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  • Locked thread
KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
The Fafnir. That mech is the epitome of House Steiner.

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Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem
Well, I think I have to go with the Dire Wolf. It has a very utilitarian, business like look and is also a chicken walker. :3:

The weapon loadout could be better, or more focused, but still.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
^^^ I don't tend to use 100 tunners. I much prefer 'Mechs in the 65-85 ton range.

Still, gotta go with the Kraken/Bane because of how stupid its primary armament is.

bunnyofdoom posted:

You know, with all the lasers my mech is carrying, can I rename it pink floyd?

Everyone's got a lot of lasers. I wanted the first few missions to be relatively forgiving. If you want me to start being more of an rear end in a top hat, I can start passing out Jaegermechs.

bunnyofdoom
Mar 29, 2008

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



PoptartsNinja posted:

^^^ I don't tend to use 100 tunners. I much prefer 'Mechs in the 65-85 ton range.

Still, gotta go with the Kraken/Bane because of how stupid its primary armament is.


Everyone's got a lot of lasers. I wanted the first few missions to be relatively forgiving. If you want me to start being more of an rear end in a top hat, I can start passing out Jaegermechs.

It's okay! I was just trying to be funny.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Gay Abortions posted:

In honor of the page number, what's everyone's favorite 100-tonner? I'm partial to the Berserker just because of the silliness its hatchet causes.

How can I choose just one? :ohdear:

As various Megamek players will confirm, I tend to go with the Daishi D variant for clans and the Atlas Samsonov variant for the IS.

Tempest_56
Mar 14, 2009

Gay Abortions posted:

In honor of the page number, what's everyone's favorite 100-tonner? I'm partial to the Berserker just because of the silliness its hatchet causes.

Like PTN, I'm not terribly fond of 100 tonners. They just don't... sit right. If I had to pick one, though, I'd go with the DVS-2 Devastator. She knows what she is and isn't bashful about it. Find a convenient location, plop down, and start handing out the gauss slugs. Maybe not as iconic as an Atlas or a close-in monster like the Fafnir, but I've gotten great results out of using the Devastator in the past and I like a mech that isn't pretentious about what it is.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

PoptartsNinja posted:

Everyone's got a lot of lasers. I wanted the first few missions to be relatively forgiving. If you want me to start being more of an rear end in a top hat, I can start passing out Jaegermechs.

Look, I respect what you are doing with this thread, but if you start insulting the poor JagerMech I might get upset. That is unacceptable. Go pick on the Hermes II like all the cool kids.

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."
In 100 tonners, I prefer the Hunchback IVC^2.

Not familiar? Here's an early ComStar intel report:

'Our Blessed Order has recently received information that a further adaptation of the venerable Hunchback has been deployed with PGCs on Occupation Zone worlds. Adepts ROM have learned from Tech Caste informants "what they met down the pub" that the Hunchback IVC^2 is "pretty much two Hunchback-Dookies welded together". The H4C2 is the ultimate example of the Clan doctrine of "battle as brief test of skill," mounting four of the heaviest Ultra-class autocannons. To simplify logistics, only three tons of ammunition are carried. Opponents of the H4C2 must be psychologically prepared for all its 100 tons jumping 90 meters at a hop, in order to bring its fearsome ACs to bear. Com Guard analysts suggest that the H4C2's tendency to "explode in an ecstasy of caseless fury and overheating" may cause PTSD in personnel facing this intimidating beast. In an exacerbation of the multiple names given to many Clan Mechs, our informants suggest that the Hunchback IVC^2 may also be known as the "Troll".'

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Ahh, the Hunchback IIC. There's a 'Mech that knows what it wants to be when it grows up (itself). I like 'Mechs with a dedicated battlefield role, even if that role is 'fire magnet' and 'get elderly pilots killed as quickly as possible by being impossible to ignore'.

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."

PoptartsNinja posted:

Ahh, the Hunchback IIC. There's a 'Mech that knows what it wants to be when it grows up (itself). I like 'Mechs with a dedicated battlefield role, even if that role is 'fire magnet' and 'get elderly pilots killed as quickly as possible by being impossible to ignore'.

For maximum suicidal efficiency, it even has a built in self-destruct, as it shuts down and becomes immobile after two turns of Alpha strikes! Assuming the ammo doesn't explode, that is.

