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, welcome to Y ~ MechWarrior: Mercenaries

16:35, 26th April 2024 (GMT+0)

OOC - Started May 2014.

Posted by KittenFor group 0
David Crain
player, 426 posts
R0 - Private
Callsign: Avenger
Wed 6 Aug 2014
at 22:52
  • msg #911

Re: Mission Nine

My scout roll is 6+ so I should have been successful.  Unless Kitten rules my roll doesn't count due to timing I should be OK.
Lina Todd
Alt, 364 posts
R0 - Private
Callsign: Iron Maiden
Wed 6 Aug 2014
at 22:54
  • msg #912

Re: Mission Nine

The problem wasn't the roll David.

The problem was the actual scouting act happens during the next round during the initiative phase.  You get decompressed in the firing phase meaning you would be offline during when the scouting roll would happen.
Kitten
GM, 3381 posts
Wed 6 Aug 2014
at 22:57
  • msg #913

Re: Mission Nine

Mattias,

Hex 0718 has the disabled remains of a Locust in it.  It's 2mp to enter it, and a pilot check.  Going to presume you're in 0719 since you dont have the movement points to enter the hex.  If you want to change this move, you should do so soon.
Kitten
GM, 3382 posts
Wed 6 Aug 2014
at 23:00
  • msg #914

Re: Mission Nine

Also keep in mind i dont accept over run/jump rolls till the following turn, so make or fail those rolls as much as you want now, i'll want new ones later.
Joaquin Cortez
player, 82 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 6 Aug 2014
at 23:10
  • msg #915

Re: Mission Nine

I just got in from work. Going to shower, eat, and then plan to get a post in.
Kitten
GM, 3383 posts
Wed 6 Aug 2014
at 23:15
  • msg #916

Re: Mission Nine

No worries, waiting on you to save the mission... no pressure.
Mattias Hudson
player, 39 posts
Quixotic
Thu 7 Aug 2014
at 00:03
  • msg #917

Re: Mission Nine

Movement updated.  I did not realize the mech bodies counted as difficult terrain.  I believe jumping into difficult terrain does not affect piloting rolls, and this square is the only one where I could reach the right hill by turn 8.
Joaquin Cortez
player, 83 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 7 Aug 2014
at 01:10
  • msg #918

Re: Mission Nine

We must be in some seriously DIRE STRAIGHTS then. ;)

Looking things over now and will get a post up shortly.
Ziro Borovei
player, 46 posts
Thu 7 Aug 2014
at 01:11
  • msg #919

Re: Mission Nine

Save us all!

We believe in you!
Joaquin Cortez
player, 85 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 7 Aug 2014
at 02:03
  • msg #920

Re: Mission Nine

Is that same as Ricky Bobby screaming " SAVE ME TOM CRUISE!!!! " ???? ;)

I'll try my best, but its going to take at least 2 turns to regroup, possibly more if the Hornet decides the slower members are worth harassing.

BtW Kitten, post is up.
Kitten
GM, 3390 posts
Thu 7 Aug 2014
at 14:47
  • msg #921

Re: Mission Nine

Dont forget...

HELIA VIKING and QUIXOTIC NEED SAFETY CHECKS.


War Dog you lost initiative.  The lost of leadership for Arms Inc, have them making intiative checks at a penalty of two.
Joaquin Cortez
player, 86 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 7 Aug 2014
at 15:07
  • msg #922

Re: Mission Nine

I'll add it in next time. Thought with the current situation we were in, we went back to using our standard Piloting TN.
Kitten
GM, 3392 posts
Thu 7 Aug 2014
at 15:17
  • msg #923

Re: Mission Nine

If you and Viking stay close to one another you can benefit from the wingman rule, if not, you're both at penalty four to get initiative.
Roger Simms
player, 292 posts
Call sign: Viking
lrms 10/11,10/10
Thu 7 Aug 2014
at 15:40
  • msg #924

Re: Mission Nine

 I would think the hornet pilot would be very glade to have survived the brush with three heavier mechs enough so that he could say, "Hey i did my part".
Kitten
GM, 3393 posts
Thu 7 Aug 2014
at 19:21
  • msg #925

Re: Mission Nine

If she did, she'd be hanging her lancemates out to dry, cant have that.
Kitten
GM, 3396 posts
Thu 7 Aug 2014
at 20:08
  • msg #926

Re: Mission Nine

Merc. Movement and weapon fires for Advance and Destroy.

