CincyBattletech

Campaigns (all) => Archived Campaigns => Apocalypse Rising => Topic started by: Darrian Wolffe on May 11, 2013, 04:12:59 PM

Title: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 11, 2013, 04:12:59 PM
<fluff>

The 422nd has dug into Odessa like a tick.  General Al-Nasr is sending an two Regiments of the 279th Division in an underwater assault against the port city while lighter elements make a diversionary assault against the fortified lines to the north.

SLDF Intelligence has also learned of a high-value individual, a weapons scientist kidnapped from a complex on the North American continent.  This target has managed to gain brief radio contact with Corps HQ and verify his identity (dropping WO Banzai's name helped).  Aside from your diversionary mission, the job of Delta and Echo Companies will be to extract that individual from the bunker in which he is being held captive.  There are other civilians in the bunker; extraction is desirable, but not necessary.

ALL DAMAGE IS REPAIRED TO DAMAGED (but not destroyed) SLDF MECHS.  YOU GET 1 POINT OF EDGE BACK FROM THE PREVIOUS SCENARIO.

Scenario:  Extraction

north
[][][]
[][][]
south

Echo and Delta Companies will deploy on the northern maps, while the 422 forces deploy on the southern maps.

Special Rules:
1) Fortifications: the 422 has constructed a series of heavy fortifications at the edge of the city.  Some of these have civilians chained to them (Liberation of Terra Vol 2, pg 72).  Either the fortifications or the defending units within each fortification need to be destroyed.  Forts provide cover "as buildings" from three directions (north, north-west, north-east) and from above; therefore to engage the defending unit directly, fire must come through an open hexside.   Their CF is 150.  Each fortification has two weapon emplacements; each fires directly forward as from a BattleMech.  Direct fire at the fortification will damage the unit inside as though it were within a building.  A random weapon emplacement will fail at 100 CF, and at 75 CF.

There are 2 fortifications on each southern map, (center of the table); six in total.  Fortifications mount 1 medium autocannon turret, and 1 long-range missile turret with Artemis.  These MAY fire indirectly.

2) Extraction: the target building is known (lower-center map), and has a CF of 90.  Pilots must dismount and enter the building, neutralize the defending infantry, and extract the target (via BattleMech jump seat or whatever means they can find).  Dismounting requires the Mech to be stationary, and the pilot is considered dismounted in the End Phase.  Dismounted pilots will be moved to a separate map.  Dismounted pilots may move a number of hexes per turn (on the new map) equal to their BOD+STR.  Each action they take may involve moving and X (X may be shooting, talking, moving again, etc).  As a reminder, personal weapons deal 1 point of damage plus your Small Arms MoS on the attack roll.  Your SLDF Cooling vests function as armor and will negate the first 1 point of damage from each attack; you take damage on your MechWarrior Damage Track.  You will receive 1 complete set of actions at the end of the Movement Phase on the BattleTech-scale table, and 1 complete set of actions during the Physical Attack Phase on the BattleTech-scale table.  Once you have eliminated all of the defenders, or moved adjacent to the target, you leave this secondary map.  The next turn, you may board available Mechs in adjacent BattleTech hexes.

Alternatively, you may use Mech-scale weapons to rubble the building, hope you don't kill the target, and extract him that way.  Every 10 Mech-scale damage you deal will kill the target on a concealed 2d6 roll of 2,3, or 4.  Once the building is rubbled, you must make a Sensor Ops checks on a TN 12 (+1 per 1 hex distance from the building) to locate the target; this roll takes place during the End Phase.  You must then remain stationary for 1 complete turn while he clambers aboard.

ENEMY UNITS MAY NOT FIRE AT AN IDLING (empty) MECH OR THEIR PILOTS UNLESS THEY HAVE NO OTHER LEGAL TARGETS TO SHOOT AT



OBJECTIVES:
SLDF
1) Destroy the enemy: 1 VP per RWR fortification destroyed; +1 VP per every 4th enemy Mech destroyed
2) Divert the enemy: Each turn after the 6th you have at least 8 active units (including idling units) on the board, you gain +1 VP.
3) Extract the target: If you retrieve the target, you gain +6 VP.  Getting him off the board completely will earn you an additional +4 VP.

