Federated Suns Covert Operations Contract, January 3027
+5
Thaddius_Jastilus
Admin
TheBigMekk
Minx - TP
Brooks
9 posters
Page 4 of 6
Page 4 of 6 • 1, 2, 3, 4, 5, 6
Brian's Shooting
BJ-1 Blackjack (Brian) ends in Hex 1305NW.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 6.
- 5 Damage to Building Hex 1105. 105 CF remaining.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 12.
- FIRE STARTED IN HEX 1105.
- 5 Damage to Building Hex 1105. 100 CF remaining.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 5.
- 5 Damage to Building Hex 1105. 95 CF remaining.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 6.
- 5 Damage to Building Hex 1105. 105 CF remaining.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 12.
- FIRE STARTED IN HEX 1105.
- 5 Damage to Building Hex 1105. 100 CF remaining.
+ MLAS at Building Hex 1105 (Ignite). -4 Immobile, +1 AMM. Ignition on 9+. Roll is 5.
- 5 Damage to Building Hex 1105. 95 CF remaining.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Sarna Commonality Reserves Shooting
COM-2D Commando ends in Hex 2304SW.
+ SRM-6 at UM-R60 Urbanmech (Miles) in Hex 1605N. +4 Long Range. +1 AMM. +1 TMM. Misses.
+ SRM-4 at UM-R60 Urbanmech (Miles) in Hex 1605N. +4 Long Range. +1 AMM. +1 TMM. Misses.
CLNT-2-3T Clint ends in Hex 2812SW.
+ AC/5 at PNT-9R Panther (Kyle) in Hex 1617N. +2 Medium. +3 AMM. +1 Woods. +1 Partial. +1 Darkness. Misses.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +3 AMM. +2 TMM. Misses.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +3 AMM. +2 TMM. Misses.
SRM Platoon Hotel ends in Hex 0707.
+ Heavy SRM Launchers at 2nd Squad, 1st Platoon (TP) in Hex 0708. +1 Surprise. +1 Dispersed Target. Misses.
Mechwarrior #2 ends in Hex 0707.
+ Auto-Rifle at 2nd Squad, 1st Platoon (TP) in Hex 0708. +1 Surprise. +1 Dispersed Target. Hits.
- 1 Damage to 2nd Squad, 1st Platoon (TP). 1 Trooper Hit. 6 Troopers Remaining.
Mechwarrior #3 ends in Hex 0607.
+ Auto-Rifle at 3rd Squad, 2nd Platoon (TP) in Hex 0608. +1 Surprise. +1 Dispersed Target. Hits.
- 1 Damage to 3rd Squad, 2nd Platoon (TP). 1 Trooper Hit. 6 Troopers Remaining.
+ SRM-6 at UM-R60 Urbanmech (Miles) in Hex 1605N. +4 Long Range. +1 AMM. +1 TMM. Misses.
+ SRM-4 at UM-R60 Urbanmech (Miles) in Hex 1605N. +4 Long Range. +1 AMM. +1 TMM. Misses.
CLNT-2-3T Clint ends in Hex 2812SW.
+ AC/5 at PNT-9R Panther (Kyle) in Hex 1617N. +2 Medium. +3 AMM. +1 Woods. +1 Partial. +1 Darkness. Misses.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +3 AMM. +2 TMM. Misses.
+ MLAS at FS9-H Firestarter (Brad) in Hex 2611NE. +3 AMM. +2 TMM. Misses.
SRM Platoon Hotel ends in Hex 0707.
+ Heavy SRM Launchers at 2nd Squad, 1st Platoon (TP) in Hex 0708. +1 Surprise. +1 Dispersed Target. Misses.
Mechwarrior #2 ends in Hex 0707.
+ Auto-Rifle at 2nd Squad, 1st Platoon (TP) in Hex 0708. +1 Surprise. +1 Dispersed Target. Hits.
- 1 Damage to 2nd Squad, 1st Platoon (TP). 1 Trooper Hit. 6 Troopers Remaining.
Mechwarrior #3 ends in Hex 0607.
+ Auto-Rifle at 3rd Squad, 2nd Platoon (TP) in Hex 0608. +1 Surprise. +1 Dispersed Target. Hits.
- 1 Damage to 3rd Squad, 2nd Platoon (TP). 1 Trooper Hit. 6 Troopers Remaining.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Heat Phase
BJ-1 Blackjack (Brian) generates 10 heat and sink 10 heat. 0 Heat.
UM-R60 Urbanmech (Miles) generates 3 heat and sink 3 heat. 0 Heat.
FS9-H Firestarter (Brad) generates 10 heat and sinks 10 heat. 0 Heat.
PNT-9R Panther (Kyle) generates 11 heat and sinks 11 heat. 0 Heat.
MON-67 Mongoose (Aaron) generates 1 heat and sinks 1 heat. 0 Heat.
CLNT-2-3T Clint (Bronze Three) has 2 heat, generates 13 heat, and sinks 10 heat. 5 Heat.
COM-2D Commando (MI-4 Operative) generates 8 heat and sinks 8 heat. 0 Heat.
UM-R60 Urbanmech (Miles) generates 3 heat and sink 3 heat. 0 Heat.
FS9-H Firestarter (Brad) generates 10 heat and sinks 10 heat. 0 Heat.
PNT-9R Panther (Kyle) generates 11 heat and sinks 11 heat. 0 Heat.
MON-67 Mongoose (Aaron) generates 1 heat and sinks 1 heat. 0 Heat.
CLNT-2-3T Clint (Bronze Three) has 2 heat, generates 13 heat, and sinks 10 heat. 5 Heat.
COM-2D Commando (MI-4 Operative) generates 8 heat and sinks 8 heat. 0 Heat.
Brooks- Admin
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End Phase
Fire started in Hex 1105.
Light Smoke generated in Hex 1105.
