Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Gwaihir posted:

I'm guessing that even if I am outside the Sha Yu's ECCM coverage, I can't put ghost targets on a unit that is covered under it's ECCM right? Since there would have to be no field overlap at all.

Where the fields overlap, the ECCM reigns supreme (provided it's not overwhelmed).

Adbot
ADBOT LOVES YOU

Kial
Jul 23, 2006

Gwaihir posted:

TIME TO ROLL THE PSR DICE!

(Submitting orders to Kool-aid man through the Titan's building to get behind the Thunder and kick it. I think that's 2, 3 PSRs?)

You can also go the other way around, though you'd wouldn't be able to kick.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Gwaihir posted:

TIME TO ROLL THE PSR DICE!

(Submitting orders to Kool-aid man through the Titan's building to get behind the Thunder and kick it. I think that's 2, 3 PSRs?)

That ac 20 is on a flippy arm, get out of melee, you can get out of its los and get los on the sha yu pretty easily. 0217 is reachable, clears the thunder and lets you shoot the poo poo out of the sha yu.

Kial
Jul 23, 2006

AtomikKrab posted:

That ac 20 is on a flippy arm, get out of melee, you can get out of its los and get los on the sha yu pretty easily. 0217 is reachable, clears the thunder and lets you shoot the poo poo out of the sha yu.

Flippy arms! Very sneaky.

Teledahn
May 14, 2009

What is that bear doing there?


Kial posted:

Flippy arms! Very sneaky.

No character will ever expect it!

Ardlen
Sep 30, 2005
WoT



AtomikKrab posted:

That ac 20 is on a flippy arm
How does that work when it's on both the right torso and the right arm? I didn't realize you could have a flippy torso too.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Ardlen posted:

How does that work when it's on both the right torso and the right arm? I didn't realize you could have a flippy torso too.

You can't. If the gun is split between the arm and torso, it has a torso firing arc.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Defiance Industries posted:

You can't. If the gun is split between the arm and torso, it has a torso firing arc.

oh missed that... but a stock ac 20 should fit on a single arm that is flippy. 10 slots and 10 spaces to work with... unless it has some sort of special thing... BEWARE THE THUNDERS HIDDEN POWERS.

dis astranagant
Dec 14, 2006

AtomikKrab posted:

oh missed that... but a stock ac 20 should fit on a single arm that is flippy. 10 slots and 10 spaces to work with... unless it has some sort of special thing... BEWARE THE THUNDERS HIDDEN POWERS.

I think there's a special case in the construction rules that says you can't mount an AC/20 or Heavy Gauss in an arm, no matter what sorcery you pulled to make it look legal.

Kial
Jul 23, 2006
Well if he can't flip then going behind him and blasting is a solid plan. Small laser TAC's for the win. With a bit of luck this could be a punishing turn.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions

AtomikKrab posted:

oh missed that... but a stock ac 20 should fit on a single arm that is flippy. 10 slots and 10 spaces to work with... unless it has some sort of special thing... BEWARE THE THUNDERS HIDDEN POWERS.

You can't have a single flippy arm. That isn't a thing. It has to have both arms without hand/lower arm actuators in order to flip in addition to the whole split weapon issue.

Edit: Which is to say that the entire issue of whether the weapon is or should be split is entirely irrelevant. For what it's worth, the stock Thunder COULD have been built with the AC/20 all in one arm, but has it split for no particular reason. This prevents it from using the arm arc. But even if it was all in one arm, it still couldn't flip, because the other arm has a hand and lower arm actuator, and you need both arms to be designed with only shoulder/upper arm in order to flip. PTN's Thunder seems to have kept both of these - both the split-location AC/20 and the opposite arm with a hand and lower arm actuator.

Fraction Jackson fucked around with this message at 09:57 on Jul 22, 2015

Gwaihir
Dec 8, 2009
Hair Elf
The Jinggau definitely has flippy arms though!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

AtomikKrab posted:

BEWARE THE THUNDERS HIDDEN POWERS.

The hidden secret of the Thunder is that it's poorly designed.



Edit: I'm missing orders for the Nightstar so I guess we're not getting an update today. :(

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."
Didn't you say the last update was the last for a while?