This is just another way the Hunchback IVC^2 is superior, of course, as it requires only one turn to auto-shutdown.

radintorov
Feb 18, 2011

The Merry Marauder posted:

awesome mech design

You know, I would love to actually see something like that in action.
And as a design is still better than some of the newest (mainly Jihad-era) 'mech and 'armors. :v:

Choosing a favorite 100 ton 'mech isn't easy, mainly because there isn't the same level of variety a weight range has, but if I had to choose one that would be the Imp: it looks like an Urbanmech on steroid but the loadout isn't particularly bad.
And, again, it's incredibly stupid-looking, which is a great tactical decision, since the enemy troops will be too busy laughing to shoot at it. :v:

Also thanks for the info on how the games relate to the canon.


Edit:
Yeah, I should really have said "other than the "Death Head" Atlas"
\/\/\/\/\/\/\/\/\/\/\/\/

radintorov fucked around with this message at 23:34 on Feb 22, 2011

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

radintorov posted:

Choosing a favorite 100 ton 'mech isn't easy,

Yeah it is, because the correct choice is always the Atlas

WarLocke
Jun 6, 2004

You are being watched. :allears:

UberJew posted:

Yeah it is, because the correct choice is always the Atlas

:hfive:

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Say what you will about the Hunchback IIC, in Mechcommander I those things were horrifying. I can still hear the *pop-pop-pop-pop* of those guns, still see the limbs flying off, my priceless CERPPCs turned to ash.

Longshot. :smith:

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
The Hunchback IIC is the mech you never want to pilot, but you also never want to face in battle. Nobody survives one of them, not even the pilot.

I love it so much.

Polaron
Oct 13, 2010

The Oncoming Storm
My personal favorite 100 tonner is possibly the Annihilator. Granted, that may just be MW3 nostalgia talking, but I've always liked it.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Daishi Widowmaker variant is the epitome of awesome for me. It's the one and only design where I wouldn't trade autocannons for anything. As long as we're not talking targeting computers and assume the single Clan pilot to use this variation, it's as close to undefeatable as you can get within this game.

Alchenar
Apr 9, 2008

Polaron posted:

My personal favorite 100 tonner is possibly the Annihilator. Granted, that may just be MW3 nostalgia talking, but I've always liked it.

Those were absolute bastards to fight though. Either you alpha striked them first or the spread of AC shells would knock you on your back and you'd explode before you got back up.

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!"
If I have to pick a 100-tonner...

I'm going with AJ_Impy. Atlas Samsonov for gunslinging PPC action with an AC/20 howdy for anyone who thinks he can be clever by getting up under the PPC's minimum range, if it's Tech 1 IS.

Dire Wolf D if it's Tech 2 Clan. Because loving fuckity nothing survives having the HAGS of doom turned on them.

WarLocke
Jun 6, 2004

You are being watched. :allears:

ShadowDragon8685 posted:

I'm going with AJ_Impy. Atlas Samsonov for gunslinging PPC action with an AC/20 howdy for anyone who thinks he can be clever by getting up under the PPC's minimum range, if it's Tech 1 IS.

I get no respect. <:mad:>

Defiance Industries
Jul 22, 2010

A five-star manufacturer


I am obligated to answer with the AS7-K2 Atlas, produced by Defiance Industries and piloted most notably by Hauptmann Rudiger Steiner, Grand Duke of Furillo. Even though honestly it's weird looking and poorly-optimized, the fact Rudiger used it to waste all those Mechs proves how awesome it can be in the hands of a killing machine.

Synthbuttrange
May 6, 2007

Is there any doubt?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Absolutely brutal turn this turn.

Edit: the bookkeeping alone is taking about 3 times longer than normal.

PoptartsNinja fucked around with this message at 01:40 on Feb 23, 2011

Remora
Aug 15, 2010

PoptartsNinja posted:

Absolutely brutal turn this turn.

Edit: the bookkeeping alone is taking about 3 times longer than normal.

Oh God I love these teasers. :neckbeard:

Please say there's screaming. And fire.

Magni
Apr 29, 2009
I personally can't decide between the good ol' Atlas and the Marauder II, the latter mostly because of the utter sillyness/stompiness that are Barber's Marauder IIs (what Miller's Marauders became OTL).

And if we're talking about sadistic Clan techs, I can't but point at the Warhawk Prime.

Clan Tech #1: The warriors say they want their 4 ERPPCs in one Mech and they're not going to take 'No' for an answer.
Clan Tech #2: Jerks. Whatever, it's their funeral. Just make sure to install a huge, red, irresistible alpha strike button in the cockpit. :mmmhmm:

Jesus, Poptarts, that's mean. :ohdear:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Remora posted:

And fire.

There is a lot of fire.

WarLocke
Jun 6, 2004

You are being watched. :allears:

PoptartsNinja posted:

There is a lot of fire.

