Federated Suns Covert Operations Contract, January 3027
+5
Thaddius_Jastilus
Admin
TheBigMekk
Minx - TP
Brooks
9 posters
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Federated Suns Covert Operations Contract, January 3027
Okay, you guys have accepted the Covert Ops contract from the FedSuns. The force limit is 200 tons. The Fedsuns will not provide ANY medical, technical, or ammunition support until AFTER the contract is complete. Any repairs or reloads you want to do between missions, you have to bring it with you and protect it, or steal it from the Capellan defenders. Keep that in mind.
Right now, your tonnage is:
45 tons: BJ-1 Blackjack - Brian
30 tons: UM-R60 Urbanmech - Miles
35 tons: FS9-H Firestarter - Brad
35 tons: PNT-9R Panther - Kyle
25 tons: MON-67 Mongoose - Aaron
10 tons: 10-Ton Armored Flatbed #1 carrying 1 ton of Standard Armor (14), 1 ton of AC/10 Ammo (10), 8 Tsingtao Militia Reserves Prisoners, and Doug's Tech Team - Miles
10 tons: 10-Ton Armored Flatbed #2 carrying 2nd Platoon and 2nd Squad, 3rd Platoon - TP
10 tons: 10-Ton Armored Flatbed #3 carrying 1st Platoon and 1st Squad, 3rd Platoon - TP
for a total of 200 tons, leaving you with 0 tons remaining.
You can add equipment or personnel(see the Battalion TO&E) to this list, or voluntarily withdraw yourself from this mission. Remember that you must be able to transport all of your equipment, either by bringing along 10-ton Armored Flatbeds from your support company (see the TO&E), stealing transport, or strapping it to your 'Mechs as exterior cargo (which hinders the 'Mech a bit).
Personnel weigh approximately 1/10th of a ton each, unit weight rounded up to the nearest half-ton. Each Flatbed Truck has a transport capacity of 4 tons. Equipment loaded into that transport capacity does not count towards the 200-ton limit.
Your unit has 150,000 C-Bills (including the already-paid secrecy bonus), and you can buy additional weight from the merchant ship you'll be traveling on (without saying what it'll carry, of course) for 5,000 C-Bills per additional ton.
Right now, your tonnage is:
45 tons: BJ-1 Blackjack - Brian
30 tons: UM-R60 Urbanmech - Miles
35 tons: FS9-H Firestarter - Brad
35 tons: PNT-9R Panther - Kyle
25 tons: MON-67 Mongoose - Aaron
10 tons: 10-Ton Armored Flatbed #1 carrying 1 ton of Standard Armor (14), 1 ton of AC/10 Ammo (10), 8 Tsingtao Militia Reserves Prisoners, and Doug's Tech Team - Miles
10 tons: 10-Ton Armored Flatbed #2 carrying 2nd Platoon and 2nd Squad, 3rd Platoon - TP
10 tons: 10-Ton Armored Flatbed #3 carrying 1st Platoon and 1st Squad, 3rd Platoon - TP
for a total of 200 tons, leaving you with 0 tons remaining.
You can add equipment or personnel(see the Battalion TO&E) to this list, or voluntarily withdraw yourself from this mission. Remember that you must be able to transport all of your equipment, either by bringing along 10-ton Armored Flatbeds from your support company (see the TO&E), stealing transport, or strapping it to your 'Mechs as exterior cargo (which hinders the 'Mech a bit).
Personnel weigh approximately 1/10th of a ton each, unit weight rounded up to the nearest half-ton. Each Flatbed Truck has a transport capacity of 4 tons. Equipment loaded into that transport capacity does not count towards the 200-ton limit.
Your unit has 150,000 C-Bills (including the already-paid secrecy bonus), and you can buy additional weight from the merchant ship you'll be traveling on (without saying what it'll carry, of course) for 5,000 C-Bills per additional ton.
Last edited by Brooks on Fri Nov 25, 2011 11:35 pm; edited 6 times in total
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
Oh, yeah. You have until tomorrow noon to finalize your loading and your unit preparation.
Other things that you have to specify:
-Is your Auto-Eject Disabled?
-Are you Hot-Loading your LRMs?
-Are you deploying your Infantry by Platoon or by Squad
-What cargo/personnel are loaded in which truck?
-What cargo/personnel is slung to what 'Mech? (if any)
If you do not reply:
-Your Auto-Eject is assumed to be enabled.
-Your LRMs are assumed to be loaded normally.
-Infantry are assumed to be deployed in Platoons.
-Personnel will be assigned to trucks first, followed by ammunition, then by other equipment.
-Whoever requested any cargo in excess of the transport capacity of any trucks you requested, that cargo will be externally slung to your 'Mech.
