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14:03, 2nd May 2024 (GMT+0)

M9:  Wrath of the Dragon.

Posted by KittenFor group 0
Kitten
GM, 2497 posts
Mon 4 Jun 2012
at 15:48
  • msg #1

M9:  Wrath of the Dragon

Eridani's 6th Recon Company
(Leadership 5)

Wild Stallions (155 tons)
G4/P6 (+1 tac) Blue Blood - Valkyrie-QA
G4/P5 (+1 ngy) Goth - Cicada
G4/P5 (+1 Edg) BJ - Blackjack-1DB

G5/P4 (+1 Msl) Rookie - Whitworth (damaged)
(1) LT LRM destroyed - 18af of damage remaining.

Dancing Horses (110 tons)
G4/P6 (+2 Bal) Cowboy - Clint
G4/P5 (+1 ngy) Joker - Panther
G4/P6 (+1 CAT) Backdraft - Firestarter

Dark Horses (105 tons)
G4/P5 (+1 ngy) Wolfman - Whitworth
G4/P4 (+1 Msl/Melee) Rabbit - Valkyrie
G5/P5 (+2 ngy) Pong - Jenner -F
This message was last edited by the GM at 21:27, Mon 04 June 2012.
Kitten
GM, 2499 posts
Mon 4 Jun 2012
at 21:23
  • msg #2

Re: M9:  Wrath of the Dragon (Prelude)

... 27 Hours after Operation Beach Head ...

News was looking good.  The Federated Suns seemed to be pretty serious about taking Hoff back, and they were putting a good push into the effort.  Over the span of the last few hours, there was a steady stream of Combine/Dragoon transport assets boosting off from the planet.  Tentative outlook was feeling almost too good to be true.  Was it possible that the planet had waited out the siege, with no small part of the credit being given to the Eridani Mercenary Unit?

The news was filtering through the narrow halls of the O.K. Corral dropship, home to the 6th Recon company.  Small stashes of alcohol were being broken out and shared in pre-emptive celebration when Captain Schmidt was not about to witness it.

The Captain wanted things quickly put in order in case they were needed to go back into action.  He was a ruthless taskmaster, and was on Scooter's heels to get as many of the mechs put together as possible.  A little over 24 hours later, and as much as could humanly be done was done.  Supplies were limited on the Dropship, but damage was lighter than expected, and Scooter had a good eye for what was needed and took it along before boosting off from the Starport.

What remained to be done, needed to wait for proper parts or tools.  Double and Triple shifts of repairs were starting to take their toll on the Tech crew, and a general 'rest' break was called for after the majority of the work was done.  As news of the Combine's withdrawal was confirmed and spread, the priority shifted from pushing over worked technicians that might make expensive mistakes while fatigued from work to bed.

It was almost starting to look as if too good to be true, was true.  'Almost...'.
Kitten
GM, 2506 posts
Tue 5 Jun 2012
at 14:33
  • msg #3

Re: M9:  Wrath of the Dragon (Prelude)

The Crew of the OK Corral kept themselves busy monitoring the coming and goings of various Combine dropships and inbound Davion units.  No one was really looking to get into a messy fight.  While the Combine ground units were worn out and in need of rest, there was nothing wrong with their naval assets.

Davion command choose to cut them a wide path, allowing them to depart while allowing them to drop fresh units on Hoff with little to no interference from the Combine units.

The Technical crew was strung out in various bunks or cozied up on the bay floor to catch some much needed rest as the liklihood of combat became less likely the need for sleep moved up on the priority of things to be done.

Injured mechwarriors we given medical attention (heal one point of damage and remaining damage moved to the 'end' of of the line where it has the least effect) and afforded what rest was available.

A priority encrypted communication is sent to the OK Corral from an orbiting Dragoon Dropship with the nav identification of 'Wolfs Den'.  Theres a 'long' discussion as the communications is quickly shared with the Dropship Captain, 6th Company's Brevit major (there is only one captain on a naval ship), and Davion's Command and Control for the relief effort engaging Hoff.

Exactly 12 minutes after the communications comes in, the lighting in the station dims and the red battle hued lights come on accompanied by the sounds of the battlestation alarms.

* All hands on deck * Mechwarriors report to your mechs * Support Crews prep mechs for combat drop *

Three minutes later the OK Corral had plotted a course and burnt fuel to make low orbit.  Hovering in low atomospher they held steady as a squadron of Davion Corsairs made certain that nothing interferes with the combat drop.  During that time Brevit Major Schmidt makes his usual briefing to the troops...
MW Marcus Brody
player, 78 posts
Ping Pong
Wed 6 Jun 2012
at 11:55
  • msg #4

Re: M9:  Wrath of the Dragon (Prelude)

Marcus waited stolidly for the briefing.
Kitten
GM, 2511 posts
Wed 6 Jun 2012
at 14:25
  • msg #5

Re: M9:  Wrath of the Dragon (Prelude)

Someone... was in a serious rush, since the briefing was being conducted as the mechs were being buttoned up for a combat drop.  Massive coocoons were being secured around the mechs being dropped.  The briefing was being conducted in the dim lighting of the cockpit ready lights.

With the heat and ventillation vents covered, the cramped cockpits start to get warm and the air stale.  Likely psychosomatic, it was too early for that, but combat drops like these were rarely pleasant.

Blue Blood's image appears on the screen and the briefing is quick and to the point.

<http://rpolportraits.shannara-rose.com/mmc725.jpg align=left>  "This is Major Johan Jakob Hinklemeyer-Schmidt.", there was a pause for a moment, as if he were savoring the sound of that title, temporary though it might be.

"We have a priority rush drop mission.  Briefing will be quick and short.  The Snakes have all but given up on Hoff and are departing.  We have word from the Dragoons, that a radical element of the Combine is not willing to just 'let' the planet go.  We are being deployed in a two prong attack.

Lt. Day, supported by the LAM lance, will drop and engage the command units responsible for this atrocity.  Take them alive if possible, dead is just as nice as far as i'm concerned.  (Lacking a BM, their success or failure will be a reflection of the rest of the units progress)

The rest of us are making combat drops to engage units preparing the nukes for deployment.  Units are departing the space port to assist, but are expected to be in position and drop too late to assist, so it's us or no one.  Flak fire is expected.  Cant be helped.  NAV point is being downloaded.

Orders are to engage with extreme prejudice, no quarter is expected, none shall be offered."




Kitten Drop rules.
1)  Each mech droping will be subject to (4) flak rounds (tn 8+ to hit you)

2)  Each hit will inflict (5) points of damage and add +1 to your pilot roll to land 'on target'.

3)  The re-entry coocoon will absorb 10 points of flak damage before being rendered useless.

4)  Pilots need to make a pilot roll at penalty +1, and modified by damage to land 'on target'.  (Mech will scatter d6 hexs for each point this roll is missed by)

5)  Pilot needs to make a pilot roll (modified by damage) to land 'safely' otherwise they take a three level fall.  Mechs with jump jet are at a -1 tn bonus to make this roll for a safe landing.




Flak Gun Results...

Wild Stallions
Blue Blood (+3 Pilot roll)(takes 5 damage CT)
Goth (+3 Pilot roll) (takes 5 damage RT)
BJ (+2 Pilot roll)
Rookie (no adjustments)

Cowboy (no adjustments)
Backdraft (+3 Pilot roll) (takes 5 damage LL)

Wolfman (+1 Pilot roll)
Rabbit (+2 Pilot roll)
Pong (+1 Pilot roll)


quote:
10:32, Today: Kitten rolled 7,6,9 using 2d6,2d6,2d6. Damage location BB, G, BD.

10:28, Today: Kitten rolled 8,7,7,2 using 2d6,2d6,2d6,2d6. Pong's Flak (tn 8+).
10:28, Today: Kitten rolled 11,4,8,2 using 2d6,2d6,2d6,2d6. Rabbit's Flak (tn 8+).
10:28, Today: Kitten rolled 6,7,5,8 using 2d6,2d6,2d6,2d6. Wolfman's Flak (tn 8+).
10:27, Today: Kitten rolled 10,11,4,11 using 2d6,2d6,2d6,2d6. Backdraft's Flak (tn 8+).
10:27, Today: Kitten rolled 7,6,3,7 using 2d6,2d6,2d6,2d6. Cowboy's Flak (tn 8+).
10:27, Today: Kitten rolled 4,4,3,3 using 2d6,2d6,2d6,2d6. Rookie's Flak (tn 8+).
10:27, Today: Kitten rolled 7,12,6,9 using 2d6,2d6,2d6,2d6. BJ's Flak (tn 8+).
10:26, Today: Kitten rolled 9,9,10,6 using 2d6,2d6,2d6,2d6. Goth's Flak (tn 8+).
10:26, Today: Kitten rolled 11,8,7,8 using 2d6,2d6,2d6,2d6. Blueblood's Flak (tn 8+).





Pilot rolls needed (If you believe i've miscalculated your target numbers please say so and i will review the numbers)

Land on   Safe    Pilot
Target   Landing
tn 10+  6 tn 8+ ok Blue Blood
tn  9+    tn 8+    Goth
tn  5+ ok tn 3+ ok Rookie

tn  7+ ok tn 6+ ok Cowboy
tn 10+  4 tn 8+ ok Blackdraft (scatters 4d6 hexs)

tn  7+ ok tn 5+ ok Wolfman
tn  7+ ok tn 5+ ok Rabbit
tn  7+ ok tn 6+ ok Ping Pong


Make your rolls.  If you land on target, you get to pick where you drop on a 'blank' map.  Enemy units are placed before you land, but revealed after you land/scatter.
This message was last edited by the GM at 23:05, Sat 09 June 2012.
MW Caitlin Mallory
player, 369 posts
Callsign: Rabbit
Wed 6 Jun 2012
at 14:57
  • msg #6

Re: M9:  Wrath of the Dragon (Prelude)

Caitlin hoped Jakobs promotion was a way that the Eridani leadership hoped to get him out of being in charge of combat operations. Promote him to a desk where he might be effective. She almost fell asleep during BlueBloods self promoting briefing when her eyes flashed wide open. "Preparing nukes?" she thought to herself. She looked to the others to see if they heard what she thought she heard. Even the dragons weren't that insane. Kentares IV had cost them dearly, she didn't think they'd be stupid enough to deploy the one thing that might start a war between every successor state and the combine.

And then they were in the pilots compartment. Waiting for another drop. Rabbit didn't fear the drop. She enjoyed it. Nothing quite like a combat drop to prove your skill and command in piloting your Mech...plus with the laser and sword removed, her Mech felt more nimble to the touch. She winced as the flak cannon hit the cocoon, but a touch on the guiding thrusters brought the drop pod back on course. As it reached the prearranged target area, Rabbit hit the thrusters, guiding her Valkyrie to an easy landing despite some rough turbulence caused by the drop pod rockets, to end up directly on target.

"Rabbit is down and safe."

09:42, Today: MW Caitlin Mallory rolled 11 using 2d6. Pilot Landing check 7+.
09:55, Today: MW Caitlin Mallory rolled 6 using 2d6. Safe landing. 5+
1st LT Adam Carlyle
player, 663 posts
Callsign: Cowboy
Wed 6 Jun 2012
at 15:44
  • msg #7

Re: M9:  Wrath of the Dragon (Prelude)

Reapers mech was still opened up so he wasn't going to be able to come along and Joker's Pather had her torso voluntarily opened up to identify the structural differences between his and Oliver's sinks.  Cowboy nodded his head in understanding as he hopped into his Clint and ran over the initialization procedures.  Even the engine shielding had been repaired which surprised him when the gauges all came back in the green.  Looking over to Svend he simply said, "We hit the ground running and we don't stop till the snakes head is rolling."

When nukes were mentioned and Halo and the LAM's being deployed to take out the command element he brought up a private comm to Holiday in her LAM, "Keep her safe Holly, and good luck."

Dancing Horses were a rapid response company...or they were before being decimated.  With practiced hands Cowboy had planned his landing vector and tapped his thrusters a few times during the fall to make himself a more difficult target for the flak guns.  As they burned hard to cut the velocity the pod hit the ground hard and popped away from his mech, autocannosn being brought up and targeting systems going live within seconds, "Cowboy is down and Dancing Horses are engaging."

10:57, Today: 1st LT Adam Carlyle rolled 9,8 using 2d6,2d6. Stay on Target, Watch the Speed bump. Success, Success.
MW Svend Nemerson
player, 182 posts
Callsign: Backdraft
Ex-Arena Pilot
Wed 6 Jun 2012
at 16:45
  • msg #8

Re: M9:  Wrath of the Dragon (Prelude)

Svend looked at the displays with increasing disdain. The flak guns had seemed to know which of the multiple drop containers he was in and unleashed a brutal assault. His mech rocked as the guns beat down the defensive barrier that protected him. He suddenly had a sharp sensation of uncontroled list and realised his auto pilot and secondary thrusters had been damaged. He was not a drop pilot, not used to the controls. He watched as his intended point of land went farther and farther away on the screen and he hoped it was not the middle of an enemy lance.

He felt more comfortable as he got closer to the ground as it felt like he was using very powerful jumpjets. He turned the nozzles to slow the landing and at the very last moment was able to ease her down. Breaking away from the drop equipment, he radioed in his position to Cowboy.

"Cowboy, this is Backdraft. Touched down safely, but with flak damage to my leg. Navigation was damaged and I show that I may be half a klick off course. Waiting for secondary systems to calibrate. Instructions?"


10:17, Today: MW Svend Nemerson rolled 8 using 2d6. Safe Landing.
09:36, Today: MW Svend Nemerson rolled 6 using 2d6. Pilot Landing check, TN10.
Cprl. Devlin Masters
player, 286 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 6 Jun 2012
at 19:22
  • msg #9

Re: M9:  Wrath of the Dragon (Prelude)

It had been a while since they did a hot drop and Devlin was a little rusty.  Not so rusty that he couldn't hit his target or make it without damage, but it was closer than he would have liked.

Wolfman down and operational


14:19, Today: Cprl. Devlin Masters rolled 7,5 using 2d6,2d6. On Target 7+  Safe Landing 5+.


This message was last edited by the player at 19:22, Wed 06 June 2012.
MW Marcus Brody
player, 79 posts
Ping Pong
Thu 7 Jun 2012
at 11:54
  • msg #10

Re: M9:  Wrath of the Dragon (Prelude)

04:52, Today: MW Marcus Brody rolled 7,11 using 2d6,2d6. Piloting.

"Command, Ping Pong down and in position."
MW Cade Murphy
player, 65 posts
P:4+ G:5+ M:7+; MIS -1
Thu 7 Jun 2012
at 12:40
  • msg #11

Re: M9:  Wrath of the Dragon (Prelude)

Cade was in the Mech bay watching the repairs when the sound to battle stations went off.  He was still frazzled from the previous battle at the star port, and was going over the battle in his mind.  Out of position, exposed, and getting lit up.  He climbed into his mech and walked through the pre-launch check list automatically, not really paying attention to much of anything.  He glazed over the briefing and finally came back to when the flak guns starred going off.

Adrenaline spikes and Cade checks his nav computer, his mark is off, however he makes the necessary adjustments to get back in line.  He blows the jump jets perfectly for a semi-soft landing.  "Rookie is down and in position", he echoes into his unit's com frequency as he walks his mech off the landing area and into a supporting position, scanning the surrounding area.

[OOC:

08:04, Today: MW Cade Murphy rolled 10,9 using 2d6,2d6. tn  5+    tn 3+    Rookie.
/OOC]

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 323 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Fri 8 Jun 2012
at 05:27
  • msg #12

Re: M9:  Wrath of the Dragon (Prelude)

Johan's Valkyrie took a bit of nasty damage as he descended, but it really couldn't be helped.  In the end, it knocked him a bit out of the position, but at least he managed to land his mech on its feet...thanks, in no small part, to the jumpjets that provided at least a little bit of manuveurability in the air.  "Blue Blood here, let's make this happen!"

22:24, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 4,8 using 2d6,2d6. on target; safe landing.
Kitten
GM, 2515 posts
Sat 9 Jun 2012
at 23:08
  • msg #13

Re: M9:  Wrath of the Dragon (Prelude)

Black Jack, is going to be a no sure for this mission.  I'm going to presume that Camille has too much on her plate to participate as well since she's missed drop rolls.

Players missing can be presumed to have dropped with Halo, or to fabricate their own excuse for missing the mission.

Map being generated, and will be posted soon for you to pick where you would like to land.





Land on   Safe    Pilot
Target   Landing
*tn 10+  6 tn 8+ ok Blue Blood
*tn  5+ ok tn 3+ ok Rookie

*tn  7+ ok tn 6+ ok Cowboy
tn 10+  4 tn 8+ ok Blackdraft (scatters 4d6 hexs)

*tn  7+ ok tn 5+ ok Wolfman
tn  7+ ok tn 5+ ok Rabbit
*tn  7+ ok tn 6+ ok Ping Pong


Total weight.
70 tons Wild Stallions
75 tons Dancing Horses
105 tons Dark Horses
250 tons total for two lances.




Map
http://www.angelickitten.com/rpol/mw/wotd/setup.jpg

The Dark Black Area is the enemy setup zone and the area of engagement.

If you are outside of this area, your leadership does not count, and your mech is not considered 'engaged' for purposes of calculating target rolls for intiative.

If you are outside of this area, you automatically lose intiative.

The only reason to be outside this area, is if you are disengaging and fleeing.

Being outside the area is 'bad'.

There is a level 2 Hardened building (120cf) on the map.  This building has a pair of Flak guns that will be able to direct fire on unit any units on the map as if they were in short range.

The Building is not armored.  Any hits on the building have a chance of taking one of the flak guns out.  (tn 8+)

There is a lance of mechs and a lance of vehicles on the map.




Pick your target hex.  If you landed 'on target', you will only scatter 0~2 hexs from your target hex.  If you missed your on target roll, you will scatter d6 hexes for each point you missed the roll by.  I believe everyone landed 'safely' so no one is prone or needs to make checks for pilot damage.
This message was last edited by the GM at 13:58, Mon 11 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 324 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Sun 10 Jun 2012
at 04:27
  • msg #14

Re: M9:  Wrath of the Dragon (Prelude)

OOC: Uh, Johan missed the jump by as much as 6d6 hexes...or around 21 on average...does that mean he's not even going to be in the fight at all?
Kitten
GM, 2518 posts
Sun 10 Jun 2012
at 12:01
  • msg #15

Re: M9:  Wrath of the Dragon (Prelude)

Capt. Johan Jakob Hinklemeyer-Schmidt:
OOC: Uh, Johan missed the jump by as much as 6d6 hexes...or around 21 on average...does that mean he's not even going to be in the fight at all?


Depends how i roll for scatter, it might be 'low', so it might not be too bad.  Adam has some decent leadership to hold the line till you get back into it.
This message was last edited by the GM at 12:02, Sun 10 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 325 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Sun 10 Jun 2012
at 20:25
  • msg #16

Re: M9:  Wrath of the Dragon (Prelude)

OOC:  Since I'm so far off, I'm going to opt to deploy in the very center.  Backdraft should do likewise, but perhaps at just one hex off so we would be in the exact same space.  The rest of the group should deploy in the northwest and use the trees as cover while destroying the structure from distance.

