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evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

AJ_Impy posted:

"Is that a quad mech?"

"...no."

I really liked the weird quad mech builds I saw once where they stuffed their legs full of compact heatsinks then parked them in watery areas to double their sinking capacity and then used them as turrets that almost never fell over.

Then apparently rules were introduced to cap the amount of extra heat you could sink with that tactic. Which is a real shame because it seemed like the only way to make quads viable.

Edit: I mean, just standing around firing is a pretty boring tactic, don't get me wrong. I just like seeing weird use cases like that.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Polls are basically closed, but I'll leave them open for a bit just in case.

As usual, I'm going to need a week or so to put a map together.

MadDogMike
Apr 9, 2008

Cute but fanged

evilmiera posted:

I really liked the weird quad mech builds I saw once where they stuffed their legs full of compact heatsinks then parked them in watery areas to double their sinking capacity and then used them as turrets that almost never fell over.

Then apparently rules were introduced to cap the amount of extra heat you could sink with that tactic. Which is a real shame because it seemed like the only way to make quads viable.

Edit: I mean, just standing around firing is a pretty boring tactic, don't get me wrong. I just like seeing weird use cases like that.

Wasn't the "best use", but my favorite appearance of a quad was the one in the earlier LP that managed to leg crit itself with MASC and tear both legs off one side (think that was the same battle where a Mech failed a pilot role to back down a hill and took itself out with a fall too). The image was just too funny :D.

Ardlen
Sep 30, 2005
WoT



MadDogMike posted:

Wasn't the "best use", but my favorite appearance of a quad was the one in the earlier LP that managed to leg crit itself with MASC and tear both legs off one side (think that was the same battle where a Mech failed a pilot role to back down a hill and took itself out with a fall too). The image was just too funny :D.
It was hilarious:

PoptartsNinja posted:

Air Raid: Tactical Update 7
Next Turn’s Movement Phase
David
- Activates MASC! Must pass a 6+ roll to avoid damage: rolled 4, fails!
- Critical chance in Right Front Leg: rolled 7, no critical hits sustained!
- Critical chance in Left Front Leg: rolled 12, leg blown off!
- Critical chance in Right Rear Leg: rolled 9, 1 critical hit sustained!
- - Hip actuator damaged!
- Critical chance in Left Rear Leg: rolled 12, leg blown off! `Mech destroyed!
David Mood: Unreadable

Ardlen fucked around with this message at 22:52 on Oct 12, 2022

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
MASC failures are the funniest failures because it's just some wile e. coyote level self disassembly

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

SIGSEGV posted:

Of course it's not that obvious if you've always held in your heart that they are technicians specialized in backsides, rumps, and other callipygian structures.

We laugh but given that mechs have backsides, rumps, legs, etc it follows that there would be specialists. One weird guy who knows everything there is to know about chicken leg actuators, etc.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Mech butt specialist

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Asstechs

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
Bootyltech

propatriamori
Feb 13, 2012

there can be no peace until everyone is safe
Lostass

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
If you think about it, all mechs with weaponry in their torsos have bazongas.

Therefore

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Not if they carry it like a Hunchback or Hauptmann. Then they're just an eighties kid with a boombox

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Downtime 3-4

Vote Results





Staff Vote Results
29 total votes, cutoff: 15 votes
Bernat Muhammad (19 + 4 (all but Lexia) + 3 (all but Rakesh) - 1 (hire none) = 25) Hired!
Zhuldyz Sanchez (9 + 4 (all but Lexia) + 3 (all but Rakesh) - 1 (hire none) = 15) Hired!
Indrajit Knox (9 + 4 (all but Lexia) + 3 (all but Rakesh) - 1 (hire none) = 15) Hired!
Eva Nakatos (8 + 4 (all but Lexia) + 3 (all but Rakesh) - 1 (hire none) = 14) Not Hired!
Lexia Chance (10 + 3 (all but Rakesh) - 1 (hire none) = 12) Not hired!
Total Hiring Cost: 6 Barter

Next time, we’ll let the thread put together hiring proposals


An Apology
My hands have been fighting me all week, and I’ve gotten basically none of the sprites done for the OpForce. It’s been quite frustrating if I’m being honest. I just can’t make them as quickly as I used to. To make it up to everyone, we’re getting an early map reveal and a random event.





Random Event
“Dustball is such a shithole,” Rat Party mopped at her brow, but barely managed to make a dent in the sweat dripping into her eyes. Her typical gray and black urban camo had been replaced with splotches of rust and sand, but just dressing the part didn’t make her a desert commando.

