OPENING INTER UNIT COM
+3
Thaddius_Jastilus
Minx - TP
TheBigMekk
7 posters
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OPENING INTER UNIT COM
(open and transmuting too our unit) "alright, lets gets some work done, mind your targets, and flanks, lets spread out."
i hope you don't mind brooks. i want to be able to talk to my lance mates
i hope you don't mind brooks. i want to be able to talk to my lance mates
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Genesis Company: Comm Link Online
"Affirmative. Where do you want us?"
Last edited by Minx - TP on Tue Oct 11, 2011 11:40 pm; edited 1 time in total
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
".......zzzz..Comms Online.zzzz...."
*click*...zzZZZzz..zzzZz...." Right I'll let you worry over your shit. As far as Wolf goes, we ain't no free-births. Just keep the chatter to a mouse's whisper, got it."..zzzZZZzzz...*click*
Thaddius_Jastilus- Posts : 7
Join date : 2011-10-02
Age : 32
Location : The very darkest pit of your soul!
My Game Plan
"Leonitus! you and i should gun for any hostile mech. Sarge, you and Remeus hit the secondary objectives, and provide cover for the wheels. Ulvson, Simon, Rudolph, Rio, Douglas hit hard while you can... then scatter like roaches".
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: OPENING INTER UNIT COM
+++COMMUNICATIONS INTERCEPT+++
"Bronze Three to Bronze Four, passing Turret Charlie. North perimeter all secure. Wish we didn't have to walk in circles for four months, eh?"
"Uhh, roger that Bronze Four, beginning circuit now."
+++END COMMUNICATIONS INTERCEPT+++
+++COMMUNICATIONS INTERCEPT+++
"Drop Control to Way down Trailward, we're picking up some odd sensor readings. Are you having any trouble?"
"Negative Drop Control, we're all locked down for the night. I'll check if the engineers are running a test, but we don't have anything planned?"
+++END COMMUNICATIONS INTERCEPT+++
"Bronze Three to Bronze Four, passing Turret Charlie. North perimeter all secure. Wish we didn't have to walk in circles for four months, eh?"
"Uhh, roger that Bronze Four, beginning circuit now."
+++END COMMUNICATIONS INTERCEPT+++
+++COMMUNICATIONS INTERCEPT+++
"Drop Control to Way down Trailward, we're picking up some odd sensor readings. Are you having any trouble?"
"Negative Drop Control, we're all locked down for the night. I'll check if the engineers are running a test, but we don't have anything planned?"
+++END COMMUNICATIONS INTERCEPT+++
Re: OPENING INTER UNIT COM
Over the communiucations link "We should split up Aaron and Brad should go west miles and tps infantry should go south and brian and i should head north. This sound like a fair plan."
kyle- Posts : 107
Join date : 2011-09-25
Re: OPENING INTER UNIT COM
"Right, Genesis Company can move South if needed. It sounds like a good plan to me."
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Re: OPENING INTER UNIT COM
"Hello 'urban-mech', there's so way I'd make it heading south, I'm too slow. I'm heading north."
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: OPENING INTER UNIT COM
http://www.classicbattletech.com/downloads/QSR_BattleTech_EN.pdf
here is the Battletech Quick-Start rules, everything you need to know to move and shoot. I HIGHLY recommend downloading Total Warfare (the full rules). Other books that would be good to have are:
Tactical Operations (advanced combat and sensor rules)
Tech Manual (construction and equipment rules)
Strategic Operations (repair, maintenance, and customization rules)
any Technical Readout (TRO) is also helpful, as you know more about the mechs and vehicles involved. only 3025 and 3026 apply though
here is the Battletech Quick-Start rules, everything you need to know to move and shoot. I HIGHLY recommend downloading Total Warfare (the full rules). Other books that would be good to have are:
Tactical Operations (advanced combat and sensor rules)
Tech Manual (construction and equipment rules)
Strategic Operations (repair, maintenance, and customization rules)
any Technical Readout (TRO) is also helpful, as you know more about the mechs and vehicles involved. only 3025 and 3026 apply though
Re: OPENING INTER UNIT COM
alright tp go south with miles brian and I will go north
kyle- Posts : 107
Join date : 2011-09-25
Re: OPENING INTER UNIT COM
+++COMMUNICATIONS INTERCEPT+++
"What in the...Drop Control, this is Bronze Three, there's a 'Mech coming out of Way down Trailward's hold!"
