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  • Locked thread
Gwaihir
Dec 8, 2009
Hair Elf
Oh wow I didn't notice the missile ammo change.

First mech building thought is that Plasma and flamers are going to be absolutely nuts brutal against anything mounting energy, or even some ballistic weapons at all, since SHS are effectively the norm. Most designs would struggle to fire a single heavy energy weapon or a couple lasers.

With missile ammo so low too you can't really load up on them because there's flat out no room for enough ammo + sinks to feed large missile boats.
I guess the main thing is that between the sink changes and ammo changes you sorta both do and don't bring back the old "Bracket builds." You do, in that you're never really going to have enough sinks to unleash concentrated weapons like we do now (Even dual AC20s isn't really possible if you want to fire them in ultra mode on a 100 tonner- 34 heat is a loving LOT), so it's ok and good to build mechs that can never fire all their weapons, but just tote them for different range brackets. But you also sorta don't really have weight to do much in the way of tradeoffs like backup close range weapons or whatnot on your dedicated missile boat- You're better off just bringing a mix of missile mechs with radiative armor and then some close range bruisers with flame and ballistics to make sure no one really wants to get close to them.


My first go to for assaults would probably be really ballistic heavy I think. Something like a fat 3/5 with max armor, dual AC10s, a gauss rifle, and a couple of flamers depending on how much ammo you like.

With an XL engine you have enough room for 17 turns of ultra fire, 12 gauss shots, and enough sinks to not really worry about plasma weapons much at all.

Are all the special techs like MASC/Supercharges/TSM/partial wings/IJJs going to be a thing post timeskip?

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Lemniscate Blue
Apr 21, 2006

Here we go again.

jng2058 posted:

Orders in. Me (#10) and #8 are gonna Butch and Sundance outside while everyone else has fun storming the castle.

Do try not to die.

vorebane
Feb 2, 2009

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

Wrong Voter amongst wrong voters
I was wary of a tonnage nerf on lasers, but the (I assume) fluff of next generation heat resistant armour baked into everyone's mech requiring way heavier lasers just to keep up actually makes sense, and nearly every weapon has some kind of cool quirk. Do chaff missiles blind the target while damaging it, or are they more defensive ecm smoke rounds?

And the idea of mechs stomping around burning everything they get near is pretty metal.

vorebane fucked around with this message at 06:52 on Apr 15, 2018

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.

Defiance Industries posted:

You should never assume that something is true because it was in MW4.

Duncan Fisher, man. Duncan Fisher.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


painedforever posted:

Duncan Fisher, man. Duncan Fisher.

Who wasn't canon until he made it out of the purgatory that is MW4.

Paingod556
Nov 8, 2011

Not a problem, sir

painedforever posted:

Duncan Fisher, man. Duncan Fisher.

MW4:M is a compilation of drunk stories Duncan and Spectre keep retelling people in the Valhalla Club. They actively bullshit and contradict each other to one-up the other

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Gwaihir posted:

Oh wow I didn't notice the missile ammo change.

I'm still debating those numbers, but they feel alright. Small launchers have more longevity, and since you can't boat lasers as easily there's less incentive to over-sink and it gives 'Mechs something to spend tonnage on.

Take the new Catapult:



5 tons of ammo is 20 shots, 10 for each launcher, which is enough that you've got a good shot at using all of it in a mission but can't necessarily use it frivolously. I may give direct-fired launchers a pseudo-streak effect where they don't fire if they don't lock-on. If I don't tweak the ammo that will probably be a thing, if I do tweak the ammo upwards it probably won't.

The other thing I'm considering is bumping the LRMs from 1-2-3-4 to 1-2-4-6 making them overall higher damage than before and making AR Armor more beneficial.



Edit: To elaborate further since it's 5:00 AM and I had to interrupt myself to go to work: I want running out of ammo to be a real, genuine concern. In standard play the only weapons that can realistically run out of ammo are the LRM-20 and AC/20, and most ammo problems can be resolved by ripping out a medium laser and slapping an extra ton of ammo in.

That method is much more difficult now, which should see the bigger launchers and autocannons reserved for decisive strikes while giving smaller launchers and autocannons a valid role as harassment weapons. Presently the only downside to the AC/2 is ammo capacity, you can hold the trigger down from the word 'go' since it generates 0 heat. The damage is low but having a long-range weapon you can fire every turn without thought is suddenly a real, genuine advantage.