"Walk forward two, target ER Peep and Gausses at Yu Huang RT" are the orders.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Behind Enemy Lines: Tactical Update 11

Sheets of corrugated metal crumpled as Bad ploughed his Maelstrom through one of the thinly-walled hexagons. It was a risk, whatever machinery was inside could trip him in an instant but the walls weren’t reinforced and fortunately there didn’t seem to be any multi-ton forklifts or cherry-pickers or crates of unspent ammunition in his way. The Maelstrom’s cloven, Marauder-like feet were well-suited to rough terrain. They spread the machine’s mass more evenly, aiding balance when the footing was less certain.

It wasn’t always sufficient, the Marauder had an unusual center of gravity that could easily throw off an inexperienced pilot. The machine’s long, bird-like legs mounted near the rear. It had short thighs and long, slender calves that helped contribute to its high running speed but those same advantages also gave it a stiff and jarring gait. Bad thought it was intended to punish an unwary pilot, he’d tried mitigating it with careful movements but had eventually been forced to ask the technicians for a little extra padding. It’d been humiliating at the time but as his BattleMech crashed through the walls with bone-crushing force he didn’t regret it in the slightest.

Something in his peripheral vision caught his attention, but in the half-second it’d taken him to try to get a good look he was clear through the other side of the building and right where he wanted: dead behind the enemy’s fast AC/20 carrier. A sudden jolt of realization hit him just as he swung his weapons in line with the Capellan’s broad back. Most of his shots went wide as he accidentally tugged at the controls as though his body wanted to swing back inside for confirmation.

“Hellhound, the power source in that building—that `Mech has the Atrean Dragoons’ colors! It’s a Grand Titan and it’s one of ours!”

“drat,” Lt. Coronado grunted. “If you’re right then we just stumbled onto some Cappie reverse-engineering project!”








Movement Phase
War Dog (Player)
- Generating Ghost Targets on Penetrator (4 base + 2 ECM Tuning = 6): rolled 2, fails!

Maelstrom (Player)
- Enters Building Hex 0918 (4 base - 1 light building = 3): rolled 9, succeeds!
- Enters Building Hex 0918 (4 base - 1 light building = 3): rolled 4, succeeds!
- Generating Ghost Targets on Penetrator (4 base + 2 ECM Tuning = 6): rolled 6, succeeds! MOS: 0



Shooting Phase
War Dog (Player)
- Torso-twists to threaten hex 1516!
- Fires Gauss Rifle at Penetrator (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk + 2 minimum range = 11): rolled 7, miss!
- Fires Large Pulse Laser at Penetrator (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Penetrator (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 7, hit Left Leg (20/26 armor remaining)!
- Fires Medium Pulse Laser at Penetrator (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 6, miss!
- Gains 21 heat, sinks 20!

Nightstar (Player)
- Fires Gauss Rifle at Yu Huang’s Right Torso (4 base + 2 range + 1 movement - 4 enemy movement + 1 dusk + 1 target prone = 5): rolled 8, rolls 7 to confirm, hits Right Torso (0/28 armor, 17/19 structure remaining)! Crit!
- Fires Gauss Rifle at Yu Huang’s Right Torso (4 base + 2 range + 1 movement - 4 enemy movement + 1 dusk + 1 target prone = 5): rolled 7, rolls 6 to confirm, hits Right torso (2/19 structure remaining)! Crit!
- Fires ER PPC at Yu Huang’s Right Torso (4 base + 2 range + 1 movement - 4 enemy movement + 1 dusk + 1 target prone = 5): rolled 7, rolls 12 to confirm, hits Left Leg (22/37 armor remaining)!
- Gains 17 heat, sinks 28!

Maelstrom (Player)
- Fires ER PPC at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 3, miss!
- Fires ER Large Laser at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 4, miss!
- Fires Medium Laser at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 10, hit Rear Center Torso (4/9 armor remaining)!
- Fires Small Laser at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 8, miss!
- Fires Small Laser at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 8, miss!
- Fires Small Laser at Thunder (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk = 9): rolled 9, hit Rear Center Torso (1/9 armor remaining)!
- Gains 35 heat, sinks 34!

