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14:35, 10th May 2024 (GMT+0)

M2 - Garrison Duty.

Posted by AlphaFor group 0
Pax Tarkin
player, 95 posts
R1 Traxx G3/P4/M1 +2 Init
Mongoose "Road Runner"
Wed 14 Aug 2013
at 04:04
  • msg #23

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
  • msg #24

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
  • msg #25

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
  • msg #26

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
  • msg #27

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
  • msg #28

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
  • msg #29

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
  • msg #30

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
  • msg #31

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
  • msg #32

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
  • msg #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"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
  • msg #34

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
  • msg #35

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
  • msg #36

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
  • msg #37

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
  • msg #38

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
  • msg #39

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
  • msg #40

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
  • msg #41

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
  • msg #42

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
  • msg #43

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
  • msg #44

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
  • msg #45

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
  • msg #46

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
  • msg #47

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

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