Deploy at 2625 (target)
Cprl. Devlin Masters
player, 287 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Sun 10 Jun 2012
at 21:55
  • msg #17

Re: M9:  Wrath of the Dragon (Prelude)

Wolfman lands at 0629 facing NE
MW Marcus Brody
player, 80 posts
Ping Pong
Mon 11 Jun 2012
at 10:28
  • msg #18

Re: M9:  Wrath of the Dragon (Prelude)

Marcus at 1510 SE.
MW Cade Murphy
player, 66 posts
P:4+ G:5+ M:7+; MIS -1
Mon 11 Jun 2012
at 12:28
  • msg #19

Re: M9:  Wrath of the Dragon (Prelude)

Rookie lands at 1507, facing SE.
1st LT Adam Carlyle
player, 667 posts
Callsign: Cowboy
Mon 11 Jun 2012
at 13:45
  • msg #20

Re: M9:  Wrath of the Dragon (Prelude)

Cowboy deploys 2637 facing North ideally.
MW Svend Nemerson
player, 186 posts
Callsign: Backdraft
Ex-Arena Pilot
Mon 11 Jun 2012
at 16:53
  • msg #21

Re: M9:  Wrath of the Dragon (Prelude)

Backdraft deploys 2835, NW
Cprl. Camille Sforza
player, 576 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Tue 12 Jun 2012
at 01:19
  • msg #22

Re: M9:  Wrath of the Dragon (Prelude)


Safely Lands "1" off target.

Landing 1006


03:15, Today: Cprl. Camille Sforza rolled 8,8 using 2d6,2d6. possible landing sequence.
MW Caitlin Mallory
player, 370 posts
Callsign: Rabbit
Tue 12 Jun 2012
at 02:49
  • msg #23

Re: M9:  Wrath of the Dragon (Prelude)

Rabbit at 1131 facing NE
Kitten
GM, 2520 posts
Tue 12 Jun 2012
at 03:47
  • msg #24

Re: M9:  Wrath of the Dragon (Prelude)

The Combine defensive flak gun spat little burst of small munitions that intercepted the speeding targets of the Eridani mechs as they started to make planet fall.  Even under the duress of enemy fire hammering away at their cocoon's the Eridani all manage to make planetfall safely.  Perhaps not where they were looking to land, but intact.




Target 2625*  Landed 0322sw BlueBlood * OUTSIDE *
Target 1006*  Landed 0805se Goth * OUTSIDE *
Target 1507se Landed 1606se Rookie
quote:
23:29, Today: Kitten rolled 5,2 using d6,d6. Scatter/Distance Blueblood. (sw 2~> 2426)
23:29, Today: Kitten rolled 1,6 using d3,d6. Scatter/Distance Blueblood. (nw 6~> 1823)
23:30, Today: Kitten rolled 2,3 using d2,d6. Scatter/Distance Blueblood  (sw 3~> 1525)
23:30, Today: Kitten rolled 1,6 using d2,d6. Scatter/Distance Blueblood. (nw 6~> 0922)
23:30, Today: Kitten rolled 2,3 using d2,d6. Scatter/Distance Blueblood. (sw 3~> 0623)
23:31, Today: Kitten rolled 1,3 using d2,d6. Scatter/Distance Blueblood. (nw 3~> 0322)
23:25, Today: Kitten rolled 6,2 using d6,d6. Scatter Direction/Distance Goth.
23:23, Today: Kitten rolled 2,1 using d6,d3-1. Scatter Direction/Distance  Rookie.
23:47, Today: Kitten rolled 5,3 using d6,d6. Facing for BB and Goth.


Target 2637n  Landed 2537n  Cowboy
Target 2835nw Landed 1937nw Backdraft
quote:
23:23, Today: Kitten rolled 6,1 using d6,d3-1. Scatter Direction/Distance  Cowboy.
23:26, Today: Kitten rolled 5,2 using d6,d6. Scatter Direction/Distance Backdraft. (sw 2~> 2636)
23:26, Today: Kitten rolled 1,2 using d3,d6. Scatter Direction/Distance Backdraft. (nw 2~> 2435)
23:27, Today: Kitten rolled 2,4 using d2,d6. Scatter Direction/Distance Backdraft. (sw 4~> 2037)
23:27, Today: Kitten rolled 1,1 using d2,d6. Scatter Direction/Distance Backdraft. (nw 1~> 1937)


Target 0629ne Landed 0629ne Wolfman
Target 1131ne Landed 1030ne Rabbit
Target 1510se Landed 1609se Ping Pong
quote:
23:23, Today: Kitten rolled 6,0 using d6,d3-1. Scatter Direction/Distance  Wolfman.
23:23, Today: Kitten rolled 6,1 using d6,d3-1. Scatter Direction/Distance  Rabbit.
23:23, Today: Kitten rolled 2,1 using d6,d3-1. Scatter Direction/Distance  Ping Pong.


Total weight.
110 tons Wild Stallions
 75 tons Dancing Horses
105 tons Dark Horses
290 tons total for two lances.

http://www.angelickitten.com/rpol/mw/wotd/turn1.jpg

Goth is a late addition and as such her position is not on the map will work on fixing that on next update, it's too late to do now, i'm off to bed.
This message was last edited by the GM at 16:14, Tue 12 June 2012.
Kitten
GM, 2522 posts
Tue 12 Jun 2012
at 04:20
  • msg #25

Re: M9:  Wrath of the Dragon (Prelude)

Primary Objective ~ Elimination of the Combine Dragon Mech
(Major ~ L7) Dragon    worth 3xp + 9 unit xp + 10% value

Secondary Objective ~ Elimination of all Combine Units

(1st Lt ~ L5) Panther   worth 1xp + 3 unit xp +  5% value
(Sgt ~ L3) Urbanmech worth 1xp + 3 unit xp +  5% value
(Cprl~ L2) Urbanmech worth 1xp + 3 unit xp +  5% value

(Sgt~L3)
H. Track AMC worth 0xp + 2 unit exp + 5% value
H. Track AMC worth 0xp + 2 unit exp + 5% value

(Cprl~L2)
H. Track AMC worth 0xp + 2 unit exp + 5% value
H. Track AMC worth 0xp + 2 unit exp + 5% value

(Cprl~L2)
H. Hover AMC worth 1xp + 2 unit exp + 5% value
H. Hover AMC worth 1xp + 2 unit exp + 5% value

(Values are doubled if salvagable)

Tertiary Objective - Preserve the unit.
-2 Base Pay Modifier for medium mechs defeated
-1 Base Pay Modifier for light mechs defeated




We are at turn One.  Please roll Pilot chect at +3 for Intiative.

I believe Adam has a Leadership of 4, so players need a pilot roll +3 to gain intiaitve.

Blueblood (Leadership 5) and Goth are out of the combat zone, and as such, automatically lose intiative this turn.

Tentative schedule of turns.
06/12 ~ Player intiative/losing Eridani move
06/13 ~ Combine Op Force moves (map updated)
06/14 ~ winning Eridani move ~ All Eridani Attack
06/15 ~ Combine Op Force attack (damage tables updated)

The time table will be extended a day if more than half the unit misses the schedule of turns.  If this happens i will accept officer actions for tardy unit members.
This message was last edited by the GM at 02:57, Wed 13 June 2012.
MW Marcus Brody
player, 81 posts
Ping Pong
Tue 12 Jun 2012
at 12:42
  • msg #26

Re: M9:  Wrath of the Dragon (Prelude)

14:39, Today: MW Marcus Brody rolled 8 using 2d6. Init = Pass.

It was difficult to sort through all the signatures while landing without jets, but Marcus managed, if barely, but he did, and zoomed in on his chosen target.
Cprl. Camille Sforza
player, 577 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Tue 12 Jun 2012
at 12:59
  • msg #27

Re: M9:  Wrath of the Dragon (Prelude)

she landed off mark, but her first steps were taken immediately after her coccoon fell apart around her, speeding southways around the lake to her east.


init: failed.

Right turn 1
Forward 3
Left turn 1
Forward 4

End hex: 1210 SE
Def: +3

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 327 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Tue 12 Jun 2012
at 15:15
  • msg #28

Re: M9:  Wrath of the Dragon (Prelude)

Johan quickly surveyed his company's positions and cursed.  The damn drop had scattered all of the mechs to the four winds...until they can regroup, it looked like every mech for his/herself.  From an optimistic point of view, they at least were flanking the enemy....  "Blueblood checking in.  PPC and large laser units, move to try to clear the woods surrounding the Urbanmechs.  At distance, you won't be hitting them to good effect anyways."

Initiative: lost
Movement: L1, F2, L1, F4 to 0726SE (+2 def)

This message was last edited by the player at 22:40, Tue 12 June 2012.
1st LT Adam Carlyle
player, 670 posts
Callsign: Cowboy
Tue 12 Jun 2012
at 15:27
  • msg #29

Re: M9:  Wrath of the Dragon (Prelude)

With a satisfying thump Cowboy's drop pod landed solidly before parting away for his Clint to advance on the enemy.  His autocannons were already spinning up as the building in the distance loomed with the dual flak guns that had begun to track the Eridani flipping to encrypted comms he sent a pulse to the company with a half amused smile, "Cowboy here, looks like were bitch slapping the Combine with an open hand on this deployment.  As soon as Blueblood and Goth advance into range they'll have operational."

11:17, Today: 1st LT Adam Carlyle rolled 10 using 2d6. Initiative, Round 1, TN9+. Success.
OOC: You are not the only one Johan, still have a blank map when I open on this end as well.

MW Svend Nemerson
player, 188 posts
Callsign: Backdraft
Ex-Arena Pilot
Tue 12 Jun 2012
at 19:32
  • msg #30

Re: M9:  Wrath of the Dragon (Prelude)

Svend landed with a thunk not too far off course and quickly wheeled his mech around to get into better position for the fight.



Initiative: Failed!
14:28, Today: MW Svend Nemerson rolled 4 using 2d6. Initiative.

Move-Run
Right 2
Forward 7
End 2633 NE(+3 Def)

VAMS set to active mode

MW Cade Murphy
player, 67 posts
P:4+ G:5+ M:7+; MIS -1
Tue 12 Jun 2012
at 19:37
  • msg #31

Re: M9:  Wrath of the Dragon (Prelude)

Cade is happy where he landed.  He has a nice screen of trees in front of him and a decent line on the flack gun.  Seeing how scattered everyone is brings a frown to his face as he moves his mech into gear.

Run 6.
TL, F1, TR, F3 = 2007 SE
Total Move:4
Def:+1

Cprl. Devlin Masters
player, 288 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 12 Jun 2012
at 20:51
  • msg #32

Re: M9:  Wrath of the Dragon (Prelude)

Devlin is happy to see Rabbit land close by. He locates the rest of the unit and the enemy an prepares to give them hell.</blue>


15:50, Today: Cprl. Devlin Masters rolled 9 using 2d6. Devlin Init .
PASS

MW Caitlin Mallory
player, 372 posts
Callsign: Rabbit
Tue 12 Jun 2012
at 23:27
  • msg #33

Re: M9:  Wrath of the Dragon (Prelude)

Caitlin bashed the sensor console, since it wasn't giving any sign of anyone being in the immediate surrounds, yet she saw Wolfman land close to her. As the display sparkled to life she let go a silent "wow" as she saw the Dragon of the enemy commander. Even if every Mech in the 6th was here, it was not going to be an easy fight.

18:24, Today: MW Caitlin Mallory rolled 9 using 2d6. Initiative. PASS

Kitten
GM, 2530 posts
Wed 13 Jun 2012
at 03:17
  • msg #34

Re: M9:  Wrath of the Dragon (Prelude)

Player movement status

Blueblood - R +2 Def Mod. - 0726se
Goth - R +3 Def Mod. - 1210se
Rookie - R +1 Def Mod. - 2007se

Cowboy - won intiative pending.
Backdraft - R +3 Def Mod. -

Wolfman - won intiative pending.
Rabbit - won intiative pending.
Pong - won intiative pending.




Combine movement status
(Footnote Op Force modifications/variants have not been identified!)

Dragon - R +3 Def Mod. - F3 R1 F4 2817 nw
Panther - R +2 Def Mod. - F3 R1 F2 3119 nw
Urbie 1 - * +1 Def Mod. - 2514s
Urbie 2 - J +2 Def Mod. - 2542nw

H. Hover (x2) - F +4 Def Mod - F10 L1 2710nw
H. Track (x2) - C +1 Def Mod - L1 F4 2626s
H. Track (x2) - F +3 Def Mod - F1 R1 F6 2928s




Eridani please move remaining units and take your weapon fire.

http://www.angelickitten.com/rpol/mw/wotd/turn2.jpg
This message was last edited by the GM at 03:21, Wed 13 June 2012.
Cprl. Camille Sforza
player, 578 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Wed 13 Jun 2012
at 04:45
  • msg #35

Re: M9:  Wrath of the Dragon (Prelude)


A stream of particles gushed out of Camilles Cannon and far off of her target, the northern urbanmech.

She had not however expected to hit it.



Weapons fire.
target: Urbanmech 2
Range: 13
PPC - Long
G+spec 4 +2 (ran) +2 (target) +4 (range) = 12+

Heat: 1

MW Marcus Brody
player, 82 posts
Ping Pong
Wed 13 Jun 2012
at 10:12
  • msg #36

Re: M9:  Wrath of the Dragon (Prelude)

Run 8 to 2413. Def +4.

Marcus trotted forward to bring the stationary Urbanmech into his preferred range- point blank, and fired a somewhat disappointing volley at it.

11:51, Today: MW Marcus Brody rolled 5,2,8 using 2d6,2d6,2d6. Attack.
One hit.

Cprl. Devlin Masters
player, 289 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 13 Jun 2012
at 13:15
  • msg #37

Re: M9:  Wrath of the Dragon (Prelude)

Dvlin takes off at a run the direction all the mechs are going.


Run forward 6
end 1326 facing NE

No Shot

MW Caitlin Mallory
player, 374 posts
Callsign: Rabbit
Wed 13 Jun 2012
at 15:00
  • msg #38

Re: M9:  Wrath of the Dragon (Prelude)

Rabbit moved forward as fast as the actuators would work. She could see she might not be in with much of a chance of getting the bigger mechs, but the APC's might be worth a shot. The quick run threw her aim off. She was nowhere close to hitting the enemy APCs.

Move f6 to 2727NE

Fire at Track APC 2626S
Med Laser
Range 9 hexes +4
Rabbit run +2
Def Mod +1
Terrain +1
Accuracy 4
TN=12+
09:54, Today: MW Caitlin Mallory rolled 10 using 2d6. Laser. FAIL
09:54, Today: MW Caitlin Mallory rolled 4 using 2d6. Laser FAIL

Streak SRM-2
Range 9 hexes +4
Rabbit run +2
Def Mod +1
Terrain +1
Accuracy 4
TN=11+
09:59, Today: MW Caitlin Mallory rolled 3 using 2d6. SRM-2. FAIL
09:59, Today: MW Caitlin Mallory rolled 3 using 2d6. SRM-2. FAIL

Heat generated = 8
Heat disipated = 10
net Heat = 0

MW Svend Nemerson
player, 189 posts
Callsign: Backdraft
Ex-Arena Pilot
Wed 13 Jun 2012
at 15:42
  • msg #39

Re: M9:  Wrath of the Dragon (Prelude)

No shots
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 329 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Wed 13 Jun 2012
at 19:24
  • msg #40

Re: M9:  Wrath of the Dragon (Prelude)

Due to getting hit on the way down, Johan finds himself more out of position than he had hoped and could only watch as the rest of his unit began to engage the enemy.

Attacks: no shots
1st LT Adam Carlyle
player, 675 posts
Callsign: Cowboy
Thu 14 Jun 2012
at 02:00
  • msg #41

Re: M9:  Wrath of the Dragon (Prelude)

Cowboy figured simply strolling along wouldn't be the best idea but he didn't want to get too close to the AMC's without knowing if they were loaded to bear with SRM racks.  Throttling up he put his Clint out at about 100 meters from the AMC's as his autocannons whirred up and the laser charged for a pulse.  The laser passed harmessly over the AMC but the autocannons deadly fire zeroed in on the building with ease.  Minor damage to the building considering its hardened nature but more than enough to strip off one of the two deadly flak cannons, "One down, one to go..."

---

Run, Forward 7, End 2630 Facing N {+3}

To Hit: (AC/2 x2) Flak Cannon Building  Base 2 + Move 2 + Range 2 - Target 4 = TN2+
        (Medium) H. Track 2626          Base 4 + Move 2 + Range 2 + Target 1 + Secondary 1 = TN10+
Heat: 5 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

Autocannons automatically hit on 2+, Chance to destroy Flak Cannons:
21:56, Today: 1st LT Adam Carlyle rolled 10,6 using 2d6,2d6. TN8+ to destroy flak cannons. 1 Positive Hit
21:55, Today: 1st LT Adam Carlyle rolled 5 using 2d6. Medium vs AMC TN10+. Miss


1 Flak Cannon Destroyed
4 Damage to Hardened Building


Cowboy's AC/2 Ammo Bins Count:
43/45 Regular Rounds

MW Cade Murphy
player, 68 posts
P:4+ G:5+ M:7+; MIS -1
Thu 14 Jun 2012
at 12:12
  • msg #42

Re: M9:  Wrath of the Dragon (Prelude)

The Rookie was about to fire at the Flak Cannon when he sights the Urban Mech.  With a sigh he tracks his missiles on it and fires.  A groan of disappointment along with a sting of curses escapes his lips as each volley misses.


Range 7
4 LRM 5 (RA,RT,LT,LT)
DEF 2 + 5 GUN -1 MIS + 2 Run + 0 Short = 9
08:11, Today: MW Cade Murphy rolled 6,6,7,5 using 2d6,2d6,2d6,2d6. Urban Mech RA,RT,LT,LT LRM5 TN9.

MISS.
10 heat.

This message was last edited by the player at 13:35, Thu 14 June 2012.
Kitten
GM, 2536 posts
Fri 15 Jun 2012
at 14:35
  • msg #43

Re: M9:  Wrath of the Dragon (Prelude)

Perhaps not completely on target, the Eridani come down safe and sound.  Some with tatters of what remains of their cocoon's others, blessed by fate are untouched, have their cocoons fall away.  Almost instantly they come out shooting forming up with what ever allies are nearby to put weapon fire on the defending Combine units.  The favor is returned as the weapon fire is exchanged in a quick flurry of shafts lasers, plumes of missiles, and thunder of autocannons.

Little damage is actually inflicted by the Eridani, though the Dancing horses do manage to take out one of the Flak Guns that have been giving them so much grief as they make planetfall.

Blue Blood - No shot
Goth - Misses with PPC - (+1 Heat)

Cowboy - Takes out Flak Gun #1
(There is a 50% chance that future critical hits will be applied to the damaged Flak Gun.  This will be rolled by me after all Eridani Fire.)
Backdraft - No shot

Wolf - No shot
Rabbit - Misses with weapons
Pong - Hit with (1) ML - (+1 Heat)




Combine counter fire is more coordinated and on target.  Firing from prepared positions they inflict notable damage on the Eridani.  The Mech lance supported by a pair of Hover AMCs inflict damage on Ping Pong and the Rookie.

