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20:26, 19th April 2024 (GMT+0)

M9:  Wrath of the Dragon.

Posted by KittenFor group 0
Kitten
GM, 2674 posts
Tue 3 Jul 2012
at 01:38
  • msg #165

End Turn 5 Status

Eridani Status

Wild Stallions' Mechs
CallsignSummaryArmorInternalsCriticals

Blueblood
G4 / P6

+1 Tactics
Valkyrie
Move 5/8/5
Heat Sinks 11

Weapons
RA ~ ML (x2)
LT ~ LL

Repair Modifier x1.3
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS JJ
RT HS HS (empty)
LT HS HS LL (x2)
RA S U L ML ML
LA S U L H
RL H U L F
LL H U L F

Goth
G5 / P5
+1 Energy
+1 Edge
Cicada-3C
Move 8/12/0
Heat Sinks 11

Weapons
RT PPC

Repair Modifier x1.4
H 9
CT 16 13 (9)
RT 10 4 (6)
LT 10 (6)
RA 5
LA 5 0
RL 10
LL 10
H 3
CT 12
RT 10
LT 10
RA 6
LA 6 1
RL 10
LL 10
H -
CT (Empty)
RT PPC (x3)
LT
RA S U
LA S U
RL H U L F
LL H U L F

B.J.
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL

Repair Modifier x1.45
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Rookie
G5 / P4
+1 Missiles
Whitworth-1
Move 4/6/4
Heat Sinks 10

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
RA ~ LRM5
RT ~ LRM5
RT ~ LRM5
RT ~ Ammo (21)
LT ~ LRM5
LT ~ LRM5
LT ~ Ammo (20)

Repair Modifier x1.4
H 9
CT 16 (7)
RT 12 2 (6)
LT 12 9 (6)
RA 12 2
LA 12 4
RL 18 15
LL 18 4
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS L5 L5 Ammo (24)
LT HS HS L5 L5 Ammo (24)
RA S U L ML L5
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Cowboy
G4 / P6
+2 Ballistics
Clint-CLNT-2-4T
Move 6/9/0
     4/6/0
Heat Sinks 10

Weapons
RA AC/2
RA AC/2
RT Ammo (45 39)
CT M Laser

Repair Modifier x1.4
H 9
CT 11 0 (4)
RT 6 0 (4)
LT 6 (4)
RA 6
LA 6 2
RL 8 0
LL 8 2
 
H 3
CT 12 10
RT 10
LT 10
RA 6
LA 6
RL 10 8
LL 10
H -
CT ML
RT (Empty)
LT HS
RA S U LA AC/2 AC/2 Ammo
LA S U LA H
RL H U L F
LL H U L F

Backdraft
G4 / P5
+1 CAT
Firestarter-H
Move 6/9/0
Heat Sinks 10

Weapons
VAMS RA
VAMS LA
Flamer CT
Flamer CT
Flamer RA
Flamer LA

Repair Modifier x1.35
H 9
CT 16 6 (6)
RT 11 (5)
LT 11 8 (5)
RA 12 4 (drops off)
LA 12 3
RL 16 6
LL 16 0
H 3
CT 11
RT 8 0
LT 8
RA 6 (drops off)
LA 6
RL 8
LL 8 0
H
CT Flamer Flamer
RT (- - - - -)
LT (- - - -)
RA S U L H VAMS Flamer Hatchet
LA S U L H VAMS Deactivates ~ Flamer
RL H U L F HS
LL H U L F HS

Wolfman
G4 / P5
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ MPL
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)

Repair Modifier x1.4
H 9
CT 17 (7)
RT 14 (6)
LT 14 (6)
RA 12
LA 12
RL 20
LL 20
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L MPL
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Rabbit
G4 / P4
G7 / P7
+1 Missile
+1 Melee
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ Med. Laser
RA ~ Med. Laser
CT ~ Med. Laser
LT ~ Streak 2
LT ~ Streak 2
RT ~ Ammo (20)
LA ~ Sword

Repair Modifier x1.3
H 8 6
CT 14 (4)
RT 12 9 (2)
LT 12 (2)
RA 9
LA 9 6
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT JJ ML
RT HS HS Ammo (CASE)
LT HS HS SS2 SS2
RA S U L ML ML
LA S U L H Sword
RL H U L F
LL H U L F

