 8 using 2d6. Dog eight morale check.

Darius uses (3) shots and has gone.

Althea rolls 2L and 2L vs Dogs 8 and 13
Althea rolls 2L vs Dogst 15 and 16

Althea, Claudia, and Wu may make attacks of opportunity and then take their normal actions.

http://www.angelickitten.com/rpol/mw/Turn1e.jpg
This message was last edited by the GM at 21:45, Mon 02 Jan 2012.
Pvt. Althea McCormic
player, 72 posts
Mon 2 Jan 2012
at 20:23
  • msg #37

Re:  M6:  Turn 2


Grenade damage Loc's:
8:  2 and 7 (damaging 1,2,6,7)
13: 7 and 5 (damaging 4,5,6,7)
15: 4 (damaging 3,4)
16: 8 (damaging 7,8)


22:39, Today: Pvt. Althea McCormic rolled 2,7,7,5,4,8 using 2d6,2d6,2d6,2d6,2d6,2d6. locations: 8, 8, 13, 13, 15, 16 2L.
This message was last edited by the player at 21:41, Mon 02 Jan 2012.
Pvt. Wu Feng Juntuan
player, 56 posts
Mon 2 Jan 2012
at 21:52
  • msg #38

Re:  M6:  Turn 2

The dogs rapid advance on his three teammates forced his hand.  As the dogs made it all the way up to Doc he released a single bolt of searing light from his rifle at the lead dog.


16:49, Today: Pvt. Wu Feng Juntuan rolled 5 using 2d6. Overwatch Shot at Dog 7, TN 6+. Miss...the best laid plans...
Aim, Careful Aim, Single Shot Dog 7. Take 2 penalty to shift shot TN 6+ again.
16:50, Today: Pvt. Wu Feng Juntuan rolled 6 using 2d6. Overwatch Shot at Dog 7, TN 6+.  Hit.
16:51, Today: Pvt. Wu Feng Juntuan rolled 6 using 2d6. Location. Shift down by two to 4, doing 4L

Pvt. Claudia Tiberius
Player, 13 posts
Doc
Infantry
Mon 2 Jan 2012
at 22:03
  • msg #39

Re:  M6:  Turn 2

Claudia put a burst of bullets out at the first dog burst into view.  The dogs sudden appearance out of the dark and the recoil from the SMG has the spray of bullets go wide.

Overwatch attack ~ Base Tn 4 + 4 (night time short) + 1 recoil = tn 9+

16:55, Today: Pvt. Claudia Tiberius rolled 8 using 2d6. Burst of bullets at Dog 7.

Shaking her head, she sees a HUGE mob of dogs lit up by the explosion of Boom Booms party favors.  It was only bullets, plenty to spare at the moment, planting her feet, she and held the brace SMG as it went all out full auto.  Enough bullets spewed all over the place that even Doc couldnt miss.  She probably should have eased up but one of the dogs surprised yelp, indicated that she had hit SOMETHING.  So she keep the trigger down and walked the fire back the other direction trying to hit a few more.  The numbness and recoil made it hard to control the weapon and she was forced to ease up on the triger.

She was way too close to them, and started walking back and away towards Althea.

"I hope your aim is better...", she mutters as she tries to swallow past the concern (ok terror?) that there were still alot of dogs out there.




(2) Suppression attack (Hex 0919)
Base tn 4 + 4 night time short + 3 recoil = tn 11+
Rolls for hex  (1116,1117,1017,1018,0919)
17:03, Today: Pvt. Claudia Tiberius rolled 5,7,7,8,11 using 2d6,2d6,2d6,2d6,2d6. Suppression fire tn 11+.  (Dog 12 Hit)
17:06, Today: Pvt. Claudia Tiberius rolled 5,8,10,2,5 using 2d6,2d6,2d6,2d6,2d6. More suppression fire tn 11+.

10:19, Today: Pvt. Holly Day rolled 5 using 2d6. Locate attac on dog 12 hit.

1ap to move to 1115
This message was last edited by the player at 15:20, Wed 04 Jan 2012.
Pvt. Althea McCormic
player, 76 posts
Mon 2 Jan 2012
at 22:07
  • msg #40

Re:  M6:  Turn 2

as the grenades exploded, Alheas machine pistol spewed forth a few bullets at one of the nearest dogs.


SMG burst vs Dog 1:
Miss 8 vs TN 9+


22:58, Today: Pvt. Althea McCormic rolled 8 using 2d6. SMG burst dog 1 (overwatch) TN 9+?
22:59, Today: Pvt. Althea McCormic rolled 12,4 using 2d6,2d6. dog one locations hit 1, hit 2.  (miss, dont forget, to add the +4 short range modifier for night time fighting, normally the short term modifier is +2)

Then she threw the switch onto automatic fire and emptied half a clip into the pack of dogs advancing on her position.


suppression fire vs dog 4 and 11:
Locations on Dogs: Primary 3L, secondary 1L
2  9(1)        9
4  7(3) 11(1)  5,6,7,11
6  8(1)        8
7  3(1)        3
10 12(1)       12
11 5(3) 9(1)   3,4,5,9

Mag 1 ammo remaining: 27 shots.


23:04, Today: Pvt. Althea McCormic rolled 9,11,8,3,12,9 using 2d6,2d6,2d6,2d6,2d6,2d6. supp locations: 2, 4, 6, 7, 10, 11.
23:03, Today: Pvt. Althea McCormic rolled 7,5 using 2d6,2d6. Supp locations 4 and 11.

16:36, Today: Pvt. Althea McCormic rolled 10 using 2d6. initiative Turn 2, 5+?
This message was last edited by the player at 15:37, Tue 03 Jan 2012.
Kitten
GM, 1423 posts
Tue 3 Jan 2012
at 15:17
  • msg #41

Re:  M6:  Turn 2

(Roll intiative, if you win you can go again before the dogs.  If you lose the dogs go and you react to them for turn 2.)
Pvt. Wu Feng Juntuan
player, 57 posts
Tue 3 Jan 2012
at 20:48
  • msg #42

Re:  M6:  Turn 2

The hail of bullets that Althea was tossing out was sure to wound and potentially make the dogs flee into the night.  Training his scope on one of the dogs to the rear Wu took precious seconds carefully aiming down his scope to let loose a single bolt at the creature.  His tic went down to 9 as he searched for actual Drac troops rather than a mess of wounded and dying dogs.