The Dancing Horses take their share of attention as the Flak Guns line up on Cowboy, exchanging weapon fire, they give as good as they received.  Backdrafts VAMS tracks and fires on the first of many missiles in bound on his mech, shooting down one missile before silenced by over heating it tracks the rest of the missles as they explode against the Fire starter.

Dragon   No Shot
Panther  No Shot

Urbie #1 Target Ping Pong w/AC10 and Medium Laser tn8+
11:15, Today: Kitten rolled 8,8 using 2d6,2d6. AC10 and ML @ Pong tn8+. (hit/hit)
11:15, Today: Kitten rolled 7,4 using 2d6,2d6. Locations for AC10 and ML.Urbie #2 Target Ping Pong w/Medium Laser tn11+ (Pong Damage CT 10 and RA 5)
11:16, Today: Kitten rolled 7 using 2d6. ML @ Pong tn11+.


Hover (1 and 2) Target Cade(6 LRM5s) tn7+
11:18, Today: Kitten rolled 5,10,7,6,12,11 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM5s at Rookie tn7+. (4 hits)
11:59, Today: Kitten rolled 11,12,9,8 using 2d6,2d6,2d6,2d6. # Missiles on Rookie
12:00, Today: Kitten rolled 3,6,9,8 using 2d6,2d6,2d6,2d6. Locations. (Rookie Damage RA 5, RT5, LL 4, LT 3)

Track (1 and 2) Target Backdraft (6 LRM5s) tn8+
11:18, Today: Kitten rolled 7,12,6,8,10,9 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM5s at Backdraft tn8+. (4 hits)

Track (3 and 4) Target Backdraft (6 LRM5s) tn9+
11:19, Today: Kitten rolled 8,10,7,11,8,9 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM5s at Backdraft tn9+. (3 Hits)
12:02, Today: Kitten rolled 5 (-2 for VMS = 3),6 (-2 for VMS = 4),5,9,7,9,7 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6. Back Draft # Missiles (1st hit VAM).
12:03, Today: Kitten rolled 5,9,8,11,5,7,9 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6. Location of hits. (Back Draft Damage RL 2 LL 2 LT 3 LA 4 RL 3 CT 4 LL 3)

Backdraft takes 20+ damage, please make a pilot roll at penalty one to remain standing.

Flak Guns Target Cowboy tn5+
12:05, Today: Kitten rolled 8,8 using 2d6,2d6. Flak Guns at Cowboy tn 5+.
12:05, Today: Kitten rolled 7,7 using 2d6,2d6. Locations.  (Cowboy Damage CT 10)
This message was last edited by the GM at 16:32, Fri 15 June 2012.
Kitten
GM, 2537 posts
Fri 15 Jun 2012
at 14:35
  • msg #44

Turn 2 - Intiative / 1st Eridani Movement Phase.

Eridani Status

Wild Stallions' Mechs
Strike Lance
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 (9)
RT 10 (6)
LT 10 (6)
RA 5
LA 5
RL 10
LL 10
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
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

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 (24)
LT ~ LRM5
LT ~ LRM5
LT ~ Ammo (24)

Repair Modifier x1.4
H 9
CT 16 (7)
RT 12 7 (6)
LT 12 9 (6)
RA 12 5
LA 12
RL 18
LL 18 14
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





Wild Stallions' Mechs
Pursuit Lance ~ 140 tons
CallsignSummaryArmorInternalsCriticals

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

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

Repair Modifier x1.4
H 9
CT 11 1 (4)
RT 6 (4)
LT 6 (4)
RA 6
LA 6
RL 8
LL 8
 
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
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 12 (6)
RT 11 (5)
LT 11 8 (5)
RA 12
LA 12 8
RL 16 11
LL 16 11
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT Flamer Flamer
RT (- - - - -)
LT (- - - -)
RA S U L H VAMS Flamer Hatchet
LA S U L H VAMS 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
+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
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 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

Ping-Pong
G4 / P5
+1 Energy
Jenner-F
Move 7/11/0
Heat Sinks 10

Weapons
RA ~ ML
RA ~ ML
RT ~ ML
LA ~ ML
LA ~ ML
LT ~ ML

Repair Modifier x1.35
H 7
CT 16 6 (6)
RT 11 (5)
LT 11 (5)
RA 12 7
LA 12
RL 16
LL 16
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT HS
RT ML
LT ML
RA S U ML ML
LA S U ML ML
RL H U L F
LL H U L F





Combine Op Force Armor/Internals

Dragon - Armor/Internals
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 20/14

Panther - Armor/Internals
H 9/3 ~ CT 15(7)/11 ~ RT 11(5)/8 ~ LT 11(5)/8 ~ RA 12/6 ~ LA 12/6 ~ RL 16/8 ~ LL 16/8

Urbie (1) - Armor/Internals ~ AC/10 w/Ammo 9 ~ ML
H 9/3 ~ CT 12(8)/10 ~ RT 10(4)/7 ~ LT 9(4)/7 ~ RA 10/5 ~ LA 10/5 ~ RL 14/7 ~ LL 14/7

Urbie (2) - Armor/Internals ~ AC/10 w/Ammo 9 ~ ML
H 9/3 ~ CT 12(8)/10 ~ RT 10(4)/7 ~ LT 9(4)/7 ~ RA 10/5 ~ LA 10/5 ~ 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 24
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 24


(H) Tracked AMC ~ Move 5/8/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 24
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 24
(3) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 24
(4) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 24

Hardened Building (118cf)
Flak gun #1 (Down)
Flak gun #2 (Intact)
If building takes damage from weapon, tn 8+ for damage to hit one of the flak guns
(I will roll which gun is hit after all weapon fire.  It is possible to hit a disabled gun with a critical)




7 Op Force Leadership (Captain) - 5 Eridani Leadership (Johan) = +2 Modifer for Intiative (add +2 to pilot roll, for TN to gain intiative.)


http://www.angelickitten.com/rpol/mw/wotd/turn2.jpg

Intiative status.

Blue Blood - Won
Goth - Lost / Moved ~ Heat 1
Rookie - Won

Cowboy - Lost / Moved
Back Draft - Lost / Moved

Wolf - Won
Rabbit - Won
Pong - Won ~ Heat 1
This message was last edited by the GM at 17:10, Mon 18 June 2012.
1st LT Adam Carlyle
player, 678 posts
Callsign: Cowboy
Fri 15 Jun 2012
at 17:46
  • msg #45

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

The flak cannons zeroed in on Cowboy firing their massive anti-air rounds solidly into his Clint's chest.  As he watched the Dragon and Pather turn Northward he also spotted the Urbanmech at the ends of the tree cover.  Staggering from the precise fire he wove the mech between the four vehicles keeping up speed knowing that anything less than top speed would be especially deadly for him and hoping he would gain enough distance to block the Urbanmech from zeroing in on him as well.

Run, Forward 1, Right Turn 1 NE, Forward 6, Left Turn 1 N, End 3126 [+3]
12:39, Today: 1st LT Adam Carlyle rolled 7 using 2d6. Initiative Turn 2, TN8+. Fail

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 330 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Fri 15 Jun 2012
at 18:24
  • msg #46

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Finally reaching the field of battle, Johan was quick to survey the situation as weapons fire rained down on the Eridani to good effect, even as they were too out of position to really fire back.  He immediately begins barking orders for his group.  "Goth, New Kid and Ping-Pong, pull back into the woods for cover.  They're coming hot and heavy towards you, so skirmish but don't overengage.  Wolfman and Rabbit, you're with me.  Swing east, then north to help distract the AMCs and give Cowboy and Backdraft some breathing room."

Initiative: won!

11:19, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 12 using 2d6+1. Initiative TN8.

MW Svend Nemerson
player, 190 posts
Callsign: Backdraft
Ex-Arena Pilot
Fri 15 Jun 2012
at 18:34
  • msg #47

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Svend felt the impact of multiple missiles, glad to have the VAMS on his mech. His Firestarter was not that badly damaged and he was not happy about the LRMs aimed at him. He kicked into high gear and bolted into trees to try and disrupt the targeting of the LRMs.



Move forward 9; end 3429 NE [+4 def]
13:21, Today: MW Svend Nemerson rolled 8,4 using 2d6,2d6. Pilot Check TN7+;Initiative TN8+.

This message was last edited by the player at 18:35, Fri 15 June 2012.
Cprl. Devlin Masters
player, 290 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 15 Jun 2012
at 18:50
  • msg #48

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Devlin prepares to continue his movement into close combat.


13:49, Today: Cprl. Devlin Masters rolled 10 using 2d6. Init  8+.



.
This message was last edited by the GM at 19:24, Fri 15 June 2012.
MW Cade Murphy
player, 70 posts
P:4+ G:5+ M:7+; MIS -1
Fri 15 Jun 2012
at 20:18
  • msg #49

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Cade is highly annoyed with himself after missing four shots, however he makes the enemy blink first.

16:17, Today: MW Cade Murphy rolled 10 using 2d6. Init 1 TN7+

woot!

Cprl. Camille Sforza
player, 581 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Sat 16 Jun 2012
at 03:54
  • msg #50

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Camille looked at the terrain and sighed, then made a soft right turn and buzzed for the woods south east of her current position.
"Those woods he wans me in are too damned close"
she muttered to herself, not turning on the comms for it.


initiative: 6 (failed)

Run (11):
Turn Right 1
Forward 6
Turn left 1
Foward 2 (cost 3)

End hex: 1417
Defmod: 3+1 = +4 (8 hexes moved + light forest)

MW Marcus Brody
player, 83 posts
Ping Pong
Mon 18 Jun 2012
at 14:08
  • msg #51

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

16:05, Today: MW Marcus Brody rolled 8 using 2d6. Init. = Success

"Should we not be trying to draw them onto you Sir? Maintaining seperate forces invites defeat in detail."
MW Caitlin Mallory
player, 376 posts
Callsign: Rabbit
Mon 18 Jun 2012
at 17:09
  • msg #52

Re: Turn 2 - Intiative / 1st Eridani Movement Phase.

Rabbit was surprised at the volume of return fire. "This is not going to be easy." she spoke out loud, concerned that things were not terribly positive already.

12:05, Today: MW Caitlin Mallory rolled 8 using 2d6. Init. Win
Kitten
GM, 2547 posts
Mon 18 Jun 2012
at 17:46
  • msg #53

Turn 2 - Op Force Movement Phase.

The Eridani were getting pounded pretty hard, and needed little urging to take evasive actions.  Goth and Backdraft both took refuge in the woods.

Knowing the limitations of LRMs Cowboy opts to rush the AMCs hoping to close the range to the weapon systems detriment.

The Op Force was in motion, having bloodied the Eridani on their initial drop, they were now looking to capitalize on these gains and inflict more damage.

The Urban mechs have their hands full.  WIth the nimble Eridani before them, there was little for them to do but stand and hold their positions to attempt to stall the Eridani advance.  The spunky mechs do what they do best, play anvils for the nimblier mechs hammers.

Urbie (1) and (2) no movement ~ +0 Def Mod.

The Combine Hover Tanks are in motion, locking on to Goth, and moving to intercept them, they take a deceptively lazy cruise forward, eating up the distance as they close to their weapons optimum range.

Hover (1) and (2) - (C) ~ L1 F7 ~ +3 Def Mod. ~ 2013sw

The Dragon, makes it's presence known as it slows it's pace to steady it's aim.  Moving into position to cover the Hover tanks advance.  The mech a nasty combination of speed, endurance and firepower.

Dragon - (W) ~ F5 ~ +2 Def Mod. ~ 2315nw

The Panther, checks it's advance as Cowboy rushes his position.  Turning sharply the trademark Combine mech hustles forward to engage the Eridani Client.

Panther - (R) ~ L2 F4 ~ +1 Def Mod. ~ 3123s

The AMC's have inflicted damage, and forced Backdraft into hiding.

With the rest of the Eridani's advancing they have no delusions about their life span should they engage unsupported, and as such a pair of AMCs start a retrograde withdrawal.

AMC (3) and (4) - (C) ~ B5 ~ +2 Def Mod. ~ 2923s

The last pair of AMC's, evidently avid readers of the Kamakazis of an age long gone, gun their engines, reving the vehilces up to flank speed, they make a wide turn as they both advance at full speed towards the Client.  The client barely has time to acknowledge a pair of 20 ton tracked projectiles looking to take out his left leg.

AMC (1) and (2) - (F) ~ F1 L1 F1 Lf F4 ~ +2 Def Mod ~ 3126ne

"Commander... The Merc Client has closed to ranges making our weapons ineffectives.  Orders Shujin?"

"Turn into the Client!  RAMMING SPEED!"

"HAI~!"

The Combine Shujin snarls as the client's leg starts to fill the AMCs view port.  He starts to draw his sidearm.  Should the Driver lose his nerve, he would personally see to it, that he atone for his clumsiness.




Op Force Movement Concluded.  We are on to Eridani 2nd Movement and Fire Phase.  You guys should know the drill by now get busy.
This message was last edited by the GM at 17:55, Mon 18 June 2012.
Kitten
GM, 2548 posts
Mon 18 Jun 2012
at 17:55
  • msg #54

Turn 2 - Eridani Fire and  2nd Movement Phase.

Today ~ Eridani Fire and 2nd Movement

Blue Blood -  Miss
Goth - Missed ~ Heat 2
Rookie - Urbie (2) takes 5 Dam LA ~ Heat 1

Cowboy - Panther takes 5 Dam LA
Back Draft - No Shot

Wolf - No Shot
Rabbit - Panther takes 5 Dam CT ~ Should be at 1627ne before movement.
Pong - Move and Fire ~ Heat 1

Tommorow ~ If all Eridani orders are in, will aspire to resolve Op Force Weapon Fire.

http://www.angelickitten.com/rpol/mw/wotd/turn2.jpg
This message was last edited by the GM at 20:03, Tue 19 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 331 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Mon 18 Jun 2012
at 19:11
  • msg #55

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

OOC: Still an old map, I think....

My bad!  I just had to refresh my cache.

This message was last edited by the player at 19:47, Mon 18 June 2012.
Cprl. Camille Sforza
player, 583 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Mon 18 Jun 2012
at 19:37
  • msg #56

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

ooc: i see a perfectly updated one

Camille cursed as everything seemed to work out for the hostiles, and not so much for the eridani, but oh well she mgiht as well send a stream at the Dragon.
not for the first time she cursed herself for not choosing a lazar platform 'mech, a ppc was a good weapon, jsut not when it was oyur only weapon.

Still she loved her baby, so she sqeezed the trigger, watching the particles stream toward the dragon.


Target: dragon 2315 range 9
fire:
PPC: G+Spec 4 +2 (range) +2 (ran) +2 (def) = 10+
Roll: 6 = Miss

Heat: 1+10+2 -11
Final heat: = 2

MW Cade Murphy
player, 72 posts
P:4+ G:5+ M:7+; MIS -1
Mon 18 Jun 2012
at 21:12
  • msg #57

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

Seeing Ping Pong charge into the frey and Goth head for the southern woods, Cade pushed forward to support. He points his medium lasers at the urban mech and watches as one of them hit and melt off some armor.

[Move: Run, FWD 6. END:2610 Toro Twist S.  DEF+2
Fire Urban Mech 2512
Range 2
3 ML H,RA,LA(Heat +9)
DEF 0 + 5 GUN + 2 Run + 1 Woods? + 0 Short = 8?
17:08, Today: MW Cade Murphy rolled 6,9,5 using 2d6,2d6,2d6. 3 ML H,RA,LA VS URBAN TN8. (one hit)
17:09, Today: MW Cade Murphy rolled 11 using 2d6. hit location 1. (5 damage LA )
9 Heat +2 Run = 11 heat -10 =1 carry over]

This message was last edited by the GM at 22:01, Mon 18 June 2012.
MW Svend Nemerson
player, 191 posts
Callsign: Backdraft
Ex-Arena Pilot
Mon 18 Jun 2012
at 23:18
  • msg #58

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

No shots.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 333 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Tue 19 Jun 2012
at 01:18
  • msg #59

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

The whole battle was going to hell in a handbasket...and in a hurry too.  It was true enough that the remnants of 6th Company had been scattered by the drop, but the actions of his men were exacerbating the problem.  The rookies were charging into the enemy without any seeming level of strategy, while Goth runs away from the doomed pair.  Cowboy was trapped getting too close with his AC popguns that worked best at range, even as Svend was intimidated into retreat.  Meanwhile, Wolfman, Rabbit and Johan himself were too far out of position to really help.  "What the hell do you all think you're doing!  Rookie and Ping-Pong, you were ordered to pull back.  You ain't piloting Atlases...you're going to be chewed up by the Urbs and that Dragon!  Backdraft, now's not the time to be cautious...Cowboy ain't no good up close with his peashooters!"

Move: F1, L1, F6 to 1423NE (+3 def)
Attack: LL @ Urbanmech 2514; TN11; miss
Heat: 0 start + 8 weapons + 2 run - 12 HS = 0 end

18:18, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 9 using 2d6. LL @TN11

This message was last edited by the player at 01:20, Tue 19 June 2012.
Cprl. Devlin Masters
player, 291 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 19 Jun 2012
at 13:42
  • msg #60

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

Devlin curses the slowness of his mech as he pushes it forward, still in a run. He growls as he realizes he is still out of range of everything.


Run forward 6 to 1823

No shot

1st LT Adam Carlyle
player, 679 posts
Callsign: Cowboy
Tue 19 Jun 2012
at 14:21
  • msg #61

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

While Cowboy was far from happy that he had a Panther 90 meters in front of him, a pair of missile carriers attempting to ram his legs and another pair not far from him...all in all the gambit had worked.  All he needed to do now was bobb and weave through the certain to come PPC and attendent extras as well as do the two step around the vehicles.

Twisting his torso to watch the approaching AMC's the trained his autocannons on that damdable remaining Flak cannon the barrels spun and belched out a series of shells as he sought to silence the final gun unsuccessfully.  Aiming carefully with his laser he squeezed off a bolt at the Panther who was assuring himself that he was going to bag a Clint.  It was a solid hit to the left arm but nothing to write home about.  As he finished hitting everything that he had weapons for he sought to find if he could bring his foot down on one of the AMC's as they passed by in a miss or stopped dead after connecting.

---

To Hit: (AC/2 x2) Flakgun  Base 2 + Move 2 + Range 2 - Target 4 + Secondary 1 = TN3+
        (Medium)  Panther  Base 4 + Move 2 + Target 1 + = TN7+
Heat: 5 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

10:12, Today: 1st LT Adam Carlyle rolled 8,7,3,3 using 2d6,2d6,2d6,2d6. AC/2's TN3/3+ to hit, TN8/8+ Flakgun. Hit, Hit, Nothing, Nothing
10:13, Today: 1st LT Adam Carlyle rolled 10 using 2d6. Medium vs Panther TN7+. Hit
10:14, Today: 1st LT Adam Carlyle rolled 10 using 2d6. 5 Damage Loc. LA


4 Damage to Hardened Building
5 Damage to Panther Left Arm


Cowboy's AC/2 Ammo Bins Count:
41/45 Regular Rounds

MW Caitlin Mallory
player, 378 posts
Callsign: Rabbit
Tue 19 Jun 2012
at 18:43
  • msg #62

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

Rabbit could see Cowboy was getting a bit messed up. Switching her Mech into a lumbering run, she skirted the water feature running forward to give the Panther and AMC's something else to have a look at.