+++END COMMUNICATIONS INTERCEPT+++
"Bronze Three" identified: CLNT-2-3T Clint in Hex 2114, 85% probability
"Bronze Four" identified: COM-2D Commando in Hex 1603, 80% probability
"Drop Control" identified: Control Tower in Hex 0906, 95% probability
MI-4 Operative identified: COM-2D Commando in Hex 1603, 70% probability
SECONDARY OBJECTIVE: ENSURE SURVIVAL OF MI-4 OPERATIVE
STATUS: LOCATED
+++OPEN CHANNEL+++
"Unknown 'Mech, uh, this is Drop Control, please identify."
+++OPEN CHANNEL END+++
"Drop Control" identity increased to 99%
"What in the...Drop Control, this is Bronze Three, there's a 'Mech coming out of Way down Trailward's hold!"
+++END COMMUNICATIONS INTERCEPT+++
"Bronze Three" identified: CLNT-2-3T Clint in Hex 2114, 85% probability
"Bronze Four" identified: COM-2D Commando in Hex 1603, 80% probability
"Drop Control" identified: Control Tower in Hex 0906, 95% probability
MI-4 Operative identified: COM-2D Commando in Hex 1603, 70% probability
SECONDARY OBJECTIVE: ENSURE SURVIVAL OF MI-4 OPERATIVE
STATUS: LOCATED
+++OPEN CHANNEL+++
"Unknown 'Mech, uh, this is Drop Control, please identify."
+++OPEN CHANNEL END+++
"Drop Control" identity increased to 99%
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: OPENING INTER UNIT COM
"Shit....well, if they didn't know we were here before, they do now!"
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
To Drop control
"This is.... um... the UM-R60 urban mech... Bluemoon. Identify yourself... drop control?"
- on the group com "run like shit, and leonitus that Clint is right in you rear arch watch out".
- on the group com "run like shit, and leonitus that Clint is right in you rear arch watch out".
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: OPENING INTER UNIT COM
Guys....I am officially confuzzaled. I'm not sure where to move, or even how I should do it. Any hints or pointers?
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Re: OPENING INTER UNIT COM
okay, how the fuck do I do this guys?
Jesus Cristo Brad- Posts : 47
Join date : 2011-08-26
Age : 31
Location : Minnesota
Re: OPENING INTER UNIT COM
I concur with the statement previous to this one.
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
Re: OPENING INTER UNIT COM
Okay, you guys seem to be having trouble understanding the movement phase. Initiative is generated at the beginning of the movement phase, and then players move in order from lowest initiative to highest. This allows the players with higher initiative to figure out where other people are going before committing themselves, and since all movement is technically resolved simultaneously, has no drawbacks other than someone possibly boxing you out of a specific hex.
Since the Capellan Garrison force had the lowest initiative, they moved first this turn, allowing you guys to react and outmaneuver them, while they are stuck with the movements they made before they had detected you. The order of movement between players on the same team doesn't matter a whole lot, so for simplicity I don't care when you post your movement as long as it's before the enemy moves if you're supposed to go before, or after if you go after.
When you're up, post the movement of each unit you control in the following format (all in one post, titled "(your name)'s movement"). You do not need to post for any unit that spends the turn in a transport, unless that unit is embarking or disembarking. You must post for any unit that remains stationary, or is immobile for whatever reason. You will post in this manner:
COM-2D Commando "Bronze Four" starts in Hex 1603 facing Northeast.
- Face Southeast, 1704, face Northeast, 1803, 1903, 2002.
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2002 facing Northeast.
The first line indicates the unit in question "COM-2D Commando", it's pilot "Bronze Four", it's starting hex "1603", and it's starting facing "Northeast"
The next line records every single MP (Movement Point) spent by the moving unit. The first MP is spent to face "Southeast", the next to move forward to Hex "1704", the next to face "Northeast", the next to move forward to Hex "1803", and so on. If the unit is moving by Running Speed, Flank Speed, or using Jumping Movement, indicate that at the beginning of this line in parentheses.
The next line indicates the AMM (Attacker Movement Modifier). This is the modifier to any of YOUR shots this turn, and is determined by the type of movement you used.
Stationary +0
Walk/Cruise +1
Run/Flank +2
Jump +3
Following this is the TMM (Target Movement Modifier). This is the modifier enemies will use to fire at you this turn. This is determined by the actual number of hexes you moved into this turn, not by how many movement points you spent or whether you walked or ran. If you Jumped, add a +1 to this TMM.