RWR
1) Destroy the enemy: 1 VP per enemy unit destroyed
2) Preserve your defenses: 2 VP per fortification remaining on the table at game-over.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 13, 2013, 09:56:49 PM
"Holy Bat-Crap Major!  Is command going to tell us who it is?  When did it happen?  Did they capture anyone else?"  Questions multiply in his brain faster than light as Banzai tries to remain calm and patient ;).  "Let me see if I have any records and photos on my laptop."  [ooc: Banzai makes a computer check for any info he has in his possession.]  "I will pass around anything I have to the team going inside."  

"Major, I've just had a thought.  Do we have any armored infantry at our disposal?  Perhaps it is time to revisit and improve upon the LAM/armored infantry delivery system."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 14, 2013, 05:31:02 AM
 [ooc: Banzai makes a computer check for any info he has in his possession.]  

Computer Check, TN 6, -4 (circumstance bonus), +10 (information is 10 years out of date), -1 (INT bomus) = TN 11.  Roll 2d6+3 = Roll 9+3 = 12.  MoS: 1

You bring up a series of files that you haven't accessed in a long, long time.  Grimacing, you control for the ages of the science team, knowing that many of them couldn't have survived over a decade trapped in an isolated weapons lab, with poor medical care and surviving on MREs and whatever they can scavenge.    Understanding that the HVI was captured outside, you believe that means that whomever was captured was taken during the act of scavenging for supplies or news of the invasion, which narrows the field even further; few of the team had any experience in such an activity.  With a heavy heart, you realize that probably a quarter to a third of the team has likely passed away during Amaris's regime.

With that information, you can narrow the field to five potential candidates. 

1) Andrew Higgins.  Nautical/areospace engineer.  Avid outdoorsman and hunter.  His passion was attempting to create a Land-Air-Ship with better performance characteristics than a mere WiGE vehicle.  Would be in his mid-50's by now.

2) Percy Hobart.  Armored warfare expert and ex-tanker.  Would be in his late 80s, but certainly cantankerous enough to both have survived this long and have broken free from his captivity long enough to make his transmission. 

3) Dr. Peregrine Watson.  You recall talking to her during your escape from Terra.  She'd be in her 40s now; though you're unsure if her former status as a project manager would make her more or less likely to be put on duty outside.  You cannot recall her having skills applicable to such an activity.

4) Rebecca Buck.  One of the lead AsTechs on the LAM Reconditioning Team.

5) Roger Bannon.  Security chief.



......................................
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 14, 2013, 07:19:01 PM
[ooc: ;D]
Title: Re: IC: January 31st-March 9th, 2777
Post by: agustaaquila on May 14, 2013, 10:56:26 PM
Hanney looks around, and his eyes seem to fix on calihan.  "I know that I won't be of any use in the building, but if people need help with the requisition paperwork for better arms I am more than willing to lend a hand.  I don't know of anything else to do, but my sensor talents may come into play on the actual field."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 15, 2013, 09:28:50 AM
Marshall seems to calculate odds for a few minutes. "Padre, lots of flashbangs are in order for this. If we have to clear room to room a building by ourselves we need all the edge we can get. Tear gas and respirators might even be a good call."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 15, 2013, 10:25:54 AM
Yamamori agrees with Marshall's recommendation.   "I'd suggest adding some shaped charges and security bypass equipment as well. Gas masks enough for all in the extraction team plus a few spares. I've got a sneak suit as part of my kit. I'm not sure if giving one to the doctor would be more of a help or hindrance. I would recommend including a few extra sets of comm gear as well as a tracking device set to a frequency that our team inside and out can monitor. Jumping frequencies would be preferred for security."

He considers for a moment. "Primary ride for the doctor shouldn't be one of the extraction team members'.  I'd rather not loose too much time getting him into a cockpit.   We should also have a couple of backups planned as well."

Yamamori looks at the others. "Besides Marshall and I, who's going in?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 15, 2013, 10:35:57 AM
Marshall grunts an affirmative noise at Yamamori's additions. "Commo wins wars. I'd suggest Callahan and possibly Hawker for this. We've cleared rooms together before and have the most rifle time."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 15, 2013, 02:33:39 PM
Yamamori nods at Marshall's recommendations.  "Both.  We'll want the medic."  Kenji falls back into his usual quiet observation allowing the more experienced soliders to take the lead.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Ice on May 15, 2013, 06:05:50 PM
"Sir how many people are going in?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: phlop on May 15, 2013, 07:09:26 PM
Schwepps, chimes in. " I do have some demo experience, if needed".
Title: Re: IC: January 31st-March 9th, 2777
Post by: Riegien on May 15, 2013, 09:22:19 PM
"Its nice to be wanted", Hawker chuckles.  "An emergency collapsable stretcher, or a couple of tent poles and some tarp at the very least would be a good idea.  We don't know what kind of shape our VIP is in, and if we start chucking teargas and flashbangs at them we may need to cart them out anyway.  Do we have orbital images of where we are going?  They might show if there's anything around that we could evac civis with or to." 

