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C The sooner we can reduce our opponent's damage output the better.
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# ? Sep 22, 2018 02:34 |
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# ? Mar 28, 2024 16:58 |
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Charge!
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# ? Sep 22, 2018 02:39 |
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The Lone Badger posted:C is the only strategy that makes it look like we were doing this on purpose.
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# ? Sep 22, 2018 02:51 |
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Blasphemaster posted:Bonus if we land like we're riding a pogo stick. We got all that flash, better make use of it C
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# ? Sep 22, 2018 02:56 |
C I have doubts about our ability to slow down anyway
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# ? Sep 22, 2018 03:02 |
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C
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# ? Sep 22, 2018 03:17 |
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C Honestly now. Also I'm an enormous fan of both the setting (though I haven't actually read the Lancer handbook I have yet!) and how you're writing it! Do we have a sense for which mech we're piloting?
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# ? Sep 22, 2018 05:05 |
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B
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# ? Sep 22, 2018 05:40 |
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Dog Kisser posted:Do we have a sense for which mech we're piloting? Baby is currently built around a General Massive Systems Standard Pattern I core. Old tech but the blueprint isn't DRM'd and it's solidly functional. If mechs were 20th century guns it'd be an AK-47. quote:Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they The Lone Badger fucked around with this message at 05:45 on Sep 22, 2018 |
# ? Sep 22, 2018 05:43 |
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To elaborate a bit, General Massive Systems is the primary provider of standard, general-purpose military equipment to Union forces. They're a bit like if Amazon got into the arms business and then got nationalized. The Everest is a generic workhorse model that does nothing particularly well but it can still accept pretty much any sort of upgrade and modification we manage to collect along the way and it has a decent selection of weapon hardpoints. Something to note is that we aren't really locked into a single particular configuration for our mech. As long as we have access to a printer we can always respec our gear into whatever configuration we want based on the licenses we have access to (and as a certified combat pilot we have access to pretty much the entire GMS catalog by default) so for instance if we decide we need something more suited for close-quarters later on we can swap our loadout for something different without any real hassle. In fact, depending on circumstances it's not uncommon for pilots jumping from one theater to another to simply recycle their mechs in order to travel light and then print a new one once they arrive at their destination, similar to what it looks like River did earlier.
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# ? Sep 22, 2018 06:32 |
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C. A flashy, risky manoeuvre? How can we lose?!
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# ? Sep 22, 2018 07:40 |
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Dog Kisser posted:Also I'm an enormous fan of both the setting (though I haven't actually read the Lancer handbook I have yet!) and how you're writing it! Do we have a sense for which mech we're piloting? Yes, as others have said we're in the 'starter' mech as River is still a relatively fresh pilot. If we survive this mission, River should qualify for some more licences which means more options.
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# ? Sep 22, 2018 23:14 |
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C Better to die than to look like we don't know what we are doing. From the twitter feed of the Lancer's author: quote:The HORUS PEGASUS for @Lancer_RPG. This mech mounts experimental weaponry so advanced it is unclear whether they can be classified as guns, including the USHABTI, a device so incomprehensible that Union scientists have classified it as a potential existential threat. golden bubble fucked around with this message at 01:51 on Sep 23, 2018 |
# ? Sep 23, 2018 01:48 |
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Excerpt, The Canny Mercenary’s Travel Guide, 14th Ed. Liyongo Classification: Transitional Colony System System Population: 48.7 million planetside, 1.1 million various orbitals Governing Structure: Ruling Council - Meritorious Financial System: Command Economy, w/ additional compensation for special duties Monetary System: Liyongese Credits: 1₡ is equivalent to one (1) Calibrated Printing Unit. History the Liyongo colonization mission was launched in 4808U by Anasi Biodynamic Futuristics, as a subset of the DURANGO REACH Settlement Initiative. Unlike the five other ventures, ABF chose a non-standard colonial outlay. Forgoing much of the heavy equipment and computational infrastructure, they instead focused on a top-tier genebank and advanced genetic engineering licenses. The company wanted to prove that a venture that shaped its settlers to the environment instead of the standard method would be much more efficient. Contact was lost with the colony ships Tumaini and Nguvu shortly after launch. 28 years after the projected colonization founding, Teagan’s World (the closest Core world to the Reach) received a message from Nguvu and the new colony of Liyongo. A massive gravitational disturbance had caused extensive damage to Nguvu in transit, and it had taken the settlers several decades to recover once they reached their destination. (Ed. Note: no sign of the Tumaini has ever been recovered) After its shaky start Liyongo has grown rapidly, expanding from the one habitable world to place orbitals and extraction stations near the two other terrestrial worlds, as well as the system’s gas giant and Oort cloud. Society Liyongo was designed to be a communal society, with all decisions higher than family-level made by councils of skilled individuals. Local councils feed into regional councils, which feed into the Excellencies’ Council. The Liyongo Defense Force is lead by High Command, whose members are split between those appointed by the EC and those that earn a seat via commendation. According to their sociological patterning, the Liyongese value actions that benefit the group over individualistic motivations. Self-aggrandizement is a major faux pas, and will cause a great loss of social status. Special Note: Liyongese SP greatly discourages the use of recreational chemicals, and the standard varieties found in most civilized systems will be hard to acquire without a medical exemption. PoultryGeist fucked around with this message at 01:24 on Feb 2, 2019 |
# ? Sep 23, 2018 02:33 |
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PoultryGeist posted:(Ed. Note: no sign of the Tumaini has ever been recovered) Well I think we found them!
