Federated Suns Covert Operations Contract, January 3027
+5
Thaddius_Jastilus
Admin
TheBigMekk
Minx - TP
Brooks
9 posters
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Re: Federated Suns Covert Operations Contract, January 3027
that's alright, I'll do all the rolls for Battletech on my end for now, until you guys have the system down better, to save time. that way we don't have to go back and forth waiting for one person to post a roll. Doing it differently than DH because there's so many more rolls here.
Brad's Movement
FS9-H Firestarter (Dragon Star) starts in Hex 1610 facing Southeast
- 1711, 1811, 1912, 2012, 2113
- AMM +1 Walk, TMM +2,
FS9-H Firestarter (Dragon Star) ends in Hex 2113 facing Southeast
- 1711, 1811, 1912, 2012, 2113
- AMM +1 Walk, TMM +2,
FS9-H Firestarter (Dragon Star) ends in Hex 2113 facing Southeast
Jesus Cristo Brad- Posts : 47
Join date : 2011-08-26
Age : 31
Location : Minnesota
Genesis Company's Movement
"Genesis! We're breaking to the west! Pedal to the metal! Drive, drive, drive!!!"
10-Ton Armored Flatbed #1 (TP) starts in Hex 1410 facing Southwest.
- (Flanking) 1311, NW, 1210, 1110, 1009, 0909, 0808, 0708
- AMM +2, TMM +3
10-Ton Armored Flatbed #1 (TP) ends in Hex 0708 facing Northwest.
10-Ton Armored Flatbed #2 (TP) starts in Hex 1410 facing Southwest.
- (Flanking) 1311, NW, 1210, 1110, 1009, 0909, 0808, 0708
- AMM +2, TMM +3
10-Ton Armored Flatbed #2 (TP) ends in Hex 0708 facing Northwest.
10-Ton Armored Flatbed #1 (TP) starts in Hex 1410 facing Southwest.
- (Flanking) 1311, NW, 1210, 1110, 1009, 0909, 0808, 0708
- AMM +2, TMM +3
10-Ton Armored Flatbed #1 (TP) ends in Hex 0708 facing Northwest.
10-Ton Armored Flatbed #2 (TP) starts in Hex 1410 facing Southwest.
- (Flanking) 1311, NW, 1210, 1110, 1009, 0909, 0808, 0708
- AMM +2, TMM +3
10-Ton Armored Flatbed #2 (TP) ends in Hex 0708 facing Northwest.
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
TP's Driving Skill Rolls
10-Ton Armored Flatbed #1 passes a Driving Skill Roll for Flanking through the Cargo Bay Doors.
10-Ton Armored Flatbed #1 continues movement as normal.
10-Ton Armored Flatbed #2 passes a Driving Skill Roll for Flanking through the Cargo Bay Doors.
10-Ton Armored Flatbed #2 continues movement as normal.
10-Ton Armored Flatbed #1 passes a Driving Skill Roll for Turning and Flanking on Pavement.
10-Ton Armored Flatbed #1 continues movement as normal.
10-Ton Armored Flatbed #2 passes a Driving Skill Roll for Turning and Flanking on Pavement.
10-Ton Armored Flatbed #2 continues movement as normal.
10-Ton Armored Flatbed #1 continues movement as normal.
10-Ton Armored Flatbed #2 passes a Driving Skill Roll for Flanking through the Cargo Bay Doors.
10-Ton Armored Flatbed #2 continues movement as normal.
10-Ton Armored Flatbed #1 passes a Driving Skill Roll for Turning and Flanking on Pavement.
10-Ton Armored Flatbed #1 continues movement as normal.
10-Ton Armored Flatbed #2 passes a Driving Skill Roll for Turning and Flanking on Pavement.
10-Ton Armored Flatbed #2 continues movement as normal.
Re: Federated Suns Covert Operations Contract, January 3027
where am i on this map...? according to the inter comm chat, i think i am supposed to follow kyle north.
Elsquanday- Posts : 5
Join date : 2011-08-29
Location : the corner of Super and Awesome
Re: Federated Suns Covert Operations Contract, January 3027
if you click on the map it opens larger, and you can see the key on the right hand side. You are the White 8-pointed star in the black circle near the center of the map. I e-mailed you a jpeg of the map that you can zoom in close enough to read hex numbers, I'll send you another.
