USH'S MATRIX GAME 2006 FOURTH ASSIGNMENT (COMBAT)- 'The Real'

Started by Bespin Bart50 pages

Bad things...

"I think whatever happens is going to be unpleasant either way!" San yells back.

--

Barb says: one burst on the sentinel at 6 o'clock mid.

Red lights flashing all over, Burn!

Shez Cards: 4S, 2D, QS, KD

Percy Cards: 3D, 6C

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SENTINEL ASSAULT, Turn 13

Scheherazade

Front Gun (11/0): Burn 13 (8/0)

Upper Gun Left (10/0): Ares 13 (8/0)

Upper Gun Right (9/0): Mors 13 (4/0)

Lower Gun Left (8/0): Hawk 13 (5/0)

Lower Gun Right (8/0): Fire 13 (6/0)

Pilot: Sequel 13 (6/0)

Internal:

Dallas 13 (0)- Cockpit

Ariadne 13 (0)- Broadcast area

Enemies on scope:

12 o'clock: 2 sentinels High (1/0) | Damage sustained to section: 0

3 o'clock: 2 sentinels Mid (2/0), 1 sentinel High (1/0), 2 sentinels Low (0/0), 1 sentinel Mid (0/1), 1 sentinel Low (-/2) | Damage sustained to section: 0

6 o'clock: 1 sentinel Low (3/0)| Damage sustained to section: 0

9 o'clock: 1 sentinel Low (3/0), 2 sentinels High (3/0), 1 sentinel Mid (2/0), 1 sentinel High (2/0), 2 sentinels High (0/0), 1 sentinel Mid (-/2), | Damage sustained to section: 0

1 sentinel Vertical Dive (1/0)

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Persepolis

Front Gun (10/0): Melis 13 (3/0)

Upper Gun (10/0): Barb 13 (6/0)

Lower Gun (10/0): Finn 13 (5/0)

Pilot: Marduk 13 (6/0)

Internal:

Cloud 13 (0)- Engine room

San 13 (0)- Engine room

Enemies on scope:

12 o'clock: 1 sentinel Mid (1/0) | Damage sustained to section: 0

3 o'clock: 1 sentinel Mid (2/0), 1 sentinel High (2/0), 1 sentinel Mid (1/0), 1 sentinel Low (1/0), | Damage sustained to section: 0

6 o'clock: 1 sentinel Low (3/0)1 sentinel Low (-/0), 1 sentinel Low (E/0) | Damage sustained to section: 0

9 o'clock: 1 sentinel Mid (3/0), 1 sentinel Low (H/0), 1 sentinel Low (LG/0), | Damage sustained to section: 1

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LG = attacking Lower Gun turret.

"Jesus..." says Finn as the Sentinel comes bearing across the ship towards him.

E = attacking Engines

H = cutting into hull

We have another lander on the Percy, and two on the Shez!

"Left... right... right..." mumbles Dallas to himself. "Speed. Increase engine power."

"We're at the safeties."

Dallas tells him what to do with the safeties.

And another coming in right on top of you! They've got a taste for that now.

-

"Tell me when we're going to lose somewhere..." says Marduk.

San, you know Marduk best. He's talking about ramming part of the ship into the walls. The reason he doesn't want to do it unless desperate is that that kills people too.

Oh yeah, the hull integrity alarms are going off in the Percy.

-

EVENT: Speed increase. Difficulty of all piloting rolls increases by one

Mors you gonna post orders right?

A burst apiece at the two incoming sentinals.
then I shall cool. (Next turn, I'm just planning ahead)

1 burst at the damaged 3 o'clock middle sentinel.

"Here they come..." Cloud murmors, pointing his gun towards the hull.

Ares risks the overheat and fires three times, once each at the two Sentinels at 9 o'clock High, and once at the 9 o'clock Mid damaged Sentinel.

Melis curses and also risks the overheat, firing twice at the Sentinel at 12 o'clock.

How much damage can a section of the ship take? Or is that a "you'll have to find out" question?

"Hope you're ready..." San replies to Cloud.

--

Barb orders: risk overheat and fire twice on the sentinel at 3 o'clock mid.

Inaccurate orders are being given. Please specify your targets. Future ambiguous orders will lead to the wrong target or no target being attacked.

