M2 - Garrison Duty.   Posted by Alpha.Group: 0
Alpha
 player, 57 posts
 DID THAT HURT?
Sun 25 Aug 2013
at 02:27
Re: Garrison Duty - Turn 4
Turn 4 - Op Force weapons fire

VTOL 1 found that the infantry was outside its froward arc. It remain silent hoping its commanding officer didn't notice.

VTOL 2 wasn't able to make the turn as sharply as it hoped, but it was still able to turn and bring its SRMs to bear on the infantry.
4base+3move=7+
16:22, Today: Alpha rolled 11,6 using 2d6,2d6 with rolls of 6,5,2,4. ATK w/2SRM2 TN 7+. Hits
16:22, Today: Alpha rolled 7 using 2d6 with rolls of 6,1. number of missile hit srm2. 4 Hits/4 = 1 Infantry Dead




The APC1 targeted the infantry in the building (2311).
4base+1cruise=5+
16:26, Today: Alpha rolled 6 using 2d6 with rolls of 1,5. APC1 mg vs Tn5+. Hits
16:27, Today: Alpha rolled 4 using 2d6 with rolls of 1,3. Numbers of infantry dead. 4/4 = 1 infantry dead




The WASP found itself face-to-face with the Javelin. It triggered a full alpha-strike. The heat spiked in the mech.

4base+3jump+1def=8+
16:34, Today: Alpha rolled 8,4 using 2d6,2d6 with rolls of 2,6,1,3. WASP SRM2, ML Tn 8+. Hit, Miss
16:34, Today: Alpha rolled 6 using 2d6 with rolls of 2,4. Number of missiles. 1 hit
16:34, Today: Alpha rolled 6 using 2d6 with rolls of 2,4. Dam Location. 2 pts to RT




The Locust saw that the Javelin runs away from the engagement. It turns its torso to the left and trained both of its MGs at the building with the infantry.
4base+2run=6+
16:29, Today: Alpha rolled 3,8 using 2d6,2d6 with rolls of 1,2,4,4. Lct MG vs TN6+. Miss, Hits
16:29, Today: Alpha rolled 9 using 2d6 with rolls of 5,4. numbers of Infantry dead. 9/4=2 infantry dead

Combat Map
http://img836.imageshack.us/img836/8840/6qzh.jpg

NOTE on Infantry: Casualties will be recalculated after the mission. Alpha learned that 3/4 is the correct calculation if infantry is inside a building. The factional damage was calculated in Turn 2, but not in Turn 3. Opsies :) So in order to not delay combat for recalculations, we will push on and count the dead afterwards.
Alpha
 player, 59 posts
 DID THAT HURT?
Sun 25 Aug 2013
at 02:35
Re: Garrison Duty - Turn 4
Player Units

PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)

Leadership 1
Edge 1

8/12/0 Movement
10 Heat Sinks

HD ER SL
CT ML
RA ML
LA ML

Repair Modifier x1.25
H    9a    (3i)
CT  12a(3) (8i)

RT  10a(2) (6i)
LT  10a(2) (6i)

RA   8a    (4i)
LA   8a    (4i)

RL  12a    (6i)
LL  12a    (6i)
H ERSL
CT ML

RT
LT

RA S U LL ML
LA S U LL ML

RL H U L F HS
LL H U L F HS

Henriette Karlsdottir
Shield Maiden
Gunnery 5 (4 w/Energy)
Pilot   5 (4 w/ Intiative)
Leadership 2

6/9/6 Movement
12 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Laser
LA Medium Laser

Repair modifier x1.35
H    9a    (3i)
CT  16a(6)(11i)

RT  10a(4) (8i)
LT  12a(4) (8i)

RA  12a    (6i)
LA  12a    (6i)

RL  16a    (8i)
LL  16a    (8i)
H
CT

RT HS HS JJ
LT HS HS JJ

RA S U LL ML ML
LA S U LL ML ML

RL H U L F JJ JJ
LL H U L F JJ JJ

Lucius McMurphy
Burner
Gunnery 4 (3 w/Energy)
Pilot   5 (3 w/ Intiative)
          (6 w/ Hazards)
Leadership 0

