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W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

PoptartsNinja posted:

Every time I feel like making a joke about the players being unlucky, someone scores a TAC.

Edit: That is not what I was expecting from an attack against the rear torso :psyduck:

Reiterating that posts like these are one of the best parts of following this thread. :allears: :munch:

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I think "Lance Circle" may be legitimately more terrifying than a "kick circle."

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Warhammer 40k ships have a very good reason for being huge, in that their FTL system (NOT A DRIVE IT PROVIDES NO THRUST, it merely breaches reality and lets the ship go into the warp using regular engines.) is huge, something like a fourth of that kilometer long destroyer is warp engine alone. Secondly the main drives of imperial starships are good old fashioned reaction drives, they for the most part are not that fast in real space (though when your FTL system can literally move you anywhere in the galaxy and do it so fast you go backwards in time doing it that hardly matters.)

landcollector
Feb 28, 2011

PoptartsNinja posted:

I think "Lance Circle" may be legitimately more terrifying than a "kick circle."

Well, that would be the Kodiak and/or Bane dying in a most horrible manner then.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

PoptartsNinja posted:


Edit: That is not what I was expecting from an attack against the rear torso :psyduck:

Somehow I've managed to get my Laser to ricochet on the back of a Locust headcapping myself in 3, 2, 1, :c00lbutt:

GenericServices
Apr 28, 2010

landcollector posted:

Well, that would be the Kodiak and/or Bane dying in a most horrible manner then.

The southern Dire Wolf was within range of four Coyotes. It's not gonna end well.

SIGSEGV
Nov 4, 2010


PoptartsNinja posted:

I think "Lance Circle" may be legitimately more terrifying than a "kick circle."

Kick circles always make me think of the LAPD tradition so right now I'm imagining LA cops with pneumatic drills taped to their arms.

Olothreutes
Mar 31, 2007

PoptartsNinja posted:

I think "Lance Circle" may be legitimately more terrifying than a "kick circle."

I don't know why, but this reminds me very heavily of the old card game Lunch Money.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Ultimatum: Tactical Update 26

Galaxy Commander Jan Hammond’s world spun in and out of focus, her head throbbing with the after-effects of the detonation of her Gauss Rifle. The rear of her canopy still ran white-hot from an enemy laser hit, her furious efforts to keep her `Mech’s torso in motion had turned what would’ve been a shot straight into the Dire Wolf’s back into a direct hit to her own cockpit. She had always enjoyed fighting the odds but as her Dire Wolf stood transfixed by enemy spears and her head pounding in agony Jan’s renowned confidence was flagging.

A dozen screams erupted over the comms only to be silenced immediately with the familiar crackle of plasma fire. Another of the Snow Raven command & control vehicles had been breached catastrophically and this time the crew hadn’t had enough time to spout some heroic last words. They were dead, forgotten ashes, and the cold fear that she’d share the same fate started once again to gnaw ravenously at her insides. It was a fear she thought every Clanner was familiar with: the impermanence of human actions and interactions. Would the things important in the here-and-now even be a footnote in human history? She wasn’t philosophical by nature, but the question still haunted her.

“Fight on,” she broadcast brazenly, not caring whether the enemy overheard her. “We are the Clans! Fight, and show these Rim Worlders—show the whole galaxy what that means! If you have to fight the stars and all who live amongst them, so be it! Fight on until they tremble at your name and dread your descendents to come!”

Another enemy lance transfixed her machine, but Hammond barely noticed. Her damage diagnostics showed almost pure red, and she was down to perhaps four tons of armor—and over half of that was on her machine’s right leg. “To my replacement,” she broadcast, “the Rim Worlders fight well. We have found a worthy foe at last.”



Movement Phase
Unknown Assault (ACE)
- Deactivates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Coyote (ACE)
- Activates Void Signature System!

Crab (ACE)
- Activates Void Signature System!



Combat Phase
Kraken 3
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 9, 12 missiles hit Left Leg (15/22 armor remains), Left Torso (0/14 armor remains), Left Arm (5/14 armor remains)!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Fires LRM-15 at Crab (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 light woods 3 Void Signature System = 9): rolled 7, miss!
- Gains 22 heat, sinks 38!

