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  • Locked thread
WarLocke
Jun 6, 2004

You are being watched. :allears:

PoptartsNinja posted:

This is an easy one. The Wolfhound.

Fixed that for you. :smug:

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Volmarias
Dec 31, 2002

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

Arquinsiel posted:

Eh... I dunno if anyone I play with would fall for that, barring one guy who's a bit slow. Most of us don't worry about LRM5s since they're just a tiny amount of damage in one location.

Heck, over the last few years I've noticed LRMs to be singularly useless in most situations, despite the huge amount of absoltue damage they put out.

You either slowly get sanded down by LRMs or you close and get crushed by 4xMedium + 1xHeavy, or you leave the area entirely. That is the point of the grasshopper. If you think you can afford to just sit around and just, well, soak damage, that's up to you, but light mechs tend to not have all that much armor, so several turns of sanding can really put a dent on your survivability.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions
In level 1 play, the Wolfhound and Phoenix Hawk are probably the best at that kind of work.

Later on, stuff like the Wraith, HER-4S/MON-76, and Men Shen-OC come into play.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady

Volmarias posted:

You either slowly get sanded down by LRMs or you close and get crushed by 4xMedium + 1xHeavy, or you leave the area entirely. That is the point of the grasshopper. If you think you can afford to just sit around and just, well, soak damage, that's up to you, but light mechs tend to not have all that much armor, so several turns of sanding can really put a dent on your survivability.
Well it's all well and good sanding down the armour, but at anything after Level 1 play (IE: what we play constantly) the problem is that you've had a turn or two of sanding and I TAG'd your <thing> for the four Arrow IVs in the air last turn. Really the ideal for a Bug-hunter is taking the target down *before* it gets into place to TAG/spot/backstab/whatever.

Arquinsiel fucked around with this message at 22:42 on Feb 18, 2011

Felime
Jul 10, 2009

Arquinsiel posted:

Well it's all well and good sanding down the armour, but at anything after Level 1 play (IE: what we play constantly) the problem is that you've had a turn or two of sanding and I TAG'd your <thing> for the four Arrow IVs in the air last turn. Really the ideal for a Bug-hunter is taking the target down *before* it gets into place to TAG/spot/backstab/whatever.

Pretty sure we're only really discussing Level 1, the One True Techlevel, and where we're at in the LP right now. You and your clantech can :frogout:

(Seriously though, Level 1 is the most fun)

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
It's not Clantech..... *everyone* has TAGs and the like from 3033 in the main timeline, so PTN's version will mean that it takes longer to arrive. Either way, it's soon going to be something the thread will have to learn how to counter fast.

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

Arquinsiel posted:

Well it's all well and good sanding down the armour, but at anything after Level 1 play (IE: what we play constantly) the problem is that you've had a turn or two of sanding and I TAG'd your <thing> for the four Arrow IVs in the air last turn. Really the ideal for a Bug-hunter is taking the target down *before* it gets into place to TAG/spot/backstab/whatever.

What sort of games are you in where Arrow IV batteries are common occurrences?

Usual Barb
Aug 27, 2005

pop it and lock it

The Merry Marauder posted:

What sort of games are you in where Arrow IV batteries are common occurrences?
I can think of a few mechs and vehicles with two arrow IV systems, you'd just need two.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Xmas Future posted:

I can think of a few mechs and vehicles with two arrow IV systems, you'd just need two.

I consider the Naga to be a totem 'Mech for the Steel Vipers. They loooove their stupidly over-specialized 'mechs. An artillery 'Mech for clanners who don't use artillery? YES PLEASE!

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



sorry for the delay, but my orders will be forthcomming. Jetlag is a bi8tch.

Felime
Jul 10, 2009

Arquinsiel posted:

It's not Clantech..... *everyone* has TAGs and the like from 3033 in the main timeline, so PTN's version will mean that it takes longer to arrive. Either way, it's soon going to be something the thread will have to learn how to counter fast.

