Depot battle

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wolfpack
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Re: Depot battle

#121 Post by wolfpack »

:o

with a tie I am going to go with a roll against tactics skill for each side and best score wins.

since the militia goon doesn't have tactics skill he rolls 3d6 take the lowest 2 I am going to go ahead and roll for your side.
[2d6] = 7

you win init

I will move 1 then you have to move 2 since you have more mechs.

wolfpack
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Re: Depot battle

#122 Post by wolfpack »

The broken and battered locust (E1) tries to stand and falls again on it's left side damaging it's left torso
(5 +3 for actuator hits=8)
[2d6] = 7
You hear over the open channel a voice angry but with a hint of fear

Merc scum, that's right we identified you now, you are never getting off of this planet no matter what happens here. Give up now and you will be treated fairly.

undaunted the locust tries to stand again and once again falls on its left torso. The locust no longer has enough points to attempt and stand this round so it lays there like a slug
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Recklessfireball
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Re: Depot battle

#123 Post by Recklessfireball »

Gene activates Tricksie's jump jets and jumps into the heavy woods hex at 1212, facing hex 1113 when he lands. When the 'Mech touches down, he opens his comms and replies to the Locust pilots challenge...

"That's a generous offer friend. But the way I see it, you're outnumbered two to one. We could have finished you and your friend in the Wasp a long time ago, but we "scum" haven't done that. Now, why don't you tell your two remaining lance mates to pick you up and we'll let you withdraw from the field. All we want is those heat sinks and to salvage those two 'Mechs we downed. No need for you to lose more men and ordinance in this fight."

BuckshotChuck
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Re: Depot battle

#124 Post by BuckshotChuck »

Moving at a walk, David approaches the downed Locust with his Spider. Standing over his foe, he prepares to fire at any approaching mechs knowing he can instead blast the collapsed mech if it remains his only target.

Move 2 hexes SE, 1 hex NE, then 2 hexes north, and end in Hex 1209, facing Hex 1109
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wolfpack
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Re: Depot battle

#125 Post by wolfpack »

Surrender now or be treated as pirates, you have no idea what you are facing.

the locust runs after Dagger fearless in its pursuit.

e1- (no move)
e2- (move 7 to 1211)
e3-out
e4-1017
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Recklessfireball
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Re: Depot battle

#126 Post by Recklessfireball »

Eugene activates his comm in reply. "Near as I can tell, we're just facing half a light BattleMech lance- unless you're hiding an Atlas under that hill over there. Nah... I think you guys are just feeling a little butt-hurt about getting your asses handed to you by a bunch of mercs."

Diamond_Spear
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Re: Depot battle

#127 Post by Diamond_Spear »

Zeke activates his jump jets and in a roar of air and engines soars off landing at 1108 and turning so he is facing E4 when he lands.

His blood up Zeke radios: ”Let’s just finish the off. We gave them a chance to be smart and they didn’t take it.”

wolfpack
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Re: Depot battle

#128 Post by wolfpack »

As if it was a personal vendetta the enemy stinger takes off at a sprint in the direction Shadow jumps and comes to a stop just beside him as the young mech warrior lands.

e1-(no move)
e2-(move 7 to 1211)
e3-out
e4-(run 7 to 1008)

Just need Ivans move and we can move to fire phase.
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Recklessfireball
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Re: Depot battle

#129 Post by Recklessfireball »

Diamond_Spear wrote:Zeke activates his jump jets and in a roar of air and engines soars off landing at 1108 and turning so he is facing E4 when he lands.

His blood up Zeke radios: ”Let’s just finish the off. We gave them a chance to be smart and they didn’t take it.”
"Roger that, Shadow. We tried to play nice, but if they want to play hardball, that's fine by me. All units engage the Stinger at coordinates 1008. Hunt to kill! I repeat, hunt to kill!"

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Re: Depot battle

#130 Post by GreyWolfVT »

Ivan moves up to strike at E4. 0708
Last edited by GreyWolfVT on Thu Oct 12, 2017 10:07 pm, edited 1 time in total.
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wolfpack
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Re: Depot battle

#131 Post by wolfpack »

Fire phase

E1 cant prop itself up because it has only 1 arm

E2 ML 2 MG on P1

E4 ML 1 MG at P4
E2 (5 + 3 for P1 move +2 for run +2 for woods =12)
ML:[2d6] = 9
MG:[2d6] = 8
mG:[2d6] = 9

E3 (5 + 2 for run +3 for P4 move = 10)
ML:[2d6] = 6
MG:[2d6] = 9
The two remaing mechs cut loose on the Crusaders but are unable to connect as machine gun bullets and lasers fly wide of their targets.