Likewise, LRM-5s and -10s go from being a "why did you waste tonnage on this?" weapon to a genuinely useful harassment tool, since they can bring enough ammo to take weird indirect fire potshots. I'll probably be simplifying indirect fire a bit, but that's something I haven't gotten to playtest live.

I'm still debating the 1-2-3-4 vs. 1-2-4-6 launcher sizes for LRMs. Probably the final version will be 1-2-4-6 but I wanted to stay conservative for the semi-final pdf. 1-2-4-6 feels a little too powerful but my perceptions are still a bit twisted by standard play, the bigger launchers make AR Armor much more attractive since turning the LRM-20 into an LRM-30 goes from dangerous but survivable to potentially devastating.


I want battles to capture the 3025 feel: skirmishes rather than decisive all-or-nothing victories, where a 'Mech that's out of ammo either has to retreat or press in to launch a desperate melee attack, and where small launchers and autocannons have real uses beyond filling tonnage.


Double Edit: Heat damage to infantry is done to make 'Mechs much more passively (and obviously) dangerous to things like planetary militia. If you can't safely anti-'Mech without semi-expensive heat resistant gear there's less incentive to raise million man armies when that Clan Gunbox can crank its heat and become inimical to life.



Triple Edit (because I'm bored): The biggest reason I haven't bit the bullet and done 1-2-4-6 is ammo math. 3/4/6/12 is much more graceful than 3/[4.5]/9/18. I could push the ammo up to 4/6/12/24 except then we're straight back into the "too much ammo" territory for small launchers. 2/3/6/12 is definitely not enough.

PoptartsNinja fucked around with this message at 15:23 on Apr 15, 2018

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Lemniscate Blue posted:

Do try not to die.

We shouldn't take any fire at all this turn. It's the next couple of turns that'll be hairy.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
How are you changing XL engines PTN?

If the modding tools are extensive enough it would be nice to apply these changes to the new Battletech game coming out in a few days, after a vanilla playthrough...Also with your energy weapons Cohh would run around with a single heat neutral medium laser, probably.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

PoptartsNinja posted:

Triple Edit (because I'm bored): The biggest reason I haven't bit the bullet and done 1-2-4-6 is ammo math. 3/4/6/12 is much more graceful than 3/[4.5]/9/18. I could push the ammo up to 4/6/12/24 except then we're straight back into the "too much ammo" territory for small launchers. 2/3/6/12 is definitely not enough.

Is it within the realm of possibility to adopt what I'm assuming is a not-infrequent house rule where LRM ammo is LRM ammo is LRM ammo - each ton gives you X missiles, and all launchers can draw from that bin as long as there are missiles left. When you start running low, the last salvo is the largest that the current launcher can manage with the remaining missiles. I'm going to assume LRM naming conventions aren't terribly important, and you can just call them the LRM 5/10/20/30 instead.

LRM ammo bins refusing to load smaller tube counts - regardless of tech or customization options - is one of the weird "verisimilitude" buttons for me, though, so take it as you will. :v:

Gwaihir
Dec 8, 2009
Hair Elf

PoptartsNinja posted:

The other thing I'm considering is bumping the LRMs from 1-2-3-4 to 1-2-4-6 making them overall higher damage than before and making AR Armor more beneficial.

Edit: To elaborate further since it's 5:00 AM and I had to interrupt myself to go to work: I want running out of ammo to be a real, genuine concern. In standard play the only weapons that can realistically run out of ammo are the LRM-20 and AC/20, and most ammo problems can be resolved by ripping out a medium laser and slapping an extra ton of ammo in.

That method is much more difficult now, which should see the bigger launchers and autocannons reserved for decisive strikes while giving smaller launchers and autocannons a valid role as harassment weapons. Presently the only downside to the AC/2 is ammo capacity, you can hold the trigger down from the word 'go' since it generates 0 heat. The damage is low but having a long-range weapon you can fire every turn without thought is suddenly a real, genuine advantage.

Likewise, LRM-5s and -10s go from being a "why did you waste tonnage on this?" weapon to a genuinely useful harassment tool, since they can bring enough ammo to take weird indirect fire potshots. I'll probably be simplifying indirect fire a bit, but that's something I haven't gotten to playtest live.

