M2 - Garrison Duty.   Posted by Alpha.Group: 0
Alpha
 player, 10 posts
 DID THAT HURT?
 ''Good Luck Guys'', Zenha
Thu 8 Aug 2013
at 14:03
M2 - Garrison Duty
Garrison Duty:
Mission Note:  The players have settled in to Miller's Creek.  They must be dislodged before they have time to dig in and become a serious problem.  Make an example of the locals, and show them what aiding and assisting the mercs i costing them.  Out of the original 224 willing civilians, 147 have been killed.  Annihilate the rest to break the outposts will to assist the mercs.

The players are in control of 11 mobs of '7' unarmed infantry to place on the map.  They do not move.

Primary Mission Objective.  Eliminate the Civilian Population.
Secondary Mission Objective.  Engage and eliminate targets of opportunity.

OP Force Notes - Calculate weight of Garrison.
                 The Op Force is equal to the Garrison's weight.
                 Your mechs may not exceed more than half the garrison's weight.
                 At least half your conventional vehicle must be 'unlimited' captured militia

This message was last updated by the GM at 14:03, Thu 08 Aug 2013.

Alpha
 player, 10 posts
 DID THAT HURT?
 ''Good Luck Guys'', Zenha
Thu 8 Aug 2013
at 14:03
Player Units
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  12a(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
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   9a(4) (7i)
LT   9a(4) (7i)

RA   9a    (5i)
LA   9a    (5i)

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

RT HS HS ML ML
LT HS HS ML ML

RA S U LL H
LA S U LL H

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

This message was last edited by the GM at 13:24, Thu 15 Aug 2013.

Kitten
 GM, 316 posts
Thu 8 Aug 2013
at 13:47
Garrison Duty Setup
It's been a few days since the Rat Pack has made planetfall.

They slowly start to acclimate themselves to the local environment and accept the situation theyve been dealt.  It would appear that they are under the employ of a unit known as the 101st Combat Group.  Who's combat group they are remains a question that is unanswered at this time.

It's enough at this point that theyve been hired to defend the planet from Team Banzai who are going about committing war crimes against the Ares Convention by actively engaging and inflicting civilian casualties.

Ling has been pulled from the Rat Pack, to provide the footage she's taken during the drop of numerous violations inflicted on the locals of Miller's Creek.  She has been detached from Rat Pack duty to gather similiar evidence occuring around Detroit for the next few days.

It's not all bad news though, militia elements that have survived the initial attack start to filter into Miller's creek.  Support in the town is shaky.  Team Banzai has already demanded the unconditional surrender of the town, which has so far stoicaly refused.  Nerves are short though, and the mercs have to wonder exactly how long the civilians nerves will hold out.

There are Seven levels of victory
{Total Victory, Decisive Victory, Tactical Victory, Draw, Tactical Defeat, Decisive Defeat, Total Defeat}

The Rat Pack will lose two level of Victory for each Rat Pack 'defeated'.
The Rat Pack will lose one level of Victory for each Infantry Squad Eliminated.

The Rat Pack will gain one level of Victory for every 15 tons of Conventional units defeated
The Rat Pack will gain two levels of Victory for each Mech defeated

Duration:  This mission will last for 10 combat turns.

Current Map http://www.angelickitten.com/rpol/rp/M2t0.jpg

Set Up ...

The Rat Pack is assigned 11 'squads' of (7) Civilians.  They are placed out and around the town in the buildings.
Hint:  Do keep the infantry close to each other, to make defending them easier.
Hint:  Do not stack your infantry, doing so will make a larger/easier target to eliminate.
Hint:  The buildings will absorb 1/4 of the damage inflicted on the infantry.


Players set up within 3 hexes of any Building or Civilian on the map.

Op Force weighs in at 85 tons and sets up within 6 hexs of the South Edge

This message was last edited by the GM at 14:34, Thu 08 Aug 2013.

Alpha
 player, 15 posts
 DID THAT HURT?
Thu 8 Aug 2013
at 19:24
Re: Garrison Duty Setup
Kitten:
Players set up within 3 hexes of any Building or Civilian on the map.


Please give me the 11 squads of infantry and the mech placements. I'll need some time to set up the map.
Alpha
 player, 16 posts
 DID THAT HURT?
Fri 9 Aug 2013
at 16:37
Re: Garrison Duty Setup
How are folks doing for the Garrison Mission
I'd like to get Infantry and Mech locations. It will take me a few days to get the map updated after I get your locations. So expect a start date of Monday, if I can get locations on Friday.
Lucius McMurphy
 player, 126 posts
 R0 - Private
 Callsign - 'Burner'
Fri 9 Aug 2013
at 16:42
Re: Garrison Duty Setup
I started a discussion about infantry locs as they will be where we do our Mech drops but haven't gotten any traction yet...but I'm also not in command anymore ;)

Will poke again.
Pax Tarkin
 player, 87 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 9 Aug 2013
at 21:32
Re: Garrison Duty Setup
Friday I'm seeing a family friend in the hospital after work but I think we(I) can come up with a plan by Saturday morning.  I have access to chatting online just no way to mess with maps.
Pax Tarkin
 player, 88 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 10 Aug 2013
at 17:26
Re: Garrison Duty Setup
Question:

Are all building repair  ie full structure points or are a number of them weakened from the earlier battle?

And does that make a different to the damage a squad takes in the building?
Pax Tarkin
 player, 89 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 10 Aug 2013
at 18:16
Re: Garrison Duty Setup
Pax start hex 2722 face S

Cilvies hexes
11 groupings 7 each
1 each
0201
0508
0611
1301
1014

1810
1910
1912
2011
2210
2310

"All right lance.  Remember we need to protect these people.  Make them pay for every meter they gain."

Lucius McMurphy
 player, 127 posts
 R0 - Private
 Callsign - 'Burner'
Sat 10 Aug 2013
at 18:30
Re: Garrison Duty Setup
Burner start, 1618 Facing S
Henriette Karlsdottir
 player, 98 posts
 callsign: Shield maiden
Sat 10 Aug 2013
at 19:36
Re: Garrison Duty Setup
Shield maiden start: 2122 - S
Alpha
 player, 18 posts
 DID THAT HURT?
Sun 11 Aug 2013
at 05:52
Re: Garrison Duty Setup
An enemy force closed in on Miller's Creek. There orders were to eliminate the enemy infantry and to cripple the Rat Pack mercenaries as much as possible. Four vehicles were traveling at a high rate of speed north. A pair of mechs were in close formation. A pair of heavy ferrets were flying in formation from the west.