Auto-Eject: The Auto-Eject will engage in case of ammunition explosion, reactor overload, or center torso internal structure destruction. You may add circumstances to this list, or disable the Auto-Eject all together (meaning that you must eject manually). [Total Warfare]
Hot-Loaded LRMs: Hot-Loaded LRMS are armed when they are loaded into the ammunition racks, instead of after launch. They function as normal, but do not suffer any minimum-range penalties. However, all rolls on the cluster hits table use 3d6 and take the lowest two rolls. Critical hits to the launcher will also detonate the loaded volley of missiles, in the same way as an ammunition explosion. [Tactical Operations]
Squad Deployment: Infantry deployed in platoons follow the standard rules for infantry units given in Total Warfare. Infantry using Squad Deployment represent each platoon as several units, corresponding to each of the platoon's squads. These function as normal infantry units in all respects, but receive a +1 modifier to any rolls to hit against them, due to their small size and dispersion. Any time two or more squads from the same platoon are in the same hex, they may combine into a single unit for the rest of the game. However, this unit loses the +1 bonus.
Slung Cargo: 'Mechs and vehicles can carry cargo in excess of their normal transport capacity in external harnesses or slings. This cargo is difficult to load or unload rapidly, can hinder the carrying unit, and is vulnerable to damage, but can drastically increase a unit's effective transport capacity.
Other things that you have to specify:
-Is your Auto-Eject Disabled?
-Are you Hot-Loading your LRMs?
-Are you deploying your Infantry by Platoon or by Squad
-What cargo/personnel are loaded in which truck?
-What cargo/personnel is slung to what 'Mech? (if any)
If you do not reply:
-Your Auto-Eject is assumed to be enabled.
-Your LRMs are assumed to be loaded normally.
-Infantry are assumed to be deployed in Platoons.
-Personnel will be assigned to trucks first, followed by ammunition, then by other equipment.
-Whoever requested any cargo in excess of the transport capacity of any trucks you requested, that cargo will be externally slung to your 'Mech.
Auto-Eject: The Auto-Eject will engage in case of ammunition explosion, reactor overload, or center torso internal structure destruction. You may add circumstances to this list, or disable the Auto-Eject all together (meaning that you must eject manually). [Total Warfare]
Hot-Loaded LRMs: Hot-Loaded LRMS are armed when they are loaded into the ammunition racks, instead of after launch. They function as normal, but do not suffer any minimum-range penalties. However, all rolls on the cluster hits table use 3d6 and take the lowest two rolls. Critical hits to the launcher will also detonate the loaded volley of missiles, in the same way as an ammunition explosion. [Tactical Operations]
Squad Deployment: Infantry deployed in platoons follow the standard rules for infantry units given in Total Warfare. Infantry using Squad Deployment represent each platoon as several units, corresponding to each of the platoon's squads. These function as normal infantry units in all respects, but receive a +1 modifier to any rolls to hit against them, due to their small size and dispersion. Any time two or more squads from the same platoon are in the same hex, they may combine into a single unit for the rest of the game. However, this unit loses the +1 bonus.
Slung Cargo: 'Mechs and vehicles can carry cargo in excess of their normal transport capacity in external harnesses or slings. This cargo is difficult to load or unload rapidly, can hinder the carrying unit, and is vulnerable to damage, but can drastically increase a unit's effective transport capacity.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
Captain Iggy: "I am requesting two trucks to carry my company. My men will be deployed squads, and I'm leaving one squad behind."
"Alright, this is it men. Let's get this done quick and clean. Stay low, move fast, shoot straight, keep silent, and for God's sake; keep your heads down! Hooah? Lock and load."
"Alright, this is it men. Let's get this done quick and clean. Stay low, move fast, shoot straight, keep silent, and for God's sake; keep your heads down! Hooah? Lock and load."
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Big T's Request
Requesting standard load out, an extra 2 tons of amour (32 points) if possible, and 2 tons of reloads for my auto cannon. unsure as to how it will be carried. (clarification would be delightful)
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Chicken Coop Mapsheet
I have sent a jpeg of the mapsheet for Operation Chicken Coop to your e-mails. Here is your mission brief:
You will be inserted onto Tsingtao concealed in the cargo of an unaffiliated merchant dropship. This dropship's crew is unaware of your presence. Once on-planet, you will break out of the dropship's cargo holds and escape the dropport. It is defended by a single lance of Battlemechs and an array of defensive turrets. Engaging the defenders is unnecessary, your only objective is to lease the dropport and evade pursuit. One of our MI4 Operatives has infiltrated the local Capellan forces, he pilots a COM-2D Commando. Ensure his survival without compromising his identity.