Light Smoke spreads to Hex 1204.
Light Smoke spreads to Hex 1005.
Light Smoke spreads to Hex 1204. Heavy Smoke in Hex 1204.
Light Smoke generated in Hex 1105.
Light Smoke spreads to Hex 1204.
Light Smoke spreads to Hex 1005.
Light Smoke spreads to Hex 1204. Heavy Smoke in Hex 1204.
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Turn 4 Movement Phase
Initiative:
Miles 10+
Brad 8
Brian 8
Kyle 10++
TP 9
Militia 10-
Reserves 7
Miles 10+
Brad 8
Brian 8
Kyle 10++
TP 9
Militia 10-
Reserves 7
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
COM-2D Commando "Bronze Four" starts in Hex 2304SW.
- NW, N, 2305, 2306, NW.
- AMM +1, TMM +0
COM-2D Commando ends in Hex2306NW.
CLNT-2-3T Clint "Bronze Three" starts in Hex 2812SW
- 2912, 3011, S, 3010, 3009.
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 3009S.
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 0707.
- (Walking) 0607
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0607.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM -1 Surprised
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 starts in Hex 0707.
- 0606
- AMM +0, TMM +0
Mechwarrior #1 ends in Hex 0606.
Mechwarrior #2 starts in Hex 0607.
- Mount JVN-10N Javelin
Mechwarrior #3 ends in JVN-10N Javelin in Hex 0607SE.
- NW, N, 2305, 2306, NW.
- AMM +1, TMM +0
COM-2D Commando ends in Hex2306NW.
CLNT-2-3T Clint "Bronze Three" starts in Hex 2812SW
- 2912, 3011, S, 3010, 3009.
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 3009S.
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 0707.
- (Walking) 0607
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0607.
SRM Platoon India starts in Hex 0707.
- AMM +0, TMM -1 Surprised
SRM Platoon India ends in Hex 0707.
Mechwarrior #1 starts in Hex 0707.
- 0606
- AMM +0, TMM +0
Mechwarrior #1 ends in Hex 0606.
Mechwarrior #2 starts in Hex 0607.
- Mount JVN-10N Javelin
Mechwarrior #3 ends in JVN-10N Javelin in Hex 0607SE.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Brian and Brad Movement
FS9-H Firestarter (Brad) starts in Hex 2611 NE.
- (Jumping) 2711, 2811, 2911, 3011, 3111, Exit East Edge.
- AMM +3, TMM +3
FS9-H Firestarter (Brad) ends off East Edge.
+++SECONDARY OBJECTIVE ACCOMLISHED+++
- UNIT EXITED OFF EAST EDGE -
BJ-1 Blackjack (Brian) starts in Hex 1305 NW.
- (Running) N, 1304*, 1303, 1302, 1301, Exit North Edge.
- AMM +2, TMM +2
B-1 Blackjack must take Piloting Skill Test (running and turning on pavement).
Piloting Skill: 5. -1 Distance moved. Roll is 7. Continue movement as normal.
BJ-1 Blackjack (Brian) ends off of North Edge.
- (Jumping) 2711, 2811, 2911, 3011, 3111, Exit East Edge.
- AMM +3, TMM +3
FS9-H Firestarter (Brad) ends off East Edge.
+++SECONDARY OBJECTIVE ACCOMLISHED+++
- UNIT EXITED OFF EAST EDGE -
BJ-1 Blackjack (Brian) starts in Hex 1305 NW.
- (Running) N, 1304*, 1303, 1302, 1301, Exit North Edge.
- AMM +2, TMM +2
B-1 Blackjack must take Piloting Skill Test (running and turning on pavement).
Piloting Skill: 5. -1 Distance moved. Roll is 7. Continue movement as normal.
BJ-1 Blackjack (Brian) ends off of North Edge.
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TP's Movement
Squad One/First Platoon starts in Hex 0708.
- 0707
- AMM +0, TMM +0
Squad One/First Platoon ends in Hex 0707.
Squad Two/First Platoon starts in Hex 0708.
- 0707
- AMM +0, TMM +0
Squad Two/First Platoon ends in Hex 0707
Squad Three/First Platoon starts in Hex 0708.
- 0707
- AMM +0, TMM +0
Squad Three/First Platoon ends in Hex 0707
Squad One/Second Platoon starts in Hex 0608.
- 0607
- AMM +0, TMM +0
Squad One/Second Platoon ends in Hex 0607.
Squad Two/Second Platoon starts in Hex 0608.
- 0607
- AMM +0, TMM +0
Squad Two/Second Platoon ends in Hex 0607.
Squad Three/Second Platoon starts in Hex 0608.
- Mount 10-ton Armored Flatbed #2.
Squad Three/Second Platoon ends in 10-Ton Armored Flatbed #2.
10-Ton Armored Flatbed #1 starts in Hex 0708 facing Northwest.
- Disembarking infantry (2x)
10-Ton Armored Flatbed #1 ends in Hex 0708 facing Northwest.
Squad Four/First Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0708.
- AMM +0, TMM +0
Squad Four/First Platoon starts in 10-Ton Armored Flatbed #1.
Squad One/Third Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0708.
- AMM +0, TMM +0
Squad One/Third Platoon starts in 10-Ton Armored Flatbed #1.
10-Ton Armored Flatbed #2 starts in Hex 0608SW.
- Disembarking infantry (2x), Embarking infantry (1x)
10-Ton Armored Flatbed #2 ends in Hex 0608SW.
Squad Four/Second Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0608.
- AMM +0, TMM +0
Squad Four/First Platoon ends in Hex 0608.
Squad Two/Third Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0608.
- AMM +0, TMM +0
Squad One/Third Platoon ends in Hex 0608.
- 0707
- AMM +0, TMM +0
Squad One/First Platoon ends in Hex 0707.