Hawker turns to the brass. "Major, LT Reed, have you found rides yet?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 15, 2013, 09:28:06 PM
Marshall quirks an eyebrow, "You'll note flashes and CN instead of frags. I can show some restraint. But a stretcher isn't a bad idea. How many can we spare for this?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: Riegien on May 15, 2013, 09:44:13 PM
"Ok, in that case you can carry the potentially 80 year old angry vomiting man on your back.  As for numbers, I'd say no more than 4 or 5 but I'll defer to you're judgement.  How many do you think we need to storm a bunker like this?  We've lost two mechs so far, so we're understrength as it is.  We're the diversion, they'll be coming after us."  Hawker thinks for a moment, "Does anyone remember how Delta looked?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 15, 2013, 09:46:11 PM
"Major, I have another idea.  Does anyone remember late 20th century history?  They had a way to string a rope across a couple of poles and the person being picked up was wearing a harness attached to the rope.  A low flying aircraft with a hook came down and snatched the rope, thereby yanking the person into the air.  They also did the same with a rope on a balloon.  The rope was snagged by a plane with a "Y" mounted to the front.  Of course if the extraction gets really hairy I can always do the pickup like I did for Orlov."

Banzai gets quiet for a moment, deciding whether or not he should mention what was now on his mind.

"Guys, its been 10 years since we left.  The odds that anyone we knew survived are slim at best.  I think we can't overlook the possibility that this is a trap.  Please be careful.  Our rescuee, my friend, may also have been turned.  Here [ooc: see previous post for info on possible identities] is everything including 10 year old photos [ooc: photos, Rob?] that I have narrowed down about who we are going after.  But before we go I'm going to do a couple computer searches.  1--to get blueprints for the building to cover all of the bases.  And 2--I want to know the location of one General Anton Babcock."

[ooc: Banzai dives into the local internet to attempt to find public records for the "building" in question (entrances, sewers, basements, electrical, phone lines, the works)  Then, probably more tricky, hack into the Rimworlds Military net to find where Gen Babcock is stationed.  He might need Hawker's help with cryptography on this one.]  
Title: Re: IC: January 31st-March 9th, 2777
Post by: agustaaquila on May 15, 2013, 10:59:44 PM
[OOc:  guys, if you have an NPC mech please do not mark damage in pen.  becasue of the pen, I cannot fix the destroyed erppc in the thunderbolt, and several mechs are going into battle with otherwise unnecessary damage]

For mechs immediately available, I have a wolverine -6r.  Its last pilot won't be needing it anymore.  I can try to pull parts off the crippled phoenix hawk to get the guillotine we salvaged back up and running, looks like it has the inputs to be a 3N.  If we need more than that, we are plumb out of luck.  I'm not taking other guys out of their cockpits just for you to have a ride, you will have to wait for supply to catch up with us just like the other 6 pilots.

Oh, and we have 2 officers, a captain and a lt.  what do you want to do with them.  I understand my predecessor took them out in the woods and shot them, but thats not really my style.
Title: Re: IC: January 31st-March 9th, 2777
Post by: ItsTehPope on May 15, 2013, 11:18:15 PM
[OOc:  guys, if you have an NPC mech please do not mark damage in pen.  becasue of the pen, I cannot fix the destroyed erppc in the thunderbolt, and several mechs are going into battle with otherwise unnecessary damage]

For mechs immediately available, I have a wolverine -6r.  Its last pilot won't be needing it anymore.  I can try to pull parts off the crippled phoenix hawk to get the guillotine we salvaged back up and running, looks like it has the inputs to be a 3N.  If we need more than that, we are plumb out of luck.  I'm not taking other guys out of their cockpits just for you to have a ride, you will have to wait for supply to catch up with us just like the other 6 pilots.

Oh, and we have 2 officers, a captain and a lt.  what do you want to do with them.  I understand my predecessor took them out in the woods and shot them, but thats not really my style.

Or you could just print a new sheet.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 05:37:46 AM
is everything including 10 year old photos [ooc: photos, Rob?]

