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Mecha Mercs Skirmish Quest: Mission 1
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It’s the dawn of the new millennium. The International Forum struggles to maintain a tenuous peace between the great powers of the world, but recently a territorial dispute has arisen over ownership of the Great Interior Desert. For centuries the desert was worthless; a lifeless expanse of sands that nobody wanted, but the discovery of new resource deposits has plunged the region into chaos. Countries bordering the desert have laid conflicting claims upon the land, citing historical ownership of the region. The Assembly of Nations is dead locked as each plan to parcel out the desert is vetoed by one special interest group or another. As governments bicker corporations swoop in, using private military contractors to stake their own claim. Through the corps, regional powers wage a proxy war against each other, supporting those who would sell the desert’s riches to them.

But all of that is far beyond your pay grade. As a newly minted mech pilot you came to the desert chasing the lucrative merc contracts being posted throughout the region. There are many private military companies already operating in the desert and with few credentials of your own you’ve signed on with a newly formed group looking to make a name for themselves in the bloody sand…
>>
[maximum excitement ]
>>
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>>45051039
((Welcome to the Mecha Mercs Skirmish Campaign.

This is a tactical turn based collective game where each player takes on the role of a mech pilot. As the campaign progresses the players will accumulate a supply of resources which can be used to build up a persistent pool of mechs and equipment, but watch out! If your pilot dies you could lose it all and be forced to start again with an inferior mech.

Info on how to play supplied in the pic.

<----))
>>
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>>45051150
Cable Guy: “So you’re one of the new pilots huh? I’m your operator: James Kerry, but folks around here know me by my callsign: Cable Guy. What?... no I do not want to be your best buddy, I barely know you and you haven’t even survived your first battle yet.
Now that the awkward questions are out the way let’s get you outfitted with a mech. Hmm? What’s with all the camels in the hanger? Well… there was a bit of a screw up in accounting and we almost didn’t have enough cash to buy our equipment, but then this nut job comes out of nowhere and tries to sell us a herd of ‘used camels’… I know right! But get this: he was so eager to close the deal he threw in an entire platoon of 1st gen GGA combat mecha…for free! Crazy I tell you. Any who pick your mech, I need figure out what to do with all these camels.”
>>
Huffgh!

I had the most horrible night-terror; ugh. It was all... Pumpkins and crystals and some dark shifting shape. A vegetable tore of my arm!

Which is patently impossible.

It's the sun out here; cooks you from the outside in. Gotta lay off those latenight calibration spurges.

Pilot Sparebit standing by for orders.
>>
...these machines will serve. But damn, it's hot.
No, Wendigo, you are not the demons, what are you thinking? Don't listen to Sparebit yammer about pumkin monsters.

Standing by.
> Cobra
> Anti-mech Rifle
> Demo charge
>>
God, it's so hot in here.
Know what would be refreshing?
Bathing in my ENEMIE'S BLOOD WICH I KILLED WITH MY OWN HANDS. *cough*
>>
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>>45051304
>>45051594
>>45051598

Cable Guy: "Mister... Sparebit aaaand Mister Wendigo, right got you down for some Cobras...

Labyrinth you are fucking insane, and approved for a Komodo.

...

Anyway while we're waiting for the other pilots I might as well give you the mission briefing:

So we've been subcontracted to provide cover for another Merc Unit called the Reptile group. You've heard about all the corporate spats going on in the desert? Well Reptile's employer were running some oil rigs out in the desert that got taken over by privateers.

Reptile is sending in some mechanized infantry to retake the rigs and we're to provide cover. Destroy any enemy vehicles that threaten the APCs but don't touch the rigs. The client is very anal about this, mech grade weapons can do some serious damage to their gear and they want their 'assets' as intact as possible. So if you're packing blast weapons I suggest you be very careful.

Enemies and terrain: The rigs themselves are occupied by enemy infantry. If you get close they will fire RPGs at you so I recommend staying back and leaving them to the APCs. Enemy vehicles in the area include light armored vehicles, armored fighting vehicles and a main battle tank.

You should be able to handle the lighter stuff no problem, just make sure they don't start concentrating fire on you. The MBT is another story: it's main cannon is just as powerful as a Cobra AMR and it has a heavily armored front, so if you're going to attack it either use a big gun or flank.

Terrain is fairly open save for a cluster of rocks in the middle of the mission area. These block movement and line of sight, so they're a great place for enemy units to take cover.

That's the briefing. Now we wait for more pilots. If you have any questions you can ask me."

((Gonna go exercise. Mission begins when I get back in an hour or so.))
>>
>>45052040
>In an hour or so.
WELP I'm basically confirmed to not being here later.
>>
>>45051594
Oh hey Wendigo! Long time no see, man. Sure is hot in here. Hot like the sizzling explosions of a carpet bombing saturation.

>blink

I.. I don't know why I just said that.

Okay, you plink away and I provide close support? I could drop into a Komodo and get a pair of mace--

Oh. Hey Labyrinth.
Uhm.
You, er. You just g-go first, yeah? Don't mind me.

