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a little late but for patreon updates, I wouldn't mind see the rest of the NRWR's Mojave series of mechs. The bobcat came off as pretty effective in that mission a few years ago.
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# ? Apr 3, 2017 21:14 |
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# ? Apr 28, 2024 16:45 |
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PoptartsNinja posted:You treat contingency orders as normal if they're both distracting. Realistically neither of them is going to die before you shoot so the only way a contingency would fire is if one of them somehow winds up behind you. He could write contingency orders to fire on whichever target offers better to-hit mods?
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# ? Apr 3, 2017 21:44 |
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Leperflesh posted:He could write contingency orders to fire on whichever target offers better to-hit mods? No they can't. Well, I mean, they can but they'd just default to firing at whichever `Mech they listed first. I have never determined to-hits before target selection so the only contingencies I allow involving To-Hits are ammo- or heat-conserving ones such as "don't fire [weapon] if ToHit is higher than [number]" VVV They can. PoptartsNinja fucked around with this message at 22:21 on Apr 3, 2017 |
# ? Apr 3, 2017 21:52 |
I think he could put in orders to shoot whichever is closer.
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# ? Apr 3, 2017 22:06 |
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Yeah, I was thinking of putting something like, "If it is within 9 hexes, fire (weapons) at the King Cobra. Otherwise, fire (weapons) at the Marauder if it is within 9 hexes. If neither is within 9 hexes, fire (other weapons) at the King Cobra if it is within range and I have LOS. If the King Cobra is not within range and LOS, fire (other weapons) at the Marauder if it is within range and I have LOS"
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# ? Apr 3, 2017 22:15 |
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CalvinandHobbes posted:a little late but for patreon updates, I wouldn't mind see the rest of the NRWR's Mojave series of mechs. The bobcat came off as pretty effective in that mission a few years ago. I still wonder what might have happened if it hadn't lost the reverse justice foot and perhaps gone on to win. The NRWR would've done better in the short term, but perhaps the FWL would have helped the Clans.
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# ? Apr 4, 2017 01:35 |
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I figured it's not impossible for the King Cobra to end up in LoS of my little Archer, so I ended up using a rather long list of contingency targets. The Archer will be shooting at the Wolverine with its short range weapons, at the Battle Cobra Prime, the King Cobra, the Marauder or the Wolverine with its LRMs, depending on which of them are visible and in arc for me to shoot at. It's also time to deploy some physical attacks!
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# ? Apr 4, 2017 18:35 |
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The king cobra is distracting, so if you can see it you will be E: DYAC pun pundit fucked around with this message at 22:08 on Apr 4, 2017 |
# ? Apr 4, 2017 19:59 |
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pun pundit posted:The king cobra is distracting, so if you can see it you will be during on it. A good point, but I'm not too worried. If I end up shooting at it while the Battle Cobra Prime is also a valid target, that would be a shame, but it needs to die sooner rather than later anyways.
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# ? Apr 4, 2017 21:16 |
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Hitting a target with a Narc Launcher and firing Anti-Radiation Missiles at it gives you a -1 bonus to-hit and a +2 bonus on the missile table. Anti-rad is narc capable but better because they also eat ECM users alive. Welp, that's another turn at 0 gunnery. Dice really like the black Marauder. PoptartsNinja fucked around with this message at 18:59 on Apr 5, 2017 |
# ? Apr 5, 2017 18:34 |
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PoptartsNinja posted:Hitting a target with a Narc Launcher and firing Anti-Radiation Missiles at it gives you a -1 bonus to-hit and a +2 bonus on the missile table. Anti-rad is narc capable but better because they also eat ECM users alive. An excellent point. I should remember to start using my NARC launcher.
