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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I did mention that, yes.

Update's coming, but I'm exhausted. I'm going to try not to miss anything, but some of the orders I received this turn were massive.

Edit: Well. That... was an interesting move.

PoptartsNinja fucked around with this message at 21:12 on Jun 5, 2016

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Tank Boy Ken
Aug 24, 2012
J4G for life
Fallen Rib
This is going to be glorious!

chutche2
Jul 3, 2010

CUPOLA MY BALLS
As instructed by ptn I am signing up despite not having really followed this for like 3 years

Hope he gives me an urbanmech

SIGSEGV
Nov 4, 2010


PoptartsNinja posted:

Edit: Well. That... was an interesting move.

Time to not panic.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Just... I don't know. Fly Mechwarrior casually.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
code:
[09:44.31] <Nicoch> Has ptn mocked up a mckenna deathstar firing time image yet

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


GoonCompany strategy this turn: Evacuate? In our moment of triumph?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Heavy Gauss Rifle does not need to roll a TAC, dice.

SIGSEGV
Nov 4, 2010


So i gather it was a headcap then.

(Or at least a mission kill.)

Tank Boy Ken
Aug 24, 2012
J4G for life
Fallen Rib
Dadlas kills again.

Great Beer
Jul 5, 2004

I think Duncan's atlas has earned this theme song by now:

https://www.youtube.com/watch?v=z28lwyQjuTY

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.

Tank Boy Ken posted:

Dadlas kills again.

I want that as a 50s horror movie poster.

DADLAS
HE KILLS. AND KILLS AGAIN!

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Dadlas gets up and kills. The 'mechs it kills get up and kill.

sebmojo
Oct 23, 2010


Legit Cyberpunk









What is a TAC?

ThisIsNoZaku
Apr 22, 2013

Pew Pew Pew!

sebmojo posted:

What is a TAC?

Through Armor Critical. Lucky shot that damages something internal without having to strip all the armor protecting it first.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Great Beer posted:

I think Duncan's atlas has earned this theme song by now:

https://www.youtube.com/watch?v=z28lwyQjuTY

Overdone.

This one's more appropriate anyway

Back Hack
Jan 17, 2010


You're both wrong.

This is the Dadlas's theme:

https://www.youtube.com/watch?v=Ag1o3koTLWM

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


Wasn't Duncan supposed to be the worse pilot, again? Jason's going to get a ribbing if his partner walks away with a star of kills and all he gets is a lot of hurricane rain coming in through the new holes in his cockpit.

Edit: I don't think I took the time to say it before so I'm going to add now that I'm glad we're getting to see a Hellstar in action after all their infamy.

Dolash fucked around with this message at 23:32 on Jun 5, 2016

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
Some days you see the ball like it's a watermelon.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Dolash posted:

Wasn't Duncan supposed to be the worse pilot, again? Jason's going to get a ribbing if his partner walks away with a star of kills and all he gets is a lot of hurricane rain coming in through the new holes in his cockpit.

Oh, he's a good shot. Canon he takes down a `Mech in every fight he's involved in, he's just a terrible pilot.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
More than a star at this point. HGRs are terrifying weapons up close, rest of his armament isn't bad either. In contrast, the Screamer is more about obscene mobility rather than having enough punch to take out an assault.

Picard Day
Dec 18, 2004

I'm not at all surprised the Atlas has been giving them the business. It's a sick freakin 'Mech. 100 tonners with TSM are just monstrous beasts. With an HGR and up against under armored Clan mechs that want to fool around up close it's gonna get ugly.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
Tell me about it. You can do surprisingly little with a 15-damage weapon, especially one that parcels out a third of its damage to a different part of the target.

I admit, this cockpit hit has spooked me. I don't want to be the first player to lose a popular canon character. Striking the right balance between using the Screamer appropriately and keeping it alive is not easy; it isn't a mech that can hang back. It wants to be jumping around the backfield, relying on a huge move mod rather than armour against incoming fire.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.
At least you are easily capable of repositioning to use that weapon while denying easy shots on you in return. Sadly, I'm not so mobile. Not-so-sadly, I have other options.