R1 F2 L1 F3 2226 facing NE
Run

Panther range 9 hexes
Med Laser
Base 4
Long Range +4
Ran +2
Panther +1 def mod
=11+
13:37, Today: MW Caitlin Mallory rolled 11 using 2d6. Med Laser 1. HIT
13:40, Today: MW Caitlin Mallory rolled 7 using 2d6. Hit location Right torso I think
13:38, Today: MW Caitlin Mallory rolled 6 using 2d6. Med Laser 2. MISS

actully CT, youre still in it's front arc.

SRM-2
Base 4
Long Range +4
Ran +2
Panther +1 def mod
Missiles -1
=10+
13:38, Today: MW Caitlin Mallory rolled 7 using 2d6. missile 1. MISS
13:39, Today: MW Caitlin Mallory rolled 6 using 2d6. MISSILE 2. MISS

heat generated 6 +2
Heat dissipated 10
Net Heat 0
This message was last edited by the GM at 20:03, Tue 19 June 2012.
MW Marcus Brody
player, 84 posts
Ping Pong
Wed 20 Jun 2012
at 10:03
  • msg #63

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

It was all very well for Uber-Generaal Hinky to pontificate, but Marcus couldn't reach the woods in time to prevent the Dragon and Urbans from chewing him a new asshole to no purpose. Still, every cloud had a silver lining, in this case the blind spot they had left in the middle of their formation. He looked at it carefully. It looked like a silly position, but of the nearby mechs, the Dragon and one of the Urbans couldn't target him at all, and the other could get only one arm in. There was the Flak gun of course, but that could hit him anywhere. Hopefully he was inside it's minimum range. And joy of joys, extra heat loss! Confirmed, and he guided his mech gently into the water, turning to loose a solid barrage at the Urban.

Walk to 2613 facing S. Def +2

12:02, Today: MW Marcus Brody rolled 8 using 2d6. Crit.
12:01, Today: MW Marcus Brody rolled 6,9,5,2 using 2d6,2d6,2d6,2d6. Locs.
12:01, Today: MW Marcus Brody rolled 6,10,4,5,8,7 using 2d6,2d6,2d6,2d6,2d6,2d6. Attack 6+ .

Kitten
GM, 2555 posts
Wed 20 Jun 2012
at 14:02
  • msg #64

Re: Turn 2 - Eridani Fire and  2nd Movement Phase.

In reply to MW Marcus Brody (msg # 63):

Rules in effect for Pong...

Heat sinks in the water, are indeed doubled.

In level two water, where the whole mech is under water, all heat sinks are doubled.
In level one water, only heat sinks in the leg are doubled.

Keep in mind, flooding rules are in effect, so locations with out armor are 'flooded' and rendered usless.

The Jenner-F, has one additional heat sink in the CT, (per
http://users.anet.com/~cplkaga...025/bm-Jenner7f.html) so, Pong will get no heat sink benefit for being in the water.




Cover rules for being in level one water/behind level on cover.
There are no to hit modifiers for having level one cover.  Your legs are covered.  Any 'hits' that would land on the legs, instead hit the cover sparing you damage.

In level one water, you are actually 'wading' about it seems, and youre actually easier to hit.




Moving through 2 water hexes, requires a Pilot check for each hex to avoid falling.  Please make two skill rolls to avoid falling.  Should you fall, you will be considered 'prone' and under water in the hex you fall in.  If you fall in 1513, you may make a pilot roll to stand.

(If you fall, dont forget to roll random facing after a fall, and to check for pilot damage from the fall.)




Pongs pending damage... on Urbie (1) Left Side.

Pong's Base 4 + 1 walk + 1 Def Mod - 1 Laser Spec = tn 5+ (five hits)
12:01, Today: MW Marcus Brody rolled 6,10,4,5,8,7 using 2d6,2d6,2d6,2d6,2d6,2d6. Attack 6+ . (4 locations rolled, need one more)
12:01, Today: MW Marcus Brody rolled 6,9,5,2 using 2d6,2d6,2d6,2d6. Locs.
12:02, Today: MW Marcus Brody rolled 8 using 2d6. Crit.
LL 5 , RT 5, LA 5, LT 5 (1 critical = LT Heat Sink goes down)
Presuming Pong makes two pilot rolls (tn 4+ and tn 4+)
This message was last edited by the GM at 15:04, Wed 20 June 2012.
Kitten
GM, 2556 posts
Wed 20 Jun 2012
at 14:04
  • msg #65

Turn 2 - Enemy Fire Phase.

The Eridani are on the move, and finally starting to coordinate and get their guns into range.  The Rookie, boldly rushes the Urban Mechs position and exchanges his laser fire for the Urbanmechs Autocanon fire.  Supporting his action, Pong sloshes into the water, and tries to circle around to the other side of the Urban Mechs.  The uncertain soft bed of the small lake sucks at the mechs feet making the footing difficult and potentially disasterous.  (Pong needs two pilot rolls before i accept his attack dice.  I am presuming he's targeting the southern most urbie, which will be left side hits.).

To the south, the Eridani Client faces off with the Combine Panther, while trying to fend off a pair of suicidal AMC's intent on taking his legs out from under him.  Cowboy is sure that he's been in worse situations, though none come to mind as a pair of 20ton missiles hurl towards his left leg.




The Combine's big Flak guns turn on Goth, and the thunder clap of big artillary rounds goes off trees shatter all around Goth as HE Flak rounds explode in her area, inflicting damage on the quick moving Cicada's Lert Arm.

Flak Gun - shooting Goth base 4 + 4 def mod - 2 Flak fire = tn6+
 10:24, Today: Kitten rolled 11 using 2d6. Flak gun @ Goth tn 6+.
10:24, Today: Kitten rolled 10 using 2d6. location. (Goth - LA 5 damage)

Goth's misery doesnt end as the Hover tanks line up on her position, unleashing more missiles than she really wants to count at her.  By share volume of fire, some of the missiles explode against the Cicada, leaving blast marks, and craters from the explosion against the once pristine armor.

Hover (1) and (2) ~ LRM 5 (x6) = Base 4 + 1 (cruise) + 4 Def Mod = tn 9+
10:28, Today: Kitten rolled 8,6,11,10,6,6 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM 5 at Goth tn 9+. (2 hit)
10:28, Today: Kitten rolled 5,5 using 2d6,2d6. # missiles. (3 and 3 missiles)
10:28, Today: Kitten rolled 6,2 using 2d6,2d6. Locations. (Goth - RT 3 and RT 3)
10:30, Today: Kitten rolled 6 using 2d6. Critical check. (no critical)

Mean while... Cowboy has his moment of glory as he exchanges fire with the Panther.  A PPC and a pair of medium laser fire off from the panther at his clint.  Seeing the AMC's racing towards the client, the Panther pilot aims low and hammers cowboy's legs with a PPC and Medium Laser.

Base 4 +2 run + 3 Def Mod = (2) ML tn 9+ / PPC tn 10+
10:32, Today: Kitten rolled 11,7,9 using 2d6,2d6,2d6. PPC tn 10+ and (2) ML tn 9+ @ cowboy.  PPC and ML hit
10:33, Today: Kitten rolled 5,9 using 2d6,2d6. PPC and ML location. (Cowboy RL 10 / LL 5)
10:49, Today: Kitten rolled 10 using 2d6. Cowboy RL Crit check tn 8+.
10:49, Today: Kitten rolled 3,6 using d6,d6. 2 criticals.  locations.
10:50, Today: Kitten rolled 3,5,5 using d6,d6,d6. 6 re-roll, looking for 1,2,4.
10:51, Today: Kitten rolled 2,1,3 using d6,d6,d6. still looking for first 1,2,4.
(Upper and Lower RL actuators go out penalty 2 to pilot rolls)

While, it's all fine in theory to 'ram' the mech, it's hardly a perfect science that a driver trains at.  As the looming leg grows to fill the view port, lightning and laser fire striking the leg, blinds the drivers, causing them both to instinctively swerve to avoid the weapon fire being inflicted by the Panther.  One AMC scatters to the left while the other to the right, breaking up the AMC formation.  It was probably a pretty happy moment for Cowboy.

AMC 1 and 2 Ramming Cowboy...
Base 5 + 2 Flank Speed + 3 Def Mod - 1 Skill advantage - 2 Leg actuators = tn 7+
10:38, Today: Kitten rolled 4,6 using 2d6,2d6. AMC Ram attacks tn 9+.
10:39, Today: Kitten rolled 1,5 using d6,d6. AMC scatters . (new positions NOT reflected on current map.)

AMC 3 and 4, no attacks.

Dragon - Pending Pong's pilot rolls

The Urbanmech that Pong sneaks up on, turns it's torso to the left and theres a and exchange of fire, as the noisy blast of auto canons, duel with the flashy lasers turning armor to shattered fragments and molten slag in a nasty exchange of fire.

Urbie (1) - Pending Pong's pilot rolls
Base 4 = tn 4+ for AC/10 and (1) ML
15:23, Today: Kitten rolled 6,9 using 2d6,2d6. Urbie AC/10 and ML tn 4+.
15:23, Today: Kitten rolled 8,7 using 2d6,2d6. Location.
(Pong's Damage  LT 10, CT 5}

The last Urbanmech contemplates firing on the Jenner, when it notices the whitworth coming towards it calling for it's attention.  The Auto Canon and Laser come up to line up on the charging mech and open up on the larger mech.  Changing targets was a mistake, as the pilot hastens to line up his shot they miss the rushing whitworth with both guns.

Urbie (2) - Pending Pong's pilot rolls
Base 4 + 2 Def Mod = tn 6+ for  AC10 and ML
15:26, Today: Kitten rolled 4,4 using 2d6,2d6. AC/10 and ML at Rookie tn 6+.

The Dragon takes careful aim at the Jenner as it creeps along almost out of weapon arc.  Turning it's torso it manage to get all it's weapons to lock on. Theres a big burst of fire from the arm mounted autocanon that rivals the flak gun, as the Jenner takes the hit center mass, and threatens to keel over under the violent explosion.  After the thunderous roar of the auto canon is fired, a huge gaping hole in the Jenner's chest plumes into an impressive fireball gutting the mech.  The smokey trail of an ejection hints at Pongs possible survival, though with out radio contact, it remains to be seen what sort of shape he's in.

Base 4 + 1 walk + 1 Def Mod = tn 6+  w/ AC/20 and (2) ML
15:19, Today: Kitten rolled 10,6,12 using 2d6,2d6,2d6. AC/20 and (2) ML @ Pong tn 6+.
15:19, Today: Kitten rolled 7,4,3 using 2d6,2d6,2d6. AC/20 and (2) ML locations.
(Pong's Damage  CT 20, RA 10}




Need to see what happens with Pong, sort of important for the Dragon and Urbanmechs to figure out where he is, and if he's standing.  Map update presumes Pong has made both pilot rolls, but i want to hold off on some enemy weapon fire, till i confirm it with his dice rolls.

http://www.angelickitten.com/rpol/mw/wotd/turn2.jpg
This message was last edited by the GM at 19:34, Wed 20 June 2012.
Kitten
GM, 2558 posts
Wed 20 Jun 2012
at 14:45
  • msg #66

End Turn 2 Status

Eridani Status

Wild Stallions' Mechs
Strike Lance
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 (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
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

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 (24)
LT ~ LRM5
LT ~ LRM5
LT ~ Ammo (24)

Repair Modifier x1.4
H 9
CT 16 (7)
RT 12 7 (6)
LT 12 9 (6)
RA 12 5
LA 12
RL 18
LL 18 14
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





Wild Stallions' Mechs
Pursuit Lance ~ 140 tons
CallsignSummaryArmorInternalsCriticals

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)
CT M Laser

Repair Modifier x1.4
H 9
CT 11 1 (4)
RT 6 (4)
LT 6 (4)
RA 6
LA 6
RL 8 0
LL 8 3
 
H 3
CT 12
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 12 (6)
RT 11 (5)
LT 11 8 (5)
RA 12
LA 12 8
RL 16 11
LL 16 11
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
H
CT Flamer Flamer
RT (- - - - -)
LT (- - - -)
RA S U L H VAMS Flamer Hatchet
LA S U L H VAMS 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
+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
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 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

Ping-Pong
G4 / P5
+1 Energy
Jenner-F
Move 7/11/0
Heat Sinks 10

Weapons
RA ~ ML
RA ~ ML
RT ~ ML
LA ~ ML
LA ~ ML
LT ~ ML

Repair Modifier x1.35
H 7
CT 16 0 (6)
RT 11 (5)
LT 11 1(5)
RA 12 0
LA 12
RL 16
LL 16
H 3
CT 11 0
RT 8
LT 8
RA 6 3
LA 6
RL 8
LL 8
H
CT HS Mech Cored
RT ML
LT ML
RA S U ML ML
LA S U ML ML
RL H U L F
LL H U L F





Combine Op Force Armor/Internals

Dragon - Armor/Internals ~ Ammo 14
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 20/14

Panther - Armor/Internals
H 9/3 ~ CT 10(7)/11 ~ RT 11(5)/8 ~ LT 11(5)/8 ~ RA 12/6 ~ LA 7/6 ~ RL 16/8 ~ LL 16/8

Urbie (1) - Armor/Internals ~ AC/10 w/Ammo 8 ~ ML   {MW location 6 (Lethal damage) 7 (non lethal damage)} -2 to rolls after taking damage.
H 9/3 ~ CT 12(8)/10 ~ RT 4(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 8 ~ 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 18
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18


(H) Tracked AMC ~ Move 5/8/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 21
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 21
(3) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 21
(4) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 21

Hardened Building (118cf)
Flak gun #1 (Down)
Flak gun #2 (Intact)
If building takes damage from weapon, tn 8+ for damage to hit one of the flak guns
(I will roll which gun is hit after all weapon fire.  It is possible to hit a disabled gun with a critical)




7 Op Force Leadership (Captain) - 5 Eridani Leadership (Johan) = +2 Modifer for Intiative (add +2 to pilot roll, for TN to gain intiative.)

http://www.angelickitten.com/rpol/mw/wotd/turn2.jpg

Pong has taken over 40 damage, and needs to make a pilot roll at penalty two to be standing after the weapon fire phase from turn two
This message was last edited by the GM at 19:32, Wed 20 June 2012.
Cprl. Devlin Masters
player, 292 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 20 Jun 2012
at 15:14
  • msg #67

Re: End Turn 2 Status

Devlin continues to curse the slowness of his mech as he watches the enemy forces to decide where to move next.


10:13, Today: Cprl. Devlin Masters rolled 11 using 2d6. Init 7+.

MW Caitlin Mallory
player, 379 posts
Callsign: Rabbit
Wed 20 Jun 2012
at 18:51
  • msg #68

Re: End Turn 2 Status

OOC:
Initiative
13:51, Today: MW Caitlin Mallory rolled 2 using 2d6. Initiative FAIL :-(
Cprl. Devlin Masters
player, 293 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 20 Jun 2012
at 19:08
  • msg #69

Re: End Turn 2 Status

14:08, Today: Omega BM rolled 4,10 using 2d6,2d6. 2 PSR rolls for Pong.
Kitten
GM, 2565 posts
Wed 20 Jun 2012
at 19:11
  • msg #70

Re: End Turn 2 Status

15:11, Today: Kitten rolled 6 using 2d6. Locate Pong's fifth laser.

LL 5 damage.

15:13, Today: Kitten rolled 6 using 2d6. ouch.  Pilot damage location.
15:13, Today: Kitten rolled 4 using 2d6. pilot check to avoid MW damage.
15:13, Today: Kitten rolled 3 using 2d6. LS 3 damage location.
15:13, Today: Kitten rolled 6 using 1d6. ooff... direction of fall.
15:12, Today: Kitten rolled 4 using 1d20. Urbie pilot check for taking 20+ damage .
15:11, Today: Kitten rolled 6 using 2d6. Locate Pong's fifth laser.

Urbie pilot takes damage to location 6 on MW table.
This message was last edited by the GM at 19:14, Wed 20 June 2012.
1st LT Adam Carlyle
player, 689 posts
Callsign: Cowboy
Wed 20 Jun 2012
at 20:03
  • msg #71

Re: End Turn 2 Status

Cowboy watched the warning lights flash as the PPC burned away his leg armour and proceeded to wreck actuators all up and down the thing.  Swearing in the cockpit he realized that with so many relays down he was going as slow as the Pather now and there was no escaping it.  Still there was no need to toss in the towel.

Reversing his mech with what little power was being fed through the conduits, and not needing to worry about range when it came to his autocannons, he backed the Clint into the woods to the southeast.  As he moved his guns unerringly tracked the building and more ammunition was being fed through the system to try to take it out, "Cowboy here, 33% loss of mobility.  Guns will fire until there is nothing left to shoot, I run out of ammo or my Clint gets cored by this damned Panther and it's mini-me minions..." his voice paused as he saw the flash of the huge autocannon firing at Pong, "...or that..."

Walk, Left Turn 1, Back 2 +1 Light Woods, End 3327 [+1 Woods]

14:17, Today: 1st LT Adam Carlyle rolled 9 using 2d6. Initiative Round 3. Fail

MW Svend Nemerson
player, 192 posts
Callsign: Backdraft
Ex-Arena Pilot
Wed 20 Jun 2012
at 22:09
  • msg #72

Re: End Turn 2 Status

Svend cursed several times in his cockpit before switching to speak on the comm. "Damn you, major, I'm trying to keep my lancemate alive." it was about that time that he realized Cowboy had been hit hard and needed back up. " Cowboy, I think they forgot about me. Coming up to assists once I get into position."

Passed Initiative

17:01, Today: MW Svend Nemerson rolled 10 using 2d6. Initiative.
Cprl. Camille Sforza
player, 593 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Wed 20 Jun 2012
at 22:40
  • msg #73

Re: End Turn 2 Status


initiative: 6 = Fail

Kitten
GM, 2572 posts
Thu 21 Jun 2012
at 01:17
  • msg #74

Turn 3 Intiaitve/Eridani first movement.

Blue Blood - Pass
Goth - Fail - Has Moved
Rookie - Fail - Has Moved

Cowboy - Fail - Has Moved
Back Draft - Pass

Wolf - Pass
Rabbit - Fail - Has Moved

Dom - if he deploys, will take 'flak' damage on the way down, and may enter on the West/South/East Edge of the map.  Use http://www.angelickitten.com/rpol/mw/wotd/setup.jpg (first movement point puts you on the map edge)
This message was last edited by the GM at 15:40, Thu 21 June 2012.
Cprl. Camille Sforza
player, 594 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Thu 21 Jun 2012
at 06:34
  • msg #75

Re: Turn 3 Intiaitve/Eridani first movement.

ooc: and now i know the rpol dice roller again, i've not rolled above 6 in this fight, while the gm keeps rolling 10+ agaisnt me, lol

Camille zoomed south eastwards, hoping to join up with the others as they closed in on the southern hostiles.


Run:
Right turn 1
Forward 2
Left turn 1
Forward 7

end hex: 2123
Def mod: +3 (9 hexes moved)

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 334 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Thu 21 Jun 2012
at 09:19
  • msg #76

Re: Turn 3 Intiaitve/Eridani first movement.

