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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Told you all to kill the copters.

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Sam Hall
Jun 29, 2003

Sair posted:

Why would you want to make yourself roll all those location hits? :cry:

UACs and LB-2s both cause the same number of hits on the cluster table:confused:

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Sam Hall posted:

UACs and LB-2s both cause the same number of hits on the cluster table:confused:

Thats only if PTN fires the UACs on ultra

Usual Barb
Aug 27, 2005

pop it and lock it
I totally killed a helicopter, this isn't my fault.

Magni
Apr 29, 2009

Axe-man posted:

The Clans are very effective if you look at what they did when they came out into btech: completely loving up the interhouse balancing act that was going on. While the houses have had losses and gains for most of the IS it was stable. That was until the clans came in and wrecked two biggies and with no indication what the gently caress was going on. The clan invasion is very effective of completely turning IS politics on it's head, but beyond that, it wasn't very well concieved, and Clan Wolf knew it from the start. <canonwise>

Well, to be fair, the balance between the Houses was already flying out the window at that point. Even with the 3039 setback, the Fed-Com was turning into a juggernaut. Without the Clan invasion and hence with more time to fully integrate the two halves, there'd be quite the chance that you'll have the de-facto return of the Star League under Steiner-Davion management by the end of the century.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Magni posted:

Well, to be fair, the balance between the Houses was already flying out the window at that point. Even with the 3039 setback, the Fed-Com was turning into a juggernaut. Without the Clan invasion and hence with more time to fully integrate the two halves, there'd be quite the chance that you'll have the de-facto return of the Star League under Steiner-Davion management by the end of the century.

This is true...

... except Primus Tiepolo was right: Left to their own devices, Han Solo Hanse Davion and Katrina Steiner's heirs were their own worst enemies; Katrina and Victor would've had a civil war regardless leaving the ineffectual Yvonne and Peter in charge of a splintering Fedcom. Seizing the opportunity, Coordinator Hohiro Kurita (a blade un-blunted by the Dragoons) would've rushed to avenge his father's dishonor and attacked the Lyran Commonwealth; stretching the Draconis Combine's production capabilities beyond their limits and, denied the basic luxuries they expect, this would've resulted in widespread rebellions that would've eventually splintered the Draconis Combine.

Meanwhile, the Capellan Confederation would simply flail about ineffectually under Romano Liao's leadership--and her ill-conceived attacks on the Free Worlds League would slowly whittle away her military strength while the Free Worlds League would, under the leadership of "Thomas Marik", simply bide their time.

Without the Clans, we were two generations from a ComStar victory.

... So, indirectly (and by being total asshats), the Clans fulfilled Kerensky's original intent and saved the Inner Sphere. Kinda.

Edit: Also, the update's done. Someone post so I don't have to double-post.

PoptartsNinja fucked around with this message at 04:00 on Aug 14, 2011

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

:smug: I'll take the hit for the team, and I think without the intervention of the clans, there wouldn't have been so much division in the lyran-fed com alliance.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
House Call: Tactical Update 10

Movement Phase
F2 Unknown Quad 1
(Overheated badly but didn’t shut down. You’ll notice I’m not showing anything heat related for the OpForce unless it’s really critical—I’ve been giving you less information about them as time goes by; this is intentional).
- Attempts to stand (3 base + 5 leg destroyed - 2 careful stand = 6): rolled 4, fails!
- F2 Unknown Quad 1 suffers damage to Left Rear Leg (12/34 armor remains), Center Torso (0/28 armor, 24/25 structure remains (critical chance!))!



End Phase
F2 Unknown Quad 1
- Must pass a piloting test to avoid pilot damage (3 base + 5 leg destroyed + 1 attempting to avoid pilot damage = 9): rolled 7, fails!
- Pilot hit!
- Must pass a 5+ consciousness test: rolled 6, succeeds!
- Critical chance in Center Torso! 3 critical hits sustained!
- Gyro hit!
- Engine destroyed! ‘Mech destroyed by Engine Destruction!
- Gyro destroyed!



