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  • Locked thread
whowhatwhere
Mar 15, 2010

SHINee's back

Slaan posted:

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!

They're Death Commandos. I...don't think they're constitutionally capable of not killing something with the name "Bunny-bear"

edit: UPDATE ON PREVIOUS PAGE, QUOTING BELOW


PoptartsNinja posted:

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 right 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 center 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
[b]Status:[/b] 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

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Synthbuttrange
May 6, 2007

Ouch, that's some turnabout. Going from a strong start to on the ropes. It could still go either way at this point though, right? Right? :ohdear:

(Interrobang, posted my email details back on the prev page)

Longinus00
Dec 29, 2005
Ur-Quan

Zaodai posted:

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.

The shot didn't hit the cockpit, it head the head. An analogous situation would be shooting the nose of the aircraft without killing the pilot.

As for the life support, it does virtually nothing unless you're fighting in an area with a toxic/non-existant atmosphere. It does mean the pilot will take damage at high heat but that's typically not a big issue.

Tempest_56
Mar 14, 2009

Okay, that was kinda a sucky round. But no crit to the Wolvie's CT and a relatively lucky one on the Catapult's head. That could have gone a hell of a lot worse.

We need to do some serious Warhammer/Zhukov murder now. The Warhammer in particular looks like a good target - 10 armor on each leg, so 25 points to either will put it down. The problem is that he's got partial cover in the one direction. drat Zhukov's shielding it's damaged side by the hill, too. This will take some thinking.

Panboy
May 20, 2010

Le'me tell ya'll about them Apples.

Longinus00 posted:

It does mean the pilot will take damage at high heat but that's typically not a big issue.

Yes normally but they do have some inferno SRMS to play with, they could turn up the heat quite nicely don't ya think?

Wonder if there's any other kinda Ammo out there waiting to surprise our mechs.

Red_Mage
Jul 23, 2007
I SHOULD BE FUCKING PERMABANNED BUT IN THE MEANTIME ASK ME ABOUT MY FAILED KICKSTARTER AND RUNNING OFF WITH THE MONEY

Longinus00 posted:

The shot didn't hit the cockpit, it head the head. An analogous situation would be shooting the nose of the aircraft without killing the pilot.

As for the life support, it does virtually nothing unless you're fighting in an area with a toxic/non-existant atmosphere. It does mean the pilot will take damage at high heat but that's typically not a big issue.

It means I cant keep alpha striking at the warhammer.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
They're Death Commandos. You can't tell me you weren't expecting them to be carrying rear end in a top hat inferno ammunition.

Tempest_56
Mar 14, 2009

Red_Mage posted:

It means I cant keep alpha striking at the warhammer.

..The hell it doesn't! Remember, the less ammo you fire the more there is to explode when you get critted!

Red_Mage
Jul 23, 2007
I SHOULD BE FUCKING PERMABANNED BUT IN THE MEANTIME ASK ME ABOUT MY FAILED KICKSTARTER AND RUNNING OFF WITH THE MONEY

Tempest_56 posted:

..The hell it doesn't! Remember, the less ammo you fire the more there is to explode when you get critted!

Despite all the stupid designs that FASA came out with, I don't think they ever slotted ammo into a head. But I may want to step back on the lasers.

Longinus00
Dec 29, 2005
Ur-Quan

Panboy posted:

Yes normally but they do have some inferno SRMS to play with, they could turn up the heat quite nicely don't ya think?

Wonder if there's any other kinda Ammo out there waiting to surprise our mechs.

Luckily infantry are slow as hell (and these are plenty of woods around) so getting out of range/los isn't terribly difficult.

Red_Mage posted:

It means I cant keep alpha striking at the warhammer.

Sure you can. You just have to make sure you don't do it 3 turns in a row instead of 4 turns in a row (barring movement heat, residual heat, etc.).

Red_Mage posted:

Despite all the stupid designs that FASA came out with, I don't think they ever slotted ammo into a head. But I may want to step back on the lasers.

The head isn't such a bad place to put it. It's unlikely to get hit and you can't (normally)get at a TAC on it. An ammo explosion typically destroys a mech anyway (without CASE) so why not the head?

VVV

That would depend entirely upon what hex you're planning on moving to.

Longinus00 fucked around with this message at 04:34 on Feb 20, 2011

Tempest_56
Mar 14, 2009

PTN, LOS clarification: Am I or am I not looking at partial cover versus D1 in hex 1113? More particularly, do I have LOS on V2 in that same hex?

Red_Mage
Jul 23, 2007
I SHOULD BE FUCKING PERMABANNED BUT IN THE MEANTIME ASK ME ABOUT MY FAILED KICKSTARTER AND RUNNING OFF WITH THE MONEY
Actually a logistics question, I remember there was some way to use lasers to ignite a forest, can we do that in this thread?

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:

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:

Someone described the PPC as a lightning gun to me once. How about naming it Thunderhorse?