Cerberus (Player)
- Fires Gauss Rifle at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk + 1 minimum range = 10): rolled 7, miss!
- Fires Gauss Rifle at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk + 1 minimum range = 10): rolled 6, miss!
- Fires Medium Pulse Laser at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 8, hit Rear Right Torso (0/5 armor, 9/10 structure remaining)! Crit!
- Fires Medium Pulse Laser at Sha Yu (4 base + 0 range + 2 movement + 2 enemy movement + 1 dusk - 2 pulse laser = 7): rolled 4, miss!
- Gains 18 heat, sinks 30!

Sha-yu
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 9, hit Left Torso (24/32 armor remaining)!
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 8, miss!
- Gains 26 heat, sinks 26!

Yu Huang
- Unconscious
- Gains 0 heat, sinks 26!

Penetrator
- Must pass a piloting test to resist Ghost Targets (4 base + 0 MOS = 4): rolled 6, succeeds!
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 8, miss!
- Fires ER Large Laser at Nightstar (4 base + 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 12, hit Center Torso (42/50 armor remaining)!
- Gains 26 heat, sinks 24!

Thunder
- Fires Medium Pulse Laser at Building Hex 0516 (4 base + 2 range + 2 movement - 4 enemy movement + 1 dusk - 2 pulse laser = 3): rolled 9, hit (9/15 CF remaining)!
- Fires Medium Pulse Laser at Building Hex 0516 (4 base + 2 range + 2 movement - 4 enemy movement + 1 dusk - 2 pulse laser = 3): rolled 4, hit (3/15 CF remaining)!
- Fires Medium Pulse Laser at Building Hex 0516 (4 base + 2 range + 2 movement - 4 enemy movement + 1 dusk - 2 pulse laser = 3): rolled 6, hit (0/15 CF remaining)! Hex collapses!
- Fires Autocannon/20 at Cerberus (4 base + 2 range + 2 movement + 2 enemy movement + 1 dusk + 1 secondary target = 12): rolled 2, miss!
- Gains 21 heat, sinks 22!

Jinggau
- Fires Gauss Rifle at Nightstar (4 base+ 0 range + 2 movement + 0 enemy movement + 1 dusk = 7): rolled 5, miss!
- Fires ER Medium Laser at Nightstar (4 base+ 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 2, miss!
- Fires ER Medium Laser at Nightstar (4 base+ 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 8, miss!
- Fires ER Medium Laser at Nightstar (4 base+ 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 9, hit Right Arm (22/32 armor remaining)!
- Fires ER Medium Laser at Nightstar (4 base+ 2 range + 2 movement + 0 enemy movement + 1 dusk = 9): rolled 8, miss!
- Gains 26 heat, sinks 26!



End Phase
Yu Huang
- Critical chance in Right Torso! No critical hit sustained!
- Critical chance in Right Torso! No critical hit sustained!

Sha Yu
- Critical chance in Right Torso! 1 critical hit sustained!
- - Stealth Armor hit! Stealth Armor disabled!

Nightstar
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!



Physical Combat Phase:
War Dog (Player)
- Kicks Yu Huang (4 base + 2 movement - 4 enemy movement - 2 kick - 2 adjacent prone target = -2): automatically hit Right Torso (0/19 structure remaining)! Arm blown off! Engine hit! Engine hit! Engine hit! `Mech destroyed!
- - Damage transfers to Center Torso (6/43 armor remaining)!

Maelstrom
- Kicks Thunder (4 base + 2 movement + 2 enemy movement - 2 kick = 6): rolled 3, miss!



End Phase:
Maelstrom (Player)
- Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 8, succeeds!



Next Turn’s Movement Phase
Thunder
- Enters Hanger Hex 0517!
- Exits Hanger Hex 0517!
- Enters Building Hex 0416 (4 base - 1 light building = 3): rolled 7, succeeds!








Player Status:




Opposing Force Status:




Neutral Status




Mission Objective:
- Protect Carlos Marik (0/1)

Secondary Objectives:
- Damage but don’t destroy the Civillian `Mechbay in hex 0517 (1/1)
- Destroy the Capellan Checkpoint in hex 1418 (1/1)
- - Make it look like an accident (1/1)
- Avoid Antagonizing ComStar (0/1)

Vengeance Counter: 4

Message Counter: 2



Special Rules:
Dusk – This mission takes place at dusk, applying a +1 penalty to-hit. This penalty may worsen if the mission lasts long enough for night to fall.