15:40, Today: Pvt. Wu Feng Juntuan rolled 10 using 2d6. Initiative Turn 2.
Aim, Careful Aim, Shift by 2 to alter location TN 6+ on Dog 14.
15:47, Today: Pvt. Wu Feng Juntuan rolled 6 using 2d6. Dog 14, TN 6+.
15:47, Today: Pvt. Wu Feng Juntuan rolled 7 using 2d6. Location on Dog 14.
Shifted down to 5, 4L.

Pvt. Althea McCormic
player, 82 posts
Tue 3 Jan 2012
at 21:28
  • msg #43

Re:  M6:  Turn 2

Althea backed away from the dogs while she kept spraying bullets into the pack.


Move back 3, end hex: 1011 facing south, 3 AP.

WEapons fire:
Old skool spray and pray vs #11, 3 AP
2  1L Loc 6 damages: 6
4  1L Loc 5 damages: 5
7  1L Loc 5 damages: 5
11 3L location 8, damages: 6,7,8 (what are the odds??)

22:24, Today: Pvt. Althea McCormic rolled 8,6,5,5 using 2d6,2d6,2d6,2d6. 3L dog 11, 1L dogs 2,4,7.

ammo remaining: 17

Pvt. Darius Lyran
player, 22 posts
Tue 3 Jan 2012
at 21:51
  • msg #44

Re:  M6:  Turn 2

This post had a question about bursts (answered below) and a bunch of rolls that were incorrectly made.
This message was last edited by the player at 22:46, Tue 03 Jan 2012.
Kitten
GM, 1428 posts
Tue 3 Jan 2012
at 22:35
  • msg #45

Re:  M6:  Turn 2

Pvt. Darius Lyran:
If I understand correctly how to burst, I roll three shots for each burst, each at a successively higher by two. So, 5 7 9 TNs in my case. I then rolled for all three hit locations on each of them. Dogs one, two, ten and twelve.


Not quite.  Do not forget, that normal short range combat is +2 to Ranged combat.

According to the table, your Assault Rifle, is a 15/6 Burst.  That means youre at a -1 modifier for every 6 bullets above one that you use.  (that seems really high, i really need to confirm these stats by the next mission.)

So if your base is 5 + you add 2 for short range + 1 for the recoil of a three round burst = tn 8+

You roll ONCE, to resolve the burst attack.  You do an extra wound up to the MoS (Margin of Success/How well you hit).

So when you do a 3 round burst at dog one... you spend 2 action points to do it and roll
15:29, Today: Pvt. Darius Lyran rolled 5 using 2d6. Burst- dog one: shot two.
All the shots miss.

When you spend 2 action points to do a 3 round burst at the next one and roll.
15:29, Today: Pvt. Darius Lyran rolled 12 using 2d6. Burst- dog one: shot three.
You have a MoS of 6 (12 what you rolled - 8 what you need = 6 MoS)  You do your base of 4L damage plus 2 damage for firing the extra two bullets.  You do 6L damage with this three round burst at the target.

You only have 7 action points, so at most, youre only going to be able to engage (3) dogs.

So... I'm going to scrub all those dice rolls you just made, since you had an imperfect understanding of burst fire.  You may roll again picking your targets and saying how many bullets youre using, or throw the grenade.  (3ap to ready, and 4ap to throw it up to 4 hexs, at the moment the grenade looks to be more capable of making doggy parts given how closely packed they are.)
This message was last edited by the GM at 22:35, Tue 03 Jan 2012.
Pvt. Darius Lyran
player, 23 posts
Tue 3 Jan 2012
at 22:44
  • msg #46

Re:  M6:  Turn 2

In reply to Kitten (msg #45):

I'm at 8 ap. 9 ap natural minus -1 for flak jacket, I removed my winter gear (as did Doc.)

What is the roll to throw the grenade for an ideal hit that won't hit my team mates? I'm thinking either hex 0919 or 1018?
Kitten
GM, 1433 posts
Wed 4 Jan 2012
at 01:10
  • msg #47

Re:  M6:  Turn 2

Pvt. Darius Lyran:
In reply to Kitten (msg #45):

I'm at 8 ap. 9 ap natural minus -1 for flak jacket, I removed my winter gear (as did Doc.)

What is the roll to throw the grenade for an ideal hit that won't hit my team mates? I'm thinking either hex 0919 or 1018?



Base Physical Roll, if you fail, it scatters one hex for each point you miss the roll by.
Pvt. Darius Lyran
player, 24 posts
Wed 4 Jan 2012
at 01:42
  • msg #48

Re:  M6:  Turn 2

Darius sees the onrushing wolves and drawing his weapon down and to the side with one hand, lifts the other to his chest, snatches up a grenade and then throws it the intervening distance. Even as he throws he calls out, "Grenade away!" and begins to raise his rifle again.





I got a six, I believe that's a success on my physical (5+)? Target hex of 1018. I believe the damage is something like..

10 - 7L : loc 11
2  - 5L : loc 5
4  - 5L : loc 9
12 - 5L : loc 6
11 - 3L : loc 11
6  - 3L : loc 9
5  - 3L : loc 7
1  - 1L : loc 10
7  - 1L : loc 5

This message was last edited by the player at 01:57, Wed 04 Jan 2012.
Kitten
GM, 1434 posts
Wed 4 Jan 2012
at 01:45
  • msg #49

Re:  M6:  Turn 2

5 actually took 3 damage, but it looks correct otherwise.  Roll away.
Pvt. Claudia Tiberius
Player, 15 posts
Doc
Infantry
Wed 4 Jan 2012
at 15:12
  • msg #50

Re:  M6:  Turn 2

Doc was quick enough on the draw to add more bullets to the mayhem but held off.  There seemed to be enough body parts flying apart to make her grimace.  Best to see what still had fight in them before throwing more lead out.

10:10, Today: Pvt. Claudia Tiberius rolled 9 using 2d6. Initiative.
Kitten
GM, 1454 posts
Wed 4 Jan 2012
at 15:34
  • msg #51

Re:  M6:  Turn 2

mmm... my wound count...
1 10   (pass ~ 9ap)
2 9 5 4 3 2 1 (rout)
3 RIP
4 11 9 8 7 6 5 4 3 2 1 (pass ~ +3 attack/4ap~> Rout due to injuries)
5 7 6 5 4 (rout)
6 9 8 7 6 5 (pass ~ +2 attack/7ap)
7 5 4 3 2 1 0 (Unconscious/Dead)
8 7 6 2 1 (Pass ~ > Rout due to injuries)
9
10 12 11 10 9 8 7 6 5  (Pass ~> +2 Attack/7ap)
11 11 10 9 8 7 6 5 4 3 2  (Pass ~> Rout due to Injuries)
12 6 5 4 3 2 1 0 RIP
13 7 6 5 4 (Rout)
14
15 4 3  (Pass ~> +2 Attack/6ap)
16 8 7  (Pass ~> +1 Attack/8ap)

10:27, Today: Kitten rolled 10,5,9,7,8,6,5 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6. Morale save for 7 dogs.
10:27, Today: Kitten rolled 11,12,6,6,7,9,8 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6. Morale save for next 7 dogs.
Kitten
GM, 1455 posts
Wed 4 Jan 2012
at 15:49
  • msg #52

Re:  M6:  Turn 2

Whats left of the pack gamely moves in to attack the Bravos.

