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I'll take the western one
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# ? Jan 25, 2021 12:54 |
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# ? Apr 24, 2024 16:41 |
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The western generator, that's the one in 2627(ish)? Let me tackle that. I don't have jets so my mobility is a little limited so I may as well stick around and mop up in this area.
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# ? Jan 25, 2021 17:51 |
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El Spamo posted:The western generator, that's the one in 2627(ish)?
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# ? Jan 25, 2021 18:19 |
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Oh yeah, good point. What is the next objective? These generators are unguarded and should get rekt pretty quick. Head NW or straight north?
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# ? Jan 25, 2021 19:36 |
On the west side, I can have the Scarecrow run up to 0928 and warcrimes the Ferals, but it will leave me overextended.
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# ? Jan 25, 2021 19:45 |
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Yeah it's hard to get the excitement to dive in when the move that will give me LOS will put me right in range of the battle armor, which is one of the last things I want to do in a mech with boxes for arms.
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# ? Jan 27, 2021 02:48 |
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If they don't have ACE it's impossible for them to swarm you unless you get immobilized.
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# ? Jan 27, 2021 02:51 |
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I'm gonna destroy the western generator, then jump west up into the hills next turn. Is there anything we actually want over there, or are all the remaining targets up north? I feel like there may be some subtle strategy options we're not really considering here. sebmojo fucked around with this message at 05:54 on Jan 27, 2021 |
# ? Jan 27, 2021 03:37 |
sebmojo posted:I'm gonna destroy the western generator, then jump west up into the hills next turn. Is there anything we actually want over there, or are all the remaining targets up north? Corponation posted:Yeah it's hard to get the excitement to dive in when the move that will give me LOS will put me right in range of the battle armor, which is one of the last things I want to do in a mech with boxes for arms.
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# ? Jan 27, 2021 04:13 |
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Alright lets do this how clanners would.
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# ? Jan 27, 2021 06:41 |
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Corponation posted:Alright lets do this how clanners would. I bid one dumb and/or bad joke - and because I'm such an awesome clanner, i'll tell it with one arm tied behind my back.
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# ? Jan 27, 2021 07:36 |
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Red Dawn 6 Soldiers fell as the high-intensity pulses of Lazarus’s lasers cleaved through armor. The microsecond pulses were barely visible to the human eye, but would have left harsh afterimages had Laz’s cockpit not been filtering out the worst of the glare. His ‘Mech had been built to combat Elementals, compared to them the Society’s Ferals were faster—but not as heavily armed. Their return fire was sporadic and confused, and the survivors fled almost at once. “Watch that turret, Laz!” Chrys warned, as the wall emplacement turned its weapons on him. Designed to keep prisoners and potential rescue teams intimidated, the turret’s mix of flamers and anti-BattleArmor weaponry wasn’t much of a concern—and as always, the gunnery of the Society’s brainwashed soldiers left a lot to be desired. Even so, his HUD flashed a warning as one of the ER flamers washed over him. He didn’t even feel the heat spike, the new-model cockpits were significantly better at redirecting heat away from the Mechwarrior than the old ‘Mechs he’d trained on. A flight of LRMs blew the turret apart. Overkill, but appreciated nonetheless. “Thanks, Chrys.” “Any—” “New mass reading,” Laz announced suddenly as a new blip flashed on his radar. His