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18:33, 4th May 2024 (GMT+0)

Omni:  Mission 1 and Mission 2.

Posted by KittenFor group 0
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.
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