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14:54, 4th May 2024 (GMT+0)

Omni:  Mission 1 and Mission 2.

Posted by KittenFor group 0
Kitten
GM, 2873 posts
Thu 19 Jul 2012
at 02:04
  • msg #1

Omni:  Mission 1 and Mission 2

For a change of place, the players will be playing against each other.

Mission 1:
Wild Stallions
BlueBlood ~ G6 / P7 / Leadership 5
Countess  ~ G7 / P7 / Leadership 2 +1 Laser
Wolfman   ~ G5 / P6 / Leadership 2 +1 Laser
BJ        ~ G5 / P6 / Leadership 2 +1 Laser


Hope Academy
Ghost     ~ G4 / P5 / Leadership 5
Cowboy    ~ G6 / P7 / Leadership 5 +2 Ballistic~ +1 Edge
Rabbit    ~ G6 / P6 / Leadership 1 +2 Missiles ~ +1 Melee
Backdraft ~ G6 / P8 / Leadership 2 +1 CAT
Rookie    ~ G6 / P7 / Leadership 1 +1 Missiles ~ +1 Tactic
Cadet     ~ G6 / P6 / Leadership 0 +1 Energy


Mission 2:
Wild Stallions
BlueBlood ~ G5 / P6 / Leadership 5
Countess  ~ G6 / P6 / Leadership 2 +1 Laser
Wolfman   ~ G4 / P5 / Leadership 2 +1 Laser
BJ        ~ G4 / P5 / Leadership 2 +1 Laser


Hope Academy
Ghost     ~ G4 / P5 / Leadership 5
Cowboy    ~ G5 / P6 / Leadership 5 +2 Ballistic~ +1 Edge
Rabbit    ~ G5 / P5 / Leadership 1 +2 Missiles ~ +1 Melee
Backdraft ~ G5 / P7 / Leadership 2 +1 CAT
Rookie    ~ G5 / P6 / Leadership 1 +1 Missiles ~ +1 Tactic
Maggie    ~ G6 / P6 / Leadership 0 +1 Missiles ~ +1 Tactic





Mission One Wild Stallions is considered "Op Force" and will not need to roll intiative.

Mission Two Hope Academy is considered "Of Force" and will not need to roll intiative.




Millicent will Command the first mission.
Adam will Command the second mission.

Johan will pick which mission he wishes to command.
Camille will command the other mission.




Mission One, Johan may select if they are starting on the North Field or the South Field.

Mission Two, The unit's trade fields.

Intiative will NOT be affected by space lag.  Neither Leadership, nor Pilot skill rolls for the purposes of Intiatve rolling will be affected by inactive from the trip across the inner sphere.

http://www.angelickitten.com/r...w/Omni/1/Wargame.jpg
This message was last edited by the GM at 17:05, Thu 19 July 2012.
Kitten
GM, 2881 posts
Thu 19 Jul 2012
at 15:53
  • msg #2

Re: Omni:  Mission 1 and Mission 2

Power Loaders
CallsignSummaryArmorInternalsCriticals

Ghost
G4 / P5 / L5
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) SRM2
(20 ammo)

(RT) LRR4
(LT) LRR4
(22/22 ammo)

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{LRR4} (2 critical)
LT Torso Load-{LRR4} (2 critical)
RA S U L H 1H Weapon-{SRM2} (2 critical)
LA S U L H
RL H U L F HS
LL H U L F HS

Cade
G7 / P6 / L1
+1 w/ Missiles
+1 Tactics
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) LRM4 (20 shots)
(LA) LRM4 (20 shots)
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 1H Weapon-{LRM4} (2 critical)
LA S U L H 1H Weapon-{LRM4} (2 critical)
RL H U L F HS
LL H U L F HS

Cadet Huang
G6 / P6 / L0
+1 Energy
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(2H) ER Large Laser
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
LA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
RL H U L F HS
LL H U L F HS


Assault Loaders
CallsignSummaryArmorInternalsCriticals

Cowboy
G6 / P7 / L5
+2 w/ Ballistics
+1 Edge
Command Loader
Move 6/9/0
Heat Sinks 10

8.5t Load
RT - ML
LT - ML
(2H)Sniper Canon
(32) Shots

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Sniper Canon} (2 critical)
LA S U L H 2H Weapon-{Sniper Canon} (2 critical)
RL H U L F HS
LL H U L F HS

Rabbit
G6 / P7 / L0
+2 Missiles
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RA Sword
RT LRR6 (15 Ammo)
LT LRR6 (15 Ammo)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load) LRR6 - 2 critical
LT (Torso Load) LRR6 - 2 critical
RA S U L H Sword
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS

Svend
G6 / P7 / L0
+1 CAT
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RT SP Laser
LT SP Laser
RA Hatchet
LA LRR 6
Ammo (40)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load)
LT (Torso Load)
RA S U L H Hatchet
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS





Op force
Wild Stallions' Mechs
Officers
CallsignSummaryArmorInternalsCriticals

Blueblood
G6 / P7 / L5

+1 Tactics
Firefly
Move 5/8/0
Heat Sinks 10

Weapons
CT ~ ML
RT ~ ML ~ LRM 5
RT ~ LRM(24)Ammo
LT ~ ML
RA ~ LRM 5
LA ~ LRM 5

Repair Modifier x1.3
H 8
CT 15 (5)
RT 11 (3)
LT 11 (3)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS ML
RT HS HS ML LRM5 Ammo(24)
LT HS ML
RA S U L H LRM5
LA S U L H LRM5
RL H U L F
LL H U L F

Goth
G7 / P7 / L2
+1 Energy
+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

Wolfman
G5 / P6
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ERML
RA ~ ML
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 ERML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

B.J.
G5 / P6
+1 Laser
+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
Cadet Crew
G5 / P5
Omni Hummer
Move 6/9/0

Weapons
1.25t Load
LRR2
(18 shots)

F 10(1)
R 8 (1)
L 8 (1)
B 6 (1)

This message was last edited by the GM at 22:38, Wed 25 July 2012.
Sgt. Devlin Masters
player, 334 posts
Thu 19 Jul 2012
at 16:41
  • [deleted]
  • msg #3

Re: Omni:  Mission 1 and Mission 2

This message was deleted by a game editor at 21:38, Thu 19 July 2012.
Kitten
GM, 2900 posts
Wed 25 Jul 2012
at 00:53
  • msg #4

Re: Omni:  Mission 1 and Mission 2

Starting Locations

Wild Stallions
Big-T     2916S
Blueblood 3217S
Goth      3016S
Wolfman   3117S
5t Humvee 3416S


Omni - Op Force
2334n  Ghost
2233n  Rookie
2335n  Sniper
1734n  Cowboy
1833n  Backdraft
1933n  Rabbit




Johan is Leadership 5 vs Millicient is Leadship 5, so there is no advantage.
Wild Stallions will win intiative if they can make a Physical Roll with a +2 Penalty.
1st Lt Camille Sforza
player, 719 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 25 Jul 2012
at 08:08
  • msg #5

Re: Omni:  Mission 1 and Mission 2

Assuming we are go

Camille fired up the controls of her shiney new ride, she'd not spent a lot of time in it previously, and it moved a lot clunkier than her former ride had.

That said it packed formidable firepower in comparison, she couldn't wait to get the space rust hammered off.


init tn 7: 9, success

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 387 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 25 Jul 2012
at 15:04
  • msg #7

Re: Omni:  Mission 1 and Mission 2

It was great to be able to stretch one's legs, so to speak, in a mech after months of planet-hopping.  But the Firefly somehow felt strange under his control, very strange.  Maybe it was the spacedust he had accumulated over the many parsecs of travel, or maybe these local techs didn't tune it well.  Whatever it was, it just wasn't quite right.

Initiative: pass

08:04, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. initiative TN 6+.

This message was last edited by the player at 15:06, Wed 25 July 2012.
Cprl. Thanos Starguard
player, 214 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 25 Jul 2012
at 15:21
  • msg #8

Re: Omni:  Mission 1 and Mission 2

The Blackjack was exactly how he left it, he thought. Once he was strapped in and the games had already started he discovered that the seat clamp had not been fastened correctly....which allowed his seat to move forward or backwards with the slightest of jolts.

Great! Just what I need to deal with as a new Corporal looking to impress the company commander!


10:12, Today: Cprl. Thanos Starguard rolled 10 using 2d6. Inish, TN8. PASS
Sgt. Devlin Masters
player, 338 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 25 Jul 2012
at 15:45
  • msg #9

Re: Omni:  Mission 1 and Mission 2

Glad to be back in his mech again Devlin fires up the screens and prepares for battle. But everythign seems to have lag today.  Must be from the techs doing thier prep for the simulated battle. Oh well, one has to deal with what life throws you. Devlin sets his mech in a steady run south.



10:44, Today: Sgt. Devlin Masters rolled 5 using 2d6. Init  7+.
FAIL

Run F6 end hex 3123 S

This message was last edited by the player at 18:15, Wed 25 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 388 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 25 Jul 2012
at 18:37
  • msg #10

Re: Omni:  Mission 1 and Mission 2

The Humvee's checked over the installation of the long-range rockets and prepared to get to action.  The group smiled at the possibility of getting back at their lance commander, even if it was just a war-game exercise.

Initiative: pass

11:35, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee initiative TN7+.

Lance Commander Millicent Evans
Player, 33 posts
Wed 25 Jul 2012
at 19:16
  • msg #11

Mission 1 - Turn One Op Force Movement

Ghost spots Wolfman running acros the field, and leads her detachment to cover the right flank, as she opens up the powerloader to a full run to race into medium range for her Rockets. {Run - R1 F5 -2831ne}

Long shot turns her mech to the right, and starts to walk along her choosen vector, her Long Sniper Rifle, covering the wide field infront of her that was going to be the obvious advance for the Stallions. {Walk - R1 F3 - 2633ne}


Stallions
Blue Blood - Pending
Countess   - Pending
Wolfman    - Ran  +2 Mod
Blackjack  - Pending


Op Force Omni
Ghost      - Ran  +2 Mod - Wolfman  tn 10+
Rookie     - Walk +1 Mod - Countess tn 10+
Longshot   - Walk +1 Mod - Wolfman  tn 10+

Cowboy     - Ran  +3 Mod - Countess tn 11+
Rabbit     - Ran  +3 Mod - Countess tn  9+
Backdraft  - Ran  +3 Mod - Wolfman  tn 12+


http://www.angelickitten.com/rpol/mw/wg/wg01.jpg
This message was last edited by the player at 20:03, Thu 26 July 2012.
Cprl. Cade Murphy
player, 165 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 26 Jul 2012
at 12:54
  • msg #12

Re: Mission 1 - Turn One Op Force Movement

Cade pushes his power loader forward for a walk, trying to get a feel for the machine.  He sees the Wolfman running up the right flank and begins to tilt his firing arc in his direction.

Move FWD 4
2233N -> 2229N


Kitten Note
You were in 2234n, so... you end up in 2230n

This message was last edited by the GM at 15:17, Thu 26 July 2012.
1st LT Adam Carlyle
player, 758 posts
Callsign: Cowboy
Thu 26 Jul 2012
at 13:57
  • msg #13

Re: Mission 1 - Turn One Op Force Movement

Cowboy

While the design was new, the Lt. was right about the controls being relatively similar.  Seeing Rookie moving slowly forward Cowboy matched the projected advance and ran the X-3c comfortably while skirting the lake to right in front of him letting his new Sniper Canon potentially lock on to Wolfman's Whitworth.

Run, Forward 3, Right Turn 1, Forward 5, End 2228 Facing NE [+3]

Svend

Working the kinks out Svend trots the new X-3a through the woods behind Rabbit.  He was going to need to get really close with the new weapons loadout but it was right where he wanted to be.

Run, Right Turn 1, Forward 7 +1 Light Woods, End 2530 Facing NE [+3]
Cprl. Caitlin Mallory
player, 424 posts
Callsign: Rabbit
Thu 26 Jul 2012
at 16:21
  • msg #14

Re: Mission 1 - Turn One Op Force Movement

Rabbit wasn't entirely pleased with the new Mech, it seemed clumsier than her Valkyrie....until she started moving. The speed seemed incredibly quick. With a whoop over the comms she charged towards the enemy.