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# ? Sep 23, 2018 02:38 |
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"Self-aggrandizement is a major faux pas, and will cause a great loss of social status." Well I have a feeling we're going to wind up inspiring some mixed reactions once all is said and done because it's gonna be kind of hard to not brag about launching ourselves out of a magrail sword first into a gun emplacement. I get the feeling our dude doesn't do humble.
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# ? Sep 23, 2018 03:10 |
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C Ever bold, ever onwards (to getting our blade crunched)!
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# ? Sep 23, 2018 18:29 |
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There’s silence on the comms for a few moments after you lay out your plan to create a safe LZ. Then Lt. Haile’s voice, full of barely hidden confusion, comes back over the line. ”Copy that Pilot, we’re adjusting course to follow you in. Ah… good luck sir. Pilot.” Chit-chat over, you put your full attention on Baby’s sensors. The PDW systems have begun to notice you, and you don’t have the best maneuverability. But you do have a velocity higher than what the P3s were built to deal with. You steady your descent, counting on straight-line speed to get you below the minimum range before they can connect. Alarms sound as flack rounds begin to detonate closer and closer to you until- (PDW Attack: 4 vs your 8 Evasion. Miss) -you're clear, Baby registering small shrapnel impacts as the last rounds detonate a few meters above you. But now the ground is approaching fast. You activate the charged blade, the ionic edge igniting as it swings out from the under-armature mount. The EVA pack goes full-burn as it tries to counteract your velocity, and you swing the blade down on the roof edge of the gun-tower. It bites into the reinforced plascrete, your momentum sending it slicing down the exterior. With a twist of the armature you angle the blade a few degrees, causing Baby to start traversing the face of the tower. You yank the EVA yoke inward, keeping you close to the wall as you come to the corner. Ground impact warnings duel with weapon overstress alarms in Baby’s core, but you keep cutting down the tower. Around the first corner, the second. 75 meters to impact, 50 meters. Blade stress at 98%, 101%- (Hull Roll: 11. Success) -and you hit the ground, Baby’s shocks absorbing most of the impact and translating the remainder into a slide away from the tower. Which is good, as it seems you hit several key systems on your way down and the slide takes you out of the detonation zone. And a quick check reveals the charged blade survived intact, although its monitor-system is recommending a full maintenance check before using it again. It looks fine to you though, the friction-reddened surface already cooling to a nice shiny metallic. Baby’s IFF pings again, drawing attention to Able-1 and Able-3 landing. 1st Recon disembarks in good order, their two subaltern fire-teams taking up overwatch positions in the rumble. Lt. Haile’s command squad approaches, using the slowly settling dust as cover. Reinforced heavy hardsuits and selectable-fire gauss rifles, according to Baby’s com/con. And with heavy-weapon backup. Infantry, but with a decent bite. “Ah… well done Pilot River, thank you for the clean LZ. Delta-1 is reporting no effect when it tries to fire on the target pylon, some sort of distortion field. They can still provide close fire support, but it looks like its down to us to take this monster down. LDF doctrine would have me fortify this position while my scouts gather intel. Is that acceptable Pilot, or do you have… other orders?” A: Yeah, that Sounds Good Let the scout work while you create a defensible fall-back point. B: Ok, But I’m Going Too Dismount, set Baby’s com/con to overwatch, and go with the scouts to see what’s what for yourself. C: Nah, We Need To Keep Pushing If we stop, whatever ground forces/defenses might have a chance to rally. PoultryGeist fucked around with this message at 04:27 on Sep 24, 2018 |
# ? Sep 23, 2018 21:38 |
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B Let baby provide cover so they can focus on fortifying and go out ourselves, trust our own eyes. Don't want to rush in with people that have a Pegasus just lying around
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# ? Sep 23, 2018 21:44 |
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C No quarter given
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# ? Sep 23, 2018 21:46 |
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A
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# ? Sep 23, 2018 22:12 |
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A I’m more worried about stumbling blind into entrenched anti-infantry and anti-mech defenses than I am about the enemy rallying.
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# ? Sep 23, 2018 22:47 |
A
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# ? Sep 23, 2018 22:58 |
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B/C Combo. You do that, I'ma go blow poo poo up but stay within support distance of your dudes.