Combat Phase
F1 King Crab IIC
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 10, hit Right Torso (24/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 7, hit Center Torso (42/44 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 4, hit Center Torso (40/44 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Center Torso (38/44 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Right Torso (22/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (26/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Right Leg (36/40 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (24/30 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 8, hit Left Leg (26/40 armor remains)!
- Fires Ultra AC/2 at R1 King Crab (0 base + 2 range + 0 movement + 0 enemy movement + 2 EM Interference = 4): rolled 6, hit Left Torso (22/30 armor remains)!
- Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 6, hit Left Leg (19/24 armor remains)!
- Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 7, hit Left Leg (14/24 armor remains)!
- Fires ER Small Laser at R6 Starslayer (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 1 secondary target = 6): rolled 5, miss!

F5 Unknown Quad 2
- Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Fires ER Medium Laser at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 7, miss!
- Fires Streak SRM 6 at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 6, fails to lock on!
- Fires Streak SRM 6 at R3 Black Knight (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 11, hit Left Torso (7/16 structure remains (critical chance!)), Right Arm (0/24 armor, 11/12 structure remains (critical chance!)), Center Torso (25/29 armor remains), Right Arm (9/12 structure remains (through-armor critical chance!)), Right Leg (3/24 armor remains), Right Leg (1/24 armor remains)!

V1 Unknown VTOL 1
- Fires ER Large Laser at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 9, hit Rear Center Torso (0/16 armor, 15/23 structure remains)! Critical Chance!
- Fires Streak SRM 2 at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 5, fails to lock on!
- Fires Streak SRM 2 at F2 Flashman (4 base + 0 range + 2 movement + 1 enemy movement + 2 EM Interference = 9): rolled 3, fails to lock on!

R1 King Crab
- Fires Gauss Rifle at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 9, hit Left Arm (11/34 armor remains)!
- Fires Gauss Rifle at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Fires LRM 15 at F1 King Crab IIC (2 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Fires Large Pulse Laser at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference - 2 Pulse Laser= 8): rolled 7, miss!
- Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference= 10): rolled 9, fails to lock on!
- Fires Streak SRM-2 at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference= 10): rolled 5, fails to lock on!
- Gains 19 heat, sinks 13!

R2 Flashman
- Reverses arms!
- Fires Large Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 9, hit Front (0/16 armor remains)! Through-Armor Critical!
- Fires Large Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Fires Medium Laser (REAR) at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 11, hit Rotors (0/2 armor remains)! Movement reduced to 6/9!
- Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 7, miss!
- Fires Medium Laser at V1 Unknown VTOL 1 (2 base + 0 range + 2 movement + 2 enemy movement + 2 EM Interference = 8): rolled 5, miss!
- Gains 27 heat, sinks 30!

R3 Black Knight
- Fires ER PPC at F5 Unknown Quad 2 (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 3, miss!
- Fires Medium Laser at F5 Unknown Quad 2 (2 base + 2 range + 1 movement + 3 enemy movement + 2 EM Interference = 10): rolled 6, miss!
- Gains 19 heat, sinks 32!

R4 Exterminator
- Holds fire!
- Gains 11 heat, sinks 20!

R6 Starslayer
- Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 7, hit Left Arm (3/34 armor remains)!
- Fires Large Laser at F1 King Crab IIC (2 base + 0 range + 3 movement + 0 enemy movement + 2 EM Interference = 7): rolled 10, hit Right Leg (34/42 armor remains)!
- Fires SRM 4 at F1 King Crab IIC (2 base + 2 range + 3 movement + 0 enemy movement + 2 EM Interference = 9): rolled 3, miss!
- Gains 24 heat, sinks 22! Overheating!




End Phase:
R1 King Crab
- Must make a piloting test or fall (3 base + 1 massive damage = 4): rolled 3, falls!
- Suffers damage to Left Arm (27/34 armor remains), Right Arm (15/34 armor remains)
- Must make a piloting test to avoid pilot damage (3 base + 1 massive damage + 1 trying to avoid pilot damage = 5): rolled 7, succeeds!

R2 Flashman
- Critical chance in Center Torso! 2 critical hits sustained!
- Large Laser destroyed!
- Engine hit!