OOC:R1 F8
2729NE
Kitten
GM, 2910 posts
Thu 26 Jul 2012
at 16:28
  • msg #15

Mission 1 - Turn One Stallions Fire Phase


Stallions
Blue Blood - Pending
Countess   - Pending
Wolfman    - Ran  +2 Mod
Blackjack  - Pending


Op Force Omni
Ghost      - Ran  +2 Mod - Wolfman tn 10+ (miss)
Rookie     - Walk +1 Mod - Wolfman tn 11+ (hit)
Longshot   - Walk +1 Mod - Wolfman tn 10+ (miss)

Cowboy     - Ran  +3 Mod - Wolfman tn 12+ (miss)
Rabbit     - Ran  +3 Mod - Wolfman tn  9+
Backdraft  - Ran  +3 Mod - Wolfman tn 12+ (miss)


http://www.angelickitten.com/rpol/mw/wg/wg01.jpg




Wolfman may take his weapon fire

The rest of the Stallions may move and then fire.

Omni Op Force may roll weapon fire after all Stallions have moved.
This message was last edited by the GM at 13:53, Fri 27 July 2012.
Sgt. Devlin Masters
player, 340 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 26 Jul 2012
at 17:14
  • msg #16

Re: Mission 1 - Turn One Stallions Fire Phase

With no other targets available, Wolfman targets Raddit.  Somehow seems appropiate, the Wolf after the Rabbit.  He triggers his ERML whish is the only weapon with a chance to strike at this range. He waits for her to settle into a steady pace and fires.  He winces as the beam strikes the head of her mech, even though he knows this is only simulated combat. That was why he hated fighting against his own people.  Things could get personnel and ugly fast.


1 ERML @ Rabbit
Gunnery 5 + Ran 2 - 1 Energy + Range 2 + Def Mod 3 = 11+

12:10, Today: Sgt. Devlin Masters rolled 11 using 2d6. ERML TN 11+. HIT!!

12:10, Today: Sgt. Devlin Masters rolled 12 using 2d6. Location. HEAD 5pts

12:44, Today: Sgt. Devlin Masters rolled 5 using 2d6 with rolls of 4,1. Pilot damage.


Kitten Note:
One lethal to location 5
One non-lethal to location 4

Normal -2 penalty to rolls reduced to -1 penalty to rolls from (1) level of Toughness

This message was last edited by the GM at 19:57, Thu 26 July 2012.
Cprl. Thanos Starguard
player, 215 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 26 Jul 2012
at 18:15
  • msg #17

Re: Mission 1 - Turn One Stallions Fire Phase

Putting his mech into a cruising speed Thanos already knew who his target was going to be. Rabbit had gotten herself to the front of the pack and made herself into an 'easy' target. Squeezing the trigger BJ was jolted forward in his seat by a rock under his mechs heal. Both shots bracketed Rabbit's head by several meters wide.


Move forward 4 to 2920S +1D

13:14, Today: Cprl. Thanos Starguard rolled 3 using 2d6. LL2 @ Rabbit TN10.
13:14, Today: Cprl. Thanos Starguard rolled 3 using 2d6. LL1 @ Rabbit TN10.

Heat+1    (Forgot the BJ only walked forward, so no heat build up)

This message was last edited by the player at 21:50, Thu 26 July 2012.
1st Lt Camille Sforza
player, 722 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 26 Jul 2012
at 19:31
  • msg #18

Re: Mission 1 - Turn One Stallions Fire Phase

Camille leaned forward in her seat as she set the bulky warmachine into motion, moving forward at a slow pace.
Finally, as her pace slowed, she took aim and pulled the trigger firing both simulated lazar pointers at Rabbits mech.
Both flew wide of their target, though Camille had expected no less, the range was bad, and Rabbit was a difficult target to hit.


Walk.
Forward 4

end hex: 3021 S
Def: +1

Weapons:
Target: Rabbit, Range: 10
Fire: 2 LL
TN: G+Spec: 6 +1 (walked), +2 (range), +3 (target) = TN 12+

Heat +17, - 17 = 0

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 390 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 26 Jul 2012
at 21:50
  • msg #19

Re: Mission 1 - Turn One Stallions Fire Phase

The company captain pushes his mech forward to meet his assigned enemies head-on, but breaks a turn at last moment.  Still, he manages to perfectly align himself for short-ranged shots with his long-ranged missiles.  Feeling a bit off today and crammed in his new mech, he was unable to connect effectively.

Move: Run F7, R1, ending at 3224SW (+3 def)

Attack: 3x LRM5 @ Rabbit
             TN: 6 (gunnery) +2 (ran), +0 (range), +3 (target) = TN 11+

14:45, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6. LRM5 @TN10.
14:44, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6. LRM5 @TN10.
14:44, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. LRM5 @TN10.

Heat 0 start + 2 movement + 6 weapons - 10 HS = 0 end

Cprl. Thanos Starguard
player, 217 posts
Big-T
P5-G4-M7 +1E +1EWP
Fri 27 Jul 2012
at 02:14
  • msg #20

Re: Mission 1 - Turn One Stallions Fire Phase

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 19):

OOC: In case Johan does not get on in time.

The Hummer will turn and head north around the trees and then NW for as man points of movement points as it has.

Kitten note:
So noted, and done, it ends up in 3213nw after a run, it's not being shot at, so Def Mod is not an issue.

This message was last edited by the GM at 02:17, Fri 27 July 2012.
Lance Commander Millicent Evans
Player, 34 posts
Fri 27 Jul 2012
at 02:28
  • msg #21

Re: Mission 1 - Turn One Stallions Fire Phase

Millie grimaces as she watches Rabbit open up the throttle and rushes her Power Loader way too far in advance.  She was now officially spearheading the assault.  Millie wasnt certain if she should be impressed with the bravery or foolhardiness of the effort.

"Line up on targets of opportunity and take them out.", she comments calmly over her comm unit to Huang and Cade.

"Affirmative Ghost.", came Longshot answers, as a brief flicker of light indicated a sniper rifle had gone off.

Millie lines her missiles up and follows up with a volley as the first exchange on the battlefield is made.




Longshot w/ER Large Laser
Base 6 + 1 walk + 2 Def Mod + 2 Range - 1 Energy = tn 10+
22:27, Today: Lance Commander Millicent Evans rolled 5 using 2d6. Longshots ER LL tn 10+. (miss) Heat (3)

Ghost w/ (2) LRR4
Base 4 + 2 Run + 2 Def Mod + 2 Range = tn 10+
22:27, Today: Lance Commander Millicent Evans rolled 6,3 using 2d6,2d6. Ghost's (2) LRR4 tn 10+. (miss0) Heat (0)





Damage for turn.
Rabbit ~ 5 damage to H ~ pilot at penalty one from damage.
This message was last edited by the player at 02:31, Fri 27 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 391 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 27 Jul 2012
at 06:00
  • msg #22

Re: Mission 1 - Turn One Stallions Fire Phase

The Humvee crew bounces along the barren landscape heading into action.  They could only hope that they would escape the notice of the enemy mechs which began to engage in mock battle.

Movement: flank 9F, ending in 3425S (+3 def)
Attacks: none



Already used Thantos orders.  Waiting for Opforce to resolve weapon fire.
This message was last edited by the GM at 11:10, Fri 27 July 2012.
Cprl. Cade Murphy
player, 166 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 27 Jul 2012
at 12:24
  • msg #23

Re: Mission 1 - Turn One Stallions Fire Phase

Cade torso twists the power loader to get a better shot on Wolfman.  The mech reacts a bit jumpy to Cade's movements, not really used to the response on the X-3.  He gets a good line on the wolf and fires his two LRM-4 hand-held missiles.  One set flies wide and the other set hit with all missiles, the missiles explode with yellow paint all over the mech's right leg.

Target:Wolfman
G7 -1M, +1 walk, +1 Target, +2 med range = 10

08:14, Today: Cprl. Cade Murphy rolled 10,4 using 2d6,2d6. 2 LRM 4 vs wolf.
11 on missile hit chart, all 4.
08:22, Today: Cprl. Cade Murphy rolled 5 using 2d6. location.
4 dmg to RL?

1st LT Adam Carlyle
player, 760 posts
Callsign: Cowboy
Fri 27 Jul 2012
at 13:26
  • msg #24

Re: Mission 1 - Turn One Stallions Fire Phase

Cowboy

As Countess strolled her new heavier mech out onto the battlefield Cowboy couldn't help but switch the targeting from Wolfman to her.  Taking as careful aim as he could he fired off a massive paintball round at her.  Unfortunately he was still expecting her to move a lot quicker than the slow Blackjack could accomplish and the round flee wide.

---
To Hit: (Sniper Canon) Countess Base 4 + Move 2 + Target 1 + Range 4 = TN11+
Heat: 1 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

09:23, Today: 1st LT Adam Carlyle rolled 8 using 2d6. Sniper Canon vs Countess TN11+. Miss

Cowboy's Sniper Canon Ammo Clip Count:
31/32 Regular Rounds



Static

He couldn't wait to get up close and personal but for the moment he was stuck firing off the rocket pack at Wolfman.  Little good it did too as the rockets went flying wide of their target.  Perhaps the guidance systems actually did help afterall...

---
To Hit: (LRR6) Wolfman Base 6 + Move 2 + Target 2 + Range 2 = TN12+
Heat: 3 (Weapons) + 1 (Movement) - 10 Heat Sinks = 0

09:24, Today: 1st LT Adam Carlyle rolled 6 using 2d6. (Static) LRR6 vs Wolfman TN12+. Miss

Static's LLR Ammo Bin Count:
39/40 Regular Rounds

Cprl. Thanos Starguard
player, 218 posts
Big-T
P5-G4-M7 +1E +1EWP
Fri 27 Jul 2012
at 13:48
  • msg #25

Re: Mission 1 - Turn One Stallions Fire Phase

08:47, Today: Cprl. Thanos Starguard rolled 7 using 2d6. Inish Round 2, TN7.
Actually is TN 8, I forgot we were down 1 on stuff. FAILED

Cprl. Caitlin Mallory
player, 425 posts
Callsign: Rabbit
Fri 27 Jul 2012
at 16:46
  • msg #26

Re: Mission 1 - Turn One Stallions Fire Phase

Caitlin snarled as the shot from Wolfman hit the head of her Mech, hitting her head off the bulkhead. With a curse she vowed she'd make Wolfman pay later for this. Trying to focus she aimed her weapons at the easiest target. Countess in her brand new shiny Mech.

Gunnery 6
Ran +2
Range 10 hexes
Medium +2
Missiles -2
Target Def +1
=9+
11:45, Today: Cprl. Caitlin Mallory rolled 6 using 2d6. To Hit LRR6 (2) FAIL
11:45, Today: Cprl. Caitlin Mallory rolled 3 using 2d6. To Hit LRR6 (1) FAIL
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 392 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 27 Jul 2012
at 19:15
  • msg #27

Re: Mission 1 - Turn One Stallions Fire Phase

The virtual shot at Rabbit's head must have hurt!  The rest of the unit tried to pile more damage on one another...to work of some intra-unit grievances no doubt.  Alas, the rusty pilots were not able to do much....

Initiatives:
  Johan - pass
  Humvee - pass

12:14, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee's initiative vs. TN7.
12:14, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6. Johan's initiative vs. TN6.

Kitten
GM, 2915 posts
Fri 27 Jul 2012
at 20:06
  • msg #28

Mission 2 - Turn One Initiative

  Pass Johan
Pend Camille
Pend Devlin
Fail Thantos  (please move)
  Pass Hummer
1st Lt Camille Sforza
player, 727 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 27 Jul 2012
at 20:16
  • msg #29

Re: Mission 2 - Turn One Initiative


Initiative: TN 7, roll: 7, Success
 

22:16, Today: 1st Lt Camille Sforza rolled 7 using 2d6. Initiative Tn 7+.
This message was last edited by the player at 20:42, Fri 27 July 2012.
Sgt. Devlin Masters
player, 342 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 27 Jul 2012
at 20:33
  • msg #30

Re: Mission 2 - Turn One Initiative

15:33, Today: Sgt. Devlin Masters rolled 7 using 2d6. Init  7+.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 393 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 27 Jul 2012
at 20:38
  • msg #31

Re: Mission 2 - Turn One Initiative

In reply to Kitten (msg # 28):

OOC: Actually I think Thanos passed.  There's no penalty on initiatives, right?
Kitten
GM, 2916 posts
Fri 27 Jul 2012
at 20:46
  • msg #32

Re: Mission 2 - Turn One Initiative

Capt. Johan Jakob Hinklemeyer-Schmidt:
In reply to Kitten (msg # 28):

OOC: Actually I think Thanos passed.  There's no penalty on initiatives, right?