probe-assisted computer could analyze data more quickly than the others. “drat, that’s a big one. Probably a Thalmus SuperHeavy.” “drat,” Teija growled. “This Gen is still up—the last thing we needed was a Networked Arrow VII carrier butting into this fight. Spread out and—” “It isn’t carrying an Arrow launcher. Switch to MagRes,” Able cautioned. “I can see a line, like a magnetic containment field, punching straight through solid matter. Von Neumann was experimenting with new weaponry.” Teija groaned audibly, “Please, Able. Tell me he wasn’t working on weaponizing an HPG?” “Alright,” was Able’s reply. “He wasn’t working on weaponizing one HPG…” Movement Phase Crossbow Refit (Player) - Insufficient MP to reach hex 1029: needs 10, has 8! Movement ends in hex 0930! Shooting Phase GUR-20 Gurkha (Player) - Holds fire! - Gains 2 heat, sinks 11! UCU-F40W Scarecrow (Player) - Must pass a 3+ test to activate Radical Heat Sink: rolled 6, succeeds! - Fires Medium Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 0 enemy movement + 1 small targets + 1 smoke - 1 improved targeting (short) - 1 laser = 5): rolled 5, hit Trooper 5 for (6 + 5 = 11 damage) (0/9 armor, 0/1 trooper remaining)! Trooper killed! - - Flammable atmosphere: 1 damage transfers to Trooper 2 (8/9 armor remaining)! - Fires Medium Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 0 enemy movement + 1 small targets + 1 smoke - 1 improved targeting (short) - 1 laser = 5): rolled 11, hit Trooper 4 for (6 + 3 = 9 damage) (0/9 armor remaining)! - Fires Medium Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 0 enemy movement + 1 small targets + 1 smoke - 1 improved targeting (short) - 1 laser = 5): rolled 12, hit Trooper 1 for (6 + 4 = 10 damage) (0/9 armor remaining, 0/1 trooper)! Trooper killed! - Fires Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 0 enemy movement + 1 small targets + 1 smoke - 1 improved targeting (short) - 1 laser = 5): rolled 9, hit Trooper 2 for (3 + 1 = 4 damage) (4/9 armor remaining)! - Fires Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 0 enemy movement + 1 small targets + 1 smoke - 1 improved targeting (short) - 1 laser = 5): rolled 7, hit Trooper 2 for (3 + 3 = 6 damage) (0/9 armor, 0/1 trooper)! Trooper killed! - - Flammable atmosphere: 1 damage transfers to Trooper 3 (8/9 armor remaining)! - Gains 29 heat, sinks [13 * 2 = 26]! Overheating! WVR-60G Wolverine (Player) - Holds fire! - Gains 2 heat, sinks 14! Overheating! Pariah Refit (Player) - Holds fire! - Gains 2 heat, sinks 10! Crossbow Refit (Player) - No Line of Sight to primary target! - Fires LRM-6 (HE) at Turret 1026 (3 base + 0 range + 2 movement - 4 immobile target + 1 minimum range + 2 smoke = 4): rolled 8, with a cluster roll of (5 + 2 = 7): 4 missiles hit (0/10 armor, 0/1 structure remaining)! Turret destroyed! - Gains 2 heat, sinks 11! Standard Trooper - Holds fire! - Gains 2 heat, sinks 10! Standard Scout - Holds fire! - Gains 0 heat, sinks 13! Standard Terrorizer - Holds fire! - Gains 1 heat, sinks 11! Standard Assault - Holds fire! - Gains 0 heat, sinks 10! Leukocyte Sniper #1 - Holds fire! Leukocyte Sniper #2 - Holds fire! Leukocyte Terrorizer #1 - Fires Plasma Cannon at Scarecrow (4 base + 0 range + 0 movement + 2 enemy movement + 2 smoke = 8): rolled 4, miss! - Fires Plasma Cannon at Scarecrow (4 base + 0 range + 0 movement + 2 enemy movement + 2 smoke = 8): rolled 5, miss! - Fires Gauss Machine Gun at Scarecrow (4 base + 0 range + 0 movement + 2 enemy movement + 2 smoke = 8): rolled 6, miss - Fires Gauss Machine Gun at Scarecrow (4 base + 0 range + 0 movement + 2 enemy movement + 2 smoke = 8): rolled 5, miss! Feral Team #1 - Holds fire! Feral Team #2 - Attacks Scarecrow with AP Gauss Rifle (4 base + 0 range + 2 enemy movement = 6): rolled 3, miss! Anti-Personnel Turret 1026 - Attacks Scarecrow with ER Flamer (4 base + 0 range + 2 enemy movement = 6): rolled 9, hit Left Leg (27/30 armor remaining)! Target gains 5 heat! - Attacks Scarecrow with ER Flamer (4 base + 0 range + 2 enemy movement = 6): rolled 3, miss! - Attacks Scarecrow with Flamer (4 base + 0 range + 2 enemy movement = 6): rolled 3, miss! - Attacks Scarecrow with Flamer (4 base + 0 range + 2 enemy movement = 6): rolled 4, miss! - Attacks Scarecrow with AP Gauss Rifle (4 base + 0 range + 2 enemy movement = 6): rolled 7, hit Center Torso (23/27 armor remaining)! - Attacks Scarecrow with AP Gauss Rifle (4 base + 0 range + 2 enemy movement = 6): rolled 6, hit Right Torso (18/22 armor remaining)! Shooting End Phase: Physical Combat Phase: GUR-20 Gurkha (Player) - Attacks Generator Hex 3027 with retractable blade (retracted) (4 base + 2 movement - 4 immobile target = 2): adjacent buildings are always automatically hit (0/45 CF remaining)! Generator Hex destroyed! 