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# ? Apr 5, 2017 20:07 |
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Operation: Deserved Requital: Tactical Update 11 As the bird-like enemy assault `Mech lunged towards the jet black Marauder, the machine emitted another gout of inky black smoke, hiding it from Sigfrid’s sight for just a moment. He squeezed off a snap-shot at Clan machine as it ran and was rewarded with a lucky PPC hit for his trouble. For a moment he thought he saw the Marauder’s shark-toothed nose turn his way, and then it was gone, slipping out of the smoke and behind the Clan assault `Mech just moments before the Clan pilot swung his heavy mace through the smoke in which the heavy machine had been hiding. It was a clever bit of misdirection, and the Clan pilot must’ve lost sight of the Marauder for a moment only to be rudely informed a moment later when the Marauder shot his machine in the back with both PPCs. The Clan assault staggered but didn’t fall, drawing a muttered curse from Sigfried’s thin lips. Whoever had designed that machine had done work worthy of Defiance Industries: it was a durable slab of a `Mech. Those shots must have punched clean through its rear armor, but Sigfrid didn’t see the telltale heat spike of an engine hit. “Lieutenant,” Sigfried’s comms warbled as the weirdo Green Knight woman tapped herself into his communications system. “The Marauder’s been pushing its engine power hard. With its fuel lines cracked, it has to be running near to empty on reaction mass. Unless the pilot’s completely off his rocker—and he may be—he has to know that. We’ve got no idea how hard he could push that machine in his state, you must keep it from reaching the water or it—he—probably won’t stop until everyone’s dead!” Movement Phase The Black Marauder (Allied?) - Emits smoke in hex 2232! Shooting Phase Banshee (player) - Torso-twists to threaten hex 1533! - Fires PPC at King Cobra (4 base + 0 range + 1 movement + 1 enemy movement + 2 smoke = 8): rolled 9, hit Right Arm (23/33 armor remaining)! - Fires Autocannon/10 at King Cobra (4 base + 2 range + 1 movement + 1 enemy movement + 2 smoke = 10): rolled 4, miss! - Fires SRM-6 at King Cobra (4 base + 2 range + 1 movement + 1 enemy movement + 2 smoke = 10): rolled 7, miss! - Fires Medium Laser at King Cobra (4 base + 2 range + 1 movement + 1 enemy movement + 2 smoke = 10): rolled 2, miss! - Gains 21 heat, sinks 21! Archer (player) - Fires Streak SRM-2 at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 6, fails to lock-on! - Fires Streak SRM-2 at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement = 8): rolled 7, fails to lock-on! - Fires Medium Pulse Laser at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 11, hit Left Leg (14/20 armor remaining)! - Fires Medium Pulse Laser at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 6): rolled 2, miss! - Fires LRM-15 at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): rolled 7, miss! - Fires LRM-15 at Wolverine IIC (3 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): rolled 6, miss! - Gains 20 heat, sinks 20! Penetrator (player) - No orders received - Gains 5 heat, sinks 24! Cestus (player) - Fires Gauss Rifle at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 6, miss! - Fires Large Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 10, hit Rear Right Torso (0/5 armor, 7/10 structure remaining)! Crit! - Fires Medium Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 11, hit Right Arm (7/12 armor remaining)! - Gains 13 heat, sinks 24! Caesar (player) - Fires ER PPC at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 12, hit Left Torso (0/15 armor, 4/10 structure remaining)! Crit! - Fires Gauss Rifle at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement + 2 minimum range = 10): rolled 6, miss! - Fires Medium Pulse Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 9, hit Right Torso (9/15 armor remaining)! - Fires Medium Pulse Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement - 2 pulse laser = 6): rolled 5, miss! - Gains 21 heat, sinks 32! King Cobra - Torso-twists to threaten hex 2029! - Fires Gauss Rifle at Banshee (3 base + 0 range + 2 movement + 1 enemy movement + 2 smoke - 1 targeting computer = 7): rolled 7, hit Right Leg (11/26 armor remaining)! - Fires ER Medium Laser at Banshee (3 base + 2 range + 2 movement + 1 enemy movement + 2 smoke - 1 targeting computer = 9): rolled 7, miss! - Fires Streak SRM-6 at Banshee (3 base + 2 range + 2 movement + 1 enemy movement + 2 smoke - 1 targeting computer = 9): rolled 6, fails to lock-on! - Fires Streak SRM-6 at Banshee (3 base + 2 range + 2 movement + 1 enemy movement + 2 smoke - 1 targeting computer = 9): rolled 8, fails to lock-on! - Gains 2 heat, sinks 26! Wolverine II - Fires Medium Pulse Laser (Clan) at Archer (3 base + 0 range + 3 movement + 1 enemy movement - 2 pulse laser = 5): rolled 6, hit Left Leg (17/26 armor remaining)! - Fires SRM-6 w/Artemis IV at Archer (3 base + 0 range + 3 movement + 1 enemy movement = 7): rolled 4, miss! - Gains 13 heat, sinks 20! Battle Cobra Prime - Fires Large Pulse Laser at Caesar (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Right Torso (5/15 armor remaining)! - Fires Large Pulse Laser at Caesar (3 base + 0 range + 1 movement + 0 enemy movement - 2 pulse laser = 2): automatically hit Left Torso (3/15 armor remaining)! - Fires Medium Pulse Laser at