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Can I go on the robo-list, PTN?
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# ? Dec 30, 2014 00:07 |
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# ? Apr 28, 2024 04:00 |
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Julian Pillo (Pee-lo) claimed the salvage from Innes station by virtue of being the only mech-pilot left alive. Pirates had ripped through the trading station's few defenders in hope of stealing the water-reclaimator at the core, Kuritan forces had rampaged in not long after in hope of catching and wiping out the pirate band who had been pillaging their worlds. Their climactic battle was barely underway when an unfortunate evasive manouevre outside led to the pirate dropship smashing through the station hull. Mechs were crushed or sent flying into the void, catastrophic loss of atmosphere killed any of the population not already in emergency suits and huddled in the panic rooms. The Kuritans mopped up and left satisfied that no Pirates had escaped, their leaders indifferent to the pleas for aid from the station's civilian inhabitants. Knowing that further pirate attacks could not be ruled out even as they broadcast emergency signals, Pillo and some engineers set to work cobbling together a mech he could pilot as a last desperate defence. The upper left of a Catapult K2 and the the lower two thirds of its Jenner sidekick were dug from the rubble of a building and crudely meshed into a single machine. Evacuation teams arrived before it was ever needed, but as they finally abandoned the station wreckage Pillo was allowed to keep his bastard machine in recognition of his service. Starting out in mercenary work, a few years of building resentment, and jaded by his experiences, he ended up settling in with a pirate band. Rather the type that had raided than the Kuritans he hated for abandoning him at Innes. His Jenner "The Quartermaster" (being half the weapons of a CPLT-K2 on a mech half the size) has remained his trademark, even claiming the destruction of a few real -K2s along the way. pre:Jenner "The Quartermaster" JR7-K0.5 Mass: 35 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Introductory Era: Age of War/Star League Tech Rating/Era Availability: D/C-E-D-A Production Year: 2779 Cost: 2,890,013 C-Bills Battle Value: 847 Chassis: Unknown Standard Power Plant: Unknown 210 Fusion Engine Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Standard Armor Armament: 1 PPC 1 Medium Laser 1 Small Laser Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 58 points 3.50 Engine: Fusion Engine 210 9.00 Walking MP: 6 Running MP: 9 Jumping MP: 0 Heat Sinks: Single Heat Sink 12 2.00 Heat Sink Locations: 1 HD, 1 CT, 1 LL, 1 RL Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA R: SH+UA Armor: Standard Armor AV - 96 6.00 Internal Armor Structure Factor Head 3 9 Center Torso 11 13 Center Torso (rear) 4 L/R Torso 8 13 L/R Torso (rear) 3 L/R Arm 6 8 L/R Leg 8 11 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Small Laser RA 1 1 0.50 Medium Laser RA 3 1 1.00 PPC LA 10 3 7.00 Free Critical Slots: 42
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# ? Jan 1, 2015 00:29 |
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PoptartsNinja posted:Still no word from one of the players. I'm going to give him a little more time and then contact an alternate so we'll be good to go for next Sunday's update. Its OK! Keep pumping out MW 2 merc updates and I'll be a happy camper!
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# ? Jan 2, 2015 05:02 |
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It looks like not much is going on due to New Year and whatnot, so I may as well post some more revamped sprites. Bulldog Variants: Harasser: Huitzocalafrajalisticexpialidocious: Savannah Master: Schiltron: -- That's most of the really bad ones done, I think. At some point I might compile everything I've done into a zip file and post it for anyone who's interested. Inserting them into Megamek is pretty easy.