50% of building hexes destroyed, generator collapses! - Attacks Generator Hex 3027 point-blank with Pulse Laser (4 base + 2 movement - 4 immobile target - 1 laser - 1 point-blank attack = 0): adjacent buildings are always automatically hit! - Gains 5 heat, sinks 11! Overheating! WVR-60G Wolverine (Player) - Attacks Generator Hex 2627 with Retractable Blade (Retracted) (4 base + 1 movement - 4 immobile target = 1): adjacent buildings are always automatically hit (23/45 CF remaining)! - Attacks Standard Trooper point-blank with Pulse Laser (4 base + 1 movement - 4 immobile target - 1 pulse laser = 0): adjacent buildings are always automatically hit (17/45 CF remaining)! - Attacks Standard Trooper point-blank with Pulse Laser (4 base + 1 movement - 4 immobile target - 1 pulse laser = 0): adjacent buildings are always automatically hit (11/45 CF remaining)! - Gains 7 heat, sinks 14! Pariah Refit (Player) - Punches Standard Trooper (3 base + 0 movement + 0 enemy movement + 1 made a ranged attack = 4): rolled 4, hit Center Torso (9/25 armor remaining)! Next Turn’s Movement Phase Standard (Trooper) - Powers down! Thymus WMG - Initiates Wave Motion Gun line attack! Map Link Primary Objective - Kill ArchProfessor Felix Von Neumann (0/1) - Destroy the Turret Generators OR Free the Prisoners (0/1) Secondary Objectives - Destroy the Turret Generators AND Free the Prisoners (0/2) - Destroy the Experimental Thalmus Tertiary Objectives - Evade Capture (0/5) Player Status: OpForce Status: ER Large Laser Turret 2914 (Armor: 15/[15], Structure: 3/3) ER Large Laser Turret 2111 (Armor: 15/[15], Structure: 3/3) ER Medium Laser Turret 3107 (Armor: 15/[15], Structure: 3/3) Autocannon/10 Turret 2605 (Armor: 15/[15], Structure: 3/3) OpForce Reinforcements: - Turn 10 - Turn 13 - Turn 16 - Turn 18 - Turn 19 - Turn 20 Special Rules - High Density Metallic Carbon HD Armor boosts armor protection by 1.5, but due to increased armor density suffers increased EMP damage. For every 5 points (or fraction thereof) of EMP damage an attack deals, units with HD Armor suffer 1 additional point of EMP damage. - Standard Armor Standard Metallic Carbon armor offers no bonuses, and suffers bonus damage from Autocannon Cluster Munitions. - Clan Warrior Clan Warriors may make melee attacks without penalty even on turns they fired their ranged weapons, even without the aid of a Battle Computer. - Warrior Retrotype Warrior Retrotypes feal no fear, and gain a +2 bonus to guts regardless of unit type. However, their impaired cognitive functions randomly reduce either their piloting or their gunnery. The stat affected is determined at the start of battle. - Commander Retrotype Commanders are selected from among the Warrior Retrotype’s most proficient. With most of their conditioning stripped away, they have almost complete control of their cognitive faculties. They receive a -1 bonus to their piloting score due to their experience, but are nearly always emotionally stunted after spending years or even decades as a baseline Warrior. Commanders often have questionable morale and suffer a +1 penalty to all Guts rolls. - Wired Reflexes A pilot with wired reflexes receives a -1 bonus to Gunnery and does not suffer piloting damage from falls as long as they remain conscious. - Flammable Atmosphere Fires can be started in hexes regardless of hex type, but only spread in appropriate terrain. - Toxic Atmosphere (Minor) Pilots suffer one point of damage if their life support is disabled in combat. Vehicles which suffer an armor breach suffer an automatic Crew Stunned critical hit. - Walls Unless otherwise specified, Walls are a Hardened (HD) Height 3 building. - Turrets Turrets have a flat armor value and a single point of structure. They take damage from heat weapons like vehicles. While their weapons are deployed, a turret’s armor value is halved. - Ferrocrete Units that run and turn on Ferrocrete must make a piloting test to avoid skidding, unless they are equipped with an undamaged Battle Computer. - Integral C.A.S.E. II All Society units come with C.A.S.E. II modeled into their design at