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Arquinsiel posted:I'm trying to work out a way to make a sugar-shell around something that will explode on contact with alcohol after the sugar melts sending rivulets of molten sugar everywhere. Dry ice might work* *not responsible for personal injuries
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# ? Dec 5, 2012 01:05 |
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# ? Apr 28, 2024 01:06 |
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DivineCoffeeBinge posted:Tell me you gave yourself the gift of new (and hopefully kinder to goons) dice, PTN. Nope. Incidentally? LET THE SHELLING COMMENCE!
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# ? Dec 5, 2012 01:20 |
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PoptartsNinja posted:LET THE SHELLING COMMENCE! The Kestrel Grenadiers brought Long Tom Artillery. Either that, or at least 1 of the dropships isn't Union-class but rather Fortress-class.
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# ? Dec 5, 2012 01:27 |
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landcollector posted:
Either that, or the Death Commandos organized a surprise.
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# ? Dec 5, 2012 01:32 |
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The JagerMechs are only mounting guided ammunition for their HVAC-10s.
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# ? Dec 5, 2012 01:33 |
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PoptartsNinja posted:The JagerMechs are only mounting guided ammunition for their HVAC-10s. Kill JagerMechs. Got it.
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# ? Dec 5, 2012 01:39 |
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PoptartsNinja posted:The JagerMechs are only mounting guided ammunition for their HVAC-10s. Exquisite. This will be a day long remembered in the annals of the 1st Kestrel. (Glory-to-shame ratio yet to be determined.)
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# ? Dec 5, 2012 02:03 |
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Breakout: Tactical Update 4 Movement Phase X8 Mongoose - Must pass a piloting test to stand (2 base = 2): automatic success! - Attempts to enter hex 0827! Hex already occupied, movement ends in hex 0829! X11 Merlin - Must pass a piloting test or fall (1 base - 1 entered Depth 1 water = 0): automatic success! Combat Phase H1 Rifleman IIC - Fires Large Pulse Laser at S11 Sunfire (3 base + 2 range + 1 movement + 1 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Leg (18/28 armor remains)! - Fires Large Pulse Laser at S11 Sunfire (3 base + 2 range + 1 movement + 1 enemy movement - 2 pulse laser = 5): rolled 8, hit Center Torso (24/34 armor remains)! - Fires Large Pulse Laser at S11 Sunfire (3 base + 2 range + 1 movement + 1 enemy movement - 2 pulse laser = 5): rolled 10, hit Right Torso (0/24 armor, 14/16 structure remains)! Crit! - Fires Large Pulse Laser at S11 Sunfire (3 base + 2 range + 1 movement + 1 enemy movement - 2 pulse laser = 5): rolled 6, hit Center Torso (14/34 armor remains)! - Gains 41 heat, sinks 38! H2 Cougar D - Fires Large Pulse Laser at F4 Firestarter (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 5, miss! - Fires Large Pulse Laser at F4 Firestarter (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods - 2 pulse laser = 8): rolled 2, miss! - Gains 26 heat, sinks 25! X1 Banshee IIC - Torso twists to threaten hex 0226! - Fires ER PPC at S6 Valkyrie (3 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover + 1 light woods = 11): rolled 8, miss! - Fires Ultra AC/10 (single) at S6 Valkyrie (3 base + 2 range + 1 movement + 3 enemy movement + 1 partial cover + 1 light woods = 11): rolled 10, miss! - Gains 20 heat, sinks 22! H3 Wolf Spider A - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 11, hit Right Torso (4/11 armor remains)! - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 10, hit Left Leg (5/12 armor remains)! TAC! - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 3, miss! - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Left Arm (3/10 armor remains)! - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 9, hit Center Torso (6/13 armor remains)! - Fires ER Medium Laser at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 6, miss! - Fires Ultra AC/20 (single) at F3 Firestarter (3 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 9, hit Left Torso (0/11 armor, 0/8 structure remains)! Torso destroyed! - - Damage transfers to Center Torso (5/13 armor remains)! - Gains 43 heat, sinks 38! Overheating! Movement reduced! H4 Mad Dog Prime - Torso Twists to threaten hex 2330 - Fires Large Pulse Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 2 light woods - 2 pulse laser - 1 implants = 6): rolled 9, hit Left Leg (2/12 armor remains)! - Fires Large Pulse Laser at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 2 light woods - 2 pulse laser - 1 implants = 6): rolled 12, hit Center Torso (3/13 armor remains)! - Fires LRM-20 at F4 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 2 light woods - 1 implants = 8): rolled 8, 12 missiles hit Right Torso (6/11 armor remains), Left Leg (0/12 armor, 5/8 structure remains (Critical chance!)), Right Arm (8/10 armor remains)! - Gains 27 heat, sinks 24! H5 Stormcrow H - Fires Heavy Large Laser at F2 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy laser = 8): rolled 3, miss! - Fires Heavy Large Laser at F2 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy laser = 8): rolled 8, hit Right Leg (0/12 armor, 4/8 structure remains)! Crit! - Fires ER Medium Laser at F2 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 6, miss! - Fires ER Medium Laser at F2 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 12, hit Left Leg (5/12 armor remains)! - Fires ER Medium Laser at F2 Firestarter (3 base + 0 range + 1 movement + 3 enemy movement = 7): rolled 6, miss! - Gains 49 heat, sinks 44! Overheating! Movement reduced! X2 Exterminator - Fires Medium Pulse Laser at S6 Valkyrie (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 2 pulse laser = 9): rolled 7, miss! - Fires Medium Pulse Laser at S6 Valkyrie (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 2 pulse laser = 9): rolled 7, miss! - Fires Medium Pulse Laser at S6 Valkyrie (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 2 pulse laser = 9): rolled 9, hit Left Leg (damage blocked by terrain)! - Fires Medium Pulse Laser at S6 Valkyrie (3 base + 0 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 2 pulse laser = 9): rolled 9, hit Right Leg (damage blocked by terrain)! - Gains 24 heat, sinks 26! X3 Archer - Fires LRM-20 at S5 Valkyrie (1 base + 2 range + 0 movement + 3 enemy movement - 1 iLK = 5): rolled 10, 9 missiles hit Head (3/8 armor remains), Right Torso (8/12 armor remains)! - Fires LRM-20 at S5 Valkyrie (1 base + 2 range + 0 movement + 3 enemy movement - 1 iLK = 5): rolled 4, miss! - Gains 12 heat, sinks 15! X4 Po - Fires Medium Laser at S6 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 2 light woods = 12): rolled 9, miss! - Fires Medium Laser at S6 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 2 light woods = 12): rolled 11, miss! - Fires MRM-10 at S6 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 2 light woods - 1 iLK = 11): rolled 7, miss! - Fires MRM-10 at S6 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 2 light woods - 1 iLK = 11): rolled 5, miss! - Fires MRM-10 at S6 Valkyrie (1 base + 4 range + 2 movement + 3 enemy movement + 2 light woods - 1 iLK = 11): rolled 11, 6 missiles hit Right Torso (7/12 armor remains), Left Torso (11/12 armor remains)! - Gains 20 heat, sinks 18! X5 Blackjack - Fires Large Laser at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover = 11): rolled 6, miss! - Fires Large Laser at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover = 11): rolled 4, miss! - Gains 20 heat, sinks 25! X6 Dervish - Fires SRM-2 at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 1 iLK = 10): rolled 9, miss! - Fires SRM-2 at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover - 1 iLK = 10): rolled 4, miss! - Fires Medium Laser at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover = 11): rolled 10, miss! - Fires Medium Laser at S6 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods + 1 partial cover = 11): rolled 10, miss! - Gains 15 heat, sinks 15! X7 Vindicator - Fires PPC at S5 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods = 10): rolled 7, miss! - Fires LRM-5 at S5 Valkyrie (1 base + 2 range + 3 movement + 3 enemy movement + 1 light woods - 1 iLK = 9): rolled 4, miss! - Gains 4 heat, sinks 24! X8 Mongoose - No target in range - Gains 0 heat, sinks 15! X9 Cyclops IIC - Fires Medium Pulse Laser at S5 Valkyrie (1 base + 4 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 3, miss! - Fires Medium Pulse Laser at S5 Valkyrie (1 base + 4 range + 1 movement + 3 enemy movement - 2 pulse laser = 7): rolled 8, hit Right Torso (1/12 armor remains)! - Fires LRM-10 w/ Artemis IV at S5 Valkyrie (1 base+ 2 range + 1 movement + 3 enemy movement = 7): rolls 8, 6 missiles hit Right Torso (0/12 armor, 3/7 structure remains (Crit!)), Center Torso (13/14 armor remains)! - Gains 6 heat, sinks 30! X10 Marauder - Fires PPC at S5 Valkyrie (1 base + 2 range + 1 movement + 3 enemy movement = 7): rolled 10, hit Center Torso (3/14 armor remains)! - Fires Large Laser at S5 Valkyrie (1 base + 4 range + 1 movement + 3 enemy movement = 9): rolled 5, miss! - Fires Autocannon/5 at S5 Valkyrie (1 base + 2 range + 1 movement + 3 enemy movement = 7): rolled 9, hit Left Arm (4/9 armor remains)! - Gains 21 heat, sinks 27! X11 Merlin - Fires PPC at S5 Valkyrie (0 base + 2 range + 3 movement + 3 enemy movement = 8): rolled 7, miss! - Fires Medium Laser at S5 Valkyrie (0 base + 4 range + 3 movement + 3 enemy movement = 10): rolled 12, hit Center Torso (0/14 armor, 8/10 structure remains)! Crit! - Fires Medium Laser at S8 Valkyrie (0 base + 4 range + 3 movement + 3 enemy movement = 10): rolled 11, hit Left Torso (0/4 structure remains)! Torso destroyed! - - Damage transfers to Center Torso (7/10 structure remains) Crit! - Fires LRM-5 at S5 Valkyrie (0 base + 2 range + 3 movement + 3 enemy movement - 1 iLK = 7): rolled 12, 5 missiles hit Right Torso (0/7 structure remains)! Torso destroyed! - - Damage transfers to Center Torso (5/10 structure remains) Crit! - Gains 22 heat, sinks 27! X12 Atlas - Fires Gauss Rifle at S9 Sunfire (0 base + 2 range + 2 movement + 1 enemy movement + 1 light woods = 6): rolled 8, hit Right Torso (9/24 armor remains)! - Fires MRM-40 at S5 Valkyrie (0 base + 4 range + 2 movement + 1 enemy movement + 1 light woods + 1 MRM - 1 iLK = 8): rolled 7, miss! - Fires Medium Laser at S6 Valkyrie (0 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 secondary target = 12): rolled 7, miss! - Fires Medium Laser at S6 Valkyrie (0 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 secondary target = 12): rolled 6, miss! - Fires Medium Laser at S6 Valkyrie (0 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 secondary target = 12): rolled 12, hit Right Arm (4/9 armor remains)! - Fires Medium Laser at S6 Valkyrie (0 base + 4 range + 2 movement + 3 enemy movement + 2 light woods + 1 secondary target = 12): rolled 5, miss! - Gains 27 heat, sinks 30! H6 Gargoyle Tjris - Deactivates EI Implants - Fires Heavy Large Laser at F3 Firestarter (1 base + 0 range + 1 movement + 3 enemy movement + 1 partial cover + 1 heavy laser - 1 targeting computer = 6): rolled 7, hit Center Torso (0/13 armor, 0/11 structure remains)! `Mech destroyed! - Fires Heavy Large Laser at F3 Firestarter (1 base + 0 range + 1 movement + 3 enemy movement + 1 partial cover + 1 heavy laser - 1 targeting computer = 6): rolled 10, hit Center Torso! - Fires ER Small Laser at F3 Firestarter (1 base + 4 range + 1 movement + 3 enemy movement + 1 partial cover = 