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# ? Jan 4, 2015 21:23 |
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Scintilla posted:That's most of the really bad ones done, I think. At some point I might compile everything I've done into a zip file and post it for anyone who's interested. Inserting them into Megamek is pretty easy. If nothing else, I'd appreciate it since half the reason we don't see tanks often is their awful MegaMek sprites. You might also want to offer them to the MegaMek guys directly. I dunno if they'll take them but I'd bet they probably would. Edit: Well, I guess the players don't want to turn the last part of the fight into a slugging match. Back to guerrilla warfare for me I guess. PoptartsNinja fucked around with this message at 21:45 on Jan 4, 2015 |
# ? Jan 4, 2015 21:27 |
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I'll get right on it, then. There are I'd be very flattered if they actually made it into MegaMek proper. I'll hunt around for their contact details and see what comes of it. Scintilla fucked around with this message at 21:49 on Jan 4, 2015 |
# ? Jan 4, 2015 21:39 |
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Goddamn, that was one sub-objective I didn't think would get accomplished clean.
PoptartsNinja fucked around with this message at 22:15 on Jan 4, 2015 |
# ? Jan 4, 2015 22:09 |
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PoptartsNinja posted:Goddamn, that was one sub-objective I didn't think would get accomplished clean. Redjack bit it, huh? Welp.
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# ? Jan 4, 2015 22:24 |
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apostateCourier posted:Redjack bit it, huh? Welp. That's pretty much peak :battletech: if he managed to die this turn, since I'm pretty sure the only way it could be accomplished is through an ammo TAC or combined a combined head hit from one of the Awesome's two remaining AC/10s and an Arrow IV cluster.
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# ? Jan 4, 2015 23:05 |
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the only objectives left are mansions (Grunty), Arroca dying (me), getting as many kills as Redjack (OptimusShr) and uh...infantry kills by Voyager I? oh wait, ADHD targeting. So if Tank Boy Ken ate a bad crit, that could also count as accomplished, right? we've been kinda kicking rear end on those subobjectives.
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# ? Jan 5, 2015 00:16 |
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King of the Pirates: Tactical Update 17 “Wait,” Arroca rumbled as his Awesome withered under the firepower of a full enemy lance. His machine was brutally tough and stable, and stayed on its broad, flat feet as though the lasers and missiles were so much hail. Smoke oozed from every breach in the Assault `Mech’s armor, rolling up and away where the carcinogenic ash would be lost to Tortuga’s already noxious skies. “Wait,” he grumbled again. “I surrender. You can have my `Mech! Anything you want!” Ryan’s Rebels fell silent, their machines almost waiting as Jag pushed his Centurion to its feet. Redjack Ryan had given Jag permission to respond to Arroca’s entreaties. Permission the taciturn Ryan hadn’t rescinded. Jag studied the battered machine—the Awesome would be a step upward from his own Centurion, but a machine could nearly always be repaired. “Your `Mech?” Jag’s voice dripped with pain and scorn. “Arroca, I want something far less valuable than your `Mech.” The SRM ports on the Centurion’s torso irised open in a heartbeat, vomiting a swarm of missiles at the Assault `Mech like so many angry Tortugan Acid Bees. Already torn open by lucky hits, one missile filled the chasm that’d once been the Awesome’s head with a gout of flame and shrapnel. The Awesome tottered and fell, lying still in the street. “I want your life.” Failed to save this in time, sorry! Indirect-Fire Artillery Targeting Phase Marauder - Fires Arrow IV missile at hex 0817! Flight time is 1 turns (target within 17 hexes)! Movement Phase Centurion - Stands carefully in hex 0818 (3 base - 2 careful stand = 1): automatic success! Indirect-Fire Artillery Phase Marauder - Fires Arrow IV missile at hex 0721 (3 base + 0 movement + 7 indirect fire artillery = 