I hope that's not bacon I smell. :ohdear:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Hostage Situation: Tactical Update 8

Movement Phase
La Dama Muerta uses Distracting Tirade (needs 6, rolls 6)
No Hostage Killed



Combat Phase:
St Hunchback fires AC20 at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 0 range + 1 partial cover + 1 overheat = 9): rolled 9, hit left arm (0/20 armor, 9/11 structure remains)! Critical chance!
St Gains 9 heat, sinks 13. Now at Overheat 10!

F Catapult fires LRM15 at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 0 range + 1 minimum range = 4): rolled 9, 9 missiles hit left arm (4/11 armor remaining), left arm (0/11 armor remaining)! Arm blown off!
F Catapult fires LRM15 at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 0 range + 1 minimum range = 4): rolled 4, 12 missiles hit left leg (5/15 armor remaining), head (4/9 armor remaining), head (2/9 armor remaining)! Pilot hit! Pilot hit!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 9, hit right leg (5/15 armor remains)!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 3, miss!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 7, hit right torso (0/17 armor, 13/15 structure remains)! Critical chance!
F Catapult fires Medium Laser at D1 Warhammer (3 base + 0 movement + 0 enemy movement + 2 range = 5): rolled 9, hit left torso (7/17 armor remains)!
F Catapult gains 24 heat, sinks 15! Now at Overheat 18! Movement reduced to 1/2/4, +3 penalty to hit!

TA APC fires machine gun at I3 Commandos! (6 base + 2 movement + 0 enemy movement + 0 range + 1 light woods = 9): rolled 5, miss!

TP Tech Platoon fire SRM (inferno) at D1 Warhammer! (5 base + 1 movement + 0 enemy movement + 0 range = 6): rolled 6, hit with 15 missiles! Increases D1 Warhammer heat by 15!

SS Rifleman fires large laser at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 6, miss!
SS Rifleman fires large laser at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 6, miss!
SS Rifleman fires AC5 at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 7, miss!
SS Rifleman fires AC5 at D1 Warhammer (4 base + 0 movement + 0 enemy movement + 2 range + 1 light woods + 1 partial cover = 8): Rolled 9, hit right arm (15/20 armor remains)!
SS Rifleman gains 18 heat, sinks 10! Now at Overheat 9! Movement reduced to 3/5/0, +1 penalty to hit!

Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 10, hit side (4/24 armor remains)! Critical chance!
Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 9, hit side (0/24 armor, 4/5 structure remains)! Critical chance!
Sw Wolverine fires SRM 6 at V3 Goblin (3 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 5): rolled 6, 4 missiles hit rear (14/20 armor remains), rear (12/20 armor remains), side (2/5 structure remains), rear (10/20 armor remains)! Critical chance! Chance for motive system damage! Chance for motive system damage! Chance for motive system damage!
Sw Wolverine gains 10 heat, sinks 14! Now at Overheat 0!

FY Lancelot fires Large Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 7, miss!
FY Lancelot fires Large Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 9, hit rear right torso (0/6 armor, 9/11 structure remains)! Critical chance!
FY Lancelot fires Medium Laser at D2 Vindicator (4 base + 2 movement + 2 enemy movement + 0 range + 1 light woods = 9): rolled 5, miss!
FY Lancelot gains 20 heat, sinks 26! Now at Overheat 0!

S3 Scout Platoon fires at V1 APC (3 base + 0 movement + 0 enemy movement + 0 range = 3): rolled 7, hit for (16 + 6 scouts) 17 damage to rear (8/10 armor), rear (6/10 armor), side (11/13 armor), front (18/20 armor), side (9/13 armor), side (7/13 armor), side (5/13 armor), side (3/13 armor), side (2/13 armor)! Critical chance! Chance for motive system damage! Chance for motive system damage!

D1 Warhammer fires Medium Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover = 4): rolled 3, miss!
D1 Warhammer fires Medium Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover = 4): rolled 4, hit left torso (5/20 armor remains)! Through-armor critical chance!
D1 Warhammer fires Small Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 7, miss!
D1 Warhammer fires Small Laser at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 7, miss!
D1 Warhammer fires Flamer at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 9, hit! Increases Hunchback heat by 2!
D1 Warhammer fires Flamer at ST Hunchback (3 base + 0 movement + 0 enemy movement + 4 range + 1 partial cover = 8): rolled 6, miss!
D1 Warhammer fires SRM6 (Inferno) at ST Hunchback (3 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 4): rolled 7, hit with 4 missiles! Increases Hunchback heat by 8!
D1 Warhammer gains 17 heat, sinks 18! Now at Overheat 1!

