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  • Locked thread
goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
You should be voting for the mission that sounds the most interesting rather than cheering for a team, you scrubs.

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DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

goatface posted:

You should be voting for the mission that sounds the most interesting rather than cheering for a team, you scrubs.

Eh, I'm a big fan of letting the players vote the way they want to vote, honestly.

Having said that, I want to stay on the FWL bandwagon forever and ever, but at the same time I keep getting distracted by That Mission Sounds Awesome, so I'm neither fish nor fowl, apparently.

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
Vote for whoever you want to vote for.

Just be prepared to be wrong.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


goatface posted:

You should be voting for the mission that sounds the most interesting rather than cheering for a team, you scrubs.

Sure, but sometimes the team you know is more interesting than the team you don't. That's all I'm saying about the post time-skip review. If you know these guys have cool toys and characters you like, and the other guys MIGHT, it's harder to vote for the other guys. When everybody has a bit of spotlight (and the timeskip reduces the effect of knowing some of the characters), we'll have more "even" votes again, like we did a decade ago when this journey started. :v:

Grizzwold
Jan 27, 2012

Posters off the pork bow!
Hey now, it's only been going a little over 7 years at this point...

:stonk:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


goatface posted:

You should be voting for the mission that sounds the most interesting rather than cheering for a team, you scrubs.

The mission that's the most interesting is always the one that results in gains for House Steiner and piles of dead Clanners

TheParadigm
Dec 10, 2009

goatface posted:

You should be voting for the mission that sounds the most interesting rather than cheering for a team, you scrubs.

Would being able to vote for a mission to play and a... runner up/'tie breaker' vote for who you think deserves to come out on top as well as what you want to play make things better?

Delinking on screen vs 'want to see the effect of this happening' as it were.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Orders are in. Probably gonna have to sacrifice my Gurkha to do it but I think I know how to kill the Turkina.

Leperflesh
May 17, 2007

"Which mission do we want to fight out" and "which faction do we want to succeed" are separate questions. Conflating them into the same poll means you can't draw useful conclusions about what the thread actually wants in either case.

This is of course fine, because there's not much at stake, but there's also not much point in complaining about how the thread loves or hates a given faction based on the voting. It's just not a valid conclusion.

goatface
Dec 5, 2007

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

I remember it being shit.


Grimey Drawer
Never step back. Vote once, vote hard.

Synthbuttrange
May 6, 2007

Zaodai posted:

The problem I've had with your theater votes is that you usually put in too many cool missions to vote for. :qq:

Yeah, that's pretty much what my voting is driven by. Same with the political votes. Which is the most ridiculous option? LETS DO IT.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Zaodai posted:

The problem I've had with your theater votes is that you usually put in too many cool missions to vote for. :qq:

Quoting for truth.

I think goons have generally picked the political options that are most in the interests of the ostensible executive of those decisions, so it makes sense that the clans are integrating with the inner sphere and the inner sphere nations are largely working towards a larger peace. If PTN doesn't shake things up, to keep robot fighting in the spotlight, we're going to need Solaris worlds, wherein highly ritualized combat across wide ranging battlefields settles the disputes of th- wait. hm.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Defiance Industries posted:

Orders are in. Probably gonna have to sacrifice my Gurkha to do it but I think I know how to kill the Turkina.
:ohdear:

Submitting my orders now to back up and kick the gnat.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I guess today is Pilot Hit day.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

PoptartsNinja posted:

I guess today is Pilot Hit day.

That's what they get for not being in the gym on Leg Day :colbert:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
That artillery attack. A+, would artillery again. :allears:

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

PoptartsNinja posted:

That artillery attack. A+, would artillery again. :allears:

The goonlance doesn't have artillery right? Oh dear.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Artificer posted:

The goonlance doesn't have artillery right? Oh dear.

Nope!