I'm less worried about one of either Duncan and Jason going down, than what it means to the company if both wind up going down. Retrievals in this mission is not exactly a great odds thing even with covering mechs with hands to try it.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


If Jason takes so much as a single SRM to the head, retrieval won't be a problem anymore.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Loxbourne posted:

Tell me about it. You can do surprisingly little with a 15-damage weapon, especially one that parcels out a third of its damage to a different part of the target.

I admit, this cockpit hit has spooked me. I don't want to be the first player to lose a popular canon character. Striking the right balance between using the Screamer appropriately and keeping it alive is not easy; it isn't a mech that can hang back. It wants to be jumping around the backfield, relying on a huge move mod rather than armour against incoming fire.

While it is fine to be nervous about the head hit from a player perspective, please don't worry about "losing" a popular character. You'd do your best to stay alive even if you were some random nobody, right? So why would we hold it against you if you did your best and got diced (again)?

I'm the biggest jerk in the thread and even I wouldn't poo poo on somebody for getting a character I liked killed, as long as they were trying. I'd totally poo poo on them for getting one killed through not turning in orders though. :v:

Servicio en Espanol
Feb 5, 2009

Picard Day posted:

I'm not at all surprised the Atlas has been giving them the business. It's a sick freakin 'Mech.


This is what they built Atlases for. This is why they designed them with those goofy skull cockpits.

Granted the HGR and snub PPCs kinda turns the concept up to 11.

Sel Nar
Dec 19, 2013

Will we need to call in Xarbala to paint up the killcounters on Duncan's Murdermachine, assuming he gets out in (mostly) one piece?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Air Raid: Tactical Update 10

“Aahn, hell.” Icepick’s monotone wavered, a trace of emotion creeping into his too-calm voice. “There go my leg actuators, I’m as slow as an Atlas now. Boss. Bosses,” the man amended quickly, a trace of amusement creeping into his speech. “I don’t think I’m going to make it out, but I can use the smoke to my advantage. Act as a speed bump to keep the southern lance pinned down and prevent them from chasing you for a bit.”

“Absolutely not,” Duncan growled even as he smashed the Atlas’s right leg through the Nidhogg’s shin. The Clan machine tottered as its surprised pilot took a step back, but when she tried to rest her machine’s weight on the stump of a leg that no longer existed she lost her balance. The Nidhogg fell with a crash COOTS could feel through his boots, but he felt like cheering all the same: over half of the `Mechs with the white feathered paint had been removed from the battle. All by Duncan in the most brutal twenty seconds he’d ever born witness to. “Every one of us is walking off the field today.”

COOTS’s eyes settled on the last nearby target, a sharply-angled Lucerne. He knew from his wife’s constant intelligence monitoring that the Lucerne typically had an SRM rack on its shoulder. A few good shots to the back and he could cook off the machine’s ammo. It was one thing for an Atlas to prove why it would forever be the king of the battlefield, it was another for a light `Mech to take down a target over twice its weight. He grinned, his target practically sparkling as he rushed towards it.

His crosshairs pulsed as they fell on the machine’s back and his targeting computer locked on. The Gunsmith’s nimble arms came up, weapons converging on a point just below the boxy pod on the Lucerne’s shoulder. His fingers tightened on his joystick, and he glanced down as his thumb flipped up the catch to the nimble little light’s primary Target Interlock Circuit. When his eyes returned to the golden crosshairs hanging in the forward-portion of his circle-vision strip the Lucerne was nowhere in sight, his crosshairs hung over empty space.

It took COOTS a half-second to figure out what had happened, that the white blob behind him wasn’t simply a cloud on the horizon. The Lucerne had executed a graceful pirouette the instant COOTS had looked away, casually sidestepping the Gunsmith’s charge. It had practically danced around the lighter machine, using the Gunsmith’s speed against it. COOTS cringed, twisted, bringing up an arm like a duelist in a “Black Eagle”—Marik produced—western. Like most of the desperados in those films, he was already too late. The Lucerne’s pulse lasers opened up the Atlas’s back like a maniac with a hatchet.