6/9/6 Movement
12 10 Heat Sinks

RT Medium Laser
RT Medium Laser
LT Medium Laser
LT Medium Laser

Repair modifier x1.30
H    7a    (3i)
CT  15a(4)(11i)

RT   7a(4) (7i)
LT   9a(4) (7i)

RA   5a    (5i)
LA   7a    (5i)

RL  13a    (7i)
LL  13a    (7i)
H
CT JJ JJ

RT HS HS ML ML
LT HS HS ML ML

RA S U LL
LA S U LL

RL H U L F JJ JJ
LL H U L F JJ JJ






Op Force Damage Taken
VTOL(RT) - 1pt to Rotor, Movement is 9/14 by Lucius
Lucius gets some bonus XP awarded by Kitten

AMC(LT) has been disabled by Henriette
AMC 2 has been disabled by Pax
APC2 5 Rear armor, 10 Turret (all armor and internals gone), status disabled, by Henriette. Also note, I don't believe the APC has turrets... so the 10 points of damage would either disable or destroy the APC
APC1 was disabled by Pax

Locust damage by Lucius
10 Damage Right Leg
 5 Damage Left Torso

Wasp damage by Lucius
 5 Right Leg
 5 Right Torso
 4 Left Arm, Internal 1 (No crit)

Gotta make this big to remind me :)

Pax used Edge in Turn 1. No more use of Edge during this mission.
Henriette used Edge in Turn 2. No more use of Edge during this mission.


This message was last edited by a game editor at 02:42, Sun 25 Aug 2013.

Alpha
 player, 60 posts
 DID THAT HURT?
Sun 25 Aug 2013
at 03:11
Re: Garrison Duty - Turn 5
Turn 5, Op Force Movement

The WASP jumped from the road and landed in a wooded area in the west.
Jump 6 hex, Landed in hex 1215, facing N, Def +3

The LOCUST in a coordinated effort with the WASP ran to another building full of infantry. The people screamed as they saw death on two bird-like legs bear down on them.
Run, 1s, (turn), 7sw(lw), (turns), facing N, Def +4 (LW)

The VTOL1 circled back to its previous position next to the building full of terrorists.
Cruise(jump), (turn), 3sw, (turn), 1nw, (turns), facing SE, Def +2

VTOL2 moved closer to the terrorist in the building. The people inside screamed, "Ohmygod, ohmygod. It's going to fire!"
Cruise(jump), (turn), 1ne, (turn), facing SE, Def +1




Combat Map
http://img153.imageshack.us/img153/345/iufu.jpg

Edit
The destroyed or disabled vehicle is counted as Rough terrain should a mech try to go through it.

This message was last edited by a game editor at 04:29, Fri 06 Sept 2013.

Lucius McMurphy
 player, 165 posts
 R0 - Private
 Callsign - 'Burner'
Sun 25 Aug 2013
at 04:05
Re: Garrison Duty - Turn 1
Flipping to open comms, cause who didn't like a good radio drama in whipping up hatred for the attackers, "You can't escape the Reaper for what you've done cowards.  Power Down Now and give up or the Reaper will show you the same mercy you've shown...unarmed...civilians..."

His computer was coming back with some serious issues in keeping his heat where it was.  Long term it would slowly erode the optics, but for the time being the system was flawless.  One at a time.  Burn them one at a time... he thought as he zeroed in on the rear of the Wasp.  This engagement was going to be this pilots last engagement.  Lasers stripped armour and structure from the arm and fried critical circuitry important in maneuvering the arm and he saw the laser itself go up.  His other leg was stripped bare as well and the third laser drilled deep into the internal structure of the Wasp  The thing was hanging on by chewing gum and baling wire as he mused kicking a leg clean off and the Wasp Pilot could see it coming...