Andrew Higgins
(http://upload.wikimedia.org/wikipedia/commons/thumb/8/86/Higgins1000p4.jpeg/220px-Higgins1000p4.jpeg)

Percy Hobart
(http://upload.wikimedia.org/wikipedia/commons/thumb/9/9e/Percy_Hobart.jpg/220px-Percy_Hobart.jpg)

Peregrine Watson
(http://ppc.warhawkenterprises.com/theclans/clanwarriors/dianaperisciencesm.jpg)

Rebecca Buck
(http://www.cosplayisland.co.uk/files/costumes/1700/11492/tank_girl.jpg)

Roger Bannon
(http://farm5.static.flickr.com/4026/4422271857_ef8c1a81b9.jpg)
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 05:49:05 AM
[ooc: Banzai dives into the local internet to attempt to find public records for the "building" in question (entrances, sewers, basements, electrical, phone lines, the works)

These are simply not available because it is not a public building.  Given the size of the complex from orbital photos, you have a pretty good guess that it's intended as a secondary command bunker and hardline comms relay.  SLDF equivalents have a guardroom and a "waiting area" where people can be processed into the back, an office or two, and a hardened area in the center or in the back where the comms equipment is (also tends to double as a small armory).  

Assuming that your read of the orbitals is correct, the usual RWR internal defenses are focused around a fire team or a squad (4-8 personnel) of infantry.  In your experience, RWR bunkers depend on manpower, not automation, for internal defenses, so the odds of running into command-detonated explosives or turret defenses are low.  They do tend to be built heavier than SLDF equivalents, and some can initiate a computer-controlled lockdown procedure that will seal the defenders behind extremely stout doors (these last types were mainly found on Apollo - the RWR capital).

Quote
Then, probably more tricky, hack into the Rimworlds Military net to find where Gen Babcock is stationed.  He might need Hawker's help with cryptography on this one.]   

Normally, I'd say you have no access to that sort of info...but given that you salvaged the Guillotine and you and Hawker would have had three weeks to poke at it with your skill levels...OK.  

General Babcock was rotated to a new command position in August of 2777.  He commands the 118th Brigade, and of the two Mech regiments in that Brigade, the 422nd Amaris Cavaliers are his direct command.



Marshall seems to calculate odds for a few minutes. "Padre, lots of flashbangs are in order for this. If we have to clear room to room a building by ourselves we need all the edge we can get. Tear gas and respirators might even be a good call."

As a free Career/Soldier thing for both you and Kenji, as ex-infantrymen: infantry gear is sealed against gas and is hardened against both laser flashes (polarizing faceplates) and the concussion of BattleMech-grade autocannon going off nearby***.  Given those facts, flashbangs, while hilarious, are not *necessarily* going to be effective against all possible adversaries.  I'm not saying they may not help, but they aren't likely to be the "auto-win" button they are in MOUT today...


***Star League Sourcebook; Decision at Thunder Rift; Mercenary's Star are all sources for these points.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 16, 2013, 06:37:54 AM
[OOC: Rob, which of the following can be combined? 1) Our combat coolant/jumpsuits, 2) other armor that could be added over it, 3) sneak suits, 4) circular vision visor ?  Oh, and I'm guessing there are no armor piercing tranq guns. ;)  The goal is reasonable armor, self contained environment and polarized/vision protected helmets.  If armor's going to be a problem, can we bring in large balistic shields used for riot gear and use those as portable armor?

Also, can I make a Career/Soldier roll for likely deployment inside, whether we'll have any time they won't be fully geared up - 20 seconds, 1 minute, whatnot and what's typically been needed to neutralize a facility like the one we're hitting?]

"We should add a couple tranq pistols with silencers if we can.  I've got mine, but another 1 or 2 wouldn't hurt."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 16, 2013, 08:28:31 AM
"If we manage to catch them out of their gear, flashes are worth it. I'd recommend blowing the door for the breach. Unless these guys are amateur hour, they won't have hostages in the front room. I'll dig around the armory for a rifle can. I'd suggest ear pro if you gents don't routinely carry it."

Career soldier to hunt down a can.

Demolitions to requisition breaching charges beyond my normal load.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Death or Glory on May 16, 2013, 12:36:12 PM
OOC:  Bryan and I are currently both dispossessed due to having our mechs' center torsos destroyed last scenario.  As Delta 34 was killed in action last scenario, I can use his modified PXH-1 (the one with a large pulse laser, two meds, and double heat sinks).  Is there a spare mech available for Bryan?  How many mechs does Delta Company have left?  I know they got shot up pretty bad in the previous scenario.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 16, 2013, 01:52:24 PM
"Given the mission at hand, I can give my ride to the major and work as jump infantry. It would be one less idle mech during the extraction," Yamamori offers.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 16, 2013, 06:26:23 PM
is everything including 10 year old photos [ooc: photos, Rob?]