(that guy scares me)
(it's the eyes, man, the eyes - like they look right through you, thinking about punching out all your blood)

Pilot Sparebits
-Alligator
HP 12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm: GrenadeLauncher
Left Arm: P-Spike
Legs: --
Torso: --
--
>>
>>45052133
If you guys left me alone with the camels they'll be gone in an hour or so.
Not even a speck of BLOOD.
>>
>>45052133
Sure, Labryrinth can take point, you stick with the APCs, and I'll flank to hit the bigshit from the side.
>>45052040
CG, what sort of armament do those APCs pack, anyway? Just anti-personnel, or can they drop some of the lighter enemy vehicles?
>>
>>45052040
I've got a question Mr. Kerry - how do you pull of a charge?
>Oh, I see you already assigned me a Cobra.
>>Sparebits hastily corrects some paperwork

And I can stick with the APC's no problem. Hah, the glory days of being a footslogger. Yeah I don't miss it.

Anyhow - charging? I mean, I'm not much of a fisticuffs expert - you move, then charge then...

>hit them with +damage next turn? Move+Charge takes 2 actions, leaving you smack dab up against someone who will use their turn to just... move out of the way
>hit them with +damage as part of the charge action? That's 3 actions!

--
-Cobra
HP 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar
Left Arm: P-Spike
Legs: --
Torso: --
--
>>
>>45052318
>>45052436
Cable Guy:"The APCs have smoke launchers, RPG countermeasures and a heavy machine gun. They can probably finish off a wounded LAV but you are the ones who'll have to do the leg work.

Sparebits if you really want an Alligator it's not too late to change, just make sure you make up your damn mind before the mission begins."

>Looks at pilot manual.

"Ugh, looks like this one has a typo. When you charge, what really happens is..."

>Melee attack is taken as part of the charge action, bonus damage is calculated from total movement in a straight line. So move:4+ charge 4 followed by a melee attack with +4 damage. All this in two actions.
>>
>>45051304
Alligator, Carbine Rifle, Heavy Mech Pistol

"This is Chomper 2 ready for deployment."
>>
>>45052651
Pilot Sparebits
-Alligator
HP 12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm: Carbine
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
--
>>
>>45052689
Oh hey Hetros! Nice to see a familiar face... face. Wait, do I know you? I have weird feeling of deja vu here. Escorting a group of people towards a target. Tiny vehicles.

Wendigo. Mortars. Explosions. Pumpkins?
I-I'm going to go... pet... a camel. Get my head straight. I keep smelling gourd.

Sorry Command, I'm not usually this much of a jittery wreck. All set on the Cobra, and no more paperwork changes at all! Appreciate the clarification.
==Sparebits==
-Cobra-[CBR]
HP 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45052651
Didn't see you there.
Hope it doesn't happen again when I let loose amidst the RED FOG THAT WILL BE MY ENEMIES.

-Labyrinth
Komodo
HP 16
Def 8
ECM 6
Sensor 6
Move 4
--
Right arm: Mace.
Left arm: Heavy Mech-Pistol
Legs: --
Toros: --
--
>>
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>>45052040
"Alright got it. If I might suggest guys, we move in, use mortars, grenades, and mines to clear out he rock formations, then swing north. The APCs can clear the oil rigs without blowing the hell out of them, our ordinance is too heavy."

He points at the three oil rigs. "We need to cover the APC movement towards the South West Rig, using the rocks as cover for their movement, then they can head for the North West rig, still using the rocks as cover, by that time, we should have swept north to take the forces located to the north."

He looks over the map again, "This is important guys, the rocks at the center control this place... and we don't have anything that will let us kill the infantry holding those rigs without also taking out the rigs. Remember, our employers want those suckers INTACT."

Text and image file attached from his tablet
>1) We move into rock formation and intercept enemy forces directly, APCs move towards the South West Oil Rig. We must sieze the central rocks by the time ST:SW is secured by the APC team.
>2) We spread north and both east and west cutting off targets and eliminating them as we can. We cover for the APCs as they move to secure ST:NW. The northern cooridor must be cleared by this time.
>3) APC Team moves to secure ST:NE. Mech Escorts will then move to eliminate any remaining targets.

"Everybody cool with this?"
>>
Yes, if by cool you mean ready to RIP AND TEAR.
>>
>>45053008
"Cool. we need you front and center honestly, you're the tip of the spear for this Labyrinth."
>>
>>45053031
((Well fuck, I'm leaving in about 10 or so minutes.
So close to actually doing something in one of these.
>>
>>45052963
Sure, so long as Spare can keep his LSD flashbacks out of our action zone.
>>
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>>45053082
That's for MEDICIAL USE! I have a prescription! It's all above board! It's reasonable! It's... This camel is really soft, you know?

While I trust your intuition, Hetros, I our Reptile friends have other plans - it looks like their APCS are already enroute to two targets.

We're 4 people, and our weapon range is considerable. If we split up we cover the approach, divide enemy forces (which are individually weak) and ensure we can attack the BattleTank once we find out. We also pincer the final Oil-rig from two sides, without having to traverse the rock field while it hasn't been cleaned out.

Likely enemy response is Red, suggested movements are green - my projections of Reptile forces are on the map as well.

