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21:52, 26th February 2024 (GMT+0)

M4 - C3 {Control}

Posted by KittenFor group 0
Delta
editor, 166 posts
Thu 28 Nov 2013
at 05:09
  • msg #57

Re: turn 4

Only few enemies could fire at all, one AMc and a pair of the infantry squads.
The northern AMC launched a volley at Regina, after realizing it only had her or a completely unharmed hostile to fire at, better to at elast attempt to gain some semblance of a victory.
the two hardpoints within firing distance also both chose to fire at regina, though mostly because they had nothing else to shoot at.


AMc 3 vs Reggie: tn 11+ 6 SRM 2: 5,5,7,9,11,12 = 2 hits
# missiles rolled: 5 and 11 = 3  missiles hit
Locations(rear): 8, 8, 10 2 LT and 1 LA
(2 Lt armor, 2 Lt internals, and 2 LA armor)
Critical roll: no criticals.

1009 vs Reggie: tn 8+ and N/A: miss
1005 vs Reggie: tn 10+ and N/A: Infantry hits C.Torso for 4 Damage

Summary:
Regina: 4 CT, 2 rear LT armor, 2 LT internals, 2 LA



06:04, Today: Delta rolled 7 using 2d6 with rolls of 4,3. damage location 4D.
06:04, Today: Delta rolled 10 using 2d6 with rolls of 5,5. 1005 infantry vs Reggie tn 10+.

06:03, Today: Delta rolled 7 using 2d6 with rolls of 5,2. 1009 infantry vs reggie, front tn 8+.

05:59, Today: Delta rolled 3 using 2d6 with rolls of 1,2. possible critical, LT.
05:57, Today: Delta rolled 8,8,10 using 2d6,2d6,2d6 with rolls of 2,6,3,5,4,6. 3 hits vs Reggie 2D each, Rear.
05:57, Today: Delta rolled 5,11 using 2d6,2d6 with rolls of 1,4,6,5. # missiles vs Reggie.
05:56, Today: Delta rolled 5,5,9,11,12,7 using 2d6,2d6,2d6,2d6,2d6,2d6 with rolls of 2,3,1,4,4,5,5,6,6,6, 3,4. 6x SRM2 vs Reggie, Tn 11+.
Delta
editor, 168 posts
Thu 28 Nov 2013
at 05:14
  • msg #58

Re: turn 4

Lancers:
Traxxian Light Lancers
PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)
Scout   8
Leader  3
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   8a    (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

David Crain
Avenger
Gunnery 5 (4 w/Energy)
Pilot   5
Scout   7
Leader  2
Edge    1

7/11/5 Movement
10 Heat Sinks

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

Repair modifier x1.35
H    7a    (3i)
CT   8a(6)(11i)

RT   7a(5) (8i)
LT   9a(5) (8i)

RA   7a    (6i)
LA   5a    (6i)

RL  15a    (8i)
LL  15a    (8i)
H
CT HS JJ

RT JJ JJ
LT JJ JJ

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

RL H U L F
LL H U L F

Olaf Oleeson
Berserker
Gunnery 5 (4 w/Missiles)
Pilot   6
Scout   7
Leader  4
Edge    1

4/6/4 Movement
10 Heat Sinks

H ML
RA ML
LA ML
RT LRM 10
RT LRM (12) Ammo
RT LRM 10
RT LRM (12) Ammo

Repair modifier x1.40
H    9a    (3i)
CT  16a(7)(12i)

RT  12a(6)(10i)
LT  12a(6)(10i)

RA  12a    (6i)
LA  12a    (6i)

RL  18a   (10i)
LL  18a   (10i)
H
CT

RT HS HS {LRM10} {LRM 10} {Ammo}
LT HS HS {LRM10} {LRM 10} {Ammo}

RA S U L ML
LA S U L ML

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

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (50) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  10a(4)(10i)

RT  12a(2)( 7i)
LT   2a(0)( 5i)

RA   0a    (5i)
LA   8a    (5i)

RL  10a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F

Delta
editor, 169 posts
Thu 28 Nov 2013
at 05:26
  • msg #59

Re: turn 4

http://s1098.photobucket.com/u...media/M4T5a.png.html

Just as you all are about to breathe a sigh of relief, you are interrupted by engine noise, and shocked to see a group of heavy tanks arrive at the control base.

they enter the field of battle  ina  tight formation from the north.