No penalties for intiative from being rusty.
I believe everyone passed then and it's op force movement.
This message was last edited by the GM at 20:47, Fri 27 July 2012.
Cprl. Thanos Starguard
player, 219 posts
Big-T
P5-G4-M7 +1E +1EWP
Fri 27 Jul 2012
at 21:04
  • msg #33

Re: Mission 2 - Turn One Initiative

(*YEAH*) I don't have to decide how to move into what is going to become the largest knife fight ever!
Lance Commander Millicent Evans
Player, 35 posts
Fri 27 Jul 2012
at 21:15
  • msg #34

Mission 2 - Turn Two Op Force Movement

Rabbit had been shaken up and Millie knew a bad situation when she saw one.  It was not the best situation Millicent was in, for her young career but she knew it was time to fall back and regroup.

"They're in a hurry to get to us, no need to roll into that on their turns.
 It's still early.  Fall back and Dig In.
", Millicent rolled her power loader into a slow hooking walk back to cover the advancing Stallions.

Walk - B1 L1 B2 - 2734n

"Affirmative Commander.", Longshot commens as she mulls over the best place to hole up and still cover Millie, making a tighter turn to stay close to her commander.

Walk - L1 B3 - 2636n
This message was last edited by the player at 21:15, Fri 27 July 2012.
1st LT Adam Carlyle
player, 761 posts
Callsign: Cowboy
Fri 27 Jul 2012
at 21:35
  • msg #35

Re: Mission 2 - Turn Two Op Force Movement

Cowboy

Quickly forward, quickly back...at least the things were nimble on their feet as advertised.  Mirroring Svend with his backwalk Cowboy eased the small mech into reverse seeing if they were going to come on after them.

Walk, Back 5, End 1731 Facing NE [+2]

Static

He wanted to get the chance to introduce them to his new hatchet but rushing them while the rest fell back was a recipe for instant disaster.  Backing up he put the woods right behind him making it easy to fade into should he need.

Walk, Back 5, End 2032 Facing NE [+2]
Cprl. Cade Murphy
player, 167 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 27 Jul 2012
at 22:16
  • msg #36

Re: Mission 2 - Turn Two Op Force Movement

Cade checks his HUD and flips on his comm, "Rodger Wilco", he comments.  Piloting the mech to the right and then putting her into full reverse, Cade's field of fire blossoms. The mech responds quickly to Cade's commands.  The movement, still looks jittery though as Cade is not in full command of the mech.

Turn Right, Back 3, end 1932
Def = +1

Lance Commander Millicent Evans
Player, 36 posts
Sat 28 Jul 2012
at 21:51
  • msg #37

Re: Mission 2 - Turn Two Op Force Movement

(Going to post for Caitlin in the hopes that we can try and get the turn on the way to being resolved this weekend.  If she logs in before any Stallions move, i will accept new moves for her)

Caitlin, seeing everyone falling back in good withdrawing order follows suit, backing up and turning to her left, she brings her mechs to stand beside Millicient's Power Loader.




Rabbit ~ Walk ~ B1 L1 B4 ~ 2633n +2 Def Mod.

http://www.angelickitten.com/rpol/mw/wg/wg02.jpg

All stallions are cleared to move and fire.
This message was last edited by the player at 21:55, Sat 28 July 2012.
Cprl. Thanos Starguard
player, 220 posts
Big-T
P5-G4-M7 +1E +1EWP
Sat 28 Jul 2012
at 22:26
  • msg #38

Re: Mission 2 - Turn Two Op Force Movement

In reply to Lance Commander Millicent Evans (msg # 37):

The Blackjack piloted by Thanos picks up a little speed, but not more than 10kmh.


<Orange>OOC: Ran five to 2925S, +2 Def.

Firing at mech in 2734 (ghost?)
Medium Range Base 6
Target Move +1
My Move +2
TN=9

17:25, Today: Secret Roll: Cprl. Thanos Starguard rolled 2 using 2d6. LL2 Hit mech in 2734: TN9.
17:24, Today: Secret Roll: Cprl. Thanos Starguard rolled 5 using 2d6. LL1 Hit mech in 2734: TN9.

Heat: +1



EDIT: 13:39, Today: Cprl. Thanos Starguard rolled 8 using 2d6. Round 3 Inish TN7. PASS</Orange>
This message was last edited by the player at 18:40, Mon 30 July 2012.
1st Lt Camille Sforza
player, 728 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Sat 28 Jul 2012
at 23:33
  • msg #39

Re: Mission 2 - Turn Two Op Force Movement

Camille moved forward, increasing the pace to what amounted to a steady jog, took aim, and fired, at millie, except, the pointer went way off target, had it been the actual lazars she may have scorched a corner of wood.


Run:
Forward 5

end Hex: 3025

-

2 x LL Fire at Millie, Range 10, TN 11+
Rolls: 4, 5: FAIL!

Heat: 18-17 = 1

01:31, Today: 1st Lt Camille Sforza rolled 4,5 using 2d6,2d6. LL vs Millie from 3025, 10 range, TN 11+.
Sgt. Devlin Masters
player, 343 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Mon 30 Jul 2012
at 15:57
  • msg #40

Re: Mission 2 - Turn Two Op Force Movement

Devlin continues his run forward and fires an ALPHA strike at Ghost. But the targettign software is still not quite on and al the weapons miss.


Run f6 to 3129 facing S

Fire @ Ghost
2 ML   Gunnery 5 + ran 2 + 1 Def mod + 4 range -1 energy = TN 11
1 SRM6 Gunnery 5 + ran 2 + 1 Def mod + 4 range = TN 12
1 ERML Gunnery 5 + ran 2 + 1 Def mod + 2 range -1 energy = TN 9


10:57, Today: Sgt. Devlin Masters rolled 8,8,3,5 using 2d6,2d6,2d6,2d6. ML#1, ML#2, ERML, SRM  TN-11,12,9. ALL MISS

This message was last edited by the player at 02:04, Tue 31 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 394 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Tue 31 Jul 2012
at 00:03
  • msg #41

Re: Mission 2 - Turn Two Op Force Movement

The captain decided to not jump into the jaws of the enemy, and like the rest of his lance, turned to continue a southbound trajectory.  At the last moment, he turned west again, but only to pause for attacks against the enemy commander.

Move: Run R1, F5, L1 to 3229SW (+2 def)
Shots: 3 LRM5 @ Ghost (TN9); all missed

16:57, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6,3,5 using 2d6,2d6,2d6. LRM5 x3 @ TN9.


Meanwhile, the Humvee had earlier demonstrated their cowardice and wanted to flee.  But, seeing that the lance of foreign mechs would be taking the brunt of the attacks, it was content to slowly inch its way back towards the fight.  Nevermind, that its LRR's would still be well out-of-range, but at least, the crew could pretend to be participating.

Move: Flank F1, R1, F7 to 2416S (+3 def)
This message was last edited by the player at 02:36, Tue 31 July 2012.
Kitten
GM, 2919 posts
Tue 31 Jul 2012
at 03:55
  • msg #42

Re: Mission 2 - Turn Two Op Force Movement

I'm going to presume that Hummer meant to make a left not a right...

Will end in 2417s, even though no last turn was plotted.

(You guys are getting really sloppy with your movement plots... when you even bother to plot them.)
This message was last edited by the GM at 03:56, Tue 31 July 2012.
Lance Commander Millicent Evans
Player, 37 posts
Tue 31 Jul 2012
at 04:04
  • msg #43

Re: Mission 2 - Turn Two Op Force Movement

The attention on Millicent, wasnt totally unexpected.  They were too far away to be a serious threat for the moment, "Targets of opportunity.  Take your best shots people."

Affirmative Commander, Longshot acknowledges as she lines up her Energy Sniper rifle to shoot at their lead mech.

Longshot ER Large @ Devlin (heat 6)
Base 5 + 1 walk + 2 range +2 def mod = tn 10+



As Long shot acknowledges the command to fire, Millie lines up her own missiles to let loose on Devlin as he closes.

Ghost  (2) LRR4s @ Devlin (no heat gen)
Base 4 + 1 walk + 2 range + 2 def mod = tn 9+
00:10, Today: Lance Commander Millicent Evans rolled 11,6 using 2d6,2d6. Mille (2) LRR4s tn9+.
00:10, Today: Lance Commander Millicent Evans rolled 4,5 using 2d6,2d6. # missiles and Location. (Devlin ~ RL 2 damage)



http://www.angelickitten.com/rpol/mw/wg/wg02.jpg
This message was last edited by the player at 04:11, Tue 31 July 2012.
Cprl. Cade Murphy
player, 170 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Tue 31 Jul 2012
at 12:51
  • msg #44

Re: Mission 2 - Turn Two Op Force Movement

Cade keeps his targeting receptacle on Devlin and once again fires his two LRMs.  He did not like the shot, but he did not have a better one anywhere else.


Target Dev
7 +2Def -1Mis +2Range = 10
08:49, Today: Cprl. Cade Murphy rolled 2,5 using 2d6,2d6. 2 LRM 4 vs wolf.
Miss
Ammo Used: 2/2

This message was last edited by the player at 16:47, Tue 31 July 2012.
Cprl. Caitlin Mallory
player, 426 posts
Callsign: Rabbit
Tue 31 Jul 2012
at 16:38
  • msg #45

Re: Mission 2 - Turn Two Op Force Movement

Much as though Rabbit wanted to shoot at the Captain she figured unless he won this little bout they'd all be in the doghouse. She aimed at Devlin instead to be rewarded by the sight of some of her missiles hitting the target.

LRR6
Base 7+
6+ +1 injury
+1 walk
+2 def mod
Range 7 hexes
Short +0
-2 missiles
= TN 8+
11:33, Today: Cprl. Caitlin Mallory rolled 12 using 2d6. LRR6(1)@Devlin. Hit
11:33, Today: Cprl. Caitlin Mallory rolled 5 using 2d6. No of missiles. 3 missiles hit
11:35, Today: Cprl. Caitlin Mallory rolled 9 using 2d6. Hit Location. Site is blocked from work.....

11:34, Today: Cprl. Caitlin Mallory rolled 5 using 2d6. LRR6(2)@Devlin. MISS

(Actually ranges for a LRR are 5/10/15 but have no minimum range.  So you were at Medium range.  The 12 hits anyway though.  Nice shooting)
This message was last edited by the player at 12:32, Wed 01 Aug 2012.
1st LT Adam Carlyle
player, 764 posts
Callsign: Cowboy
Tue 31 Jul 2012
at 16:52
  • msg #46

Re: Mission 2 - Turn Two Op Force Movement

Cowboy

Swapping Countess for Thanos he ranged the Sniper Canon as he walked back.  Pausing for a moment he shook his head inside his mech as he squeezed the trigger sending a massive paintball at Thanos.  Clearly though his aim was off at simply a walk and the paintballs were not made for combat...

---
To Hit: (Sniper Canon) Thanos Base 4 + Move 1 + Target 2 + Range 4 = TN11+
Heat: 1 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

12:47, Today: 1st LT Adam Carlyle rolled 3 using 2d6. Sniper Canon vs Thanos TN11+. Miss

Cowboy's Sniper Canon Ammo Clip Count:
30/32 Regular Rounds



Static

The 'enemy' was dictating the terms of the engagement and when that happened you lost in Solaris.  The rockets were within range but there was no firing solution that would do anything more than waste shots.

---
No Shot.

