MechWarrior: Treasure of the Buried Admiral

Game Master dickie

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I have a little research to do before the 'mech turn is resolved, but I'll toss the shuttle folks a little scene real quick (fingers crossed we get the new tech back, lol).

Two of the Pointers jog up to the shuttle. They're both wearing large faux fur coats and keep their rifles slung over there shoulder. "We need to hurry," one says, "The clanners might be here any second."

"Or those ghosts," the other says with an unsteady voice.


"Ok, then lets go. No time to dawdle."

Kyle gestures for the others to lead the way.


Meanwhile, back where the mechs are...

Orpheus quickly analyzes and assigns targets with amazing tactical insight. The Point's scout elements are taken completely by surprise by Hoffen's crew and waste crucial time being stunned by a trio of unknown mechs suddenly appearing in the snow.

The Tactics check is more than enough for you to hold an even more serious advantage than was already planned! You can all retain initiative this whole fight (all two or three rounds of it, lol) and act before the opposition. They moved, but are too startled and confused to fire. Everyone can act again, including Viper who has just arrived in the hex he appears at.


Oh, I would have fired last round if realized we were combining move and fire phase. ;)


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

"Well then. we'll just have to get moving." Astrid says giving the men her toothy smile."The big green case is first. It's heavy, SRM launchers."

When the men lean over to grab the crate Hugo, who had been standing to one side. Raises the silenced SMG and fires a burst into the head of the nearest.

NPC Rolls:
TN 5 SMG burst: 2d6 ⇒ (4, 1) = 5
double damage for single target burst: 6d6 + 6 ⇒ (5, 5, 2, 5, 4, 3) + 6 = 30 GP NPC Build 5=30 points. 30 points fills damage track

Several soft thuds are heard as 4 SMG rounds impact. This is immediately followed by a decidedly wet splat sound. The man collapses on the spot.

The other Pointer looks up just in time to see Astrid aim her pistol at his face.

Astrid rolls:
Double pistol shot TN 4 pistol shot: 3d6 ⇒ (5, 2, 4) = 11Drop lowest =9pistol shot: 3d6 ⇒ (1, 4, 3) = 8 Drop lowest =7pistol damage both hits: 8d6 + 4 ⇒ (3, 2, 5, 5, 6, 2, 2, 5) + 4 = 34 GP NPC Build 5= 30 damage points. 34 points overflows damage track

The heavy pistol rounds quite literally blows the man’s head off.

Looking down at her now blood spattered snow smock. She shakes her head. "Damn bet that’s gonna stain." Setting the pistol down she picks up the Minolta and moves to the open door. Kneeling she raises the weapon thumbing the IR targeting. "Okay you guys are up. Get in there. Gather any intel they provide. Hold off on engaging until necessary or I start shooting." The three assault team members grab their weapons and gear then pulling up their hoods and step out into the blowing snow. Arjin pauses on the way out and says. "Oh until you decide to shoot. Well this will be a short conversation."

As Gunner gets ready to move. Astrid says.

”Gunner, I need you and your big gun covering the perimeter. Use the dorsal hatch. There are IR goggles in the container beside you.”


Male

Arriving on the battlefield, Viper triggers his jets to allow him to soar over the sinkhole.

jump 6 to hex 1109

I hope the landings solid

He then tries to connect with both Martells.

Med Laser 1: 2d6 ⇒ (6, 2) = 8 Base 3, +3 jump, + how far they moved??
Med Laser 2: 2d6 ⇒ (3, 1) = 4 Base 3, +3 jump, + how far they moved??

Location 1: 2d6 ⇒ (5, 3) = 8
Location 2: 2d6 ⇒ (3, 3) = 6


Male

I forgot to mention that was my round 2. My round 1 was just getting to the battlefield. :)


Right, forgot to say that again we are doing a bastardized type of deal, so take the whole action, physical attacks included. Ditto with the whole initiative setup, top-down for PbP ease.

Also, don't forget the C3 bennies, or the weather penalty. The weather is going to be a blanket +1 to TNs. It will also be a -3 heat/turn. Both are simplified for PbP!


Kyle feigns squeamishness at the killings before seeming to steel himself.

"Right. Lets go." And with that Kyle strides out like he owns the place, heading strait to the door.