Dog one gamely rushes at Claymore and tries to sink it's teeth into him

Dog six, injured moves into the woods Doc just left and menaces her with bared teeth

Dog ten, moves in on Doc's other side with bared teeth, though it's too hurt for the moment to press the attack.

The rest of the pack moves in to encircle Claymore and Doc.

Althea backs up and notices a trio of dogs coming around the east trail.  Two are upon her but dont get the chance to attack her just yet.

1 10   (pass ~ 9ap)
6 9 8 7 6 5 (pass ~ +2 attack/7ap)
9
10 12 11 10 9 8 7 6 5  (Pass ~> +2 Attack/7ap)
14
15 4 3  (Pass ~> +2 Attack/6ap)
16 8 7  (Pass ~> +1 Attack/8ap)
Pvt. Claudia Tiberius
Player, 15 posts
Doc
Infantry
Wed 4 Jan 2012
at 15:53
  • msg #53

Re:  M6:  Turn 2

Doc was holding her fire until she was certain what was left and still willing to attack, a badly injured dog makes and effort to bite her, and catches a muzzle full of lead as a three round burst takes it's face off.

Taking a moment to focus her aim (3ap), she fires off another 3 round burst (2ap) at the dog on her left.  Another 3 round burst fires off as she tries to finish the dog off..




10:50, Today: Pvt. Holly Day rolled 12 using 2d6. Over Watch Burst Fire at dog 10.
10:50, Today: Pvt. Holly Day rolled 5 using 2d6. Location.
(5L location 5 = Dead Doggy)

Aimed Burst
10:54, Today: Pvt. Claudia Tiberius rolled 6 using 2d6. Aimewd Burst.
10:55, Today: Pvt. Claudia Tiberius rolled 12 using 2d6. 2nd burst at dog 6.
10:55, Today: Pvt. Claudia Tiberius rolled 3 using 2d6. Location.
(5L location 3 = Dead Doggy)
This message was last edited by the player at 15:56, Wed 04 Jan 2012.
Kitten
GM, 1456 posts
Wed 4 Jan 2012
at 16:00
  • msg #54

M6:  Turn 3

Dog One survives to bite Claymore

Sharp teeth sink into his thigh inflicting a bit of damage to the Bravo.

10:59, Today: Kitten rolled 12 using 2d6. Bite Claymore.
10:59, Today: Kitten rolled 5 using 2d6. Location.
Location 5 takes one L wound
Location 4 and 3 take non lethal wounds

Claymore is at +2 to attack and only has 6 action points now.


Top of turn 3...

Characters that win intiative may act before the dogs, else they get to go after the dogs.

http://www.angelickitten.com/rpol/mw/Turn3e.jpg
This message was last edited by the GM at 16:04, Wed 04 Jan 2012.
Pvt. Wu Feng Juntuan
player, 65 posts
Wed 4 Jan 2012
at 16:25
  • msg #55

Re:  M6:  Turn 3

Moving his scope over a bit he saw the dogs rolling up on Althea and he took aim at the middle one knowing her SMG's short controlled bursts could take down the other two more easily if he could help.  Once again he took precious seconds to aim down the sight at the dog before squeezing the trigger just once.

The simple bolt of light struck the dogs head between the eyes leaving a burn mark as it droppped dead on the spot from no other appearant damage.

11:15, Today: Pvt. Wu Feng Juntuan rolled 8 using 2d6. Initiative Turn 3.
Aim, Careful Aim, Shift by 2 to alter location TN 6+ on Dog 9.
11:23, Today: Pvt. Wu Feng Juntuan rolled 11 using 2d6. Dog 9, TN 6+.
11:23, Today: Pvt. Wu Feng Juntuan rolled 2 using 2d6. Location Dog 9.
Shift by 2 to location 0, 4L.

Pvt. Althea McCormic
player, 88 posts
Wed 4 Jan 2012
at 20:00
  • msg #56

Re:  M6:  Turn 3

Althea stepped back and to the side, out of Wu's line of fire, and sent another spray of explosive munitions into the newly arrived dogs, slightly injuring all three.


Initiative: 8 vs TN 5+: success.
Move 3 to 0710
Full auto on 1112 // Dog 9

Damage done:
#9   7,8,9
#14  8
#16  7

HE ammo remaining: 7 shots.


20:57, Today: Pvt. Althea McCormic rolled 9,8,7 using 2d6,2d6,2d6. HE Spray vs 9 (3L) 14, 16 (1L).
20:56, Today: Pvt. Althea McCormic rolled 8 using 2d6. Initiative TN 5+.

(Kitty Note:  710 is light woods and needs two ap to move into, youve been moved to 809 instead)
This message was last edited by the GM at 03:20, Thu 05 Jan 2012.
Pvt. Darius Lyran
player, 28 posts
Wed 4 Jan 2012
at 22:27
  • msg #57

Re:  M6:  Turn 3

The dog's teeth sink into Darius's calve and shin as he backs slowly away from the two deadly attack dogs. Bringing the rifle around, he fires off one decisive shot at the attacking dog, prying it free of his leg with a single silent wumph through the silencer affixed to the barrel.

Spinning just a few degrees, he catches the other dog with two heavy hits to the flanks and calls out, "Fuck!" as the pain of the wound really starts to sink in.

Nobody likes getting bit.





TN 5+ was my former TN, with the wound, I'm assuming I'm at 7+.

16:22, Today: Pvt. Darius Lyran rolled 5,10,3 using 2d6,2d6,2d6. Hit locations.
16:22, Today: Pvt. Darius Lyran rolled 7,8,8 using 2d6,2d6,2d6. Three shots. 6 ap.
16:21, Today: Pvt. Darius Lyran rolled 11 using 2d6. Initiative.

