I've..... got the weirdest tie, go ahead and roll me a 1d100 best of 3 but I need a tie breaker for the Marine actions. First to vote gets it.
 
[X] Marine actions
-[X] Arm more of the crew (Armory, 2 groups unarmed)
-[X] Assault an enemy position (How many squads and where)
--[X] Crew Quarters (1 armed squad from Armory)
 
Lanzenbrecher-Battle Turn 6
(Man when is this asshole going to update his thread, oh wait, I'm that asshole. Better get working then.)
(TZ: Check passed DC increased by 10)

TZ Crew
<
Engines are still holding, but barely! >

TZ Crew Commander
< Keep it together! I can taste victory! >


The enemy GMs swarm defensively around the Lancelot mostly taking pot shot at your squad to keep them from closing in, one of the TZ GMs however, is carting around some kind of heavy weapon and is leveling it at the Phoenix. Lining up your sights you pull your Shotgun's trigger sending MS sized buckshot through the void.
(Shooting roll: 67 Success!)

The holes in the GM's cockpit marks your success, as the Mega Beam Launcher it held misfires into the void.

Phoenix Crew
<
Holy shit! >

Phoenix
< Nice shot Skadi! >

GK was having a much harder time with with is chosen opponent a trade of beam and gun fire leaving both combatants about were they started.
(GK/TZ GM Rolls: Exact Draw)

GK
<
Damn bastard wont sit still! >

Thunder meanwhile had effortlessly dispatched her first target and had already engaged the second.
(Thunder Roll: Crit! Starting strong Tiv.)

Thunder
<
You should surrender well you can. >

TZ Pilot
<
See you in Hell you Federation Devil! >

Thunder
<
So be it. >

Phoenix
< Sgt. Mason, you need to get more Troops, arm anyone who isn't already and take the Crew Quarters. >

Sgt. Mason
<
You heard him boys gab a gun and get going! >

Federation crew
<
For the Federation and the Lancelot! >

(Contested roll: Federation Crew :100! Vs TZ Crew:??)

The sound of fighting and gunfire fill the radio for a full five minutes before a woman's clear crisp voice cut thought the gunfire.

???
<
Sgt. Mason, it's about time. >

Sgt. Mason
< Captain Fairbrooks! Your alive! >

Cap. Fairbrooks
<
If only just, but it will take more then a zeek 9mm to put me down. >

(Crew Quarters taken! Lancelot's Captain found! 1 armed group and 2 unarmed groups join the Federation Marines.)

The battle is nearing it's end.

[] Take out the GM fighting GK (Shooting 1d100 Best of 3)
[] Assist Thunder (Shooting/Piloting 2d100, Best of 4)
[] Demand the Surrender of the TZ Crew at gun point (CHA Roll 1d100 -30 before other modifiers, Best of 3)
[] (write in)

Talking is a free action
[] (write in)

(Your Assault Shotgun has 14 shots, you have (1) reload(s) )
(Your Head Vulcan has 5 burst left)
(You have a Beam Sword and a Beam Rifle on your MS)

(1 turn(s) before the Lancelot reaches Zeon Radar range)
(6 turn(s) until the Lancelot is in range of Side 3)
(The Lancelot's engine is critically damage and the crew must pass a check to advance the ship forward.)


Federation marines have 3 squads (2 in Recator, 1 in Armory, 2 in Crew Quarters )
[] Marine actions
-[] Arm more of the crew (Armory, 3 groups unarmed)
-[] Turn off main power (Reactor)
-[] Assault an enemy position (How many squads and where)
--[] Mess Hall
--[] Secondary Bridge
--[] Engine Room (Currently on fire)
--[] Officer Quarters (Captain Fairbrooks has informed you that this position is guarded by an MG)
--[] Hanger

(Keept you waiting hun, sorry everyone)
 
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One last chance for the gold ending here of stopping the TZ plan before Zeon finds out and anybody can panic.

I kind of want to park our suit in front of the bridge and then demand their surrender. It's not easy to say no to a beam cannon with a barrel the size of a tank pointed in your face, but these guys might just be fanatic enough they'd laugh when we don't pull the trigger. Also I'm not 100% sure the 2nd bridge is external.

...I feel like there was a reason we hadn't turned the power off yet and I can't remember why. Also if the Officer Quarters are guarded by a machine gun, it's likely the second bridge is too. If we're just worried about the crew we probably have enough we could have then take the hanger and then evac, but I feel like we're actually in a good position to retake the ship and stop whatever it is TZ is trying to do. And if we took the engine room we'd be able to stop the ship from moving period, damage or no.

I think arming more crew and then assaulting the bridge or engine room is the best bet here.
 
Cool it is back. Hitting the secondary bridge with the marines is the most important thing they can do. It is the only other way to stop the ship. Arming the group in the armory for defence and hitting the mess hall with 2 squads as a distraction while the crew quarters are evacuated and sent to take over the secondary bridge.

As for what Skadi does it is best that she help GK finish off his opponent. We are not going to convince fanatics to surrender so no point in trying while they still have a chance.
 
[X] Bridge Assault
-[X] Take out the GM fighting GK (Shooting 1d100 Best of 3)
-[X] Marine actions
--[X] Arm more of the crew (Armory, 3 groups unarmed)
--[X] Assault an enemy position (How many squads and where)
---[X] Secondary Bridge (3 Squads)
 
[X] Bridge Assault
-[X] Take out the GM fighting GK (Shooting 1d100 Best of 3)
-[X] Marine actions
--[X] Arm more of the crew (Armory, 3 groups unarmed)
--[X] Assault an enemy position (How many squads and where)
---[X] Secondary Bridge (3 Squads)
 
[X] Bridge Assault
-[X] Take out the GM fighting GK (Shooting 1d100 Best of 3)
-[X] Marine actions
--[X] Arm more of the crew (Armory, 3 groups unarmed)
--[X] Assault an enemy position (How many squads and where)
---[X] Secondary Bridge (3 Squads)
 
We might want to take the engines, since the ship is just out of sensor range...
You mean the engines we already Destroyed and are on fire? We already went over this if you want to stop the ship you need to take the secondary bridge as that is the only other place where you can stop the ship without cutting off the gravity control system and end up Killing everyone inside.
 
[X]Plan have them slow down for us.
-[X] Demand the Surrender of the TZ Crew at gun point (CHA Roll 1d100 -30 before other modifiers, Best of 3)

-[X] Marine actions
--[X] Arm more of the crew (Armory, 3 groups unarmed)
--[X] Assault an enemy position (How many squads and where)
---[X] Engine Room (Currently on fire) three squads
 
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[X] Demand the Surrender of the TZ Crew at gun point (CHA Roll 1d100 -30 before other modifiers, Best of 3)
-[X] Marine actions
--[X] Arm more of the crew (Armory, 3 groups unarmed)
--[X] Assault an enemy position (How many squads and where)
---[X] Secondary Bridge (3 Squads)
This is not a plan. Seriously why is it so hard for people to follow the damn templates and patterns?
 
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