FOR EVERYONE: save that jpeg to your desktop or something so you don't lose it in your inbox
you are facing north
(psst...I'd recommend ignoring the intercom chat right now, especially because Kyle is moving due south as fast as he can...besides, you're lance leader, you're technically in charge)
FOR EVERYONE: save that jpeg to your desktop or something so you don't lose it in your inbox
you are facing north
(psst...I'd recommend ignoring the intercom chat right now, especially because Kyle is moving due south as fast as he can...besides, you're lance leader, you're technically in charge)
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
BJ-1 Blackjack (Brian) starts in Hex 1509 facing North
(Walking) hex 1508, hex 1507, hex 1506, face (North-East)
AMM +1, TMM +1
BJ-1 Blackjack (Brian) ends in Hex 1506 facing NE
(Walking) hex 1508, hex 1507, hex 1506, face (North-East)
AMM +1, TMM +1
BJ-1 Blackjack (Brian) ends in Hex 1506 facing NE
Elsquanday- Posts : 5
Join date : 2011-08-29
Location : the corner of Super and Awesome
Okay, here i go.
Walking move - 8 hexes.
Turn to face hex 1408, N.
Move N 2 hexes; 1408, 1407.
Turn to face hex 1507, NE.
Move NE 4 hexes; 1507, 1606, 1706, and 1805.
End facing NE, hex 1905 *occupied by 2 flatbeds*.
6 hexes moved.
2 turns made.
Facing due NE, No torso twist. }Modifiers - Unknown{
***SHOOSTINGS MAY BEGINS***
Turn to face hex 1408, N.
Move N 2 hexes; 1408, 1407.
Turn to face hex 1507, NE.
Move NE 4 hexes; 1507, 1606, 1706, and 1805.
End facing NE, hex 1905 *occupied by 2 flatbeds*.
6 hexes moved.
2 turns made.
Facing due NE, No torso twist. }Modifiers - Unknown{
***SHOOSTINGS MAY BEGINS***
Thaddius_Jastilus- Posts : 7
Join date : 2011-10-02
Age : 32
Location : The very darkest pit of your soul!
Shooting Phase
Movement phase is complete. Shooting Phase begins.
Order for shot declaration: Brad, Miles, TP, Bronze Lance, Aaron, Brian, Kyle, Spaceport Garrison
You may declare your shots earlier than your order, but not later. For example, Aaron could post his firing right away, but Brad or Miles could not wait until after Bronze Lance fires to post their firing
Here is an example post: (BY EXAMPLE I MEAN THIS IS NOT NECESSARILY HAPPENING)
COM-2D Commando "Bronze Four" is in Hex 2002 facing NE
Torso Twist Right: Torso facing SE
+ Fire SRM-4 (RA) at MON-67 Mongoose "Wolf Leader" (Aaron) (Right Arm Arc)
Range: 4. AMM +1, TMM +2, Medium Range +2. To-Hit Modifier +5 against Front Arc
In this example, the Commando "Bronze Four" is in Hex 2002 facing NE. It uses its Torso Twist to twist right, bringing Aaron's Mongoose into its Right Arm firing Arc. It then fires its SRM-4 in the right arm at Aaron's Mongoose. The Commando walked, giving a +1 AMM. Aaron moved 6 hexes, giving a +2 TMM. The SRM-4's range is 0/3/6/9/12, and the range is 4, so Aaron is at Medium Range +2. The total to-hit modifier is +5. Finally, the LOS between the Commando and the Mongoose goes into the Mongoose's Front Arc, which will help determine where the Mongoose could be hit
Aaron's return fire might look something like this:
MON-67 Mongoose "Wolf Leader" (Aaron) is in Hex 1805 facing NE
+ Fire MLAS (LA) at COM-2D Commando "Bronze Four" (Front Arc)
Range: 4, AMM +1, TMM +2, Medium Range +2. To-Hit Modifier +5 against Right Front Arc
+ FIRE MLAS (CT) at COM-2D Commando "Bronze Four" (Front Arc)
Range: 4, AMM +1, TMM +2, Medium Range +2. To-hit Modifier +5 against Right Front Arc
+ Fire MLAS (RA) at 10-Ton Cargo Flatbed in hex 2006 (Front Arc)
Range: 2, AM +1, TMM +0, Short Range +0, Secondary Target +1. To-Hit Modifier +2 against Front Arc.