Static's LLR Ammo Bin Count:
39/40 Regular Rounds

Kitten
GM, 2921 posts
Wed 1 Aug 2012
at 01:36
  • msg #47

Re: Mission 2 - Turn Two Op Force Movement

Power Loaders
CallsignSummaryArmorInternalsCriticals

Ghost
G4 / P5 / L5
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) SRM2
(20 ammo)

(RT) LRR4
(LT) LRR4
(22/22 ammo)

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT JJ
RT JJ JJ Torso Load-{LRR4} (2 critical)
LT JJ JJ Torso Load-{LRR4} (2 critical)
RA S U L H 1H Weapon-{SRM2} (2 critical)
LA S U L H
RL H U L F HS
LL H U L F HS

Cade
G7 / P6 / L1
+1 w/ Missiles
+1 Tactics
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) LRM4 (20 shots)
(LA) LRM4 (20 shots)
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 1H Weapon-{LRM4} (2 critical)
LA S U L H 1H Weapon-{LRM4} (2 critical)
RL H U L F HS
LL H U L F HS

Cadet Huang
G6 / P6 / L0
+1 Energy
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(2H) ER Large Laser
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
LA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
RL H U L F HS
LL H U L F HS


Assault Loaders
CallsignSummaryArmorInternalsCriticals

Cowboy
G6 / P7 / L5
+2 w/ Ballistics
+1 Edge
Command Loader
Move 6/9/0
Heat Sinks 10

8.5t Load
RT - ML
LT - ML
(2H)Sniper Canon
(32) Shots

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Sniper Canon} (2 critical)
LA S U L H 2H Weapon-{Sniper Canon} (2 critical)
RL H U L F HS
LL H U L F HS

Rabbit
G6 / P6 / L0
G7 / P7 / L0
+2 Missiles
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RA Sword
RT LRR6 (15 Ammo)
LT LRR6 (15 Ammo)

Repair Modifier x1.3
H 3
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load) LRR6 - 2 critical
LT (Torso Load) LRR6 - 2 critical
RA S U L H Sword
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS

Svend
G6 / P7 / L0
+1 CAT
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RT SP Laser
LT SP Laser
RA Hatchet
LA LRR 6
Ammo (40)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load)
LT (Torso Load)
RA S U L H Hatchet
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS





Op force
Wild Stallions' Mechs
Officers
CallsignSummaryArmorInternalsCriticals

Blueblood
G6 / P7 / L5

+1 Tactics
Firefly
Move 5/8/0
Heat Sinks 10

Weapons
CT ~ ML
RT ~ ML ~ LRM 5
RT ~ LRM(24)Ammo
LT ~ ML
RA ~ LRM 5
LA ~ LRM 5

Repair Modifier x1.3
H 8
CT 15 (5)
RT 11 (3)
LT 11 (3)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS ML
RT HS HS ML LRM5 Ammo(24)
LT HS ML
RA S U L H LRM5
LA S U L H LRM5
RL H U L F
LL H U L F

Goth
G7 / P7 / L2
+1 Energy
+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

Wolfman
G5 / P6
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ERML
RA ~ ML
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 14
LL 17
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ERML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

B.J.
G5 / P6
+1 Laser
+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
Cadet Crew
G5 / P5
Omni Hummer
Move 6/9/0

Weapons
1.25t Load
LRR2
(18 shots)

F 10(1)
R 8 (1)
L 8 (1)
B 6 (1)


Damage marked off...
Turn One
Rabbit  H -5 Damage
Wolfman RL-4 Damage

Turn Two
Wolfman RL-2 Damage
Wolfman LL-3 Damage
This message was last edited by the GM at 18:55, Thu 02 Aug 2012.
Kitten
GM, 2922 posts
Wed 1 Aug 2012
at 01:37
  • msg #48

Mission 2 - Turn Three Intiative

Wild Stallions may roll intiative.  If you lose please move.

http://www.angelickitten.com/rpol/mw/wg/wg02.jpg
This message was last edited by the GM at 01:39, Wed 01 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 395 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 1 Aug 2012
at 03:43
  • msg #49

Re: Mission 2 - Turn Three Intiative

Captain Hinklemeyer-Schmidt was glad...very glad...that this was only a practice skirmish.  With the repeated misses at even short range, he could tell that his group was performing at sub-par levels.  He only hoped that they were doing well enough to garner at least a little respect from the cadets that they were supposed to train, because at the moment, the Wild Stallions were doing no better than the cadet on the field.

Initiatives: Johan - pass; Humvee - pass

20:40, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee initiative TN7+.
20:40, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 9 using 2d6. Johan's initiative vs. TN6.

Sgt. Devlin Masters
player, 345 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Wed 1 Aug 2012
at 04:06
  • msg #50

Re: Mission 2 - Turn Three Intiative

Glad to see the X-3s retreating, Devlin leaps into the woods.


23:05, Today: Sgt. Devlin Masters rolled 6 using 2d6. INIT  TN 7+. LOST

Jump 4 to 3431 facing S

1st Lt Camille Sforza
player, 729 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Wed 1 Aug 2012
at 07:15
  • msg #51

Re: Mission 2 - Turn Three Intiative



Initiative: TN 7: rolled 10, Success!

This message was last edited by the player at 17:01, Wed 01 Aug 2012.
Cprl. Thanos Starguard
player, 222 posts
Big-T
P5-G4-M7 +1E +1EWP
Wed 1 Aug 2012
at 14:15
  • msg #52

Re: Mission 2 - Turn Three Intiative

In reply to 1st Lt Camille Sforza (msg # 51):

(OOC: I posted above that I passed initiative this round. Same post as when I moved and fired. OpForce's turn to go.)
Lance Commander Millicent Evans
Player, 38 posts
Wed 1 Aug 2012
at 15:34
  • msg #53

Re: Mission 2 - Turn Three Intiative

The mercenaries were advancing aggressively and her own forces were outo f position from where she was hoping for them to be.  It was now or never.  These were the moments that won or lost battles.  Millicent made a decision and gave the orders.

"Make or Break.  Foreplays over prepare for close quarter combat.  Huang cover my back, i'm going in", with that she gave her mech an aggressive nudge forward to stall the mercenary commander.

Behind her, Huang did as she was bade and droper her Sniper rifle to engage the smart actuators to negate the effects induced by the heat build up.  Moving aggressively she made certain no one was going to come in behind Commander Evan's back with out dealing with her first.




Longshot
Drops ER Large Laser, improves mech speed to 5/8/5 (-1 movement from heat 6)
Run ~ F2 R1 F3 ~ +2 Def Mod ~ 2933ne

Ghost
Walk ~ R1 F3 ~ +1 Def Mod ~ 3032ne
This message was last edited by the player at 15:38, Wed 01 Aug 2012.
1st LT Adam Carlyle
player, 765 posts
Callsign: Cowboy
Wed 1 Aug 2012
at 18:54
  • msg #54

Re: Mission 2 - Turn Three Intiative

Cowboy

Cowboy knew he was doing the two step nelly when he cranked his X-3 forward yet again to tempt Thanos and Sforza.  Supposedly his model was supposed to be able to withstand significant damage and now they were going to put it to the test, "Static, cover me if they get jumpy."

Run, Forward 9, End 2626 Facing NE [+3]

Static

"Got it." was all the Svend replied as the mechs hatchet moved in half-practice swings as he crawled up behind Cowboy ready to pound anything that got close.  If they didn't bite it gave them free reign to head north at a quick beat and hammer the buildings in short order.

Run, Forward 4, Left Turn 1 N, Forward 3, Right Turn 1 NE, End 2427 Facing NE [+3]
Cprl. Cade Murphy
player, 171 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 1 Aug 2012
at 19:45
  • msg #55

Re: Mission 2 - Turn Three Intiative

"Pardon my french ma'm, but I kinda like foreplay, and so do most of the women I date", Cade comments, as he reverses the direction of his mech, edging it into a forward gait.  He whistles a bit as Adam's and Svend's mechs blows past.  "Those mechs look like they have an extra gear in there Cowboy!"


Walk fwd 4, End 2330
Def +1

Cprl. Caitlin Mallory
player, 427 posts
Callsign: Rabbit
Wed 1 Aug 2012
at 23:39
  • msg #56

Re: Mission 2 - Turn Three Intiative

Rabbit immediately started her new Mech on a long run North. Loping forward as she was intent on trashing the enemy buildings. Inside the pilot compartment Rabbit extended a finger to Blueblood as she left them all behind.

OOC: Move F8 R1

(Move corrected for what player intended)
This message was last edited by the GM at 02:49, Thu 02 Aug 2012.
Kitten
GM, 2924 posts
Thu 2 Aug 2012
at 02:56
  • msg #57

Mission 1 - Turn Three Fire Phase

Stallions may Fire at this time.

Everyone but Devlin may take there move before firing.

http://www.angelickitten.com/rpol/mw/wg/wg02.jpg
Cprl. Thanos Starguard
player, 223 posts
Big-T
P5-G4-M7 +1E +1EWP
Thu 2 Aug 2012
at 11:16
  • msg #58

Re: Mission 1 - Turn Three Fire Phase

In reply to Kitten (msg # 57):

The original Blackjack, piloted by Thanos keeps loping south. This time though the throttle is at full. Ghost has conveniently put herself almost directly in front of the charging mech. Made things so much easier when trying to line up shots. Two crimson bolts of energy lance out and find armor to melt.



OOC: move 6 to 2931S +2 Defense (Cowboy does not have back shots, but Rabbit does being over the half way line)

06:10, Today: Cprl. Thanos Starguard rolled 12 using 2d6. LL1 at Ghost, TN7. HIT
06:11, Today: Cprl. Thanos Starguard rolled 9 using 2d6. LL2 at Ghost, TN7. HIT
06:11, Today: Cprl. Thanos Starguard rolled 5,8 using 2d6,2d6. Locations.
8 to RL
8 to LT


Total Heat: +2


06:15, Today: Cprl. Thanos Starguard rolled 7 using 2d6. OOps Inish Round 4. PASS

This message was last edited by the player at 19:48, Thu 02 Aug 2012.
1st Lt Camille Sforza
player, 730 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 2 Aug 2012
at 13:44
  • msg #59

Re: Mission 1 - Turn Three Fire Phase

Camille moved forward, pacing herself, before aiming and firing at the opposing unit commander...

... sending crimson beams widely past Ghost, eliciting a few choice curses from the Countess



Walk:
Forward 4

End hex: 3029 s
Def: +1

---

Weapons:
Target: millie, range 3: short
2 x LL G+spec: 6, +1 (walk) +1 (defmod)
rolls: 5, 6 = Miss

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 396 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 2 Aug 2012
at 17:24
  • msg #60

Re: Mission 1 - Turn Three Fire Phase

Seeing the enemy commander moving slowly, Johan decided to flank her to prove to their new employers the value of real-world experience.  He manages to somehow move behind the par of Omni mechwarriors and throw off a decent amount weapons fire and punches, but only one medium laser hit, although it does manage to score a good and effective hit, virtually damaging the X-3's critical parts

Move: Run F4, L1, F2, L to 2833SE (+2 def)
Attacks:
  3x ML @ Ghost (TN9 = 6 base + 0 range + 1 def + 2 run); 1 hit; loc C(crit)
  Crit check 11; 2 crits; crit loc: 1 engine, 1 gyro
  2x Punches @ Longshot (TN11 = 7 base + 2 def + 2 run); 2 misses
Heat: 0 start + 2 run + 9 weapons - 10 HS = 1 end

10:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7,9 using 2d6,2d6 with rolls of 4,3,4,5. punches x2 @ TN11.
10:13, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6 with rolls of 2,4. crit loc #2.
10:12, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6 with rolls of 5,3. crit loc #1.
10:12, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 11 using 2d6. crit check.
10:11, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 2 using 2d6. ML loc.
10:11, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8,5,11 using 2d6,2d6,2d6. ML x3 @TN9.

Lance Commander Millicent Evans
Player, 39 posts
Thu 2 Aug 2012
at 19:12
  • msg #61

Re: Mission 1 - Turn Three Fire Phase

Millie's gamble had worked, it was a target rich enviroment.  The Stallions has bit on the bait and were engaging them gamely.

"Pick your targets of opportunity.  This moment makes or breaks us."

Huang watched as a trio of mechs came in to engage them.  There was nothing to be done but to gamely engage them back.  Turning to her left, twin lasers wink weapon fire at one of the approaching Blackjacks.  Her arm goes out to clothesline their commander as he tries to race by.

Longshot
(2) ML @ Thantos
Base 5 + 2 Run + 2 Def Mod. = tn 9+
15:06, Today: Lance Commander Millicent Evans rolled 5 using 2d6. ML @ Thantos tn 9+.
15:05, Today: Lance Commander Millicent Evans rolled 8 using 2d6. (2) ML @ Thantos tn 9+.