<orange>
Wheeled AMC(SRM) ~1831~
Wheeled AMC(SRM) ~2031~
Wheeled Light APC(MG) ~1830~
Wheeled Light APC(MG) ~2030~

Locust ~2230~
Wasp ~2330~

Hvy Ferret VTOL(SRM) ~1030~
Hvy Ferret VTOL(SRM) ~1130~


Now we just need Kitten to provide a modifier for INIT

http://img854.imageshack.us/img854/230/n1uq.jpg

This message was last edited by a game editor at 06:33, Sun 11 Aug 2013.

Pax Tarkin
 player, 90 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 11 Aug 2013
at 17:24
Re: Garrison Duty Setup
Company/101st Comm
"This is Lt Tarkin of the Rat Pack Garrison at Miller's Creek.  An hostile force has been encountered approaching Miller's Creek from the South.  Enemy consists of 2 VTOLs, 4 vehicles, and 2 mech.  Be advised we may need assistance. "

Lance tac com
"Start recorders and lets see if they will act rational.
Luc watch those 'Copters they might try to get behind us."


Open Channel
Pax sends a standard challenge.
"This is Lt Tarkin of the Rat Pack.  To the force approaching Miller's Creek from the South state your intentions."
Kitten
 GM, 344 posts
Mon 12 Aug 2013
at 13:31
Re: Garrison Duty Setup
Pax Tarkin:
Question:

Are all building repair  ie full structure points or are a number of them weakened from the earlier battle?

And does that make a different to the damage a squad takes in the building?


All buildings are considered 'light' {40 cf} and level 2 {blocks LOS}3


Initiative Calculation.

+ 3 Corporal  {Locust, Heavy Ferret, Wheeled AMC}
+ 0 Regular Level Unit
+ 1 Numerical Advantage {Conventional counts as 1/2 and Civies count as nothing, 5:3}
- 1 Pax Leadership
- 1 Strong NCO support

+ 2 Initiative Modifier.

Mercs need an +3 penalty adjustment to roll to gain initiative.

This message was last edited by the GM at 18:19, Mon 12 Aug 2013.

Lucius McMurphy
 player, 128 posts
 R0 - Private
 Callsign - 'Burner'
Mon 12 Aug 2013
at 13:58
Re: Garrison Duty Setup
Lucius spotted the same units that the others did and he swiftly moved his Fire Javelin to a better position.  Backpeddling around a copse of trees he knew that the Ferrets wouldn't be bothered by them but the ground units would.  It was his job to clear the air of the scum...



---
09:54, Today: Lucius McMurphy rolled 4 using 2d6 with rolls of 1,3. Initiative Round 1 of 10, TN6+. Great way to begin.

Walk, Back 3, Left Turn 1 SE, Back 2, End 1414 Facing SE [+2]

Henriette Karlsdottir
 player, 100 posts
 callsign: Shield maiden
Mon 12 Aug 2013
at 15:26
Re: Garrison Duty Setup
Henriette looked south as the hostiles appeared on her radar, a quick thought to the speed of the AMC's made her stay where she was, it would give her the best firing solution on the wheels coming up the road, hopefully she could  off one of them, maybe even two if she got lucky.
"Incoming boss, I'll give these wheeels a warm welcome"
With that she prepared to aim and fire at  the frontmost hostile.


Initiative, TN 5 -1 (tactics)+3 (opfor) = tn 7+
Roll: 5, Failed.

Move:
Hold position.

Alpha
 player, 21 posts
 DID THAT HURT?
Mon 12 Aug 2013
at 18:56
Re: Garrison Duty Setup - Turn 1
"Stand down Lieutenant. This doesn't involve offworlders. We are here to deal with these armed terrorist." The voice over the communication channel continued, "Do not hinder us. Any action against our forces will be met with hostiles."




Just waiting on Pax's initative. Then I'll move the OP Force and update the map.

This message was last updated by a game editor at 05:25, Tue 13 Aug 2013.

Pax Tarkin
 player, 91 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Tue 13 Aug 2013
at 02:38
Re: Garrison Duty Setup
OPEN COMM back at 'em
Anger creeps into Tarkin's voice, "You slime suckers are here to try and finish off the men, women , AND CHILDREN that are still trying to hang on here.  We already have enough footage of you slime murdering these people.

Too bad you aren't brave or honorable enough to come out here and fight real threats.  I think you missed stepping on some slugs on the way to your out house this morning.  That would smell better than what you toilet slime brought with you.

I'm calling you out murderer.  Think you can take a little ol' MONGOOSE with your old piece of recycled garbage.

What's the matter ???? Mongoose got your tongue? 


The Mongoose uses it's right arm for a 'come get some' motion.

19:24, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 1,6. INIT Pax mod # 2 +3 pen adj = PSR5. PASS
Alpha
 player, 22 posts
 DID THAT HURT?
Tue 13 Aug 2013
at 06:12
Re: Garrison Duty - Turn 1
The Op Force moved quickly to engage. The two heavy ferrets moved at flank speed to the north as it picked up Infantry in the northwest quadrant. The vehicles rushed up the unrestricted road toward their targets. The Locust ran toward the Mongoose in an apparent answer to the challenge. The Wasp followed to support the Locust.

"If you stand with them, then you must be terrorist as well."




