MechWarrior: Treasure of the Buried Admiral

Game Master dickie

Roll20 Page


601 to 631 of 631 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Male

Not getting a quick response, Viper checks the settings on his radio.

Crap, I had it on the wrong freq. Probably bumped it on the last jump

he then keys it back onto the right frequency and transmits with a laugh as he skims over the next set of trees.

+++ Hey Wraith, you think there might be any more mech eating ice caves for me to jump into?+++

He pulls up the satellite overlay and compares where they are with where the bad guys were, and with a quick bit of mental math tries to determine where the bad guys are.

+++In other news, I think we are getting close to where they might have gotten to+++

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

***You want to jump into all of the mech-eating ice caves? What is that like an completionist achievement or something?

Tell ya what, if you find ten, I'll give you a trophy!***


+++ If you two need some private time, I am sure Orphie and I can take 'em... +++ Jester's voice has just the barest hint of amusement.


Orpheus laughs before keying his radio and saying, deadpan, "++A fair bid. Bargained well and done.++"


Male

+++Wrath, does that have to be all at once, or can it be here and there for a total of 10+++

Viper throttles down and starts paying more attention to his sensors and the Sat overlay trying to determine where the GP Mechs might be.

+++Besides, you can call me a completionist, as I like to do everything if I can+++


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

Back at the Station again

Arjin pops up from cover and fires his under-barrel Mini-grenade launcher at GP6.

Arjin rolls:
TN=5-2=23+1 =FTN 4,Grenade launcher: 2d6 ⇒ (5, 1) = 6 Hit!, GP7 and GP HV in blast. GP6 damage: 3d6 ⇒ (6, 1, 1) = 8, GP6 location down roll: 1d6 ⇒ 5, GP6 location across roll: 1d6 ⇒ 4 5/4 Right Arm. Armor 1, (7) damage GP 6 consciousness roll TN 3: 2d6 ⇒ (6, 4) = 10 Success!. GP7 GP7 damage: 3d6 ⇒ (4, 2, 2) = 8 GP7 location down roll: 1d6 ⇒ 1, GP7 location across roll: 1d6 ⇒ 4 Left Arm. Armor 1 (7) damage. GP 7 consciousness roll TN 3: 2d6 ⇒ (6, 2) = 8 Success!, GPHV GPHV damage: 3d6 ⇒ (5, 4, 1) = 10, GPHV location down roll: 1d6 ⇒ 3, GPHV location across roll: 1d6 ⇒ 5 3/5 Torso. Armor 1/3(7) damage. GP 7 consciousness roll TN 3: 2d6 ⇒ (6, 5) = 11 Success!

The grenade impacts just behind GP6 catching GP7 and GPHV as well. Inflicting minor damage on each.

However the blast will cause a +2 TN to all of their rolls next turn

LIn kneeling behind a console fires a burst at GP6, also in damage zone are GP7, and GPHV

Lin From the last attack cleanup 5 damage to RA Armor ½ (2) damage. consciousness roll TN 3: 2d6 ⇒ (3, 3) = 6Success!

Lin burst fire:
On GP6, TN= 5-3-2 FTN4. GP6 shot: 2d6 ⇒ (6, 2) = 8 Hit! GP6 damage: 3d6 + 3 ⇒ (5, 4, 3) + 3 = 15, GP6 location down: 1d6 ⇒ 3, GP6 location across: 1d6 ⇒ 1 4/3 = Torso. Armor ⅓ (11) damage. Gp 6 consciousness roll TN 5: 2d6 ⇒ (1, 4) = 5 Fail! KO'd.
GP7 GP7 damage: 1d6 + 1 ⇒ (1) + 1 = 2, GP7 location down: 1d6 ⇒ 3, GP7 location across: 1d6 ⇒ 1 =4/1 = Torso, Armor 1/3 (0) damage. GPHV GPHV damage: 1d6 + 1 ⇒ (2) + 1 = 3, GPHV location down: 1d6 ⇒ 6, GPHV location across: 1d6 ⇒ 1 1/2 = Left Arm Armor 1 (3) damage. Gp 6 consciousness roll TN 3: 2d6 ⇒ (1, 1) = 2 Success!