The battle was degrading fast for the 6th Recon Company.  It was clear to Johan that he needed to enforce some discipline on his own units and fast.

Initiative: win

02:17, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 10 using 2d6. initiative.

MW Cade Murphy
player, 74 posts
P:4+ G:5+ M:7+; MIS -1
Thu 21 Jun 2012
at 13:52
  • msg #77

Re: Turn 3 Intiaitve/Eridani first movement.

Cade cringes as he watches Pong fall.  Not wanting to be next, he continues to keep his mech at a run, completely passing the Urban Mechs and then turning south so he can fire at the flack cannon

12:44, Yesterday: MW Cade Murphy rolled 4 using 2d6. Unit. Fail.
Move: Run +2 Heat.
FWD 5, TRN south. = 3113 facing south.
Def:+2

This message was last edited by the player at 14:53, Thu 21 June 2012.
Kitten
GM, 2576 posts
Thu 21 Jun 2012
at 14:01
  • msg #78

Re: Turn 3 Intiaitve/Eridani first movement.

BJ is recovering from his scattering and entering the field this turn or the next if he's late/slow.
09:58, Today: Kitten rolled 6,7,11,5 using 2d6,2d6,2d6,2d6. Flak at BJ ~ tn 8+.
(One hit, absorbed by drop cocoon) Make Base Pilot roll to check for safe landing.

Dom is recovering from his scattering and entering the field this turn or the next if he's late/slow

09:58, Today: Kitten rolled 10,10,11,5 using 2d6,2d6,2d6,2d6. Flak at Dom ~ tn 8+.
09:59, Today: Kitten rolled 8 using 2d6. location on Dom.

Cocoon destroyed on Drop, and Stinger taes 5 damage to Left Torso.
Make Pilot roll, at penalty 2, to check for safe landing.





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

Dom
G5 / P5

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 15:54, Thu 21 June 2012.
Pvt. Dominic Vaako
player, 30 posts
Thu 21 Jun 2012
at 14:11
  • msg #79

Re: Turn 3 Intiaitve/Eridani first movement.

Not a safe landing...
10:11, Today: Pvt. Dominic Vaako rolled 5 using 2d6. PSR for safe landing TN7+. Fail
10:48, Today: Pvt. Dominic Vaako rolled 4 using 1d6. Facing on fall. Back
10:49, Today: Pvt. Dominic Vaako rolled 3 using 2d6. 5 Damage Rear Arc. Right Arm10:49, Today: Pvt. Dominic Vaako rolled 7 using 2d6. 1 Damage Rear Arc. CT(r)
10:50, Today: Pvt. Dominic Vaako rolled 5 using 2d6. PSR to avoid pilot hit. Failed
11:54, Today: Pvt. Dominic Vaako rolled 7 using 2d6. Pilot Hit Location. 1 Lethal 7, 1 Non-Lethal 6, +1 to all rolls for the rest of the mission

Effectively a 7 Gunner, 7 Pilot now

Pilot does take damage.  Roll to locate two wounds on Dom (one lethal followed by one non lethal)  {If this roll goes bad, i suggest sitting Dom out.}
This message was last edited by the player at 17:42, Fri 22 June 2012.
MW Caitlin Mallory
player, 380 posts
Callsign: Rabbit
Thu 21 Jun 2012
at 14:32
  • msg #80

Re: Turn 3 Intiaitve/Eridani first movement.

OOC:Move order
f8 to 3022NE
Kitten
GM, 2578 posts
Thu 21 Jun 2012
at 15:41
  • msg #81

Re: Turn 3 Intiaitve/Eridani first movement.

All Active Eridani have turns in.  Moving on to Enemy Movement Phase.

Will allow Dom and Thantos to come on board during Eridani Fire Phase, though, they may not fire weapons on that phase, only move.
This message was last edited by the GM at 15:41, Thu 21 June 2012.
MW Cade Murphy
player, 75 posts
P:4+ G:5+ M:7+; MIS -1
Thu 21 Jun 2012
at 15:45
  • msg #82

Re: Turn 3 Intiaitve/Eridani first movement.

OOC:BTW, I did adjust my movement, if you did not notice.
MW Thanos Starguard
player, 173 posts
Big-T
P5-G4-M7
Thu 21 Jun 2012
at 16:49
  • msg #83

Re: Turn 3 Intiaitve/Eridani first movement.


11:44, Today: MW Thanos Starguard rolled 11 using 2d6. Pilot Roll for Landing.

Thanos' drop position put him east of the main part of the battle. Pushing his Blackjack to its speed limit he headed straight into the fray. Entering the battle field from 4308 and heads South-West to 3810 having moved 180meters.


3810-SE +2
Kitten
GM, 2582 posts
Thu 21 Jun 2012
at 18:52
  • msg #84

Re: Turn 3 Intiaitve/Eridani first movement.

MW Caitlin Mallory:
OOC:Move order
f8 to 3022NE


Caitlin's move takes her through a pair of Combine AMC's in hex 2923.  Need her to replot her move.

Will accept alternate movement from Johan or Devlin for Caitlin.
Kitten
GM, 2583 posts
Thu 21 Jun 2012
at 18:54
  • msg #85

Re: Turn 3 Intiaitve/Eridani first movement.

MW Thanos Starguard:
11:44, Today: MW Thanos Starguard rolled 11 using 2d6. Pilot Roll for Landing.

Thanos' drop position put him east of the main part of the battle. Pushing his Blackjack to its speed limit he headed straight into the fray. Entering the battle field from 4308 and heads South-West to 3810 having moved 180meters.


3810-SE +2


Thanos lands OFF board, as noted else where, and moves onto the West/South/or East  map edge with his first point of movement.
Cprl. Devlin Masters
player, 294 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 21 Jun 2012
at 19:21
  • msg #86

Re: Turn 3 Intiaitve/Eridani first movement.

FOR CAITLIN

R1 F1 L1 F5
end 2723 facing NE
Kitten
GM, 2587 posts
Thu 21 Jun 2012
at 20:04
  • msg #87

Re: Turn 3 Intiaitve/Eridani first movement.

The battle was starting to look bad for the Eridani.  Dom's Stinger had taken substantial flak, and had fallen 'badly'.  He sounded rather shaken and was perhaps not in the best of shape to participate in the fight.

Thantos had scattered way off course and was no where near Halo to assist her.  Her bad news was Johan's good news, as he was not too far off and would be able to assist 'soon'.

Goth skirts around the woods, to the south passing Johan as she does, trying to draw fire, while counter firing with her PPC.

The unit's Rookie' keeps running, flipping the Urbies the bird as he does, cutting right at the end to try and keep targets in arc for his LRMs.

Cowboy takes a page from the old westerns and figures it's time to circle the wagons.  Falling back into the woods for cover he was waiting for the Cavalry to come soon, and hoping he would be around to greet them.

Rabbit was moving in aggressively, making use of the lake to cover her flank, trusting the rest of the Eridani to watch her back as she closed to assist Cowboy.




The Combine wasnt going to sit around and wait for the Eridani to pick them off, and was on the move to aggressively defend their position.

The Dragon feeling pretty good about putting the dangerous potential of the Jenner away, starts to back up keeping the advancing Eridani's in his weapon arc.  At the last moment he seems to turn his mech, taking the building for cover to keep him safe from the bulk of the Eridani's while keeping the option to fire on the Rookie open

Dragon ~ (W) ~ B1 L1 B2 L1 ~ +1 Def Mod. 2416s

The prone Urbanmech slllooow creeps up to it's feet, keeping the Rookie in his line of sight.

Urbie (1) ~ (W) ~ +1 Def Mod. 2514s
16:04, Today: Kitten rolled 9 using 2d6. Urban Mech gets up tn 6+.


The other Urbanmech finds that he's in the woods alone at the moment and redeploys to a new fire position to greet the Eridani.

Urbie (2) ~ (J) ~ +2 Def Mod. 2413s

The Panther is not in a happy place at the moment.  True, the client was a hobbling crippled wreck, but fresh Eridani's were moving up, and another had come up behind him.  It was time to exercise some cause, as the Panther made a careful withdrawal, keeping an eye on the Client as a potential victem for it's weapon fire.

Panther ~ (W) ~ R1 B3 ~ +1 Def Mod. 3421sw

The hover tanks are called in to keep the Whitworth honest, falling back, they turn to face the whitworth, prepared to pepper the mech with several dozen LRMs.

Hover AMC ~ (C) ~ B5 L2 B1 ~ +2 Def Mod. 2410se

Theres a gun shot, and a pause as a new driver replaces the lead AMC.  The two scattered AMCs continue their flank speed, turning to fall back together in formation just south of the Panther's position.

AMC (1) ~ (F) ~ F4 L1 F1 L2 ~ +2 Def Mod. 3422sw
AMC (2) ~ (F) ~ F3 L1 F3 L1 ~ +2 Def Mod. 3422nw


The other two AMCs which have been in full withdrawal, continue to do so.  Either they have not noticed the whitworths position to their backs, or consider him the lesser evil in the face of the Eridani advance.

AMCs (3) and (4) ~ (C) ~ B5 ~ +2 Def Mod ~ 2918s
This message was last edited by the GM at 20:35, Thu 21 June 2012.
Kitten
GM, 2588 posts
Thu 21 Jun 2012
at 20:35
  • msg #88

Turn 3 Eridani Fire Phase and Second movement phase

Blue Blood - Miss
Goth - Hit ~ Roll to check to see which Flak Gun is hit.
Rookie - Fire ~ Building 15 damage ~ Urbie (1) CT 3 and RT 3. ~ Heat 8 (used 3 LRM)

Cowboy - 4 damage to building
Back Draft - Add +4 Heat to Panther ~ Heat 4

Wolf - No shot
Rabbit - Panther 5 damage to CT

Reinforcements deploy (maybe?)
Dom - Move
Thantos - On board




http://www.angelickitten.com/rpol/mw/wotd/turn3.jpg

quote:
DOM AND THANTOS ENTER ON THE EAST, WEST, OR SOUTH EDGE OF THIS MAPhttp://www.angelickitten.com/rpol/mw/wotd/setup.jpg

This message was last edited by the GM at 16:15, Fri 22 June 2012.
MW Cade Murphy
player, 76 posts
P:4+ G:5+ M:7+; MIS -1
Thu 21 Jun 2012
at 21:05
  • msg #89

Re: Turn 3 Eridani Fire Phase and Second movement phase

Cade almost shits his pants as the Dragon backs up and places his Whitworth in it's firing arc.  He instinctively targets it and then shakes his head and continues on plan blasting his lasers at the flak cannon, thinking this might his last chance, he gets tone on the closest Urban Mech and lets loose three of his LRMS at it.  The heat in the mech spikes as most of it's arsenal is loosed on the enemy.



ATK:
Flack Cannon 3ML
5+2Run-4Stationary+2 Range=TN5
16:59, Today: MW Cade Murphy rolled 7,5,7 using 2d6,2d6,2d6. 3 ML H,RA,LA VS flak cannon.
3 Hits 5 DMG Each
17:16, Today: MW Cade Murphy rolled 4,5,6 using 2d6,2d6,2d6. HIT Flack gun ? TN8.
No hits.
+9 Heat

2nd Target: 2514 Urban Mech
3 LRM 5
5-1Miss+2Run+0Range+1Def+1 2nd target=8TN
17:00, Today: MW Cade Murphy rolled 10,10,7 using 2d6,2d6,2d6. LRM5 Vs Urban Mech TN 8.
2 Hits : 3 DMG Each
17:01, Today: MW Cade Murphy rolled 8,9 using 2d6,2d6. Left Side Hit Loc 1,2 Urban.
CT & RT?
+6 Heat

Heat:1+2+9+6=18-10=8 Carry over -1MP next round.

This message was last edited by the GM at 21:29, Thu 21 June 2012.
Cprl. Devlin Masters
player, 295 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 21 Jun 2012
at 21:45
  • msg #90

Re: Turn 3 Eridani Fire Phase and Second movement phase

Devlin moves southeast to try and find some targets not bunkered up.



r1 F5 to 2236 facing N
No shots

This message was last edited by the player at 21:52, Thu 21 June 2012.
Cprl. Camille Sforza
player, 598 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Thu 21 Jun 2012
at 22:10
  • msg #91

Re: Turn 3 Eridani Fire Phase and Second movement phase

Camille aligned and fired her PPC at the flak battery, it was overkill, but she wouldn't run out of ammo and the damned thing was a hazard without equal.


Target: flak battery.
Range: 9 (PPC: medium)
PPC: g+Spec: 4+2 (ran)+2(range)-4 (stationary): TN 4+
roll: 7 HIT Location 8 for 10 damage.

Heat: 3


00:09, Today: Cprl. Camille Sforza rolled 7 using 2d6. PPC vs Flak 4+.
18:10, Today: Cprl. Camille Sforza rolled 8 using 2d6. location. (one crit)
This message was last edited by the GM at 22:43, Thu 21 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 335 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Thu 21 Jun 2012
at 22:54
  • msg #92

Re: Turn 3 Eridani Fire Phase and Second movement phase

Johan follows the other mechs and moves to the southeast hoping to help keep the Clint alive.

Move: R1, F7 to 2127SE (+3 def)
Attack: LL @ Panther (TN11); miss

15:52, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 9 using 2d6. LL @TN11.

MW Thanos Starguard
player, 174 posts
Big-T
P5-G4-M7
Fri 22 Jun 2012
at 00:30
  • msg #93

Re: Turn 3 Eridani Fire Phase and Second movement phase

Enter at 5008, SW to 4511. Ran 6 for +2 mod.

4511 SW, +2

MW Svend Nemerson
player, 193 posts
Callsign: Backdraft
Ex-Arena Pilot
Fri 22 Jun 2012
at 02:51
  • msg #94

Re: Turn 3 Eridani Fire Phase and Second movement phase

Backdraft knew it was time to nut up or shut up. He had managed to avoid the PPC of the Panther, but now he needed to unleash hell upon it. Though it was near the limit of what he could consider his tactical range at the moment, he needed to ensure he was a target and not Cowboy. He turned his Lucky Lady to intercept the enemy mech and plowed through the scrub and foliage to scream towards the mech.

Though the arms were moving too much to hit anything, the two flamers mounted in his torso belched plasma all over the Panther, ensuring the pilot would feel every bit of heat they were giving off. He keyed the general comm to ensure everybody, even the OpFor, could hear. "Burn in hell, you mother..." The comm key slips before he could finish.



Move: L1 F8 End 3423N
Fire
Flamers X4 Base 4 + 2 Run + 2 Range +1 Def -1 CAT=TN8+
Two hit and deal 4 Heat to Panther
21:45, Today: MW Svend Nemerson rolled 8,8,5,6 using 2d6,2d6,2d6,2d6. Flamers TN8.

Heat: Run 2 + Weapon 12 - 10 Sinks = 4 Heat before VAMS

No physical

This message was last edited by the player at 03:33, Fri 22 June 2012.
1st LT Adam Carlyle
player, 691 posts
Callsign: Cowboy
Fri 22 Jun 2012
at 03:23
  • msg #95

Re: Turn 3 Eridani Fire Phase and Second movement phase

Watching Svend burst from the woods to charge up to the Panther brought a smile to Cowboy's face as he appeared right on schedule.  Letting the autocannons chew apart the building and its flak gun he turned his laser once again on the form of the AMC's and Panther.  Once again the shells rip the building up but fail to hit the target and the laser this time flies wide instead of striking home.  With a sigh born out of odds flying against him Cowboy waited for the other shoe to drop...

---

To Hit: (AC/2 x2) Flakgun  Base 2 + Move 1 + Range 2 - Target 4 + Secondary 1 = TN2+
        (Medium) AMC1-3422 Base 4 + Move 1 + Target 2 + Range 2= TN9+
Heat: 5 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

AC/2's auto hit the building.
23:21, Today: 1st LT Adam Carlyle rolled 7,7 using 2d6,2d6. TN8+ for 50/50 damaging last Flakgun. Fail, Fail
23:19, Today: 1st LT Adam Carlyle rolled 4 using 2d6. Medium vs AMC1-3422 TN9+. Miss


4 Damage to Hardened Building

Cowboy's AC/2 Ammo Bins Count:
39/45 Regular Rounds

Kitten
GM, 2599 posts
Fri 22 Jun 2012
at 03:51
  • msg #96

Re: Turn 3 Eridani Fire Phase and Second movement phase

The Dragon couldnt do anything to the Eridani that were advancing but, he could make certain the one that was being a pest in their backfield was dealt with.  Lining up his big Auto Canon, there was a mighty belch as it fired that made the accompanying medium lasers seem like an after thought.

Dragon @ Rookie
Base 4 + 1 Walk + 2 Def Mod + 2 Range = tn 9+
23:37, Today: Kitten rolled 8,10,5 using 2d6,2d6,2d6. AC/20 and (2) ML tn 9+. (laser hit)
23:37, Today: Kitten rolled 6 using 2d6. Location of laser. (Rookie takes RT 5 Damge


The pair of Hover AMCs line up on the Rookie, and let loose with their volley of missiles.  The sillouettes of the tanks are briefly lost as theyre engulfed in missile exhaust.

(6) LRM 5
Base 4 + 1 Cruise + 2 Def Mod = tn 7+
23:47, Today: Kitten rolled 6,5,12,6,8,9 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM 5 tn 7+.
23:47, Today: Kitten rolled 6,8,10,6,4,10 using 2d6,2d6,2d6,2d6,2d6,2d6. (3) # of missiles the (3) locations. (Rookie takes 3 damage RL, 3 damage RA ,4 damage LA)

Urban Mech one gets up, dusts off, and looks around and decides to add weapon fire on the Whitworth to try and take it out before it gets too far away.

Urbie 1 @ Rookie
Base 4 + 1 Walk + 2 Def Mod + 2 Range + 2 Injury = tn 11+
23:40, Today: Kitten rolled 5,7 using 2d6,2d6. AC 10 and ML tn 11+.


His partner comes down on a plume of jump jets, and holds his weapon fire.

The Flak crews, seem to take personal umberage at being shot at with a PPC, and returns fire.  The large flak gun fires and Goth just knows that it's being aimed at her.  All the dirt erupting around her was the first clue.  Her Left arm ready light turning bright red was the next clue.

Flak gun @ Goth
Base 4 + 3 Def Mod - 2 Flak = tn 5+
23:43, Today: Kitten rolled 11 using 2d6. Flak Gun tn 5+.
23:44, Today: Kitten rolled 4 using 2d6. Flak damage, LS location on Goth.
23:44, Today: Kitten rolled 5 using 2d6. LA Critical check.


The Panther, mindful of his heat situation, exercises fire discipline and only triggers off a pair of Medium Lasers at the Firestarter that has rushed his position.  With out having to aim the big gun, the Panther manages to put a little extra time into aiming the lasers and guts off bits of armor off the Right arm and legs off the mechs.

