Test Mission.   Posted by Precentor Kitty.Group: 0
Precentor Kitty
 GM, 25 posts
Wed 19 Dec 2018
at 15:35
Test Mission.
Mission Type - War Games Exercise
Terrain - Plains - http://fav.me/dcukbdz



MechArmorInternalsMovementJumpORShortMediumLongUpkeep
{Supply} - {Maint} - {Combat}
Notes
Veteran Crusader
- *
382020+53336 sp / 9 sp and 3 ap Hand Actuator (6) - LRM 3 - SRM 3 - MG 2 - Overheat 2
Veteran Trebuchet
-*
241630+2333 4 sp / 6 sp and 2 ap Hand Actuator (2) - LRM 3 - Overheat 2
Green Cicada
- *
121340+4300 4 sp / 6 sp and 2 ap Scout
Regular Jenner
- *
121142+13004 sp / 6 sp and 2 ap Scout - Overheat 2
Green Commando
- *
120830+13002 sp / 3 sp and 2 ap Scout - SRM 2
Green - AMC
Unit a1
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit a2
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit a3
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit a4
2130+0100{-/-} - {-/-} - {-/-} Wheeled


(4) Wheeled AMC's are provided for Support

Team Blue - Reyvak

MechArmorInternalsMovementJumpORShortMediumLongUpkeep
{Supply} - {Maint} - {Combat}
Notes
Veteran Dragon-1n
- Sparkles
321930*4226 sp / 9 sp and 3 ap Hand Actuator (3) - LRM 1
Veteran Phoenix Hawk-1
- Rixx
251533*3104 sp / 6 sp and 2 ap Hand Actuator (4) - Scout - Leadership - Overheat 1 - MG 2
Veteran Whitworth-1
- Hot Dog
251322*3224 sp / 6 sp and 2 ap LRM (2) - Overheat 1
Regular Locust-1v
- Vermin
12640*2002 sp / 3 sp and 2 ap MG 2 - Scout
Green - AMC
Unit b1
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit b2
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit b3
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit c1
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit c2
2130+0100{-/-} - {-/-} - {-/-} Wheeled
Green - AMC
Unit c3
2130+0100{-/-} - {-/-} - {-/-} Wheeled

This message was last edited by the GM at 21:00, Fri 06 Dec 2019.

Precentor Kitty
 GM, 62 posts
Mon 2 Dec 2019
at 21:46
Test Mission.
The first team to reach ten points shall win this match.

You shall receive points as follows...

Destruction of enemy units...:
4 pts for an Assault Mech
3   pts for a  Heavy   Mech
2   pts for a  Medium  Mech
1   pt  for a  Light   Mech
1/2 pt  for a AMC


1   pt  for scouting a position of interest - 2 point max:
During Set Up, Your opponent will pick (2) hexes of interest.
The Hex may not be on the map edge (ie. can not be 0105)
The Hex must be at lest 3 hexes away from both players starting area
   (ie. 0804 is too close, 0805 is okay)

During the 'Fire Phase', a player may state that the mech is 'scouting' a hex.  In place of normal weapon fire, the mech spends time 'scouting' the hex (ie, no weapons are fired).

Scouting is resolved on the hex in question with a single 'die' roll.

For a normal Mech,       the Target Hex has a Defense Modifier of 2
For a Mech with Scout,   the Target Hex has a Defense Modifier of 1
For a Mech with a Probe, the Target Hex has a Defense Modifier of 0

There is a +0 range modifier at range 0
There is a +1 range modifier at range 1
There is a +2 range modifier at range 2*  (Can only be done with a Scout)
There is a +3 range modifier at range 3*  (Can only be done with a Beagle Probe)

Calculate combat resolution normally (Counting range and terrain penalties).


Resource Points - 7.5 point max:
Red Team has (10) Resource points at 0505.
This location starts with the (4) AMC's available to Red team guarding it.

Blue Team has (10) Resource points at 1110.
This locaction starts with (4) AMC's available to Blue team guarding it.