10): rolled 4, missile lands in scatter radius 6! - - Rolled 4, 5, 5, 5, 4, 4 missile lands in hex 0522! - Building hex 0522 suffers 20 damage! Building collapses! - Building hex 0421 suffers 10 damage! Building collapses! - Building hex 0422 suffers 10 damage! Building collapses! - Building hex 0521 suffers 10 damage! Building collapses! - Building hex 0621 suffers 10 damage! Building collapses! Combat Phase Charger (Player) - Holds fire! - Gains 5 heat, sinks 10! Catapult (Player) - Holds fire! - Gains 4 heat, sinks 28! Hunchback (Player) - Torso-twists to threaten hex 0617! (I still do these for you automatically) - Fires Medium Laser at Awesome (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 11, hit Left Leg (0/27 armor, 14/17 structure remaining)! Crit! - Fires Medium Laser at Awesome (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 5, hit Right Leg (1/17 armor remaining)! - Gains 20 heat, sinks 13! Overheating! Warhammer (Player) - Fires ER PPC at King Crab (3 base + 4 range + 3 movement + 1 enemy movement = 11): rolled 8, miss! - Fires ER PPC at King Crab (3 base + 4 range + 3 movement + 1 enemy movement = 11): rolled 10, miss! - Gains 34 heat, sinks 34! Centurion (Player) - Fires SRM-6 at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, 6 missiles hit Right - Fires SRM-6 at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, 5 missiles hit Right - Fires SRM-6 at Awesome (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 8, 4 missiles hit Left Torso (9/24 armor remaining), Left Torso (7/24 armor remaining), Right - Gains 13 heat, sinks 12! Blackjack (Player) - Primary target already destroyed! - Gains 0 heat, sinks 13! Assassin (Player) - Holds fire! - Gains 7 heat, sinks 22! Battle Cobra (Player) - Holds fire! - Gains 1 heat, sinks 28! Clint (Player) - Fires ER PPC at King Crab (2 base + 4 range + 2 movement + 1 enemy movement = 9): rolled 7, miss! - Gains 17 heat, sinks 14! Griffin - Fires PPC at Building Hex 0610 (3 base + 2 range + 3 movement - 4 enemy movement = 4): rolled 7, hit! building destroyed! - Fires PPC at Building Hex 0611 (3 base + 2 range + 3 movement - 4 enemy movement + 1 secondary target = 5): rolled 8, hit! building destroyed! - Gains 25 heat, sinks 22! King Crab - Fires Large Laser at Charger (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 4, miss! - Fires Large Laser at Charger (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 6, miss! - Fires Large Laser at Charger (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 12, hit Right Arm (44/52 armor remaining)! - Fires Large Laser at Charger (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 6, miss! - Fires Medium Laser at Charger (3 base + 2 range + 2 movement + 2 target movement = 9): rolled 7, miss! - Fires Medium Laser at Charger (3 base + 2 range + 2 movement + 2 target movement = 9): rolled 4, miss! - Gains 40 heat, sinks 44! Marauder - Holds fire! - Gains 12 heat, sinks 17! End Phase: Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (2/11) Orders Due: Tuesday Night! (We're back on our normal schedule, hooray!) PoptartsNinja fucked around with this message at 01:07 on Jan 5, 2015 |
# ? Jan 5, 2015 00:33 |
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apostateCourier posted:Redjack bit it, huh? Welp. OH YE OF LITTLE FAITH
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# ? Jan 5, 2015 01:03 |
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I'm guessing the Cent falling is a typo? Things are looking good.
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# ? Jan 5, 2015 01:04 |
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No point overthinking it. Catapult orders in: running up to 1017, holding fire. Then next turn decide if I'm going East and using the cover or West right up into their
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# ? Jan 5, 2015 01:09 |
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Arroca wound up dying in the most appropriate way possible! Good job there, especially the Centurion. Looks like PTN's dice loved you this turn. Hope that keeps up...
GhostStalker fucked around with this message at 01:22 on Jan 5, 2015 |
# ? Jan 5, 2015 01:12 |
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Centurion making a play for the MVP award, eh? Not too shabby, GoonSquad!
