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vorebane posted:The dropship has newtype armour iirc, it should be fine to tank an angry locust while you guys chase the bug down. The armor probably won't mean anything if the Anti-Mech Platoon gets inside. Though on top of any other worries, consider: If those CapCon Aerospace Fighters are not friendly? The Dropship is grounded anyway. So let's hope they are non-hostile, yeah?
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# ? Jun 15, 2021 22:07 |
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# ? Apr 26, 2024 19:29 |
Oh yah, antimech weapons might do some hurting on the hull. Those fighters, though, they're going to be a threat to the dropship whether it's grounded or in the air, should they prove hostile. I'll try not to tempt fate any further.
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# ? Jun 15, 2021 23:44 |
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Psion posted:PTN in honor of brood x can the next mission be the players against 40 newtype Cicadas weapons: Experimental Sonic Cannons
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# ? Jun 15, 2021 23:47 |
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Okay, jumping to 1228 to stay baiting the jumpers from the dropship. Firing everything at them or the Locust secondary.
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# ? Jun 16, 2021 00:18 |
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vorebane posted:The dropship has newtype armour iirc, it should be fine to tank an angry locust while you guys chase the bug down. Here's what I found related to it PoptartsNinja posted:The Hysteria is armed with old weapons, it doesn't want to be drawing attention to itself if it can help it. and PoptartsNinja posted:[Refitting DropShips with newtech being last one people's priorities is] definitely the case out in the periphery. New 'Mechs had to be built from the ground up for the new tech, and I imagine DropShips are the same. Armor retrofits are probably pretty common; but when you realize the new large laser does more damage to OldTech than a RISC Hyper Laser, the power draw (and heat generation) for even one of them has to be pretty significant. NewTech has also quietly been doing double damage to buildings for the entire thread So, that's not a confirmation, but also, do not assume it will tank things for you, just to be safe.
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# ? Jun 16, 2021 02:08 |
Ah that was what I was thinking of, yes. Good luck not getting any scratches on the Goonride!
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# ? Jun 16, 2021 07:29 |
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Cappies are probably gonna be attacking both forces, and absolutely would target a mostly defenseless dropship. Edit: For no reason whatsoever I am reminded of the MechWarrior 4 mercenaries mission where Capellans were attending a ceasefire summit.
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# ? Jun 17, 2021 01:50 |
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Yeah, that was ridiculous. They'd never do that. They'd act through proxies, whom they had armed and trained.
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# ? Jun 17, 2021 01:52 |
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Repossession 14 “What the hell is that?! Yaaaaaah!” Clambake screamed, heedless of the fact that he was yelling into the comms. He twisted, raising the Jackrabbit’s arm to ward off the hammer blow he expected would fall any second now. The huge domed nose of a stubby aerodyne DropShip bore down on him with incredible speed. In mere moments he expected to be crushed as flat as the Taurians the Hysteria had landed on. At the last second the DropShip’s thrusters fired, neatly bracketing his Jackrabbit and burning the topsoil to glass in long streaks on either side of his machine. It touched down on a set of wheeled struts, deploying BattleMechs who didn’t seem inclined to wait for the ship to stop moving. It stopped a half-meter shy of grinding Clambake into the rusty soil. “Who the hell are these assholes?!” Glitch broadcast in the clear, equal parts question and challenge. “They’re in the colors of the 7th Capellan Chargers,” Dekker answered. “That unit’s been dead for centuries, so either they’re really crazy pirates or the CCAF decided to send a rookie unit to do exactly what we’re doing: capture Taurian backwaters with roughly equal forces.” “Dekker,” Alexandria called. “You’re our BattleMech Expert—” “’Mexpert,” Glitch interrupted. Alexandria ignored her, “What the hell are those?” A true ‘Mech afficionado, Dekker