You have arrived on Tsingtao concealed in the holds of a merchant Dropship. While on approach to the planet, you picked up a scrambled transmission from the Federated Suns Operative with schematics of the drop port, as well as the channels and codes for the facility's security cameras. As night comes outside the ship's holds, and cargo handlers move crates and boxes outside your concealed 'Mech containers, you slowly activate reactors and weapon systems...
Date: 25 January, 3027
Location: Tsingtao, Capellan Confederation
Employer: Federated Suns
Codename: Chicken Coop
- Primary Objective: Move your entire unit off of the battlefield to escape the dropport. [60 minutes of lead on pursuers.]
- Secondary Objective: Move off of two or more edges of the battlefield to confuse enemy pursuit. [90 minutes lead time for each additional edge.]
- Secondary Objective: Ensure the survival of the MI-4 Operative (COM-2D Commando).
- Tertiary Objective: Cripple or Destroy enemy 'Mechs to reduce pursuit forces. [15 minutes lead time for every 'Mech crippled or destroyed.]
+ Nav Alpha: Merchant Dropship. [Hex 1510]
- Nav Beta: Dropship Control. [Hex 1005]
- Nav Gamma: Garrison Barracks. [Hex 0607]
- Nav Delta: Cargo Storage. [Hex 0711]
- Nav Epsilon: Passenger Terminal. [Hex 0510]
Weather Conditions
- Nighttime: All weapons attacks gain a +2 to-hit modifier. Any unit with IR sensors (all 'Mechs, Combat Vehicles) reduces this penalty to +1 when firing on any unit with an active engine as long as its own sensors are undamaged.
- Light Rain: All infantry attacks gain a +1 to-hit modifier.
- Drop Port Lighting: All attacks against units on Pavement (light grey) or Tarmac (dark grey) hexes, but not not those against road hexes, ignore the Nighttime modifiers.
You will be inserted onto Tsingtao concealed in the cargo of an unaffiliated merchant dropship. This dropship's crew is unaware of your presence. Once on-planet, you will break out of the dropship's cargo holds and escape the dropport. It is defended by a single lance of Battlemechs and an array of defensive turrets. Engaging the defenders is unnecessary, your only objective is to lease the dropport and evade pursuit. One of our MI4 Operatives has infiltrated the local Capellan forces, he pilots a COM-2D Commando. Ensure his survival without compromising his identity.
You have arrived on Tsingtao concealed in the holds of a merchant Dropship. While on approach to the planet, you picked up a scrambled transmission from the Federated Suns Operative with schematics of the drop port, as well as the channels and codes for the facility's security cameras. As night comes outside the ship's holds, and cargo handlers move crates and boxes outside your concealed 'Mech containers, you slowly activate reactors and weapon systems...
Date: 25 January, 3027
Location: Tsingtao, Capellan Confederation
Employer: Federated Suns
Codename: Chicken Coop
- Primary Objective: Move your entire unit off of the battlefield to escape the dropport. [60 minutes of lead on pursuers.]
- Secondary Objective: Move off of two or more edges of the battlefield to confuse enemy pursuit. [90 minutes lead time for each additional edge.]
- Secondary Objective: Ensure the survival of the MI-4 Operative (COM-2D Commando).
- Tertiary Objective: Cripple or Destroy enemy 'Mechs to reduce pursuit forces. [15 minutes lead time for every 'Mech crippled or destroyed.]
+ Nav Alpha: Merchant Dropship. [Hex 1510]
- Nav Beta: Dropship Control. [Hex 1005]
- Nav Gamma: Garrison Barracks. [Hex 0607]
- Nav Delta: Cargo Storage. [Hex 0711]
- Nav Epsilon: Passenger Terminal. [Hex 0510]
Weather Conditions
- Nighttime: All weapons attacks gain a +2 to-hit modifier. Any unit with IR sensors (all 'Mechs, Combat Vehicles) reduces this penalty to +1 when firing on any unit with an active engine as long as its own sensors are undamaged.
- Light Rain: All infantry attacks gain a +1 to-hit modifier.
- Drop Port Lighting: All attacks against units on Pavement (light grey) or Tarmac (dark grey) hexes, but not not those against road hexes, ignore the Nighttime modifiers.
Last edited by Admin on Thu Nov 17, 2011 6:53 pm; edited 2 times in total
Initiative Phase, Turn 1
Nighttime (Full Moon) in effect.
Light Rain in effect.
Drop Port Lighting in effect.
Wind is calm.
Initiative order is: Capellan Garrison
Dropship Control: "DropCon reports arispace empty."
Dropport Defenses: "Perimeter has nothing to report."
Garrison Patrol: "Beginning perimeter sweep."
Light Rain in effect.
Drop Port Lighting in effect.
Wind is calm.
