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, welcome to Y ~ MechWarrior: Mercenaries

08:23, 26th April 2024 (GMT+0)

OOC - Started May 2014.

Posted by KittenFor group 0
Donovan O'Brien
player, 381 posts
Whitworth
Callsign: Lucky
Fri 1 Aug 2014
at 01:30
  • msg #786

Re: Mission Nine

See, inspirational...come on...where's the heart....
Lucius McMurphy
player, 922 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 1 Aug 2014
at 02:55
  • msg #787

Re: Mission Nine

That's why it's so easy to add you to my unit as either a pickup or freelancer...I can give a rousing speech to the other troops and then flip coms and say just tot Reggie, "Kill them all, may Blake preserve us."
Regina Arlington
Alt, 326 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 1 Aug 2014
at 03:00
  • msg #788

Re: Mission Nine

Yea~

I'm so special i get my own special channel and pep talk.
Kitten
GM, 3310 posts
Fri 1 Aug 2014
at 03:01
  • msg #789

Re: Mission Nine

Only one weapon fire for the Advance and Destroy mission?

o.O

Slow day or are you guys talking this turn to death?
Lina Todd
Alt, 348 posts
R0 - Private
Callsign: Iron Maiden
Fri 1 Aug 2014
at 03:02
  • msg #790

Re: Mission Nine

I'm home...

All done moving into the new place.  Sure I've got boxes out my ears but no more doing 20 mile round trips one car load at a time.  I'm about to post.
Kitten
GM, 3311 posts
Fri 1 Aug 2014
at 03:05
  • msg #791

Re: Mission Nine

This post was slow in going up so i'm not pushing a hard deadline yet, but theres a real time deadline of me going on vacation to resolve the mission... so... would like to move on it.

Also i noticed the disabled player tally is adding up and players are mucking about on the benches... not horrible, but i know what it's like to muck around on the sidelines while things resolve.
Mattias Hudson
player, 14 posts
Quixotic
Fri 1 Aug 2014
at 03:25
  • msg #792

Re: Mission Nine

Just home from work, will post shortly.

Maybe the gecko can get us 15% off in 15 minutes.  Just cost us freelancers a side mission every now and then.
Kitten
GM, 3312 posts
Fri 1 Aug 2014
at 09:08
  • msg #793

Re: Mission Nine

O.o


Ummm...

Can someone tell me how Matt's results are a mech kill?

I'm only seeing one laser hits, that does NOT strip the armor off the mech, nor does it decompress... so... what am i missing?
Mattias Hudson
player, 18 posts
Quixotic
Fri 1 Aug 2014
at 10:49
  • msg #794

Re: Mission Nine

It's not a kill.  I've corrected the results.
Kitten
GM, 3313 posts
Fri 1 Aug 2014
at 12:41
  • msg #795

Re: Mission Nine

Oki.

Was a little bit of a confusing resolution for me, so i thought i'd ask to see if i missed something.
Kitten
GM, 3314 posts
Fri 1 Aug 2014
at 12:58
  • msg #796

Re: Mission Nine

The only bigger damage magnet than +0 Def modifier to me, is a shutdown mech that's a bonus -4 to target numbers...

Congrats Teri, if you survive this turn of combat, Mattias will most likely replace you as the target of choice.
Anastasia Karkoff
player, 614 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 1 Aug 2014
at 13:03
  • msg #797

Re: Mission Nine

dunno about teri... i mean... I feel plenty crowded up here.

honestly, I wonder if we should have taken a turn more to just blow them up, before  advancing.

on a mission like this it's a carefull balance tbh... if we advance too quickly w have too mcuh stuff on our asses.

If we go too  slow we mgiht not be able to take out the 120 health bunker, i mean that is a LOt of Health to chew through.

then again if 3 of us could get two turns of standing still and firing at optimal range, we'd pretty quickly take that out.
Kitten
GM, 3315 posts
Fri 1 Aug 2014
at 13:04
  • msg #798

Re: Mission Nine

All the players that can moved, has moved, so i'm free to resolve op force weapon fire... and will do so.

Still need War Dog, Dragon, and Ziro to resolve.