R3 Black Knight
- Critical chance in Left Torso! No critical hits sustained!
- Critical chance in Right Arm! No critical hits sustained!
- Through-armor critical chance in Right Arm! No critical hits sustained!

V1 Unknown VTOL 1
- Critical hit on Front!
- Weapon Malfunction! LL 1-2, SSRM-2 3-4, SSRM-2 5-6; rolled 5!
- Streak SRM-2 may not be fired until malfunction is cleared!



Physical Combat Phase:
F1 King Crab IIC
- Attempts to kick R6 Starslayer (1 base + 0 movement + 3 enemy movement + 2 Clanner - 2 kick = 4): rolled 11, hit Left Leg (0/24 armor, 6/12 structure remains)! Critical chance!

R6 Starslayer
- Attempts to kick F1 King Crab IIC (3 base + 3 movement + 0 enemy movement - 2 kick = 4): rolled 6, hit Right Leg (24/32 armor remains)!



End Phase:
R6 Starslayer
- Critical chance in Left Leg! 1 critical hit sustained!
- Hip actuator destroyed!
- Must make a piloting test or fall (3 base + 2 movement + 2 hip actuator destroyed + 0 kicked + 1 massive damage = 8): rolled 7, fails!
- Suffers damage to Right Arm (11/16 armor remains)!
- Must make a piloting test to avoid pilot damage (3 base + 2 movement + 2 hip actuator destroyed + 0 kicked + 1 massive damage + 1 avoiding pilot damage = 9): rolled 5, fails!
- Must pass a 3+ consciousness test: rolled 4, succeeds!

F1 King Crab IIC
- Must make a piloting test or fall (1 base + 0 movement + 0 kicked + 1 massive damage = 2): Automatic success!



Turn End Phase:
Clanners lose the initiative!



Light as a feather, Acolyte Lorraine brought his leaping Starslayer down directly in front of the enemy King Crab. Against the real thing, he would’ve considered such a move tantamount to suicide—but against a cheap Clan knockoff with light autocannons? He was confident he could prevail against a single under-gunned assault.

With a wicked grin, he caressed the firing studs on his control sticks; the amber beams of his large lasers speared at the Clan machine, sending molten armor pouring like blood from a wound. The Clanner’s response was immediate, the battery of defensive lasers on the ‘Mech’s shoulders stabbing into the Starslayer’s left leg—but a few medium lasers would hardly deter Gunter Lorraine.

He snapped his leg outward, catching the Clanner off-guard. His ‘Mech’s foot crumpled the armor protecting the King Crab’s right leg. For an instant, the Clanner seemed to hesitate—perhaps he was simply surprised at Lorraine’s audacity—then he counterattacked. This was the moment Lorraine had been dreading, he danced backwards, trying to use his superior mobility; but the big Clan machine simply hopped forward with its other leg and delivered a creditable crescent kick.

The Starslayer shook under the impact, and Lorraine fought the controls—but his left leg simply refused to respond. He hit the ground with a shriek of tortured metal, barely catching himself with one arm to soften the blow and prevent it from irreparably warping his ‘Mech’s skeleton. The hit snapped his head back—his heavy neurohelmet protecting him from whiplash; but hardly protecting his brain from rebounding off the back of his own skull.

Lorraine opened his eyes an instant later, blinking away blurred vision—and cringed to find nothing but empty space behind him. That damned Clanner had nearly kicked him off the cliff!

His radio crackled. “This fight is lost,” the Clanner’s gruff voice sounded. “Fighting against the inevitable may be glorious and many of you would die by my hand; but suicide is as wasteful as it is also stupid and I—” There was a pause, perhaps simply for dramatic effect. “—I am not stupid. I request that you grant my surviving ‘Mechwarriors and I hegira.”

There was a longer pause, the Clansman perhaps expecting an instantaneous reply. “I expect you barbarians will refuse; and I will be forced to slay many of you. If that is your choice—”



Enemy Forces / Next Turn’s Movement:
F1 King Crab IIC holds position!
F 5 Unknown Quad 2 jumps 6 to 1920!

V1 Unknown VTOL 1 cruises 4 to 1112!