0-2 hexes +0
3-4 hexes +1
5-6 hexes +2
7-9 hexes +3
10-17 hexes +4
The last line is a copy of the first line, listing the unit in question "COM-2D Commando", it's pilot "Bronze Four", it's starting hex "2002", and it's final facing "Northeast." This is to give a reference point for everyone else as to the unit's final position
Since the Capellan Garrison force had the lowest initiative, they moved first this turn, allowing you guys to react and outmaneuver them, while they are stuck with the movements they made before they had detected you. The order of movement between players on the same team doesn't matter a whole lot, so for simplicity I don't care when you post your movement as long as it's before the enemy moves if you're supposed to go before, or after if you go after.
When you're up, post the movement of each unit you control in the following format (all in one post, titled "(your name)'s movement"). You do not need to post for any unit that spends the turn in a transport, unless that unit is embarking or disembarking. You must post for any unit that remains stationary, or is immobile for whatever reason. You will post in this manner:
COM-2D Commando "Bronze Four" starts in Hex 1603 facing Northeast.
- Face Southeast, 1704, face Northeast, 1803, 1903, 2002.
- AMM +1, TMM +1
COM-2D Commando ends in Hex 2002 facing Northeast.
The first line indicates the unit in question "COM-2D Commando", it's pilot "Bronze Four", it's starting hex "1603", and it's starting facing "Northeast"
The next line records every single MP (Movement Point) spent by the moving unit. The first MP is spent to face "Southeast", the next to move forward to Hex "1704", the next to face "Northeast", the next to move forward to Hex "1803", and so on. If the unit is moving by Running Speed, Flank Speed, or using Jumping Movement, indicate that at the beginning of this line in parentheses.
The next line indicates the AMM (Attacker Movement Modifier). This is the modifier to any of YOUR shots this turn, and is determined by the type of movement you used.
Stationary +0
Walk/Cruise +1
Run/Flank +2
Jump +3
Following this is the TMM (Target Movement Modifier). This is the modifier enemies will use to fire at you this turn. This is determined by the actual number of hexes you moved into this turn, not by how many movement points you spent or whether you walked or ran. If you Jumped, add a +1 to this TMM.
0-2 hexes +0
3-4 hexes +1
5-6 hexes +2
7-9 hexes +3
10-17 hexes +4
The last line is a copy of the first line, listing the unit in question "COM-2D Commando", it's pilot "Bronze Four", it's starting hex "2002", and it's final facing "Northeast." This is to give a reference point for everyone else as to the unit's final position
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
Re: OPENING INTER UNIT COM
Your 'Mech should have its Walk/Run MP listed in the 'Mechbay section, if it doesn't, tell me.
'Mechs and Vehicles pay 1 MP for every hexside (60 degrees) they turn. Infantry have no facing, and so ignore this rule.
'Mechs and Vehicles pay 1 MP to enter the hex directly in front of or behind them. Since Infantry have no facing, they may pay 1 MP to enter any hex bordering their own.
'Mechs and Vehicles may use backward and forward movement in the same turn, but if they do so, they may not move more that Walking/Cruising Speed. Also, the TMM is determined only by the number of hexes moved since the last change of direction (forward/backward)
In addition to the 1 MP cost for entering a new hex, some types of hex add additional MP cost. A moving unit must pay the full MP cost to enter, or not enter at all.
- Clear Terrain: +0
Road/Pavement: +0 Wheeled and Hover Vehicles that spend their entire turn on pavement hexes, or moving along road hexes, increase their Cruising MP by +1 and recalculate their Flank MP.
