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Doubleumc posted:Going back to bonus chat, an actual full-on negotiation during combat is not feasible but you could probably go with something like this: if they broadcast that, couldn't the clanners theoretically intercept it and figure out there's some shenanigans going on?
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# ? May 31, 2016 20:22 |
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# ? Apr 28, 2024 06:55 |
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NRWR is using laser comms, not traditional comms, as they're jamming all the traditional comm systems with propaganda to troll the Clans and gently caress with their logistics.
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# ? May 31, 2016 21:25 |
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Zurai posted:Meh. When you're the specific target, the difference between a battleship and a destroyer is completely irrelevant. You're hosed if you're under naval bombardment by anything. I think that's a good combo of businesslike and, uh, mercenary.
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# ? May 31, 2016 21:46 |
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I wouldn't try it, since the Demon Hawks already accepted the risk of this scenario in principle when they were briefed on the mission. They just know that it is for sure happening now and are being asked to time their already planned escape more precisely.
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# ? May 31, 2016 22:55 |
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Yeah, we were aware of possible bombardment in general from the outset. If you were told that your mission involves getting hit with an atom bomb, you can't suddenly freak out when whoops we meant hydrogen bomb. The difference in how hosed you are if you're at ground zero is largely academic.
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# ? May 31, 2016 23:19 |
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What are rules for running on pavement again? I don't want to be accidently go tobogganing off the slick tarmac.
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# ? Jun 1, 2016 00:51 |
GhostofJohnMuir posted:What are rules for running on pavement again? I don't want to be accidently go tobogganing off the slick tarmac. If you turned before moving, the check should be [4 Pilot skill - 1 Distance Traveled = 3], so only difficult if :battletech: happens. If you turn on concrete at the end of your move or only walk regardless of turning, there is no check necessary. Here is the table. Ardlen fucked around with this message at 01:24 on Jun 1, 2016 |
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# ? Jun 1, 2016 01:18 |
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Okay, orders are in. Moving to 1433 and either firing on Goshawk 5 (if TAGged) or Copperhead Alpha (if no TAG). Also blasting both MLs into Goshawk 2 and kicking it. Gotta put that bastard down.
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# ? Jun 1, 2016 01:18 |
Orders are in for me as well. I'm running to 1436 and filling Goshawk 1's back with pulse lasers. It'll expose my back to the heavy lance, but I have more rear armor on my CT then front armor anyway.
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# ? Jun 1, 2016 01:21 |
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Ardlen posted:Someone can correct me, but if you turn on concrete and then run, you have to make a PSR. The PSR gets more difficult the farther you run. Hmmm.. I've got a 4 in 5 chance of making it, so I guess I'll give it a shot. Okay, I'm going to run to 0737 and unload into the Wolverine and hope for the best.
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# ? Jun 1, 2016 01:38 |
I just put a link to a rough annotated picture of what all our orders look like in the google doc. PTN's updates are much prettier.
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# ? Jun 1, 2016 02:00 |
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I'm going to wager that this is the turn the Atlas gets knocked on its rear end for firing heavy gauss while moving. I don't recall the rules that governed when it has to test for that, but it feels like we're due.
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# ? Jun 1, 2016 02:34 |
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Don't forget the +1 to piloting from the storm. But yeah, current plan is def best plan. I want to see how many mechs Duncan can practically solo. RA Rx fucked around with this message at 08:32 on Jun 1, 2016 |
# ? Jun 1, 2016 08:28 |
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Gwaihir posted:I'm not sure that it's worth going directly behind it, you trade a potential kick for being at short range for the micro pulses on the ERLL arm. You can keep all your weapons at short range by running to 1933 facing 1833, which also grants partial cover against the heavies (Even though it's super likely that they'll be shooting the atlas grasshopper or salamander instead of you). You could jump, too, but without much return fire threat you might like the better shots from running instead. I didn't think mechs could shoot directly behind them? Still, if someone else is going directly behind that little monster, I'll cheerfully bounce up the hill and snipe it in the back instead. Orders going in now.
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# ? Jun 1, 2016 08:31 |
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People have got to start consolidating a bit. Lots of turns to go. Also really hurt mechs should run away. Screamer can risk it if it stays at long rang and max move the rest of the game.