D2 Vindicator holds fire
D2 Vindicator gains 4 heat, sinks 16

D4 Blackjack torso twists!
D4 Blackjack fires AC 2 at FY Lancelot (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 5, hit left leg (12/14 armor remains)!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 7, hit center torso (6/21 armor remains)!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss!
D4 Blackjack fires medium laser at FY Lancelot (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 7, hit right torso (11/16 armor remains)!
D4 Blackjack gains 10 heat, sinks 11!

V1 Heavy Wheeled APC fires machine gun at S3 Scout Platoon (6 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 8): rolled 7, miss!

V2 Zhukov fires AC 10 at TA APC (4 base + 0 movement + 1 enemy movement + 0 range = 5): rolled 11, hit turret (0/4 armor, 0/1 structure remains)! TA APC destroyed!
V2 Zhukov fires AC 10 at TA APC (4 base + 0 movement + 1 enemy movement + 0 range = 5): rolled 5, hit left side (0/8 armor, 0/1 structure remains)! TA APC destroyed (again)!

V3 Goblin fires Large Laser at Sw Wolverine (5 base + 0 movement + 0 enemy movement + 0 range + 1 partial cover + 1 light woods = 7): rolled 10, hit right torso (3/13 structure remains)! Critical chance!

I3 Death Commandos fire Inferno SRMs at F Catapult (3 base + 1 movement + 1 enemy movement + 2 range = 7): rolled 10, 9 missiles hit! F Catapult gains 9 heat!

I4 flamer platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 4 range + 1 light woods = 11): rolled 5, miss!



End Phase
Scout Snipers snipe I3 Capellan Militia, 3 commandos killed!

D1 Warhammer must make a 5+ consciousness roll: rolled 5, succeeds!
D1 Warhammer at Overheat 1, gains 15 additional heat! Now at Overheat 16!
D1 Warhammer must roll a 4+ to avoid automatic shutdown: rolled 8, succeeds!
D1 Warhammer movement reduced to 1/2/0, +3 penalty to hit!
D1 Warhammer must make a piloting check or fall (3 base + 1 massive damage = 4): rolled 10, succeeds!
D1 Warhammer critical chance in right torso! Suffers 2 critical hits!
D1 Warhammer SRM 6 destroyed! Medium laser destroyed!
D1 Warhammer must roll a 6+ to avoid inferno ammunition explosion: rolled 10, succeeds!

D2 Vindicator critical chance in right torso! 1 critical hit! Heat sink destroyed!

V1 APC critical chance in right side! Machine gun destroyed!
V1 APC chance for motive system damage: Heavy damage, movement reduced by half, now 2/3!
V1 APC chance for motive system damage: Heavy damage, movement reduced by half, now 1/2!

V3 Goblin critical chance in left side! No critical sustained!
V3 Goblin critical chance in left side! Stabilizer destroyed!
V3 Goblin critical chance in left side! Engine hit!
V3 Goblin chance for motive system damage: Immobilized!
V3 Goblin chance for motive system damage: Heavy damage (speed halved)! Vehicle already immobilized!
V3 Goblin chance for motive system damage: Moderate damage (mp reduced by 1)! Vehicle already immobilized!

St Hunchback critical chance in left torso! No critical sustained!
St Hunchback at Overheat 10, gains 10 additional heat! Now at Overheat 20!
St Hunchback must roll an 4+ to avoid ammunition explosion: rolled 8, succeeds!
St Hunchback must roll a 6+ to avoid automatic shutdown: rolled 8, succeeds!
St Hunchback movement reduced to 0/0/0! +3 penalty to hit!

F Firewalker at Overheat 18, gains 9 additional heat! Now at Overheat 27!
F Firewalker must roll a 6+ to avoid ammunition explosion: rolled 10, succeeds!
F Firewalker must roll a 10+ to avoid automatic shutdown: rolled 5, fails!
F Firewalker movement reduced to 0/0/4! +4 penalty to hit!
F Firewalker suffers 2 pilot hits!
F Firewalker must make a 7+ consciousness roll: rolled 8, succeeds!

Sw Wolverine critical chance in right torso! No critical hits sustained!



Physical Combat Phase:

End Phase:



“Someone kill that loving infantry!” Engine Joe growled into his comms. His ‘Mech was an oven, his heavy steel neurohelmet was searing his skin. His joysticks would’ve been too hot to handle if his skin wasn’t in the process of burning to them. He smelled melting rubber as the soles of his boots slowly fused themselves with the non-stick surface of his foot pedals. Even his cooling vest, circulating icy ‘Mech coolant over the skin of his chest was insufficient to combat the heat. With all the shrapnel, it was probably leaking… and toxic as ‘Mech coolant was…

Engine Joe didn’t want to think about it. There were children at stake, he wasn’t about to back down in the face of death. His Apache heritage wouldn’t let him.