---
Run, Right Turn 1, Forward 4 (+1), Right Turn 1, Forward 3, End 1216 Facing NW [+2]
10:00, Today: Lucius McMurphy rolled 10 using 2d6 with rolls of 5,5. PSR. Rough

To Hit: (Medium Laser x3) Base 3 + Move 2 + Target 3 = TN8+
Heat: 9 (Weapons) + 2 (Movement) + 3 (Previous Round) - 12 Heat Sinks = 2

23:55, Today: Lucius McMurphy rolled 10,9,8 using 2d6,2d6,2d6 with rolls of 6,4,6,3,6,2. ML 1/2/3 vs Wasp TN8+.
Hit, Hit, Hit
23:55, Today: Lucius McMurphy rolled 3,9,8 using 2d6,2d6,2d6 with rolls of 1,2,5,4,5,3. Locations on Wasp.
Right Arm 4, Internal 1
Left Leg 5
Rear Left Torso 2, Internal 3

23:58, Today: Lucius McMurphy rolled 11,7 using 2d6,2d6 with rolls of 6,5,3,4. Critical Arm, Critical Torso.
2 Criticals, No Criticals
23:59, Today: Lucius McMurphy rolled 5,3 using 1d6,1d6 with rolls of 5,3. Locations of Arm Critical.
Lower Arm Actuator Destroyed
Medium Laser Destroyed


11:25, Today: Lucius McMurphy rolled 4 using 2d6 with rolls of 3,1. Kick Wasp. Fail
11:25, Today: Lucius McMurphy rolled 7 using 2d6 with rolls of 3,4. PSR. Success

11:35, Today: Lucius McMurphy rolled 8 using 2d6 with rolls of 4,4. Initiative Round 6 of 10.
Success

This message was last edited by the player at 16:00, Sun 25 Aug 2013.

Pax Tarkin
 player, 112 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 25 Aug 2013
at 04:58
Re: Garrison Duty - Turn 5
Pax throttles up the Mongoose to try and save the people the mechs were threatening.  Unfortunately Road Runner got tripped up on one of the enemy vehicles and causes the mech to fall slightly damaging his mech.

He tries to recover and get to his target but he is not a good enough shot.


Planned Move: f2 +1 rough, lt1 SW, f8  END 1214 SW
Rough terrain:
21:36, Today: Pax Tarkin rolled 2 using 2d6 with rolls of 1,1. PSR 4 over rough terrian Fall
Fall:
21:38, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 1,3. PSR 4 for falling. PASS unless there are modifiers to falling.

Continue move (I think I can) 2 MP to Stand +1 Heat
21:39, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 4,3. PSR 4 to stand PASS

Skid PSR 3 check
21:41, Today: Pax Tarkin rolled 10 using 2d6 with rolls of 5,5. PSR 3 skid check.  PASS

Modified Move: RUN f1+1 rough, 2 stand, f1, lt1 SW, f6   END HEX 1413 SW

Fire @ Wasp DM+3    Range 3 MLx2
g5 +2run +3DM = TN10
21:49, Today: Pax Tarkin rolled 4,6 using 2d6,2d6 with rolls of 2,2,1,5. ML#1 @Wasp  TN10, Loc.
21:48, Today: Pax Tarkin rolled 8,11 using 2d6,2d6 with rolls of 4,4,5,6. ML#2 @ Wasp  TN10, Loc.
ALL MISS

HEAT: Turn4 4 +2 run +1 stand +6 ML -10 = 3

21:51, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 6,2. INIT P4 2 mod = 2 +? PASS

edit to fix heat

This message was last edited by the player at 14:58, Wed 04 Sept 2013.

Henriette Karlsdottir
 player, 139 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Sun 25 Aug 2013
at 07:54
Re: Garrison Duty - Turn 5
Henriette was seeing red, both from the blaring warning lights, which she seemed to not give a damn about, and from the raw fury at what she was wittnessing.

Apparantly, raw fury was  not a good way to run a mech, as was evident from every single lasar going wide by it's mark.


Run-1(heat): F2, L1, F4 (8 spent)
End hex: 1313 SW
Def +2

-

Weapons fire: +1(heat)
Target: Wasp, Range  3 (short), Def +3

ALPHA: all miss.

Heat: 9+12+2 -12 = 11, +1 TN attacks,-2 move.

Initiative, TN 6+: roll 4, Failed.