He fired, his pulse lasers strobing as he tried to deter the bigger `Mech, but without seeming to spare the Gunsmith any mind the Lucerne’s boxy foot smashed into the machine’s right calf. From foot to hip, the Gunsmith’s armor plating shattered like a cheap glass window being struck by a brick. Unlike most armor, which reinforced their ceramics with steel, the laser-reflective armor the Gunsmith sported was laced with mirrored Transplexiglass—the very same transplex that armored all `Mech cockpits. Unlike Ceramet and Ferro-Fibrous armors which could bend to absorb some of the force of a blow, Reflec didn’t give. The Lucerne’s foot carried through as if it’d found no resistance at all, sheering off the Gunsmith’s right foot and torqueing the leg so hard that the hip actuator bent and twisted out of alignment. Detecting the damage, sensors in the leg triggered the capacitors for the emergency myomer bundles, pulling the leg straight and locking the knee so the Gunsmith could still use the crippled limb as a makeshift crutch. COOTS tottered, fighting his controls.

“Hell nothing, they’re trying to cripple us,” COOTS spat. “They want to take us alive!”

“Why anyone would want you is a mystery to me,” IRIS’s reply seemed cold, but Robert could hear the worry in his wife’s voice.

“Cut the banter,” Ronin cut in, he’d been silent for so long COOTS had almost forgotten the man was in the fight too. “We’ve got a big problem! Something’s been nagging at me, so I chased a hunch—I’m picking up forty objects that might be large assault rifles, and another forty that have to be jump packs. I thought they’d be in the trees, but I think those big Jump Infantrymen did a run around the backside of the mountain! They’re at the base of the upward ramp, perfectly positioned to block our escape! We’ll have to go point blank to have any hope of getting a shot off!”








Movement Phase
Stag
- Activates MASC: Must pass a 3+ test to avoid leg damage: rolled 6, succeeds!
- Must pass a piloting test to stand (5 base = 5): rolled 7, succeeds!
- - Stands facing 1138!

Chameleon
- Must pass a piloting test to stand (4 base = 4): rolled 11, fails!

Copperhead Charlie
- Must pass a piloting test to avoid a skid (3 base + 1 weather - 1 distance traveled = 3): rolled 9, succeeds!

Lucerne “Hawk Hunter”
- Must pass a piloting test to avoid a skid (4 base + 1 weather - 1 distance traveled = 4): rolled 9, succeeds!
- Must pass a piloting test to avoid a skid (4 base + 1 weather - 1 distance traveled = 4): rolled 7, succeeds!



Shooting Phase
Lucerne Hawk Hunter (ACE!)
- Fires ER Large Pulse Laser at Atlas III (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 9, hit Left Arm (26/34 armor remaining)!
- Fires ER Large Pulse Laser at Atlas III (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 7, hit Rear Center Torso (0/12 armor, 26/31 structure remaining)! Crit!
- Fires Medium Pulse Laser at Atlas III (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 2, miss!
- Fires Medium Pulse Laser at Atlas III (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 9, hit Rear Center Torso (19/31 structure remaining)! Crit!
- Fires Medium Pulse Laser at Atlas III (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 11, hit Right Arm (12/34 armor remaining)!
- Gains 40 heat, sinks 42!

Space Marine Infantry 4 (ACE!)
- Attacks Chameleon (4 base + 2 range + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss!