Caesar (3 base + 2 range + 1 movement + 0 enemy movement - 2 pulse laser = 4): rolled 12, hit Center Torso (0/22 armor, 18/22 structure remaining)! Crit! - Gains 26 heat, sinks 26! Battle Cobra B - Extended torso-twists to threaten hex 1316! - Fires ER PPC at Cestus (3 base + 0 range + 2 movement + 0 enemy movement = 5): rolled 11, hit Right Torso (0/22 armor remaining)! - Fires Medium Pulse Laser at Cestus (3 base + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 6, hit Right Leg (23/30 armor remaining)! - Gains 25 heat, sinks 26! Black Marauder (Allied?) - Randomly Determines Gunnery: Rolled (1 - 1 = 0)! - Randomly determines target (King Cobra = 1-6): rolled 3, King Cobra! - Fires Heavy PPC w/ PPC Capacitor at King Cobra (0 base + 0 range + 2 movement + 1 enemy movement + 2 minimum range = 5): rolled 6, hit Rear Center Torso (0/13 armor, 24/31 structure remaining)! Crit! - Fires Heavy PPC w/ PPC Capacitor at King Cobra (0 base + 0 range + 2 movement + 1 enemy movement + 2 minimum range = 5): rolled 9, hit Rear Left Torso (0/10 armor, 11/21 structure remaining)! TAC! - Gains 42 heat, sinks 42! End Phase: Battle Cobra B - Critical chance in Right Torso: rolled 11, 2 critical hits sustained! - - Double Heat Sink hit! - - Engine hit! - Critical chance in Left Torso: rolled 4, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 11, succeeds! King Cobra - Critical chance in Center Torso: rolled 5, no critical hits sustained! - Critical chance in Right Torso: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 5, succeeds! Caesar (Player) - Critical chance in Center Torso: rolled 10, 2 critical hits sustained! - - Engine hit! - - Engine hit! - Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 7, succeeds! Physical Combat Phase: Archer (Player) - Kicks Wolverine II (4 base + 2 movement + 3 enemy movement - 2 kick = 7): rolled 6, miss! Caesar (Player) - Kicks Battle Cobra B (5 base + 1 movement + 3 enemy movement - 2 kick = 7): rolled 11, hit Right Leg (0/19 armor, 7/10 structure remaining)! Crit! Wolverine II - Punches Archer with Right Arm (4 base + 3 movement + 1 enemy movement = 8): rolled 8, hit Left Torso (3/24 armor remaining)! - Punches Archer with Right Arm (4 base + 3 movement + 1 enemy movement = 8): rolled 11, hit Center Torso (17/33 armor remaining)! Battle Cobra B - Kicks Caesar (4 base + 2 movement + 0 enemy movement - 2 kick = 4): rolled 12, hit Right Leg (0/21 armor, 14/15 structure remaining)! Crit! End Phase: Battle Cobra B - Critical chance in Right Leg: rolled 5, no critical hits sustained! - Must pass a piloting test or fall (4 base + 1 massive damage + 0 kicked = 5): rolled 6, succeeds! Caesar (Player) - Critical chance in Right Leg: rolled 5, no critical hits sustained! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 9, succeeds! Archer - Must pass a piloting test or fall (4 base + 0 missed kick = 4): rolled 9, succeeds! Turn End Phase: The Black Marauder (Allied?) - PPC Capacitors drained! - PPC Capacitors drained! Next Turn’s Movement Phase The Black Marauder (Allied?) - Must roll a 3+ to activate Engine Supercharger: rolled 12, succeeds! Player Status: Ally? Status Opposing Force Status: Special Rules Strict Zell – Clan Cloud Cobra is strictly following their Clan’s interpretation of Zellbrigen. Buildings – Unless otherwise noted, all buildings are Light CF and level 2 Hidden Units – All player units count as hidden until an enemy unit establishes Line of Sight. Units which have lost ‘hidden’ status do not regain it. House Rule House Rule: Minimum Range – Rather than scaling based on distance, the minimum range penalty is fixed at +2 Primary Objectives - Recover intercepted Clan HPG transmission data from the Saeder-Krupp Interstellar facility (0/1) - - Outlast or destroy the Black Marauder (3/5 turns, 0/1 `Mech remaining) - - - Prevent the Black Marauder from reaching water (0/2 turns remaining) Secondary Objectives - - Do not destroy the Black Marauder (0/1) - Extract if Necessary (0/5) Orders Due: Midnight Saturday!
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# ? Apr 5, 2017 20:53 |
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Welp, it was nice knowing goonlance.
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# ? Apr 5, 2017 21:19 |
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The Penetrator not having orders is... unfortunate.
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# ? Apr 5, 2017 21:32 |
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Looks like things just got even more complicated. With the Supercharger it can reach either water source in two turns, by gunning it to either 1538 or 3330. It doesn't look like blocking it off is an option so the Banshee and the King Cobra are going to have to work together to try to land a decisive hit on the Marauder. Hopefully that backshot incensed the Clanner enough to grab his aggro from pun pundit. I doubt the outlast objective will hold so the northern lance is going to have to clean up and try to help deal with the berserk ghost robot. They've got some pretty banged up CTs though, two players are liable to fall over if an LPL Battle Cobra looks at them the wrong way. I hope you guys manage to pull this off, this is a real nailbiter.
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# ? Apr 5, 2017 21:35 |
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My poor engine. Thats +10 heat, right?
