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M4 - C3 {Control}

Posted by KittenFor group 0
David Crain
player, 201 posts
R0 - Private
Callsign: Avenger
Mon 25 Nov 2013
at 19:40
  • msg #32

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
  • msg #33

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
  • msg #34

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
  • msg #35

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
  • msg #36

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
  • msg #37

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
  • msg #38

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
  • msg #39

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
  • msg #40

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
  • msg #41

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
  • msg #42

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
  • msg #43

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
  • msg #44

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
  • msg #45

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
  • msg #46

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
  • msg #47

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
  • msg #48

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
  • msg #49

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
  • msg #50

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
  • msg #51

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
  • msg #52

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
  • msg #53

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
  • msg #54

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
  • msg #55

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
  • msg #56

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!"
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