He grinned a wolfish grin and wondered if this was what it felt like to be Bobby Begay.



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 9 OpForce Movement:
D1 Remained Stationary
D2 Jumped to 0408 (4 hexes)
D4 Jumped to 0809 (4 hexes)
I1 Remained Stationary
I3 Remained Stationary
I4 Moved to hex 1110 (1 hex)
V1 Flanked to 1111 (0 hexes (movement costs doubled, not on pavement))
V2 Reversed to 1113 (3 hexes)
V3 Immobile
V4 Flanked to 1203 (1 hex)

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: 9/30
Overheat Penalty: Movement reduced to 3/5/0, +1 penalty to hit!
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): 5/20 (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: 20/30
Overheat Penalty: Movement reduced to 0/0/0, +3 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: 7, 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): 6/21 (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): 12/14 (14/14)
RL A(S): 14/14 (14/14)
Heat: 0/30
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: 27/30
Overheat Penalty: Movement reduced to 0/0/4, +4 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 and 3rd degree burns, shrapnel wounds!
Armament:
LRM 15 – RA (Heat: 5, Ammo: 6 , 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
Tank Status: Destroyed!

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: 0 rounds of Inferno ammo



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 (3/13)
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: 0/30
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: Pilot injured!
Armament: 1 PPC, 1 medium laser, 2 small laser, 2 flamer
Notes:

D2 VND-1R Vindicator
Damage: None
Status:
Armament: PPC, LRM 5, medium laser, small laser
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: AC2, medium laser, medium laser, medium laser, medium laser
Notes:

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

I3 Death Commando Infantry (18/21)
Damage: None
Status:
Armament: SRM
Notes: 1/3 inferno rounds remaining!

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] minor motive system damage +1 to all driving skill rolls
[b]Status:[/b]
[b]Armament:[/b] 5 Machine Guns
[b]Notes:[/b]

[b]V2[/b] Zhukov Heavy Tank
[b]Damage:[/b] minor motive system damage +1 to all driving skill rolls
[b]Status:[/b]
[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] Immobilized
[b]Armament:[/b] Large Laser, Machine Gun
[b]Notes:[/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.
Look at all that heat.

WarLocke
Jun 6, 2004

You are being watched. :allears:
That turn was nothing but :black101:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

KnoxZone posted:

Look at all that heat.

Battletech 101: Infernos are bad for you.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Oh man. That was a crazy amount of damage on both sides. I have absolutely noooo idea who is winning now... :ohdear:

Go, Mexicans, Go!

Synthbuttrange
May 6, 2007

Mmm, roast mexican. :supaburn:

So the Cat is pretty much a sitting duck til it starts up again?

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

PoptartsNinja posted:

^^^ I don't tend to use 100 tunners. I much prefer 'Mechs in the 65-85 ton range.

Still, gotta go with the Kraken/Bane because of how stupid its primary armament is.
YOU SHUT THE HELL UP ABOUT THE KRAKEN!

Srsly though, it's an awesome mech.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Arquinsiel posted:

YOU SHUT THE HELL UP ABOUT THE KRAKEN!

Srsly though, it's an awesome mech.

'stupid' being 'surprisingly effective in spite of itself'.

I also have a soft spot in my heart for the Behemoth / Stone Rhino for being a colossal middle finger to Harmony Gold.

Artificer
Apr 8, 2010

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

PoptartsNinja posted:

I also have a soft spot in my heart for the Behemoth / Stone Rhino for being a colossal middle finger to Harmony Gold.

I love the Behemoth for being a really good long ranged direct fire sniper sort of mech. Large Lasers, maybe some ERPPCs. Add in some extra heat sinks. Good times.

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
Ah yes... there's something about the Behemoth that makes it a favourite of mine.

Something about....


That loving GIANT small pulse laser on it's head.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

SynthOrange posted:

So the Cat is pretty much a sitting duck til it starts up again?

Yeah. It's immobile, has no head armor, and sitting next to inferno infantry; so nothing bad can happen, right?

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Sweet Christ on toast, how is that Warhammer still standing after all that punishment?! :wtc: :gonk:

... Es el diablo. :stare:

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WarLocke
Jun 6, 2004

You are being watched. :allears:

W.T. Fits posted:

... Es el diablo. :stare:

His name... is Muerte.

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