Hvy Ferret flank, move 14hex north, Def +4
Hvy Ferret flank, move 14hex north, Def +4

AMC1, flank, move 10n, Def +4
AMC2, flank, move 10n, Def +4

APC1, flank, move 10n, Def +4
APC2, flank, move 10n, Def +4

Locust, run, move 1n, 5ne, 4n, Def +4
Wasp, run, move 1n, 4ne, 2n, Def +3



Lucious, Def +2
Henriette, Def +1 (LW)
Pax (pending move)


Next Weapons phase and any Physical



Combat Map, Turn 1, http://img197.imageshack.us/img197/4170/s9g1.jpg

Alpha
 player, 23 posts
 DID THAT HURT?
Tue 13 Aug 2013
at 06:14
Re: Garrison Duty - Turn 1
Let me double-check if the Def for the VTOL is +4 or +5

EDIT
Got confirmation that it is DEF +5 for the VTOL

This message was last edited by a game editor at 00:15, Wed 14 Aug 2013.

Lucius McMurphy
 player, 132 posts
 R0 - Private
 Callsign - 'Burner'
Tue 13 Aug 2013
at 13:22
Re: Garrison Duty - Turn 1
"Targets sighted, engaging..."

Lucius twisted his torso to the south as his estimations of where the VTOL's were going were more in line that he had imagined.  They were at the far reach of his targeting reticle but it would be enough if he could clip their rotors.  Pulling the trigger he unleashed a barrage of las fire up at the 'copters in the hops of downing one of the two.  Two of the shots went careening by but the other two appeared to splash along the side and the very rotors themselves.  Not enough to take it out of the air but certainly some smoke was pouring frmo the assembly.



---
To Hit: (Medium Laser x4) Base 3 + Move 1 + Target 4 or 5 = TN8+ or TN9+
Heat: 12 (Weapons) + 1 (Movement) - 10 Heat Sinks 12 Heat Sinks = 3 1

09:13, Today: Lucius McMurphy rolled 11,7,8,6 using 2d6,2d6,2d6,2d6 with rolls of 6,5,5,2,5,3,3,3. Medium 1/2/3/4 vs Ferret 1116 TN8/9.
Hit, Miss, Maybe Hit/Maybe Miss, Miss.
09:14, Today: Lucius McMurphy rolled 12,5 using 2d6,2d6 with rolls of 6,6,2,3. Loc 5 Dmg, Maybe Loc 5 Dmg.
1 Damage Rotors, -1 MP, Critical Potential
09:18, Today: Lucius McMurphy rolled 5 using 2d6 with rolls of 4,1. Critical on Ferret Rotors.  No Critical
5 Damage Maybe to Right Side

If the second one hit you know where it goes, if not no worries, my first hit would put the fear of god in them ;)

09:49, Today: Lucius McMurphy rolled 3 using 2d6 with rolls of 1,2. Initiative Round 2 of 10 TN5+. Amazing



EDIT
Got confirmation that it is DEF +5 for the VTOL
So...
Rotor was hit. 5/10 = 1point to Rotor

Alpha

This message was last edited by the player at 15:21, Fri 23 Aug 2013.

Henriette Karlsdottir
 player, 104 posts
 callsign: Shield maiden
Tue 13 Aug 2013
at 13:47
Re: Garrison Duty - Turn 1
Henriette turned her torso to the side, and fired all four medium lasers at one of the apc's, two of them hit clean in the side, searing through armor with ease, unfortunately two other shots went wide, and missed.


Torso twist right.
Target: APC in 2021.
Range: 1, TN: 4+4(t.def) = 8+
Rolls: 5,6,8,10 2 hits.

2 locations(side): 7, 7: Armor, armor

Init for next round: 8 vs TN 6+, success.


15:40, Today: Henriette Karlsdottir rolled 7,7 using 2d6,2d6 with rolls of 4,3,1,6. 2 locations, vehicle.
15:40, Today: Henriette Karlsdottir rolled 5,6,10,8 using 2d6,2d6,2d6,2d6 with rolls of 1,4,1,5,5,5,3,5. 4 x ML vs APC in16:27,
Today: Henriette Karlsdottir rolled 8 using 2d6 with rolls of 4,4. initiative turn 2 TN 6+.  2021.

This message was last edited by the player at 14:27, Tue 13 Aug 2013.

Pax Tarkin
 player, 95 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Wed 14 Aug 2013
at 04:04
Re: Garrison Duty - Turn 1
Pax heads out trying to cut down on the competition.

Open Comm
"Just a moment, I need to look behind the Wasp for a second."

Move run:  RT 1 SW,  f4,  lt 2 SE, f4 , lt 1 NE :   END 2726 NE   Def +3

Fire  ML x3 @ Wasp
G5 +2 run +3 def mod = TN 10
20:59, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 2,3. ML#1 @Wasp  TN10.
20:59, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 6,3. ML#2 @Wasp  TN10.
20:59, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 5,2. ML#3 @Wasp  TN10. ALL MISS


21:01, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 3,2. Kick @ Wasp  Not sure TN.
21:01, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 5,3. Advoid Kick Fall.

21:00, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 1,3. INIT Pax mod # 2 +3 pen adj = PSR5. USE EDGE for a 5 PASS

Heat: Last round 0 +2 run +9 ML x3 -10 = 1

Alpha
 player, 27 posts
 DID THAT HURT?
Wed 14 Aug 2013
at 04:08
Re: Garrison Duty - Turn 1
Turn 1, Map Updated with final movements
http://imageshack.com/a/img138/8189/75x8.jpg




Op Force Weapons Fire Phase
NOTE: Woods do not block LOS or add mod to hit as all VTOL default to fly at elevation 3.

The two heavy ferrets open fire on the Javelin. Four pairs of Short-Range Missiles streaked toward Lucius. The exchange of fire between the two VTOLs and the Mech was fierce. In the end, three missiles hit the Javelin and light damage on the VTOL.

VTOL(LT)
4base+3move+2def+0short=9+
18:12, Today: Alpha rolled 10,10 using 2d6,2d6 with rolls of 6,4,5,5. VTOL atk TN9+ w/2 SRM2. HIT, HIT
18:14, Today: Alpha rolled 12,5 using 2d6,2d6 with rolls of 6,6,3,2. Num of Missiles hit from 2 SRM2. 3 total missiles hit
18:15, Today: Alpha rolled 4,10,4 using 2d6,2d6,2d6 with rolls of 2,2,4,6,1,3. Dam locations of 3 SRM (2pt each). RA 2pt, LA 2pt, RA 2pt

VTOL(RT)
4base+3move+2def+2med=11+
18:12, Today: Alpha rolled 8,8 using 2d6,2d6 with rolls of 3,5,4,4. VTOL atk TN11+ w/2 SRM2. Miss, Miss




The four vehicle convoy began firing on the buildings with machine gun fire as they continued to roar north on the road.