10): rolled 7, miss! - Gains 38 heat, sinks 42! S5 Valkyrie - Fires LRM-10 at X6 Dervish (2 base + 0 range + 3 movement + 3 enemy movement = 8): rolled 7, miss! S6 Valkyrie - Fires LRM-10 at X11 Merlin (2 base + 0 range + 3 movement + 2 enemy movement + 1 partial cover = 8): rolled 8, 4 missiles hit Right Leg (damage blocked by terrain)! F1 Firestarter - Fires Flamer at hex 2622 (2 base + 2 range + 3 movement - 4 immobile = 3): rolled 7, hit! Needs 4+ to start fire: rolls 8, succeeds! - Fires Flamer at hex 2623 (2 base + 2 range + 3 movement + 1 secondary target - 4 immobile = 4): rolled 6, hit! Needs 4+ to start fire: rolls 6, succeeds! - Fires Flamer at hex 2224 (2 base + 2 range + 3 movement + 2 secondary target + 1 in side arc - 4 immobile = 6): rolled 10, hit! Needs 4+ to start fire: rolls 10, succeeds! - Fires Flamer at hex 2321 (2 base + 2 range + 3 movement + 3 secondary target + 2 in rear arc - 4 immobile = 8): rolled 6, miss! F2 Firestarter - Fires Flamer (heat) at H5 Stormcrow H (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit! - Fires Flamer at hex 2724 (2 base + 4 range + 3 movement + 1 secondary target - 4 immobile = 6): rolled 8, hit! Needs 4+ to start fire: rolls 8, succeeds! - Fires Flamer at hex 2723 (2 base + 4 range + 3 movement + 2 secondary target - 4 immobile = 7): rolled 8, hit! Needs 4+ to start fire: rolls 9, succeeds! - Fires Flamer at hex 0321 (2 base + 2 range + 3 movement + 3 secondary target + 1 side arc - 4 immobile = 7): rolled 10, hit! Needs 4+ to start fire: rolls 4, succeeds! F3 Firestarter - Torso Twists to threaten hex 3027! - Fires Flamer (Heat) at H3 Wolf Spider (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 10, hit! H3 Wolf Spider gains 2 heat! - Fires Flamer (Heat) at H3 Wolf Spider (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 8, hit! H3 Wolf Spider gains 2 heat! - Fires Flamer (Heat) at H3 Wolf Spider (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 5, miss! - Fires Medium Laser at H3 Wolf Spider (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 10, hit Left Torso (19/24 armor remains)! - Fires Medium Laser at H3 Wolf Spider (2 base + 0 range + 3 movement + 2 enemy movement = 7): rolled 6, miss! F4 Firestarter - Spots H5 Storm Crow for Indirect Fire! S9 Sunfire - Fires Heavy PPC at X12 Atlas (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 9, hit Left Leg (26/41 armor remains)! - Fires Heavy PPC at X12 Atlas (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods = 9): rolled 5, miss! S10 Sunfire - Fires Heavy PPC at X2 Exterminator IIC (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods = 11): rolled 6, miss! - Fires Heavy PPC at H6 Gargoyle (2 base + 2 range + 2 movement + 3 enemy movement + 2 light woods = 11): rolled 5, miss! S11 Sunfire - Fires Heavy PPC at H6 Gargoyle (2 base + 4 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 4, miss! - Fires Heavy PPC at H6 Gargoyle (2 base + 4 range + 2 movement + 1 enemy movement + 1 light woods = 10): rolled 8, miss! S12 Sunfire - Fires Heavy PPC at X6 Dervish (2 base + 4 range + 2 movement + 3 enemy movement = 11): rolled 7, miss! - Fires Heavy PPC at X6 Dervish (2 base + 4 range + 2 movement + 3 enemy movement = 11): rolled 9, miss! S13 JagerMech - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled , ! - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled , ! S14 JagerMech - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 10, miss! - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 7, miss! S15 JagerMech - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 6, miss! - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 8, miss! S16 JagerMech - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 12, hit Right Leg (15/25 armor remains)! - Fires HVAC/10(guided) Indirectly at H5 Stormcrow (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover + 1 indirect fire + 3 spotter movement = 11): rolled 6, miss! End Phase: S5 Valkyrie - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Center Torso! 