Federated Suns Covert Operations Contract, January 3027
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Thaddius_Jastilus
Admin
TheBigMekk
Minx - TP
Brooks
9 posters
Page 3 of 6
Page 3 of 6 • 1, 2, 3, 4, 5, 6
Re: Federated Suns Covert Operations Contract, January 3027
UM-R60 Urbanmech "Bluemoon "Red Two"
+ 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.
Gunnery Skill 4 (-1): 5 To-Hit. Roll is 11. Hit second floor Windows of building in Hex 0906.
- 10 Damage to Hex 0906 CF, 30 CF remaining.
- 8 Damage to Dropport Staff "Drop Control". 1 Personnel Hit, 19 Personnel remaining.
PNT-9R Panther "Red Four"
+ Fire PPC (RA) at Flatbed in hex 0911
Range: 8. AMM (+2), TMM -4 for immobile target, short Range +0 8 hexes is Medium Range +2. To-Hit Modifier +0. LOS through Left Front Arc
Gunnery Skill: 5 (+0): 5 To-Hit. Roll is 10. Hit Cargo Flatbed in Left Side.
- 10 Damage to LS Armor. Armor Destroyed. 8 Damage transfers.
- 8 Damage to LS Internal. Internal Destroyed. 7 Damage transfers.
- 7 Damage to Body Internal. Internal Destroyed. 6 Damage transfers.
- 6 Damage to RS Internal. Internal Destroyed. 5 Damage transfers.
- 5 Damage to RS Armor. Armor Destroyed. 3 Damage transfers.
- 3 Damage to Cargo Handlers. 2 Personnel Hit. 28 Personnel remain.
+++CARGO FLATBED DISABLED BY LS INTERNAL DESTRUCTION+++
+++CARGO FLATBED DESTROYED BY BODY INTERNAL DESTRUCTION+++
FS9-H FireStarter "Dragon Star"
+ 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
Gunnery Skill 5 (+1) 6 To-Hit for all attacks.
+RA Flamer 6 To-Hit. Roll is 7. Hit CLNT-2-3T "Bronze Three" in Left Leg.
- 2 Heat to CLNT-2-3T "Bronze Three"
+LA Flamer 6 To-Hit. Roll is 3. Miss.
+CT Flamer 6 To-Hit. Roll is 8. Hit CLNT-2-3T " Bronze Three" in Right Torso.
- 2 Heat to CLNT-2-3T "Bronze Three"
+RT MGUN 6 To-Hit. Roll is 4. Miss
+LT MGUN 6 To-Hit. Roll is 8. Hit CLNT-2-3T "Bronze Three" in Head.
- 2 Damage to HD. 7 Armor Remaining.
- Pilot "Bronze Three" takes 1 Damage from Head hit. 5 Health remaining.
- Pilot "Bronze Three" must roll to avoid blacking out. "Bronze Three" remains conscious.
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
- Sensor Scan fails.
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
+ AC/5 RA Hits PNT-9R Panther (Kyle) in Right Rear Torso.
- 5 Damage to RTR. 0 Armor Remaining.
+ MLAS (CT) Hits FS9-H Firestarter "Dragon Star" in Center Torso.
- 5 Damage to CT. 8 Armor Remaining.
+ MLAS (LT) Hits FS9-H Firestarter "Dragon Star" in Head.
5 Damage to HD. 4 Armor Remaining.
- Pilot "Remeus Nikaji" takes 1 Damage from Head hit. 5 Health remaining.
- Pilot "Remeus Nikaji" must roll 3+ to avoid blacking out. Roll is 10. "Remeus Nikaji remains conscious.
+ 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.
Gunnery Skill 4 (-1): 5 To-Hit. Roll is 11. Hit second floor Windows of building in Hex 0906.
- 10 Damage to Hex 0906 CF, 30 CF remaining.
- 8 Damage to Dropport Staff "Drop Control". 1 Personnel Hit, 19 Personnel remaining.
PNT-9R Panther "Red Four"
+ Fire PPC (RA) at Flatbed in hex 0911
Range: 8. AMM (+2), TMM -4 for immobile target, short Range +0 8 hexes is Medium Range +2. To-Hit Modifier +0. LOS through Left Front Arc
Gunnery Skill: 5 (+0): 5 To-Hit. Roll is 10. Hit Cargo Flatbed in Left Side.
- 10 Damage to LS Armor. Armor Destroyed. 8 Damage transfers.
- 8 Damage to LS Internal. Internal Destroyed. 7 Damage transfers.
- 7 Damage to Body Internal. Internal Destroyed. 6 Damage transfers.
- 6 Damage to RS Internal. Internal Destroyed. 5 Damage transfers.
- 5 Damage to RS Armor. Armor Destroyed. 3 Damage transfers.
- 3 Damage to Cargo Handlers. 2 Personnel Hit. 28 Personnel remain.
+++CARGO FLATBED DISABLED BY LS INTERNAL DESTRUCTION+++
+++CARGO FLATBED DESTROYED BY BODY INTERNAL DESTRUCTION+++
FS9-H FireStarter "Dragon Star"
+ 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
Gunnery Skill 5 (+1) 6 To-Hit for all attacks.
