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  • File : 1296241440.jpg-(40 KB, 304x382, CCG_Counterstrike_Commando.jpg)
    40 KB Anonymous 01/28/11(Fri)14:04 No.13691622  
    Say you had a COM-5S Commando and you had to take a planet. With no support.

    What do?
    >> Anonymous 01/28/11(Fri)14:19 No.13691764
    Fail at taking the planet?
    >> Anonymous 01/28/11(Fri)14:22 No.13691789
    Political maneuvering. Which I am completely new to, but it's obviously more feasible than using brute force.
    >> Anonymous 01/28/11(Fri)14:22 No.13691791
    Paint it red for more speed
    >> Anonymous 01/28/11(Fri)14:28 No.13691845
    Sell it for scrap, because i'm not getting anything done with a SRM-6 with Artimis and a Streak SRM-2. I've got enough ammo to shoot a few times and then i'm stuck punching shit with a 25 ton mech with a dinky ass medium laser.
    >> Anonymous 01/28/11(Fri)14:29 No.13691856
    Combine the above.

    Sell the mech for scrap, and use the money to raise a ragtag army of disgruntled locals for a political coup.
    >> Anonymous 01/28/11(Fri)14:30 No.13691865
         File1296243050.png-(30 KB, 564x450, 1283220695471.png)
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    >disrespecting the Medium Laser
    >> Anonymous 01/28/11(Fri)14:35 No.13691905
         File1296243319.jpg-(51 KB, 557x421, MobileHQ.jpg)
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    So you ditch the Mech in the woods and get in touch with some rebels. Which mostly meant getting drunk with a couple backwoods rednecks.
    Someone had a Mobile HQ stashed in a barn in mothballs, it's in lousy shape, but at least you can get out of the damned rain. Another guy turns up a Maxim Hover Transport that was being used for cargo hauling. They let you know about a PDF base in a nearby valley that has some firepower you could use, including a Shadow Hawk and a pair of Bulldogs they like to parade through town, much to the irritation of the populace.
    >> Anonymous 01/28/11(Fri)14:42 No.13691961
         File1296243720.png-(17 KB, 150x176, 16543535346.png)
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    >mfw he things a single medium laser will help
    >> Anonymous 01/28/11(Fri)14:46 No.13691993

    Oh it won't, but one does not call the bread&butter weapon of the Inner Sphere "dinky ass".
    >> Anonymous 01/28/11(Fri)14:47 No.13692005
         File1296244047.jpg-(21 KB, 437x462, hu3ddc.jpg)
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    What planet am I taking over? Because doing it with one 'Mech is completely possible given a certain timeframe and location.

    3rd of 4th Succession Wars? Hell yeah. I got this, assuming it's some backwater. Which, by the sound of >>13691905, it is. Rebels? Hm. Alright, I'll play their game for now.

    I have to get that Shadow Hawk though. And find someone trustworthy enough to give my Commando to. And a crew for those tanks, which we can get to the PDF base in the Maxim.

    Oh, wait. I'm in a 5D. Which means I'm in the Clan Wars Era.

    I ain't taking shit. Quest over.
    >> Anonymous 01/28/11(Fri)14:53 No.13692047
    5S, bro.
    >> Anonymous 01/28/11(Fri)14:55 No.13692065
    Posterchild of why I hate people that only consider 3025 the only real era.
    >> Anonymous 01/28/11(Fri)15:00 No.13692118

    Oops, mistype. 5S indeed. Doesn't change anything though.

    >implying implications and assuming assumptions

    You're doing them.
    >> Anonymous 01/28/11(Fri)15:07 No.13692168
    Larsha. Out on the edge of space. And it is the 4th Succession War, which means you're from the Feds.

    It takes a week to convince the locals to take you seriously. And it does not. Stop. Raining. At best you can probably count on at least a few score platoons of light infantry (if you can call a bunch of hunters and woodsmen infantry). At least they know which end of the gun to point at the enemy. The guy that drove in the Maxim, Clark, knows how to use it. Might be ex-military. Keeps to himself.
    >> Anonymous 01/28/11(Fri)15:08 No.13692172
    >implying you'd care for anything post "juuuust before the clans hit" when you're on record going "FUCK THE CLANS THIS IS BULLSHIT I'M TAKING MY TOYS AND GOING HOME!"
    >> Anonymous 01/28/11(Fri)15:09 No.13692179
    Sneak into a nice, quite little base and steal an Urbanmech. THEN take over the planet.
    >> Anonymous 01/28/11(Fri)15:21 No.13692267
    Larsha, huh? I recruit Cassie Suthorn, assuming the Camachos Caballeros haven't shown up yet.

    Game over.
    >> The Captain 01/28/11(Fri)15:23 No.13692287

    I'll conquer the world in a Fucking urbanmech, with a case of Glengarry Special Reserve Black Label, and two of the finest whores from the Tharkad Red Light District!
    >> Anonymous 01/28/11(Fri)15:32 No.13692350
         File1296246724.jpg-(14 KB, 173x311, Urbanmech.jpg)
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    >He wants an UM-R60L
    Guess you'll have to get to looting then. Blindly charging into the base is going to be costly.
    >> Anonymous 01/28/11(Fri)16:01 No.13692614

    Lol you don't know shit about shit.


    When, exactly? Maybe it's cause there was an upswing in 'Mech production at that time and taking a planet with a single 'Mech became nigh impossible? I know, troll. Logic isn't your strong suit.


    I'm thinking we'd have to get the Maxim pilot aside for a moment and see if maybe he's Dispossessed. It's a good a shot as any. If he is, he might be able to pilot the Commando once we secure the Hawk. He'll just have to teach one of the yokels to pilot the Maxim. Thankfully vehicles are easier to learn on than 'Mechs.

    Also, figuring out how to use that HQ might help.

    Double Also, rain is good. It muddles sensors, visuals, and just about everything. You need sensors a lot more when defending than when attacking if the attackers are going for surprise.
    >> Anonymous 01/28/11(Fri)16:12 No.13692736
    You corner Clark at the bar with the help of a few friends and get him to explain why he was using a Maxim for running cargo, of all things. He is Dispossessed, and has a history with the 5th Confederation Reserve Cavalry. No matter how many drinks you buy him, he'll only say that he did something very stupid on Tsinghai and paid for it. Is paying for it. "Listen, if you're worried I'll turn, do me a favor and just shoot me now. I've got nothing left to offer."
    >> Anonymous 01/28/11(Fri)16:20 No.13692839

    I ain't concerned about his politics. I just need a body to get that Hawk out.

    He's on Larsha, with the 5th, which means he messed up hard. Further proof is he doesn't wanna talk about it. He could be a sharp Cappie and be trying to lead me on, since I'm Fed apparently (bleh), but I don't think so. It's too convenient for him to be faking it to root out rebels. And even if it's not, no risk, no reward.

    I'd see if he's looking to get behind the controls of a 'Mech again, whatever the cost. Once you've been a 'Mech jock, it's hard to do anything else.
    >> Anonymous 01/28/11(Fri)16:30 No.13692940
         File1296250223.png-(54 KB, 445x421, bar.png)
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    "You want to give me a Mech? I'm not sure if I should kiss you or salute you." At the very least he buys you the next drink, which is great, because you're just about out of money trying to get the rebels provisioned. Getting supplies out here is not an easy thing. In fact, Clark is pretty much the only reliable way to get in and out of town--the mud is a huge pain in the ass for wheeled vehicles to get up to this particular mountain pass.
    >> Anonymous 01/28/11(Fri)16:35 No.13692991

    Yeah, a 'Mech. If we can get another one, that is. That Hawk seems interesting to me. How often do they parade it around here? Because we could figure something out involving lots of rope and chain and some humorous antics.

    Also, I'd take note that the populous around here don't seem to like the PDF much. They might have some stuff we can use, or at least have some info on the town we could use to set up an ambush.
    >> Anonymous 01/28/11(Fri)16:53 No.13693218
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    "It's a monthly thing, but the rain's pretty much the deciding factor. You just missed the last one, one of the tanks broke down halfway down Mainstreet! We were laughing for weeks. Even if they did take half of the town's stores. We're all going hungry." The Hawk is the pride of the base, with its own set of maintenance crews. The Urbanmech it replaced is woefully unsuited to the environment and kept in storage until they can find another pilot to punish--er, station there.

    The locals definitely despise the base after a series of missteps and serious etiquette gaffes. It doesn't help that the lot of them are offworlders. On the other hand it almost guarantees there will be no danger of infiltration, since everyone on-site is Capellan-loyal.
    >> Anonymous 01/28/11(Fri)16:56 No.13693272

    Is the Urbie stowed in the complex with the Hawk?
    >> Anonymous 01/28/11(Fri)17:08 No.13693442
    Yep. It's got a secondary hangar off in a corner. They call it "The Shed."
    >> Anonymous 01/28/11(Fri)17:53 No.13693888
    Consider this thread bumped.
    >> Anonymous 01/28/11(Fri)18:06 No.13694038

    Hm. Interesting.

    If there isn't going to be a parade anytime soon, it might be possible to kill two birds with one stone.

    It is likely since the Hawk is so venerated, the Urbie is lightly defended. If so, it'd be a cinch to arrange to 'steal' it, causing a commotion. Then, while they power up the Hawk to stop it, steal the Hawk instead, then in the confusion steal the Urbie too.

    Just might be crazy enough to work. Someone else is gonna have to get on it though, I can't stick around any longer.
    >> Anonymous 01/28/11(Fri)18:21 No.13694192
    >Mechwarrior: Hogan's Heroes
    >> Anonymous 01/28/11(Fri)20:02 No.13695344
    Bump for Grand Theft Mech: Urbie edition
    >> Anonymous 01/28/11(Fri)21:12 No.13696218
    Okay, might work.

    Considering we can't infiltrate easily, it would have to be a night-op, perhaps using the rain as cover.

    If Clark's the only reliable means of cargo transport, maybe we can scam or forge some papers. Hide a small group of commandos in his hovercraft, and go in as an emergency transport, or maybe a supply run that's running late.
    >> Anonymous 01/28/11(Fri)21:31 No.13696419
    Roll a d100 and let's see what happens!
    >> Anonymous 01/28/11(Fri)21:50 No.13696621
    rolled 3 = 3

    Which is better, high or low?
    >> Anonymous 01/28/11(Fri)22:04 No.13696816
    This is either very good, or very bad.
    >> Anonymous 01/28/11(Fri)22:09 No.13696861
    >Low is excellent.