I'm still debating the 1-2-3-4 vs. 1-2-4-6 launcher sizes for LRMs. Probably the final version will be 1-2-4-6 but I wanted to stay conservative for the semi-final pdf. 1-2-4-6 feels a little too powerful but my perceptions are still a bit twisted by standard play, the bigger launchers make AR Armor much more attractive since turning the LRM-20 into an LRM-30 goes from dangerous but survivable to potentially devastating.


Triple Edit (because I'm bored): The biggest reason I haven't bit the bullet and done 1-2-4-6 is ammo math. 3/4/6/12 is much more graceful than 3/[4.5]/9/18. I could push the ammo up to 4/6/12/24 except then we're straight back into the "too much ammo" territory for small launchers. 2/3/6/12 is definitely not enough.

I think this:
"That method is much more difficult now, which should see the bigger launchers and autocannons reserved for decisive strikes while giving smaller launchers and autocannons a valid role as harassment weapons."

is a really good paradigm to shoot for, aiming for about 10 rounds of fire for big stuff vs the current sorta standard where you want to shoot for 15-20 rounds of fire then never worrying about whether or not you want to take a shot.

Purely based on feels it does seem like the 1-2-4-6 sizing and 3/5/9/18 is more appropriate given how much more meaningful the weight and heat per launcher are, combined with needing a few more tons of ammo + losing weight savers like Endo/FF armor. (Well, I guess they're not lost and I would actually consider Endo on a dedicated fire support mech, but yea, the tradeoff is now extreme for the weight savings).

I look forward to playtesting this a whole lot.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Really digging the idea of giving LRMs the ability to abort launch without lock. Makes bringing one or two launchers with a ton of ammo much more of a bargain instead of kinda dumb and indirect fire requests can be more tactically useful.

Even if some missiles still end up missing given whatever extra rolls.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

That Italian Guy posted:

How are you changing XL engines PTN?

XL Engines are Clan-sized. Engine hits in general is 3 heat/turn instead of 5. Advanced XL and standard engines can be forced to keep operating on the 3rd hit with a successful piloting check, at which point they're generating 9 heat/turn (enough to render most 'Mechs unusable for anything but escaping) and risking another engine hit if they try to run. 4 engine hits disables the engine as normal.


Strobe posted:

Is it within the realm of possibility to adopt what I'm assuming is a not-infrequent house rule where LRM ammo is LRM ammo is LRM ammo - each ton gives you X missiles, and all launchers can draw from that bin as long as there are missiles left.

It is, and with the smaller number of tubes that's much easier to track, but at least for the time being I'm sticking with dedicated ammo bins to keep the math easy. None of the currently designed 'Mechs mount launchers of two different sizes.

Gwaihir posted:

Purely based on feels it does seem like the 1-2-4-6 sizing and 3/5/9/18 is more appropriate given how much more meaningful the weight and heat per launcher are

I feel the same way and it's probably what I'm going to go with, I just don't want to outpace ATMs so heavily that they wind up looking comparatively weak or useless. ATMs still have a range advantage so the Clan style "bombard the enemy for a while then rush in for the kill" gameplay should be intact.

Clan vs. Inner Sphere dynamic was pretty straightforward. Wherever I gave the Inner Sphere a specialist tool, I gave the Clans a generalist one. And then I gave them weapons that incentivize getting close and counting coup.

PoptartsNinja fucked around with this message at 18:20 on Apr 15, 2018

Gwaihir
Dec 8, 2009
Hair Elf
ATMs do have a weight advantage, and you could bring in some of the more vicious iATM alt ammos + maybe use 1/2/4/6 for their heat which makes packing them along with some heavy energy weapons a lot more palatable.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Affi, I'm assuming you're jumping to the upper map and attacking the JagerMech? You're nowhere near the Hellbringer Z and you can't reach that destination hex on the lower map.

Gwaihir
Dec 8, 2009
Hair Elf
Do you have any example Clan mechs built out using your new rules PTN? It's sorta weird to me to even try to visualize what one might look like given the new heat paradigm.

(I know you're probably in the middle of an update so please don't sidetrack on my account, but)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I was worried the most dangerous 'Mech in the match (the Viper Z) wouldn't get attacked this turn. I am glad I was incorrect!

So many dice to roll. This may have been a mistake.

Edit: gently caress Sprites. :gonk:


Hoooly poo poo AHhahahaaa, that Osteon Prime.



Edit: Well. That's all the shooting dice rolled. If I keep performing like this we're never going to see a Sin deployed.