Dire Wolf H
- Torso-twists to threaten hex 1405!
- Fires Gauss Rifle at Chameleon (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat - 1 targeting computer = 7): rolled 4, miss!
- Fires Gauss Rifle at Chameleon (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat - 1 targeting computer = 7): rolled 3, miss!
- Fires Heavy Large Laser at Locust (2 base + 0 range + 2 movement + 3 enemy movement + 1 heat + 1 heavy laser + 1 secondary target - 1 targeting computer = 9): rolled 6, miss!
- Gains 37 heat, sinks 40! Overheating!

Atlas IIC
- Fires ER Medium Laser at Locust (2 base + 2 range + 0 movement + 3 enemy movement = 7): rolled 4, miss!
- Fires Hyper-Assault Gauss Rifle 40 at Locust (2 base + 2 range + 0 movement + 3 enemy movement = 7): rolled 6, miss!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 8, hit Right Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 7, hit Left Arm (0/6 armor, 2/3 structure remains)! Crit!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 12, hit Left Torso (1/8 armor remains)! TAC!
- Fires SSRM-6 at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 4, fails to lock-on!
- Fires SSRM-6 at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 6, fails to lock-on!
- Gains 28 heat, sinks 38!

Dire Wolf B
- Fires LRM-20 w/Artemis IV (Artemis) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 10, 20 missiles hit Center Torso (28/33 armor remains), Center Torso (23/33 armor remains), Center Torso (18/33 armor remains), Right Torso (17/22 armor remains)!
- Fires LRM-20 w/Artemis IV (Artemis) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 8, 16 missiles hit Right Leg (23/28 armor remains), Center Torso (13/33 armor remains), Right Torso (12/22 armor remains), Center Torso (12/33 armor remains)!
- Fires flamer (damage) at Coyote (2 base + 0 range + 2 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 2, miss!
- Gains 15 heat, sinks 36!
Coyote
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 target movement + 1 partial cover + 3 smoke = 8): rolled 4, miss!
- Fires Snub-Nose PPC w/ PPC Capacitor (Charged) at Dire Wolf B (2 base + 0 range + 2 movement + 0 target movement + 1 partial cover + 3 smoke = 8): rolled 5, miss!
- Gains 39 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 11, hit Left Leg (33/41 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 10, 6 missiles hit Right Leg (39/41 armor remains), Center Torso (44/47 armor remains), Center Torso (42/47 armor remains), Left Leg (31/41 armor remains), Center Torso (40/47 armor remains), Left Leg (29/41 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 7, hit Left Torso (19/32 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 8, 6 missiles hit Right Leg (37/41 armor remains), Center Torso (38/47 armor remains), Center Torso (36/47 armor remains), Left Torso (17/32 armor remains), Left Torso (15/32 armor remains), Left Leg (27/41 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 7, hit Left Torso (7/32 armor remains)!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 4, fails to lock-on!
- Gains 24 heat, sinks 28! Overheating!

Coyote (ACE)
- Fires ER Large Laser at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 8, hit Head (1/9 armor remains)! Pilot Hit!
Fires Streak SRM-6 at Dire Wolf B (2 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 6): rolled 11, 6 missiles hit Rear Left Torso (8/10 armor remains), Rear Left Torso (6/10 armor remains), Rear Center Torso (12/14 armor remains), Rear Center Torso (10/14 armor remains), Left Arm (17/34 armor remains), Rear Center Torso (8/14 armor remains)!
- Gains 28 heat, sinks 28! Overheating! ACE!

Crab (ACE)
- Fires ER Large Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 6, hit Right Arm (6/34 armor remains)!
- Fires ER Large Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 8, hit Center Torso (36/46 armor remains)!
- Fires ER Small Laser at Kraken 3 (2 base + 0 range + 1 movement + 1 enemy movement + 1 heat = 5): rolled 9, hit Center Torso (33/46 armor remains)!
- Gains 36 heat sinks 36! Overheating! ACE!

