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! )