The Locust tried to track the fast moving Mongoose. It attempted to relock on the Mongoose with its arm's flipped, but did not fire.

The Wasp turned it's torso to the right. It brought up the Medium Laser in its right arm and fired. The bright flash from the medium laser appear to fill up Pax's view screen, but it passed harmlessly above the head of the mech.

WASP
4base+2run+3def+0range=9+
18:29, Today: Alpha rolled 8 using 2d6 with rolls of 5,3. WASP atk TN9+ w/ML. Miss




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

Turn 2
Lucius - Failed INIT
Pax - Passed INIT
Henriette - Passed INIT

Please wait for updates

This message was last edited by a game editor at 01:53, Thu 15 Aug 2013.

Alpha
 player, 28 posts
 DID THAT HURT?
Wed 14 Aug 2013
at 04:08
Re: Garrison Duty - Turn 1
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  12a(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
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   9a(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

Gotta make this big to remind me :)

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

This message was last edited by a game editor at 02:23, Thu 15 Aug 2013.

Alpha
 player, 30 posts
 DID THAT HURT?
Thu 15 Aug 2013
at 01:37
Re: Garrison Duty - Turn 2
Turn 2
Movement Phase


Turn 2
 Lucius - Failed INIT <--- We are here


Turn 2
 Op Force Moves


Turn 2
 Pax - Passed INIT
 Henriette - Passed INIT

Combat Map-Turn 2
http://imageshack.com/a/img138/8189/75x8.jpg

This message was last edited by a game editor at 01:52, Thu 15 Aug 2013.

Lucius McMurphy
 player, 137 posts
 R0 - Private
 Callsign - 'Burner'
Thu 15 Aug 2013
at 01:48
Re: Garrison Duty - Turn 2
Continuing to back walk his Javelin around he knew he wasn't going to be able to out maneuver the Ferrets.  Still he did his best to put himself into a position to engage them if they stayed anywhere near his current nav point.


---
Walk, Back 4, Left Turn 1 NE, Back 1, End 0913 Facing NE [+2]
Henriette Karlsdottir
 player, 108 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Thu 15 Aug 2013
at 06:08
Re: Garrison Duty - Turn 2

alpha, the APC in 2021 also took 2x5 damage to it's right side armor.


So noted and reminded until I can update later this morning
~Alpha

This message was last edited by a game editor at 14:31, Thu 15 Aug 2013.

Pax Tarkin
 player, 96 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Thu 15 Aug 2013
at 22:41
Re: Garrison Duty - Turn 2
Alpha:
Turn 2
Movement Phase


Turn 2
 Lucius - Failed INIT


Turn 2
 Op Force Moves  <--- We are NOW here


Turn 2
 Pax - Passed INIT
 Henriette - Passed INIT

Combat Map-Turn 2

Alpha
 player, 31 posts
 DID THAT HURT?
Fri 16 Aug 2013
at 03:02
Re: Garrison Duty - Turn 2
(Of Force Comm Chatter)
"Get the primary objectives. You don't have time to dally around."
"Roger, roger..."

The two VTOLs continued to streak to the north. They appear to have targeted the northern most infantry position.
VTOL(LT) 14n, Def +5
VTOL(RT) 13n, Def +5



The two APCs moved at flank speed up the road until they reached the first set of infantry.
APC(LT) 9n, Def +3
APC(RT) 9n, Def +3



The Locust turned and skirted the woods in order to close in to the infantry's position.
Locust, (turns), 2ne, (turns), 7n, (turns), Def +3, facing NW



The Wasp jumped away from the Mongoose and landed inside a wooded area. If the Rat Pack mechs engaged the lone Wasp, the infantry would be without any heavy support.
Wasp, jumps 6 hex, facing NE, Def +3 (LtWoods)



The two AMCs split. The AMC(RT) ran off the road before it turned north. The AMC(LT) slowed to cruising speed up the road before it peeled to the left.
AMC(LT) cruise, 4n, (turn), 1nw, Def +1
AMC(RT) flank, (turn), 4ne, (turn), 3n, Def +2




Combat Map
http://img802.imageshack.us/img802/5844/7n0p.jpg

Rat Packs
Need moves from Henriette and Pax
Henriette Karlsdottir
 player, 109 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Fri 16 Aug 2013
at 08:56
Re: Garrison Duty - Turn 2
"In pursuit"
And with that Henriette Chased after the APC's
Realizing the shot on the APC's  would be lousy, she noticed an AMc off to her left, and quickly twisted the upper half of the mech, to line up  all four Medium Lazars, and fire at  the rear  of it, sscorching it in several places before penetrating and disabling the vehicle.
"Score one for the good guys!"
then.
Open channel"Power down immediately and leave your vehicle.
Or you will be destroyed"

Her Lazers were still trailed on the AMC.


Run:
Right 2
Forward 1
Right 1
Forward 5

End hex 2016 N, +2 Def
---

Combat:
Torso twist: left.
ALpha  AMC in 1716 4 hits
Locations: 4,5,5,9
5 damage, Rear.
10 damage, left side.
5 damage, Right side.

motive damage:
10,13,14,15
half move/-3 skill
3 x immobilized, no move rest of game.

---

Init for next turn: 4 vs tn 6/7, Failure, Edge reroll: 7 vs Tn 6/7, Success


10:48, Today: Henriette Karlsdottir rolled 9,8,7,7 using 2d6,2d6,2d6,2d6 with rolls of 6,3,2,6,5,2,5,2. 4 x ML vs AMC in 1716 tn 7+.

10:48, Today: Henriette Karlsdottir rolled 5,9,4,5 using 2d6,2d6,2d6,2d6 with rolls of 3,2,4,5,3,1,4,1. 4 hits locations, 5 damage.

04:54, Today: Henriette Karlsdottir rolled 13,15,14,10 using 2d6+3,2d6+3,2d6+3,2d6+3 with rolls of 4,6,6,6,6,5,6,1. motive damage vs wheeled, rear.