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# ? Jun 1, 2016 08:45 |
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That GDoc image made me realise I forget to specify a facing on landing. I've sent a clarification PM to Poptarts. I don't think it'd make any difference due to torso-twisting, but it might.
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# ? Jun 1, 2016 08:45 |
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Loxbourne posted:That GDoc image made me realise I forget to specify a facing on landing. I've sent a clarification PM to Poptarts. Good point. I've just done the same.
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# ? Jun 1, 2016 09:06 |
mcjomar posted:I didn't think mechs could shoot directly behind them? Mechs without lower arm and hand actuators can turn their arms around to face behind them, allowing them to bring both arms to bear on targets. Mechs that have lower arm/hand actuators can torso twist and bring one arm to bear, because arm mounted weapons have an additional hex worth of "twist" as the arm can swing outside the torso arc. The second case applies if they have a lower arm actuator but no hand actuator. You have to be missing both to flip, and you can't have a hand actuator without also having a lower arm actuator. Olothreutes fucked around with this message at 12:11 on Jun 1, 2016 |
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# ? Jun 1, 2016 11:33 |
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Hmm, so seven more turns of this before the enemy is guaranteed reinforcements, and then four turns of organized withdrawal to frustrate Kraken Grandpa. Things are looking bright if there aren't any reinforcements in between, they're probably going to lose a Goshawk this turn and double digit odds on the Wolverine and Stooping Hawk, plus potential luckier kills. 1-3 this turn. The enemy is bleeding white on its skirmishers, and while Kaz and friends are bound to do some serious damage they'll be badly outgunned soon. Edit: and they had like a minute to find explosives or something RA Rx fucked around with this message at 15:35 on Jun 1, 2016 |
# ? Jun 1, 2016 15:26 |
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I'd like to say that regular infantry platoon #8 is getting awfully close to the tunnel entrance.
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# ? Jun 1, 2016 15:33 |
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SIGSEGV posted:I'd like to say that regular infantry platoon #8 is getting awfully close to the tunnel entrance. Hopefully Axe-Man is back in action to move up and take them apart, he's easily in range this turn, and they are in the open.
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# ? Jun 1, 2016 16:09 |
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Time for a refresher on the accidental collision rules I see. Edit: Vorenus isn't conscious to act as a bad luck sink! PoptartsNinja fucked around with this message at 18:13 on Jun 1, 2016 |
# ? Jun 1, 2016 18:08 |
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This is going to be awesome. For the spectators!
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# ? Jun 1, 2016 19:05 |
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Is this from a baseball slide skidding out on pavement, or do we have yet another benny hill of movement going on?
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# ? Jun 1, 2016 19:33 |
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PoptartsNinja posted:Time for a refresher on the accidental collision rules I see. You underestimate my power.
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# ? Jun 1, 2016 20:17 |
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Perhaps. But you didn't send orders, so of course someone immediately slipped on the pavement. Also, y'all have no idea how tempting it is for me to have players who give me a target hex number but don't declare an actual `Mech as their target shoot at the hex itself. I know what you mean, but hexes are valid targets.
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# ? Jun 1, 2016 20:22 |
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PoptartsNinja posted:Perhaps. We've even shot hexes instead of 'Mechs to look incompetent in the Death Commando undercover Clanner backstab volcano mission!
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# ? Jun 1, 2016 20:23 |
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PoptartsNinja posted:Perhaps. I didn't send orders because I (mistakenly?) assumed that the consciousness roll was my turn, e.g. best case scenario I wake up and then do things the following turn.
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# ? Jun 1, 2016 20:55 |
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Vorenus posted:I didn't send orders because I (mistakenly?) assumed that the consciousness roll was my turn, e.g. best case scenario I wake up and then do things the following turn. It is, I'm just needy and like people to say 'hi' every round even if they're unconscious. 'Cause being unconscious sucks and I always get paranoid that someone will say 'gently caress this' and stop paying attention after being out for 2+ turns. Now the fun part, finding out how much of the Stooping Hawk's arsenal it can fire (everything but the small laser) without overheating. Edit: Maaybe not quite enough respect shown the 55 tonner that's only two damage shy of the Atlas's firepower and runs cool enough to fire all of it? I dunno, it's hard to say. We'll see if the kick pays off! PoptartsNinja fucked around with this message at 21:38 on Jun 1, 2016 |
# ? Jun 1, 2016 21:10 |
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And Vorenus has no more room to siphon bad luck, too!