(1) Punch
Base 4 + 2 Run + 2 Def Mod. - 1 Skill Mod = tn 7+
15:06, Today: Lance Commander Millicent Evans rolled 6 using 2d6. Punch at Johan tn 7+.

(Johan needed tn9+, so one of his punches does land.)



Millicient observes that they were keeping the Hummer to the north, perhaps to guard their Building.  They neednt have bothered, she was here to fight mechs, not run around and hide like a coward to score points against targets that were unable to fight back.  Turning to her left, she lines up on the slower moving Black Jack and triggers all her weapons at Countess.  She watched and was rewarded as the Blackjack's torso area turned Teal with paint.

(2) LRR4 and SRM2
Base 4 +1 Walk +1 Def Mod = tn 6+
15:10, Today: Lance Commander Millicent Evans rolled 8,10,11 using 2d6,2d6,2d6. (2) LRR4 and SRM 2 tn 6+.

15:10, Today: Lance Commander Millicent Evans rolled 11,9,8 using 2d6,2d6,2d6. # of missiles. (4/3/2 missiles)

15:10, Today: Lance Commander Millicent Evans rolled 7,5,7,7 using 2d6,2d6,2d6,2d6. Location. CT 4-2-2 / RL 2

12:44, Today: Lance Commander Millicent Evans rolled 11 using 2d6. Pilot check tn 9+.





Recommended targts...

Adam (Base 4 + 2 Run)
Countess tn9+ with AC and 11+ with ML

Caitlin (Base 5 + 2 Run)
Countess tn 10+ with all weapons

Svend (Base 6 + 2 Run)(w/LRR6)
Countess tn 11+

Cade (Base 6 + 1 Walk)
Countess tn 8+


10:12, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6 with rolls of 5,3. crit loc #1.  [Engine Hit]
10:13, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 6 using 2d6 with rolls of 2,4. crit loc #2.  [Gyro Hit]
This message was last edited by the player at 16:44, Fri 03 Aug 2012.
Cprl. Cade Murphy
player, 172 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 2 Aug 2012
at 19:52
  • msg #62

Re: Mission 1 - Turn Three Fire Phase

Cade watches as Blueblood runs past him and offers him his back.  The targeting recepticles slowly move toward that juicy target and then returns to hover over Countess's blackjack.  He launches the missiles at her and almost triggers the medium lasers and then decides against it since his arm slips off the controls.

"BAH!"


Target Countess Range 7
7+1D+1W-1M+0R=TN8 LRM4s
15:49, Today: Cprl. Cade Murphy rolled 9,6 using 2d6,2d6 LRM x2 Countess.
15:50, Today: Cprl. Cade Murphy rolled 7 using 2d6. LOC ML.
15:50, Today: Cprl. Cade Murphy rolled 7 using 2d6 with #of missiles.
3 DMG to CT?

Ammo Used: 3/3

This message was last edited by the player at 23:35, Fri 03 Aug 2012.
Sgt. Devlin Masters
player, 346 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 2 Aug 2012
at 21:30
  • msg #63

Re: Mission 1 - Turn Three Fire Phase

Devlin ignores the X-3 mechs and fires an ALPHA strike at the building.

<orange>
Gunnery 5 + Jumped 3 + LW 1 -1 energy -4 stationary = 4+ for lasers
Gunnery 5 + Jumped 3 + LW 1 -4 stationary = 5+ for SRM

1 ERML and 2 ML at Buidling #3
SRM 6 at Building #3

16:21, Today: Sgt. Devlin Masters rolled 3,4,7,10 using 2d6,2d6,2d6,2d6. ERML #1, ML#1, ML #2, SRM #1. ERML Missed   2 MLs Hit, SRM HIT

16:29, Today: Sgt. Devlin Masters rolled 3 using 2d6. # missiles hit.
2 Missiles Hit

Damage to Building #3  14 pts
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 397 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 3 Aug 2012
at 00:31
  • msg #64

Re: Mission 1 - Turn Three Fire Phase

From a stationary position, the Humvee launches its missiles towards the incoming mechs.  They narrowly mix one of the fast-moving targets.

Move: none
Shots: LRR4 @ Rabbit (TN9 = 4 base + 2 range + 3 def); miss

16:15, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. humvee LRR4 @ TN9.

1st LT Adam Carlyle
player, 768 posts
Callsign: Cowboy
Fri 3 Aug 2012
at 01:16
  • msg #65

Re: Mission 1 - Turn Three Fire Phase

Cowboy

Swapping Thanos for Countess he ranged the Sniper Canon as he ran forward.  Flicking the selector on his weapons options he launched both a huge paintball as well as a pair of flashes of light.  The lasers went wide but the paintball made a nice splotch of electric blue all over her left torso and he couldn't help but grin.

---
To Hit: (Sniper Canon) Countess Base 4 + Move 2 + Target 1 + Range 2 = TN9+
        (Medium Laser) Countess Base 6 + Move 2 + Target 1 + Range 2 = TN11+
Heat: 7 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

21:08, Today: 1st LT Adam Carlyle rolled 9,4,5 using 2d6,2d6,2d6. Sniper Cannon, ML, ML TN9+/11+/11+.  Hit, Miss, Miss
21:10, Today: 1st LT Adam Carlyle rolled 9 using 2d6. 6 Damage Right Side Loc.

6 Damage Left Torso Countess

Cowboy's Sniper Canon Ammo Clip Count:
29/32 Regular Rounds



Static

He needed to be close to be worth anything in these speedy tin-cans.  Once again he shook his head wondering if they had actually installed faulty guidance instead of no guidance in the LRR system.

---
To Hit: (LRR6) Countess Base 6 + Move 2 + Target 1 + Range 2 = TN11+
Heat: 3 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

21:13, Today: 1st LT Adam Carlyle rolled 3 using 2d6. Static LRR6 vs Countess TN11+. Miss

Static's LLR Ammo Bin Count:
38/40 Regular Rounds

Capt. Johan Jakob Hinklemeyer-Schmidt
player, 398 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 3 Aug 2012
at 05:03
  • msg #66

Re: Mission 1 - Turn Three Fire Phase

Lance Commander Millicent Evans:
(Johan needed tn9+, so one of his punches does land.)

Really?  I thought that the phyiscal attacks were also affected by our piloting rolls...or is it that it's supposed to be based on the difference in piloting rolls.  In that case, it's 5 more points to the mech's right arm.

21:59, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 5 using 1d6. punch location.

Kitten
GM, 2926 posts
Fri 3 Aug 2012
at 08:26
  • msg #67

Re: Mission 1 - Turn Three Fire Phase

Capt. Johan Jakob Hinklemeyer-Schmidt:
Lance Commander Millicent Evans:
(Johan needed tn9+, so one of his punches does land.)

Really?  I thought that the phyiscal attacks were also affected by our piloting rolls...or is it that it's supposed to be based on the difference in piloting rolls.  In that case, it's 5 more points to the mech's right arm.

21:59, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 5 using 1d6. punch location.


Punches are 10% of weight for damage, so only 3 damage.

Physical combat is base rolls, adjusted by difference in skills.  If youre both poor in combat, it makes it easier to hit one another.
Cprl. Caitlin Mallory
player, 428 posts
Callsign: Rabbit
Fri 3 Aug 2012
at 13:41
  • msg #68

Re: Mission 1 - Turn Three Fire Phase

Rabbit turned the LRRs on Countess. She smiled as the rockets seemed like arrows in the air flying direct to Countesses knee.


08:38, Today: Cprl. Caitlin Mallory rolled 11 using 2d6. LRR2@Countess. HIT
08:39, Today: Cprl. Caitlin Mallory rolled 5 using 2d6. no of missiles. 3 hit
08:39, Today: Cprl. Caitlin Mallory rolled 9 using 2d6. hit location. Left Leg?
08:38, Today: Cprl. Caitlin Mallory rolled 8 using 2d6. LRR@Countess MISS



Kitten Note:
They're actually LRR6s, not 2s i believe that's 5 missiles, to location 9 (left Torso on the Right side charts)

This message was last edited by the GM at 16:30, Fri 03 Aug 2012.
Kitten
GM, 2928 posts
Fri 3 Aug 2012
at 16:34
  • msg #69

Mission 1 - Turn Three Fire Phase

Power Loaders
CallsignSummaryArmorInternalsCriticals

Ghost
G4 / P5 / L5
-3 Pilot from Gyro
Power Loader
Move 4/6/4
Heat Sinks 10 5

7.5t Load
(RA) SRM2
(20 ammo)

(RT) LRR4
(LT) LRR4
(22/22 ammo)

Repair Modifier x1.3
H 8
CT 12 (0)
RT 10 (2)
LT 2 (2)
RA 8
LA 8
RL 4
LL 12
H 3
CT 10 9
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT Gyro -1 Engine -1 HS JJ
RT JJ JJ Torso Load-{LRR4} (2 critical)
LT JJ JJ Torso Load-{LRR4} (2 critical)
RA S U L H 1H Weapon-{SRM2} (2 critical)
LA S U L H
RL H U L F HS HS
LL H U L F HS HS

Cade
G7 / P6 / L1
+1 w/ Missiles
+1 Tactics
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) LRM4 (20 shots)
(LA) LRM4 (20 shots)
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 1H Weapon-{LRM4} (2 critical)
LA S U L H 1H Weapon-{LRM4} (2 critical)
RL H U L F HS
LL H U L F HS

Cadet Huang
G6 / P6 / L0
+1 Energy
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(2H) ER Large Laser
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8 5
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
LA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
RL H U L F HS
LL H U L F HS


Assault Loaders
CallsignSummaryArmorInternalsCriticals

Cowboy
G6 / P7 / L5
+2 w/ Ballistics
+1 Edge
Command Loader
Move 6/9/0
Heat Sinks 10

8.5t Load
RT - ML
LT - ML
(2H)Sniper Canon
(32) Shots

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Sniper Canon} (2 critical)
LA S U L H 2H Weapon-{Sniper Canon} (2 critical)
RL H U L F HS
LL H U L F HS

Rabbit
G6 / P6 / L0
G7 / P7 / L0
+2 Missiles
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RA Sword
RT LRR6 (15 Ammo)
LT LRR6 (15 Ammo)

Repair Modifier x1.3
H 3
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load) LRR6 - 2 critical
LT (Torso Load) LRR6 - 2 critical
RA S U L H Sword
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS

Svend
G6 / P7 / L0
+1 CAT
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RT SP Laser
LT SP Laser
RA Hatchet
LA LRR 6
Ammo (40)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load)
LT (Torso Load)
RA S U L H Hatchet
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS





Op force
Wild Stallions' Mechs
Officers
CallsignSummaryArmorInternalsCriticals

Blueblood
G6 / P7 / L5

+1 Tactics
Firefly
Move 5/8/0
Heat Sinks 10

Weapons
CT ~ ML
RT ~ ML ~ LRM 5
RT ~ LRM(24)Ammo
LT ~ ML
RA ~ LRM 5
LA ~ LRM 5

Repair Modifier x1.3
H 8
CT 15 (5)
RT 11 (3)
LT 11 (3)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS ML
RT HS HS ML LRM5 Ammo(24)
LT HS ML
RA S U L H LRM5
LA S U L H LRM5
RL H U L F
LL H U L F

Countess
G7 / P7 / L2
G9 / P9 / L0
+1 Energy
+1 Edge
Blackjack-1DB
Move 4/6/4
Heat Sinks 17

Weapons
RA ~ LL
LA ~ LL

Repair Modifier x1.45
H 9
CT 18 7(9)
RT 17 (5)
LT 17 6(5)
RA 14
LA 14
RL 22 20
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

Wolfman
G5 / P6
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

Weapons
 H ~ ERML
RA ~ ML
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 14
LL 17
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ERML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

B.J.
G5 / P6
+1 Laser
+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
Cadet Crew
G5 / P5
Omni Hummer
Move 6/9/0

Weapons
1.25t Load
LRR2
(18 shots)

F 10(1)
R 8 (1)
L 8 (1)
B 6 (1)



Damge for the turn

Ghost takes...
8 to LT
8 to RL
5 to CT(R)

-1 Engine
-1 Gyro
(Pilot roll at penalty 4 for taking over 20 damage and Gyro hit)
12:44, Today: Lance Commander Millicent Evans rolled 11 using 2d6. Pilot check tn 9+.

