M4 - C3 {Control}   Posted by Kitten.Group: 0
Kitten
 GM, 989 posts
Wed 20 Nov 2013
at 15:22
M4 - C3 {Control}
'Burton Spaceport', is a civilian space port.  Nearly all space travel filters in and out of this commercial hub.  From here the planet receives shipments of raw materials to be manufactured into finished goods and shipped out.  From here military transports can gather and drop mechs anywhere on the planet, which will make raiding more difficult.  This ability needs to be hamstrung early.

quote:
Primary Objective - Destruction of Control Tower (heavy structure), and Refueling stations (multiple light structures).

The Refueling stations are spaced out at various points through out the station and are protected by a MG mounted in a turret supported by a squad of infantry armed with SRMs.

Destroying all Refueling station is worth 2 XP and 2 Prestige
The Mercs lose 1 XP and 1 Prestige for each Refueling station that survives.




The Control Tower is easily spotted and is populated by a squad of Infantry armed with SRMs.

Around the Tower are defensive MG Turrets supported by a squad of Infantry armed with SRMs.

Destroying the Tower is worth 5 XP and 3 Prestige
The Mercs lose 2 XP and 1 Prestige if the Tower has not been crippled (takes more than half damage)


quote:
Secondary Objective - Withdraw after the Primary has been achieved and rendezvous with the rest of the Raiding force at the space port.

The Merc units fail this objective if any unit is incapable of withdrawing from battle.
This objective is worth 1 XP

The mercs are penalized for each member of the unit that fails to withdraw {-1 Prestige /-2 XP}


quote:
Tertiary Objective - Engage and destroy all opposition encountered.

Burton has been raided before, and are surprisingly on the ball.  A Lance of conventional tanks and two platoons of infantry defends the station.  More capable help is nearby and on the way.

This objective is achived if the Mercs manage to destroy (4) Units
This objective is worth 1 XP
This objective is worth 1 Prestige

There is no penalty for failing this objective


quote:
Resistance is expected to be 'heavy'.
Opportunities for salvage are non-existent.
This mission is rated 'Average'
Prestige Rating - 2


Special rules for this mission.

Op Force Reinforcements
A Lance of Heavy Tanks is on the way to assist with efforts to protect the Spaceport.  Starting on turn two, during the initiative phase, the BM will roll 2d6.  If the results are equal to or less than the current turn the lance appears on the North Edge of the map.

Mercenary units may disengage and withdraw through the south edge of the Spaceport.  They may not withdraw from the south edge if there is an enemy unit within 3 of the hex being exited.

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 the GM at 19:32, Wed 20 Nov 2013.

Kitten
 GM, 990 posts
Wed 20 Nov 2013
at 15:36
Op Force Static Defenses
Burton Station Op Force

Control Tower
Location

90cf
(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Refuel Station
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry


Defensive Hard Point
Location

15cf
(1)  MG Turret
(100)Ammo Body

(7) SRM Infantry



Infantry Notes

Range 0 1-2 3-4 5-6
Hit tn 3 4 6 8


Number Infantry 1-2 3-4 5-6 7
Damage 1 2 3 4

This message was last edited by the GM at 15:45, Wed 20 Nov 2013.

Kitten
 GM, 991 posts
Wed 20 Nov 2013
at 15:48
Op Force Defensers
Burton Station Op Force

Heavy Wheeled AMC 1
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 2
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 3
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 4
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


This message was last updated by the GM at 16:22, Wed 20 Nov 2013.

Kitten
 GM, 1017 posts
Thu 21 Nov 2013
at 05:34
Re: Op Force Defensers
Current Map http://www.angelickitten.com/rpol/mw/merc/M4bT0.jpg

Turn Zero Set up.

Burton Station Op Force setup within two hexs of any of the buildings.

Merc setup

Players may not try to deploy in a hex within two hexs of any of the buildings on the map.  Players should post this (along with any RPing they'd like to make) location BEFORE making your dice rolls.

Players will now make a pilot skill roll to check for scatter.

You are at a +2 bonus if your mech has jump jets to help control your descent.

If you just 'make' the Pilot skill check, you will scatter no more than 6 hexes, in what i consider to be the most unfavorable direction.

For every point you succeed above your target number your distance to scatter will be reduced by one hex.

For every point you fail your pilot skill roll by, your scatter will increase by one hex.

If you scatter off the map, your pilot will miss the first turn of combat and will have to 'run' on to the edge of the map that they scattered from.


Players will now make a Pilot Skill Check for landing.

You are at +1 bonus skill if your mech has jump jets to land on your feet.

If you make this roll, you take damage equal to your scatter (in LRM increments) to your legs.

If you fail this roll, you fall and you start the mission prone.  You take damage (in LRM increments) equal to your scatter on normal mech location tables.  Make another pilot skill check to determine if the pilot was injured in the fall.

Turn Zero Setup is over.  Start Turn One Initiative.

This message was last edited by the GM at 05:40, Thu 21 Nov 2013.

Kitten
 GM, 1049 posts
Thu 21 Nov 2013
at 22:36
Traxxian Light Lancers (Mercenary Unit)
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  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

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  15a(6)(11i)

RT  11a(5) (8i)
LT  11a(5) (8i)

RA  11a    (6i)
LA  11a    (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  16a(4)(10i)

RT  12a(2)( 7i)
LT  12a(2)( 7i)

RA  10a    (5i)
LA  10a    (5i)

RL  14a   ( 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

Kitten
 GM, 1061 posts
Fri 22 Nov 2013
at 12:43
Re: Traxxian Light Lancers (Mercenary Unit)
Intiative

Op Force Leadership is a '4' Provided by the Control Tower, it drops to a '3' if this unit is disabled.

Lancer's Leadership is a '4' Provided by Pax, drops to a '4' if Pax is disabled.

When the reinforcements show up
Op Force Leadership is a '5' Provided by one of the Heavy Tanks.




Players will currently gain the initiative if they can make an unmodified pilot roll with no modifier.
Pax Tarkin
 player, 242 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 22 Nov 2013
at 17:21
Re: Traxxian Light Lancers (Mercenary Unit)
In the tubes ready to launch Pax reviews the mission.  All of Road Runner's operation light were green.  He was as ready as he can be.

It was not part of his life plan but it looks like he was destined to be a leader.  Oh how his father would think it a big joke that he was only leading a lance.  Well these were his people and he didn't want to see any of them harmed even though this was now his business.  Accepting money to harm and be harmed.

Shaking himself out of retrospective thoughts he brought to bear the mission at hand.

Lance Com
"Listen up people.  You know the targets, you know the plan.  We drop, hammer what we need to, and get out of town.  Quickly.

Any questions?

Given me a Go when ready.

Traxx go!"

Regina Arlington
 player, 102 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Fri 22 Nov 2013
at 17:45
Re: Traxxian Light Lancers (Mercenary Unit)
Regina stirs from her nap with a sleepy yawn.

