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IGNORE ME
paragon1 fucked around with this message at 06:48 on May 22, 2018 |
# ? May 22, 2018 05:03 |
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# ? Apr 28, 2024 09:27 |
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paragon1 posted:I suppose now would be a good time to mention that you can get a cybernetic hand that can detach from you and move around on its fingers like Thing from the Addams family in the tabletop. I think this was meant for the Shadowrun thread, but now I'm imagining how this could be relevant in Battletech instead. Both are Catalyst properties now, so there's that going for it!
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# ? May 22, 2018 05:49 |
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Psion posted:LRM70 Stalkers. LRM70 stalkers are NEVER the wrong solution. If they're point blank, should have invested in 0 minimum distance clan lrms
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# ? May 22, 2018 05:52 |
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GhostStalker posted:I think this was meant for the Shadowrun thread, but now I'm imagining how this could be relevant in Battletech instead. Both are Catalyst properties now, so there's that going for it! Goddammit
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# ? May 22, 2018 06:47 |
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Zaodai posted:And on top of that, if the ammo cooks off it'll blow up with enough power to level a small city. It's win-win. Nah, Poptarts changed the ammo explosion rules so that it caps at 20 damage per bin, 10 if you have CASE, and 1 if you have CASE II.
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# ? May 22, 2018 10:34 |
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Ok, here are my options: 1) Roll with it. #9 and #12 switch positions, #12 remains out of the fight with its Sin battle armor active. I don't need to make any changes, #9's movement continues from #12's current position. This will let me update normally tomorrow. 2) Rollback the damage, find out what should've been applied to #9, and apply it to the right target. This will probably keep me from updating tomorrow because there's no way I can make the necessary changes today (I simply don't have time on Tuesdays).
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# ? May 22, 2018 16:25 |
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#9 won't mind taking the damage, I've been spared a lot of fire as it is. Either way works for me, really.
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# ? May 22, 2018 16:34 |
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It just looks like the physical needs to be applied to 9's right leg instead of mine. The shooting phase looks good. The Highlander took my torso and critical my lower leg actuator, but I stay standing.
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# ? May 22, 2018 18:09 |
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so I need to send orders, but I dont have our docs linked on my kindle... a mech can share space/move through friendly infantry so I can move to either of 1312 or 1211, can someone verify either move to be sure I don't block someone else's orders? alternately if both spaces are already spoken-for I can take a shooting position a hex or three north of there.
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# ? May 22, 2018 18:20 |
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GhostStalker posted:I think this was meant for the Shadowrun thread, but now I'm imagining how this could be relevant in Battletech instead. Both are Catalyst properties now, so there's that going for it! It's a natural. The Battletech game already has one Dekker in it (though perhaps not for very long).
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# ? May 22, 2018 19:02 |
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Narsham posted:It's a natural. The Battletech game already has one Dekker in it (though perhaps not for very long). PTN's Dekker still lives, though his Glitch bought it a while back.
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# ? May 22, 2018 19:39 |
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GhostStalker posted:PTN's Dekker still lives, though his Glitch bought it a while back. Come to think of it, Glitch's backstory is pretty cyberpunk...
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# ? May 22, 2018 22:48 |
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Coming down to the wire, communication and coordination is going to be important to have a chance at dropping all three remaining enemy mechs. Players, please remember to use the documents if at all possible. Turn planning sheet: https://docs.google.com/spreadsheets/d/1d8hrDcDn2IrreJ9vXbt79XvSc8gfBxgFQrb8C3vnNAw/edit?usp=sharing Strategy discussion doc: https://docs.google.com/document/d/1jpmcI1W-vd88_VLjvl901gdDHccI-HNO4m4wHDySuZY/edit?usp=sharing Leperflesh posted:so I need to send orders, but I dont have our docs linked on my kindle... a mech can share space/move through friendly infantry so I can move to either of 1312 or 1211, can someone verify either move to be sure I don't block someone else's orders? alternately if both spaces are already spoken-for I can take a shooting position a hex or three north of there. Nobody's reported planning to move into either of those hexes, but only three of us have entered orders in the spreadsheet as of now. No idea what others are planning. Lemniscate Blue fucked around with this message at 02:20 on May 23, 2018 |
# ? May 23, 2018 02:16 |
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Leperflesh posted:so I need to send orders, but I dont have our docs linked on my kindle... a mech can share space/move through friendly infantry so I can move to either of 1312 or 1211, can someone verify either move to be sure I don't block someone else's orders? alternately if both spaces are already spoken-for I can take a shooting position a hex or three north of there. I can basically only half-safely take 1211, but nowhere else is decent at all for me, so 1312 might be your best bet. Lemniscate Blue posted:Coming down to the wire, communication and coordination is going to be important to have a chance at dropping all three remaining enemy mechs. Players, please remember to use the documents if at all possible. Also I think it's you in the doc that might be jumping to somewhere you can't because of the ceiling? You might wanna check that. I keep forgetting about it myself.