You may target and destroy your opponent's resources.
Resource points have 'soft cover', +1 Defense Modifier, but are considered 'Stationary'.
Each Enemy Resource point destroyed is worth 1/4 pt.
(You get nothing for destroying your own)




You may 'steal' your opponent's resource, or 'save' your own resources.
During the 'Fire Phase', a player may state that the mech is 'raiding' a hex.  In place of normal weapon fire, the mech spends time 'raiding' the hex (ie, no weapons are fired).
For each point of 'Hand Actuator' available to the mech, one resource point may be picked up.  PICKING UP RESOURCES WILL PREVENT THE MECH FROM USING WEAPONS.

These resources must then be taken to the teams 'starting area', where a turn is spent dropping them off to transport units.  The Resource points are removed the following turn and tallied for a score.  (til then they may still be targeted by your opponent, in an effort to deny your score)

Each Resource point saved (your resources) is worth 1/4 pt.
Each Resource point raided (Opponent resources) is worth 1/2 pt.

This message was last edited by the GM at 19:02, Wed 11 Dec 2019.

Reyvak
 player, 6 posts
Wed 4 Dec 2019
at 04:33
Test Mission.
Reyvaks in the leadership mech, best pilots are in the Dragon, Whitworth and the light in order or best shot.

Deploying
Kusanagi Nagamichi
 player, 22 posts
Fri 6 Dec 2019
at 03:13
Test Mission.
Deploying...

14:29, Today: Kusanagi Nagamichi rolled 5 using 2d6.  Initiative Red.




Kinda-Sorta Full Size: https://imgur.com/oSRL5F9

This message was last edited by the player at 04:51, Sat 07 Dec 2019.

Precentor Kitty
 GM, 70 posts
Fri 6 Dec 2019
at 19:25
Test Mission.
Mission Starts ...

Blue Team Deployment
Blue Team Supply Depot is located in 1110 w/ (10) Resource Points
Blue Recon Orders      is located in 0505 and 1204


(v) Dragon - Sparkles  is located in 0713
(v) P-Hawk - Rixx      is located in 812
(v) Whitworth - Hotdog is located in 1012
(r) Locust -  Vermin   is located in 0913
(g) AMC-B1 to B3       is located in 1110
(g) AMC-C1 to C3       is located in 1110





Red Team Deployment
Red Team Supply Depot is located in 0505 w/ (10) Resource Points
Red Team Recon Orders is located in 0705 and 1308


(v) Crusader  - Nagamichi is located in 0602
(v) Trebuchet - Tatsuko   is located in 1002
(r) Jenner    - Lords     is located in 0702
(g) Cicada    - Kazhuro   is located in 0902
(g) Commando  - Kuzhuro   is located in 0802
(g) AMC-A1 to A4          is located in 0505

This message was last edited by the GM at 12:22, Wed 11 Dec 2019.

Precentor Kitty
 GM, 71 posts
Fri 6 Dec 2019
at 19:38
Test Mission.
- Current Action -

Players should Roll initiative.  Leadership is tied, so the player with the higher die roll will have initiative and decide who will go first.  Unlike Battletech, Weapon Fire is NOT simultaneous.  Mechs move and resolve their weapon fire together.  Damage dealt, is damage felt immediately, and will no doubt impair your opponents options.




The Player that resolves first picks a mech or unit of AMCs to resolve first.

Movement -
Is resolve per Battle tech, except there is 'facing', so there is no cost for a 'facing change'.

Jumps - Jumping will ignore terrain cost for movement at the cost of combat effectiveness.
Units that Jump will resolve weapon fire at one skill level 'worse'.
Units that Jump are considered Overheated (level 1) unless they reduce the attack factor of the Mech by one for each hex jumped.


Over Heat - A unit that has overheated has traded long term performance for short term gratification.  Such a Unit operates at -1 movement, and have their pilot operate at one experience level worse until such time as the mech 'cools off'.