Kitten
 GM, 409 posts
Mon 26 Aug 2013
at 02:19
Re: Garrison Duty - Turn 5
(It should be noted, that this mission was suppose to run 10 turns 'maximum', the Op Force can with draw off the south edge of the map if there are no Merc units within six hexs of their exit point.  Sorry for the mix up.)
Alpha
 player, 61 posts
 DID THAT HURT?
Tue 3 Sep 2013
at 05:01
Re: Garrison Duty - Turn 5
End of Turn 5 Combat Map, http://img153.imageshack.us/img153/345/iufu.jpg

VTOL 1 fired at the infantry in the building.
4base+3move=7+
21:30, Today: Alpha rolled 10,8 using 2d6,2d6 with rolls of 5,5,5,3. atk SRM,SRM TN7+. Hit, hit
21:31, Today: Alpha rolled 5,6 using 2d6,2d6 with rolls of 3,2,4,2. Num of Missiles SRM2, SRM2. 2 hits = 4points/4=1 dead



VTOL 2 recovered and turned to fire on the infantry in the building.
4base+3move=7+
21:32, Today: Alpha rolled 7,6 using 2d6,2d6 with rolls of 5,2,5,1. VTOL2 ATK SRM, SRM. Hit, Miss
21:32, Today: Alpha rolled 7 using 2d6 with rolls of 3,4. Num missile hit SRM2. 2 missiles hit, 4points/4=1 dead




Locust turned its torso as it considered its options. First it fired its twin machine guns at the infantry in the building. Then locust trained its medium laser at Lucius and fired.
4base+2run=6+
21:36, Today: Alpha rolled 10,4 using 2d6,2d6 with rolls of 6,4,3,1. LCT atk MG, MG TN6+. Hit, miss
21:36, Today: Alpha rolled 5 using 2d6 with rolls of 2,3. MG damage. 5 hits/4=1 dead
4base+2run+0range+2def=8+
21:55, Today: Alpha rolled 10 using 2d6 with rolls of 6,4. LCT med laser TN 8+ at lucius. Hits!
21:55, Today: Alpha rolled 5 using 2d6 with rolls of 2,3. Dam location. 5pt on RL




The WASP turned its torso to the right as its right arm came to bear on Lucius.
4base+3jump+0range+2def=9+
7 using 2d6 with rolls of 4,3. WASP TN9 atk w/ML. Missed

This message was last edited by a game editor at 05:01, Fri 06 Sept 2013.

Alpha
 player, 63 posts
 DID THAT HURT?
Fri 6 Sep 2013
at 05:06
Re: Garrison Duty - Turn 5
Player Units

PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)

Leadership 1
Edge 1

8/12/0 Movement
10 Heat Sinks

HD ER SL
CT ML
RA ML
LA ML

Repair Modifier x1.25
H    9a    (3i)
CT  12a(3) (8i)

RT  10a(2) (6i)
LT  10a(2) (6i)

RA   8a    (4i)
LA   8a    (4i)

RL  12a    (6i)
LL  12a    (6i)
H ERSL
CT ML

RT
LT

RA S U LL ML
LA S U LL ML

RL H U L F HS
LL H U L F HS

Henriette Karlsdottir
Shield Maiden
Gunnery 5 (4 w/Energy)
Pilot   5 (4 w/ Intiative)
Leadership 2

6/9/6 Movement
12 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Laser
LA Medium Laser

Repair modifier x1.35
H    9a    (3i)
CT  16a(6)(11i)

RT  10a(4) (8i)
LT  12a(4) (8i)

RA  12a    (6i)
LA  12a    (6i)

RL  16a    (8i)
LL  16a    (8i)
H
CT

RT HS HS JJ
LT HS HS JJ

RA S U LL ML ML
LA S U LL ML ML

RL H U L F JJ JJ
LL H U L F JJ JJ

Lucius McMurphy
Burner
Gunnery 4 (3 w/Energy)
Pilot   5 (3 w/ Intiative)
          (6 w/ Hazards)
Leadership 0

6/9/6 Movement
12 10 Heat Sinks

RT Medium Laser
RT Medium Laser
LT Medium Laser
LT Medium Laser

Repair modifier x1.30
H    7a    (3i)
CT  15a(4)(11i)

RT   7a(4) (7i)
LT   9a(4) (7i)

RA   5a    (5i)
LA   7a    (5i)

RL  8a    (7i)
LL  13a    (7i)
H
CT JJ JJ

RT HS HS ML ML
LT HS HS ML ML

RA S U LL
LA S U LL

RL H U L F JJ JJ
LL H U L F JJ JJ






Op Force Damage Taken
VTOL(RT) - 1pt to Rotor, Movement is 9/14 by Lucius
Lucius gets some bonus XP awarded by Kitten

