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The Unseen Servant forums • return to Rally Point - Page 7
Page 7 of 17

Re: return to Rally Point

Posted: Sun Oct 22, 2017 3:42 pm
by Diamond_Spear
”White move to 1511 and engage the Phoenix Hawk. I’ll move to screen you as best I can. I’ll stay closer to him and hope he ignores you. Hang in there and we’ll get out of this yet.”

As his ally, no at this point White was his lancemate no matter what the higher ups might think, moved to the indicated coordinates Zeke headed to 0110. He knew he was taking another huge risk by moving so slowly but, hell, he’d survived going toe-to-toe with the Hawk so fortune was smiling on him today and White wouldn’t survive any more pounding. Besides the way he’d been shooting, and missing, making his mech a more stable firing platform could only help.

Re: return to Rally Point

Posted: Sun Oct 22, 2017 3:58 pm
by wolfpack
E3 stands still
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Re: return to Rally Point

Posted: Sun Oct 22, 2017 6:18 pm
by BuckshotChuck
Seeing the larger mechs up on the hills in the distance, David decides to give them something to think about. Igniting his jump jets, we wobbles his way through the air into the woods just behind the enemy Hermes 2S, thinking to himself, "Man, I've got to get that jump jet replaced."

Seeing his lancemate jumping toward the enemy emplacement, and seeing the Phoenix Hawk staring down at him, Armbuster elects to both clear out and help his lance mate. Stomping down both feet, he lifts into the air and guides his Stinger over the lake into the woods at the far side. Landing with a flex to the Spider's knees, he lines up to provide supporting fire in case the enemy circles around to the Spider's rear.

P3 Jumps behind E4 into Hex 1306, facing the hill at 1305
F3 Jumps to 1007, facing 1107

Re: return to Rally Point

Posted: Sun Oct 22, 2017 8:39 pm
by GreyWolfVT
F2 moves (runs) to 0411 facing 0512. Then twist your torso to fire at E1.
P2 moves (runs) to 0311 facing 0411 and twists to fire at E1.

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:00 pm
by wolfpack
E4 turns to face P3

Fire phase
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Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:24 pm
by wolfpack
E1 fire LL, ML, and 2 MG at F1
E2 fires 2 AC2 at F1
E3 fires ac5 at F1
E4 fires AC5, flamer, ML at P3
E1 (4 +2 for woods=6)
LL:[2d6] = 8
ML:[2d6] = 5
MG:[2d6] = 10
MG:[2d6] = 9

LL location:[2d6] = 3(ra)
crit:[2d6] = 7
MG location:[2d6] = 8(lt)
MG location:[2d6] = 7(ct)

E2:(5 +2 for range +2 for woods=9)
ac2:[2d6] = 9
ac2:[2d6] = 7

ac2 location:[2d6] = 3(ra)

e3 (5 +2 for range +2 for woods=9)
ac5:[2d6] = 6

e4 (5 +3 for move + 1 for walk +1 for woods=10 +3 for min ac5=12)
ac5:[2d6] = 7
ml:[2d6] = 11
flamer:[2d6] = 3

ml location:[2d6] = 9(ll)
The phoenix hawk melts away the armor on orloff commandos right arm exposing the wires and endo steel inside when suddenly the blackjacks autocannon strikes it blowing it off.

The hermes turns to face Spectre and hits the speedy spiders left leg with it's medium laser.

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:32 pm
by Recklessfireball

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:42 pm
by wolfpack
orloff SRM hits
srm 6 missile location
2 [2d6] = 9 (ll)
3[2d6] = 11(la)
4[2d6] = 7 ct)
5[2d6] = 9(ll)
6[2d6] = 7(ct)


la pos crit:[2d6] = 11
(shoulder and MG)

srm4 missile location
2[2d6] = 7 (ct)
3[2d6] = 11(la)
4[2d6] = 5(rl)
missiles slam into the phoenix hawk from all sides tripping the remaining armor form the center torso and blowing off it's left arm