Ardlen
Sep 30, 2005
WoT



This should be good. :f5:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Aeaea 10

Captain Réka winced as one of the unknowns blew the leg clean off the Coyote commander’s little medium. The ‘Mech spun and fell hard, driving its cockpit into Circe’s rocky, iron-rich soil. That was the sort of fall that broke bones, she’d had more than her share of those. To her credit, the Clan commander continued relaying information even after she fell. She and General Marduk were perhaps the only reason the battlefield hadn’t descended into utter chaos.

Worse utter chaos.

The enemy weren’t very good pilots. That thought kept rattling around in Réka’s head after the Clan commander announced it. She knew they were correct, but knowing a flaw didn’t mean knowing how to exploit that flaw. At least until she saw one of the enemy’s big assault ‘Mechs lumbering along the edge of a shallow ravine. Without a second thought, Réka rushed in at an oblique angle, making it look like she meant to split the gap between the two enemy assault ‘Mechs and flank them. At the last minute she turned in, tucking the Gurkha’s shoulder down and body-checked the enemy assault ‘Mech with all the momentum she’d been able to muster.









Movement Phase
Rampage II (Player)
- Sets Gauss AMS to Selfish Mode!
- Activates Blue Shield PFD!

Gurkha #1 (Player)
- Activates MASC! Must pass a 5+ failure chance: rolled 7, succeeds!
- Initiates Charge Attack on Turkina Z!



Shooting Phase
Dragoon II (Player)
- Fires Large Pulse Laser at Cephalus Prime #3 (3 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 4): rolled 4, hit Left Leg (4/12 armor remaining)!
- Fires Large Pulse Laser at Cephalus Prime #3 (3 base + 0 range + 1 movement + 2 enemy movement - 2 pulse laser = 4): rolled 12, hit Center Torso (0/10 ablative armor, 7/12 armor remaining)!
- Fires Plasma Rifle at Cephalus Prime #3 (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 6, hit Right Leg (0/12 armor, 4/6 structure remaining)! Crit! Target gains 3 heat!
- Gains a reduced (32-3=29) heat, sinks 36!

Wolverine II (Player)
- Fires Plasma Rifle at Cephalus Prime #2 (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Right Arm (0/6 armor, 2/4 structure remaining)! Crit! Targets gains 2 heat!
- Fires Plasma Rifle at Cephalus Prime #2 (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Right Arm (0/4 structure remaining)! Arm blown off!
- - Damage transfers to Right Torso (2/10 armor remaining)! TAC! Targets gains 3 heat!
- Gains 22 heat, sinks 24!

Black Watch (Player)
- Fires rHeavy PPC at Septicemia F (3 base + 4 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 11): rolled 12, hit Center Torso (8/23 armor remaining)! Damage scatters to Head (4/9 armor remaining)! Pilot hit!
- Fires LRM-20 w/Artemis IV at Septicemia F (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 9): rolled 8, miss!
- Fires LRM-20 w/Artemis IV at Septicemia F (3 base + 2 range + 0 movement + 2 enemy movement + 1 light woods + 1 partial cover = 9): rolled 3, miss!
- Gains 32 heat, sinks 22! Overheating!

Rampage II (Player)
- Fires Gauss Rifle at Septicemia D-Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 9, hit Right Torso (3/18 armor remaining)!
- Fires Gauss Rifle at Septicemia D-Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 10, hit Left Leg (9/24 armor remaining)!
- Gains 22 heat, sinks 22!

Gurkha #1 (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Nyx #1 (Player)
- Fires ER Medium Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 11, hit Center Torso (8/12 armor remaining)!
- Fires ER Medium Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 3, miss!
- Fires SRM-6 (AX) at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 11, 4 missiles hit Right Arm (3/6 armor remaining), Right Leg (9/12 armor remaining), Left Torso (8/10 modular armor remaining), Left Arm (3/6 armor remaining)!
- Fires SRM-6 (AX) at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 5, miss!
- Gains 20 heat, sinks 20!