Initiative order is: Capellan Garrison
Dropship Control: "DropCon reports arispace empty."
Dropport Defenses: "Perimeter has nothing to report."
Garrison Patrol: "Beginning perimeter sweep."
Capellan Garrison Movement
COM-2D Commando starts in Hex 1204 facing Northeast.
- 1304, 1403, 1503, face Southeast, 1603, face Northeast.
- AMM +1, TMM +1
COM-2D ends in Hex 1603 facing Northeast.
CLNT-2-3T Clint starts in Hex 2909 facing South.
- 2910, 2911, face Southwest, 2811, 2712, 2612.
- AMM +1, TMM, +2
CLNT-2-3T Clint ends in Hex 2612 facing Southwest.
STN-3K Sentinel starts (powered down) in Hex 0606 facing Northeast.
- AMM +0, TMM +0
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin starts (powered down) in Hex 0607 facing Southeast.
- AMM +0, TMM +0
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able starts in Hex 0111.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker starts in Hex 0716.
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie starts in Hex 0702.
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog starts in Hex 1005.
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0410.
- AMM +0, TMM +0
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox starts in Hex 3008.
- AMM +0, TMM +0
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf starts in Hex 2514.
- AMM +0, TMM +0
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel starts in Hex 0807.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #2 starts in Hex 0807.
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0807.
Mechwarrior #3 starts in Hex 0707.
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0707.
- 1304, 1403, 1503, face Southeast, 1603, face Northeast.
- AMM +1, TMM +1
COM-2D ends in Hex 1603 facing Northeast.
CLNT-2-3T Clint starts in Hex 2909 facing South.
- 2910, 2911, face Southwest, 2811, 2712, 2612.
- AMM +1, TMM, +2
CLNT-2-3T Clint ends in Hex 2612 facing Southwest.
STN-3K Sentinel starts (powered down) in Hex 0606 facing Northeast.
- AMM +0, TMM +0
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin starts (powered down) in Hex 0607 facing Southeast.
- AMM +0, TMM +0
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able starts in Hex 0111.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker starts in Hex 0716.
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie starts in Hex 0702.
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog starts in Hex 1005.
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0410.
- AMM +0, TMM +0
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox starts in Hex 3008.
- AMM +0, TMM +0
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf starts in Hex 2514.
- AMM +0, TMM +0
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel starts in Hex 0807.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #2 starts in Hex 0807.
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0807.
Mechwarrior #3 starts in Hex 0707.
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0707.
Player Character Movement
BJ-1 Blackjack (Brian) starts (powered down) in Hex 1509 facing North.
- AMM +0, TMM +0
BJ-1 Blackjack (Brian) ends (powered up) in Hex 1509 facing North.
UM-R60 Urbanmech (Miles) starts (powered down) in Hex 1609 facing Northeast.
- AMM +0, TMM +0
UM-R60 Urbanmech (Miles) ends (powered up) in Hex 1609 facing Northeast.
10-Ton Armored Flatbed #3 (Miles) starts (powered down) in Hex 1609 facing Northeast.
- AMM +0, TMM +0
10-Ton Armored Flatbed #3 (Miles) ends (powered up) in Hex 1609 facing Northeast.
FS9-H Firestarter (Brad) starts (powered down) in Hex 1610 facing Southeast.
- AMM +0, TMM +0
FS9-H Firestarter (Brad) ends (powered up) in Hex 1610 facing Southeast.
PNT-9R Panther (Kyle) starts (powered down) in Hex 1511 facing South.
- AMM +0, TMM +0
PNT-9R Panther (Kyle) ends (powered up) in Hex 1511 facing South.
10-Ton Armored Flatbed #1 (TP) starts (powered down) in Hex 1410 facing Southwest.
- AMM +0, TMM +0
10-Ton Armored Flatbed #1 (TP) ends (powered up) in Hex 1410 facing Southwest.
10-Ton Armored Flatbed #2 (TP) starts (powered down) in Hex 1410 facing Southwest.
- AMM +0, TMM +0
10-Ton Armored Flatbed #2 (TP) ends (powered up) in Hex 1410 facing Southwest.
MON-67 Mongoose (Aaron) starts (powered down) in Hex 1409 facing Northwest.
- AMM +0, TMM +0
MON-67 Mongoose (Aaron) ends (powered up) in Hex 1409 facing Northwest.
- AMM +0, TMM +0
BJ-1 Blackjack (Brian) ends (powered up) in Hex 1509 facing North.
UM-R60 Urbanmech (Miles) starts (powered down) in Hex 1609 facing Northeast.
- AMM +0, TMM +0
UM-R60 Urbanmech (Miles) ends (powered up) in Hex 1609 facing Northeast.
