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PoptartsNinja posted:Anyone have access to the 3058 TRO? I've misplaced my copy and I need a little info on a unit that's curiously absent from Solaris Skunk Works. Is it possible to buy a PDF copy for someone as a gift from one of the regular sites? Might sling one your way if that is the case.
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# ? Jan 28, 2015 23:27 |
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# ? Apr 27, 2024 15:44 |
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I've got a paper copy, I just can't find it. I'm just looking for the armor allocation for one very specific unit. I know everything else about it already.
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# ? Jan 28, 2015 23:50 |
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I've 3058 Upgrade here. The original is in storage. You can PM me if you want to keep it a secret, I guess?
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# ? Jan 28, 2015 23:56 |
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That piledriver must've been a Tombstone.
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# ? Jan 29, 2015 00:07 |
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PoptartsNinja posted:That piledriver must've been a Tombstone. is ... is this good?
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# ? Jan 29, 2015 00:08 |
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Psion posted:is ... is this good? The Piledriver deals the first five points of damage to the target's head. Thanks to a lucky headshot on my part, the Marauder only has four points of head armor left, so a successful dunk will breach its armor and guarantee at least one critical chance in the head. If he rolls a second damage cluster into the head then . PTN's dice really went all-loving out on headshots last turn.
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# ? Jan 29, 2015 00:30 |
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So what you're saying is it's a very realistic possibility apostatecourier just dunked the Marauder so hard, it ended up crushing the cockpit and getting a pilot kill? HEY XARBALA WHERE ARE YOU
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# ? Jan 29, 2015 00:31 |
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Psion posted:So what you're saying is it's a very realistic possibility apostatecourier just dunked the Marauder so hard, it ended up crushing the cockpit and getting a pilot kill? Not only is it a realistic possibility, but the first automatic damage cluster is an automatic crit chance. If it goes through, that's a 1 in 6 chance of outright destroying the cockpit without destroying the head. apostateCourier fucked around with this message at 00:39 on Jan 29, 2015 |
# ? Jan 29, 2015 00:32 |
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Psion posted:is ... is this good?
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# ? Jan 29, 2015 00:52 |
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If those crits come through, this would be more like the time Owen Hart hit Stone Cold with the Tombstone.
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# ? Jan 29, 2015 01:06 |
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King of the Pirates: Tactical Update 22 The Charger’s structure shrieked as myomer muscles contracted to heave the Consort Marauder skyward. Not BattleMech could lift such a huge percentage of its own weight for long without destroying its own musculature, but those few fractions of a second were all Randy Montaigne needed. He twisted in place, tipping the Marauder forward and with a little help from the Charger’s massive battle fist he drove the Marauder’s cockpit into the ground like a railroad spike a moment before his own machine hit the ground with an earth-shaking crash. The enemy machine buckled and went limp as the cockpit crumpled like a can of beer. Blood streamed freely from Randy’s broken nose as the force of the impact shook a congealing blob loose. He coughed, spat, and cheered. “Yeah! The launcher’s been taken intact, just like you wanted, boss. That’s worth a bonus in the new régime, right?” [I messed this up again. I may stop this entirely as it’s so easy for me to screw up and doesn't seem to be that much benefit?] Movement Phase Hunchback - Attempts to enter hex 0809, but is unable to reverse down hill. Combat Phase Charger (Player) - Holds fire! - Gains 0 heat, sinks 10! Catapult (Player) - Fires SRM-4 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss! - Fires SRM-4 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 3 missiles hit Left Arm (20/33 armor remaining), Rear Left Torso (8/10 armor remaining), Right Arm (21/33 armor remaining)! - Fires SRM-4 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 2 missiles hit Rear Right Torso (5/10 armor remaining), Rear Left Torso (6/10 armor remaining)! - Fires SRM-4 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 12, 3 missiles hit Left Arm (18/33 armor remaining (TAC!)), Left Leg (32/34 armor remaining), Left Arm (16/33 armor remaining)! - Fires SRM-4 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 3 missiles hit Right Arm (19/33 armor remaining), Right Leg (32/34 armor remaining), Left Arm (14/33 armor remaining)! - Gains 17 heat, sinks 28! Hunchback (Player) - Holds fire - Gains 0 heat, sinks 13! Warhammer (Player) - Fires ER PPC at King Crab (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 5, miss! - Fires Medium Laser at King Crab (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Center Torso (29/39 armor remaining)! - Fires Medium Laser at King Crab (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 