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Author Topic: IC: 14 May 2770 - 16 September, 2772  (Read 3597 times)

Darrian Wolffe

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IC: 14 May 2770 - 16 September, 2772
« on: October 23, 2012, 12:22:54 AM »

Operation CHIEFTAN.  The beginning of the end.


Limping along through space, Harrington and Theisman made their plodding way back to SLDF lines by 14 May, 2770.  It took another two months of hyperspace jumps and interminable briefings on the events of your reconnaissance raid to a half-dozen brigade, division, and corps commanders before you finally arrived back at Apollo and rejoined the other survivors of 17th Army in their bivouac in July of that year.  
The SLDF had seemingly been idle while you were gone.  Far be it from immediately leaping back into the fray to free their imperiled and imprisoned countrymen, General Kerensky instead took the long view, slowly building his forces and stripping SLDF depots across the anti-spinward half of the Lyran Commonweath.  Under General DeChevalier, he dispatched multiple Regimental Combat Teams in what he called Operation INTRUDER to stage additional reconnaissance raids not to the borders, but actually into the occupied Terran Hegemony.

As the remainder of 2770 dragged on into 2771, the forces assigned to Operation INTRUDER began to return with their reports.  The situation in the Hegemony was worse than Kerensky had feared.  As best they could, they had made spoiling attacks upon Republican bases and formations, and delivered desperately needed supplies to civilian partisans when and where they could.  Of note was the annihilation of the 19th Striker Regiment (part of the Third RCT, the "Eridani Light Horse") due to the actions of an Amaris agent within the Third RCT headquarters unit.  While not the only unit destroyed, the brutal battle - less than two hours - and the high-profile of the action led the 19th's destruction to become a rally call for the SLDF.  Slogans of "Remember the 19th" and "Bloody May" soon became a common sight on the sides of tanks, mechs, areospace fighters, and, in the case of the Four Horsemen, a WarShip.

At the same time, the SLDF began to see something if had only rarely encountered in its entire history: defections.  Soldiers were not running away from the SLDF - far from it - but defecting away from their active-duty military units in service to the Great Houses and making their way however they could across the Inner Sphere to join up with the SLDF.  At first a trickle, these defections soon grew to a torrent, capped off by the sudden (and panic-inducing) appearance of two Draconis Combine WarShips at a pirate point over Toland.  Whole companies and battalions of Mechs and vehicles, and whole squadrons of areospace fighters and DropShips arrived en masse.  Some, especially those originating from the Draconis Combine, which had expelled the SLDF completely in 2770, had to fight their way through their own nation's troops to get there, so strong was their conviction.  Eventually, Kerensky decided to stop using these troops as replacements for holes in SLDF orders of battle, and formed the Volunteer Corps.  By 2772, the Corps  consisted of twelve Volunteer Brigades (thirty-six regiments) from across the disparate nations of the Inner Sphere.

While very few SLDF formations had seen no combat experience whatsoever, few had seen as much as the remnants of the 741st.  Throughout the fall of 2770, the five remaining companies of the 741st were broken up to serve as training cadres for SLDF forces.  Echo Company was assigned to XXX Corps (Twelfth Army) until the spring of 2771, when you were instructed to move your cantonment to instruct the 2nd Volunteer Brigade, rotating between their three regiments as necessary.

By the end of 2771, preparations for the invasion of the occupied hegemony were nearing completion.  In highly public snubs, Coordinator Minoru Kurita and Captain-General Kenyon Marik both informed the SLDF in no uncertain terms that they would not support the SLDF in their invasion in any way.  Marik went even further, formally expelling the SLDF from his nation and denying Kerensky the chance to train forces there or to stage troops in Free Worlds League space.  

   The other three nations all gave Kerensky permission to utilize their realms as staging grounds, each providing a handful of worlds close to the Hegemony as forward operating bases.  While no nation was willing to provide direct military assistance, the economic and military support assistance (for example, munitions production) they agreed to provide would prove invaluable.  