    It just so happens that your new friends know a reputable printer in town who has been strapped for cash lately. Painterly and Sons LLC provides you and your handpicked squad of "commandos" with a set of forged documents that should get you past the perimeter defenses with the pretext of a fresh crew rotation with maintenance parts in some large crates (filled with your equipment). It's about 1900 hours when everyone's in place. Clark gripes that the ammunition in his transport, and that the fresh coat of paint with the 5th Calvary's signature bronze trim looks fake as hell while you and the squad roar down the mountain's slope on track to infiltrate the PDF base. The MPs at the gate barely give Clark a glance before waving him through, not even examining the goods. He proceeds across the base past a few patrols, and makes it all the way to the Urbie's hangar without incident. Evidently everyone's off having dinner, because there's only a maintenance tech waiting to brief you after you step off the loading ramp of the Maxim. "Welcome .. to... " The tired-looking youngster is abruptly terrified as your men step out behind you, guns at the ready. He turns to run. You draw a pistol and curse at the lack of subtlety the eagerness of your rebel followers causes, but before anyone can fire a shot an arrow sprouts between the kid's shoulderblades and he pitches forward with a muffled cry. One of your men proceeds down the ramp and takes off her camoflauged hunting cap, revealing close-cropped blond hair. She gives you a grim nod before rounding the side of the Maxim to bang on Clark's access hatch to let him know the coast was clear.
    >> Anonymous 01/28/11(Fri)22:14 No.13696928
    Okay, here's how it goes.

    Clark and half the squad will sneak their way towards where the Shadowhawk is being stored. They have 10 minutes to get into position.

    That's when we'll start up the Urbie. Now, if Clark can take out the crew maintain the Shadowhawk and steal it on his own, then it's all good.
    If not, then the first thing we do after powering up the Urbie is to run towards where the Bulldogs are and kill their crews. Hopefully the rednecks with us can drive them.
    The base garrison will likely then try to get the Shadowhawk to power up, which is when Clark drops in, kills the pilot, and takes control of the mech while the rest of his squad covers him.
    >> Anonymous 01/28/11(Fri)22:21 No.13696987
    Roll for shenanigans with Clark.

    You point out the bigger, lit-up hangar across the tarmac where the Shadow Hawk must be stored. The rain provides excellent cover as the poncho-clad rebels sprint across the rain-slicked surface. The rest of your squad mills anxiously about the entrance to the hangar you currently occupy as you clamber up the gantries and into the cockpit of the Urbie. "In position," Clark radios. "Several guards. Elevated positions. We've got a guy with a rifle that thinks he can take the two up top."
    >> Anonymous 01/28/11(Fri)22:24 No.13697008
    rolled 28 = 28

    Alright, here goes nothin'.
    >> Anonymous 01/28/11(Fri)22:31 No.13697076
    Alright, maybe this whole crazy plan of ours might actually work.
    >> Anonymous 01/28/11(Fri)22:35 No.13697098
    Two well-placed shots eliminate the guards at the top of the structure. The sound of the rifle is muffled by the driving rain, but still audible. Clark and his team rush into the hangar and open fire on the unsuspecting guards. A technician screams; the watch supervisor triggers the alarm. The two sides trade gunfire as the weaponless crewmembers scatter from the hanger, sprinting away from danger. Some bright white tracers arc out the hangar. Clark comes on the radio, and you have to hold the handset at arm's length as a gun discharges with rapid-fire chatter next to him. "Heavier resistance than we anticipated. There's a defensive emplacement in the back of the hangar--" He pauses, and there is the unmistakable sound of the safety pin on a grenade being pulled free. Clark waits silently before grunting with the effort of throwing it. The radio clicks off with a hiss of static as an explosion rocks the hangar, smoke billowing out. Then, silence. From the radio, at least. The alarm klaxons begin howling over the wind and the base begins to light up bright as day as floodlights begin to power on and focus on the hangar of the Shadow Hawk. The rest of your squad hanging around the Urbie's hangar bay begins exchanging fire as a group darts out of the main barracks building between the hangars and HQ, heading towards you.
    >> Anonymous 01/28/11(Fri)22:41 No.13697145
    Power up the UrbanMech, and start firing on the approaching base defenders.
    Our objective should be where the Bulldogs are located.
    We need to either capture them or destroy them.
    >> Anonymous 01/28/11(Fri)22:57 No.13697273
         File1296273472.png-(13 KB, 800x600, simple map.png)
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    You rip off the dust covers in the cockpit of the Urbanmech UM-60L with torso-mounted machine gun (a uniquely Capellan sub-variant) and power up with little trouble. You emerge from the darkened hangar with some careful steps around the Maxim and catch several squads by surprise as you step between them and their target: the vehicle hangar on your side of the base. The hangar's doors are still closed, and it appears that the crews the Bulldogs need for themselves are the ones now stuck out on the open tarmac in front of you, a dark, soaking wet mass in the washed-out light of the floodlights that are making a valiant effort to light up the base in the rain.

    Attached is a quick map.
    >> Anonymous 01/28/11(Fri)23:03 No.13697331
    Shoot up the crew with the machine-guns (man, I hope that this thing is actually loaded), and radio our guys on the ground to get over to the vehicle shed and get into the Bulldogs.
    >> Anonymous 01/28/11(Fri)23:12 No.13697436
         File1296274360.jpg-(54 KB, 791x334, Bulldog.jpg)
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    rolled 85 = 85

    You trigger the weapon, twisting left and right and hosing the area with fire, tearing the unprepared Capellans to shreds. It's a massacre. Only a few live to make it back to the relative safety of the barracks. Smoke continues to pour from the Shadow Hawk's hangar. You are halfway into communicating the rush on the vehicle hangar when the doors are burst through, a Bulldog charging out. It awkwardly swivels its Large Laser towards you, clearly crewed by an inexperienced gunner...
    >> Anonymous 01/28/11(Fri)23:14 No.13697445
    And misses. From a hundred meters away.
    >> Anonymous 01/28/11(Fri)23:18 No.13697469
    The UM-60L has an Autocannon/20.
    Let's put this dog down.
    >> Anonymous 01/28/11(Fri)23:23 No.13697511
    Rolling to fire the autocannon at the tank.
    >> Anonymous 01/28/11(Fri)23:25 No.13697528
    rolled 69 = 69

    Damnit, let me try again.
    >> Anonymous 01/28/11(Fri)23:41 No.13697642
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    You were hand-picked for your skillset. You're already thumbing the firing control as the Urbie swivels and trains its massive autocannon on the Bulldog in one smooth motion. Before anyone inside the hapless tank can react, perhaps disbelieving the miss, the cannon booms. The tank is struck just forward of the turret, the shell penetrating into the crew compartment before detonating. Having an internal combustion engine makes the explosion brief, bright, and dirty: oily black smoke erupts from the shattered turret. Taking this as their cue, the squad rushes in that direction and reports the hangar otherwise empty of any other impromptu heroes; they start up the other Bulldog and emerge from the hangar without any trouble. There's a crackle as your radio picks up an incoming transmission--but it's not from your handset, and it's using Capellan codes. "Hot damn does it feel good to be back in the saddle again," rasps Clark. "That pilot was one tough sonofabitch. I'll be done powering this thing up in a minute. Just keep them off me until I do--most of my guys are done for."
    >> Anonymous 01/28/11(Fri)23:43 No.13697660
    Recommended we move across to where we can cover the interior of the Shadow Hawk hangar.
    >> Anonymous 01/28/11(Fri)23:53 No.13697740
    The base is alive around you as you thump across the tarmac to the front of the hangar. The marks of a pitched battle are evident: bodies are everywhere. Three men beat a hasty retreat under the cover of your guns to the Maxim as real soldiers begin pouring out of the barracks--armed with anti-'Mech missiles. One streaks lazily past you to impact the wall of the base. Comm chatter fills your ears: "Aim for the legs! Slow them down! They've scrambled the fighters!" The first squad rounds the corner of the Shadow Hawk's hangar before you arrive, setting up something a bit nastier-looking than a man-portable launcher.
    >> Anonymous 01/29/11(Sat)00:00 No.13697795
    rolled 26 = 26

    Order our boys in the Bulldog to fire on the soldiers with launchers. I believe we have a Small Laser? Fire that at the emplacement being set up.

    As soon as the Shadow Hawk powers up we need to be pulling our ass out of here.
    >> Anonymous 01/29/11(Sat)00:09 No.13697889
    A female voice fills your ears, the comm chatter going silent as they realize you're using their codes and switch them.
    "Okay, Liang, that pedal is forw--" Another hole is punched through the vehicle hangar doors as the Bulldog barrels through, charging across the tarmac. "Stop! Stop!" she shouts, still not aware the comm is on.
    "You have a hot mic, lady," you remark. The tank's turret swivels left and right, its laser tracking up and down as the gunner gets used to the controls.
    "My mistake. Where to, boss?"
    "Front of the barracks. Make a hole." The large laser pulses. This time the lethal beam is directed into the squads leaving the building, leaving a long scorch mark as it melts the front of the building into slag. You handily take out the SRM crew before they can finish setting up their weapon. Clark comes over the comm again. "Let's get the hell out of here." He takes a large step forward, then another. He swivels towards the gate, and rakes the structure with his medium laser, neatly collapsing it into rubble. "I've got the door. After you."
    >> Anonymous 01/29/11(Sat)00:12 No.13697925
    Time to leave. I'd suggest taking a potshot at whatever obvious communications gear they may have (probably on the HQ) on our way out. Get the mechs and bulldog hidden out in the woods so we can plan our next move.

    Hey, do any of these rebels have the mechanical know-how to patch up this new equipment? We're gonna want to give our new toys a looking-over.
    >> Anonymous 01/29/11(Sat)00:13 No.13697938
    Agreed. Let's get the Hell out of here before their fighters show up.
    >> Anonymous 01/29/11(Sat)00:26 No.13698083
    You weigh spending one of your four remaining autocannon rounds on the building, and instead call over to Clark. "Since you've got the door, mind dimming the lights?" you paint a target on your display over the comm dishes atop the HQ.
    "Gladly," Clark replies, before coughing. His comm cuts off and he lumbers over to the building, wading through the mess the Bulldog left in front of the barracks. The jump jets in the torso flare to life, the 'Hawk ascending to lay waste to the delicate electronics with its medium laser, collapsing the roof of the tall building--evidently Clark is as cognizant of the need to conserve ammo as you. He lands with a satisfied sigh, turning to watch the Maxim soar past (you can hear him pulling out his handset and giving clipped orders to the three people attempting to drive the thing) as you pull out of the base. You're long gone before the fighters arrive, having netted three vehicles, a net profit of about eight and a half million C-bills. And the embarrassment to the Capellan military is priceless. Not bad for a bunch of rednecks and a trained special forces veteran such as yourself.
    >> Anonymous 01/29/11(Sat)00:30 No.13698123
    Wheeeeee raiding and looting.

    Once we get this stuff socked away, I think it's even more important to get an idea for what our stock is. Between the two new mechs plus our original Commando, what do we have in the way of ammunition and spare parts?
    >> Anonymous 01/29/11(Sat)00:30 No.13698132
    Glorious success!