Squad Two/First Platoon starts in Hex 0708.
- 0707
- AMM +0, TMM +0
Squad Two/First Platoon ends in Hex 0707
Squad Three/First Platoon starts in Hex 0708.
- 0707
- AMM +0, TMM +0
Squad Three/First Platoon ends in Hex 0707
Squad One/Second Platoon starts in Hex 0608.
- 0607
- AMM +0, TMM +0
Squad One/Second Platoon ends in Hex 0607.
Squad Two/Second Platoon starts in Hex 0608.
- 0607
- AMM +0, TMM +0
Squad Two/Second Platoon ends in Hex 0607.
Squad Three/Second Platoon starts in Hex 0608.
- Mount 10-ton Armored Flatbed #2.
Squad Three/Second Platoon ends in 10-Ton Armored Flatbed #2.
10-Ton Armored Flatbed #1 starts in Hex 0708 facing Northwest.
- Disembarking infantry (2x)
10-Ton Armored Flatbed #1 ends in Hex 0708 facing Northwest.
Squad Four/First Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0708.
- AMM +0, TMM +0
Squad Four/First Platoon starts in 10-Ton Armored Flatbed #1.
Squad One/Third Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0708.
- AMM +0, TMM +0
Squad One/Third Platoon starts in 10-Ton Armored Flatbed #1.
10-Ton Armored Flatbed #2 starts in Hex 0608SW.
- Disembarking infantry (2x), Embarking infantry (1x)
10-Ton Armored Flatbed #2 ends in Hex 0608SW.
Squad Four/Second Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0608.
- AMM +0, TMM +0
Squad Four/First Platoon ends in Hex 0608.
Squad Two/Third Platoon starts in 10-Ton Armored Flatbed #1.
- Disembarks to Hex 0608.
- AMM +0, TMM +0
Squad One/Third Platoon ends in Hex 0608.
Last edited by Brooks on Tue Nov 22, 2011 11:56 pm; edited 1 time in total
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Militia Movement
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 1105.
- 1005
- AMM +0 (Infantry), TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0510.
- AMM +0, 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 starts in Hex 2801
- TMM -4
Defense Turret #2 starts in Hex 3110
- TMM -4
Defense turret #3 starts up in Hex 2714
- TMM -4
Defense Turret #4 starts in Hex 0209
- TMM -4
Defense Turret #5 powers up in Hex 0702
10-Ton Cargo Flatbed #1 starts in Hex 1004NW.
- 0904, 0803, N, 0802, 0801
- AMM +1, TMM +1
10-Ton Cargo Flatbed #1 ends in Hex 0801N.
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906 Level 2
- 0906 Level 1
- AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0906 Level 1
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
- TMM -4
Dropport Drivers #2 (2) start in Hex 0809.
- 0810
- AMM +0, TMM +0
Dropport Drivers #2 (2) start in Hex 0810.
Cargo Handlers #1 (28) starts in Hex 0810.
- 0811
- AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0811.
Cargo Handlers #2 (30) starts in Hex 0811
- 0812
- AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0812
Dropport Staff #2 (20) starts in Hex 0410
- AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1, Hex 0311N.
- 0310, 0303, 0308, 0307, 0306
- AMM +1, TMM +2
Automobile #2 ends in Hex 0306N.
10-Ton Cargo Flatbed #4, Hex 2404SE.
- 2505, 2605, 2706, 2806, 2907, 3007, 3108, Exit Ease Edge.
- AMM +2, TMM +3
10-Ton Cargo Flatbed #4 ends off East Edge.
10-Ton Cargo Flatbed #5, Hex 2607SE.
- 2708, 2808, NE, 2908, 3007.
- AMM +2, TMM +3
10-Ton Cargo Flatbed ends in Hex 3007NE.
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW.
- TMM -4
Dropport Drivers #6 (2) starts in Hex 2006.
- Mount Dropship #2.
Dropport Drivers #6 (2) ends in Dropship #2.
Cargo Handlers #3 (30), Hex 2205.
- Mount Dropship #2.
Cargo Handlers #3 (30) ends in Dropship #2.
Cargo Handlers #4 (30), Hex 2306.
- Mount dropship #2
Cargo Handlers #4 (30) ends in Dropship #2.
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
- AMM +0, TMM -4
Dropport Drivers #7 (2) start in Hex 2107.
- Mount Dropship #2
Dropport Drivers #7 (2) ends in Dropship #2.
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW.
- AMM +0, TMM -4
Dropport Drivers #8 (2) starts in Hex 2206.
- Mount Dropship #2
Dropport Drivers #7 (2) ends in Dropship #2.
DropShip Technical Team #1 (7), Hex 2209
- Mount Dropship #2
Dropship Technical Team #1 (7) ends in Dropship #2.
Dropship Technical Team #2 (7), Hex 2309
- Mount Dropship #2
Dropship Technical Team #2 (7) ends in Dropship #2.
Automobile #2, Hex 2615S
- 2616, 2617, Exit South Edge.
AMM +1, TMM +1
Automobile #2 ends off South Edge.
Automobile #3, Hex 3009, facing Southwest
- (Flanking) 2713, 2613, S, 2614*, 2615, 2616, 2617, Exit South Edge.
Piloting Test: Fail. Skid to Hex 2514. Collides with Building Hex 2514.
- 2 Damage to Automobile #3 FR. Section Destroyed. 1 Damage transfers to BD.
+++AUTOMOBILE #3 DISABLED BY INTERNAL STRUCTURE DAMAGE+++
- 1 Damage to BD. Section destroyed
+++AUTOMOBILE 3# DESTROYED BY INTERNAL STRUCTURE DAMAGE+++
- 2 Damage to Building Hex 2514. 28 CF remaining.
- 1 Damage to Rifle Squad Golf. 1 Trooper Hit. 6 Troopers remaining.