Andrew Higgins

Percy Hobart

Peregrine Watson

Rebecca Buck

Roger Bannon

[ooc:  ;D ;D ;D ;D ;D ;D ;D ;D]
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 07:42:06 PM
Infantry Gear:

As a general rule, it's very difficult to combine armor with your cooling suits (remember, SLDF personnel wear full suits, not Succession Wars-era vests).

You can request heavier armor.  Each point of damage-soaking capability after the first will add a +1 penalty to all PSRs while piloting a Mech (up to a maximum of 6 points of damage-soak).  Someone from your unit will have to make a Skill Check to get them (Administration TNs start at 7, all other TNs start at 9; these ARE Charisma-linked skills, so a CHA penalty will apply if the stat is low), 1 test per person protected.  Each point of damage soak adds +1 to the TN.  

Circular Visors: I'm considering you to already have them, as you'll be able to see all around your mini on the table.

Weapons: Infantry-grade weapons can be had for those of you whom have a Small Arms skill of +3 or higher.  Infantry weapons will ignore light armors (lighter than your cooling suits), and can have attachments on them.

Demolitions:  Grenades are available.  Each person can carry 2 hand grenades if they want, and grenadiers (marshal)  can carry 6 rifle grenades.  Each additional increment of 2/6 grenades will add a +1 penalty to your PSR in BattleMech combat, and one will randomly detonate on a head hit (on a 10+) or if your heat reaches the ammo explosion threshold (they're outside the cooling system in your suits).

Acquiring a person's grenade loadout is an Administration/Negotiation/Career Skill check of TN 10.  Kenji and Marshal are already authorized to pull their desired grenade mixes.

Shapable Explosives (C-90, etc) are simply not available here.  There's no significant infantry presence in your sector which would have them.  Marshal has what he has (4kg, iirc), which is enough for 2 decent-sized charges.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 16, 2013, 08:07:33 PM
Rob, Yamamori typically carries a full grenade load with his Mauser unless that's a problem.  Assuming that's ok he'd be carrying 1 frag, 1 flashbang for the grenades.  Do you need a reminder on Yamamori's standard kit?
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 08:23:08 PM
Rob, Yamamori typically carries a full grenade load with his Mauser unless that's a problem.  Assuming that's ok he'd be carrying 1 frag, 1 flashbang for the grenades.  Do you need a reminder on Yamamori's standard kit?

Yes, please. 

Remember that you and Marshal don't have to do any rolls to get your standard loadouts (about 2 hand and 6 rifle grenades) as it is.  The only time you'd have to roll would be to get more of them to carry; if you wanted 12 HE rifle grenades, for example.

The two of you are also considered to have "infantry weapons", rather than the sidearms that people like Callahan carry.  I know you have the Mauser system, and he has his M4gery.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Death or Glory on May 16, 2013, 08:24:15 PM
OOC: Who has the record sheets for Delta Company?
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 16, 2013, 08:42:10 PM
[ooc: How much experience did we get for the last mission?]
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 09:02:24 PM
[ooc: How much experience did we get for the last mission?]

It's already in the Personnel thread.  The amount of XP there is what you have available (the last date of edit on that post was April 25th, well after our last game...you'd better believe I checked before starting stuff for the game this week).
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 16, 2013, 09:15:08 PM
OOC: 3 points of extra armor please. I'll risk the 5 pilot since Marshall doesn't jump. Pulling 2 flash hand grenades,4 HE, 2 smoke 40 mm. Pulling an extra mag pouch and tossing it in my pack. Pre configuring my explosives into breaching charges if possible.

Marshall smirks absently. "Make sure you grab your electronics kit as well Hawker. Your nearly limitless supply of cable ties have a use for this. I'd suggest we blow the front door, mop up and flash and clear an other rooms. If they aren't on the ground it's a safe bet that they aren't our zoomies after we flash."

He looks over at Banzai, "While I'm a fan of improvised sky hooks are we sure that an 80 year old would survive it?"

Edit: adding entry light and reflex sight. Leaving ejection side coffee maker at home.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 16, 2013, 10:42:45 PM
Rob, Yamamori typically carries a full grenade load with his Mauser unless that's a problem.  Assuming that's ok he'd be carrying 1 frag, 1 flashbang for the grenades.  Do you need a reminder on Yamamori's standard kit?