+RA Flamer 6 To-Hit. Roll is 7. Hit CLNT-2-3T "Bronze Three" in Left Leg.
- 2 Heat to CLNT-2-3T "Bronze Three"
+LA Flamer 6 To-Hit. Roll is 3. Miss.
+CT Flamer 6 To-Hit. Roll is 8. Hit CLNT-2-3T " Bronze Three" in Right Torso.
- 2 Heat to CLNT-2-3T "Bronze Three"
+RT MGUN 6 To-Hit. Roll is 4. Miss
+LT MGUN 6 To-Hit. Roll is 8. Hit CLNT-2-3T "Bronze Three" in Head.
- 2 Damage to HD. 7 Armor Remaining.
- Pilot "Bronze Three" takes 1 Damage from Head hit. 5 Health remaining.
- Pilot "Bronze Three" must roll to avoid blacking out. "Bronze Three" remains conscious.
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
- Sensor Scan fails.
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
+ AC/5 RA Hits PNT-9R Panther (Kyle) in Right Rear Torso.
- 5 Damage to RTR. 0 Armor Remaining.
+ MLAS (CT) Hits FS9-H Firestarter "Dragon Star" in Center Torso.
- 5 Damage to CT. 8 Armor Remaining.
+ MLAS (LT) Hits FS9-H Firestarter "Dragon Star" in Head.
5 Damage to HD. 4 Armor Remaining.
- Pilot "Remeus Nikaji" takes 1 Damage from Head hit. 5 Health remaining.
- Pilot "Remeus Nikaji" must roll 3+ to avoid blacking out. Roll is 10. "Remeus Nikaji remains conscious.
Last edited by Admin on Sun Nov 20, 2011 11:11 pm; edited 3 times in total
Physical Attack Phase
Physical Attack Phase begins.
The only units that conduct physical attacks are:
MON-67 Mongoose (Aaron)
FS9-H Firestarter (Brad)
CLNT-2-3T Clint "Bronze Three"
The initiative order is (Aaron, Brad, "Bronze Three")
The only units that conduct physical attacks are:
MON-67 Mongoose (Aaron)
FS9-H Firestarter (Brad)
CLNT-2-3T Clint "Bronze Three"
The initiative order is (Aaron, Brad, "Bronze Three")
"Bronze Three" Physical Attack Phase
"Bronze Three" is going to act earlier in initiative order, to show you the format, and so I can get this over with.
CLNT-2-3T Clint "Bronze Three" is in Hex 2213SW.
+ CLNT-2-3T Clint "Bronze Three" kicks FS9-H Firestarter "Dragon Star" in Hex 2113SE.
To-Hit Roll is (Piloting Skill of "Bronze Three") +1 (AMM) +2 (TMM) -2 (Kicking modifier)
To-Hit Roll is (Piloting Skill of "Bronze Three") +1.
+ Kick hits FS9-H Firestarter "Dragon Star" in Right Leg.
- 8 Damage to RL. 0 Armor remaining.
FS9-H Firestarter must take Piloting Skill Test (was kicked).
Piloting Skill of "Remeus Nikaji: 6. Roll is 8. FS9-H Firestarter "Dragon Star" remains upright.
I posted the results to save time, because they don't matter as much for physical attacks (ie, there's no chance of overkill or whatnot) However, all damage is still resolved simultaneously.
CLNT-2-3T Clint "Bronze Three" is in Hex 2213SW.
+ CLNT-2-3T Clint "Bronze Three" kicks FS9-H Firestarter "Dragon Star" in Hex 2113SE.
To-Hit Roll is (Piloting Skill of "Bronze Three") +1 (AMM) +2 (TMM) -2 (Kicking modifier)
To-Hit Roll is (Piloting Skill of "Bronze Three") +1.
+ Kick hits FS9-H Firestarter "Dragon Star" in Right Leg.
- 8 Damage to RL. 0 Armor remaining.
FS9-H Firestarter must take Piloting Skill Test (was kicked).
Piloting Skill of "Remeus Nikaji: 6. Roll is 8. FS9-H Firestarter "Dragon Star" remains upright.
I posted the results to save time, because they don't matter as much for physical attacks (ie, there's no chance of overkill or whatnot) However, all damage is still resolved simultaneously.
Heat Phase
since all heat-generating events are over (unless Brad lands a VERY good kick that knocks the Clint onto it's rear center torso armor causing a through-armor critical hit that damages its reactor shielding javascript:emoticonp('')) I figured I'd post all the heat generation now, to save time
BRAD and AARON, I need your physical attack declarations, preferably by 4pm tomorrow
BJ-1 Blackjack (Brian) generates 1 heat and sinks 1 heat. 0 Heat.
UM-R60 Urbanmech (Miles) generates 4 heat and sinks 4 heat. 0 Heat.
FS9-H Firestarter (Brad) generates 10 heat and sinks 10 heat. 0 Heat.