As prepared as possible, the SLDF began to leave Rim Worlds planets in January of 2772.  By the special request of General McEvedy, the 741st was reconstituted to two battalions of strength, and re-staged as a single unit again for the first time in almost two years.  The 741st reverted away from their temporary assignment to V Corps, 11th Army and rejoined their parent formation, LXXII Corps, 17th Army.  Both these Armies were assigned to 15th Army Group (General Dinara Pantazi, Commanding) and made a part of Task Force Commonwealth under Admiral Joan Brandt.

The invasion of the Terran Hegemony, otherwise known as Operation CHIEFTAN, was conceived as a three-pronged simultaneous assault targeting nearly every Hegemony border world, as well as all the worlds jointly controlled by the Hegemony and surrounding states.  The overall strategy was simple: by targeting a broad front (with assaults being launched from Capellan, Davion, and Steiner space), he hoped to place significant pressure upon the Republican defenders and deny them the opportunity to shift forces around their system of interior lines in an effort to defeat each Task Force in detail.

Each Task Force was composed of three to four Army Groups, with General Kerensky himself leading Task Force Confederation, and General DeChavalier leading Task Force Sun.  The largest of the three Task Forces was Admiral Brandt's Task Force Commonwealth; who also had by far the largest front, with target worlds ranging from Bordon along the FWL border to Nashira, a world shared with the Draconis Combine.  17th Army's first-wave targets included Cor Caroli, Galatea, Mizar, and Syrma, but acting in accordance with General Kerensky's directive, Admiral Soong (17th Army CO) planned to hold LXXII Corps in reserve during the first wave.

On 00:15 hours (local), 14 July, 2772, the first of 17th Army's WarShips dematerialized from the Alcor system's nadir jump point.  Operation CHIEFTAN, the first steps toward Terra, had begun.
« Last Edit: October 24, 2012, 01:06:25 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #1 on: October 24, 2012, 01:38:16 AM »

By the end of July, the Seventeenth Army had easily overwhelmed the garrisons of their four targeted worlds, suffering only light casualties (approximately two Infantry and one Mech Volunteer Regiments were destroyed on Galatea, and less than a regiment was lost on the three other worlds combined).  Unfortunately, only a handful of Amaris's own regiments were eliminated themselves; the anticipated brigades on Mizar and Syrma having fallen back toward the interior of the Hegemony in a freak occurrence not a week prior to the invasion.  Rumors flew around the fleet for days of atrocities on Syrma- mass graves and death marches having reduced the world's population by what was later found to be just over 30% - committed by a brigade of the 18th Amaris Lancers.  The rumors were confirmed in early August, and hearts hardened to the point where Admiral Soong felt it necessary to make a fleetwide pronouncement on the treatment of prisoners...and to make sure there were prisoners to be treated fairly.

By mid-September, General Pantazi swapped XLVIII Corps and LXXII Corps in her order of battle in preparation for an assault on Summer.  One of three major worlds on 15th Army Group's area of operations protected by an SDS system (the others being Nusakan and Zebebelgenubi), Summer represented a clear risk to the tail of 15th Army Group if not taken; her fleetyards would allow Rim Worlds raiders to take on fuel and supplies and make repairs if the planet wasn't secured.  To make matters worse, the planet itself was protected not only by an SDS system, but by a near-unique coordinated network of ground-to-air anti-WarShip weapons that would preclude any attempt to provide orbital fire support to SLDF ground forces.

The naval battle for Summer began on 11 September.  Admiral Goodman Lawrence hoped to avoid the severe losses suffered by the SLDF during their assault on Nusakan by rigging his ships with Republican IFF codes combined with marine assault teams to board and capture enemy ships.  In two successive engagements at each jump point, and a third engagement during the run towards the planet, he proved that the Caspar drones were able to positively ID SLDF ships without the aid of IFF...and also that the Caspars were vulnerable to marine assault teams.  Several Caspar drones were destroyed by their own self-destruct systems as a result of being breached by SLDF marines.  Lawrence's WarShips reached Summer on 13 September, but could not achieve close orbit in the face of ground fire combined with attack runs from the last few Caspar Drones.  The ground defenses had to be taken down before the full invasion could begin.  Orbital scans by the Bug-eye-class Peephole showed a full regiment of Mechs, supported by at least two battalions of heavy armor, dug in to fortified positions around the planetary defense complex, with several supplementary battalions of mechs and vehicles nearby.