Atlas III (Player)
- Fires Heavy Gauss Rifle at Goshawk II 2 (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Rear Right Torso (0/6 armor, 0/11 structure remaining)! Torso destroyed! TAC!
- - Damage transfers to Rear Center Torso (0/7 armor, 9/14 structure remaining)! Crit! TAC transfers!
- Fires Snub-Nose PPC at Goshawk II 2 (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Right Leg (0/20 armor, 7/11 structure remaining)! Crit!
- Fires Snub-Nose PPC at Goshawk II 2 (3 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 8): rolled 10, hit Rear Right Center Torso (0/14 structure remaining)! `Mech destroyed!
- Gains 24 heat, sinks 24! Overheating!

Flashman (Player)
- Torso-twists to threaten hex 1937!
- Fires Large R-e Laser at Wolverine IIC (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 5, miss!
- Fires Large R-e Laser at Wolverine IIC (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 4, miss!
- Fires Large Pulse Laser at Wolverine IIC (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 9, hit Center Torso (0/23 armor, 12/16 structure remaining)! Crit!
- Fires Medium Laser at Wolverine IIC (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 6, miss!
- Gains 33 heat, sinks 34!

Grasshopper (Player)
- Fires Medium Laser at Nidhogg C (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Fires Medium Laser at Nidhogg C (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain = 8): rolled 9, hit Right Torso (16/22 armor remaining)!
- Fires Medium Laser at Nidhogg C (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain = 8): rolled 6, miss!
- Fires Medium Laser at Nidhogg C (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain = 8): rolled 3, miss!
- Fires Large X-Pulse Laser at Nidhogg C (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 11, hit Right Leg (19/28 armor remaining)!
- Gains 30 heat, sinks 30!

Salamander (Player)
- Torso-twists to threaten hex 1535!
- Fires LRM-20 (Smoke) at Hex 1040 (4 base + 2 range + 1 movement - 4 enemy movement + 1 heavy rain = 4): rolled 8, hit!
- Fires LRM-20 (Smoke) at Hex 1342 (4 base + 2 range + 1 movement - 4 enemy movement + 1 heavy rain = 4): rolled 6, hit!
- Fires LRM-20 (Smoke) at Hex 1643 (4 base + 2 range + 1 movement - 4 enemy movement + 1 heavy rain = 4): rolled 5, hit!
- Gains 19 heat, sinks 20!

Dragoon II (Player)
- Fires Ultra AC/20 (single) at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 5, miss!
- Fires Medium Pulse Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 9, hit Left Leg (11/25 armor remaining)!
- Fires Medium Pulse Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 7, hit Left Leg (4/25 armor remaining)!
- Fires Medium Pulse Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 4, miss!
- Fires Medium Pulse Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 6, miss!
- Fires Medium Pulse Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 4, miss!
- Gains 29 heat, sinks 26! Overheating!

Copperhead Charlie (Player)
- Torso-twists to threaten hex 1238!
- Fires ER Medium Laser at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 10, hit Center Torso (5/16 structure remaining)! Crit!
- Fires ER Medium Laser at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 8, hit Right Arm (0/8 structure remaining)! Arm blown off!
- - Damage transfers to Right Torso (16/19 armor remaining)!
- Fires ER Medium Laser at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 4, miss!
- Fires LB-10X Autocannon (Slug) at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 7, hit Center Torso (0/16 armor remaining)! Crit! `Mech destroyed!
- Fires Streak SRM-6 at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 7, 6 missiles hit Right Torso (14/19 armor remaining), Center Torso, Center Torso, Center Torso, Center Torso, Center Torso!
- Fires Streak SRM-6 at Wolverine IIC (2 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 7): rolled 7, 6 missiles hit Right Torso (12/19 armor remaining), Center Torso, Left Leg (15/24 armor remaining), Center Torso, Center Torso, Center Torso!
- Gains 27 heat, sinks 24! Overheating!

Lancelot (Player)
- No Line of Sight to primary target!
- Fires Plasma Rifle at Lucerne Hawk Hunter (4 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires Large Laser at Lucerne Hawk Hunter (4 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 9): rolled 9, hit Left Leg (22/30 armor remaining)!
- Fires Large Laser at Lucerne Hawk Hunter (4 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 9): rolled 8, miss!
- Fires Medium Pulse Laser at Lucerne Hawk Hunter (out of range): automatic miss!
- Gains 32 heat, sinks 32!