Unknown Assault (ACE)
- Fires Snub-Nose PPC w/ PPC Capacitor (charged) at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 7, hit Rear (10/97 armor remains)!
- Fires LB-10X Autocannon (Slug) at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 8, hit Rear (0/97 armor remains)!
- Fires Plasma Rifle at Beta Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 heat = 2): rolled 6, hit Rear (0/10 structure remains)! Vehicle destroyed!
- Gains 28 heat, sinks 26! Overheating! ACE!

Unknown Assault
- Fires Gauss Rifle at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 3): rolled 8, hit Right Side (83/98 armor remains)!
- Fires Light PPC w/ PPC Capacitor (charged) at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System + 1 minimum range = 4): rolled 6, hit Right Side (73/98 armor remains)!
- Fires Light PPC w/ PPC Capacitor (charged) at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System + 1 minimum range = 4): rolled 5, hit Right Side (63/98 armor remains)!
- Fires Plasma Rifle at Alpha Galaxy Maher Mobile Command Center (2 base + 0 range + 2 movement - 4 enemy movement + 1 smoke + 1 Void Signature System = 3): rolled 11, hit Right Side (53/98 armor remains)!
- Gains 43 heat, sinks 32! Overheating! ACE!

Longbow
- Holds fire!

Black Knight
- Fires Large Laser at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 3, miss!
- Fires Large Laser at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 7, miss!
- Charges PPC Capacitor!
- Gains 31 heat, sinks 36!

Excalibur
- Fires Gauss Rifle at Dire Wolf B (2 base + 2 range + 0 movement + 0 enemy movement + 1 partial cover + 3 smoke = 8): rolled 8, hit Center Torso (21/47 armor remains)!
- Gains 11 heat, sinks 22!

Chameleon
- Fires Large Laser at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit Center Torso (27/47 armor remains)!
- Fires TAG at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit!
- Gains 14 heat sinks 32!

Chameleon
- Fires Large Laser at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 7, hit Center Torso (19/47 armor remains)!
- Fires TAG at Dire Wolf H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 10, hit!
- Gains 14 heat sinks 32!

Longbow
- Holds fire!
- Gains ?? heat, sinks 26!

???
- Fires LRM-20 w/ Artemis IV (Semi-Guided) at Dire Wolf H (2 base + 2 range + 0 movement + enemy movement ignored + spotter movement ignored + spotter shooting ignored + indirect fire penalty ignored + 1 Void Signature System = 5): rolled 12, 16 missiles hit Left Torso (17/32 armor remains), Right Leg (7/41 armor remains), Left Arm (11/34 armor remains), Left Torso (16/32 armor remains)!
- Fires LRM-20 w/ Artemis IV (Semi-Guided) at Dire Wolf H (2 base + 2 range + 0 movement + enemy movement ignored + spotter movement ignored + spotter shooting ignored + indirect fire penalty ignored + 1 Void Signature System = 5): rolled 9, 16 missiles hit Center Torso (30/47 armor remains), Right Arm (17/34 armor remains), Right Arm (12/34 armor remains), Right Leg (6/41 armor remains)!
- Gains 22 heat, sinks 26!

Locust
- Reverses arms!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 11, 2 missiles hit! Dire Wolf H gains 4 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 4, 1 missile hits! Dire Wolf H gains 2 heat!
- Gains 10 heat, sinks 20!

Locust
- Torso-twists to threaten hex 1405!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 3, miss!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, 1 missile hits! Dire Wolf H gains 2 heat!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, 2 missiles hits! Dire Wolf H gains 4 heat but the heat-cap has been reached!
- Fires Inferno SRM-2 at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, 2 missiles hit! Dire Wolf H gains 4 heat but the heat-cap has been reached!
- Fires ER Medium Laser at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 11, hit Left Torso (11/32 armor remains)!
- Gains 25 heat, sinks 20! Overheating!

Locust
- Torso-twists to threaten hex 1605!
- Fires ER Medium Laser at Dire Wolf H (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 9, hit Left Leg (25/41 armor remains)!
- Gains 7 heat, sinks 20!



End Phase:
Dire Wolf B
- Must pass a 7+ consciousness test: rolled 7, succeeds!