Dog 1: 4L to loc 3: (dead?)
Dog 15: 4L to loc 5: 4L to loc 10

This message was last edited by the player at 22:28, Wed 04 Jan 2012.
Kitten
GM, 1478 posts
Wed 4 Jan 2012
at 22:41
  • msg #58

Re:  M6:  Turn 3

In reply to Pvt. Darius Lyran (msg #57):

Base 3 attack with rifle + 2 short range + 2 wounds + 1 Burst recoil = tn 8+

(7 was a miss, the 8s hit though.)
This message was last edited by the GM at 22:42, Wed 04 Jan 2012.
Pvt. Darius Lyran
player, 29 posts
Wed 4 Jan 2012
at 22:55
  • msg #59

Re:  M6:  Turn 3

Three individual shots count as a burst?
Kitten
GM, 1479 posts
Wed 4 Jan 2012
at 23:04
  • msg #60

Re:  M6:  Turn 3

O.o  i thought you were doing three round burst, okay they hit then.  In the middle of dinner stuff at moment, hungry people to feed will resolve by tommorow.
This message was last edited by the GM at 23:05, Wed 04 Jan 2012.
Pvt. Claudia Tiberius
Player, 16 posts
Doc
Infantry
Thu 5 Jan 2012
at 03:09
  • msg #61

Re:  M6:  Turn 3

Doc turns around and looks to see if Claymore needs help and sees him head shot the dog that was biting him, and put two bullets in another that was near him.  The sounds of barking behind her, alerts her that they had slipped around and gotten behind them.  Turning she sees a laser bolt go through the eyes of one dog killing it dead so fast it probably felt no pain.  Just as well as little mini HE explosions go off in the area lighting it up in putting a few rounds in it's companions as well.

Raising her SMG, she aims for the one farther from Boom Boom to put three quick snap shots at it.




(3) snap shots at dog 16
Base 4 + 2 Short + 2 Night time = tn 8+

22:09, Today: Pvt. Claudia Tiberius rolled 8,11,5 using 2d6,2d6,2d6. (3) Snap shots.
22:10, Today: Pvt. Claudia Tiberius rolled 10,8 using 2d6,2d6. Location.

3L to location 10 and 8
This message was last edited by the player at 03:10, Thu 05 Jan 2012.
Kitten
GM, 1482 posts
Thu 5 Jan 2012
at 03:17
  • msg #62

Re:  M6:  Turn 3

Claymore Headshot dog one... dead, and puts two bullets in dog 15, which is not quite dead, but hurt bad enough to send it yelping back into the brush.

Wu puts  well aimed bullet in dog 9, ending it's threat.

Not realizing this, Althea puts a burst of HE rounds into the same dog making certain it's very dead.  Dogs 14 and 16 take a few grazes, as Althea gives generous grounds and keeps backing up to Wu hoping he takes out the last one, and hopefully with out shooting her.

Doc lends Althea a helping hand and puts a few bullets into dog 16.




Dog 14 8
Dog 16 10 9 8 7 6 5 4 (+2 attack / 6 ap)




Dog 16 moves around to cut off Althea's escape with a distracting growl.  For something bleeding from numerous wounds it was still prett agile she noticed.  It distracts her enough to give it's pack mate a better chance to bite Althea (+1 pack bonus for Dog 14).  She manages to get her arms up to prempt the attack and feels teeth bite into her forearm.  Bits of the SMG's stock get stuck in there too making for less damage than it might have been.

Dog 14 bites Althea on anything but a 2
22:23, Today: Kitten rolled 8 using 2d6. Bite Althea.
22:23, Today: Kitten rolled 11 using 2d6. Location.

Althea's Location 11 take 1L and location 10 and 9 take nl

http://www.angelickitten.com/rpol/mw/Turn1e.jpg
This message was last edited by the GM at 03:38, Thu 05 Jan 2012.
Kitten
GM, 1483 posts
Thu 5 Jan 2012
at 03:33
  • msg #63

Re:  M6:  Turn 3

The dogs are engaging Althea in melee combat.  You must take a -2 penalty to your ranged attack roll to reflect careful aim being used to avoid hitting Althea.  (else there is a 1 in 3 chance of hitting Althea instead of the dog)

There is no penalty to melee.

Dog 16 is on 'over watch' and Althea may not move though 0808, 0909, or 0910 with out provoking an attack from the dog.

Althea's SMG is starting to make funny sounds.




Were in intiative.  Characters that win intiative may act before the dogs.
Pvt. Claudia Tiberius
Player, 17 posts
Doc
Infantry
Thu 5 Jan 2012
at 03:37
  • msg #64

Re:  M6:  Turn 3

Claudia tries to put a few more bullets into the dogs, but her concern with hitting Althea, keeps her from putting any bullets in the dogs.  On the bright side, she doesnt hit Althea either.  She moves a little closer keeping the SMG ready for a chance to fire.



4ap for two snap shots
1ap for moving to 1114
2ap for Over Watch.

22:34, Today: Pvt. Claudia Tiberius rolled 9 using 2d6. Initiative.
22:34, Today: Pvt. Claudia Tiberius rolled 6 using 2d6. (2) shots tn 10+.
22:34, Today: Pvt. Claudia Tiberius rolled 8 using 2d6. (2) shots tn 10+.
Pvt. Darius Lyran
player, 31 posts
Thu 5 Jan 2012
at 03:49
  • msg #65

Re:  M6:  Turn 3

Turning in place as the last dog is dropped, Claymore seamlessly squeezes the trigger three more times. Putting one shot into one, and then another into the other. The third goes wide in the sweeping motion, left to right, and throws up a puff of snow twenty feet behind Althea and the dogs attacking her. All three shots are silent as the night, puffs of light and the snaps of the actions the only indication that shots are being fired.

"Doc, going to need some stitches I think," he grunts as he lowers the scope for a split second.




21:44, Today: Pvt. Darius Lyran rolled 10,5 using 2d6,2d6. hit locations.
21:43, Today: Pvt. Darius Lyran rolled 9,9,5 using 2d6,2d6,2d6. Three shots. Tn 9+.
21:43, Today: Pvt. Darius Lyran rolled 8 using 2d6. Initiative.

TN 9+; 3 shots

Hit 4L to dog 14: loc 10
Hit 4L to dog 16: loc 5

Third goes wide.

Only one shot left before the silencer goes kaputsky.

This message was last edited by the player at 03:50, Thu 05 Jan 2012.
Kitten
GM, 1485 posts
Thu 5 Jan 2012
at 03:55
  • msg #66

Re:  M6:  Turn 3

Darius puts a bullet in dog 16 and it decides its had enough and uses it's overwatch action to flee/routs, opening up the path for Althea to retreat again.
Pvt. Wu Feng Juntuan
player, 69 posts
Thu 5 Jan 2012
at 18:15
  • msg #67

Re:  M6:  Turn 3

With Althea directly in the way of the last dog Wu didn't want to take the chance of hitting her in the back with a laser bolt, so for the moment he held his fire.  Chances were that the Combine troopers were not far behind the dogs so it was just a matter of time before they arrived.  Perhaps another small surprise if there was time should be arranged, but if not slipping away again would be to their advantage.