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# ? Apr 5, 2017 21:52 |
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Xarn posted:My poor engine. Thats +10 heat, right? Yup. Gonna have to make this next turn count.
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# ? Apr 5, 2017 22:02 |
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PTN always getting his orders in is a pretty decent disadvantage for BluFor.
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# ? Apr 5, 2017 22:05 |
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So, these clanners aren't taking a +1 penalty to melee, best keep that in mind.
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# ? Apr 5, 2017 22:09 |
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Artificer posted:PTN always getting his orders in is a pretty decent disadvantage for BluFor. I mean, it shouldn't be, but this isn't the first time lack of communication has made problems for GoonLance.
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# ? Apr 5, 2017 22:21 |
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Maybe the pilot also got eaten by their machine. The Marauder plague is spreading! We better just glass the planet to be safe.
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# ? Apr 5, 2017 22:47 |
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Zaodai posted:Maybe the pilot also got eaten by their machine. The Marauder plague is spreading! We better just glass the planet to be safe. Now it's a Hogarth production!
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# ? Apr 5, 2017 23:12 |
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Nah, it hasn't started teleporting yet.
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# ? Apr 5, 2017 23:16 |
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PoptartsNinja posted:Nah, it hasn't started teleporting yet.
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# ? Apr 5, 2017 23:22 |
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Well, if it's supercharged in to A 5/8, the Banshee just has no way to block it from reaching the water. Maybe using sprinting, which means giving up shooting for the turn, but even then 8mp is too much to keep it away.
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# ? Apr 5, 2017 23:25 |
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Gwaihir posted:Well, if it's supercharged in to A 5/8, the Banshee just has no way to block it from reaching the water. Maybe using sprinting, which means giving up shooting for the turn, but even then 8mp is too much to keep it away. Depends on whether or not the King Cobra also gets in its way. You just need to get it to blow 2 MP, or fail a supercharger roll.
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# ? Apr 5, 2017 23:27 |
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since two mechs can't occupy the same hex, is standing in a water hex good enough to prevent it from getting water? Without drawing lines, I'm wondering how many hexes of that water pool it can get to in two turns?
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# ? Apr 5, 2017 23:31 |
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Alternatively, if we called shot the legs enough to cause an armor breach, would it still be mission killed by stepping in the water? It wouldn't destroy the mech, just put it out of commission until it dries out. Technicalities!
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# ? Apr 5, 2017 23:36 |
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HPG transmission should be done soon, this is more about Saeder Krupp's toys and the pilots' lives.
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# ? Apr 5, 2017 23:41 |
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RA Rx posted:HPG transmission should be done soon, this is more about Saeder Krupp's toys and the pilots' lives. There was no transmission, they were just trying to get this Mech loaded up and shipped out.
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# ? Apr 5, 2017 23:42 |
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wiegieman posted:There was no transmission, they were just trying to get this Mech loaded up and shipped out. They knew the rules, don't feed it after midnight and don't get it wet. They shouldn't buy mechs from antique stores run by chinese stereotypes.
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# ? Apr 6, 2017 01:49 |
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At least the Marauder shot at Clanners this turn
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# ? Apr 6, 2017 03:01 |
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Charge it or push it and knock it down and then the hatch pops and a few steaming Astech bones tumble out.
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# ? Apr 6, 2017 03:03 |
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PoptartsNinja posted:Depends on whether or not the King Cobra also gets in its way. You just need to get it to blow 2 MP, or fail a supercharger roll. Would kicking a leg off accomplish this? I know its hard because ace, but that seems to be the easiest way to mission kill it without also damaging the pilot - like morgaine requested.
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# ? Apr 6, 2017 05:17 |
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TheParadigm posted:like morgaine requested. Morgaine is lying.
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# ? Apr 6, 2017 05:31 |
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There is no pilot. That's the spooky part.
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# ? Apr 6, 2017 05:34 |
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Oh yeah, duh. So, was the second belch of burnt black inky smoke(referenced in the update) the 'pilot' from the dropship getting like, bond villian dropout chair'd straight into the fusion fuel tank? (they mentioned the astech, who got eaten, as well as the pilot maneuvering it in - as well as the test pilot who disappeared mysteriously on the spacewalk test, so I figure that makes two bodies.)
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# ? Apr 6, 2017 05:49 |
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wiegieman posted:There was no transmission, they were just trying to get this Mech loaded up and shipped out. Oh, the fate of the Lyran Commonwealth rests on mass producing the evil mech? Cool!
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# ? Apr 6, 2017 06:14 |
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wiegieman posted:There was no transmission I didn't say that.
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# ? Apr 6, 2017 06:22 |
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# ? Apr 28, 2024 16:45 |
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PoptartsNinja posted:I didn't say that. I just assumed the sinister magacorp was lying about everything by default.
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# ? Apr 6, 2017 06:31 |