PNT-9R Panther (Kyle) generates 12 heat and sinks 12 heat. 0 Heat.
MON-67 Mongoose generates 1 heat and sinks 1 heat. 0 Heat.
CLNT-2-3T Clint generates 12 heat and sinks 10 heat. 2 Heat.
COM-2D Commando generates 1 heat and sinks 1 heat. 0 Heat.
Also, this technically isn't a phase, but as a heads up.
UM-R60 Urbanmech expends 1 AC/10 shot. 9 AC/10 shots remaining.
FS9-H Firestarter expends 2 MGUN shots. 198 MGUN shots remaining.
CLNT-2-3T Clint expends 1 AC/5 shot. 19 AC/5 shots remaining.
BRAD and AARON, I need your physical attack declarations, preferably by 4pm tomorrow
BJ-1 Blackjack (Brian) generates 1 heat and sinks 1 heat. 0 Heat.
UM-R60 Urbanmech (Miles) generates 4 heat and sinks 4 heat. 0 Heat.
FS9-H Firestarter (Brad) generates 10 heat and sinks 10 heat. 0 Heat.
PNT-9R Panther (Kyle) generates 12 heat and sinks 12 heat. 0 Heat.
MON-67 Mongoose generates 1 heat and sinks 1 heat. 0 Heat.
CLNT-2-3T Clint generates 12 heat and sinks 10 heat. 2 Heat.
COM-2D Commando generates 1 heat and sinks 1 heat. 0 Heat.
Also, this technically isn't a phase, but as a heads up.
UM-R60 Urbanmech expends 1 AC/10 shot. 9 AC/10 shots remaining.
FS9-H Firestarter expends 2 MGUN shots. 198 MGUN shots remaining.
CLNT-2-3T Clint expends 1 AC/5 shot. 19 AC/5 shots remaining.
Brad's Physical Attack phase
FS9-H Firestarter (Brad) is in Hex 2113SE.
+ Kick at CLNT-2-3T "Bronze Three" in Hex 2213SW.
Piloting Skill 6 +1 (AMM) +2 (TMM) -2 (Kick modifier). 7 To-Hit. Roll is 8.
+ Kick hits CLNT-2-3T Clint "Bronze Three" in Right Leg.
- 7 Damage to RL. 1 Armor remaining.
CLNT-2-3T Clint must take a Piloting Skill Test (was kicked).
CLNT-2-3T Clint remains upright.
Since Aaron didn't shoot anything, I'm going to assume he didn't want to kick the trucks either, so I'll skip him. If you want to, I'll put it in retroactively, just tell me.
+ Kick at CLNT-2-3T "Bronze Three" in Hex 2213SW.
Piloting Skill 6 +1 (AMM) +2 (TMM) -2 (Kick modifier). 7 To-Hit. Roll is 8.
+ Kick hits CLNT-2-3T Clint "Bronze Three" in Right Leg.
- 7 Damage to RL. 1 Armor remaining.
CLNT-2-3T Clint must take a Piloting Skill Test (was kicked).
CLNT-2-3T Clint remains upright.
Since Aaron didn't shoot anything, I'm going to assume he didn't want to kick the trucks either, so I'll skip him. If you want to, I'll put it in retroactively, just tell me.
Last edited by Admin on Fri Nov 11, 2011 12:19 am; edited 1 time in total
3rd Turn Movement Phase
HUZZAH! Turn Three!
try to check in at least every other day, so we can keep this moving along.
Initiative order is: TP, Brian, Militia Garrison, Aaron, Miles, Bronze Lance, Brad, Kyle
Unit Locations:
COM-2D Commando ends in Hex 2002 facing Northeast.
CLNT-2-3T Clint ends in Hex 2213 facing Southwest.
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 ends in Hex 0807.
Mechwarrior #2 ends in Hex 0707.
10-Ton Cargo Flatbed, Hex 1504 facing Southwest
Dropport Staff (19) "Drop Control", Hex 0906 Level 2
10-Ton Cargo Flatbed, Hex 0809 facing Northeast
10-Ton Cargo Flatbed, Hex 0911 facing South +++DESTROYED+++
Cargo Handlers (28), 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
UM-R60 Urbanmech (Bluemoon) ends in Hex 1608 facing North.
Panther (Kyle) ends Hex 1516 facing south west
10-Ton Armored Flatbed #3 (Tech team) ends in Hex 1707 facing North.
FS9-H Firestarter (Dragon Star) ends in Hex 2113 facing Southeast
10-Ton Armored Flatbed #1 (TP) ends in Hex 0708 facing Northwest.
10-Ton Armored Flatbed #2 (TP) ends in Hex 0708 facing Northwest.
BJ-1 Blackjack (Brian) ends in Hex 1506 facing NE
MON-67 Mongoose (Aaron) ends in Hex 1805NE
as I said before, feel free to act before your initiative, but you may not act after
try to check in at least every other day, so we can keep this moving along.
Initiative order is: TP, Brian, Militia Garrison, Aaron, Miles, Bronze Lance, Brad, Kyle
Unit Locations:
COM-2D Commando ends in Hex 2002 facing Northeast.