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# ? Jan 5, 2015 01:21 |
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I gotta tell you, it felt good reading that the first SRM6 shot took his head apart. We're now at 3 subobjectives too, and I have faith apostate will make that 4 very soon with a crab. Anyway, LOS question. If I end my turn on a height 1 hill, like say two hexes in front of me in 0815, is anything big and mean going to have LOS? The Crab and Company appear to be behind height-1 hills but I'd be on a height-1 hill. Would prefer not to get my face shot off, y'know.
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# ? Jan 5, 2015 04:51 |
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Things are looking up for the goon lance
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# ? Jan 5, 2015 04:59 |
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I think I might jump to 0705 and unload on the Marauder, as I'd be within the min range of the Griffin and the King Crab will likely have other things to focus on. I'm only worried about the Marauder's LL or ML taking out my injured leg, but harassing him at this point might be worth it. How much of a rush are we looking to put together this turn?
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# ? Jan 5, 2015 06:19 |
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Trundel posted:I think I might jump to 0705 and unload on the Marauder, as I'd be within the min range of the Griffin and the King Crab will likely have other things to focus on. I'm only worried about the Marauder's LL or ML taking out my injured leg, but harassing him at this point might be worth it. Charger running to 0508 facing 0607, grabbin' two handfuls o' crab. GET HYPE FOR CRAB BATTLE Just to be sure, the destroyed buildings don't muck with movement, right? apostateCourier fucked around with this message at 07:02 on Jan 5, 2015 |
# ? Jan 5, 2015 06:57 |
Trundel posted:I think I might jump to 0705 and unload on the Marauder, as I'd be within the min range of the Griffin and the King Crab will likely have other things to focus on. I'm only worried about the Marauder's LL or ML taking out my injured leg, but harassing him at this point might be worth it. Warhammer is also moving back up. I'm done sniping, it's time to tango.
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# ? Jan 5, 2015 12:35 |
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Tortugan Acid Bees, huh.
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# ? Jan 5, 2015 14:39 |
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I'm not clever when I'm sick
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# ? Jan 5, 2015 15:55 |
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apostateCourier posted:Just to be sure, the destroyed buildings don't muck with movement, right? I'm pretty certain that destroyed buildings still cost +1MP (total 2) per hex.
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# ? Jan 5, 2015 17:26 |
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Tank Boy Ken posted:I'm pretty certain that destroyed buildings still cost +1MP (total 2) per hex. that's what I was told when I asked a while ago, yeah. I wish it weren't true because I'd like to run through some buildings right about now, but so it goes. Scintilla posted:Tortugan Acid Bees, huh. this is very disappointing
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# ? Jan 5, 2015 17:52 |
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Fine, I kinda wanted to go for JUSTICE FOOT anyway. Edit: Or I could not eat a full-on crab alpha before I'm set for wrasslin' and go to 0311 or 0410. Eh, honestly I won't be able to hide the turn before the scrum starts, might as well go for the opening kick and hope I get lucky. apostateCourier fucked around with this message at 19:40 on Jan 5, 2015 |
# ? Jan 5, 2015 19:32 |
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Revamped vehicle sprites, ho. There are twenty seven total, but the number is inflated by all the Epona variants. Some still look a bit iffy (Ishtar, I'm looking at you), but the blurriness is totally gone from all of them. Hope they prove useful, it was really neat to see vehicles pulling their weight in the earlier missions.
Scintilla fucked around with this message at 21:39 on Jan 5, 2015 |
# ? Jan 5, 2015 21:06 |
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apostateCourier posted:Fine, I kinda wanted to go for JUSTICE FOOT anyway. That is a lot of potential Large Lasers and PPCs to eat. Never mind the sheer number of crabshots you risk taking in your face tank. You might want to hold off (maybe behind the 9/10 column buidlings?) until your support crew catches up with you. The lazy fucks.