During the main assault, the 279th BattleMech Division, supported by the 55th Infantry Division, would land in the nearby city of Strade and march up the Strade River Triangle to attack the planetary defense complex.  However, their flanks would lay exposed on Summer's rolling hills to attacks from across the Strade and the Rehr rivers.  Several small, elite forces would be needed to secure the bridges across the rivers and protect the flanks of the operation from counterattack.

It is then that all eyes in the briefing room turn toward the contingent from the 741st Royal Striker Regiment.
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Darrian Wolffe

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #2 on: October 24, 2012, 02:19:10 AM »

Operation HORSA
16 September, 2722

The plan is insane.  A coup de main operation to seize - intact - a series of bridges on both sides of the Strade River Delta to secure the flanks of the main force sounds like a brilliant idea at staff headquarters, but now that you're actually loading on the sacrificial DropShips, you can't help but have second thoughts.  Deliberately crashing several Leopard DropShips (after a 2.5G nape-of-the-earth run to prevent capital-class ground fire from targeting you) as a troop delivery system has to be something some brainless staff weenie came up with on a bet.  While high.

On the 256th's left flank, you see the designators.  Eagle Bridge.  Griffin Bridge.  And on the right, along the Strade, three more.  Falcon Bridge.  Kestrel Bridge.  One bridge for each remaining company of the 741st.  And there, the last, northern-most bridge, furthest away from reinforcement, is the gleaming steel mass hulking over the river's trackless depths.  Echo Company's target.  Pegasus Bridge.

The plan is insane.


Scenario Rules  

Pre-game actions:
-Each Echo Company Lance must be berthed aboard one of five Leopard-class DropShips (there will be two empty DropShips).

-Each DropShip will make a (GM-narrated) high-speed descent through the atmosphere and engage in a nape-of-the-earth flight towards a waypoint  Dropships will be immune to enemy fire (areospace fighters are, being diverted elsewhere and the ground capital guns can't engage DropShip-sized targets during the space/atmosphere interface).

-Each DropShip must "pop-up" to Altitude 2 at the waypoint to acquire a landing target.  When they pop-up, a landing strip on the playing surface must be nominated - the strip is a 3-hex wide, 10-hex long strip extending longways from south to north that may not overlap with any other landing strip, and may not contain any Building, Water, Swamp, Heavy Woods, or elevation changes.

-The "pop-up" lasts for 1 turn, during which time ground defenses may engage the DropShips.  There are 3 NL-35s (which will hit on 7's, to the targeted DropShip's right side; 35 points per hit), 2 HNPPCs (which will hit on 9's, to the targeted DropShip's nose location; 150 points per hit), and 3 NL-35s (which will hit on 7's, to the targeted DropShip's left side; 35 points per hit).  Each individual gun is rolled separately, and will RANDOMLY target which of the 5 DropShips is being fired upon.  Struck DropShips must make PSRs as normal to avoid lawn-darting (Piloting skill 2, plus damage modifiers, +1 for atmosphere due to Summer's calm climate).  Edge may not be spent to re-roll the PSR.

-Any DropShip which crashes as a result of a lawn-dart roll will destroy all Mechs inside and kill all occupants.  At the player's option, 1 point of Edge may be spent to be "thrown clear" of the crashing DropShip.  If this occurs, the player will land off the southern board edge, taking damage as through they had fallen 3 levels (+2 penalty to PSR to avoid Pilot hit).  They may move onto the southern board edge on Turn 1 of the game.  

-Any DropShip destroyed outright by damage will destroy all Mechs inside and kill all occupants.  At the player's option, 2 points of Edge may be spent to be "thrown clear" of the crashing DropShip.  If this occurs, the player will land off the southern board edge, taking damage as through they had fallen 5 levels (+4 penalty to PSR to avoid Pilot hit).  They may move onto the southern board edge on Turn 1 of the game.

