Inchin: Endgame

Tiglath
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Leitz
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Re: Inchin: Endgame

#141 Post by Leitz »

Tiglath wrote: Sun Nov 15, 2020 10:47 pmI think that's one of those "If you have to ask ..." moments. :P
As the saying goes, there are no ex-Marines; just former Marines. Though the player is prior service USAF. 8-)
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Re: Inchin: Endgame

#142 Post by joertexas »

BackworldTraveller wrote: Sun Nov 15, 2020 7:30 pm Freya

After taking cover

Major - That tank killer of yours - Can it wreck those buggies?
Is there a driver in the buggies
Prerna shakes her head. "We're too exposed here. Recon team, evacuate the roof and report to the barracks area." She switches to the command frequency. "Recon team is abandoning the roof. We have no cover and they are firing flechette rounds at us." Keeping low, Prerna guides the three others to the lift and joins them as they leave for the barracks.
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Re: Inchin: Endgame

#143 Post by BackworldTraveller »

Freya
Once inside

Whispered to Prerna as out of hearing of Baker and Easy as possible: Major - There is no better place to pick-off their crew from or to observe and report. And once those doors open the roof is low on their priority list. The roof is big, they have limited area-effect. We should go back once those doors open and report! It's why they are firing at us up here. They know it. We go somewhere else, we loose that advantage.

Also, if they have even one grav vehicle, we have just left their best landing spot open. I have come in because your ordered it. If we are to relocate completely then please note my formal protest - or however you do that in this unit.
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Re: Inchin: Endgame

#144 Post by Leitz »

Jakob wasn't a sniper, but he'd done his share of long range shots. Breathe. The huge bay doors began to open. Focus. Clear your head. Review the targeting data in the HUD, build the mental image from what has already been seen.

Whoever was at the tank hadn't been shot at yet. Likely thinking they were out of range, or waiting on the tanks. Beau and the team would ruin their day.

But there was someone else. That was Jakob's bet; there was an ambush close by that was going for the Guard tanks or the Merc vehicles. Prerna's team had the roof top view, so whoever was the trigger person would be hidden from up there. But their weapon would have a signature, and that's why the enemy used the flechette to drive people from the roof.

The bay door creaked open. Blown dust drifted off the shifting armored plates of the door. The bay's over-pressure kept the Inchin dust out for the moment, but the vehicle was going out hot.

Jakob let his mind wander the outside terrain. They'd want a side shot. Larger target, less chance of deflection. He mentally mapped the places likely to hide a shooter. He thumbed off the safety. There would be no time to waste.

Recon-1, Int-C [2d6+3] = 7+3 = 10
Shooting ACR (CbtR-1, Dex +2) [2d6+3] = 9+3 = 12
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Re: Inchin: Endgame

#145 Post by joertexas »

BackworldTraveller wrote: Mon Nov 16, 2020 12:42 am Freya
Once inside

Whispered to Prerna as out of hearing of Baker and Easy as possible: Major - There is no better place to pick-off their crew from or to observe and report. And once those doors open the roof is low on their priority list. The roof is big, they have limited area-effect. We should go back once those doors open and report! It's why they are firing at us up here. They know it. We go somewhere else, we loose that advantage.

Also, if they have even one grav vehicle, we have just left their best landing spot open. I have come in because your ordered it. If we are to relocate completely then please note my formal protest - or however you do that in this unit.
Prerna's lips open in a parody of a smile, and her crystalline gaze bores into Freya's eyes. "Objection noted. As I recall, you aren't under my command, so you may act as the Colonel directs." She turns on her heel and keys up on the command channel. "Colonel, we had to abandon the roof. I'm looking for another way to get outside, but we also need to secure the roof against a vertical assault."

TGM: What other exits are available to Prerna's team?
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Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

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Zaki Shursiia, 486B97
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Re: Inchin: Endgame

#146 Post by The Bindoner »

Are there any observation windows in the garage wall that someone from Jakob's team can look through to see where that laser is pointing?

Or, indeed any windows or sensors anywhere that can achieve that purpose.
Last edited by The Bindoner on Mon Nov 16, 2020 11:36 am, edited 1 time in total.
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Re: Inchin: Endgame

#147 Post by shaidar »

Good question, I don't understand which of the possible garage between the guard and us are being targeting and I really need to know.
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Re: Inchin: Endgame

#148 Post by The Bindoner »

The airlocks in the garage wall might be useful for observation. Unlikely to be targeted directly.
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Re: Inchin: Endgame

#149 Post by BackworldTraveller »

I have a PRIS sat on the wall that is looking down on the tanks (and a fibre running to my computer)...I can't see the laser impact directly on the wall, but might be able to see it in the dust reflections and get some idea of the direction it's pointing..
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Re: Inchin: Endgame

#150 Post by shaidar »