- Light Forest: +1 (Foot, Motor, and Jump Infantry +0) [No Wheeled or Hover Vehicles)
- Heavy Forest: +2 (Foot, Motor, and Jump Infantry +1) [No Wheeled, Hover, or Tracked Vehicles]
- Rough Ground: +1 [No Wheeled Vehicles]
- Depth 0 Water: +0
- Depth 1 Water: +1 [No Infantry or Vehicles except Hover]
- Depth 2+ Water: +1 [No Infantry or Vehicles except Hover]
- Rubble +1 [No Wheeled Vehicles]
- 1 Level Change: +1 'Mechs, +2 Vehicles/Infantry
- 2 Level Change: +2 'Mechs [No Infantry or Vehicles]
- Light Building: +1
- Medium Building: +2
- Heavy Building: +3
- Hardened Building: +4
- Stand Up: +2 per attempt ['Mech only]
'Mechs and Vehicles can be forced to make Piloting/Driving Skill Rolls in the following circumstances:
- After a 'Mech makes a Charge Attack: +2 (Fall)
- After a 'Mech makes a Death From Above Attack: +4 Successful, Auto-Fail if Failed (Fall)
- When a 'Mech enters a Depth 1 Water Hex: -1 (Fall)
- When a 'Mech enters a Depth 2 Water Hex: +0 (Fall)
- When a 'Mech enters a Depth 3 Water Hex: +1 (Fall)
- When a 'Mech attempts to Stand: +0 (Fall)
- When a 'Mech enters a Rubble Hex: +0 (Fall)
- When a 'Mech or Vehicle enters a Building Hex: Light +0, Medium +1, Heavy +2, Hardened +5 (Damage)
- When a 'Mech or Vehicle moves before entering a Building Hex, applied as a modifier to the above roll: That unit's TMM before entering that hex
- When a 'Mech or Vehicle using Running/Flanking Movement makes a facing change on Pavement or a Road Hex, then attempts to move out of that hex: -1 (Skid)
- When a 'Mech or Vehicle using Running/Flanking Movement moves before making a facing change on a PAvement or Road Hex, then attempts to move out of that hex, applied as a modifier to the above roll: 3-4 hexes +1, 5-7 hexes +2, 8-10 hexes +3, 11-17 hexes +4
- When a Hover Vehicle using Flanking Movement makes a facing change, then attempts to move out of that hex: (as above, including modifiers)
- When a
'Mechs and Vehicles pay 1 MP for every hexside (60 degrees) they turn. Infantry have no facing, and so ignore this rule.
'Mechs and Vehicles pay 1 MP to enter the hex directly in front of or behind them. Since Infantry have no facing, they may pay 1 MP to enter any hex bordering their own.
'Mechs and Vehicles may use backward and forward movement in the same turn, but if they do so, they may not move more that Walking/Cruising Speed. Also, the TMM is determined only by the number of hexes moved since the last change of direction (forward/backward)
In addition to the 1 MP cost for entering a new hex, some types of hex add additional MP cost. A moving unit must pay the full MP cost to enter, or not enter at all.
- Clear Terrain: +0
Road/Pavement: +0 Wheeled and Hover Vehicles that spend their entire turn on pavement hexes, or moving along road hexes, increase their Cruising MP by +1 and recalculate their Flank MP.
- Light Forest: +1 (Foot, Motor, and Jump Infantry +0) [No Wheeled or Hover Vehicles)
- Heavy Forest: +2 (Foot, Motor, and Jump Infantry +1) [No Wheeled, Hover, or Tracked Vehicles]
- Rough Ground: +1 [No Wheeled Vehicles]
- Depth 0 Water: +0
- Depth 1 Water: +1 [No Infantry or Vehicles except Hover]
- Depth 2+ Water: +1 [No Infantry or Vehicles except Hover]
- Rubble +1 [No Wheeled Vehicles]
- 1 Level Change: +1 'Mechs, +2 Vehicles/Infantry
- 2 Level Change: +2 'Mechs [No Infantry or Vehicles]
- Light Building: +1
- Medium Building: +2
- Heavy Building: +3
- Hardened Building: +4
- Stand Up: +2 per attempt ['Mech only]
'Mechs and Vehicles can be forced to make Piloting/Driving Skill Rolls in the following circumstances:
- After a 'Mech makes a Charge Attack: +2 (Fall)
- After a 'Mech makes a Death From Above Attack: +4 Successful, Auto-Fail if Failed (Fall)
- When a 'Mech enters a Depth 1 Water Hex: -1 (Fall)
- When a 'Mech enters a Depth 2 Water Hex: +0 (Fall)
- When a 'Mech enters a Depth 3 Water Hex: +1 (Fall)
- When a 'Mech attempts to Stand: +0 (Fall)
- When a 'Mech enters a Rubble Hex: +0 (Fall)
- When a 'Mech or Vehicle enters a Building Hex: Light +0, Medium +1, Heavy +2, Hardened +5 (Damage)
- When a 'Mech or Vehicle moves before entering a Building Hex, applied as a modifier to the above roll: That unit's TMM before entering that hex
- When a 'Mech or Vehicle using Running/Flanking Movement makes a facing change on Pavement or a Road Hex, then attempts to move out of that hex: -1 (Skid)
- When a 'Mech or Vehicle using Running/Flanking Movement moves before making a facing change on a PAvement or Road Hex, then attempts to move out of that hex, applied as a modifier to the above roll: 3-4 hexes +1, 5-7 hexes +2, 8-10 hexes +3, 11-17 hexes +4
- When a Hover Vehicle using Flanking Movement makes a facing change, then attempts to move out of that hex: (as above, including modifiers)
- When a
Re: OPENING INTER UNIT COM
Brad be sure to set some buildings on fire as you leave
kyle- Posts : 107
Join date : 2011-09-25
Re: OPENING INTER UNIT COM
(Just so you guys know, any energy weapon other than a small laser, as well as most missiles, can set fires. Although flamers ARE the best)
Re: OPENING INTER UNIT COM
hey just gonna ask... can we keep the inter unit com a little more in character, a little more role play little whimsy. just asking.