Shifting his sight again he searched through the trees and the brances for Combine trying to sneak up on them.


13:02, Today: Pvt. Wu Feng Juntuan rolled 6 using 2d6. Initiative Turn 3.
Overwatch Again.

Kitten
GM, 1497 posts
Thu 5 Jan 2012
at 18:27
  • msg #68

Re:  M6:  Turn 3

(waiting on Althea then.)
Pvt. Althea McCormic
player, 91 posts
Thu 5 Jan 2012
at 18:36
  • msg #69

Re:  M6:  Turn 3

ooc: jesus, 1-3 turns a day???


Walk north 3
end: 0806

open fire.

Kitten
GM, 1498 posts
Thu 5 Jan 2012
at 18:45
  • msg #70

Re:  M6:  Turn 3

Althea, turns and sprays hot death at the last dog.  Theres a clicking sound as the bullets run empty and then it sounds like the firing pin just 'jams'.  It's not all bad news though, the last of the clip of explosive munitions ripple hot death around the dog.




Roll to inflict 3L damage on the dog.

O.o

are you really complaining that a game is moving too fast?
This message was last edited by the GM at 18:46, Thu 05 Jan 2012.
Pvt. Althea McCormic
player, 92 posts
Thu 5 Jan 2012
at 18:52
  • msg #71

Re:  M6:  Turn 3

ooc: not so much complaining as being shocked! :D

now if only pursuit could move as fast :P

19:51, Today: Pvt. Althea McCormic rolled 2 using 2d6. loc on dog 3L.

And to quote Achmed:

A KIIIILLLLL YUUUUUUUUU! (at the dog)

0,1,2 damaged.
Kitten
GM, 1499 posts
Thu 5 Jan 2012
at 18:57
  • msg #72

Re:  M6:  Turn 3

In reply to Pvt. Althea McCormic (msg #71):

Pursuit cant move too fast.

It's in the same mission time line as Mobile/Strike.  I'm trying to keep them no more than a turn or two apart for that reason
Kitten
GM, 1500 posts
Thu 5 Jan 2012
at 20:18
  • msg #73

Re:  M6:  Turn 3

There's a long silence as Althea rattles off the last of her clip at the last dog.  The rattling sounds of munitions firing off slowly dies down.  Althea checks her SMG and finds that bits of waste of some sort from the experimental munitions was not vented properly and has hopelessly gunked up the inner works off her SMG.  It's going to need a few hours of loving care with a cleaning kit (which she doesnt have) to put it back together.

Claymore's wound while messy isnt bad... at least it shouldnt be unless the dog was rabid or something.

Doc and Ghost are on over watch and spot no further pursuit for the moment.  The field is full of blood and doggy bits that cant really be appreciated in night time conditions.

There doesnt seem to be signs of immediate pursuit for the moment.
This message was last edited by the GM at 20:21, Thu 05 Jan 2012.
Pvt. Claudia Tiberius
Player, 18 posts
Doc
Infantry
Thu 5 Jan 2012
at 20:20
  • msg #74

Re:  M6:  Turn 3

"Well... i that went well... i think.  No one died.  Is anyone hurt... aside from Claymore?"

Doc starts to take a look at claymore and treats the wound.  He's lucky it's looks like only a light wound.

Fishing out her medkit, Claudia clean the wound out, hoping that any infection goes with it, and puts a clean bandage over the wound to keep the worse of it from being a liability.




15:22, Today: Pvt. Claudia Tiberius rolled 8 using 2d6. Mental check to heal Darius one wound.

Game effect, the 1L wound is healed, though Darius is still suffering from 2 non lethal wounds.  They act like real wounds till they're healed.  So Darius will be limping along and at a penalty for actions till they fade.

Claymore (+2 penalty to rolls, and only 5 ap from 2 nl on location 4 and 3)

Althea ( +0 penalty to rolls, and normal ap from 1L on location 11, and 2nl on location 10 and 9)

Althea wants me to tend the wound now, or wait till it's more serious.  I can heal one wound per character, so you might... want to wait for a more serious wound?
This message was last edited by the player at 23:08, Fri 06 Jan 2012.
Pvt. Darius Lyran
player, 34 posts
Fri 6 Jan 2012
at 05:42
  • msg #75

Re:  M6:  Turn 3

“Thanks Doc,” Claymore remarks as he stands there, and reaching over, grabs his winter gear up off the snow and starts to put it back on. Looking up the slope towards Boomer, he calls out, “BB, this silencer is going to be shot, you want to see if you can make it look like it was left behind with some other stuff, and set up a booby trap with my last grenade?”

Even as he asks, he starts to unscrew the now useless silencer. Aside to the doctor as she gets him patched up, he remarks, “I’m ticklish Doc. And thanks for the stopping the bleeding, but it still hurts like a bitch.”




AP spent to put on winter gear. Not sure if we’re still in combat.

Pvt. Wu Feng Juntuan
player, 71 posts
Fri 6 Jan 2012
at 18:14
  • msg #76

Re:  M6:  Turn 3

Slipping back into his winter gear Wu searches out one of the branches that was cut off from the trees during the weapons fire.  Collecting it up he begins to obfuscate where they were for the fight through marring the snow, "I'll cover the rear and make it more difficult for them to find our tracks once we leave.  I also have a micro-grenade that can be used if you wish BB"
Kitten
GM, 1523 posts
Fri 6 Jan 2012
at 18:21
  • msg #77

M6:  Turn 3

Cat and Mouse...
The Bravos need to travel 5 klicks to get to pick up.  Not particularly far, but they need to avoid the Combine while doing it.

It's currently dawn (call it 5:30am) and pick up is at twilight (call it 6:30 pm)

They need to evade and survive 13 hours and reach 'pick up'.

They've just discouraged the first line of pursuit.

At this point it's a Mental Check to see how well the characters manage to evade the Combine Hunters.  Post a RP description of your suggestion and i'll plot how your day goes, till your next encounter

A successful check = one hours passed to get to pick up.
For each point above a successful check, another hour passes.
For each two points the character fails by (drop factions) the character has made a mistake and shortens the hours that pass before the Combine finds the Bravos.

Characters with the options 'Stealth' may add their bonus for this roll.