Locust
- Through-armor critical chance in Left Torso! 3 critical hits sustained!
- - Engine hit! +5 heat/turn!
- - Triple-Strength Myomer hit!
- - Engine hit! +10 heat/turn!
- Critical chance in Right Arm! No critical hit sustained!
- Critical chance in Left Arm! No critical hit sustained!



Physical Combat Phase:
Dire Wolf H
- Kicks Locust (2 base + 2 movement + 3 enemy movement + 1 Clanner - 2 kick = 6): rolled 9, hit Right Leg (0/8 armor, 0/4 structure remains)! Leg blown off!

Dire Wolf B
- Kicks Coyote (2 base + 1 movement + 1 enemy movement + 1 Clanner + 1 Void Signature System - 2 kick = 4): rolled 9, hit Right Leg (8/28 armor remains)!

Coyote
- Kicks Dire Wolf B (punch hit) (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System - 2 kick = 5): rolled 8, hit Left Torso (0/32 armor, 2/21 structure remains)! Crit!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 8, hit Left Leg (1/41 armor remains)! Rolled 5 to penetrate, fails!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 7, hit Left Arm (0/34 armor, 8/17 structure remains)! Crit!

Coyote
- Attacks Dire Wolf B with Lance (3 base + 2 movement + 0 enemy movement + 1 smoke + 1 Void Signature System = 7): rolled 10, hit Rear Center Torso (0/14 armor, 13/18 structure remains)! Crit!



End Phase:
Dire Wolf B
- Critical chance in Left Torso! 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Left Arm! 1 critical hit sustained!
- - Shoulder hit!
- Critical chance in Center Torso! No critical hits sustained!
- Must pass a piloting test or fall (2 base + 1 massive damage + 0 kicked = 3): rolled 10, succeeds!

Coyote
- Must pass a piloting test or fall (3 base + 0 kicked = 3): rolled 7, succeeds!



Turn End Phase:



Next Turn’s Movement Phase
Unknown Assault
- TSM Activated!
- Gains ACE Status!

Unknown Assault
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Coyote
- TSM Activated!
- Gains ACE Status!

Crab
- TSM Activated!
- Gains ACE Status!









Special Rules
Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more!

Blind: Enemy units are only visible in direct Line of Sight

Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight.

Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a Phase 3 unit. Some of these units start on the map, others will enter from elsewhere.



Player Status:


Glorious Deaths




Phase 2 / Phase 3 Objectives:
- Defeat as many enemy `Mechs as possible (14/39 defeated)
- Defend Clan HQ Vehicles (1/3 remaining)
- Defend Clan Personnel (21 tents remain! )
- Defend Clan Equipment (17/36 units remaining)



Enemy Status:
Everything is a hair’s breadth from exploding. Probably.

Enemy Movement Mods:
- Unknown Assault +ACE
- Unknown Assault +ACE
- Longbow +0
- Longbow +???
- Black Knight +0
- Excalibur +0
- Coyote +ACE
- Coyote +ACE
- Coyote +ACE
- Coyote +ACE
- Crab +ACE
- Chameleon +3
- Chameleon +3
- Phoenix +0
- Bobcat +0
- Locust +3
- Locust +3



Orders Due: Tuesday Night!

PoptartsNinja fucked around with this message at 04:32 on Jul 2, 2014

BoxOfAids
Feb 22, 2013
HAG40 misses on a 7, three Lances hit on 7s, a head hit from the rear, and a leg gets kicked off. This is probably one of the most :Battletech: turns so far.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





PoptartsNinja posted:

Wow. I didn't think these would ever become relevant.

The top one's a McKenna.



Huh, I'm looking at that and thinking there's gotta be room for a Battletech/Star Wars fanfic where some MechCommander leads his company in a combat drop onto a Star Destroyer and wrecks it using Elemental Anti-Mech tactics writ large.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
I think it might be the time for the Kraken to simply march straight forward spewing missiles at the biggest, meanest mechs standing near the command vehicles.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Imagine your bitching betty is calming repeating "You are about to lose, please attack the unknown assaults."

Ardlen
Sep 30, 2005
WoT



Yeah, there's only one command vehicle left; the Atlas should protect it too.