CLNT-2-3T Clint ends in Hex 2213 facing Southwest.
STN-3K Sentinel ends (powered down) in Hex 0606 facing Northeast.
JVN-10N Javelin ends (powered down) in Hex 0607 facing Southeast.
Rifle Squad Able ends in Hex 0111.
Rifle Squad Baker ends in Hex 0716.
Rifle Squad Charlie ends in Hex 0702.
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy ends in Hex 0410.
Rifle Squad Fox ends in Hex 3008.
Rifle Squad Golf ends in Hex 2514.
SRM Platoon Hotel ends in Hex 0807.
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 ends in Hex 0807.
Mechwarrior #2 ends in Hex 0707.
10-Ton Cargo Flatbed, Hex 1504 facing Southwest
Dropport Staff (19) "Drop Control", Hex 0906 Level 2
10-Ton Cargo Flatbed, Hex 0809 facing Northeast
10-Ton Cargo Flatbed, Hex 0911 facing South +++DESTROYED+++
Cargo Handlers (28), 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
UM-R60 Urbanmech (Bluemoon) ends in Hex 1608 facing North.
Panther (Kyle) ends Hex 1516 facing south west
10-Ton Armored Flatbed #3 (Tech team) ends in Hex 1707 facing North.
FS9-H Firestarter (Dragon Star) ends in Hex 2113 facing Southeast
10-Ton Armored Flatbed #1 (TP) ends in Hex 0708 facing Northwest.
10-Ton Armored Flatbed #2 (TP) ends in Hex 0708 facing Northwest.
BJ-1 Blackjack (Brian) ends in Hex 1506 facing NE
MON-67 Mongoose (Aaron) ends in Hex 1805NE
as I said before, feel free to act before your initiative, but you may not act after
Genesis Company's Movement
Truck 1 starts in Hex 0708 facing Northwest.
Disembarking infantry (3x)
Squad One/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Squad Two/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Squad Three/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Truck 1 ends in Hex 0708 facing Northwest.
AMM +1, TMM +0
Truck 2 starts in Hex 0708 facing Northwest.
(Cruising) face SW, 0608
Disembarking infantry (3x)
Squad One/Second Platoon (Starts inside Truck 2, ends in Hex 0608)
Squad TwoSecond Platoon (Starts inside Truck 2, ends in Hex 0608
Squad ThreeSecond Platoon (Starts inside Truck 2, ends in Hex 0608)
Truck 2 ends in Hex 0608 facing Southwest.
AMM +1, TMM +0
*In a low whisper, Iggy passes the order through the squads* "Genesis, we need to cripple those mechs or take out the pilots. It'll make it much easier on us later. Rendezvous back here ASAP when you're finished. Remember: quick and quiet. Move out!"
Disembarking infantry (3x)
Squad One/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Squad Two/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Squad Three/First Platoon (Starts inside Truck 1, ends in Hex 0708)
Truck 1 ends in Hex 0708 facing Northwest.
AMM +1, TMM +0
Truck 2 starts in Hex 0708 facing Northwest.
(Cruising) face SW, 0608
Disembarking infantry (3x)
Squad One/Second Platoon (Starts inside Truck 2, ends in Hex 0608)
Squad TwoSecond Platoon (Starts inside Truck 2, ends in Hex 0608
Squad ThreeSecond Platoon (Starts inside Truck 2, ends in Hex 0608)
Truck 2 ends in Hex 0608 facing Southwest.
AMM +1, TMM +0
*In a low whisper, Iggy passes the order through the squads* "Genesis, we need to cripple those mechs or take out the pilots. It'll make it much easier on us later. Rendezvous back here ASAP when you're finished. Remember: quick and quiet. Move out!"
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Re: Federated Suns Covert Operations Contract, January 3027
UM-R60 Urbanmech (Bluemoon) starts in Hex 1608 facing Northeast.
- (running) Face north, Enter hex 1607, 1606, 1605
- AMM +2, TMM +1
UM-R60 Urbanmech (Bluemoon) ends in Hex 1605 facing North.
"i think we've got there attention, now lets Run like shit!"
...starts in Hex 1608 facing NORTH
1607, 1606, 1605
you were already facing north. Remember, though, you only have walk 2 run 3. This movement as you originally wrote it is illegal, you used 4 MP. thankfully, you were already facing north anyway
- (running) Face north, Enter hex 1607, 1606, 1605
- AMM +2, TMM +1
UM-R60 Urbanmech (Bluemoon) ends in Hex 1605 facing North.
"i think we've got there attention, now lets Run like shit!"
...starts in Hex 1608 facing NORTH
1607, 1606, 1605
you were already facing north. Remember, though, you only have walk 2 run 3. This movement as you originally wrote it is illegal, you used 4 MP. thankfully, you were already facing north anyway
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Re: Federated Suns Covert Operations Contract, January 3027
10-Ton Armored Flatbed #3 (Tech team) starts in Hex 1707 facing Northeast.