Komodo (Player)
- No orders received!
- Gains 2 heat, sinks 22!

Champion (Player)
- Fires Gauss Rifle at Goshawk 5 (4 base + 0 range + 0 movement + 3 enemy movement + 1 heavy rain + 1 partial cover = 9): rolled 6, miss!
- Fires ER PPC at Goshawk 5 (4 base + 0 range + 0 movement + 3 enemy movement + 1 heavy rain + 1 partial cover = 9): rolled 4, miss!
- Gains 16 heat, sinks 20!

Chameleon (Player)
- Target already destroyed!
- Gains 2 heat, sinks 20!

Screamer (Player)
- Fires Republic PPC at Goshawk 5 (2 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 8): rolled 8, hit Left Arm (8/18 armor remaining)!
- - Damage scatters to Left Torso (9/21 armor remaining)!
- Fires Medium Pulse Laser at Goshawk 5 (2 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 4, miss!
- Fires Medium Pulse Laser at Goshawk 5 (2 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 5, miss!
- Gains 28 heat, sinks 25! Overheating!

Stag (Player)
- Target already destroyed!
- Gains 2 heat, sinks 24!

Gunsmith (Player)
- Torso twists to threaten hex 0930!
- Fires Medium X-Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 4, hit Right Torso (18/23 armor remaining)!
- Fires Medium X-Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 1 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 10, hit Left Torso (18/23 armor remaining)!
- Gains 12 heat, sinks 20!

Ostscout (Player)
- Torso-twists to threaten hex 1637!
- Fires ER Medium Laser at Nidhogg C (3 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 6): rolled 7, hit Right Leg (14/28 armor remaining)!
- Fires ER Medium Laser at Nidhogg C (3 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 6): rolled 7, hit Right Leg (9/28 armor remaining)!
- Fires Micro Pulse Laser at Nidhogg C (3 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 4): rolled 4, hit Left Arm (19/22 armor remaining)! TAC!
- Gains 13 heat, sinks 20!

Phoenix Hawk (Player)
- Fires Large Pulse Laser at Goshawk II 4 (3 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 11, hit Left Leg (14/28 armor remaining)!
- Fires Medium Laser at Goshawk II 4 (3 base + 4 range + 3 movement + 0 enemy movement + 1 heavy rain = 11): rolled 10, miss!
- Fires Medium Laser at Goshawk II 4 (3 base + 4 range + 3 movement + 0 enemy movement + 1 heavy rain = 11): rolled 8, miss!
- Gains 22 heat, sinks 20!

Wolverine IIC
- Fires Large Pulse Laser at Dragoon II (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 11, hit Left Torso (0/24 armor, 10/16 structure remaining)! Crit!
- Fires ER Medium Laser at Dragoon II (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 8): rolled 7, miss!
- Fires ER Medium Laser at Dragoon II (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 8): rolled 10, hit Left Arm (5/22 armor remaining)!
- Gains 21 heat, sinks 20!

Goshawk II 1
- Fires ER Large Laser at Champion (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 11, hit Head (0/9 armor, 2/3 structure remaining)! Crit!
- Gains 19 heat, sinks 20!

Goshawk II 2
- Props up on left arm!
- Fires ER Large Laser at Champion (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain + 1 partial cover - 1 targeting computer = 7): rolled 7, hit Center Torso (16/25 armor remaining)!
- Gains 19 heat, sinks 20!

Goshawk II 4
- Fires ER Large Laser at Champion (4 base + 2 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 3, miss!
- Gains 19 heat, sinks 20!

