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, welcome to Y ~ MechWarrior: Mercenaries

21:21, 7th May 2024 (GMT+0)

OOC - Started May 2014.

Posted by KittenFor group 0
Kitten
GM, 3399 posts
Thu 7 Aug 2014
at 20:58
  • msg #936

Re: Mission Nine

one point of armor left in CT...

Must...

Slay...

Dragon...
Anastasia Karkoff
player, 668 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Thu 7 Aug 2014
at 21:16
  • msg #937

Re: Mission Nine

yeah well someone has to try scan that hill...

that said, I shouldn't have made that last turn then :(
but forgot to check, oh well, cna just cross  my figners for no 7's on location rolls, wouldn't be the first time that happens (glares at Blackjack)
Helia Quinn
player, 243 posts
R0 (Mechwarrior)
Thu 7 Aug 2014
at 22:17
  • msg #938

Re: Mission Nine

Oh shoot.

I just remembered, I'm not allowed to kill anything or do meaningful damage EVER. Silly me, I know I read that in the rules somewhere. >:P


More seriously... BLUH. I tried. It's all you now Ana, scout that hill, and we have an ok shot.
Ziro Borovei
player, 51 posts
Thu 7 Aug 2014
at 23:20
  • msg #939

Re: Mission Nine

Well, I gave the pilot a +1 to all TNs, at least, so, you know, we accomplished something there... right?
Helia Quinn
player, 244 posts
R0 (Mechwarrior)
Thu 7 Aug 2014
at 23:20
  • msg #940

Re: Mission Nine

Yea, and he's down a missile launcher. So that's cool too I guess.
Joaquin Cortez
player, 88 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 8 Aug 2014
at 00:21
  • msg #941

Re: Mission Nine

I'm just getting in. I'll probably hold off firing to cool.
Kitten
GM, 3401 posts
Fri 8 Aug 2014
at 01:00
  • msg #942

Re: Mission Nine

Need to at least see Matt's turn before i can post anything.  If i dont get anything up by tomorrow, dont expect anything from me till next week (have a happy weekend)
Lucius McMurphy
player, 928 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 8 Aug 2014
at 01:00
  • msg #943

Re: Mission Nine

You too kitten :)
Kitten
GM, 3402 posts
Fri 8 Aug 2014
at 01:05
  • msg #944

Re: Mission Nine

Oh, a little early yet, but after this contract, Tech loosens up a little.  Not cheap, but always available for those with enough cash in their pockets.

I'm mulling over what this will do to auctions, limited 'cheap' versions will still go up from time to time for bargin hunters.

Till then you can at least plan on a 'flat' price for certain things, in case you want them for your mech.
This message was last edited by the GM at 01:05, Fri 08 Aug 2014.
Kitten
GM, 3405 posts
Fri 8 Aug 2014
at 04:17
  • msg #945

Re: Mission Nine

Gawd, that little Locust is so lucky.

War Dog and Viking may fire before going into turn 8.  The heat for their mechs have not been adjusted for movement or weapons yet, because i dont know if they're making weapon fire.

After they make weapon rolls...


Ana Quix and Viking make safe speed checks.

After the safe speed check, Ana may make a scout roll.

Ziro lost initiative and  needs to move.

Viking and War Dog need to roll initiative, if they lose they need to move.

No map update cause i'm waiting on Viking and War Dog to move.

Take your time doing this, by the time you get it done i'll be camping and wont be back till Monday.
Kitten
GM, 3406 posts
Fri 8 Aug 2014
at 04:22
  • msg #946

Re: Mission Nine

Keep also in mind... That once you compete your scout checks of all three hills Op Force reinforcements from the Decoy mission shows.

Most likely it will be a WOlverine, Blackjack and Commando.

I dont see how, in the time left to finish the mission, you can cross the map to the Bunker, fight through the reinforcements, and still do damage to the Bunker in question.  The only reason you would continue really is to see if you can put down any op force mechs for cash/xp, but then again they can do the same to the mercs and make repairs expensive so that might not be such a good option for of you too.

Regardless, were at the end of seven/start of eight.

So at most you have three turns left to the mission (we should be able to wrap it up before i go on my vacation.)
Anastasia Karkoff
player, 669 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 8 Aug 2014
at 07:37
  • msg #947

Re: Mission Nine

yeah well, it's worth trying to win the mission anyway.

also, i stumbled across this and it made me laugh :)
https://www.facebook.com/photo...893241473&type=1
Helia Quinn
player, 245 posts
R0 (Mechwarrior)
Fri 8 Aug 2014
at 13:24
  • msg #948

Re: Mission Nine

*sigh* of course the very first time I get hit, it decompresses my CT -_-

Oh well, it's not like any other location getting decompressed wouldn't have basically crippled me anyway.
Anastasia Karkoff
player, 671 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 8 Aug 2014
at 14:13
  • msg #949

Re: Mission Nine

welp at least we now have 3 turns to get to and blow up the bunker, but now, it CAN be done :)

we will have to focus on the bunker to the exclusion of ALL else.
Ziro Borovei
player, 52 posts
Fri 8 Aug 2014
at 16:31
  • msg #950

Re: Mission Nine

Nice job scouting! Soon as we know which one's which, I'll post up a move.

