Depot battle

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Recklessfireball
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Re: Depot battle

#81 Post by Recklessfireball »

wolfpack wrote:Again missiles bullets and lasers fly with little contact. The garrison units continue to try and combine fire as the Crusaders pursuit lance works for better positioning.

The stinger behind Zeke lets loose with a punch hitting zekes wasp in the right arm.

[2d6] = 11
[2d6] = 3

heat phase
No added heat this round.

Init (someone roll for you)
[2d6] = 5
cc3.png
Actually, I would have 4 heat. I carried over two from last round, jumped six hexes (6 heat) and then fired my Large Laser (8 heat) for 16 total heat this turn (- my 12 heat sinks is 4 heat total heat built up).

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Re: Depot battle

#82 Post by wolfpack »

Recklessfireball wrote:
wolfpack wrote:Again missiles bullets and lasers fly with little contact. The garrison units continue to try and combine fire as the Crusaders pursuit lance works for better positioning.

The stinger behind Zeke lets loose with a punch hitting zekes wasp in the right arm.

[2d6] = 11
[2d6] = 3

heat phase
No added heat this round.

Init (someone roll for you)
[2d6] = 5
cc3.png
Actually, I would have 4 heat. I carried over two from last round, jumped six hexes (6 heat) and then fired my Large Laser (8 heat) for 16 total heat this turn (- my 12 heat sinks is 4 heat total heat built up).
your right thanks

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Re: Depot battle

#83 Post by Recklessfireball »

No problem, wolfpack. :)
Gene pushes Tricksie's throttle all the way forward, sprinting across the terrain, at over 97 kph, into the woods at coordinates 0601.

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Re: Depot battle

#84 Post by wolfpack »

E1 stands still
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Re: Depot battle

#85 Post by BuckshotChuck »

David presses both feet down firmly and activates the Spider's jump jets. Sailing up to the northeast, he scans the field and sees some potential for surprising the half hidden mech peppering us with long range missiles. Once at the apex, he turns and throttles down to land near a pile of rubble, facing to cover the leutnant's position. "Spectre providing covering fire. Lined up to make a run on that LRM mech down south any second."

Jump to 0916 near rubble, facing 0816 with the rubble at my back.
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Re: Depot battle

#86 Post by wolfpack »

As Spectre flies across the sky the E2 locust takes off at a sprint bringing himself at a position in Daggers rear arc with his downed partner at his back.

E1 -(stand still)
E2 - (runs Runs 8 to 0516)
E3 - (stand still)
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Re: Depot battle

#87 Post by Diamond_Spear »

Zeke will move to 0414 and turn so he is facing E3.

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Re: Depot battle

#88 Post by wolfpack »

Diamond_Spear wrote:Zeke will move to 0414 and turn so he is facing E3.
that takes 8 move points so counts as a run

E4 follows after zeke and stops in the woods in 0514.

E1 - (stand still)
E2 - (runs Runs 8 to 0516)
E3 - (stands still)
E4 - (runs 4 to 0514)
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Just need ivans move and we will move to fire phase.

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Re: Depot battle

#89 Post by wolfpack »

Since all the enemy mechs have moved you can all go ahead declare and roll your weapons fire. i just have to wait to do enemy fire depending on where Ivan moves.

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Re: Depot battle

#90 Post by GreyWolfVT »

Ivan opts not to do much movement other than to turn and face E2 & E3 then he will fire his SRM at E3. SRM: Hit [2d6] = 6 | Location [2d6] = 10 | CritChance [2d6] = 6
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Re: Depot battle

#91 Post by wolfpack »

E1 Fires 2 lrm5 at P1
E2 fires 1 Ml and 2 MG at P1
E3 fires 1 ML at P1
E4 fires 1 ML and 1 MG at P4
E1 (5 + 3 for P1 move +1 for woods +2 for range=11)
[2d6] = 9
[2d6] = 9

E2 (5 +2 for running +3 for P1 move +1 for woods=11 +2 for MG =12)
ML:[2d6] = 3
MG:[2d6] = 7
MG:[2d6] = 9

E3 (5 +1 for prone +3 for P1 move +1 for woods= 10)
ML:[2d6] = 3

E4: (5 + 2 for run + 1 for woods +1 for P4 move=9)
ML:[2d6] = 9
MG:[2d6] = 3

ML location:[2d6] = 9 (lt)
Once again the fury of combat erupts as most of the enemy lance targets Lt Harlows Phoenix hawk but are unable to hit and it lands among the trees.

Shadow isn't as lucky however as the stingers laser rips across his left torso melting most the armor there.