Escort Mission – This mission has a mobile objective that must be defended.



Orders Due: Midnight Saturday 8/8/2015!

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Good job on knocking out the enemy CO. Too bad about those rear shots though. Oh dear...

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Though there's obviously no rush, PTN, a quick question - is Hex 0412 safe to move into?

(e: Just checking my options, don't take this as a 'oh, this is my new plan' just yet... I'm pretty sure I'll end up going to 0317, I just want to keep my options open in case that turns out to be dumb)

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
And now the Thunder is within easy AC20 range. :gonk:

Really wishing those big hitters had landed.

apostateCourier
Oct 9, 2012


Mood: Fearful
Status: Helpless

Well done breaking the CO's engine.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

DivineCoffeeBinge posted:

Though there's obviously no rush, PTN, a quick question - is Hex 0412 safe to move into?

Yes

Gwaihir
Dec 8, 2009
Hair Elf
So close to a CT breach on the thunder!!

I think I have to go after the Sha Yu this turn- If it's figured out the game and is running for Carlos's car we have to stop it, and I'm the only one fast enough to keep well in range. I can backshot and go for a kick this turn. It'll have good numbers to hit me with it's ERLLs, but oh well I'm a 75 ton heavy and it's a medium, if a kick connects that's a leg crit. If it falls over it's done for.

Viva Miriya
Jan 9, 2007

I'm thinking I should back up 3 to 1218, turn right and let the penetrator see my left side. I think its time we dealt with the sha yu some.

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
Comstar guys are not impressed yet. You need to destroy more walls to show off the massive deathbot hidden in a building a quarter mile from their precious HPG.

Gwaihir
Dec 8, 2009
Hair Elf
Eye ballin it, I think if you back to 1618 you can break LoS to the Penetrator entirely and shoot at the Sha Yu with me.

That miiiight be right at ideal 7 range too. I am bad at counting ranges though, can't tell if it's 7 or 8. I'll have 9s to hit the Sha Ya so I'm totally prepared to whiff on everything again, but at least there's a lot less armor to go around for it.

Gwaihir fucked around with this message at 23:34 on Jul 22, 2015

Gay Abortions
Dec 12, 2007

DivineCoffeeBinge posted:

Though there's obviously no rush, PTN, a quick question - is Hex 0412 safe to move into?

(e: Just checking my options, don't take this as a 'oh, this is my new plan' just yet... I'm pretty sure I'll end up going to 0317, I just want to keep my options open in case that turns out to be dumb)

0412 might bait the Thunder into firing at the Precentor's home complex, which could lead to the ComGuards coming into the battle on your side, though 0317 is probably safer.

Gwaihir
Dec 8, 2009
Hair Elf
^^ yea, 412 facing 513 actually seems pretty not terrible- It's out of short range of the AC20, you have partial cover, and if the thunder misses, yea, it might make Comstar mad. I think you'd also break LoS to the Jinggau.

I think in 417 the Thunder could unload on you at no range penalty on the AC20, and with less than 20 armor on your leg :stonk:

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Gwaihir posted:

So close to a CT breach on the thunder!!

I think I have to go after the Sha Yu this turn- If it's figured out the game and is running for Carlos's car we have to stop it, and I'm the only one fast enough to keep well in range. I can backshot and go for a kick this turn. It'll have good numbers to hit me with it's ERLLs, but oh well I'm a 75 ton heavy and it's a medium, if a kick connects that's a leg crit. If it falls over it's done for.

I was just thinking the same, honestly. That dude is still "Calm/Hunting;" that has me more than a little concerned. I'm glad his Stealth Armor's busted, at least.

If I move to 0317 I'll end up torso-twisting to face 0417; I think that keeps the Thunder out of the proper arc for me to be able to kick him, but since he can only torso-twist to face 0316 I think - please someone back me up on this - that I may be able to stay out of his AC/20's arc, so the only things he has that'll really be able to draw a bead on me are one or two MPLs and an LRM that my AMS will render moot; meanwhile I should be able to get at least my Left Arm-mounted Gauss on him. This all depends on my understanding of firing arcs being correct, however, and given the number of things I've gotten wrong already in this match I'm not going to bet the farm on it...