Frank

To all on the officer channel

"Major, you and your team are not to leave the Mansion. I'm not sending infantry out there, there are snipers and gods knows what else. I need you and Lieutenant Domici to find a means to determine where that laser is pointing from inside. I need to know that the Sargent-Major is clear before she deploys. Ms Ingridsdottir, assist the Major and Lieutenant with this if you can help, but then you are to report to Dubbs and assist him in processing the sensor data. I'm sorry, but you are a civilian and the only pilot we have, I cannot let you put yourself in harms way any longer. Captain Dallas, I need your team to secure the entrance to the roof, including from the possibility of air-bourne troops. I would suggest LAWs and you have permission to crack out the claymores, but do not deploy them just yet."

On a side-channel to Dubbs

"Dubbs, get me Captain Cabral immediately. Make it clear this is life and death. I need to the sensors from the Spinward Star to look for enemy troops approaching the mansion"
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Re: Inchin: Endgame

#151 Post by BackworldTraveller »

Freya

Major - It strikes me we are ALL looking at these tanks...who is looking at the back of the building? or the sides?

So - is it "safe" for Sargeant-major to sally? Where is the beam pointing?
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Re: Inchin: Endgame

#152 Post by Leitz »

"Roger that," Jakob acknowledged Frank's comm but stayed on task. The door was almost fully open, and if Jakob's hunch was correct he didn't have time to explain. If he was wrong, well, he'd get on with figuring out where whatever laser was pointing.

Deep breath. Seconds mattered.
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Re: Inchin: Endgame

#153 Post by Tiglath »

joertexas wrote: Mon Nov 16, 2020 4:01 am TGM: What other exits are available to Prerna's team?
If you drop down to your own accommodation floor then the whole exterior frontage of the vehicle bay is effectively one big door.

The repair bay (Jess' "domain") has external doors and air locks and the (double height) flight/grav bay to the left of it has the same facility. NB The bottom half/downstairs of this bay is below the floor height of your accommodation.

On the other side of the pool/park the guard accommodation and vehicle bays mirror your own.
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Re: Inchin: Endgame

#154 Post by BackworldTraveller »

Once you get down to ground level, there are plenty of exits where visibility from the tanks to the door is blocked by intervening buildings (per map)
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Re: Inchin: Endgame

#155 Post by joertexas »

shaidar wrote: Mon Nov 16, 2020 12:20 pm Frank

To all on the officer channel

"Major, you and your team are not to leave the Mansion. I'm not sending infantry out there, there are snipers and gods knows what else. I need you and Lieutenant Domici to find a means to determine where that laser is pointing from inside. I need to know that the Sargent-Major is clear before she deploys. Ms Ingridsdottir, assist the Major and Lieutenant with this if you can help, but then you are to report to Dubbs and assist him in processing the sensor data. I'm sorry, but you are a civilian and the only pilot we have, I cannot let you put yourself in harms way any longer. Captain Dallas, I need your team to secure the entrance to the roof, including from the possibility of air-bourne troops. I would suggest LAWs and you have permission to crack out the claymores, but do not deploy them just yet."
"On it, Colonel," Prerna replies. She switches to her team channel. "Recon Team, we need to find where that laser is coming from, but don't go outside. We can try the viewports in the outer airlock doors first."
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Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursiia, 486B97
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

Billion Credit Bounty
Her Excellency Jaelah Shugilamar, Countess Vincenzo, EFHGHE-RR2
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Re: Inchin: Endgame

#156 Post by BackworldTraveller »

Freya

The PRIS has sight of the laser. What do you want to know?

Tiglin: What can I see?
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Re: Inchin: Endgame

#157 Post by Tiglath »

All

The recon team move downwards and into cover which keeps them safe and enables Prerna to assess and treat Easy who has a deep but treatable shrapnel wound to her face. Easy picks up her sniper variant ACR and declares herself back in the fight. They then transit into the merc vehicle bays for another (but more comfortable) front row seat with a view out of the now fully open bay doors.

Freya, remaining on the roof with her PRIS, and anyone observing the #4 tank (via the now opening bay doors) see that its gun tube (and “spotting” laser beam) has continued to traverse to now point at the opposite corner of the mansion’s roof. The beam extinguishes, Freya gives warning and the tank’s gun fires. The Mansion is hit again but to no apparent effect.

The #4 tank (NB positioned/abandoned laterally across the road) now continually sheds micro clouds of Inchin dust as Jakob directs his squad to “hose” its exterior with HE rounds. A bolt of plasma strikes the turret from the squad's support weapon leaving a bright molten scar. In response the tank volleys all of its smoke dischargers and a smoke grenade is lobbed out of the tank’s hatch and onto its engine deck. Although he can’t really see through the smoke cloud on the engine deck Jackob’s sure that the crew have bailed out and, although they must surely have been hit by his squad’s fire, are now aboard the fleeing buggy.

