OOC - Started May 2014.   Posted by Kitten.Group: 0
Kitten
 GM, 3443 posts
Tue 12 Aug 2014
at 16:11
Re: Mission Nine
Turn Nine updated, players may move and fire at this time.
Ziro Borovei
 player, 60 posts
Tue 12 Aug 2014
at 16:38
Re: Mission Nine
Just checking on something: to attack the bunker is -4 def mod, right? But kicking it is +1 to the tn?

Also, how exactly does the 'disabled engine' check work? Is it roll 2d6 and get less than 1/10th the TOTAL damage received? Like if we damage it this turn, and then again next turn, does that threshold increase cumulatively?

This message was last edited by the player at 16:43, Tue 12 Aug 2014.

Kitten
 GM, 3445 posts
Tue 12 Aug 2014
at 17:36
Re: Mission Nine
It's an immobile target, and not moving anywhere fast.  It's also the size of a building so yes, youre at a -4 bonus to hit it with guns.

You actually cant kick it cause it's at level 'zero'.  You would have to be next to it at level zero to kick it, and you cant cause it's sunk into the ground.

total damage done to it.

Say 5 medium lasers over the course of turn nine hit it.

That's 25 damage 1/10 of 25 is 2.5, round down ~> tn 2-

Roll a two on 2d6 and by some miracle you manage to take out the controls with the little damage you've done.  It should be noted, the bunker does not decompress.

So you'll have two rolls one at the end of turn 9 and one at the end of turn 10 at this point.

If you do another 25 damage on turn 10, that's 50 damage which is ~> tn 5- to gut the control room.

This message was last edited by the GM at 17:39, Tue 12 Aug 2014.

Ziro Borovei
 player, 63 posts
Tue 12 Aug 2014
at 17:39
Re: Mission Nine
Got it!

Well shoot. I thought we'd be able to kick it. Or stomp on it or something. I guess I will kick the commando instead then.

This message was last edited by the player at 17:41, Tue 12 Aug 2014.

Lina Todd
 Alt, 371 posts
 R0 - Private
 Callsign: Iron Maiden
Tue 12 Aug 2014
at 17:40
Re: Mission Nine
You could, if there was no mech in the hex, 'Death From Above' the bunker but it wouldn't do much damage here. ;)
Kitten
 GM, 3446 posts
Tue 12 Aug 2014
at 17:49
Re: Mission Nine
Commando is not in kick arc.
Ziro Borovei
 player, 64 posts
Tue 12 Aug 2014
at 17:53
Re: Mission Nine
It's not? Well dang!

Ignore those rolls then. Man. Would've been a good kick too.

This message was last edited by the player at 18:01, Tue 12 Aug 2014.

Kitten
 GM, 3449 posts
Tue 12 Aug 2014
at 18:24
Re: Mission Nine
Lancers just lost line of sight with the WOlverine which will jump off the map and be free to engage Advance and Destroy, so on turn ten, the Wolverine will arrive to provide one round of support to help out Op Force.
Anastasia Karkoff
 player, 707 posts
 Rank 4: Force commander
 Dragon, Ld4, G4+,P6+
Tue 12 Aug 2014
at 18:29
Re: Mission Nine
considering how touch and go this is, i feel we mgiht want to ask:

can viking indirectly fire at thebunker with his LRM's or are C3 capabilities necessary for that?
Lina Todd
 Alt, 372 posts
 R0 - Private
 Callsign: Iron Maiden
Tue 12 Aug 2014
at 18:32
Re: Mission Nine
Indirect fire requires a spotter...who doesn't do any weapons-fire the round they spot.  A C3 computer would let him fire regardless of terrain or impediments based on a fellow C3 slave mounted individuals distance/terrain.
Kitten
 GM, 3451 posts
Tue 12 Aug 2014
at 18:35
Re: Mission Nine
What Lina said.

On another note, wow the Lancers really got molested on their mission...

>.<
Lucius McMurphy
 player, 935 posts
 O3 - 1st Lieutenant
 Callsign - 'Burner'
Tue 12 Aug 2014
at 18:39
Re: Mission Nine
We need a new OOC thread on another note...
Malcolm Strauss
 player, 70 posts
Tue 12 Aug 2014
at 18:42
Re: Mission Nine
In reply to Kitten (msg # 996):

Yeah, we never stood a chance... the only mech we took out actually took himself out on a failed PSR... ;p  oh well...
Kitten
 GM, 3455 posts
Tue 12 Aug 2014
at 19:03
Re: Mission Nine
Sorry Lancers.