no extra cost in weight. - Integral Networks All Society units exist on a network. A networked unit counts as a spotter for all other units on the same network. iATMs fired indirectly against a target spotted by a unit on the same network keep their Streak functionality. Networks must be established prior to the start of the game. Society Commanders and units carrying a Scientist exist on the ‘Master Network,’ and can use targeting data from all other allied Society units in play. Units on the Master Network do not share targeting data and do not act as spotters for other units, even if those other units are also on the Master Network. Orders Due: Any Time On Saturday!
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# ? Jan 28, 2021 00:50 |
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lol Alright, Dimethylmercury got me.
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# ? Jan 28, 2021 01:06 |
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Now THAT is a superweapon. Very monkeylord of you, von neumann. I approve. What's the 'pilot killer' trait do? Or is it a 'get hit and find out how bad it is sorta deal?'
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# ? Jan 28, 2021 01:07 |
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TheParadigm posted:What's the 'pilot killer' trait do? Or is it a 'get hit and find out how bad it is sorta deal?' It's kinda unnecessary since it does 3 damage straight to structure which is a headcap anyway, but it deals an extra pilot hit if it hits a 'Mech in the head. It also deals an automatic crew stunned to vehicles, and like most artillery just outright kills infantry.
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# ? Jan 28, 2021 01:40 |
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drat, forgot that the generator hexes have individual damage ratings. I'm thinking I should jump over the hills so I can contribute, can you finish off the generator mcjomar?
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# ? Jan 28, 2021 01:59 |
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oh poo poo poo poo poo poo it's pointed at me shiiiiiiit Real tactics talk, I'll move to try to engage the dimethyl. I can maneuver to end up shooting straight up the dimethyl's rear end. I want to use running movement, because then I can rotate far enough not to be showing my own rear to the incoming hostiles to the east of it. Since I'm at point blank range it's probably not too much of a difference. The question is, use an AC/20 slug which will annihilate something, or a cluster shell which'll spread things out but since it's a rear shot almost every cluster hit will bust through armor except for center torso. And then of course the punchings. edit: Sorry about the vague orders PTN, they'll be tidy from now on. El Spamo fucked around with this message at 03:09 on Jan 28, 2021 |
# ? Jan 28, 2021 03:05 |
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So for the crossbow, I think I have two decent moves here. Either I can brave the smoke and fire and run to 1531 and stay near the center ridge, or I could go northwest along the outside wall of the prison camp to 0427 and try to flank them on the turn after. I am leaning towards 1531 right now.
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# ? Jan 28, 2021 03:58 |
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Dimethylmercury has all its weapons on the left arm, so try and hit it from there if possible. i could jump and alpha/punch it from that side, which is a bold and possibly suicidal move but worth it if we can defang it.
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# ? Jan 28, 2021 04:05 |
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I think I can make it, but might not be able to melee it. E: yeah, I can make it to 2434 and be on the left rear flank and adjacent. PTN, is that correct that I'd be hitting the left side from there? Sebmojo, if the two of us pour on the hurt I bet it'll lose the arm. El Spamo fucked around with this message at 04:51 on Jan 28, 2021 |
# ? Jan 28, 2021 04:48 |
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2434 is the left side damage arc, yes.
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# ? Jan 28, 2021 05:02 |
I do not know what we have to do to free the prisoners, but my current thoughts are take the Scarecrow to 1124, finish off the Ferals, and hopefully free the prison.