Likely enemies are also covered on the other side of the approach to the rocks, we can't really see the area and it'd be where I'd put my reserves - so going staight through that might not be the best idea. Plus, if we split into 2 teams of 2 we don't risk a stray mortar hitting the APCS.

Something tells me the Reps' want their oil back fast, so they're likely to blitz. And that something is this camel. Who is nice. Whisper your secrets to me, Camel.

But I'll follow your lead any, Het-man.
>>
>>45053176
Why should we split the party rather than concentrate our firepower? We -are- only four people. We have grenade launchers and mortars I believe, so we just bombard the area before moving in. If we try to go around, then their reinforcements will just come out of them and either hit us, or the APCs at will, the central area has to be taken.
>>
>>45053215
'Cause we're being paid to play nice and clear the way, subcontracted by a contractor. Likely is that Reptile's lads and ladies will split up and demand we keep up because they're on a schedule.

But if they don't, then, yeah - your plan's a hell of a plan. Just tell me where you want the mortar explosives, I guess I'll leave the rock-by-rock sweep to the rest of ya. Then we'll--

argh

this camel bites
>>
Cable Guy:"Okay people mount up mission is a go! Where the hell is Labyrinth!? He better not be trying to skull fuck one of the camels!"

((Standby for game start. If anyone wants to bot Labyrinth now's the time to speak up.))
>>
>>45053521
Comm check one two... Oh Goddammit! It smells like camel in this blasted rig. Remind me to get some febreeze when we get back.
>>
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>>45053521
Cable Guy: "Approaching mission area... cloud threads secure and running. I've got our allies on scope. Hang on while I update the tactical display..."

Labyrinth: 1
Sparebits: 2
Wendigo: 3
Hetros: 4

Monitor Lead: "Mercs this is Monitor Lead (as in monitor lizard.) I'm leading the contingent from the Reptile group. I'll be splitting my force of APCs. Two will head for the western rig while another two will head for the north eastern rig. Once both are secure we'll link up at the north most rig and wrap up this op. Make sure you cover us as we are particularly vulnerable to enemy vehicles."

Cable Guy: Scouts report a sand storm rolling in, once it hits it'll mess with the cloud threads and seriously hamper your mech's ability to fight. So lets get this locked down quickly people!"

((Declare actions.))
>>
Rolled 4 (1d20)

>>45053834

>Move NW SW NW N
>CHARGE N N N
>>Wallop with P-Spike for 6+2 dmg

Argh, my cock-pit is full of camelhair. It smells like a Bazaar in here. This is /just/ like last time I met Hassan, god, this desert. I could have joined the Artic Avengers but no, no, had to have the exciting Dustbowl Posting. Man I don't even understand international ressource geo-politics. And penguins are better than camels!

>Monitor

What's that? --- Shi--. Told you lot that much. Monitor and Komodo and Salamander and all the little reptiles want to scurry double fast.

I'm west, I'll head towards the West-South oil Rig. Someone back me up here!

==Sparebits==
-Cobra-[CBR]
HP 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45053834
>Move:4 w(avoid Sparebits)
>Attack enemy unit NW of new position with AMR.
(I think LOS clears the rock)
Heading west with Spare and engaging
>>
Rolled 6, 10, 11, 5 = 32 (4d20)

>>45053834
>Move 4N
>Fire Carbine at tank W of my position
>>If Mechpistol can be linked to carbine, fire it as well.

-Alligator
HP 12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm: Carbine
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
--
>>
>>45053941
>>45054006
>>45054039
Actions Received

Processing...
>>
Rolled 1 (1d20)

Tactical Suggestion for Designated Pilot 4-Labyrinth:

1: Loudspeaker to declare "Rip and Tear"
2: Pilot to advance 4N
3: Pilot to charge 3N
4: Pilot to SMASH PUNY VEHICLE WITH MACE
>Dmg of 8, charge not technically straight, but +4 if it counts
5: Blood. Blood. Blood.

-Labyrinth
Komodo
HP 16
Def 8
ECM 6
Sensor 6
Move 4
--
Right arm: Mace.
Left arm: Heavy Mech-Pistol
Legs: --
Toros: --
--
>>
>>45053834
Botting Labyrinth
>Charge 7N
>Bash Tank 1NW of me with mace
-Labyrinth
Komodo
HP 16
Def 8
ECM 6
Sensor 6
Move 4
--
Right arm: Mace.
Left arm: Heavy Mech-Pistol
Legs: --
Toros: --
--
>>
Rolled 19 (1d20)

>>45054006
Attack roll derp.
>>
Rolled 6 (1d20)

>>45054159
>>
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>>45053834
Wendigo: Unfortunately you can't get line of sight. I checked.

((Standby for enemy Phase.))
>>
"Don't worry Monitor, we're professionals. Shouldn't even be a problem to get you to the mission zone."
>Stomp stomp
>Swing
>Miss!
"I think I've got camel hair in my actuators. Where the hell did these Mechs come from? And why do I have a camel-chibi dashboard figure? I didn't order one of those!"
>dakka dakka dakka

"Thanks Jistin. Although I think you clipped me there, eh?"