Goshawk 5
- Torso-twists to threaten hex 1633!
- Fires Large Pulse Laser at Lancelot (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 11, hit Right Arm (0/19 armor, 9/10 structure remaining)! Crit!
- Fires Medium Pulse Laser at Lancelot (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 2, miss!
- Fires Medium Pulse Laser at Lancelot (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 8, hit Left Torso (10/22 armor remaining)!
- Fires Micro Pulse Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 6, miss!
- Fires Micro Pulse Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 5, miss!
- Fires Micro Pulse Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 11, hit Right Torso (4/22 armor remaining)!
- Fires Micro Pulse Laser at Lancelot (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 9): rolled 7, miss!
- Gains 28 heat, sinks 24!

Grendel D
- Fires ER PPC at Copperhead Charlie (3 base + 2 range + 3 movement + 1 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Gains 22 heat, sinks 20!

Nidhogg Delta
- Fires ER Large Laser at Lancelot (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 4): rolled 8, hit Right Arm (0/9 structure remaining)! Arm blown off!
- - Damage transfers to Right Torso (3/22 armor remaining)
- Fires ER Large Laser at Lancelot (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 4): rolled 11, hit Center Torso (18/28 armor remaining)!
- Fires ER Medium Laser at Lancelot (3 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 6): rolled 3, miss!
- Fires ER Medium Laser at Lancelot (3 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 6): rolled 10, hit Left Torso (3/22 armor remaining)!
- Fires ER Small Laser at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 8, hit Right Torso (12/32 armor remaining)!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 7, hit Right Torso (11/32 armor remaining)!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 6, hit Right Torso (10/32 armor remaining)!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 7, hit Right Torso (9/32 armor remaining)!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 4, miss!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 5, hit Left Torso (21/32 armor remaining)!
- Fires Machine Gun at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target - 1 targeting computer = 5): rolled 5, hit Right leg (32/42 armor remaining)!
- Fires Streak SRM-6 at Atlas III (3 base + 0 range + 0 movement + 1 enemy movement + 1 heavy rain + 1 secondary target = 6): rolled 8, 6 missiles hit Right Torso (8/32 armor remaining), Left Torso (20/32 armor remaining), Right Arm (11/34 armor remaining), Left Arm (25/34 armor remaining), Right Torso (7/32 armor remaining), Left Torso (19/32 armor remaining)!
- Gains 40 heat, sinks 36!

Wolverine IIC 2
- Holds fire!
- Gains 2 heat, sinks 20!

Great Wyrm 1
- Fires Ultra AC/2 (Ultra) at Ostscout (4 base + 4 range + 1 movement + 2 enemy movement + 1 heavy rain = 12): rolled 6, miss!
- Fires Ultra AC/2 (Ultra) at Ostscout (4 base + 4 range + 1 movement + 2 enemy movement + 1 heavy rain = 12): rolled 4, miss!
- Gains 6 heat, sinks 20!

Hellfire
- Holds fire!
- Gains 0 heat, sinks 34!

Stalking Spider
- Holds Fire!
- Gains 0 heat, sinks 22!

Great Wyrm 2
- Fires Ultra AC/2 (Ultra) at Ostscout (3 base + 4 range + 1 movement + 2 enemy movement + 1 heavy rain = 11): rolled 7, miss!
- Fires Ultra AC/2 (Ultra) at Ostscout (3 base + 4 range + 1 movement + 2 enemy movement + 1 heavy rain = 11): rolled 3, miss!
- Gains 6 heat, sinks 20!

Phoenix Hawk IIC 2
- Fires LRM-20 at Salamander (3 base + 4 range + 1 movement + 0 enemy movement + 1 heavy rain + 1 partial cover = 10): rolled 6, miss!
- Fires LRM-20 at Salamander (3 base + 4 range + 1 movement + 0 enemy movement + 1 heavy rain + 1 partial cover = 10): rolled 4, miss!
- Fires LRM-20 at Salamander (3 base + 4 range + 1 movement + 0 enemy movement + 1 heavy rain + 1 partial cover = 10): rolled 8, miss!
- Gains 19 heat, sinks 20!