Dom
G5 / P5
G7 / P7
Leadership 2
+1 Edge

Cost (2) Prestige
Stinger-K5
Heat Sinks 10

Weapons
CT ~ SL
RA ~ ML
LA ~ ML

Repair Modifier x2.1
H 6
CT 8 (4 3)
RT 7 (3)
LT 7 2 (3)
RA 6 1
LA 6
RL 7
LL 7
H 3
CT 6
RT 5
LT 5
RA 3
LA 3
RL 4
LL 4
H
CT JJ SL
RT JJ HS HS
LT JJ HS HS
RA S U L ML
LA S U L ML
RL H U L F JJ HS
LL H U L F JJ HS





Combine Op Force Armor/Internals

Dragon - Armor/Internals ~ Ammo 13
H 9/3 ~ CT 27(12)/20 ~ RT 20(8)/14 ~ LT 20(8)/14 ~ RA 18/10 ~ LA 14/10 ~ RL 20/14 ~ LL 16/14

Panther - (Cored by Eridani Unit)

Urbie (1) - Armor/Internals ~ AC/10 w/Ammo 7 ~ ML   {MW location 6 (Lethal damage) 7 (non lethal damage)} -2 to rolls after taking damage.
H 9/3 ~ CT 9 (8)/10 ~ RT 3(4)/7 ~ LT 4(4)/7 ~ RA 10/5 ~ LA 5/5 ~ RL 14/7 ~ LL 4/7

Urbie (2) - Armor/Internals ~ AC/10 w/Ammo 7 ~ ML
H 9/3 ~ CT 12(8)/10 ~ RT 10(4)/7 ~ LT 9(4)/7 ~ RA 10/5 ~ LA 5/5 ~ RL 14/7 ~ LL 14/7

(H) Hover AMC ~ Move 8/12/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15


(H) Tracked AMC ~ Move 5/8/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 12
(2) F  9/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15
(3) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 12
(4) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 12




Backdraft need to roll a pilot check after taking 20 damage (penalty one).
Backdraft need to roll a pilot check after taking a kick.
This message was last edited by the GM at 15:24, Tue 03 July 2012.
Kitten
GM, 2675 posts
Tue 3 Jul 2012
at 02:21
  • msg #166

Turn 6 Intiative

Heat

0 - Blue Blood (won)
5 - Goth (lost and moved)
0 - Thantos (lost and moved)
2 - Rookie (won)

0 - Cowboy (lost and moved)

0 - Wolfman (won)
0 - Rabbit (lost and moved)
0 - Dom (lost and moved)

6 - Dragon -1mp
This message was last edited by the GM at 18:24, Tue 03 July 2012.
MW Caitlin Mallory
player, 393 posts
Callsign: Rabbit
Tue 3 Jul 2012
at 02:42
  • msg #167

Re: Turn 6 Intiative

Rabbit could see things were not going so well for the Eridani. They'd hurt the Panther, but it seemed to be the only thing they'd hurt. The Dragon was mauling the mechs of the light horse and there seemed to be no way to approach it without being under concentrated fire from somewhere. Hitting the jump jets she decided to try to keep flanking the Draconis forces.

21:33, Today: MW Caitlin Mallory rolled 8 using 2d6. Initative. FAIL
Jump to 3724 facing North
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 346 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Tue 3 Jul 2012
at 03:46
  • msg #168

Re: Turn 6 Intiative

"Eridani, I just took out the Panther, we are to seek tactical advantage before engaging further."  This was definitely a smile, a big grin in fact, in his voice.

Initiative: win!

20:44, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 13 using 2d6+2. initiative.

Cprl. Camille Sforza
player, 627 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Tue 3 Jul 2012
at 09:07
  • msg #169

Re: Turn 6 Intiative

ooc: yeah it happened again... 6, curse you nuffle, i spit upon your altar!

Realizing she was about to burst head first into woods occupied by a giant ass AC20 on legs, camille swiftly turned her cicada to the southwest putting as much distance as she could between herself and the dragon.

The good thing about the cicada was definitely it's mobility, though she was beginning to feel the heat emanate through the metal into her cockpit.


Run: (11-2 due to heat)
Turn left 2
Forward 7

end hex: 2824 SW
Defmod: +3


10:53, Today: Cprl. Camille Sforza rolled 6 using 2d6. initiative tn 7.
This message was last edited by the player at 17:54, Tue 03 July 2012.
MW Svend Nemerson
player, 206 posts
Callsign: Backdraft
Ex-Arena Pilot
Tue 3 Jul 2012
at 13:15
  • msg #170

Re: Turn 6 Intiative

Svend laughed as he relived his glory days on Solaris. The big gun blew a hole through his torso, but it didn't affect too much. If anything he was lucky. He opened the general comms to taunt the Dragon. " That tickled, lad. Do I have to ask for the happy ending? You're dealing with a Solaris champion! Got any idea what that does for your odds? I'm goi g to cleave your head off!"