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1
Anton "Orpheus" Kunegund wrote:
Oh, I would have fired last round if realized we were combining move and fire phase. ;)

Ditto this. I thought we were in a kinda pre-combat maneuver phase. =/

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

"Ally-OOP!" Wraith screams as she guns the full power of her jump jets toward the agile-but-frail spider.

Impossibly, against any normal laws of physics, the 75 ton behemoth mech lifts off the ground and goes soaring into the air as easily as a kite, or small bird. It catches the wind and the powerful jets pummel the air until an imitation of flight, however brief, is achieved.

"One battlemech. Going DOWN!"

The cruel mockery of flight ends somewhere above the scout mech.

Death From Above! TN7: 3d6 ⇒ (1, 2, 5) = 8 *whew*

Both heavy legs of the White Angel descend upon the Spider like pile drivers sent by an avenging heaven.

Damage location! total =22: 1d6 ⇒ 2
Damage location! total =17: 1d6 ⇒ 3
Damage location! total =12: 1d6 ⇒ 5
Damage location! total =7: 1d6 ⇒ 6
Damage location! total =2: 1d6 ⇒ 6

The left torso, center torso, and right arm each take a great pummeling, as if absorbing a solid hit from a standard medium laser.

But the worst blow is saved for the head.

A ear-splitting crack fills the air as a rent is banged into the mech's head and the armor sings it death song.

The left torso, center torso, and right arm take 5. Head takes 5 and then 2.

Damage leg! Total = 8: 1d6 ⇒ 3
Damage leg! Total = 3: 1d6 ⇒ 4

Each of the Angel's heavy legs takes a beating, but they are reinforced and ready for this kind of battering.

Do you want to roll for Critical hits? And the Consciousness roll? And the other Consciousness roll? And piloting roll to stay up? And if you fail...more Consciousness rolls? =D


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Male

Laughing slightly over the radio

+++Hey lets try not to beat up the salvage to much. I am sure that we can use parts off of those.+++

I guess that means that my shots would be to the APC as the spider is probably down.


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Works for me Viper. I assume Orpheus is targeting the Valkyrie.

Jester shakes his head at the antics of Angel here, though he had to admit they were quite effective. Not usually piloting a jumping 'mech he still well knew the devastation a DFA attack could be!

Tying into the targetting systems of Orpheus he paints the APC and checks to be sure the Cluster rounds are selected As he walks forward into view he glances around just to make sure no surprises awaited the lance before he opens fire.

Walk 6 hexes. LB 10-X/AC, Short (C3), walk, Cover: TN 5: 2d6 ⇒ (2, 1) = 3 Missed...Crap.

Heat: 2+3(walk)+2(LB 10x)-10-3 = 0


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

The Assault team moves quickly into the structure.
Revealing a half-dozen plus occupants.

Arjin stays near the entry, looking casual but ready for action.

Lin and Hugo move farther inside.

Lin heading toward the largest group. She notes several pools of dried blood on the floor. "Former residents?" Pointing with her boot.

Hugo heads to the central console smiling at the GP techs. He removes his backpack and pulls out several cables. "Got some special tech here. Make your broadcast better."


Orpheus up. Kyle, where ya at? The interior of the installation is now fully viewable. The two with the red dots are on the upper level of a tower, moved Hugo to the actual console device.

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

GM? Did you wanna make the rolls for the Spider, or do you want me to?


Not sure how much movement I've got, but I will stay near the tech at the uplink and provide cover for them.


Kyle - you can place yourself more or less inside the compound as you want.

Wraith - go for it, the Spider is out of commission as I'm sure you can guess, so it's not super important but fun for flavor and gives me some insight about possible salvage.


Orpheus locks his weapons on the Valkyrie, running forward as he pulls the triggers, The targeting feed from sattelite is... not as good as my native computer... but better than I would have expected from the Inner Sphere... Still, let us see how it works in practice.

