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Technowolf
Nov 4, 2009




PoptartsNinja posted:

My HDD has now failed completely. Not a surprise, I'm potentially out a few free/promotional 3D printing files, but that's about it.

Fortunately, I was able to preserve most of the LP files, including all of my SSW and MegaMEKLab files as well as all of my custom sprites, so the LP itself can continue. My ability to check for critical hits is now limited due to HD space. My surviving SSD is smaller than I remembered, so I'm holding off on redownloading SSW even though I know it's not that big. I'm paranoid. :tinfoil:

My replacement hard drive will be arriving sometime between now and Christmas in theory, in practice I'm expecting it 2-3 weeks after. I'll be able to finish this mission out, but after that I'm going to need a little break to wait for parts.

Frankly, I'm amazed that it took this long before the LP curse set in.

quote:

Edit: Should I give Guts checks a positive role? I'm genuinely considering letting players attempt one guts check per turn to ignore either the ToHit or MP penalty due to overheating. Thoughts?

Might be a little overpowered if its per turn. Maybe once per mission?

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Could do escalating difficulty like MASC rolls to prevent it being too op.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Technowolf posted:

Might be a little overpowered if its per turn. Maybe once per mission?

I could make it an actual part of the heat scale? They get one shot when they hit that heat level and don't get to try again until they cool down.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Have opposed guts values be a modifier to charges and DFAs like piloting currently is. :black101:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Maybe use it to avoid pilot damage? Just a random thought. The tougher you are the less likely you would be to take pilot hits, without making existing hits that do connect totally meaningless.

Leperflesh
May 17, 2007

If it helps, I just grabbed SSW 0.7.4 and extracted it and the extracted folder is 28MB. If that's a worrying size, just go delete like five photos or one album of MP3s or clear your browser's cache and you'll be gold.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
That's actually good to know. I figured it was probably small enough to be safe, I'm just down to under 10gb and I don't have any photos / MP3s to delete off this partition.

TheParadigm
Dec 10, 2009

PoptartsNinja posted:

My HDD has now failed completely. Not a surprise, I'm potentially out a few free/promotional 3D printing files, but that's about it.



Edit: Should I give Guts checks a positive role? I'm genuinely considering letting players attempt one guts check per turn to ignore either the ToHit or MP penalty due to overheating. Thoughts?

Best of luck getting a replacement! An external enclosure and spare HDD to make backups into (not an external hard drive; the BYO version) are incredibly useful and cheap investments.

My first gut reaction is:
This is something that should be available like, 1x-per-turn but only one person on the whole team gets to claim it. first come first serve, or who needs to get it the most, or some other limited resource.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
How does "once per turn, during the shooting phase, each 'Mech designates an enemy unit that they're 'keeping an eye on'; if they make a successful Guts check, the targeted unit cannot gain or use ACE status" sound?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Broken, because ACE statuses affect the movement phase and would involve keeping track of floating information between turns which is never a good thing to have to do.

Leperflesh
May 17, 2007

I think thematically, guts should let you do something brave/stupid. Maybe you can move recklessly, or get a bonus meleeing a larger-weight-class mech, or something.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Leperflesh posted:

I think thematically, guts should let you do something brave/stupid. Maybe you can move recklessly, or get a bonus meleeing a larger-weight-class mech, or something.

Something like rolling on it to enable sprinting movement, maybe?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
- Must pass a guts test to avoid forced withdrawal (6 base + 0 armor breached + 7 critical damage + 5 pilot hits + 1 stood up = 19): automatic failure!


I didn't think I'd ever generate a number that big, even though I knew it was possible. The maximum possible critical damage penalty would be:

4 engine hits + 3 gyro hits + 2 sensor hits + 1 life support offline + 2 actuator damage in both legs = 12

PoptartsNinja fucked around with this message at 00:49 on Dec 3, 2020

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Crushin' guts 24/7

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction

Defiance Industries posted:

Crushin' guts 24/7

With five pilot hits, crushed guts is almost certainly one of the injuries.

Arcturas
Mar 30, 2011

PoptartsNinja posted:

- Must pass a guts test to avoid forced withdrawal (6 base + 0 armor breached + 7 critical damage + 5 pilot hits + 1 stood up = 19): automatic failure!