==Sparebits==
-Cobra-[CBR]
HP 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45054391
"Don't be a baby about it Spare. You're a melee mech, you can take a few glancing blows, shrapnel and ricochets."
>>
>>45054252
(Overwatch maybe? Or does leaving cover not count as entering sensor range?)
>>
>>45054409
You know sorch-marks is my favorite kind of camo pattern, buddy. Looking at this thing up close is a bit odd - I think these clowns are playing around with left over Corp gear, somehow, somewhy. And where'd a gang of Privateers get a battletank? Those ain't exactly first-come, first-serve.
>>
>>45054487
"Proxy wars man, that's why we mercs get paid the big bucks,"
>>
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>>45054252
Wendigo: I'll let you have the overwatch this time since it's conceivably something a pilot would do if he couldn't get line of sight.

Monitor Lead: "APCs rolling... you might want to pull your friend back, though he's doing a hell of a job distracting that MBT."

((Declare actions people! Now that we've all settled in you have until this song plays 4 times: https://www.youtube.com/watch?v=Hyyglk6FU-I&list=PL6F611A771C18A2B7&index=4))
>>
>Tripfags: The Thread
>>
Rolled 2 (1d20)

>>45054573
>Reload
>Attack with AMR, same target
>>
Rolled 13 (1d20)

>>45054542
>>45054573
>Fire MORTAR 6N at enemy group
>>Dmg 8, crit 2 at 20, Explosive 2 (it hits everybody, I think)
>Move NE, SE, NE NE

Spot on buddy. Which - and this is the fun bit - means someone hired the Privateers to grab the Oilrigs, then someone hired Reptiles to grab it back - and the Reptiles hired us to help them.

So if the Boardroom playing and paying the Privateers send in reinforcements, then wha--

Targets spotted. Incinerating group.

==Sparebits==
-Cobra-[CBR]
HP 8 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45054648
Oh sorry I didn't make this more obvious, but he's dead. LAVs only have 4 HP
>>
>>45054573
(Oh, also, shouldn't the damage be 12, because crit bonus?)
>>
>>45054677
Redirecting to
> Move 4 NW.
>>
>>45054615
You're new here, aren't you?
http://suptg.thisisnotatrueending.com/archive.html?tags=skirmish

Go read the last 6 years of Skirmish games (My favorite is Zerospace, which had clones and sci fi and shooting!)

Then, once you've done that, why not join in? Literally just pick a trip and a name for this thread, make a mech and have fun.
>>
Rolled 10, 6, 4 = 20 (3d20)

>>45054573
>Move 4N
>Fire on tank (not main battle tank) to North, or Overwatch to NW
-Alligator
HP 12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm: Carbine
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
--
Botting Labyrinth
>Charge tank I tried to hit before
>Wack tank again
-Labyrinth
Komodo
HP 16
Def 8
ECM 6
Sensor 6
Move 4
--
Right arm: Mace.
Left arm: Heavy Mech-Pistol
Legs: --
Toros: --
--
>>
>>45054676
Ah shit, that's 7N! I was aiming for the LAV firing at Labyrinth, Command! My cloud thread is fritzing and everything /still/ smells of camel hair! Argh!
>>
Dice gods just don't favor us.
>>
>>45054726
Change Bot action to
>Move 1NW, 2SW
>Charge NW, wack tank.
>>
>>45054700
>>45054683
>>45054726
>>45054743

Critical Damage doesn't quite work like that but I will explain in more detail later.

Actions received

Processing...
>>
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>>45054816
Cable Guy: "Mortar Strike on target, kills confirmed. Good hit."

((Standby for Enemy Phase.))
>>
Boom! Nice job team. But we're getting bogged down, and that Tank almost took out Labyrinth - Hetros you're within its range. Let's hope it distracts the firing arc from our Reptile buddies. Any sugggestions for dealing with it? Can we somehow lure it into the rocks to break its line of fire?
>>
>>45055004
"I'll live through it."
>>
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>>45054940
Cable Guy: "Oh Shit! Labyrinth! Hetros! Get out of there now! I'm sending in our rescue units to pick you up now... yes the camels!... look you want to run back to base yourself!? Get on the camel!

((Uh oh, declare action people you have until this song plays twice: https://www.youtube.com/watch?v=XfHdXHqWZyE&list=PLeO6NBcv8MjSCmeyPMCwRehxH09WR8_V7&index=7.))
>>
Oh shit, leg it! Quick, the camels! Get behind me, I'll cover you! Guys, I can target everybody - but I might fry your mechs in the process - do you want me to go for it?
>>
Rolled 1 (1d20)

>>45055202
Move 2NW, 2N
Attack enemy NE of new position with AMR
>>
>>45055299
Goddammit, my targeting systems are full of camel spit.
>>
>>45055202
>Get on camel. Run SW maximum distance.
>>
Rolled 1 (1d20)

>>45055202
okay, okay, I've got this - you guys leg it the hell out of here and we'll recover your mechs later.

