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jng2058
Jul 17, 2010

We have the tools, we have the talent!





PoptartsNinja posted:

They left with the Snow Ravens and the Sea Foxes to go poo poo on Stephan Amaris VII's picnic. :ssh: (this is not a spoiler)

Go Ravens go! And I guess we can let those other two clans tag along too if they want.

jng2058 fucked around with this message at 21:07 on Jan 8, 2013

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Magni
Apr 29, 2009
Yeah, that's kinda the thing I expected to happen once the Clans got wind of the NRWR. :allears:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Breakout: Tactical Update 10

Combat Phase
H1 Rifleman IIC
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 9, hit Right Torso (3/13 armor remains)!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 8, hit Right Torso (0/13 armor, 7/15 structure remains)! Crit!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 3, miss!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 9, automatically hit Right Torso (0/15 structure remains)! Torso destroyed!
- - Damage transfers to Center Torso (13/16 armor remains)!
- Gains 41 heat, sinks 38!

H2 Cougar D
- Fires Large Pulse Laser at G7 Grasshopper (3 base + 2 range + 3 movement + 2 enemy movement + 2 smoke - 2 pulse laser = 10): rolled 9, miss!
- Fires Large Pulse Laser at G7 Grasshopper (3 base + 2 range + 3 movement + 2 enemy movement + 2 smoke - 2 pulse laser = 10): rolled 5, miss!
- Gains 27 heat, sinks 25!

X1 Banshee IIC
- Torso twists to threaten hex 0320!
- Fires ER PPC at F6 Hunchback (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 11, hit Right Torso (3/20 armor remains)!
- Fires Ultra AC/10 (single) at F6 Hunchback (3 base + 0 range + 0 movement + 1 enemy movement = 4): rolled 9, hit Left Leg (10/20 armor remains)!
- Fires ER Small Laser at F6 Hunchback (3 base + 2 range + 0 movement + 1 enemy movement = 6): rolled 11, hit Left Torso (13/18 armor remains)!
- Gains 21 heat, sinks 22!

H3 Wolf Spider A
- Fires ER Medium Laser at F8 Hunchback (3 base + 0 range + 1 movement + 0 enemy movement + 2 smoke = 6): rolled 6, hit Right Torso (6/20 armor remains)! TAC!
- Fires ER Medium Laser at F8 Hunchback (3 base + 0 range + 1 movement + 0 enemy movement + 2 smoke = 6): rolled 10, hit Left Leg (9/20 armor remains)!
- Fires ER Medium Laser at F8 Hunchback (3 base + 0 range + 1 movement + 0 enemy movement + 2 smoke = 6): rolled 5, miss!
- Fires ER Medium Laser at F8 Hunchback (3 base + 0 range + 1 movement + 0 enemy movement + 2 smoke = 6): rolled 5, miss!
- Fires Ultra AC/20 (single) at F8 Hunchback (3 base + 0 range + 1 movement + 0 enemy movement + 2 smoke = 6): rolled 9, hit Left Arm (0/16 armor, 4/8 structure remains)! Crit!
- Gains 39 heat, sinks 38!

H4 Mad Dog Prime
- Activates Clan Neural Implants
- Torso Twists to threaten hex 1121!
- Fires Large Pulse Laser at F7 Hunchback(3 base + 0 range + 2 movement + 0 enemy movement + 1 smoke - 2 pulse laser - 1 neural implants = 3): rolled 9, hit Left Torso (0/6 armor, 8/12 structure remains)! Crit!
- Fires Medium Pulse Laser at F7 Hunchback(3 base + 2 range + 2 movement + 0 enemy movement + 1 smoke - 2 pulse laser - 1 neural implants = 5): rolled 9, hit Head (2/9 armor remains)! Pilot hit!
- Fires LRM-20 at F7 Hunchback (3 base + 0 range + 2 movement + 0 enemy movement + 1 smoke - 1 neural implants = 5): rolled 6, 9 missiles hit Center Torso (11/26 armor remains), Right Torso (1/20 armor remains)!
- Fires LRM-20 at F7 Hunchback (3 base + 0 range + 2 movement + 0 enemy movement + 1 smoke - 1 neural implants = 5): rolled 6, 16 missiles hit Left Torso (3/8 structure remains (Crit!)), Center Torso (6/26 armor remains), Center Torso (1/26 armor remains), Right Arm (0/16 armor, 5/8 structure remains (Crit!))!
- Gains 28 heat, sinks 24!