Two demolishers at the front, toting 200 kg shell firing cannons, and a pair of partisans in the rear displaying lighter 50 kg cannons.


all tanks have flanked, and are at Defmod +2 in their Displayed hexes.


Burton Space Port Reinforcements

Demolisher Heavy Tank 1
Move 3/5

Front  40 (8i)
Right  30 (8i)
Left   30 (8i)
Back   20 (8i)
Turret 40 (8i)

(2)AC/20 Turret
(20)Ammo Body


Demolisher Heavy Tank 2
Move 3/5

Front  40 (8i)
Right  30 (8i)
Left   30 (8i)
Back   20 (8i)
Turret 40 (8i)

(2)AC/20 Turret
(20)Ammo Body


Partisan Heavy Tank 1
Move 3/5

Front  22 (8i)
Right  18 (8i)
Left   18 (8i)
Back   16 (8i)
Turret 22 (8i)

(4) AC/5 Turret
(40)Ammo Body

  (2)MG   Front
(200)Ammo Body


Partisan Heavy Tank 2
Move 3/5

Front  22 (8i)
Right  18 (8i)
Left   18 (8i)
Back   16 (8i)
Turret 22 (8i)

(4) AC/5 Turret
(40)Ammo Body

  (2)MG   Front
(200)Ammo Body


This message was last edited by a game editor at 10:11, Thu 28 Nov 2013.
David Crain
player, 222 posts
R0 - Private
Callsign: Avenger
Thu 28 Nov 2013
at 06:33
  • msg #60

Re: turn 4

Avenger notices the heavy armor roll onto the battlefield with no small amount of dismay, "Well, I like a good party crash as much as the next guest but I think that's my cue to exit.  Hate to be a rude guest, but I'm off!" as he throttles his Jenner up to maximum speed in an attempt to leave the field.

Move: S11, end in 1214S edit: DefMod +4

No fire (Out of range).

Heat: 0

This message was last edited by the player at 06:36, Thu 28 Nov 2013.
Regina Arlington
player, 145 posts
R0 - Mechwarrior
Callsign - 'Reggie'
Thu 28 Nov 2013
at 10:37
  • msg #61

Re: turn 4

"I believe they're rather upset.", Regina comments somewhat perplexed.

The Valkyrie was overheated and needed a few seconds yet to recover from the recent heat generated, preferably someplace that she wouldnt get shot in the back.

Triggering her jump jets, Regina puts a little more distance between her and the Op Force, while grabbing some cover from the tree.

"Time to practice our Exit Strategy."

Regina checks her damage displays and notice that some stuff was going to need some fixing before she could feel right about taking her mech into a fight again.

Reggie
Jump - J5 - + 3 Def modifer (+5 w/ two light trees) - Hex 1811s

Big Jake
Alt, 21 posts
Roll G5/P5/M8 (Init 4)
+2 Ballistic = 3 base
Thu 28 Nov 2013
at 16:36
  • msg #62

Re: turn 4

FOR Olaf

"I agree!
bugging out."


Olaf ignites the jump jets sending him in the same basic area that Reg went.  Behind some trees and with a new orientation.  Though he didn't want to expose his back to the new tanks he landed at an angle to them.

Move:  Jump 4  Hex 1812 SW +2DM plus tree(s)

Edit in Init roll
08:57, Today: Big Jake rolled 10 using 2d6 with rolls of 4,6. Olaf Init P6 raw.
PASS
This message was last edited by the player at 16:58, Thu 28 Nov 2013.
Pax Tarkin
player, 289 posts
R3 Traxx G3/P4/M1 +2 Init
Mongoose "Road Runner"
Thu 28 Nov 2013
at 16:57
  • msg #63

Re: turn 4

Pax having just finished off his crawler looks over at the wall of tanks and hears over the radio that his team thinks they should leave.

"Traxx to Lancers, We accomplished what we came here to do ... withdraw to the South as planned.

SPEED IS LIFE! "


Pax has Road Runner wave bye bye to the ... ok he can admit it ... freaking huge tanks that appeared out of nowhere right on top of him.