Base 4 + 1 walk + 2 Def Mod = tn 7+
23:52, Today: Kitten rolled 10,9 using 2d6,2d6. (2) ML @ Backdraft tn 7+.
23:53, Today: Kitten rolled 5,4 using 2d6,2d6. Locations.
(Backdraft 5 RA and 5 RL Damage)

(3) AMC's decide that Rabbits mech is looking to be a good target and all fire on her Valkyrie.  The last, doesnt quite manage to turn fast enough and has no shot.
(3) LRM 5's at Rookie

(3) LRM 5's
Base 4 + 2 Flank + 2 Def Mod. = tn 8+

(6) LRM 5's
Base 4 + 1 Cruise + 2 Def Mod. + 1 Min Range = tn 8+

(9) Missiles at tn 8+
23:58, Today: Kitten rolled 6,8,8,3,4,5,11,7,2 using 2d6,2d6,2d6,2d6,2d6,2d6,2d6,2d6,2d6. (9) LRM 5's at Rabbit.  TN 8+. (3 Hit)
23:59, Today: Kitten rolled 8,7,4,6,4,12 using 2d6,2d6,2d6,2d6,2d6,2d6. (3) # missiles and (3) Locations.
3 damage RT, 3 damage LA, 2 damage H

00:00, Today: Kitten rolled 2 using 2d6. MW takes damage from head shot. (loc).

Rabbit is at +3 to gunnery and pilot checks after this turn is over.

(Will leave Rabbit's injuries to Caitlin to roleplay.)
This message was last edited by the GM at 04:05, Fri 22 June 2012.
Pvt. Dominic Vaako
player, 33 posts
Fri 22 Jun 2012
at 13:40
  • msg #97

Re: Turn 3 Eridani Fire Phase and Second movement phase

The huge staccato of fire coming from the hot zone was thundering in Dom's ears.  The flak guns had knocked his mech into an uncontrolled decent and had crashed into the ground on his back.  Warning lights flooded his vision but things were dire out there and the rest of the Eridani needed even his mech present.  Barely passing Thanos' Blackjack he maintained radio silence just in case.

Enter at 5009 Facing SW, Run 8 to 4313.
Kitten
GM, 2605 posts
Fri 22 Jun 2012
at 15:44
  • msg #98

End Turn 3 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 (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 14
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 1 (4)
RT 6 (4)
LT 6 (4)
RA 6
LA 6
RL 8 0
LL 8 3
 
H 3
CT 12
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 12 (6)
RT 11 (5)
LT 11 8 (5)
RA 12 7
LA 12 8
RL 16 6
LL 16 11
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
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 14
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 20/14

Panther - Armor/Internals
H 9/3 ~ CT 5(7)/11 ~ RT 11(5)/8 ~ LT 11(5)/8 ~ RA 12/6 ~ LA 7/6 ~ RL 16/8 ~ LL 16/8

Urbie (1) - Armor/Internals ~ AC/10 w/Ammo 8 ~ 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 8 ~ 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 18
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18


(H) Tracked AMC ~ Move 5/8/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 21
(3) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18
(4) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18

Both Flak Guns Destroyed
12:10, Today: Kitten rolled 2 using 1d2. Goth's critical 1=no damage 2=damaged.
This message was last edited by the GM at 17:05, Fri 22 June 2012.
MW Caitlin Mallory
player, 385 posts
Callsign: Rabbit
Fri 22 Jun 2012
at 16:04
  • msg #99

Re: Turn 3 Eridani Fire Phase and Second movement phase

Rabbit focussed on the Panther. It was a hard target. One of the few truly effective Light fighting mechs and it had been pounding on Cowboy for some time. As the crosshairs lit on the Panther, she fired her lasers and missiles at it. Smiling to herself as the lasers at least hit the thing.

Her joy was short lived as LRM's from the APCs impacted against the side of the pilot compartment. Shrapnel from the consoles struck her legs and arms. The kevlar of her cooling vest not doing much to slow the shards of metal down. She hissed as the coolant burned her wounds, she knew she was hurt and possibly badly. Looking around the cockpit it was hard to see through the mess of metal and blood that had somehow been strewn across the controls. She suspected she'd need to retreat for a bit to make sure she'd make it back home.

Panther range 6 hexes
Lasers
Base gun 4
med range +2
ran +2
Panther def mod +1
=9+
10:44, Today: MW Caitlin Mallory rolled 11 using 2d6. Laser. hit
10:45, Today: MW Caitlin Mallory rolled 7 using 2d6. Location. Center Torso

10:45, Today: MW Caitlin Mallory rolled 9 using 2d6. Laser 2. hit
10:46, Today: MW Caitlin Mallory rolled 9 using 2d6. Location. Left Leg

Missiles
Base gun 4
med range +2
ran +2
Panther def mod +1
missiles -1
=8+
10:46, Today: MW Caitlin Mallory rolled 5 using 2d6. missiles to hit. miss

10:47, Today: MW Caitlin Mallory rolled 8 using 2d6. missiles 2 to hit. HIT
10:47, Today: MW Caitlin Mallory rolled 4 using 2d6. location two. Right Arm
10:47, Today: MW Caitlin Mallory rolled 3 using 2d6. location one. Right Arm

10:58, Today: MW Caitlin Mallory rolled 9 using 2d6. init for next round...i predict a loss. this....might be a win....
Kitten
GM, 2608 posts
Fri 22 Jun 2012
at 16:06
  • msg #100

Turn 4 - Intiative and Eridani's First movement phase.

Heat

0 - Blue Blood fail and moved
3 - Goth failed and moved
0 - Thantos pass
8 - Rookie pass (-1 MP/Fire from heat)

0 - Cowboy pass
4 - Back Draft pass

0 - Wolfman pass (but update position)
0 - Rabbit pass (-3 penalty all rolls from MW injuries)

0 - Dom fail and moved(-2 penalty all rolls from MW injuries)




8 - Dragon (-1 MP/Fire from heat)
3 - Panther
0 - Urbie 1 (-2 penalty all rolls from MW injuries)
0 - Urbie 2




7 Op Force Leadership (Captain) - 5 Eridani Leadership (Johan) = +2 Modifer for Intiative (add +2 to pilot roll, for TN to gain intiative.)

http://www.angelickitten.com/rpol/mw/wotd/turn3.jpg
This message was last edited by the GM at 19:23, Mon 25 June 2012.
MW Svend Nemerson
player, 195 posts
Callsign: Backdraft
Ex-Arena Pilot
Fri 22 Jun 2012
at 16:15
  • msg #101

Re: Turn 4 - Intiative and Eridani's First movement phase.

Svend smiled as he traded a pair of lasers for bathing the Panther in heat. That meant his plan was working and he waited to see if the enemy pilot would panic. Svend was still smiling. He punched into his VAMS to set them to pulse mode when he saw one not respond and the other deactivate. Cursing his luck, he gritted his teeth and waited for the Panther to blink.



Passed initiative
11:09, Today: MW Svend Nemerson rolled 8 using 2d6. Initiative TN8.
11:16, Today: MW Svend Nemerson rolled 5,3 using 2d6,2d6. VAMS mode TN 6.
LA VAMS deactivates, RA VAMS still in defense mode

This message was last edited by the player at 16:19, Fri 22 June 2012.
MW Cade Murphy
player, 79 posts
P:4+ G:5+ M:7+; MIS -1
Fri 22 Jun 2012
at 16:29
  • msg #102

Re: Turn 4 - Intiative and Eridani's First movement phase.

Cade holds his breath as almost all of the mechs in the north fire at him.  He pays a lot of attention to the auto-cannons as two shots whiz by.  He accepts the laser fire and missile hits, thanking the gods that the ACs missed.  He manages to hold his cool, and waits for the Dragon to move first.




12:18, Today: MW Cade Murphy rolled 6 using 2d6. Init 3 TN6+?

Succeed?  I thought it was 7+ then saw your note.  Please verify.

Thanks!


Kitty note:
Pass, it's only +2 at the moment, because nasty roleplaying aside, Johan is good for command morale.  no one wants to hear him rant so they fight better when he's around hoping he shuts up.

This message was last edited by the GM at 17:01, Fri 22 June 2012.
Cprl. Devlin Masters
player, 299 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 22 Jun 2012
at 17:39
  • msg #103

Re: Turn 4 - Intiative and Eridani's First movement phase.

Devlin continues to watch the mobile AC platforms as his teamates get chewed up.  This does not bode well.


12:37, Today: Cprl. Devlin Masters rolled 10 using 2d6. Init TN 7+.


This message was last updated by the GM at 17:43, Fri 22 June 2012.
1st LT Adam Carlyle
player, 696 posts
Callsign: Cowboy
Fri 22 Jun 2012
at 17:47
  • msg #104

Re: Turn 4 - Intiative and Eridani's First movement phase.

The flakguns finally silent from the building Cowboy begins to retrain his autocannons for the more mobile enemies.  Between the woods and the mass of active targets he realizes he'll be able to get the jump on them...

---

13:45, Today: 1st LT Adam Carlyle rolled 12 using 2d6. Initiative Round 4, TN10+. Success
Pvt. Dominic Vaako
player, 36 posts
Fri 22 Jun 2012
at 17:56
  • msg #105

Re: Turn 4 - Intiative and Eridani's First movement phase.

Dom was still shaking his head as he continued to run his Stinger into position before he realized he had overshot Thanos by a good deal.  While the woods still protected him he didn't like the way things looked especially when he was seeing...double? Triple?  Something was really wrong...

---

Jump 5, End 3813 Facing South [+3]
13:45, Today: Pvt. Dominic Vaako rolled 6 using 2d6. Initiative Round 4, TN9+. Fail

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 336 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Fri 22 Jun 2012
at 18:04
  • msg #106

Re: Turn 4 - Intiative and Eridani's First movement phase.

The captain continues his southeasterly jog and then abruptly turns on a dime!  "We've got to rally here people!  There's no retreating at this point, because we're going to be at ground zero for the nuke they're preparing for us!  The strategy is to preserve resources and drag out this fight.  Isolate the enemy and use the Urbanmechs' lack of mobility against them.  That Dragon is a nasty beast and we should match our long-ranged weaponry against it.  Don't just focus on the mechs...those AMCs are mighty nasty in a pack."

Initiative: loss
Move: F6, L1, F1 from 2127SE to 2829NE (+3 def)

10:58, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6+1. initiative vs. TN8.

This message was last edited by the player at 19:16, Fri 22 June 2012.
Kitten
GM, 2614 posts
Fri 22 Jun 2012
at 19:11
  • msg #107

Re: Turn 4 - Intiative and Eridani's First movement phase.

*grins*

So... Johan's command is to kill everything ^.^

*giggles*
Cprl. Camille Sforza
player, 600 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Fri 22 Jun 2012
at 22:05
  • msg #108

Re: Turn 4 - Intiative and Eridani's First movement phase.

ooc: i am cursed by the number 6...
3rd initiative of 6 in a row


Camille slowed down her mech significantly, taking it into a walk to steady her aim and control the excess heat.
"boss, I'll need to weave out a bit to vent in a moment"


Walk:
forward 7

End hex: 2826
Defmod: +3

MW Thanos Starguard
player, 176 posts
Big-T
P5-G4-M7
Fri 22 Jun 2012
at 22:52
  • msg #109

Re: Turn 4 - Intiative and Eridani's First movement phase.

17:48, Today: MW Thanos Starguard rolled 12 using 2d6. Inish Round 4.


"Other than running it, anything else I should do to help?"
MW Caitlin Mallory
player, 388 posts
Callsign: Rabbit
Mon 25 Jun 2012
at 19:23
  • msg #110

Re: Turn 4 - Intiative and Eridani's First movement phase.

I passed the init roll at +5
10:58, Fri 22 June: MW Caitlin Mallory rolled 9 using 2d6. init for next round...i predict a loss.
4+ pilot +3 hurt +2 =9+ so I pass
Kitten
GM, 2617 posts
Mon 25 Jun 2012
at 19:41
  • msg #111

Re: Turn 4 - Intiative and Eridani's First movement phase.

The Eridani were having a pretty bad drop, though organization was improving, and with the Flak Guns taken out, they had gained some measure of breathing space.

The Combine Hover tanks were in motion to cover the back field to  discourage the Eridani from trying to sneak in the back door.

Hover AMC ~ (C) ~ L1 F5 R2 ~ +2 Def Mod ~ 2908s

As some hover tanks advanced, thier tracked counterparts, withdrew.  The longer ranged missiles aimed towards the enemy to disuade pursuit.

Tracked AMC 1 ~ C ~ L1 B4 ~ +1 Def Mod ~ 3418s
Tracked AMC 2 ~ C ~ F5 L2 ~ +2 Def Mod ~ 2920s
Tracked AMC 3 & 4 ~ C ~ B5 ~ +2 Def Mod 2913s

The Dragon hustles to cover the tree line, and watch the backs of the units withdrawing.

Dragon ~ (R) ~ L1 F5 ~ +2 Def Mod ~ 3318se

The Panther was in cautious retreat, as it fell back keeping an eye on the advancing Eridani, looking for likely candidates to fire on.

Panther ~ W ~ B1 L1 B2 ~ +1 Def Mod ~ 3519s

The Urban Mechs cover the west flank, one of them departing the cover of the woods to brave the open field in the sluggish moving urban mech.

Urbie (1) no movement ~ +1 Def Mod ~ 2514s
Urbie (2) ~ R L1 F2 ~ +0 Def Mod ~ 2515se




http://www.angelickitten.com/rpol/mw/wotd/turn4.jpg
This message was last edited by the GM at 19:59, Mon 25 June 2012.
Kitten
GM, 2618 posts
Mon 25 Jun 2012
at 19:58
  • msg #112

Turn 4 - Fire and Eridani's 2nd movement phase.

Heat

0 - Blue Blood fire
3 - Goth Missed
0 - Thantos move and fire
8 - Rookie move and fire (-1 MP/Fire from heat)

0 - Cowboy move and fire
4 - Back Draft move and fire

0 - Wolfman AMC #2 Front 11 Damage
0 - Rabbit Move and fire (-3 penalty all rolls from MW injuries)

0 - Thantos move and fire
0 - Dom fire(-2 penalty all rolls from MW injuries)


--------------------------------------------------------------------------------


8 - Dragon (-1 MP/Fire from heat)
3 - Panther
0 - Urbie 1 (-2 penalty all rolls from MW injuries)
0 - Urbie 2

http://www.angelickitten.com/rpol/mw/wotd/turn4.jpg
This message was last edited by the GM at 18:56, Tue 26 June 2012.
MW Cade Murphy
player, 80 posts
P:4+ G:5+ M:7+; MIS -1
Mon 25 Jun 2012
at 20:01
  • msg #113

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Cade watches as the enemy move about the battlefield, looking for a safe place to go and still get a shot off on someone.  The Dragon sprints across the battlefield toting its AC20, with relative ease.  "Damn that thing can move."

OOC: The Dragon's position isnt updated.
This message was last edited by the player at 20:04, Mon 25 June 2012.
Cprl. Camille Sforza
player, 601 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Mon 25 Jun 2012
at 20:05
  • msg #114

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Camille aligned her weapons with the hostile panther, target called and marked she squeezed the trigger once again, watching the stream pass by the hostile mech harmlessly.


Weapons fire:
Panther, range: 11 (med)

G+Spec: 4+1 (walk), +2(range), +1(target) = TN 8+
roll: 6 - Failed

Damn that dice roller!

Cprl. Devlin Masters
player, 300 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Mon 25 Jun 2012
at 20:40
  • msg #115

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Devlin turns Ne and runs forward while tryign to lock on to the Tracked AMC #2.  He lets loose with all lasers and is rewarded with seeing armor melt


L1 F5 end 2823 facing NE

2 ML and 1 MPL at Tracked AMC 2

Gunnery  4  +  Ran 2 + Range Med +2 - energy wpns 1 (- pulse 2) = ML TN 7+ MPL TN 5+

15:34, Today: Cprl. Devlin Masters rolled 10,4,11 using 2d6,2d6,2d6. ML#1, ML#2  TN 7+  MPL TN 5+. ML#1 HIT  MPL HIT    ML#2 Miss

15:34, Today: Cprl. Devlin Masters rolled 7,11 using 2d6,2d6. Vehicle Location ML#1, MPL.
Front Armor 5pts & 6pts = 11pts


This message was last edited by the player at 15:47, Tue 26 June 2012.
Kitten
GM, 2622 posts
Mon 25 Jun 2012
at 20:50
  • msg #116

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

AMCs dont have turrets, roll that location over.
MW Thanos Starguard
player, 177 posts
Big-T
P5-G4-M7
Mon 25 Jun 2012
at 22:49
  • msg #117

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

In reply to Kitten (msg # 116):

Thanos turns his mech south and proceeds as cruising speed to 4514 where he slows down for a moment to target the left side of the Panther that just became visible through the tree line. "Lets see if I can line one of these two babies up...."

17:46, Today: MW Thanos Starguard rolled 9 using 2d6. LL1@Panther TN9.
17:46, Today: MW Thanos Starguard rolled 4 using 2d6. LL2@Panther TN9 .
17:46, Today: MW Thanos Starguard rolled 4 using 2d6. 8 damage to Location: Left Arm.

If there is a crit possible, I am more than happy to let Kitten roll it up to expedite the game.

This message was last edited by the player at 22:51, Mon 25 June 2012.
Pvt. Dominic Vaako
player, 37 posts
Tue 26 Jun 2012
at 02:19
  • msg #118

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

All the bouncing around wasn't doing Dom any favors.  He was going to have to catch a lucky break as well as come up on some poor vehicle or unwitting mech to pull off any chances of meriting a solid lock and hit.

No Shot
1st LT Adam Carlyle
player, 697 posts
Callsign: Cowboy
Tue 26 Jun 2012
at 02:33
  • msg #119

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Cowboy pushed his Clint forward again knowing if he stood still he'd just turn into bait for the LRM racks.  He pounded on the side of one of the computers as it shorted and topped off his speed at barely what he used to be able to walk.  Letting the autocannons spin up they spat out burning hot ammunition at the Panther while his medium laser arced out at the same target.

---

Run, Forward 4, Right Turn 1, Forward 1, End 2924 [+2] Facing North

To Hit: (AC/2 x2) Panther Base 2 + Move 2 + Target 1 = TN5+
        (Medium)  Panther Base 4 + Move 2 + Target 1 + Range 4=  TN11+
Heat: 5 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0


22:28, Today: 1st LT Adam Carlyle rolled 7,8 using 2d6,2d6. AC/2's vs Panther TN5+. Hit, Hit
22:29, Today: 1st LT Adam Carlyle rolled 10 using 2d6. Medium vs Panther TN11+. Miss

22:30, Today: 1st LT Adam Carlyle rolled 7 using 2d6. 2 Damage Panther Loc? Center Torso
22:30, Today: 1st LT Adam Carlyle rolled 5 using 2d6. 2 Damage Panther Loc? Right Leg


2 Damage Panther Center Torso
2 Damage Panther Left Leg


Cowboy's AC/2 Ammo Bins Count:
37/45 Regular Rounds

This message was last edited by the player at 02:36, Tue 26 June 2012.
MW Svend Nemerson
player, 196 posts
Callsign: Backdraft
Ex-Arena Pilot
Tue 26 Jun 2012
at 02:41
  • msg #120

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Svend smiled as he lazily followed the panther. Granted, he was not liking his odds as it placed its back against the woods, but war was not won by the cautious. He turned and faced the enemy mech head on, small bursts of flame turning to a cloud of immolation. He knew the slower pace was going to get him a world of hurt, but it also meant he would bring the full power of his mech to bare.