PoptartsNinja fucked around with this message at 23:49 on Apr 15, 2018

Lemniscate Blue
Apr 21, 2006

Here we go again.

PoptartsNinja posted:

Affi, I'm assuming you're jumping to the upper map and attacking the JagerMech? You're nowhere near the Hellbringer Z and you can't reach that destination hex on the lower map.

In the planning doc he mentions kicking it, so it looks like just a silhouette ID mixup.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Quick, I don't want to spend the time looking it up, what's the damage for a TSM Talon kick?

Edit: Ok, I know it's at least 35. Good enough.

PoptartsNinja fucked around with this message at 23:58 on Apr 15, 2018

Lemniscate Blue
Apr 21, 2006

Here we go again.

PoptartsNinja posted:

Quick, I don't want to spend the time looking it up, what's the damage for a TSM Talon kick?

2x for TSM, 1.5x for talons, 15 base. So, 45? Depending on how the multipliers stack?

Gwaihir
Dec 8, 2009
Hair Elf

PoptartsNinja posted:

Quick, I don't want to spend the time looking it up, what's the damage for a TSM Talon kick?

Edit: Ok, I know it's at least 35. Good enough.

46 with rounding rules

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

PoptartsNinja posted:

Affi, I'm assuming you're jumping to the upper map and attacking the JagerMech? You're nowhere near the Hellbringer Z and you can't reach that destination hex on the lower map.

I uh yeah. drat I just got the silhouettes mixed up!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
'Kay, well. That's one Sprite dead, at least!

... Please kick more Sprites!


Fun ProtoMech fact: kicking their legs off doesn't kill them. They're technically immobilized but can still crawl 1 hex/turn as long as they have at least one arm left. They're cyber-zombies. :gonk:

PoptartsNinja fucked around with this message at 00:18 on Apr 16, 2018

Farseli
Sep 28, 2009

This is what I live for. This is the purpose of living, for those who have no life.

PoptartsNinja posted:

Fun ProtoMech fact: kicking their legs off doesn't kill them. They're technically immobilized but can still crawl 1 hex/turn as long as they have at least one arm left. They're cyber-zombies. :gonk:

Sounds like we might have to play a bit of clean up as we sweep around. Stomp a few zombies and all that.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Not if you keep rolling like this you won't.

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
Should we be :ohdear: or :getin: as we F5?

Lemniscate Blue
Apr 21, 2006

Here we go again.

PoptartsNinja posted:

Not if you keep rolling like this you won't.

That could be taken multiple ways.

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.

PoptartsNinja posted:

'Kay, well. That's one Sprite dead, at least!

... Please kick more Sprites!


Fun ProtoMech fact: kicking their legs off doesn't kill them. They're technically immobilized but can still crawl 1 hex/turn as long as they have at least one arm left. They're cyber-zombies. :gonk:

As one who was planning on TSM kicking a Protomech, that's what I expected. If they are legged, they aren't getting away and we can kill them later.

Leperflesh
May 17, 2007

I ordered to kick a Sprite too. I assumed they were small enough that it'd be a kick to the torso, but maybe not.

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

Leperflesh posted:

I ordered to kick a Sprite too. I assumed they were small enough that it'd be a kick to the torso, but maybe not.

Protos are annoying little things. They have a hit location which is 'Welp, you missed'.

Lemniscate Blue
Apr 21, 2006

Here we go again.

AJ_Impy posted:

Protos are annoying little things. They have a hit location which is 'Welp, you missed'.

3 and 11, if I remember correctly.

Viva Miriya
Jan 9, 2007

AJ_Impy posted:

Protos are annoying little things. They have a hit location which is 'Welp, you missed'.

So i should stack up on them in the new legends server?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Rabbit Warren Update 6

PTN's note: Fluff omitted for time. This turn overwhelmed me a little bit, and I need to eat something. Common BattleTech wisdom says numbers will nearly always beat skill assuming rough equipment parity. Turns out when you're talking a four point skill differential, everything gets thrown out the window. I still think this mission is properly balanced but it's entirely possible that I'll get stomped without doing more than cosmetic damage to the Legion. It all depends on whether my heavy hitters actually heavily hit something :argh:









Movement Phase
Legion #2 (Player)
- Unable to enter hex 0819, insufficient MP: needs 10, has 9!

Legion #9 (Player)
- Unable to enter hex 0622, insufficient MP: Needs 9, has 8!