Gurkha #2 (Player)
- Fires Snub-Nose PPC at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods = 9): rolled 8, miss!
- Fires Micro Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 7): rolled 7, hit Right Arm (1/6 armor remaining)!
- Fires Micro Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 7): rolled 9, hit Right Arm (0/6 armor, 3/4 structure remaining)! Crit!
- Fires Micro Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 7): rolled 9, hit Right Arm (0/4 structure remaining)! Right arm blown off!
- Fires Micro Pulse Laser at Cephalus Prime #5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 7): rolled 7, hit Rear Right Torso (2/4 armor remaining)!
- Gains 23 heat, sinks 20!

Nyx #2 (Player)
- Torso-twists to threaten hex 2013!
- Fires ER Medium Laser at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Right Torso (13/18 armor remaining)!
- Fires ER Medium Laser at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires SRM-6 (AX) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 5 missiles hit Right Leg (21/24 armor remaining), Head (6/9 armor remaining (Pilot hit!)), Right Arm (15/18 armor remaining), Center Torso (20/23 armor remaining), Right Leg (18/24 armor remaining)!
- Fires SRM-6 (AX) at Septicemia Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 12, 4 missiles hit Right Arm (12/18 armor remaining), Left Arm (15/18 armor remaining), Right Torso (10/18 armor remaining), Center Torso (17/23 armor remaining)!
- Gains 12 heat, sinks 20!

Elementals 1 (Ally)
- Holds fire!

Elementals 2 (Ally)
- Holds fire!

Fire Elementals (Ally)
- Fires AP Gauss Rifles at Cephalus Prime #3 (3 base + 0 range + 2 enemy movement = 5): rolled 5, 5 troopers hit Left Leg (2/12 armor remaining), Rear Center Torso (2/4 armor remaining), Rear Left Torso (0/4 armor remaining), Rear Left Torso (3/6 structure remaining (Crit!)), Head (7/9 armor remaining (Pilot Hit! TAC!)!

Golem (Ally)
- Fires ASRM-5 at Cephalus Prime #1 (3 base + 0 range + 3 enemy movement = 6): rolled 8, 25 missiles hit Left Arm (0/4 structure remaining (Arm blown off!)), Right Arm (5/6 armor remaining (TAC!)), Right Arm (4/6 armor remaining), Right Arm (3/6 armor remaining), Left Torso (8/10 modular armor remaining), Center Torso (8/10 modular armor remaining), Left Leg (11/12 armor remaining), Right Arm (2/6 armor remaining), Right Leg (11/12 armor remaining), Head (8/9 armor remaining (Pilot hit!)), Right Leg (10/12 armor remaining), Left Torso (8/10 modular armor remaining), Left Leg (10/12 armor remaining), Head (7/9 armor remaining (Pilot hit!)), Left Torso (6/10 modular armor remaining), Right Leg (9/12 armor remaining), Left Torso (4/10 modular armor remaining), Center Torso (6/10 modular armor remaining), Left Leg (9/12 armor remaining), Right Arm (1/6 armor remaining), Right Arm (0/6 armor remaining), Right Torso (8/10 modular armor remaining), Right Torso (6/10 modular armor remaining), Center Torso (4/10 modular armor remaining), Right Arm (2/4 structure remaining (Crit!)!

Savage Wolf Prime (Player)
- Fires ER PPC at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Left Leg (0/24 armor, 7/13 structure remaining)! Crit!
- Fires Streak SRM-6 at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, 3 missiles hit Right Torso (1/18 armor remaining), Right Leg (22/24 armor remaining), Left Arm (16/18 armor remaining)!
- Fires Streak SRM-6 at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, 6 missiles hit Right Torso (0/18 armor, 12/13 structure remaining (Crit!)), Left Torso (16/18 armor remaining), Center Torso (21/23 armor remaining), Right Leg (20/24 armor remaining), Left Torso (14/18 armor remaining), Head (7/9 armor remaining (Pilot hit!))!
- Gains 29 heat, sinks 34!