You MAY decline rolling a mental check, and simply follow the lead of those rolling.
This message was last edited by the GM at 18:28, Fri 06 Jan 2012.
Pvt. Claudia Tiberius
Player, 20 posts
Doc
Infantry
Fri 6 Jan 2012
at 18:27
  • msg #78

Re:  M6:  Turn 3

"Right, doesnt look like theres immediate signs of pursuit.  If were finished here we need to move on.  No need to dilly dally here.  No need to hurry for pick up either.  Lets head deeper into the woods and hide through the morning and start out for pick up after lunch.  No need sitting by an empty field waiting for pick up where anyone driving by can see us.", Claudia starts to shrug into the now chilled winter parka she had shed for combat.




Claudia's mental check is good for getting us safely through a hour.

13:24, Today: Pvt. Claudia Tiberius rolled 5 using 2d6. Cat and Mouse Mental Check tn 5+.
Kitten
GM, 1535 posts
Fri 6 Jan 2012
at 23:05
  • msg #79

Status Update

6th Recon, Bravo Squad
CallsignSummaryStatus Indicator

Boom-Boom
 8 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear

Combat Load - 10kg

3.0kg SMG ~ 3L ~ Range 5/12 ~ Ammo 50
Jam on Fumble ~ Burst (1) ~ Suppression

1.0kg w/ (2) Spare Clips

0.5kg Auto Pistol ~ 3L ~ Range 6/16 ~ Ammo 10
Jam on Fumble
.25kg w/ (1) Full Spare Clips
.25kg w/ (1) Partial Spare Clips (4 bullets)

1.0kg Block of C8
0.5kg (2) Micro Grenades (HE)
0.5kg Knife
.25kg Basic Lock Pick Set
.25kg Electronic Lock Pick Set


Ranged (3) 5+  |  Physical (3) 5+ |  Mental (3) 5+
Edge    1      |  Well-Equip 1    |
Trgr. Happy 1  |  Demolition (1)  |  Stealth (0)
Experience  0  |  Pay Mod. (9)    |  Bank 560

Between mission 2kg of bullets and 1kg of Demolitions/Grenades restock for free

11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 8    8   8   8   8   7   7   6   6   5   4   0 - Dead


Doc
 8 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear


Combat Load 8kg

3.0kg Submachine Gun 3L Damage ~ Range 5/12
 ~ Ammo  (50) ~ (Burst 10/2)(Suppression Fire)(Jam2)
0.5kg (1) Spare SMG Clips

0.5kg Auto Pistol 3L Damage ~ Range 7/20
 ~ Ammo(10)(Jam2)
0.5kg (2) Spare Clips for pistol
2.0kg Advanced Medical Kit
0.5kg (1) Preserving Sleeve
0.5kg (5) Stimpatches


Ranged (3) 5+  |  Physical (2) 6+ |  Mental (3) 5+
Edge 1         |  Well-Equip 1    |
Ballistics +1  |  Bio Tech 1      |  X-Med Tech 1
Experience  0  |  Pay Mod. (8)    |  Bank 2,710

10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2a- 1a - 0 - Dead
+0  +0  +0  +1  +1  +2  +2  +2  +3  +3   ** - Dead
 8   8   8   8   7   7   6   6   5   4    0 - Dead


Claymore
 9 : AP Base:
-1ap Flak Vest
-1ap Cold Weather Gear

Combat Load - 10kg

4.0kg Auto Rifle - 4L Damage ~ Range 21/61
    ~ Ammo 21 of 30 ~ (Burst 15/3)(Jam2)
    ~ Silencer (1 of 10 shots)
.25kg Night Vision Telescopic Scope (-1tn Long Range)
2.0kg (4) Spare Clips for Rifle

0.5kg Auto Pistol - 3L Damage ~ Range 7/20
    ~ Ammo (10) ~ (Jam2)
    ~ Silencer (10 shots)
0.5kg (2) Spare Clips

0.5kg Grenade
0.5kg  Survival Knife


Ranged (3) 5+  |  Physical (3) 5+ |  Mental (0) 8+
Edge    1      |  Well-Equip 1    |
Rifle  (2)     |  Melee    (1)    |  Toughness (1)
Experience  0  |  Pay Mod. (7)    |  Bank 2800~2900

Between mission 2kg of bullets and 1kg of Demolitions/Grenades restock for free

11 - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - Dead
+0   +0  +0  +0  +1  +1  +2  +2  +2  +3  +3  ** - Dead
 9    9   9   8   8   7   7   6   6   5   4   0 - Dead


Ghost
 8 : AP Base:
-1ap Cold Weatger Gear


Combat Load - 8kg

5.0kg Laser Rifle ~ 4L ~ Range 66/167 ~ Ammo (9 of 12)
Armor Piercing
.75kg Flash Suppressor (Perception TN+2)
0.5kg Night Vision Scope (Long Range TN-1 ~ No Night mod.)
.25kg (1) (HC) Power Packs
.75kg (3) Drained (HC) Power Packs

.25kg (1) Micro Grenade
0.5kg  Rangefinder Binoculars
0.0kg  Military Communicator ~ 10 km range ~ Pwr use: 1/hr {Micro Power Pack}



Ranged 5+      |  Physical 6+     |  Mental 6+
Edge 1         |                  |  Well-Equip 2
Lasers +1      |  Stealth +1      |
Experience  0  |  Pay Mod. (8)    |  Bank 5

Max. expended munitions replaced between missions for free
4 kg of Bullets and 2 kg of explosives

10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1a- 0a - Dead
+0  +0  +0  +1  +1  +2  +2  +2  +3  +3   ** - Dead
 8   8   8   8   7   7   6   6   5   4    0 - Dead


This message was last edited by the GM at 23:09, Fri 06 Jan 2012.
Pvt. Althea McCormic
player, 94 posts
Fri 6 Jan 2012
at 23:26
  • msg #80

Re: Status Update

Althea will leave two booby trapped locations as we withdraw.

The first trap will be a simple tripwire shortly before a palce they've obviously crossed through (make sure to break some twigs and stuff on the brush)

second will use claymores silencer as bait, after asking him to wipe some sweat onto it, so any tracker dogs will get their heads blown off when they poke it (which dogs will :P)


I roll 5 for both traps agaisnt a TN of 4+ (modified by whichever difficulty you'd apply, I'll have someone hold a light for me)


00:25, Today: Pvt. Althea McCormic rolled 5,5 using 2d6,2d6. Booby traps (hurr hurr) TN 4+kitty diff?
Kitten
GM, 1536 posts
Sat 7 Jan 2012
at 02:53
  • msg #81

Re: Status Update

Willing to accept two booby traps as delaying tactics to stall pursuit so...

