Episode 3 - The Marik Contract

 
ThorSpotting the blips on either side of the road, and assuming that they're hostile forces and part of the ambush, Thor stands brazenly still and activates his flamers, spreading fire liberally in a semicircle facing forward and to either side.

Dice Roll: 4dF
dF Results: -1, 0, -1, 1 (Total = -1)
roll of some sort?
Dice Roll: 4dF
dF Results: -1, 1, -1, 1 (Total = 0)
roll of some sort?
Dice Roll: 4dF
dF Results: -1, -1, 0, -1 (Total = -3)
roll of some sort?

Round 1

The Action
Sergey locates two very loose formations of troops approaching, and lights up the threat board with their location for the other team members.

Kasumi fires off a quick shot at the lead vechile, but the missiles fly wide and hit the water, sending up a spray of water that has little affect on anyone but the poor fish.

Thor is successful at lighting woods, a bit. Mostly due to the stubborness of the flame rather than any particular display in skill at firestarting.

Dice Roll: 4dF+1z
dF Results: 0, 1, 0, 0 (Total = 2)
Harassar Attack vs 4 (2)
Dice Roll: 4dF+1z
dF Results: -1, -1, -1, 0 (Total = -2)
Harassar Attack vs 4 (-2)

Damn near 2 dozen missiles fly out of the four Harassers. Looks like they're packing a combination of SRMs and LRMs, however, the number of missiles appears to be well below what a fully armed vehicle should be capable of (they should be shooting 40-48 missiles). Either they're short on ammo or parts. Lucky for you, and more so that the gunners are not all that good. Every missile misses everything, including the oh-so-dangerous bridge.

The Harassers close quickly.

Dice Roll: 4dF+1z
dF Results: 1, 1, 0, 0 (Total = 3)
APC Attack vs 4 (3)
Dice Roll: 4dF+1z
dF Results: 1, 1, -1, -1 (Total = 1)
APC Attack vs 4 (1)

The APCs light up with heavy machine guns, and while a few rounds hit here and there, none of the fire is concentrated enough to do anything more than annoy.

The APCs move in, but cautiously.

In the woods, the skirmishers are moving towards Thor and the convoy.

The convoy vehicles continue trying to fight their way backwards.


Statuses
PNT-9R. Zone 2. Normal
FS9-K. Zone 1 (River). Normal
VLK-QA. Zone 1 (River). Normal
UM-R60. Zone 2. Normal
WLF-1. Zone 2. Normal
Supply Vehicles (12 of 12). Zone 2.
Swift Wind. Zone X. Observing

Harasser (2 of 2). Zone 1 (River). Pilot 1. Gunnery 1. Armor 1. Normal.
Harasser (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.
APC Hover (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.
APC Hover (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.

Explosives on Bridge (2 of 2). Zone 4. Normal


The Battlefield

MAP UPDATE

Zone 1: The River and Riverbank. EFFICIENT COOLING IN WATER Any unit on/in the actual river can only be attacked by Jumping units in other zones.
Zone 2: The Road. Any unit on The Road can only fire on units that are immediately adjacent to them unless they are Jumping.
Zone 3: The Woods. FLAMMABLE Any unit in The Woods must be quite close on the map to shoot at any target. Judgement call. Reduces Speed to Slow.
Zone 4: The Bridge. VULNERABLE TO FIRE The Bridge is targetable from everywhere else and an exposed position.


Rules
Combat Rules
There are no special rules for number of actions or such for this battle, beyond the Zone-specific rulings.


Piloting skills of the vehicles shown now so you can probably guess if you hit.

Go

Kasumi fires all her weaponry at the same harasser she targeted before.

Dice Roll: 4df+4z
df Results: 1, 1, 1, 1 (Total = 8)
LRM rack 1 roll (8)
Dice Roll: 4df+4z
df Results: 1, 1, 1, 1 (Total = 8)
LRM rack 2 roll (8)
Dice Roll: 4df+4z
df Results: 1, 1, 1, 1 (Total = 8)
Med Laser roll (8)
Dice Roll: 4df+4z
df Results: 1, 1, 1, 1 (Total = 8)
Sm Laser 1 roll (8)
Dice Roll: 4df+4z
df Results: 1, 1, 1, 1 (Total = 8)
Sm Laser 2 roll (8)
Old rolls

Dice Roll: 4dF+4z
dF Results: 1, 0, 1, -1 (Total = 5)
DM roll (5)

Sergey locates enemy infantry from the front and middle. Textbook ambush! "Contacts are moving into pincer. Switch to delta formation on the double!" The old man frantically instructed the two newcomers even with his thick accent.

He took a deep breath and unswitches the safety for the A-pods. Just have wait until they're within striking distance. "Convoy, I'll buy you some time. Hurry!" He then unleashed a torrent of suppressive fire to the left flank.

Antipersonnel:
Dice Roll:
4dF
dF Results: -1, -1, 1, 1 (Total = 0)

Thor

In an effort to cut the ground troops off from the convoy, Thor focuses even more flamethrower fire on the Weak and Very weak blazes between them and the convoy.