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# ? Jan 28, 2021 05:52 |
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Do at least half damage to one hex of each of the three large prison buildings. They're heavy, so it'll take 45 damage (about as much as you need to kill the generators).
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# ? Jan 28, 2021 05:54 |
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El Spamo posted:I think I can make it, but might not be able to melee it. yeah, i'd jump next to left front flank, and i'm cool now so i can afford to alpha. Large laser and streaks don'thave a minimum range, do they?
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# ? Jan 28, 2021 06:46 |
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I've stuck myself on concrete, so I can stick around to finish the other generator to cut our targets down for the good of goonstar. I might take a few swipes at the trooper as well on the way past, just so it's one less thing on the field. E: orders in, hopefully kill two birds with one mech mcjomar fucked around with this message at 09:32 on Jan 28, 2021 |
# ? Jan 28, 2021 09:24 |
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Sure, why the hell not, of course they had superweapons cooking. Just don't get cooked by it. What kind of craziness pops out when von douchebag himself gets exposed?
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# ? Jan 28, 2021 09:33 |
Is it possible to shove an enemy mech into the path of this new weapon? I want to see how badly it would wreck them, assuming it does fire next turn no matter what.
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# ? Jan 28, 2021 17:21 |
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Chronojam posted:What kind of craziness pops out when von douchebag himself gets exposed? That's obvious: a 'mech that eats other 'mechs and reproduces itself.
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# ? Jan 28, 2021 19:16 |
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Narsham posted:That's obvious: a 'mech that eats other 'mechs and reproduces itself. Basically a mobile version of one of those automated repair plants that they were originally going to have instead of factories when the game was called BattleDroids, then. Throw salvage in and it stitches it back together.
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# ? Jan 28, 2021 19:32 |
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Obviously they have to be working on some sort of Supreme Commander crazyness.
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# ? Jan 28, 2021 20:06 |
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drat, this has turned into Super Robot Wars. When does the Shin Dragon show up?
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# ? Jan 28, 2021 20:59 |
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moves in, jumping next to dimethylmercury (2433) and unloading into its left side
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# ? Jan 30, 2021 04:52 |
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Wouldn't that count as its front arc? I think it's left arc would be 2434.
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# ? Jan 30, 2021 05:02 |
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SIGSEGV posted:Wouldn't that count as its front arc? I think it's left arc would be 2434. oh really? Ah well, that's as far as i can reach with a jump, so fingers crossed.
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# ? Jan 30, 2021 06:35 |
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orders in, I'll be shocked if the dimethyl survives this
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# ? Jan 31, 2021 01:24 |
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El Spamo posted:orders in, I'll be shocked if the dimethyl survives this Well now you've done jinxed it.
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# ? Jan 31, 2021 03:25 |
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Lets get stupid
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# ? Jan 31, 2021 05:27 |
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Yeah the dice will have no choice at all in the face of that level of hubris