(Flanking) 1706 (1), 1705 (2), 1704 (3), 1703 (4), 1702 (5), 1701 (6), Off edge (7)
- AMM +2 (no gun), TMM (gone)
10-Ton Armored Flatbed #3 (Tech team) ends off the north edge.
starts in Hex 1707 facing NORTH
When you copy/paste your previous post with that unit, make sure you change EVERYTHING to fit its new situation
(Flanking) 1706 (1), 1705 (2), 1704 (3), 1703 (4), 1702 (5), 1701 (6), Off edge (7)
- AMM +2 (no gun), TMM (gone)
10-Ton Armored Flatbed #3 (Tech team) ends off the north edge.
starts in Hex 1707 facing NORTH
When you copy/paste your previous post with that unit, make sure you change EVERYTHING to fit its new situation
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
MISSION UPDATE
+++PRIMARY OBEJCTIVE COMPLETED+++
- Unit exited off of North map edge.
+++MISSION ACCOMPLISHED+++
(doesn't mean we stop playing, the rest of you need to get off too. One Tech Team and a bunch of spare armor isn't going to kill a general!)
- Unit exited off of North map edge.
+++MISSION ACCOMPLISHED+++
(doesn't mean we stop playing, the rest of you need to get off too. One Tech Team and a bunch of spare armor isn't going to kill a general!)
Re: Federated Suns Covert Operations Contract, January 3027
BJ-1 Blackjack (Brian) starts in Hex 1506 facing NE
Turn 60 deg facing N, 60 deg facing NW, (Walking) hex 1405, hex 1305, face (North-West)
AMM +1, TMM +1 TMM is +0, you only moved 2 hexes.
BJ-1 Blackjack (Brian) ends in Hex ???? facing NW
I cant read the numbers at all... I am turning counter-clockwise two spaces, and walking forward two spaces.
Is there any way to enlarge the map any more? I have already tried clicking on it.
I'll re-send the e-mail with my version. It only has terrain, but you can zoom in enough
end in Hex 1305 facing NW
Turn 60 deg facing N, 60 deg facing NW, (Walking) hex 1405, hex 1305, face (North-West)
AMM +1, TMM +1 TMM is +0, you only moved 2 hexes.
BJ-1 Blackjack (Brian) ends in Hex ???? facing NW
I cant read the numbers at all... I am turning counter-clockwise two spaces, and walking forward two spaces.
Is there any way to enlarge the map any more? I have already tried clicking on it.
I'll re-send the e-mail with my version. It only has terrain, but you can zoom in enough
end in Hex 1305 facing NW
Elsquanday- Posts : 5
Join date : 2011-08-29
Location : the corner of Super and Awesome
Re: Federated Suns Covert Operations Contract, January 3027
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.
- (Walking) 1105
AMM +0 (Infantry), TMM +0
Rifle Squad Dog ends in Hex 1105.
Rifle Squad Easy starts in Hex 0410.
- (Walking) 0510
AMM +0 (Infantry), TMM +0
Rifle Squad Easy ends in Hex 0510.
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.
Defense Turret #1 powers up in Hex 2801
TMM -4
Defense Turret #2 powers up in Hex 3110
TMM -4
Defense turret #3 powers up in Hex 2714
TMM -4
Defense Turret #4 powers up in Hex 0209
TMM -4
10-Ton Cargo Flatbed #1 starts Hex 1504SW
- (Flanking) 1404, NW, 1304*, 1203, SW, 1104*, 1004*, NW
10-Ton Cargo Flatbed must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 1404: passed
Test for Hex 1203: passed
AMM +2, TMM +2
10-Ton Cargo Flatbed ends in Hex 1004NW
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906 Level 2
AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0906 Level 2
10-Ton Cargo Flatbed #2 starts in Hex 0809 facing Northeast
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
AMM +0, TMM +0
Dropport Drivers #2 (2) end in Hex 0809
Cargo Handlers #1 (28) starts in Hex 0911
- (Walking) 0810
AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0810
Cargo Handlers #2 (30) starts in Hex 0811
AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0811
Dropport Staff #2 (20) starts in Hex 0410
AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1, Hex 0714 facing Northwest
- 0613, 0513, 0412, 0312, N, 0311
AMM +1, TMM +2
Automobile #2 ends in Hex 0311N.
10-Ton Cargo Flatbed #4, Hex 1905, facing Southeast
- (Flanking) 2005, 2106, NE, 2205*, SE, 2306*, 2406 2507, 2607
10-Ton Cargo Flatbed #4 must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 2106: passed
Test for Hex 2205: failed. Skids: 2305, 2404. Skid ends.
AMM +3, TMM +4
10-Ton Cargo Flatbed #4 ends in Hex 2404SE.
10-Ton Cargo Flatbed #5, Hex 1905, facing Southeast
- (Flanking) 2005, 2106, NE, 2205*, SE, 2306*, 2406 2507, 2607
10-Ton Cargo Flatbed #5 must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 2106: passed
Test for Hex 2205: passed
AMM +2, TMM +3
10-Ton Cargo Flatbed ends in Hex 2607SE.