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# ? May 23, 2018 02:24 |
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Fraction Jackson posted:I can basically only half-safely take 1211, but nowhere else is decent at all for me, so 1312 might be your best bet. See what I mean? Coordination helps find fuckups like that before they get submitted. I'll get it sorted out when I get back to my computer.
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# ? May 23, 2018 02:33 |
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GhostStalker posted:PTN's Dekker still lives, though his Glitch bought it a while back. Noooooo not Glitch! She is the best character!
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# ? May 23, 2018 02:35 |
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Lemniscate Blue posted:See what I mean? Coordination helps find fuckups like that before they get submitted. I think a lot of people are waiting until the deadline to put in their planned orders where they weren't before. Which happens. I know I've been cutting it close a couple times.
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# ? May 23, 2018 02:40 |
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So, here's the plan. #9 and #12 please submit orders as if you're both still BattleMechs, I'm negating the Thunderbolt's kick (I was going to have the Highlander kick #12 and applied the damage to the wrong target).DivineCoffeeBinge posted:Noooooo not Glitch! She is the best character! It's OK, my 3rd or 4th ComStar spy has the same voice actor.
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# ? May 23, 2018 02:46 |
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PoptartsNinja posted:It's OK, my 3rd or 4th ComStar spy has the same voice actor. lmao Oh man.
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# ? May 23, 2018 02:55 |
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PoptartsNinja posted:It's OK, my 3rd or 4th ComStar spy has the same voice actor. Glitch, but with finely tuned cybernetics underneath her new face, obviously.
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# ? May 23, 2018 03:04 |
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PoptartsNinja posted:So, here's the plan. #9 and #12 please submit orders as if you're both still BattleMechs, I'm negating the Thunderbolt's kick (I was going to have the Highlander kick #12 and applied the damage to the wrong target). Got it. I'm still down a torso, two engine crits, and a lower leg crit. With a jump of 3 I should probably just try to run in and get another kick if possible. EDIT: Oh wait, 1211 and 1312 are the only places I could really do that from and they are spoken for now. Okay, shooting from a bit back it is. Any SINs doing swarms please stop. Rather not shoot you on accident. Farseli fucked around with this message at 03:16 on May 23, 2018 |
# ? May 23, 2018 03:13 |
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Xarbala posted:lmao 50% of my crew are ComStar acolytes. I like tactics and hiring people who started at Tactics 8 or 9 saves me the trouble of leveling it. These people are nearly always ComStar acolytes (one of them is, IIRC, 2 ComStar acolytes!)
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# ? May 23, 2018 03:30 |
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Fraction Jackson posted:Also I think it's you in the doc that might be jumping to somewhere you can't because of the ceiling? You might wanna check that. I keep forgetting about it myself. You know what's funny? I had planned some non-viable orders as was pointed out, but they were non-viable for a completely different reason than I'd thought. So now that's been clarified, thank you.
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# ? May 23, 2018 03:36 |
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On mobile right now I am jumping over and either leg attacking the hellstar or if I can’t, the mech 2 hexes south of me. Trying to get that tac.