The Pulse laser flashes multiple times striking each target. GP6 takes a round to the torso, the beam burning a hole through the armor. The man falls to the ground unconscious from shock. The other two suffer minor damage.

Hugo from last round cleanup 18 damage to RL, Armor ½ (9) damage. consciousness roll TN 3: 2d6 ⇒ (5, 4) = 9 Success!

+++”I’m Hit!”+++ Crackles Hugo’s voice over the comms.

There is a burst of auto rifle fire.

Hugo Firing at GP3:
TN = 5-2-1 FTN 4 single target burst fire: 2d6 ⇒ (4, 5) = 9 Hit! burst damage : 6d6 + 2 ⇒ (2, 2, 3, 5, 3, 5) + 2 = 22 GP3 down roll: 1d6 ⇒ 4 , GP3 across rolls: 1d6 ⇒ 2 4/2 = Torso Armor ⅓ (7)+(7) ^Burst resolve as two hits = (14) damage, GP3 consciousness roll TN 5: 2d6 ⇒ (4, 5) = 9Successes!

+++”But still active.”+++

GP3 takes several rounds in the torso knocking him to the ground.


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

Meanwhile back with Mech Girl and Boys.

+++”Two minutes to contact people. Still showing 2 targets. One heavy and one medium mech. Confidence is high they are an Axeman and a Hatchetman. AO should be visible in HUD. The Engagement area looks to be a highway bridge. ECM should prevent your detection prior to entry. Good luck and good hunting.”+++

Your HUD shows you Map B, (now active on Roll20. Map has additional information at top.) Your mechs enter from the west edge (North is top) Jester appears anywhere along the edge. Wraith, Orpheus, and Viper (being faster by about ⅓) start up to 3 hexes in from the west edge. The enemy will enter as shown. Sensors indicate icy water hexes (All water hexes are so) will not support mechs. Move your mechs to starting hexes.


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

If Kyle wants to check the upload. He can do so while in cover.

Computer TN-1:
It is connecting to much more than the GP net.
Computer TN:
It is going into JF planetary net and the NAV sat system.

ComputerTN+1:
The massive upload is what looks like very powerful malware. Can also see that Cypher is actively jamming JF sensors and masking the Team’s presence. The Mystery forces are being tracked and their location sent to the Falcons.
Computer TN+2:
The malware is a find and replace program. Although what it is targeting is unclear. It is also set to download to any JF systems it encounters.

Computer TN+3:
The program is targeting JF Jump ship information.


TN:6: 2d6 ⇒ (6, 3) = 9

Kyle looks over the data. "Oh. Oh my."


Orpheus hits his comm, "++Too bad the hill is in the way. Just think how pleasant a surprise my large pulse laser would be.++"


Male

+++Well ladies and gents, I guess it is almost time to play+++

Viper checks the settings on his computer ensuring it is set to slave setting in the C3 world.

He also turns on the beagle setting to ensure that things are not going to sneak by

Man, I could get used to this computer set up

+++Do you think that we can try not to chew these up to badly, the salvage could be significant.+++


+++ Good luck with that. +++ Jester responds curtly, +++ Covered in armor, gotta pound 'em hard. Also I wouldn't go dancing with them. They can cut you in half, then you will need salvage! +++


Male

Viper quickly checks his comms to ensure on tight beam with the rest of the lance.

+++ Hey, I didn't say I wanted to slow dance with them. Nor am I suggesting that we go easy. Just thinking that we can try to minimize damage on them. But however they go down, they go down, which is the end state that we need.+++

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

***Confound I already got ya a headless Spider. How many mechs you planning on driving Viper?

Anyway, Imma head over the North flank, do my thing where I stay outa sight until it's already too late.

Me likey that sort of thing.***


Orpheus nods, then keys his comm, "++Understood. Just remember to keep range. Hatchets hurt. I will see about attracting their attention this way.++"


Male

+++ Trust me, I know hatchets hurt, I was given an axeman after I got crosstrained on mechs shortly after the invasion. I lost that one, when I was on leave and the clanners overran my base.+++

He pauses for a second, then transmits with a laugh.

+++ But I will do my best to harass and let you get good shots. Wraith, I was just wanting to get back in something a bit bigger and not have paper armour+++


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

GP goons turn at the uplink

Clean up from previous actions.
Kyle’s wild shots impact close enough to GP7’s cover to impose another +1 to his TN this turn.