Artificer
Apr 8, 2010

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

Ardlen posted:

Yeah, there's only one command vehicle left; the Atlas should protect it too.

Ctrl + A, mash right click on the unknown assaults, I think. gently caress everything and everyone else.

Runa
Feb 13, 2011

Oh wow, that last command vehicle has two turns left to live.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Great Beer posted:

I like to pretend star destroyers are mostly engine/power source to allow something that huge to have a warp drive

This is actually true. The big white bulbous things in this picture are the main and auxiliary reactors of an Imperial-class Star Destroyer. I'm pretty sure that main reactor is the size of the Enterprise.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
...What is the Atlas doing? The Lance Assault is five damage away from a mission-kill!

Kial
Jul 23, 2006

Scintilla posted:

...What is the Atlas doing? The Lance Assault is five damage away from a mission-kill!

If I rushed him my numbers were very bad due to void and ACE. This turn is much better.

dis astranagant
Dec 14, 2006

Civilian JumpShips are almost entirely engine, so they're all drat huge in order to have any payload at all. Military grade drives are half the vessel's mass but cost 5 times as much as the already insanely expensive civilian drives. And that's not counting the giant battery most WarShips mount so they can go 2 jumps without refueling or the huge STL engines that let them move around like dropships in system.

dis astranagant fucked around with this message at 06:34 on Jun 30, 2014

Kial
Jul 23, 2006
One small thing,

- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 8, hit Right Arm (1/6 armor remains)!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 7, hit Left Arm (1/6 armor remains)!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 12, hit Left Torso (3/8 armor remains)! TAC!

They do 7 damage I believe?

Also, I didn't fire my Streaks.

Kial fucked around with this message at 06:41 on Jun 30, 2014

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Anyway...not a good turn, but it could have been worse. The Dire Wolf H was able to get rid of at least one of the Locusts whilst getting its heat down in the process. Getting rid of that to-hit penalty is going to help.

How high does smoke go in hex terms? Would it be possible for the Dire Wolf to get up on the height-2 hill at 1205 and have clear LOS to the Unknown Assaults, or would the smoke block it?

Arglebargle III
Feb 21, 2006

PoptartsNinja posted:

All those dark gray bits on the back of the McKenna (even the one on the bottom) are engines. The one on the bottom is a station-keeping thruster nearly the size of the Enterprise D's saucer section.

But the Enterprise D's saucer section is the size of a football stadium. :psylon:

dis astranagant
Dec 14, 2006

Arglebargle III posted:

But the Enterprise D's saucer section is the size of a football stadium. :psylon:

The McKenna is around 2 million tons and needs some pretty ridiculous STL engines to do its job once it jumps in.


... Of course that means it has roughly the average density of a typical aerogel because battletech authors don't understand mass. One liter of the stuff the McKenna is made of weighs about 3 grams.

dis astranagant fucked around with this message at 07:30 on Jun 30, 2014

quantumfoam
Dec 25, 2003

dis astranagant posted:

The McKenna is around 2 million tons and needs some pretty ridiculous STL engines to do its job once it jumps in.


... Of course that means it has roughly the average density of a typical aerogel because battletech authors don't understand mass. One liter of the stuff the McKenna is made of weighs about 3 grams.

hey, that's why clan technology weighs half as much as IS tech.
because comstar/ROM keeps adding weight to whatever the metric/kg/pound weight standard is to gently caress with everyone not down with Blake.
Or lets be honest...SAFE was responsible for managing the Inner Sphere weight standards around the time the amaris civil war kicked off.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
It's clearly because WarShips actually mount Bop Drives.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Mass Effect came up with a really awesome solution to making the numbers add up. They simply have machinery that alters the numbers to be what they need to be to allow the circumstances to exist.

Sair
May 11, 2007

Stop trying to hit things and kill something as hard as you can.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Scintilla posted:

How high does smoke go in hex terms? Would it be possible for the Dire Wolf to get up on the height-2 hill at 1205 and have clear LOS to the Unknown Assaults, or would the smoke block it?

I think PTN's told us that smoke counts no matter the lever you're at, unfortunately. All that smoke is cutting me off the action, I'm afraid.