I didn't think I'd ever generate a number that big, even though I knew it was possible. The maximum possible critical damage penalty would be:

4 engine hits + 3 gyro hits + 2 sensor hits + 1 life support offline + 2 actuator damage in both legs = 12

I’m already trying to flee! You don’t have to pile on!

(Seriously though, this is hilarious.)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Wag the Dog 22

Standing without arms was something Clan warriors trained for. Many of their ‘Mechs lacked the hands that made standing up after a fall easier and a warrior couldn’t always afford to drive their barrels of their arm-mounted into the dirt. The need to engage the enemy at all times was ingrained in every aspect of Clan training, a warrior that couldn’t shoot was no warrior.

Alikhandra Kerensky twisted the Tomahawk’s hips and spread the ‘Mech’s legs wide apart. Using the left leg as an anchor, she twisted her entire machine to get the bulk of its weight up on its right foot and torqued her machine back upright with an ease that belied her injury. Left gasping for breath at the sudden motion, the entire world outside the canopy seemed to sway back and forth as her damaged neurohelmet queried her brain for information and got nothing in reply.

Even the simple act of standing up nearly pushed her crippled fusion reactor to its limits. Warnings flashed on her cockpit displays, and it took a dedicated effort to bypass the safety overrides again. They seemed to reset nearly as quickly as she disabled them. A cloud of dust rose a handful of meters in front of her as the Iron Hart landed. Alexa and Iskandar both took final parting shots and clambered aboard the waiting Broadsword. The crew hadn’t even engaged the landing struts—they’d take off again if she didn’t hurry.

“drat you,” she muttered, unsure whether she was directing her curse at the enemy, her crippled ‘Mech, or Alexander Kerensky. “I will not die here.”







Movement Phase
Amarok Prime #2 (Player)
- Movement orders invalid: A unit in Forced Withdrawal may not voluntarily exit the extraction zone. Movement ends in hex 2530!

Tomahawk C (Player)
- Must pass a piloting test to stand (4 base + 1 actuator damage + 1 gyro damage = 6): rolled 9, succeeds! Stands in hex 2433!


Shooting Phase
Amarok Prime #2 (Player)
- Torso-twists to threaten hex 2430!
- Fires ATM-9 (HE) at Grigori “Yeqon” (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires ATM-9 (HE) at Grigori “Yeqon” (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 4, miss!
- Gains 14 heat, sinks 17! Overheating!

Amarok B (Player)
- Fires Heavy Large Laser at Archangel “Azrael” (3 base + 0 range + 1 movement + 0 enemy movement - 1 laser = 3): rolled 9, hit Right Torso (0/21 structure remaining)! Torso destroyed!
- - 15 Damage transfers to Center Torso (0/31 structure remaining)! ’Mech destroyed!
- Fires Gauss Assault Rifle at Archangel “Azrael”
- - Burst 1 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, hit Center Torso!
- - Burst 2 (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, hit Head (3/9 armor remaining)!
- - Burst 3 (3 base + 0 range + 1 movement + 0 enemy movement + 1 recoil = 5): rolled 7, hit Left Leg (0/21 structure remaining)!
- - Burst 4 (3 base + 0 range + 1 movement + 0 enemy movement + 1 recoil = 5): rolled 6, hit Center Torso!
- Fires ATM-3 (HE) at Archangel “Azrael” (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 6, 3 missiles hit Center Torso, Center Torso!
- Gauss Machine Gun at Archangel “Azrael” (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 4, miss!
- Gauss Machine Gun at Archangel “Azrael” (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 6, hit Center Torso!
- Gauss Machine Gun at Archangel “Azrael” (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 8, hit Right Leg (10/42 armor remaining)!
- Gauss Machine Gun at Archangel “Azrael” (3 base + 2 range + 1 movement + 0 enemy movement = 6): rolled 7, hit Center Torso!
- Gains 18 heat, sinks 17! Overheating!

Tomahawk C (Player)
- Primary target already destroyed!
- Gains 2 heat, sinks 7!