could rattle off the stats of nearly any ‘Mech in the Inner Sphere. He ascribed to a credo he’d heard on some Lyran entertainment program decades before: information was ammunition. The more information he had, the better able he’d be able to exploit his enemies’ weaknesses. For once, Dekker’s response was a long-time coming. “… I have no idea. Boss, I think we’re in trouble.” “Attention, Mercenary scum,” A voice cut in, broadcasting on the Marauders’ command channel. “I am Lamia Hu Tai of the 7th Capellan Chargers. You’ve done admirable work weakening the Taurian forces for us, but I’m afraid we will be seizing Hellespont. You will stand down immediately for inspection. You will be deported peacefully once we have reclaimed the stolen Capellan property in your possession and you’ve revealed the names of the smuggler scum you purchased it from.” “Do they mean my Vindi—” “Scramble!” Alexandria shouted, ordering the Marauders to switch to their back-up frequency. It probably wouldn’t buy more than a few seconds, but that would at least give her a few moments to plan. Movement Phase SDR-17K Venom (Player) [Combat Intuition] - Fires Medium Laser at Hasek #1 (3 base + 0 range + 3 movement + 1 enemy movement - 1 laser = 6): rolled 6, hit Rear (1/22 armor remaining)! - Fires Medium Laser at Hasek #1 (3 base + 0 range + 3 movement + 1 enemy movement - 1 laser = 6): rolled 8, hit Rear (0/22 armor, 0/4 structure remaining)! Vehicle destroyed! - Fires Pulse Laser at Hasek #1 (3 base + 0 range + 3 movement + 1 enemy movement - 1 laser = 6): rolled 7, hit Turret (15/30 armor remaining)! - Fires Pulse Laser at Hasek #1 (3 base + 0 range + 3 movement + 1 enemy movement - 1 laser = 6): rolled 4, missed! - Gains 28 heat, sinks 19! Overheating! Movement End Phase VND-9L Vindicator (Player) - Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 6, succeeded! Shooting Phase ??? - Fires Large Sub-Capital Laser at Locust (3 base + 0 range + 2 movement + 4 enemy movement + 2 target weighs less than 500 tons = 11): Rolled 7, missed! - Fires Large Sub-Capital Laser at Locust (3 base + 0 range + 2 movement + 4 enemy movement + 2 target weighs less than 500 tons = 11): Rolled 10, missed! - Fires Large Sub-Capital Laser at Locust (3 base + 0 range + 2 movement + 4 enemy movement + 2 target weighs less than 500 tons = 11): rolled 7, missed! SDR-17K Venom (Player) - [Combat Intuition] - Gains 28 heat, sinks 19! Overheating! JKR-80T Jackrabbit (Player) - Fires Light Gauss Rifle (Slug) at Locust (3 base + 0 range [sniper] + 2 movement + 4 enemy movement + 2 minimum range = 11): rolled 9, missed! - Fires SRM-4 (Streak) at Locust (3 base + 0 range [sniper] + 2 movement + 4 enemy movement = 9): rolled 9, 4 missiles hit Right Torso (6/8 armor remaining), Right Leg (6/8 armor remaining), Left Torso (6/8 armor remaining), Left Arm (2/4 armor remaining)! - Gains 6 heat, sinks 7! Tiburon (Export Version) (Player) - Holds fire! - Gains 2 heat, sinks 18! VND-9L Vindicator (Player) - Torso-twists to threaten hex 1128! - Fires Plasma Rifle at Locust (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat = 10): rolled 4, missed! - Fires Small Laser at Locust (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat - 1 laser = 9): rolled 11, hit Right Arm (0/4 armor, 2/3 structure remaining)! Crit! - Gains 18 heat, sinks 14! Overheating! Locust - Fires Medium Laser at Jackrabbit (3 base + 0 range + 2 movement + [2] enemy movement - 1 laser = 6): Rolled 12, hit Center Torso (5/12 armor remaining)! TAC! - Fires Medium Laser at Jackrabbit (3 base + 0 range + 2 movement + [2] enemy movement - 1 laser = 6): Rolled 4, missed! - Fires Small Laser at Jackrabbit (3 base + 0 range + 2 movement + [2] enemy movement - 1 laser = 6): Rolled 9, hit Left Leg (4/9 armor remaining)! - Fires Small Laser at Jackrabbit (3 base + 0 range + 2 movement + [2] enemy movement - 1 laser = 6): Rolled 7, hit Left Arm (2/7 armor remaining)! - Gains 26 heat, sinks 16! Overheating! Shadow Hawk Holds fire! - Gains 2 heat, sinks 10! TDF Foot Platoon #1 - Hold fire! TDF Foot Platoon #2 - Fire auto-rifles and support PPCs at Venom (4 base + 2 range + 4 enemy movement = 10): rolled 10, with a cluster roll of 8: 18 troopers hit for (18 * 073 = 13) damage to Center Torso (0/14 armor, 10/11 structure remaining (Crit!)), Right Leg (3/12 armor remaining), Left Torso (0/13 armor remaining)! TDF Anti-Mech Jump Platoon - Initiate leg attack on Vindicator (3 skill + 2 combat losses + 2 enemy movement = 7): rolled 7, hit Right Leg (8/18 armor remaining)! TAC! Shooting End Phase: Locust - Critical chance in Right Arm: rolled 3, no critical hits sustained! Jackrabbit (Player) - Through-armor