>Did not move last turn, assuming Mortar is reloaded!
>Move NW, SW, NW, NW
>Charge N N N N
>Hit Armored Vehicle in REAR, with P-Spike
>Dmg 6+2

-Cobra-[CBR]
HP 8 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45055385
>>45055350
>>45055299
Actions received

Processing...
>>
>>45055385
>>45055299
... WHERE DID HASSAN GET THESE MECHS?!
Why is the entire sand-blasted, sun-bleached, dust-choked, dry-roasted, spit-fired--- gargh!
Who /made/ the targetting systems on these things?

Monitor, you're clear to attack both oil rigs - suggest group 2 clearing the North Eastern one move up North, then West /around/ the oil rig, using it as cover against the battle-tank. They won't fire on you that way. Just give me a minute to reboot my systems and I'll back you up, while Hetros and Labyrinth re-deploys!
>>
>>45055202
"Guys, focus on taking down those APCs first, they can retake any of the oil rigs, but the main battle tank can only blow them up, which they'll be reluctant to do."
>>
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Monitor Lead: "Eastern team is securing the rig now, western team getting ready to deploy... uh... you guys are doing a great job of distracting the enemy,"

((Standby for enemy phase.))
>>
>>45055530
>Continues cursing camel cursed computer systems.
"What? Oh. Right. Yeah, well, we're professionals Monitor. That's why you hired us for this gig - our nerves of steel and sinews of high power servo-motors.

This was all part of our plan?
>psst, Wendigo
What's our play by play?
>>
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>>45055530
Monitor Lead: "North East Rig secured, but the tank has us pined down. Western team is storming the rig now... enemy are amatuers our infantry should make short work of them."

((Declare actions you have until this song plays twice: https://www.youtube.com/watch?v=SNocsgOj8qI&list=PLpTiDdAF70fJoLo1VLil5W7YcETW45Zou&index=16))
>>
Well you guys done fucked this one up. Wish I could help but I'm stuck here at work. Have fun and may you ride shiny and chrome to the gates of Valhalla.
>>
>>45055799
"NORTH GROUP LOOK OUT! THE TANK IS TRACKING ON YOU!"
>>
Rolled 15 (1d20)

Wendigo! DEMO!

>Move N, NW,
>Fire Mortar at TANK
>>Dmg 8

-Cobra-[CBR]
HP 6 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
>>
>>45055842
Be fair, our rolls have been really shit this time around, and we're working with really UNTOOLED up mechs here. I think wiping out over 50% of enemy forces is an achievement.

Anyway, camel riders keep running for the closest map edge now.

If somebody h as a mortar, it'd be a REALLY GREAT TIME to drop it ontop of that more middling APC!
>>
Rolled 7, 7 = 14 (2d20)

>>45055799
>>45055878
>Lock on new enemy unit (the one that shot at my mech)
>Attack with demo charge

Got it. Spare, go cover the north.
>>
>>45055878
Trust me, this is all part of the plan. Close fire-support. Sorchmarks and sand. Wendigo's got our back.

>>45055842
Am I the only seeing ghosts? I've really gotta stop taking LSD before these missiooaaaah wow. wow.
Guys.
Wow.
It's like

It's like we're all just specks in a cosmic storm.
>Hi Panzer. Hope Valhalla is nice.
>>
>>45056015
>>45055952
>>45055875
>>45055878

Actions Received Processing...
>>
File: Campaign1_P4.jpg (2 MB, 1723x1502) Image search: [iqdb] [SauceNao] [Google]
Campaign1_P4.jpg
2 MB, 1723x1502
>>45056038
Monitor Lead: "I see him Hetros. Don't worry I won't give him... huh... tank's gone... much thanks Sparebits, will proceed to the Northern rig."

((Standby for enemy phase))
>>
>>45056255
Told you we were professionals, Monitor. Last enemy forces is contained in the rock-cleft and we're cleaning them out now. Hetros and Labyrinth are home safe, and the Sandstorm is far enough out that if your fighting folk rush it they can bag the rig before it hits.

Next time you need support for any mission, don't hesitate to hire the Camel Corps.

Uh.

That isn't our actual name; uhm. Take that up with the Captain.

>internal comms
Oh my god that was the luckiest shot ever oh god oh god oh god I'm shaking oh god I was firing right at the cliff face oh god that never works, thank frakking hell.

And thank you for saving my ass Wendigo.
>>
>>45056369
You're one lucky sonofa, Sparebits. And you're welcome, targetting failures are why I always pack an ezplosive ofnsome kind. Even a miss will cause havoc.
>>
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>>45056255
Monitor Lead:"I'll keep that in mind. Western rig secure. Last 2 APCs heading to secure the northern one now."

Cable Guy: "Hetros and Labyrinth have left the combat zone. Alright guys let's mop up and collect our pay."

((Declare actions. You have until this song plays once: https://www.youtube.com/watch?v=v89qYANJGMQ&list=PLpTiDdAF70fJoLo1VLil5W7YcETW45Zou&index=27))
>>
Rolled 20 (1d20)

>>45056486
>Reload
>Attack enemy SE of current location.

Fuck, I almost got through this without messing up the paint. Asshole, eat tungsten.

>HP:8
>>
Rolled 17 (1d20)

>Reload Mortar
>Swivel to face Vehicle 3 SE

I polite suggest you and your crew surrender. Using your fuel, you can probably reach an oasis or a town nearby.
I'm not being paid extra to kill you, so just scram on out of here. Unless you'd rather my buddy Wendigo turn you into paste like your friends there.