Tomahawk Prime (Player)
- Fires Gauss Rifle at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, hit Left Arm (10/18 armor remaining)!
- Fires Gauss Rifle at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 9, hit Center Torso (18/26 armor remaining)!
- Fires Medium Heavy Laser at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 4, hit Right Torso (10/20 armor remaining)!
- Fires Medium Heavy Laser at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 7, hit Left Arm (0/18 armor remaining)!
- Fires Medium Heavy Laser at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 6, hit Right Arm (8/18 armor remaining)!
- Fires Small Heavy Laser at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 3, miss!
- Fires Small Heavy Laser at Grigory “Yeqon” (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 12, hit Right Torso (3/20 armor remaining)!
- Gains 35 heat, sinks 25! Overheating!

Grigori Yeqon
- Fires Medium Laser at Amarok Prime #2 (3 base + 0 range + 0 movement + 1 enemy movement - 1 laser = 3): rolled 2, miss!
- Fires LRM-4 (Hotshot) at Amarok Prime #2 (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 6, with a cluster roll of (7 + 2 = 9): 3 missiles hit Right Leg (7/32 armor remaining), Left Torso (9/16 structure remaining (Crit!)), Right Torso (9/24 armor remaining)!
- Fires LRM-4 (Hotshot) at Amarok Prime #2 (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 2, miss!
- Gains 19 heat, sinks 12! Overheating!

Deva Shiva
- Fires Medium Laser at Amarok B (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser = 4): rolled 6, hit Center Torso (0/36 armor remaining)!
- Fires Autocannon/5 (Ultra, HE) at Amarok B (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 8, with a cluster roll of 10: 2 shells hit Right Torso (0/24 armor, 11/16 structure remaining (Crit!)), Left Leg (0/32 armor, 14/16 structure remaining (Crit!))!
- Fires TAG at Amarok B (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires TAG at Amarok B (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 10, hit!
- Fires LRM-6 (Laser-Guided) at Amarok B (3 base + 0 range + 2 movement + 0 enemy movement - 1 TAG = 4): rolled 9, with a cluster roll of (2 + 2 = 4): 2 missiles hit Left Torso (5/16 structure remaining (Crit!)), Right Torso (6/16 structure remaining (Crit!))!
- Gains 17 heat, sinks 17!

Archangel Azrael
- Fires PPC at Tomahawk C (4 base + 0 range + 1 movement + 0 enemy movement + 2 minimum range = 7): rolled 9, hit Right Leg (0/42 armor, 17/21 structure remaining)! Crit!
- Fires PPC at Tomahawk C (4 base + 0 range + 1 movement + 0 enemy movement + 2 minimum range = 7): Rolled 11, hit Left Leg (3/21 structure remaining)! Crit!
- Gains 22 heat, sinks 22! Overheating!

Black Marauder
- Fires Plasma Weapon at Tomahawk Prime (4 base + 4 range + 0 movement + 2 enemy movement = 10): rolled 7, miss!
- Fires Plasma Weapon at Grigori “Yeqon” (4 base + 4 range + 0 movement + 0 enemy movement = 8): rolled 9, hit Rear Center Torso (0/9 armor, 20/21 structure remaining)! Crit!
- Fires Trash Cannon (Triple Shot) at Grigori “Yeqon”
- - Burst 1 (4 base + 4 range + 0 movement + 0 enemy movement = 8): rolled 9, hit Head (3/9 armor remaining)! Pilot hit!
- - Burst 2 (4 base + 4 range + 0 movement + 0 enemy movement + 1 recoil = 9): rolled 10, hit Right Arm (3/18 armor remaining)!
- - Burst 3 (4 base + 4 range + 0 movement + 0 enemy movement + 2 recoil = 10): rolled 8, miss!
- Gains 20 heat, sinks 10! Overheating!

Black Wolf
- Fires Hellfire-3 at Grigory “Yeqon” (4 base + 4 range + 0 movement + 0 enemy movement = 8): rolled 8, 3 missiles hit Left Arm (5/10 structure remaining (Crit!)), Left Arm (0/10 structure remaining (Left arm blown off!)), Left Leg (21/26 armor remaining)!
- Fires Hellfire-3 at Grigory “Yeqon” (4 base + 4 range + 0 movement + 0 enemy movement = 8): rolled 4, miss!
- Gains 12 heat, sinks 10! Overheating!


Shooting End Phase:
Amarok Prime #2
- Critical chance in Left Torso: roled 5, no critical hits sustained!