As the cloud of flame dissipated, Svend eagerly followed up with his hatchet. His downward arc slammed full force into the Panther's head, likely jarring the pilot a good bit.






Move:F1 L1 F3 End 3520N

Weapons Phase
Flamers: Base 4 + Walk 1 + Def 1 - CAT 1=TN5
Only two flamers hit, as I forgot to take the hatchet arm out of the firing. 4 heat to the Panther.
Hatchet: Base 6 + Walk 1 + Def 1= TN8
Hit! 7 damage to Panther's head!
22:03, Today: MW Svend Nemerson rolled 7 using 2d6. Enemy Pilot Damage.

Heat- Start 4 + Flamers 9 + Walk 1 - Sinks 10= 4 Before VAMS

21:36, Today: MW Svend Nemerson rolled 6 using 1d6. Hatchet Location(Punch Table).
21:36, Today: MW Svend Nemerson rolled 8 using 2d6. Hatchet TN8.
21:34, Today: MW Svend Nemerson rolled 7,6,4,11 using 2d6,2d6,2d6,2d6. Flamers TN5.

This message was last edited by the player at 03:04, Tue 26 June 2012.
MW Cade Murphy
player, 81 posts
P:4+ G:5+ M:7+; MIS -1
Tue 26 Jun 2012
at 13:18
  • msg #121

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Cade watches as the Panther gets lit up by the rest of the lance.  Realizing that he is in a prime location to get pummeled by the enemy like the panther, he hits his jump jets and guides his mech into the tree line.  He lines up his mech for a shot on the Panther, however beads of sweat dripping down his face reminds him to hold off.


Jump 4 to 3514 face SE.
Def: +3
No Shots
AMMO COUNT: RT:20/24 LT:21/24

This message was last edited by the player at 20:51, Tue 26 June 2012.
Cprl. Devlin Masters
player, 301 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 26 Jun 2012
at 20:44
  • msg #122

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

FOR RABBIT

Caitlin leaps her mech south, makign for the trees while tryign to shake the cobwebs out of her head.


Jump 5 to 3026 faing SE

No Shots

Kitten
GM, 2624 posts
Tue 26 Jun 2012
at 21:42
  • msg #123

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

Goth is in motion and firing suppressing fire with her PPC hoping to convince the Combine to keep their heads down.  She has no idea if it's working or not, though  she hopes it is since it's not doing much physical damage.

Not in the best of places Cade decides to take elusive action and the moment to cool his mech off.

Svend was going to do his best to bury the Panther... quickly.  With the Dragon coming up and the place swarming with AMC's he couldnt afford to spend too much time on the Panther.  Flamers help to keep the Panther good and warm, if that wasnt enough a hatchet between the eyes should manage to put it out of his misery.  (Panther H 7 Damage/+4 heat)(Panther Pilot damage location 7)  Svend still at heat 4

Cowboy decides that it was better to be in motion than to be a bulleye and pushes his mech forward tracing little bullet rounds into the Panther's mech as he moves.  (Panther CT 2 and LL 2)

Wolfman, moves in aggressively to try and take out some of the AMCs.  While not a threat alone, he knows enmasse, over a long period of time they could wear a mech down.  Lasers slag armor off one of the AMC's forward armor (AMC Front 11 damage)  {You forgot the +2 Def Mod.  You needed 9+ and 7+ to hit.  Same two weapons hit, but you should be aware that it was a harder shot than you thought.}

Badly shaken by the damage she's taken from combat, Rabbit doesn think twice.  When Wolfman says head for the treeline, she triggers her jump jets and heads for the treeline.

Thantos is in motion and closes on the exposed Panther doing his bit for the Eridani's to help put it down.  One of his big lasers manage to hit the Panther in the left arm.  (Panther LA 8 damage)

Dom isnt certain if it's a good thing or bad thing, but theres nothing to shoot at, but on the bright side, that meant he probably wasnt getting shot at either.




The Combine was taking some damage, but they were pretty dogged about their defense.  They had been prepared to depart this mortal world in a ball of nuclear fire.  An honorable death in mech combat was a trifling consideration for them to be concerned with.

The Dragon was moving through the battefield, the Eridani were keeping their distance, and why should they not.  They were all gnats compared to him, and they rightly feared his greatness.  If they were not willing to bring the battle to him, he would bring it to them.  Raising his arm, he lined up the autocanon on the Firestarter.  There was a crack of thunder and a great gout of dirt and ice flies into the air beside the firestarter pelting the light mechs with rubble.

AC/20 @ Backdraft
Base 4 + 2 Run + 2 range + 1 Def mod = tn 9+
18:17, Today: Kitten rolled 3 using 2d6. AC/20 @ Backdraft, tn 9+.


The Panther was in a messy exchange with the Firestarter, but he was a combine soldier and not inclined to just surrendering when things got a little hot.  Lasers lance out at the Fire starter, as the Panther swung a kick at the Firestarter's leg.

Base 4 + 1 walk + 1 Def mod = tn 6+
18:17, Today: Kitten rolled 6,8 using 2d6,2d6. 2ML@ back draft tn 6+.
18:18, Today: Kitten rolled 7,10 using 2d6,2d6. Locations Backdraft . (Backdraft CT and LA 5 damage)

Kick
Base 3 + 1 Walk + 1 Def Mod = tn 5+
18:20, Today: Kitten rolled 6 using 2d6. Kick Backdraft tn 5+.
18:20, Today: Kitten rolled 6 using 1d6. location. (Back draft LL 7 damage)

Backdrafted needs a base pilot check for taking a kick

The Eridani had withdrawn in awe of the mighty Urbanmech's firepower and as such they had nothing to do but manuver.

The Hover AMC's watch Cade hop into the trees with some regret.  They hold their fire for now.

The north most pair of AMC's size up various targets and settle on the slow moving Firestarter for their shots.

(6) LRM 5's @ firestarter
Base 4 + 1 Cruise + 1 Def Mod + 2 Range = tn 8+
18:40, Today: Kitten rolled 7,7,9,5,7,6 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRM @ firestarter tn 8+.
18:40, Today: Kitten rolled 5 using 2d6-2. LRM 5 w/VAM defense damage.
18:41, Today: Kitten rolled 4 using 2d6. location.
Fire starter 3 damage RA

Another AMC targets the Cicada as it passes with a volley of missiles
AMC 2
Base 4 + 2 Flank + 3 Def Mod = tn 9+
18:43, Today: Kitten rolled 6,6,8 using 2d6,2d6,2d6. (3) LRMs at Goth tn 9+.

The last AMC lines up shots on Goth as well, adding thier support to their partners.

Base 4 + 1 Cruis + 3 Def Mod + 2 Range = tn 10+
18:46, Today: Kitten rolled 5,7,10 using 2d6,2d6,2d6. (3) LRMs at Goth tn 10+.
18:46, Today: Kitten rolled 6 using 2d6. # missiles.
18:47, Today: Kitten rolled 7 using 2d6. Location.  (Goth 3 damage CT)
This message was last edited by the GM at 22:48, Tue 26 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 338 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Tue 26 Jun 2012
at 22:15
  • msg #124

Re: Turn 4 - Fire and Eridani's 2nd movement phase.

At this rapid pace, Johan couldn't hit anything.  Still he tried, pointing at one of the tracked AMCs...only to miss by a goodly margin.

Shot:  LL at Tracked AMC #2 @ TN10; miss

14:03, Yesterday: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. LL @TN10.

Kitten
GM, 2627 posts
Tue 26 Jun 2012
at 22:53
  • msg #125

End Turn 4 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 14
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 1 (4)
RT 6 (4)
LT 6 (4)
RA 6
LA 6
RL 8 0
LL 8 3
 
H 3
CT 12
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 7 (6)
RT 11 (5)
LT 11 8 (5)
RA 12 4
LA 12 3
RL 16 6
LL 16 4
H 3
CT 11
RT 8
LT 8
RA 6
LA 6
RL 8
LL 8
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 20/14

Panther - Armor/Internals {MW location 6 (Lethal damage) 7 (non lethal damage)} -2 to rolls after taking damage.
H 2/3 ~ CT 3(7)/11 ~ RT 11(5)/8 ~ LT 11(5)/8 ~ RA 12/6 ~ LA 0/5 ~ RL 16/8 ~ LL 14/8

Urbie (1) - Armor/Internals ~ AC/10 w/Ammo 8 ~ 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 8 ~ 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 18
(2) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18


(H) Tracked AMC ~ Move 5/8/0 ~ (LRM5x3)
(1) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15
(2) F  9/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 18
(3) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15
(4) F 20/2 ~ RS 16/2 ~ LS 16/2 ~ R 12/2 ~ Ammo 15




Thantos gets to roll potential critical on Panther's LA.

Backdraft need to roll a pilot check after taking a kick.
This message was last edited by the GM at 22:58, Tue 26 June 2012.
Kitten
GM, 2628 posts
Tue 26 Jun 2012
at 22:55
  • msg #126

Turn 5 Intiative

(Between Rabbit's injuries, and the jump i'm going to presume she holds her fire or misses anything she tried to shoot.)

Heat

0 - Blue Blood won
3 - Goth won
0 - Thantos lost and moved
2 - Rookie won

0 - Cowboy lost and moved.
4 - Back Draft lost and moved.

0 - Wolfman won
0 - Rabbit Pending
0 - Dom lost and moved



--------------------------------------------------------------------------------


7 - Dragon (-1 MP from heat)
1 - Panther
0 - Urbie 1 (-2 penalty all rolls from MW injuries)
0 - Urbie 2

7 Op Force Leadership (Captain) - 5 Eridani Leadership (Johan) = +2 Modifer for Intiative (add +2 to pilot roll, for TN to gain intiative.)

http://www.angelickitten.com/rpol/mw/wotd/turn4.jpg
This message was last edited by the GM at 18:41, Mon 02 July 2012.
MW Svend Nemerson
player, 198 posts
Callsign: Backdraft
Ex-Arena Pilot
Tue 26 Jun 2012
at 23:29
  • msg #127

Re: Turn 5 Intiative

Svend rocked as the Panther kicked his shins with a solid blow. Taking a quick survey of the situation, Svend decided it was time to change tactics with that massive AC/20 coming to say hello. He side-slipped the Panther and headed into the forest, daring the pilot to come after him.



Pilot check Passed!
Initiative Lost!

Move: R1 F1 L1 F2 L2 3617SW
18:21, Today: MW Svend Nemerson rolled 7 using 2d6. Initiative TN8.
18:20, Today: MW Svend Nemerson rolled 10 using 2d6. PSR TN6+.

MW Thanos Starguard
player, 179 posts
Big-T
P5-G4-M7
Wed 27 Jun 2012
at 00:00
  • msg #128

Re: Turn 5 Intiative


You know, the last 4 rolls I have made have all been 4's. Me thinks the GM has cursed me ;-)!

18:59, Today: MW Thanos Starguard rolled 4 using 2d6. Inish Turn 5. FAILED
18:58, Today: MW Thanos Starguard rolled 4 using 2d6. Panther LA Crit ChanceL TN8+. FAILED

Will move ASAP when the map is fixed....... :-0

MW Cade Murphy
player, 83 posts
P:4+ G:5+ M:7+; MIS -1
Wed 27 Jun 2012
at 00:51
  • msg #129

Re: Turn 5 Intiative

Cade watches the exchange happy he is in the woods and looks for an opening.


20:50, Today: MW Cade Murphy rolled 8 using 2d6. Init 4 TN6+.
Cprl. Devlin Masters
player, 303 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 27 Jun 2012
at 03:14
  • msg #130

Re: Turn 5 Intiative

Devlin sets his sights on the Dragon, realizing he is hte only mech with enough armor to try and get close to it.


22:13, Today: Cprl. Devlin Masters rolled 10 using 2d6. Init TN 7+.
PASS

OOC: I might not be able to hit but I can make init.


Cprl. Camille Sforza
player, 606 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Wed 27 Jun 2012
at 06:16
  • msg #131

Re: Turn 5 Intiative


YAY i rolled something other than 6!

Initiative: 12, success!


08:15, Today: Cprl. Camille Sforza rolled 12 using 2d6. Camille Init, TN 7+.
This message was last edited by the player at 06:17, Wed 27 June 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 339 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Wed 27 Jun 2012
at 06:33
  • msg #132

Re: Turn 5 Intiative

Initiative: pass

23:33, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6+2. initiative vs. TN8.

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 340 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Wed 27 Jun 2012
at 07:36
  • msg #133

Re: Turn 5 Intiative

Here's my attempt to show an updated map.


http://s911.photobucket.com/al...=M9-Turn4asmall2.jpg
This message was last edited by the player at 07:40, Wed 27 June 2012.
Kitten
GM, 2633 posts
Wed 27 Jun 2012
at 11:03
  • msg #134

Re: Turn 5 Intiative

Capt. Johan Jakob Hinklemeyer-Schmidt:
Here's my attempt to show an updated map.


http://s911.photobucket.com/al...=M9-Turn4asmall2.jpg


Devlin has my map.

On your version, Thantos, Rabbit, and Wolfman are out of position.
1st LT Adam Carlyle
player, 698 posts
Callsign: Cowboy
Wed 27 Jun 2012
at 13:52
  • msg #135

Re: Turn 5 Intiative

Shifting from the rear back to the leading edge Cowboy shook his head as his options were few and far inbetween.  His Clint rocked for a moment as he brought his forward momentum to a halt and backpeddled almost 120 meters as the combat swirled around him.  To be saddled with such a lack of maneuverability without the heavier armour or massed weapons and then he saw where Svend had maneuvered himself to...

Walk, Back 4, End 2928 [+1] Facing North

09:17, Today: 1st LT Adam Carlyle rolled 4 using 2d6. Initiative, Round 5 TN10+. Fail

Pvt. Dominic Vaako
player, 38 posts
Wed 27 Jun 2012
at 14:20
  • msg #136

Re: Turn 5 Intiative

All that separated Dom and a host of missles and deadly autocannon fire was a thin strip of woods.  He didn't envy Backdraft being so close to that Dragon but he was in no condition to give him any extra support.  Checking his options he launched his Stinger into the air again in the hopes of setting himself up for a better range of options in the next few seconds.

Jump 5, End 4216 [+3] Facing SW

09:18, Today: Pvt. Dominic Vaako rolled 8 using 2d6. Initiative, Round 5 TN9+. Fail

MW Thanos Starguard
player, 181 posts
Big-T
P5-G4-M7
Wed 27 Jun 2012
at 14:26
  • msg #137

Re: Turn 5 Intiative

Thanos keeps moving into the fray, but isn't rushing in like an idiot. 'Got to keep the mech stable for those lasers to be able to hit. The more hits I make the more attention I will grap this direction or the more we can push them away from our hurt mechs.'

OOC: I believe if I turn right I will be facing SW and can move forward 3 hexes to 4215, which is on the map above.

4215-SW +1

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 341 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Wed 27 Jun 2012
at 17:39
  • msg #138

Re: Turn 5 Intiative

In reply to Kitten (msg # 134):

Unfortunately, I don't have access to that map, but I see that:

1. Rabbit should be where Wolfman is on the map (3026SE).
2. Thanos is at 4215SW.
3. Wolfman is off map at 2823NE.
Cprl. Devlin Masters
player, 304 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 27 Jun 2012
at 17:39
  • msg #139

Re: Turn 5 Intiative

Kitten
GM, 2654 posts
Mon 2 Jul 2012
at 18:42
  • msg #140

Re: Turn 5 Intiative

Hm....

Heat

0 - Blue Blood won
3 - Goth won
0 - Thantos lost and moved
2 - Rookie won

0 - Cowboy lost and moved.
4 - Back Draft lost and moved.

0 - Wolfman won
0 - Rabbit Pending
0 - Dom lost and moved

Everyone that lost has moved.  Pending Rabbit at this point.  I'm still getting my shyt together from the vacation so i'm not too disappointed.  Will give her till tommorow to roll (and move if she lost), else i will accept movement from Johan or Devlin for her.  (no orders = she stands there dazed from her injuries)
MW Caitlin Mallory
player, 391 posts
Callsign: Rabbit
Mon 2 Jul 2012
at 19:09
  • msg #141

Re: Turn 5 Intiative

Rabbit tried to fight the pain from her injuries, but realised they needed to outflank the Dragon. She hit the jump jets trying to get around the Heavy Mech.

14:07, Today: MW Caitlin Mallory rolled 7 using 2d6. initiative. Lose
Jump to 3528 Facing North
Kitten
GM, 2658 posts
Mon 2 Jul 2012
at 19:37
  • msg #142

Turn 5 Combine Movement

The Dragon bit on the bait and was rushing into the woods to deal with the tasty morsel that Backdraft represented.  Mighty machine of mayhem that he was, he was inclined to mangle the lighter mech.  The autocanon hitting anywhere on the lighter mech was sure to inflict serious mayhem.

Dragon  - R +2 Def Mod. - F2 L1 F2 ~ 3517 ne (target Backdraft tn8+ / kick 7+)

The panther had taken a bit of abuse, and was inclined to let the Heavier Dragon cover his withdrawal for now as he sought the safety of numbers that the knot of resistance to the North West of his position represented.

Panther - J +2 Def Mod. - 3216 se

Vision still blurred from the fall he's taken the second Urbie is happy to occupy the woods and keep the Whitworth honest, should he make an effort to close on the conventional support.

Urbie 1 - * +1 Def Mod. - 2514s

Things were getting ugly, and the safest place for an Urbie was under cover, in a buiding.  With that, the Urban mech makes the effort to ease into the Harden building and take up a shotting position.

Urbie 2 - W +1 Def Mod. - 2615se (In hardened building)

Cowboy's limping withdrawal seems to have caught the attention of most (maybe all...) of the AMCs.  With nothing better to shoot at, they line up on the withdrawing medium mechs.  All sorts of missile tone lockons are noted as they line up shots on the withdrawing Eridani.  (unless something better presents itself)

H. Hover (x2) - C +3 Def Mod - F7  2915s (target Cicada tn 8+)
H. Track (x1) - C +1 Def Mod - B1 L1 B2 R1 3216s (target Clint tn 8+)
H. Track (x1) - C +2 Def Mod - B5 2814s (target Clint tn 8+)
H. Track (x2) - C +1 Def Mod - F1 R1 F2 L1 2715s (target Clint tn 8+)
This message was last edited by the GM at 20:26, Mon 02 July 2012.
Kitten
GM, 2659 posts
Mon 2 Jul 2012
at 19:39
  • msg #143

Turn 5 Eridani Fire and second Movement phase

Heat

0 - Blue Blood (8 damage to Panther CT)
5 - Goth (Missed)
0 - Thantos (Missed)
2 - Rookie (3 damage to Panther LT and RA)

0 - Cowboy (2 damage to Panther LA)
4 - Back Draft (4 damage to Dragons LL) {Heat increased to 5 -1 mp}

0 - Wolfman (11 damage to Panther CT) (One Engine Critical)
0 - Rabbit no shot
0 - Dom no shot

http://www.angelickitten.com/rpol/mw/wotd/turn5.jpg
This message was last edited by the GM at 18:25, Tue 03 July 2012.
MW Svend Nemerson
player, 202 posts
Callsign: Backdraft
Ex-Arena Pilot
Mon 2 Jul 2012
at 20:10
  • msg #144

Re: Turn 5 Eridani Fire and second Movement phase

Seeing that it was time to unleash all he had and not worry about what happened over the course of the next few seconds. The Dragon was on top of him and many of those brave pilots in the arena had encountered their demise at the end of an AC/20 barrel. Knowing that only honed Svend's skills more as he unleashed his three avaiable flamers at the mech. Knowing that he was aiming to kill instead of hamper helped the decision to pump up the output on the plasma and try to slag the Dragon as best he could.