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# ? Jun 1, 2016 22:08 |
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PoptartsNinja posted:Also, y'all have no idea how tempting it is for me to have players who give me a target hex number but don't declare an actual `Mech as their target shoot at the hex itself. Ah, your transformation into Grey Hunter is defiantly almost complete.
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# ? Jun 1, 2016 22:10 |
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Cross referencing pictures to hex to names is tricky okay :c
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# ? Jun 1, 2016 22:16 |
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We're hosed.
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# ? Jun 1, 2016 22:17 |
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Artificer posted:We're hosed. Nah, you're fine the Conjurer's still alive though.
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# ? Jun 1, 2016 22:27 |
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rip goon company it was a short run
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# ? Jun 1, 2016 23:54 |
I hope Jason make it out of this alive, so he can enjoy his instant suntan.
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# ? Jun 2, 2016 00:30 |
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Air Raid: Tactical Update 9 “在我的頭骨龜舞,” Yul moaned, her hand rising to rub her skull. Her fingers smashed against her Neurohelmet’s faceplate, the sharp pain enough to draw the world back into focus. Almost. Motes of colored light danced and exploded in her peripheral vision, like a thousand fireflies sniping at one another with tiny laser rifles. She tried to focus, but her eyes only partially cooperated. Her `Mech’s hud swum in and out of focus, taunting her with information she couldn’t read. She depressed her helmet’s broadcast trigger with her chin, transmitting on a lance-level frequency. She hoped. “Yul to Hawk, how long was I out?” “Hawk took a hit to the cockpit—he is still fighting, but has lost his comms.” The ‘Bondswoman,’ Noretti was the first to reply. The most Yul had ever heard her say. She was warming up to the Demon Hawks, Yul’s mind presented a scenario unbidden. Or perhaps when the battle was joined she’d simply slipped into old habits. Or—a piercing shriek drew her round face into a pained wince as Icepick’s Chameleon skidded across the tarmac a few dozen meters away. There was a deafening crunch as the bulbous BattleMech smashed into the legs of the Clan Wolverine-analog, but the enemy pilot didn’t even have the common decency to fall over. “You have been unconscious for somewhere between six and ten seconds.” Noretti continued, amending only moments later, “Which is fortunate. You undoubtedly have a concussion. If it had knocked you unconscious for an extended period you likely would have suffered brain damage.” “Which is super bad for you,” the man Yul knew only as COOTS interjected. “Focus on the fight, people. We can make fun of Yul’s brain damage later.” “Hers is nothing compared to yours,” Noretti exploded furiously, but there didn’t seem to be much real bite behind her bark. “Yul, I do not know your condition, but if you are in bad shape you should withdraw from the field. I have seen many warriors push on when they should not, and do themselves irreparable harm in the process. You are not yet dead, so you must consider whether or not continuing to fight is—of worth.” Movement Phase Gunsmith - Unable to enter hex 1326: needs 16 MP, has 15! - Movement ends in hex 1325! Chameleon - Must pass a piloting test or fall (4 base + 0 distance traveled + 1 weather = 5): rolled 2, fails! - - Falls in hex 0735: suffers 5 damage to Right Leg (11/16 armor remaining)! - Must pass a piloting test to avoid pilot damage (4 base + 2 avoiding pilot damage = 6): rolled 3, fails! - - Must pass a 3+ consciousness test: rolled 8, succeeds! - Skids into hex 0835! - - Suffers 3 damage in the skid to Center Torso (19/22 armor remaining)! - Skids into hex 0936! - - Suffers 3 damage in the skid to Right Torso (13/16 armor remaining)! - Chance to collide with Wolverine IIC in hex 0936 (4 base + 2 movement + 2 enemy movement = 8): rolled 8, collides with Wolverine IIC! - - Suffers 5 damage in the collision to Left Torso (0/16 armor, 11/12 structure remaining)! Crit! - Successfully displaces Wolverine IIC! Wolverine IIC - Suffers 30 damage in the collision to Right Leg (13/20 armor remaining), Left Leg (15/20 armor remaining), Right Leg (8/20 armor remaining), Left Leg (10/20 armor remaining), Right Leg (3/20 armor remaining), Right Leg (0/20 armor, 8/11 structure remaining (Crit!))