Amarok B
- Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - XXL Engine hit!
- Critical chance in Left Leg: rolled 3, no critical hits sustained!
- Critical chance in Right Torso: rolled 5, no critical hits sustained!
- Critical chance in Left Torso: rolled 7, no critical hits sustained!
- Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached + 1 critical damage = 6): rolled 5, fails!

Tomahawk C (Player)
- Critical chance in Right Leg: rolled 8, 1 critical hit sustained!
- - Right lower leg actuator damaged!
- Critical chance in Left Leg: rolled 4, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 2 actuator damage + 1 gyro damage = 7): rolled 10, succeeds!
- Must pass a guts test to avoid forced withdrawal (6 base + 0 armor breached + 7 critical damage + 5 pilot hits + 1 stood up = 19): automatic failure!

Grigory "Yeqon"
- Must pass a 3+ consciousness test: rolled 6, succeeds!
- Critical chance in Center Torso: rolled 7, no critical hits sustained!


Turn End Phase:
Tomahawk C (Player)
- Engine crippled: must pass a 6+ test to avoid engine shutdown: rolled 12, succeeds!

Amarok Prime #2 (Player)
- Escaped successfully! Deployment Zone size reduced!

Tomahawk Prime (Player)
- Escaped successfully! Deployment Zone size reduced!

All Player Units in Forced Withdrawal
- Player units may no longer end forced withdrawal.




Map Link


Player Status:



OpForce Status:


Inimical to Life Status:



Primary Objective
- Defeat the Shadow Division (4/6)

Secondary Objectives
- Defeat Word of Blake Commanders ([failed])
- Defeat Word of Blake ‘Mechs (Complete!)
- Defeat Word of Blake Vehicles ([failed])

Tertiary Objectives
- Retreat if necessary (2/4)

Special Rules
- Human TRO This Mechwarrior adds a +1 bonus to all critical chance rolls when they deal a critical chance to an enemy unit.
- Overrun Combat Once per combat, every member of the Word of Blake’s 52nd Shadow Division gains ACE status until the end of the turn.
- Buffered VDNI A pilot with buffered VDNI always counts as having a basic targeting computer, and may shoot and make a melee attack without penalty. They always count as an active spotter for other VDNI pilots on the same network, and may spot for indirect fire without penalty. A pilot with any form of VDNI suffers pilot damage on a 1d6 roll of 5-6 whenever their unit takes a hit to its internal structure.
- Pain Shunt A pilot with VDNI and a pain shunt no longer suffers pilot hits for internal damage or ammunition explosions, but may still be killed or render unconscious by direct cockpit hits.
- Dermal Myomer Armor Implant A pilot with Dermal Myomer Armor Implants cannot be killed via pilot hits, but may still fall unconscious. A pilot with Dermal Myomer Armor Implants may still be killed if their cockpit is destroyed, but receives a bonus if any form of ejection or pilot survival roll is in play.
- Empty Inside This unit does not suffer pilot damage, and cannot be forced to withdraw
- Unphased This unit counts as stationary whenever it makes or receives an attack, does not pay terrain costs, and may pass through (but not stop inside) normally impassable terrain.
- Superheated When this unit makes a successful melee attack, if it has a higher heat level than its target, it trades heat levels with its target. Heat Radiating armor prevents this effect.
- Cold This unit does not sink heat normally, but instead reduces its heat total to 0 on any turn it neither moves nor attacks.
- Distant This unit always makes and receives ranged attacks as if it was at long range
- Gloom Sink This unit is shrouded, all ranged attacks suffer a +1 penalty.
- Organic Armor This unit regenerates 3 armor/turn on all sections, provided any adjacent section still has armor.


PTN’s note: It’s 50/50 whether the Word of Blake can stop the players from escaping in the next two turns. They have the damage to do it, but they’ve also got two rogue ‘Mechs to worry about. I’m willing to let the remaining players withdraw safely and end the mission now, or go for the glory and see if they can score a lucky kill next turn. The choice is in Arcturas’s and Ice Fist’s hands!


Orders Due: Any Time On Saturday!

