CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

Author Topic: Flint Solo - Foil Lance - 12/25/58  (Read 538 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Flint Solo - Foil Lance - 12/25/58
« on: May 21, 2023, 08:04:16 PM »

Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #1 on: May 22, 2023, 01:05:44 PM »

Generate it
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #2 on: May 26, 2023, 05:45:35 AM »

Map is EITHER The Solaris VII "Factory" Map, or if you don't have it, use what's below.

NORTH

SOUTH

OPFOR Deployment (SVII Map): OPFOR enters from the "ramp" on their initiative.

OPFOR Deployment (Starport Maps): OPFOR enters on their initiative, on or up to three hexes away from the north-west corner hex.

Ranger Deployment (SVII Map): Deployed Mech starts inside the large building, at any desired level.  Note that while the MechWarrior is fixed, the Mech used can be any available to Foil Lance.

Ranger Deployment (Starport Maps):Deployed Mech starts adjacent to any desired building; the building must be located *completely* on the south half of the map.

Environmental Effects
None.

Victory Conditions
This is a fight to the finish. Last Mech standing's (ie, operational and capable of spending MP) side wins.  The winner controls salvage.

MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).  On the SVII Map, units may only leave through the hex marked "B". 

2) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders).  Upon taking a prisoner, roll 2d6.  On a 9+, the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive).  All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4420
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #3 on: May 29, 2023, 01:15:52 PM »

Send SPA when able. Thanks
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #4 on: May 29, 2023, 05:09:31 PM »

Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #5 on: June 10, 2023, 08:23:09 AM »

Foil won, AAR to go up this weekend
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Flint Solo - Foil Lance - 12/25/58
« Reply #6 on: June 10, 2023, 06:29:56 PM »

Dear Journal,

Today I was able to act on the second piece of data obtained in the December 8th raid. In addition to info on buildings, there was a location of the personal meditation retreat of a precentor of the Blakist.  Acting on this info, I went out with my quickdraw, as the arm of the Ku needed full replacement that could not be accomplished in time.

I sat in the building, engine fully powered as I detected the Precentor coming in. The Avatar picked up the pase as it got closer, but a slight miscalculation allowed me to jump behind and open a rear torso (only edge to prevent 3 crit checks). The Avatar ran away, but I was able to use my speed and training at getting much closer and past mechs where others dare not tread. Another pounding to the rear, and then I was forced to move outside to the east side of the building. Building heat in both mechs lead me to jump on the bridge and run near the ramp.

In battle, speed is key. As the Avatar had no jump jets, it ran over to the ramp. I met the Avatar at the ramp, and let loose with all my weapons again. Hitting the right arm, I stretched out and hit the nearby arm. The jarred the light Gauss rifle, and it exploded. I should remember these Gauss are unreliable and explosive in the future. I sat there and watch as the Precentor was ejected from the mech and died as the force contiued through the very solid ceiling. A hidden door under the ramp opened, and I radioed for support as I discovered another untouched lancelot ripe for my techs to break down for parts. 

I must remember that my techs bitch about repairs far too much. Yes, I was internal in all my torsos. Yes, I will have to find another right arm, but the new shiny breakdowns, especially as these last two contracts have brought multiple mechs of the same exact weight let along class under their care. 

Anyway, it was a good day. I am alive and my enemy isn't. My true enemy lives and claims the face of the dragon, but as I grow stronger I know the day draws nearer where we shall tear him down from his throne and expose him for the pretender he is. MAy the true dragon rise.
Logged