Doc got you 1 hour.
Boomer got you 2 hours.

Waiting on Wu to make a roll, and to see if Claymore is willing to try or wants to take a pass.
Pvt. Wu Feng Juntuan
player, 72 posts
Sat 7 Jan 2012
at 03:29
  • msg #82

Re: Status Update

Wu moved quietly and resolutely in covering their tracks working as best as possible to delay the next encounter till well after the midday sun if he had anything to say about it.  Bringing up the rear he laid false tracks, blinds and used bits of dog remains to toss off any further pursuit by the animals while tying up the handlers the same.  It was exacting work that he did carefully as a misstep would cause them to find Bravo faster rather than delay their sighting.

22:28, Today: Pvt. Wu Feng Juntuan rolled 8 using 2d6. Cat and Mouse with the DCMS.
TN5+ nets 4 hours of extra leeway.

Pvt. Darius Lyran
player, 36 posts
Sat 7 Jan 2012
at 03:35
  • msg #83

Re: Status Update

Darius follows the lead of the others, he has some ideas, but his ideas are a little hair-brained and mostly involve putting Ghost up in a tree to shoot at their pursuers from vast distances.

"Hey Doc, you want to split a sleeping bag?" the lout asks as they head towards a spot in the woods to set up camp, as per her idea.

It's what she gets for talking about blowjobs in the middle of the mission.




I think statistically Darius is more likely to hamper the cause than help it, so I will follow the others.
Kitten
GM, 1538 posts
Sat 7 Jan 2012
at 03:58
  • msg #84

Re: Status Update

During that time period, under doc's care, the non lethal wounds fade (1 point a hour under Doc's care, otherwise 1 point per two hours.)  She takes a look at Althea's injury and patches that up as well.

Wu does an impressive job covering up tracks and trails and missleading false trails as he goes.

The Bravos, lead the Combine AWAY from where their pick is planned to happen.  No point in making the pick up any hotter, this soon when no one was coming to get them til 'later'.

A hour into the hiking, they hear an explosion off in the distance.  A few minutes theres another explosion.  That's bound to slow pursuit a bit, Althea things smugly to herself.

Doc offers Althea her SMG, citing that she's a pretty crap shot with it anyhow.  Althea has another clip of the HE Explosive rounds to ruin this SMG with too, but it beats getting over run if things get ugly.  She can decide to use the SMG herself or pass it over to doc with the explosive rounds.

Wu has enough time to fiddle with the power packs and substitute the full pack he has, for the mostly spent one in his Rifle to level off his ammo.

It's a pretty long and tedious morning.  Where Claymore keeps suggesting to have Wu climb up in a tree to snipe pursuit.  Wu knows the wintergreens in the area are crap trees to try and climb, and offer little cover... or leverage to shoot from, the top and has said so.

Claymore thinks the asian is chicken and keeps bringing it up.  Wu doesnt bother to explain it to him around the eighth time he brings it up and decides to ignore him like doc and Boomer.

Lunch is a few energy bars that the Bravos bought along for emergencies like this, and water from melted snow.  You cant really make a fire without risking giving your position away so you essentially huddle up back, to back, to back, to back.  It helps to share body heat and keeps eyes in a 360 arc where your holed up.

Every so often a VTOL flies over signaling that ... maybe.. they're still looking for you.

There a short pause before your next mission.  Time now is currently a little after one.  You should be contemplating breaking camp and a short hike to the pick up point soon.  It's not far, but travel will be slow, you want to be careful, and you definitely dont want to be late, and be stuck out here for another night and day.
Pvt. Claudia Tiberius
Player, 21 posts
Doc
Infantry
Sat 7 Jan 2012
at 04:01
  • msg #85

Re: Status Update

In reply to Pvt. Darius Lyran (msg #83):

Doc rolls her eyes but humors Claymore with an answer.  They're stuck in the middle of no where, there are worse things than bantering with a jarhead over questionable humor.

"I dunno Claymore.  Are you sure theres enough room for me in there, having not one, but two heads as swollen as they are...", Docs eyes keep scanning the area on her 'side' for trouble.  It was hard even for her focused mind to stay sharp and alert after mind numbing hours... six...? seven?  She had to try to though, she didnt want anyone getting hurt because she was in attentive of all things.
Pvt. Darius Lyran
player, 37 posts
Sat 7 Jan 2012
at 22:23
  • msg #86

Re: Status Update

If anybody is openly amused at the grenade trap paying off, its Claymore. He doesn’t have a ton of bright ideas but that particular trick with the silencer which was trash now anyway, was almost bound to do something, and it had. He just hoped it’d seriously ruined at least a couple of people’s day.

Too bad it probably also hurt some dogs, but it was better the dogs than him.

“Not really, but half the fun is in trying,” Claymore replies with a smile and lifts his rifle, scanning the area with his nightscope occasionally. When he finishes the powerbar he stuffs the wrapper down into the front of his coat and then pulls his feet up a bit tighter to conserve warmth, hoping everyone else is doing the same.

Indicating the VTOL off in the distance he nods his head and then looks back towards Wu, ”You able to make out any tail insignia on that thing?”

After a bit more time, he goes on, ”We should go, yeah?” and starts to clamor to his feet, ready to move after a cursory stretch.
Pvt. Wu Feng Juntuan
player, 74 posts
Sun 8 Jan 2012
at 04:41
  • msg #87

Re: Status Update

"Combine, again..." replied Wu to Claymore again.

"Soon we should begin moving.  It will take time to cover our tracks again so they do not spot us before getting picked up."
Pvt. Althea McCormic
player, 95 posts
Sun 8 Jan 2012
at 11:13
  • msg #88

Re: Status Update

Boom boom looked around camp as well, she'd gotten just enough sleep not to feel tired anymore, which was bad cause her system still needed a couple more, and a tired boom boom...

she got hyper!

She was all over their quickly made makeshift camp, untill she finally found her own packs, there she dug in and foun a clip, which she handed to Doc.
"here, you take this, explosive munitions, though i'd think that your weapon will need serious cleaning once back at the cave."

it didn't take long for her to be ready to move on, after which she tripped in place while waiting for everyone else.
Pvt. Darius Lyran
player, 43 posts
Mon 9 Jan 2012
at 04:44
  • msg #89

Re: Status Update

As before, Darius follows the lead of the others, having little skill in covering tracks or slowing pursuit.