Arcturas
Mar 30, 2011

That was amazing. Nice work getting two mechs out, hopefully Ice Fist and I can get out too! I’m also thrilled we killed that stupid Archangel that was blocking us so badly. I also remain amazed the let on that other one is holding on.

Ice Fist, I think this is your call. I am not in range of anything, and won’t be between here and the exit hex, so you’re the only one with a chance of a glory kill on the way out. I’m happy to soak fire for you, and happy to call it here. Either way.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The Amarok is a tragic 1 MP short of being able to reach a withdrawal this turn, but the Tomahawk C can manage it without worrying about bodyblocking anyone out.

It's possible for the Amarok to make it to 2038 to break contact and demand pickup at the southern dropship zone, I think, but that'd be accomplished simpler and easier by just calling it.

Pussy Cartel
Jun 26, 2011



Lipstick Apathy
I really want to see Alikhandra make it out alive, even if she is a Clanner.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Strobe posted:

The Amarok is a tragic 1 MP short of being able to reach a withdrawal this turn

Well, I mean.

They could steal the Tomahawk's spot in what would be a very Clanlike act of betrayal.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

PoptartsNinja posted:

Well, I mean.

They could steal the Tomahawk's spot in what would be a very Clanlike act of betrayal.

...not unless the heat level is high enough to get to 6/9 and I was looking at the wrong sheet? It's seven MP straight forward to 2332, one MP to turn right one hexside, and then you're stuck looking at sweet freedom but not tasting it. :v:

Runa
Feb 13, 2011

I'm really rooting for Alikhandra right now

Chronojam
Feb 20, 2006

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


Have we considered that the black marauder is eating the hard drive?

Ardlen
Sep 30, 2005
WoT



PoptartsNinja posted:

Amarok Prime #2 (Player)
- Torso-twists to threaten hex 2430!
- Fires ATM-9 (HE) at Grigori “Yeqon” (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 4, miss!
- Fires ATM-9 (HE) at Grigori “Yeqon” (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 4, miss!
- Gains 14 heat, sinks 17! Overheating!
Sometimes the dice just are not interested in the odds.

I am rooting for Alikhandra and the rest of GoonLance to escape!

Remmon
Dec 9, 2011

Strobe posted:

...not unless the heat level is high enough to get to 6/9 and I was looking at the wrong sheet? It's seven MP straight forward to 2332, one MP to turn right one hexside, and then you're stuck looking at sweet freedom but not tasting it. :v:

Time to move recklessly down the hill if PTN will allow it. If ever there is a good reason to risk it.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I haven't heard anything from Ice Fist so please assume orders are still needed.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

PoptartsNinja posted:

I haven't heard anything from Ice Fist so please assume orders are still needed.

I woke up this morning, grabbed a coffee, and went "oh poo poo" and ran to my computer and am figuring everything out right now.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Okay after thinking about it. I'm going to keep going. I got all amped up to see what these monster mechs can do and they haven't fired a shot in anger yet. I also said I'd go down in a blaze of glory and although that is only somewhat possible since I'm in forced withdrawal I still intend to Rambo it up with my GAR one last time.

Edit: Hell, maybe for maximum hilarity they'll just shoot/eat/devour me as punishment for extending this another 1-2 turns. That'd be funny imo.

Ice Fist fucked around with this message at 17:05 on Dec 6, 2020

Arcturas
Mar 30, 2011

Awesome. My orders are simple. Walk two hexes north, shoot anything in range of my last weapon ( small laser, so 3 hexes, so nothing). Then evac if I’m still alive!

I can pm those if you need, PTN.

Ardlen
Sep 30, 2005
WoT



Arcturas posted:

Awesome. My orders are simple. Walk two hexes north, shoot anything in range of my last weapon ( small laser, so 3 hexes, so nothing). Then evac if I’m still alive!

I can pm those if you need, PTN.
You should definitely PM the orders in so PTN sees them.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It's been a while since I've gotten to use the twin claw special ability.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Wag the Dog 23

“Only one of us is making it out of here.”

Saska grimaced, the Iron Hart was so close, but still too far to reach. Alikhandra’s crippled Tomahawk drug its feet through the rocky soil, not even reaching half of its typical speed. She’d make it to the Iron Hart’s boarding ramps, but only if the approaching crimson ‘Mech didn’t shoot her in the back. Either the enemy would attack Alikhandra, or they would attack him—the other crimson ‘Mech was occupied with the matte black interlopers.