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# ? May 23, 2018 03:44 |
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PoptartsNinja posted:It's OK, my 3rd or 4th ComStar spy has the same voice actor. 3rd, you hired on Shrike after Wolfman and Kingwood. And both of those two had amazing Tactics scores, so I can't blame you for taking tons of C* spies that you didn't even notice until chat pointed them out to you. Night10194 posted:Glitch, but with finely tuned cybernetics underneath her new face, obviously. You joke, but Shrike is black and has a different hair color than Glitch. But that's exactly what C* would do in the first place to eliminate suspicion, wouldn't it? GhostStalker fucked around with this message at 03:48 on May 23, 2018 |
# ? May 23, 2018 03:45 |
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Ok guys im going to submit orders now to go to 1312. run 4 hexes (7 mp) to 1312 facing 1313. Fire rHPPC and 2x APGauss at 1313, or if it's dead, 1315. Kick 1313. Leperflesh fucked around with this message at 06:42 on May 23, 2018 |
# ? May 23, 2018 06:35 |
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Oh poo poo I missed PTN's post until just now; welp
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# ? May 23, 2018 17:00 |
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Chronojam posted:Oh poo poo I missed PTN's post until just now; welp If you haven't seen me post today you still have time. Edit: The one thing I don't want to do is beg for orders, so please: if you're late, just send them. PoptartsNinja fucked around with this message at 17:22 on May 23, 2018 |
# ? May 23, 2018 17:15 |
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Rabbit Warren Update 14 Albin Boyd would have smashed his fist into Legion #12’s control panel if he could have. The DI Computer kept flashing critical damage and ejection prompts across his vision, having apparently decided the Legion’s right leg had been blown off. In between canceling each prompt he did what he could to force it to re-diagnose the Legion’s damage and after a few tense moments the alerts ended. He’d be hard pressed to say the Legion’s leg was “fine,” but it was functional enough to keep him in the fight. He fired a violet pulse from his surviving laser at the Clan’s Awesome analogue, and followed up with a shot from his light PPC, trying to keep the pilot on his toes—or at least distract them long enough for an ally to get close. He watched Legion #5 fall without a trace of emotion—fortunately, the Clans hadn’t gotten it into their heads to try stomping the solitary power armor suits now milling around at their feet. As long as the Legion’s pilots survived, they could make do with any machines they captured. They couldn’t seize direct control of enemy machines under battlefield conditions—yet—but in another decade or two? Well, anything was possible. Shooting Phase Sin #1 (Player) - Attacks the Osteon C’s legs (3 base + 0 surviving troopers + 3 enemy movement + 1 protected actuators - 1 cybernetics = 6): rolled 3, miss! Legion #2 (Player) - Holds fire! - Gains 5 heat, sinks 24! Legion #3 (Player) - Torso-twists to threaten hex 1212! - Fires rHeavy PPC at Osteon C (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat + 2 minimum range - 1 cybernetics = 10): rolled 3, miss! - Gains 34 heat, sinks 24! Overheating! Sin #4 (Player) - Holds fire! Legion #5 (Player) - Fires TSEMP Cannon at King Cobra (2 base + 0 range + 1 movement + 0 enemy movement + 1 heat - 1 cybernetics = 3): rolled 5, hit! Rolled 5, no effect! - Gains 12 heat, sinks 24! Legion #6 (Player) - Fires rHeavy PPC at Osteon C (2 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range - 1 cybernetics = 8): rolled 5, miss! - - Plasma arcs to Left Torso (23/28 armor remaining)! - Fires AP Gauss Rifle at Osteon C (2 base + 0 range + 2 movement + 3 enemy movement - 1 cybernetics = 6): rolled 10, hit Center Torso (38/40 armor remaining)! - Fires AP Gauss Rifle at Osteon C (2 base + 0 range + 2 movement + 3 enemy movement - 1 cybernetics = 6): rolled 8, hit Center Torso (36/40 armor remaining)! - Gains 24 heat, sinks 24! Sin #7 (Player) - Attacks the Hellstar’s legs (3 base + 0 surviving troopers + 0 enemy movement - 1 exposed actuators - 1 cybernetics = 1): rolled 7, hit Right Leg (8/20 structure remaining)! Crit! Crit! Legion #8 (Player) - Fires rHeavy PPC at Osteon C (3 base + 0 range + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 5, miss! - Fires AP Gauss Rifle at Osteon C (3 base + 2 range + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics = 10): rolled 5, miss! - Fires AP Gauss Rifle at Osteon C (3 base + 2 range + 2 