>Fire Mortar at Armored Vehicle 3 SE if they don't just quit fighting.

Anything else, Command?
-Cobra-[CBR]
HP 6 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20] [Loaded]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
Kill: Main Battle Tank, Lav,
>>
>>45056577
Of course NOW the Camelhair starts conducting the electric signals much better. Man, our luck is as random as the shifting rainbow kaleidioscope that I keep seeing outside my cockpit.
>>
>>45056577
>>45056670
Actions received Processing...
>>
>>45056714
That, uh, that's actually there. Approaching sandstorm is doing fun things to the upper atmosphere.
>>
>>45056880
"Guys, that's not what sand storms do... we need to check the atmospheric processing systems, I think you guys might be getting too much CO2 and Carbon Monoxide leaks from the engines... This is what we get for buying used and not running them through a shake down run first."
>>
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Campaign1_P5.jpg
2 MB, 1723x1502
>>45056789
Monitor Lead: "Looks like the last group of Privateers saw the way the wind was blowing and have fled the the northern rig. My troops are securing it now. Nice working with you mercs. I admit I was a little worried when you showed up in those beat up mechs and lost two of them to a single tank, but in the end you came through."

Cable Guy:"Letting the enemy run so they can spread our legend, how savvy of you Sparebits. Alright the rigs are secured and all enemy forces are either dead or in retreat. I'm calling mission complete! All units take up defensive positions around the rigs and prepare to sit out the storm see you all back at base."

((Standby for Post Mission rewards...))
>>
>>45056973
Oooh. So that's why my low oxygen monitor has been blinking so rapidly! Tihihihi. Y'know, that really explains so much.
You would not /believe/ how many rainbows I'm seeing right now. I've gotta get this mech fixed and vacuumed clean of camel hair before I permanently lose the ability to cogitate.

I think the first thing we need to fix is everything about our mechs. Anyone know what the canteen is offering today? Pumpkin what? Uh. No thanks, I'll just... not eat.
--
>>45056989
Just don't have the stomach for the cold blooded murder, Mr. Kerry, Sir. 'Though I figure, y'know, if'n they tell the tall that of how we kicked them a mite then maybe it'll hit the ear of someone fancy?

Oh.
Oh god.

This means they'll start telling how the Camel Corps kicked their ass. We're going to get nick named the Camels or something. I'm so sorry, team.
>>
>>45057108
>This means they'll start telling how the Camel Corps kicked their ass. We're going to get nick named the Camels or something. I'm so sorry, team.
"YOU ASS! WHY DID YOU SAY THAT ON THE OPEN CHANNEL TO COMMAND RATHER THAN THE TIGHT BEAM BETWEEN OUR HELMETS! YOU JUST TOLD EVERY JACKASS WITH A HOMEMADE RADIO IN FIFTY MILES THAT!"
>>
>>45056973
Oh, yep, that shot the scrap-heap over there got on me busted a couple hoses in here. Gonna leave it, smells less loke camel now.
>>45057108
Nah, credit will all go to the Reptiles, hard luck of bein a subcontractor. And I->>45057223
Ow, fuck my ear!
>>
>>45057223
Graaah, it turns out there's no inbuilt feedback whine reduction. It sounds like a industrial metal band session in here now. Argh, my ears are ringing.

And no, to anyone listening, No! We're not the Camel Corps, we're the blood thirsty labyrinthe ravishers! The Maze Monsters? The Sand... Savages.

>>45057311
Oh.
Oh that's a relief. I don't think I want a professional reputation for smelling of camel and never needing a bath. That's just the kind of thing that'll get you mercilessly mocked by some Guye Co goon-squad.
>>
>>45057374
"Stop... just... stop... the damage is done."
>>
>>45056989

==Post Mission Rewards==

Sparebits:
Mobilisation Fee: +5 Cred
Primary Objective x3: +15 Cred
Repairs and Rearming: -1 Cred

Total Payout: +19 Cred

Wendigo:
Mobilisation Fee: +5 Cred
Primary Objective x3: +15 Cred
Repairs and Rearming: -1 Cred

Total Payout: +19 Cred

Hetros Jistin:
Mobilisation Fee: +5 Cred
Primary Objective x3: +15 Cred

Mech Rekht!
Restore Mech for -3 Cred?
or Scrap Everything for +6 Cred?

Labyrinth:
Mobilisation Fee: +5 Cred
Primary Objective x3: +15 Cred

Mech Rekht!
Restore Mech for -3 Cred?
or Scrap Everything for +6 Cred?

((I'll let Labyrinth decide in the hanger thread when he gets back.

Check out my twitter for updates on this quest : https://twitter.com/CognisQM

When you guys are done counting your Cred, why not spend it down at the Hanger Thread!:
>>>45057301))
>>
Thanks for running us through this CognisCommand, this was a grand old romp.

And thanks to the team for being ace!
>>
>>45057479
Scrapping everything for +6 cred. Unless I can sell my repaired mech at full price? Can we sell mechs?
>>
>>45057479
((Uh never mind it seems I have made a massive faux-pas. We will upgrade our stuff here instead.))