"Is it already time to drop ?
 I was having such a nice dream.
", she comments sleepily.

"Its the same plan we always have isnt it?
 Blow up the bad guys?
", Regina stretches languidly in the confines of her cockpit.

"The Blakes Angelic Servant of Technology And the Religiously Devout...", Regina paused to take a breath after reciting her selected callsign for the mission, "Give you her blessing.  Let the mayhem commence."

With a lazy flick of her wrist Regina lets her fingers brush against the button that indicated she was ready to drop.  Really there was nothing to do till you hit atmosphere and the ablative cocoon burnt off from re-entry.
Pax Tarkin
 player, 244 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 22 Nov 2013
at 17:49
Re: Traxxian Light Lancers (Mercenary Unit)
Rolling his eyes surpressing an audible sigh, "Reg, was that a GO."
Regina Arlington
 player, 103 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Fri 22 Nov 2013
at 18:01
Re: Traxxian Light Lancers (Mercenary Unit)
"Was what a go?
 I dont think i have to go.  Thank you.
", Reggie comments uncertain on the topic of discussion.

After a moment she really wishes that Pax hadn't mentioned 'going'.  Regina wiggles her hips a little to settle in uncomfortably and makes an effort not to think about the last time she went to the rest room or how much she drank since then.
David Crain
 player, 186 posts
 R0 - Private
 Callsign: Avenger
Fri 22 Nov 2013
at 21:38
Re: Traxxian Light Lancers (Mercenary Unit)
Avenger fires up his Jenner and looks at the updated status reflecting his new weaponry, satisfied that they and everything else were at nominal settings, Avenger toggled his comm, "Avenger is go!"
David Crain
 player, 188 posts
 R0 - Private
 Callsign: Avenger
Fri 22 Nov 2013
at 21:43
Re: Traxxian Light Lancers (Mercenary Unit)
14:43, Today: David Crain rolled 5 using 2d6 with rolls of 1,4. Landing check, TN 3+ (I believe).

OOC: will make further rolls once I verify all is well.


Kitten Note:
Pick your landing hex, THEN roll dice.

This message was last edited by the GM at 21:46, Fri 22 Nov 2013.

Delta
 editor, 107 posts
Sat 23 Nov 2013
at 00:27
Re: Traxxian Light Lancers (Mercenary Unit)
"Incoming 'Mechs, Recon lance Typ, alert HQ, call for Reinforcements, they're going for the Tower!"

The lieutenant looked up at his commander and gulped visibly.
"Roger that sir"

Then the commander spoke openly to all channels.
"Mech lance dropping within restricted Airspace, Identify yourselves"

http://s1098.photobucket.com/u...1&sort=1&o=0
David Crain
 player, 189 posts
 R0 - Private
 Callsign: Avenger
Sat 23 Nov 2013
at 00:29
Re: Traxxian Light Lancers (Mercenary Unit)
In reply to David Crain (msg # 12):

Technically I did, two minutes before I made the post that was edited.  I just didn't copy it over here.
David Crain
 player, 190 posts
 R0 - Private
 Callsign: Avenger
Sat 23 Nov 2013
at 00:31
Re: Traxxian Light Lancers (Mercenary Unit)
17:31, Today: David Crain rolled 7 using 2d6 with rolls of 2,5. Piloting roll to land on my feet, TN 5+.
Regina Arlington
 player, 105 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Sat 23 Nov 2013
at 03:49
Re: Traxxian Light Lancers (Mercenary Unit)
It was a long way down to ground side but the clouds were so pretty that Regina just felt like singing.  Over the comm line Regina could be heard singing something that sounded vaguely juvenile as she passed time pleasantly on the drop.

"The... feet of the locust go ... zoom zoom zoom ... zoom zoom zoom...
 The... feet of the locust go ... zoom zoom zoom... all day long.

The... legs of the locust go ... run run run... run run run...
 The... legs of the locust go ... run run run... all day long.

The... guns of the locust go ... bang bang bang... bang bang bang...
 The... guns of the locust go ... bang bang bang... all day long.
"

While the singing might have seemed nonsensical to most, every time Regina said run run run, bang bang bang or zoom zoom zomm she did a little burst on the jump pack, letting it rest between.  The timing of the singing kept the burst of thrust going in perfect time for a perfect drop that had Regina nearly perfectly on starting.  Landing just a little harder one leg than the other.

22:40, Today: Regina Arlington rolled 9 using 2d6 with rolls of 6,3. Aim for 1113N - Scatter check tn 4+. (1 Hex Scatter)

22:40, Today: Regina Arlington rolled 12 using 2d6 with rolls of 6,6. Landing check tn 5+. (Standing) (1 point of damage to a leg)


12:47, Today: Regina Arlington rolled 9 using 2d6 with rolls of 6,3. Initiative tn 5+. (Pass)

This message was last edited by the player at 17:48, Sat 23 Nov 2013.

Pax Tarkin
 player, 250 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 23 Nov 2013
at 22:32
Re: Traxxian Light Lancers (Mercenary Unit)
FOR Olaf

GO yelled Olaf and ejected from the ship.

His jump jets aiding his decent for a fairly smooth landing.

Target hex 1708 SW
PSR 6-2jump jets = TN 4
14:23, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 4,5. Scatter PSR for hex 1708 SW  TN4. -5 to scatter
14:24, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 5,3. Olaf landing TN5. PASS


INIT
14:25, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 1,6. Olaf Init P6.
Fairly sure he passed
Pax Tarkin
 player, 251 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 23 Nov 2013
at 22:44
Re: Traxxian Light Lancers (Mercenary Unit)
With his team ejecting from the ship Pax shakes his head.  "Lancers GO." and he too ejects from the ship last.

His landing was rougher than the last time he dropped from a ship he hoped his performance on the ground was different and he did well.  Grimacing he glances at the damage done to the leg of his mech and hopes it doesn't cost him Road Runner.

1707 SW target hex
14:36, Today: Pax Tarkin rolled 6 using 2d6 with rolls of 5,1. Target Hex 1707 SW PSR 4.
Scatter 4

14:38, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 2,3. Stick landing  TN4.
PASS


INIT
14:39, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 3,6. Init Raw 2.
PASS
David Crain
 player, 193 posts
 R0 - Private
 Callsign: Avenger
Sat 23 Nov 2013
at 23:19
Re: Traxxian Light Lancers (Mercenary Unit)
16:18, Today: David Crain rolled 5 using 2d6 with rolls of 2,3. Init round 1, TN 5+ I believe.
Delta
 editor, 111 posts
Sat 23 Nov 2013
at 23:46
Re: Traxxian Light Lancers (Mercenary Unit)

Turn 0, deployment map:
http://s1098.photobucket.com/u...edia/M4T0-b.png.html

David Scatters off the north edge of the map, may reenter along this edge.