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# ? Jan 31, 2021 05:37 |
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Red Dawn 7 Able stared in visceral disgust at the sudden appearance of a ‘Mech in purple and metallic gold. How often had he traded fire with ‘Mechs sporting exactly those colors in the past, in needless skirmishes for data or to prove whatever point had Felix Von Neumann incensed that week. Krisha Rao favored unique ‘Mechs over the standard models Von Neumann espoused. The specially made machines often outperformed the standard ones in at least one aspect, but they were also costly and prevented the other scientist from fielding troops in significant numbers. Von Neumann nearly always won those skirmishes—eventually, but Krisha Rao always had more bodies to throw around. He rushed back through the generator facility’s open gates in an attempt to flank the new arrival. Whether Krishna Rao had sent a scout merely to watch the proceedings or had sent in his own men to relieve his besieged neighbor Able couldn’t begin to guess. The machinations of the Scientists were as convoluted as their supposed specialties. Even if the golden ‘Mech had merely shown up to wait and watch to see if the Wolverines left Von Neumann vulnerable, it would nonetheless be best to deny Krishna Rao as much combat data as possible. His hasty shot missed the speedy ‘Mech, but as it turned to rush past him Able raised his Pariah’s left fist—and was rewarded when the daring Dimethylmercury pilot obliged his efforts by smashing their cockpit canopy straight into it. The ‘Mech staggered and, true to form, turned to flee immediately. Krishna Rao could spare the soldier, but Able expected there was no way he would voluntarily sacrifice a BattleMech for Felix Von Neumann’s sake. Movement Phase Pariah Refit (Player) - Insufficient MP to face hex 2433: needs 9, has 8! Movement ends facing hex 2534! UCU-F40W Scarecrow (Player) - Exits fire hex 1127: gains 2 environmental heat! Thalamus WMG - Fires Wave Motion Gun! No units affected; 1/6 chance affected hexes catch fire! - - Hex 2732 catches fire! Shooting Phase GUR-20 Gurkha (Player) - Fires PPC at Generator Hex 2626 (3 base + 0 range + 1 movement - 4 immobile target + 2 minimum range = 2): automatically hit (0/45 CF remaining)! Building hex destroyed! Generator collapses! - Fires Pulse Laser at Generator Hex 2626! - Gains (14 + 2 environmental = 16) heat, sinks 11! Overheating! UCU-F40W Scarecrow (Player) - Torso-twists to threaten hex 1022! - Fires Medium Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 2 enemy movement + 1 small targets - 1 improved targeting (short) + 1 heat - 1 laser = 6): rolled 6, hit Trooper 4 for (6 + 3 = 9) damage (0/1 trooper remaining)! - - Flammable atmosphere: 8 damage transfers to Trooper 2 (0/9 armor remaining)! - Fires Medium Pulse Laser at Feral Team #2 (3 base + 0 range + 2 movement + 2 enemy movement + 1 small targets - 1 improved targeting (short) + 1 heat - 1 laser = 6): rolled 9, hit Trooper 2 for (6 + 6 = 12) damage (0/1 trooper remaining)! Squad destroyed! - Gains (16 + 2 environmental) heat, sinks 13! Overheating! WVR-60G Wolverine (Player) - Fires Large Laser at Dimethylmercury (2 base + 0 range + 3 movement + 3 enemy movement - 1 laser = 7): rolled 9, hit Left Torso (0/12 armor remaining)! - Fires SRM-6 (iStreak) at Dimethylmercury (2 base + 0 range + 3 movement + 3 enemy movement = 8): rolled 10, 6 missiles hit Right Torso (10/12 armor remaining), Right Leg (14/16 armor remaining), Right Leg (12/16 armor remaining), Center Torso (16/18 armor remaining), Left Leg (/ armor remaining), Left Arm (10/12 armor remaining)! - Gains (20 + 6 environmental) heat, sinks 14! Overheating! Pariah Refit (Player) - Fires Autocannon/20 (Single, AP) at Dimethylmercury (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 6, miss! - Fires Light Gauss Rifle (Slug) at Dimethylmercury (2 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 9): rolled 7, miss! - Gains 10 heat, sinks 10! Crossbow Refit (Player) - Fires LRM-6 (Hotshot) at Standard (Terrorizer) (3 base + 0 range + 2 movement + 1 enemy movement - 1 Improved Targeting (Short) + 1 smoke = 6): rolled 7, with a cluster roll of (7 + 2 = 9): 5 missiles hit Right Arm (11/16 armor