Mission Objectives
Defeat the Hell’s Horses (4/7 completed!)








KGC-001 King Crab
Weight: 100 tons (Assault)
HD A(S): 5/9 (3/3)
LT A(S): 22/30 (21/21)
LT R A(S): 10/10
CT A(S): 38/44 (31/31)
CT R A(S): 15/15
RT A(S): 22/30 (21/21)
RT R A(S): 10/10
LA A(S): 27/34 (17/17)
RA A(S): 15/34 (17/17)
LL A(S): 26/40 (21/21)
RL A(S): 36/40 (21/21)
Heat: 8/30
Overheat Penalty: None
Heat Sinks: 13
Movement: 3/5/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely
Mechwarrior Player: DatonKallandor
Mechwarrior Status: Shrapnel Wound, Coolant Poisoning (5+)
Armament:
LRM 15 – LT (Heat: 5, Ammo: 2, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Gauss Rifle – RA (Heat: 1, Ammo: 18, Range: (L:22 M:15 S:7), Status: OK!)
Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!)
Streak SRM-2 – RT (Heat: 2, Ammo: 99, Range: (L:9 M:6 S:3), Status: OK!)
Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
CASE – LT
CASE – RT
Critical Damage: None!
Notes: 2 hands

FLS-8K Flashman
Weight: 75 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 17/22 (16/16)
LT R A(S): 10/10
CT A(S): 21/25 (23/23)
CT R A(S): 0/16
RT A(S): 20/22 (16/16)
RT R A(S): 10/10
LA A(S): 0/24 (10/12)
RA A(S): 24/24 (12/12)
LL A(S): 1/27 (16/16)
RL A(S): 12/27 (16/16)
Heat: 8/30
Overheat Penalty:
Heat Sinks: 15(30)
Movement: 5/8/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XIV Erica Mars
Mechwarrior Player: Uberjew
Mechwarrior Status: Whiplash (3+)!
Armament:
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: Destroyed!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!)
Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!)
Critical Damage: Engine hit (+5 heat/turn)!
Notes: no hands

BL6b-KNT Black Knight
Weight: 75 tons (Heavy)
HD A(S): 2/9 (3/3)
LT A(S): 0/24 (7/16)
LT R A(S): 8/8
CT A(S): 25/29 (23/23)
CT R A(S): 10/10
RT A(S): 8/24 (16/16)
RT R A(S): 8/8
LA A(S): 19/24 (12/12)
RA A(S): 0/24 (9/12)
LL A(S): 20/24 (16/16)
RL A(S): 1/24 (16/16)
Heat: 3/30
Overheat Penalty:
Heat Sinks: 16(32)
Movement: 4/6/0
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte IX Guy Lesable
Mechwarrior Player: Gothsheep
Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+)
Armament:
ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!)
Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Beagle Active Probe – CT (Status: OK!)
Critical Damage: None!
Notes: 2 hands

EXT-4NS Exterminator
Weight: 65 tons (Heavy)
HD A(S): 9/9 (3/3)
LT A(S): 11/20 (15/15)
LT R A(S): 8/8
CT A(S): 9/21 (21/21)
CT R A(S): 8/8
RT A(S): 0/20 (13/15)
RT R A(S): 8/8
LA A(S): 16/18 (10/10)
RA A(S): 16/18 (10/10)
LL A(S): 17/19 (15/15)
RL A(S): 12/19 (15/15)
Heat: 1/30
Overheat Penalty: Movement reduced to 5/8/6!
Heat Sinks: 10(20)
Movement: 6/9/6
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XXVI Evelyn Rush
Mechwarrior Player: W.T. Fits
Mechwarrior Status: Neural Shock (5+)!
Armament:
ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!)
Anti-Missile System – RT (Heat: 1, Ammo: -), Status: Destroyed!)
LRM 10 – LT (Heat: 4, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!)
Critical Damage: 1 Engine hit (+5 heat/turn)!
Notes: 2 hands

LNX-9C Lynx
Weight: 55 tons (Medium)
Mechwarrior Name: Acolyte XI Pavil Cherenkov
Mechwarrior Player: Revenant Threshold
Mechwarrior Status: OK!
Critical Damage: Engine Destroyed!
Notes: destroyed, counts as rough terrain