Hopefully the taunting would help get the Dragon to make a mistake before Svend.



Pilot checks:Passed
Initiative:Passed

08:03, Today: MW Svend Nemerson rolled 8 using 2d6. Initiative.
08:00, Today: MW Svend Nemerson rolled 8,11,8 using 2d6,2d6,2d6. Pilot checks, TN6+. Actually Tn7 on the first one.

1st LT Adam Carlyle
player, 710 posts
Callsign: Cowboy
Tue 3 Jul 2012
at 13:16
  • msg #171

Re: Turn 6 Intiative

Warning lights lit up all over Cowboy's cockpit as the LRM damage spread out all over his mechs body.  Seek cover under the trees or keep moving was the big question.  Shifting his limping mech to the east he continued to back off and leave any sense of range that those AMC's would enjoy unless they advanced dangerously close to the rest of the Eridani which would threaten their continued existance.

He shook his head as he heard Svend's taunts but he knew he was moving in good form despite the autocannon hit, "Better watch it Backdraft, he just might try to"
---
Walk, Right Turn 1, Back 3, End 2629 [+1]

09:08, Today: 1st LT Adam Carlyle rolled 9 using 2d6. Initiative, Round 6 TN10+. Fail

This message was last edited by the player at 13:19, Tue 03 July 2012.
Cprl. Devlin Masters
player, 309 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 3 Jul 2012
at 13:18
  • msg #172

Re: Turn 6 Intiative

Yeah Captain, you and a few others.  Nows lets see that great shooting of yours help put down the Dragon.  It's time for us to rape that bastard.

Devlin's starts plotting tactical moves to get around the big gun.


08:15, Today: Cprl. Devlin Masters rolled 9 using 2d6. Init roll.

Pvt. Dominic Vaako
player, 40 posts
Tue 3 Jul 2012
at 13:31
  • msg #173

Re: Turn 6 Intiative

Bleary eyes went wide when Dom saw the rear section of Svend's mech blow out from the autocannon hit.  The fact he was still even standing was insane after that onslaught.  He thought about beginning the conversion to put even more space between him and the Dragon before even his banged up head remembered the other Flakguns.  Looking around the open terrain Dom jumped again further south in his quest for better positioning.

---
Jump 5, End 4321 Facing North West [+3]

09:20, Today: Pvt. Dominic Vaako rolled 6 using 2d6. Initiative, Round 6 TN9+. Fail

MW Thanos Starguard
player, 192 posts
Big-T
P5-G4-M7
Tue 3 Jul 2012
at 14:33
  • msg #174

Re: Turn 6 Intiative

In reply to Pvt. Dominic Vaako (msg # 173):

Thanos didn't see much he could do about the present situation other than to attempt to cover whatever move Backdraft had planned. Putting the throttle to cruise the Blackjack moves forward only 90 meters.

3917-SW +1 Defense
MW Cade Murphy
player, 95 posts
P:4+ G:5+ M:7+; MIS -1
Tue 3 Jul 2012
at 14:41
  • msg #175

Re: Turn 6 Intiative

Cade watch in satisfaction as the panther goes down.  Then tons of missiles fly at Coyboy.  Determined to do something about that he starts looking for opportunities.


Init:6
Succeed
Kitten
GM, 2678 posts
Tue 3 Jul 2012
at 15:21
  • msg #176

Turn 5 Physical Combat resolved.

(This phase was delayed, because i needed to see if Back Draft fell from the AC/20 or not)

As if answering Backdraft's mocking taunt, the Dragon haulback it's leg, as the Autocanon cycles munitions, and swings a kick into the Firestarter's left leg shattering armor and internals on the damaged limb, leaving the Firestarter to totter for a moment, like a flamingo before it keels over stricken.

The auto ejection already activated, indicates the pilot is already in the air as the mech starts to keel over.

