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13:55, 4th May 2024 (GMT+0)

Omni:  Mission 1 and Mission 2.

Posted by KittenFor group 0
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.
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