Shooting Phase
Legion #1 (Player)
- Fires rHeavy PPC at Sprite #8 (2 base + 0 range + 3 movement + 3 enemy movement - 1 cybernetics = 7): rolled 7, hit Torso (10/30 armor remaining)!
- Gains 23 heat, sinks 24!

Legion #2 (Player)
- Fires rHeavy PPC at Sprite #8 (2 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range + 1 heat - 1 cybernetics = 9): rolled 9, hit 9 (0/14 armor, 2/8 structure remaining)! Crit! Pilot hit!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 heat - 1 cybernetics = 5): rolled 8, 9 troopers killed!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target + 1 heat - 1 cybernetics = 5): rolled 4, miss!
- Gains 24 heat, sinks 24! Overheating!

Legion #3 (Player)
- Fires rHeavy PPC at Sprite #6 (2 base + 0 range + 2 movement + 3 enemy movement - 1 cybernetics = 6): rolled 6, hit Torso (10/30 armor remaining)!
- Fires AP Gauss Rifle at Clan MPP #6 (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target - 1 cybernetics = 4): rolled 6, 11 troopers killed! Infantry unit destroyed!
- Fires TSEMP Cannon at Sprite #7 (2 base + 0 range + 2 movement + 3 enemy movement + 1 secondary target - 1 cybernetics = 7): rolled 7, hit! Rolled 3, no effect on target!
- Gains 33 heat, sinks 24! Overheating!

Legion #4 (Player)
- Fires rHeavy PPC at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 2 minimum range - 1 cybernetics = 8): rolled 5, miss!
- Fires AP Gauss Rifle at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 7, hit Right Leg (27/30 armor remaining)!
- Fires AP Gauss Rifle at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 7, hit Right Arm (8/20 armor remaining)!
- Gains 27 heat, sinks 24! Overheating!

Legion #5 (Player)
- Fires rHeavy PPC at Sprite #13 (2 base + 0 range + 3 movement + 2 enemy movement + 2 EMP - 1 cybernetics = 8): rolled 8, hit Torso (10/30 armor remaining)!
- Gains 25 heat, sinks 24!

Legion #6 (Player)
- Fires rHeavy PPC at Boggart #7 (2 base + 0 range + 3 movement + 4 enemy movement + 2 minimum range - 1 cybernetics = 10): rolled 8, miss!
- Fires AP Gauss Rifle at Boggart #8 (2 base + 0 range + 3 movement + 4 enemy movement + 1 secondary target - 1 cybernetics = 9): rolled 9, hit Torso (22/25 armor remaining)!
- Fires AP Gauss Rifle at Boggart #8 (2 base + 0 range + 3 movement + 4 enemy movement + 1 secondary target - 1 cybernetics = 9): rolled 5, miss!
- Gains 27 heat, sinks 24!

Legion #7 (Player)
- Fires rHeavy PPC at Trevithick Engine (2 base + 0 range + 3 movement - 4 enemy movement + 1 heat - 1 cybernetics = 1): automatically hit Front (60/80 armor remaining)! CfMDS!
- Gains 23 heat, sinks 24! Overheating!

Legion #8 (Player)
- Fires rHeavy PPC at JagerMech (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat + 2 minimum range - 1 cybernetics = 9): rolled 11, hit Right Torso (8/23 armor remaining)!
- - Plasma arcs to Center Toso (27/32 armor remaining)!
- Fires AP Gauss Rifle at JagerMech (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics = 7): rolled 11, hit Right Torso (5/23 armor remaining)!
- Gains 26 heat, sinks 24! Overheating!

Legion #9 (Player)
- Fires Large R-e Laser at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics - 1 laser = 7): rolled 10, hit Left Leg (10/19 armor remaining)!
- Fires Large R-e Laser at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics - 1 laser = 7): rolled 8, hit Right Arm (3/12 armor remaining)!
- Fires Light PPC at Viper (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 10, hit Right Leg (14/19 armor remaining)!
- Gains 30 heat, sinks 24! Overheating!

Legion #10 (Player)
- Fires Large R-e Laser at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 6): rolled 7, hit Right Arm (0/20 armor, 9/10 structure remaining)! Crit!
- Fires Large R-e Laser at JagerMech IIC (2 base + 0 range + 3 movement + 2 enemy movement + 1 partial cover - 1 cybernetics - 1 laser = 6): rolled 12, hit Right Arm (0/10 structure remaining)! Arm blown off!
- Gains 25 heat, sinks 24!