    We went from having a single Commando, to now having a Shadowhawk, Urbanmech, and a Bulldog, all three of which are in good condition.
    >> Anonymous 01/29/11(Sat)00:32 No.13698145
    We should get that Mobile HQ fixed up as well, and see if any of these rednecks knows how to read a radar screen.
    >> Anonymous 01/29/11(Sat)00:33 No.13698164
    dont forget to take the Maxim with you ^^
    >> Anonymous 01/29/11(Sat)00:44 No.13698265
    You now have:
    Your personal COM-5S Commando covered in camouflage netting, woodland camo-pattern paint scheme, fully-loaded. You hot-dropped with the bare minimum needed for field maintenance, which basically means a roll of duct tape and a wrench.
    >(Search for COM-5S Commando on Google. This thread is in the top five search results. Laugh.)
    A Maxim Heavy Hover Transport, with no ammo at all but a considerable amount of spare parts. (All its missile racks are empty and unmounted)
    A UM-R60L (Capellan subvariant) with 110 rounds for its LT-mounted machine gun and 4 rounds remaining in its Autocannon/20.
    And finally, a Bulldog Medium Tank, fully-loaded.

    I'll get to crew in a minute.
    You stash the vehicles with your Commando in the woods. You figure you have at most a day before the Capellans arrive and decide the nearby town might know something about the irregulars they've found among the dead in the raided PDF base. You expect heavy retaliation.
    >> Anonymous 01/29/11(Sat)00:47 No.13698291
    Should we move on make a ruckus elsewhere, to keep attention from falling on the town?

    Or should we set up an ambush, to slaughter the Cappies that will come around?
    >> Anonymous 01/29/11(Sat)00:52 No.13698325
    Can't forget the star of the show, the fully-loaded SHD-2H Shadow Hawk! Whoops.

    Expertise among the rebels is sparse. The impromptu commander of the Bulldog, Kara, is a competent mechanic and assures you that other than the scratches left by the hurried exit, the machine is in good working order. Evidently the lame one was the one you blew up. The Shadow Hawk and the Urbie are both in good repair as well, ready for action at a moment's notice. The bad news is that the Mobile HQ is totally shot from almost three decades of disuse. A few animals had made their home in the electronics, causing heavy damage, and the engine was almost completely inoperable. Kara swears she could kludge together a repair for the engine, but the C3 tech needed a much more knowledgeable hand. Clark is nursing his left arm in a sling, and has an ice-pack clutched to his bandaged head when you finally see him after dismounting from the Urbie. He grins fiercely, though, spirit undaunted.
    >> Anonymous 01/29/11(Sat)00:55 No.13698353
    Alright. That's not too shabby for a start, though in the long run ammunition is definitely going to be a priority. For now we need to worry about retaliation. First things first I'd get that mobile HQ up and running and see if we can get a somewhat competent local monitoring sensors, and possibly Capellan communication frequencies.

    Heavy Retaliation does not sound like something we're quite prepared for, unless we want to start setting traps. Possible, but difficult if they just dropship-in and start "asking questions".

    Our little rebel band may need to become mobile. I'd at least start by getting a sense for who our more experienced comrades are, especially Clark and Blondie. Also just how loyal is our little warband? If we have to make a run for it I don't want to find out our support is a bunch of armchair anarchists.
    >> Anonymous 01/29/11(Sat)00:56 No.13698360
    Disregard question about competency, I suck cocks. Reading new info now.
    >> Anonymous 01/29/11(Sat)00:57 No.13698367
    set an ambush in the town to protect the town form the punishment campain they roll again it ?!
    what do the capies might have now on the planet ?
    maybe try a hit and run with the shadow hawk and the commando ?
    >> Anonymous 01/29/11(Sat)01:01 No.13698411
    Well, I expect Heavy Retaliation will at least involve multiple mechs. Without the comm gear in that Mobile HQ that leaves us a bit more intelligence-blind than I would care for. My first instinct is to take the core force we have and move on to fresh stomping grounds, but I'm not sure how open our local support will be to that move. Plus, if we're aiming for a global takeover, we may want to keep an eye on our public image. "Liberating" this small town would probably look better than leaving it for the Cappies to crush.
    >> Anonymous 01/29/11(Sat)01:03 No.13698431
    Okay, so I assume Kara was the one who took out that guard with the arrow.
    Clark mentioned one of the guys in his squad as something of a sharpshooter; did he survive?

    How many rebels survived the attack?

    Also, I think we need to get the Mobile HQ moving, and trying hitting something else, farther away. It we present ourselves as a target, the Capellans should come after us rather than ask around in the town.
    >> Anonymous 01/29/11(Sat)01:04 No.13698440
    The problem is that the enemy has air superiority. If we get bogged down in any kind of fight, we're going to get whacked from the air.
    >> Anonymous 01/29/11(Sat)01:05 No.13698446
    Ah yes, crucial background that was conveniently left out of the initial post!

    You're __________, a hardened veteran of the 12th Vegan Rangers. You volunteered for Special Forces training, though at the moment the reason why escapes you. Your operation here on Larsha is to provide a crucial diversion for a major assault on the world of [redacted for plausible deniability]. Should you succeed in inciting full rebellion and forcing the elements of the 5th Reserve Cavalry off the planet, there's probably going to be a medal in it for you. Otherwise, in three months you'll receive further instructions. The presence of the 5th Reserve across the planet is the only intelligence you have regarding possible defenders, and their numbers and capabilities are unknown.
    >> Anonymous 01/29/11(Sat)01:10 No.13698499
    Loverly. So while our ultimate goal is Planetary Overthrow, our more practical goal is Lolchaos? This can be arranged.

    I like this idea. Air inferiority was a large concern I had before. What's the largest non-capital city within, oh, say 3-days move? I'd say some raids on equipment depots would shore up our ammo supply and provide a nice distraction.
    >> Anonymous 01/29/11(Sat)01:13 No.13698533
    We want to hit targets that the enemy values. By shoring up defenses at those targets, he will then create weaknesses at others, that we can then exploit.
    >> Anonymous 01/29/11(Sat)01:14 No.13698540
    Yes, Kara has a bow. Thus, her callsign is Archer.
    Clark's (callsign: Helios) squad indeed had a marksman, Samuel, and as such he managed to survive when the initial assault was repulsed by the defensive emplacement. He managed to drive the Maxim back without crashing. Sam has had experience piloting a Lumberjack--logging is an important industry on Larsha. The rest of the rebels that have flocked to news of your victory are little more than inexperienced partisans. You have a feeling that the remoteness of this town is working against you in terms of recruitment strength--of a town of 3,500, you can count maybe 200 your own, with a sizable contingent of sympathizers in town. That number swells when they hear of your success.
    >> Anonymous 01/29/11(Sat)01:16 No.13698561
    I dub thee Commando Quest.

    (see what I did there?)
    >> Anonymous 01/29/11(Sat)01:17 No.13698573
    Kalimantan. How close are we to Kalimantan?
    >> Anonymous 01/29/11(Sat)01:17 No.13698582
    Ok. So we have a few veterans leading the local rabble. As good as can be wished for. I'll reiterate my suggestion then that we find find a supply depot that's far enough from our town to draw attention away and go steal some shit.
    >> Anonymous 01/29/11(Sat)01:21 No.13698616
    We might want to get moving in the morning.
    I know that some players want to defend the town, but that's just not feasible with our logistical situation or with the firepower at our disposal.

    Now, here's my idea: we have any partisans that agree to move, get their families out of town. They can't come with us, though, because we need to be on the move.
    People that can't leave, they're to tell the Caps that they decided not to join with the rebels. Hell, they'll even tell the Caps where we were headed (something of military value but is in the opposite direction of where we're really going).

    As for our real target, I'm thinking ammunition depot or something similar, where we can load up the Maxim with ammo, and maybe get spare parts for our mechs and maybe some C3 gear for the Mobile HQ.
    >> Anonymous 01/29/11(Sat)01:23 No.13698636
    Agreed with this. Though to be honest, I'd rather just not share our plans at all with anyone who can't come with us. If they give the Caps bad intel they'll find out soon enough, and we don't want our supporters facing... bad things happening to them (mind blanks on the word I'm looking for).

    Supply raid, ho!
    >> Anonymous 01/29/11(Sat)01:29 No.13698688
    Well-researched. Kalimantan is on the other side of the planet, where you imagine the main garrison of the 5th Reserve could be found.

    Searching through the computers in the Mechs you captured yields the communications codes for a supply depot a hundred kilometers away, in the middle of a wooded plateau on the other side of the mountain range in which you currently reside. The partisans you round up have their own supplies transportation--these are woodland folks, and know their way around. The best part is, they know how to forage. The going might get rough if you have to leave established trails and roads, however. The mud is currently a huge problem, and doesn't look like it'll let up for another few days.

    Misinformation: y/n?
    >> Anonymous 01/29/11(Sat)01:32 No.13698730
    I'm sticking with my vote for No misinformation. Tell them we don't want them getting in trouble, but we appreciate their support and will keep fighting for them.
    >> Anonymous 01/29/11(Sat)01:36 No.13698774
    Dang. I didn't know it was the capital (bill nye: Now you know).

    I just wanted to pick up Cassie.
    >> Anonymous 01/29/11(Sat)01:37 No.13698786
    The others have convinced me that misinformation may not be best just yet.

    Let's get a map out, and plot a route to that depot. Bring in the locals to help plan the route, using their knowledge of the local terrain.
    >> Anonymous 01/29/11(Sat)01:45 No.13698878
    It's the Fourth Succession War sometime during 3030, son. Cassie wasn't even born until 3031.

    You call an impromptu meeting in the Mobile HQ, which still smells like cleaning solvent from the hasty going-over that was carried out while you were away. You notice with pleasure that someone saw fit to provide some caffeine and a fresh set of linen for the cot you have set up in the back. You spread the printed map out over what should have been the primary holographic table, and point at where you are. With the help of Sam and a few others he dragged along, you plot a route along an old logging trail running up the side of the plateau. "The good news is, the road on the side is paved," Sam says. "With the rain, we should make it in two days. ... If we leave the others behind." There's a stir outside as the rebels listening in react to that revelation.
    >> Anonymous 01/29/11(Sat)01:46 No.13698888
    misinformation, was way tooo easy to cap the mechs from the smal depo ... would check for hidden gps that submit the position ...

    oh or is it about missinform the town people ?
    sry if than i'm for no to ... people need to know what happend and why, if you want them to support you!

    yeah muddy ways thru the wood ... sounds like the 2nd novel from Grey Death Legion xD
    >> Anonymous 01/29/11(Sat)01:51 No.13698937
    Oh right. The book begins in 3034, and for some reason, I keep thinking the 4th Succession War is in 3040...

    Curse you, stupid 4s.
    >> Anonymous 01/29/11(Sat)01:53 No.13698959
    Good idea. I wouldn't put it past the cappies to have some way of figuring out where their mechs are at all times. Not GPS I think, but some sort of emergency beacon perhaps. Get the "techs" to check it out.
    Is this road big and sturdy enough to handle a 60 ton MBT, in addition to the 3 mechs?
    >> Anonymous 01/29/11(Sat)01:55 No.13698981
    Ok. Impromptu speech time. We need to address our supporters so they don't think we're abandoning them.

