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18:15, 2nd May 2024 (GMT+0)

M9:  Wrath of the Dragon.

Posted by KittenFor group 0
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.
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