OPEN COM
"Road Runner ... exit ... stage left!"

And once again Pax opens the mech up to full speed dashing his mongoose through the woods smashing small trees and bushes as he goes.  Once out he loops to the South timing his travel so that the only shot they could take would have to be through more woods.

Leaving behind him full speed mongoose Tracks.

Spoiler text: (Highlight or hover over the text to view)

  Get it ...  Traxx ????



RUN 12 MP  F1 +1lw, rt1 SE, f4, rt1 S, f3 +1lw  END 2107 S  +4DM w/tree hex I'm in

No Firing

Heat:  Prev 4 +2run -10HS = 0


Init
08:50, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 3,5. Init = TN2  Raw.
PASS
Delta
editor, 173 posts
Thu 28 Nov 2013
at 18:22
  • msg #64

Re: turn 4

http://s1098.photobucket.com/u...media/M4T5b.png.html

In spite of the massive firepoweer coming from the partisans, only a single shell hits pax, sanding a shock thoruhg his mech as it smashes into the armor of his right torso.


Partisan 1 vs Reggie, TN 13+

Partisan 2 vs Pax, tn 12+
              1 hit, RT
PAx: 5 damage RT



19:12, Today: Delta rolled 7 using 2d6 with rolls of 3,4. AC 5 Location vs Pax.

19:12, Today: Delta rolled 3,3,8,10 using 2d6,2d6,2d6,2d6 with rolls of 1,2,1,2,3,5,4,6. 4 AC 5's vs Pax, Tn 10+.

19:12, Today: Delta rolled 9,9,10,5 using 2d6,2d6,2d6,2d6 with rolls of 6,3,5,4,6,4,4,1. 4 AC 5's vs Regina, TN 11+.
This message was last edited by a game editor at 19:03, Thu 28 Nov 2013.
Delta
editor, 174 posts
Thu 28 Nov 2013
at 18:23
  • msg #65

Turn 5 fire phase.

Lancers:
Traxxian Light Lancers
PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)
Scout   8
Leader  3
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   8a    (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

David Crain
Avenger
Gunnery 5 (4 w/Energy)
Pilot   5
Scout   7
Leader  2
Edge    1

7/11/5 Movement
10 Heat Sinks

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

Repair modifier x1.35
H    7a    (3i)
CT   8a(6)(11i)

RT   7a(5) (8i)
LT   9a(5) (8i)

RA   7a    (6i)
LA   5a    (6i)

RL  15a    (8i)
LL  15a    (8i)
H
CT HS JJ

RT JJ JJ
LT JJ JJ

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

RL H U L F
LL H U L F

Olaf Oleeson
Berserker
Gunnery 5 (4 w/Missiles)
Pilot   6
Scout   7
Leader  4
Edge    1

4/6/4 Movement
10 Heat Sinks

H ML
RA ML
LA ML
RT LRM 10
RT LRM (12) Ammo
RT LRM 10
RT LRM (12) Ammo

Repair modifier x1.40
H    9a    (3i)
CT  16a(7)(12i)

RT  12a(6)(10i)
LT  12a(6)(10i)

RA  12a    (6i)
LA  12a    (6i)

RL  18a   (10i)
LL  18a   (10i)
H
CT

RT HS HS {LRM10} {LRM 10} {Ammo}
LT HS HS {LRM10} {LRM 10} {Ammo}

RA S U L ML
LA S U L ML

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

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (50) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  10a(4)(10i)

RT  12a(2)( 7i)
LT   2a(0)( 5i)

RA   0a    (5i)
LA   8a    (5i)

RL  10a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F

This message was last edited by a game editor at 19:03, Thu 28 Nov 2013.
Regina Arlington
player, 151 posts
R0 - Mechwarrior
Callsign - 'Reggie'
Thu 28 Nov 2013
at 18:38
  • msg #66

Re: Turn 5 fire phase.

Regina doesnt bother to make an effort to fire back.  She settles for throwing the throttle into a flat our run sending the light mech swiftly across the landscape.

She spares a glance at the other lancers to see how they were doing.  In another moment she would be safely away from the slower mech killers.