Now, the question is: should I try to get myself killed before the last command vehicle bites th dust? Not that I've got much time left anyway...

Edit: that Locust I've kicked this round counts as mission killed, right?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Yep, you can see its flaming corpse on the map right in front of you. The remaining Locusts have done a runner, so you don't have to worry about them overheating you for the time being.

As things stand now you have several options. Both Chameleons have taken severe damage, and you're in a position to seriously maul them if you want. I don't recommend standing still since the final Command Vehicle is about to die and you need to at least try to get there in time to help. One option would be to walk down to 1306, flip your arms and shoot the Chameleon behind you with everything you have. By my maths your hit numbers would be:

2 Base + 1 Movement + 3 Enemy Movement + 0 Range - 1 Targeting Computer = 5 for Gauss, 6 for Heavy Large Lasers.

By moving down to 1306 you avoid the minimum range penalty for your Gauss Rifles. You can also target the other Chameleon for identical hit numbers if you twist your torso to face him.

On the other hand, you could run to 1307, which will get you closer to the Command Vehicles and give you partial cover (I think). The Chameleons will also have partial cover from your weapons, and your hit chances against them will be worse due to running. I'm not too sure about this one, you might want to ask someone more experienced about whether this is a good idea or not.

ArchangeI
Jul 15, 2010

dis astranagant posted:

The McKenna is around 2 million tons and needs some pretty ridiculous STL engines to do its job once it jumps in.


... Of course that means it has roughly the average density of a typical aerogel because battletech authors don't understand mass. One liter of the stuff the McKenna is made of weighs about 3 grams.

Wouldn't a ship that size produce its own non-trivial gravity field? Would be interesting if you could gently caress over a planet just by entering low orbit around it.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Nah, it's still way too small and light. If it massed a gigaton then you might need to start paying attention to local gravity effects, but it's about 3 orders of magnitude short of that.

For the second part, add another handful (dozen?) of orders of magnitude on top of that.

dis astranagant
Dec 14, 2006

ArchangeI posted:

Wouldn't a ship that size produce its own non-trivial gravity field? Would be interesting if you could gently caress over a planet just by entering low orbit around it.

Surface gravity at either end is a bit shy of 3x10-10 m/s2. It's big but not THAT big. The Great Pyramid is about 3x the mass.

dis astranagant fucked around with this message at 13:40 on Jun 30, 2014

Shoeless
Sep 2, 2011

Scintilla posted:

I think most of the reason that ground forces are still a thing despite the overwhelming superiority of WarShips is the same reason they're still important in real life. Artillery bombardment and air assets can make a mess of the ground but they can't control it. You'll always need boots (Or giant stompy robot feet) on the ground if you want to truly take possession of an area. And since most combat takes place near important military / urban areas there's less of an incentive to just glass the place from orbit.

Most planets in the Inner Sphere have jack all worth going after with ground forces though, if you have the naval capacity to just use warships. Yeah, some planets have a mechworks or orbital facilities that can make Endo Steel or some such, or have something else that makes them worth keeping (like being home to mech dino hunts), but for the most part they're not that impressive, with populations generally pretty small and centralized in one to three major cities/settlements. You certainly need boots to hold the planet, sure, but you don't need them to take it in the first place. Which leads to 'why even put mechs down then since if the enemy retakes the system, they'll have their warships clear the garrison too?' So you really only would need some light ground elements there to keep the peace. They wouldn't really do anything in the face of an enemy attack.

In the end, the reason ground forces are the main focus is because Battletech is the game of armored combat, not the game of warships duking it out. Writers realized that letting warships become a big thing would not do nice things for the setting, and so they've nixed them almost entirely, with most factions having one to three warships left, which usually keep station above their capitals.

TildeATH
Oct 21, 2010

by Lowtax

dis astranagant posted:

The Great Pyramid is about 3x the mass.

You're suggesting we put a hyperdrive on the Great Pyramid? I could support that.

Felime
Jul 10, 2009
To nerd out, the star destroyer actually carries ~47,000 people, and engines and reactors take up a large chunk of space, along with fuel storage, the docking bay, storage and maintenance for a wing of fighters, a bunch of shuttles, and the armored elements for 10,000 troops. And food for 6 years. Add in that star wars capital ships have a lot of droids doing a lot of the work, and it's not that unreasonable.