So far not a lot of offense from the merc this turn.  Good luck peeps.
Anastasia Karkoff
player, 615 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 1 Aug 2014
at 13:06
  • msg #799

Re: Mission Nine

yeah trying to figure out what would be better, also resolving BM stuff first.
Kitten
GM, 3317 posts
Fri 1 Aug 2014
at 14:00
  • msg #800

Re: Mission Nine

Yick.

Do the Mercs want to concede Advance and Destroy?

It's just not looking good.

Odin and Iron Maiden are disabled.

Quix is Shutdown.

Anastasia is at heat 10+

Catgirl is at Heat 11.5


That leaves you with Avenger, Wardog, Viking, Helia that's combat effective

Opforce has a commando at heat 9.

Opforce has a Thorn, Dragon, Black Jack, Locust, Shadow Hawk, and Hornet... All in pretty good shape to fight with.  Do you guys want to just break off the mission and concede it to the Op Force (all go rescue pretty much would end the combat...) or do you really want to fight it out to the bitter end?

At the very least, you should seriously consider Quix going 'rescue' and disengaging from the mission, shutdown... he's going to be super easy to take out.  I'm not sure the distraction will be worth the cost of repair, as well as the possible MW injury.
Kitten
GM, 3321 posts
Fri 1 Aug 2014
at 16:40
  • msg #801

Re: Mission Nine

Sentry duty resolved.

Guess... i should consider starting contract bookkeeping now.. (ugh)
Lucius McMurphy
player, 923 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 1 Aug 2014
at 16:44
  • msg #802

Re: Mission Nine

Messy Round with Tau as well.

Pax had a CT decompression.

Shadow Hawk lead ripped his own leg clean off with a 12 from a failed overdrive PSR.

Malcolm will be in command after a round of confusion.
Anastasia Karkoff
player, 620 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 1 Aug 2014
at 16:50
  • msg #803

Re: Mission Nine

my real question here is: does all this mean the contract will have a 3rd mission?, since we've still not actually done our job.

frankly, at least the unit leaders would know this.
Lucius McMurphy
player, 924 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 1 Aug 2014
at 16:53
  • msg #804

Re: Mission Nine

Hey now...

Ironsword's did their job.
Kitten
GM, 3322 posts
Fri 1 Aug 2014
at 16:56
  • msg #805

Re: Mission Nine

All missions have an effect.

Advance and Destroy is the contract ending mission, this one looks like it's going not so well.

Decoy is the Op Force reinforcement for Advance and Destroy.
Roll 2d6, add the turn they left the mission map, and subtract their walk speed, and that's the turn they show up in Advance and Destroy to reinforce the Op Force there.  If they've already passed the turn, they show up on the next intiative phase.

Sentry affected your repair pool, lose this one and the dropship has to take off, meaning no repairs for next mission.
Regina Arlington
Alt, 329 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 1 Aug 2014
at 16:56
  • msg #806

Re: Mission Nine

In reply to Lucius McMurphy (msg # 804):

If the others are struggling it's cause they're unbelieving Heathens that skipped out on my Word of Blake sermon.
Anastasia Karkoff
player, 621 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 1 Aug 2014
at 17:04
  • msg #807

Re: Mission Nine

but contract  ending missions usually mean a long downtime, doens't it?

also, couldn't decoy join us, if they won? :P

-

we're strugglign cause of a number of issues, one of them being a dragon, antoher being people shooting targets which are already disabled.

and some bad luck on our rear guards part, which really isn't their fault, those shots  were really clean, yet dice roller decided to wreck us.

-

sentry went well because a certain commando couldn't get it's act together, tbh.
there will be words... many. unpleasant. loud. seaman-ear-reddening. words, for that commandos pilot!
Joaquin Cortez
player, 69 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 1 Aug 2014
at 17:05
  • msg #808

Re: Mission Nine

Will get a post up shortly. Got called back in last night.
Joaquin Cortez
player, 70 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 1 Aug 2014
at 17:09
  • msg #809

Re: Mission Nine

Since I wasn't around for most of this mission, I'll concede to majority rule.
Lucius McMurphy
player, 925 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 1 Aug 2014
at 17:10
  • msg #810

Re: Mission Nine

Decoy is left with a Laserjack, a Vindicator and a Whitworth.  Kinda slow to help you out and they are busy with a Wolverine at the moment that had taken out both Lucky and Pax now.
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