>>45057579
((You're welcome))

>>45057611
((You can but not at full price. An undamaged mech goes for 75% of it's total cost so it's pretty much the same thing.))
>>
>>45057698
including equipment?

Because then I get 10 credits rather than 6 from the final sale.
>>
>>45057733
Which is net gain 1 credit.
>>
>>45057698

(( Alright now you can spend your Cred. What is Cred you ask? It's an abstraction of your pilot's reputation, experience and financial assets. Think: CREDit, CREDibility, CREDtials... basically it's what you use to buy everything.))
>>45057753
((Only if you round up and I'm not rounding up.))

((Anyway, before we continue I'm good post the full mech construction rules, you kinda need them if you're gonna go beyond the quickstart builds.))
>>
What about joining?
>>
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>>45057861
Cable Guy: "Alright congrats on your first successful mission. The money we made here is gonna go I long way. I've managed get in contact with some equipment suppliers that are willing to sell us some gear. It's not top of the line but anything is better than the bare bones stuff you guys are using now."
>>
>>45057861
I was going to ask about those! I miss my drones.
Wait, what drones? I never used any drones. I can't stop thinking about pumpkin and drones. Argh!
--

Hey, if we want fresh recruits post mission, then what's the low-down on that command? They just grab one of the mechs from the hangar, or do we have a slush fund to get them started?

-Cobra-[CBR]
HP 10 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Mortar [ rng 10, s1, dmg 8, crit 2, pen 20] [Loaded]
Left Arm: P-Spike [ rng --, dmg 6, crit 1, pen 19]
Legs: --
Torso: --
+19 Cred
>>
>>45057896
((You can create a new pilot using the QuickStart rules at the top of the page and RP in this thread for as long as you want, but there will not be another game until the next mission.))

>>45057898
>>45057926
Cable Guy: "Huh? New recruits, well they get a starter mech, same as you did though if you want buy them stuff out of your own pocket to get them up to speed that's up to you."
>>
>>45057861
>>45057898
Fine, selling scrap.
Total Credits: 26

>Purchase a Crocodile (14 credits)
>Purchase Laser Rifle and mount on right arm (10 credits)
>Purchase Auto Rifle, Mount on Left Arm (8 Credits)

Pilot: Hetros Jistin
Pilot Skills: -
Credits: 8
---
Chassis: Crocodile
>HP 14/14
>Def 10
>ECM 8
>Sensor 10
>Move 4
---
Right Arm (2/2): Laser Rifle [Rng6,RoF3,Dmg2,Crit2,Pen19 / Laser, Double Damage]
Left Arm (2/2): Auto Rifle [Rng6,Rof3,Dmg2,Crit1,Pen20 / Ballistic]
Legs (0/1): -
Torso (0/3): -
>>
>>45057980
Righy Mr. Kerry, that makes sense. I guess we can hope the Camel Co-- I MEAN THE RAVINE RAVAGERS-- can get some more recruits then.

Say, I wouldn't go calling myself an ace yet but what are those Skills I keep hearing about?
>>
>>45057980
Oh sweet.

>Grabbing Ablative Armor (6 Credits), Jump Jets(5 credits), and a Recon Drone, all credits used up.

Pilot: Hetros Jistin
Pilot Skills: -
Credits: 0
---
Chassis: Crocodile
>HP 18/18
>Def 10
>ECM 8
>Sensor 10
>Move 4
---
Armor: Ablative Armor [+4 HP]
Right Arm (2/2): Laser Rifle [Rng6,RoF3,Dmg2,Crit2,Pen19 / Laser, Double Damage]
Left Arm (2/2): Auto Rifle [Rng6,Rof3,Dmg2,Crit1,Pen20 / Ballistic]
Legs (1/1): Jump Jets [Enables Jump Actions]
Torso (1/3): Recon Drone Controller
---
Recon Drone H1
>HP 4
>Def 14
>ECM 10
>Sensor 10
>Move 5
---
High Tech
Jump Jets
Mech Pistol [Rng4,RoF3,Dmg1,Crit1,Pen20 / Ballistic, Link]
Cloak [Rating 14]
>>
>>45057980

Well then, new recruit reporting in!
>>
>>45057980
Purchases:
Demo charge -2
Ablative plating -2
Sensor pod -2

Updated Mech
Cobra
HP 14
Def 12
ECM 8
Sensor 14
Move 4
RA: Anti-mech Rifle
LA: Demo Charge, Demo Charge
Leg: N/A
Torso: Sensor Pod
13 Credits.

Well, job done, time for late-night horror films. Attack of the Killer Pumpkin looks interest... On second thought, no.

>Now, how does crit damage work?
>How is deviation on shots determined? Relevant for explosives.
>>45058372
Welcome to the madhouse.
>>
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>>45058299

Cable Guy:"I just realised we need to come up with an official name for this outfit. Thanks to your little PR stunt out in the field our nickname has now become the Camel Corps, we need to salvage what dignity we have and come up with a decent OFFICIAL name."