10-Ton Cargo Flatbed #6, Hex 2006, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW
AMM +0, TMM +0
Dropport Drivers #6 (2) end in Hex 2006
Cargo Handlers #3 (30), Hex 2006
- (Hurried Movement) 2106, 2205
AMM +0, TMM +0
Cargo Handlers #3 (30) ends in Hex 2205
Cargo Handlers #4 (30), Hex 2106
- (Hurried Movement) 2205, 2306
AMM +0, TMM +0
Cargo Handlers #4 (30) ends in Hex 2306
10-Ton Cargo Flatbed #7, Hex 2107, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
AMM +0, TMM +0
Dropport Drivers #7 (2) end in Hex 2107
10-Ton Cargo Flatbed #8, Hex 2206, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW
AMM +0, TMM +0
Dropport Drivers #8 (2) end in Hex 2206
DropShip Technical Team #1 (7), Hex 2209
- AMM +0, TMM +0
Dropship Technical Team #1 (7) ends in Hex 2209
Dropship Technical Team #2 (7), Hex 2309
- AMM +0, TMM +0
Dropship Technical Team #2 (7) ends in Hex 2309
Automobile #2, Hex 2912, facing Southwest
- 2812, 2713, 2613, S, 2614, 2615
AMM +1, TMM +2
Automobile #2 ends in Hex 2615S
Automobile #3, Hex 3009, facing Southwest
- S, 3010, 3011, SW, 2912, 2812
Automobile #3 ends in Hex 2812SW
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.
- (Walking) 1105
AMM +0 (Infantry), TMM +0
Rifle Squad Dog ends in Hex 1105.
Rifle Squad Easy starts in Hex 0410.
- (Walking) 0510
AMM +0 (Infantry), TMM +0
Rifle Squad Easy ends in Hex 0510.
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.
Defense Turret #1 powers up in Hex 2801
TMM -4
Defense Turret #2 powers up in Hex 3110
TMM -4
Defense turret #3 powers up in Hex 2714
TMM -4
Defense Turret #4 powers up in Hex 0209
TMM -4
10-Ton Cargo Flatbed #1 starts Hex 1504SW
- (Flanking) 1404, NW, 1304*, 1203, SW, 1104*, 1004*, NW
10-Ton Cargo Flatbed must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 1404: passed
Test for Hex 1203: passed
AMM +2, TMM +2
10-Ton Cargo Flatbed ends in Hex 1004NW
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906 Level 2
AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0906 Level 2
10-Ton Cargo Flatbed #2 starts in Hex 0809 facing Northeast
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
AMM +0, TMM +0
Dropport Drivers #2 (2) end in Hex 0809
Cargo Handlers #1 (28) starts in Hex 0911
- (Walking) 0810
AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0810
Cargo Handlers #2 (30) starts in Hex 0811
AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0811
Dropport Staff #2 (20) starts in Hex 0410
AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1, Hex 0714 facing Northwest
- 0613, 0513, 0412, 0312, N, 0311
AMM +1, TMM +2
Automobile #2 ends in Hex 0311N.
10-Ton Cargo Flatbed #4, Hex 1905, facing Southeast
- (Flanking) 2005, 2106, NE, 2205*, SE, 2306*, 2406 2507, 2607
10-Ton Cargo Flatbed #4 must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 2106: passed
Test for Hex 2205: failed. Skids: 2305, 2404. Skid ends.
AMM +3, TMM +4
10-Ton Cargo Flatbed #4 ends in Hex 2404SE.
10-Ton Cargo Flatbed #5, Hex 1905, facing Southeast
- (Flanking) 2005, 2106, NE, 2205*, SE, 2306*, 2406 2507, 2607
10-Ton Cargo Flatbed #5 must take two Driving Skill tests (flanking and turning on pavement)
Test for Hex 2106: passed
Test for Hex 2205: passed
AMM +2, TMM +3
10-Ton Cargo Flatbed ends in Hex 2607SE.
10-Ton Cargo Flatbed #6, Hex 2006, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW
AMM +0, TMM +0
Dropport Drivers #6 (2) end in Hex 2006
Cargo Handlers #3 (30), Hex 2006
- (Hurried Movement) 2106, 2205
AMM +0, TMM +0
Cargo Handlers #3 (30) ends in Hex 2205
Cargo Handlers #4 (30), Hex 2106
- (Hurried Movement) 2205, 2306
AMM +0, TMM +0
Cargo Handlers #4 (30) ends in Hex 2306
10-Ton Cargo Flatbed #7, Hex 2107, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
AMM +0, TMM +0
Dropport Drivers #7 (2) end in Hex 2107
10-Ton Cargo Flatbed #8, Hex 2206, facing Northwest
+++CREW ABANDONS VEHICLE+++
AMM +0, TMM -4
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW
AMM +0, TMM +0
Dropport Drivers #8 (2) end in Hex 2206
DropShip Technical Team #1 (7), Hex 2209
- AMM +0, TMM +0
Dropship Technical Team #1 (7) ends in Hex 2209
Dropship Technical Team #2 (7), Hex 2309
- AMM +0, TMM +0
Dropship Technical Team #2 (7) ends in Hex 2309
Automobile #2, Hex 2912, facing Southwest
- 2812, 2713, 2613, S, 2614, 2615
AMM +1, TMM +2
Automobile #2 ends in Hex 2615S
Automobile #3, Hex 3009, facing Southwest
- S, 3010, 3011, SW, 2912, 2812
Automobile #3 ends in Hex 2812SW
Last edited by Admin on Sun Nov 20, 2011 11:07 pm; edited 1 time in total
Question
Are the trucks previously in front of me gone, or still in my way?