Saska doubled back, making for the landing zone on the far side of the ridge. It would take the Iron Hart a little time to circle back for him, but at least below the ridgeline he might find a little cover. His chances were slim, but that hardly mattered. He intended to make his death count. As he trained his weapons on the nearer enemy machine, the red ‘Mech twisted to meet him in kind. All at once, his computer flashed a warning as passive cameras detected the infra-red beams of its TAG lasers once again. Saska smiled.

Seyla.”







Shooting Phase
Amarok B (Player)
- Torso-twists to threaten hex 2239!
- Fires Heavy Large Laser at Deva “Shiva” (3 base + 0 range + 2 movement + 1 enemy movement - 1 laser = 5): rolled 8, hit Left Torso (0/20 armor, 5/16 structure remaining)! Crit!
- Fires Gauss Assault Rifle at Deva “Shiva”
- - Burst 1 (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 12, hit Left Leg (0/16 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (28/33 armor remaining)!
- - Burst 2 (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss!
- - Burst 3 (3 base + 0 range + 2 movement + 1 enemy movement + 1 recoil = 7): rolled 6, miss!
- - Burst 4 (3 base + 0 range + 2 movement + 1 enemy movement + 1 recoil = 7): rolled 5, miss!
- Fires ATM-3 (HE) at Deva “Shiva” (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 3, miss!
- Gauss Machine Gun at Deva “Shiva” (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 5, miss!
- Gauss Machine Gun at Deva “Shiva” (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Center Torso (25/33 armor remaining)!
- Gauss Machine Gun at Deva “Shiva” (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Right Leg (4/16 structure remaining)! Crit!
- Gauss Machine Gun at Deva “Shiva” (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 6, miss!
- Gains 20 heat, sinks 17! Overheating!

Tomahawk C (Player)
- Holds fire!
- Gains 1 heat, sinks 7!

Grigori Yeqon
- Fires Medium Laser at Black Wolf: target out of range!
- Fires LRM-4 (Hotshot) at Amarok Prime #2 (4 base + 4 range + 1 movement + 0 enemy movement + 1 smoke = 10): rolled 6, miss!
- Fires LRM-4 (Hotshot) at Amarok Prime #2 (4 base + 4 range + 1 movement + 0 enemy movement + 1 smoke = 10): rolled 7, miss!
- Gains 19 heat, sinks 12! Overheating!

Deva Shiva
- Fires Medium Laser at Amarok B (3 base + 0 range + 2 movement + 1 enemy movement - 1 laser = 5): rolled 7, hit left torso (0/16 structure remaining)! Torso destroyed! Engine crippled!
- - 2 damage transfers to Center Torso (21/23 structure remaining)! Crit!
- Fires Autocannon/5 (Ultra, HE) at Amarok B (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss!
- Fires TAG at Amarok B (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, hit!
- Fires TAG at Amarok B (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, hit!
- Fires LRM-6 (Laser-Guided) at Amarok B (3 base + 0 range + 2 movement + 1 enemy movement - 1 tag = 5): rolled 8, with a cluster roll of (6 + 3 = 9): 5 missiles hit Center Torso (16/23 structure remaining), Right Torso (1/16 structure remaining (Crit!)), Center Torso (11/23 structure remaining), Right Torso (0/16 structure remaining (Torso destroyed! Engine destroyed! 4 damage transfers to Center Torso 7/23 structure remaining (Crit!))), Center Torso (2/23 structure remaining)!
- Gains 17 heat, sinks 17!

Black Marauder
- Primary target already destroyed!
- Secondary target already destroyed!
- Gains 2 heat, sinks 10! Overheating!

Black Wolf
- Holds fire!
- Gains 2 heat, sinks 10! Overheating!


Physical Combat Phase:
Black Wolf
- Attacks Grigori with both claws (4 base + 0 movement + 1 enemy movement = 5): rolled 7, hit Left Leg (13/26 armor remaining), Center Torso (12/20 armor remaining)! Left leg torn off!




Map Link


Player Status:



OpForce Status:


Inimical to Life Status:



Primary Objective
- Defeat the Shadow Division (Complete!)