Legion #11 (Player)
- Fires Large R-e Laser at Mithras #2 (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 6): rolled 8, hit Rear (0/9 armor remaining)!
- Fires Large R-e Laser at Mithras #2 (2 base + 0 range + 3 movement + 2 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 6): rolled 9, hit Rear (0/3 structure remaining)! Tank destroyed!
- Gains 24 heat, sinks 24! Overheating!

Legion #12 (Player)
- Fires Large R-e Laser at Boggart #11 (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 1 laser = 8): rolled 7, miss!
- Fires Large R-e Laser at Boggart #11 (2 base + 0 range + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 1 laser = 8): rolled 9, hit Torso (16/25 armor remaining)!
- Gains 25 heat, sinks 24!

Boggart #6
- Holds fire!

Boggart #7
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #8
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #9
- Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 6, miss!

Boggart #10
- Holds Fire!

Sprite #6
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 3, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 10, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!

Sprite #7
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 7, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!

Sprite #8
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 11, 3 missiles hit Right Arm (22/24 armor remaining)!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 3, miss!

Sprite #9
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 4, miss!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 11, 3 missiles hit Left Leg (30/32 armor remaining)!
- Fires LRM-5 at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!

Sprite #10
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 9, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 10, miss!
- Fires LRM-5 at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 8, miss!

Sprite #11
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!

Sprite #12
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 3, miss!

Sprite #13
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 5, miss!

Sprite #14
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 3 movement + 2 enemy movement = 10): rolled 4, miss!

Sprite #15
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 4, miss!

Boggart #11
- Fires Medium Pulse Laser at Legion #7 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 2, miss!

Boggart #12
- Fires Medium Pulse Laser at Legion #7 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 8, miss!

Boggart #13
- Fires Medium Pulse Laser at Legion #10 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss!

Boggart #14
- Fires Medium Pulse Laser at Legion #10 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 5, miss!

Boggart #15
Fires Medium Pulse Laser at Legion #6 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 12, hit Right Leg (27/32 armor remaining)!

Osteon Prime
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 2, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, fails to lock-on!
- Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 5, fails to lock-on!
- Gains 24 heat, sinks 20!

Savage Wolf Z
- Fires iATM-12 (HE) at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 2, fails to lock-on!
- Fires iATM-12 (HE) at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 6, fails to lock-on!
- Fires ER Large Laser at Legion #2 (5 base + 0 range + 2 movement + 2 enemy movement = 9): rolled 8, miss!
- Gains 18 heat, sinks 20!

Viper Z
- Fires iHeavy Large Laser at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, miss!
- Fires iATM-3 (HE) at Legion #11 (5 base + 0 range + 3 movement + 3 enemy movement = 11): rolled 6, fails to lock-on!
- Gains 18 heat, sinks 20!

Hellbringer Z
- Fires ER PPC at Legion #12 (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 6, miss!
- Fires ER PPC at Legion #12 (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 4, miss!
- Gains 2 heat, sinks 32!

JagerMech IIC
- Fires ER Large Laser at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement = 9): rolled 4, miss!
- Fires Ultra AC/5 (Ultra) at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 11): rolled 8, miss!
- Fires ER Large Laser at Legion #8 (4 base + 0 range + 2 movement + 3 enemy movement + 1 secondary target = 10): rolled 7, miss!
- Fires Ultra AC/5 (Ultra) at Legion #8 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range + 1 secondary target = 12): rolled 9, miss!
- Gains 28 heat, sinks 28!

Mad Dog E
- Holds fire!
- Gains 2 heat, sinks 20!

Mithras #2
- Fires ER Large Laser at Legion #10 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 3, miss!

SM1 Tank Destroyer
- Holds fire!

Ares Medium Tank
- Holds fire!

Mithras #4
- Fires ER Large Laser at Legion #12 (5 base + 0 range + 2 movement + 3 enemy movement - 1 targeting computer = 9): rolled 8, miss!

Mithras #9
- Holds fire!

Mithras #10
- Holds fire!

Clan MPP #6
- Attacks Legion #2 with Gauss SMG (4 base + 0 range + 2 enemy movement = 6): rolled 11, deal 5 damage to Right Torso (20/24 armor remaining)!



End Phase:
Trevithick Engine
- Chance for Motive System Damage: Rolled 12, vehicle immobilized!

