The Siege (Phase 2)
Aug 30, 2019 21:15:13 GMT
Post by Ransac on Aug 30, 2019 21:15:13 GMT
The Death Army assaulting the hangar has been repelled. With full access to their mobile suits, the pilots of the Resistance scramble to rally their full might against the invading horde. Upon exiting the hangar two threats are made immediately known to them.
From the south a large number of Death Birdies and an unidentified assault craft approach, indiscriminately bombing anything before them from the skies. If this threat isn't neutralized, the base and its defenders will find themselves bombed to rubble. The sky is thick with smoke from the battle waging above and below, so visibility will be somewhat reduced if attacking from the ground. Graham has gathered a squadron equipped for long range and aerial combat to counter this threat.
From the north an equally large force approaches. Consisting of ground troops, mostly Death Army and Death Beasts, the enemy is escorting a massive mobile suit armed to bombard the base from afar. These machines approach from the mountain path where boulders and debris now lay scattered across the mountainside from bombardment triggered avalanches. As a result, terrain will be difficult on foot. James has volunteered to lead a strike force to intercept and eliminate this threat.
Time is of the essence. Both threats present equal danger to the Resistance. If neither are stopped the base will be destroyed under a pincer strike of overwhelming force. With the initial horde pushed back by the defenders, the base can now bring it's defenses to bear. Each group will be supported periodically by defense artillery fire launched from Hope Base. You are not alone out there.
Warning: Characters who participated in Phase 1 cannot participate in Phase 2 as they are currently defending the hangar and/or receiving repairs for their machines.
Note: As described above, Artillery Strike is enabled for both missions. A successful attack deals 100 damage to a single target. For the sake of action economy, calling an Artillery Strike will be treated as a free action.
Artillery Strike:
Artillery Turret Stats
Weapon Type: Artillery
Hits per Attack: 1
Damage per hit: 100 (vs Single)
Damage Type: Physical/Explosive
Accuracy Modifier: +3 (0)
Critical Chance: 20
Action Cooldown: 4 turns
The Siege: Battle Cry
Type: Combat
Run by: Usam
Group A (Intercepting fliers)
Hazards:
Group B (Intercepting ground forces)
Hazards:
From the south a large number of Death Birdies and an unidentified assault craft approach, indiscriminately bombing anything before them from the skies. If this threat isn't neutralized, the base and its defenders will find themselves bombed to rubble. The sky is thick with smoke from the battle waging above and below, so visibility will be somewhat reduced if attacking from the ground. Graham has gathered a squadron equipped for long range and aerial combat to counter this threat.
From the north an equally large force approaches. Consisting of ground troops, mostly Death Army and Death Beasts, the enemy is escorting a massive mobile suit armed to bombard the base from afar. These machines approach from the mountain path where boulders and debris now lay scattered across the mountainside from bombardment triggered avalanches. As a result, terrain will be difficult on foot. James has volunteered to lead a strike force to intercept and eliminate this threat.
Time is of the essence. Both threats present equal danger to the Resistance. If neither are stopped the base will be destroyed under a pincer strike of overwhelming force. With the initial horde pushed back by the defenders, the base can now bring it's defenses to bear. Each group will be supported periodically by defense artillery fire launched from Hope Base. You are not alone out there.
Warning: Characters who participated in Phase 1 cannot participate in Phase 2 as they are currently defending the hangar and/or receiving repairs for their machines.
Note: As described above, Artillery Strike is enabled for both missions. A successful attack deals 100 damage to a single target. For the sake of action economy, calling an Artillery Strike will be treated as a free action.
Artillery Strike:
If your team has a ship, other transport, or other artillery with significant ranged firepower present or nearby, the character may request a supporting barrage. This can either function similar to Bombard, in which case the weapon's damage is halved but can hit multiple targets, or focus on a specific target, in which case accuracy is reduced by -3 but full damage is done. This action has a 4 turn cool down and may only be invoked once by each character in a mission. Cannot score a critical hit with this action.
This action is restricted and only allowed when the moderator(s) for the mission approve it.
This action is restricted and only allowed when the moderator(s) for the mission approve it.
Artillery Turret Stats
Weapon Type: Artillery
Hits per Attack: 1
Damage per hit: 100 (vs Single)
Damage Type: Physical/Explosive
Accuracy Modifier: +3 (0)
Critical Chance: 20
Action Cooldown: 4 turns
The Siege: Battle Cry
Type: Combat
Run by: Usam
Group A (Intercepting fliers)
- Graham MacCallan
- Valerie Hart
- Axel Zephyr
- Leon Bieldi
Hazards:
- Thick smoke and dust reduces ranged accuracy by 1 for attacks made from the ground.
- The enemy has many beam weapons at their disposal.
Group B (Intercepting ground forces)
- James Torian
- Brenan Heltman
- Blair Lupus
- Craig Snow
Marcus
Hazards:
- An avalanche has buried most of the area. Terrain is Rocky; -2 Evasion for grounded mobile suits. On the positive side, Take Cover attempts receive a +2 bonus due to the debris.
- Inaccurate heavy artillery from either side may trigger landslide for AoE damage. Roll of 1d20 for landslide check, below 10 triggers one.