Nope, one more frontal assault will definitely do the trick. ONCE MORE INTO THE BREACH MEN!

MadDogMike
Apr 9, 2008

Cute but fanged

Xmas Future posted:

I can think of a few mechs and vehicles with two arrow IV systems, you'd just need two.

Hell, you can mount air-launched Arrow IVs on fighters in place of bombs. They can't carry many of course, but the ability to casually loiter out of ground attack range and fire off one once somebody else TAGs something for you can be nice, and it's a relatively cheap way for any unit to add Arrow IVs to their TOE. Think there might also be TAG-guided smart bombs later on as well (yes, Battletech starts to be able to achieve something we managed decades ago!).

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
All of these deployments are correct in-universe, yes, but my question speaks to the fact that 'I call in my off-board artillery' is not much of a game, however versimilitudinous it might be, which is debatable.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Felime posted:

ONCE MORE INTO THE BREACH MEN!

:eng101: Once more unto the breach.

Also, I agree with Merry Marauder on general principle about support artillery not necessarily improving a game, but I'm with MadDogMike on the fact that Arrow IVs are a really nice way to improve your Aerospace assets without creating too much of an imbalance.

Usual Barb
Aug 27, 2005

pop it and lock it

PoptartsNinja posted:

I consider the Naga to be a totem 'Mech for the Steel Vipers. They loooove their stupidly over-specialized 'mechs. An artillery 'Mech for clanners who don't use artillery? YES PLEASE!
Ah, but you can direct-fire artillery, which had been pretty effective for me in the past, especially with two of the mech you mentioned.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Oooh, that's gonna hurt...

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

PoptartsNinja posted:

Oooh, that's gonna hurt...

Goddammit! This is going to be a running theme in all of your LPs, isn't it? :f5:

Someone got a TAC from the Warhammer's PPC, right?

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Artificer posted:

Goddammit! This is going to be a running theme in all of your LPs, isn't it? :f5:

Someone got a TAC from the Warhammer's PPC, right?

More likely, the space mexicans rolled a series of perfect criticals so long that the ghost of Danny Trejo shows up and murders all the Death Commandos and their mechwarriors with various garden tools and liquor bottles.

That's just how the dice are falling in the first two missions.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Nah, I think you're going to be happy with this one Zaodai.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


PoptartsNinja posted:

Nah, I think you're going to be happy with this one Zaodai.

Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it.

MUWAHAHAHAHAHA. :moreevil:

WarLocke
Jun 6, 2004

You are being watched. :allears:

Zaodai posted:

Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it.

MUWAHAHAHAHAHA. :moreevil:

The ghost of Danny Trejo is comin' for you, bro :ese:

seriously that phrase is hilarious as gently caress "the ghost of Danny Trejo" haha

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Zaodai posted:

Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it.

MUWAHAHAHAHAHA. :moreevil:

The Death Commandos have joined the Dominion. Jem'Hadar inc!

WarLocke
Jun 6, 2004

You are being watched. :allears:

Trast posted:

The Death Commandos have joined the Dominion. Jem'Hadar inc!

The Death Commandos are commanded by Weyoun. :godwin:

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady

The Merry Marauder posted:

What sort of games are you in where Arrow IV batteries are common occurrences?
There's a demolisher with two on the turret mount and no other guns. My Comguard playing friend takes at least two per game. The "Huey" also has two, and my Hell's Horses playing friend tends to take two (the AAA version at that....) if he's not just running a single super-elite Star. I have regularly seen units take four Arrow IVs to the face when all but one tag missed. It's hillarious.

Veyrall
Apr 23, 2010

The greatest poet this
side of the cyberpocalypse

PoptartsNinja posted:

Oooh, that's gonna hurt...

One of the Caballeros missed a DC and hit the ground, scoring a through-armor critical and destroying the planet's left leg, causing it to fall. Thus, our heroes and the Death Commandos are stranded on a rogue planetoid hurtling through the vast darkness of space. Now they must learn to work together and overcome their differences in order to...