Image

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Re: Depot battle

#92 Post by BuckshotChuck »

David wipes sweat from his brow while he examines the enemy positions and thinks about how much heat those jump jet generate. Wanting to keep his heat under control, he elects to fire only a single medium laser at the fast moving, yet exposed, locust. Not surprisingly, he misses the shot.
Gunnery 5 + jumping 3 + enemy movement 3 + range 2 = 13(12)
Medium Laser: Hit=[2d6] = 8 | Location=[2d6] = 4 | CritChance=[2d6] = 6
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Re: Depot battle

#93 Post by wolfpack »

Need fire from Dagger and Shadow

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Re: Depot battle

#94 Post by Recklessfireball »

Gene’s heart pounds in time to Tricksie’s steps, as the Phoenix Hawk races across the frozen terrain at full speed, gouging great chunks of permafrost from the earth with each loping stride. CHOOM!… CHOOM!… CHOOM!… CHOOM!

His goal is a small thicket of trees about 210 meters away. The move is risky and leaves him badly exposed to enemy fire, but Volkov is getting mauled and his lance has a rally point to make; they need to regroup and turn the tide of battle swiftly, so they can secure the heat sinks and link up with the rest of the unit.

He’s a scant 30 meters from the tree line when he dashes past Zeke’s position, who crosses behind him in the Wasp and sprints into the copse of dense wood off to Gene’s right. At the same time, the exhaust flare from Coughlin’s jump jets bathes the viewport of his cockpit in an orange glow, as the Spider goes rocketing over his head like a cruise missile, then touches down 60 meters on his left flank, to cover his rear.

The Pixie bursts into the trees just as three of the enemy ‘Mechs take the very juicy target presented to them and open up on his position. A hailstorm of lasers, missiles, and machinegun fire flies all around him, shearing limbs from trees and rending craters in the earth but somehow, miraculously, missing him. The remaining ‘Mech, a Stinger, fires its medium laser at Shadow, boiling armor from the Wasps left torso.

Cursing inwardly, Gene twists the Tricksie’s torso 45 degrees to the right and raises the Hawk’s large laser, firing a blast at the Locust (E2) at coordinates 0516 but, to his tremendous frustration, the shot goes wide.

Large Laser: Hit=[2d6] = 5 | Location=[2d6] = 9 | CritChance=[2d6] = 5

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Re: Depot battle

#95 Post by Diamond_Spear »

Cursing fit to blister battle armor Zeke once again lines up on the downed mech and cuts loose with both laser and missiles.
Laser To hit: [2d6] = 9, Location [2d6] = 7, Critical [2d6] = 4
Missiles To hit: [2d6] = 9, Location [2d6] = 11, Critical [2d6] = 9, Number of Missile Hits [2d6] = 7

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Re: Depot battle

#96 Post by wolfpack »

Zeke looks around the battlefield and sees an opportunity to try and finish the downed mech. he moves into the woods adjacent to the one legged wasp knowing he could expose himself with such little movement.

He steadies himself as his weapon system lock on and he squeezes the trigger. He smiles to himself as the solid tone confirms weaons are still locked in. The medium laser slams into the center torso of the downed mech burning off the rest of the armor and tearing into the internals but fails to do critical damage. wires and engine parts are left exposed as the downed mech barely hangs on.

One SRM missile slams into the left arm as the other misses wide.

His joy is short lived however as the Stinger that followed him melts the armor of his left torso


Physical attack phase


He then ducks his wasps head at the last second sending the stingers punch wide zeke can kick if he wants. you need a piloting roll (5 -1 for prone +2 for running=6) if you miss you need another piloting roll (base number) or you fall.

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Re: Depot battle

#97 Post by Diamond_Spear »

Screaming in frustration and rage Zeke took careful aim and swung his right leg at the downed mech.
To hit: [2d6] = 7, Location [2d6] = 11, Critical [2d6] = 8

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Re: Depot battle

#98 Post by wolfpack »

Zeke stomps down on the wasps left arm rending its armor to bits and crushing the shoulder actuator
[1d6] = 1


heat phase
eugene should lose 2 heat this round and no one else built up any


Inititive
[2d6] = 7

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Re: Depot battle

#99 Post by BuckshotChuck »

Initiative roll: Initative Roll: [2d6] = 5

Looking to disrupt the long range missile mech that has been raining in shots, David turns the Spider and opens up the full throttle. Screaming across the semi-frozen earth, he quickly closes the distance and comes to a stop just past the short building the missile armed locust has been hiding behind.

Turn and run straight south, covering 11 hexes to get near the LRM locust.
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Re: Depot battle

#100 Post by wolfpack »

Beaten, battered, arm and engine hanging on by wires the defeated wasp shuts it's engine down.
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