    "I know you're all eager to help the cause, and I cannot thank you enough for the support and sacrifices you've all made. But this mission needs to be carried out quickly, and a large force will make things more difficult. Return to your homes for now, and we will be back soon. The fervor you've all shown is beyond anything we could ever ask for, and your support will carry us through.
    >> Anonymous 01/29/11(Sat)01:57 No.13699011
    Both the Shadow Hawk and the Urbie have emergency beacons in their cockpits as part of their standard loadout. Neither are active, and as far as you can tell seem completely manual in operation. They are wired into an awful lot of your communications gear, however, making isolation and removal of the devices a bit of a quandary for someone without a qualified technician.

    The logging road would be fine for the MBT--it handled enormous flatbeds piled high with logs headed off the plateau after all.
    >> Anonymous 01/29/11(Sat)01:58 No.13699018
    Mostly tell the rebels that we don't want to bring along family men if we can help it. The Capellans won't hesitate to go after the families of partisans, and we're not strong enough yet that we can guarantee any kind of safety for them, not yet anyway.

    Throwing rocks and taking potshots at isolated patrols is one thing; we're going to be waging a guerilla warfare campaign that is going to get messy, bloody, and very, very dirty.
    >> Anonymous 01/29/11(Sat)01:59 No.13699030
    yeah i kinda miss the part with password phrase and brainwave sampels for just 1 pilot ...

    i mean for the urby it might worked cause it had no listed pilot ... but the shadowhawk ? ... naaaah

    get some SRM and AC ammo from our capellan sponsors ^.~
    >> Anonymous 01/29/11(Sat)02:07 No.13699109
    That's a very interesting observation.

    The rebels disperse, a bit dejected. They were hoping to go into some immediate action. Hopefully they don't cause any trouble for the Capellans once they arrive. You load as much food and fuel into the Maxim as it can comfortably hold (as well as a decent-sized squad of irregulars, captains chosen from among the survivors of the raid unless you tell me otherwise). Kara has an enormous set of tools delivered, and sets a blackout tarp up over the front of the HQ. You're in for a long night of banging and cursing as she works her way around the engine.
    >> Anonymous 01/29/11(Sat)02:13 No.13699161
    I read:
    >Kara has an enormous set of

    I thought that was an accident. Then I hit:
    >You're in for a long night of banging and cursing

    Now you're just doing this on purpose
    >> Anonymous 01/29/11(Sat)02:19 No.13699209
    I am completely innocent.

    In any case dawn arrives and you've caught a few hours of much-needed sleep. You step out of the HQ scratching your chin (could use a shave in more civilized surroundings) and notice Kara fell asleep, leaning against the exposed engine of the HQ. She's got a smudge of grease on her face from where she's resting it against the block, spanner still held loosely in her hand. Clark is up too, and nods curtly in your direction--as a fellow 'Mech pilot, he still has his military discipline, to his credit. He grabs a stick and pokes it into Sam's tent. Someone set up a large tarp over your campsite, keeping everything nice and dry. Or at least less soaking wet.
    >> Anonymous 01/29/11(Sat)02:23 No.13699248
    maybe clark is a traitor ? or play some wiered double agent games ? would keep an eye on him ...

    (sry for the bad english ... gerfag here)
    >> Anonymous 01/29/11(Sat)02:25 No.13699259
    Stop making Kara so cute. Because it's working dammit. Anyways.

    We should probably rouse everyone and set out. Hopefully Kara was able to get the engine working and... actually without command equipment exactly what good is the HQ? Do we really intend to bring it with us?

    Aside from that, I'd make ready and set off for our raiding mission. Presumably we can go over the plan and brief everyone on the way there.
    >> Anonymous 01/29/11(Sat)02:26 No.13699273
    Haven't seen anything that would imply this as of yet. If anything he's been our lieutenant. Now in some situations that would arouse suspicion but I assume the Capellans have no reason to expect an uprising from this middle-of-nowhere town, so it's unlikely they'd have an intelligence agent with his skills sitting around.
    >> Anonymous 01/29/11(Sat)02:28 No.13699291
    Ohhhhh you mean you are suspicious because he was able to pilot the Shadow Hawk without knowing any passwords or anything. I believe he waited until the intended pilot had already powered it up, then got the drop on him, so I think we're safe on that front.
    >> Bravo Cadett 01/29/11(Sat)02:29 No.13699301
    its nice to set up a trap with this baby ...

    mount some armor plates and a Large (beam? dunno cause of too much MWLL) Laser or other heavy weapon of choice!

    voila ^^ everyone think: "wow nice little HQ vehicle ... lets caputre"

    but if they are close shit hits the fan and all are fuck fuck its got a heavy weapon !!!
    >> Anonymous 01/29/11(Sat)02:34 No.13699336
    Ohh that's right forgot that we may not be coming back here and the mobile HQ is home for now. Gotcha.
    >> Anonymous 01/29/11(Sat)02:37 No.13699376
    Sam awakes with a startled yell, thrashing about in his tent before he realizes the stick was just a stick. Clark simply grins and tosses the stick aside, going to a small camp table and picking up something warm for breakfast. He's still favoring his right arm, but at least the sling is gone. You're halfway into draping a blanket from the HQ over Kara when she wakes up with a start, bangs her head against the engine, and drops the spanner in the dirt. She jumps up, cursing particularly colorfully in French and rubbing her forehead.
    "Oh, is it morning already?" She bends down to pick up the spanner. "I didn't want to test the engine while you were sleeping, but I think everything's in working order. Couple parts need to be replaced, but I got a few spares from some of the old logging trucks that ought to hold together until we find something a little more serviceable." She yawns, then sniffs. "Is that coffee?" she marches around the HQ, leaving you still holding the blanket.
    You toss the blanket over your shoulders as an impromptu cape, feeling a little impetuous this morning, and debate vehicle assignments in your head..
    >> Anonymous 01/29/11(Sat)02:44 No.13699449
    I now have a hilarious mental image of our commando marching around with a blanket cape.

    Clark should stick with the Hawk, and I think we'll take the Commando since it's what we came with so I assume we'll be more accustomed to it. Who else is qualified to pilot the mechs? We could put Sam in the Urbie, and have Kara commanding a crew in the Bulldog since she seemed to know how to use it? Divide the rest of the boys between the hauler and the HQ.
    >> Anonymous 01/29/11(Sat)02:46 No.13699467
    Vehicle assignments should pretty much stay the same. They've already had experience driving their vehicles, so why not let them build up some more?

    Alternatively, you can look for anybody who's had experience with tracked vehicles.
    >> Anonymous 01/29/11(Sat)02:57 No.13699579
    Kara takes her coffee into the HQ and tries to start it. The engine gives a horrific but satisfying growl and turns over, a belch of black smoke clearing the exhaust. She leans in the doorway, sipping her coffee with a pleased expression on her face. You look over at Clark and Sam, currently debating who gets the last sausage link, and you allow yourself, for just a moment, to think that you might have a team here. Then you're all business, beckoning Kara over and huddling up with Clark and Sam--and that last piece of sausage. "So here's the deal," you preamble. "This raid is going to be a lot longer than the one last night. It's going to be in daylight, and we have to assume they know we're coming. Which means Mechs. Perimeter defenses. Which means alert-status air support, if we're lucky. Infiltration isn't going to work this time." Clark nods. "Kara, you're in the Bulldog. I want a driver you can trust in the HQ. Clark, that was some excellent work during the capture--you earned that Shadow Hawk. I can only imagine the pilot got it worse than he gave. Sam, you're in the Urbanmech. I want you to make your shots count, because there are only four left. We're going to take anything not bolted down, but a manifest or a ledger or something might help. Talk to the squad we're bringing along. Any questions?"
    Kara brightened. "One of the screens inside the HQ turned on when I started it up. What should I do with that?"
    >> Bravo Cadett 01/29/11(Sat)02:57 No.13699584
    crazy idea incoming: mix up the Bulldog with the Mobil HQ chassi ... looks like mobil hq ... have hidden weapons and armor from the bulldog ... maybe the engien and tracks too ... so its better in the mud ?

    kara is a good tech ... so let her steal/hack some more stuff if we make it into a depot
    >> Anonymous 01/29/11(Sat)03:00 No.13699608
    Ooh this is unexpected. I'm not super familiar with the setting, is there any particular obvious use for "a bright screen"?
    >> Bravo Cadett 01/29/11(Sat)03:01 No.13699628
    yeah this might be mean that we can repair the nice C3 stuff with some spareparts we might find ^^
    >> Anonymous 01/29/11(Sat)03:05 No.13699661
    Ok a quick skim of the wiki tells me it's either part of the battle computer, which would be wonderful for strategic coordinatin, or comm gear, which will prove useful in the future. If it seems to be operational now definitely post someone to man it, but otherwise it'll have to go on the "to fix as soon as we get parts" list.

    Time to roll out?
    >> Anonymous 01/29/11(Sat)03:09 No.13699692
    Oh right, we'll just hop in to that workshop that has the tools, heavy equipment, and crew required to completely cannibalize and rebuild a frankencommandtank.
    >> Anonymous 01/29/11(Sat)03:10 No.13699705
    Gonna go play some GTA while I wait for updates in this thread. Don't worry, I die a lot, so I hopefully won't miss anything.

    Despite my low level of familiarity with the setting, this is fun d=
    >> Anonymous 01/29/11(Sat)03:17 No.13699774
    Rolling out. There's an awkward half-hour under the light of lanterns and flashlights while some of the few remaining camp followers pack away your things and find some choice hiding spots for the things you can't take with you. Which is mostly garbage, anyway. You toss the blanket back onto the cot in the HQ and nod to the scruffy young kid Kara scares up to drive the thing. Damn if some of these rebels aren't young as hell. She swears for him, so he'll do. You take the dragline up to the cockpit of your Commando for the first time since planetfall, and retract the camo netting. Sam tosses his bundled-up tent into the back of the Maxim and earns a good-natured cussing from one of the squaddies before he hustles over to the Urbie. You just hope he doesn't tip the thing over. With the mud, it'd be a bitch to get back upright. You wipe the rain from your face and step into the cockpit of your Commando and power it up. The familiar thrum of power fills the hardened battle machine with a sense of vibrancy and purpose as the on-screen displays started up. "Comm check. Make sure you're using the new scrambled codes."
    "Archer: check!"
    "Helios: ready."
    "Uh... Sam. When do I get a handle like you guys?"
    A younger man spoke in his broken, teenaged voice: "This is Vince in the HQ. Wow, this thing is clearer than my radio back home!"
    "Right.. let's roll. Keep it even and spread out. I don't want a patrol rolling up our asses." You take point, eyes scanning the brightening horizon. Speaking of patrols, it looks like the Capellans are here early. You can clearly make out contrails off in the distance towards the town. You turn your back and start the slow march, routing up the almost-forgotten road.
    >> Anonymous 01/29/11(Sat)03:20 No.13699811
    Shit. Hopefully our diversion will call away the hammer before it falls too heavily on our local supporters.