Sprite #8
- Must pass a 3+ consciousness test: rolled 12, succeeds!
- Critical hit in Legs: -1 Walk MP!



Physical Combat Phase:
Legion #2 (Player)
- Kicks Sprite #6 (3 base + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics - 2 kick = 6): rolled 9, hit Right Arm (0/6 armor, 0/4 structure remaining)! Pilot hit! Arm blown off!
- - Damage transfers to Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed!

Legion #4 (Player)
- Kicks JagerMech IIC (3 base + 3 movement + 2 enemy movement - 1 cybernetics - 2 kick = 5): rolled 8, hit Right Leg (4/30 armor remaining)!

Legion #5 (Player)
- Kicks Sprite #8 (3 base + 3 movement + 2 enemy movement - 1 cybernetics - 2 kick = 5): rolled 10, hit Legs (0/2 structure remaining)! ProtoMech Immobilized! Pilot hit!
- - Damage transfers to Torso (0/30 armor, 5/15 structure remaining)! Crit! Pilot hit!

Legion #6
- Kicks Boggart #15 (3 base + 3 movement + 4 enemy movement - 1 cybernetics - 2 kick = 7): rolled 10, hit Legs (0/23 armor remaining)!

Legion #7
- Kicks Viper Z (3 base + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 2 kick = 8): rolled 8, hit Right Leg (0/19 armor, 0/10 structure remaining)! Leg blown off!
- - Damage transfers to Center Torso (0/16 armor, 1/12 structure remaining)!

Legion #11
- Kicks Sprite #9 (3 base + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics - 2 kick = 7): rolled 8, hit Torso (0/30 armor, 0/15 structure remaining)! ProtoMech destroyed!

Legion #20
- Unable to kick Boggart #11, target not in melee range!

Viper Z
- Kicks Legion #11 (5 base + 3 movement + 3 enemy movement - 2 kick = 9): rolled 3, miss!



End Phase:
JagerMech IIC
- Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 9, succeeds!

Sprite #8
- Must pass a 5+ consciousness test: rolled 8, succeeds!
- Must pass a 7+ consciousness test: rolled 7, succeeds!





Upper Level
Lower Ground Floor

Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain

PTN’s Note: This should make things easier.



Player Status:





OpForce Status:







Special Rules
Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack.



Primary Objectives
- Kill Everyone and Everything (0/1)

Secondary Objectives
- Prevent the Enemy Land Train from Escaping (Complete!)
- Prevent the Society from finishing the Turkina Z’s Repairs (4 turns remaining)



Orders Due: Midnight Saturday!
Orders Due: Midnight Tuesday!

PoptartsNinja fucked around with this message at 20:44 on Apr 16, 2018

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Appropriate music for the OpForce's rolls this turn.

Runa
Feb 13, 2011

Osteon Prime for player mvp honorable mention

Farseli
Sep 28, 2009

This is what I live for. This is the purpose of living, for those who have no life.
I'm glad I was missed on all those attacks. I was really surprised to find that I was targeted by so many and that I couldn't kick. Then I noticed I'm in 1618 instead of 1620.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


PoptartsNinja posted:

I was worried the most dangerous 'Mech in the match (the Viper Z) wouldn't get attacked this turn. I am glad I was incorrect!

He looked both suspicious and likely to still be alive, unlike every other target I've had so far :v:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Viva Miriya posted:

So i should stack up on them in the new legends server?

The first generation of ProtoMechs are universally awful. So awful that players tend to discount ProtoMechs entirely, which is a mistake because a lot of the second generation ones are really good (OK I'm lying it's just the Triton, Delphyne, Centaur 4, Gorgon 2, the Minotaur, and most of the Society superheavy Protos (even the Minotaur Z can be an absolute fucker if you can surprise someone with one. If.)

The Boggart 2 is probably the best ProtoMech both in terms of combat capabilities and in terms of appearance.





Someone (or several someones) did redesign the older ProtoMechs to fit the Society's visual style and they look pretty great:

chktshadeclaw
Feb 8, 2012
Alright, I'm gonna a jumpto 0619 and hit both boggarts on 0719. I think I should be able to kill one with a kick, and at least heavly damage the other with my guns

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The Boggart 2 is also basically just an Ultra-Light Clan 'Mech that gets even better heat sinks and armor and doesn't have to pay for cockpits or gyros, and then benefits from extreme fractional accounting on top.

The interface line between protos and ultra-lights is weird, and the numbers do not match up at all well.

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