Taking advantage of the favourable tactical opportunity and Jakob’s suppressing fire Jess orders her carrier to launch. The G Carrier streaks out of the vehicle bay and performs evasive manoeuvres while Jess aims the missile launcher.

Meanwhile the Guard sally forth from their basement garage. The first tank roars up the ramp its arrival announced by the command pennants proudly flying from its multiple antennae. The #3 tank checks its aim with a burst of tracer and just as the last auto cannon rounds deflect off the command tank’s bow plate a hyper velocity armour piercing sabot penetrates it. The tank stops dead at the top of the ramp and begins to smoke - only the driver gets out. The rest of the guard troop manoeuvre awkwardly around the stopped tank and press on.

Jess orders her pilot to bank giving her a rear aspect shot on the #3 tank. She notes that they’ve opened all the hatches including the rear replenishment hatch and gratefully aims for it. The attendant buggy desperately roars away from the tank’s shadow as Jess’ missile detonates on the turret roof, penetrates and explodes. An immediate secondary explosion rips the turret off and the wreck burns fiercely. K-Kill. Looking for new targets Jess is aware of numerous buggies around Star Town forming up on the pair fleeing the scrap heap that used to be tanks.

Frank is aware via comm that the Guard have redesignated Sergeant of Horse Hublot as the new leader of their assault. He is told to press the attack. Dubs reports “Lots of undisciplined radio chatter on the civilian band. I can’t make most of it out. It’s gibberish with bits of Swordy in it. He looks bemusedly at his scratch pad “Syck dood! Ja, ja! Get some air! Go Benno! Reise, reise!” Ruddy idiots!"

The remaining three Guard tanks and the APC from the attacking troop race forwards and fan out. The right hand pair brew up their own abandoned #2 tank while the third misses the abandoned #4 tank and overshoots into Star Town. The APC opens up enthusiastically with its auto cannon but what it is shooting at is anyone’s guess as the fleeing buggies are shielded from it by a wall of wrecked tanks.

(OOC: NB I'm with the Duke of Wellington on describing battles as per "events at a ball" so actions as related to one PC may not exactly "map" chronologically onto those of another. ;) :)

The workin's out...

#3 Tank: Roll(2d6)+2: 3,4,+2 Total:9
Pen 40 vs. AV 35 + Roll(1d6)+0: 6,+0 Total:6
Roll(1d6)+0: 3,+0 Total:3 EPF3C
1) Roll(2d6)+5: 6,5,+5 Total:16 Dead
2) Roll(2d6)+5: 2,2,+5 Total:9 SW
3) Roll(2d6)+5: 6,2,+5 Total:13 Dead
4) Unwounded

Jess
[2d6] = 7 +2 Hvy Wpns/Launchers =9
Tac Missile Pen 55 vs AV 35 Automatic Major Penetration
Roll(1d6): 5, Total:5 Catastrophic Hit

Jakob’s Squad hits @2 (You was robbed by the dice roller!)
Roll(2d6)-3: 3,3,-3 Total:3 No effect
Roll(2d6)-3: 1,2,-3 Total:1 No effect
Roll(2d6)-3: 4,2,-3 Total:3 No effect
Roll(2d6)-3: 4,3,-3 Total:4 Light Wound
Roll(1d6)+0: 6,+0 Total:6 Not KO
Jammy gits! )
Player: Jonathan/Tiglath
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Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
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Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Inchin: Endgame

#158 Post by The Bindoner »

Jess relays her observations with the additional comment I'm not engaging the buggies. Impossible to pick out the ones with the tankers in. Reckon the night's work's done. They took out the PDs, killed another tank, provoked the Guard. I'll fly obs, if yer want, but I don't wantter be involved in the frellin' mess the Guard are makin'.
Last edited by The Bindoner on Mon Nov 16, 2020 9:16 pm, edited 2 times in total.
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Re: Inchin: Endgame

#159 Post by shaidar »

Frank

"Good Shooting Sargent-Major. I agree, let the guard go on their jaunt, but don't engage the enemy further. Return to the mansion and provide observation while the guard are out. Major, if you feel the roof is now safe enough I would appreciate your team returning there for their observation skills and to assist with cover for any danger from the air. Lieutenant, continue to provide support for the Sargent-Major. This may be just the first engagement of the night, so remain sharp.
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Re: Inchin: Endgame

#160 Post by The Bindoner »

Thanks Boss, but it was a sitter, an a waste'v a missile, they bailed 'fore I hit.

Actcherly, Sir, while I'm out 'ere, why don't I look for sniper roosts? We've got decent optics fer night work, an the Guard're drawin' attention. Prob'ly no snipers in place, but we'cn look fer likely hides.
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