Longshot
3 to LA

Countess takes...
11 CT
11 LT
 2 RL

(Pilot roll at penalty one for taking over 20 damage) {TN 8+}

Heat 5 Ghost
Heat 4 Huang

14 Damage ~ Omni Building Three
This message was last edited by the GM at 23:12, Fri 03 Aug 2012.
Kitten
GM, 2929 posts
Fri 3 Aug 2012
at 16:47
  • msg #70

Mission 1 - Turn Four Intiative Phase

Camille needs to make a pilot skill check to avoid falling.  tn8+  (Should she fail dont forget to make a second pilot check to see if the mech warrior took damage, should she take damage, dont forget to roll location of damage on Camille)

Rest of the Stallions need pilot roll +2 to gain intiative.

http://www.angelickitten.com/rpol/mw/wg/wg02.jpg
This message was last edited by the GM at 20:17, Fri 03 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 399 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 3 Aug 2012
at 20:39
  • msg #71

Re: Mission 1 - Turn Four Intiative Phase

Although he misses the head or vulnerable back armor of the cadet's X-3, Johan is still quite content when surveying his handiwork.  The simulation computers were registering Ghost's damage as being quite severe, causing the unit to teeter-todder a bit.  He was smiling until he turned his attention to the far left, where he peeked at the significant damage that Lt. Sforza just received.  He chastened himself for being out of position to really protect her, but was glad that this was only a practice session....

Initiatives: Johan - pass; humvee - pass

13:34, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee's initiative.
13:34, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 9 using 2d6. Johan's initiative.

Sgt. Devlin Masters
player, 348 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 3 Aug 2012
at 21:09
  • msg #72

Re: Mission 1 - Turn Four Intiative Phase

The heat rises just a bit from the ALPHA strike and the jump, but not enough to matter. Devlin eases forward thru the trees until he is as close as he can get to the building.


16:06, Today: Sgt. Devlin Masters rolled 5 using 2d6. INIt  TN 7+.
Fail

Walk F1  End 3432 facing S

HEAT
Jumped 4   +4
Wpns       +15
Heat Sinks -17
------------------
Current Heat  +2

This message was lightly edited by the player at 21:09, Fri 03 Aug 2012.
1st Lt Camille Sforza
player, 734 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 3 Aug 2012
at 21:22
  • msg #73

Re: Mission 1 - Turn Four Intiative Phase

yep, I fall... even with my edge i couldn't stay standing, but i am not surprised, +2 penalty to almost everything hurts.

Countess takes damage in pilot loc 6 (however you simulate that)

23:20, Today: 1st Lt Camille Sforza rolled 6 using 2d6. damage loc *sigh*.
23:20, Today: 1st Lt Camille Sforza rolled 6 using 2d6. pilot to prevent damage tn7.
23:19, Today: 1st Lt Camille Sforza rolled 3 using 2d6. edge reroll, pilot to stand.
23:19, Today: 1st Lt Camille Sforza rolled 5 using 2d6. pilot to stay standing: 8+.


Location 6 = damage to location 6 and 5...

First available box without damage from left is box 4 = +2 Gunnery and Pilot rolls.
Mech warrior damage (DOES) count against intiative.

This message was last edited by the GM at 23:03, Fri 03 Aug 2012.
Kitten
GM, 2932 posts
Fri 3 Aug 2012
at 23:06
  • msg #74

Re: Mission 1 - Turn Four Intiative Phase

Johan   - Pass
Camille - Pending - Flagged as 'dead' - Omni Team + 4.5 points
Thantos - Pending
Devlin  - Lost and moved
Hummer  - Pass

Waiting on Camille and Thantos.

Camille currently has a Pilot Skill of 9 now, between mechwarrior damage and being rusty.  You may... elect to stick it out to absorb damage for your team mates, or you may remove her from the fight now to make certain the pilot doesnt take further damage.

I can foresee a scenario of attempts to get up at tn 9+ and failing causing checks to avoid damage to the pilot which are also at 9+, and failing that taking damage.  Do this enough times and even non lethal damage looks pretty lethal.  She has a Gunnery of 9 and a Pilot Skill of 9.  That's pretty awful.  She's good... maybe for building hunting, but she'd have to get up and past a lance of mechs with a pilot skill of 9 to do that.

If the pilot starts to take real damage from your decision to 'stay' i wont be apologetic or cut you slack in future scenarios from the injuries.  I refuse to feel guilt over player sentiment that their characters are invulnerable to serious injury.  If this were a live simulation, and you went down with tn 9+ to get up infront of a lance of mechs, i'm pretty sure you'd be sitting it out.  (I suggest turning the Hummer over to Camille to control, if you want to give her something to do?)
This message was last edited by the GM at 11:33, Sat 04 Aug 2012.
Cprl. Cade Murphy
player, 180 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Sat 4 Aug 2012
at 00:51
  • msg #75

Re: Mission 1 - Turn Four Intiative Phase

Cade cringes as he sees the Blackjack fall.  Knowing the kind of bouncing around that can happen in the cockpit, Cade flips on the open communication channel.  "You ok in there Countess?".
1st Lt Camille Sforza
player, 735 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Sat 4 Aug 2012
at 06:45
  • msg #76

Re: Mission 1 - Turn Four Intiative Phase

Kitten:
She has a Gunnery of 9 and a Pilot Skill of 9.  That's pretty awful.  She's good... maybe for building hunting, but she'd have to get up and past a lance of mechs with a pilot skill of 9 to do that.


nope, 7+ is awfull, 9+ is catastrophic.
countess is out, i just hope the damage is recovered before the next practice bout
otherwise i'll once again be completely useless.





Kitten Note:
It's all non-lethal damage at the moment.  Bumps and bruises, nothing serious.  It all scrubs over night.  I'm leaning towards weapon attacks being 'simulated' damage (Like Caitlin's), since it's a light show and paint balls.

I'm presuming that 'falling down' shouldnt be lethal damage (that's going to extend past this mission from now on), the physical attacks are currently 'pulled' to avoid serious damage to the pilot and cut down on lethal damage to the mech (half physical damage to head if it's hit).

This message was last edited by the GM at 11:30, Sat 04 Aug 2012.
Cprl. Thanos Starguard
player, 226 posts
Big-T
P5-G4-M7 +1E +1EWP
Sat 4 Aug 2012
at 13:21
  • msg #77

Re: Mission 1 - Turn Four Intiative Phase

Kitten:
Thantos - Pending


Thanos passed. I posted it at the same time I moved and fired :-)
Kitten
GM, 2935 posts
Sat 4 Aug 2012
at 14:57
  • msg #78

Re: Mission 1 - Turn Four Intiative Phase

Cprl. Thanos Starguard:
Kitten:
Thantos - Pending


Thanos passed. I posted it at the same time I moved and fired :-)


The hazards of rolling intiative early is sometimes i dont see it.  Okay so it's Op forces turn to move.
Lance Commander Millicent Evans
Player, 41 posts
Sat 4 Aug 2012
at 15:07
  • msg #79

Re: Mission 1 - Turn Four Intiative Phase

(Private Channel chatter between the two Omni pilots...)

"Lance Commander... did you mean to have us on the extreme right flank as bait seems to have worked well."

"No Huang.  Not really."

"What do you mean?  We've taken down one of their Blackjacks."

"Actually we were suppose to be defending these woods enmasse by now."

"It's feeling rather isolated for enmasse..."

"Well... yes... when you call for an advance east... and they advance west... that will happen."

"Perhaps... theres something wrong with their compass?"

"No.  Not possible.  Those are powerloaders."

"True... the technical unit would never let a problem like that pass inspection.  What went wrong?"

"We're relying on mercs?"

"Oh."

"It seems to have worked out though i'm piloting like a drunk at the moment.", Millicient switchs over to the general Omni unit channel.

"First blood is ours.  My gyro has been damage and i will be withdrawing north, give me some cover while you engage that whitworth over by Omni three.  It seems preoccupied.  Move in to engage."

"On it.", Huang answers triggering her jump jets to move in to engage the whitworth.

Lance commander Evans nods satisfied that someone was moving aggressively and starts to back off from the 'frontlines' and gets ready to fire on Johan or Thantos.  She was just too good of a target to be left alone, she was going to definitely spike her heat before punching out of the simulation though.




Ghost
Walk ~ R2 B2 ~ 3030s ~ +0 Def Mod

Longshot
Run ~ F4 R1 F1 ~ 3431se ~ +3 Def Mod
This message was last edited by the player at 15:42, Tue 07 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 400 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Sat 4 Aug 2012
at 15:25
  • msg #80

Re: Mission 1 - Turn Four Intiative Phase

OOC: With the gyro damaged, I think that Ghost has to roll a piloting roll to stay standing after jumps or runs.
Cprl. Thanos Starguard
player, 227 posts
Big-T
P5-G4-M7 +1E +1EWP
Sat 4 Aug 2012
at 15:29
  • msg #81

Re: Mission 1 - Turn Four Intiative Phase

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 80):

OOC: Another question: Do all SRM missiles hit static targets from point blank range?
Lance Commander Millicent Evans
Player, 41 posts
Sat 4 Aug 2012
at 15:32
  • msg #82

Re: Mission 1 - Turn Four Intiative Phase

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 80):

I believe youre incorrect, let me check.

I stand corrected.  She will walk then.
This message was last edited by the player at 15:32, Sat 04 Aug 2012.
Cprl. Cade Murphy
player, 181 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Sat 4 Aug 2012
at 18:18
  • msg #83

Re: Mission 1 - Turn Four Intiative Phase


Cade punches his mech into a run and hangs a right.  The mech responds well enough, however still a bit jumpy.


Run ~ F4 R1 F1 ~ 2828se ~  +2 Def Mod.
Kitten
GM, 2937 posts
Sat 4 Aug 2012
at 19:59
  • msg #84

Re: Mission 1 - Turn Four Intiative Phase

Cprl. Thanos Starguard:
In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 80):

OOC: Another question: Do all SRM missiles hit static targets from point blank range?


Presuming the tn is rolled... all missiles and rockets will hit a building at range one.
1st LT Adam Carlyle
player, 771 posts
Callsign: Cowboy
Tue 7 Aug 2012
at 02:48
  • msg #85

Re: Mission 1 - Turn Four Intiative Phase

Cowboy

Cowboy had to give it to the Johan either his understanding of command was getting better or the people under him were striving to do better on their own so they wouldn't be singled out for one of his 'pep talks.'  Constantly on the edge he brought his X-3 around in a large loop, "Do what you can Static."

Run, Right Turn 1 SE, Forward 7, Right Turn 1 S, End 3330 Facing S [+3]

Static

"I'm not seeing the lighter is better Cowboy...." was all Svend quipped as he sauntered the light mech into position.  It was a target rich environment and he hoped that he was going to have a target to shoot at.

Walk, Right Turn 1 SE, Forward 5, End 2930 Facing SE [+2]
Cprl. Caitlin Mallory
player, 429 posts
Callsign: Rabbit
Tue 7 Aug 2012
at 15:49
  • msg #86

Re: Mission 1 - Turn Four Intiative Phase

Caitlin's loader set of at a rather nimble run North, seeking to separate the two groups and give her own group a good chance at completing the mission.

Run ~ F6 R1 F2 ~ 3220n ~ +3 Def Mod.


Kitten Note:
Presuming that was a left turn you made.

This message was last edited by the GM at 15:52, Tue 07 Aug 2012.
Kitten
GM, 2939 posts
Tue 7 Aug 2012
at 15:56
  • msg #87

Re: Mission 1 - Turn Four Fire Phase

Devlin may fire

The rest of the Stallion Unit may move and fire.

http://www.angelickitten.com/rpol/mw/wg/wg03.jpg
This message was last edited by the GM at 15:56, Tue 07 Aug 2012.
Sgt. Devlin Masters
player, 349 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Tue 7 Aug 2012
at 18:19
  • msg #88

Re: Mission 1 - Turn Four Fire Phase

Realizing that there is nothing he can do about the mech to his back, Wolfman fires everything into the building, hoping to at least even things back up.


Fire ERML, 2 ML and SRM at Building #3

Gunnery 5 + walk 1 - energy 1 - stationary 4 = TN (1+)2+

13:16, Today: Sgt. Devlin Masters rolled 11,5,10,5 using 2d6,2d6,2d6,2d6. ERML, ML#1,ML#2, SRM6  TN 2+.
ALL wpns HIT!!   ALL missiles HIT!!