Polaron
Oct 13, 2010

The Oncoming Storm
Good lord, I need to get into cover.

. . .

Where is the ammo stored on the Hunchback?

Magni
Apr 29, 2009

Zaodai posted:

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).

Automatic injuries to the pilot if the Mech goesto 15 or more overheat or goes underwater. It's pretty much the best thing that can happen if you get critted in the Mech, given that the alternatives are sensors (massive negative to-hit modifier) or the cockpit (there goes the pilot...)

In other news: Nice shooting by Scout platoon. And that Warhammer has only 3 points of armor left on the right torso. Inside of which there are a medium laser, small laser, flamer, SRM6 and one ton of SRM ammo. That Wammy pilot should get somewhat worried right about now. His legs don't look that good, either.

@Polaron: Your ammo is in the left torso. The only thing in your right torso is your big boomstick.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

SynthOrange posted:

(Interrobang, posted my email details back on the prev page)

And you're solid platinum, my friend. :cheers:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Tempest_56 posted:

PTN, LOS clarification: Am I or am I not looking at partial cover versus D1 in hex 1113? More particularly, do I have LOS on V2 in that same hex?

the Warhammer has partial cover from Sure Shot and Sir gently caress You, partial cover is total cover for vehicles.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Whelp, I'm basically out of armor. If none of you folks mind, I think Skinwalker and I will be staying back and finishing off V3 there. Meanwhile, I think S2 will be taking on V1, so that I4 infantry is all yours, Tempest. That or you could start picking off I1. bunnyofdoom, if you move S1 this turn, I think you've got just enough range to use the booby trap ability on I4.

And remember, even in dire circumstances, never forget the feel of victory! Music of the Round: 40:1

Tempest_56
Mar 14, 2009

PoptartsNinja posted:

the Warhammer has partial cover from Sure Shot and Sir gently caress You, partial cover is total cover for vehicles.

Thank you, that's the confirmation I needed.

Polaron
Oct 13, 2010

The Oncoming Storm
Okay, I both need to get into cover and run a bit cooler. I'm thinking move back to..Hm...1217, I think, and just fire my AC at the Warhammer.

Freaking inferno-using jerks.

Volmarias
Dec 31, 2002

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

Slaan posted:

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!

They're called Death Commandos and they're executing hostages. I'm not sure what you think is happening here. :psyduck:

Longinus00
Dec 29, 2005
Ur-Quan

Volmarias posted:

They're called Death Commandos and they're executing hostages. I'm not sure what you think is happening here. :psyduck:

Probably some covert ops by Davion to give the Death Commandos a bad name. Commandos with 3 gunnery aren't really the norm after all.

Tempest_56
Mar 14, 2009

Okay. Tactical analysis:

Priority must be to destroy that Warhammer and Zhukov immediately. We can NOT withstand that amount of fire for much longer.

The 1112 corridor is currently a death trap for us - there's too much firepower clustered in a small area. The I3 infantry in particular is going to really mess us up, even if they have no more Inferno ammo. Consider them area denial right now, because closing range against an entrenched unit of SRM infantry when we have no anti-infantry weapons is stupid.

Me: Will remain in position. I'm in as good a defensive position as I can be, and I need every bit of heat I can get. I've got 7s on D1, so I'm going to unload on it - I'd prefer not to have partial cover, but I'm not willing to move out right now. Scout Snipers will be moving to 0810 and shooting at I3.

Suggestions for bunnyofdoom: You're protected from V2 right now, which is good. 6 walk should take you to 0312 facing NE. You're range 1 and back-right from D2 - you're only targetable by his PPC, which you're under the minimum range of. You can either wail on him with your load, try to finish D4 or join in on D2 (which is the most dangerous target). You should have a BTH 8 on all them (10 with the PPC versus the Vindie, higher with the ML against the BJ or Hammer). Either way you should finish with a kick to D2's leg.

Your other option is to go balls-out and run to 1012 facing SE. That will give you range 1 on D1 with no partial cover and, if you're both still standing come the physicals phase you can kick him using the Punch table (1/6 chance of a headshot, which will be an instant kill). This will expose you to a SHITLOAD of fire but will allow you to maul the gently caress out of the Hammer. Sappers need to move southwards ASAP.

mercenarynuker
Sep 10, 2008

Damnit, I'm all caught up. That means I'll have to wait for updates, the worst situation to be in with LPs (imo). Still, this is fascinating, especially given that the totality of my experience with BT is this thread, MW2, and Missionforce: Cyberstorm (I know, not true BT, but not far off I should think). Not adding myself to the piloting list, though, because I'd probably gently caress it up big time

Dominus Caedis
Sep 17, 2007
Stupid Noob

Bobbin Threadbare posted:

Whelp, I'm basically out of armor. If none of you folks mind, I think Skinwalker and I will be staying back and finishing off V3 there. Meanwhile, I think S2 will be taking on V1, so that I4 infantry is all yours, Tempest. That or you could start picking off I1. bunnyofdoom, if you move S1 this turn, I think you've got just enough range to use the booby trap ability on I4.