! - Displaced into hex 1036! - - Must pass a piloting test or fall (4 base + 2 accidental charge = 6): rolled 11, succeeds! Lancelot - Unable to walk to hex 1389, hex is not on map (I’m assuming you meant 1339?) Shooting Phase Lucerne Hawk Hunter (ACE!) - Fires ER Large Pulse Laser at Grasshopper (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 4): rolled 8, Right Leg (33/60 armor remaining)! - Fires ER Large Pulse Laser at Grasshopper (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 4): rolled 9, hit Left Torso (30/40 armor remaining)! - Fires Medium Pulse Laser at Grasshopper (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 4): rolled 12, hit Right Torso (33/40 armor remaining)! - Fires Medium Pulse Laser at Grasshopper (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 4): rolled 4, hit Left Arm (37/40 armor remaining)! - Fires Medium Pulse Laser at Grasshopper (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 4): rolled 10, hit Center Torso (46/60 armor remaining)! - Gains 40 heat, sinks 42! Space Marine Infantry 4 (ACE!) - Attacks Lancelot (4 base + 4 range + 1 enemy movement + 1 heavy rain = 10): rolled 8, miss! Atlas III - Fires Heavy Gauss Rifle at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 9, hit Center Torso (0/23 armor, 18/20 structure remaining)! Crit! - Fires Snub-Nose PPC at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 9, hit Left Leg (13/23 armor remaining)! - Fires Snub-Nose PPC at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 11, hit Left Arm (6/16 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Flashman - Torso-twists to threaten hex 1537! - Fires Large R-e Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 5, miss! - Fires Large R-e Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 1 R-e pulse laser = 10): rolled 5, miss! - Fires Large Pulse Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 11, hit Rear Left Torso (0/6 armor, 7/11 structure remaining)! Crit! - Fires Medium Laser at Goshawk II 1 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, miss! - Gains 33 heat, sinks 34! Grasshopper - Fires Medium Laser at Unknown `Mech D (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 8, miss! - Fires Medium Laser at Unknown `Mech D (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss! - Fires Medium Laser at Unknown `Mech D (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 2, miss! - Fires Medium Laser at Unknown `Mech D (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 6, miss! - Fires Large X-Pulse Laser at Unknown `Mech D (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss! - Fires ER Small Laser at Grendel D: target not in rear firing arc! - Gains 30 heat, sinks 30! Ostscout - Torso-twists to threaten hex 1637! - Fires ER Medium Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Right Arm (11/16 armor remaining)! - Fires ER Medium Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Head (4/9 armor remaining)! Pilot hit! - Fires TAG at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 secondary target = 10): rolled 5, miss! - Gains 12 heat, sinks 20! Salamander - Torso-twists to threaten hex 1333! - Fires LRM-20 (High Explosive) at Copperhead Alpha (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain + 1 wind = 9): rolled 5, miss! - Fires LRM-20 (High Explosive) at Copperhead Alpha (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain + 1 wind = 9): rolled 7, miss! - Fires LRM-20 (High Explosive) at Copperhead Alpha (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain + 1 wind = 9): rolled 7, miss! - Fires Medium Laser at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 secondary target - 1 adjacent and prone = 10): rolled 6, miss! - Fires Medium Laser at Goshawk II 2 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 secondary target - 1 adjacent and prone = 10): rolled 3, miss! - Gains 25 heat, sinks 20! Overheating! Dragoon II - Fires Ultra AC/20 (single) at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 9): rolled 8, miss! - Fires Medium Pulse Laser at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 4, miss! - Fires Medium Pulse Laser at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 7, hit Rear Left Torso (0/6 armor, 10/16 structure remaining)! Crit! - Fires Medium Pulse Laser