Target: Large Pulse Laser: 2 (2 base + 2 run - 2 pulse + 1 weather - 1 TacComp Sattelite)

Medium Pulse: 2d6 ⇒ (2, 3) = 5 (hit) Location: 2d6 ⇒ (3, 3) = 6 10 to right torso

Target: Medium Pulse Lasers: 2 (2 base + 2 run - 2 pulse + 1 weather - 1 TacComp Sattelite)

Medium Pulse: 2d6 ⇒ (6, 1) = 7 (hit) Location: 2d6 ⇒ (4, 4) = 8 7 to Left Torso
Medium Pulse: 2d6 ⇒ (5, 3) = 8 (hit) Location: 2d6 ⇒ (6, 1) = 7 7 to Centre Torso
Medium Pulse: 2d6 ⇒ (5, 4) = 9 (hit) Location: 2d6 ⇒ (6, 6) = 12 7 to Head

Target: ER Small Lasers: 4 (2 base + 2 run + 1 weather - 1 TacComp Sattelite)

ErSmall: 2d6 ⇒ (1, 6) = 7 (hit) Location: 2d6 ⇒ (2, 1) = 3 5 to Right Arm
ErSmall: 2d6 ⇒ (3, 3) = 6 (hit) Location: 2d6 ⇒ (2, 3) = 5 5 to Right Leg

Target: Streak SMR/2: 4 (2 base + 2 run + 1 weather - 1 TacComp Sattelite)

Streak/2: 2d6 ⇒ (4, 3) = 7 (hit) Location #1: 2d6 ⇒ (1, 3) = 4 2 to Right Arm Location #2: 2d6 ⇒ (3, 4) = 7 2 to CT
Streak/2: 2d6 ⇒ (3, 2) = 5 (hit) Location #1: 2d6 ⇒ (4, 3) = 7 2 to CT Location #2: 2d6 ⇒ (6, 3) = 9 2 to Left Leg

Having closed the distance, Orpheus takes advantage of the Valkyrie pilot's distraction and need to fight the stick to keep upright to kick the 'Mech before it can right itself.

Target: Kick 4 (2 base + 2 run)

Kick: 2d6 ⇒ (3, 1) = 4 (hit, barely)

Not sure if he needed to make a pilot roll to not fall before the physical attack phase in the compressed - so I'll just roll against kick-hit -- but if he fell, it'll depend on the orientation

Location (kick): 1d6 ⇒ 3 11 to Right Leg

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Okay!

1st Consciousness roll for head hit, TN3: 2d6 ⇒ (1, 1) = 2 ._.

Well that was quick. =p Piloting skill roll for 20+ dmg automatically fails.

The Spider was never built for durability. It was made to accompany infantry into battle, or to scout enemy positions. It had neither the firepower nor the armor to stand and duke it out.

And that philosophy infused the whole design, including the cockpit. Wraith's foe involuntarily tries to dodge. It's not much, just a twitch of the head. But it's enough. In the frail, cramped confines the cockpit becomes a large bludgeon and the mechwarrior's head makes solid contact with the internal plasteel, knocking him out cold.

The Spider collapses bonelessly to the ground.

***Oy! Does anyone want a Spider? 'Cause I seem to have one. For free to a good home. You just have to get the former owner out real quick!***


Male

+++I think the Jenny is good home for both.+++

Viper quickly scans around for the next target


Bunches of Rolls:
Vconc: 2d6 ⇒ (4, 3) = 7
APCpil: 2d6 ⇒ (3, 1) = 4
Vpil: 2d6 ⇒ (2, 2) = 4
Vcrit RT: 2d6 ⇒ (4, 3) = 7
Vcrit RL: 2d6 ⇒ (3, 3) = 6
Vpil: 2d6 ⇒ (3, 5) = 8
Medium Laser: 2d6 ⇒ (6, 4) = 10
Hit Location: 2d6 ⇒ (2, 6) = 8

The Spider topples over as Viper's attacks melt armor from the APC. It doesn't stop and instead accelerates in a blind panic. It skids into the side of a cliff. The ducts become clogged with ice and snow, immobilizing it for the time being. The hatch in the rear bursts open and a ragtag group dressed in fur coats tries their best to unite as a unit.

Orpheus lights the Valkyrie up with a flurry of attacks that results in breeches through it's armor along the 'mechs right side. The pilot cannot keep the 'mech upright and it topples into the snow, kicking up a cloud that drifts onto the now-disembarked infantry.

Somehow the Valkyrie's pilot is able to get back on his feet. It raises it's arm and somehow manages to tag Eurydice in the left torso. Missiles erupt from the launcher in it's chest, but the pilot is not able to repeat his luck with the medium laser.