Justifiable, but pretty much any sci-fi space ship that wasn't initially designed to be as plausible as possible can only really hope for justifiable.



I think all battletech tonnages work better if you pretend a ton is just an arbitrary unit defined at 1/100 of the biggest mech they managed to make walk. Of course, that makes dropships even more implausible, if they're supposed to work off conventional rockets.

Arglebargle III
Feb 21, 2006

dis astranagant posted:

... Of course that means it has roughly the average density of a typical aerogel because battletech authors don't understand mass. One liter of the stuff the McKenna is made of weighs about 3 grams.

Hmmm, large unpressurized volumes?

And dropships use fusion rockets... somehow.

I do like how 40K handles space travel, since for all its ludicrous hammyness it's actually willing to take its own scale seriously. In its quest to turn everything to 11, it actually veers closer to a plausible representation of the culture of space travel than other space opera, because the sheer mind-boggling scale is a problem to be glossed in most space opera to make way for story. 40K doesn't care much about story but it revels in bigness, largeness, and vastness. Hence while 40K may be ridiculous, it's actually much more willing to engage seriously with space as a setting than most space opera.

The Enterprise or a Star Destroyer exist to serve stories that are not fundamentally concerned with space, and as such they could be substituted with terrestrial exploration vessels or warships without much problem. The Imperium's ships exist to serve setting first and story a very distant third behind gameplay, and as such they are entities that could only exist in an ancient galactic empire and would not makes sense in any other context. Earth has battleships and carriers and exploration vessels that could be tagged into a Star Trek or Star Wars script with barely any change. Earth does not have ancient ships from before the dawn of recorded history that have been converted into cathedrals/battleships and that measure their deployments in decades or centuries rather than months. Ironically, the weird metalhead nephew with body odor issues of the space opera family ends up with much more interesting and evocative spaceships.

Battletech sort of starts off in the direction of acknowledging the bigness and messyness of space but falls back on very basic tropes more often than not. 40K loves its bigness and messyness and goes out of its way to ham up the enormity of the task of taming space and the inadequacy of humanity's best efforts at exploration, defense and governance. Other science fiction delights in showing impressive 10km spaceships and empires of a million worlds. 40K delights in showing 10km spaceships and empires of a million worlds, and then pointing out that these things are insignificant in comparison to the vastness of the galaxy.

Of course 40K gets away with this because its reason d'etre is not to tell a recognizable story, but to provide the most epic and grimdark setting imaginable in which nothing particular ever needs to happen. And protagonists certainly don't need to make any progress. Quite the opposite actually.

Arglebargle III fucked around with this message at 16:22 on Jun 30, 2014

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

That Italian Guy posted:

I think PTN's told us that smoke counts no matter the lever you're at, unfortunately.

Smoke is height 4, so it rises 4 hexes above the source hex.



Felime posted:

I think all battletech tonnages work better if you pretend a ton is just an arbitrary unit defined at 1/100 of the biggest mech they managed to make walk. Of course, that makes dropships even more implausible, if they're supposed to work off conventional rockets.

They're fusion-powered, and something like 1/3rd of a dropship's interior is made up of the "make us go" plant.

PoptartsNinja fucked around with this message at 17:04 on Jun 30, 2014

Judicator65
Feb 4, 2012

Kial posted:

One small thing,

- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 8, hit Right Arm (1/6 armor remains)!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 7, hit Left Arm (1/6 armor remains)!
- Fires ER Medium Laser at Locust 2 (2 base + 2 range + 0 movement + 2 enemy movement + 1 secondary target = 7): rolled 12, hit Left Torso (3/8 armor remains)! TAC!

They do 7 damage I believe?

Also, I didn't fire my Streaks.

Inner Sphere ER Medium Lasers only do 5 damage each, just like IS ER PPCs only do 10 damage each, and IS ER Large Lasers do 8 damage each (versus Clan equivalents that do 15 and 10, respectively).

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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Yeah, but the Atlas IIC is a Clan mech so Kial's weapons should have done more damage.

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