AMC(LT) has been disabled by Henriette
AMC 2 has been disabled by Pax
APC2 5 Rear armor, 10 Turret (all armor and internals gone), status disabled, by Henriette. Also note, I don't believe the APC has turrets... so the 10 points of damage would either disable or destroy the APC
APC1 was disabled by Pax

Locust damage by Lucius
10 Damage Right Leg
 5 Damage Left Torso

Wasp damage by Lucius
 5 Right Leg
 5 Right Torso
 4 Left Arm, Internal 1 (No crit)
Right Arm 4, Internal 1
 Left Leg 5
 Rear Left Torso 2, Internal 3
 Lower Arm Actuator Destroyed
Medium Laser Destroyed

Gotta make this big to remind me :)

Pax used Edge in Turn 1. No more use of Edge during this mission.
Henriette used Edge in Turn 2. No more use of Edge during this mission.

The destroyed or disabled vehicle is counted as Rough terrain should a mech try to go through it.

Alpha
 player, 64 posts
 DID THAT HURT?
Fri 6 Sep 2013
at 05:07
Re: Garrison Duty - Turn 6
Combat Map, http://img153.imageshack.us/img153/345/iufu.jpg

The destroyed or disabled vehicle is counted as Rough terrain should a mech try to go through it.

Henriette is up
Followed by Op Force
Followed by Lucius and Pax
Henriette Karlsdottir
 player, 141 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Fri 6 Sep 2013
at 09:14
Re: Garrison Duty - Turn 6
Henriette backed away from the mechs, feeling the heat in her cockpit, she was getting cooked, and she didn't much care for that.


Walk 6-1:
Back 1
Turn left 1 (face S)
Back 2 (3 used)

end hex: 1410 S, def +2

Alpha
 player, 65 posts
 DID THAT HURT?
Thu 12 Sep 2013
at 17:42
Re: Garrison Duty - Turn 6
The Locust retreated to the south by walking backwards to keep the enemy mechs in sight.
Walk 8 south, facing N, Def +3

The Wasp jumped to the other side of the buildings and landed on the road.
Jump 6, facing N, Def +3

The VTOL's circles around the building in the north as they tried to finish off the infantry.
No Def provided as no mech is in sight to fire. I'll calculate the Def if really necessary :)

This message was last edited by a game editor at 04:13, Fri 13 Sept 2013.

Alpha
 player, 66 posts
 DID THAT HURT?
Fri 13 Sep 2013
at 04:14
Re: Garrison Duty - Turn 6
The destroyed or disabled vehicle is counted as Rough terrain should a mech try to go through it.
http://img19.imageshack.us/img19/3559/gxzq.jpg

Rat Pack movement for those that won INIT.
Rat Pack weapon's phase
Henriette Karlsdottir
 player, 144 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Fri 13 Sep 2013
at 04:53
Re: Garrison Duty - Turn 6



No shot.
heat: 11+1 = 12 -12  = 0

Pax Tarkin
 player, 117 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 13 Sep 2013
at 05:29
Re: Garrison Duty - Turn 6
~Lance Comm~
"Rat Pack.
Don't get pulled out of position.  Just like the original spacing.

Lucius head NW to keep those VTOLs honest but not too far that you can't make it back quickly.  Henriette and I will stick with the center buildings.  We can't afford to loose these people."


Pax moves to cut off the Wasp's easiest entry back to the protected buildings.  Not to mention he was planning on taking a few pot shots at the Wasp ... just to keep him honest mind you.  This time just the 2 arm MLs would have to do.  He missed but at least his mech was now cooled and ready for the next round.

~OPEN COMM~
"To the murdering ingrates to the South of town ... you might as well just keep running away.  But if you would like to donate your mech's to making my bank account larger please proceed back North and get your butts kicked again. "

Move Backward: RT1 NW, B3, LT1 SW, B1, LT1 S, B1   END HEX 1813 S  Def Mod +2

Firing @ Wasp DM+3  Range 5   2 x ML
G5 +1walk +2med +3 DM = TN11
22:52, Today: Pax Tarkin rolled 4,9 using 2d6,2d6 with rolls of 1,3,6,3. 2 ML @ Wasp TN11
BOTH MISS

HEAT: Turn5 3 +1walk +6 ML -10 = 0


Initiative:
22:56, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 2,6. P4 -2 Init mod +? =  PASS

This message was last edited by the player at 23:10, Fri 13 Sept 2013.