H5 Stormcrow H
- Activates Clan Neural Implants
- Torso twists to threaten hex 1819!
- Fires ER Medium Laser at G7 Grasshopper (3 base + 0 range + 1 movement + 2 enemy movement + 1 smoke - 1 neural implants = 6): rolled 11, hit Center Torso (23/30 armor remains)!
- Fires ER Medium Laser at G7 Grasshopper (3 base + 0 range + 1 movement + 2 enemy movement + 1 smoke - 1 neural implants = 6): rolled 7, hit Left Torso (13/20 armor remains)!
- Gains 11 heat, sinks 44!

X2 Exterminator
- Fires Medium Pulse Laser at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside - 2 pulse laser = 3): rolled 9, hit Left Leg (5/12 structure remains)! Crit!
- Fires Medium Pulse Laser at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside - 2 pulse laser = 3): rolled 6, hit Right Arm (0/8 structure remains)! Limb blown off!
- - Damage transfers to Right Torso (0/20 armor, 11/12 structure remains)! Crit!
- Fires Medium Pulse Laser at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside - 2 pulse laser = 3): rolled 10, hit Right Torso (4/11 structure remains)! Crit!
- Fires Medium Pulse Laser at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside - 2 pulse laser = 3): rolled 6, hit Right Leg (0/20 armor remains)!
- Fires LRM/10 at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside = 5): rolled 5, 6 missiles hit Center Torso (0/26 armor, 10/16 structure remains (Crit!)), Right Torso (0/12 structure remains)! Torso destroyed!
- - Damage transfers to Center Torso (7/16 structure remains)! Crit!
- Gains 26 heat, sinks 26!

X3 Archer
- Fires Medium Laser at F6 Hunchback (1 base + 0 range + 2 movement + 1 enemy movement + 1 heat = 5): rolled 11, hit Left Leg (5/20 armor remains)!
- Fires Medium Laser at F6 Hunchback (1 base + 0 range + 2 movement + 1 enemy movement + 1 heat = 5): rolled 8, hit Right Torso (0/20 armor, 10/12 structure remains)! Crit!
- Fires Medium Laser at F6 Hunchback (1 base + 0 range + 2 movement + 1 enemy movement + 1 heat = 5): rolled 6, hit Right Torso (5/12 structure remains)! Crit!
- Gains 11 heat, sinks 15!

X4 Po
- Torso twists to threaten hex 1524!
- Fires MRM-10 at F8 Hunchback (1 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 MRM - 1 iLK = 4): rolled 6, 8 missiles hit Center Torso (14/26 armor remains), Center Torso (13/26 armor remains)!
- Fires MRM-10 at F8 Hunchback (1 base + 0 range + 2 movement + 0 enemy movement + 1 smoke + 1 MRM - 1 iLK = 4): rolled 9, 10 missiles hit Left Leg (4/20 armor remains), Right Leg (15/20 armor remains)!
- Fires Medium Laser F8 Hunchback (1 base + 0 range + 2 movement + 0 enemy movement + 1 smoke = 4): rolled 6, hit Center Torso (8/13 armor remains)!
- Fires Medium Laser F8 Hunchback (1 base + 0 range + 2 movement + 0 enemy movement + 1 smoke = 4): rolled 9, hit Right Arm (4/16 armor remains)!
- Gains 16 heat, sinks 18!

X5 Blackjack
- Fires Large Laser at F6 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement = 7): rolled 4, miss!
- Fires Large Laser at F6 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at F6 Hunchback (1 base + 4 range + 3 movement + 1 enemy movement = 9): rolled 10, hit Right Leg (15/20 armor remains)!
- Fires Medium Laser at F6 Hunchback (1 base + 4 range + 3 movement + 1 enemy movement = 9): rolled 6, miss!
- Gains 26 heat, sinks 25!

X7 Vindicator
- Fires LRM-5 at F6 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement - 1 iLK = 6): rolled 9, 2 missiles hit Left Leg (8/20 armor remains)!
- Fires PPC at F6 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement = 7): rolled 5, miss!
- Fires Medium Laser at F6 Hunchback (1 base + 4 range + 3 movement + 1 enemy movement = 9): rolled 11, hit Right Leg (10/20 armor remains)!
- Gains 19 heat, sinks 24!

X8 Mongoose
- Fires Medium Laser at F5 Hunchback (1 base + 2 range + 2 movement + 1 enemy movement = 6): rolled 11, hit Center Torso (0/16 structure remains)! `Mech destroyed!
- Fires Medium Laser at F5 Hunchback (1 base + 2 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Center Torso!
- Fires Medium Laser at F5 Hunchback (1 base + 2 range + 2 movement + 1 enemy movement = 6): rolled 8, hit Center Torso!
- Gains 11 heat, sinks 15!