STY-3C Starslayer
Weight: 50 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 14/19 (12/12)
LT R A(S): 5/5
CT A(S): 22/26 (16/16)
CT R A(S): 6/6
RT A(S): 12/19 (12/12)
RT R A(S): 5/5
LA A(S): 7/16 (8/8)
RA A(S): 11/16 (8/8)
LL A(S): 14/24 (12/12)
RL A(S): 24/24 (12/12)
Heat: 7/30
Overheat Penalty: Movement reduced to 4/6/5!
Heat Sinks: 11(22)
Movement: 5/8/5
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Acolyte XIII Gunter Lorraine
Mechwarrior Player: Xmas Future
Mechwarrior Status: Mild concussion (3+)!
Armament:
Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!)
SRM 4 – LT (Heat: 3, Ammo: 22, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: Destroyed!)
Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!)
CASE – LT (Status: OK!)
Critical Damage: None!
Notes: 1 hand / no right arm hand or arm actuators



Enemy Status
F1 King Crab IIC
Weight: 100 tons (Assault)
Mechwarrior: Pilot 1, Gunnery 0
Mechwarrior Name: Star Colonel Grier Seidman
Mechwarrior Status: OK!
Armament: Unknown
Critical Damage: None!

F2 Unknown Quad 1
Weight: 80 tons (Assault)
Mechwarrior Name: Ed
Mechwarrior Status: Mild concussion (3+)!
Notes: ‘Mech destroyed, counts as Rough Terrain!

F3 Dervish IIC
Weight: 55 tons (Medium)
Mechwarrior Name: Simmons
Mechwarrior Status: Killed!
Notes: ‘Mech Destroyed, counts as Rough Terrain!

F4 Hunchback IIC
Weight: 50 tons (Medium)
Mechwarrior Name: Fitzgerald
Mechwarrior Status: Ok!
Notes: ‘Mech Destroyed, counts as Rough Terrain!

F 5 Unknown Quad 2
Weight: 40 tons (Medium)
Mechwarrior: Pilot 3, Gunnery 2
Mechwarrior Name: Dash
Mechwarrior Status: OK!
Armament: Unknown
Critical Damage: None!
Notes:

V1 Unknown VTOL 1
Weight: 21 tons (VTOL)
Crew: Pilot 4, Gunnery 4
Crew Names: Pilot Mortimer, Gunner Bartlebee
VTOL Status: Rotor hit, movement reduced to 8/12! Stabilizer hit, movement penalty doubled for Front-mounted weapons!
Armament: Unknown
Notes:

V1 Unknown VTOL 2
Weight: 21 tons (VTOL)
Crew Names: Pilot Skye, Gunner Benjamin
VTOL Status: Crashed!
Notes: Vehicle Destroyed, counts as Rough Terrain!

PoptartsNinja fucked around with this message at 04:43 on Aug 14, 2011

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Clanners are offering to quit the area, if you take it you win. I recommend you take it, you are after the hpg and the hpg only.


You only need to defeat them, if they surrender the field then you will have defeated them, etc. TAKE THE OFFER.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
Accept the safcon. For the love of Blake accept it.

Also this is why I thought you guys being all doom and gloom last turn was silly. The clanners just didn't have nearly the firepower of the players. The Bane is a great long ranged crit-seeker, but it has no punch.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."
So, Comguard. You willing to accept a win and the respect of Clanners on behalf of the entire Comstar organization for adhering to their rules and showing graciousness in victory? Or are you going to get good men killed taking an objective that's being freely offered to you?

edit: echoing Knox LET THE PEACE OF BLAKE SETTLE OVER THE BATTLEFIELD KNOWING YOU HAVE WON.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?)

Usual Barb
Aug 27, 2005

pop it and lock it
Surely we're more civilized than these warlike barbarians. I accept his surrender (and I also don't want to get crushed :gonk: ).

Edit: Oh, he's not surrendering, just asking to leave.

Usual Barb fucked around with this message at 04:18 on Aug 14, 2011

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

PoptartsNinja posted:

Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?)