-Surviving DropShips crash along their landing strips (this will effectively destroy the DropShip, though it will continue to be a 3-level high LOS obstruction where it crashes).  Each DropShip makes a PSR at a TN 9; all Mechs onboard take 5 points of damage, allocated randomly, per point of Margin of Failure.  Mechs may disembark on Turn 1 of the game.

Special Game Rules
-ALL EDGE IS REFRESHED TO YOUR ATTRIBUTE VALUE

-Enemy forces are caught by surprise at this assault.  Beginning on Turn 2, roll 1d6 per mobile unit with crew inside.  On a 5+, it "wakes up" and may act normally.  Otherwise, it is treated as an immobile target.  All RWR mobile units are considered immobile on Turn 1, but units designated as "on patrol" need not attempt to awaken.

-Enemy permanently-immobile units may act normally beginning on Turn 1 of the game, assuming they are crewed.

-Rim Worlds Forces operate under Forced Withdrawal in this scenario, but may only withdraw to the north side of the bridge.  SLDF Forces are not under Forced Withdrawal.

-CF is tracked only for Bridge Hexes and for enemy immobile defenses and defense support structures.  "Normal" buildings are considered to be indestructible.


Objectives
1) Destroy or drive off all enemy forces (2 VPs are awarded for every destroyed enemy unit, 1 VP is awarded for each unit either made immobile or placed under Forced Withdrawal; 1 VP is awarded to the RWR for each crippled SLDF unit, 2 VPs for each destroyed unit)

2) Seize the bridge! (No enemy units should be within 4 hexes of the bridge by the end of the scenario.  Immobile enemy units or units under Forced Withdrawal do not count; 10 VPs)

3) Preserve the Defenses (there are a variety of light fortifications.  Those occupied by enemy units will take damage if shots strike them.  Turret defenses can either be destroyed or have their power knocked out.  Sensor Operations checks (TN 7 + 1-4 (by building class)) may be declared in the End Phase (max range 10 hexes) to determine contents of structures Sensor Operations Checks may be made to narrow down their location by mapsheet, hexrow, and then building, at scaling TNs.  No VPs are awarded for the state of the defenses at the end of the game.)
« Last Edit: November 07, 2012, 05:32:46 PM by Darrian Wolffe »
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Death or Glory

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #3 on: October 24, 2012, 03:27:55 AM »

Banzai, I think you may want to consider entering the battlefield in Fighter mode.  At least that way one of us will survive the drop and be able to report back to command that they need to send another company to secure the bridge.

OOC: Rob, what sort of rolls would we be looking at to try to combat drop out of the dropships when they pop up to altitude 2 instead of crash landing with them?
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Darrian Wolffe

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #4 on: October 24, 2012, 03:35:38 AM »

OOC: Rob, what sort of rolls would we be looking at to try to combat drop out of the dropships when they pop up to altitude 2 instead of crash landing with them?

16's or so on a 2d6 roll.  Combat Drops assume you're flying straight and level, not rocketing straight up into the air and down again.  If you'd like your Leopard to fly straight and level at an altitude high enough to make a combat drop (Alt 2+) you may do so...but the ground defenses can target you the whole way in...

I'd also remind everyone that it would take all 3 NLs or both NPPCs hitting the same target in the same location to actually outright destroy a leopard.  It's technically possible, but not very likely.  In "narrative" time, you're only at Altitude 2 for 1 ATOW turn (5 seconds) - long enough for them to get a snapshot off at you, but not long enough to get a good fix; which is why they're hitting on 7/8s and not 5/6s.  My suggested viewing to get in the mood for this scenario is the first 15 minutes of Episode 2 of "Band of Brothers".  (There's other good movies too, but that's probably the one that gives you the best picture of what you're flying into.)  This isn't the Periphery anymore; this is a good taste as to how lard it'll be to land on Terra.  Plus not knowing how this'll turn out adds to the suspense.