5 points to Orpheus' LT. All the mechwarriors are up!


As the Valkyrie pilot stands, Orpheus taps his com, widebeaming a message forward, "Getting back up was not terribly bright. You should have surrendered.", and dials in his weapons on the 'Mech right in front of him.

Target: Medium Pulse Lasers: 1 (2 base + 1 heat - 2 pulse + 1 weather - 1 TacComp Sattelite)

Medium Pulse: 2d6 ⇒ (4, 6) = 10 Location: 2d6 ⇒ (4, 5) = 9 7 to LL
Medium Pulse: 2d6 ⇒ (2, 1) = 3 Location: 2d6 ⇒ (2, 5) = 7 7 to CT
Medium Pulse: 2d6 ⇒ (5, 2) = 7 Location: 2d6 ⇒ (1, 2) = 3 7 to RA

Target: ER Small Lasers: 3 (2 base + 1 heat + 1 weather - 1 TacComp Sattelite)

ER Small: 2d6 ⇒ (3, 3) = 6 Location: 2d6 ⇒ (4, 5) = 9 5 to LL
ER Small: 2d6 ⇒ (6, 4) = 10 Location: 2d6 ⇒ (6, 4) = 10 5 to LA

Target: Streak/2: 3 (2 base + 1 heat + 1 weather - 1 TacComp Sattelite)

Streak/2: 2d6 ⇒ (1, 4) = 5 Location #1: 2d6 ⇒ (5, 4) = 9 Location #2: 2d6 ⇒ (4, 5) = 9 2 + 2 to LL
Streak/2: 2d6 ⇒ (5, 1) = 6 Location #1: 2d6 ⇒ (3, 1) = 4 Location #2: 2d6 ⇒ (5, 6) = 11 2 to RA, 2 to LA

His weapons fired, seeing the damage to both legs, he kicks the Valkyrie again, He won't be able to stand again after this, I'm thinking.. Target: 3 (2 base + 1 heat)

Kick): 2d6 ⇒ (4, 3) = 7 Location: 1d6 ⇒ 4 11 to LL

That LL has to be pretty mangled now - I'm assuming there's some crits to be rolled and damage transfer going on. That's 40+ damage from weapons, plus the kick.


Male

Striding forward, Viper keys in his loudspeakers.

Drop your weapons and start running away and you will survive this. Fire and you will not

He then stops about 30m away from the infantry and trains both lasers on them for emphasis.

Having served in an infantry unit, I am giving them the one chance to run

He keeps an eye out on the Valkyrie that is being savaged at the same time


Jester watches the scene unfold before him, even his jaded senses impressed by the speed of the scout mech's demolishment. Still his veteran experiences told him there was more...much more...shortly.

+++ OKay gents. You've had your fun. Now the work begins. Their buddies are still out there. Time to go hunting. +++


Back at the station with Kyle...

As Cypher's crew starts to tap into the communications gear, an external speaker picks up a transmission from the GP's scout elements, +++Cypher's backup is all over us! Oleg is down!+++ the Point forces all stop what they're doing and stare with mouths agape at Kyle and the others. A squeal of feedback cracks the cold air and Viper's voice can be heard second-hand. The broadcast cuts off with a sudden sound of snapping metal. Weapons are drawn and raised.

Kyle, would you like to roll for your side's init?

GP Group Init: 2d6 + 5 ⇒ (5, 6) + 5 = 16 INT 4

And yeah, I'll do an official resolution for the scout group and the mech lance's next possible steps soon, but those infantry will break after watching what Orpheus did to that valk, just trying to transition from the one fight scene to the other :D


Kyle shrugs at the nearby tech before going for his weapon.

Init: 2d6 + 3 ⇒ (4, 3) + 3 = 10

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Wraith turns and her heavy mech stomps through the woods, crushing great clumps of foliage underfoot.

Her twin PPC's warm up and twin evil glows swivel towards the remains of the Valkyrie.

"GET THE FRAG OUT OF THAT MECH OR I'LL SHOOT YOU SO HARD YOU'LL ACHIEVE FRAGGING ORBIT!" she shouts at the scout mech, mirroring Viper's offer of surrender...

...and also over-awed at the damage on the mech. Chip-truth, she thought if she shot at it everything would just go through one of the many holes and out the other side.