Automobile #3 (DESTROYED) ends in Hex 2514
- 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 1105.
- 1005
- AMM +0 (Infantry), TMM +0
Rifle Squad Dog ends in Hex 1005.
Rifle Squad Easy starts in Hex 0510.
- AMM +0, 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 starts in Hex 2801
- TMM -4
Defense Turret #2 starts in Hex 3110
- TMM -4
Defense turret #3 starts up in Hex 2714
- TMM -4
Defense Turret #4 starts in Hex 0209
- TMM -4
Defense Turret #5 powers up in Hex 0702
10-Ton Cargo Flatbed #1 starts in Hex 1004NW.
- 0904, 0803, N, 0802, 0801
- AMM +1, TMM +1
10-Ton Cargo Flatbed #1 ends in Hex 0801N.
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906 Level 2
- 0906 Level 1
- AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0906 Level 1
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
- TMM -4
Dropport Drivers #2 (2) start in Hex 0809.
- 0810
- AMM +0, TMM +0
Dropport Drivers #2 (2) start in Hex 0810.
Cargo Handlers #1 (28) starts in Hex 0810.
- 0811
- AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0811.
Cargo Handlers #2 (30) starts in Hex 0811
- 0812
- AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0812
Dropport Staff #2 (20) starts in Hex 0410
- AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1, Hex 0311N.
- 0310, 0303, 0308, 0307, 0306
- AMM +1, TMM +2
Automobile #2 ends in Hex 0306N.
10-Ton Cargo Flatbed #4, Hex 2404SE.
- 2505, 2605, 2706, 2806, 2907, 3007, 3108, Exit Ease Edge.
- AMM +2, TMM +3
10-Ton Cargo Flatbed #4 ends off East Edge.
10-Ton Cargo Flatbed #5, Hex 2607SE.
- 2708, 2808, NE, 2908, 3007.
- AMM +2, TMM +3
10-Ton Cargo Flatbed ends in Hex 3007NE.
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW.
- TMM -4
Dropport Drivers #6 (2) starts in Hex 2006.
- Mount Dropship #2.
Dropport Drivers #6 (2) ends in Dropship #2.
Cargo Handlers #3 (30), Hex 2205.
- Mount Dropship #2.
Cargo Handlers #3 (30) ends in Dropship #2.
Cargo Handlers #4 (30), Hex 2306.
- Mount dropship #2
Cargo Handlers #4 (30) ends in Dropship #2.
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
- AMM +0, TMM -4
Dropport Drivers #7 (2) start in Hex 2107.
- Mount Dropship #2
Dropport Drivers #7 (2) ends in Dropship #2.
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW.
- AMM +0, TMM -4
Dropport Drivers #8 (2) starts in Hex 2206.
- Mount Dropship #2
Dropport Drivers #7 (2) ends in Dropship #2.
DropShip Technical Team #1 (7), Hex 2209
- Mount Dropship #2
Dropship Technical Team #1 (7) ends in Dropship #2.
Dropship Technical Team #2 (7), Hex 2309
- Mount Dropship #2
Dropship Technical Team #2 (7) ends in Dropship #2.
Automobile #2, Hex 2615S
- 2616, 2617, Exit South Edge.
AMM +1, TMM +1
Automobile #2 ends off South Edge.
Automobile #3, Hex 3009, facing Southwest
- (Flanking) 2713, 2613, S, 2614*, 2615, 2616, 2617, Exit South Edge.
Piloting Test: Fail. Skid to Hex 2514. Collides with Building Hex 2514.
- 2 Damage to Automobile #3 FR. Section Destroyed. 1 Damage transfers to BD.
+++AUTOMOBILE #3 DISABLED BY INTERNAL STRUCTURE DAMAGE+++
- 1 Damage to BD. Section destroyed
+++AUTOMOBILE 3# DESTROYED BY INTERNAL STRUCTURE DAMAGE+++
- 2 Damage to Building Hex 2514. 28 CF remaining.
- 1 Damage to Rifle Squad Golf. 1 Trooper Hit. 6 Troopers remaining.
Automobile #3 (DESTROYED) ends in Hex 2514
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Miles's Movement
UM-R60 Urbanmech (Miles) starts in Hex 1605.
- (Flanking) 1604, 1603, 1602
- AMM +2, TMM +1.
UM-R60 Urbanmech (Miles) in Hex 1602.
- (Flanking) 1604, 1603, 1602
- AMM +2, TMM +1.
UM-R60 Urbanmech (Miles) in Hex 1602.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Kyle's Movement
PNT-9R Panther (Kyle) starts in Hex 1617N.
- AMM +0, TMM +0
PNT-9R Panther (Kyle) ends in Hex 1617N.
- AMM +0, TMM +0
PNT-9R Panther (Kyle) ends in Hex 1617N.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Turn Four Shooting Phase
Shooting Phase Initiative
TP, Militia, Reserves, Kyle, Miles
TP, Militia, Reserves, Kyle, Miles
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
TP, for your shooting phase, you can either fire your normal weapons at:
JVN-10N Javelin (shut down, pilot in cockpit) in 0607SE: -4 to-hit
STN-3K Sentinel (shut down) in 0606NE: -4 to-hit
SRM Platoon in 0607
Mechwarrior #1 in 0606: +2 to-hit
SRM Platoon (surprised) in 0707 -1 to-hit
dealing damage as normal for infantry.
Or, one or more of the infantry units in 0607 can conduct a Leg Attack against the JVN-10N Javelin, dealing 4 damage on the Kick Table, as well as a critical hit, with a to-hit modifier of +3 for one squad, or +1 for both squads attacking.
Or, one or more of the infantry units in 0607 can conduct a Swarm Attack against the JVN-10N Javelin, with a to-hit modifier of +6 for one squad, or +3 for both squads. No damage is dealt this turn, but next turn, and every turn until you end the attack, the unit automatically deals full damage, distributed across the torso, arms, and head.