Damage to building
27 pts

Total to buildign#3 = 16 + 27 = 43

HEAT
Current   +2
Wpns      +15
Heat Sinks -17
-----------------
Current Heat  0


Kitten footnote
You only did 14 points previously, not 16.  Doesnt matter, the building still comes down, it was just a closer margin when it does.

This message was last edited by the GM at 21:12, Tue 07 Aug 2012.
Cprl. Thanos Starguard
player, 228 posts
Big-T
P5-G4-M7 +1E +1EWP
Tue 7 Aug 2012
at 18:50
  • msg #89

Re: Mission 1 - Turn Four Fire Phase

In reply to Sgt. Devlin Masters (msg # 88):

Meanwhile, Thanos is having much the same thoughts about the mechs that are behind him. He decides that putting as much distance between them and his backside would be a good idea. Pushing the throttle forward to its max he starts shouldering through the woods. Turning his torso to the West he tries to send ruby bolts of light into building number 2.



OOC:
Runs directly south to 2935-S With Defense" +1 movement, +1 in Light Woods and at least a +1 for the light woods in 2934 from every opposing mech.

Attacks on Building#2, range 9.
Medium Range Base 7: -1 Lasers, +2 Running, +1 Light Woods, -4 stationary target = TN5.
13:47, Today: Cprl. Thanos Starguard rolled 8 using 2d6. LL2 @ Building#2, TN5. HIT
13:47, Today: Cprl. Thanos Starguard rolled 4 using 2d6. LL1 @ Building#2, TN5. MISS

Building#2 takes 8 damage.

Heat: +3

13:49, Today: Cprl. Thanos Starguard rolled 4 using 2d6. Inish Turn 5, TN7. FAILED


Kitten Footnote:
Wont change the results, but there are TWO light trees in the way from that hex to target the building.  Defenders may option when it falls on the line, and the building that does not shoot back will always opt to take the extra cover.

This message was last edited by the GM at 21:11, Tue 07 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 401 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 8 Aug 2012
at 14:25
  • msg #90

Re: Mission 1 - Turn Four Fire Phase

Cowardice...intimidation...unfamiliarity...lack of discipline...Johan wasn't quite sure what it was, but he wasn't happy with the performance of his group.  He would be surprised that they would let them even join this academy of theirs as cadets after all that's happened.  Still, if he had anything to say about it, he would try his damnedest to pull out a victory from the jaws of defeat.  He pushed his mech through the woods and around for clear shots towards the next building.  Just clear of the woods, all three of his volleys of missiles hit to good effect.  Just for good measure, he also fired off one of his medium lasers, but at this extreme range, even a building was hard to hit.

Move: Run F3, R2, F2 to 2936SW (+2 def + intervening woods)
Shots: 3x LRM5 @ building 2 (TN6 = 6 base + 2 range + 2 run - 4 building)
  3 hits; total 9 missiles hit
     ML @ building 2 (TN8 = 6 base + 4 range + 2 run - 4 building); miss

Heat: start 1 + 2 run + 9 weapons - 10 HS = end 2

07:22, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8,7,5 using 2d6,2d6,2d6. LRM5 #missiles.
07:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7,10,7 using 2d6,2d6,2d6. LRM5 x3 @ TN6.


Kitten Footnote:
Presuming those left turns are right turns...

This message was last edited by the player at 01:02, Thu 09 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 402 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Wed 8 Aug 2012
at 14:29
  • msg #91

Re: Mission 1 - Turn Four Fire Phase

Meanwhile, the humvee continued to bounce along, heading towards the exposed back of enemy mechs...hoping to get lukcy.  Though they come close, they aren't lucky...or at least no more lucky than the next guy who just lost his busfare home hoping to the jackpot with his final spin.

Move: Flank F4, L1, F4 to 2822SE (+3 def)
Shots: LRR2 @ Ghost (TN8 = 4 base + 2 flank + 2 range)
07:28, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 7 using 2d6. Humvee's LRR.

Lance Commander Millicent Evans
Player, 43 posts
Wed 8 Aug 2012
at 14:42
  • msg #92

Re: Mission 1 - Turn Four Fire Phase

"Light them up people.", Ghost called out as she started to turn to make a withdrawal she caught sight of the Omni Humvee rolling in to take shots of opportunity.

Huang needed no more urging and targeted her lasers on the slow moving Whitworth.  They werent going to do much damage by themselves but they would be a start.  Lasers simulate hits on the whitworth as Huang closes to physical combat range.

(2) ML
Base 5 + 2 run + 1 light wood = tn 8+
10:44, Today: Lance Commander Millicent Evans rolled 7,7 using 2d6,2d6. (2) ML tn 8+. (miss/miss)


As a slew of weapons target the whitworth, he manages to take down Omni building 3, earning the Stallions 4 points.  As she comes up beside the Whitworth, she aims a wicked kick at the mechs leg to attempt to slow the mech down.  Her haste is costly as the mechs foot shatters a tree.  The impact stabalizes Huang, sparing her messy fall.

Base 3 + 2 run + 1 light wood + 0 pilot difference = tn 6+
10:48, Today: Lance Commander Millicent Evans rolled 4 using 2d6. Huang kicks Devlin tn 6+. (fail)
10:48, Today: Lance Commander Millicent Evans rolled 9 using 2d6. Huang pilot roll for failed kick. (pass)


Millient watchs as Huang's lasers weaken up the armor on the whitworth's right side.  It was the side most of the Omni force was going to be firing on, so it was a good start.

Lining up her weapons she delays her fire just long enough to wait for Cowboy's Canon to try and rip an opening for her missiles, and triggers an alpha strike on the whitworth.  The time for half measures was over.

(2) LRR4s
Base 4 + 1 walk + 2 light woods = tn 7+ (9+ with SRM 2)
01:32, Today: Lance Commander Millicent Evans rolled 10,6,9 using 2d6,2d6,2d6. 2 LRRs 1 S2 tn 7+ and 9+.
10:56, Today: Lance Commander Millicent Evans rolled 7,4,7 using 2d6,2d6,2d6. # of missiles for (2) LRR4 and SRM 2. (3, 2, and 1 missiles hit)
10:58, Today: Lance Commander Millicent Evans rolled 3,9,8 using 2d6,2d6,2d6. 3,2,2 damage location on RS chart. (RL 3 / LT 2 / CT 2 Damage)

Heat 2 + 1 walk + 6 weapons + 5 engine hit - 10 HS = 4 Heat


Total damage inflicted on Devlin so far.
CT 2
RL 3




http://www.angelickitten.com/rpol/mw/wg/wg03.jpg
This message was last edited by the player at 05:34, Thu 09 Aug 2012.
Cprl. Cade Murphy
player, 182 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Wed 8 Aug 2012
at 15:11
  • msg #93

Re: Mission 1 - Turn Four Fire Phase

Cade swings hes targeting receptacles over where Devlin's mech is and tries to get a lock on the mech.  Not used to the X-3, and trying to take a shot on the run is making it difficult for Cade to get a shot to land.  Eight missiles either fly wide or hit a tree.

Target Dev D+2
Range =7
G7-1M+2D+2Run+0R=10
11:09, Today: Cprl. Cade Murphy rolled 6,5 using 2d6,2d6. 2 LRM 4 vs Dev TN10.
Miss

Ammo Used: L4/R4

This message was last edited by the player at 15:11, Wed 08 Aug 2012.
1st LT Adam Carlyle
player, 772 posts
Callsign: Cowboy
Wed 8 Aug 2012
at 23:56
  • msg #94

Re: Mission 1 - Turn Four Fire Phase

Cowboy

There was a lot of woods between him and Wolfman to stop low powered lasers or a simple paintball the size he was tossing out.  Doing his best to adjust for the foliage he squeezed off another trio from his new mech. Unfortunately he watched all of them be intercepted by limbs and trunks of trees.

---
To Hit: (Sniper Canon) Wolfman Base 4 + Move 2 + Woods 3 = TN9+
        (Medium Laser) Wolfman Base 6 + Move 2 + Woods 3 = TN11+
Heat: 7 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

19:50, Today: 1st LT Adam Carlyle rolled 4,8,10 using 2d6,2d6,2d6. Sniper TN9, ML TN11, ML TN11 vs Wolfman.   Miss, Miss, Miss

Cowboy's Sniper Canon Ammo Clip Count:
28/32 Regular Rounds



Static

They kept on running away from him leaving him with no option but his LRR.  Lining up on the slow moving Wolfman he triggered the missiles.  Yet again they went spirlign off like they were tracking the trees rather than being dumbfire missiles and he further got the idea that someone was playing a joke on him...

---
To Hit: (LRR6) Wolfman Base 6 + Move q + Woods 2 = TN9+
Heat: 3 (Weapons) + 2 (Movement) - 10 Heat Sinks = 0

19:53, Today: 1st LT Adam Carlyle rolled 3 using 2d6. Static LRR6 vs Wolfman TN9+. Miss

Static's LLR Ammo Bin Count:
37/40 Regular Rounds

Cprl. Caitlin Mallory
player, 430 posts
Callsign: Rabbit
Thu 9 Aug 2012
at 03:16
  • msg #95

Re: Mission 1 - Turn Four Fire Phase

Rabbit knew her job. It was to be a one woman building wrecking machine. the crosshairs ettling on the building, she fired. It seemed to be something that the loader excelled at. Quick assault. She thought she'd stand a better chance if she loaded with SRM's for the next round.

Target 7
Range 6 hexes
Medium +2
Ran +2
Missiles -2
Immobile -4
TN=5+
22:08, Today: Cprl. Caitlin Mallory rolled 12 using 2d6. LRR (1) . Hit
22:11, Today: Cprl. Caitlin Mallory rolled 11 using 2d6. No of Missiles (1)
6 missiles hit

22:09, Today: Cprl. Caitlin Mallory rolled 10 using 2d6. LRR(2). Hit
22:12, Today: Cprl. Caitlin Mallory rolled 8 using 2d6. No of Missiles (2).
4 missiles hit

10 damage to building
Sgt. Devlin Masters
player, 351 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 9 Aug 2012
at 03:38
  • msg #96

Re: Mission 1 - Turn Four Fire Phase

Lance Commander Millicent Evans:
(2) LRR4s
Base 4 + 1 walk + 2 light woods = tn 7+ (9+ with SRM 2)
10:56, Today: Lance Commander Millicent Evans rolled 7,4,7 using 2d6,2d6,2d6. # of missiles for (2) LRR4 and SRM 2. (3, 2, and 1 missiles hit)
10:58, Today: Lance Commander Millicent Evans rolled 3,9,8 using 2d6,2d6,2d6. 3,2,2 damage location on RS chart. (RL 3 / LT 2 / CT 2 Damage)

Heat 2 + 1 walk + 6 weapons + 5 engine hit - 10 HS = 4 Heat


Total damage inflicted on Devlin so far.
CT 2
LT 2
RL 3

http://www.angelickitten.com/rpol/mw/wg/wg03.jpg


OOC:
I may have missed it somewhere but I don't see any rolls to hit.  I see the number of missiles and the locations.  :-)
Lance Commander Millicent Evans
Player, 44 posts
Thu 9 Aug 2012
at 05:31
  • msg #97

Re: Mission 1 - Turn Four Fire Phase

o.O

That's really odd, since i'm sure i rolled them.

Man.  I need to stop resolving turns when i'm medicated.  Okay this is a pretty strong sign i need a day or two off from number crunching to get my head together.

Game suspended for a few days.

01:32, Today: Lance Commander Millicent Evans rolled 10,6,9 using 2d6,2d6,2d6. 2 LRRs 1 S2 tn 7+ and 9+.

The 2 point LRR missed.
This message was last edited by the player at 05:33, Thu 09 Aug 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 404 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 9 Aug 2012
at 06:25
  • msg #98

Re: Mission 1 - Turn Four Fire Phase

Johan breathed a sigh of relief that his unit seemed to have largely survived the latest exchange of weapons fire...not that his group shot back at mechs, but still, they were one step closer to accomplishing the mission...such as it were.

Initiative: Johan - pass; humvee - pass

23:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. Humvee's initiative TN7.
23:21, Today: Capt. Johan Jakob Hinklemeyer-Schmidt rolled 8 using 2d6. Johan's initiative TN6.