10-Ton Armored Flatbed #3 (Miles) starts (powered down) in Hex 1609 facing Northeast.
- AMM +0, TMM +0
10-Ton Armored Flatbed #3 (Miles) ends (powered up) in Hex 1609 facing Northeast.
FS9-H Firestarter (Brad) starts (powered down) in Hex 1610 facing Southeast.
- AMM +0, TMM +0
FS9-H Firestarter (Brad) ends (powered up) in Hex 1610 facing Southeast.
PNT-9R Panther (Kyle) starts (powered down) in Hex 1511 facing South.
- AMM +0, TMM +0
PNT-9R Panther (Kyle) ends (powered up) in Hex 1511 facing South.
10-Ton Armored Flatbed #1 (TP) starts (powered down) in Hex 1410 facing Southwest.
- AMM +0, TMM +0
10-Ton Armored Flatbed #1 (TP) ends (powered up) in Hex 1410 facing Southwest.
10-Ton Armored Flatbed #2 (TP) starts (powered down) in Hex 1410 facing Southwest.
- AMM +0, TMM +0
10-Ton Armored Flatbed #2 (TP) ends (powered up) in Hex 1410 facing Southwest.
MON-67 Mongoose (Aaron) starts (powered down) in Hex 1409 facing Northwest.
- AMM +0, TMM +0
MON-67 Mongoose (Aaron) ends (powered up) in Hex 1409 facing Northwest.
Question
Is initiative order by "Previous post listed", or by the "Turn 1 Weather: Calm, daytime, wind from the North
Initiative Order: Aaron, Brad, Brian, TP, Enemy, Miles, Kyle" post?
Initiative Order: Aaron, Brad, Brian, TP, Enemy, Miles, Kyle" post?
Thaddius_Jastilus- Posts : 7
Join date : 2011-10-02
Age : 32
Location : The very darkest pit of your soul!
Re: Federated Suns Covert Operations Contract, January 3027
that was just an example. The initiative order changes every round. Also, we're not technically using the B-Tech initiative rules, becauseit would take to long if I had to wait for each of you to post...then post one enemy unit's movement...then wait for one of you...then post one...etc.
You guys can't take any actions this turn since you're all just powering up, so this is just to lay out where everyone is and show you the format. In the movement post, the format is
(Name of unit) starts in (hex coordinate) facing (direction)
- (list every MP expended, either by moving to a new hex or turning)
(Name of unit) ends in (hex coordinate) facing (direction)
Map Errata: the Crater Hexes (the two hexagonal sets of seven hexes in the middle of the tarmac) are both occupied by merchant dropships. altough technically these are units, you may not interact with them in any way. They take up all seven hexes, and are 10 levels high. You may not enter these hexes, and they completely block line of sight. On your first turn, you must move at Walking/Cruising Speed, because you have to negotiate the dropship doors. If you choose to Run/Flank, you must take a piloting test as per entering a Hardened building with 140 CF.
You guys can't take any actions this turn since you're all just powering up, so this is just to lay out where everyone is and show you the format. In the movement post, the format is
(Name of unit) starts in (hex coordinate) facing (direction)
- (list every MP expended, either by moving to a new hex or turning)
(Name of unit) ends in (hex coordinate) facing (direction)
Map Errata: the Crater Hexes (the two hexagonal sets of seven hexes in the middle of the tarmac) are both occupied by merchant dropships. altough technically these are units, you may not interact with them in any way. They take up all seven hexes, and are 10 levels high. You may not enter these hexes, and they completely block line of sight. On your first turn, you must move at Walking/Cruising Speed, because you have to negotiate the dropship doors. If you choose to Run/Flank, you must take a piloting test as per entering a Hardened building with 140 CF.
End Phase
Heat Management
COM-2D Commando (Bronze Four) gains 1 heat and sinks 1 heat, ending at 0 heat.
CLNT-2-3T Clint (Bronze Three) gains 1 heat and sinks 1 heat, ending at 0 heat.
COM-2D Commando (Bronze Four) gains 1 heat and sinks 1 heat, ending at 0 heat.
CLNT-2-3T Clint (Bronze Three) gains 1 heat and sinks 1 heat, ending at 0 heat.
Turn 2, Initiative Phase
Nighttime (Full Moon) in effect.
Light Rain in effect.
Drop Port Lighting in effect.
Wind is calm.
Movement Order is: Capellan Garrison, Miles, Kyle, Aaron, TP, Brian, Brad
Light Rain in effect.
Drop Port Lighting in effect.
Wind is calm.
Movement Order is: Capellan Garrison, Miles, Kyle, Aaron, TP, Brian, Brad
Capellan Garrison Movement
RED units moved.