Yes, please. 

Remember that you and Marshal don't have to do any rolls to get your standard loadouts (about 2 hand and 6 rifle grenades) as it is.  The only time you'd have to roll would be to get more of them to carry; if you wanted 12 HE rifle grenades, for example.

The two of you are also considered to have "infantry weapons", rather than the sidearms that people like Callahan carry.  I know you have the Mauser system, and he has his M4gery.

Worn:
Coolant suit with combat neurohelmet
standard side arm with silencer
knife (standard not vibro)
Combat boots (assuming this is standard for all)
1 flashbang, 1 frag grenade

May be worn standard (depends on if or how much of a penalty to PSR):
IR / ECM / Camo Sneak Suit*

Yamamori's standard kit that he keeps with him in his mech includes:
Mauser 960 with full gear (flash suppressor, grenade launcher, vibroblade, medipack, etc.)
6 mini grenades - 4 high explosive, 2 stun
Jump pack (standard, not emergency - attached to his command couch / ejection system)

Pack (attached to top of jump pack containing)
A few power pack spares for the mauser
An extra couple clips or power packs for the side arm depending on what's standard issue
Ablative flack jacket and pants
6 more HE grenades, 4 smoke, 2 stun
Extra rations / water / canteen and water purification
tranq pistol with silencer
Spare medkit

*The sneak suit in at least one description I found indicated that it needs to be worn as the outermost layer.  Likewise the coolant suit is described as skin tight.  Assuming those are accurate descriptions then I would expect it's easy to wear the sneak suit over the coolant suit.  Let me know how much of a penalty there is for doing so.

If anything seems unreasonable, please let me know.

With a sweep of his...

Hat
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 16, 2013, 10:59:49 PM
Rob, Yamamori typically carries a full grenade load with his Mauser unless that's a problem.  Assuming that's ok he'd be carrying 1 frag, 1 flashbang for the grenades.  Do you need a reminder on Yamamori's standard kit?

Yes, please. 

Remember that you and Marshal don't have to do any rolls to get your standard loadouts (about 2 hand and 6 rifle grenades) as it is.  The only time you'd have to roll would be to get more of them to carry; if you wanted 12 HE rifle grenades, for example.

The two of you are also considered to have "infantry weapons", rather than the sidearms that people like Callahan carry.  I know you have the Mauser system, and he has his M4gery.

Worn:
Coolant suit with combat neurohelmet
standard side arm with silencer
knife (standard not vibro)
Combat books (assuming this is standard for all)
1 flashbang, 1 frag grenade
etc

OK, none of that is a problem.  The rules are assuming that you're bailing out of your Mechs, hauling ass to the ground, and going.  Not taking time to do things like put on jump packs (30 seconds-1 minute), extra armor (2-3 minutes) or pull spare ammo and strap it to you (10-30 seconds).  You're welcome to take extra time getting your loadout set, but be aware that you'd basically be standing still on the battlefield.

Likewise, say you grabbed your pack on the way out of the Mech.  You'll still need to take time to access the spare grenades and so forth in there.  Basically, they're not "combat loaded" and immediately-accessible; which is what you'll want for this mission given that you'll either be standing still in your Mech, or on foot outside a building during a full-on Mech engagement.

Sorry for the confusion; does this make more sense?
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 16, 2013, 11:18:01 PM
Rob, it makes sense.   Given the descriptions and his training are you ok with the sneak suit over the cooling at no psr mod?

He'd be in sneak with the mauser, standard worn items plus tranq pistol and a reload power pack. Given he's Fit would you allowan extra grenade or two without penalty?  If so 1 smoke and a second frag in that order.

I didn't expect to have time to swap armor or use the jump pack on this mission, but you asked about standard kit so I included them.

With a sweep of his...

Hat
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 17, 2013, 12:56:00 AM
Rob, it makes sense.   Given the descriptions and his training are you ok with the sneak suit over the cooling at no psr mod?

Hm...here's what we'll do.  Sneak suit isn't going to give you any additional armor soak (ignore the first X points of damage), but it'll add a +2 to their TN to hit you in the first place with direct weaponry.   To be clear, then, if a grenade goes off next to you, the sneak suit won't help.

If you want to wear additional armor in the cockpit, EVERY point of armor is going to give a +1 PSR modifier, instead of as normal where the first point is free.  Additionally, you're capped at 3 points of additional armor instead of 6, simply due to the bulk of multiple systems.