A mech with the option to 'Overheat', for each level of Overheat,  may add '+3' or 'double normal' attack factors, which ever is LESS.  After the Attack Factors have been resolved the mech is afflicted with the Movement (and defense modifier) and Pilot Skill penalties from overheating their mechs.


Cooling off - The most common method of cooling off is to have the mech stand still and do 'nothing'.  In such a state, the mech will cool off one level for every 10 functioning heat sinks available.

Attacking -
Weapon Ranges are Short (Range: 1 hex), Medium (Range: 2 hex), and Long (Range: 3 hex).
The number available to the mech, is the number of dice it may resolve to roll for damage against their target.
When enemy units enter each other's hexes, they have engaged in 'close combat'.  At this point Physical Attacks, Small Lasers, and Machine Guns come into play and are added as a bonus to 'Short' Range Damage.


Damage is marked off and tracked against Armor and Internals.  For mechs, every third point of damage is marked off against Internals.  For each point of internals rolled, roll a d6.  On a roll of 5+ a critical hit is scored and another d6 is rolled to resolve the results of the critical hit.

SRM's have a greater chance of inflicting criticals.  A with 'SRM' rolling for a crit. check will score a critical hit on a roll of 4+.  The SRM rating of the unit, will determine how many crit checks the SRM will affect.
ie.  A commando attacks a Cicada that is out of armor, but still has internals, and manages to score three internal hits.  The mech has a SRM 2 rating, so the first two crit checks will succeed on a roll of 4+ while the third one will succeed on a roll of 5+


Conventional Units all damage is marked armor for conventional units, but they make a critical check for every 'Even' point of damage the unit takes.

LRM's are a rating used to reflect the units ability to inflict indirect fire on a unit they can not see, but that a spotting ally can.  The terrain on this map does not require the use of this feature at this time, and for the sake of simplification of rules for your first game, they will not be explained at this time.



14:29, Today: Kusanagi Nagamichi rolled 5 using 2d6.  Initiative Red.

This message was last edited by the GM at 20:00, Fri 06 Dec 2019.

Kusanagi Nagamichi
 player, 30 posts
Wed 11 Dec 2019
at 05:49
Test Mission.
”You’ve been chomping at the bit Maxine.  Take a walk and cool your heels...”

Nagamichi watched as the Commando began running forward before cutting to its right and not far from their friendly AMC’s.  Once there Maxine Kazhuro panned her scanners around and ‘cooled her heels for a second’ and sought to scan the area.

Move - Commando to 0705
Attack - Scout hex
00:45, Today: Kusanagi Nagamichi rolled 4 using 1d6.  Scouting 0705 with Commando.
Dunno if I did it right.  Scanning said one die roll and wasn’t sure if it meant a literal 1 die or gets to make their ‘attack die roll’ but no damage is done.

Precentor Kitty
 GM, 80 posts
Wed 11 Dec 2019
at 12:11
Test Mission.
Hmmm...

You've performed it as written, but originally you're suppose to be in the hex to start and then spend a turn without movement (You still get your defense modifier) making the scout check.  Its suppose to be a bigger pain than it currently is.

That said, since this is a test game, and it was not written as such, i'm willing to presume this is all that is required from both sides to make a scan in a this mission.  Be aware that it will be slightly more bothersome in the future though.





Resolution

The Commando is in the Hex, so there is no Range Modifier.
The Commando is a Scout Mech, so the Hex has a difficulty modifier of +1.

Maxine needs a '5' to reflect finish the scout check.

Mechwarrior Skill Stationary * 0 ** 1 ** 2 ** 3 ** 4 ** 5 *
Green Skill 2 4 5 6 6 (3) 6 (5) 6 (6)

If she was a little more experienced, this would have been a success.