Escape from the Rogue Planet

I'd watch it.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is :siren:officially over!:siren: Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E!

SynthOrange, either PM me with your desired forums upgrade, or post it in the thread. Meanwhile, I'll get to working on the promised fluff for this truly ~*faaaaaaabuloooooous*~ design. (SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.)

WarLocke
Jun 6, 2004

You are being watched. :allears:

Agent Interrobang posted:

(SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.)

Looks like a CT-mounted ER Large Laser and mediums in the side torsos, too. A medium ammo-less long-term harrasser mech?

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

WarLocke posted:

Looks like a CT-mounted ER Large Laser and mediums in the side torsos, too. A medium ammo-less long-term harrasser mech?

Yeah, that's what I was thinking. It sounds like the sort of ranged cavalry fighter the Hell's Horses would probably really like, since it can act as quick, highly responsive support fire for their vast swarms of tanks and infantry. I'm thinking Prancer for the name. Either that or Shetland. :3:

Polaron
Oct 13, 2010

The Oncoming Storm

Agent Interrobang posted:

Yeah, that's what I was thinking. It sounds like the sort of ranged cavalry fighter the Hell's Horses would probably really like, since it can act as quick, highly responsive support fire for their vast swarms of tanks and infantry. I'm thinking Prancer for the name. Either that or Shetland. :3:

Sea Biscuit.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady

Agent Interrobang posted:

Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E!
The unit-designation reminded me of this....

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

Agent Interrobang posted:

Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is :siren:officially over!:siren: Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E!

SynthOrange, either PM me with your desired forums upgrade, or post it in the thread. Meanwhile, I'll get to working on the promised fluff for this truly ~*faaaaaaabuloooooous*~ design. (SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.)

MASC? No, no, no. That thing is packing an all-energy arsenal.

What you want to work into that thing is Triple-Strength Myomer.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

ShadowDragon8685 posted:

MASC? No, no, no. That thing is packing an all-energy arsenal.

What you want to work into that thing is Triple-Strength Myomer.

But that would mean it couldn't be a Hell's Horses mech. :( Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!)

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

Mukaikubo posted:

But that would mean it couldn't be a Hell's Horses mech. :( Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!)

you just want to support your addiction to DFAs

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

Mukaikubo posted:

But that would mean it couldn't be a Hell's Horses mech. :( Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!)

Who says they couldn't have won it in a trial of possession from Clan Diamond TrollShark after the Diamond Sharks traded the TSR technology for a full regiment of TrollfishPiranhas?

Synthbuttrange
May 6, 2007

Agent Interrobang posted:

Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is :siren:officially over!:siren: Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E!

SynthOrange, either PM me with your desired forums upgrade, or post it in the thread. Meanwhile, I'll get to working on the promised fluff for this truly ~*faaaaaaabuloooooous*~ design. (SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.)

Omigoshomigoshomigosh I'm going to go with a plat upgrade!

vvvv Oh yeah. It's synthorange at hotmail dot com. Cant wait to see that writeup. :allears:

Synthbuttrange fucked around with this message at 03:50 on Feb 20, 2011

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

SynthOrange posted:

Omigoshomigoshomigosh I'm going to go with a plat upgrade!

Alright, I'll need the email address associated with your account for that.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Hostage Situation: Tactical Update 6

Movement Phase
La Dama Muerta uses Distracting Tirade (needs 6, rolls 2)
Hostage Killed



Combat Phase:
St Hunchback fires AC20 at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 6, miss!
St Hunchback fires medium laser at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 7, miss!
St Hunchback fires medium laser at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 8, miss!
St Gains 15 heat, sinks 13. Now at Overheat 4!