10:52, Today: Henriette Karlsdottir rolled 7 using 2d6 with rolls of 2,5. Edge reroll init, TN 6/7?+.
10:51, Today: Henriette Karlsdottir rolled 4 using 2d6 with rolls of 2,2. Initiative Tn 6/7?+.

This message was last edited by the player at 02:56, Sat 17 Aug 2013.

Pax Tarkin
 player, 97 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 16 Aug 2013
at 17:31
Re: Garrison Duty - Turn 2
Pax chases after the Locust, running up point blank.  Pax was hoping he could do some damage.

His hopes were dashing before his eyes as he missed every shot.  He then tried a kick but had little hope of it working either.

This was not going well.

RUN:  f2, lt 1 N, f9  END 2916 N   DEF +4

Fire  ML x3 @ Locust
G5 +2 run +3 def mod = TN 10
10:20, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 3,5. ML#1 @ Locust  TN10.
10:20, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 4,1. ML#2 @ Locust  TN10.
10:19, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 6,1. ML#3 @ Locust  TN10.
ALL MISS

Kick @ Locust
P4 +2run +3 Def -2 kick = TN7 6 if the skill difference is taken into account
10:23, Today: Pax Tarkin rolled 6 using 2d6 with rolls of 4,2. Kick @ Locust TN7 or 6. ???

10:25, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 2,5. PSK if kick is miss. PASS

10:25, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 1,3. INIT Pax mod # 2 +3 pen adj = PSR5. ANOTHER 4 ... crud   Fail unless the modifiers change


Heat: Last round 1 +2 run +9 ML x3 -10 = 2

Lucius McMurphy
 player, 139 posts
 R0 - Private
 Callsign - 'Burner'
Fri 16 Aug 2013
at 17:43
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"VTOL's out of range and going for the unarmed civilians..."

Lucius twisted his torso to the south-east since they were well out of the range of his lasers to see what little was still in range.  He saw Shield Maiden light up the rear and sides of the AMC that was at the edge of his lasers range extremely effectively.  That left the side of the APC that was continuing along to attack the civilians.  Giving just enough lead Lucius pulled the trigger once, then twice.  While neither hit solid they were close and it allowed him to cool off a bit before rocking his mech from reverse to forward...



---
To Hit: (Medium Laser x2) Base 3 + Move 1 + Target 3 + Range 4 = TN11+
Heat: 6 (Weapons) + 1 (Movement) + 3 (Previous Round) - 10 Heat Sinks 12 Heat Sinks = 0

13:40, Today: Lucius McMurphy rolled 8 using 2d6 with rolls of 6,2. ML2vsAMC TN11+.
13:40, Today: Lucius McMurphy rolled 10 using 2d6 with rolls of 5,5. ML1vsAMC TN11+.
Miss, Miss.

13:42, Today: Lucius McMurphy rolled 8 using 2d6 with rolls of 4,4. Initiative Round 3 of 10, TN5+. Success.

This message was last edited by the player at 15:22, Fri 23 Aug 2013.

Alpha
 player, 35 posts
 DID THAT HURT?
Sat 17 Aug 2013
at 19:33
Re: Garrison Duty - Turn 2
Combat Map, After Movement Phase, Turn 2, http://img850.imageshack.us/img850/4048/2tdm.jpg

Turn 2 - Op Force Weapons
The two heavy ferrets unleashed a barrage of missiles at the armed infantry hidden in the woods. Screams could be heard over the comms.
4base+3move+0short+2HW=9+
9,8,9,6 using 2d6,2d6,2d6,2d6 with rolls of 6,3,5,3,6,3,4,2. 4 SRM2 atks TN9+. HIT, Miss, HIT, Miss
9,6 using 2d6,2d6 with rolls of 4,5,5,1. Num of SRM2 hits. 3 missiles hit for 6points of damage




The light APCs fired at the infantry hiding within the buildings. More screams are heard over the comms.
4base+2move=6+
4,8 using 2d6,2d6 with rolls of 2,2,5,3. MG atk TN 6+ Miss, HIT
7 using 2d6 with rolls of 5,2. Dam damage divided by 4 = 1 (rounded up)




The AMC turned its turret and fired two salvos of SRMs at Henriette.
4base+1cruise+0short+2def=7+
7,3 using 2d6,2d6 with rolls of 3,4,2,1. 2SRM2 TN7+. Hit, Miss
6 using 2d6 with rolls of 2,4. SRM2 number of hits. 2 missiles
6 using 2d6 with rolls of 5,1. Dam location 2 Points to Mirage's RT




The second AMC turned its turret and tracked the fast moving Mongoose. The gunner got excited, "I got a tone, I got a tone."
4base+2flank+2med+4def=12
9,4 using 2d6,2d6 with rolls of 5,4,3,1. 2SRM2 atks TN12 Miss, Miss




The Locust turned its torso. Twin machine guns fired and a medium laser around the Mongoose, but none hit.
4base+2ran+0range+4def=10+
2d6,2d6,2d6 with rolls of 3,4,2,4,2,4. Atk TN10+ w/ML,MG,MG All miss




The WASP did not fire.

This message was last edited by a game editor at 20:43, Sat 17 Aug 2013.

Alpha
 player, 36 posts
 DID THAT HURT?
Sat 17 Aug 2013
at 19:34
Re: Garrison Duty - Turn 2
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
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   9a(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
AMC(LT) has been disabled

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 00:17, Sun 18 Aug 2013.

Alpha
 player, 37 posts
 DID THAT HURT?
Sat 17 Aug 2013
at 21:03
Re: Garrison Duty - Turn 3
Initiative Calculation.

 + 3 Corporal  {Locust, Heavy Ferret, Wheeled AMC}
 + 0 Regular Level Unit
 + 1 Numerical Advantage {Conventional counts as 1/2 and Civies count as nothing, 4.5:3}
 - 1 Pax Leadership
 - 1 Strong NCO support

+ 2 Initiative Modifier.

Mercs need an +3 penalty adjustment to roll to gain initiative.



No real change to the Initiative Calculation.