[2d6] = 9
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Recklessfireball
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Re: Depot battle

#132 Post by Recklessfireball »

Gene twists the Pheonix Hawks torso to the right, raises its arms, and fires both medium lasers at the Locust (E2).

Medium Laser: Hit=[2d6] = 9 | Location=[2d6] = 7 | CritChance=[2d6] = 9
Medium Laser: Hit=[2d6] = 3 | Location=[2d6] = 5 | CritChance=[2d6] = 8

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Re: Depot battle

#133 Post by GreyWolfVT »

Ivan decides to fire at E4 and plan to melee E1 next. SRM: Hit [2d6] = 7 | Location [2d6] = 4 | CritChance [2d6] = 6
“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
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BuckshotChuck
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Re: Depot battle

#134 Post by BuckshotChuck »

Focusing fire on the Stinger per the Lieutnant's orders, David unloads with both medium lasers at close range. His first laser burns through the armor on the Stringers right arm and chews into the mech's hand actuator. His second shot though spells the end of the Stinger as it melts through the armor on the doomed mech's head and drills directly into the cockpit. With a grimace on his face, he turns the Spider to look down at the nearly helpless Locust on the ground while radioing the lieutnant, "Good call Dagger, but that Stinger's toast. Want me to stomp this one into the dirt?"
Shooting at E4: Gunnery 5 + walking 1 + enemy move 3 = Target Number 9
Medium Laser: Hit=[2d6] = 9 | Location=[2d6] = 3 | CritChance=[2d6] = 9 - Right Arm 5 damage
Right Arm Crit Location: [1d6] = 4 Critical Hit to Right Hand actuator
Medium Laser: Hit=[2d6] = 9 | Location=[2d6] = 12 | CritChance=[2d6] = 9 - Head 5 damage
Head Crit Location: [1d6] = 3 Critical Hit to the Cockpit
Do 12s rolled on locations hit also provide those skill training points, or only the 'to hit' rolls as I expect?
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Diamond_Spear
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Re: Depot battle

#135 Post by Diamond_Spear »

Zeke twists to bring the enemy mech into his sights and fires his laser at E4.
Laser To hit: [2d6] = 3, Location [2d6] = 6, Critical [2d6] = 8
As the shot goes horribly wide Zeke opens his comm again. "Last warning shot warrior. You and your lance fought bravely but there's no dishonor in recognizing that you've lost. Surrender now and we'll let the two of you still on your feet withdraw in your mechs. The others we'll claim as rightful salvage, of course but half a loaf is better than none. What do you say?"

wolfpack
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Re: Depot battle

#136 Post by wolfpack »

BuckshotChuck wrote: Do 12s rolled on locations hit also provide those skill training points, or only the 'to hit' rolls as I expect?

only on the hit roll

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Re: Depot battle

#137 Post by wolfpack »

Spectre's laser drills right through the ballistic glass into the stingers cockpit. The mechwarrior inside never saw it coming and had no chance to eject. The Stinger freezes in place, arm cocked back to throw a punch, as the control computers are fried.


NOOOOOOOOO NED, YOU BASTARDS YOU MURDERING BASTARDS. I'M GOING TO LET THEM KNOW AND THEY WILL KILL ALL OF YOU.

Physical attack phase. Spectre can kick the downed locust.

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Re: Depot battle

#138 Post by BuckshotChuck »

David rears back the Spider's leg, and powers it forward into the downed Locust, connecting with the loud crash of collapsed metal.
Kick locust: Piloting 5 + walking 1 - prone 1 = Target Number 5
Mech Kick: Hit=[2d6] = 9 | Location=[1d6] = 1 | CritChance=[2d6] = 7
Not sure where hit landed since he is on the ground.
extra d6 if needed for location check [1d6] = 4
Last edited by BuckshotChuck on Fri Oct 13, 2017 12:26 am, edited 1 time in total.
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wolfpack
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Re: Depot battle

#139 Post by wolfpack »

Laying on ground is same hit chart as front facing.


After disintegrating the cockpit of the Stinger Spectre lifts up the spiders foot and stomps on the chest of the locust laying in front of him. What little framework was left holding the engine together is crushed and the engine shatters into pieces as the mech goes dead.


Inititive
[2d6] = 9
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BuckshotChuck
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Re: Depot battle

#140 Post by BuckshotChuck »

Initative Roll: [2d6] = 4

Moving to support Dagger, David pilots the Spider at a run, hoping to get a final spot on the Locust he initially opened up the back on.

Run to 1116, up that first level of hill, facing north
Last edited by BuckshotChuck on Fri Oct 13, 2017 12:35 am, edited 1 time in total.
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