Also... Dont forget, if you're walking backwards up or down levels, it's a pilot check to avoid a fall.
Ziro Borovei
player, 50 posts
Thu 7 Aug 2014
at 20:12
  • msg #927

Re: Mission Nine

Well I tried. Got the Locust in the head! The one place tough enough to not decompress from a single autocannon slug. There's a lesson in there somewhere, I'm sure. :D
Helia Quinn
player, 239 posts
R0 (Mechwarrior)
Thu 7 Aug 2014
at 20:15
  • msg #928

Re: Mission Nine

LOL

If you had hit him LITERALLY ANYWHERE ELSE, it would have been an auto-decompress.

Good job shooting him in the most heavily armored location he has XD.

On the up-side, that's a pilot hit I believe.
Kitten
GM, 3397 posts
Thu 7 Aug 2014
at 20:16
  • msg #929

Re: Mission Nine

roll 2d6 for the MW damage the pilot took from the hit.

Wont affect their fire rolls this turn, but will the rest of the mission.

Yeah a hit almost anywhere by anything is decompression, you do however have to hit it.
This message was last edited by the GM at 20:17, Thu 07 Aug 2014.
Helia Quinn
player, 240 posts
R0 (Mechwarrior)
Thu 7 Aug 2014
at 20:32
  • msg #930

Re: Mission Nine

Quick question.

In the low-G environment, would a 5/8 movement go to a 7/10 (or 7/11) or would it become an 8/12?

Also, I assume that it is possible for me to ditch the AC/6 to engage skirmish mode. Or is it more complicated than that?
Roger Simms
player, 293 posts
Call sign: Viking
lrms 10/11,10/10
Thu 7 Aug 2014
at 20:37
  • msg #931

Re: Mission Nine

 Ok war dog, we are going to have to go into bounding overwatch for each other, the suicidal hornet wants to slow us down by sniping at each of us. One moves forward the other turns enough to target the light mech and then next turn the other turns and targets and the overwatch mech moves forward again.
Helia Quinn
player, 241 posts
R0 (Mechwarrior)
Thu 7 Aug 2014
at 20:40
  • msg #932

Re: Mission Nine

WE AINT GOT TIME FOR NO OVERWATCH! RUN SUCKA RUUUUUUN!

Seriously though, this is all gonna be over in like, 3 turns. So run backwards or something :3
Anastasia Karkoff
player, 666 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Thu 7 Aug 2014
at 20:48
  • msg #933

Re: Mission Nine

i forgot i would gain more speed this turn... time to hit that west hill :D
Roger Simms
player, 294 posts
Call sign: Viking
lrms 10/11,10/10
Thu 7 Aug 2014
at 20:51
  • msg #934

Re: Mission Nine

 We can not cross the line if engaged, so the pesky fly weight can tie us up if it wins initiative.
Kitten
GM, 3398 posts
Thu 7 Aug 2014
at 20:54
  • msg #935

Re: Mission Nine

Helia Quinn:
Quick question.

In the low-G environment, would a 5/8 movement go to a 7/10 (or 7/11) or would it become an 8/12?

Also, I assume that it is possible for me to ditch the AC/6 to engage skirmish mode. Or is it more complicated than that?



Drop the gun, if doing so lowers your weight by five tons youre in skirmish mode.

Your base movement goes from a 4/6/4 to a 5/8/5.

The coverts to a 8/12/8 profile in the current gravity.  it should be noted that going past 8 on ground or 5 on a jump would trigger a safety check.
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