Combat Map, Turn 3, http://img850.imageshack.us/img850/4048/2tdm.jpg



Next

Op Force Movement
Rat Pack - All passed INIT
Alpha
 player, 39 posts
 DID THAT HURT?
Sun 18 Aug 2013
at 03:46
Re: Garrison Duty - Turn 3
Turn 3

The APC1 turned and cut through the woods before it emerged on the other side. It turned next to the row of buildings hunting for infantry.
Flank, (turn), 1nw, (turn), 2n, (turn),1ne, Def +1

The APC2 turned on the road and stopped next to the last building with infantry.
Cruise, (turn), 3ne, Def +1

The Locust ran between a row of buildings and gave the APC fire support in taking down the infantry.
Run, 9nw, Def +3

The AMC2 rushed to follow the Locust.
Cruise, 1nw, (turn), 3n, (turn), Def +1

The Wasp runs to rejoin the fight.
3ne, (turn), 5n, Def +3

The VTOL 1 moved to another target.
Flank, (turn 2), 4sw, (turn), 5nw, (turn 3), Def +4

The VTOL 2 cruised backward in order to get another angle to finish off the infantry.
Cruise, (turn), 3se, (turn), 2ne, Def +3



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

Turn 3, Combat Map, http://img202.imageshack.us/img202/6619/7mpw.jpg
Henriette Karlsdottir
 player, 116 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Sun 18 Aug 2013
at 14:24
Re: Garrison Duty - Turn 3
OOC: henriette is facing norht, she torso twisted to the NW to  fire everything at the AMC
Pax only"Taking the APC on the east road, Boss, that AMC south of it looks juicy for  you!"
With that she chased after APC2,  quickly aligning her guns with the wheeled machinegun-toting menace, and pulling the trigger, Two lazars seared and burned out the turret of the AMc, rendering the Machinegun useless.
The third scored a nice mark on the rear  of the truck, and the last one flew wide of it's target.
Still, quite a good series of shots.
"as with your friends, shut down and dismount and we will let you leave in peace, on foot!"


Move:
walk:
Forward 4
Right 1
Forward 1

End hex: 2112 NE, Def +2

---
Weapons:
Target: APC2: Range: 2, Def +1
TN: 4+1/walk)+1(T.Def)+0(range)= 6+
Rolls: 3,6,9,10: 3 hits
Locations: 6,11,12
5 Rear armor
10 Turret (all armor and internals gone)
Criticals: 4,5: none

---
HeaT: 4 (2+12+2-12=4)
Initiative Tn 6 or 7: 10 Success


16:22, Today: Henriette Karlsdottir rolled 10 using 2d6 with rolls of 5,5. Initiative TN 6/7+?
16:18, Today: Henriette Karlsdottir rolled 5 using 2d6 with rolls of 2,3. Penetrating Critical? (no more armor).
16:17, Today: Henriette Karlsdottir rolled 4 using 2d6 with rolls of 2,2. Critical?
16:17, Today: Henriette Karlsdottir rolled 6,11,12 using 2d6,2d6,2d6 with rolls of 4,2,6,5,6,6. 3 hits, Locations.
16:17, Today: Henriette Karlsdottir rolled 3,9,6,10 using 2d6,2d6,2d6,2d6 with rolls of 2,1,5,4,1,5,5,5. ALPHA vs APC 2.

edit: forgot to add my initiative roll to the post.

This message was last edited by the player at 18:57, Sun 18 Aug 2013.

Pax Tarkin
 player, 101 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 18 Aug 2013
at 17:17
Re: Garrison Duty - Turn 3
Pax followed the Locust but was cut off by the ACM.
Henriette Karlsdottir:
Pax only"Taking the APC on the east road, Boss, that AMC south of it looks juicy for  you!"

"Crud .... I'm on it!" replied Pax.

The Locust was just out of easy range and in frustration Pax unloaded everything he had on the vehicle in front of him.  Hitting with every weapon he fired.  Of course none hit in the same spot but the vehicle took a lot of damage.

In another act of frustration Pax had his mech kick the vehicle and that hit too, wrecking more armor on the vehicle.

2 of the lasers bit deep but the kick with its side pressure caused the drive train to snap causing the vehicle to come to a stop.


Walk: f1, lt1 NW, f5   END HEX 2412 NW   +2 def

Target AMC 2  MLx3  ERSLx1 Range 1
G5 +1 walk +1 def = TN7
09:45, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 4,5. ML#3 @AMC2  TN7. HIT
09:45, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 4,4. ML#2 @AMC2  TN7. HIT
09:45, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 1,6. ML#1 @AMC2  TN7.  HIT

10:02, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 5,4. ERSL#1 @AMC2  TN7 Correct dice. ERSL HIT

Locations:
09:48, Today: Pax Tarkin rolled 9,7,5 using 2d6,2d6,2d6 with rolls of 3,6,4,3,1,4. AMC2 3 hit locations.
10:03, Today: Pax Tarkin rolled 11 using 2d6 with rolls of 5,6. ERSL Loc on AMC2.
5 Dam  RS, 5 Dam Rear, 5 Dam LS, Turret 3
2 Possible motive system damage


Kick @ AMC2
P4 +1 walk +1 def -2 kick = TN4
10:06, Today: Pax Tarkin rolled 9,9 using 2d6,2d6 with rolls of 5,4,5,4. Kick @ AMC2 TN4, hit loc. HIT RS 5 Dam Kick another poss movement hit

12:35, Today: Pax Tarkin rolled 7,8,12 using 2d6+3,2d6+3,2d6+3 with rolls of 1,3,1,4,4,5. Motive sys dam rear +1, +2 wheeled x3. Vehicle is immobile

Heat: Last round 2 +1 walk +9 ML x3 +2 ER SL -10 = 4

INTI:
10:09, Today: Pax Tarkin rolled 11 using 2d6 with rolls of 5,6. INIT Pax mod # 2 +3 pen adj = PSR5. PASS

Edited in the Motive sys dam rolls

This message was last edited by the player at 19:39, Sun 18 Aug 2013.

Lucius McMurphy
 player, 144 posts
 R0 - Private
 Callsign - 'Burner'
Sun 18 Aug 2013
at 18:20
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, "VTOL's still out of range and continually firing on unarmed civilians..."