MALFUNCTION! Ares' gun stops working after the second burst

MALFUNCTION! Melis' gun stops functioning after the second burst

Shez Cards: 10C, 6H, 9H, 10H

Percy Cards: AC, 4S

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SENTINEL ASSAULT, Turn 14

Scheherazade

Front Gun (13/0): Burn 14 (8/0)

Upper Gun Left (12XXX/0): Ares 14 (8/0)

Upper Gun Right (8/0): Mors 14 (4/0)

Lower Gun Left (7/0): Hawk 14 (5/0)

Lower Gun Right (9/0): Fire 14 (6/0)

Pilot: Sequel 14 (6/0)

Internal:

Dallas 14 (0)- Cockpit

Ariadne 14 (0)- Broadcast area

Enemies on scope:

12 o'clock: 2 sentinels Low (3/0), 1 sentinel Mid (3/0), 1 sentinel High (3/0) 1 sentinel High (0/1) | Damage sustained to section: 0

3 o'clock: 1 sentinel High (3/0), 2 sentinels Mid (1/0), 1 sentinel High (0/0), 2 sentinels Low (-/0), 1 sentinel Low (H/2) | Damage sustained to section: 1

6 o'clock: 1 sentinel Low (2/0)| Damage sustained to section: 0

9 o'clock: 1 sentinel Low (2/0), 2 sentinels High (2/0), 1 sentinel Mid (1/0), 1 sentinel High (1/0), 1 sentinel Mid (H/2), | Damage sustained to section: 1

1 sentinel Vertical Dive (1/0)

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Persepolis

Front Gun (12XXX/0): Melis 14 (3/0)

Upper Gun (12/0): Barb 14 (6/0)

Lower Gun (11/0): Finn 14 (5/0)

Pilot: Marduk 14 (6/0)

Internal:

Cloud 14 (0)- Engine room

San 14 (0)- Engine room

Enemies on scope:

12 o'clock: | Damage sustained to section: 0

3 o'clock: 1 sentinel Low (3/0), 1 sentinel Mid (1/0), 1 sentinel High (1/0), 1 sentinel Low (0/0), | Damage sustained to section: 0

6 o'clock: 1 sentinel Low (2/0), 1 sentinel Low (H/0), 1 sentinel Low (E/0) | Damage sustained to section: 1

9 o'clock: 1 sentinel Mid (3/0), 1 sentinel Mid (2/0), 1 sentinel Low (H/0), | Damage sustained to section: 2

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"Now... left then... uhhh...."

EVENT- Navigation roll required, difficulty 3. Amount failed leads to wasted turns

-

Meanwhile, we have cutters on the Shez...

Those of you who have already knackered your guns... we'll need Fix-It rolls to diagnose and repair.

"Damn," Melis curses, quickly moving to tamper with the controls in order to bypass or repair the malfunction.

Melis will make that roll; she has a Fix-It pool of 5.

"Why me?" Ares groans, clacking at the controls to fix whatever it is that has gone wrong with his gun. "Hawk, get that cutter on the side! I can't get him right now!"

How much damage can a section take, Ush?

Mors fires two bursts at the Sentinel 3 o'clock High (0/0).

"Burn, cool your gun!" Mors orders.

Barb says cool this turn.

--

Okay, I really should not have to say to anyone to pay attention and give precise orders. That's something most of us should have learned over three years ago.

But I'll say it again as screwups can't be afforded at this point. Not that they ever could...but really. Pay attention to what is going on. Don't state actions that aren't clear. Don't waste bursts. Etc.

Seriously guys, I'm about to leave for four days, and if I come back and people have massively messed up and someone's died or a ship's about to fall apart or something like that...I'm going to be pissed. So just pay attention to what you're doing.

Is there anything we can do on the inside to get sentinels off the hull?

Oh, and I'll also leave San at the 6 o'clock position and run to the 9 o'clock position. That's already on 2 damage, and I have a feeling that he'll break through on 3. I intend to be there to throw out the welcoming mat.

A more drastic repeat of the Bus fight from The Heist, but with a Sentinel?

Ush, can we switch guns?
Say If Ares took Mors gun so Mors could make the fix it rolls and Ares could keep shooting?
Is that possible?

Hawk fires a single burst into the sentinel cutting into the hull at 9 o'clock mid.

"Damn it, get off the ship!"

I fire a single burst on the sentinel 3 o'clock low that is damaging the ship.

the (H/2) one!