Weapons
Flamers X3
Base 4 + 1 Def - 1 CAT + 0 Range= TN4+
Dragon takes 4 Damage to his LL
15:07, Today: MW Svend Nemerson rolled 9,9 using 2d6,2d6. Flamers Hit Locations.
15:07, Today: MW Svend Nemerson rolled 3,9,8 using 2d6,2d6,2d6. Flamers TN4.

Hatchet
Base 6 + 1 Def= TN7+
15:07, Today: MW Svend Nemerson rolled 3 using 2d6. Hatchet TN7.

Cprl. Devlin Masters
player, 306 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Mon 2 Jul 2012
at 20:17
  • msg #145

Re: Turn 5 Eridani Fire and second Movement phase

Devlin continues a run and turns to face the Panther.  He wants the Dragon but it will have to wait just a bit. He gets good tone and fire the three lasers.  One misses but the other two hit.  He sees armor melt of the center torso of the mech and some sparking indicating internal damage.


F4 L1 F1  End hex 3220 facing N

2 ML and 1 MPL at Panther
Gunnery 4 - energy wpns 1 + ran 2 + range +2 + def mod 2 (- pulse 2)= TN 9+(7+)

15:05, Today: Cprl. Devlin Masters rolled 10,3,8 using 2d6,2d6,2d6. ML#1, ML#2, MPL  TN 9+,9+,7+.   Ml#1, MPL HIT!!   ML#2 missed

15:05, Today: Cprl. Devlin Masters rolled 2,7 using 2d6,2d6. Hit location ML#1, MPL.
5pts CT  (possible crit)  6 pts to CT

15:14, Today: Cprl. Devlin Masters rolled 8 using 2d6. Possible crit on center torso.  1 crit

15:15, Today: Cprl. Devlin Masters rolled 5,4 using 1d6,1d6. Crit location Upper/Lower  Slot. Lower slot 4

15:38, Today: Cprl. Devlin Masters rolled 6,7 using 2d6,2d6. 2 possible crit rolls on CT(nothing).


This message was last edited by the GM at 20:43, Mon 02 July 2012.
Cprl. Camille Sforza
player, 620 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Mon 2 Jul 2012
at 20:25
  • msg #146

Re: Turn 5 Eridani Fire and second Movement phase

Camille rushed forward, determined to help put a stop to the panther once and for all, but even as she pulled the trigger of the ppc she saw her aim was off, if even by a slight margin, but enough for the stream to fly straight past the panther, right in front of his cockpit.


Left turn: 1
Forward: 7
Left turn: 1
Forward 2

end hex: 3521
defmod: +3

---

Weapons fire, target: Panther, range 6
PPC: short range
G+spec: 4+2(ran), (+2 def)
roll: 6 miss


22:23, Today: Cprl. Camille Sforza rolled 6 using 2d6. PPC from 3521 vs Panther TN 8+.
Kitten
GM, 2661 posts
Mon 2 Jul 2012
at 20:30
  • msg #147

Re: Turn 5 Eridani Fire and second Movement phase

MW Svend Nemerson:
Weapons
Flamers X3
Base 4 + 1 Def - 1 CAT + 0 Range= TN4+
Dragon takes 4 Damage to his LL
15:07, Today: MW Svend Nemerson rolled 9,9 using 2d6,2d6. Flamers Hit Locations.
15:07, Today: MW Svend Nemerson rolled 3,9,8 using 2d6,2d6,2d6. Flamers TN4.

Hatchet
Base 6 + 1 Def= TN7+
15:07, Today: MW Svend Nemerson rolled 3 using 2d6. Hatchet TN7.


{Dragon has a +2 Def mod.  Forgot to add the woods in}

Base 4 + 2 Run + 2 Def - 1 CAT = tn 7+  (Same two hit, but it should be noted the rolls were harder)

Hatchet
Base 4 + 2 Run + 2 Def Mod = TN 8+ (miss)

So your locations are fine, even if your target numbers are off.
Kitten
GM, 2662 posts
Mon 2 Jul 2012
at 20:34
  • msg #148

Re: Turn 5 Eridani Fire and second Movement phase

Cprl. Devlin Masters:
Devlin continues a run and turns to face the Panther.  He wants the Dragon but it will have to wait just a bit. He gets good tone and fire the three lasers.  One misses but the other two hit.  He sees armor melt of the center torso of the mech and some sparking indicating internal damage.


F4 L1 F1  End hex 3220 facing N

2 ML and 1 MPL at Panther
Gunnery 4 - energy wpns 1 + ran 2 + range +2 + def mod 2 (- pulse 2)= TN 9+(7+)

15:05, Today: Cprl. Devlin Masters rolled 10,3,8 using 2d6,2d6,2d6. ML#1, ML#2, MPL  TN 9+,9+,7+.   Ml#1, MPL HIT!!   ML#2 missed

15:05, Today: Cprl. Devlin Masters rolled 2,7 using 2d6,2d6. Hit location ML#1, MPL.
5pts CT  (possible crit)  6 pts to CT

15:14, Today: Cprl. Devlin Masters rolled 8 using 2d6. Possible crit on center torso.  1 crit

15:15, Today: Cprl. Devlin Masters rolled 5,4 using 1d6,1d6. Crit location Upper/Lower  Slot. Lower slot 4


Both hits did internal damage, roll twice more for potential criticals.
Cprl. Devlin Masters
player, 307 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Mon 2 Jul 2012
at 20:39
  • msg #149

Re: Turn 5 Eridani Fire and second Movement phase

close but no cigar
15:38, Today: Cprl. Devlin Masters rolled 6,7 using 2d6,2d6. 2 possible crit rolls on CT.
Kitten
GM, 2664 posts
Mon 2 Jul 2012
at 20:43
  • msg #150

Re: Turn 5 Eridani Fire and second Movement phase

Cprl. Devlin Masters:
close but no cigar
15:38, Today: Cprl. Devlin Masters rolled 6,7 using 2d6,2d6. 2 possible crit rolls on CT.


'almost', very sweet.
MW Cade Murphy
player, 92 posts
P:4+ G:5+ M:7+; MIS -1
Mon 2 Jul 2012
at 20:51
  • msg #151

Re: Turn 5 Eridani Fire and second Movement phase

Cade watches the Dragon rush Backdraft.  He curses at the Dragon, since he cannot get tone with the missiles.  Incorporate that with a lot of woods, and Cade's shot options dwindle.  A little fustrated Cade turns his mech and backs up lining up his missiles with the Panther. 20 missiles fly at the mech and only 8 hit.  For good measure he fires a single medium laser and grimaces as he watches it miss.


TRN RT, Back 2, Walk
End: 3512
Def: +1

Fire: LRM5x4 @ Panther
5+1 walk+0 Range+2 DEF -1 Missiles= TN 7+
16:40, Today: MW Cade Murphy rolled 7,8,2,8 using 2d6,2d6,2d6,2d6. LRM5 1-4 VS Panther 7+.
16:40, Today: MW Cade Murphy rolled 11,6,8,8 using 2d6,2d6,2d6,2d6. #of missiles x3.
16:40, Today: MW Cade Murphy rolled 11,7,4,10 using 2d6,2d6,2d6,2d6. loc x2.
I screwed up the rolls.  5&3&3 DMG.  Location 8&11&7 or 11&7&4 depending on how you want to read it. Sorry about that.

16:47, Today: MW Cade Murphy rolled 9 using 2d6. LOC ML.
16:46, Today: MW Cade Murphy rolled 8 using 2d6. ML TN8.
MED Laser hits in the 9 for 5.


Heat: 2+1+8+3-10=4
AMMO COUNT: RT:17/24 LT:20/24

This message was last edited by the player at 21:04, Mon 02 July 2012.
Kitten
GM, 2665 posts
Mon 2 Jul 2012
at 20:58
  • msg #152

Re: Turn 5 Eridani Fire and second Movement phase

MW Cade Murphy:
Fire: LRM5x4 @ Panther
5+1 walk+0 Range+2 DEF -1 Missiles= TN 7+
16:40, Today: MW Cade Murphy rolled 7,8,2,8 using 2d6,2d6,2d6,2d6. LRM5 1-4 VS Panther 7+.
16:40, Today: MW Cade Murphy rolled 11,6,8,8 using 2d6,2d6,2d6,2d6. #of missiles x3.
16:40, Today: MW Cade Murphy rolled 11,7,4,10 using 2d6,2d6,2d6,2d6. loc x2.
I screwed up the rolls.  5&3&3 DMG.  Location 8&11&7 or 11&7&4 depending on how you want to read it. Sorry about that.

16:47, Today: MW Cade Murphy rolled 9 using 2d6. LOC ML.
16:46, Today: MW Cade Murphy rolled 8 using 2d6. ML TN8.
MED Laser hits in the 9 for 5

Heat: 2+1+8+3-10=4
AMMO COUNT: RT:17/24 LT:20/24


LRMs...
Base 5 + 1 walk + 1 Minimum + 2 Def Mod - 1 Missile Skills = tn 8+
only two missiles hit.
using the second and fourth rolls as appropiate to resolve two hits on left side
(3 damage LT and RA)

ML
Base 5 + 1 walk + 2 Range + 2 Def Mod = tn 10+ (miss)
This message was last edited by the GM at 21:00, Mon 02 July 2012.
MW Cade Murphy
player, 94 posts
P:4+ G:5+ M:7+; MIS -1
Mon 2 Jul 2012
at 21:03
  • msg #153

Re: Turn 5 Eridani Fire and second Movement phase

Bah!  My math sucks today.  Good catch.
Kitten
GM, 2666 posts
Mon 2 Jul 2012
at 21:04
  • msg #154

Re: Turn 5 Eridani Fire and second Movement phase

MW Cade Murphy:
Bah!  My math sucks today.  Good catch.


Its been a week since i've made you guys do battletech math.

I suppose youre rusty.
MW Thanos Starguard
player, 189 posts
Big-T
P5-G4-M7
Mon 2 Jul 2012
at 21:35
  • msg #155

Re: Turn 5 Eridani Fire and second Movement phase

Thanos had hoped that there would be better targets for him, but there just were not. The Dragon, which he would love to pound was to obscured by trees and brush and could barely be seen. Then he saw the Panther rise above the trees and come down behind a single row of trees.....still difficult, but hardly impossible. Then the AMC back tracked into the same area as the Panther, barely missing being crushed.

"HAH!"

Thanos pulls the triggers on both LL's, but there was no joy to be had.

16:34, Today: MW Thanos Starguard rolled 4 using 2d6. LL#2 at Track AMC in 3216 TN9.
16:34, Today: MW Thanos Starguard rolled 7 using 2d6. LL#1 at Track AMC in 3216 TN9.

Heat is 8+8+1-17=0

1st LT Adam Carlyle
player, 708 posts
Callsign: Cowboy
Mon 2 Jul 2012
at 21:43
  • msg #156

Re: Turn 5 Eridani Fire and second Movement phase

Cowboy came to a momentary halt in his backwards movement when he saw his console light up with lock warnings from the mass of LRM's downrange.  He didn't mind the attention too much but it didn't look like the rest of the company was making much of his distraction.

Seeing the Panther's torso continue to slag over due to Wolf's attentions he quickly locked his autocannons on target and squeezed off a host of depleted uranium rounds at the Panther.  Unfortunately he was still locked on the mechs left side and it blew off unnecessary structure.

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

17:39, Today: 1st LT Adam Carlyle rolled 3,10 using 2d6,2d6. AC/2, AC/2 vs Panther TN7+. Miss Hit
17:40, Today: 1st LT Adam Carlyle rolled 11 using 2d6. 2 Damage Panther Loc?
17:46, Today: 1st LT Adam Carlyle rolled 9 using 2d6. Critical Left Arm?
17:47, Today: 1st LT Adam Carlyle rolled 3 using 1d6. Critical Location?

2 Damage Panther Left Arm
Lower Arm Actuator Destroyed


Cowboy's AC/2 Ammo Bins Count:
35/45 Regular Rounds

This message was last edited by the player at 21:47, Mon 02 July 2012.
Kitten
GM, 2669 posts
Mon 2 Jul 2012
at 21:45
  • msg #157

Re: Turn 5 Eridani Fire and second Movement phase

1st LT Adam Carlyle:
2 Damage Panther Left Arm


That's actually an internal hit.  Nothing there but standard actuators, but you never know when it might want to punch with that arm.
Cprl. Camille Sforza
player, 623 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Mon 2 Jul 2012
at 21:47
  • msg #158

Re: Turn 5 Eridani Fire and second Movement phase

oh, kitten, my heat has ticked up to 4 as well...
Kitten
GM, 2670 posts
Mon 2 Jul 2012
at 21:47
  • msg #159

Re: Turn 5 Eridani Fire and second Movement phase

Cprl. Camille Sforza:
oh, kitten, my heat has ticked up to 4 as well...


already noted in message 143

Presuming no shot from Dom and Rabbit.  So just waiting on Blueblood's move and fire before resolving Op Force fire.
This message was last edited by the GM at 21:49, Mon 02 July 2012.
Pvt. Dominic Vaako
player, 39 posts
Mon 2 Jul 2012
at 21:55
  • msg #160

Re: Turn 5 Eridani Fire and second Movement phase

Dom's sensors picked up the Dragon but there was no chance of his lasers making a lock...especially since he was seeing three of them despite the radio chatter only talking about one.  At least he was making them think they needed to be on their toes...or maybe that was just his brain telling him to think wishfully.

---
Correct: No shot
Cprl. Camille Sforza
player, 624 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Mon 2 Jul 2012
at 22:08
  • msg #161

Re: Turn 5 Eridani Fire and second Movement phase

Kitten:
Cprl. Camille Sforza:
oh, kitten, my heat has ticked up to 4 as well...


already noted in message 143

Presuming no shot from Dom and Rabbit.  So just waiting on Blueblood's move and fire before resolving Op Force fire.

oh, the 4 is after this turn, you only have the 3 from before this turn noted ;) i only posted it because i forgot it in my action post.
MW Caitlin Mallory
player, 392 posts
Callsign: Rabbit
Tue 3 Jul 2012
at 01:08
  • msg #162

Re: Turn 5 Eridani Fire and second Movement phase

Rabbit couldn't see very much through the blood pouring over her eyes. She could see that the targetting cursors stayed at steady red, indicating everything was out of range. She took the brielf respite to rip a length of cloth from her shorts and stuff it under the front of the helmet in as bid to let her see better.

Yup, no shot
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 345 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Tue 3 Jul 2012
at 01:25
  • msg #163

Re: Turn 5 Intiative

Johan ran forward to help with the deadly Panther.  Moving just within medium range of his large laser, he manages to score a bullseye in the enemy mech's center torso to good effect.

Move: F2, L1, F5 to 3023N (+3 def)
Shot: LL @ Panther TN 10; hit; 8 @ CT

18:20, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. LL loc.
18:20, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 11 using 2d6. LL @TN10.

Kitten
GM, 2673 posts
Tue 3 Jul 2012
at 01:35
  • msg #164

Turn 5 Combine Fire Phase.

The Dragon was savoring the thrill of lining up his shot, and lands a staggering blow on Backdraft chest, nearly spinning the mech around and taking him down under the kinetic force of the large gun.

21:33, Today: Kitten rolled 10,9 using 2d6,2d6. AC/20 and Kick  tn 8+ and 7+.
21:33, Today: Kitten rolled 6 using 2d6. Location AC/20. (RT 20 damage)
22:18, Today: Kitten rolled 7 using 2d6. Backdraft RT critical Check.
21:39, Today: Kitten rolled 4,7 using d6,2d6. Kick location (standing/prone). (LL  12 damage from Kick)


(Backdraft takes 20 damage RT - Pilot Check penalty one to avoid fall
Presuming it's made he needs another Pilot check from being kicked to avoid falling again.
Should he fall, he needs another pilot check {at same penalties} to avoid mechwarrior damage
)


Badly damaged, the Panther goes down firing as he lines up the PPC at the Whitworth.  There's a belch of lightning which shatters the armor on the Whitworths legs, before the Panther is gunned down by a hail of weapon fire from three Eridani mechs.

Base 4 + 3 Jump + 1 Def Mod + 2 injury = tn 10+
21:45, Today: Kitten rolled 10 using 2d6. PPC at Whitworth tn 10+.
21:45, Today: Kitten rolled 9 using 2d6. location.


Aggrieved at the Panther's destruction and defiance, the Combine Urban mechs line up shots as they try to avenge their lance mate.  Revenge is going to have to wait as PPC's go wide and miss.

Urbie One
Base 4 + 2 Range + 1 Def Mod + 2 Injury = tn 9+

Urbie Two
AC/10 Base 4 + 1 Walk + 2 Range + 1 Def Mod = tn 8+
ML    Base 4 + 1 Walk + 4 Range + 1 Def Mod = tn 10+

21:53, Today: Kitten rolled 6,6 using 2d6,2d6. (2) AC/10s tn 9 and 8. (miss and miss)
21:56, Today: Kitten rolled 8 using 2d6. ML tn 10+ . (miss)


Volley firing as a unit the Four Tracked AMCs coordinate their fires and line up their LRM's on the damaged clint.  Theres a mass off trailing smoke that momentarily blots out the AMCs as the missile trace out to seek the Clint.

(12) LRM 5s
Base 4 + 1 Cruise + 2 Range + 1 Def Mod = tn 8+
22:03, Today: Kitten rolled 5,9,9,4,8,6 using 2d6,2d6,2d6,2d6,2d6,2d6. 6 LRM 5's tn 8+. (3 hit)
22:03, Today: Kitten rolled 3,6,3,9,6,7 using 2d6,2d6,2d6,2d6,2d6,2d6. 6 LRM 5s tn 8+. (1 hit)
22:04, Today: Kitten rolled 4,8,2,7 using 2d6,2d6,2d6,2d6. Number of missiles.
2,3,1,3 damage
22:07, Today: Kitten rolled 11,7,9,6 using 2d6,2d6,2d6,2d6. Missile locations.
22:10, Today: Kitten rolled 7 using 2d6. CT critical on Clint ? No
Clint LA 2/CT3/LL1/RT3 damage


Just as Cowboy is about to breath a sigh of relief from the Combine hover AMC's roll up and add their volley fire to his misery.  Across his ready board all sorts of lights flicker on indicating armor being breeched but miraculously, he's still standing.

(6) LRM 5s
Base 4 + 1 Cruise + 2 Range + 1 Def Mod = tn 8+
22:12, Today: Kitten rolled 4,4,8,4,7,10 using 2d6,2d6,2d6,2d6,2d6,2d6. (6) LRMs at TN 8+.
22:12, Today: Kitten rolled 4,6 using 2d6,2d6. # missiles .
22:12, Today: Kitten rolled 11,6 using 2d6,2d6. Location.
Clint 2 LA / 3 RT damage

This message was last edited by the GM at 15:19, Tue 03 July 2012.
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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