Clean up rolls:

I missed a roll for GPHV (cut and paste error) Noticed rolled 2 1’s on consciousness roll, but he has Toughness and has 3 dice to roll. 3rd consciousness die: 1d6 ⇒ 6Success!

The large man with the heavy weapon winces as his flesh sears from the laser hit but shrugs it off.

GPT:
'On the upper level' Is down due to a heavy leg wound.

Seeing her companion (GP5) unconscious from a stun grenade and being only a ‘tech’ spends this round on first aid to her leg.

GP7:
Current 7 damage, and +2 TN for concussion and +1 from Lambert suppression. Seeing GP6 go down hugs the cover and fires a hasty burst toward Lin. [spoiler= Rolls] BTN= 4+3+2=FTN 9, burst: 2d6 ⇒ (2, 1) = 3Miss!

Seeing GP6 go down. He hugs the cover and fires a hasty burst toward Lin but misses the rounds impacting on a console causing it to spark.

GP3:
Is down due to being hit and wounded. BTN 4+2+3+2M=FTN=11Burst: 2d6 ⇒ (5, 2) = 7Miss

Quickly crawling to cover and fires a panicked toward Arjin. Missing and ricocheting off the heavy steel.

GPHV:
Wound = +1TN WF. BTN=4+1W+1+2+5-2+2Cn FTN=12 Multi target burst Lin: 2d6 ⇒ (3, 5) = 8Miss!. Multi target burst Kyle: 2d6 ⇒ (5, 6) = 11Miss!. Multi target burst Arjin: 2d6 ⇒ (2, 2) = 4Miss!.

Giving a shout the big man swings the LMG and unleashes a long burst at Lin, Kyle, and Arjin. Brass clatters to the floor and the muzzle flash is impressive. But he misses everyone. The rounds punch holes and ricochet all about. Two rounds gouge out metal just inches from Kyle's head but no one is injured.

Kyle is up


Kyle pops out from cover and shoots at the nearest opponent twice before ducking back.

Small Arms, TN 7: 2d6 ⇒ (6, 6) = 12
Small Arms, TN 7: 2d6 ⇒ (2, 4) = 6

Hit Location: 2d6 ⇒ (2, 6) = 8

Blazer Damage x2: 4d6 + 2 ⇒ (1, 4, 6, 1) + 2 = 14 28 Damage


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

Once more back to the Mechs

Orpheus go ahead and make your Tactics roll, then DM will roll Initiative


Male

All right tooth, lets keep this moving at at shorter range so the others get good shots.

He keys his computer over from Beagle setting to Guardian ECM.
He then mutters to himself.
Man I could get used to having a sat system like this every where

He then checks the status of both Martel Lasers.


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

Okay I am helping the DM while he is busy so I am going to go ahead and roll Initiative so we can get the Mech combat started. Orpheus can make his tactics roll and I will modify the scores based on it’s result.

rolls:
Viper: 2d6 + 6 ⇒ (2, 6) + 6 = 14, Wraith: 2d6 + 6 ⇒ (1, 3) + 6 = 10, Jester: 2d6 + 4 ⇒ (4, 2) + 4 = 10, Orpheus: 2d6 + 6 ⇒ (1, 3) + 6 = 10, Axeman: 2d6 + 5 ⇒ (5, 1) + 5 = 11, Hatchetman: 2d6 + 4 ⇒ (6, 4) + 4 = 14

Initiative for the battle:

Viper = 15
Hatchet =14
Wraith =12
Jester =12
Orpheus= 12
Axeman =11

I will assume that Orpheus made his tactics roll successfully. That combined with all of your intelligence give you a huge advantage so I added +1 to your rolls

Viper you are up

_____________________________________________________________

Once more back at the uplink again

Creeping forward Astrid looks about then raises her rifle to cover the upper level.

Arjin pops up and fires a burst at GP3 (who is laying on the floor.)