critical chance in Center Torso: rolled 9, 1 critical hit sustained! - - XL Engine damaged! - Must pass a guts test to avoid forced withdrawal (6 base + 1 critical damage = 7): rolled 9, succeeded! Venom (Player) - Critical chance in Center Torso: rolled 5, no critical hit sustained! - Must pass a guts test to avoid forced withdrawal (6 base + 0 critical damage - 1 heat = 5): rolled 8, succeeded! Vindicator (Player) - Through-armor critical chance in Right Leg: rolled 10, 2 critical hits sustained! - - Foot actuator damaged! - - Jump Jet damaged! - Must pass a piloting test or fall (4 base + 2 actuator damage = 6): rolled 6, succeeded! - Must pass a guts test to avoid forced withdrawal (5 base + 2 critical damage - 1 heat = 6): rolled 9, succeeded! Physical Combat Phase: Tiburon (Export Version) (Player) - Punches Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 heat - 1 Melee Specialist = 9): rolled 10, hit Right Torso (1/18 armor remaining)! - Fires SRM-2 (Deadfire) point-blank at Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 heat - 1 Fist Fire + 2 weapon damaged - 1 point-blank attack = 10): rolled 6, missed! - - Must roll a 7+ to avoid weapon jam: rolled 7, succeeded! - Fires SRM-2 (Deadfire) point-blank at Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack = 8): rolled 7, missed! - Fires Pulse Laser point-blank at Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack - 1 laser = 7): rolled 9, hit Right Leg (9/13 structure remaining)! Crit! - Fires Pulse Laser point-blank at Shadow Hawk (4 base + 2 movement + 3 enemy movement + 1 heat - 1 Fist Fire - 1 point-blank attack - 1 laser = 7): rolled 3, missed! - Gains 12 heat, sinks 18! Overheating! Shadow Hawk - Punches Tiburon (4 base + 2 movement + 3 enemy movement + 1 heat = 10): rolled 4, missed! - Fires SRM-2 (HE) point-blank at Tiburon (4 base + 2 movement + 3 enemy movement + 1 heat - 1 point-blank attack = 9): rolled 4, missed! - Fires SRM-2 (HE) point-blank at Tiburon (4 base + 2 movement + 3 enemy movement + 1 heat - 1 point-blank attack = 9): rolled 8, missed! - Gains 6 heat, sinks 10! Physical Combat End Phase: Shadow Hawk - Critical chance in Right Leg: rolled 6, no critical hit sustained! Turn End Phase: Locust - Must pass a 4+ test to avoid automatic shutdown: rolled 9, succeeds! Next Turn’s Movement Phase TDF Anti-Mech Jump Platoon - Retain ACE status! Physical Combat End Phase: Tiburon (Export Version) (Player) - Must pass a piloting test to avoid a fall (4 base + 1 missed kick = 5): rolled 11, succeeds! Turn End Phase: Shadow Hawk - Must pass a 4+ test to avoid automatic shutdown: rolled 7, succeeds! TDF Anti-Mech Jump Platoon - Must pass a morale test to avoid Forced Withdrawal: (8 base + 1 unit damaged this turn = 9): rolled 11, succeeds! Next Turn’s Movement Phase TDF Anti-Mech Jump Platoon - Anti-Mech Training: Enemy unit within movement range, unit gains ACE! Map Link Primary Objective - Destroy all enemy BattleMechs (2/4) - Mid-Mission Vote! Secondary Objectives - Destroy Demolisher Devastator Tank (Complete!) - Destroy or drive off enemy vehicles (Complete!) Tertiary Objectives - Crush something with the Hysteria (Complete!) - Hysteria Radio Repaired: (Complete!) Player Status: OpForce Status: CCAF Status: Special Rules - Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance. - Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance. - Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase. - Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks. - Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack. - Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2. - Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria. Orders Due: Any Time On Saturday! Mid-Mission Vote 1: 1A) Negotiate with the CCAF 1B) Bloody their noses and escape Mid-Mission Vote 2: 2A) This is cool, do more Mid-Mission votes! 2B) Never do this again, PTN!
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# ? Jun 17, 2021 02:00 |
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Who gets to vote in this one?
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# ? Jun 17, 2021 02:13 |
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Everyone
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# ? Jun 17, 2021 02:15 |
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1B 2A
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# ? Jun 17, 2021 02:21 |
1B, 2A So yeah, it's never good news when the Cappies show up. Good to remember.
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# ? Jun 17, 2021 02:24 |
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I'm voting for not just 1A but 2As. Both of them!