2 critical hits sustained! - - Engine hit! - - Engine hit! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 11, succeeds! - S5 Valkyrie Forced Withdrawal activated! F2 Firestarter - Critical chance in Right Leg! No critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 7, succeeds! F4 Firestarter - Critical chance in Left Leg! No critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 5, succeeds! S11 Sunfire - Critical chance in Right Torso! 2 critical hits sustained! - - Small Laser hit! - - Engine hit! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 8, succeeds! - S11 Valkyrie Forced Withdrawal activated! The Firestarter staggered, its robotic guts running molten orange as Tjris Amirault’s heavy laser cut it in half. The coruscating plasma erupting from its flamers sputtered and died as they sucked away the last of the little `Mech’s power. Its torso warped irreparably, the`Mech fell sprawling to the ground with a rumble Tjris barely felt through the soles of his combat boots. He did not gloat, took no exultation in this victory. It was just how the game was played: win until you were outbid. Win until you lost everything. Win, and in fifteen years the next generation of warriors may even remember your name. Win enough, and in fifty years everyone would remember your name. “Star Captain, one of the new designs is withdrawing,” Nicodemus reported in terse comlang. “Excellent shooting, Hastur,” Tjris replied automatically. A feed of the retreating `Mech flashed on his side monitor for an instant until Tjris killed it with the push of a button. He had no need to watch the replay, he simply knew which of his warriors had made the crippling shot. The ever-silent Hastur didn’t even grunt in reply. “An impressive design,” Kiren Ravenwater complemented. “PPCs and massed small lasers. I shall have to mirror it when I next refit iktomi.” Tjris’ stern expression cracked into a faint smile. “You put far too much pride in that little spider of yours, Kiren. Perhaps one day you will adopt a real Hell Horse `Mech.” Kiren laughed, “Perhaps, Star Captain. I can only outgrow one comfort at a time.” Mission Objectives: Secure the Dropships (incomplete) Hold off the 1st Kestrel Grenadiers (incomplete) Optional Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (2/40) Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (2/40) Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (1/40) Key: H1 Rifleman IIC, H2 Cougar D, X1 Banshee IIC H3 Wolf Spider A, H4 Mad Dog Prime, H5 Stormcrow H X2 Exterminator IIC, X3 Archer, X4 Po X5 Blackjack, X6 Dervish, X7 Vindicator X8 Mongoose, X9 Cyclops IIC, X10 Marauder X11 Merlin, X12 Atlas, H6 Gargoyle Tjris Enemy Movement Mods: S1 Mackie +0 S2 Battlemaster +0 S3 Awesome +0 S4 Sunfire +0 S5 Valkyrie +3 Jumped S6 Valkyrie +3 Jumped S9 Sunfire +0 S10 Sunfire +0 S11 Sunfire +2 S12 Sunfire +1 S13 JagerMech +1 S14 JagerMech +0 S15 JagerMech +0 S16 JagerMech +0 F1 Firestarter +3 Jumped F2 Firestarter +3 Jumped F4 Firestarter +3 Jumped F5 Hunchback, F6 Hunchback, F7 Hunchback, F8 Hunchback F9 Grasshopper, F10 Grasshopper, F11 Grasshopper, F12 Grasshopper G1 Phoenix Hawk, G2 Phoenix Hawk, G3 Phoenix Hawk, G4 Phoenix Hawk, G5 Grasshopper, G6 Grasshopper, G7 Grasshopper, G8 Grasshopper G9 Shadow Hawk, G9 Shadow Hawk, G9 Shadow Hawk, G9 Shadow Hawk Dropships: Too high to fire at, do not block movement. Player `Mech Status Enemy `Mech Status PoptartsNinja fucked around with this message at 17:15 on Dec 5, 2012 |
# ? Dec 5, 2012 02:32 |
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Oh no, what is Pop up to? Davion power armor? Long Toms? Did he land a dropship on you? I hope you survive whatever he throws at you, I want to you guys hit 40 kills. Edit: Welp, speak of the devil. Back Hack fucked around with this message at 03:48 on Dec 5, 2012 |
# ? Dec 5, 2012 02:33 |
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Escape, THEY CAN'T ESCAPE crush them.