The Armored missile carriers all surged southwards, closing in on Regina's, slightly isolated position, Weapons ready and tracking the light 'mech.
"Present your credentials, andd state your business.
Fail to comply, and we will turn you into a crater!



turn 1:
AMC1: Cruise FW2, LT1, FW3.
      Def: +2

AMC2: Flank FW 7, Lt 2.
      Def: +3

AMC3: Flank FW 2, RT 1, FW 5, RT 1
      Def: +3

AMC4: Cruise LT 1, FW 5
      Def +2

turn 1 map:
http://s1098.photobucket.com/u.../media/M4T1.png.html
Move, fire and initiative for Rd 2 please.

This message was last edited by a game editor at 23:48, Sat 23 Nov 2013.

Regina Arlington
 player, 107 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Sun 24 Nov 2013
at 00:16
Re: Traxxian Light Lancers (Mercenary Unit)
"Oh wow.

 Look at all this attention for me.

 They're making it so easy for me to shoot them up.

 This is so nice of them i almost feel bad.
", with that Regina was off and moving to inflict some damage on the Op force.  By no stretch of the imagination could a person really consider Regina right in the head, though one had to admit, she had an uncanny sense for finding the 'blind spots' on the battlefield and making the most of them.  Regina nimbly moves off to avoid the AMC's gunsights.

Moving forward a a little to gain speed she cuts to the left till she's off the bulls eye like an elusive ghost among the tanks.  Once safely out of the AMC's gun sights she turns hard to the left and does what Regina does best.  Blow stuff up.

Regina
Run - F3 L1 F3 L1 - +2 Def Mod - 0809sw

(3) Streak 2s at AMC 1
Base roll 4 + 2 Run - 2 Missile Spec + 2 Def mod = tn 6+ 2 range = tn 8+

(2) Medium Laser at Refuel Station 0709
Base roll 4 + 2 Run + 1 secondary target - 4 Immobile target = tn 3+

Kick Refuel Station 0709
Base roll 3 + 1 Skill modifier - 4 Immobile target = tn 3+

19:21, Today: Regina Arlington rolled 9,5,2,9,7,4 using 2d6,2d6,2d6,2d6,2d6,2d6 with rolls of 3,6,4,1,1,1,4,5,5,2,2,2. (3) Streak/2 ML/1 Kick 6+6+6+, 3+3+ 3+

Streak Hit AMC 1
19:25, Today: Regina Arlington rolled 6,11 using 2d6,2d6 with rolls of 1,5,6,5. Damage location (LS chart). (AMC 1 ~ LS 4 damage)

(2) ML ~ (10 damage to 0709)
Kick ~ (6 damage to 0709)


"I declare that you are all war criminals, and i am here to collect reparations for the blood that has been spilt if not by your hands, then by your overmasters.  Withdraw or you will force my hand to spill your blood.", she comments deadpan serious over the Valkryie's speakers.

Regina was trying to do alot and managed to do a reasonable job of accomplishing most of what she wanted to do.  A couple of missile raked the side of the AMC to rattle the crews confidence.

As a show of force she fired a her lasers into the refueling station damaging it's structure severely.  When it refused to come down, Regina lashed out with a kick that took out the corner support bringing the building down and silencing the weapon fire that was being made by the defensive units inside.

"Refuel station 0709 taken out.", Regina comments to Pax.

(There was a pause)

"Oh wait, i wasnt suppose to do that was i.

 Sorry, you can blow up some of the tanks if you think i was out of line.
", Regina comments sounding apologetic and contrite.


19:02, Today: Regina Arlington rolled 3 using 2d6 with rolls of 1,2. Initiative tn 4+.(Fail)

This message was last edited by the player at 13:44, Mon 25 Nov 2013.

Pax Tarkin
 player, 258 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 24 Nov 2013
at 22:22
Re: Traxxian Light Lancers (Mercenary Unit)
FOR Olaf

Remembering his long range goal of removing the Northern Refueling station he backs up to bring his target in sight and opens Fire.

Move: Back  LT1 S, b3   End Hex (crap I can't read them numbers on this map LOL)
Looked on the original map I think its 1805 S  +1 Def Mod

Twist right.
Target Primary Refueling 0805 LRMs Range 10, Secondary 1006 Control Tower 1ML Range 8
Primary: G4 +1walk +2Med -4immob = TN3

14:03, Today: Big Jake rolled 10,9 using 2d6,2d6 with rolls of 6,4,4,5. Olaf LRM#1 @ Refuel TN3, # miss hit.
HIT 8 damage
14:02, Today: Big Jake rolled 8,4 using 2d6,2d6 with rolls of 4,4,3,1. Olaf LRM#2 @ Refueling  TN3, # miss hitting.
HIT 4 damage

Secondary:  G5 +1walk +4long -4immob +1secondary target = TN7
14:06, Today: Big Jake rolled 3 using 2d6 with rolls of 1,2. Olaf Sec Target Control Tower TN7.
MISS

HEAT: Prev 0 +1walk +8LRM10x2 +3ML  -10  = 2


Init
14:08, Today: Big Jake rolled 4 using 2d6 with rolls of 2,2. Olaf Init .
FAIL
Pax Tarkin
 player, 260 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 24 Nov 2013
at 23:45
Re: Traxxian Light Lancers (Mercenary Unit)
Pax could see Reg keeping the vehicles busy so it gave the other units time to remove some of the objectives.  Olaf was to hammer the Northern Refueling station and with David's landing too far North Pax went to dealt some damage to the Control Tower.

"Looking good lancer, keep it up!,  David form up and see if you can help destroy that Tower.  Targeting Control Tower then swinging South to help Reg."

Running up to the building he unloaded his weapons into it before adding a kick for good measure.  The building was tough but he had weakened it.

Move: Run 12 mp   Rt1 NW, f6, lt1 SW,f4  END 1107 SW  Def Mod +4

Target Control Tower -4 immob range 1
G5 +2run -4Immob = TN3
15:36, Today: Pax Tarkin rolled 6,7,7 using 2d6,2d6,2d6 with rolls of 3,3,1,6,5,2. Pax 3xMLs @Con Tower to hit ML 1,2,3 TN3.
HIT, HIT, HIT   15 damage to Control Tower

Kick
P4 -2kick +2run -4immob = TN0
15:38, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 2,2. Pax Kick Control Tower  TN0  to hit.
HIT 5 dam to Control Tower

HEAT: prev0 +2run +9ML -10HS = 1


Init
15:41, Today: Pax Tarkin rolled 9 using 2d6 with rolls of 4,5. INIT P4 -2mod = TN2.
PASS

This message was last edited by the player at 05:33, Mon 25 Nov 2013.

David Crain
 player, 197 posts
 R0 - Private
 Callsign: Avenger
Mon 25 Nov 2013
at 00:13
Re: Traxxian Light Lancers (Mercenary Unit)
17:13, Today: David Crain rolled 8 using 2d6 with rolls of 5,3. Init turn 2, TN 5+.
Regina Arlington
 player, 114 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Mon 25 Nov 2013
at 13:49
Re: Traxxian Light Lancers (Mercenary Unit)
It seemed to Regina that the Op Force were not going to take her threats seriously, and while she knew the Light of Blake was with her, she also knew that he favored the those who knew when to stay and when to go.

