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01:14, 3rd May 2024 (GMT+0)

M9:  Wrath of the Dragon.

Posted by KittenFor group 0
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

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