That should clean up this fight so we can go on to the next?


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

"Connection established. Thank you. There that should help. Now I have get to work." Says Cypher.

All of the Pointers in the station suddenly look startled, some shake their heads and a few even put their hands to their ears. As a burst of very loud static fills their comms.

Lambert Perception TN +1:
You hear machinery activate and the dish on roof begins to realign. Glancing at a monitor you see a very large upload is occurring

.


Could I try and connect my comlink to the computer and determine what is getting uploaded, or does that need to wait until after combat?


You could do that during combat, but it might be best to find cover first, lol. I'm off tomorrow so should be able to get some posting up over the next 24, including something for that endeavor.


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

Astrid rolls:
TN=5-4=1+6-1-1+3=FTN 8.Minolta first shot: 3d6 ⇒ (6, 6, 1) = 13 Drop lowest = 10 (hit) Minolta 2nd shot: 3d6 ⇒ (2, 6, 5) = 13 Drop lowest = 11 (hit) Both hits damage: 8d6 ⇒ (2, 6, 2, 2, 2, 5, 5, 4) = 28 GP build 4 = 24 damage capacity. 30 overflows damage track

Though no shots are heard GP8's (by the southwest door) head vanishes, replaced by a cloud of red mist. The rest of the body falls where it stood.

+++"Tango down."+++ Astrid says.


Kyle ducks behind the satellite up-link while opening fire on the nearest opposition.

Perception, TN 5: 2d6 ⇒ (5, 3) = 8
Small Arms, TN 7: 2d6 ⇒ (1, 2) = 3
Small Arms 2, TN 7: 2d6 ⇒ (5, 5) = 10

Hit Location: 2d6 ⇒ (4, 2) = 6 I'm not 100% on how to read the table, thats either a head hit or a torso hit.
Blazer Damage x2: 4d6 + 2 ⇒ (5, 4, 3, 6) + 2 = 20 40 Damage!


Uh, I hate to admit it, but I've forgotten how BT reads the d66 table myself and they don't clarify. I'll add it to my ever growing to-do list, but since the guy is dead anyway...

CTeam grenades:
Grenade: 2d6 ⇒ (2, 4) = 6
Bruise Damage: 3d6 ⇒ (5, 1, 3) = 9
Phys Save: 2d6 ⇒ (6, 5) = 11
Phys Save: 2d6 ⇒ (3, 1) = 4
Grenade: 2d6 ⇒ (6, 2) = 8
Bruise Damage: 3d6 ⇒ (1, 5, 1) = 7
Phys Save: 2d6 ⇒ (3, 1) = 4

Kyle melts the face off of one of the startled Pointers as both Lin and Hugo retrieve dull-gray cylindrical grenades. Lin rushes up the tower stairs and tosses hers into the room at top. There is a loud pop and blinding flash of light. Hugo grabs cover before throwing his own flash-bang. Arjun takes cover and throws a grenade at the Pointer on the wall, who is left stunned and blinded by the attack.

GP Rolls:

GP7: 2d6 ⇒ (2, 1) = 3
GP6: 2d6 ⇒ (5, 2) = 7
GPHV: 2d6 ⇒ (4, 3) = 7
HL: 2d6 ⇒ (5, 6) = 11 RA
Damage to Lin: 2d6 ⇒ (3, 2) = 5
GP3: 2d6 ⇒ (2, 5) = 7
HL: 2d6 ⇒ (1, 6) = 7 RL
Damage to Hugo: 3d6 ⇒ (6, 6, 6) = 18

The GP are stunned by the attack, but a few manage to get their wits together long enough to return fire. A pair of them stand in the open firing wildly at Lin on the stairs. A pointer with an underbarrel grenade launcher fires 'thumps' a shot at her that explodes as the grenade impacts the wall beside her. Another turns the corner beside Hugo and hastily fires a shot that miraculously hits him in the right leg with a lead slug.

5 to Lin's RA, 18! to Hugo's RL.


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

Back to the Mech's

The GP infantry drop their heavy weapons and head off into the swirling snow along with the crew of the stuck APC.

+++Excellent work people. Now, proceed One - Zero- Three degrees. At best speed and you should intercept their main Mech force in approximately 28 minutes. Don't worry about your salvage. The Lilith will collect your prizes.+++ Says Cypher.

