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05:23, 7th May 2024 (GMT+0)

M6:  Operation - Home Run - Bravo.

Posted by KittenFor group 0
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+
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