The ComGuard becomes obsessed with the cUAC/2, fielding them over every other weapon in their arsenal. The Steel Vipers are ilClan within three years.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?)

They do, How else can they fight him later. Also doing this will at least show the clanners that Comstar has some honor. and you will still get the other 3 mechs. one of which is intact save for a headcapping.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

KnoxZone posted:

The ComGuard becomes obsessed with the UAC/2, fielding them over every other weapon in their arsenal. The Steel Vipers are ilClan within three years.

Do not dare tempt me to reverse my call for granting them...

Wait, safcon? Should Star Colonel Seidman not be asking for... hegira?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Mukaikubo posted:

Do not dare tempt me to reverse my call for granting them...

Wait, safcon? Should Star Colonel Seidman not be asking for... hegira?

Good point... PTN is this just a mistake?


(I would like to chalk up a player win and another political vote)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Mukaikubo posted:

Wait, safcon? Should Star Colonel Seidman not be asking for... hegira?

I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas.

Alternatively, I typo'd because I haven't done much Comlang since the Steel Vipers.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
The thing that's bugging me about this offer is he's already declared that we're to be treated as tanks.

Why should we trust that he'll honor his word when he's already decided that we're not worthy of honor?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
Poptarts do you want turns, or votes as to whether to end this here or what?

Because I'm pretty much in favor of them buggering out so we can take the HPG without losing another two mechs in the process. Presuming that would in fact accomplish our mission, but I don't actually know everything about the mission our pilots know!

Usual Barb
Aug 27, 2005

pop it and lock it
I still accept his request for purely selfish reasons. Gunter's too cool to die.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas.

Take the offer Crabguard. You can bask in the glory of success and captured clantech. (the headcapped mech is 100% salvagable, heads are easy to replace)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

UberJew posted:

Poptarts do you want turns, or votes as to whether to end this here or what?

It's up to the (surviving) ComGuards. If any one of them launches an attack--the fight continues. Even if you're just DFAing the Donar.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

PoptartsNinja posted:

I was torn there--he's not leaving the planet, simply the battlefield. Quite possibly he's asking for safe conduct to a different combat theater so he can go stomp a new mudhole in one of ComStar's flanks while leaving your five heavily damaged 'Mechs far behind Clan lines where they can be crushed basically any time the Hell's Horses get around to worrying about it and/or dispatching some Eponas.

Comguard has to be planning to do something with the HPG station, otherwise an artillery strike would remove it from the equation. The decision for the players here is is the opportunity to achieve a purely secondary objective (destruction of the clan forces) worth any sort of risk to the primary objective.

Given that the risk is not insubstantial, I'd take it.

landcollector
Feb 28, 2011

Mukaikubo posted:

So, Comguard. You willing to accept a win and the respect of Clanners on behalf of the entire Comstar organization for adhering to their rules and showing graciousness in victory? Or are you going to get good men killed taking an objective that's being freely offered to you?

edit: echoing Knox LET THE PEACE OF BLAKE SETTLE OVER THE BATTLEFIELD KNOWING YOU HAVE WON.

PoptartsNinja posted:

Alternatively: Think of how much the Peace of Blake will benefit by capturing that Kraken... (also, do you really want to let a 0/1 Clanner escape?)

My opinion is grant the surviving Hell's Horses units safcon (hegira?). Sure, killing the Star Colonel and other HH units and possibly salvaging the Kraken would be great, but the Comguards' primary mission is to recapture the HPG Facility. That facility is now being offered to them on a silver platter. Also, if they grant hegira they might gain the respect of the Star Colonel (remember the first scenario! Actions like that can have pleasant consequences).

This may be premature, depending on the players' decisions, but should we start nominating MVPs?

landcollector fucked around with this message at 04:33 on Aug 14, 2011

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Grant him safe retreat for his warriors but not for their mechs. They can all climb in to the one helo and retreat.

They can keep their honor and their lives, but the hardware is ours.

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions
If you guys don't accept this, I will probably cry.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

It's up to the (surviving) ComGuards. If any one of them launches an attack--the fight continues. Even if you're just DFAing the Donar.

so if one guy is an rear end in a top hat....