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
They are gone. One abandoned truck and it's crew is 2 hexes to your right, in 2006SE. The trucks that were in front of you are now in 2404SE and 2607SE. Also, you can move through (or into) hexes containing three or fewer enemy units, as long as none of them is a 'Mech
Re: Federated Suns Covert Operations Contract, January 3027
Miles, look more closely at TP's movement. One truck stayed still and disembarked, the other turned SW, moved one, and disembarked. The infantry didn't move afterwards.
Last edited by Admin on Sat Nov 19, 2011 8:18 am; edited 1 time in total
Sarna Commonality Reserves Movement
Okay, the REserves are jumping down initiative order to keep this moving, but don't expect this often. Or ever.
COM-2D Commando "Bronze Four" starts in Hex 2002NE
- Southeast, 2103, 2203, 2304, South, Southwest
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2304SW
CLNT-2-3T Clint "Bronze Three" starts in Hex 2213SW
- (Jumping) 2313, 2413, 2513, 2613, 2713, 2812, face SW
- AMM +3, TMM +3,
CLNT-2-3T Clint ends in Hex 2812SW.
STN-3K Sentinel starts (powered down) in Hex 0606NE
- AMM +0, TMM -4
STN-3K Sentinel ends (powered down) in Hex 0606NE
JVN-10N Javelin starts (powered down) in Hex 0607SE
- AMM +0, TMM -4
JVN-10N Javelin ends (powered down) in Hex 0607SE
SRM Platoon Hotel starts in Hex 0807.
- (Walking) 0707
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0707.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 starts in Hex 0807.
- (Walking) 0707
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0707.
Mechwarrior #2 starts in Hex 0707.
- (Walking) 0607
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0607.
COM-2D Commando "Bronze Four" starts in Hex 2002NE
- Southeast, 2103, 2203, 2304, South, Southwest
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2304SW
CLNT-2-3T Clint "Bronze Three" starts in Hex 2213SW
- (Jumping) 2313, 2413, 2513, 2613, 2713, 2812, face SW
- AMM +3, TMM +3,
CLNT-2-3T Clint ends in Hex 2812SW.
STN-3K Sentinel starts (powered down) in Hex 0606NE
- AMM +0, TMM -4
STN-3K Sentinel ends (powered down) in Hex 0606NE
JVN-10N Javelin starts (powered down) in Hex 0607SE
- AMM +0, TMM -4
JVN-10N Javelin ends (powered down) in Hex 0607SE
SRM Platoon Hotel starts in Hex 0807.
- (Walking) 0707
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0707.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM +0
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 starts in Hex 0807.
- (Walking) 0707
- AMM+0, TMM +0
Mechwarrior #2 ends in Hex 0707.
Mechwarrior #2 starts in Hex 0707.
- (Walking) 0607
- AMM +0, TMM +0
Mechwarrior #3 ends in Hex 0607.
Movement
PNT-9R Panther (Kyle) starts in Hex 1516SW
- (Walking) NW, 1616, N, 1617
- AMM +1, TMM +0
PNT-9R Panther (Kyle) ends in HEx 1617N
MON-67 Mongoose (Aaron) starts in Hex 1805NW
- (Walking) N, 1804, 1803, 1802, 1801, Exit North Edge
- AMM +1, TMM +1
MON-67 Mongoose (Aaron) ends off North Edge
FS9-H Firestarter (Brad) starts in Hex 2213NE
- (Walking) 2213, NE, 2313, 1421, 1512, 2611
- AMM +1, TMM +2
FS9-H Firestarter (Brad) ends in Hex 2611NE
- (Walking) NW, 1616, N, 1617
- AMM +1, TMM +0
PNT-9R Panther (Kyle) ends in HEx 1617N
MON-67 Mongoose (Aaron) starts in Hex 1805NW
- (Walking) N, 1804, 1803, 1802, 1801, Exit North Edge
- AMM +1, TMM +1
MON-67 Mongoose (Aaron) ends off North Edge
FS9-H Firestarter (Brad) starts in Hex 2213NE
- (Walking) 2213, NE, 2313, 1421, 1512, 2611
- AMM +1, TMM +2
FS9-H Firestarter (Brad) ends in Hex 2611NE
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Firing Phase
Milita 5+
Reserves 12+
Brad 5-
Brian 8
TP 12-
Kyle 7
Miles 5++
Firing Phase Brad, Militia, Miles, Kyle, Brian, TP, Reserves
Reserves 12+
Brad 5-
Brian 8
TP 12-
Kyle 7
Miles 5++
Firing Phase Brad, Militia, Miles, Kyle, Brian, TP, Reserves
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Brad's Firing Phase
FS9-H Firestarter (Brad) ends in Hex 2611NE
- Torso Twist SE
+ MLAS (RA) AMM +1, TMM +3, Short. Roll is 12. Hits CLNT-2-3T Clint in LT.