    Might be a good idea to remind our little squad to maintain radio silence as much as possible even with the scrambled codes. Just because they can't hear what we're saying doesn't mean they won't notice our signal.
    >> Bravo Cadett 01/29/11(Sat)03:26 No.13699864
    you mean: giving some standart common known handsigns to keep the radios off ^^

    i hope they dont inferno(kind of napalm for those who might dont know) bomb the village @.@
    >> Anonymous 01/29/11(Sat)03:30 No.13699913
    It's a long two days. A few hours into the march Vince reports that he can't hear anything from town. Neither the commercial nor the municipal stations. You remind him that radio silence is golden. He takes it well, but everyone seems to brood over the news. Dinner that night is a somber affair, though the squad you brought along seems to be in good spirits. Evidently they comprised a good portion of the town's more well-trained and responsible members. It isn't until the middle of the second day when you realize that that means they were probably the only people who had any reason to be trained in firearms and rudimentary tactics: the staff of the emergency services. You rub your face, momentarily sending your Mech off balance. Despite the Urbie slowing you down, you make good time at a reduced, careful speed, and it is early afternoon when you crest the plateau. You lean against the side of your combat harness while Sam fumbles with his map and estimates the depot to be an hour away.
    >> Anonymous 01/29/11(Sat)03:35 No.13699964
    Damn damn damn. Shoulda known what would happen to the town. We'll have to take something precious outta the Cappies hides for that later.

    Now that we're here we definitely want to take a look at the situation. A rudimentary map of the target would be nice. We don't know exactly what defenses they have but we can at least take a look at the layout and plan our assault.
    >> ________________________________________________ turnovertherecord@gmail.com 01/29/11(Sat)03:39 No.13699990
         File1296290355.gif-(93 KB, 307x357, IED.gif)
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    >Sneak around at night, turning the onboard missiles into improvised explosive devices and mining major roads with them. Wait in ambush until supply convoys come through, then blow their defensive escorts away. Threaten or disable the unarmed transports with your Medium Laser. Use your Commando's hands to carry any plunder away from the ambushes to the safety of several caches. Word of your exploits will spread. Begin recruiting guerillas to assist you with your ambushes, and arm them with the gear you took from previous raids. Lather, rince, repeat. Eventually, you should be able to train the most promising members of your motley band in basic battlemech piloting and gunnery to a satisfactory level; orchestrate the capture of several enemy battlemechs for these newly-trained mechwarriors to pilot. Hit bigger and bigger targets, but lay low or totally change theaters when the heat starts to get unbearable. Start robbing banks and other important targets with your force of partisans and inspire the populace to revolt. Make the planetary government waste lots of military resources on attempting to put down riots and attempting to hunt down you and your raiders. Eventually, manage to assassinate much of upper planetary government, then back the rebel faction of your choice with your firepower.
    >> Anonymous 01/29/11(Sat)03:42 No.13700016
    >Yay for only reading the first post of 111post thread
    >> Anonymous 01/29/11(Sat)03:51 No.13700086
    I'm guessing (hoping) OP is getting stuff together for the raid. Still here, still waiting, just so you don't think we gave up and left.
    >> Anonymous 01/29/11(Sat)04:01 No.13700182
         File1296291707.jpg-(78 KB, 571x570, 1294806934081.jpg)
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    Riveting tale, chap.

    About fifteen minutes out you decide you need an idea of what the place looks like before you burst in and shoot everything that moves. To that end you enlist Clark. "We need a good look at the place, Helios," you come on over the comm. "Put those jump jets to good use and climb just high enough over the trees to see it. Find it, scan it, then drop hard."
    Unless you guys want to veto and actually climb the mountain.
    >> Bravo Cadett 01/29/11(Sat)04:02 No.13700194
    yep ^^
    >> Anonymous 01/29/11(Sat)04:07 No.13700246
    Nono, I like this plan. As I said, a map of the complex would do wonders to help with planning.

    Also, I hate to be pushy, but if we could go a little faster it would be appreciated.
    >> Anonymous 01/29/11(Sat)04:12 No.13700291
         File1296292335.png-(14 KB, 800x600, simple map2.png)
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    Clark engages his jets with no further comment, slowly panning across the sky until he suddenly cuts his jets and re-engages them just before he hits the ground. He lands with a heavy impact and straightens back up. The man seems a natural at this. "Got it, boss." Tactical data scrolls across your screen. Four ugly turret emplacements face your way, two laser, two MRM. The gate is monitored by a conspicuous guard tower that stands behind the wall, serving as a sort of traffic control for the small airstrip that runs alongside the walled enclosure. On the thermal display there are several (4) conspicuous heat signatures that signal active contacts, but other details are hidden by the angle. "It's a small depot, but we're a small gang ourselves," Clark notes off-handedly.
    >> Anonymous 01/29/11(Sat)04:19 No.13700359
    Hit it from the back where there's cover from the turrets, or hit it from the right side so you can get that top right turret and the hangars right at the beginning, hopefully neutralizing the biggest threats.
    >> Anonymous 01/29/11(Sat)04:20 No.13700370
    Alright. The warehouses are obviously our targets, but we gotta get inside first. Those turrets are going to have to come down. The autocannons on the Shadow Hawk and the UrbanMech should be more than enough, though I'm worried about ammo considerations. Perhaps it would be better to give them each a few SRM's from the cover of the treeline before charging across the open ground.
    >> Anonymous 01/29/11(Sat)04:21 No.13700385
    Ah I didn't think of the option of flanking the facility. I'd actually suggest hitting it from the west, since then we have an open field of fire into the hangar and can hopefully disable anything that would be emerging.
    >> Anonymous 01/29/11(Sat)04:28 No.13700443
    It'll be slow-going through the mud as you circle the depot, and every minute increases the chances you'll be discovered. Plus you have a tracked tank and an HQ to consider.
    >> Anonymous 01/29/11(Sat)04:31 No.13700467
    rolled 13 = 13

    Ohhhh hang on our Commando doesn't have jump jets, which means it's gonna have to come in through the front gates. Damn. Ok. Then the frontal assault it is.

    Since I'm not feeling much other strong direction in this thread, I'll roll for assaulting the front gate, using the Commando's SRMs to take down the turrets.
    >> Anonymous 01/29/11(Sat)04:31 No.13700482
    Hmmm. I think we established earlier that low rolls are good?

    >Oh please oh please let low rolls be good
    >> Anonymous 01/29/11(Sat)04:37 No.13700532
    Accelerate it to a high fraction the speed of light and run it into the planet.

    The planet is now pacified.
    >> Anonymous 01/29/11(Sat)04:38 No.13700537
    Hm. True, but that means whatever's in the hangar is going to be shooting back at you, not to mention 2 or 3 turrets. I was thinking shot on the run at the upper right turret, then dynamic entry through the hangar.

    What are the wall's strengths like? We're going to have to take advantage of our jump jets if the walls aren't mech-demolishable.

    Walls not easily destructible: Urbanmech and Shadow Hawk come from the East or South East and jump the walls and kool aid man the hangar or wherever the main resistance is anticipated. The Commando and Bulldog should work in a West to East to disable turrets, preferably at range. The Commando can draw off the MRM turret with its speed. Hug the wall if all else fails. This should minimize both the number of turrets firing on tank and Commando, as well as turret fire from the west towards SHD and UM. Once the turrets are down, work on the gate.

    Walls destructible: Hit it from the East and West, and kool aid man it through the walls, keeping in cover and taking out resistance. Stay out sight of the turrets.
    >> Anonymous 01/29/11(Sat)04:40 No.13700568
    You creep through the trees, instructing the other Mechs to do the same. You barely peek your hull out from the treeline, gathering targeting data--Your Streak SRMs signal tone on one of the laser turrets on the right, and your SRM-6 drills five missiles into the missile launcher next to it. The MRM rack simply explodes, taking a huge chunk of that corner of the wall with it. Evidently they were cheap in the construction process.
    >> Anonymous 01/29/11(Sat)04:50 No.13700641
    Alright. Sorry to steal the spotlight from what seems to have been a more thought-out plan, but at least it was effective. I'll give someone else a chance to propose our next move.
    >> Anonymous 01/29/11(Sat)04:51 No.13700649
         File1296294666.jpg-(14 KB, 220x263, hogans-heroes-11.jpg)
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    Why am I thinking of a Commando with a poncho, a sombrero, and a bushy mustache?

    Still, this here quest thingy is the best thing since sliced bread. Also, I suggest for naming our protagonist, and his merry band of freedom-fighters.

    How about Bob Hogan, callsign Goldilocks, and his Heroes.
    >> Anonymous 01/29/11(Sat)04:53 No.13700666
    rolled 68 = 68

    Going to roll for the automated turrets' return-fire while we wait on more specific instructions for Archer, Sam and Helios.
    >> Anonymous 01/29/11(Sat)04:55 No.13700674
    I suppose we should have the 'hawk and ourselves on front rank going for a breakthrough, the bulldog sniping the turrets out with the LL, and Sam and his urbie bringing up the rear. I think he's actually going to be an ace in the hole with his '20; we might want to keep him in reserve until enemy mechs come in, which is when we should lead them to it's range. We might net a quick KO thanks to it.
    >> Anonymous 01/29/11(Sat)04:58 No.13700686
    spare the AC rounds for big bad enemies, we have like 4 shots and its not guaranteed we will find more ammo in this depot.
    >> Anonymous 01/29/11(Sat)05:00 No.13700699
    Agreed on this. The ML on the Hawk could come in handy once we're inside the compound, and once we clear the turrets the UrbanMech can guard our entrance/exit point and be reserves to back us up.
    >> Anonymous 01/29/11(Sat)05:01 No.13700701
    We've opened the attack, but we can't give the defenders free shots. I don't know the targetting logic for the turrets, but I believe that the Hawk should run and jump the wall to see what's inside in terms of defenders. If it's hot, he can bug out via the side walls or something. If not, he can start wrecking shit (the turrets or defenders) until the urbie gets over the wall too. The rest of our forces need to focus on the turret and get that gate open. They don't seem to be heavily armoured, so with all that SRM fire and the Bulldog's weapons, it shouldn't be too hard but we'll take a few hits.

    Not that I don't think hitting the gate extra hard wouldn't work. Just that I think it's too Lyran and we haven't got any assault mechs.

    I think we might need to acquire transports for any materials we find. Also, don't forget to grab tools and any FF armour that might be lying around (fat chance).