Current Unit Locations

Blue Team

(v) Dragon - Sparkles  is located in 0713
(v) P-Hawk - Rixx      is located in 0812
(v) Whitworth - Hotdog is located in 1012 ~> Moved to 1010 ~> Resolved
(r) Locust -  Vermin   is located in 0913 ~> Moved to 0909 ~> Resolved
(g) AMC-B1 to B3       is located in 1110 ~> MOved to 1107 ~> Resolved
(g) AMC-C1 to C3       is located in 1110



Red Team

1pt - Hex 0705 Scouted

(v) Crusader  - Nagamichi is located in 0602 ~> Moved to 0604 ~> Resolved
(v) Trebuchet - Tatsuko   is located in 1002
(r) Jenner    - Lords     is located in 0702 ~> Moved to 1104 ~> Resolved
(g) Cicada    - Kazhuro   is located in 0902
(g) Commando  - Kuzhuro   is located in 0802 ~> Moved to 0705 ~> Resolved
(g) AMC-A1 to A4          is located in 0505





Will Grant Rixx (2) Days {12/13} to put an order in, if he doesn't by then, I'll put one in for him.

This message was last edited by the GM at 18:05, Mon 30 Dec 2019.

Precentor Kitty
 GM, 87 posts
Fri 13 Dec 2019
at 16:31
Test Mission.
Posting for Rixx


With the notable distance between the two teams, it was hard to determine which way the battle would flow.  Vermin makes an effort to live up to her callsign and breaks the light scout mech out into a full our run bringing her her closer to the center of the map where she can react according to what was needed.

Locust - Vermin - Move from 0913 to 0909 - (no weapon fire)
Kusanagi Nagamichi
 player, 36 posts
Sun 15 Dec 2019
at 21:19
Test Mission.
Nagamichi frowned when Maxine came up with nothing so he rolled his Crusader forward in her vicinity, "Nothing at all?"


Crusader forward 2 to 0604
Crusader Scans Hex 0705, Veteran, +2 Standard Mech, +1 Range, TN4+

Mechwarrior Skill Stationary * 0 ** 1 ** 2 ** 3 ** 4 ** 5 *
Veteran Skill 1 (3) 1 (5) 2 3 4 5 6

16:18, Today: Kusanagi Nagamichi rolled 6 using 1d6.  Scout 0705 with Crusader.

Success



Kitty note:  Will give Rix till 12/18 to post.

This message was last edited by the GM at 22:25, Sun 15 Dec 2019.

Precentor Kitty
 GM, 102 posts
Sun 22 Dec 2019
at 15:01
Test Mission.
Known for his name, Hotdog takes the initiative without being told to do so, and advances forward.  The slow moving whitworth was using everybit of it's fusion engine to lurch forward, to a position where it's longer reaching LRM's might actually be able to do something.

Whitworth - Hotdog - Move 2 from 1012 to 1010
Kusanagi Nagamichi
 player, 48 posts
Mon 30 Dec 2019
at 03:32
Test Mission.
"Max backup our left flank..."

Max shook his head at his sisters issues with her scanner and took off at a brisk run towards the left flank to backup the XO in his Trebuchet.

Jenner - Max - Move 4 from 0702 to 1104
Precentor Kitty
 GM, 107 posts
Mon 30 Dec 2019
at 18:04
Test Mission.
While the AMC's were useful guarding the Base, they might be more useful moving off to form a perimeter to keep Op Force in check.  With that decided, Rixx calls for them to advance, to keep Nagamichi's unit honest.

AMC B1 to B3 advance from 1110 to 1107
Kusanagi Nagamichi
 player, 50 posts
Fri 10 Jan 2020
at 05:35
Test Mission.
Without any prompting Tatsuko eased her Trebuchet forward as she eyed the Locust and AMC's moving forward and ever closer to her LRM racks.  In short order she saw the vehicles light up her screens and reach range for her racks and she took but a short moment to track them before releasing row after row of long range missiles into their ranks...


Trebuchet - Tatsuko - Move 3 from 1002 to 1204
3 hexes from AMC grouping
Veteran Skill, Target moved 3 hexes Base 4, Long Range +2, TN6 3 Dice
00:34, Today: Kusanagi Nagamichi rolled 8 using 3d6 with rolls of 2,2,4.  Trebuchet vs AMC1 1107, Veteran, Target Disp3, Long +2 TN6.
No hits.