Savage Wolf C (Ally)
- Fires ER Medium Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss!
- Fires ER Medium Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Center Torso (14/23 armor remaining)!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 7, hit Left Torso (7/18 armor remaining)!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Torso (5/13 structure remaining)! Crit!
- Fires LRM-15 w/Artemis V at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 1 Artemis V = 6): rolled 8, 9 missiles hit Center Torso (9/23 armor remaining), Left Torso (3/18 armor remaining)!
- Fires LRM-15 w/Artemis V at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 1 Artemis V = 6): rolled 9, 12 missiles hit Center Torso (4/23 armor remaining), Left Torso (0/18 armor, 11/13 structure remaining (Crit!)), Center Torso (2/23 armor remaining)!
- Gains 34 heat, sinks 34!

Savage Coyote (Ally)
- Fires ER PPC at Summoner Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!
- Fires ATM-12 (MR) at Summoner Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 4, miss!
- Fires ATM-12 (MR) at Summoner Z (3 base + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, miss!
- Gains 33 heat, sinks 34!

Rabid Coyote (Ally)
- Torso-twists to threaten hex 2112!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser - 1 improved short range targeting = 4): rolled 12, hit Left Arm (9/18 armor remaining)!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser - 1 improved short range targeting = 4): rolled 7, hit Center Torso (0/23 armor, 13/18 structure remaining (Crit!))!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser - 1 improved short range targeting = 4): rolled 9, hit Left Arm (2/18 armor remaining)!
- Fires Medium Pulse Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser - 1 improved short range targeting = 4): rolled 7, hit Right Arm (11/18 armor remaining)!
- Fires ATM-12 (HE) at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 8 missiles hit Left Torso (8/13 structure remaining (Crit!)), Right Torso (2/13 structure remaining (Crit!)), Center Torso (10/18 structure remaining (Crit!)), Left Torso (5/13 structure remaining (Crit!)), Right Arm (8/18 armor remaining), Right Arm (5/18 armor remaining), Center Torso (7/18 structure remaining (Crit!)), Left Arm (0/18 armor, 8/9 structure remaining (Crit!))!
- Gains 25 heat, sinks 24!

Dingo (Ally)
- Fires ER Medium Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 6, miss!
- Fires ER Medium Laser at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 12, hit Left Leg (0/13 structure remaining)! Leg blown off!
- Fires LRM-20 at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, 12 missiles hit Left Torso (0/13 structure remaining (Torso destroyed! Left arm blown off! Engine hit! Engine hit!)), Center Torso (2/18 structure remaining (Crit!)), Center Torso (0/18 structure remaining (Torso destroyed!))!
- Fires LRM-20 at Septicemia D-Z (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, 12 missiles hit Center Torso, Center Torso, Center Torso!
- Gains 26 heat, sinks 32!

Osteon Prime
- Fires iATM-9 (Inferno) at Savage Coyote (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 5, fails to lock-on!
- Fires iATM-9 (Inferno) at Savage Coyote (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 6, fails to lock-on!
- Fires iATM-9 (MR) at Savage Coyote (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 2, fails to lock-on!
- Fires iATM-9 (MR) at Savage Coyote (4 base + 2 range + 2 movement + 1 enemy movement = 9): rolled 7, fails to lock-on!
- Gains 2 heat, sinks 20!

Turkina Z
- Fires iATM-12 (HE) at Gurkha #1 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 6, fails to lock-on!
- Gains 2 heat, sinks 34!

Cephalus Prime #1
- Fires Light TAG at Savage Coyote (5 base + 2 range + 2 movement + 1 enemy movement = 10): rolled 8, miss!
- Gains 12 heat, sinks 20!

Summoner Z
- Fires ER Large Pulse Laser at Black Watch (5 base + 0 range + 2 movement + 0 enemy movement + 2 smoke - 2 pulse laser = 7): rolled 8, hit Left Arm (38/48 armor remaining)!
- Gains 15 heat, sinks 32!

Septicemia C-Z
- Torso-twists to threaten hex 1202!
- Fires Plasma Cannon at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement + 1 light woods + 2 heavy woods = 13): automatic miss!
- Fires Plasma Cannon at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement + 1 light woods + 2 heavy woods = 13): automatic miss!
- Fires Plasma Cannon at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement + 1 light woods + 2 heavy woods = 13): automatic miss!
- Gains 23 heat, sinks 24!