    I imagine the guard tower's already called in ASF support.
    >> Anonymous 01/29/11(Sat)05:03 No.13700715
    rolled 81 = 81

    Roll 'em, gentlemen. Don't mind this teensy little roll here...
    >> Anonymous 01/29/11(Sat)05:05 No.13700727
    Rollan for awesome urbie
    >> Anonymous 01/29/11(Sat)05:06 No.13700730
    rolled 92 = 92


    Also, how do I rolled with noko?
    >> Anonymous 01/29/11(Sat)05:06 No.13700734
    rolled 18 = 18

    now im rollan

    >renages rifleman

    captcha thinks we should be on the look out for a renegade rifleman
    >> Anonymous 01/29/11(Sat)05:08 No.13700742
    Wait who's rolling for what? OP, you might think about namefagging just for this thread. Cuts down on confusion and all that.
    >> Anonymous 01/29/11(Sat)05:09 No.13700747
    >And even if it's not, no risk, no reward.
    No guts, no galaxy.
    >> Anonymous 01/29/11(Sat)05:09 No.13700749
    rolled 36 = 36

    noko+dice xdx
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:12 No.13700761
    Name get.
    The medium laser struck by your Streak SRMs opens up on you. The trunk of the tree beside you explodes into splinters of flaming wood and steam, the 6-meter top of the 20-meter tree falling to the ground with a crash.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:13 No.13700766
    This is an excellent question. Name your rolls. Someone's got to eat a 92.
    >> Anonymous 01/29/11(Sat)05:14 No.13700769
    rolled 37 = 37

    Alright they missed but that was a rather close call. Rolling to return fire on the remaining turrets with SRM, as well as Medium Laser from both the Hawk and the Commando
    >> Anonymous 01/29/11(Sat)05:14 No.13700775
    rolled 20 = 20

    And then me again, rolling for whatever the urbie was up to.
    >> Anonymous 01/29/11(Sat)05:15 No.13700778
         File1296296147.png-(5 KB, 110x116, Reaction Face Shocked Nedroid.png)
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    >> Anonymous 01/29/11(Sat)05:17 No.13700786
    rolled 10 = 10

    >Unclear action

    Have fun sorting that one out MechCommander.
    >> Anonymous 01/29/11(Sat)05:18 No.13700790
         File1296296298.jpg-(77 KB, 850x796, alicefrustrated.jpg)
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    ... I wish I hadn't rolled at all. ;___;

    Let's say I rolled for Vince, or if not, then for Kara. I first thought I'd assign it on Sam, but he'd propably fall on his face and get stuck in the mud, completely disabling the urbie.

    Okay, my roll is for sniping another turret with the Bulldog's LL. And seriously, I'm laying off the dice for now.
    >> Anonymous 01/29/11(Sat)05:19 No.13700795
    Don't stop now! You've used up all your bad luck with one roll! You must have plenty of good rolls still saved up!
    >> Anonymous 01/29/11(Sat)05:21 No.13700805
    >won 20mil in craps the day before
    >rocks fall everybody dies
    >> Anonymous 01/29/11(Sat)05:23 No.13700819
    Don't you stand anywhere near me. I know how it works.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:23 No.13700825
         File1296296626.jpg-(40 KB, 600x381, wm80.jpg)
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    Kara's gunner lines up his shot, when suddenly a WHOLE RAINBOW OF PAIN erupts from the back of the supply depot. LRMs arc in every direction, obviously having been fed bad targeting data. Everyone hiding from the fire of the turrets at the treeline is abruptly treated to an impromptu fireworks display as LRMs detonate all around your formation, effectively simulating an artillery bombardment. Only the Bulldog is hit, a missile detonating against its tough frontal armor. You hear an unidentifiable scream through the comm, evidently nobody had been expecting to be actually fired on in that tank. The Large Laser fires, but hits absolutely nothing.
    >> Anonymous 01/29/11(Sat)05:25 No.13700839
    rolled 73 = 73

    Take advantage of the confusion, finish off the turrets and rush the base.
    >> Anonymous 01/29/11(Sat)05:25 No.13700841
    rolled 8 = 8

    PSR for any jump jettan.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:27 No.13700846
    Dammit people, I need to know what you're rolling for and who's doing it.
    >> Anonymous 01/29/11(Sat)05:33 No.13700886
    Well that was... unfortunate. Luckily not too much harm done this time. We also now know that something at the back of the complex has quite a few LRM launchers

    >Rolled 37
    This was me, sticking with my roll to fire on the remaining turrets with Commando SRMs and Med Laser, as well as Hawk Med Laser. I'll add the Urbie's Small Laser to that if it's allowed
    >> Anonymous 01/29/11(Sat)05:36 No.13700906
         File1296297406.jpg-(60 KB, 350x350, battletech.jpg)
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    rolled 51 = 51

    I'm failing hard today. Repostan...

    Wow. That could have gone worse.

    Rolling for Kara's Bulldog. If the crew's stunned, I'll roll for recovery, if not, I'll paint and kill the other MRM turret.

    MRM's tend to worry me. They pack a lot of owie. At least it isn't a 40, I hope. Let's see if I can do better than a 92...
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:40 No.13700925
    rolled 37 = 37

    Now devoid of cover, you spend your Streak SRMs and medium laser on taking out the damaged medium laser with the help of Clark. The impacts sunder the turret into a pile of melted slag. The familiar sound of an alarm klaxon is going off. You have the distinct hunch of a veteran that standing around without cover will be a very bad idea in a minute or two. Your other SRM launches its bevy of missiles at the remaining missile launcher, impacting around its base but mostly just damaging the wall.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:44 No.13700951
    rolled 56 = 56

    They recover. That's the good news. The bad news is that the medium laser just got a solid hit on the Shadow Hawk's right torso. The pristine armor is scored, scattering droplets of molten armor down to cool in the mud below.
    >> Anonymous 01/29/11(Sat)05:44 No.13700956
    rolled 44 = 44

    >Time to go inside people

    I'll roll to cross the open ground between us and the biggest hole we've put in the wall. I reccommend the Shadow Hawk take point, since its AC5 will be able to put a hurt on anything heavy they have waiting, and it should have the armor to soak up an ambush until we can properly respond. Back it up with the Bulldog's Large Las.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)05:52 No.13700997
         File1296298330.gif-(27 KB, 221x400, wolverine.gif)
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    The MRM doesn't fire as Clark sprints his agile medium mech across the road and into the crumbling corner of the wall. He makes like the Kool-Aid man. OH YEAH. Your tactical readouts ping as his Mech begins picking out visual signatures. There's a Javelin, staring right at him, protecting the administration building. The familiar form of an Urbanmech flanks it, and an LRM Carrier is parked right in front of the repair bay. The hangar is opening, and from the looks of it the real defender of the base is stepping out to play: A Wolverine. For a moment, time seems to stand still.
    >> Anonymous 01/29/11(Sat)05:55 No.13701018
    Could we perhaps get a revised map with the new enemy locations picked out? I'm still not 100% sure where the hole we put in the wall is...
    >> Anonymous 01/29/11(Sat)05:55 No.13701019
    what wolverine variant are we looking at?
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:00 No.13701054
         File1296298814.png-(30 KB, 800x600, simple map2 update.png)
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    1: Wolverine
    2: Catapult
    3: Urbanmech
    4: LRM Carrier
    All spotted through the 12m hole next to the gate.
    >> Anonymous 01/29/11(Sat)06:01 No.13701061
         File1296298874.jpg-(125 KB, 1168x808, urbiegoggtea.jpg)
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    rolled 66 = 66

    ... hrm. I'll keep on "commanding" the Bulldog for now, since I messed things up for it to begin with, but I feel like now might be a good time to jump Sam in. I hope he doesn't take a dive. Still, rolling the Bulldog into an angle where it can aim through the hole Helios left, while far enough away to not entirely block it. Then fixing to fire large laser at the LRM carrier. If it's gone already by then, take aim at the urbie.

    Generally speaking, if the LRM gets done in, I'd actually rather concentrate fire on the urbie. If it's a prime, it can hurt. If it's the same cappie model we have, it can ruin our day outright. Plus we might be capable of slagging it right away, being as light as it is...
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:02 No.13701072
    How did that get in there. Sorry, getting a bit late.
    The Wolverine's a WVR-6R. Javelin's a standard JVN-10N, Urb's a UM-R60.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:07 No.13701100
    "Kara!" you shout over the comm.
    "Sorry. Archer here. Got a bit rattled by that hit."
    You indicate the hole next to the gate. "Traverse right. We need a laser on that LRM before the next salvo or who knows what's going to hit you next."
    The Bulldog's engine growls as the tank churns into the mud beside the road... luckily not getting stuck.
    >> Anonymous 01/29/11(Sat)06:07 No.13701104
    rolled 61 = 61

    Ok. I am not even gonna worry about the Javelin for now.

    Roll for Clark to open fire with everything (barring the LRM) on the Wolverine.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:12 No.13701130
    rolled 44 = 44

    Clark moves into position, sighting down the gap between warehouses 1 and 2 at the Wolverine. Can he hit it? He unloads with everything he's got. SRMs streak across, impacting all around the Wolverine into the hangar. The medium laser draws a glowing red gash in the armor of the Woverine's left leg, and the autocannon stitches a neat crater in the plating over the right leg.
    >> Anonymous 01/29/11(Sat)06:13 No.13701139
         File1296299629.jpg-(55 KB, 300x325, longstare.jpg)
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    rolled 4 = 4

    >MFW I realize I browned my trousers for nothing
    >Wolverine's not too bad
    >JVN-10N has 7 medium lasers
    >Urbie has AC20
    >MFW I shit the same pants again
    >> Anonymous 01/29/11(Sat)06:14 No.13701147
         File1296299685.png-(30 KB, 800x600, Map1.png)
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    rolled 58 = 58

    Continuing, Rolling for the Commando to push through the hole to cover behind the guard tower as indicated and fire on the UrbanMech with everything, aiming for the AC10 if possible.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:15 No.13701151
    rolled 60 = 60

    The Wolverine's guns speak up. And his aim is true: The autocannon and the laser smash into the armor of Clark's left arm and leave a huge gouge. "Everyone in here," he reports, calmly.
    >> Anonymous 01/29/11(Sat)06:16 No.13701160
    rolled 69 = 69

    From what I can tell, the UM-60 is only AC10. For what it's worth.

    Crap I didn't even notice that about the Jav variant. Maybe that should be Sam's target once he moves up.
    >> Poirot !!akt7W8i0v/K 01/29/11(Sat)06:18 No.13701172
    Sell the mech and get a lighter one. Focus on stealth, take down the least guarded areas, such as farms, fuel stations, and the like.
    >> Anonymous 01/29/11(Sat)06:19 No.13701179
         File1296299986.jpg-(15 KB, 400x300, homer+upset+shocked+face[1].jpg)
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    >MFW my rolls are reliably getting 10 worse per try.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:22 No.13701197
    rolled 6, 6 = 12

    It's good that you moved, because the medium laser on the wall sears the air behind you as you run forward to plunge through the hole Clark entered in seconds before. You step into the open, almost touching the guard tower, and swivel, training all your weapons on the Urbanmech. Your SRMs and Medium Laser slams into its torso before it can react to your intrusion, leaving a gaping hole in its torso armor. Going to roll the crit out in the open.
    >> Anonymous 01/29/11(Sat)06:25 No.13701212
         File1296300303.jpg-(120 KB, 1200x1500, madcatwat.jpg)
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    rolled 74 = 74

    Mr. Poirot, I fear your little gray cells may be working on old information. But do stay and catch up! The more players, the merrier.