Also, correction.  The HNPPCs hit on 9's, not 8's - I miscalculated how far away they were on my strategic map.
« Last Edit: October 24, 2012, 03:54:56 AM by Darrian Wolffe »
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Knightofargh

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #5 on: October 24, 2012, 09:06:05 AM »

Marshall is seen wandering through the Engineering and Logistics sections of the dropship. He looks around as if he is trying to find someone. "Intentionally crashing a dropship," he mutters, "You'd enjoy this one buddy. Now I have to do it myself. Did you leave this plan scribbled on a napkin? It's like something I'd come up with."

Marshall spends the rest of his drop prep going over his 'Mech and sidearm to minimize the malfunction chances. He is seen chatting with his crew chief about a red light on the Champion's panel during engagements on Wing. "What does 'Caution: Heat Sink Capacity' even mean Chief? I still think the DI had a problem."
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Hat

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #6 on: October 24, 2012, 11:55:01 AM »

After the briefing where they received their orders, Kenji headed down to the armory to requisition his kit for the upcoming battle.  Several other folks had similar ideas and there was a short line giving him time to reflect.  His time with the 741st has been good.  More than 2 years with the unit and not a single fatality.  He was certainly the youngest member of the unit with some of the others having a decade on him.  Of the various other mechwarriors, he felt the most kinship with Marshall.  Kenji supposed that was not surprising given both had started as grunts.  As for his LT... they were almost night and day. 

Reed was dashing, outgoing and enjoyed being at the center of attention.  It was easier than normal to fade into the background and observe when Reed was around.  Kenji was happy to talk when engaged especially if the other spoke German or Mandarin, but was just as content to observe.  He learned a lot more that way.  One thing that hadn't taken too long to figure out was that his LT was also impatient.  Kenji wasn't sure how long Reed would have cut it in the infantry and he definitely wouldn't have made it as a scout.  Those kinds of considerations were irrelevant though.  Reed was a model mechwarrior with a strong pedigree.  Kenji certainly liked his LT, just wished he could learn to set a proper ambush and let it play out.

"Next!"  The line advanced and he stood facing the supply sergeant.  "Ah, Yamamori.  Not surprised to find you here.  What do you need?"

He handed his request to the sergeant.  He wasn't sure what they'd be able to spare but if his mech went down he wanted to give himself every chance to survive and contribute.  All of his usual items were there: Mauser 960 Assault System with scope, bayonet and JAF-05 Flash Suppressor, knife, pistol with silencer, Sniper Rifle, Camo Suit, jet pack, medipack, plenty of ammo and a some extra water and rations.

The sergeant didn't seem surprised by the list.  "Ok, let me see what I can spare."
[OOC: let me know what from the list he can get.  The Mauser and Camo Suit would be top priority]

If he had to eject some of the stuff would be left behind.  If the 'Mech simply went down though it would be helpful.  He was still having issues getting parts for his 'Mech.  The improvised maintenance continued to be an issue.  Every time he took the field, something wasn't working quite right.  It'd hadn't been a big problem to date, but now that the fighting was getting heavy it was more of a concern.

He'd catch up with the others in his unit after his request was processed and get their perspective on the upcoming fight.
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Death or Glory

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #7 on: October 24, 2012, 12:54:24 PM »

I'd also remind everyone that it would take all 3 NLs or both NPPCs hitting the same target in the same location to actually outright destroy a leopard.

A HNPPC will pop a Leopard in one shot if it impacts the side hit location, which means there's a 12.89% chance that at least one dropship carrying player characters will be popped by just the HNPPCs (this number combines the 12.54% chance that at least one of the HNPPCs will impact the side hit location of a PC carrying dropship and the 0.35% chance that both of the HNPPCs will impact the nose hit location of the same PC carrying dropship).  Basically, I strongly recommend that everyone goes into this battle with at least three points of edge.  This is a really cool scenario, but there's a not insignificant chance that at least one of the PC carrying dropships either pops or lawn darts.