JVN-10N Javelin (shut down, pilot in cockpit) in 0607SE: -4 to-hit
STN-3K Sentinel (shut down) in 0606NE: -4 to-hit
SRM Platoon in 0607
Mechwarrior #1 in 0606: +2 to-hit
SRM Platoon (surprised) in 0707 -1 to-hit
dealing damage as normal for infantry.
Or, one or more of the infantry units in 0607 can conduct a Leg Attack against the JVN-10N Javelin, dealing 4 damage on the Kick Table, as well as a critical hit, with a to-hit modifier of +3 for one squad, or +1 for both squads attacking.
Or, one or more of the infantry units in 0607 can conduct a Swarm Attack against the JVN-10N Javelin, with a to-hit modifier of +6 for one squad, or +3 for both squads. No damage is dealt this turn, but next turn, and every turn until you end the attack, the unit automatically deals full damage, distributed across the torso, arms, and head.
+++MISSION STATUS UPDATE+++
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.]
+++OBJECTIVE COMPLETE+++
Escaped from North Edge
- Secondary Objective: Move off of two or more edges of the battlefield to confuse enemy pursuit. [90 minutes lead time for each additional edge.]
+++OBJECTIVE COMPLETE+++
Escaped from East Edge
- Secondary Objective: Ensure the survival of the MI-4 Operative (COM-2D Commando).
+++OBJECTIVE IN PROGRESS+++
- Tertiary Objective: Cripple or Destroy enemy 'Mechs to reduce pursuit forces. [15 minutes lead time for every 'Mech crippled or destroyed.]
+++OBJECTIVE IN PROGRESS+++
Units Off-Map:
MON-67 Mongoose (Aaron)
FS9-H Firestarter (Brad)
10-Ton Armored Flatbed #3 (Miles)
Technical Team (Miles)
BJ-1 Blackjack (Brian)
Units on Map:
PNT-9R Panther (Kyle)
UM-R60 UrbanMech (Miles)
1st Squad, 1st Platoon (TP)
2nd Squad, 1st Platoon (TP)
3rd Squad, 1st Platoon (TP)
4th Squad, 1st Platoon (TP)
1st Squad, 2nd Platoon (TP)
2nd Squad, 2nd Platoon (TP)
3rd Squad, 2nd Platoon (TP)
4th Squad, 2nd Platoon (TP)
1st Squad, 3rd Platoon (TP)
2nd Squad, 3rd Platoon (TP)
10-Ton Armored Flatbed # 1 (TP)
10-Ton Armored Flatbed # 2 (TP)
Pursuit Lead: 150 Minutes.
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.]
+++OBJECTIVE COMPLETE+++
Escaped from North Edge
- Secondary Objective: Move off of two or more edges of the battlefield to confuse enemy pursuit. [90 minutes lead time for each additional edge.]
+++OBJECTIVE COMPLETE+++
Escaped from East Edge
- Secondary Objective: Ensure the survival of the MI-4 Operative (COM-2D Commando).
+++OBJECTIVE IN PROGRESS+++
- Tertiary Objective: Cripple or Destroy enemy 'Mechs to reduce pursuit forces. [15 minutes lead time for every 'Mech crippled or destroyed.]
+++OBJECTIVE IN PROGRESS+++
Units Off-Map:
MON-67 Mongoose (Aaron)
FS9-H Firestarter (Brad)
10-Ton Armored Flatbed #3 (Miles)
Technical Team (Miles)
BJ-1 Blackjack (Brian)
Units on Map:
PNT-9R Panther (Kyle)
UM-R60 UrbanMech (Miles)
1st Squad, 1st Platoon (TP)
2nd Squad, 1st Platoon (TP)
3rd Squad, 1st Platoon (TP)
4th Squad, 1st Platoon (TP)
1st Squad, 2nd Platoon (TP)
2nd Squad, 2nd Platoon (TP)
3rd Squad, 2nd Platoon (TP)
4th Squad, 2nd Platoon (TP)
1st Squad, 3rd Platoon (TP)
2nd Squad, 3rd Platoon (TP)
10-Ton Armored Flatbed # 1 (TP)
10-Ton Armored Flatbed # 2 (TP)
Pursuit Lead: 150 Minutes.
Re: Federated Suns Covert Operations Contract, January 3027
PNT panther (Kyle) hex 1617 facing north fires ppc at Clint hex 3009 facing south
amm+0 tmm+1 light woods +1 Range: 15 (long) +4
Gunnery Skill 5. +6. 11 To-Hit.
amm+0 tmm+1 light woods +1 Range: 15 (long) +4
Gunnery Skill 5. +6. 11 To-Hit.
kyle- Posts : 107
Join date : 2011-09-25
Re: Federated Suns Covert Operations Contract, January 3027
oh sorry i thought it was movment, sorry. never-mind!
holding fire, instead!
holding fire, instead!
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 31
Location : plymouth
Genesis Company's Firing Phase
Squad One/2nd Platoon and Squad Two/2nd Platoon conduct leg attack against JVN-10N Javelin in Hex 607.
Squad Two/1st Platoon and Squad Three/1st Platoon in Hex 707 fire on SRM Platoon in Hex 707 (capture)
Squad One/1st Platoon in Hex 707 fires on Mechwarrior #1 in Hex 606.
"Second Platoon, take out that Mech!!! First and Second Squads, get those bastards with the rockets! First Squad on me! Open fire on that pilot; do not shoot to kill! I repeat: do not shoot to kill!!! We want him alive!"
Squad Two/1st Platoon and Squad Three/1st Platoon in Hex 707 fire on SRM Platoon in Hex 707 (capture)
Squad One/1st Platoon in Hex 707 fires on Mechwarrior #1 in Hex 606.