This is kind of exciting...
Lucius McMurphy
player, 929 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 8 Aug 2014
at 17:56
  • msg #951

Re: Mission Nine

You'll know on Monday since Kitten is likely putting up a tent where-ever she's camping right about now.
Anastasia Karkoff
player, 673 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 8 Aug 2014
at 18:21
  • msg #952

Re: Mission Nine

I want us to win this mission, becuase i REALLY don't want another vacuum mission right now.
Helia Quinn
player, 247 posts
R0 (Mechwarrior)
Fri 8 Aug 2014
at 18:34
  • msg #953

Re: Mission Nine

lol.

I am definitely looking forward to being able to change out my loadout :P

I've felt like an urbanmech among... uh... things that are good this whole operation -_-
David Crain
player, 427 posts
R0 - Private
Callsign: Avenger
Fri 8 Aug 2014
at 18:57
  • msg #954

Re: Mission Nine

In reply to Anastasia Karkoff (msg # 952):

That's why I was hoping my scouting roll would still count.  I don't want another vacuum mission either.
Anastasia Karkoff
player, 674 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 8 Aug 2014
at 19:07
  • msg #955

Re: Mission Nine

yeah, instead it forced us into somewhat bad positioning, and could have cost us a turn (though with my scout roll that turn, it didn't matter)
Joaquin Cortez
player, 90 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 8 Aug 2014
at 21:19
  • msg #956

Re: Mission Nine

We are at the mercy of rolls.... Probabilities lie in your favor the higher your DEF mod is and the longer the range is to target you. However there's not a lot of terrain that's playing to the benefit of slower mechs. One of the reasons I took the Spider. It's almost guaranteed to get a descent mod based on movement alone. I got a feeling as soon as we open up on the bunker, incoming fire is going to rain in on us. Just pray those low DEF mods don't end up being the deciding factor.
Anastasia Karkoff
player, 675 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Fri 8 Aug 2014
at 21:40
  • msg #957

Re: Mission Nine

wrong thread.
This message was last edited by the player at 21:41, Fri 08 Aug 2014.
Kitten
GM, 3410 posts
Mon 11 Aug 2014
at 14:12
  • msg #958

Re: Mission Nine

Advance mission turn 8 in motion.

Blackjack and Commando have arrived to keep it challenging as reinforcements, freshly evading the Merc's decoy mission.

You have turn 8, 9 and 10 to do what ever you want to get done on this mission.  It will end on turn 10, so keep that in mind when contemplating how much heat you want to get into.

Decoy mission is still trying to stall a wolverine, if it manages to evade them and withdraw, it will appear on the Advanace and destroy mission at what i consider to be a reasonable turn/phase.
Kitten
GM, 3411 posts
Mon 11 Aug 2014
at 15:56
  • msg #959

Re: Mission Nine

Current mission logs updated to reflect current mission out comes.

(Decoy / Advance and Destroy are not included since they are still in progress)


Lucius, Jennifer, Hassan, Akarian, and Regina have had their character sheets up dated to reflect current contracts.  Will add to this list as characters complete mission nine.

One way or another, this is the end of the third contract (it was meant to be short).  There will be no third mission.
Kitten
GM, 3413 posts
Mon 11 Aug 2014
at 18:16
  • msg #960

Re: Mission Nine

In an effort to give each merc unit a little personality, each merc unit has been assign a different Omni Technician to supervise the units technical needs.  Presuming the unit has access to the Technician, the Unit Commander will be allowed to direct the technician to assist with repairs between missions.

All Technicians have been trained in the maintenance of Battletech maintenance and repiars.  Beyond this, each Technician has different strengths which they will use to provide support to their merc units to the best of their ability.

Armor Pool = Maximum available inventory of Standard Armor (or internals) available for emergency repairs, or Advance (Ferro Fiberous) armor (or Endo Steel) available for use by unit members

Specialty Ammo = Maximum available inventory available for Unit Specialty Munitions

Equipment = Maximum available inventory available for Unit Equipment




Arms Inc. has been assigned Alice
Alice's electives include Advance Technology and Field Armor repairs.
(5tn) Armor and (5tn) Ferro-Fib Armor Pool
(5tn) Specialty Ammo Pool
(4tn) Equipment Pool


McMurphy's Ironswords has been assigned Elaine
Elaine's electives include Advance Technology and Aero/VTOL repairs.
(4tn) Armor and (4tn) Ferro-Fib Armor Pool
(4tn) Specialty Ammo Pool
(4tn) Equipment Pool


Traxx's Light Lancers has been assigned Felicia
Felicia's electives include Tinkering and Field Armor repairs.
(5tn) Armor and (5tn) Ferro-Fib Armor Pool
(3tn) Specialty Ammo Pool
(7tn) Equipment Pool


Freya's Valkyries has been assigned Dana
Dana is a reknown technician who is familiar with Aero/VTOLs.
(4tn) Armor and (4tn) Ferro-Fib Armor Pool
(4tn) Specialty Ammo Pool
(4tn) Equipment Pool


Mercenary units may draw over previous unit stores of Armor/Ammo to fill the above inventory.  Any unit store in excess of the above will be issued a voucher to purchase 'equipment'.  Equipment may be purchased from the market using the Technician's stats for availability.  Equipment may also be purchased/sold to members of the unit at whatever rate the unit commander considers 'fair'.

The Unit Commander's Bank and the Mercenary Unit's Bank are one and the same.
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