{Sorry Svend ... pilot roll to check on Svend's survival, per the PDF.  The mech isnt gutted so it's worth while for him to survive.}

6 Base Mental + 1 Leg blown off = tn 7+

Svend will take a point of lethal and non lethal damage for each point he misses this roll by.
This message was last edited by the GM at 15:28, Tue 03 July 2012.
Kitten
GM, 2679 posts
Tue 3 Jul 2012
at 15:35
  • msg #177

Re: Turn 6 Intiative

Cprl. Camille Sforza:
Run: (11-1 due to heat)
Turn right 1
Forward 9


Movement adjustments have ALWAYS been applied to walk speed, and run speed recalculated from the new number.

Goth's movement is currently 6/9.

Please rework your move.
This message was last edited by the GM at 15:36, Tue 03 July 2012.
MW Svend Nemerson
player, 208 posts
Callsign: Backdraft
Ex-Arena Pilot
Tue 3 Jul 2012
at 15:44
  • msg #178

Re: Turn 6 Intiative


10:43, Today: MW Svend Nemerson rolled 7 using 2d6. TN7+ Pilot Ejection.
Kitten
GM, 2681 posts
Tue 3 Jul 2012
at 15:53
  • msg #179

Re: Turn 6 Intiative

MW Svend Nemerson:
10:43, Today: MW Svend Nemerson rolled 7 using 2d6. TN7+ Pilot Ejection.


Svend lands in the woods, his parachute caught up in the limbs of the trees, the ground just a few feet from his seat.  It's not too hard to thump the release on the buckle and hop off the seat, and seek cover to avoid being collateral damage from friendly fire, or being stepped on by the roaming Dragon.
Kitten
GM, 2689 posts
Tue 3 Jul 2012
at 17:59
  • msg #180

Turn 6  Combine Movement

The Combine commander was a seasoned pilot, and knew better than to bite on bait, regardless of how tempting they might look.  It was better to leave the Blackjack on the other side of the woodline unengaged for now, where it had isolated itself and engage the rest of the Eridani.

The commander fumed at the sight of the mercs.  If not for the dogged defense presented, Hoff would have fell to the combine. Rolling his mech back inot the thick of the Eridani resistance, he made ready to vent his fustrations on any hapless merc that might be about him.  He was two for two so far on eliminating pesky mercenaries and he was now looking to complete his hat trick.

Dragon ~ Walk ~ B3 R1 ~ +1 Def Mod. ~ 3218se

The Urban mechs deal with the Erdani as best they can, taking shelter in the harden building and moving up to support their lance mates.

Urbie (1) ~ Run ~ F3 ~ +1 Def Mod. ~ 2517s hit cicada tn 12+
Urbie (2) ~ none     ~ +0 Def Mod. ~ 2615se {Has cover from Harden Building}hit cicada tn9+


By some twisted miracle of fate, the Clint was still staggering away.  The AMC support was moving into position to deal with the dangerous Eridani sniper, well aware of the dangerous damage potential his accurate auto canons represented to conventional units.

AMC(1) ~ Flank ~ F1 R1 F4 L1 ~ +2 Def Mod ~ 2819s  hit clint tn9+
AMC(2) ~ Cruise~ F5          ~ +2 Def Mod ~ 2819s  hit clint tn8+
AMC(3&4)~Cruise~ F5          ~ +2 Def Mod ~ 2720s  hit clint tn8+


Not known for taking damage well, the Hover AMCs skirt to the far left flank to line up there shots on the Eridani.

AMC(H) ~ Cruise~ R1 F4 L1 F2 + 2 Def Mod ~ 2519s hit cicada or clint tn 8+
This message was last edited by the GM at 18:46, Tue 03 July 2012.
Kitten
GM, 2691 posts
Tue 3 Jul 2012
at 18:28
  • msg #181

Turn 6  Eridani Fire and movement phase

Heat

0 - Blue Blood (move and fire)
5 - Goth (fire)
0 - Thantos (no shot)
2 - Rookie (Dragon RA and LA 3 damage) {Heat 9}

0 - Cowboy (fire) (Hover 1 - 2 damage to RS and LS / -1 mp and +3 drive roll)

0 - Wolfman (Dragon RA 11 / CT(R) 5)
0 - Rabbit (no shot)
0 - Dom (no shot)

6 - Dragon -1mp

http://www.angelickitten.com/rpol/mw/wotd/turn6.jpg
This message was last edited by the GM at 19:58, Wed 04 July 2012.
1st LT Adam Carlyle
player, 713 posts
Callsign: Cowboy
Tue 3 Jul 2012
at 19:16
  • msg #182

Re: Turn 6  Eridani Fire and movement phase

This sort of fight was something that Cowboy hated as his torso groaned at him while it twisted.  All the vehicles were in the same calculated threat range and so he focused on the Hover units.  Splitting fire was dangerous, though if he survived another few seconds he might just start doing it.  Guessing where he was going to need to lead he opened up on the first hover AMC.