"Should i stay or should i go now...
 If i stay there will be trouble...
 If i go it will double...
", she half commented half sang to herself, as she triggers jump jets to breeze over the ruins of Refuel Station 0709 and put herself in position for the next refuel station to take out.

Regina
Jump - J5 - +3 Def Mod - 0307se


[I lost initiative, so i plotted a move, this is on the presumption that Regina is standing and capable of triggering her jump jets at the start of the next turn, which seems likely.]

Current Heat 0 / Ammo used 1
(From last turn / Movement 2 + 6 lasers + 2 Streak = 10 heat generated and dispersed  by 11 heat sinks)

This message was last edited by the player at 13:58, Mon 25 Nov 2013.

Delta
 editor, 121 posts
Mon 25 Nov 2013
at 16:12
Re: Traxxian Light Lancers (Mercenary Unit)
As the 'Mech warriors closed in on the base, the base responded by opening fire on the warriors, first the north eastern infantry position, the control tower and the northern refueling station opened fire on pax, in a barrage of missiles and Machinegun fire, leaving him more blinded, than actully harmed.

Then the southern infantry positions, and both southern refueling stations alsso opened fire, they however targeted the much slower moving Regina

However, then one of the Refueling stations goes out in a Fiery inferno, as regina's Lazers ignite one of the fuel tanks, sending thunder echoing off of the mountain to the east.


Infantry positions vs Pax: 1005, 1007, 0805
TN's:  8+, 8+, 10+
Rolls: 6, 9, 9: 1 HIT
Location: 5, RL 4 Damage

MG vs Pax All missed

Infantry vs Regina: 1009(Left flank), 0709, 0510, 0309
TN's: 6+, 6+, 8+, 10+
Rolls: 6, 4, 11, 10: 3 hits
Locations: 7, 5, 8 4 damage Left torso, 4 damage RL, 4 damage Left Torso

MG Vs Regina: 0709, 1009(left flank), 0510
TN's: 6+, 8+, 10+
Rolls: 8, 4, 11: 2 hits
Locations: 8, 7 2 damage left torso, 2 damage C. Torso



16:57, Today: Delta rolled 8,7 using 2d6,2d6 with rolls of 4,4,1,6. Locations vs Reggie 2x 2D.
16:56, Today: Delta rolled 8,4,11 using 2d6,2d6,2d6 with rolls of 5,3,1,3,5,6. Turret vs Reggie 6+, 8+, 10+.

16:56, Today: Delta rolled 7,5,8 using 2d6,2d6,2d6 with rolls of 3,4,4,1,3,5. Locations vs Reggie 3 x 4D.
16:56, Today: Delta rolled 6,4,11,10 using 2d6,2d6,2d6,2d6 with rolls of 4,2,3,1,6,5,4,6. Garrison vs Reggie, 6+, 6+, 8+, 10+.

16:54, Today: Delta rolled 5,7 using 2d6,2d6 with rolls of 3,2,2,5. Turret vs PAX tn: 8+, 10+.

16:53, Today: Delta rolled 5 using 2d6 with rolls of 4,1. Garrison vs pax: location 4D.
16:53, Today: Delta rolled 6,9,9 using 2d6,2d6,2d6 with rolls of 3,3,3,6,5,4. Garrison vs Pax: TN 8+, 8+, 10+.

This message was last edited by a game editor at 16:16, Mon 25 Nov 2013.

Delta
 editor, 122 posts
Mon 25 Nov 2013
at 16:17
Turn 2, Lancers status
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  15a(6)(11i)

RT  11a(5) (8i)
LT  11a(5) (8i)

RA  11a    (6i)
LA  11a    (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  14a(4)(10i)

RT  14a(2)( 7i)
LT   6a(2)( 7i)

RA  10a    (5i)
LA  10a    (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 03:01, Tue 26 Nov 2013.

Delta
 editor, 123 posts
Mon 25 Nov 2013
at 16:25
Re: Turn 2, Opforce status
http://i1098.photobucket.com/a...ohansen/M4T1-end.png

Opforce:

Tower: 70/90
Refuel station 0805: 3/15
Refuel station 0709: DED
Refuel station 0309: 15/15

Hard points:
0606: 15/15
0510: 15/15
1005: 15/15
1009: 15/15


Burton Station Op Force

Heavy Wheeled AMC 1
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  12 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 2
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 3
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 4
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


This message was last edited by a game editor at 16:30, Mon 25 Nov 2013.

Delta
 editor, 128 posts
Mon 25 Nov 2013
at 17:55
Re: Turn 2, Opforce status
The garrison moves to threaten Olaf, and Traxx, giving up on Regina for the time being.


AMC1: LT 1, FW 7
      Defmod: +3

AMC2: LT 1, FW 7
      Defmod: +3

AMC3: RT 2, FW 7
      Defmod: +3

AMC4: LT 2, FW 7
      Defmod: +3


http://s1098.photobucket.com/u.../media/M4T2.png.html
Regina Arlington
 player, 118 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Mon 25 Nov 2013
at 18:07
Re: Turn 2, Opforce status
"Waste not.
 Want not.
"

Regina sticks the barrel of her Medium lasers into the side of the building and triggers the weapons into foundation of the building to super heat the supports into slag making the structure unstable and ready to come down.

There's an audible creak, and the wisest of the infantry flee the structure just as Regina's Valkyrie swings around to take out a huge chunk of the sagging frame causing the building the come down makinga spectacular mess.

(2) Medium Laser
Base 4 + 3 Jump - 4 Immobile = tn 3+

(1) Kick
Base 3 + 3 Jump - 4 Immobile = tn 3+

13:07, Today: Regina Arlington rolled 7,5,7 using 2d6,2d6,2d6 with rolls of 6,1,3,2,6,1. (2) ML and Kick, tn 3+. (all hit, refuel station 0309 takes 16 damage)

13:13, Today: Regina Arlington rolled 8 using 2d6 with rolls of 6,2. Initiative tn 4+. (Pass)



"That's two down.  Reporting light damage.", Regina reports as Infantry launched SRMs and MG rattle off in the background.

This message was last edited by the player at 18:14, Mon 25 Nov 2013.

David Crain
 player, 199 posts
 R0 - Private
 Callsign: Avenger
Mon 25 Nov 2013
at 19:26
Re: Turn 2, Opforce status
In a burst of speed, the Avenger enters the map and weaves between the buildings to end his movement, muttering to himself about the delay caused by the drifting in his drop.  He is quite determined to make up for lost time.

edit: new move if Delta allows it (no firing will change, just how I get to my final hex)
First hex entered is 0901.  Move 5S

First hex entered will be 0601.
Move: 2S, L1, 1SE, R1, 1S, L1, 2SE, R1, 1S.
  End in 0906S.