remaining), Center Torso (20/25 armor remaining), Right Leg (19/24 armor remaining), Right Torso (15/20 armor remaining), Right Leg (14/24 armor remaining)! - Fires LRM-6 (Hotshot) at Standard (Terrorizer) (3 base + 0 range + 2 movement + 1 enemy movement - 1 Improved Targeting (Short) + 1 smoke = 6): rolled 8, with a cluster roll of (9 + 2 = 11): 6 missiles hit Right Arm (6/11 armor remaining), Left Arm (11/16 armor remaining), Center Torso (15/25 armor remaining), Center Torso (10/25 armor remaining), Center Torso (5/25 armor remaining), Center Torso (0/25 armor remaining)! - Gains (16 + 15 environmental = 31) heat, sinks 11! Overheating! Standard Scout - Holds fire! - Gains 0 heat, sinks 13! Standard Terrorizer - Fires iATM-9 (EMP) at Crossbow (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 11, with a cluster roll of 6: 5 missiles hit Right Arm (25/30 armor remaining), Left Leg (32/37 armor remaining)! Target suffers 5 EMP damage! - Gains 10 heat, sinks 11! Standard Assault - Holds fire! - Gains 0 heat, sinks 10! Leukocyte Sniper #1 - Holds fire! Leukocyte Sniper #2 - Holds fire! Leukocyte Terrorizer #1 - Fires Plasma Cannon at Crossbow (4 base + 0 range + 0 movement + 1 enemy movement + 2 smoke = 7): rolled 10, hit! Target gains 9 heat! - Fires Plasma Cannon at Crossbow (4 base + 0 range + 0 movement + 1 enemy movement + 2 smoke = 7): Rolled 11, hit! Target gains 6 heat! External heat capped at +15 - Fires Gauss Machine Gun at Crossbow (4 base + 0 range + 0 movement + 1 enemy movement + 2 smoke = 7): - Fires Gauss Machine Gun at Crossbow (4 base + 0 range + 0 movement + 1 enemy movement + 2 smoke = 7): Feral Team #1 - Holds fire! Feral Team #2 - Attacks Scarecrow with AP Gauss Rifle (4 base + 0 range + 2 enemy movement + 1 smoke = 7): rolled 8, with a cluster roll of 7: 1 trooper hits Left Arm (14/18 armor remaining)! Dimethylmercury - Holds fire! - Gains 2 heat, sinks 11! Common Sniper #1 - Holds fire! - Gains 3 heat, sinks 10! Common Sniper #2 - Holds fire! - Gains 2 heat, sinks 10! Common Security - Fires Plasma Cannon at Ghurka (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 9, hit! Target gains 2 heat! - Gains 9 heat, sinks 10! Common EWAR - Fires Plasma Cannon at Wolverine (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 10, hit! Target gains 6 heat! - Gains 9 heat, sinks 10! Physical Combat Phase: GUR-20 Gurkha (Player) - No valid targets! UCU-F40W Scarecrow (Player) - Kicks building hex 1022 (5 base + 2 movement - 4 immobile target = 1): adjacent building is hit automatically (72/90 CF remaining)! WVR-60G Wolverine (Player) - Attacks Dimethylmercury with Retractable Blade (Retracted) (4 base + 3 movement + 3 enemy movement = 10): rolled 6, miss! - Attacks Dimethylmercury point-blank with Pulse Laser (4 base + 3 movement + 3 enemy movement - 1 point-blank attack - 1 laser = 8): rolled 12, hit Right Leg (9/16 armor remaining)! - Attacks Dimethylmercury point-blank with Pulse Laser (4 base + 3 movement + 3 enemy movement - 1 point-blank attack - 1 laser = 8): rolled 7, miss! - Gains (26 + 6 = 32) heat, sinks 14! Overheating! Pariah Refit (Player) - Punches Dimethylmercury (3 base + 2 movement + 3 enemy movement + 1 made a ranged attack = 9): rolled 10, hit Head (0/9 armor, 1/3 structure remaining)! Crit! Crossbow (Player) - Kicks Standard Terrorizer (4 base + 2 movement + 1 enemy movement + 1 smoke = 8): rolled 10, hit Right Leg (1/24 armor remaining)! Dimethylmercury - Attacks Wolverine with Heavy Taser (4 base + 2 movement + 3 enemy movement = 9): rolled 11, hit Left Torso (23/30 armor remaining)! Target suffers (1 + 1 = 2) EMP damage! - Gains 7 heat, sinks 11! Physical Combat End Phase: Dimethylmercury - Critical chance in Head: rolled 8, 1 critical hit sustained! - - Sensors damaged! - Must pass a 5+ consciousness test: rolls 6, succeeds! - Must pass a guts test to avoid forced withdrawal (5 base + 1 critical damage + 1 pilot damage + 0 armor breached = 7): fails voluntarily (No Need to Die for Von Neumann)! Standard Terrorizer - Must pass a piloting test or fall (5 base + 1 leg damaged in melee = 6): rolled 6, succeeds! Turn End Phase: UCU-F40W Scarecrow (Player) - Must pass a 4+ test to avoid automatic engine shutdown: rolled 9, succeeds! WVR-60G Wolverine (Player) - Must