Rally Point

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Recklessfireball
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Re: Rally Point

#81 Post by Recklessfireball »

Man, the dice gremlins are really sticking it to us this turn. :P

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Re: Rally Point

#82 Post by BuckshotChuck »

Taking a bead through the light woods into the back of the injured Stinger, David fires both medium lasers. His shots miss wide though, perhaps due to the distraction of shots coming from the enemy mechs sixty meters off to his left.
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Re: Rally Point

#83 Post by wolfpack »

I am going to go ahead and roll for Ivan

Ivan (5+ 3 for jump + 1 for move +2 for distance = 11)
SRM2:[2d6] = 7

The Crusaders pursuit lance smelling blood in the water advance on the injured stinger but only a single medium laser manages to hit home.

Physical attack phase.

The stinger opts not to try and kick with the damaged gyro.

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Re: Rally Point

#84 Post by Recklessfireball »

Dagger lashes out viciously at the Stinger's leg with a kick...
Kick attack: Hit=[2d6] = 8 | Location=[1d6] = 6 | CritChance=[2d6] = 12

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Re: Rally Point

#85 Post by wolfpack »

The stinger pilot (E2) thinking he had survived the barage began to fire his jump jets. Just as his mechs feet were leaving the ground the Foot of Daggers Phoenix Hawk crash into the inner thigh of the stingers left leg. The blow hits with such force that the leg is sheared off and the 45 ton mechs foot continues up crashing into the bottom of the stingers torso damaging the engine and knocking out another gyro. The stingers crashes to the ground as the engine shuts down

3 crits 2 engine and a 2nd gyro hit.


Heat phase

dagger loses 4 heat the wasps gain +1 heat.


Init
[2d6] = 9
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Recklessfireball
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Re: Rally Point

#86 Post by Recklessfireball »


wolfpack
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Re: Rally Point

#87 Post by wolfpack »

tactics

[2d6] = 5

the wasp (e3) jumps closer to the fray.

You have to move 2 since you have more mechs

e1
e2-out
e3-jump 6 to 1108
e4

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Re: Rally Point

#88 Post by Recklessfireball »

Gene backs Tricksy into the light woods at hex 0202.

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Re: Rally Point

#89 Post by wolfpack »

need 1 more of you to move
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Re: Rally Point

#90 Post by GreyWolfVT »

Ivan jumps to 1405 facing E3 also will open fire on E3 SRM: Hit [2d6] = 7 | Location [2d6] = 10 | CritChance [2d6] = 7
“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

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wolfpack
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Re: Rally Point

#91 Post by wolfpack »

Crazy Ivan jumps out of the woods by the downed Stinger daring the others to come out after him.

The last Stinger (E1) fires off his jump juts and flies out of the woods, Those moving across the battle field watch as the Stinger soars through the air looking as if it is going to land and go toe to toe with the big russian when it suddenly angles its body and straight it's legs aiming right for the seargents wasp.

Death from above

for weapons phase purposes the stinger is in hex 1306 facing Ivan. it is visible ti everyone on the field and it's movement isw Jump 3

e1 - jump 3
e2-out
e3-jump 6 to 1108
e4
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Re: Rally Point

#92 Post by GreyWolfVT »

After launching SRM at E3 can I punch E1?
“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: Rally Point

#93 Post by BuckshotChuck »

Coming out of the woods, David moves the Spider out of and around the woods, bringing the mech to cover the Sergeant's back and keep the other Wasp from jumping right behind him.

Walk to 1505, facing 1506
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Re: Rally Point

#94 Post by wolfpack »

GreyWolfVT wrote:After launching SRM at E3 can I punch E1?

no he is forgoing weapons attack just for his physical attack. if he hits he knocks you to a different hex, if he misses he gets knocked to a different hex.

but you should switch your missile attack. the mech being jumped on fires at the attacker as if the range was 1 and you get to use his rear hit chart.

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Re: Rally Point

#95 Post by wolfpack »

The other wasp runs to heavy woods in a straight line from Ivan

e1 - jump 3
e2-out
e3-jump 6 to 1108
e4- walk 2
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wait for shadows final move then fire phase!

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Re: Rally Point

#96 Post by Diamond_Spear »

Assuming I figured the movement correctly Zeke will move to 1305 and end his move facing E1. Also I will have very limited availability the rest of the day so feel free to attack for me or even move me if needed to keep things moving.

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Re: Rally Point

#97 Post by wolfpack »

Here we go fire phase!

E1: death from above
E3: ML and SRM at P2
E4: ML and SRM at P2
E3: (5 +2 for run + 3 for move +2 for distance=12)
ML:[2d6] = 7
SRM:[2d6] = 7

E4: (5 +3 for move +2 for run=10)
ML:[2d6] = 7
SRM2 : [2d6] = 11

SRM # of missiles: [2d6] = 7 (1)
location: [2d6] = 5 (rl)
As their lance commander tries to smash your sergeant the rest of the marik lance opens up on Ivan. The ground around him is torn by lasers and missile with one SRM slamming into his right leg.
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wolfpack
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Re: Rally Point

#98 Post by wolfpack »

Zeke seeing his sergeant in trouble rushes his 20 ton wasp around the back and spins to unload on the stinger as it soars through the air. Both of his shot range missiles slam into the flying mech.

Zeke (5 +2 for run +2 for move=9)
ML:[2d6] = 3
SRM2:[2d6] = 9

SRM # of missiles:[2d6] = 8(2)

#1 location:[2d6] = 9(ll)
#2 location:[2d6] = 7(ct)

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Re: Rally Point

#99 Post by Recklessfireball »

Gene watches as laser and missile fire erupts on the ground around Ivan's Wasp. Miraculously, the big Russian manages to avoid taking any serious damage with only a single SRM cratering the armor on its right leg. Just when he thinks the Sergeants out of hot water, he suddenly catches the flare of jump jets as the remaining Stinger executes a Death From Above attack.

"Son of a..." Gritting his teeth, Gene drops his targeting sight over the flying Stinger, leading the 'Mech just a bit to compensate for its arc and velocity...

Firing the Large Laser & 1 Medium Laser at the Stinger (E1)
Large Laser: Hit=[2d6] = 10 | Location=[2d6] = 7 | CritChance=[2d6] = 4
Medium Laser: Hit=[2d6] = 8 | Location=[2d6] = 12 | CritChance=[2d6] = 8

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Re: Rally Point

#100 Post by wolfpack »

Dagger's large laser slams into the wasps center torso melting armor and endo steel but fails to do any critical damage.

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