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OPENING INTER UNIT COM

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Thaddius_Jastilus
Minx - TP
TheBigMekk
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OPENING INTER UNIT COM Empty OPENING INTER UNIT COM

Post  TheBigMekk Tue Oct 11, 2011 10:49 pm

(open and transmuting too our unit) "alright, lets gets some work done, mind your targets, and flanks, lets spread out." Cool
i hope you don't mind brooks. i want to be able to talk to my lance mates
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OPENING INTER UNIT COM Empty Genesis Company: Comm Link Online

Post  Minx - TP Tue Oct 11, 2011 10:54 pm

"Affirmative. Where do you want us?"


Last edited by Minx - TP on Tue Oct 11, 2011 11:40 pm; edited 1 time in total
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OPENING INTER UNIT COM Empty ".......zzzz..Comms Online.zzzz...."

Post  Thaddius_Jastilus Tue Oct 11, 2011 11:30 pm

*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*

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OPENING INTER UNIT COM Empty My Game Plan

Post  TheBigMekk Wed Oct 12, 2011 1:33 am

"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".
Cool
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OPENING INTER UNIT COM Empty Re: OPENING INTER UNIT COM

Post  Admin Wed Oct 12, 2011 1:29 pm

+++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+++

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Post  kyle Wed Oct 12, 2011 5:48 pm

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."
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Post  Minx - TP Wed Oct 12, 2011 6:43 pm

"Right, Genesis Company can move South if needed. It sounds like a good plan to me."
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Post  TheBigMekk Wed Oct 12, 2011 7:05 pm

"Hello 'urban-mech', there's so way I'd make it heading south, I'm too slow. I'm heading north."
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Post  Admin Wed Oct 12, 2011 7:48 pm

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

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Post  kyle Fri Oct 14, 2011 12:33 am

alright tp go south with miles brian and I will go north
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OPENING INTER UNIT COM Empty Re: OPENING INTER UNIT COM

Post  Brooks Mon Oct 17, 2011 3:21 pm

+++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%

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Post  Minx - TP Mon Oct 17, 2011 6:51 pm

"Shit....well, if they didn't know we were here before, they do now!"
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OPENING INTER UNIT COM Empty To Drop control

Post  TheBigMekk Mon Oct 17, 2011 7:31 pm

"This is.... um... the UM-R60 urban mech... Bluemoon. Identify yourself... drop control?" Razz pirat

- on the group com "run like shit, and leonitus that Clint is right in you rear arch watch out". Cool
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Post  Minx - TP Mon Oct 17, 2011 8:36 pm

Guys....I am officially confuzzaled. I'm not sure where to move, or even how I should do it. Any hints or pointers?
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Post  Jesus Cristo Brad Wed Oct 19, 2011 10:15 am

okay, how the fuck do I do this guys?
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Post  Minx - TP Wed Oct 19, 2011 10:58 am

I concur with the statement previous to this one.
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OPENING INTER UNIT COM Empty Re: OPENING INTER UNIT COM

Post  Brooks Wed Oct 19, 2011 3:27 pm

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

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Post  Admin Wed Oct 19, 2011 4:38 pm

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

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Post  kyle Thu Oct 20, 2011 1:17 pm

Brad be sure to set some buildings on fire as you leave
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Post  Admin Fri Oct 28, 2011 9:59 am

(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)

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OPENING INTER UNIT COM Empty Re: OPENING INTER UNIT COM

Post  TheBigMekk Sun Oct 30, 2011 6:36 pm

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.
Laughing
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Post  Minx - TP Sun Oct 30, 2011 6:39 pm

"Confirmed. Genesis; over and out." Cool
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OPENING INTER UNIT COM Empty +++Battle Computer Report+++

Post  Admin Sun Oct 30, 2011 8:46 pm

+++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+++

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OPENING INTER UNIT COM Empty WARNING TO BRAD

Post  kyle Sun Oct 30, 2011 11:29 pm

Brad your gonna want to back off of that mech soon im jump jetting around to shoot the mech in front of you
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OPENING INTER UNIT COM Empty +++COMMUNICATIONS INTERCEPT+++

Post  Brooks Mon Oct 31, 2011 5:34 pm

+++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+++

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