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# ? Dec 5, 2012 02:44 |
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The fires are starting. We'd better get rid of those Jägermeisters then. drat you partial cover rules
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# ? Dec 5, 2012 02:52 |
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Wouldn't surprise me at all if it starts raining 'Mechs in the Death Commando back-field, what with how that DropShip is wandering.
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# ? Dec 5, 2012 02:54 |
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So, couple of things. It looks like the first Guided HVAC/10 shots didn't get the rolled to hit numbers included, but they didn't have damaged listed either so I guess it doesn't matter. Also, for the one that DID hit, didn't you mention during the design contest that indirect fire HVAC/10 rounds did damage in 5 point clusters?
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# ? Dec 5, 2012 03:48 |
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It probably won't make a difference but S5 Valkyrie got hit in the head; maybe he'll pass out.
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# ? Dec 5, 2012 03:58 |
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Stormcrow here. No clue on where I should move to get away from the flames.
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# ? Dec 5, 2012 04:16 |
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The Jagermech redesign didn't carry acid rounds, though I expect PTN is looking forward to bringing the Mackie into play to show them off.
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# ? Dec 5, 2012 04:28 |
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Belial42 posted:Stormcrow here. No clue on where I should move to get away from the flames. If I'm reading the fire rules correctly, you have nothing to worry about. You don't have any explosive ammo, and have a ton of heat sinks. Just fire one fewer heavy laser, or two fewer medium lasers, and heat shouldn't be an issue. Edit: Try to use the fire as cover from the Sunfires/Jagermechs. The last thing you need is to get focused fired because you got separated from your group. fool of sound fucked around with this message at 04:37 on Dec 5, 2012 |
# ? Dec 5, 2012 04:34 |
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Belial42 posted:Stormcrow here. No clue on where I should move to get away from the flames. Move forward and cross the river. Stick with the heavies and watch your back, the side of the river that we're on is going to become increasingly hot and full of rear end in a top hat IS mechs. Anyone still on our side of the river when the Grasshoppers drop is dead as dogshit.
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# ? Dec 5, 2012 04:40 |
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Not a bad turn there, we traded a lot of good damage for not so much in return. If we can keep up the punishment we can win this. Edit: Ok, nevermind. I forgot I was shooting S5 and PTN already fixed it. SageNytell fucked around with this message at 14:03 on Dec 5, 2012 |
# ? Dec 5, 2012 04:57 |
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Belial42 posted:Stormcrow here. No clue on where I should move to get away from the flames. You could always walk to 2923 and kick that light in the head while hiding behind the smoke it so kindly provided.
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# ? Dec 5, 2012 05:07 |
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Oh hey, Forced Withdrawl rules. That should definitely help out the Players in running off Davion's goons, since you don't need to worry about putting down every last one of them.
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# ? Dec 5, 2012 06:23 |
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Rorahusky posted:Oh hey, Forced Withdrawl rules. That should definitely help out the Players in running off Davion's goons, since you don't need to worry about putting down every last one of them. Yeah. After all, they didn't get to 2/3 by not having a survival instinct.
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# ? Dec 5, 2012 06:24 |
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And when you lose all your weapons and take two engine crits it might be a good time to leave.
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# ? Dec 5, 2012 07:36 |
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Yeah, I have a critical hit to the CT of S8. Hopefully we'll get lucky and get an engine hit so that it'll withdraw. Unless that's a typo, and it was supposed to say S5.
enigma74 fucked around with this message at 07:55 on Dec 5, 2012 |
# ? Dec 5, 2012 07:49 |
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Farseli posted:And when you lose both torsos and take two engine crits it might be a good time to leave. Just curious, but do forced withdraws count as a mission kill for the last one to shoot it, or does it just go into the generic 'defeat the 1st Kestrel Grenadiers’ 2nd Battalion' mission(which shouldn't that be 3 now?) By the way, I am taking that DC/HH 'competition' semi-seriously. Kind of a fun little bonus game as it were.
