Depot battle

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Diamond_Spear
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Re: Depot battle

#21 Post by Diamond_Spear »

Zeke took a deep breath to steady himself, reminding himself that he was a trained MechWarrior with three supporting comrades and that no one had fired at him yet. Even as he did so his hands and fingers, moving almost independently under the direction of years of training, brought the crosshairs for his laser onto the nearest foe. He almost added the weight of his missile fire but decided to wait until he was at can't miss range.

"Engaging target," he radioed by reflex as he engaged the hostile 'mech.
To hit: [2d6] = 9, Location [2d6] = 11, Critical [2d6] = 7

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Re: Depot battle

#22 Post by wolfpack »

The crack of lasers and sonic boom of missiles rock the once peaceful landscape as hundreds of tons of myomer and steel thunder across the land.

Despite all their training the young mech warriors are unable to both control their mech and hit a fast moving target as the 20 tons enemy machines push the fusion engines to the limit.

Only the black scars left on Lt Harlow's Phoenix Hawk prove any damage was done.

Image

Physical attack/piloting phase
No physical attacks possible and no piloting rolls needed

Heat phase
Dagger +1 heat

Round 2 Init
[2d6] = 3

Someone roll for your side.

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Re: Depot battle

#23 Post by Diamond_Spear »

Initiative: [2d6] = 6

wolfpack
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Re: Depot battle

#24 Post by wolfpack »

You win

E1 stands still

your move
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Re: Depot battle

#25 Post by GreyWolfVT »

Ivan moves up to 1315 use the trees as screen to fire from. the hex adjacent to P3 on the left of P3 looking at map as it is not flipping it from our view
“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

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Re: Depot battle

#26 Post by wolfpack »

the stinger crouches and flys into the air as it's jump jets fire, as Ivan comes to a halt in the woods he sees the mech twist in the air and land directly behind him.
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Re: Depot battle

#27 Post by Diamond_Spear »

Excitement, fear, adrenaline and concern for Dagger all sang through Zeke's mind blotting out his mission to secure the trucks as he watched the Phoenix Hawk stagger as it was hit. Activating his jump jets he aimed for a spot just behind the 'mech nearest Dagger. His fingers twitched convulsively but he kept them clear of the triggers...for now.

OOC: Zeke is aiming for hex 1217, just behind and to the right of E2. Piloting roll if you need it:
Piloting [2d6] = 9

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Re: Depot battle

#28 Post by wolfpack »

Piloting roll not needed for jumping unless landing in rubble or daeth from above.

A Zeke lands behind the locust it suddenly bursts into a full speed sprint, running through woods and coming to a halt behind Ivan. It's obvious now the enemy lance has been given orders to concentrate their fire and are taking advantage of being able to get behind the wild russians rear.

E1- stood still
E2 - ran 7
E4 - jumped 6
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Re: Depot battle

#29 Post by BuckshotChuck »

His Spider quickly dissipating the heat brought on by the previous laser shots, David watches as two of the enemy mechs negotiate their way onto Crazy Ivan's back. Not wanting to lose his cover, but fearing for his lance mate's safety, David decides to vacate the trees to see if he can take advantage of the enemy's exposed rear. Backing his mech out slowly, for a spider at least at about 40km/hr, he backs behind the locust for a clean shot at its rear, but leaves himself facing the open terrain to the southeast in preparation for any future movement.

Move backward at a walking speed, into hex 0312, facing hex 04112 (southeast).
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Re: Depot battle

#30 Post by wolfpack »

As David vacates the heavy woods the enemy wasp walks up next to Ivan completing the swarming of the light lance.

Just need Eugene to move

e1- 1001 ( stand still)
e2- 1117 (run 7)
e3- 0702 (walk 4)
e4- 0304 (jump 6)
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Re: Depot battle

#31 Post by Recklessfireball »

Gene watches with alarm as the situation begins to spiral out of control. A moment ago, his lance was moving confidently forward, on the offensive. Now, suddenly, his pixie had taken a missile strike to the chest and the Sergeant was getting flanked by two enemy BattleMechs.

Struggling to bring his panic under control, he tells himself to focus on the tactical situation and activates his comm system. “Hang tight, Sergeant- I’m moving to intercept!”

I’ll run five hexes to 0516, putting me directly behind the Stinger (E3) at 0415

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Re: Depot battle

#32 Post by BuckshotChuck »

Seeing Ivan in real trouble, David opens up with both of his medium lasers into the exposed back of the mech just ahead of him. The initial shot missing wide right, he twists slightly to draw his aim back in and is rewarded as armor melts from the Locust's right arm. He is pleased as the laser melts through the armor into the internal structure of the arm, but slightly disappointed to see no apparent system damage.