Arjin rolls:
BTN 4+1c-2b+1st | FTN =4 burst: 2d6 ⇒ (6, 6) = 12 HIT ! CRITICAL!, location roll 1: 1d6 ⇒ 2 location roll 2: 1d6 ⇒ 3 =Right Leg | Damage: 6d6 ⇒ (4, 5, 5, 6, 1, 5) = 26 doubled =52

Lin leans around the corner of her cover and fires a burst at GPHV

Lin rolls:
BTN 4+1st+1c-2b | FTN = 4 burst: 2d6 ⇒ (4, 6) = 10 HIT!, location roll 1: 1d6 ⇒ 4 location roll 2: 1d6 ⇒ 4 =Torso | damage: 6d6 + 4 ⇒ (6, 3, 4, 6, 2, 6) + 4 = 31

Hugo crawls behind a cabinet and tends to his wound.

__________________________________________________________________

Results of Assault team actions

Kyle pops up and squeezes off 2 laser bolts at GP7. One impacting her in the face which vanishes in a flash leaving a smoking hole. The woman drops to her knees and falls forward. This one is really dead.

Arjin's assault rifle chatters. GP3 laying on floor (under a table) is hit twice in the right leg. These rounds inflict massive damage severing the leg at the knee. GP 3 is very dead.

Lin's weapon sends several laser blasts into GPHV's chest. The chest armor soaking up some of the damage (1/3).

GPHV consciousness roll TN 7:
roll drop lowest: 3d6 ⇒ (6, 4, 4) = 14 =10 Success!

Though obviously seriously wounded the big man is just too tough to go down.


Male

+++Tally Hoooo+++

Viper triggers his jump jets causing his wasp to soar over the land in the same way that bricks don't.

Landing and sliding slightly Viper ends up in complete cover from the 2 oncoming machines.

+++Watch the footing folks, it's greasy in spots+++

Viper then reconfigured his system to be C3 slave and Guardian


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

The Hatchetman move cautiously forward, climbing a small rise and taking cover behind another. Then leans out and fires it's AC/10 at Jester.

Hatchet rolls:
BTN 4+1m+4r, FTN=9 AC 10: 2d6 ⇒ (2, 1) = 3

But his aim is so far off, Jester is not even sure he was the target.

Wraith, Orpheus, and Jester are up

The Hatchetman has +1 cover from the hill. Hexes moved in red on Icon


Orpheus pushes down on the jump pedals, sending his 'Mech into the air to get a look, landing behind the bridge and in the woods for cover while also giving himself a line of fire to the Hatchetman. He brings up his weapons, Medium range, so let's have fun..., and fires.

Base 2 + [2 (range) + 3 (jump) + 1 (cover)] - 1 TacComp = TN: 7, 5 with pulses (due to -2 to hit)

Medium Pulse: 2d6 ⇒ (4, 5) = 9 Hit Location: 2d6 ⇒ (4, 3) = 7 CT
Medium Pulse: 2d6 ⇒ (3, 2) = 5 Hit Location: 2d6 ⇒ (2, 3) = 5 RL -- which probably becomes a miss due to cover
Medium Pulse: 2d6 ⇒ (3, 4) = 7 Hit Location: 2d6 ⇒ (1, 5) = 6
RT

Streak/2: 2d6 ⇒ (6, 6) = 12 Skill Point and possible crit. Woots.
Missile #1 Location: 2d6 ⇒ (3, 6) = 9 LL - Argh, that becomes a miss. That's lame. Stupid cover...
Missile #2 Location: 2d6 ⇒ (3, 2) = 5 RL - Stupid cover.

Streak/2: 2d6 ⇒ (6, 4) = 10 Hit.
Missile #1 Location: 2d6 ⇒ (5, 6) = 11 LA
Missile #2 Location: 2d6 ⇒ (1, 5) = 6 RT

Assuming the legs miss due to cover, that's a total of 7CT, 9 RT (7+2), and 2 LA.. Didn't even force a piloting roll.


Jester shakes his head slightly at the off aim shot. Must be panicked here...not expecting us. Time to give Orphie a hand here. That Axeman can wait... Easing his Centurion on a slow walk he heads to a patch of rough terrain he stops and targets the Hatchetman and lets loose a barrage of missiles followed immediately by the *CRACK* of his autocannon.