I think we're ready to move now, are we ready for rolls to keep delaying pursuit?
Kitten
GM, 1626 posts
Tue 10 Jan 2012
at 16:45
  • msg #90

Re: Status Update

Lt. MacCall and Private MacHine were both hiking through the wintergreens looking for their wayward Bravos.  The Dracs were all over the extraction point and that made for a lethal fire fight unless they got word that the pick up was going to be different and 'on the fly'.

There was no sign of pursuit yet, but the place was crawling with Dracs.  They werent too fond of having their base blow up on them it seems.

Meanwhile...

The other Bravos were breaking camp.  Brief meals were taken, along with a modest amount of drink.  Everyone was a little cold and stiff, but otherwise okay.  Early non-lethal wounds had mended, and the Doc's medical care took care of the rest.  That was the good news.

The bad news, was that even with the parkas, the cold was taking it's toll on the Bravos.  After over seven hours in the cold, fingers and toes were starting to go cold and numb.  By now, the Bravos were all looking forward to the drafty cave that they called the OK Coral.  (-1 attack roll for the cold affecting manual dexterity)

As Wu is dusting off tracks and signs of their passing his little comm unit chirps to life, calling his attention to Lt.  MacCall's call.
This message was last edited by the GM at 16:56, Tue 10 Jan 2012.
Pvt. Althea McCormic
player, 99 posts
Tue 10 Jan 2012
at 16:55
  • msg #91

Re: Status Update

(ooc: i think you mgiht have a lastname wrong somewhere there, unless another player signe dup a McCormic)

Althea looked at wu for a brief second when his radio chirped to life, sighing.
That was never a good sign, She prepared her pistol and the silencer, and weighted her bag a bit, thenshe slipped her hands into the sleeves of the opposite arm, to help keep as much heat as possible.
Kitten
GM, 1628 posts
Tue 10 Jan 2012
at 16:57
  • msg #92

Re: Status Update

In reply to Pvt. Althea McCormic (msg #91):

Mac this... Mc that... it's the round eyes.  All you white folks look the same to use asians, right Wu?
Pvt. Wu Feng Juntuan
player, 85 posts
Tue 10 Jan 2012
at 17:03
  • msg #93

Re: Status Update

And you round eyes, when you speak it always sounds so strange as well.
This message was last edited by the player at 17:44, Tue 10 Jan 2012.
Pvt. Wu Feng Juntuan
player, 86 posts
Tue 10 Jan 2012
at 17:04
  • msg #94

Re: Status Update

Reaching up to his earpiece he queues himself in, "Ghost here."
2nd Lt. Kirsty MacCall
player, 6 posts
Tue 10 Jan 2012
at 17:09
  • msg #95

Re: Status Update

"Takashi's all over the extraction point.  Repeat Takashi's all over the extractin point.  Enroute to Fallback Delta.  Will fill you in on new extraction details when we link up.", with that the comm goes dead, to avoid having the signal triangulated on their position.

Fallback Delta, was a point actually not too far from where they were.  It was a mixed blessing.  It meant a short hike.  It meant... they werent really misleading the Dracs away from their extraction point but towards their new one.  It couldnt be helped though.  In Wu's estimate an encounter with their pursuers was all but inevitable.

Post by Kitten to set up mission...
Pvt. Althea McCormic
player, 100 posts
Tue 10 Jan 2012
at 17:12
  • msg #96

Re: Status Update

Kitten:
In reply to Pvt. Althea McCormic (msg #91):

Mac this... Mc that... it's the round eyes.  All you white folks look the same to use asians, right Wu?


now that's just racist! *cries*
and here i consider asians hot :P
Pvt. Wu Feng Juntuan
player, 87 posts
Tue 10 Jan 2012
at 17:14
  • msg #97

Re: Status Update

Looking to the others he simply relayed the message, "Extraction is a no go, were to head to alternate Delta and link up with MacCall."

"We will run into the Dracs I'm almost certain since we had to break radio silence so be on your awares.  We need to move now before those Warriors find us."

Pvt. Althea McCormic
player, 101 posts
Tue 10 Jan 2012
at 17:33
  • msg #98

Re: Status Update

"then lets go, keeping in motion will keep u warm anyway."
Althea said witha  resigned sigh, of course it wasn't good, how did the damned dracs know of their extraction point though?.
Pvt. Darius Lyran
player, 52 posts
Callsign: Claymore
Tue 10 Jan 2012
at 21:49
  • msg #99

Re: Status Update

A wholesale subscriber to the notion that staying in motion keeps one warm, Darius pulls out another piece of gum and slides it into his mouth as they begin to move yet again. "Ghost, you figure we should keep covering our tracks?" he asks as they start off again, but this time in the direction of rendezvous Delta. Smacking his gum a few times, he lifts his auto rifle for the three hundredth and ninety second time and checks the action and ammunition count.

In all fairness, Darius’ whole MOS is ‘check your ammo and shoot the badguys’ and he does those pretty well, so that he doesn’t bother to keep tracks clean or lay traps isn’t really a surprise- so he does the one thing he knows how to do, he keeps his gun in working order.

As they shuffle through the snow, he curls his toes up in his boots and asks, ”You guys think I’ll be able to get a vibroblade? I’m missing my baby.”  His baby being the sword that was lost during a scuffle a few weeks prior, whether anyone else was there is up for debate, but the fact that Claymore is without his sword is not exactly easy to miss.




Following mah homies.
Pvt. Wu Feng Juntuan
player, 88 posts
Tue 10 Jan 2012
at 21:57
  • msg #100

Re: Status Update

Ghost nodded to Darius and as the others prepared to leave he was already do what he could to destroy any evidence that they had camped out there for a number of hours.  As he worked he added, "Get going and I'll be following in a moment to ensure we're clear.  No need to point a blaring sign in the direction we wish to travel."
Kitten
GM, 1655 posts
Tue 10 Jan 2012
at 21:57
  • msg #101

Re: Status Update

It was... one of those rare instances where (for once) things actually go the way you plan it to go.  The Bravos link up, and manage to evade the Combine long enough to get picked up by a hover APC camped out near the lake.  The Bravos manage to board, and elude pursuit, and return to the OK Coral.  A few days later, 6th Company takes the 123rds base, and the Bravo's manage to 'improve' equipment, per the weapon availability noted in the Bravo Barracks.




I had another scenario in mind but concluded, i needed to bring this mission to a close since too much time was passing else where and i wanted to keep the Bravos 'current' somewhat with what the rest of the unit was doing.

Will allow Kristy access to the Command thread so that she has a clue what's happening and will fill in the Bravos as needed.

Mission concluded, thread Exp and Combat bonus to follow.
This message was last edited by the GM at 21:58, Tue 10 Jan 2012.
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