And remember, even in dire circumstances, never forget the feel of victory! Music of the Round: 40:1

Well I was kinda rooting for the Capellans up until now, but you just posted some Sabaton so now I have to root for the good guys. :rock:

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

Red_Mage posted:

Despite all the stupid designs that FASA came out with, I don't think they ever slotted ammo into a head. But I may want to step back on the lasers.
Protip:

FASA designed all mechs with a flaw. In many mechs the flaw was putting the ammo somewhere it could gently caress expensive poo poo up instead of just popping the auto-eject and you needing to find a new head.

Which, as all of us who have read TRO 3025's entry on the Commando know, is not necessary for piloting a mech.

Tempest_56
Mar 14, 2009

Polaron posted:

Okay, I both need to get into cover and run a bit cooler. I'm thinking move back to..Hm...1217, I think, and just fire my AC at the Warhammer.

Freaking inferno-using jerks.

I'm not sure you can reach 1217. Remember, your move's reduced to 2/4.

Also, the ammo is in your left torso. The AC20 is in the right.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


Welp, you're all doomed now.

Solid effort, hope you take a few more down with you, but it looks like our heroes are going to burn to death alongside a heap of executed hostages. Hob_Gadling, you might as well start picking out your account upgrade.

No, it's certainly not too early. You're all still standing, true, but that's just to lull you into a false sense of security so that next turn they can bowl you all over in a single all-out-attack. It'll be up to your infantry and the sapper to complete the mission solo, looks like.

Fare thee well, Space Mexicans. You were too beautiful for this world.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Volmarias posted:

They're called Death Commandos and they're executing hostages. I'm not sure what you think is happening here. :psyduck:

Hey, hey, hey. Just because they are Evil doesn't mean they should hurt animals :colbert:

Usual Barb
Aug 27, 2005

pop it and lock it

Zaodai posted:

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).
With the life support out, if the catapult gets too hot without the ammo cooking off, the pilot can bake to death.

Tempest_56
Mar 14, 2009

Xmas Future posted:

With the life support out, if the catapult gets too hot without the ammo cooking off, the pilot can bake to death.

The pilot takes 1 damage for each turn the mech's excess heat is 15+. CPLT-C1 has 15 HS, 4/6/4 and can generate a max of 22 heat from weapons a turn. So it's two turns of alpha striking and movement before you reach that point - and six turns before it matters. Baking to death is a pretty outside possibility.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms

Tempest_56 posted:

The pilot takes 1 damage for each turn the mech's excess heat is 15+. CPLT-C1 has 15 HS, 4/6/4 and can generate a max of 22 heat from weapons a turn. So it's two turns of alpha striking and movement before you reach that point - and six turns before it matters. Baking to death is a pretty outside possibility.

This right here. He isn't DOOMED, he just need to play things careful.

bunnyofdoom
Mar 29, 2008

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



I thought my orders had me moving.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

bunnyofdoom posted:

I thought my orders had me moving.

You did move.

bunnyofdoom
Mar 29, 2008

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



PoptartsNinja posted:

You did move.

.....

IGNORE ME!

Usual Barb
Aug 27, 2005

pop it and lock it

Tempest_56 posted:

The pilot takes 1 damage for each turn the mech's excess heat is 15+. CPLT-C1 has 15 HS, 4/6/4 and can generate a max of 22 heat from weapons a turn. So it's two turns of alpha striking and movement before you reach that point - and six turns before it matters. Baking to death is a pretty outside possibility.
I mainly play Tech 2/3, so I usually see that after an inferno explosion, which are hilarious(ly brutal).

Arglebargle III
Feb 21, 2006

Tempest_56 posted:

Okay, that was kinda a sucky round.

Yeah I can't believe the the headshot to the catapult didn't kill the pilot. That really sucked. :china:

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
There's something wonky about damage to Wolverine.

quote:

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

This isn't possible: there's always more internal structure in center torso than side torsos. Maybe the locations got mixed?

I still think Caballeros have a distinct advantage. It's a race against time, though: 6 more rounds and there's a 50-50 chance of the Colonels son biting it, not to mention the "kill'em all" option. Now excuse me. I need to tap my fingertips against each other and pet this Persian cat while laughing menacingly.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Hob_Gadling posted:

There's something wonky about damage to Wolverine.


This isn't possible: there's always more internal structure in center torso than side torsos. Maybe the locations got mixed?

Yes, it's another typo.

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Defiance Industries
Jul 22, 2010

A five-star manufacturer


Red_Mage posted:

Despite all the stupid designs that FASA came out with, I don't think they ever slotted ammo into a head. But I may want to step back on the lasers.


TRO:3060 gave us the Thunder Stallion, an Ill-fated attempt at a Hell's Horses totem mech with ammo in the head. It's pilots call it "the Coffin."

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