at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 10, hit Left Arm (5/12 armor remaining)! - Fires Medium Pulse Laser at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 6, miss! - Fires Medium Pulse Laser at Goshawk II 4 (3 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 5, miss! - Gains 28 heat, sinks 26! Copperhead Charlie - Torso-twists to threaten hex 1238! - Fires ER Medium Laser at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 7, miss! - Fires ER Medium Laser at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 2, miss! - Fires ER Medium Laser at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 9, hit Right Leg (13/20 armor remaining)! - Fires LB-10X Autocannon (Slug) at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 3, miss! - Fires Streak SRM-6 at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 4, miss! - Fires Streak SRM-6 at Goshawk II 1 (2 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 8): rolled 9, 6 missiles hit Rear Center Torso (5/7 armor remaining), Left Leg (18/20 armor remaining), Rear Left Torso (5/11 structure remaining (Crit!)), Rear Right Torso (4/6 armor remaining), Right Leg (11/20 armor remaining), Rear Left Torso (3/11 structure remaining (Crit!))! - Gains 22 heat, sinks 24! Lancelot - No Line of Sight to primary target! - Fires Plasma Rifle at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 6, miss! - Fires Large Laser at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 9, miss! - Fires Large Laser at Goshawk II 1 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 9, miss! - Fires Medium Pulse Laser at Goshawk II 1 (4 base + 2 range + 1 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 8, miss! - Gains 32 heat, sinks 32! Komodo - Fires Light PPC (Charged) at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 6, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 10, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 6, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 6, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 9, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 4, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 6, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 8, miss! - Fires AP Gauss Rifle at Goshawk II 4 (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain = 11): rolled 5, miss! - Gains 22 heat, sinks 22! Champion - Torso-twists to threaten hex 2032! - Fires Gauss Rifle at Goshawk II 4 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 4, miss! - Fires ER PPC at Goshawk II 4 (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain = 10): rolled 5, miss! - Gains 17 heat, sinks 20! Chameleon - Props up on left arm! - Fires ER Large Laser at Wolverine IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 prone = 9): rolled 6, miss! - Fires Medium Laser at Wolverine IIC (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain + 1 prone = 9): rolled 8, miss! - Gains 17 heat, sinks 20! Screamer - Fires Republic PPC at Wolverine IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 8): rolled 9, hit Center Torso (5/23 armor remaining)! - - Damage scatters to miss! - Fires Medium Pulse Laser at Wolverine IIC (2 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss! - Fires Medium Pulse Laser at Wolverine IIC (2 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss! - Gains 28 heat, sinks 25! Stag - No orders received! - Gains 0 heat, sinks 24! Gunsmith - Fires Medium X-Pulse Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 9, hit Rear Right Torso (2/7 armor remaining)! - Fires Medium X-Pulse Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 8, hit Right Leg (18/23 armor remaining)! - Fires Medium X-Pulse Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss! - Fires Medium X-Pulse Laser at Copperhead Alpha (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 5, miss! - Gains 22 heat, sinks 20! Phoenix Hawk - Fires Large Pulse Laser at Goshawk II 4 (3 base + 2 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 11): rolled 9, miss! - Fires Medium Laser at Goshawk II 4 (3 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain = 15): automatic miss! - Fires Medium Laser at Goshawk II 4 (3 base + 4 range + 3 movement + 4 enemy movement + 1 heavy rain = 15): automatic miss! - Gains 22 heat, sinks 20! Wolverine IIC - Torso-twists to threaten hex 1035! - Fires Large Pulse Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain + 2 skid - 1 adjacent and prone - 2 pulse laser = 8): rolled 9, hit Center Torso (9/22 