:ohdear: DON'T ATTACK THE CLANNERS.

the JJ
Mar 31, 2011
Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back.

(Seriously, demanding their mechs as blood price might be the best of both world option.)

Edit: Oh god I'm agreeing with Zaodai... I am the Manchurian Candidate. Space Chinese... Space Chinese...

the JJ fucked around with this message at 04:41 on Aug 14, 2011

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

the JJ posted:

Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back.

(Seriously, demanding their mechs as blood price might be the best of both world option.)

Demand the mechs fallen on the field, and any pilots of them that survived, let the others leave.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
That he's only asking to leave rather than surrendering should fill the CrabGuard with concern... but I suspect that in the long run, having ComStar 'prove' themselves worthy of honor (and thus, hopefully, they can go into future battles without being declared dezgra the moment they show up) will be of greater strategic value.

Clan Honor Rules are their big Achilles' Heel, and if you can prompt them into keeping that heel vulnerable for longer, that's a bigger win, not just for ComGuard but for the Sphereoids as a whole.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

the JJ posted:

Surround the mechs while 'considering the offer.' Grant the offer. Shoot them in the back.

(Seriously, demanding their mechs as blood price might be the best of both world option.)

Or, you could save everyone a turn of waiting, and just tell them to go to hell and continue the fight. Demanding their mechs is not a real option, I do not think.

edit: Krab is talking sense for once.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
I think the ComGuard will have already proven themselves dezgra once word about the space battle gets out.

Urcinius
Mar 27, 2010

Chapter Master of the
Woobie Marines
I would just like to ask one thing? Are we sure they won't gently caress with us in some manner on the way out? I'm just remembering the Nova that DFA'ed a tank while 'withdrawing' and some Donegals that were not returned. Can anybody say that the HPG won't somehow get torched by a remote detonation or something if the 0/1 is alive?

I don't think it likely, even suspecting that Poptarts just feels that this battle has run its course, but I'm just want to put forth the idea that there might be a gotcha in this easy ending. Be careful how you tread, players.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

KnoxZone posted:

I think the ComGuard will have already proven themselves dezgra once word about the space battle gets out.

The space battle was clearly a second line unit fighting another second line unit. The crew of the dropship were scum given a second chance to regain honor as were the mechwarriors.

Tempest_56
Mar 14, 2009

Take the offer. The objective is the important thing - that HPG. You're very likely to lose another mech next turn, and that's the initiative swinging back the other way again. You're not likely to survive that happening again.

landcollector
Feb 28, 2011

Urcinius posted:

I would just like to ask one thing? Are we sure they won't gently caress with us in some manner on the way out? I'm just remembering the Nova that DFA'ed a tank while 'withdrawing' and some Donegals that were not returned. Can anybody say that the HPG won't somehow get torched by a remote detonation or something if the 0/1 is alive?

I don't think it likely, even suspecting that Poptarts just feels that this battle has run its course, but I'm just want to put forth the idea that there might be a gotcha in this easy ending. Be careful how you tread, players.

You raise a valid point, but consider this: who says that, if the fighting continues, he won't simply trigger said remote detonator before he dies?

ZeeToo
Feb 20, 2008

I'm a kitty!
You guys are all seriously touting the benefits of not shooting up giant robots with lasers. :colbert:

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

ZeeToo posted:

You guys are all seriously touting the benefits of not shooting up giant robots with lasers. :colbert:

There will be more giant robots later, there are always more.

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Chicken Slayer
Nov 7, 2009
If you take the offer, I foresee Star Colonel Grier Seidman becoming an important character.

...I have no problem with this.

Anyway, decide as a group. Make sure you're all committed to doing the same thing guys. We might require people to talk this over to avoid having 4 mechs cease fire and the 5th mech kick and flail at the Bane.

EDIT: Ah, looks like Poptarts just changed it back to Hegira. In the interests of ending the scenario and getting onto another Political Vote, I would be interested in taking this chance to end the scenario.

Chicken Slayer fucked around with this message at 04:48 on Aug 14, 2011

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