Cephalus Prime #5
- Fires Light TAG at Black Watch (5 base + 0 range + 2 movement + 0 enemy movement + 2 light woods = 9): rolled 5, miss!
- Gains 12 heat, sinks 20!

Septicemia Z
- Fires ER Large Laser at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods = 12): rolled 5, miss!
- Fires Medium Pulse Laser at Nyx #2 (5 base + 0 range + 2 movement + 3 enemy movement + 2 heavy woods - 2 pulse laser = 10): rolled 5, miss!
- Gains 18 heat, sinks 22!

Septicemia F
- Fires Arrow IV (Homing) at Lower Mapsheet!
- Fires Arrow IV (Homing) at Lower Mapsheet!
- Gains 22 heat, sinks 22!

Cephalus Prime #3
- Fires Light TAG at Dragoon II (5 base + 0 range + 2 movement + 0 enemy movement = 7): rolled 7, hit!
- Gains 20 heat, sinks 20!

Septicemia B-Z
- Fires Large Pulse Laser at Rabid Coyote (5 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover - 2 pulse laser - 1 targeting computer = 7): rolled 5, miss!
- Fires Large Pulse Laser at Rabid Coyote (5 base + 0 range + 2 movement + 2 enemy movement + 1 partial cover - 2 pulse laser - 1 targeting computer = 7): rolled 10, hit Right Arm (6/16 armor remaining)!
- Gains 22 heat, sinks 26!

Septicemia D-Z
- Fires ER PPC at Dingo (5 base + 0 range + 2 movement + 2 enemy movement - 1 targeting computer = 8): rolled 5, miss!
- Fires Ultra AC/20 (Ultra) at Dingo (5 base + 0 range + 2 movement + 2 enemy movement - 1 targeting computer = 8): rolled 9, 2 shells hit Right Leg (0/13 structure remaining (damage transfers to Center Torso (12/19 armor remaining))), Right Leg Center Torso (0/19 armor, 10/18 structure remaining (Crit!)!
- Gains 31 heat, sinks 26!

Cephalus D #4
- Holds fire!
- Gains 12 heat, sinks 20!

Septicemia Prime
- Holds fire!
- Gains 2 heat, sinks 26!

Arrow IV (Homing)
- Attacks Lower Mapsheet (Base 4 = 4): rolled 3, miss! Arrow IV explodes harmlessly!

Arrow IV (Homing)
- Attacks Lower Mapsheet (Base 4 = 4): rolled 6, hit!
- - Missile homes in on Dragoon II: rolled 2, miss! Dragoon II suffers 5 area damage to Left Torso (12/24 armor remaining)!



End Phase:
Cephalus Prime #3
- Must pass a 3+ consciousness test: rolled 6, succeeds!
- Critical chance in Right Leg: rolled 9, 1 critical hit sustained!
- - Chameleon LPS damaged!
- Through-armor critical chance in Right Torso: rolled 2, no critical hits sustained!
- Through-armor critical chance in Head: rolled 10, 2 critical hits sustained!
- - Sensors hit!
- - Nova CEWS hit!
- Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 9, succeeds!

Septicemia F
- Must pass a 3+ consciousness test: rolled 8, succeeds!
- Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 4, fails!
- Suffers 6 damage in the fall to Right Torso (13/18 armor remaining), Center Torso (7/23 armor remaining)!
- Must pass a piloting test to avoid pilot damage (6 base + 1 massive damage + 2 avoiding damage = 9): rolled 6, fails!
- Must pass a 5+ consciousness test: rolled 10, succeeds!

Septicemia Z
- Must pass a 3+ consciousness test: rolled 7, succeeds!
- Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 12, succeeds!