12, hit Right Leg (27/34 armor remaining)! - Fires Inferno SRM-6 at King Crab (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 2, miss! - Gains 31 heat, sinks 34! Centurion (Player) - Fires Medium Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Fires SRM-6 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss! - Fires SRM-6 at King Crab (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Gains 13 heat, sinks 12! Battle Cobra (Player) - Fires Large Pulse Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 9, hit Rear Center Torso (0/12 armor, 24/31 structure remaining)! Crit! - Fires Medium Pulse Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 8, hit Left Arm (10/33 armor remaining)! - Gains 16 heat, sinks 28! Clint (Player) -Torso-twists to threaten hex 2007! - Fires ER PPC at King Crab (2 base + 0 range + 2 movement + 2 enemy movement = 6): rolled 11, hit Left Torso (19/29 armor remaining)! - Gains 17 heat, sinks 14! Blackjack (Player) - Fires Medium Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement + 2 sensor hit = 9): rolled 9, hit Left Leg (27/34 armor remaining)! - Fires Medium Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement + 2 sensor hit = 9): rolled 4, miss! - Fires Medium Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement + 2 sensor hit = 9): rolled 10, hit Right Leg (22/34 armor remaining)! - Fires Medium Laser at King Crab (3 base + 0 range + 2 movement + 2 enemy movement + 2 sensor hit = 9): rolled 4, miss! - Gains 14 heat, sinks 13! Overheating! King Crab - Torso-twists to threaten hex 1511! - Fires Large Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 9, hit Right Arm (14/22 armor remaining)! - Fires Large Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 11, hit Right Arm (6/22 armor remaining)! - Fires Large Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 6, miss! - Fires Large Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 8, hit Right Arm (0/22 armor, 9/11 structure remaining)! Crit! - Fires Medium Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 4, miss! - Fires Medium Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 10, hit Center Torso (23/34 armor remaining)! TAC! - Fires Small Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 6, miss! - Fires Small Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 4, miss! - Fires Small Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement = 7): rolled 9, hit Right Torso (9/22 armor remaining)! - Fires Small Pulse Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement - 2 pulse laser = 5): rolled 7, hit Center Torso (20/34 armor remaining)! - Fires Small Pulse Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement - 2 pulse laser = 5): rolled 7, hit Right Arm (6/11 structure remaining)! Crit! - Fires Small Pulse Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement - 2 pulse laser = 5): rolled 2, miss! - Fires Small Pulse Laser at Warhammer (3 base + 0 range + 2 movement + 2 target movement - 2 pulse laser = 5): rolled 10, hit Right Arm (3/11 structure remaining)! Crit! - Gains 51 heat, sinks 44! Marauder - Fires Large Laser at Blackjack (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 9, hit Rear Center Torso (1/9 armor remaining)! - Fires Medium Laser at Blackjack (3 base + 2 range + 0 movement + 2 enemy movement = 7): rolled 7, hit Right Leg (7/17 armor remaining)! - Gains 12 heat, sinks 17! End Phase: King Crab - Through-armor critical chance in Left Arm! 1 critical hit sustained! - - Small Pulse Laser hit! - Critical chance in Center Torso! No critical hit sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds! Warhammer - Must pass a piloting test or fall (2 base + 1 massive damage = 3): rolled 4, succeeds! - Critical chance in Right Arm! 2 critical hits sustained! - - Shoulder hit! - - ER PPC hit! - Through-armor critical chance in Center Torso! 1 critical hit sustained! - - Gyro hit! - Critical chance in Right Arm! No critical hits sustained! - Critical chance in Right Arm! No critical hits sustained! - Must pass a piloting test or fall (2 base + 1 massive damage + 3 gyro hit = 6): rolled 6, succeeds! Physical Combat Phase: Charger - Attempts a Piledriver! - Must hit with Right Arm (3 base + 0 movement + 0 enemy movement - 4 target immobilized = -1): automatically hit Right Torso (7/17 armor remaining)! - Must hit with Left Arm (3 base + 0 movement + 0 enemy movement - 4 target immobilized = -1): automatically hit Center Torso (27/35 armor remaining)! - Target no longer immobilized! Warhammer - Kicks King Crab (2 base + 3 movement + 2 enemy movement - 2 kick = 5): rolled 7, hit Left Leg (12/34 armor remaining)! End Phase: Charger - Falls in hex 1203! - Suffers 8 damage in the fall to Center Torso (53/76 armor remaining), Left Torso (21/52 armor remaining)! - Must pass a piloting test to avoid pilot damage (3 base + 2 avoiding pilot damage = 5): rolled 10, succeeds! Marauder - Falls in hex 1204! - Suffers 7 damage in the fall to Head (0/9 armor, 2/3 structure remaining Pilot hit! Crit!)), Head (0/3 structure remaining)! Head destroyed! `Mech destroyed! King Crab - Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 9, succeeds! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (5/11) Orders Due: Saturday Night! PoptartsNinja fucked around with this message at 05:27 on Jan 29, 2015 |
# ? Jan 29, 2015 01:28 |
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That... ...that was everything I'd hoped it would be. E: do the Hunchback and Battle Cobra still have a shot at completing their cheevos? anakha fucked around with this message at 01:37 on Jan 29, 2015 |
# ? Jan 29, 2015 01:34 |
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YES! Also, did the crab not move?