Approximately 30 Km to target Slowest Mech speed is 64 Kph. So a little less than 30 minutes.


Male

+++Ack 103 degrees+++

Viper heads out getting to about 1 km (aprox 30 hexes} out from the rest of the lance pushing his sensors hard.

I hope those poor saps aren't shot down at random


+++Roger that Cypher.+++ Jester grunts in acknowledgement, steering his 'mech to the desired coordinates.

+++ Welcome to the party Viper. Plenty of fun for you left to have still. +++


Male

+++Jester, at least I stuck the landing. Just don't need any more Mach eating ice caves on the way.+++

Liberty's Edge

Gynoid Op 2 | HP 22/22 SP:21/21 RP: 7/7 |  EAC: 16 KAC: 17 | Init: +4 | Perc: +5 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

So the Valkyrie signals surrender?

***Oh goodie. Ummmm, do we know how many mechs they have?***

sry, but it's been so long, if we did know, I've forgotten. ^_^


Male

+++Wraith, I hope someone lets us know. They were supposed to have an axeman and a few hatchetmen as well. I guess we will see when we get there +++

He grins

+++Besides, you can just jump up and down on them as well. they mostly break easy as well.+++


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

+++"Remember they know you are OPFOR now. Plan accordingly."+++


Orpheus says, "+++We should stop short and see what the satellite has to say about our opposition, and their direction and position. We are faster than they are and should be able to circle around and take then from the rear, for example.+++"


+++ Good plan. We'll hold up 5 klicks short and see what's out there. +++


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

The Mech boys and girl are about 5 Km from the scout battle site when the weather clears some. Your sensors show a fast moving air contact approaching. A moment later IFF beeps and Identifies as friendly. The Lilith. Less than 10 seconds later a leopard dropship zooms over at barely 100 meters on a heading back toward the battle site.

About 3 minutes later the extreme limits of your sensors show multiple heat blooms indicative weapons fire in the direction the Lilith headed.

+++"Lilith to TD. AO cleaned and flossed. Beginning recycle recovery."+++

+++"Copy that."+++ Acknowledges Cypher.


Battletech Roll 20 https://app.roll20.net/join/5048969/tLydEg

Meanwhile, back at the uplink

Astrid moves to the entrance of the building and fires twice at the GP T (large red dot) Pointer on the upper level.

Astrid rolls:
5-4=1 BTN, +1+1+3 FTN= 6, Shot 1: 3d6 ⇒ (3, 5, 4) = 12 Drop lowest =9 Hit. Shot 2: 3d6 ⇒ (2, 2, 6) = 10 drop lowest = 8 Hit. 1st hit location 'down': 1d6 ⇒ 4 1st hit location 'across': 1d6 ⇒ 1 4/1 = Torso 2nd hit location 'down': 1d6 ⇒ 6 2nd hit location 'across': 1d6 ⇒ 5 6/5 Left leg. Torso damage: 4d6 ⇒ (1, 6, 1, 3) = 11 Left Leg damage: 4d6 ⇒ (4, 6, 6, 3) = 19
Torso armor Heavy fur 1/3 blocked. (4) 7 damage to torso. 19 damage to left leg .

The first shot impacts on the man's chest armor at the thickest area. inflicting minimal damage. The 2nd shot however slams into the left thigh shattering the bone and leaving the leg disabled.

+++"Hugo, report status."+++ Astrid orders.


Is Kyle looking to get into the fight itself or looking to try and hit the computers? You're up next!


Kyle's goal is to see what his employers are doing in the computer system while not looking like that is what he is doing. =) Fire off a couple of shots without really aiming to make it look like he is fighting.


Well if you'd like to roll just to see if you happen to hit anything, feel free, otherwise I can do the NPC stuff in the next day or two.


Pew Pew

Small Arms, TN 7: 2d6 ⇒ (5, 5) = 10
Small Arms 2, TN 7: 2d6 ⇒ (5, 6) = 11


Male

+++Hey Jester, I think you should look out for that mech eating ice cave over there.+++

Viper points over to the right of their line of movement while laughing slightly over the net.

He then triggers his jets and skims over a batch of trees to get a Sight line on anything along the route.

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