Cephalus Prime #1
- Must pass a 3+ consciousness test: rolled 5, succeeds!
- Must pass a 5+ consciousness test: rolled 6, succeeds!
- Through-armor critical chance in Right Arm: rolled 12, critical hits sustained!
- - Right arm blown off!
- Critical chance in Right Arm: Critical chance transfers to Right Torso!
- - Critical chance in Right Torso: rolled 8, 1 critical hit sustained!
- - XXL Engine hit!
- Must pass a piloting test or fall (6 base + 1 massive damage = 7): rolled 9, succeeds!



Physical Combat Phase:
Dragoon II
- Kicks Cephalus Prime #3 (4 base + 1 movement + 2 enemy movement - 2 kick = 5): rolled 7, hit Left Leg (0/12 armor, 0/6 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (3/12 armor remaining)!

Gurkha #1
- Charges Turkina Z (4 base - 2 piloting + 2 movement + 1 enemy movement = 5): rolled 6, hit!
- - Turkina Z suffers 32 damage to Right Arm (27/32 armor remaining), Left Arm (27/32 armor remaining), Left Leg (35/40 armor remaining), Left Torso (25/30 armor remaining), Right Leg (35/40 armor remaining (TAC!)), Left Arm (22/32 armor remaining), Center Torso (40/45 armor remaining)!
- - Gurkha #1 suffers 10 damage to Right Torso (6/11 armor remaining), Head (4/9 armor remaining)!

Nyx #1
- Kicks Cephalus Prime #5 (4 base + 2 movement + 3 enemy movement + 1 light woods - 2 kick = 8): rolled 10, hit Right Leg (5/12 armor remaining)!

Gurkha #2
- Attacks Cephalus Prime #5 with Large Vibrosword (4 base + 2 movement + 3 enemy movement + 1 light woods - 1 sword = 9): rolled 4, miss!

Nyx #2
- Kicks Septicemia Z (4 base + 2 movement + 2 enemy movement - 2 kick = 6): rolled 7, hit Right Leg (12/24 armor remaining)!



End Phase:
Turkina Z
-Through-armor Critical Chance in Right Leg: rolled 11, 2 critical hits sustained!
- - Double Heat Sink damaged!
- - Hip Actuator damaged!
- Turkina Z displaced off the map by charge attack! Turkina Z removed from play!

Cephalus Prime #5
- Must pass a piloting test or fall (6 base + 0 kicked = 6): rolled 2, fails!
- Suffers 3 damage in the fall to Rear Right Torso (0/4 armor remaining)!
- Must pass a piloting test to avoid pilot damage (6 base + 0 kicked + 2 avoiding damage = 8): rolled 4, fails!
- Must pass a 3+ consciousness test: rolled 5, succeeds!

Septicemia Z
- Must pass a piloting test or fall (6 base + 0 kicked = 6): rolled 5, fails!
- Suffers 6 damage in the fall to Right Arm (7/18 armor remaining), Right Arm (6/18 armor remaining)!
- Must pass a piloting test to avoid pilot damage (6 base + 0 kicked + 2 avoiding damage = 8): rolled 11, succeeds!


Turn End Phase:
Septicemia F
- Must pass an 8+ Guts check to avoid retreat: rolled 4, fails!

Cephalus Prime #1
- Must pass an 8+ Guts check to avoid retreat: automatically succeeds due to chemical bravery enhancements!

Septicemia Z
- Must pass an 7+ Guts check to avoid retreat: rolled 8, succeeds!

Nova CEWS
- Networks Shuffled!



Next Turn’s Movement Phase
Septicemia F
- Must pass a piloting test to stand (6 base = 6): rolled 8, succeeds!

Cephalus Prime #5
- Must pass a piloting test to stand (6 base = 6): rolled 10, succeeds!

Septicemia Z
- Must pass a piloting test to stand (6 base = 6): rolled 6, succeeds!





Map Link



Player Status:




Ally Status:




OpForce Status:




Special Rules
Aces Some enemy ‘Mech units may become aces if certain conditions are met
BattleArmor Aces All battle armor units are aces



Primary Objectives
- Defeat or Drive Off the Society (5/14)

RWA Secondary Objectives
- Destroy the Septicemia Z to call in the Legion (0/1)

Coyote Secondary Objectives
- Secure hex 1909 or 1904 to warn the Clan (0/1)



Orders Due: Midnight Tuesday!