COM-2D Commando "Bronze Four" starts in Hex 1603 facing Northeast.
- Face Southeast, 1704, face Northeast, 1803, 1903, 2002.
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2002 facing Northeast.
CLNT-2-3T Clint "Bronze Three" starts in Hex 2612 facing Southwest.
- Face Northwest, 2512, face Southwest, 2412, 2313, 2213.
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 2213 facing Southwest.
STN-3K Sentinel starts (powered down) in Hex 0606 facing Northeast.
- AMM +0, TMM +0
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin starts (powered down) in Hex 0607 facing Southeast.
- AMM +0, TMM +0
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able starts in Hex 0111.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker starts in Hex 0716.
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie starts in Hex 0702.
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog starts in Hex 1005.
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0410.
- AMM +0, TMM +0
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox starts in Hex 3008.
- AMM +0, TMM +0
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf starts in Hex 2514.
- AMM +0, TMM +0
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel starts in Hex 0807.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #2 starts in Hex 0807.
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0807.
Mechwarrior #3 starts in Hex 0707.
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0707.
COM-2D Commando "Bronze Four" starts in Hex 1603 facing Northeast.
- Face Southeast, 1704, face Northeast, 1803, 1903, 2002.
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2002 facing Northeast.
CLNT-2-3T Clint "Bronze Three" starts in Hex 2612 facing Southwest.
- Face Northwest, 2512, face Southwest, 2412, 2313, 2213.
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 2213 facing Southwest.
STN-3K Sentinel starts (powered down) in Hex 0606 facing Northeast.
- AMM +0, TMM +0
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin starts (powered down) in Hex 0607 facing Southeast.
- AMM +0, TMM +0
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able starts in Hex 0111.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker starts in Hex 0716.
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie starts in Hex 0702.
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog starts in Hex 1005.
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0410.
- AMM +0, TMM +0
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox starts in Hex 3008.
- AMM +0, TMM +0
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf starts in Hex 2514.
- AMM +0, TMM +0
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel starts in Hex 0807.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #2 starts in Hex 0807.
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0807.
Mechwarrior #3 starts in Hex 0707.
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0707.
Re: Federated Suns Covert Operations Contract, January 3027
Actually, what the heck. Go ahead and post your movement whenever. The only thing that matters is whether you post before or after any NPC forces. So if you're supposed to move before the enemy, post your move before. If you're supposed to move after, WAIT!.
You're responsible for knowing the movement rules (in Total Warfare).
I post every NPC unit's movement, even if they stay still, so you know where they are. It's up to you to keep track of them and remember
I'll update your units' 'Mechbayu profiles as they take damage, but you should have your own copy.
TP, remember, you control the trucks too.
Miles, remember, you control the truck with your Tech Team and the ammo and armor.
You're responsible for knowing the movement rules (in Total Warfare).
I post every NPC unit's movement, even if they stay still, so you know where they are. It's up to you to keep track of them and remember
I'll update your units' 'Mechbayu profiles as they take damage, but you should have your own copy.
TP, remember, you control the trucks too.
Miles, remember, you control the truck with your Tech Team and the ammo and armor.
Movement Phase Format
(MODEL NUMBER) (Unit) starts in Hex (????) facing (Direction)
- 1st MP, 2nd MP, 3rd MP,...Last MP.
- AMM (+1 Walk/Cruise, +2 Run/Flank, +3 Jump), TMM (3-4: +1, 5-6: +2, 7-9: +3, etc.)
(MODEL NUMBER) (Unit) ends in Hex (????) facing (Direction)
Use the already posted movements as examples. Infantry do not have facings.
When a unit moves, state the Hex # of the Hex it moved into.
If moving into that hex costs more than 1 MP, put the number of MP in parentheses.
ex: Hex 6789 is a Light Woods Hex. The entry would read "6789 (2)"
When a unit turns, state the direction it has turned to (N, NE, SE, S, SW, NW)
If a unit has fallen, say "Get Up (2)"
If Jumping, indicate jumping before the first MP spent.
ex: " - Jumping, 1234, 1235, 1236, face North"
- 1st MP, 2nd MP, 3rd MP,...Last MP.
- AMM (+1 Walk/Cruise, +2 Run/Flank, +3 Jump), TMM (3-4: +1, 5-6: +2, 7-9: +3, etc.)
(MODEL NUMBER) (Unit) ends in Hex (????) facing (Direction)
Use the already posted movements as examples. Infantry do not have facings.
When a unit moves, state the Hex # of the Hex it moved into.