Blood Kite
- Fires ER Large Laser at Chameleon (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 10, hit Left Leg (0/16 armor, 4/12 structure remaining)! Crit!
- Fires ER Large Laser at Chameleon (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Fires ER Large Laser at Chameleon (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires LRM-15 at Chameleon (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Gains 42 heat, sinks 42!

Hellstar
- Holds fire!
- Gains 1 heat, sinks 60!

Black Python 2
- Fires Large Pulse Laser at Stag (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 4, miss!
- Fires Large Pulse Laser at Stag (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 7): rolled 9, hit Rear Right Torso (0/6 armor, 7/11 structure remaining)! Crit!
- Gains 25 heat, sinks 28!

Albatross C
- Holds fire!
- Gains 1 heat, sinks 28!



End Phase
Nidhogg Delta
- Through-armor critical chance in Left Arm: rolled 9, 1 critical hit sustained!
- - Double Heat Sink hit!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds!

Atlas III
- Critical chance in Center Torso: rolled 7, no critical hit sustained!
- Critical chance in Center Torso: rolled 4, no critical hit sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 10, succeeds!

Dragoon II
- Critical chance in Left Torso: rolled 7, no critical hit sustained!

Champion
- Critical chance in Head: rolled 8, 1 critical hit sustained!
- - Life Support damaged!
- Must pass a 3+ consciousness test: rolled 4, succeeds!

Lancelot
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 3, fails!
- - Suffers 6 damage in the fall to Left Leg (17/22 armor remaining), Right Leg (21/22 armor remaining)!
- Pilot Skill Uncovered: Reflexive Kneel!
- Must pass a piloting test to take a knee (4 base + 1 massive damage + 1 quick reflexes = 6): rolled 11, succeeds!
- Lancelot moves next turn as though it had not fallen, no pilot damage sustained!

Chameleon
- Critical chance in Left Leg: rolled 11, 2 critical hits sustained!
- - Upper Leg Actuator hit! Movement reduced!
- - Hip Actuator hit! Movement reduced!
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 8, succeeds!
- Must pass a piloting test or fall (4 base + 2 actuator damage = 6): rolled 7, succeeds!



Physical Combat Phase:
Lucerne Hawk Hunter
- Kicks Gunsmith (4 base + 2 movement + 3 enemy movement + 1 Clanner - 2 kick = 8): rolled 9, hit Right Leg (0/12 armor, 1/6 structure remaining)! Armor suffers double damage! Crit!

Atlas III
- Kicks Nidhogg Delta (5 base + 2 movement + 0 enemy movement - 2 kick = 5): rolled 9, hit Left Leg (0/28 armor remaining, 0/15 structure remaining)! Leg blown off! `Mech destroyed!
- - Damage transfers to Center Torso (22/33 armor remaining)!
- Achievement Unlocked: Double Doublekill!

Gunsmith
- Attempts to kick Lucerne Hawk Hunter, but the target is not in the `Mech’s front arc!

Nidhogg Delta
- Kicks Atlas (4 base + 0 movement + 1 enemy movement + 1 Clanner - 2 kick = 4): rolled 7, hit Right Leg (19/42 armor remaining)!



End Phase:
Atlas III
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 7, succeeds!

Gunsmith
- Critical chance in Right Leg: rolled 10, 2 critical hits sustained!
- - Hip actuator damaged!
- - Foot actuator damaged!
- Must pass a piloting test or fall (3 base + 0 kicked = 3): rolled 8, succeeds!
- Must pass a piloting test or fall (3 base + 1 actuator damage + 0 kicked = 4): rolled 11, succeeds!
- Must pass a piloting test or fall (3 base + 3 actuator damage + 0 kicked = 6): rolled 6, succeeds!



Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!








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 (3 turns remaining)
- - Endure for at least 2 minutes (9 turns remaining) (optional)
- Raid the Airfield
- Don’t be Captured

Secondary Objectives
- Accrue Bounty (18,050,000 c-bills / 27,575,000 goods)
- - Infantry Units Killed: 1 (50,000 c-bills each)
- - Light `Mechs: 4 (1,000,000 c-bills each)
- - Medium `Mechs: 3 (2,000,000 c-bills each)
- - Heavy ` Mechs: 2 (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: 36,050,000 c-bills (54,075,000 goods)



Orders Due: Midnight Tuesday!