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# ? Jan 29, 2015 01:38 |
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Doesn't the Battle Cobra have a crit chance on the King Crab for the Rear Center Torso shot that broke armor?
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# ? Jan 29, 2015 01:42 |
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anakha posted:That... The Battle Cobra's clears so long as the Warhammer doesn't finish the King Crab.
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# ? Jan 29, 2015 01:45 |
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PoptartsNinja posted:Physical Combat Phase: This has pretty much been the best mission. Also, relevant to this moment.
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# ? Jan 29, 2015 01:46 |
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apostateCourier posted:Also, did the crab not move? It wants that final volley of fire to be a good one.
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# ? Jan 29, 2015 01:48 |
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Marauder status: CHAOS DUNKED. Also I feel like my Centurion orders are simple: Move into 1311, alpha the Crab, and wrecking ball it for a finisher. it might be the first turn where I actually walk forward instead of run. e: can I call specific locations for a wrecking ball hit or is it just wherever the dice roll it? Psion fucked around with this message at 02:28 on Jan 29, 2015 |
# ? Jan 29, 2015 02:00 |
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The prudent thing for the guy with 1 point of head structure left against that many SLs would be to stand back and watch the fireworks. I'm not that guy.
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# ? Jan 29, 2015 02:18 |
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Charger running to 1406, facing south.
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# ? Jan 29, 2015 02:22 |
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GruntyThrst posted:Oh, I thought you had to forego all shooting to melee. Well shucks, time to update PTN again. you forgo all attacks with that limb, which is why most melee weapon mechs only have that weapon in its limb, and almost no mechs have guns in their legs (slso very few slots.)
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# ? Jan 29, 2015 03:07 |
Ow. PTN was I unable to kick the crab for some reason? I'm not gonna blame you if you missed that bit because my orders were uh, a little sloppy that turn.
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# ? Jan 29, 2015 03:07 |
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Krumbsthumbs posted:Doesn't the Battle Cobra have a crit chance on the King Crab for the Rear Center Torso shot that broke armor? I do have a crit chance there. Anyway going to 1608 and hitting it with everything again. Anyone up for crab cakes?
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# ? Jan 29, 2015 03:22 |
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Geez that Crab can spit out some damage. Time to finish the job! The balance of mission is interesting (and tricky). The last few missions saw Goonstar get stomped. This time, with a small BV advantage and generally better mechs Goonstar had firm control the whole mission with nice aggressive play. I was expecting a few more of the reinforcement mechs to come into play, but this is fun as well.
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# ? Jan 29, 2015 03:25 |
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OptimusShr posted:I do have a crit chance there. My only concern with this is your -1 aura might gently caress over Voyager I who's already got enough penalties on to-hit rolls. I think 1608 puts the aura over both of the short-range hexes right behind the Crab. but I dunno, thoughts on this anyone who actually knows how to play this game?