Lucius McMurphy
 player, 168 posts
 R0 - Private
 Callsign - 'Burner'
Fri 13 Sep 2013
at 16:10
Re: Garrison Duty - Turn 6
Responding on the lance comms Lucius voiced his frustration +Moving north would put me next to Shield Maiden and do nothing for the people dying.  Move south and I could make sure the cowards never do it again...+

His mech looked like it was ready to chase after the Locust, something that it was well within it's capabilities to do and potentially knock out of action, despite Pax's orders but it was anyones guess...

This message was last edited by the player at 20:59, Fri 13 Sept 2013.

Pax Tarkin
 player, 119 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 13 Sep 2013
at 23:21
Re: Garrison Duty - Turn 6
While moving into position.

~LANCE COMM~
"DAMMIT Burner, get your sorry ass to the NORTH WEST a bit and stay flexible!  They want us out of position so they can slide in behind us and kill more of these people ... who we are supposed to be protecting."

Calming down a bit after a breath, "I want these guy to go down ... hard.  To feel the pain they inflicted on the people they did hurt but chasing after them is playing into their hand.  Screw them and stay in position and don't help them.  If they come back we'll pound them and collect the salvage."

This message was last edited by the player at 23:22, Fri 13 Sept 2013.

Henriette Karlsdottir
 player, 146 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Fri 13 Sep 2013
at 23:30
Re: Garrison Duty - Turn 6
on an open channel, shortly after pax chimes in there.
"Oh look, the little murderous cowards are running away,  scared as mice, are we?

You're not fit to call yourselves mech warriors"

This message was lightly edited by the player at 16:45, Thu 19 Sept 2013.

Lucius McMurphy
 player, 172 posts
 R0 - Private
 Callsign - 'Burner'
Mon 16 Sep 2013
at 13:18
Re: Garrison Duty - Turn 6
Lucius always was a stubborn individual, and it was part of the reason why he had so much trouble with staying with any one unit for very long.  Tactically he could see the benefit of moving to the northwest but he knew he couldn't save those people and the VTOL's would be long gone by the time he got close enough to do anything.  The 'mechs on the other hand...he had hammered them hard and they were the force that would continue to harass and kill.  He could do something about them right now and that ended up spurring him to action against them, he'd deal with the reprocussions later...spurring the Fire Javelin forward he advanced on the Locust intending to put it down so it wouldn't ever harm another innocent, +Respectfully Road Runner you weren't here to see what they did to innocents when they first attacked the planet, I was.  I'm not letting any of them get away...+

---
Run, Left Turn 1 SW, Forward 2, Left Turn 1 S, Forward 5, End 1022 Facing South [+3]

To Hit: (Medium Laser x4) Base 3 + Move 2 + Target 3 = TN8+
Heat: 12 (Weapons) + 2 (Movement) + 2 (Previous Round) - 12 Heat Sinks = 4

09:09, Today: Lucius McMurphy rolled 6,10,7,10 using 2d6,2d6,2d6,2d6 with rolls of 3,3,4,6,6,1,4,6. ML 1/2/3/4 vs Locust TN8+. Miss, Hit, Miss, Hit
09:11, Today: Lucius McMurphy rolled 10,7 using 2d6,2d6 with rolls of 5,5,3,4. Medium Laser Damage Locations.
5 Damage Center Torso
5 Damage Left Arm

09:12, Today: Lucius McMurphy rolled 11 using 2d6 with rolls of 5,6. Left Arm Critical? Yes 2.
09:13, Today: Lucius McMurphy rolled 1,3 using 1d3,1d3 with rolls of 1,3. Crit, Crit.
Shoulder Damaged
Machine Gun Damaged

09:15, Today: Lucius McMurphy rolled 7,12 using 2d6,2d6 with rolls of 6,1,6,6. Punches vs Locust TN10+. Miss, Hit
09:15, Today: Lucius McMurphy rolled 4 using 1d6 with rolls of 4. Punch Damage Location.
3 Damage Right Torso


12:30, Today: Lucius McMurphy rolled 9 using 2d6 with rolls of 5,4. Initiative Round 7 of 10. Success

This message was last edited by the player at 16:31, Mon 16 Sept 2013.