X9 Cyclops IIC
- Fires Ultra AC/20 (ultra) at F12 Grasshopper (1 base + 0 range + 2 movement + 2 enemy movement = 5): rolled 6, 2 shells hit Left Arm (2/22 armor remains), Center Torso (10/30 armor remains)!
- Fires Medium Pulse Laser at F12 Grasshopper (1 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 3): rolled 7, hit Center Torso (3/30 armor remains)!
- Fires Medium Pulse Laser at F12 Grasshopper (1 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 3): rolled 7, hit Right Arm (15/22 armor remains)!
- Fires Streak SRM-6 at F12 Grasshopper (1 base + 0 range + 2 movement + 2 enemy movement = 5): rolled 6, 6 missiles hit Right Torso (18/20 armor remains), Right Arm (13/22 armor remains), Left Torso (18/20 armor remains), Left Arm (0/22 armor remains), Center Torso (1/30 armor remains), Right Torso (16/20 armor remains)!
- Gains 28 heat, sinks 30!

X11 Merlin
- Fires PPC at F7 Hunchback: Target already destroyed!
- Fires Medium Laser at F7 Hunchback: Target already destroyed!
- Fires Medium Laser at F7 Hunchback: Target already destroyed!
- Fires Flamer at F7 at Hunchback: Target already destroyed!
- Fires Machine Gun at F7 Hunchback: Target already destroyed!
- Gains 25 heat, sinks 27!

X12 Atlas
- Torso twists to threaten hex 1621!
- Fires Gauss Rifle at G7 Grasshopper (0 base + 0 range + 2 movement + 2 enemy movement + 2 smoke = 6): rolled 6, hit Center Torso (8/30 armor remains)!
- Fires Medium Laser at G7 Grasshopper (0 base + 4 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 6, miss!
- Fires Medium Laser at G7 Grasshopper (0 base + 4 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 6, miss!
- Fires Medium Laser at G7 Grasshopper (0 base + 4 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 8, miss!
- Fires Medium Laser at G7 Grasshopper (0 base + 4 range + 2 movement + 2 enemy movement + 2 smoke = 10): rolled 11, hit Right Torso (15/20 armor remains)!
- Fires MRM-40 at G2 Phoenix Hawk (0 base + 2 range + 2 movement + 2 enemy movement + 2 smoke + 1 MRM - 1 iLK = 8): rolled 4, miss!
- Gains 32 heat, sinks 30!

H6 Gargoyle Tjris
- Activates EI Implants!
- Fires Heavy Large Laser at F8 Hunchback (1 base + 0 range + 3 movement + 1 enemy movement + 1 light woods + 1 heavy laser - 1 targeting computer - 1 ei implants = 5): rolled 3, miss!
- Fires Heavy Large Laser at F8 Hunchback (1 base + 0 range + 3 movement + 1 enemy movement + 1 light woods + 1 heavy laser - 1 targeting computer - 1 ei implants = 5): rolled 9, hit Center Torso (0/8 armor, 8/16 structure remains)! Crit!
- Fires ER Small Laser at F8 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement + 1 light woods - 1 targeting computer - 1 ei implants = 6): rolled 10, hit Left Arm (0/8 structure remains)!
- - Damage transfers to Left Torso (19/20 armor remains)!
- Gains 39 heat, sinks 42!

F5 Hunchback
- Fires Small Laser at X1 Banshee IIC (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Right Leg (27/30 armor remains)!

F6 Hunchback
- Fires Autocannon/20 at X1 Banshee IIC (2 base + 2 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Right Torso (4/30 armor remains)!
- Fires Medium Laser at X1 Banshee IIC (2 base + 2 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Right Leg (24/39 armor remains)!
- Fires Medium Laser at X1 Banshee IIC (2 base + 2 range + 2 movement + 0 enemy movement = 6): rolled 3, hit miss!

F7 Hunchback
- Torso Twists to threaten hex 1627!
- Fires Autocannon/20 at X11 Merlin (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 12, hit Right Arm (0/16 armor, 6/10 structure remains)! Crit!
- Fires Medium Laser at X11 Merlin (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 9, hit Center Torso (21/26 armor remains)!
- Fires Medium Laser at X11 Merlin (2 base + 0 range + 2 movement + 2 enemy movement + 1 smoke = 7): rolled 5, miss!

F8 Hunchback
- Fires Autocannon/20 at H4 Mad Dog (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 8, hit Right Leg (0/23 armor, 7/14 structure remains)! Crit!
- Fires Medium Laser at H4 Mad Dog (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at H4 Mad Dog (2 base + 2 range + 2 movement + 1 enemy movement = 7): rolled 10, hit Center Torso (18/23 armor remains)!