    Also, using my roll on >>13701139, if possible, to have Kara slag the LRM. If not possible, use the one in this post.

    Dammit, why do I piss my good rolls away like this?
    >> Anonymous 01/29/11(Sat)06:28 No.13701225
    Why you gotta do a thing?
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:32 No.13701246
    rolled 21 = 21

    You pierce the engine shielding on the Urbie with your Medium Laser, shredding it like a tin can. The engine immediately goes into emergency shut-down.

    A brilliant beam of light briefly occupies the gap next to the gate as Kara's crew deftly maneuvers to place a shot into the LRM Carrier. It melts a huge hole in the front armor, but doesn't pierce all the way through.
    It looses a salvo of deadly missiles...
    >> Anonymous 01/29/11(Sat)06:37 No.13701264
    rolled 35 = 35


    Rolling to move Sam up, bring the Urbie behind Depot #1 with Clark.
    >> Anonymous 01/29/11(Sat)06:38 No.13701271
         File1296301119.png-(136 KB, 926x1000, Djinn.png)
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    No chance of stealth in a mech, even a light mech, the thermal output of a fusion reactor will be easily spotted, even from orbital surveillance. unless you power it down completely and ship it around on the back of a truck or something.

    ...Personally i'll go for a powersuit for stealth. like the Djinn.. shweet.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:39 No.13701276
    rolled 39 = 39

    Tough luck there, Sam. 16 missiles are on target and raring to go. He gets to experience the rainbow of pain first hand as the cloud of missiles strike home, shredding the thin armor on the front of his Mech like so much tissue paper, a few plates remaining undamaged on the torso, but the remaining areas becoming bare structural metal.
    >> Anonymous 01/29/11(Sat)06:40 No.13701282
         File1296301206.jpg-(16 KB, 400x294, Hannibal_a-team.jpeg.jpg)
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    This was me.

    This is mfw I come back from game to see this thread rockin' and how awesome everything turned out.

    I love it when a plan comes together.
    >> Anonymous 01/29/11(Sat)06:43 No.13701299
    rolled 47 = 47

    This may not even leave him functioning...

    Perhaps it'll be best to belay my orders in >>13701264
    and have Sam fade back into the forest. If his armor is completely gone I don't want something to happen to that mech.

    I was so proud of that 35 too...
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:47 No.13701325
    rolled 52 = 52

    Sam retreats. The remaining medium laser on the wall fires at Kara while the Javelin warms up it's alpha strike just for the Commando! Let's see what seven medium lasers can do to a light mech!
    >> Anonymous 01/29/11(Sat)06:49 No.13701336
         File1296301765.gif-(32 KB, 400x205, huscarl.gif)
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    ... dammit. Sam had better find some hard cover or a religious epiphany. A bloody shame all in all, since the AC20 could very well drop either of the mechs in one hit.

    Still, since the urbie's slagged, our chances are good even without him. And I wouldn't expect to win a whole planet without suffering some casualties, either. What I'm really worried is possible enemy reinforcements, especially air units.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)06:52 No.13701347
    Apparently not a whole lot. All the medium lasers miss, but now there's a giant hole in the gate next to you. Some Commandos were just born lucky. And then there's you, with superheated paint bubbling and smoking on your bare armor at the heat of that blast's passage... Time for payback.
    >> Commando 01/29/11(Sat)06:52 No.13701353
    rolled 31 = 31

    Waiting to see what the Javelin does to me. I had hoped that hugging the guard tower would give me some slight cover. If I'm still operational after the salvo, rolling to hit the Jav with everything I have, aiming for the legs if possible.
    >> Commando 01/29/11(Sat)06:58 No.13701397
         File1296302313.png-(32 KB, 834x629, Map2.png)
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    Recommend someone give some orders to that Bulldog. Posting an updated map to give a better idea of the situation.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:00 No.13701418
    Your missiles strike true, the Streak SRMs chewing into the left arm while your bigger volley of SRM-6s impact the torso. The medium laser bites into the Javelin's left leg and follows a missile in, exposing the internal components. It seems to be shutting down...
    We got a Clark and Kara out there?
    >> Anonymous 01/29/11(Sat)07:02 No.13701428
         File1296302530.jpg-(85 KB, 592x1000, mechwarrior.jpg)
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    rolled 93 = 93

    Right'o. Continuing to grill that LRM. Pity she didn't get 'em on the first shot. Hmm... I wonder if we could train Kara to pilot a 'mech in our downtime. Delicious coolant vests...

    That javelin's starting to worry me, though. My god, 7 MLAS.
    >> Commando 01/29/11(Sat)07:03 No.13701435
    You had to post that pic didn't you? Now Kara went and shot herself in the face.
    >> Anonymous 01/29/11(Sat)07:04 No.13701439
    Son of a... I should keep off the damned dice.

    Let's hope Clark can nail that LRM instead. Because there's a lot of hurt left in it.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:06 No.13701450
    rolled 81 = 81

    Kara's shot goes wide. Maybe it's the smoke. Either way a shadow flits across the sun...
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:08 No.13701465
    An impressive swath of devastation erupts in a line following the road as the bombing run begins. Once again the targeting data is bad. What idiot is sitting in that guard tower giving them grid coordinates? A line of craters stretches from the treeline to the wall, ending dangerously close to Kara and showering the tank with thrown dirt.
    >> Commando 01/29/11(Sat)07:09 No.13701467
    rolled 55, 98 = 153

    Alright since noone else has I'll order Clark to fire again at the Wolverine. His first volley seemed to do some damage to the legs, but but a solid AC shot anywhere would be nice. I'd kind of like to stagger the shots, so that the AC fires into whatever damage the the Med laser causes if possible.
    >> Commando 01/29/11(Sat)07:10 No.13701474
    With the way those accuracy rolls are going, I'd almost rather leave that guard tower untouched.

    As it is, we should probably pump a few shots into it once we deal with the mechs.

    Can the two remaining turrets aim into the compound?
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:12 No.13701484
    rolled 79 = 79

    While the medium laser hits, chewing even deeper into the left leg, the autocannon does not. Clark's heat monitor pings as the levels rise and fall. The Wolverine returns the favor, throwing caution to the wind as he fires his SRMs between two warehouses full of supplies...
    >> Anonymous 01/29/11(Sat)07:13 No.13701488
         File1296303220.jpg-(63 KB, 380x247, daffy duck visits the dentist.jpg)
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    >Maybe it's the smoke. Either way a shadow flits across the sun...

    And just then, MP3 player starts on this: http://www.youtube.com/watch?v=mWLO4acMTCM


    If no-one's rolling for Clark, I'll do it. But I warn you, I also rolled >>13701428, >>13701212 and >>13700730. So please, please, someone take him over.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:14 No.13701495
    rolled 18 = 18

    Fixed fire arcs. The MRM on the corner got immobilized and can't swat a fly unless it was right in front of it. The medium laser might be able to hit Sam at this distance while he flees. Let's find out!

    Clark takes no damage from the Wolverine, obviously rattled by the heavy damage to its left leg's armor. The warehouses to his left and right, however, do not share the same undamaged, pristine condition they did before. Fortunately for everyone involved his SRMs do not hit anything explosive.
    >> Commando 01/29/11(Sat)07:15 No.13701499
    Not my precious supplies!

    Give a roll for Kara. Hopefully you've burned your bad rolls off by now.
    >> Commando 01/29/11(Sat)07:19 No.13701525
    rolled 58 = 58

    I'm gonna roll for something extremely dubious. There was one screen that seemed to be working in the mobile HQ correct? Have someone hop on that and try to get a firing solution on the air support. Maybe the Large Las on the Bulldog or some of the LRMs can take it down if they can get a lock (I'm honestly not very familiar with the setting so I'm not sure how effective anti-air tactics will be).
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:20 No.13701530
    rolled 17 = 17

    Sam, backpedaling as fast as a Urbie can backpedal in the mud and between the shredded trees that were formerly cover, seems to be a pretty target for the automated defense system, taking a solid hit right in the torso, where his remaining chest plates absorb the blow... And now for the LRM Carrier. It raises its three massive racks of missiles and lets fly.
    >> Anonymous 01/29/11(Sat)07:21 No.13701545
    rolled 93 = 93

    Here goes. Another shot at the LRM carrier, and if opportunities arise, SRM the Wolverine.

    And maybe we should shove the watchtower over, just in case the bumblefuck manages to call a strafing run on our supplies.

    Still, I have to confess, I'm glued to my computer. There's just something I find incredibly addicting in this and the previous MWQ.
    >> Commando 01/29/11(Sat)07:25 No.13701563
         File1296303941.jpg-(32 KB, 400x400, 42-17860834[1].jpg)
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    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:26 No.13701565
         File1296303966.jpg-(59 KB, 428x510, ohmygod.jpg)
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    Putting a good amount of distance between himself and the LRM Carrier seems to have been a valid strategy. Of the 28 missiles that were launched, only 5 of them strike home. They chew up his exposed components, but strike nothing vital. (>mfw no critical hits are rolled)
    >> Anonymous 01/29/11(Sat)07:26 No.13701566
         File1296303972.jpg-(147 KB, 600x600, pandahorror.jpg)
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    Mother of god, I really, really should lay the dice down.
    >> Commando 01/29/11(Sat)07:28 No.13701577
    rolled 48 = 48

    I... really had assumed this was taken as a given, but rolling to have Sam TURN AROUND so any further damage impacts his rear armor.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:31 No.13701584
    Sam hasn't piloted a Mech before. He seems to be operating on instinct now. Telling him to turn and run is probably the best thing he's heard so far. In danger of being overrun, the guard tower makes another call to the circling bombers...
    >> Commando 01/29/11(Sat)07:31 No.13701587
    rolled 56 = 56

    Moving onwards, I'll assume that the Javelin has been slagged since you mentioned it was powering down. Rolling to fire medium laser on the LRM, I think I'll save the rest of my missiles for now.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:31 No.13701590
    rolled 69 = 69

    And I misplace my roll.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:35 No.13701615
    You slowly walk your medium laser across the front of the LRM carrier, letting it feel your wrath. The armor in front buckles under the fury of energy, coring the crew compartment and detonating the engine. The remaining 4 missiles aboard detonate and add to the conflagration.