F Catapult fires LRM15 at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 0 range + 1 minimum range = 6): rolled 6, 12 missiles hit right torso (12/17 armor remaining), left leg (10/15 armor remaining), left arm (18/20 armor remaining)!
F Catapult fires LRM15 at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 0 range + 1 minimum range = 6): rolled 7, 9 missiles hit right leg (10/15 armor remaining), right torso (8/17 armor remaining)!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 8, hit right torso (3/17 armor remains)!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 12, hit left torso (12/17 armor remains)!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 3, miss!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 7, center torso (17/22 armor remains)!
F Catapult gains 24 heat, sinks 15! Now at Overheat 9! Movement reduced to 3/5/4, +1 penalty to hit!

SS Rifleman fires large laser at V2 Zhukov (4 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 5): Rolled 8, hit right side (20/32 armor remains)!
SS Rifleman fires large laser at V2 Zhukov (4 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 5): Rolled 2, miss!
SS Rifleman gains 2 heat, sinks 10! Now at Overheat 1

Sw Wolverine fires large laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 9, hit left side (16/24 armor remains)!
Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 12, hit left side (11/24 armor remains)!
Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 12, hit turret (25/30 armor remains)!
Sw Wolverine fires SRM 6 at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 5, 5 missiles hit rear (18/20 armor remains), front (28/30 armor remains), rear (16/20 armor remains), front (26/30 armor remains), left side (9/24 armor remains)! 4 chances for motive system damage!
Sw Wolverine gains 18 heat, sinks 14! Now at Overheat 4!

FY Lancelot fires Large Laser at D1 Warhammer (4 base + 2 movement + 0 enemy movement + 2 range + 1 partial cover = 9): rolled 6, miss!
FY Lancelot fires Large Laser at D1 Warhammer (4 base + 2 movement + 0 enemy movement + 2 range + 1 partial cover = 9): rolled 6, miss!
FY Lancelot fires Medium Laser at D1 Warhammer (4 base + 0 movement + 1 enemy movement + 4 range + 1 partial cover = 11): rolled 7, miss!
FY Lancelot gains 20 heat, sinks 26! Now at Overheat 0!

S3 Scout Platoon fires at I2 Capellan Militia (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 9, hit for (16 base + 1 scouts) 17 damage! I2 takes double damage (not in cover), 30 troopers killed! I2 Capellan Militia destroyed!

D1 Warhammer fires PPC at F Catapult (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 5): rolled 5, hit head (0/9 armor, 2/3 structure remains)! Pilot hit! Critical chance!
D1 Warhammer fires PPC at F Catapult (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 5): rolled 3, miss!
D1 Warhammer gains 20 heat, sinks 18! Now at Overheat 2!

D2 Vindicator fires PPC at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 3, miss!
D2 Vindicator fires LRM 5 at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 10, 3 missile hit left torso (12/15 armor remains)!
D2 Vindicator gains 15 heat, sinks 16

D4 Blackjack fires AC 2 at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range + 1 minimum range = 5): rolled 9, hit center torso (22/26 armor remains)!
D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss!
D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss!
D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 12, hit right torso (5/20 armor remains)!
D4 Blackjack gains 10 heat, sinks 11!

V1 Heavy Wheeled APC fires machine gun at S3 Scout Platoon (6 base + 2 movement + 0 enemy movement + 0 range + 1 light woods = 9): rolled 6, miss!

V2 Zhukov fires AC 10 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 0 range + 1 partial cover = 6): rolled 8, hit center torso (0/25 armor, 15/18 structure remains)! Critical chance!
V2 Zhukov fires AC 10 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 0 range + 1 partial cover = 6): rolled 7, hit right torso (0/20 armor, 11/13 structure remains)! Critical chance!
V2 Zhukov fires SRM 6 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 2 range + 1 partial cover = 8): rolled 5, miss!

V3 Goblin fires Large Laser at Sw Wolverine (5 base + 2 movement + 0 enemy movement + 0 range + 1 partial cover = 8): rolled 5, miss!

I2 ballistic rifle platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 7): rolled 4, miss!

I3 Death Commandos fire Inferno SRMs at St Hunchback (3 base + 1 movement + 1 enemy movement + 2 range = 7): rolled 10, 10 missiles hit! St Hunchback gains 10 heat, Now at Overheat 14! Movement reduced to 2/4/0! +1 penalty to hit! Must roll to avoid shutdown!