Base 1 + [2 (range) + 1 (walk) + 1 (cover)] - 1 TacComp = TN: 4, 3 for missiles (Artemis)]

LRM 10: 2d6 ⇒ (2, 3) = 5 Hit.
LB 10 X: 2d6 ⇒ (3, 5) = 8 Hit.

Location (LRM 1): 2d6 ⇒ (5, 6) = 11 5 to LA
Location (LRM 1): 2d6 ⇒ (1, 6) = 7 5 to CT
Location (LB 10 X): 2d6 ⇒ (1, 5) = 6 10 to RT

HEAT: 1 (walk) +2 (LRM) +4 (LB) = 7 - 10 (heat sink) = 0

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 continues to stalk the enemy. The White Angel jumps gently into the air and lands on the other side of the river behind some convenient woods.

@Orpheus, are you sure the leg hits are misses? Usually if account for cover, and the legs are covered, you get to roll on the Punch table. If you're not rolling on the Punch location, then they'll still hit. AS in, I don't think the target gets to benefit from cover twice.


Male

IIRC the rules are take the modifier for the cover, and if you hit, it will be on the punch chart.


They changed the rules. I don't like the new change. Old rules, partial cover was +3, and punch hit. New rules, cover is +1, but leg hits miss. Basically, it introduces a weird miss chance - which shouldn't be possible with Streaks, for instance, but... ennh... That said, I'd be more than happy to re-evaluate my rolls using the old rules -- I'm a headhunter at heart.


Male

I the GM will have to clarify then. we paused until the clarification ??


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

Okay, GM planning on posting very soon. Asked me to finish up fight at the Uplink. So here goes.

Recap: Astrid and a 3 person team along with Kyle attacked the uplink. Which was being held by Gunnar's Point troops. So far only one GP is still active if only barely. One of the Assault team has been wounded.

GPHV, swaying slightly due to the copious amount of blood leaking from his wounds. Shouts.

"Ragnarok!"

He awkwardly points the LMG and pulls the trigger. A burst of automatic fire erupts, as he waves the weapon about. It suddenly stops shooting and makes 'clicking' sounds. Looking down at the weapon in disbelief the big man drops it to the floor. He grabs a wicked looking hatchet from his belt and shouts a guttural cry and staggers a few steps forward.

GPHV LMG burst:
TN12 for all shots.shot at Lin: 2d6 ⇒ (6, 5) = 11 | Shot at Arjin: 2d6 ⇒ (5, 2) = 7 | shot at Kyle: 2d6 ⇒ (5, 1) = 6 | Shot at Astrid: 2d6 ⇒ (1, 5) = 6

Results of GPHV turn

Other than punching holes in various items about the room, he fails to score any hits. Although one round does penetrate a soft spot in the console Lin crouching behind. The bullet passing less than 2 inches from her head.

Assault Team Turn

Astrid shakes her head.

"Enough of this."

Leaning out from her cover the blond woman squeezes of two shots at the hatchet waving man.

Astrid shots:
TN 5 for all shots.first shot: 3d6 ⇒ (5, 6, 4) = 15 11, Hit! | second shot: 3d6 ⇒ (4, 3, 2) = 9 7, Hit! | First shot location roll dwn: 1d6 ⇒ 3 | First shot location roll Acs: 1d6 ⇒ 4 Torso! | Second shot location roll dwn: 1d6 ⇒ 1 Second shot location roll Acs: 1d6 ⇒ 3 Left arm. Torso damage, minus 1/3 for armor. damage: 4d6 ⇒ (5, 1, 4, 4) = 14 10 damage! Torso | damage: 4d6 ⇒ (5, 1, 5, 4) = 15 15 Damage to left arm.

Results of Astrid shots

Her first round punches a hole through the mans armor and destroys his left lung. The second bullet severs his left arm at the shoulder. GPHV's eyes roll back in his head, he drops the hatchet and collapses on the floor. Very, really, totally dead.

Looking at the assault team she says.

"Check the down GP's and make sure they stay that way. Then we have to prepare for any Falcon response."


Once it is safe, Kyle goes back to the computer to make sure the transfer happened appropriately and tracks were covered.

He pointedly does not go around killing wounded opponents.

601 to 631 of 631 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / MechWarrior: Treasure of the Buried Admiral Gameplay All Messageboards

Want to post a reply? Sign in.