TheBigMekk- Posts : 52
Join date : 2011-08-26
Age : 30
Location : plymouth
Re: OPENING INTER UNIT COM
"Confirmed. Genesis; over and out."
Minx - TP- Posts : 169
Join date : 2011-08-26
Age : 31
Location : Between a rock and a Hard Place
+++Battle Computer Report+++
+++Hostile Battlemechs Identified+++
+++Battlemech Database Accessed+++
CLNT-2-3T Clint
40 ton Biped Battlemech
Walk 6/Run 9/Jump 6
4.5 tons Armor
AC/5 (RA)
AC/5 Ammo (20) (RT)
MLAS (CT)
MLAs (LT)
COM-2D Commando
25 ton Biped Battlemech
Walk 6/Run 9
4 tons Armor
SRM-4 (RA)
SRM-4 Ammo (25) (RT)
MLAS (LA)
SRM-6 (CT)
SRM-6 Ammo (15) (LT)
STN-3K Sentinel
40 ton Biped Battlemech
Walk 6/Run 9
6 tons Armor
AC/5 (LA)
AC/5 Ammo (40) (LT)
SRM-2 (RT)
SRM-2 Ammo (50) (RT)
SLAS (RT)
JVN-10N Javelin
30 ton Biped Battlemech
Walk6/Run 9/Jump 6
4 tons Armor
SRM-6 (RT)
SRM-6 Ammo (15) (RT)
SRM-6 (LT)
SRM-6 Ammo (15) (LT)
+++Battlemech Database Closed+++
+++Battlemech Database Accessed+++
CLNT-2-3T Clint
40 ton Biped Battlemech
Walk 6/Run 9/Jump 6
4.5 tons Armor
AC/5 (RA)
AC/5 Ammo (20) (RT)
MLAS (CT)
MLAs (LT)
COM-2D Commando
25 ton Biped Battlemech
Walk 6/Run 9
4 tons Armor
SRM-4 (RA)
SRM-4 Ammo (25) (RT)
MLAS (LA)
SRM-6 (CT)
SRM-6 Ammo (15) (LT)
STN-3K Sentinel
40 ton Biped Battlemech
Walk 6/Run 9
6 tons Armor
AC/5 (LA)
AC/5 Ammo (40) (LT)
SRM-2 (RT)
SRM-2 Ammo (50) (RT)
SLAS (RT)
JVN-10N Javelin
30 ton Biped Battlemech
Walk6/Run 9/Jump 6
4 tons Armor
SRM-6 (RT)
SRM-6 Ammo (15) (RT)
SRM-6 (LT)
SRM-6 Ammo (15) (LT)
+++Battlemech Database Closed+++
WARNING TO BRAD
Brad your gonna want to back off of that mech soon im jump jetting around to shoot the mech in front of you
kyle- Posts : 107
Join date : 2011-09-25
+++COMMUNICATIONS INTERCEPT+++
+++BEGIN COMMUNICATIONS INTERCEPT+++
"Behind you Bronze Four! 'Mechs coming out of the Dro-What the!" (Bronze Three 78%)
+++END COMMUNICATIONS INTERCEPT+++
+++BEGIN OPEN CHANNEL+++
"Unidentified 'Mechs, power down and stand by for customs inspection. Sweet Buddha! That one's heading right at him!" (Dropport Control 93%)
+++END OPEN CHANNEL+++
"Behind you Bronze Four! 'Mechs coming out of the Dro-What the!" (Bronze Three 78%)
+++END COMMUNICATIONS INTERCEPT+++
+++BEGIN OPEN CHANNEL+++
"Unidentified 'Mechs, power down and stand by for customs inspection. Sweet Buddha! That one's heading right at him!" (Dropport Control 93%)
+++END OPEN CHANNEL+++
Brooks- Admin
- Posts : 257
Join date : 2011-09-25
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