I4 flamer platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 2 range + 1 light woods = 9): rolled 7, miss!



End Phase
Scout Snipers snipe I4 Capellan Militia, damage doubled for infantry not in cover! 6 troopers killed!
St Hunchback must roll 4+ to avoid automatic shutdown, rolled 8, succeeds!
Sw Wolverine critical chance in right torso! Suffers 2 critical hits!
Sw Wolverine jump jet destroyed! Jump jet destroyed!
Sw Wolverine critical chance in center torso! No critical hits sustained!
Sw Wolverine must make a piloting test or fall (2 base + 1 massive damage = 3): rolled 9, succeeds!
F Catapult critical chance in head! Suffers 1 critical hit!
F Catapult life support hit!
F Catapult must make a 3+ consciousness roll: rolled 5, succeeds!
D1 Warhammer must make a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds!
V3 Goblin chance for motive system damage, rolled 3, no effect!
V3 Goblin chance for motive system damage, rolled 7, minor damage (+1 to driving rolls)!
V3 Goblin chance for motive system damage, rolled 7, minor damage (+1 to driving rolls)!
V3 Goblin chance for motive system damage, rolled 4, moderate damage (-1 movement, +2 to driving rolls)!



Physical Combat Phase:
K3 Stolen Karnov attempts to ram V4 SRM Carrier (8 base + 1 movement + 0 enemy movement = 9): rolled 8, fails!

St Hunchback attempts to kick V2 Zhukov (3 base + 2 movement + 0 enemy movement = 5): rolled 4, miss!



End Phase:
K3 Karnov crashes in hex 1203!
St Hunchback must roll a piloting check or fall (3 base + 2 movement + 1 kicked = 6): rolled 10, succeeds!


Bobby’s ‘Mech rocked under him, and his cockpit was filled with the sound of groaning steel as the Zhukov’s heavy autocannons breached his armor. He was in real trouble, but… well, this wouldn’t be the first Skinwalker he’d lost, and that Cataphract would do nicely as a replacement, provided they all lived.

There was a flash as the Warhammer’s PPCs discharged, Bobby cringed… then checked his sensors. He hadn’t been watching the Liao hot-hammer. He cringed, Engine Joe had just taken a hit to the head.

“Yo, Joe!” Cortez called over the comms, “You dead, man?”

“F-gently caress you, Cortez,” Engine Joe spat. “Life support’s out… but I’m not dead yet. Let’s—”

“Holy poo poo!” Clueless’ hunchback flailed, its arms and legs on fire. “They’ve got inferno rockets! What the hell do I do?!”

“Pull back,” Divot called, “and wait out the heat before they set off your ammo or something!”



Enemy Forces
D1 WHM-6L Warhammer
D2 VND-1R Vindicator
D4 BJ-1 Blackjack
I1 Capellan Militia
I2 Capellan Militia
I3 Death Commando Infantry
I4 Capellan Militia
V1 Heavy Wheeled APC (MG Variant)
V2 Zhukov Heavy Tank
V3 Goblin Medium Tank
V4 SRM Carrier

Turn 7 OpForce Movement:
D1 Remained Stationary
D2 Jumps to 0412 (3 hexes)
D4 Remained stationary
I1 Remained Stationary
I3 Moved to hex 1413 (1 hex)
I4 Moved to hex 1009 (1 hex)
V1 Cruised to 1111 (0 hexes (movement costs doubled, not on pavement))
V2 Reversed to 1113 (3 hexes)
V3 Flanked to 0717 (4 hexes)
V4 Remained Stationary