Zhuldyz Sanchez picked at her teeth with a toothpick, she’d foregone heavy flak armor in favor of lighter clothing that might have blended in among the regular population of a desert world if Dustball had been anything like a normal desert world. Over 99% of the planet’s population lived in five domed cities, and of those the vast majority wouldn’t have been caught dead outside their climate-controlled domes. Even the Jade Falcon occupation hadn’t dulled the shine off the casinos—the Jade Falcons loved gambling, even if they’d probably scoffed at the decadence.

“Perfect place to bury the Tread,” Zhuldyz replied, pushing a map and a handful of holopics across the table towards the other infantryman.

Rat Party whistled, “lovely place to park a tank battalion.”

“Thought nobody’d look for ‘em in the badlands,” Zhuldyz grinned. “They’re planning to ride out the bounty. Alyina Mercantile can’t afford to keep it up forever and no bounty hunter on Dustball’s really eager to go after a single murderer surrounded by so many friends and their combat vehicles. They’ve been driving around in sort-of a big circle for the past few months, just in case some dumbass Aerojock tries for a flyby—but they’ve been kinda predictable about it.”

Zhuldyz speared a point on the map, about a three hundred kilometers distant. “They should be passing through here sometime in the next ten days. We get there first, we can set up a morale-shattering ambush. I’m not sure if we should use a heavy screening force and a mobile flanking force; or a light screening force with heavier flankers or at what point we should tear the proverbial self-adhesive medical strip off. You know our can-riders better than I do, help me work out an action plan so I can convince the brass?”

Rat Party shrugged, “Sure? Why not. Infantry solidarity or some poo poo.”


Random Event Vote


Ambush Plan Vote

ilmucche
Mar 16, 2016

what are the blue and yellow lines? opfor routes into and out of the map? How would you deploy at 2 and strike at A if the opfor has to walk past the deployment area?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

ilmucche posted:

How would you deploy at 2 and strike at A if the opfor has to walk past the deployment area?

Hidden units is a thing. If they don't have probes it's a nonissue.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

ilmucche posted:

what are the blue and yellow lines?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Direction of travel and direction of retreat.

ilmucche
Mar 16, 2016

I think A1 is the best bet then. puts 2 groups in the back even if that bottom group could get smashed up real bad. the ridge down the middle of the map is a bit weird to maneuver around it seems?

Runa
Feb 13, 2011

I have no idea what's going on but I voted 1B.

Also take as much time as you need, ptn

Judicator65
Feb 4, 2012

ilmucche posted:

I think A1 is the best bet then. puts 2 groups in the back even if that bottom group could get smashed up real bad. the ridge down the middle of the map is a bit weird to maneuver around it seems?

See, I think A2 is better. A1, they could try to quickly coordinate to smash the lower, then turn around and try to separately break through the other blocking forces on their retreat. With A2, to cooperate against the upper middle force, they would have to first turn around, which could eat up a turn and makes them more likely to direct themselves against the separate blocking forces instead before turning around. A1 would be better if they had active probes, admittedly because it gives them less chance to spot the ambush before they get too far in. In that case, though, the middle blocking force better be pretty well armored and heavy to serve as the anvil.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Galatea 3-1 Dustball (Assassination)

“So, Tread of Doom’s a real piece of work. Barely better than pirates.” Hardpoint lamented over the wired comms the company had laid down to coordinate their ambush. The moment the fight started in earnest the movement of their BattleMechs would snap the old copper wire, but until then it was a cheap, easy, and hard to detect way to keep anyone in contact without risking any open transmissions. Useful as laser-based comms were, they still needed direct line-of-sight. With the company’s machines totally wrapped up in the local red weed they’d have trouble with the lasers even if half of their machines hadn’t been hidden behind rusty hills.

The red weeds were new to Dustball, either brought in accidentally by the Clans or engineered in an attempt to make the planet a little more livable. They thrived on the minerals in the soil and what little water they could trap from the air. They grew prolifically, like hedge rows, but too fragile to impede even wheeled vehicles. It was said that if you found the root stem of a Red Weed vine, you’d find enough water for a single person for a month. Provided, of course, you could wring that water out of the woody bulb.

Hardpoint continued, “I hear they knocked over a couple of banks on their way out of Alyina; and broke out the entire prison population besides.” The man was a former police detective, he clearly found it difficult to keep the outrage from his tone.