I've never seen such a mission gone terribly wrong.

Zero xp allocated, and everyone took in a negative income for the fubar mission.

really really really sorry.

Especially Donny with really tough repair bills.
Ziro Borovei
 player, 66 posts
Tue 12 Aug 2014
at 19:29
Re: Mission Nine
Man. You guys are heroes though. You guys are why we even have a shot right now, instead of being dead because of a Wolverine.

So, let me just say, snikt snikt snikt bub, bub snikt.
Joaquin Cortez
 player, 97 posts
 Callsign: "WarDog"
 Spider (SDR-5V)
Tue 12 Aug 2014
at 20:09
Re: Mission Nine
I agree with Ziro. Things could have been much worse for us, but you guys helped in more ways then you can mark on a sheet. I think this whole mission hosed us on both ends, but as the saying goes, you can't win 'em all. Just chalk this one up and learn from it. We're mercs.... we can't afford to let this whole us down.
Anastasia Karkoff
 player, 710 posts
 Rank 4: Force commander
 Dragon, Ld4, G4+,P6+
Tue 12 Aug 2014
at 22:37
Re: Mission Nine
well that's 51 damage to the bunker, with any luck, we get a favorable roll on the disable check for it... i mean that is 5/18, so close to 1 in 3 chances, concidering how many decompressions we've had all game at 1/6 chance,s we might get lucky :)
Kitten
 GM, 3456 posts
Tue 12 Aug 2014
at 22:40
Re: Mission Nine
You're betting the farm on this.

Cause you know the Op Force are going to counter fire and if the decompression doesnt drop some of you, the unsafe movement is bound to take out some of you.

You're not going to have many mechs left on turn ten, and the Wolverine will show up at that time in the NE corner too... so...  (shrugs)

Pilot that did the most damage for the turn rolls to see if the bunker goes boom.

At the moment that's Dragon with 16 damage.
Kitten
 GM, 3457 posts
Tue 12 Aug 2014
at 22:47
Re: Mission Nine
Waiting to see what roger does, till then i'm going to start resolving the Decoy mission paper work.
Anastasia Karkoff
 player, 711 posts
 Rank 4: Force commander
 Dragon, Ld4, G4+,P6+
Tue 12 Aug 2014
at 22:48
Re: Mission Nine
I assume this roll is done after all fire and physical has been resolved? (viking can't attack the bunker this turn, regardless of what he does)

and eys we are betting everything on this, perosnally i'm hoping for the disable roll to succeed once all weaponsa re resolved :)

This message was last edited by the player at 22:49, Tue 12 Aug 2014.

Kitten
 GM, 3459 posts
Tue 12 Aug 2014
at 23:02
Re: Mission Nine
I need to know where Viking is and to resolve weapon fire.

The turn order matters, and were close enough to the end that i want to follow it carefully.

It should be noted i'm rejecting Quix's roll for unsafe movement.  Its been noted on more than one occassion in several places that i will not accept them before the following turns intiative phase.
Roger Simms
 player, 299 posts
 Call sign: Viking
 lrms 10/11,10/10
Tue 12 Aug 2014
at 23:10
Re: Mission Nine
 Move done, if we are in weapons fire phase, let me redo that part then. Done on fire phase.

This message was last edited by the player at 23:17, Tue 12 Aug 2014.

Mattias Hudson
 player, 52 posts
 Quixotic
Tue 12 Aug 2014
at 23:16
Re: Mission Nine
In reply to Kitten (msg # 1006):

The PSR roll was for last turn, the Initiative roll was made last turn.  Do you wish for me to delay the initiative roll until after Op force firing when I need to roll the PSR roll?
Helia Quinn
 player, 259 posts
 R0 (Mechwarrior)
Tue 12 Aug 2014
at 23:24
Re: Mission Nine
I was doing the PSR roll in it's own little post right at the beginning of the turn. That seems to have worked so far :)

Also, Viking, those hills are level 1, you can see everything.

This message was last edited by the player at 23:25, Tue 12 Aug 2014.

Pax Tarkin
 player, 583 posts
 R3 Traxx G5/P4/M2 +1 Init
 Mongoose "Road Runner"
Wed 13 Aug 2014
at 17:01
Re: Mission Nine
Kitten:
Sorry Lancers.

I've never seen such a mission gone terribly wrong.


We break the mold!