Finally, the sneak suit itself, in conjunction with the cooling suit, won't give you a PSR mod.

Reasonable?

Quote
He'd be in sneak with the mauser, standard worn items plus tranq pistol and a reload power pack. Given he's Fit would you allowan extra grenade or two without penalty?  If so 1 smoke and a second frag in that order.

The limit regarding carrying extra grenades isn't weight - it's how much crap you can strap onto you and still be able to fight in a Mech cockpit (seatbelts react poorly to oddly-shaped stuff on your chest when it comes time for the seatbelt to do what it's supposed to do).  I was going to give you a large bonus on things like resisting Flashbangs/Stun Grenades, Gas Attacks, and so forth for possessing Fit.

Having the Tranq sidearm is 100% cool, as is some spare ammo. 
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 17, 2013, 01:04:27 AM
IC: "Hey Duncan?  L-T?  Look, the Chaplain seems kinda busy, and I know I'm slated for the hostage rescue tomorrow.  Could you Negotiate with Supply and see if you can get a combat vest and some grenades authorized for me?"
Title: Re: IC: January 31st-March 9th, 2777
Post by: Darrian Wolffe on May 17, 2013, 02:09:34 AM
Based on Demo Team feedback, I've revised the infantry combat rules slightly:


-The base TN to hit with Small Arms is a 5 (before modifiers).
-PC move, then NPCs move.  
-Partial cover like taking cover in a doorway gives a +2 TN to hit.  (1 person per side of doorway)
-Firing at a prone target adds +1 TN to hit (no prone in a doorway).
-Being effected by a Flashbang (base TN 12) adds your MoF to your To-hit rolls for 2 rounds.
-Firing through Smoke adds +3 to-hit (total, not per hex).
-Being adjacent to your target gives a -3 to-hit bonus.
-Being more than 6 hexes away adds a +2 to-hit penalty for sidearms.
-Lethal grenades deal 3 damage, -1 per hex away.  MoS on the attack roll is added to the target hex, half the MoS is added to the 6 adjacent hexes.  No chunky salsa rule.
-Non-lethal grenades have a 7-hex area (like AOE bombs)
-Small Arms deal 1 damage, plus MoS.
-Armor ignores the first X points from each hit.
-You can call a held action to interrupt a PC or NPC move when condition X is met.
-You can move 3 hexes, or 6 hexes and take a +2 to-hit penalty.
-Using most Skills (Computers, Security Systems, Demolitions, etc) takes your entire turn and you cannot move.

This is everything.  All other rules are as listed in the initial post.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Death or Glory on May 17, 2013, 02:20:03 AM
IC: "Hey Duncan?  L-T?  Look, the Chaplain seems kinda busy, and I know I'm slated for the hostage rescue tomorrow.  Could you Negotiate with Supply and see if you can get a combat vest and some grenades authorized for me?"

OOC: I can't think of anything better for Duncan to do in between scenarios, so that sounds good to me.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 17, 2013, 06:41:17 AM
Rob, it makes sense.   Given the descriptions and his training are you ok with the sneak suit over the cooling at no psr mod?

Hm...here's what we'll do.  Sneak suit isn't going to give you any additional armor soak (ignore the first X points of damage), but it'll add a +2 to their TN to hit you in the first place with direct weaponry.   To be clear, then, if a grenade goes off next to you, the sneak suit won't help.

If you want to wear additional armor in the cockpit, EVERY point of armor is going to give a +1 PSR modifier, instead of as normal where the first point is free.  Additionally, you're capped at 3 points of additional armor instead of 6, simply due to the bulk of multiple systems.

Finally, the sneak suit itself, in conjunction with the cooling suit, won't give you a PSR mod.

Reasonable?

I think so, but let me confirm.
Option 1: Coolant suit + X armor = X PSR modifier, 1 +X armor; max of X = 6
Option 2: Coolant suit (1 point inherrent armor) + sneak suit (no additional armor) = No PSR modifier, 1 point of armor, +2 to be hit by direct weapons and no effect against a grenade
Option 3: Coolant suit + X armor + sneak suit = 1 + X PSR modifier, 1 + X armor, +2 to be hit by direct weapons and no effect against a grenade, max of X = 3

If I have the 3 options correct, Yamamori would take Option 3 for this mission, 2 points of additional armor for a +3 PSR, 3 points of armor and the +2 to be hit by direct weapons.