As it adjusted to it's movement  Cowboy peppered both the right and left skirts of the vehicle causing it to slew more than it should...

---
To Hit: (AC/2 x2) Hover AMC1 Base 2 + Move 1 + Target 2 + Range 2 = TN7+
Heat: 2 (Weapons) + 1 (Movement) - 10 Heat Sinks = 0

15:11, Today: 1st LT Adam Carlyle rolled 11,9 using 2d6,2d6. AC/2, AC/2 vs Hover AMC1 TN7+. Hit, Hit.
15:12, Today: 1st LT Adam Carlyle rolled 5,9 using 2d6,2d6. AC/2 Loc, AC/2 Loc on Hover, 2 Dmg ea. Right Side poss Motive Crit, Left Side poss Motive Crit
15:13, Today: 1st LT Adam Carlyle rolled 6,9 using 2d6+3,2d6+3. Motive Damage Right Side, Left Side.

2 Damage Right Side
2 Damage Left Side
-1MP, +3 to Driving Skill rolls for rest of engagement

...unless the side hits also end up applying the additional +2 for each and make them even more serious...

Cowboy's AC/2 Ammo Bins Count:
33/45 Regular Rounds

This message was last edited by the player at 19:18, Tue 03 July 2012.
Kitten
GM, 2694 posts
Tue 3 Jul 2012
at 20:06
  • msg #183

Re: Turn 6  Eridani Fire and movement phase

1st LT Adam Carlyle:
...unless the side hits also end up applying the additional +2 for each and make them even more serious...


No, youre sheding left and right armor, but youre very much firing on 'front' arc.
Cprl. Devlin Masters
player, 310 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 3 Jul 2012
at 21:27
  • msg #184

Re: Turn 6  Eridani Fire and movement phase

Devlin circles the Dragon, praying for a lucky shot. He manages to strike with all 3 lasers, but nothing critical is hit.  He lashes out with a foot, hopeing to cause a fall but his momenteum from running cause him to topple.  He head snaps off the backrest and he sees stars and tastes blood from biting his tongue.


F1 L1 F1 R1 F1 R1 end hex 3118 facing NE

Torso twist right
2 MLs and 1 MPL at Dragon

Gunnery 4 + ran 2 - energy wps 1 + Def Mod 1 (- pulse wpns 2) = TN 6+ ( 4+)

16:14, Today: Cprl. Devlin Masters rolled 7,12,11 using 2d6,2d6,2d6. ML#1, ML#2 TN 6+  MPL TN 4+. ALL HIT!!!

16:14, Today: Cprl. Devlin Masters rolled 2,4,3 using 2d6,2d6,2d6. Locations ML#1, ML#2, ML#3. 5 pts to CT (possible Crit) 11 pts to RA

16:17, Today: Cprl. Devlin Masters rolled 7 using 2d6. Determine crit on Torso.
DAMN  No crit.

16:20, Today: Cprl. Devlin Masters rolled 7 using 2d6. Kick on Dragon. Miss!

16:20, Today: Cprl. Devlin Masters rolled 3 using 2d6. PSR for missed kick.
Well, the good rolls couldn't go forever.  FALL!!!

16:25, Today: Cprl. Devlin Masters rolled 4 using 2d6. PSR to avoid pilot damage from fall. And it continues.  OUCH!!!

MW Cade Murphy
player, 97 posts
P:4+ G:5+ M:7+; MIS -1
Wed 4 Jul 2012
at 13:01
  • msg #185

Re: Turn 6  Eridani Fire and movement phase

Cade groans as Wolfman falls to the ground.  With a slight hope to distract the Dragon enough, Cade points everything he has at the dragon and fires, ignoring the growing heat in the cockpit.  Seeing six of the missiles hit helps, but there are still a lot of enemies on the battlefield and from the chatter, not a whole lot of good guys able to fight.
<Orange>

5 LRM5 Target Dragon
Range +2, +5G, +1D, -1M=7+TN
08:46, Today: MW Cade Murphy rolled 5,8,5,7 using 2d6,2d6,2d6,2d6. 4LRM TN7+. 2HIT
08:47, Today: MW Cade Murphy rolled 6,6 using 2d6,2d6. # of missiles.
08:47, Today: MW Cade Murphy rolled 10,4 using 2d6,2d6. location.
So 3 & 3 damage to the LA and RA (10/4 from the left side?)