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# ? Dec 5, 2012 08:00 |
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I'd say the withdrawing 'Mech can't count as a kill until it's off the field; at that point it should go in the defeated enemies but shouldn't count for a 'kill' for either faction. That's how I'd run it were I PTN, but I'm not crazy enough to be PTN so who knows how much that's worth.
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# ? Dec 5, 2012 09:41 |
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DivineCoffeeBinge posted:but I'm not crazy enough to be PTN so who knows how much that's worth. That's not saying much, even Garak on Empok Nor isn't crazy enough to be PTN.
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# ? Dec 5, 2012 11:46 |
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Shouldn't F4 be taking a piloting test? I did 20+ damage to him.
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# ? Dec 5, 2012 12:03 |
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Come on Hell's Horses, you can take whatever Davion's throwing at you Can you DC guys just stand about firing at the woods or something? Oh, another secret PTN weapon? This could be good.
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# ? Dec 5, 2012 12:06 |
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Belial42 posted:Stormcrow here. No clue on where I should move to get away from the flames. Hey, Stormcrow buddy. You know what you can do? You can run south and around that little hill around 3028 or 2929. Gives you movement and cover, and sets you up for next turn. Your shots won't be as great, but it still puts you in a not-bad spot. You're fast! You don't have to always advance.
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# ? Dec 5, 2012 17:09 |
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enigma74 posted:Yeah, I have a critical hit to the CT of S8. Hopefully we'll get lucky and get an engine hit so that it'll withdraw. Unless that's a typo, and it was supposed to say S5. S8 is already dead.
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# ? Dec 5, 2012 17:16 |
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If all the death commandoes spent a round firing at the dropship could they bring it down?
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# ? Dec 5, 2012 21:00 |
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Affi posted:If all the death commandoes spent a round firing at the dropship could they bring it down? Out of range.
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# ? Dec 5, 2012 21:18 |
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I wasn't quick enough to get this into the Terraria thread, so here. Have some content: PoptartsNinja fucked around with this message at 02:00 on Dec 6, 2012 |
# ? Dec 6, 2012 01:48 |
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40 dmg in a single round. Loving this Rifleman! Viewing it almost as an awesome -- heat it up and then cool it down.
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# ? Dec 6, 2012 03:27 |
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seekerwithin posted:40 dmg in a single round. Loving this Rifleman! Now can you imagine having had to fight this thing last match? There's a reason everybody wanted the main fighting concluded before it could start shooting.
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# ? Dec 6, 2012 03:37 |
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seekerwithin posted:40 dmg in a single round. Loving this Rifleman! It does play the same way, down to being an almost unkillable brick as well; alternate 4/4/3 or 4/3/4/3 all day long. The main difference is that the RFL has no minimum range and also that clan LPLs are one of the most unbalancing weapons in the game; you're basically always firing at an effective one range bracket closer than you actually are. There is a reason that, for example, it was banned for a long time on Legends.
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# ? Dec 6, 2012 03:55 |
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As has been repeated before, Clan Large Pulse Lasers are made of concentrated bullshittium.PoptartsNinja posted:I wasn't quick enough to get this into the Terraria thread, so here. Have some content: Yeah that one closed really fast. Hate it when I miss an opportunity to groundfloor a poo poo thread. Runa fucked around with this message at 04:19 on Dec 6, 2012 |
# ? Dec 6, 2012 04:08 |
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Gotta love it when clan spergs bitch and whine about the narrow band where a snub nosed ppc performs as well as a clan lpl.
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# ? Dec 6, 2012 04:12 |
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# ? Apr 28, 2024 01:06 |
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T.G. Xarbala posted:As has been repeated before, Clan Large Pulse Lasers are made of concentrated bullshittium. After my first time using a Rifleman IIC in a game, I made custom variants for all the Clan mechs I use that are armed with LPLs, replacing them with either ERLLs or ERPPCs, then reconfigured the mech from there.
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# ? Dec 6, 2012 04:53 |