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# ? Sep 23, 2018 23:06 |
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C. "They were ready and expecting us to easy pickings. Time to turn the element of surprise to our side. Besides, every moment we waste is one they're firing and killing our comrades back at the ships."
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# ? Sep 23, 2018 23:49 |
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My understanding was that our capital ships had all moved out of range. Do we have any idea of what level of damage the anti-air defenses are doing right now? Is the big gun still firing? Do we have a clear path of attack to any of the other anti-air towers?
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# ? Sep 23, 2018 23:58 |
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The cap ships are trying to move out of range but one of them has taken heavy damage and needs to be towed, so they may not be clear just yet, it's hard to say. As rolicking as things have been up until now, I'm gonna vote B. This mission has already taken some unpleasantly surprising turns with the revelation that a bunch of pirates have their hands on hosed-up magic space artillery, now that we have some boots on the ground let's see if we can get a clearer picture of what we're up against before we run face-first into it. If we need to we can always tell our mech to drop what it's doing and come meet us.
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# ? Sep 24, 2018 00:57 |
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B Why have a C/C plug if we dont use it?
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# ? Sep 24, 2018 00:57 |
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malbogio posted:My understanding was that our capital ships had all moved out of range. Yeah, the patrol ships are currently moving out of range, but they are still not quite there. The anti-air defenses are working against the fighter wings, but aren't doing too much damage because the wings are staying out of range. Us taking out one of the emplacements may alter the how the other wings operate though. The Omnigun is still firing, but its fire-cycle is fairly long. Its not an automatic weapon or anything. And we may or may not have a clear path to the other anti-air emplacements, this megastructure was not on our tactical briefing and we are the first to get this close. Orbital-view says there should be ways to get around on the ground, but you don't have any ground-level intel.
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# ? Sep 24, 2018 01:35 |
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Another vote for B.
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# ? Sep 24, 2018 01:35 |
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Instead of going ourselves, can we patch the video from one of the subalterns through to our cockpit? That way we can see what's going on while still being ready to provide supporting fire. We're also have a recon drone we can launch IIRC.
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# ? Sep 24, 2018 03:50 |
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The Lone Badger posted:Instead of going ourselves, can we patch the video from one of the subalterns through to our cockpit? That way we can see what's going on while still being ready to provide supporting fire. If we go with A, River will have access to the scout squad's video feeds through Legionspace/ the Omninet hook. B is just the more hands-on, see-for-yourself, no-comms-interference option.
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# ? Sep 24, 2018 04:01 |
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that was sick as hell No vote yet, just wanted to say that was sick as hell.
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# ? Sep 24, 2018 04:20 |
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Go with A but be prepared to supply fire support.
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# ? Sep 24, 2018 04:47 |
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Can we have retroactively ended our slide from the AA tower in a Saturday Night Fever Disco Pose? That would be pretty rad.
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# ? Sep 24, 2018 05:18 |
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A, we need to get tactical intel if we're to stay on top of things, especially now that we've used up our element of surprise. Send the scouts out, deploy the drone to patrol around the perimeter of the rally point we're setting up. Delta-1 can provide fire support from above if scouts/drone bump into anyone. Also, can we get a quick summary break-down of who was in Able-1 and Able-3? So far I count 2 fire teams of ??? soldiers each and 1(I think) scout team of ??? scouts. Like I don't expect anyone to keep track of them all individually, just some quick numbers so if we bump into other NPC parties we can do Z>Y and know where we stand in man/firepower.
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# ? Sep 24, 2018 20:58 |
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A
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# ? Sep 24, 2018 21:52 |
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A Let's let the scouts do the scouting and focus on our job of protecting the troops. We have already run into one unexpected super (non)weapon. Once we have some intel we can charge in again!
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# ? Sep 24, 2018 22:18 |
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Jomo posted:Also, can we get a quick summary break-down of who was in Able-1 and Able-3? So far I count 2 fire teams of ??? soldiers each and 1(I think) scout team of ??? scouts. Like I don't expect anyone to keep track of them all individually, just some quick numbers so if we bump into other NPC parties we can do Z>Y and know where we stand in man/firepower. Sure thing. Its also a good time to let folks know that I won't be running the default LANCER combat. As much as grid-based tactics is very my jam, it would be too slow in this format. So fights will come down to narrative skill/attack rolls informed by our gear and tactics. But anyways, 1st Recon is in game terms 2 Infantry Squads. An Infantry Squad is an equivalent threat-level to a mech, is Resistant to non-area damage, and does decent damage to low-armor mechs. Their damage output is tied to their hp though, so if they get hurt they wont be as effective. The scouting choices (A and B) would send one of the Squads out to check the area while one stayed behind to fortify the LZ.
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# ? Sep 24, 2018 22:34 |
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# ? Mar 28, 2024 16:58 |
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BC We'll have plenty of downtime later. Now is the time for us to go forth and do poo poo.
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# ? Sep 24, 2018 23:26 |