Reggie
Run - F8 - +3 Def Mod - Hex 1819s

This message was last edited by the player at 18:39, Thu 28 Nov 2013.
Big Jake
Alt, 22 posts
Roll G5/P5/M8 (Init 4)
+2 Ballistic = 3 base
Thu 28 Nov 2013
at 19:01
  • msg #67

Re: Turn 6 move phase.

For Olaf

Olaf moves before OpFor

Olaf follows Reg South at full speed.

Move: RUN 6MP  lt1 S, f5   END 1817

No weapons fire

No heat


Off the Map next turn
This message was last edited by the player at 19:15, Thu 28 Nov 2013.
Pax Tarkin
player, 293 posts
R3 Traxx G3/P4/M1 +2 Init
Mongoose "Road Runner"
Thu 28 Nov 2013
at 19:14
  • msg #68

Re: Turn 6 move phase.

Going before OpFor

Pax Continues to plow through woods to get even further South.

RUN 12MP f8 +3LW, rt1 SW  END 2115 SW  +4DM (3+1LW)

No Fire

No Heat


Off the map next turn wants to move first.
David Crain
player, 225 posts
R0 - Private
Callsign: Avenger
Fri 29 Nov 2013
at 03:07
  • msg #69

Re: Turn 6 move phase.

Move before OpFor.

Avenger veers to the East slightly before moving his mech at the same breakneck speed it was moving last turn.  He will leave the same turn as the rest of his lancemates.

Move: L1, F7, R1, F1.  End in 1919S

(No fire)
Delta
editor, 178 posts
Fri 29 Nov 2013
at 07:25
  • msg #70

Re: Turn 6 move phase.

The Heavy armor attemptspursuit, and even let loose another volley of AC/5 rounds at olaf, but all they manage  is to create 8 impact craters in the rough vicinity of the mech warrior.

ooc: everyone can leave the map on your next move, and none of the tanks can do anything to  stop you now, so mission concluded.

Now i need to figure out how the hell i should have used those AMC's ;)

congratulations on a successfull mission.

For kitten:

Feel free to continue roleplay, Assume the tanks give chase for a while, even though they won't be able  to catch up enough to get a good shot on anyone.
This message was last edited by a game editor at 07:26, Fri 29 Nov 2013.
Kitten
GM, 1190 posts
Fri 29 Nov 2013
at 12:48
  • msg #71

Re: Turn 6 move phase.

Mission officially concluded 11/29/2013

Repair notes - After this mission there are NO REPAIR POOLS.  Armor repairs will be based on what mechwarriors can make on their own.  (8 points for making a successful roll tn roll, plus an additional 4 points for each point above their tn they roll.)

Repair rolls are a mental based roll, with a penalty of 2 (for not being technicians), modified by X-Technician.

Bookkeeping will be up within the hour after i feed people.

Also, The Battlemaster and Players should make end mission votes for MVP and Best RP.  Remember you can not vote for yourself.  Doing so will invalidate your vote and just waste experience.

Olaf does not get a vote, nor is he capable of receiving votes since he was out for the whole mission.  Since he was out for the whole mission and was just an NPC he will earn experience as a conventional unit participant.

If Olaf does not appear for the next mission, he will be removed and put on Hiatus status.

Last Request, please rate this mission.  From Never in Doubt ~> Easy ~> Perfect ~> Challenging ~> Impossible.




Battlemaster
1 for a single lance of players
1 for roleplaying bonus

Objective Results
Refuling stations all destroyed (Primary Objective Completed) ~ +2 XP and + 2 Prestige
Control Tower destroyed (Primary Objective Completed) ~ +5 XP and + 3 Prestige

Withdraw entire unit (Secondary Objective Completed) ~ +1 XP

Engage Op Force (Tertiary Objective Completed) ~ + 1 XP and + 1 Prestige

Results from Objective
+ 9 xp each player and + 6 Unit Prestige

Base Pay for December
28 000cb Pax
18 000cb David
 2 000cb Olaf
18 000cb Regina

Combat Bonus
+ 1 xp All Players inflicted damage

+ 1 xp Polls for Pax and Regina
- 1 xp Not posting Repair Rolls David


Damage to Refuel Stations
13 500 cb Unit
 1 500 cb Unit and David
 1 500 cb Unit and Regina
 1 500 cb Unit and Regina