"Second Platoon, take out that Mech!!! First and Second Squads, get those bastards with the rockets! First Squad on me! Open fire on that pilot; do not shoot to kill! I repeat: do not shoot to kill!!! We want him alive!"
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Militia and Reserves Firing, All Firing Results
Rifle Squad Easy ends in Hex 0510.
+ Fire 7 Troopers at 10-Ton Armored Flatbed #2 in Hex 0608SW.
Range: 2. AMM +0, TMM +0, Medium (+2), Light Rain (+1). 6 Troopers Hit.
- 2 Damage to FR. 8 Armor remaining.
- 2 Damage to LS. 8 Armor remaining.
- 2 Damage to FR. 6 Armor remaining.
COM-2D Commando ends in Hex2306NW.
+ SRM-6 at UM-R60 Urbanmech in Hex 1602N. Range: 7. AMM +1, TMM +1, Long Range +4, Darkness (IR) +1. Misses.
+ SRM-4 at UM-R60 Urbanmech in Hex 1602N. Range: 7. AMM +1, TMM +1, Long Range +4, Darkness (IR) +1. Misses.
CLNT-2-3T Clint ends in Hex 3009S.
+ AC/5 at PNT-9R Panther in Hex 1617N. Range: 15. AMM +1, TMM +0, Long Range +4, Darkness (IR) +1, Light Woods +1. Hits Left Arm.
- 5 Damage to LA. 5 Armor remaining.
SRM Platoon Hotel ends in Hex 0607.
+ Fire 24 Troopers at Squad Two/Second Platoon in Hex 0607. Range: 0. AMM +0, TMM +0, Point Blank Range -1, Dispersed Target +1. Misses.
Mechwarrior #1 ends in Hex 0606.
+ Fire 1 Trooper at Squad One/First Platoon in Hex 0707. Range: 1. AMM +0, TMM +0, Short Range +0, Dispersed Target +1. 1 Trooper hit.
- 1 Damage to First Squad/First Platoon. 6 Troopers remaining.
Squad One/2nd Platoon, Squad Two/2nd Platoon end in Hex 0607.
+ Fire 14 Troopers at JVN-10N Javelin in Hex 0607 (Leg Attack). AMM +0, TMM -4 (immobile), Leg Attack Modifier +5 (14 Troopers). Anti-Mech Skill 6. +1 To-Hit. Roll is 8. Leg Attack hits Right Leg.
- 4 Damage to RL. 4 Armor remaining. Critical hit roll is 11. +++2 CRITICAL HITS+++
- CRITICAL HIT ON FOOT ACTUATOR
- CRITICAL HIT ON JUMP JET
Squad One/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at Mechwarrior #1 in Hex 0606. AMM +0, TMM +0, Individual Target +2, Surprised Target -1, Short Range +0. Gunnery Skill 5. +1 To-Hit. Misses.
Squad Two/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at SRM Platoon India in Hex 0707 (Capture). AMM +0, TMM +0, Surprised Target -1, Point Blank Range -2, Capture Attempt +1. Gunnery Skill 5. -2 To-Hit. 4 Troopers hit. Target Surprised/in Open Terrain.
- 4 Captured from SRM Platoon India. 20 Troopers remaining.
Squad Three/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at SRM Platoon India in Hex 0707 (Capture). AMM +0, TMM +0, Surprised Target -1, Point Blank Range -2, Capture Attempt +1. Gunnery Skill 5. -2 To-Hit. 4 Troopers hit. Target Surprised/in Open Terrain.
- 4 Captured from SRM Platoon India. 16 Troopers remaining.
PNT-9R Panther ends in Hex 1617N.
+ Fire PPC a CLNT-2-3T Clint in Hex 3009S. Range: 15. AMM +0, TMM+1, Light Woods +1, Long Range +4. Gunnery Skill 5. +6. 11 To-Hit. Roll is 6. Misses.
+ Fire 7 Troopers at 10-Ton Armored Flatbed #2 in Hex 0608SW.
Range: 2. AMM +0, TMM +0, Medium (+2), Light Rain (+1). 6 Troopers Hit.
- 2 Damage to FR. 8 Armor remaining.
- 2 Damage to LS. 8 Armor remaining.
- 2 Damage to FR. 6 Armor remaining.
COM-2D Commando ends in Hex2306NW.
+ SRM-6 at UM-R60 Urbanmech in Hex 1602N. Range: 7. AMM +1, TMM +1, Long Range +4, Darkness (IR) +1. Misses.
+ SRM-4 at UM-R60 Urbanmech in Hex 1602N. Range: 7. AMM +1, TMM +1, Long Range +4, Darkness (IR) +1. Misses.
CLNT-2-3T Clint ends in Hex 3009S.
+ AC/5 at PNT-9R Panther in Hex 1617N. Range: 15. AMM +1, TMM +0, Long Range +4, Darkness (IR) +1, Light Woods +1. Hits Left Arm.
- 5 Damage to LA. 5 Armor remaining.
SRM Platoon Hotel ends in Hex 0607.
+ Fire 24 Troopers at Squad Two/Second Platoon in Hex 0607. Range: 0. AMM +0, TMM +0, Point Blank Range -1, Dispersed Target +1. Misses.
Mechwarrior #1 ends in Hex 0606.
+ Fire 1 Trooper at Squad One/First Platoon in Hex 0707. Range: 1. AMM +0, TMM +0, Short Range +0, Dispersed Target +1. 1 Trooper hit.
- 1 Damage to First Squad/First Platoon. 6 Troopers remaining.
Squad One/2nd Platoon, Squad Two/2nd Platoon end in Hex 0607.
+ Fire 14 Troopers at JVN-10N Javelin in Hex 0607 (Leg Attack). AMM +0, TMM -4 (immobile), Leg Attack Modifier +5 (14 Troopers). Anti-Mech Skill 6. +1 To-Hit. Roll is 8. Leg Attack hits Right Leg.