In this example, Aaron is firing two Medium Lasers back at the Commando. Because of the Commando's torso twist, the LOS between the two units passes through the corner between the Commando's Right Front Arc and Right Rear Arc, so the shot passes through the more favorable edge (Right Front Arc). The modifiers are similar, a +1 AMM for walking, a +2 TMM for the Commando's 6 hexes of movement, and a +2 for medium range.
However, Aaron also wants to prevent the local forces from unloading the dropship, so he splits his fire, aiming the Medium Laser on his right arm at the cargo truck in hex 2006. This shot has an additional +1 modifier for splitting fire, but since the truck is much closer and didn't move, but is actually easier to hit.
Order for shot declaration: Brad, Miles, TP, Bronze Lance, Aaron, Brian, Kyle, Spaceport Garrison
You may declare your shots earlier than your order, but not later. For example, Aaron could post his firing right away, but Brad or Miles could not wait until after Bronze Lance fires to post their firing
Here is an example post: (BY EXAMPLE I MEAN THIS IS NOT NECESSARILY HAPPENING)
COM-2D Commando "Bronze Four" is in Hex 2002 facing NE
Torso Twist Right: Torso facing SE
+ Fire SRM-4 (RA) at MON-67 Mongoose "Wolf Leader" (Aaron) (Right Arm Arc)
Range: 4. AMM +1, TMM +2, Medium Range +2. To-Hit Modifier +5 against Front Arc
In this example, the Commando "Bronze Four" is in Hex 2002 facing NE. It uses its Torso Twist to twist right, bringing Aaron's Mongoose into its Right Arm firing Arc. It then fires its SRM-4 in the right arm at Aaron's Mongoose. The Commando walked, giving a +1 AMM. Aaron moved 6 hexes, giving a +2 TMM. The SRM-4's range is 0/3/6/9/12, and the range is 4, so Aaron is at Medium Range +2. The total to-hit modifier is +5. Finally, the LOS between the Commando and the Mongoose goes into the Mongoose's Front Arc, which will help determine where the Mongoose could be hit
Aaron's return fire might look something like this:
MON-67 Mongoose "Wolf Leader" (Aaron) is in Hex 1805 facing NE
+ Fire MLAS (LA) at COM-2D Commando "Bronze Four" (Front Arc)
Range: 4, AMM +1, TMM +2, Medium Range +2. To-Hit Modifier +5 against Right Front Arc
+ FIRE MLAS (CT) at COM-2D Commando "Bronze Four" (Front Arc)
Range: 4, AMM +1, TMM +2, Medium Range +2. To-hit Modifier +5 against Right Front Arc
+ Fire MLAS (RA) at 10-Ton Cargo Flatbed in hex 2006 (Front Arc)
Range: 2, AM +1, TMM +0, Short Range +0, Secondary Target +1. To-Hit Modifier +2 against Front Arc.
In this example, Aaron is firing two Medium Lasers back at the Commando. Because of the Commando's torso twist, the LOS between the two units passes through the corner between the Commando's Right Front Arc and Right Rear Arc, so the shot passes through the more favorable edge (Right Front Arc). The modifiers are similar, a +1 AMM for walking, a +2 TMM for the Commando's 6 hexes of movement, and a +2 for medium range.
However, Aaron also wants to prevent the local forces from unloading the dropship, so he splits his fire, aiming the Medium Laser on his right arm at the cargo truck in hex 2006. This shot has an additional +1 modifier for splitting fire, but since the truck is much closer and didn't move, but is actually easier to hit.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
UM-R60 "Bluemoon "red two" is in Hex 1609 facing N
Torso Twist left: Torso facing NW
+ Fire Auto-cannon 10 (RA) at Drop-control tower "hex 1005"
Range: 6. AMM (+1), TMM (-4 immobile), short Range +0. To-Hit Modifier -3.
pretty sure i'm right. by the way i know i'm jumping ahead in the line, skipping brad.