Not willing to let the enemy get away so easily, he hauls back both arms and brings them crashing down on the Locust's rear torsos. Tearing into the internal structure on both sides, David silently thanks the Spider's designer for deciding to place the pair of medium lasers in the center torso, leaving the arms and hands free for situations like this.
Damage to E2 Locust:
5 Dmg with no crit to right arm
3 Dmg with no crit to rear left torso
3 Dmg with no crit to rear right torso

Shooting at E2 Locust: Gunnery 5 + Waking 1 + Enemy move 3 + Range 0 = Target Number 9
Medium Laser: Hit=[2d6] = 8 | Location=[2d6] = 6 | CritChance=[2d6] = 8
Medium Laser: Hit=[2d6] = 12 | Location=[2d6] = 4 | CritChance=[2d6] = 4 (Gunnery +1SP)

Punching E2 Locust: Base Number 4 + Waking 1 + Enemy move 3 + Range 0 = Target Number 8, for 3 damage each (30/10)
Mech Punch: Hit=[2d6] = 11 | Location=[2d6] = 3 | CritChance=[2d6] = 5
Corrected Punch Location: [1d6] = 2 uses 1d6 instead of 2d6
Mech Punch: Hit=[2d6] = 11 | Location=[2d6] = 3 | CritChance=[2d6] = 4
Corrected Punch Location: [1d6] = 4 uses 1d6 instead of 2d6
Feel free to adjust if I did the melee combat incorrectly. I used the base punch number of 4 per the old box set white rulebook instead of the base number of Piloting skill like they do in the newer rules. I would have hit either way, but let us know which version we should use. Also, hope it was OK to to the melee, since I didn't think any shooting would change the situation for me.
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Re: Depot battle

#33 Post by wolfpack »

declare fire ( got yours Chuck, physical attacks come after the fire phase so will be applied then,and you use your mech piloting number as the base target number)

E1 fires 2 LRM5 at P2
E2 fires 1 ML and 2 MG at P2
E3 fires 1 ML and 1 srm2 at P2
E4 fires 1 ML and 1 MG at P2
E1 (gunnery 5 + 1 for woods +4 range, +1 P2 movement = 11)
lrm5: [2d6] = 3
lrm5: [2d6] = 5

E2 (gunnery 5 +2 for running +1 for woods +1 for P2 move= 9 for ML +2 for MG = 11)
ML:[2d6] = 11
MG:[2d6] = 5
MG:[2d6] = 11

ML location: [2d6] = 3 (RA)
Pos Crit: [2d6] = 11 (2 crits)
cit 1 - [1d6] = 5 (medium laser)
crit 2 - [1d6] = 4 (hand actuator)

MG location: [2d6] = 9 (LL)

E3 (gunnery 5 + 1 for walk +1 for woods +1 for P2 move = 8)
ML:[2d6] = 4
srm2:[2d6] = 7

E4 (gunnery 5 + 1 for woods +1 for P2 move +3 for jumping = 10)
ML:[2d6] = 3
MG:[2d6] = 11

MG location: [2d6] = 7 (CT)
The lance watches in horror as a hail of fires descends on the sergeant. Lasers and bullets and smoke fill the air as trees catch on fire and ground is chewed up. Machine gun bullets riddle the armor of Ivan's rear center torso and left leg when suddenly a laser strikes his right hand melting his medium laser and the wrist of his right hand.
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Re: Depot battle

#34 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

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Re: Depot battle

#35 Post by wolfpack »

good news is you only had +1 for walking and +1 for E3 movement so you needed a 7. I will use your location as number of missiles that hit and the crit as location so you do 2 points to the center torso for missile 1

missile 2 I will roll for yoou.

Location:[2d6] = 5 (rl)

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Re: Depot battle

#36 Post by wolfpack »

Need fire from fireball and spear and we will move to physical atacks

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Re: Depot battle

#37 Post by Diamond_Spear »

Horrified by how easily he'd been suckered out of position Zeke aims at the only enemy mech in range and mashes down his laser's firing button.
To hit: [2d6] = 3, Location [2d6] = 7, Critical [2d6] = 9

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Re: Depot battle

#38 Post by Recklessfireball »

Gene watches as a barrage of machine gun fire rakes across the back and legs of Volkov’s Wasp and winces as a laser beam turns the medium laser on the ‘Mechs right arm to slag, imagining the outraged expression that was no doubt on the big Russian’s face.

Swell. I’m gonna hear about this one for weeks to come he thinks.

Dropping the reticule of his Dalban Micronics targeting and tracking system over the back of his target (E3), he unleashes twin blasts from the pair of Harmon lasers on Tricksie’s right arm…

Large Laser: Hit=[2d6] = 5 | Location=[2d6] = 7 | CritChance=[2d6] = 6
Medium Laser: Hit=[2d6] = 9 | Location=[2d6] = 7 | CritChance=[2d6] = 9

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Re: Depot battle

#39 Post by wolfpack »

The Lieutenants medium laser melts through the rear armor of the center torso striking a gyro

The wasp stumbles as the pilot is unable to maintain its balance and falls over
[2d6] = 7

The wasp falls on it's left side taking damage to it's left torso
[1d6] = 6
[2d6] = 7

The wasp is on the ground, the only physical attacks you can do on it are kicks. keep in mind if you miss a kick you have to make a piloting roll or fall.

physical attack phase.
E3 attempts a punch of Ivan (piloting 5 +3 for jump +1 for p2 move +1 for woods = 10)
punch: [2d6] = 9
The stinger takes a wild swing it's fist just missing the wild russians head.

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Re: Depot battle

#40 Post by Recklessfireball »

Pressing his advantage, Eugene lashes out at the Wasp with a savage kick from Tricksie's right leg...

Kick attack: Hit=[2d6] = 11 | Location=[1d6] = 6 | CritChance=[2d6] = 3

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