3 ML Dragon TN10+
All miss

Heat = 2+9+8-10=9
+1 fire / - 1MP
AMMO COUNT: RT:14/24 LT:19/24

Kitten
GM, 2724 posts
Thu 5 Jul 2012
at 16:15
  • msg #186

Re: Turn 6  Eridani Fire and movement phase

It was one of those moment, where you just had to wonder what was happening.  It didnt seem to matter what the rest of the Eridani were doing, the Combine evidently had picked out targets and were firing on them.

The Dragon swung around with the big gun, and shoved it in Wolf's face clearly trying to make an impression on the downsides of have having the audacity to attack the Dragon in such a brazen manner.  There was the sound of thunder and a shuddering explosion against the center mass Wolfman's mech as it erupted in fire the kinetic force of the shot, dropping Wolfman and leaving the taste of blood in his mouth.

Base 4 + 1 Walk + 1 Def Mod. = tn 6+
12:03, Today: Kitten rolled 6 using 2d6. AC 20 tn 6+.
12:03, Today: Kitten rolled 7 using 2d6. AC/20 location.
CT 10 Damage
12:22, Today: Kitten rolled 9 using 2d6. Whitworth CT possible critical tn 8+.
12:22, Today: Kitten rolled 7 using 2d6 with rolls of 6,1. Critical location. (Gyro Damaged)


The Urban mechs behind Wolf take their cue from their commander and distant echos of thunder open up on the Eridani mech as it reels from the Dragon's attack.  Explosions engulf the Whitworth's arms, as each Urbie seems to target a limb to draw and quarter the Eridani mech before letting it crumple into the dirt.

Base 4 + 1 Def Mod = tn 5+
Base 4 + 2 Run + 1 Def Mod + 2 Range + 2 Injury = tn 11+
12:06, Today: Kitten rolled 8,11 using 2d6,2d6. AC /10 tn 5+ and 11+.
12:07, Today: Kitten rolled 11,4 using 2d6,2d6. Locations back armor.  RA and LA 10 damage


The rest of the Eridani were not forgotton.  As Cowboy catchs the wrath of the AMCs volley firing on his position

AMC(1)
Base 4 + 2 Flank + 2 Range + 1 Def Mod = tn 9+
12:10, Today: Kitten rolled 9,8,6 using 2d6,2d6,2d6. (3) LRM 5 tn 9+. (1 hit)

AMC (2~4)
Base 4 + 1 Cruise + 2 Range + 1 Def mod = tn 8+
12:11, Today: Kitten rolled 4,8,10,5,10,4,6,8,10 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6,2d6,2d6. (9) LRM Base tn 8+. (5 hit)

(6) hit # of missiles
12:12, Today: Kitten rolled 4,9,6,7,7,12 using 2d6,2d6,2d6,2d6,2d6,2d6. # of missiles.
2,4,3,3,3,5 damage

12:12, Today: Kitten rolled 6,8,9,7,7,9 using 2d6,2d6,2d6,2d6,2d6,2d6. Location
RT 2
12:26, Today: Kitten rolled 7 using 2d6. Clint RT critical?
LT 4
LL 3
12:26, Today: Kitten rolled 12 using 2d6. Clint LL Critical tn 8+. (blown off)
CT 3+3
12:26, Today: Kitten rolled 5 using 2d6. CT Critical tn 8+.
12:26, Today: Kitten rolled 10 using 2d6. CT Critical tn 8+.
12:32, Today: Kitten rolled 12 using 4d6 with rolls of 5,3,1,3. 2 Engine Criticals.
2 Engine Hit

LL 3

12:28, Today: Kitten rolled 9 using 2d6. 4 point damage location from fall.
LL ~> LT 4 damage


The pair of Hover AMCs are about to open up on the failing clint when a Cicada sprints into their sights.  The pair of Hover Tanks change targets and open up on the speedy Eridani.  Too concerned, perhaps, with the Heavy mech behind her, the Hover Tanks sucker punch the mech with a nasty broadside, that leaves Cowbow wincing, but pretty happy that they werent aimed at him.