Mission Objectives
16/20 hostages remain!
Rescue the Hostages or Bury them







SS “Lil’ Sure Shot” RFL-3N Rifleman
Weight: 60 tons (Heavy)
HD A(S): 6/6 (3/3)
LT A(S): 12/15 (14/14)
LT R A(S): 2/2
CT A(S): 12/22 (20/20)
CT R A(S): 4/4
RT A(S): 15/15 (14/14)
RT R A(S): 2/2
LA A(S): 15/15 (10/10)
RA A(S): 15/15 (10/10)
LL A(S): 12/12 (14/14)
RL A(S): 12/12 (14/14)
Heat: 1/30
Overheat Penalty: None!
Heat Sinks: 10
Movement: 4/6/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Annie Sue Hurd
Mechwarrior Player: Tempest_56
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
AC5 – RA (Heat: 1, Ammo: 12, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
AC5 – LA (Heat: 1, Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc.

S2 Scout Snipers
Platoon(4/4)
Type: Sniper
Weapon: Sniper Rifle
Player: Tempest_56
Movement MP: 1
Range: 6 hexes
Notes: May snipe or double-tap at infantry or vehicles.



St “Stubby” HBK-4G Hunchback
Weight: 50 tons (Medium Class)
HD A(S): 9/9 (3/3)
LT A(S): 10/20 (12/12)
LT R A(S): 4/4
CT A(S): 22/26 (16/16)
CT R A(S): 5/5
RT A(S): 5/20 (12/12)
RT R A(S): 4/4
LA A(S): 11/16 (8/8)
RA A(S): 16/16 (8/8)
LL A(S): 15/20 (12/12)
RL A(S): 20/20 (12/12)
Heat: 14/30
Overheat Penalty: Movement reduced to 2/4/0, +1 penalty to hit
Heat Sinks: 13
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 5
Mechwarrior Name: Andre “Clueless” Norris
Mechwarrior Player: Polaron
Mechwarrior Status: OK!
Armament:
AC20 – RT (Heat: 7, Ammo: 8, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)

La Dama Muerta
Player: Polaron
May either use a Distracting Tirade or Mock and Berate the Capellans once per turn.



FY “Sir gently caress You” LNC25-01 Lancelot
Weight: 60 tons (Heavy)
HD A(S): 7/7 (3/3)
LT A(S): 16/16 (14/14)
LT R A(S): 10/10
CT A(S): 11/21 (20/20)
CT R A(S): 16/16
RT A(S): 16/16 (14/14)
RT R A(S): 10/10
LA A(S): 4/14 (10/10)
RA A(S): 14/14 (10/10)
LL A(S): 14/14 (14/14)
RL A(S): 14/14 (14/14)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 13 (double capacity)
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rebecca “Divot” Moss
Mechwarrior Player: bunnyofdoom
Mechwarrior Status: OK!
Armament:
PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

S1 Scout Sapper
Player: bunnyofdoom
May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP.
May use either ability this turn!



F “Firewalker” CPLT-C1 Catapult
Weight: 65 tons (Heavy)
HD A(S): 0/9 (2/3)
LT A(S): 17/19 (15/15)
LT R A(S): 8/8
CT A(S): 24/24 (21/21)
CT R A(S): 11/11
RT A(S): 19/19 (15/15)
RT R A(S): 8/8
LA A(S): 13/13 (10/10)
RA A(S): 13/13 (10/10)
LL A(S): 18/18 (15/15)
RL A(S): 18/18 (15/15)
Heat: 9/30
Overheat Penalty: Movement reduced to 3/5/4, +1 penalty to hit
Heat Sinks: 15
Movement: 4/6/4
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: “Engine Joe” Running Wild
Mechwarrior Player: Red_Mage
Mechwarrior Status: Injured, 2nd degree burns!
Armament:
LRM 15 – RA (Heat: 5, Ammo: 8, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc

TA Tech Platoon APC
Weight: 10 tons (Light)
Front A(S): 10/10 (1/1)
Left A(S): 8/8 (1/1)
Right A(S): 8/8 (1/1)
Turret A(S): 4/4 (1/1)
Rear A(S): 10/10 (1/1)
Movement: 6/9
Driver: Pilot 4, Gunnery 6
Player: Red_Mage
Tank Status: Ok!
Armament:
Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!)
Notes: Currently Carrying Tech Platoon