Heavy AMC
20 936 cb Regina
20 936 cb Pax and Regina
20 936 cb Pax and David
20 936 cb Pax and Olaf



Summary Rewards Does not include Poll experience:
Delta gains 2 Battle Master Points

Unit gains 6 Prestige Points

+12 xp Pax
+10 xp David
+10 xp Olaf
+12 xp Regina
+65 893cb Pax
+38 707cb David
+ 2 649cb Olaf
+57 393cb Regina
This message was last edited by the GM at 18:24, Thu 05 Dec 2013.
Regina Arlington
player, 155 posts
R0 - Mechwarrior
Callsign - 'Reggie'
Fri 29 Nov 2013
at 13:34
  • msg #72

Re: Turn 6 move phase.

Before Repairs

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (45) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  10a(4)(10i)

RT  12a(2)( 7i)
LT   2a(0)( 5i)

RA   0a    (5i)
LA   8a    (5i)

RL  10a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F


After the battle, the Lancers accost a civilian semi.  The civilian driver is held captive for a few hours as the pilots cut up his rig for sheets of metal to weld on the damaged mechs.  When the lancers were done, the semi rig was noting but a skeletal framework.  The mechs look a like a patchwork Frankenstein monsters but are more sound and capable for combat when done.

Regina for all her strangeness seemed at one with the task of repairs and approached the task as if it were a religious calling.  Capable hard work soon has the worst of the battle damage repaired on her Valkyrie.

08:33, Today: Regina Arlington rolled 8 using 2d6 with rolls of 3,5. Repair Valkyrie tn 7+.

repairs 20 points of damage on Valkyrie


Before Repairs

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (45) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  10a(4)(10i)

RT  12a(2)( 7i)
LT   6a(2)( 5i)

RA   6a    (5i)
LA   8a    (5i)

RL  10a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F


LT Armor maxed, due to internal damage, 18af short to Max out repairs in other locations.


I thought this mission deserves and Perfect Rating.
This message was last edited by the player at 17:20, Fri 29 Nov 2013.
Pax Tarkin
player, 297 posts
R3 Traxx G3/P4/M2 +2 Init
Mongoose "Road Runner"
Fri 29 Nov 2013
at 16:44
  • msg #73

Re: Turn 6 move phase.

Pax  Damage
We forgot to roll what leg the drop damaged was on
08:37, Today: Pax Tarkin rolled 1 using 1d2 with rolls of 1. Drop landing damage 1 LL, 2 RL
4 LL




Fixing armor.
12:44, Today: Pax Tarkin rolled 4 using 2d6-2 with rolls of 1,5. Fix some armor TN6.
Hummmmmmm.


We got lucky in some ways.  It could have gone a lot worse.
I would say challenging due to the lingering armor effects of this mission on the next mission.  Even if we don't know what it is yet.
This message was last edited by the player at 20:49, Fri 29 Nov 2013.
Big Jake
Alt, 23 posts
Roll G5/P5/M8 (Init 4)
+2 Ballistic = 3 base
Fri 29 Nov 2013
at 20:52
  • msg #74

Re: Turn 6 move phase.

For Olaf

Armor Repair.

12:50, Today: Big Jake rolled 8 using 2d6-2 with rolls of 6,4. Olaf armor repair TN7
Well that 8 pts + 4 = 12
He needed 5

Does his extra point go for someone else armor?
Big Jake
Alt, 24 posts
Roll G5/P5/M8 (Init 4)
+2 Ballistic = 3 base
Thu 5 Dec 2013
at 16:30
  • msg #75

Re: Turn 6 move phase.

In reply to Big Jake (msg # 74):


Does his extra points go for someone else armor?
This message was last edited by the player at 16:43, Thu 05 Dec 2013.
Kitten
GM, 1241 posts
Thu 5 Dec 2013
at 18:07
  • msg #76

Re: Turn 6 move phase.

Big Jake:
In reply to Big Jake (msg # 74):


Does his extra points go for someone else armor?



Nope, he spent it kicking back and smoking a stoogie.