(6) LRM 5s
Base 4 + 1 Cruise + 3 Def Mod = tn 8+
12:16, Today: Kitten rolled 10,12,10,10,11,4 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM tn 8+. (5 hits)
12:16, Today: Kitten rolled 4,6,6,8,9 using 2d6,2d6,2d6,2d6,2d6. # missiles . 2/3/3/3/4 Damage
12:16, Today: Kitten rolled 9,7,6,5,5 using 2d6,2d6,2d6,2d6,2d6. location. Right side locations
LT 2
RT 3
RL 3
RA 3
RA 4

This message was last edited by the GM at 16:33, Thu 05 July 2012.
Kitten
GM, 2725 posts
Thu 5 Jul 2012
at 16:22
  • msg #187

End Turn 6 status

Eridani Status

Wild Stallions' Mechs
CallsignSummaryArmorInternalsCriticals

Blueblood
G4 / P6

+1 Tactics
Valkyrie
Move 5/8/5
Heat Sinks 11

Weapons
RA ~ ML (x2)
LT ~ LL

Repair Modifier x1.3
H 8
CT 14 (4)
RT 12 (2)
LT 12 (2)
RA 9
LA 9
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS JJ
RT HS HS (empty)
LT HS HS LL (x2)
RA S U L ML ML
LA S U L H
RL H U L F
LL H U L F

Goth
G5 / P5
+1 Energy
+1 Edge
Cicada-3C
Move 8/12/0
Heat Sinks 11

Weapons
RT PPC

Repair Modifier x1.4
H 9
CT 16 13 (9)
RT 10 1 (6)
LT 10 8 (6)
RA 5 0
LA 5 0
RL 10 7
LL 10
H 3
CT 12
RT 10
LT 10
RA 6 4
LA 6 1
RL 10
LL 10
H -
CT (Empty)
RT PPC (x3)
LT
RA S U
LA S U
RL H U L F
LL H U L F

B.J.
G4 / P5
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL

Repair Modifier x1.45
H 9
CT 18 (9)
RT 17 (5)
LT 17 (5)
RA 14
LA 14
RL 22
LL 22
H 3
CT 14
RT 11
LT 11
RA 7
LA 7
RL 11
LL 11
H
CT
RT HS HS HS HS HS
LT HS HS HS HS HS
RA S U LL
LA S U LL
RL H U L F JJ JJ
LL H U L F JJ JJ

Rookie
G5 / P4
+1 Missiles
Whitworth-1
Move 4/6/4
Heat Sinks 10

Weapons
 H ~ ML
RA ~ ML
LA ~ ML
RA ~ LRM5
RT ~ LRM5
RT ~ LRM5
RT ~ Ammo (21)
LT ~ LRM5
LT ~ LRM5
LT ~ Ammo (20)

Repair Modifier x1.4
H 9
CT 16 (7)
RT 12 2 (6)
LT 12 9 (6)
RA 12 2
LA 12 4
RL 18 15
LL 18 4
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT
RT HS HS L5 L5 Ammo (24)
LT HS HS L5 L5 Ammo (24)
RA S U L ML L5
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Cowboy
G4 / P6
+2 Ballistics
Clint-CLNT-2-4T
Move 6/9/0
     4/6/0
Heat Sinks 10

Weapons
RA AC/2
RA AC/2
RT Ammo (45 39)
CT M Laser

Repair Modifier x1.4
H 9
CT 11 0 (4)
RT 6 0 (4)
LT 6 0 (4)
RA 6
LA 6 2
RL 8 0
LL 8 0
 
H 3
CT 12 4
RT 10 8
LT 10 8
RA 6
LA 6
RL 10 8
LL <s>10 6</s>
H -
CT ML * TWO ENGINE HITS *
RT (Empty)
LT HS
RA S U LA AC/2 AC/2 Ammo
LA S U LA H
RL H U L F
LL H U L F

Backdraft
G4 / P5
+1 CAT
Firestarter-H
Move 6/9/0
Heat Sinks 10

Weapons
VAMS RA
VAMS LA
Flamer CT
Flamer CT
Flamer RA
Flamer LA

Repair Modifier x1.35
H 9
CT 16 6 (6)
RT 11 (5)
LT 11 8 (5)
RA 12 4 (drops off)
LA 12 3
RL 16 6
LL 16 0
H 3
CT 11
RT 8 0
LT 8
RA 6 (drops off)
LA 6
RL 8
LL 8 0
H
CT Flamer Flamer
RT (- - - - -)
LT (- - - -)
RA S U L H VAMS Flamer Hatchet
LA S U L H VAMS Deactivates ~ Flamer
RL H U L F HS
LL H U L F HS

Wolfman
G4 / P5
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ML
RA ~ MPL
LA ~ ML
LT ~ SRM 6
LT ~ Ammo (15)