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# ? Jun 17, 2021 02:49 |
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Uh ohhhhhhh.... 1b 2a Also: just loving die already SHAWK jfc
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# ? Jun 17, 2021 03:08 |
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1B 2A Also drat, the repossessors getting repo'd. How ironic
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# ? Jun 17, 2021 03:16 |
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1a 2b - because the players should get to choose what they do, it's their turn
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# ? Jun 17, 2021 03:22 |
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1A 2A
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# ? Jun 17, 2021 03:22 |
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While part of me thinks the smart thing to do is play it safe and talk, we didn't come all this way to let someone take one of our rides and our paycheck. 1B, 2A I'm a bit away from the rest. Perhaps the best option is to leave me behind... Either way, I say don't engage the new targets. Hopefully they'll assist us for this turn, then when I'm in range of the ship we can throw some pocket sand and run away. thiswayliesmadness fucked around with this message at 04:02 on Jun 17, 2021 |
# ? Jun 17, 2021 03:48 |
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1B, 2A
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# ? Jun 17, 2021 04:44 |
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1B 2A And by 'Escape' I mean eliminate the lance of light mechs for their temerity and see what fun salvage we can sell to the Aurigans.
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# ? Jun 17, 2021 04:51 |
1B 2A
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# ? Jun 17, 2021 05:22 |
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1B) Bloody their noses and escape 2A
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# ? Jun 17, 2021 06:10 |
B,A
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# ? Jun 17, 2021 06:26 |
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This is a real significant choice whether or not to turn the Capellans hostile.
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# ? Jun 17, 2021 06:34 |
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1A, 2A
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# ? Jun 17, 2021 06:35 |
If they didn't want to be hostile they shouldn't have led with calling us scum.
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# ? Jun 17, 2021 06:43 |
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1A, 2A
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# ? Jun 17, 2021 06:45 |
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1B 2A Telling mercs that you are going to take their mechs is already hostile.
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# ? Jun 17, 2021 07:08 |
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Arban posted:Telling mercs that you are going to take their mechs is already hostile. Yeah, that was not a negotiating pitch. That was ‘Hand over your mechs’. If the price of Capellan peace is selling out the Marauders, then peace was never an option.
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# ? Jun 17, 2021 08:17 |
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1B 2A I wonder if the 3 Fleas with the Chinese character names are AI driven.
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# ? Jun 17, 2021 08:32 |
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AJ_Impy posted:Yeah, that was not a negotiating pitch. That was ‘Hand over your mechs’. If the price of Capellan peace is selling out the Marauders, then peace was never an option. Also they'll shoot you once you're defenceless.
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# ? Jun 17, 2021 08:58 |
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The only mech that qualifies is the Vindicator, everything else is not a Capellan mech. There's a difference between "hostile" in the sense of being rude or confrontational (used here) and in the sense of attempting to kill (which is how PTN used it a bit ago). It is not worth one Mech to get PNG'd by an invading major power, let alone while under their air cover after a pitched fight. PTN wouldn't offer a choice mid-mission and then advise caution if both outcomes were potentially fatal. 1A 2B 2B only because mid-mission votes should be for currently active players, or if it's deciding the flavor of the next mission then the players on-deck. The concept is neat.
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# ? Jun 17, 2021 09:20 |
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1A and 2B First because as said, picking a fight with a fresh force seems like a bad idea, second because I also feel it should be up to the players.
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# ? Jun 17, 2021 10:26 |
1A 2B
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# ? Jun 17, 2021 11:08 |
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1A 2A
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# ? Jun 17, 2021 12:15 |
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I'm going to go with 1A and 2B. I agree on mid-mission votes being really cool, although maybe they would be even better if the current players were the ones doing the voting. I don't want Glitch to get killed, she can have a better mech the next time RNG blows a cockpit.
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# ? Jun 17, 2021 12:23 |
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Sparq posted:I'm going to go with 1A and 2B. I agree on mid-mission votes being really cool, although maybe they would be even better if the current players were the ones doing the voting.
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# ? Jun 17, 2021 12:41 |
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Z the IVth posted:1B These votes. Also, the Chinese characters are rank titles, the first two meaning Sergeant and the third meaning Lieutenant. PTN just forgot to put actual names in for the second and third.
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# ? Jun 17, 2021 12:50 |
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# ? Apr 26, 2024 19:29 |
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Sparq posted:I'm going to go with 1A and 2B. I agree on mid-mission votes being really cool, although maybe they would be even better if the current players were the ones doing the voting. I'll Second (third) this vote. While I like the idea of a mid-mission vote/objective change that's the kind of thing the players in the mission should decide, everyone else already voted on the story and scenario.
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# ? Jun 17, 2021 15:16 |