...alternatively, there is the 'move to 0412, turn around, and take the Thunder head-on' option, which - thanks to partial cover from the hill in 0413 - might not be wholly suicidal. I'm definitely considering it, especially on the 'maybe we could get some ComStar assistance' angle...

Viva Miriya posted:

I'm thinking I should back up 3 to 1218, turn right and let the penetrator see my left side. I think its time we dealt with the sha yu some.

I don't know if you can get the Sha Yu into a firing arc with that plan. Backing up has to be done at walking speed, I believe? So that leaves you facing 1319, torso-twisting to face 1219, and then I don't think you can get your left arm around to fire in that arc. Your right arm, sure, but, well...

I think 1618 or 1619 might be better for you - and as a bonus, it keeps you in decent position to escort Carlos' car once he gets back into it.

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."

DivineCoffeeBinge posted:

If I move to 0317 I'll end up torso-twisting to face 0417; I think that keeps the Thunder out of the proper arc for me to be able to kick him, but since he can only torso-twist to face 0316 I think - please someone back me up on this - that I may be able to stay out of his AC/20's arc

No, you'd be in the leftmost hex of his twisted front arc and he could put his full battery on you.

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.

The Merry Marauder posted:

No, you'd be in the leftmost hex of his twisted front arc and he could put his full battery on you.

Just checked this with Fractionjackson, and the Thunders' AC-20 is mounted on it's right side, it has no actuators since it's fit to both the torso and the arm, so it would only be able to use it's left-side mounted stuff to aim at 0317, even with Torso-twisting.


Edit: I actually think the not-having-actuators makes no difference anyway, since 0317 is behind and to the left, so it'd always have to only use the left-side weapons it has.

Edit part deux: also the Thunder has no weapons mounted in it's left arm, and it'd be forced to use the left-arm arc even with torso-twisting, I believe.

Keru fucked around with this message at 00:10 on Jul 23, 2015

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
I don't think torso side makes any difference. The torso arc is the torso arc.

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."
All your upper-body weapons go with you on a torso twist. It's when further pointing outside that three-hex arc that the details of arm-mounted weapons come into play.

For instance, IF the AC was LEFT arm mounted (solely in the arm!) it could hit 0317 without a twist.

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.

The Merry Marauder posted:

All your upper-body weapons go with you on a torso twist. It's when further pointing outside that three-hex arc that the details of arm-mounted weapons come into play.

For instance, IF the AC was LEFT arm mounted (solely in the arm!) it could hit 0317 without a twist.

I'm gonna have to look up the rules on torso twists and weapon arcs, I'm too crippled by using megamek for everything these days.

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."
pg. 104 etc in TW, unless reference is being made to some optional jiggery-pokery or someone is looking at the vehicle diagram in TO by accident.

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.
Yeah, been looking at stuff, and 0317 isn't safe at all. I'd move to 0412, get behind partial cover to hide that leg behind a hill and turn around to get your back against the building.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


dis astranagant posted:

I think there's a special case in the construction rules that says you can't mount an AC/20 or Heavy Gauss in an arm, no matter what sorcery you pulled to make it look legal.

That's just the HGR. Arm-mounted AC/20s are totally a thing.

Olothreutes
Mar 31, 2007

So wait, the grand titan is one of ours? Maybe Carlos needs a new ride out of here.

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."
Hey, you know who loves false-flag 'Mech ops? ComStar.

Viva Miriya
Jan 9, 2007

Olothreutes posted:

So wait, the grand titan is one of ours? Maybe Carlos needs a new ride out of here.


The Merry Marauder posted:

Hey, you know who loves false-flag 'Mech ops? ComStar.

:laugh:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Defiance Industries posted:

That's just the HGR. Arm-mounted AC/20s are totally a thing.

`Mechs like the Thunder are what happens when your design staff isn't entirely certain how to pull something off, but have to for fear of their families going into the wood-chipper.

Adbot
ADBOT LOVES YOU

TildeATH
Oct 21, 2010

by Lowtax

The Merry Marauder posted:

Hey, you know who loves false-flag 'Mech ops? ComStar.

You guys probably are a false-flag Comstar op, you just don't know it because you're brain-wiped WoB Manei Domini Body Doubles.

Carlos is actually the Master, he's using the HPG to nuke the Inner Sphere.

  • Locked thread