Repair Modifier x1.4
H 9
CT 17 0 (7)
RT 14 (6)
LT 14 (6)
RA 12 2
LA 12 2
RL 20
LL 20
H 3
CT 12 9
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ML
CT *GYRO HIT*
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L MPL
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

Rabbit
G4 / P4
G7 / P7
+1 Missile
+1 Melee
Valkyrie
Move 5/8/5
Heat Sinks 10

Weapons
RA ~ Med. Laser
RA ~ Med. Laser
CT ~ Med. Laser
LT ~ Streak 2
LT ~ Streak 2
RT ~ Ammo (20)
LA ~ Sword

Repair Modifier x1.3
H 8 6
CT 14 (4)
RT 12 9 (2)
LT 12 (2)
RA 9
LA 9 6
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT JJ ML
RT HS HS Ammo (CASE)
LT HS HS SS2 SS2
RA S U L ML ML
LA S U L H Sword
RL H U L F
LL H U L F

Dom
G5 / P5
G7 / P7
Leadership 2
+1 Edge

Cost (2) Prestige
Stinger-K5
Heat Sinks 10

Weapons
CT ~ SL
RA ~ ML
LA ~ ML

Repair Modifier x2.1
H 6
CT 8 (4 3)
RT 7 (3)
LT 7 2 (3)
RA 6 1
LA 6
RL 7
LL 7
H 3
CT 6
RT 5
LT 5
RA 3
LA 3
RL 4
LL 4
H
CT JJ SL
RT JJ HS HS
LT JJ HS HS
RA S U L ML
LA S U L ML
RL H U L F JJ HS
LL H U L F JJ HS

This message was last edited by the GM at 16:35, Thu 05 July 2012.
Kitten
GM, 2727 posts
Thu 5 Jul 2012
at 16:39
  • msg #188

Mission 10 Epilogue

It looked like the Erdani Offensive was about to have it's back broken when good news finally came over the circuit.

"Blue Blood.  Mission accomplished.  Scratch a half dozen snake tanks.  Crews working on the nuclear power plant have scattered.  Militia foot sloggers are swamping the reactor and the Hoff R&D boys are in there fixing stuff.  E.T.A. to your position five minutes."

It was good news.  With the reactor threat negated, there was room to breath and manuever.  It hurt to admit, but the Eridani had took a beating on this one and it was time to fall back and lick your wounds to avoid a total rout.

<img src="http://rpolportraits.shannara-rose.com/mmc725.jpg align=right>"Right... Fall back.  NOW.  The threat of a nuclear problem has been averted."

The Eridani fell back to regroup, with the Combine in close pursuit.  It didnt last though.  The Urban mechs were ill suited to pursuit, and the timely arrival of Nate and the Regimental Command company dropping out of the sky quickly ends the threat that the Dragon presented.  Nate's Enfocer leads the assault and the AMCs did not scatter and rout quickly were left as burning wreackage in the wake of the quick and brutal battle.

The cost was impressive.  The injuries serious and yes, there were even some fatalities for comrades during this mission but it was over.
This message was last edited by the GM at 16:48, Thu 05 July 2012.
Kitten
GM, 2778 posts
Mon 9 Jul 2012
at 02:16
  • msg #189

End Mission 10 Bookkeeping

1xp Blue Blood No Cost
2xp Goth       No Cost
1xp BJ         No Cost
2xp Rookie     No Cost

2xp Cowboy     368.76 Repairs {2 engine hits 200/ 1.5tons of Armor (15) / 1ton of Internals (16)/Left Leg actuators (23.2), RL Upper/Lower (9.2)}
1xp Amos       No Cost
1xp Backdraft   20 300 Repairs (Missing Leg)

2xp Halo      No Cost
2xp Wolfman   840k C-Bills{Gyro Hit (600)}
2xp Rabbit    No cost
2xp Pong      Mech Cored.  Mech Lost.

1xp Holiday   No Cost
1xp Dom       No cost

Base Pay
Base Pay x 2000 CBills {for (1) Month}

26 000 Blue Blood
22 000 Goth
22 000 BJ
20 000 Cade

23 000 Adam
22 000 Svend

16 000 CBills Halo
22 000 CBills Devlin
18 000 CBills Caitlin

Unit Combat Bonus
124 285 CBills Panther

+15 535 each Mechwarrior
This message was last edited by the GM at 21:02, Tue 10 July 2012.
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