If moving into that hex costs more than 1 MP, put the number of MP in parentheses.
ex: Hex 6789 is a Light Woods Hex. The entry would read "6789 (2)"
When a unit turns, state the direction it has turned to (N, NE, SE, S, SW, NW)
If a unit has fallen, say "Get Up (2)"
If Jumping, indicate jumping before the first MP spent.
ex: " - Jumping, 1234, 1235, 1236, face North"
Re: Federated Suns Covert Operations Contract, January 3027
UM-R60 Urbanmech (Bluemoon) starts in Hex 1609 facing Northeast.
- (walking) Face north, Enter hex 1608,
- AMM +1, TMM +0
UM-R60 Urbanmech (Bluemoon) ends in Hex 1608 facing North.
For future reference, the Target Movement Modifier Chart is as such:
0-2 hexes moved +0
3-4 hexes moved +1
5-6 hexes moved +2
7-9 hexes moved +3
10-14 hexes moved +4
- (walking) Face north, Enter hex 1608,
- AMM +1, TMM +0
UM-R60 Urbanmech (Bluemoon) ends in Hex 1608 facing North.
For future reference, the Target Movement Modifier Chart is as such:
0-2 hexes moved +0
3-4 hexes moved +1
5-6 hexes moved +2
7-9 hexes moved +3
10-14 hexes moved +4
Last edited by Admin on Wed Oct 12, 2011 8:09 pm; edited 1 time in total (Reason for editing : Corrected TMM)
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
Panther (kyle) starts Hex 1511 facing south
Panther (Kyle) ends Hex 1516 facing south west
Panther (Kyle) ends Hex 1516 facing south west
kyle- Posts : 107
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
PNT-9R Panther (Kyle) passes Piloting Skill Test for Running out of Dropship Bay Doors.
PNT-9R Panther (Kyle) movement proceeds as normal.
Thanks Kyle! Try to remember to post each hex you move into/out of. It doesn't matter as muich right now, but later it'll be important. Your AMM is +2 for running, your TMM is +2 for 5 hexes moved
PNT-9R Panther (Kyle) movement proceeds as normal.
Thanks Kyle! Try to remember to post each hex you move into/out of. It doesn't matter as muich right now, but later it'll be important. Your AMM is +2 for running, your TMM is +2 for 5 hexes moved
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Neutral Units
As you exit the dropship, your sensors pick up more vehicles and personnel in the area.
10-Ton Cargo Flatbed, Hex 1504 facing Southwest
Dropport Staff (20) "Drop Control", Hex 0906
10-Ton Cargo Flatbed, Hex 0809 facing Northeast
10-Ton Cargo Flatbed, Hex 0911 facing South
Cargo Handlers (30), Hex 0911
Cargo Handlers (30), Hex 0811
Dropport Staff (20), Hex 0410
Automobile, Hex 0714 facing Northwest
10-Ton Cargo Flatbed, Hex 1905, facing Southeast
10-Ton Cargo Flatbed, Hex 1905, facing Southeast
10-Ton Cargo Flatbed, Hex 2006, facing Northwest
Cargo Handlers (30), Hex 2006
Cargo Handlers (30), Hex 2106
10-Ton Cargo Flatbed, Hex 2107, facing Northwest
10-Ton Cargo Flatbed, Hex 2206, facing Northwest
DropShip Technical Team (7), Hex 2209
Dropship Technical Team (7), Hex 2309
Automobile, Hex 2912, facing Southwest
Automobile, Hex 3009, facing Southwest
10-Ton Cargo Flatbed, Hex 1504 facing Southwest
Dropport Staff (20) "Drop Control", Hex 0906
10-Ton Cargo Flatbed, Hex 0809 facing Northeast
10-Ton Cargo Flatbed, Hex 0911 facing South
Cargo Handlers (30), Hex 0911
Cargo Handlers (30), Hex 0811
Dropport Staff (20), Hex 0410
Automobile, Hex 0714 facing Northwest
10-Ton Cargo Flatbed, Hex 1905, facing Southeast
10-Ton Cargo Flatbed, Hex 1905, facing Southeast
10-Ton Cargo Flatbed, Hex 2006, facing Northwest
Cargo Handlers (30), Hex 2006
Cargo Handlers (30), Hex 2106
10-Ton Cargo Flatbed, Hex 2107, facing Northwest
10-Ton Cargo Flatbed, Hex 2206, facing Northwest
DropShip Technical Team (7), Hex 2209
Dropship Technical Team (7), Hex 2309
Automobile, Hex 2912, facing Southwest
Automobile, Hex 3009, facing Southwest
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
can we scan buildings? I don't have the books with me right now. because no one has a b.a.p (probe).