movement + 3 enemy movement + 1 heat - 1 cybernetics = 10): rolled 10, hit Left Leg (34/36 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Legion #9 (Player) - No orders received! - Gains 0 heat, sinks 24! Legion #10 (Player) - Fires Large R-e Laser at Hellstar (2 base + 2 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 5): rolled 5, hit Right Arm (14/32 armor remaining)! - Fires Large R-e Laser at Hellstar (2 base + 2 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 5): rolled 9, hit Left Torso (21/30 armor remaining)! - Fires Light PPC at Hellstar (2 base + 2 range + 3 movement + 0 enemy movement - 1 cybernetics = 6): rolled 7, hit Right Torso (25/30 armor remaining)! - Gains 30 heat, sinks 24! Overheating! Legion #11 (Player) - Holds fire! - Gains 5 heat, sinks 24! Legion #12 (Player) - Fires Large R-e Laser at Hellstar (2 base + 0 range + 2 movement + 0 enemy movement - 1 cybernetics - 1 laser = 2): rolled 9, hit Left Arm (23/32 armor remaining)! - Fires Light PPC at Hellstar (2 base + 0 range + 2 movement + 0 enemy movement - 1 cybernetics = 3): rolled 12, hit Left Arm (18/32 armor remaining)! - Gains 25 heat, sinks 24! Osteon C - Fires Medium Pulse Laser at Legion #3 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 9, hit Right Torso (7/24 armor remaining)! - Fires Medium Pulse Laser at Legion #3 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 9, hit Left Torso (7/24 armor remaining)! - Fires Medium Pulse Laser at Legion #3 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 3, miss! - Fires Medium Pulse Laser at Legion #3 (5 base + 0 range + 3 movement + 2 enemy movement - 2 pulse laser - 1 targeting computer = 7): rolled 9, hit Left Arm (0/24 armor, 9/12 structure remaining)! Crit! - Gains 21 heat, sinks 22! Hellstar 2 - Fires ER PPC at Legion #3 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 6, hit Right Torso (0/24 armor, 10/16 structure remaining)! Crit! - Fires ER PPC at Legion #3 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 5, hit Left Torso (0/24 armor, 10/16 structure remaining)! Crit! - Fires ER PPC at Legion #3 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 10, hit Left Arm (0/12 structure remaining)! Left arm blown off! - - Damage transfers to Left Torso (4/16 structure remaining)! Crit! - Fires ER PPC at Legion #3 (4 base + 0 range + 0 movement + 2 enemy movement - 1 targeting computer = 5): rolled 9, hit Left Torso (0/16 structure remaining)! Torso destroyed! Engine hit! Engine hit! - - Damage transfers to Center Torso (14/38 armor remaining)! - Gains 60 heat, sinks 50! Overheating! King Cobra - Torso-twists to threaten hex 1215! - Fires Gauss Rifle at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement - 1 targeting computer = 4): rolled 8, hit Center Torso (0/38 armor, 11/13 structure remaining)! Crit! - Fires ER Medium Laser at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement - 1 targeting computer = 4): rolled 10, hit Left Arm (2/12 structure remaining)! Crit! - Fires Streak SRM-6 at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, hit Left Arm (0/12 structure remaining (arm blown off!)), Left Leg (21/32 armor remaining), Center Torso (9/23 structure remaining (Crit!)), Left Leg (20/32 armor remaining), Right Leg (5/32 armor remaining), Left Torso (22/24 armor remaining)! - Fires Streak SRM-6 at Legion #5 (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 6, hit Right Leg (4/32 armor remaining), Center Torso (7/23 structure remaining (Crit!)), Center Torso (5/23 structure remaining (Crit!)), Left Torso (21/24 armor remaining), Center Torso (3/23 structure remaining (Crit!)), Center Torso (1/23 structure remaining (Crit!))! - Gains 8 heat, sinks 32! End Phase: Hellstar - Critical chance in Right Leg: rolled 8, 1 critical hit sustained! - - Left upper leg actuator hit! - Critical chance in Right Leg: rolled 7, no critical hits sustained! - Must pass a piloting test or fall (4 base + 2 actuator damage + 1 massive damage = 7): rolled 9, succeeds! Legion #3 - Critical chance in Right Torso: rolled 5, no critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 6, succeeds! Legion #5 - Critical chance in Center Torso: rolled 7, no critical hits sustained! - Critical chance in Center Torso: rolled 5, no critical hits sustained! - Critical chance in Center Torso: rolled 9, 1 critical hit sustained! - - TSEMP Damaged! - Critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - TSEMP Destroyed! - Critical chance in Center Torso: rolled 9, 1 critical hit sustained! - - Engine destroyed! Mech destroyed! - Critical chance in Center Torso: rolled 7, no critical hits sustained! Physical Combat Phase: Legion #3 (Player) - Kicks Hellstar (3 base + 3 movement + 0 enemy movement - 2 kick - 1 cybernetics = 3): rolled 9, hit Right Leg (0/20 structure remaining)! Leg blown off! - - Damage transfers to Center Torso (7/45 armor remaining)! Legion #6 (Player) - Kicks Osteon C (3 base + 2 movement + 3 enemy movement - 2 kick - 1 cybernetics = 5): rolled 10, hit Left Leg (16/36 armor remaining)! Osteon C - Kicks Legion #6 (5 base + 3 movement + 1 enemy movement - 2 kick = 7): rolled 8, hit Left Leg (16/32 armor remaining)! Hellstar - Kicks Legion #3 (4 base + 0 movement + 2 enemy movement - 2 kick = 4): rolled 8, hit Right Leg (16/32 armor remaining)! End Phase: Osteon C - Must pass a piloting test or fall (4 base + 1 massive damage + 0 kicked = 5): rolled 5, succeeds! Legion #3 - Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked - 1 cybernetics = 3): rolled 7, succeeds! Legion #6 - Must pass a piloting test or fall (3 base + 1 massive damage + 0 kicked - 1 cybernetics = 3): 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 (Complete!) - Win before Turn 15 (1 turn remaining)! Orders Due: Midnight Saturday!
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# ? May 23, 2018 20:40 |
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So we can probably put three Legions on each target at kick range if we arrange everything correctly. That plus shooting has a decent enough chance to mission kill both of them. Leg attacks from the Sins for good measure to make sure they fall down and take extra damage if they don't get legged might be a good idea. Hitting the objective right on the deadline is still possible.
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# ? May 23, 2018 21:01 |
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@ptn, hellstar should be at 10 overheat now, I believe. @the team, I'm thinking some tsemp shots are in order, I'm at three heat so I could stand still and rHPPC +TSEMP at the king cobra and, assuming it doest take out one of my legs, be at 9 heat next turn for a hot kick of death option.
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# ? May 23, 2018 21:02 |
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I think the Hellstar's out since it's been legged so it's just time to focus down the King Cobra.
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# ? May 23, 2018 21:03 |
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Just the King Cobra and the really stubbornly durable Osteon C left standing now.
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# ? May 23, 2018 21:12 |
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You guys want me to do a leg attack on 0811 or 1313?
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# ? May 23, 2018 21:15 |
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I think a leg attack on the Osteon hitting the left leg and rolling a really lucky 12 for the crit table is the only chance to put it away this turn. It's positioned so no one can get a hit on that left leg guaranteed.
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# ? May 23, 2018 21:16 |
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If I run I can get to 1218. Doesn't look like I can hit anything from there though?
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# ? May 23, 2018 21:17 |
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Gwaihir posted:I think a leg attack on the Osteon hitting the left leg and rolling a really lucky 12 for the crit table is the only chance to put it away this turn. It's positioned so no one can get a hit on that left leg guaranteed. I can jump to 1810 and kick it, plus there's always the chance of a head shot...
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# ? May 23, 2018 21:28 |
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I'm running to 1414, unloading on the King Cobra and TSM kicking it.
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# ? May 23, 2018 22:03 |
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So. I was going to ask you to help me pick which of these worked better: But the compact one (#2) is so much better than the old style one I'm just going to use it.
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# ? May 23, 2018 23:05 |
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# ? Apr 28, 2024 09:27 |
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Second one looks fantastic! e: Also cannot wait to play some post timeskip fun after binging the gently caress out of so much HBS battletech. I'm imagining that things might feel semi similar. Gwaihir fucked around with this message at 23:21 on May 23, 2018 |
# ? May 23, 2018 23:17 |