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18:56, 4th May 2024 (GMT+0)

Omni:  Mission 1 and Mission 2.

Posted by KittenFor group 0
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
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