- 5 Damage To CLNT-2-3T Clint LT. 1 Armor Remaining.
+ MLAS (LA) AMM +1, TMM +3, Short. Roll is 7. Misses.
+ Flamer (CT) AMM +1, TMM +3, Medium +2. Roll is 7. Misses.
+ MGUN (RT) AMM +1, TMM +3, Medium +2. Roll is 5. Misses.
+ MGUN (LT) AMM +1, TMM +3, Medium +2. Roll is 9. Misses.
- Torso Twist SE
+ MLAS (RA) AMM +1, TMM +3, Short. Roll is 12. Hits CLNT-2-3T Clint in LT.
- 5 Damage To CLNT-2-3T Clint LT. 1 Armor Remaining.
+ MLAS (LA) AMM +1, TMM +3, Short. Roll is 7. Misses.
+ Flamer (CT) AMM +1, TMM +3, Medium +2. Roll is 7. Misses.
+ MGUN (RT) AMM +1, TMM +3, Medium +2. Roll is 5. Misses.
+ MGUN (LT) AMM +1, TMM +3, Medium +2. Roll is 9. Misses.
Last edited by Brooks on Sun Nov 20, 2011 5:48 pm; edited 1 time in total
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Militia Firing Phase
Rifle Squad Golf ends in Hex 2514.
+ Auto-Rifles at FS9-H Firestarter (Brad) in Hex 2611NE. +4 Long Range, +2 TMM. Misses.
Rifle Squad Dog ends in Hex 1105.
+ Auto-Rifles at BJ-1 Blackjack (Brian) in Hex 1305NW. +2 Medium Range. Hits Center Torso (Critical). 2 Damage to Armor,
Rifle Squad Easy ends in Hex 0510.
+ Auto-Rifles at 2nd Squad, 2nd Platoon (TP) in Hex 0608. +2 Medium Range. +1 Dispersed Target. Misses
Defense Turret #2 ends in Hex 3110
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 Medium Range. +2 TMM. Misses
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 Medium Range. +2 TMM. Hits LA.
- 5 Damage to LA. 1 Armor remaining.
Defense Turret #3 ends in Hex 2714
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 TMM.
- 5 Damage to LA. 0 Armor remaining. 4 Damage transfers to LA Internal.
- 4 Damage to LA Internal. 2 Internal remaining. CRITICAL HIT.
- CRITICAL HIT ON FLAMER.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 TMM.
- 5 Damage to LT. 6 Armor remaining.
+ Auto-Rifles at FS9-H Firestarter (Brad) in Hex 2611NE. +4 Long Range, +2 TMM. Misses.
Rifle Squad Dog ends in Hex 1105.
+ Auto-Rifles at BJ-1 Blackjack (Brian) in Hex 1305NW. +2 Medium Range. Hits Center Torso (Critical). 2 Damage to Armor,
Rifle Squad Easy ends in Hex 0510.
+ Auto-Rifles at 2nd Squad, 2nd Platoon (TP) in Hex 0608. +2 Medium Range. +1 Dispersed Target. Misses
Defense Turret #2 ends in Hex 3110
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 Medium Range. +2 TMM. Misses
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 Medium Range. +2 TMM. Hits LA.
- 5 Damage to LA. 1 Armor remaining.
Defense Turret #3 ends in Hex 2714
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 TMM.
- 5 Damage to LA. 0 Armor remaining. 4 Damage transfers to LA Internal.
- 4 Damage to LA Internal. 2 Internal remaining. CRITICAL HIT.
- CRITICAL HIT ON FLAMER.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +2 TMM.
- 5 Damage to LT. 6 Armor remaining.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Miles's Firing
UM-R60 Urbanmech (Bluemoon) ends in Hex 1605 facing North.
+ SLAS at COM-2D Commando (MI-4 Operative) in Hex 2304. Impossible (Out of Range). Misses.
+ SLAS at COM-2D Commando (MI-4 Operative) in Hex 2304. Impossible (Out of Range). Misses.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Kyle's Firing
PNT-9R Panther (Kyle) ends in HEx 1617N
+ PPC at Defense Turret #3 in Hex 2714. +2 Medium, -4 Immobile, +1 Woods. 4 To-Hit. Roll is 7. Hits.
- 10 Damage to Defense Turret #3. 10 CF remaining. CRITICAL HIT.
- CIRITCAL HIT ON MLAS.
+ PPC at Defense Turret #3 in Hex 2714. +2 Medium, -4 Immobile, +1 Woods. 4 To-Hit. Roll is 7. Hits.
- 10 Damage to Defense Turret #3. 10 CF remaining. CRITICAL HIT.
- CIRITCAL HIT ON MLAS.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
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