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Serious series attack: Serious Charge!

e: I forgot to note this earlier but I dedicate that attack to Ric Flair, whose 69th birthday is today.

Defiance Industries fucked around with this message at 08:17 on Feb 26, 2018

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

PoptartsNinja posted:

End Phase:
Turkina Z
-Through-armor Critical Chance in Right Leg: rolled 11, 2 critical hits sustained!
- - Double Heat Sink damaged!
- - Hip Actuator damaged!
- Turkina Z displaced off the map by charge attack! Turkina Z removed from play!
:stare: HO LEE SHIII IIIITTTT

Night10194
Feb 13, 2012

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

Ahahaha the loving Bloodbowl crowdsurf.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Question: if we let the Septicemia with the AIV rabbit, is it just going to go back to shooting once it's off map?

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
so one of our lightest mechs just made the most dangerous mech on the battlefield and potentially in the whole game completely irrelevant

woof

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions
Charge off the map is some good poo poo. Never fails to piss people off. You always feel like a total boss when you land it. When you land it on something like that, even better.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

It looks like I can moonwalk backwards to get behind the Cephalus Prime #5 in hex 1223 and I am at zero heat so I can unload four 10 damage guns into the things rear, plus a kick.

Gwaihir
Dec 8, 2009
Hair Elf

Defiance Industries posted:

Serious series attack: Serious Charge!

Yesssssss

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Hey PTN, just a heads up, but ATM damage is always in clusters of five, whether it's HE, Standard, or ER.

Yes, I think it's dumb too.

dis astranagant
Dec 14, 2006

Defiance Industries posted:

Serious series attack: Serious Charge!

https://www.youtube.com/watch?v=DV1fUwKMdAI

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Strobe posted:

Hey PTN, just a heads up, but ATM damage is always in clusters of five, whether it's HE, Standard, or ER.

Yes, I think it's dumb too.

That's too stupid for IATM HE. They're dangerous enough without being two ER PPC hits per iATM-12.

I mean, I know you're correct, I just can't.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Chemical Bravery Enhancements? No wonder they're such lovely pilots, they're drunk!

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
A Gurkha has accounted for a Dire Wolf Prime and a Turkana Z. Holy poo poo, Defiance Industries!

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

PoptartsNinja posted:

That's too stupid for IATM HE. They're dangerous enough without being two ER PPC hits per iATM-12

What?

An iATM-12 would generate seven clusters of 5 and one of 1. I have literally no idea what you meant by this.

Functionally all it does is mean that ATMs can't be used to critseek too outrageously, since the jump from 3 damage to 5 doesn't cross any major thresholds but does significantly reduce the number of hit locations rolled.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

@PTN: Does the artillery mech that moved off of the map get to keep shooting onto the map, and if so, can we go get it?

The Google Doc is updated for this turn. My orders are on there, to moonwalk behind the Gnat in 1223 and proceed to kick it, just like I did to its friend a moment ago.

I am tempted to fire at the one in 1021 then kick the one in 1223...

Runa
Feb 13, 2011

Defiance Industries posted:

Serious series attack: Serious Charge!

:pusheen:

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.
Hanako, eat your heart out :stare:

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.
... what the hell just happened?

Defiance, you know we can only MVP you once.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


painedforever posted:

... what the hell just happened?

Defiance, you know we can only MVP you once.

I'm just trying to make up for getting Paul Masters shot out of his Orion.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Strobe posted:

What?

An iATM-12 would generate seven clusters of 5 and one of 1. I have literally no idea what you meant by this.

Functionally all it does is mean that ATMs can't be used to critseek too outrageously, since the jump from 3 damage to 5 doesn't cross any major thresholds but does significantly reduce the number of hit locations rolled.

Right, same as plasma rifles vs. battle armor. I've been misreading that for ages.

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