“Yeah, I’ve—” Zhuldyz Sanchez coughed suspiciously as he peered down range through a pair of binoculars. The lenses were matted to keep any vis-light sensors from picking up the glare, but they left his vision blurry. Not that he really needed them to spot the telltale dust plumes of vehicles running at combat speed. He finished, “—Never done that. At least they took most of the criminals with them. Conscript infantry or bottom-of-the-barrel tank crewmen. I wonder how they’re liking Dustball? At least the A.M.L. was feeding them. Look alive,” Zhuldyz rolled back into cover, ducking into a small cave that the field recon leader expected would keep him safe enough once the PPCs started firing.

“Bandits are almost on top of you, kids. Time to go hot—target’s in a Bulwark. I’ve got no idea which one, but the Tread only have two. Even if you spot the right one, the A.M.L. will probably pay extra if we eliminate both. It looks like they’ve got a support force rolling in behind—it’s not kicking up as much dust so it’s walkers for sure. Knocking out one of the Tread’s only ‘Mech lances maybe won’t pay extra, but it’d be pretty satisfying.”



[N/A]



Movement
[N/A]

Players
Command Lance
[N/A]

Cavalry Lance
[N/A]

Medium Battle Lance
[N/A]

OpForce
Battle Lance
[N/A]

Vehicle Lance #1
[N/A]

Vehicle Lance #2
[N/A]

VTOL Basic Fire Lance
[N/A]






Objectives
Primary Objective(s)
- Destroy Bulwark Assault Vehicle #2 (0/1)

Bonus Objective(s)
- Destroy both Bulwark Assault Vehicles (0/2)
- Destroy the enemy Battle Lance (0/4)

Unpaid Objective(s)
- Withdraw as needed (0/12)

Mission Failure Objective
- Enemy Ground Combat Vehicles Successfully Retreated (0/6)


Player Status:





OpForce Status:





Loot Acquired
Field Barter:
Field Salvage:
Battle Salvage:
Potential Salvage Catalogue Entries:

Runa
Feb 13, 2011

lol Zhuldyz

how awkward

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I am the command lance... can I get advice on SPAs?

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Remember that your target gets ammunition to its main gun using a sushi conveyor belt. Aim for that weak point.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

AtomikKrab posted:

I am the command lance... can I get advice on SPAs?

Combat Intuition is by far the best of them, since it allows the unit you assign it to to attack in the movement phase rather than waiting for combat (it means you can HBS BattleTech eliminate something before it can fire back). The strongest choices for that are the Black Knight with its high damage output and the Firestarter, which can use Combat Intuition to keep an enemy 'Mech at +2 heat and not firing forever; or force them to shut down every other turn. The Firestarter tactic isn't as strong against vehicles, unfortunately.

After combat intuition, Multi-Tasker and Blood Stalker are decent picks. Blood Stalker lets you get a -1 bonus ToHit a single target at the cost of a +1 penalty to hit anything else until that target dies (after which you have to immediately assign a new target). Multi-Tasker lets you split your damage between two targets which is good if you've got a high damage unit fighting multiple low-health opponents but not so much on this mission.

Eagle's Eyes and Antagonizer are troll picks. Antagonizer lets the unit that takes it 'taunt' an enemy into attacking it, which can be useful for certain 'Mechs (like the Hitotsume-Kozo we saw last mission) but isn't really ideal for most of your current lance. Eagle's Eyes lets you spot hidden units and mines as if you had an active probe (and provided you end your movement a hex away from them), but there are no hidden units or mines on this map so it's essentially useless.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
So if I am understanding the objectives correctly, we need to kill at least Bulwark #2, and force two other vehicles into forced withdrawl so they can't get the requisite 6 Ground Ves off the map, yes?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Rorahusky posted:

So if I am understanding the objectives correctly, we need to kill at least Bulwark #2, and force two other vehicles into forced withdrawl so they can't get the requisite 6 Ground Ves off the map, yes?

Bonus objective requires you to kill two in addition to the Bulwark #2, the two tank lances are already in Forced Withdrawal. :ssh:

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Why are the special abilities 1,2,3,B?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Warriors are only allowed to have 3 SPAs, plus the bonus from their lance type.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Battle Lance here.

Looks like the start is pretty simple. I dogpile Bulwark #1, while Command Lance kills Bulwark #2, so if Cav Lance can kill one more vehicle (probably a JES III) we'll have accomplished the Primary and one Secondary and prevented the Loss Condition. Then we can see where we stand and decide if we want to go after the 'mechs for the other Secondary or just run for it depending on how much damage we've taken. Sound good?

TheParadigm
Dec 10, 2009

hi, looks like I've got the fast lance! I'm still looking at the map and figuring out what to go for. I was thinking of dogpiling the objective just to make sure its dead.