armor remaining)! - Fires ER Medium Laser at Chameleon (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain + 2 skid - 1 adjacent and prone = 10): rolled 4, miss! - Gains 18 heat, sinks 20! Goshawk II 1 - Torso-twists to threaten hex 0627! - Fires ER Large Laser at Dragoon II (4 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 8): rolled 3, miss! - Gains 19 heat, sinks 20! Goshawk II 2 - Props up on left arm! - Fires ER Large Laser at Salamander (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain + 1 prone - 1 targeting computer = 8): rolled 9, hit Right Arm (16/26 armor remaining)! - Fires Small Pulse Laser at Salamander (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain + 1 prone - 1 targeting computer - 2 pulse laser = 6): rolled 6, hit Right Arm (13/26 armor remaining)! - Fires Micro Pulse Laser at Salamander (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain + 1 prone - 1 targeting computer - 2 pulse laser = 6): rolled 5, miss! - Fires Micro Pulse Laser at Salamander (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain + 1 prone - 1 targeting computer - 2 pulse laser = 6): rolled 6, hit Head (6/9 armor remaining)! Pilot hit! - Gains 23 heat, sinks 20! Overheating! Goshawk II 4 - Fires ER Large Laser at Lancelot (4 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 8): rolled 10, hit Right Torso (12/22 armor remaining)! - Gains 19 heat, sinks 20! Goshawk 5 - Fires Large Pulse Laser at Salamander (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 3, miss! - Fires Medium Pulse Laser at Salamander (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 7, hit Right Leg (27/34 armor remaining)! TAC! - Fires Medium Pulse Laser at Salamander (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 8, hit Left Arm (19/26 armor remaining)! - Gains 24 heat, sinks 24! Grendel D - Fires ER PPC at Salamander (3 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain = 7): rolled 11, hit Right Leg (12/34 armor remaining)! - Gains 22 heat, sinks 20! Unknown `Mech D - Fires ER Large Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain = 6): rolled 10, hit Center Torso (30/50 armor remaining)! - Fires Heavy Medium Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 heavy laser = 7): rolled 11, hit Center Torso (22/50 armor remaining)! - Fires Heavy Medium Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 heavy laser = 7): rolled 4, miss! - Fires Heavy Medium Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 heavy laser = 7): rolled 7, hit Right Arm (21/34 armor remaining)! - Fires ER Medium Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain = 6): rolled 8, hit Right Torso (16/32 armor remaining)! - Fires ER Medium Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain = 6): rolled 7, hit Center Torso (17/50 armor remaining)! - Fires ER Small Laser at Atlas III (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain = 6): rolled 7, hit Right Arm (17/34 armor remaining)! TAC negated! - Gains 46 heat, sinks 44! Nidhogg C - Fires ER Large Laser at Flashman (3 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 6): rolled 7, hit Right Leg (17/27 armor remaining)! - Fires ER Large Laser at Flashman (3 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 6): rolled 9, hit Right Arm (14/24 armor remaining)! - Fires ER Medium Laser at Flashman (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 8): rolled 7, miss! - Fires ER Medium Laser at Flashman (3 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer = 8): rolled 7, miss! - Gains 36 heat, sinks 38! Copperhead Alpha - Fires Large Pulse Laser at Lancelot (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 8, hit Right Arm (9/19 armor remaining)! - Fires Large Pulse Laser at Lancelot (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 5, miss! - Fires LRM-15 w/Artemis IV at Lancelot (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 wind = 9): rolled 7, miss! - Fires LRM-15 w/Artemis IV at Lancelot (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain + 1 wind = 9): rolled 10, 15 missiles hit Left Torso (17/22 armor remaining), Left Arm (14/19 armor remaining), Right Torso (7/22 armor remaining)! - Gains 32 heat, sinks 28! End Phase Wolverine IIC - Critical chance in Right Leg: rolled 7, no critical hits sustained! Copperhead Alpha - Pilot hit, must pass a 3+ consciousness test: rolled 9, succeeds! - Critical chance in Center Torso: rolled 11, 2 critical hits sustained! - - Gyro hit! - - Gyro destroyed! `Mech destroyed! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): automatic failure! Goshawk II 1 - Critical chance in Left Torso: rolled 7, no critical hits sustained! - Critical chance in Left Torso: rolled 9, 1 critical hit sustained! - - Jump jet hit! - Critical chance in Left Torso: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds! Goshawk II 4 - Critical chance in Left Torso: rolled 7, no critical hits sustained! Chameleon - Critical chance in Left Torso: rolled 9, 1 critical hits sustained! - - Jump jet hit! Grasshopper - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds! Salamander - Pilot hit, must pass a 3+ consciousness test: rolled 6, succeeds! - Through-armor critical chance in Right Leg: rolled 7, no critical hits sustained! Atlas III - Must pass a piloting test or fall (5 base - 1 ran and fired Heavy Gauss = 4): rolled 6, succeeds! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 8, succeeds! Physical Combat Phase: Lucerne Hawk Hunter - Kicks Atlas III (4 base + 2 movement + 1 enemy movement + 1 Clanner - 2 kick = 6): rolled 7, hit Left Torso (22/32 armor remaining)! Atlas III - Kicks Unknown Mech D (5 base + 2 movement + 2 enemy movement - 2 kick = 7): rolled 8, hit Left Leg (0/20 armor remaining, 0/13 structure remaining)! Leg blown off! `Mech destroyed! - - Damage transfers to Center Torso (21/28 armor remaining)! Salamander - Kicks Goshawk II 2 (4 base + 1 movement + 4 enemy movement - 2 kick = 7): rolled 7, hit Left Arm (0/12 armor, 1/7 structure remaining)! Crit! Dragoon II - Kicks Goshawk II 4 (3 base + 1 movement + 4 enemy movement - 2 kick = 6): rolled 9, hit Left Leg (0/20 armor, 6/11 structure remaining)! Crit! Unknown Mech D - Kicks Atlas (4 base + 1 movement + 1 enemy movement + 1 Clanner - 2 kick = 5): rolled 7, hit Right Leg (33/42 armor remaining)! End Phase: Atlas III - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 6, succeeds! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 6, succeeds! Goshawk II 2 - Critical chance in Left Arm: rolled 6, no critical hits sustained! Goshawk II 4 - Critical chance in Left Leg: rolled 7, no critical hits sustained! - Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 9, succeeds! Turn End Phase: Hurricane Nebuchadnezzar - 3 lightning strikes this turn! - The Storm Worsens! Stag - Must pass a 7+ consciousness test: rolled 12, succeeds! Next Turn’s Movement Phase Goshawk II 2 - Must pass a piloting test to stand (4 base = 4): rolled 6, succeeds! Player Status: Ally Status: Opposing Force Status: Objective Status Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck. Rain Devils – Micro-tornadoes disperse and destroy infantry. Contact may knock over BattleMechs, all weapons fire drawn through a Rain Devil automatically misses the target. BattleMechs may expend all of their MP for a turn to brace, providing a -2 bonus to piloting tests to avoid being knocked over. Mission Objective: Primary Objectives - Endure for at least 1 minute (4 turns remaining) - - Endure for at least 2 minutes (10 turns remaining) (optional) - - Secondary Objectives - Accrue Bounty (13,050,000 c-bills / 19,575,000 goods) - - Infantry Units Killed: 1 (50,000 c-bills each) - - Light `Mechs: 4 (1,000,000 c-bills each) - - Medium `Mechs: 2 (2,000,000 c-bills each) - - Heavy ` Mechs: 1 (3,000,000 c-bills each) - - Assault `Mechs: 0 (4,000,000 c-bills each) - Grounded Aircraft: 8 (250,000 c-bills each) - Revenants Unleashed: 24 - Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods) - Total Accumulated Bounty: 31,050,000 c-bills (46,575,000 goods) Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 03:19 on Jun 2, 2016 |
# ? Jun 2, 2016 01:44 |
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Oh poo poo it's a HELLSTAR
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# ? Jun 2, 2016 01:50 |
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Ath is on field. I cannot help but cheer him on. Also ATLAS SWEEP THE LEG Edit: Oh man that's a lot of ranged weapons on some great pilots. Things just took a very grim turn very quickly.
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# ? Jun 2, 2016 01:53 |
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# ? Apr 28, 2024 06:55 |
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Well that went as wrong as it almost possibly could have on my end. Missed an entire alpha, headshot AND TAC'd. Aaaand oh gently caress, that is a REALLY bad star that just came in. gently caress.
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# ? Jun 2, 2016 01:57 |