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# ? Jan 29, 2015 03:58 |
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Blackjack Orders in, walking to 1409 and unloading everything into that exposed CT the way god intended. I'm probably going to eat an armful of lasers on a 3+ for doing it but it would be a war crime not to take that shot. I would really appreciate it if Susie could arrange to not be within 2 hexes of me when this happens. EDIT: you could even just stand still and shoot him from where you are. It's a guaranteed hit for both your guns on the rear arc and I will be presenting a much juicier +0 target. Voyager I fucked around with this message at 04:35 on Jan 29, 2015 |
# ? Jan 29, 2015 04:33 |
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Yeah there will be at least 4 of us close with the Crab if Grunty doesn't take his Warhammer too far away. So you only have 25% odds of getting lasered to death. since this is the last unit there's no point in trying anything too fancy, right? Just pile in the damage and make it a dead Crab. I wish I was in the rear arc, let me tell you.
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# ? Jan 29, 2015 04:42 |
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GruntyThrst posted:Ow. gently caress, sorry. I got too caught-up in the suplex. To make it up to everyone, here's a teaser for next mission: The players are going to be given a full list of options to chose from for whichever half of the mission the thread votes to play as, and will be allowed to choose any of them. Here's two samples: PoptartsNinja fucked around with this message at 05:01 on Jan 29, 2015 |
# ? Jan 29, 2015 04:53 |
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Psion posted:So what you're saying is it's a very realistic possibility apostatecourier just dunked the Marauder so hard, it ended up crushing the cockpit and getting a pilot kill? Psion posted:Marauder status: CHAOS DUNKED. goddammit don't make me feel obligated
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# ? Jan 29, 2015 05:20 |
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OptimusShr posted:I do have a crit chance there. I don't think the missed crit chance will really matter. That Crab is probably dying this next turn. Unless the crit blew up the Gyro it will continue to stand.
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# ? Jan 29, 2015 05:23 |
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quote:Battle Cobra (Player) This crit doesn't seem to have been resolved?
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# ? Jan 29, 2015 05:25 |
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T.G. Xarbala posted:goddammit don't make me feel obligated Please don't feel obligated. T.G.'s a professional artist now, his time is valuable. I appreciate the fanart he's done for the thread in the past but I'd rather he be making money to pay the bills.
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# ? Jan 29, 2015 05:25 |
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Tarezax posted:This crit doesn't seem to have been resolved? I've put my dice away again, gently caress. random.org rolled a 5. No critical hits sustained!
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# ? Jan 29, 2015 05:26 |
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PoptartsNinja posted:I've put my dice away again, gently caress. I always just assumed they withdrew into a crypt to once again brood upon the folly of man.
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# ? Jan 29, 2015 05:34 |
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T.G. Xarbala posted:goddammit don't make me feel obligated please don't feel any obligation on my part, no. e: I swear I didn't read PTN's post before posting. But yeah.
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# ? Jan 29, 2015 05:53 |
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PhotoKirk posted:Am I the only hoping hoping for the return of the brave little office chair? No. Not even a little bit. Also, drat. WrestleMech best Mech.
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# ? Jan 29, 2015 06:04 |
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DivineCoffeeBinge posted:No. Not even a little bit. It's tanks. The thing we haven't seen in a while was tanks.
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# ? Jan 29, 2015 06:10 |
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PoptartsNinja posted:It's tanks. The thing we haven't seen in a while was tanks. In my heart, one of the tank pilots found their seating uncomfortable and retrofitted in a Brave Little Office Chair to sit in. P.S. if I am one of the pilots in a tank (I dunno if there'll be that many pilots, I may have to keep waiting, but still) I may have to insist on Brave Office Chair seating just saying
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# ? Jan 29, 2015 06:12 |
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DivineCoffeeBinge posted:In my heart, one of the tank pilots found their seating uncomfortable and retrofitted in a Brave Little Office Chair to sit in. You, sir, are my hero.
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# ? Jan 29, 2015 06:18 |
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# ? Apr 27, 2024 15:44 |
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DivineCoffeeBinge posted:In my heart, one of the tank pilots found their seating uncomfortable and retrofitted in a Brave Little Office Chair to sit in. If you are in the mission, you'll have quite a few options to choose from. But we're looking at about 6 players maybe, depending on how much I hate myself because everyone's going to have a minimum of 2 (and probably 3) units under their control. Because tanks. Edit: And artillery will be an option, but one side's artillery is significantly more usable than the other's. Mostly because that artillery isn't towing five trailers. PoptartsNinja fucked around with this message at 06:42 on Jan 29, 2015 |
# ? Jan 29, 2015 06:40 |