I'm not sure where to yet, whether its north or south. If there's any juicy targets, please point them out!(and where) i'm still wrapping my brain around the map

Couple questions:
Is the # at the bottom the elevation(and if so, how alpha strike pay for elevation changes? 1 mp tax?)

What are the red hexes? difficult terrain? forests?

When do orders need to be in by, generally speaking?

For rear armor shots and line of sight, you basically need to draw a line between center of shooter an hex's targets, and have it only enter the rear hex, right?

TheParadigm fucked around with this message at 00:11 on Oct 28, 2022

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Bulwark #2 should have considered being made of less uhm... explodable materials.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





TheParadigm posted:

hi, looks like I've got the fast lance! I'm still looking at the map and figuring out what to go for. I was thinking of dogpiling the objective just to make sure its dead.

I'm not sure where to yet, whether its north or south. If there's any juicy targets, please point them out!(and where) i'm still wrapping my brain around the map

As far as targeting goes, I'd recommend staying with the rest of us to the south and picking off a vehicle or two before they run off the board. The JES III units are both more fragile and have better weapons than the Manticores, so I'd go after them, I think.

TheParadigm
Dec 10, 2009

jng2058 posted:

As far as targeting goes, I'd recommend staying with the rest of us to the south and picking off a vehicle or two before they run off the board. The JES III units are both more fragile and have better weapons than the Manticores, so I'd go after them, I think.

That sounds like a plan!

Next question(s). one for the rules savvy, one for the other players. If I overheat 2 on a mech, they have -2 move and +2 to shots next turn until they cool off, (and firing weapons the next turn doesn't count)?

Do the red outlined hexes block line of sight?

Im trying to decide if its worth a short range overheat on the mad cat to just wipe a vehicle off the get go

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

TheParadigm posted:

Do the red outlined hexes block line of sight?

They are woods.

I helped someone move today, so I didn't get to do an update but it looks like I'm short one set of orders anyway. If you get them in by noon tomorrow I'll try to get an update done on Thursday instead.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Is it me?

TheParadigm
Dec 10, 2009

Its me. I'm glad I wasn't the only one with a wierd/burdensome day. I had a buncha half-filled orders, then had to go to work. (this week is hectic thanks to emergency construction work/plumbling leaks).

Just sent them in

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I remain amused that the JES III that moves 4 hexes per turn is the fast version of the JES III

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

I remain amused that the JES III that moves 4 hexes per turn is the fast version of the JES III

High speed urbie that can go 3 hexes

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Galatea 3-2 Dustball (Assassination)

“Hammer Down,” Popcorn commanded. Their newest member had been given overall command of the operation once the battle started. Raniya always preferred not to join the command lance, they’d preferred to keep close watch over the flanking unit.

An explosion of smoke and sparks burst from the front of the nearest Bulwark as the command lance opened fire all at once. A few shots missed wide, charring Dustball’s iron-oxide sand or starting branches of the invasive red weed on fire. Raniya’s split lance joined them a moment later, opening fire on the vulnerable JES III missile carriers bringing up the rear of each formation. Formidable LRM platforms, the JES IIIs were only passable in a close-range fight. A massive explosion sent up a towering pillar of smoke as Hardpoint’s Mad Cat III detonated a JES III’s LRM bins.

Despite the battering, the Tread of Doom kicked their combat vehicles into reverse and began withdrawing in good order. They kept their vehicles close, trying to offer one another as much cover as they could in the tight confines of the Dustball badlands.

“drat,” Drake cursed openly. “They’re murderous assholes, I was hoping they’d crack like rabble.”

“The only thing worse than a band of murderous assholes is a band of professional murderous assholes,” Ironsides agreed.

A moment later, Shotel added laconically, “So, shall we professionally murder these assholes?”







Movement
Stormwolf Prime
- Insufficient MP to reach hex 1819: Needs 11, has 10!

Black Knight
- [Combat Intuition] attacks Bulwark #2 (3 skill + 2 range + 1 TMM + 1 woods = 7): rolled 8, hit! 3/8 armor remaining! Chance for motive system damage: rolled 1, no damage sustained!

Players
Command Lance
Black Knight
- [N/A]
Firestarter
- Sets Bulwark #2 as Blood Stalker target!
- Attacks Bulwark #2 (3 skill + 0 range + 1 jumped + 1 TMM + 1 woods - 1 blood stalker = 5): rolled 11, hit! 1/8 armor remaining! Chance for motive system damage: rolled 2, no damage sustained!
Valkyrie
- Attacks Bulwark #2 (4 skill + 2 range + 1 jumped + 1 TMM + 2 woods = 10): rolled 7, missed!
Vindicator
- Attacks Bulwark #2 (4 skill + 0 range + 1 jumped + 1 TMM + 1 woods = 7): rolled 4, missed!