TP Tech Platoon (30/30)
Type: SRM Infantry
Weapon: SRM
Gunnery: 5
Anti-Mech: 3
Player: Red_Mage
Movement MP: 2
Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4
Notes: 1 round of Inferno ammo, currently carried by TA APC



SW “Skinwalker” WVR-6M Wolverine
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 18/20 (13/13)
LT R A(S): 6/6
CT A(S): 0/25 (15/18)
CT R A(S): 8/8
RT A(S): 0/20 (11/13)
RT R A(S): 6/6
LA A(S): 18/18 (9/9)
RA A(S): 18/18 (9/9)
LL A(S): 12/19 (13/13)
RL A(S):19/19 (13/13)
Heat: 4/30
Overheat Penalty: None
Heat Sinks: 14
Movement: 5/8/3
Mechwarrior: Pilot 2, Gunnery 3
Mechwarrior Name: “Navajo Wolf” Bobby Begay
Mechwarrior Player: Bobbin Threadbare
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 – LT (Heat: 3, Ammo: 13, Range: (L:9 M:6 S:3), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired)
Special Ability: Eights to Aces (2/2)

S3 Scout Company(30/30)
Type: Caballeros Scouts
Weapon: Submachine Guns and Grenades
Gunnery: 3
Anti-Mech: 4
Player: Bobbin Threadbare
Movement MP: 2
Range: To-hit modifier: 0: -2, 1: 0, 2: +3
Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1



Enemy Status
D1 WHM-6L Warhammer
Damage: None
Status:
Armament: Unknown
Notes:

D2 VND-1R Vindicator
Damage: None
Status:
Armament: Unknown
Notes:

D3 CTF-1X Cataphract
Status: Disabled, counts as rough terrain

D4 BJ-1 Blackjack
Damage: AC2 destroyed, Left Shoulder Destroyed
Status: Pilot injured!
Armament: Unknown
Notes:

I1 Capellan Militia (30/30)
Damage: None
Status:
Armament: Ballistic Rifle
Notes:

I3 Death Commando Infantry (21/21)
Damage: None
Status:
Armament: SRM
Notes:

I4 Capellan Militia (24/30)
Damage: None
Status: Fine
[b]Armament:[/b] Flamer
[b]Notes:[/b]

[b]V1[/b] Heavy Wheeled APC (MG Variant)
[b]Damage:[/b] None
[b]Status:[/b] minor motive system damage +1 to all driving skill rolls
[b]Armament:[/b] 6 Machine Guns
[b]Notes:[/b]

[b]V2[/b] Zhukov Heavy Tank
[b]Damage:[/b] None
[b]Status:[/b] minor motive system damage +1 to all driving skill rolls
[b]Armament:[/b] AC 10, AC 10, SRM 6
[b]Notes:[/b]

[b]V3[/b] Goblin Medium Tank
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] Large Laser, Machine Gun
[b]Notes:[/b] Transporting [b]I3[/b]

[b]V4[/b] SRM Carrier
[b]Damage:[/b] None
[b]Status:[/b]
[b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6
[b]Notes:[/b]

[b]K1[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

[b]K2[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

[b]K3[/b] Karnov UR VTOL
[b]Status:[/b] Crashed, counts as rough terrain

PoptartsNinja fucked around with this message at 05:26 on Jan 9, 2013

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
Inferno rounds are a thing of beauty.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Wow, a PPC hit to the cockpit that didn't kill him. That's kind of surprising. What's the effect of loss of life support in this situation? I assume it's gonna be something bad (or good, from my perspective).

On the plus side, nice shooting Death Commandos (and Zhukov tank)! Show those bastards who the truly superior Space Minority is. And another hostage died to boot.

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Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Woohoo, go space Chinese go! I want you to kill them all. Keep headshotting them, so we can play you next time and end up with extra mechs. :allears:

Just don't kill Bunny-bear, ok? No need to bring innocents into this!

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