- 4 Damage to RL. 4 Armor remaining. Critical hit roll is 11. +++2 CRITICAL HITS+++
- CRITICAL HIT ON FOOT ACTUATOR
- CRITICAL HIT ON JUMP JET
Squad One/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at Mechwarrior #1 in Hex 0606. AMM +0, TMM +0, Individual Target +2, Surprised Target -1, Short Range +0. Gunnery Skill 5. +1 To-Hit. Misses.
Squad Two/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at SRM Platoon India in Hex 0707 (Capture). AMM +0, TMM +0, Surprised Target -1, Point Blank Range -2, Capture Attempt +1. Gunnery Skill 5. -2 To-Hit. 4 Troopers hit. Target Surprised/in Open Terrain.
- 4 Captured from SRM Platoon India. 20 Troopers remaining.
Squad Three/First Platoon ends in Hex 0707.
+ Fire 7 Troopers at SRM Platoon India in Hex 0707 (Capture). AMM +0, TMM +0, Surprised Target -1, Point Blank Range -2, Capture Attempt +1. Gunnery Skill 5. -2 To-Hit. 4 Troopers hit. Target Surprised/in Open Terrain.
- 4 Captured from SRM Platoon India. 16 Troopers remaining.
PNT-9R Panther ends in Hex 1617N.
+ Fire PPC a CLNT-2-3T Clint in Hex 3009S. Range: 15. AMM +0, TMM+1, Light Woods +1, Long Range +4. Gunnery Skill 5. +6. 11 To-Hit. Roll is 6. Misses.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
End of Shooting Phase
JVN-10N Javelin in Hex 0607SE must take Piloting Skill Roll (Foot Actuator damaged).
Foot Actuator Damaged: +1. 'Mech Shut Down canceled by 'Mech in maintenance gantry. Total Modifier: +1. 'Mech remains upright.
Foot Actuator Damaged: +1. 'Mech Shut Down canceled by 'Mech in maintenance gantry. Total Modifier: +1. 'Mech remains upright.
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Heat Phase
UM-R60 Urbanmech generated 2 heat and dissipated 2 heat. 0 Heat.
PNT-9R Panther generated 10 heat and dissipated 10 heat. 0 Heat.
CLNT-2-3T Clint generated 7 heat and dissipated 7 heat. 0 Heat.
COM-2D Commando generated 8 heat and dissipated 8 heat. 0 Heat.
Fire burning in Hex 1105. 2 Damage to Building Hex 1105. 93 CF remaining.
Light Smoke in Hex 1005 drifts to Hex 0905
Heavy Smoke in Hex 1204 drifts to Hex 1203.
Heavy Smoke in Hex 1203 dissipates. Light Smoke in Hex 1203.
Light Smoke generated in Hex 1105. Heavy Smoke in Hex 1105.
Light Smoke spreads to Hex 1104.
Light Smoke spreads to Hex 1204.
Light smoke spreads to Hex 1004.
PNT-9R Panther generated 10 heat and dissipated 10 heat. 0 Heat.
CLNT-2-3T Clint generated 7 heat and dissipated 7 heat. 0 Heat.
COM-2D Commando generated 8 heat and dissipated 8 heat. 0 Heat.
Fire burning in Hex 1105. 2 Damage to Building Hex 1105. 93 CF remaining.
Light Smoke in Hex 1005 drifts to Hex 0905
Heavy Smoke in Hex 1204 drifts to Hex 1203.
Heavy Smoke in Hex 1203 dissipates. Light Smoke in Hex 1203.
Light Smoke generated in Hex 1105. Heavy Smoke in Hex 1105.
Light Smoke spreads to Hex 1104.
Light Smoke spreads to Hex 1204.
Light smoke spreads to Hex 1004.
Last edited by Brooks on Wed Nov 23, 2011 1:48 am; edited 1 time in total
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Movement Phase, Turn Five.
Movement Order is:
Sarna Commonality Reserves, Tsingtao Militia, TP, Miles, Kyle
Sarna Commonality Reserves, Tsingtao Militia, TP, Miles, Kyle
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Sarna Commonality Reserves Movement
COM-2D Commando "Bronze Four" starts in Hex 2306NW.
- 2205, 2105, 2004, 1904, 1803, 1703
- AMM +1, TMM +2
COM-2D Commando ends in Hex 1703NW.
CLNT-2-3T Clint "Bronze Three" starts in Hex 3009S
- SW, NW, 2909, 2808, 2708, SW
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 2708SW.
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 0607.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0607.
SRM Platoon India starts in Hex 0707.
- 0606
- AMM +0, TMM -1 Surprised
SRM Platoon India ends in Hex 0606.
Mechwarrior #1 starts in Hex 0606.
- Mount STN-3K Sentinel
- AMM +0, TMM +0
Mechwarrior #1 ends in STN-3K Sentinel
- 2205, 2105, 2004, 1904, 1803, 1703
- AMM +1, TMM +2
COM-2D Commando ends in Hex 1703NW.
CLNT-2-3T Clint "Bronze Three" starts in Hex 3009S
- SW, NW, 2909, 2808, 2708, SW
- AMM +1, TMM +1,
CLNT-2-3T Clint ends in Hex 2708SW.
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 0607.
- AMM +0, TMM +0
SRM Platoon Hotel ends in Hex 0607.
SRM Platoon India starts in Hex 0707.
- 0606
- AMM +0, TMM -1 Surprised
SRM Platoon India ends in Hex 0606.
Mechwarrior #1 starts in Hex 0606.
- Mount STN-3K Sentinel
- AMM +0, TMM +0
Mechwarrior #1 ends in STN-3K Sentinel
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Tsingtao Militia Movement
Rifle Squad Able starts in Hex 0111.