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
Due to your sensors, you automatically have the following information about any unit, building, hex, etc within LOS:
The type of unit (Infantry, Vehicle, 'Mech, and the general design. For example, a Catapult)
The percentage of armor remaining in each location:
Green 100-90
Yellow 90-50
Red 50-10
Black 10-0
The unit's current heat level
Blue 1-7
Green 8-14
Yellow 15-21
Red 22+
The basic type of any weapon fired at you (Machine Gun, Autocannon, Laser, PPC, Missile)
In the End Phase, you may further scan one unit within LOS. You may determine one of the following from this scan:
The unit's model number and variant
The exact amount of armor remaining in one location
The systems in one location
Whether a specific system is functional
The amount of ammunition remaining for one type of weapon
The target's cargo
The target's movement capabilities
etc.
Also, Miles, remember you control the 10-Ton with the ammo, armor and your Tech Team as well, don't forget to move it too. It has Cruising 5, Flanking 8
The type of unit (Infantry, Vehicle, 'Mech, and the general design. For example, a Catapult)
The percentage of armor remaining in each location:
Green 100-90
Yellow 90-50
Red 50-10
Black 10-0
The unit's current heat level
Blue 1-7
Green 8-14
Yellow 15-21
Red 22+
The basic type of any weapon fired at you (Machine Gun, Autocannon, Laser, PPC, Missile)
In the End Phase, you may further scan one unit within LOS. You may determine one of the following from this scan:
The unit's model number and variant
The exact amount of armor remaining in one location
The systems in one location
Whether a specific system is functional
The amount of ammunition remaining for one type of weapon
The target's cargo
The target's movement capabilities
etc.
Also, Miles, remember you control the 10-Ton with the ammo, armor and your Tech Team as well, don't forget to move it too. It has Cruising 5, Flanking 8
i did forget
well at least it slipped my mind
10-Ton Armored Flatbed #3 (Tech team) starts in Hex 1609 facing Northeast.
(cruse) 1709(1), turn north (2), 1708 (3), 1707 (4)
- AMM +1 (no gun), TMM +1
10-Ton Armored Flatbed #3 (Tech team) ends in Hex 1707 facing North.
(also side note would a buildings cargo include it's insides, like power sources, or large groups of people, or would that be checking a system of a building? for example checking to see where a buildings radio, or a guard houses generator was.)
For future reference, the Target Movement Modifier Chart is as such:
0-2 hexes moved +0
3-4 hexes moved +1
5-6 hexes moved +2
7-9 hexes moved +3
10-14 hexes moved +4
"hexes moved" refers to the actual movement of the unit, not to its MP spent
10-Ton Armored Flatbed #3 (Tech team) starts in Hex 1609 facing Northeast.
(cruse) 1709(1), turn north (2), 1708 (3), 1707 (4)
- AMM +1 (no gun), TMM +1
10-Ton Armored Flatbed #3 (Tech team) ends in Hex 1707 facing North.
(also side note would a buildings cargo include it's insides, like power sources, or large groups of people, or would that be checking a system of a building? for example checking to see where a buildings radio, or a guard houses generator was.)
For future reference, the Target Movement Modifier Chart is as such:
0-2 hexes moved +0
3-4 hexes moved +1
5-6 hexes moved +2
7-9 hexes moved +3
10-14 hexes moved +4
"hexes moved" refers to the actual movement of the unit, not to its MP spent
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
scanning the building as a whole (declaring a scan against the building, while within range of any of the intact hexes of that building) would tell you generally what type of building it is, and whether you can detect anyone inside
scanning a specific hex of a building (declaring a scan against a specific intact building hex within range) would tell you what is in that specific hex, say a power source, a handful of people, a broadcast dish, etc.
moving infantry into a building hex is the only way of actually finding out for sure what is inside, at least given your tech level.
A powered down 'Mech in a steel frame building won't show up on magscan, infra, radar, etc. If that log cabin is showing up strong on your magnetics, though, something ain't right. Likewise for determining the exact content of buildings, vehicle cargo, etc. you need a BAP or a hands-on inspection, and the BAP isn't around yet. Sensors might give a clue though
scanning a specific hex of a building (declaring a scan against a specific intact building hex within range) would tell you what is in that specific hex, say a power source, a handful of people, a broadcast dish, etc.
moving infantry into a building hex is the only way of actually finding out for sure what is inside, at least given your tech level.
A powered down 'Mech in a steel frame building won't show up on magscan, infra, radar, etc. If that log cabin is showing up strong on your magnetics, though, something ain't right. Likewise for determining the exact content of buildings, vehicle cargo, etc. you need a BAP or a hands-on inspection, and the BAP isn't around yet. Sensors might give a clue though
Re: Federated Suns Covert Operations Contract, January 3027
Kyle piloting test Pilot Skill: 4
roll: 6
roll: 6
kyle- Posts : 107
Join date : 2011-09-25
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