He sets his sights on the immobile building and opens fire on the control tower:
4 (Base) + 1 (Walk) + 0 (Range) -4 (Immobile) -2 (Pulse) = TN 1+ (TN -1+ for pulse)
Auto-hit with TN1+ or better, not bothering with die roller.
Kick to follow if I remain standing.

Total damage to Control Tower: 16
Heat = 1 (Walk) +4 (Pulse) + 6 (2x med) - 10 (HS) = 1 Net

This message was last edited by the player at 02:27, Tue 26 Nov 2013.

David Crain
 player, 201 posts
 R0 - Private
 Callsign: Avenger
Mon 25 Nov 2013
at 19:40
Re: Turn 2, Opforce status
And also, DefMod +3 for me

12:39, Today: David Crain rolled 9 using 2d6 with rolls of 4,5. Init round 3, TN 5+. [PASS]
Pax Tarkin
 player, 270 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Mon 25 Nov 2013
at 20:42
Re: Turn 2, Opforce status
Pax hoped they could keep up the damage output on the buildings.  Normally Pax would be bad mouthing the defenders.  But today he was in charge of his own lance and he was concentrating on keeping the lance on mission and alive.

"Keep pounding Lancers, I'm swinging South to engage a vehicle.

Reg or David ... see if you can finish off that Northern Station when you can.  Olaf moving South and firing. "


The plan had not gone as per plan.  He and Reg switched mission jobs but that was ok as long as the objectives were accomplished.

Move: Walk Rt2 N, b2, lt1 NW, b3   END 1410 NW    DM+2

Weapon Fire  @  AMC1   DM+3   Range 1
G5 +1walk +3DM +0short = TN9
12:31, Today: Pax Tarkin rolled 9,8,6 using 2d6,2d6,2d6 with rolls of 4,5,4,4,4,2. ML#1-3 @ AMC1 TN9.
HIT, HIT WITH EDGE, MISS
12:34, Today: Pax Tarkin rolled 2,7 using 2d6,2d6 with rolls of 1,1,3,4. 2ML hit on AMC1 locations.
5RS poss Crit, 5RS
12:36, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 1,6. AMC1 poss crit.
Weapon Malfunction ???? BM ruling on what does happen

Kick @ AMC1
P4 -2kick +1walk +3DM = TN6
12:40, Today: Pax Tarkin rolled 7,6 using 2d6,2d6 with rolls of 1,6,5,1. Kick on AMC1  TN6, loc.
HIT 5RS


HEAT: Prev 1 +1walk +9MLx3 -10HS = 1


Init
12:41, Today: Pax Tarkin rolled 5 using 2d6 with rolls of 3,2. INIT P4 -2mod = TN2.
PASS
Kitten
 GM, 1142 posts
Mon 25 Nov 2013
at 21:11
Re: Turn 2, Opforce status
Pax Tarkin:
Weapon Malfunction ???? BM ruling on what does happen


Since there are no weapons mounted on the side, the critical moves 'down' to the next one, which is crew stunned.

Crew Stunned:
Damage from the critical hit shakes the crew compartment, disorienting the crewmen. During the following turn, the Combat Vehicle may move no faster than Cruising speed, and may take no other actions (firing weapons and so on). After that, the vehicle may act normally. Multiple Crew Stunned results in the same turn extend the number of turns for which
these effects last. If the vehicle has suffered Commander Hit and Driver Hit results, and then takes a Crew Stunned hit (even if all this occurs in the same phase), treat the latter result as Crew Killed. This outcome has no effect on any infantry units the vehicle carries.

Big Jake
 Alt, 17 posts
 Roll G5/P5/M8 (Init 4)
 +2 Ballistic = 3 base
Mon 25 Nov 2013
at 21:14
Re: Turn 2, Opforce status
For Olaf

"Roger that Traxx.  Olaf is on the bounce, targeting the Control Tower."

Olaf sees that the vehicle were on their way and needed to get out of the way so he activated his jump jets for some lateral movement.

JUMP: jump 4 to hex 2008 NW  DM+3  +1(4hex) +1 jump +1 Light woods

Targeting Control Tower     range 10   LRM med range - no ML
G(mis)4 +3jump +2med -4immob = TN5
13:09, Today: Big Jake rolled 3,7 using 2d6,2d6 with rolls of 1,2,1,6. LRMx2 @ Con Tower TN5
MISS HIT
13:10, Today: Big Jake rolled 5 using 2d6 with rolls of 3,2. # of Missiles hit.
6 dam

HEAT: Prev2 +4jump +8LRMx2 -10HS = 4


Init
13:11, Today: Big Jake rolled 7 using 2d6 with rolls of 1,6. Olaf Init P6.
PASS
Delta
 editor, 140 posts
Tue 26 Nov 2013
at 03:31
Re: Turn 2, Opforce status
s the fourth mech warrior arrives on the abttlefield, he is given a warm welcome, by machine-guns and handheld rocket launchers from the various defences around him, lighting him up like a christmas tree.

in the mean time one fo the AMC's take the opportunity to fire every launcher  it has at Olaf, but nothing actually hits, or even comes close to him.

Regina also comes under fire, taking another rocket anda  couple shells to her mech, though no major damage is suffered by her.


AMC1: Olaf Tn 11+
CT: David I6+/mg6+
HP 1005: David 6+/6+
HP 0606: David 8+/11+
HP 1009: Traxx I8+/-
Refuel 0805: David 6+/6+
Refuel 0309: Reggie 7+/7+

Olaf: AMc 1 6 x SRM2: all miss

David: CT, 1005, 0805, 0606 all fire everything at David.
      Infantry: CT, 1005(LS), 0805(RS), 0606: TN 6+, 6+, 6+, 8+
      11,12,8,12: 4 hits, 4D locations: 11, 8, 4, 7

      Turrets: CT, 1005(LS), 0805(RS), 0606: Tn 6+, 6+, 6+, 11+
      9,2,7,7: 2 hits, Ct and 0805(RS) 2D locations: 11, 9

      6 Left arm, 8 C. Torso, 4 Right arm, 2 Left torso
      PSR Needed from David, due to 20 damage suffered

Reggie: Refuel 0308 fires everything at regina
      infantry, MG: tn 7+, 7+.
      7, 11: Both hit, Locations: 8, 3
      4 Left Torso, 2 Right arm


04:11, Today: Delta rolled 11,9 using 2d6,2d6 with rolls of 5,6,6,3. 2 Mg hit locations vs David.
04:10, Today: Delta rolled 9,2,7,7 using 2d6,2d6,2d6,2d6 with rolls of 5,4,1,1,5,2,6,1. Turrets vs David 6+, 6+, 6+, 11+.
04:10, Today: Delta rolled 11,8,4,7 using 2d6,2d6,2d6,2d6 with rolls of 5,6,5,3,3,1,2,5. 4 infantry hits, locations.
04:09, Today: Delta rolled 11,12,8,12 using 2d6,2d6,2d6,2d6 with rolls of 5,6,6,6,6,2,6,6. Infantry vs david: 6+ 6+ 6+ 8+.