PoptartsNinja fucked around with this message at 01:44 on Jun 7, 2016

GhostofJohnMuir
Aug 14, 2014

anime is not good
Blegh, I had a feeling something like that might happen. Do the actuator hits force a pilot check for jumping? Because I stand a much better chance of successfully quitting the field if I jump this turn instead of running.

Also, I hope the Komodo has a lucky round of shooting or we're all hosed.

GhostofJohnMuir fucked around with this message at 02:43 on Jun 6, 2016

Great Beer
Jul 5, 2004

Atlas. :allears:

Badass as it is, its going to take at least 4 full turns with the atlases back to the enemy before it even gets to the escape point, so having anything reasonably fast covering its butt is going to be needed to keep it alive.

Servicio en Espanol
Feb 5, 2009
I think you guys can hang for a bit longer

PoptartsNinja posted:

Physical Combat Phase:
Lucerne Hawk Hunter
- Kicks Gunsmith (4 base + 2 movement + 3 enemy movement + 1 Clanner - 2 kick = 8): rolled 9, hit Right Leg (0/12 armor, 1/6 structure remaining)! Armor suffers double damage! Crit!

but it is definitely time for COOTS to go home.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Okay live OR die Duncan Kalma has become loving legend.

If one of those goddamn Clanners gets him they'll be talking about bagging the '7 a minute' killer for years.

TildeATH
Oct 21, 2010

by Lowtax
There's jump infantry in the tunnel.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


MASC-ing in a 20-ton light with physical-vulnerable armor to get into a kick-fight with an ACE in a 65-ton heavy was a bold strategy, but now that Gunsmith needs to get the hell out of dodge as fast as possible. He's not the only one, either, it's a minor miracle how so many people are still hanging on with damaged legs, open cockpits and sandpapered armor - any turn now you could start dropping like flies.

Even just going for another 3 turns isn't a given. The infantry have chosen the exact right time to tar pit the exit and you've still got a lot of running left to do to make it back to the hatch. It's the players' choice, but if you ask me the whole team should be beelining for the exit while the smoke and Revenants buy you a turn or two.

If Duncan doesn't spend his every turn from now on moving on the shortest path to the exit he might as well sign over the company to Jason now and pick out a casket. That open rear is going to make retreating a nightmare and despite an incredible killing spree there's no real fighting your way out of this one.

Dolash fucked around with this message at 03:07 on Jun 6, 2016

berryjon
May 30, 2011

I have an invasion to go to.

PoptartsNinja posted:

Atlas III
- Achievement Unlocked: Double Doublekill!

On any other day, the Clans would be falling over themselves to take this pilot as a Bondsman and onto the fast track for a new Bloodname.

Or Ath may think that this is finally the one pilot who can put him down and do something amazing/stupid.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Kick fight while wearing Laser Resistant Armor, no less. Isn't that more brittle than normal?

I think the decision to fall back or not was just made for you guys. Cover the Atlas's and the slowed mechs' backs, sure, but staying around longer than 6 turns is out of the question now I think.

I think you guys have pushed as hard as you can somethingsomething combat loss grouping somethingsomething.

Gwaihir
Dec 8, 2009
Hair Elf
Pladdicus, buddy :cripes:

LeschNyhan
Sep 2, 2006

The Komodo needs to get in and waste that infantry, and it would really help if the Salamander backs up and starts hitting them with the frag LRM ammo as well - with all the wind, it seems like the infantry will be easier to kill than 'Mechs running all over the place.

But goddamn, that Atlas.

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Servicio en Espanol
Feb 5, 2009

LeschNyhan posted:

The Komodo needs to get in and waste that infantry


The Komodo and the Lancelot's plasma rifle would probably clean them out fast enough.

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