>>45058300
>>45058458
Cable Guy"Logging expenses. Good choice. It's about time GGA updated it's mech designs. The old models were really showing their age."

>>45058372
Cable Guy "Welcome to the Camel... ugh... we need a better name. Anyway I take it you'll be wanting a Cobra with anti-mech rifle and heavy pistol as your starter? I'll have the hanger technicians get it ready."
>>
>>45058588
Sorry Commander - it's just so catchy!
>>45058372
Oh hey Alice, welcome aboard. I can almost promise you we won't get blown to smithereens instantly this time.
>>
So if'n I've done me math correctly, it all goes as follows.

We sell of the TankBuster, and its corresponding Victory Mortar! That gives us +9 (6 for the mech itself, 3 for the mortar, zilch for the spike), and I end with with 28 credits?

Then we get a shiny new Crocodile!

We get - first - a new camel chibi dashboard figure for the cockpit.

Then we get...

ECM Module, 2 Credits - Torso Slot
Sensor Module, 2 Credits - Torso Slot
LZ Module, 4 credits - Right Arm
ES Module, 2 credits - Left Arm
(12+10 = 22)

Then we beef it up a little with:
Ablative Armor, 2 credits
And on the 1 arm slot and the 1 bod slot, we add a pair of Heavy Mech Pistols, 2 credits.

Which is 4 credits and we end with... 26 credits...

so we add a pair of Jump-Jets to the legs, and finally we end with:
--

Cobra-[CBR]
HP 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: LZ Rifle
Left Arm: EM-Spike, Hv. Mech Pistol
Legs: Jet Module
Torso: Ecm, Sensor, Hv. Mech Pistol.
Armor: Ablative

I think that's all in order, then?
Oh and finally I guess the credit I will donate happily to the Exploded Mech Salvage Fund.
>>
Finally, as a little note I enjoy the representational graphical style. It's clear and easy to see what's going on, which was a problem I had with my own Skirmish Game - it all got a bit muddled.

I suggest adding a little letter on the enemies however, just like players have numbers - A and B and so on. That way, you can be specific about targetting in case of enemies close together.

Finally, are Licenses bought on a Company wide basis or on a Individual basis?
>>
>>45059367
>>45057980
Important question there actually. Did we purchase the license for this already or do we need to purchase it right away? Since it has a license cost attached?
>>
>>45059188
Cable Guy: "Yeah, the Crocodile hit the market a year ago and it's been selling like hotcakes, logging expenses. Oh? You want to start a salvage fund? Well alright let's make it a thing, I'll put the money aside in a special company account."

>>45059367
((I'm glad you like it. The only other quests I've seen are Monday's and Epsilon Drive. Which Skirmish game did you run? My draw faggotry sucks so I had to learn how to make cool looking things out of overlapping boxes. I'll see about implementing some ID system for the enemies. Not all of them have a clear space to slap a letter on, but I'll see what I can do.

Licenses are bought on a company wide basis. All players will get access to new companies together. Later there will be a separate Cred pool for the entire merc outfit but right now I'm slowly introducing things.

>>45059528
Oh no you own the license already. It's the starter company so you're supposed to get it immediately. I think I only put the cred symbol there for demonstration purposes or something...))
>>
>>45059630
((Well guys. IMA sleep now. Next mission will likely be on Friday night. Check the twitter for details.
If anyone still wants to buy stuff just leave a post here. I'll look at the thread in the morning and update my records.))
>>
Has this been archived?
>>
>>45064155
Should be.
Been monitoring you guys for a while now on my iPad since I don't have a laptop anymore.
I'll probably play once I figure out this interface.
You guys are doing pretty good
>>
Well since this is still here I'll answer some of the questions I missed before I forget.

>>45058458
>Now, how does crit damage work?
>How is deviation on shots determined? Relevant for explosives

Every unit has a second pool of HP representing internal damage. You start taking internal damage when you lose all your normal HP, but also when a critical hit is scored. For most mook enemies this means instant destruction, but mechs have 5 internal hit points per body part. As these take damage any equipment mounted on them gets destroyed. If your torso takes 5 internal damage then the mech is completely obliterated. This is why most of the time your mech will only get wrecked as opposed to destroyed, and also why your pilots will automatically bailout when HP is reduced to 0. (They have a sense of self preservation right?)

Blast weapons do scatter when they miss. A d6 is rolled with each number corresponding to a side on the target hex. The center of the blast is then shifted in that direction the number of hexes equal to the difference between the hit threshold and the number rolled to a maximum of 4. This means you can sometimes still deal damage if you miss, just remember that most blast weapons' damage decays the further away from the center the target is.

>>45058299
>what are those Skills I keep hearing about?

Pilot skills. Later on you will be able to level up in a pilot class which will give you extra abilities. These skills stay with you even if your mech gets destroyed so consider them a long term investment,

>>45060529
Yeah Thread's been archived
>>
>>45066869
I'd assume you're more than welcome.

It might actually be a good idea to ask, though - CognisCommand, how many players is a good number for a session? We were still waiting a little with 4, so I assume somewhat more than that - but the most I've seen in a Skirmish seems like 29 which is quite a lot of mechs.
Thread replies: 121
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