Sgt. Devlin Masters
player, 352 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 9 Aug 2012
at 07:23
  • msg #99

Re: Mission 1 - Turn Four Fire Phase

02:23, Today: Sgt. Devlin Masters rolled 8 using 2d6. INIT  (while drugged).

Success
Kitten
GM, 2945 posts
Mon 27 Aug 2012
at 17:47
  • msg #100

Mission 1 - Turn Four Fire End Phase

Power Loaders
CallsignSummaryArmorInternalsCriticals

Ghost
G4 / P5 / L5
-3 Pilot from Gyro
Power Loader
Move 4/6/4
Heat Sinks 10 5

7.5t Load
(RA) SRM2
(20 ammo)

(RT) LRR4
(LT) LRR4
(22/22 ammo)

Repair Modifier x1.3
H 8
CT 12 (0)
RT 10 (2)
LT 2 (2)
RA 8
LA 8
RL 4
LL 12
H 3
CT 10 9
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT Gyro -1 Engine -1 HS JJ
RT JJ JJ Torso Load-{LRR4} (2 critical)
LT JJ JJ Torso Load-{LRR4} (2 critical)
RA S U L H 1H Weapon-{SRM2} (2 critical)
LA S U L H
RL H U L F HS HS
LL H U L F HS HS

Cade
G7 / P6 / L1
+1 w/ Missiles
+1 Tactics
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(RA) LRM4 (20 shots)
(LA) LRM4 (20 shots)
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 1H Weapon-{LRM4} (2 critical)
LA S U L H 1H Weapon-{LRM4} (2 critical)
RL H U L F HS
LL H U L F HS

Cadet Huang
G6 / P6 / L0
+1 Energy
Power Loader
Move 4/6/4
Heat Sinks 10

7.5t Load
(2H) ER Large Laser
(RT) ML
(LT) ML

Repair Modifier x1.3
H 8
CT 12 (4)
RT 10 (2)
LT 10 (2)
RA 8
LA 8 5
RL 12
LL 12
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
LA S U L H 2H Weapon-{Energy Sniper Rifle} (2 critical)
RL H U L F HS
LL H U L F HS


Assault Loaders
CallsignSummaryArmorInternalsCriticals

Cowboy
G6 / P7 / L5
+2 w/ Ballistics
+1 Edge
Command Loader
Move 6/9/0
Heat Sinks 10

8.5t Load
RT - ML
LT - ML
(2H)Sniper Canon
(32) Shots

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT Torso Load-{ML}
LT Torso Load-{ML}
RA S U L H 2H Weapon-{Sniper Canon} (2 critical)
LA S U L H 2H Weapon-{Sniper Canon} (2 critical)
RL H U L F HS
LL H U L F HS

Rabbit
G6 / P6 / L0
G7 / P7 / L0
+2 Missiles
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RA Sword
RT LRR6 (15 Ammo)
LT LRR6 (15 Ammo)

Repair Modifier x1.3
H 3
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load) LRR6 - 2 critical
LT (Torso Load) LRR6 - 2 critical
RA S U L H Sword
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS

Svend
G6 / P7 / L0
+1 CAT
+1 Melee
Assault Loader
Move 6/9/0
Heat Sinks 10

6.5t Load
RT SP Laser
LT SP Laser
RA Hatchet
LA LRR 6
Ammo (40)

Repair Modifier x1.3
H 8
CT 15 (5)
RT 12 (2)
LT 12 (2)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H HS
CT
RT (Torso Load)
LT (Torso Load)
RA S U L H Hatchet
LA S U L H (1H Load)
RL H U L F HS
LL H U L F HS





Op force
Wild Stallions' Mechs
Officers
CallsignSummaryArmorInternalsCriticals

Blueblood
G6 / P7 / L5

+1 Tactics
Firefly
Move 5/8/0
Heat Sinks 10

Weapons
CT ~ ML
RT ~ ML ~ LRM 5
RT ~ LRM(24)Ammo
LT ~ ML
RA ~ LRM 5
LA ~ LRM 5

Repair Modifier x1.3
H 8
CT 15 (5)
RT 11 (3)
LT 11 (3)
RA 10
LA 10
RL 14
LL 14
H 3
CT 10
RT 7
LT 7
RA 5
LA 5
RL 7
LL 7
H
CT HS ML
RT HS HS ML LRM5 Ammo(24)
LT HS ML
RA S U L H LRM5
LA S U L H LRM5
RL H U L F
LL H U L F

Wolfman
G5 / P6
+1 Energy
Whitworth-1s
Move 4/6/4
Heat Sinks 17

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

Repair Modifier x1.4
H 9
CT 15 (7)
RT 14 (6)
LT 14 (6)
RA 12
LA 12
RL 11
LL 17
H 3
CT 12
RT 10
LT 10
RA 6
LA 6
RL 10
LL 10
H ERML
CT
RT HS HS HS HS HS
LT HS HS S6 (x2) Ammo (x1) CASE
RA S U L ML
LA S U L ML
RL H U L F JJ JJ
LL H U L F JJ JJ

B.J.
G5 / P6
+1 Laser
+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
Cadet Crew
G5 / P5
Omni Hummer
Move 6/9/0

Weapons
1.25t Load
LRR2
(18 shots)

F 10(1)
R 8 (1)
L 8 (1)
B 6 (1)



Heat 5 Ghost
Heat 4 Huang

17 Damage Omni Building Two
10 Damage Stallion Building Three

Omni Building Three (Destroyed) ~ Score Stallions +4
Countess (Defeated) ~ Score Omni +5
This message was last edited by the GM at 17:47, Mon 27 Aug 2012.
Kitten
GM, 2946 posts
Mon 27 Aug 2012
at 17:50
  • msg #101

Mission 1 - Turn Five Intiative

Johan - Pass
Devlin - Pass
Thantos - Fail  <~~ Waiting on move.
Humvee - Pass

http://www.angelickitten.com/rpol/mw/wg/wg04.jpg
This message was last edited by the GM at 18:00, Mon 27 Aug 2012.
Cprl. Thanos Starguard
player, 232 posts
Big-T
P5-G4-M7 +1E +1EWP
Tue 28 Aug 2012
at 01:06
  • msg #102

Re: Mission 1 - Turn Five Intiative

In reply to Kitten (msg # 101):

(Forward one, turn to SW, 4 forward to 2538SW +2D)

This message was last edited by the player at 02:37, Fri 31 Aug 2012.
1st LT Adam Carlyle
player, 773 posts
Callsign: Cowboy
Thu 30 Aug 2012
at 19:25
  • msg #103

Re: Mission 1 - Turn Five Intiative

Cowboy

There were only so many options left to him so Cowboy tilted his center of gravity and bolted southwest at a full run.  He wasn't sure if they were going to be able to pour on enough firepower but they certainly were going to try...

Run, Right Turn 1 SW, Forward 8, End 2534 Facing SW [+3]

Static

Without a work Svend grinned in his mech.  He saw Cowboy dash past him and he put his X-3 into a curving run to bring him right next to Cowboy and into position to lay into Thanos.

Run, Right Turn 1 S, Forward 3, Right Turn 1 SW, Forward 4, End 2535 Facing SW [+3]
Cprl. Cade Murphy
player, 186 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 30 Aug 2012
at 19:59
  • msg #104

Re: Mission 1 - Turn Five Intiative

Cade turns his mech and pushes it into a jog trying to get a bead on the mechs heading to the next building.

Turn Rt Forward 4. turn RT.
Run.
End 2832SW
Def +1

Cprl. Caitlin Mallory
player, 431 posts
Callsign: Rabbit
Sat 1 Sep 2012
at 02:57
  • msg #105

Re: Mission 1 - Turn Five Intiative

Knowing that most of what was left of the victory scenario was up to her, Rabbit moved towards the first of the opposing teams building she was going to trash.

Move F5 L1
Kitten
GM, 2953 posts
Thu 13 Sep 2012
at 08:46
  • msg #106

Re: Mission 1 - Turn Five Intiative

First Mission Summary.

The Omni forces draw first blood, taking out Countess' Black Jack early gaining 4 points for the efforts.

The Merc forces close the score gap by removing one of the building obectives gaining 3 points for the efforts.

Nearly at the same time, Omni forces gain 4 points for taking out their first building while the merc forces gain another 4 points for taking out their second building.

The battle at this point turns ugly.

Caitlin having solo'd the first buliding moves on to try and take out a second building.

Milliecient ends up dueling the mercenary vehicle.

The mercenaries contemplate moving after their last target, but find their path blocked by a lance of Omni mechs.

Johan moves on after the last building as Thantos tries to stall them from with a rearguard stalling action, and Devlin tries to move in on them from behind from his position in the east.

The Omni forces make the decision to focus on Devlin's more damaged mech.  Adam and Svend move in to engage him gamely, while Huang and Cade keep Thantos engaged with long ranged sniping to keep him occupied and invested.

Milliecient manages to take out the Merc Hummer.

Shortly after a flurry of activity seems to happen all at once.

Johan and Caitlin each manage to remove another building scoring another 4 points for their side.  At the same time, Adam manages to open up armor locations on Devlin's mech, allowing Svend shotgun rounds to rip up Devlins engine taking him out of the fight.  Thantos meanwhile manages to lance heave laser fire into Huangs mech taking the spunky little omni out.

Final score.
Omni
8 points from 2 buldings
1 point from vehicle
9 points from mechs

Merc
12 points from 3 buildings
3 points from mechs.

While boths teams have exceded the score of 12 points, the Omni team did it by a wider margin and is considered 'the winner'.
This message was last edited by the GM at 16:50, Sun 16 Sept 2012.
Kitten
GM, 2954 posts
Thu 13 Sep 2012
at 09:04
  • msg #107

Re: Mission 1 - Turn Five Intiative

Second Mission Summary.

Warmed up and rust earned from months of space travel becoming a thing of the past, the mercs have a better showing the next day.

Adam is in charge of the Omni forces the next day and adapts a plan to play to the Omni's strengths.

Countess has witnessed the wisdom of Johan's leadership, and will implement a simliar strategy.

The battle starts off differently as the mercs move in to overload one side to blitz the objective, the three speedy omni mechs splits off avoiding them to engage their objective on the othersideof the map.

Early on it becomes obvious that the mercs are in trouble.  The omni assault loaders are moving quickly into range to take out their building objective with massed short ranged missiles, making quick work of them early on.

In contrast, the mercs, find their attempts to engage their building foiled partly by Milliecient's Guardian suite, glitching their targeting and reducing their effectiveness.  Cade and Huang provide cover fire with Rockets on targets of opportunity.

The Omni force takes out their first building just as the mercs move into close assault ranges, negating the EW effects that Millie has been putting out.

As the Mercs finish off their first building, the Omni assault unit starts to make their attack run on their second unit.  Millie's EW along with the natural wood cover around the building is foiling the merc attempts to target the building quickly and the decision is made to crush the Omni mechs in their way instead.

Not particularly speedy while loaded, Cade and Huang get drawn into an ugly brawl with the heavier mechs.  Millie gets into cover and tries to provide Huang and Cade with support, but the mercs are upon them and things start to get really ugly for them, as the Assault detachment quickly takes out their second objective and starts to round for the third, the mercs know that they have to pour on the firepower.

Huang goes under, in a mass of heavy laser fire, Devlin's SRMs providing the coup de grace as her meh is registered as a kill.  Light damage is sprinkled on all the merc mechs.  What weapon fire remains is concentrated on Devlin who seems to be the most damaged... again (no surprise)

The omni force is starting to engage the last building.  Cade decides to withdraw, jumping the distance of the lake to force the mercs to either chase him, or engage the last building.  He's under estimated their desire to mangle him.  Heavy lasers and LRM fire cut into his mech from a distance while Devlin seems to casually stroll his whiteworth into position to greet him when he comes down.

Milliecient is helpless to assist him from her position in the woods near the second omni building.

As Cade sights Devlin with his HUD as he prepares to go down in a blaze a glory.  He's spared a brutal assault as the last merc building comes down under concerted SRM fire by the trio of quick moving assault mechs.

Omni score
12 buildings

Merc score
4 buildings
3 mechs

So ends the second day of wargames at the Eden Academy.
This message was last edited by the GM at 16:50, Sun 16 Sept 2012.
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