Only people whose actions warrant dice rolls will be listed.
HOUR 1
Hawker, Callahan, Yamamori, Marshall
-Team moves to Building E. Door is locked. Callahan tests Security Systems to breach the door: MOS 1, door unlocks. Moving through the building, Yamamori passes Perception Check (MoS 3) to detect sounds of armored personnel moving around, but cannot tell specific location. Building is determined to be areospace defense control center: destruction of this base will likely mean that your sector will find it difficult to defend against fighter support. The hardening of the building prohibits radio communications outbound - moving toward the exit, Marshal makes a Tactics: Insurgency check (MoS: 1); an area you passed through on the way into the comm center would be a perfect sport to ambush outbound personnel. Like you.
Yamamori moves up to the corner via Stealth (MoS 4) and makes a Perception Check (MoS 2). There are several persons blocking your exit route. Yamamori rejoins you and you plan to fight your way out. You all have your standard-issue armored cooling suits and small arms (including the rifle grenades that Marshall normally carries, but which won't reach minimum arming distance indoors). Hand grenades are NOT normal issue: Marshal and Yamamori may have a chance to have 1. Edge checks: MoF: 5 for marshal, MoF: 1 for Yamamori.
Your only option to get out is a direct assault. Yamamori and Marshal move out first, providing covering fire so Callahan and Hawker can move out from the corner as well. The guards are unaware of your initial movement. Small arms checks from yamamori and Marshall in the 1st pass of combat: Marshall MoS: 2, Yamamori MoF: 1. The guards are suppressed and take a small penalty on their attacks. Callahan and Hawker move out and take fire from the guards. All parties have partial cover from various crates and detrius in the hall.
Guard 1 @ Hawker: MoF: 2 Miss. Guard 2 @ Hawker: MoF: 1. Miss. Guard 3 @ Callahan: MoF: 4 Miss. Guard 4 @ Callahan, MoS: 1. Hit for 1 point. Absorbed by armor.
Return fire. Yamamori @ Guard 1: MoS: 2. Hit for 2 points, Guard takes 1. Marshall @ Guard 1: MoS: 9. Hit for 9 points, Guard takes 8, dies. Callahan @ Guard 4: MoS: 1, Hit for 1 point, Absorbed by armor. Hawker @ Guard 3: MoF: 2.
Guard 2 @ Yamamori: MoS: 2, Hit for 2 points, 1 absorbed by armor. Guard 3 @ Callahan: MoF: 6, Weapon jams. Guard ducks behind cover to clear. Guard 4 @ Marshall: MoS: 1, Hit for 1 point, Absorbed by armor.
Yamamori @ Guard 2: MoS:6. Hit for 5 points, Guard takes 4, falls unconscious. Marshall @ Guard 4: MoF 1.Miss. Hawker @ Guard 4: MoS: 2, Hit for 2 points, 1 Absorbed by Armor. Callahan @ Guard 4: MoF: 3. Miss.
Guard 3 attempts to clear weapon. MoS: 3. Weapon Clear. Guard 4 @ Marshall: MoF 1, Miss.
Yamamori @ Guard 4: MoF 2, Miss. Marshall @ Guard 4: MoS: 0, Miss. Hawker @ Guard 4: MoF: 3, Miss. Callahan @ Guard 4: MoF 2, Miss.
Guard 3 @ Callahan, MoS 0, Miss. Guard 4 @ Marshall: MoS: Hit for 2 points, 1 point absorbed by armor.
Yamamori @ Guard 4: MoS 4, Hit for 3 points, 1 point absorbed by armor. Marshall @ Guard 3, MoS: 8, Hit for 7 points, 1 point absorbed by armor, Guard remains standing. Callahan @ Guard 4: MoS: 4, Hit for 3 points, 1 point absorbed by armor, Guard dies. Hawker @ Guard 3, MoS 3, Guard hit for 2 points, 1 point absorbed by armor, Guard dies.
Yamamori and Marshall have each taken 1 hit. Hawker performs 1st Aid (MedTech skill). @Marshall: MoS 2 - heal 1 point. @ Yamamori, MoF 1, no healing.
The building is clear, and can be demolished if you so choose.
Reed
-Trying to talk to the Techs to convince them to help make repairs on your units. You've been given some helpful pointers by others on your staff, giving you some small bonuses. Luckily, these are not RWR personnel, so your Disdain of the Periphery disadvantage will not come into play.
Negotiation Check, MoS: 2.
The Techs will grudgingly agree to assist in the repair of your unit's mechs. They will essentially generate a *moderate* bonus on future repair rolls (allowing you to make more repairs), but will still need supervision. They categorically refuse, however, to repair *your* Mech. YOU were the one who killed their buddies, and while they are aware that the battlefield works that way sometimes, they are still not going to help you, specifically. You'll have to devote PC time to make repairs to your Phoenix Hawk.
Banzai
Banzai begins repairs on damaged Mech units. Technician/Mech roll, MoS: 4. You've gotten a good start (total MoS/MoF ratio will be tabulated at the end to tell you how much repairs have been made).
HOUR 2
Banzai
Banzai continues repairs on damaged Mech units, eventually assisted by the Technical Staff. Technician/Mech roll, MoS: 2.
Reed
Sorts through the technical staff as per Freund's instruction. 2 have medical training and are separated to assist in the care of wounded RWR warriors.
HOUR 3
Hawker, Callahan, Yamamori, Marshall
-Team moves to Building D. Door is locked. Callahan tests Security Systems to breach the door: MOS 3, door unlocks. Facility is empty, though a cup of still-warm coffee indicates that it was abandoned very recently. The building is a security structure controlling access over the bridge. The Autocannon/laser turrets on the roof have plenty of ammo, and are keyed to fire on any fusion-powered units not squawking an RWR IFF signal. Hawker believes that he can change that perameter once the security codes are broken.
Hawker (assisted by Callahan), attempt to break Computer Systems. MoS: 2. It takes the entire 3rd hour, but the computers are ready for reprogramming.
Banzai
Banzai continues repairs on damaged Mech units, assisted by the Technical Staff. Technician/Mech roll, MoS: 2.
HOUR 4
Hawker, Callahan, Yamamori, Marshall
Hawker (assisted by Callahan), attempts to reprogram the combat computers to fire on fusion-powered units squawking RWR IFF codes and not SLDF ones. Computers check, MoS 6: The computers are successfully reprogrammed, and their sensor acuity and response time is actually increased; they will be able to engage RWR units beginning on Turn 1 of the battle, not Turn 3.
Banzai, Moon
Banzai continues repairs on damaged Mech units, eventually assisted by the Technical Staff and by Moon. Technician/Mech roll, MoS: 5.
Reed, Smythe
Begin to consider how to create improvised defenses on and around the bridge. Tactics/Land check, MoS: 1. You decide that delaying the RWR movement across the bridge will be the most effective. As such, dragging trashes vehicles and mech carcasses to the opposite bridgehead to create a primitive barricade will slow down the enemy. Each hour spent with a successful ATOW Pilot/Mech roll will give you *1* "rough" terrain markers to place wherever you'd like (per person). Maneuvering Ace will generate a small bonus (Smythe), Impatient will impose a small penalty (Reed).
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You have 24 hours(ish)in "real life" to put much any changes you'd like to make in the schedule as a result of these events.