Edit:  As a very rough estimate, I would say there's a 30% (I'm fairly confident about this as a lower bound) to 50% (this number is much more of a guess for an upper bound) chance that at least one of the PC carrying dropships doesn't make it to the battlefield.
« Last Edit: October 24, 2012, 01:25:19 PM by Death or Glory »
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Hat

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #8 on: October 24, 2012, 01:38:55 PM »

While I appreciate that having 3 points of Edge would be good unless you can spot me 100XP I'm out of luck. If he dies, he dies.  He is unlucky after all.  That said, I may prepare another Mechwarrior character just to be on the safe side. ;)

With a sweep of his...

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Knightofargh

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #9 on: October 24, 2012, 01:45:05 PM »

OOC: Nobody has ever lost betting against Rob or Pope on dice. Just saying.
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Darrian Wolffe

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #10 on: October 24, 2012, 04:01:18 PM »

I'd also remind everyone that it would take all 3 NLs or both NPPCs hitting the same target in the same location to actually outright destroy a leopard.

A HNPPC will pop a Leopard in one shot if it impacts the side hit location, which means there's a 12.89% chance that at least one dropship carrying player characters will be popped by just the HNPPCs (this number combines the 12.54% chance that at least one of the HNPPCs will impact the side hit location of a PC carrying dropship and the 0.35% chance that both of the HNPPCs will impact the nose hit location of the same PC carrying dropship).  Basically, I strongly recommend that everyone goes into this battle with at least three points of edge.  This is a really cool scenario, but there's a not insignificant chance that at least one of the PC carrying dropships either pops or lawn darts.

Edit:  As a very rough estimate, I would say there's a 30% (I'm fairly confident about this as a lower bound) to 50% (this number is much more of a guess for an upper bound) chance that at least one of the PC carrying dropships doesn't make it to the battlefield.

Oh, I see what the problem is.  I spoke poorly - the capital guns hit the location, not the firing arc.  That is, if the HPPC hits, it hits the nose, period.  The first batch of 3 NLs will always hit the right side, and the second will always hit the left side.  Therefore, it's a very small chance that one of the DropShips gets actually *destroyed*.  It was meant to be less dice-rolling so we could get to the game faster.  My mistake for not making that more clear.

And yes, there is a chance that a PC carrying DropShip pops or lawn darts.  It's war.  The odds are low, but existent.
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Death or Glory

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #11 on: October 24, 2012, 04:05:54 PM »

Oh, I see what the problem is.  I spoke poorly - the capital guns hit the location, not the firing arc.  That is, if the HPPC hits, it hits the nose, period.  The first batch of 3 NLs will always hit the right side, and the second will always hit the left side.  Therefore, it's a very small chance that one of the DropShips gets actually *destroyed*.  It was meant to be less dice-rolling so we could get to the game faster.  My mistake for not making that more clear.

And yes, there is a chance that a PC carrying DropShip pops or lawn darts.  It's war.  The odds are low, but existent.

Okay, this seems significantly more reasonable now.
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phlop

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #12 on: October 24, 2012, 05:21:49 PM »

Don't let Dan roll for the dropships. We well all be dead. ;D
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ItsTehPope

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #13 on: October 24, 2012, 07:26:28 PM »

Don't let Dan roll for the dropships. We well all be dead. ;D

Quiet you.  I'll get the metal dice I don't use any more and repurpose them as ballistics..

IC: Are these guns computerized or human controlled?
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Riegien

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Re: IC: 14 May 2770 - 16 September, 2772
« Reply #14 on: October 24, 2012, 07:45:47 PM »

Hawker sighs as he reads through the mission 'plan' again in the wardroom with a few of the other members of Echo, "All I know is the guys who came up with this better be piloting the droppers.  They're either the best pilots ever, or deserve to be strapped to the front of a speeding Leopard.  Or both."

He leans back in his chair and rubs his eyes, murmuring to himself.  After a minute he blinks away the spots and turns to Banzai.  "Jon, do you think we can rig the ECM on a Leopard to be bright enough to blot out the sensor grid on a targeting system for a few seconds?  Make it the only craft visible?  Might give us a slightly better than snowball's chance on this one if we can spike it up right when they want to make that airsick manuver."
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