04:23, Today: Delta rolled 8,3 using 2d6,2d6 with rolls of 5,3,1,2. infantry then Mg hit locations vs reggie.
04:23, Today: Delta rolled 7,11 using 2d6,2d6 with rolls of 5,2,6,5. 0308 vs REggie, infantry then MG 7+.

This message was last edited by a game editor at 03:34, Tue 26 Nov 2013.

Delta
 editor, 142 posts
Tue 26 Nov 2013
at 03:36
Turn 3 Lancers status
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  11a(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  14a(4)(10i)

RT  12a(2)( 7i)
LT   2a(2)( 7i)

RA   8a    (5i)
LA  10a    (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 06:36, Tue 26 Nov 2013.

Delta
 editor, 145 posts
Tue 26 Nov 2013
at 03:49
Re: Turn 3 Lancers status
Regina turns another fuel station into a blazing inferno, Including screams of fiery agony.

Pax nearly ssens one of the AMC'ss into oblivion with his heavy handed Lazar fire, but it manages to remain mobile for the time being.

Olaf's missiles do a bit of damage to the control tower as well, but the structure still towers majestically over the battlefield

David zooms in and opens up at the control tower.

Opforce:

Tower: 41/90 (davids damage pending)
Refuel station 0805: 3/15
Refuel station 0709: DED
Refuel station 0309: DED

Hard points:
0606: 15/15
0510: 15/15
1005: 15/15
1009: 15/15


Burton Station Op Force

Heavy Wheeled AMC 1
Move 6/9

Front 20 (1i)
Right  1 (1i)
Left  12 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 2
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 3
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 4
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


This message was last edited by a game editor at 21:41, Tue 26 Nov 2013.

Delta
 editor, 146 posts
Tue 26 Nov 2013
at 04:01
Turn 3 Opforce movement
http://s1098.photobucket.com/u....html?sort=3&o=0

Taking a lesson from the failed chase of the hostiles, msot of the AMc's bunch up  to the north, covering the CT, while the last remaining one chases in between all the structures, to try and chase off David before he wrecks any more havoc.


AMC 1: Flank
       Lt 1, FW 6, LT 2
       +2 Defmod.

AMc 2: Cruise (2 checks)
       FW 1, LT 1, FW 1, RT 1, FW 1
       +1 Defmod

AMC 3: Cruise (1 check)
       FW 4, RT 1, Fw 4
       +2 Defmod

AMC 4: Cruise (1 check)
       RT 1, Back 5
       +2 Defmod


05:00, Today: Delta rolled 6,6,7,7 using 2d6,2d6,2d6,2d6 with rolls of 5,1,2,4,5,2,6,1. PSR AMc2, AMc2, AMc3, Amc4 tn 5+
David Crain
 player, 206 posts
 R0 - Private
 Callsign: Avenger
Tue 26 Nov 2013
at 08:19
Re: Turn 3 Opforce movement
Oh yeah, the kick.

01:18, Today: David Crain rolled 7 using 2d6 with rolls of 2,5. Kick for 7 dmg. [SUCCESS] for a total of 23 damage to the Control Tower.

Passed my PSR and already rolled init for turn 3.
Delta
 editor, 151 posts
Tue 26 Nov 2013
at 08:37
Re: Turn 3 Opforce movement
still need your to hit rolls, as 2 is an autofail
David Crain
 player, 208 posts
 R0 - Private
 Callsign: Avenger
Tue 26 Nov 2013
at 16:16
Re: Turn 3 Opforce movement
09:16, Today: David Crain rolled 7 using 2d6 with rolls of 5,2. Kick, TN 2+.
09:15, Today: David Crain rolled 12 using 2d6 with rolls of 6,6. MPL, TN 1+.
09:15, Today: David Crain rolled 12 using 2d6 with rolls of 6,6. Med laser #2, TN 2+.
09:15, Today: David Crain rolled 8 using 2d6 with rolls of 4,4. Med laser #1, TN 2+.

Regina Arlington
 player, 135 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Tue 26 Nov 2013
at 21:54
Re: Turn 3 Opforce movement
Regina was in her happy place, among the smokey ruins that were burning around her.

She took in the orders being given and was already up and off in motion.  Fires ignited from her jump jet and the light mech was off and jumping into the next point to fight from.

She landed with intuitively perfect placement to maximize her armor.

Reggie
Jump - J5 - +3 Def Modifier - 0809ne

0510 will attack rear location table.
0606, Refuel Station and Control Tower will have have front locations with partial cover.  (normal rolls, but if you locate on Reggie's legs they miss)
1009 will attack front location tables normally.


She decides to make the tank a priority target, and lines up her missiles at the back of the AMC.

(3) Streaks
Base 4 + 3 Jump + 1 Def Mod - 2 Missile Spec = tn 6+


While plucking away at the Control Tower with her medium lasers.

(2) Medium Lasers
Base 4 + 3 Jump + 1 Secondary Target - 4 Immobile = tn 4+

16:56, Today: Regina Arlington rolled 8,11,5,6,6 using 2d6,2d6,2d6,2d6,2d6 with rolls of 4,4,6,5,4,1,5,1,2,4. (3) Streak @ AMC 2 (2) ML at CT tn 6+ and 4+.
(2 streaks hit AMC 2) (2 Medium Lasers Hit Control Tower)

16:57, Today: Regina Arlington rolled 5,7,3,10 using 2d6,2d6,2d6,2d6 with rolls of 2,3,5,2,1,2,4,6. Damage location.

LS (motive) 2 damage
Rear 2 damage
Rear (motive) 2 damage
Rear 2 damage

17:00, Today: Regina Arlington rolled 9,9 using 2d6+3,2d6+3 with rolls of 3,3,1,5. Motive Damage +1 rear +2 wheel.

AMC 2 movement reduced to 4/6 and Driver skill is at a +4 penalty.


The temperature in Regina's Valkyrie shot up, though she smiled despite the discomfort.  The Valkyrie's heat was still manageable and was the performance was not a liability yet.  The AMC had survived but was moving in a sluggish manner in little jerky motions.  The Control tower was showing the wear and tear her lasers had inflicted.

(Damage Summary
Control Tower takes 10 damage
AMC 2 takes LS 2 damage / Rear 6 damage and loses 2 movement points and is at 4 penalty to rolls)


Current Heat 4 - Ammo Used 3

22:42, Today: Regina Arlington rolled 11 using 2d6 with rolls of 5,6. Initiative tn 5+.pass

This message was last edited by the player at 03:42, Wed 27 Nov 2013.