Pax Tarkin
 player, 123 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Mon 16 Sep 2013
at 22:04
Re: Garrison Duty - Turn 6
Seeing Burner run off to engage the Locust.
~Lance Comm~
"Burner .... Burner get back into position!!!" Pax cusses for a bit. The squad knows he is not super happy at the moment.
Kitten
 GM, 458 posts
Thu 19 Sep 2013
at 18:29
Re: Garrison Duty - Turn 6
The combat was working itself into a nasty bit of knife fighting as the Op Force had to decide what the value of breaking the civilian populations will to support the merc was worth, against the potential casualties that they would take for inflicting it.

It was with the typical valor of the Bully, that they decided it was time to cut their losses and withdraw.  They had done some damage to the civilian population to undermine confidence in the Merc, while managing to keep their losses light.

The merc would be able to claim the field and bragging rights of chasing them off, though such bravado would sound a little hallow when the dead were counted.  The outcome was at best a draw, with neither side able to truely claim a clear cut advantage over the other.


Kitten Note:
Last turn Alpha, please note for the record...

Who did the best RP and who was the mission mvp.


Also note, any Op Force units that were destroyed or disabled, as well as who was deserving of the credit for the 'kill'.  (May be more than one character)

Please also note how many of the 11 mobs of Civies survived the mission.

This message was last edited by the GM at 16:31, Mon 23 Sept 2013.

Kitten
 GM, 466 posts
Mon 23 Sep 2013
at 16:19
Re: Garrison Duty - Turn 6
Kitten summary wrap up.

Base Pay.
Pay modifier x 4000 cb

Combat pay


Objective Pay.
Pay modifier x 1000 cb
Lt APC distroyed by (2,930 for Henriette) (2,930 for Unit)
AMC disable (9,992 for Henriette) (9,992 for Unit)
AMC disable (9,992 for Pax) (9,992 for unit)


Base Experience for Roleplaying
2 xp Henriette
3 xp Lucius
3 xp Pax


Base Experience for Combat
+1 Unit xp for Conventional casualties inflicted.


+1 one level Victory for Merc for Conventional destroyed/disabled
VTOL (22.5t) by Lucius
AMC (10t) by Henriete
AMC (10t) by Pax
APC (5t) by Henrientte

+1 one level Victory for Summary resolution, for damage inflicted on mech.

-2 one level Victory for Infantry casualties (4 squads / 3 = 1.3 platoons)

Results are a 'Draw'.

Merc Compensation:
57,638 cb {x10 pm} Henriette
59,660 cb {x 8 pm} Lucius
72,630 cb {x11 pm} Pax


Merc Experience:
3 xp Henriette
4 xp Lucius
4 xp Pax



Battle Master Compensation (2 bp):
(x 1/2 adjustment) for attendance

This message was last edited by the GM at 16:28, Mon 23 Sept 2013.

Henriette Karlsdottir
 player, 150 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Mon 23 Sep 2013
at 20:03
Re: Garrison Duty - Turn 6
ooc: does something happen to suddenly  end the fight?

-

after that: you mentioned a bonus, for all mech warriors, is that included here?

Kitten
 GM, 470 posts
Mon 23 Sep 2013
at 20:38
Re: Garrison Duty - Turn 6
Henriette Karlsdottir:
ooc: does something happen to suddenly  end the fight?

-

after that: you mentioned a bonus, for all mech warriors, is that included here?


We can presume the Convoy is on the way in and Zenha is calling for additional escorts to make certain that VTOLs dont take out the convoy.

So if they want to go, you have other things to take care of like making sure there are parts to repair mechs and food to put on the table.


I gave the mission scenario a few shifts in the players favor, you were suppose to take a one shift loss for each infantry killed, you lost four, but i only took off for two.  I also gave you a one shift result in the mercs favor for damage inflicted on mechs.

This message was last edited by the GM at 20:39, Mon 23 Sept 2013.

Henriette Karlsdottir
 player, 151 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Mon 23 Sep 2013
at 20:55
Re: Garrison Duty - Turn 6
ok, wa s only asking so i know how mcuh i have available.

sadly, promotion is no longer on the auction table, now i can afford one.