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:45 pm
by BuckshotChuck
David, worrying a bit with the Hermes turning toward him, holds his panic in check and fires a single medium laser, in an attempt to moderate the heat rising into his cockpit. The Spider's laser fires off target as his leg is partially melted by the Hermes' laser. Armbuster's Stinger fires it's medium laser at the Hermes, also to no effect.
P3 fire at E4: gunnery 5 + jump 3 +hvy woods 2 = TN: 10
Medium Laser: Hit=[2d6] = 3 | Location=[2d6] = 7 | CritChance=[2d6] = 9
F3 fire at E4: gunnery 5 + jump 3 +hvy woods 2 = TN: 10
F3 ML: Hit=[2d6] = 7 | Location=[2d6] = 5 | CritChance=[2d6] = 6

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:52 pm
by Diamond_Spear
White fires both medium lasers at the Phoenix Hawk.
Laser 1 To hit: [2d6] = 9, Location [2d6] = 11, Critical [2d6] = 7
Laser 2 To hit: [2d6] = 8, Location [2d6] = 8, Critical [2d6] = 8
At the same time Zeke fires laser and missiles both at the same target.
Laser To hit: [2d6] = 6, Location [2d6] = 3, Critical [2d6] = 6
Missiles To hit: [2d6] = 7, Location [2d6] = 11, Critical [2d6] = 8, Number of Missile Hits [2d6] = 11

Re: return to Rally Point

Posted: Sun Oct 22, 2017 11:55 pm
by wolfpack
1 of whites lasers melts more armor on the left leg of the wounded mech.

Re: return to Rally Point

Posted: Mon Oct 23, 2017 12:02 am
by BuckshotChuck
David's Spider reels back both arms, but only his right is able to connect, causing minor damage to the armor on the Hermes' left torso.
went ahead and rolled melee so things can move along after the others shoot.

Re: return to Rally Point

Posted: Mon Oct 23, 2017 12:47 am
by GreyWolfVT

Re: return to Rally Point

Posted: Mon Oct 23, 2017 1:01 am
by wolfpack
# of srm hits:[2d6] = 11(2)
2nd missile location:[2d6] = 5

CT critical:[1d6] = 6 2nd section
[1d6] = 5 (ammo)

Ejection:[2d6] = 7
Sgt brownlee strikes the left torso where the arm would been then Ivan runs into the fray and strikes the phoenix hawk it it's stripped center torso.

the giant machine rattles for a split second the comes to a complete stop.

The top of the mechs head flies off as the pilot ejection seat flies out and the mech explodes into a giant ball of flame as the SRM rocket hits the machine gun ammo storage bin.

Image

Physical attack phase

E4 kicks at P3 (5 +4 for move +1 for walk=10)
[2d6] = 5

piloting roll
[2d6] = 5 (passed)

heat phase
+2 for F1

Init
[2d6] = 7

Re: return to Rally Point

Posted: Mon Oct 23, 2017 1:02 am
by Recklessfireball
Orloff tries to kneecap the Phoenix Hawk with his Commando...
Orloff Kick attack: Hit=[2d6] = 9 | Location=[1d6] = 1 | CritChance=[2d6] = 12
EDIT: Oop. Heh. Nevermind, I guess. :)

Initiative [2d6] = 4

Re: return to Rally Point

Posted: Mon Oct 23, 2017 1:05 am
by wolfpack
you move 3
i move 1
you move 3
i move 1
you move 2
I move 1

Re: return to Rally Point

Posted: Mon Oct 23, 2017 1:41 am
by Recklessfireball
Dagger opens the inter-unit comm channel. "Orloff, run to coordinates zero, one, zero, six and prepare to make an assault on that sniper's nest. I'll approach from the south, on the bounce, and we can pinch them between us. All remaining 'Mechs, pair up and prepare to make a run on that hill."

Orloff runs to 0106, facing 0205.
Harlow jumps to 1509, facing 1408

Re: return to Rally Point

Posted: Mon Oct 23, 2017 2:15 am
by BuckshotChuck
"Armbuster, flank left." Spectre suggests The Stinger fires off his jump jets again, flanking left and landing in the tree color at the bottom of the defended hills.

F3 jumps to woods at 0902 facing 1002

Re: return to Rally Point

Posted: Mon Oct 23, 2017 2:21 am
by wolfpack
E2 stands still
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Re: return to Rally Point

Posted: Mon Oct 23, 2017 10:06 am
by Diamond_Spear
"White, I'm going to move to 0504. Head to 0506. When we engage again try to maneuver so you can jump behind one of those big suckers and light them up with those flamers of yours."

No longer sweating, Zeke pushes his Wasp to top speed. If he was going to die today he wasn't going to do it afraid.