SOP for him though would be Option 2 any other time he climbs in the cockpit.  He didn't get the nickname of Ghost for nothing.  It's a state of mind.  :)

One other question: what would the standard SLDF armor level be for Jump Infantry?  Just trying to figure out what he's likely to have in his pack.

Quote
He'd be in sneak with the mauser, standard worn items plus tranq pistol and a reload power pack. Given he's Fit would you allow an extra grenade or two without penalty?  If so 1 smoke and a second frag in that order.

The limit regarding carrying extra grenades isn't weight - it's how much crap you can strap onto you and still be able to fight in a Mech cockpit (seatbelts react poorly to oddly-shaped stuff on your chest when it comes time for the seatbelt to do what it's supposed to do).  I was going to give you a large bonus on things like resisting Flashbangs/Stun Grenades, Gas Attacks, and so forth for possessing Fit.

Having the Tranq sidearm is 100% cool, as is some spare ammo. 

Got it on the bulk thing.  No extra grenades then.  Mini-grenades would change slightly to be 3 HE, 1 Smoke, 2 Stun.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 17, 2013, 06:44:56 AM
Rob - 2 questions related to the revised infantry rules:

1. Can a good Perception check minimize the penalty for smoke?
2. Especially under the cover of smoke, can you use stealth to increase the penalty to be hit?  The Mauser comes with a flash suppression system and I've got a side arm with a silencer, so I'm curious. 

With a sweep of his...

Hat
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 17, 2013, 06:50:45 AM
Marshall smirks absently. "Make sure you grab your electronics kit as well Hawker. Your nearly limitless supply of cable ties have a use for this. I'd suggest we blow the front door, mop up and flash and clear an other rooms. If they aren't on the ground it's a safe bet that they aren't our zoomies after we flash."

He looks over at Banzai, "While I'm a fan of improvised sky hooks are we sure that an 80 year old would survive it?"


Nods at Marshall's suggestion for approach.  "I'd recommend we try the door first before blowing it and even try a quick pick on it if Hawker's up for that.  Not sure if we'll need the charge later and they're limited.  First door has the greater chance for surprise."

"We still haven't determined who's ride we'll be placing the target in as our first choice."
Title: Re: IC: January 31st-March 9th, 2777
Post by: Black Omega on May 17, 2013, 07:31:18 AM
There may be more than one.  We may need a HiLux.

And remember, this COULD be a trap.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 17, 2013, 08:10:01 AM
"Best best is to go in hard and fast. Hence why I'm planning on weaponizing the front door. If the RWR is amateur hour, the zoomies wind up dead. I'm betting on professionals which means the hostages won't be in the front room."

Marshall pauses, "LT? Padre? Can one of you requisition me combat armor?" (OOG TN 9 admin check)
Title: Re: IC: January 31st-March 9th, 2777
Post by: Ice on May 17, 2013, 08:27:57 PM
"How many people are going in? Trying to figure out who all is going and how we are going to deploy. Will I be needed for this little adventure into the depths of the unknown."


Also Rob what would my load out be weapon wise if I were to be in this adventure or out trying to wipe out the enemy in my mech?

Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 17, 2013, 09:02:40 PM
"How many people are going in? Trying to figure out who all is going and how we are going to deploy. Will I be needed for this little adventure into the depths of the unknown."

Also Rob what would my load out be weapon wise if I were to be in this adventure or out trying to wipe out the enemy in my mech?

I would guess we're just sending in Marshall, Yamamori, Callahan and Hawker.  If someone else wants to go, we can do that but I'd probably limit it to 1 or 2 more tops.  Every person we send in is one less on the line keeping the enemy mechs at bay.

With a sweep of his...

Hat
Title: Re: IC: January 31st-March 9th, 2777
Post by: Ice on May 17, 2013, 11:24:37 PM
I agree but we also have lost a good portion of firepower with you guys in there
Title: Re: IC: January 31st-March 9th, 2777
Post by: Knightofargh on May 17, 2013, 11:34:06 PM
4 man stack with realistically two good shooters and two decent ones is going to already be tight though.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Hat on May 18, 2013, 08:11:31 AM
You've got a good point.  We could plan on adding 2 - 4 more, with part of that help focused specifically on the outer room assault.  Then depending on how the rest of the battle is going start sending them back to mechs.  Barring one of us getting significantly injured, I think the core 4 will be needed for the full assault.

I'm open to other suggestions though.
Title: Re: IC: January 31st-March 9th, 2777
Post by: Ice on May 21, 2013, 06:44:19 PM
"Sir what do you want me to do with the good generals dead body?"