Pax Tarkin
 player, 281 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Wed 27 Nov 2013
at 03:21
Re: Turn 3 Opforce movement
"All right lets back off take out that last refueling station and do some more tower damage."

Pax backs off and takes some cover to fire at the tower.  Twisting the torso of his mech he fires all of his med lasers at the building. 2 score and do more damage.

Move: walk 8MP   b3, lt1 SW, b1 +1LW = 6MP    END 1811 SW

Rotate right
Target Con Tower     Range 8
G5 +1walk +4long -4immob =  TN6
19:16, Today: Pax Tarkin rolled 3,9,7 using 2d6,2d6,2d6 with rolls of 1,2,3,6,2,5. 3xML @ Con Tower TN6.
2 hit for 10 damage

Heat: prev1 +1walk +9MLx3 -10HS = 1


19:20, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 3,1. INIT P4 -2mod = TN2.
PASS
Big Jake
 Alt, 19 posts
 Roll G5/P5/M8 (Init 4)
 +2 Ballistic = 3 base
Wed 27 Nov 2013
at 04:35
Re: Turn 3 Opforce movement
For Olaf

Olaf backs his mech further away from the vehicles and continue to send his missiles at the Control Tower.


Move:  Walk 4MP  RT1 N, b3  END 2011 N

Target Control Tower   Range 10
G4 +1walk +2med -4immob +1 Light wood (lw) = TN4
20:22, Today: Big Jake rolled 9,6 using 2d6,2d6 with rolls of 6,3,4,2. Olaf LRMx2 @ Con Tower TN4.
2 HIT

20:23, Today: Big Jake rolled 9,8 using 2d6,2d6 with rolls of 3,6,2,6. 2 LRM Con Tower hits.
8 damage, 6 damage

HEAT: Prev4 +1walk +8LRM -10HS = 3


Init
20:32, Today: Big Jake rolled 6 using 2d6 with rolls of 2,4. Olaf Init P6.
PASS
David Crain
 player, 214 posts
 R0 - Private
 Callsign: Avenger
Wed 27 Nov 2013
at 06:20
Re: Turn 3 Opforce movement
Seeing the damage take its' toll on the control tower brings a grin to David's face, "mission accomplished!" he thinks, now to mop up while we retreat.

Putting his throttle into reverse, he backs up his Jenner so it's as hidden as possible between buildings while still giving him access to the remaining refueling station.

Move: walk (reverse) B1, L1, B2, R1, B1 to end in 0703S
DefMod +1

Fire: 4 (Base) + 1 (walk) + 0 (range) - 4 (immobile) - 2 (pulse) = TN -1+. (TN 1+ for regular lasers) at 0805 (there's nothing else I could shoot at)
23:15, Today: David Crain rolled 9 using 2d6 with rolls of 3,6. MPL, TN 2+. [HIT]

Heat: 1 + 1 (Walk) + 4 (MPL) - 10 = 0

Delta
 editor, 156 posts
Wed 27 Nov 2013
at 06:45
Re: Turn 3 Opforce movement
Even under heavy fire, all the structures still keep opening fire at the assaulting 'mech force, however, all the ehavy AMc's are pretty much too far away to make any difference at this point.
Except the one in the middle of it, which has no way of firing at anything.


RD: 0705 - David tn 5+, 6+(mg)
HP: 0606 - David tn 7+

CT - Regina tn 7+, 11+(mg)
HP 0510 - Regina 9+, 11+(mg)
HP 1009 - Regina 7+, 9+(mg)

David: Loc 6, 4 damage Right torso
Regina: 2 hits Loc 3, 3: Ct and 1009 8Damage Right Arm>


07:41, Today: Delta rolled 8,8,7 using 2d6,2d6,2d6 with rolls of 3,5,5,3,3,4. 9+, 11+, 11+ mg vs Regina.
07:40, Today: Delta rolled 3,3 using 2d6,2d6 with rolls of 2,1,2,1. 2 hits vs Regina 4D/hit.
07:40, Today: Delta rolled 10,8,9 using 2d6,2d6,2d6 with rolls of 5,5,2,6,4,5. CT, 0510, 1009 I vs Regina: 7+,9+,7+.

07:39, Today: Delta rolled 6 using 2d6 with rolls of 3,3. one infantry hit vs David 4D.
07:39, Today: Delta rolled 5,6,5 using 2d6,2d6,2d6 with rolls of 4,1,3,3,1,4. 0606 and HP vs David 2xI, Mg,  tn: 5+, 7+, 6+.
Delta
 editor, 158 posts
Wed 27 Nov 2013
at 06:49
Re: Turn 3 Opforce movement
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  14a(4)(10i)

RT  12a(2)( 7i)
LT   2a(2)( 7i)

RA   0a    (5i)
LA  10a    (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, 159 posts
Wed 27 Nov 2013
at 06:53
Re: Turn 3 Opforce movement
the last remainign refuel station is blown to smithereens.
As a pulse lazar makes short work of it's remainign support pillar, screams of agony and terror can be heard from underneath the collapsing structure.

The control tower is barely standing, under the ehavy fire from olaf and Pax's mechs, almost collapsing under it's own weight, as it's structure is perforated worse than swiss cheese.

Opforce:

Tower: 7/90 (davids damage pending)
Refuel station 0805: DED
Refuel station 0709: DED
Refuel station 0309: DED

Hard points:
0606: 15/15
0510: 15/15
1005: 15/15
1009: 15/15


Burton Station Op Force

Heavy Wheeled AMC 1
Move 6/9

Front 20 (1i)
Right  1 (1i)
Left  12 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 2
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  14 (1i)
Back   6 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 3
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


Heavy Wheeled AMC 4
Move 6/9

Front 20 (1i)
Right 16 (1i)
Left  16 (1i)
Back  12 (1i)

(6) SRM2 Front
(50)Ammo Body


David Crain
 player, 217 posts
 R0 - Private
 Callsign: Avenger
Wed 27 Nov 2013
at 07:03
Re: Turn 3 Opforce movement
A couple of questions / points:

-My kick was resolved in post 42, the tower has 0 HP remaining.
-Doesn't the station in 0705 give me cover from 0606?
Delta
 editor, 160 posts
Wed 27 Nov 2013
at 07:28
Re: Turn 3 Opforce movement


A: yeah Ct is dead, my bad, missed the kick when tallying damage.

B: yeah it does, good to point it out, doesn't matter though, the refuel is what hit you (the other was the 7+ roll, which missed with a 6)
Delta
 editor, 161 posts
Wed 27 Nov 2013
at 08:18
turn 4
ooc: regina killed #2's belts, IIRc that renders it immobile, and thus takes it out of the battle.

Noticing the tactical withdrawal of the hostile forces, the 3 remaining AMC's turn and start heading southwards, one moving to close with Pax and olaf, while another simply drives south, and the last remainign circles east to cover the other two.