pass a 4+ test to avoid automatic engine shutdown: rolled 7, succeeds! - Must pass a 6+ test to avoid automatic engine shutdown: rolled 7, succeeds! Crossbow (Player) - Must pass a 4+ test to avoid automatic engine shutdown: rolled 11, succeeds! - Must pass a 4+ test to avoid automatic engine shutdown: rolled 9, succeeds! - Must pass a 6+ test to avoid automatic engine shutdown: rolled 6, succeeds! Next Turn’s Movement Phase Thymus WMG - Initiates Wave Motion Gun blast attack! Map Link Primary Objective - Kill ArchProfessor Felix Von Neumann (0/1) - Destroy the Turret Generators (Complete!) Secondary Objectives - Free the Prisoners (0/1) - Destroy the Experimental Thalamus Tertiary Objectives - Evade Capture (0/5) Player Status: OpForce Status: OpForce Reinforcements: - Turn 10 - Turn 13 - Turn 16 - Turn 18 - Turn 19 - Turn 20 Special Rules - High Density Metallic Carbon HD Armor boosts armor protection by 1.5, but due to increased armor density suffers increased EMP damage. For every 5 points (or fraction thereof) of EMP damage an attack deals, units with HD Armor suffer 1 additional point of EMP damage. - Standard Armor Standard Metallic Carbon armor offers no bonuses, and suffers bonus damage from Autocannon Cluster Munitions. - Clan Warrior Clan Warriors may make melee attacks without penalty even on turns they fired their ranged weapons, even without the aid of a Battle Computer. - Warrior Retrotype Warrior Retrotypes feal no fear, and gain a +2 bonus to guts regardless of unit type. However, their impaired cognitive functions randomly reduce either their piloting or their gunnery. The stat affected is determined at the start of battle. - Commander Retrotype Commanders are selected from among the Warrior Retrotype’s most proficient. With most of their conditioning stripped away, they have almost complete control of their cognitive faculties. They receive a -1 bonus to their piloting score due to their experience, but are nearly always emotionally stunted after spending years or even decades as a baseline Warrior. Commanders often have questionable morale and suffer a +1 penalty to all Guts rolls. - Wired Reflexes A pilot with wired reflexes receives a -1 bonus to Gunnery and does not suffer piloting damage from falls as long as they remain conscious. - Flammable Atmosphere Fires can be started in hexes regardless of hex type, but only spread in appropriate terrain. - Toxic Atmosphere (Minor) Pilots suffer one point of damage if their life support is disabled in combat. Vehicles which suffer an armor breach suffer an automatic Crew Stunned critical hit. - Walls Unless otherwise specified, Walls are a Hardened (HD) Height 3 building. - Turrets Turrets have a flat armor value and a single point of structure. They take damage from heat weapons like vehicles. While their weapons are deployed, a turret’s armor value is halved. - Ferrocrete Units that run and turn on Ferrocrete must make a piloting test to avoid skidding, unless they are equipped with an undamaged Battle Computer. - Integral C.A.S.E. II All Society units come with C.A.S.E. II modeled into their design at no extra cost in weight. - Integral Networks All Society units exist on a network. A networked unit counts as a spotter for all other units on the same network. iATMs fired indirectly against a target spotted by a unit on the same network keep their Streak functionality. Networks must be established prior to the start of the game. Society Commanders and units carrying a Scientist exist on the ‘Master Network,’ and can use targeting data from all other allied Society units in play. Units on the Master Network do not share targeting data and do not act as spotters for other units, even if those other units are also on the Master Network. Orders Due: Any Time On Tuesday!
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# ? Feb 1, 2021 02:26 |
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# ? Apr 24, 2024 16:41 |
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I'm just gonna punch someone this turn, I'm melting. I'd like to run south and punch that trooper in the rear end, how explicit do you want us to be to avoid blocking each other ptn? sebmojo fucked around with this message at 03:32 on Feb 1, 2021 |
# ? Feb 1, 2021 03:18 |