Torso Twist left: Torso facing NW
+ Fire Auto-cannon 10 (RA) at Drop-control tower "hex 1005"
Range: 6. AMM (+1), TMM (-4 immobile), short Range +0. To-Hit Modifier -3.
pretty sure i'm right. by the way i know i'm jumping ahead in the line, skipping brad.
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
Oh um can i make an "aimed shot" (page 110 of total warfare) at the softer looking parts of the control tower like the windows.
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
Sure. Firing is conducted against the building as normal, with a -4 modifier for firing at a large stationary target. Since it is immobile, you can also conduct an aimed shot, which has no modifier. If you want to fire to hit a very specific part of the building, such as a hangar door mechanism, a specific antenna mount, etc. a +3 modifier is also applied.
Re: Federated Suns Covert Operations Contract, January 3027
Aiming for the level (flour, height) of the windows on that section (hex) of the building.
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
Is that supposed to be a firing declaration? Please use the format I gave an example of, or at least give all the necessary details.
Firer, Weapon Being Fired, Fire Mode (if applicable), Target, Range, AMM, TMM (if applicable), to-hit modifiers.
Firer, Weapon Being Fired, Fire Mode (if applicable), Target, Range, AMM, TMM (if applicable), to-hit modifiers.
Re: Federated Suns Covert Operations Contract, January 3027
But seeing as most of us don't know what the hell is going on here (I proudly place myself within that group), it is quite difficult to post anything.
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
PLEASE READ
PLEASE READ!
Here is a list of resources for you guys, both on this website and elsewhere, to help Battletech play run smoother. The most important sections are in GREEN
PLEASE PLEASE PLEASE read the Quick-Start Rules, they are the core of the game. I know the pdf is not as clear as it could be, but nine-tenths of what you need to know is in there...
...and I will have to look up the other tenth anyway, so don't be afraid to ask if you don't understand.
+ You have a battlefield map that I e-mailed. If you no longer have it, please ask, I will re-send.
+ Miles has posted a map overlaid with the positions of almost every unit on the board, and updates it.
+ You have a link to the quick-start rules, which contain everything you need to know about moving, shooting, and tracking heat. If you have misplaced the link, it is here http://bg.battletech.com/wp-content/uploads/2011/10/BattleTechQuick-Start-Rules.pdf
+ I have also posted explanations of initiative, movement, and (briefly) firing and heat in the Game and Intercom threads.
+ Actions within the game are posted at Battletech :: Gameplay :: Federated suns Covert Ops Contract, January 3027
+ In-Character discussion, and out-of-character questions, as well as known details of enemy 'Mechs, are posted at Battletech :: Gameplay :: Opening Unit Intercom
+ Weapon heat/damage/rang profiles, as well as the basic load-outs of enemy 'Mechs, are posted in the Battletech :: Gameplay :: Importnat Info section
+ In Battletech :: Mercenary Data :: Mercenary Unit Management :: Table of Organization and Equipment I have posted a list that accounts for every single member and piece of equipment in your unit.
+ In Battletech :: Mercenary Data :: Mercenary Unit Management :: Battalion 'Mechbay I have posted the detailed schematics of every combat unit you have, including the weapons, armor, internal structure, and critical slot layouts.
+ In Battletech :: Mercenary Data :: Mercenary Unit Management :: Unit Specifics You can post discussions with other group members about the organization and equipment of your mercenary unit
+ In Battletech :: Mercenary Data :: Mercenary Unit Management :: Out of Campaign Discussion you can post about whatever OOC things are relevant to the campaign.
+ In Battletech :: Merecnary Data :: Mercenary Contracts I have posted past, current, and potential future contracts for you toreview.
Re: Federated Suns Covert Operations Contract, January 3027
UM-R60 "Bluemoon "red two" is in Hex 1609 facing N
Torso Twist left: Torso facing NW
+ Fire Auto-cannon 10 (RA) at Drop-control tower "hex 0906 level 2" "aimed shot at the windows over looking the dropzone"
Range: 7. AMM (+1), TMM (-4 immobile), medium Range +2. To-Hit Modifier -1.
Torso Twist left: Torso facing NW
+ Fire Auto-cannon 10 (RA) at Drop-control tower "hex 0906 level 2" "aimed shot at the windows over looking the dropzone"
Range: 7. AMM (+1), TMM (-4 immobile), medium Range +2. To-Hit Modifier -1.