Dice Roll: 4dF
dF Results: 0, -1, 0, 1 (Total = 0)
More Fire!
Dice Roll: 4dF
dF Results: -1, 0, 1, -1 (Total = -1)
Even More Fire!

Round 2

The Action
Kasumi hits and the Harasser goes up in flames
Roll of 5 (edited in above) vs Pilot of 1 for Harasser. Hit by 4. Bonus 1 damage for exceeding roll by 3. Same zone so Short range damage of 1. 1+1 for 2 total damage. That's enough to exceed the armor 1, and NPCs are out of fights after no armor.
Providing this so you can see how the hit/damage is computed and self-resolve combat hits. The GM is lazy and doesn't put a lot of description into PC's hits. Only enemy hits. That's my team, team enemy.
Sergey's
Cookie for you for remembering that all mechs comes with hefty anti-personnel weapons for free. +1 bonus to your next roll.
anti-personnel weapons rip into the trees and the surrounding vegetation. Men die, but many have enough cover to make it through. They look a bit nervous now.

Thor manages to cut off the direct path, and the skirmishers to the north move towards the road.

Ceph moves into the trees to make room for the backwards moving convoy.

The APCs turn off the river. The team realizes that there must be a path there? The trail the APCs are using isn't on any map or satellite feed. Must be a hunter's trail.

The Harasser's speed down the river towards the mechs and the bridge (they're low enough that they'll be able to pass underneath the span easily enough). They fire on Jennifer as they approach.
Dice Roll: 4dF+1z
dF Results: 0, 0, -1, 0 (Total = 0)
Attack vs P4 (0)
Dice Roll: 4dF+1z
dF Results: -1, -1, 0, 0 (Total = -1)
Attack vs P4 (-1)
Once again, they prove their strength isn't hitting...

The skirmishers closest to the convoy fire weapons, some military grade, some not. So far, the damage isn't of note.


Statuses
PNT-9R (Thor). Zone 2. Normal
FS9-K (Jennifer). Zone 1 (River). Normal
VLK-QA (Kasumi). Zone 1 (River). Normal
UM-R60 (Sergey). Zone 2. Normal
WLF-1 (Ceph). Zone 2. Normal
Supply Vehicles (12 of 12). Zone 2.
Swift Wind. Zone X. Observing

Harasser (1 of 2). Zone 1 (River). Pilot 1. Gunnery 1. Armor 1. Normal.
Harasser (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.
APC Hover (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.
APC Hover (2 of 2). Zone 1 (River). P1. G1. Armor 1. Normal.
Skirmishers 1 (30/30). Zone 3. P1. G1. Armor 0. Normal.
Skirmishers 2 (24/30). Zone 3. P1. G1. Armor 0. Frightened.

Explosives on Bridge (2 of 2). Zone 4. Normal


The Battlefield

MAP UPDATE

Zone 1: The River and Riverbank. EFFICIENT COOLING IN WATER Any unit on/in the actual river can only be attacked by Jumping units in other zones.
Zone 2: The Road. Any unit on The Road can only fire on units that are immediately adjacent to them unless they are Jumping.
Zone 3: The Woods. FLAMMABLE, HIDDEN PATH! Any unit in The Woods must be quite close on the map to shoot at any target. Judgement call. Reduces Speed to Slow.
Zone 4: The Bridge. VULNERABLE TO FIRE The Bridge is targetable from everywhere else and an exposed position.


Rules
Combat Rules
There are no special rules for number of actions or such for this battle, beyond the Zone-specific rulings.


Piloting skills of the vehicles shown now so you can probably guess if you hit.

Go

Kasumi watches the first Harrasser disintegrate from her barrage.

"Dog 4 to Dog Leader. APCs have turned off the river and disappeared in the woods. Scratch one Harrasser."

Kasumi targets the second Harrasser and unleashes her second alpha strike (2x LRM-5s, Med Laser, 2x Sm Lasers).

Dice Roll: 4dF+4z
dF Results: 0, 0, 0, 1 (Total = 5)
Valkyrie's attack (5)

ThorRoger that Dog 4. Proceed with the Harrassers.

Ceph and Sergey, close on the infantry to the west. I'll take out the infantry north and the APC's.


Thor charges past the fires he lit into the infantry closing on the road. With the fire blocking one of their flanks, they have
Dice Roll: 4dF
dF Results: 1, -1, 1, 1 (Total = 2)
nowhere to run as he
Dice Roll: 4dF+4
dF Results: 0, 0, 1, 1 (Total = 6)
lights up (Flanked?) with his flamers and A-pods, filling an entire area of the woods with fire and death.

With the infantry out of commission and a wall of fire blocking any option to flank the convoy, the APC's are going to have to get past Thor's flaming pink Panther or die trying if they want that convoy.

Sergey manage to halt the enemy infantry's advance as they scramble for cover. The old man, then, activated the jumpjets until the Urbie was directly above the enemy troops. He punched the A-pods while in mid-air giving his weapon system better coverage as it unleashed a vicious hail of flechettes. "Take that you, sons of b*tches!"

Sergey was reserved on using up his main armaments thinking it'll give away his surprise advantage.

Antipersonnel:
Dice Roll:
4dFz
dF Results: -1, -1, 0, -1 (Total = -3)




 

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