    This is good!
    The bad news? The guard tower had been trying to give coordinates for a strike on YOU, danger close. And fucked it up again. The tower, the Wolverine, the medium laser turret and the front of the hangar all get to experience what happens when you fuck up Forward Air Control duties. The Wolverine staggers forward under the impact of a bomb, rear and head armor taking a beating.
    Commando, make a piloting roll to avoid being hit by a collapsing guard tower!
    >> Commando 01/29/11(Sat)07:38 No.13701631
    rolled 83 = 83

    Rolling in more ways than one!
    >> Commando 01/29/11(Sat)07:39 No.13701638
    rolled 13 = 13

    >> Commando 01/29/11(Sat)07:40 No.13701649
    >Accidental diceroll

    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:41 No.13701655
    Your run of incredible dumb luck head to end sometime. You are pushed off-balance by the falling weight of concrete. While your torso-twisted state means you fall flat onto your face as the structure hits you in the back, it also means that you fall onto your face in full view of the enemy Wolverine.
    >> Commando 01/29/11(Sat)07:43 No.13701664
    Claaaaaaaark! Could use some help here!
    >> Anonymous 01/29/11(Sat)07:43 No.13701667
    rolled 41 = 41

    He ordered an airstrike ON HIMSELF?

    ... that... that... DOUBLE CAPELLAN!

    If we're lucky, we won't have more bombs dropping on us. If not, they slag the whole depot. In either case, Kara should roll in and give the Wolverine all the bulldog has. Movement at full speed, just to maximize our survivability. Which isn't much...

    And hell, my luck HAS to turn at some point.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:49 No.13701698
    The Bulldog smashes through the rubble. Kyra to the rescue. SRMs impact all over the side of the reeling Wolverine, but it's the large laser that really makes the difference: It shears the lower left leg clean off. Now you're not the only one face down in disgrace. It's only fitting that after such a humiliating surprise attack from his own forces that the Wolverine's pilot would try to surrender, broadcasting over all frequencies. The air support evaporates at the loss of a signal from the guard tower, anticipating Anti-Air fire. You find yourself in tactical control of the greater part of the supply depot.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)07:50 No.13701706

    I'll just sift through the ending here and then quietly pass out.
    >> Commando 01/29/11(Sat)07:53 No.13701730
    Alright. Clear an entrance and move our HQ and Maxim in. Begin cracking open the Supply Depots, keeping Kara and Clark around for obvious "moral support".

    I'm curious to talk to the Wolverine pilot who surrendered. Just how attached is he to his job?
    >> Anonymous 01/29/11(Sat)07:56 No.13701745
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    Oh Yeah!

    Order the pilots of the Javelin and the Wolverine out in the open. Call in Vinnie and Sam, and start looting. We'll propably want to leave as quickly as we came, or expect heavy retaliation.

    I suggest we frisk and tie up the pilots first, and interrogate them briefly to make sure there aren't any nasty surprises left in the base. No rough stuff if not absolutely necessary though. We'll propably also want to have someone stand guard while the rest haul. Don't want to get caught pants down.
    >> Anonymous 01/29/11(Sat)07:58 No.13701762
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    Hope we can continue the quest soon! This was really fun, despite being pretty impromptu.

    I'm guessing you started the whole quest part on a lark?
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)08:02 No.13701792
    Sam can't believe what he hears over the radio. "We won?" he asks in relief. And disbelief.
    Kara reaches down and squeezes her driver's shoulder. He relaxes his death grip on the steering yoke. "We won."
    Vince crows. "The first battle for the freedom of Larsha is ours!"
    Clark moves to help you up as Vince and the hover transport trundle up the road and catch sight of Sam and the shattered front wall of the depot. "You guys did all that?" pipes the driver of the Maxim. Sam eases up on to the road behind them and follows them in. The front of the Urbie is .. missing. The machine gun is gone, but the autocannon is untouched by the havoc wrought on him by the LRM launcher he notes burning across the tarmac. The squad of irregulars deploy out the back of the Maxim and collect the pilots of the Javelin and the Wolverine.
    The latter is unconscious, the Javelin pilot is furious. "Who the fuck do you think you are?!" he screams at the burly, camouflage-wearing irregulars.
    >> Commando 01/29/11(Sat)08:07 No.13701820
    "We're the people who are going to return this world to those it belongs to: it's inhabitants."

    Looks like we'll find little sympathy among the soldiers. Tie them up, and preferably lock them somewhere that won't be easy to get out of. The repair scaffold perhaps?

    More importantly, let's crack open those Supply depots! I wanna see what our spoils of war are.

    After this, I'm heading to bed too. It's be a great little scenario.
    >> Anonymous 01/29/11(Sat)08:09 No.13701831
    "The people who fed you, clothed you, and paid your bills. The people of Larsha. Doing charity work for the Confederation got old, though, so we thought we'd see you off."

    Sam deserves a beer, I think. His nerve held out well. Mine wouldn't, if I'd had to take two salvoes from an LRM carrier in a rust bucket like the urbie.
    >> Anonymous 01/29/11(Sat)08:11 No.13701845
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    Hmm. I wonder. Maybe loot the pilots too? We could interrogate them at leisure that way, and then just toss them or ransom them back later on.

    Intel would propably be vital at this point, anyway. Knowing is half the battle!
    >> Commando 01/29/11(Sat)08:14 No.13701863
    This is what I was thinking, though I was hesitant about how practical it would be. I'll go with it though, bringing the pilots with us. If only we had room to pack that Wolverine along as well...

    Ask Kara, is there any any that any of the enemy mechs could be kludged together enough to walk out of here? Now that I think about it that Javelin didn't seem to take too much punishing.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)08:18 No.13701884
    This supply depot seems uniquely poised to resupply various bases on this continent. On top of the relatively-intact Javelin you've captured and the minus-one-leg Wolverine, you've got a hoard of spare parts for the 'Hawk and the Urbanmech Sam's driving. Practically enough to build another one, each. Kara is especially excited about an experimental fuel cell that was shipped in for field testing on one of the Bulldogs in the area. Unfortunately, the SRMs the Wolverine shot off in the heat of the moment destroyed several containers of non-combat supplies: uniforms, gear, weapons, and so on. There's enough remaining to outfit the squad you brought with you, and ammo enough for hundreds of times their number, but only so much room in the HQ and the Maxim. The hangar destroyed, there is no way of telling what might have been housed inside. It is to your distinct displeasure that you find parts for a TDR-5S Thunderbolt and OSR-2C Ostroc -- but it is a joy to find their weapons systems-- Two Large Lasers, one Medium, as well as several dozen tons of armor of the standard variety. The third warehouse is a veritable all-you-can-eat smorgasbord of ammunition, ranging from several flavors of captured Fed autocannon ammo to new missiles enough to restock the ones you used taking the depot.
    >> Commando 01/29/11(Sat)08:21 No.13701901
    Thennnnnn... we can take it all? I'm assuming we can take it all. You didn't mention a limit on what we can take...

    I want it all.
    >> Commando 01/29/11(Sat)08:22 No.13701904
    addendum: If necessary, load some of the ammunition and lighter gear into shipping containers and have the Hawk and Commando carry it.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)08:25 No.13701922
    That's quite a baggage train you're going to be dragging behind you. There are more than enough trailers to haul the loot on, but the real problem lies in your towing power: The Maxim can carry a super-sized 130 tons after you fully-restock its missile racks and load its machine guns, and the HQ can pull along an additional 100, but you're going to be a huge target.
    You're supervising the loading when Kara tries to catch your attention. "Has anyone seen what's going on in that big office building over there?"
    >> Anonymous 01/29/11(Sat)08:28 No.13701936
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    "Better grab all I can."

    I have to confess, I haven't much of a clue over how to prioritize equipment. Still, we're in a bit of a rush, I guess. Restock used ammunition first, then let our mechanic decide on what to grab in terms of spare parts, and get someone to walk the Javelin home. Then grab everything we can with 'mech manipulators, and high-tail it.

    Sound good?
    >> Commando 01/29/11(Sat)08:28 No.13701938
    Damn and blast. Ask her to explain while we grab a few of our irregulars and some of the infantry weapons we've looted.
    >> Anonymous 01/29/11(Sat)08:30 No.13701954
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    >"Has anyone seen what's going on in that big office building over there?"

    Why is it that that line sets my spidey-sense on the fritz. I smell danger.

    Let's go have a look.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)08:31 No.13701959
    Several of the upper floors appear to be on fire and trailing thick smoke that's visible for miles. You know the signs of overly-hasty document destruction when you see one, and that feeling is only reinforced when a burning person jumps out one of the broken windows and lands... messily.
    "I have a feeling if we're going to find any spare parts for the HQ, we're going to need to do it in a hurry," Kara explains.
    >> Commando 01/29/11(Sat)08:36 No.13701991
    rolled 99 = 99

    Well shit son. Finish loading up the parts we've found. Emphasis on spare parts for the mechs and ammo. Take enough infantry gear to kit out our current irregular squad, but not too much more beyond that. I'm hoping it'll be some time before we have to resort to ground troop fighting. We may not need all of the lasers we found, but I'm loathe to leave firepower behind.

    If the building isn't too far gone in flames, I'll go out on a limb and roll to break in and see if we can find out what they were trying so devotedly to cover up.
    >> Anonymous 01/29/11(Sat)08:36 No.13701993
    Whoa. Those guys are in far too much of a hurry to erase evidence. That guy might have actually been a part of said evidence. Fishy business in the backwoods, combined with the base belonging to Capellans...

    ... I anticipate adventure! Let's get the lads and raid the place.
    >> Commando 01/29/11(Sat)08:36 No.13701995
    I have no words. Let's just pretend that never happened.
    >> MechCommander !!f7VOuOdLQSc 01/29/11(Sat)08:40 No.13702020
    Indeed, because now is a GREAT TIME to end this impromptu rendition of Commando Quest. Probably going to take this up again when I wake up in a few hours. It was fun, but exhausting!
    >> Commando 01/29/11(Sat)08:41 No.13702031
    Agreeeed! This has been thoroughly enjoyable, I'm heading to bed too but will honestly be r5'ing the main page all day long in hopes of getting back into it. Good times have been had by all.
    >> Anonymous 01/29/11(Sat)08:46 No.13702054
    Thanks a lot, Commander! It was riveting. Sleep well!
    >> Anonymous 01/29/11(Sat)08:48 No.13702062
    If I'm in space with a dropship that drops him I'll try to perform several slingshot maneuvers to gain as much speed as possible and then drop it on the capital city of whatever planet I want to piss off.
    >> Anonymous 01/29/11(Sat)08:49 No.13702064
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    Hmm. I wonder if we ought to archive this. Lots of information in the thread, the sort that may be needed for reference in future ones.

    Moot question, of course, since I don't know how to. Awesome insta-quest though.
    >> Commando 01/29/11(Sat)08:55 No.13702081
    Thread already archived on Sup/tg/

    >> Anonymous 01/29/11(Sat)09:03 No.13702107
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    >> Anonymous 01/29/11(Sat)09:15 No.13702160
    I heartily approve of this quest, even though I only just arrived.

    Thumbs up!
    >> Bravo Cadett 01/29/11(Sat)15:50 No.13705332
    hope some1 post the next ^^

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