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
(Kyle) "Red Four" is in Hex 1516 facing southwest
Torso Twist right: Torso facing northwest
+ Fire PPC (RA) at Flatbed in hex 0911
Range: 8. AMM (+2), TMM i don't know that one TMM is -4 for immobile target, short Range +0 8 hexes is Medium Range +2. To-Hit Modifier +2. +0 with medium range, immobile target
Gunnery Skill: 5
LOS through target's left front arc
PPC is 3/6/12/18/24 range, that is minimum/short/medium/long/extreme All weapon damage-heat-range profiles are in Gameplay :: Important Info
Torso Twist right: Torso facing northwest
+ Fire PPC (RA) at Flatbed in hex 0911
Range: 8. AMM (+2), TMM i don't know that one TMM is -4 for immobile target, short Range +0 8 hexes is Medium Range +2. To-Hit Modifier +2. +0 with medium range, immobile target
Gunnery Skill: 5
LOS through target's left front arc
PPC is 3/6/12/18/24 range, that is minimum/short/medium/long/extreme All weapon damage-heat-range profiles are in Gameplay :: Important Info
kyle- Posts : 107
Join date : 2011-09-25
Brad shooting
FS9-H FireStarter "Dragon Star" is in Hex 2113SE facing SE
Torso facing SE
+ Fire 3 Flamers (RA, LA, CT) and 2 MG (LT. RT) at CLNT-2-3T "hex 2213" facing SW
Range: 1. AMM (+1), TMM (+1 walking), Surprised Target (-1), short Range +0. To-Hit Modifier +1.
LOS through target's front arc. (Torso Twist)
Torso facing SE
+ Fire 3 Flamers (RA, LA, CT) and 2 MG (LT. RT) at CLNT-2-3T "hex 2213" facing SW
Range: 1. AMM (+1), TMM (+1 walking), Surprised Target (-1), short Range +0. To-Hit Modifier +1.
LOS through target's front arc. (Torso Twist)
Jesus Cristo Brad- Posts : 47
Join date : 2011-08-26
Age : 31
Location : Minnesota
Bronze Lance Shooting
COM-2D Commando "Bronze Four" (MI-4 Operative) is in Hex 2002NE
Torso Twist Right: Torso facing SE
+ Sensor Scan of MON-67 Mongoose "Wolf Leader" (Aaron) in Hex 1805NE
Range: 4 AMM +1, TMM +2, Range: +0, Total To-Hit Modifier: +3
CLNT-2-3T Clint "Bronze Three" is in Hex 213SW
Torso Twist Right: Torso Facing NW
+ AC/5 (RA) at PNT-9R Panther (Kyle) in Hex 1516NW (Right Rear Arc)
Range: 7. AMM +1, TMM +2, Range: Medium +2, Surprise +1. Total +6
+ 2 MLAS (CT, LT) at FS9-H Firestarter (Brad) in Hex 2113SE (Front Arc)
Range: 1. AMM +1, TMM +2, Range: Short +0, Secondary +1. Total +4
Torso Twist Right: Torso facing SE
+ Sensor Scan of MON-67 Mongoose "Wolf Leader" (Aaron) in Hex 1805NE
Range: 4 AMM +1, TMM +2, Range: +0, Total To-Hit Modifier: +3
CLNT-2-3T Clint "Bronze Three" is in Hex 213SW
Torso Twist Right: Torso Facing NW
+ AC/5 (RA) at PNT-9R Panther (Kyle) in Hex 1516NW (Right Rear Arc)
Range: 7. AMM +1, TMM +2, Range: Medium +2, Surprise +1. Total +6
+ 2 MLAS (CT, LT) at FS9-H Firestarter (Brad) in Hex 2113SE (Front Arc)
Range: 1. AMM +1, TMM +2, Range: Short +0, Secondary +1. Total +4
My shooting.
Holding fire.
Thaddius_Jastilus- Posts : 7
Join date : 2011-10-02
Age : 32
Location : The very darkest pit of your soul!
shooting phase
is holding fire.
Elsquanday- Posts : 5
Join date : 2011-08-29
Location : the corner of Super and Awesome
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