- (Hurried Movement) 0210, 0209.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0209.
Rifle Squad Baker starts in Hex 0716.
- (Hurried Movement) 0715, 0714
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0714.
Rifle Squad Charlie starts in Hex 0702.
- (Hurried Movement) 0703, 0704
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0704.
Rifle Squad Dog starts in Hex 1005.
- 0906
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 0906.
Rifle Squad Easy starts in Hex 0510.
- AMM +0, 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 ends in Hex 2801
- TMM -4
Defense Turret #2 ends in Hex 3110
- TMM -4
Defense turret #3 ends up in Hex 2714
- TMM -4
Defense Turret #4 ends in Hex 0209
- TMM -4
Defense Turret #5 end in Hex 0702
- TMM -4
Defense Turret #6 powers up in Hex 0716
- TMM -4
10-Ton Cargo Flatbed #1 ends off North Edge.
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906.
- 0905
- AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0905.
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
- TMM -4
Dropport Drivers #2 (2) start in Hex 0810.
- 0811
- AMM +0, TMM +0
Dropport Drivers #2 (2) start in Hex 0811.
Cargo Handlers #1 (28) starts in Hex 0811.
- 0812
- AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0812.
Cargo Handlers #2 (30) starts in Hex 0812
- AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0812
Dropport Staff #2 (20) starts in Hex 0410
- AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1 ends off North Edge.
10-Ton Cargo Flatbed #4 ends off East Edge.
10-Ton Cargo Flatbed ends off East Edge.
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW.
- TMM -4
Dropport Drivers #6 (2) ends in Dropship #2.
Cargo Handlers #3 (30) ends in Dropship #2.
Cargo Handlers #4 (30) ends in Dropship #2.
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
- AMM +0, TMM -4
Dropport Drivers #7 (2) ends in Dropship #2.
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW.
- AMM +0, TMM -4
Dropport Drivers #7 (2) ends in Dropship #2.
Dropship Technical Team #1 (7) ends in Dropship #2.
Dropship Technical Team #2 (7) ends in Dropship #2.
Automobile #2 ends off South Edge.
Automobile #3 (DESTROYED) ends in Hex 2514
- (Hurried Movement) 0210, 0209.
- AMM +0, TMM +0
Rifle Squad Able ends in Hex 0209.
Rifle Squad Baker starts in Hex 0716.
- (Hurried Movement) 0715, 0714
- AMM +0, TMM +0
Rifle Squad Baker ends in Hex 0714.
Rifle Squad Charlie starts in Hex 0702.
- (Hurried Movement) 0703, 0704
- AMM +0, TMM +0
Rifle Squad Charlie ends in Hex 0704.
Rifle Squad Dog starts in Hex 1005.
- 0906
- AMM +0, TMM +0
Rifle Squad Dog ends in Hex 0906.
Rifle Squad Easy starts in Hex 0510.
- AMM +0, 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 ends in Hex 2801
- TMM -4
Defense Turret #2 ends in Hex 3110
- TMM -4
Defense turret #3 ends up in Hex 2714
- TMM -4
Defense Turret #4 ends in Hex 0209
- TMM -4
Defense Turret #5 end in Hex 0702
- TMM -4
Defense Turret #6 powers up in Hex 0716
- TMM -4
10-Ton Cargo Flatbed #1 ends off North Edge.
Dropport Staff #1 (19) "Drop Control" starts in Hex 0906.
- 0905
- AMM +0, TMM +0
Dropport Staff #1 (19) "Drop Control" ends in Hex 0905.
10-Ton Cargo Flatbed #2 (ABANDONED) ends in Hex 0809NE
- TMM -4
Dropport Drivers #2 (2) start in Hex 0810.
- 0811
- AMM +0, TMM +0
Dropport Drivers #2 (2) start in Hex 0811.
Cargo Handlers #1 (28) starts in Hex 0811.
- 0812
- AMM +0, TMM +0
Cargo Handlers #1 (28) ends in Hex 0812.
Cargo Handlers #2 (30) starts in Hex 0812
- AMM +0, TMM +0
Cargo Handlers #2 (30) ends in Hex 0812
Dropport Staff #2 (20) starts in Hex 0410
- AMM +0, TMM +0
Dropport Staff #2 (20) ends in Hex 0410
Automobile #1 ends off North Edge.
10-Ton Cargo Flatbed #4 ends off East Edge.
10-Ton Cargo Flatbed ends off East Edge.
10-Ton Cargo Flatbed #6 (ABANDONED) ends in Hex 2006NW.
- TMM -4
Dropport Drivers #6 (2) ends in Dropship #2.
Cargo Handlers #3 (30) ends in Dropship #2.
Cargo Handlers #4 (30) ends in Dropship #2.
10-Ton Cargo Flatbed #7 (ABANDONED) ends in Hex 2107NW
- AMM +0, TMM -4
Dropport Drivers #7 (2) ends in Dropship #2.
10-Ton Cargo Flatbed #8 (ABANDONED) ends in Hex 2206NW.
- AMM +0, TMM -4
Dropport Drivers #7 (2) ends in Dropship #2.
Dropship Technical Team #1 (7) ends in Dropship #2.
Dropship Technical Team #2 (7) ends in Dropship #2.
Automobile #2 ends off South Edge.
Automobile #3 (DESTROYED) ends in Hex 2514
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Reminder
TP, Miles, Kyle, movement. All enemy movement done
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
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Similar topics
» Kell Hounds Relief Duty Contract, March 3027
» Capellan Confederation Extraction Raid, July 3027
» Available Contracts
» Lyran Commonwealth Recon Raid, January 3030
» No Contract, November 3029
» Capellan Confederation Extraction Raid, July 3027
» Available Contracts
» Lyran Commonwealth Recon Raid, January 3030
» No Contract, November 3029
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