Charging forward in his Fire Javelin it ran forward until it was within 90 meters of the Locust who thought he might be unopposed.  Bringing his targeting reticle to center mass he thumbed off a full barrage.  With the shift to full on movement the lasers spread into its left torso and right leg but there was little holding that leg together after that barrage.



---
Run, Forward 3, Left Turn 1, Forward 5, End 1712 Facing NE [+3]

To Hit: (Medium Laser x4) Base 3 + Move 2 + Target 3 = TN8+
Heat: 12 (Weapons) + 2 (Movement) - 10 Heat Sinks 12 Heat Sinks =  4   2

14:16, Today: Lucius McMurphy rolled 5,5,8 using 2d6,2d6,2d6 with rolls of 1,4,3,2,3,5. ML Locations.
10 Damage Right Leg
5 Damage Left Torso

14:17, Today: Lucius McMurphy rolled 4 using 2d6 with rolls of 3,1. Critical Right Leg Locust. No.
14:19, Today: Lucius McMurphy rolled 8 using 2d6 with rolls of 3,5. Initiative Round 4 of 10 TN5+. Success.

This message was last edited by the player at 15:24, Fri 23 Aug 2013.

Alpha
 player, 42 posts
 DID THAT HURT?
Wed 21 Aug 2013
at 02:12
Re: Garrison Duty - Turn 3
Op Force Weapons Fire

VTOL 1 fired 2 SRM2s at the infantry holed up in the building. Though the infantry tried to hide in the building, two of them died as part of the building collapsed.
4base+3move=7+
21:36, Today: Alpha rolled 9,8 using 2d6,2d6 with rolls of 6,3,4,4. ATK VTOL 1 2srm2 TN7. Hit, Hit
21:36, Today: Alpha rolled 7,7 using 2d6,2d6 with rolls of 6,1,5,2. Num of 2SRM2 hits. 4 Hits = 8HP/4 = 2 infantry dead




VTOL circled the wooded area and fired on the infantry. The infantry had no chance as the heavy ferret pounded their position.
4base+3move+2HW=9+
21:41, Today: Alpha rolled 12,9 using 2d6,2d6 with rolls of 6,6,3,6. ATK 2srm2 TN9+.
21:41, Today: Alpha rolled 11,11 using 2d6,2d6 with rolls of 6,5,6,5. Num of 2srm2 hits. 4 Missiles hit, 8 points damage.




The APC1 fired its machine gun at the infantry in the building.
4base+2flank=6+
21:53, Today: Alpha rolled 7,5 using 2d6,2d6 with rolls of 6,1,2,3. APC1 atk TN6+ and damage. Hits, 5 infantry Dead at 1910




The Locust turns it's torso. The machine gun in the right wing, riddled the building (1910) full of holes. Screams from the infantry echoed over the comms.
4base+2run=6+
21:57, Today: Alpha rolled 9,7 using 2d6,2d6 with rolls of 6,3,1,6. Locust Atk TN6, Dam. Hits, all infantry at 1910 are dead

The Locust continued its barrage by firing its machine gun in the left wing.
4base+2run+1secondtarget=7+
22:02, Today: Alpha rolled 5,7 using 2d6,2d6 with rolls of 2,3,1,6. Locust atk tn7+, damage. Missed

As some of the armor melted off the Locust, it brought up its Medium Laser and returned fire.
4base+2move+0range+3def=9+
22:10, Today: Alpha rolled 3 using 2d6 with rolls of 1,2. LCT atk TN9+ on javelin. Missed




APC2 fired its machine gun at the infantry hiding in the building (2310).
4base+1cruise=5+
22:13, Today: Alpha rolled 8,3 using 2d6,2d6 with rolls of 4,4,2,1. APC2 Atk Tn5+ and damage. Hit, 3 infantry dead at 2310




The AMC2 trained its SRMs at the infantry in the building (2310).
4base+2flank=6+
22:21, Today: Alpha rolled 6,8 using 2d6,2d6 with rolls of 4,2,2,6. AMC atk TN6+. Hits, Hits
22:22, Today: Alpha rolled 6,6 using 2d6,2d6 with rolls of 1,5,4,2. Num of missiles hit. 2 missiles hit, 4hits/4 = 1 dead.

3 infantry is alive in building 2310




The WASP was out of weapons fire.

This message was last edited by a game editor at 05:30, Wed 21 Aug 2013.

Alpha
 player, 43 posts
 DID THAT HURT?
Wed 21 Aug 2013
at 04:30
Re: Garrison Duty - Turn 3
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   9a(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

Locust damage
10 Damage Right Leg
 5 Damage Left Torso

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 16:52, Fri 23 Aug 2013.

Alpha
 player, 44 posts
 DID THAT HURT?
Wed 21 Aug 2013
at 06:05
Re: Garrison Duty - Turn 4
APC1 weaved its way around the buildings as it continued to hunt for terrorist.
Cruise, 1ne, (turn), 2se, (turn) 1s, facing south, Def +1

The Locust turned north and circled the buildings and entered the woods. Lucius found a Locust bearing down on him.
Ran, (turn), 1n, (turn), 1nw, (turn), 2sw, (turn), 1s, Def +2 (LW)

VTOL2 found another cluster of infantry in the southwest.
Flank, 12sw, (turns), Facing SW, Def +5
16:23, Today: Alpha rolled 4 using 2d6 with rolls of 2,2. VTOL piloting TN5+.
Need to adjust


VTOL1 circled the building like a vulture.
Cruise, 4se, (turn), 3n, (turns), Facing S, Def +4

The WASP tried to reengage. It jumped to the eastern road.
Jump, 6nw, Facing N, Def +3




The disabled vehicle is counted as Rough terrain should a mech try to go through it.
Combat Map
http://img834.imageshack.us/img834/5484/wp0f.jpg

This message was last edited by a game editor at 23:24, Fri 23 Aug 2013.