AMc1: Flank
      Lt 1, FW 4, Lt 1, FW 3
      Def: +3

AMc3: Cruise
      FW 2, RT 1, Fw 2, Rt 1
      Def: +1

Amc4: Cruise
      Lt 1, Fw 5
      Def: +2


http://s1098.photobucket.com/u.../media/M4T4.png.html
Regina Arlington
 player, 142 posts
 R0 - Mechwarrior
 Callsign - 'Reggie'
Wed 27 Nov 2013
at 12:58
Re: turn 4
Regina quietly goes about her continued mayhem, as she watchs a tank roll past her HUD she send the valkyrie forward into pursuit.

Reggie
Run - F4 R1 F2 R1 - +2 Def Mod 1408s


As she gets into place along side the slow moving tank she unloads all her weapons at point blank range into the hapless tanks side.

(2) ML + (3) Streaks
Base 4 + 2 run + 2 Def Mod = tn 8+ , tn 6+ with Streaks

07:58, Today: Regina Arlington rolled 3,5,11,5,11 using 2d6,2d6,2d6,2d6,2d6 with rolls of 2,1,3,2,5,6,1,4,5,6. 2 ML and 3 Streak tn 8+ 6+.

07:59, Today: Regina Arlington rolled 4,7,10,6 using 2d6,2d6,2d6,2d6 with rolls of 1,3,1,6,5,5,3,3. (2) Streak Locations.

LS location chart
LS Motive
LS
LS
LS

08:01, Today: Regina Arlington rolled 12 using 2d6+04 with rolls of 4,4. Motive Damage +2 side +2 wheel. (No Movement, Tank disabled and no longer functional)


The tight turn, through Regina's aim off with the Medium laser, but help to line up the damage for two of her Streaks to achieve lock on.  From point blank range the burst of explosive damage blew up under the tank and took out the drive train rendering the tank useless.  Stuck in an obvious death trap now, the crew is forced to bail out of the tank and hope to be ignored by Regina, who seems to have lost interest in an opponent who could neither move nor fight back.

"Tank disabled but my mech is going to need some loving care before she can perform again.", she comments over the unit comm.

Heat was starting to make her mech sluggish, and the mech really needed some loving care to patch up the worse of those holes.

Current Heat 5 - Ammo Used 5

This message was last edited by the player at 13:07, Wed 27 Nov 2013.

David Crain
 player, 219 posts
 R0 - Private
 Callsign: Avenger
Wed 27 Nov 2013
at 19:50
Re: turn 4
Avenger hits the jump jets and sends his Jenner rocketing over several buildings to land out of sight from the hardpoints while taking shots at an AMC.

Move: Jump 5 to 1203S (DefMod +3)

Firing: 4 (Base) + 3 (Jump) + 2 (range) + 1 (DefMod) = 10+ (MPL will be same)
12:46, Today: David Crain rolled 7 using 2d6 with rolls of 6,1. Med Laser #1 @ AMC3, TN 10+. [MISS]
12:45, Today: David Crain rolled 5 using 2d6 with rolls of 3,2. MPL at AMC3, TN 10+. [MISS]

Heat: 0 + 5 + 4 + 3 - 10 = 2

12:49, Today: David Crain rolled 9 using 2d6 with rolls of 3,6. T5 Init, TN 5+. [PASS]


As he feared, all of his shots went wild.  At least it was a reminder to the vehicle to keep moving.  Next turn he planned to be out of there before the rumored heavy tanks showed themselves.
Big Jake
 Alt, 20 posts
 Roll G5/P5/M8 (Init 4)
 +2 Ballistic = 3 base
Thu 28 Nov 2013
at 01:24
Re: turn 4
FOR OLAF

"I got the wounded one (AMC1)"

Olaf powers up and runs the slowest mech in the lance up to get into a blind spot of the two front vehicles.

He moves up seeing the damage that it recieved earlier and pumps two more lasers at the AMC.  One hitting in a huge gap of the armor and scoring a deep strike into the vehicle's interior cause more damage than it had to give.

"YES!"

Move: RUN 6MP  F4 +1LW, Rt1 N   END 1609 N  +1DM

Target AMC3  range 1  into rt side   2xML
G5 +2run +3DM = TN10
17:14, Today: Big Jake rolled 6,11 using 2d6,2d6 with rolls of 3,3,5,6. Olaf  2xML @ AMC1  TN10
1 HIT
17:15, Wed 27 Nov 2013: Big Jake rolled 8 using 2d6 ((4,4)).
5RS with poss crit.   1 armor & 1 internal -5 = DED

Heat: prev3 +2run +6ML -10HS = 1

I CAN KICK IT IF NEED BE!


Init
17:19, Today: Big Jake rolled 12 using 2d6 with rolls of 6,6. Olaf Init P6
PASS BOX CARS

This message was last edited by the player at 01:27, Thu 28 Nov 2013.

Pax Tarkin
 player, 288 posts
 R3 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Thu 28 Nov 2013
at 02:05
Re: turn 4
Pax hearing that Olaf had the close target notice the far AMC and discovered it was a bit too close.

"Going for the Northern AMC(3).

Come here crawler!"


Pushing the throttles to max Road Runner stops easing backward and rockets forward at a break neck speed.  The ground beneath its feet flies by causing a pattern with a huge stride.

RUN 12 MP  f2, rt1 N, f8, rt1 NE  END 1602 SE  DM+4

"Meep meep!"
Pax fires all his weapons into the side of the AMC hoping to hit.  Only one laser hits but that laser bores deep into the vehicle and blows out the drive system in a gush of liquids and metal parts flying off.

The alpha strike causes the heat in the cockpit to increase rapidly. Still in the green if he pushed the weapons again the mech would start to over heat and become sluggish.

Pax considers kicking the down vehicle but decides that leaving in one piece was a better idea.

"Ohhhh yea!  This one is down."


Weapons:  Fire at AMC3  range 1  into rs
G5 +2run +1DM = TN8
17:52, Today: Pax Tarkin rolled 7,12,2,3 using 2d6,2d6,2d6,2d6 with rolls of 2,5,6,6,1,1,2,1. 3xML & ERSL @ AMC3  TN8  ml,ml,ml,ersl
1 ML HIT
17:53, Today: Pax Tarkin rolled 4 using 2d6 with rolls of 2,2. ML hjit locatiton AMC3
5RS poss motive dam
17:56, Today: Pax Tarkin rolled 15 using 2d6+4 with rolls of 5,6. AMC 3 motive damage +4(wheeled & side)
Major damage; no movement for the rest of the game. Vehicle is immobile.

Heat: 1 +2run +9ML +2ERSL -10 = 4


Init
18:01, Today: Pax Tarkin rolled 8 using 2d6 with rolls of 2,6. INIT P4 -2mod = TN2.
PASS


Over the Open Comm
"You've been a great crowd ... remember to tip your server."

Back to the Lance Com
"I think we are done ... lets get out of here!"
Delta
 editor, 166 posts
Thu 28 Nov 2013
at 05:09
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.