After making 12 af of repairs on Avengers Jenner it looks like...


David Crain
Avenger
Gunnery 5 (4 w/Energy)
Pilot   5
Scout   7
Leader  2
Edge    1

7/11/5 Movement
10 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Pulse Laser

Repair modifier x1.35
H    7a    (3i)
CT   14a(6)(11i)

RT   10a(5) (8i)
LT   10a(5) (8i)

RA   7a    (6i)
LA   7a    (6i)

RL  15a    (8i)
LL  15a    (8i)
H
CT HS JJ

RT JJ JJ
LT JJ JJ

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

RL H U L F
LL H U L F

This message was last edited by the GM at 18:23, Thu 05 Dec 2013.
Kitten
GM, 1243 posts
Thu 5 Dec 2013
at 18:12
  • msg #77

Re: Turn 6 move phase.

Only two players voted, which does not make for a poll vote (need at least three).

So, Pax and Reggie each get one XP for actually voting.

David loses 1xp for not posting his repair rolls in the correct place and making me look all over the place for it.

Rewards will be updated and are final, reviewing repair rolls now.




Pax's mech is short 4 af

David's mech is short 11 af

Regina's mech is short 18 af

Olaf's mech needs no repairs.
This message was last edited by the GM at 19:10, Thu 05 Dec 2013.
Pax Tarkin
player, 303 posts
R3 Traxx G3/P4/M2 +2 Init
Mongoose "Road Runner"
Thu 5 Dec 2013
at 18:59
  • msg #78

Re: End of mission bookkeeping.

Here is what I have for Pax damage
LL 4 Drop  post #73  I think we forgot to place it from the earlier Landing post #18
RL 4 Infantry hit post #26
Kitten
GM, 1245 posts
Thu 5 Dec 2013
at 19:10
  • msg #79

Re: End of mission bookkeeping.

In reply to Pax Tarkin (msg # 78):

Agreed.

I was looking at message 17, which was for Olaf when i did the bookkeeping.
Pax Tarkin
player, 304 posts
R3 Traxx G3/P4/M2 +2 Init
Mongoose "Road Runner"
Thu 5 Dec 2013
at 19:28
  • msg #80

Re: End of mission bookkeeping.

Armor allocation
Pax   4 (2 ar each leg) = brings the ar to 10 total each
David 6 (3 ar each arm) = brings the ar to 10 total each

Reg gets the rest [17]
This message was last edited by the player at 19:41, Thu 05 Dec 2013.
Kitten
GM, 1246 posts
Thu 5 Dec 2013
at 19:58
  • msg #81

Re: End of mission bookkeeping.

So noted.  Stats for the next mission for Pax, will be fully repaired, and for David will be.


David Crain
Avenger
Gunnery 5 (4 w/Energy)
Pilot   5
Scout   7
Leader  2
Edge    1

7/11/5 Movement
10 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Pulse Laser

Repair modifier x1.35
H    7a    (3i)
CT   14a(6)(11i)

RT   10a(5) (8i)
LT   10a(5) (8i)

RA   10a    (6i)
LA   10a    (6i)

RL  15a    (8i)
LL  15a    (8i)
H
CT HS JJ

RT JJ JJ
LT JJ JJ

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

RL H U L F
LL H U L F

Regina Arlington
Reggie
Gunnery 4 (2 w/Missiles)
Pilot   6 (5 w/Initiative)
Scout   8
Leader  2
Edge    1

5/8/5 Movement
11 Heat Sinks

LA ML
RA ML
RA Streak SRM 2
LT Streak SRM 2
LT Streak SRM 2
RT SS2 (45) Ammo
RT CASE

Repair modifier x1.30
H    8a    (3i)
CT  16a(4)(10i)

RT  12a(2)( 7i)
LT  12a(2)( 5i)

RA  10a    (5i)
LA  8a    (5i)

RL  11a   ( 7i)
LL  14a   ( 7i)
H
CT HS JJ

RT HS HS {SSRM2 Ammo} CASE
LT HS HS SSRM2 SSRM2

RA S U L H ML SSRM2
LA S U L H ML

RL H U L F
LL H U L F

This message was last edited by the GM at 20:03, Thu 05 Dec 2013.
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