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# ? Jan 5, 2015 21:14 |
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Scintilla posted:Revamped vehicle sprites, ho. There are twenty seven total, but the number is inflated by all the Epona variants. Some still look a bit iffy (Ishtar, I'm looking at you), but the blurriness is totally gone from all of them. Hope they prove useful, it was really neat to see vehicles pulling their weight in the earlier missions. Any chance I could get those as a .zip? My computer's never liked the .rar format (it treats them like they're archived. It's weird but it is an old machine). Edit: Very much appreciated! PoptartsNinja fucked around with this message at 00:19 on Jan 6, 2015 |
# ? Jan 5, 2015 23:50 |
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PoptartsNinja posted:Any chance I could get those as a .zip? My computer's never liked the .rar format (it treats them like they're archived. It's weird but it is an old machine). Here.
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# ? Jan 6, 2015 00:02 |
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obligatory plug for 7zip
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# ? Jan 6, 2015 01:47 |
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goatface posted:That is a lot of potential Large Lasers and PPCs to eat. Never mind the sheer number of crabshots you risk taking in your face tank. You might want to hold off (maybe behind the 9/10 column buidlings?) until your support crew catches up with you. The lazy fucks. ...I suppose. I'll fix my orders tomorrow. I liked my orders, though. Get in the kitchen, flame-broil crab, and crack the shell.
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# ? Jan 6, 2015 01:50 |
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I'm thinking about heading for 0416. I think I can make that with 6mp. It'd keep me behind buildings for a few turns while I moved up and tried to get in close range with something. e: or wait ... how many MP is it to go down a hill? If I end up in 0517 whatever, I guess. yeah it's +1 for up and down. Well, fine. Looks like my options are 0517, 0815, or 1117. I don't like 0815 since it means I'd be advancing up the 07xx hex row next turn and uhhhhh, would prefer not to be dead. 1117 seems similarly bad for taking me way too far out of the fight, so 0517 it is. Orders going in. thinking maybe 0413 the turn after that, maybe take some buildings down, but we'll see what the resident Arrow IV does. Psion fucked around with this message at 05:58 on Jan 6, 2015 |
# ? Jan 6, 2015 02:21 |
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Trundel posted:I think I might jump to 0705 and unload on the Marauder, as I'd be within the min range of the Griffin and the King Crab will likely have other things to focus on. I'm only worried about the Marauder's LL or ML taking out my injured leg, but harassing him at this point might be worth it. It's gonna be a turn or two before most of us are ready to start getting aggressive and possibly longer before anyone other than the Charger in in a position to draw fire without just getting wrecked, so I would keep that in mind when considering just how deep you want to go in.
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# ? Jan 6, 2015 02:56 |
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Psion posted:obligatory plug for 7zip Have it. Doesn't help. My compy's getting a bit eccentric. I've gotta upgrade soon-ish.
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# ? Jan 6, 2015 03:32 |
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Voyager I posted:It's gonna be a turn or two before most of us are ready to start getting aggressive and possibly longer before anyone other than the Charger in in a position to draw fire without just getting wrecked, so I would keep that in mind when considering just how deep you want to go in. I'm champing at the bit to start the crab battle. I'll wait until I'm not the only viable target, I guess.
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# ? Jan 6, 2015 03:48 |
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PoptartsNinja posted:Hunchback (Player) Is the Hunchie still supposed to be overheating?
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# ? Jan 6, 2015 09:24 |
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Mr. Montaigne is tough, but I think he might need help ASAP if he's charging in.
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# ? Jan 6, 2015 12:43 |
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Yeah, a coordinated attack would be best. The Charger is a real tank but it won't last long if the Crab can bring all of its weapons to bare.
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# ? Jan 6, 2015 13:48 |
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# ? Apr 28, 2024 04:00 |
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apostateCourier posted:I'm champing at the bit to start the crab battle. I'll wait until I'm not the only viable target, I guess. it would be the worst thing ever if you started the crab battle and got shot to poo poo before we can make sure you win the crab battle. also tonight's the order deadline so uh, we all remembered to submit yeah? It's been a while
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# ? Jan 7, 2015 03:25 |