Secondary Objectives
- Defeat Word of Blake Commanders ([failed])
- Defeat Word of Blake ‘Mechs (Complete!)
- Defeat Word of Blake Vehicles ([failed])

Tertiary Objectives
- Retreat if necessary (3/3)

Special Rules
- Human TRO This Mechwarrior adds a +1 bonus to all critical chance rolls when they deal a critical chance to an enemy unit.
- Overrun Combat Once per combat, every member of the Word of Blake’s 52nd Shadow Division gains ACE status until the end of the turn.
- Buffered VDNI A pilot with buffered VDNI always counts as having a basic targeting computer, and may shoot and make a melee attack without penalty. They always count as an active spotter for other VDNI pilots on the same network, and may spot for indirect fire without penalty. A pilot with any form of VDNI suffers pilot damage on a 1d6 roll of 5-6 whenever their unit takes a hit to its internal structure.
- Pain Shunt A pilot with VDNI and a pain shunt no longer suffers pilot hits for internal damage or ammunition explosions, but may still be killed or render unconscious by direct cockpit hits.
- Dermal Myomer Armor Implant A pilot with Dermal Myomer Armor Implants cannot be killed via pilot hits, but may still fall unconscious. A pilot with Dermal Myomer Armor Implants may still be killed if their cockpit is destroyed, but receives a bonus if any form of ejection or pilot survival roll is in play.
- Empty Inside This unit does not suffer pilot damage, and cannot be forced to withdraw
- Unphased This unit counts as stationary whenever it makes or receives an attack, does not pay terrain costs, and may pass through (but not stop inside) normally impassable terrain.
- Superheated When this unit makes a successful melee attack, if it has a higher heat level than its target, it trades heat levels with its target. Heat Radiating armor prevents this effect.
- Cold This unit does not sink heat normally, but instead reduces its heat total to 0 on any turn it neither moves nor attacks.
- Distant This unit always makes and receives ranged attacks as if it was at long range
- Gloom Sink This unit is shrouded, all ranged attacks suffer a +1 penalty.
- Organic Armor This unit regenerates 3 armor/turn on all sections, provided any adjacent section still has armor.


After-Action Report:
Wow, what a fight. Ice Fist decided to go down fighting and did they ever! That’s a primary victory condition met on the very last turn and three Clanners safely off the board. I'm going to need a little more time to process this one. Please vote for a Player, Spook, and OpForce MVPs!

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
It can't possibly be a good idea to leave multiple dimensional terrors unchecked, so I anticipate this result being a very important one eventually.

Arcturas
Mar 30, 2011

Congrats GoonStar! Nice work by Ice Fist on the last turn, for sure!

I’m going to have to think through player MVP, but enemy MVP has to either be the Preta Susna for being an amazing flanker, or the Deva Shiva for living for like a dozen turns with a leg about to fall off and still putting out tons of damage. Of those, I think the Preta Susna.

Technowolf
Nov 4, 2009




Player MVP: Amarok B (Ice Fist)
OpFor MVP: Deva Shiva
Inimical to Life MVP: Black Wolf

Telamon
Apr 8, 2005

Father of Ajax!
Player MVP: Arcturas/Tomahawk C
OpFor MVP: Thunderchild

Good game everyone.

Runa
Feb 13, 2011

Player MVP: Tomahawk C
OpFor MVP: Deva Shiva
Spooks MVP: Black Wolf

SIGSEGV
Nov 4, 2010


Strobe posted:

It can't possibly be a good idea to leave multiple dimensional terrors unchecked, so I anticipate this result being a very important one eventually.

Battletech fundamentally isn't about extradimensional invaders, and since they aren't various forms of governments mostly achieving horror and pain, and giant robots, I'm not too worried about their prospects. They'll eat at the margins for sure, but we'll keep getting Viscountess Mirabelle De Villalobo and Marquis Hector von Sumppump getting a planet into a civil war over the existence of the testament of Auntie Ada Kepler who liked boozing up a little too much.

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GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

Technowolf posted:

Player MVP: Amarok B (Ice Fist)
OpFor MVP: Deva Shiva
Inimical to Life MVP: Black Wolf

:emptyquote:

One hell of a mission there, now to see the ramifications...

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