Alpha
 player, 48 posts
 DID THAT HURT?
Fri 23 Aug 2013
at 03:10
Re: Garrison Duty - Turn 4
Reminder
Kitten:
There are Seven levels of victory
 {Total Victory, Decisive Victory, Tactical Victory, Draw, Tactical Defeat, Decisive Defeat, Total Defeat}

The Rat Pack will lose two level of Victory for each Rat Pack 'defeated'.
 The Rat Pack will lose one level of Victory for each Infantry Squad Eliminated.

The Rat Pack will gain one level of Victory for every 15 tons of Conventional units defeated
 The Rat Pack will gain two levels of Victory for each Mech defeated


-2   2 units of Infantry Squad Eliminated
+1   25 tons of convential units Eliminated
+1   5 tons of convential units should be gone after Turn 4


Best estimate at this time... DRAW
Henriette Karlsdottir
 player, 123 posts
 callsign: Shield maiden
 Ld: 2, Mirage
Fri 23 Aug 2013
at 10:35
Re: Garrison Duty - Turn 4
"Boss, I'll go get that locust for ya!"
With that the entered into a beautifull jump, spinning a nice 120 degrees in the jump, ignoring the blaring lred lamps as she drove the mech into a much warmer condition.
"Hate cold coffee anyway"
She always had a can of coffee with ehr in the mech, it was safely secured to it, so as to not cause any trouble, but it was there.
"Pew, dead!"
she said over the open channel, as she  landed behind the locust, Aiming her 4 lazars at it's exposed rear.

aaand everything missed... Much to her dismay, wiping the cocky smirk right off her face, not that anyone could see.

She

Move: Jump 5 to 1709 Facing S, Def 2+

Weapons fire: Target, Locust
Range 0, def +2, Jumped +3, TN 9+
rolls 5,5,5,8: All miss

Heat: 4+5+12 = 21 - 12 = 9

Initiative, TN 6 or 7+, roll: 9 = Success




ooc: well that sucked!, had hoped for just one hit!
12:02, Today: Henriette Karlsdottir rolled 9 using 2d6 with rolls of 5,4. initiative round 5 tn 6/7+.

This message was last edited by the player at 10:02, Sat 24 Aug 2013.

Lucius McMurphy
 player, 156 posts
 R0 - Private
 Callsign - 'Burner'
Fri 23 Aug 2013
at 19:33
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'd think that even a dumb merc would realize something was up when they are taking zero return fire for 'terrorists' that are supposed to be bady-mc-bad-ums..."

Leaving the Locust for either Shield Maiden or Traxx to handle since he already weakened the thing he altered his movement to take him up into the realm of the Wasp.  Tracking the jumping mech wasn't actually that hard at the range he was going to end up at and his heat levels were still low so he led the poor bugger and let loose into the light scout.  He was lucky, that was for sure as his impact into the ground caused his chassis to bend at just the right spot to let the trio of lasers score off almost a third of his armour in one blast.



---
Walk, Right Turn 1, Forward 1, Right Turn 1, Forward 3, End 1815 Facing S [+1]

To Hit: (Medium Laser x4) Base 3 + Move 1 + Target 3 = TN7+
Heat: 12 (Weapons) + 1 (Movement) + 2 (Previous Round) - 12 Heat Sinks = 3

15:24, Today: Lucius McMurphy rolled 11,8,7,5 using 2d6,2d6,2d6,2d6 with rolls of 5,6,2,6,2,5,4,1. ML 1/2/3/4 vs Warp TN7+.
Hit, Hit, Hit, Miss
15:26, Today: Lucius McMurphy rolled 5,6,10 using 2d6,2d6,2d6 with rolls of 1,4,1,5,4,6. Locations on Wasp.
Right Leg 5
Right Torso 5
Left Arm 4, Internal 1

15:29, Today: Lucius McMurphy rolled 7 using 2d6 with rolls of 4,3. Critical on Left Arm?
No

15:31, Today: Lucius McMurphy rolled 8 using 2d6 with rolls of 2,6. Initiative Round 5 of 10.
Success

Pax Tarkin
 player, 107 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 24 Aug 2013
at 06:20
Re: Garrison Duty - Turn 4
Pax needed to nail this vehicle but his luck has not been good.  He just hoped that they could save some people today.

He walked Road Runner over the disabled vehicle and fired point blank at the remaining vehicle.

"Meep Meep" He called over the open channel using what his uncle used to do to his opponents.

Three laser beams shot forth and 2 hit the target causing damage.  Happy to have hit another target he kicks at the vehicle deep into it's side.


Walk f2 +1rubble  DM +0  END 2011 NW
21:29, Today: Pax Tarkin rolled 11 using 2d6 with rolls of 5,6. Walk through rubble (I hope) PSR4.  PASS

Firing
Target APC1  MLx3
G5 + 1walk +1dm = TN7
21:43, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 3,5. ML#1 @ APC1  TN7.  HIT
21:43, Today: Pax Tarkin rolled 3 using 2d6 with rolls of 1,2. ML#2 @ APC1  TN7.  MISS
21:42, Today: Pax Tarkin rolled 11 using 2d6 with rolls of 5,6. ML#3 @ APC1  TN7.   HIT
Hit locations:
21:47, Today: Pax Tarkin rolled 8,5 using 2d6,2d6 with rolls of 3,5,2,3. 2 hit locations on APC1.
5 Dam Lt Side (Poss Crit), 5 Dam Front poss mot sys dam

mot sys dam
22:16, Today: Pax Tarkin rolled 12 using 2d6+4 with rolls of 3,5. Mot sys damside+2, +2 wheel correct dice.  I'll remember how to use the dice roller sooner or later.  Immobilized

Crit poss
22:40, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 4,1. Crit Poss. none

Physical: Kick APC1
Kick on APC1
P4 +1walk +1DM -2kick = TN4
22:44, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 2,6. Kick @ APC1 TN4. HIT
22:45, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 2,2. Kick loc on APC1. 5 Dam Lt Side   poss mot sys dam
22:47, Today: Pax Tarkin rolled 12 using 2d6+4 with rolls of 5,3. Kick APC1 mot sys dam +4. Immobilized

Heat: Last round 4 +1 walk +9 ML x3 -10 = 4

INIT
22:52, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 4,1. INIT P4 2 mod = 2 +?  PASS including with a 3 negative modifier

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.