return to Rally Point

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BuckshotChuck
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Re: return to Rally Point

#161 Post by BuckshotChuck »

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wolfpack
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Re: return to Rally Point

#162 Post by wolfpack »

e3 will stand still

you have to move 3
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Re: return to Rally Point

#163 Post by BuckshotChuck »

The lighter mechs start swarming the sky above the entrenched defending mechs, as they jockey for position.

P3 jumps 7 hexes to 0907, facing 1006
F3 jumps 4 hexes to 1302, facing 1202
F1 runs straight 8 hexes into 0902
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Re: return to Rally Point

#164 Post by wolfpack »

E2 runs down the hill to face F1
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move 3

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Re: return to Rally Point

#165 Post by Diamond_Spear »

"White, run to 0801 and prepare to engage E2 unless he moves. I'm going to jump to 1101. We'll see if we can't box this guy in.

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Re: return to Rally Point

#166 Post by GreyWolfVT »

F2 runs to 1410 and turns to face E4
P2 runs to 1310 and turns to face E4
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
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DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: return to Rally Point

#167 Post by wolfpack »

E4 runs 4
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Re: return to Rally Point

#168 Post by wolfpack »

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Re: return to Rally Point

#169 Post by wolfpack »

unless I missed it I need movement for P1 still

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Re: return to Rally Point

#170 Post by BuckshotChuck »

To take advantage of the immobile mech, Dagger runs his Phoenix Hawk around the right flank of the enemy Clint to its rear.

P1 ruins to 1502, facing 1401
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wolfpack
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Re: return to Rally Point

#171 Post by wolfpack »

fire phase
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Re: return to Rally Point

#172 Post by wolfpack »

E2 fire 4 ML at F1
E3 fire ac5 and 1 medium laser at P3
E4 fires ac5 and ML at F4
E2 (5 + 1 for walk + 1 for woods + 3 for move=10)
ML:[2d6] = 9
ML:[2d6] = 7
ML:[2d6] = 9
ML:[2d6] = 7

E3 (5 + 1 for woods + 4 for move = 10 +2 for Ml=12)
ac5:
[2d6] = 11
ml:[2d6] = 7

ac5 location:[2d6] = 5(rl)

E4(5 + 2 run + 3 move + =10 _+1 min ac5=11)
ac5:[2d6] = 5
ML:[2d6] = 11

ml location:[2d6] = 5(rl)
crit:[2d6] = 7
With their commander down the marik forces seem to become disoriented and break from their combined fire tactics. The clint chews armor off of spectres spiders right leg with it's autocannon while the hermes mauls Whites already wounded right leg.

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Re: return to Rally Point

#173 Post by Diamond_Spear »

”Now White! Hammer the mech at 0804 (E4) with everything you’ve got,” Zeke yells over the radio. “I’ve got some unfinished business with this bastard in front of me.”

Zeke will fire laser and missiles at E2.

Wolfpack can you roll for me and White please?

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Re: return to Rally Point

#174 Post by wolfpack »

flamers are at long range (3) so maybe just fore 1 of those. might not want to get way overheated when chance to hit is bad)
F4 (5 +2 for run + 1 for move=8 +4 for MG and flamer=12
ML:[2d6] = 10
ML:[2d6] = 11
Mg:[2d6] = 6
MG:[2d6] = 3
Flamer:[2d6] = 5

Ml location:[2d6] = 3(ra)
ml location:[2d6] = 4(ra)

P4 (6+3 for jump=9)
ML:[2d6] = 9
srm2:[2d6] = 3

ml location:[2d6] = 10(la)
White opens up on the hermes striking it twice in the right arm melting almost all of the armor there. Shadow is able to hit with his laser but not the rear torso instead striking the left arm.

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Re: return to Rally Point

#175 Post by BuckshotChuck »

From his place among the trees, Spectre takes a couple of shots at the exposed Hermes that just vacated the heavy woods. As one of the lasers fries nothing but some air to the side of the enemy, the other digs into the right torso of the Hermes.

Armbuster targets the immobile Clint and stitches some machine gun fire up the mech's right torso, the shells just missing a gap between the armor plates.
working on fire for P1 & F1 now
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Re: return to Rally Point

#176 Post by BuckshotChuck »

Dagger, having worked his way behind the defended hills, alpha strikes at the back of the Clint. Focusing his shots, he precisely carves through the mech's right leg armor with his large laser. He then continues into the internal structure with a medium laser, melting the mech's upper leg actuator.

Dan fires his remaining weapons at boint blank range at the approaching Blackjack. His short range missiles scatter wide, managing to only pepper the enemy's center torso and right leg. His medium laser burns into the Blackjack's left leg.actually a miss
Last edited by BuckshotChuck on Tue Oct 24, 2017 11:20 pm, edited 1 time in total.
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wolfpack
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Re: return to Rally Point

#177 Post by wolfpack »

Both the Clint and blackjack take hit after hit to a leg leaving the clint slowed with a damaged actuator and the blackjack with just scraps of armor on his right leg.

we should just be down to P2 and f2

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Re: return to Rally Point

#178 Post by GreyWolfVT »

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

wolfpack
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Re: return to Rally Point

#179 Post by wolfpack »

Physical attack phase.
E2 kicks F1 (5+2 for run +3 for move +1 for woods=11)
[2d6] = 7

piloting roll
[2d6] = 7
the kick swings wide but the pilot stays on his feet.

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Re: return to Rally Point

#180 Post by wolfpack »

I will go ahead and roll for P4
Zeke tries to kick the blackjack but misses. a little wobbly he stays on his feet.

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