Cavalry Lance
Stormwolf Prime
- Attacks Jes III #2 (2 skill + 0 range + 1 TMM + 1 woods = 4): rolled 8, hit! 1/4 armor remaining! Chance for motive system damage: rolled 5, motive system hit!
Mad Cat III
- Overheats 1 and attacks JES III #1 (3 skill + 0 range + 1 TMM + 1 woods = 5): rolled 9, hit! 0/4 armor, 0/3 structure remaining! Vehicle destroyed!
Jackalope #1
- Attacks JES 3 #2: No Line of Sight to target (elevation)!
- Attacks Bulwark #1: No Line of Sight to target (elevation)!
- Attacks Manticore II #4: No Line of Sight to target (elevation)!
- Attacks Manticore II #2: No Line of Sight to target (elevation)!
- Not specified in player orders, but: retrieves field salvage in hex 1119!
Jackalope #2
- Attacks JES III #2 (4 skill + 0 range + 1 jumped + 1 TMM + 2 woods = 8): rolled 3, missed!

Medium Battle Lance
Kheper
- Attacks Bulwark #1 (4 skill + 2 range + 1 TMM = 7): rolled 6, missed!
Shadow Hawk
- Attacks Bulwark #1 (4 skill + 0 range + 1 TMM + 1 woods = 6): rolled 4, missed!
Excalibur
- Attacks Bulwark #1 (3 skill + 0 range + 1 TMM = 4): rolled 12, hit! 3/8 armor remaining! Chance for motive system damage: rolled 2, no damage sustained!
Preta Caelestis
- Attacks Bulwark #1 (3 skill + 0 range + 1 TMM = 4): rolled 8, hit! 0/8 armor remaining! Chance for motive system damage: rolled 4, no damage sustained!

OpForce
Battle Lance
Thunderbolt
- Holds fire!
Rawhide
- Holds fire!
JagerMech
- Holds fire!
Centurion OmniMech
- Holds Fire!

Vehicle Lance #1
Manticore II #1
- Attacks Vindicator (4 skill + 2 range + 2 jumping TMM + 2 woods = 10): rolled 6, missed!
Manticore II #2
- Attacks Excalibur (4 skill + 0 range + 3 jumping TMM = 7): rolled 5, missed!
Manticore II #3
- Attacks Vindicator (4 skill + 0 range + 2 jumping TMM + 2 woods = 8): rolled 7, missed!
Manticore II #4
- Attacks Shadow Hawk (4 skill + 2 range + 3 jumping TMM + 1 woods = 10): rolled 3, missed!

Vehicle Lance #2
Bulwark #1
- Attacks Kheper (4 skill + 2 range + 2 TMM = 8): rolled 4, missed!
Bulwark #2
- Attacks Black Knight (4 skill + 2 range + 1 TMM + 1 partial cover + 1 woods = 9): rolled 9, hit! 3/7 armor remaining!
JES III Missile Carrier (Speed) #1
- Attacks Kheper (4 skill + 2 range + 2 TMM = 8): rolled 7, missed!
JES III Missile Carrier (Speed) #2
- Attacks Firestarter (4 skill + 2 range + 3 jumping TMM + 2 woods = 11): rolled 10, missed!

VTOL Basic Fire Lance
Kamakiri Attack VTOL #1
- Holds fire!
Kamakiri Attack VTOL #2
- Holds fire!
Kamakiri Attack VTOL #3
- Holds fire!
Kamakiri Attack VTOL #4
- Holds fire!






Objectives
Primary Objective(s)
- Destroy Bulwark Assault Vehicle #2 (0/1)

Bonus Objective(s)
- Destroy both Bulwark Assault Vehicles (0/2)
- Destroy the enemy Battle Lance (0/4)

Unpaid Objective(s)
- Withdraw as needed (0/12)

Mission Failure Objective
- Enemy Ground Combat Vehicles Successfully Retreated (0/6)


Player Status:





OpForce Status:





Loot Acquired
Field Barter:
Field Salvage: 1
Battle Salvage: 1 vehicle salvage chance
Potential Salvage Catalogue Entries: 1 random salvage chance


PTN’s note: I forgot to actually make a sprite for the lovely ForestryMech cameraman for you to protect this mission, so their technicians slacked too much and they couldn’t get it to start up. They’ll have to join you in the next fight

PoptartsNinja fucked around with this message at 12:39 on Nov 4, 2022

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