F9 Grasshopper
- Fires PPC at X9 Cyclops IIC (2 base + 0 range + 3 movement + 1 enemy movement = 6): rolled 6, hit Left Arm (12/22 armor remains)!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 3, miss!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 7, miss!

F10 Grasshopper
- Fires PPC at X9 Cyclops IIC (2 base + 0 range + 3 movement + 1 enemy movement = 6): rolled 10, hit Right Torso (20/30 armor remains)!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 5, miss!
- Fires Medium Laser at Cyclops IIC (2 base + 2 range + 3 movement + 1 enemy movement = 8): rolled 10, hit Right Arm (17/22 armor remains)!

F11 Grasshopper
- Fires PPC at X8 Mongoose (2 base + 0 range + 3 movement + 3 enemy movement = 8): rolled 9, hit Left Arm (0/8 armor, 2/4 structure remains)! Crit!

F12 Grasshopper
- Fires PPC at X1 Banshee IIC (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 9, hit Right Leg (29/39 armor remains)!
- Fires Medium Laser at X1 Banshee IIC (2 base + 2 range + 3 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires Medium Laser at X1 Banshee IIC (2 base + 2 range + 3 movement + 0 enemy movement = 7): rolled 8, hit Left Arm (23/31 armor remains)!
- Fires Medium Laser at X1 Banshee IIC (2 base + 2 range + 3 movement + 0 enemy movement = 7): rolled 7, hit Right Arm (23/31 armor remains)!

S14 JagerMech
- Fires HVAC/10(guided) at H1 Rifleman IIC (2 base + 4 range + 0 movement + 0 enemy movement + 2 smoke = 8): rolled 8, hit Right Leg (17/30 armor)!
- Fires HVAC/10(guided) at H1 Rifleman IIC (2 base + 4 range + 0 movement + 0 enemy movement + 2 smoke = 8): rolled 7, miss!

S15 JagerMech
- Fires HVAC/10(guided) at X7 Vindicator (2 base + 4 range + 0 movement + 2 enemy movement + 2 smoke = 10): rolled 8, miss!
- Fires HVAC/10(guided) at X7 Vindicator (2 base + 4 range + 0 movement + 2 enemy movement + 2 smoke = 10): rolled 10, hit Right Arm (4/14 armor remains)!

S16 JagerMech
- Fires HVAC/10(guided) at H5 Stormcrow (2 base + 4 range + 0 movement + 1 enemy movement + 1 partial cover = 8): rolled 4, miss!
- Fires HVAC/10(guided) at H5 Stormcrow (2 base + 4 range + 0 movement + 1 enemy movement + 1 partial cover = 8): rolled 8, hit Center Torso (15/25 armor remains)!

G1 Phoenix Hawk
- Fires Large Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 smoke + 1 partial cover = 10): rolled 7, miss!

G2 Phoenix Hawk
- Holds fire!

G3 Phoenix Hawk
- Fires Large Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 4, miss!

G4 Phoenix Hawk
- Fires Medium Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 4, miss!

G5 Grasshopper
- Fires Large Laser at X4 Po (2 base + 2 range + 3 movement + 1 enemy movement + 1 smoke = 9): rolled 8, miss!
- Fires LRM-5 at X4 Po (2 base + 2 range + 3 movement + 1 enemy movement + 1 smoke = 9): rolled 8, miss!

G6 Grasshopper
- Fires Large Laser at X4 Po (2 base + 2 range + 3 movement + 1 enemy movement + 1 smoke = 9): rolled 11, hit Left Leg (6/14 armor remains)!
- Fires LRM-5 at X4 Po (2 base + 2 range + 3 movement + 1 enemy movement + 1 smoke = 9): rolled 5, miss!

G7 Grasshopper
- Fires Large Laser at H5 Stormcrow (2 base + 0 range + 3 movement + 1 enemy movement + 1 partial cover = 7): rolled 10, hit Center Torso (7/25 armor remains)!
- Fires Medium Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 10, hit Center Torso (2/25 armor remains)!
- Fires Medium Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 10, hit Left Arm (13/18 armor remains)!
- Fires Medium Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 4, miss!
- Fires Medium Laser at H5 Stormcrow (2 base + 2 range + 3 movement + 1 enemy movement + 1 partial cover = 9): rolled 4, miss!

G8 Grasshopper
- Holds fire!



End Phase:
F6 Hunchback
- Critical chance in Right Torso! No critical hits sustained!
- Critical chance in Right Torso! No critical hits sustained!

F8 Hunchback
- Through-armor critical chance in Right Torso! No critical hits sustained!
- Critical chance in Left Arm! No critical hits sustained!
- Critical chance in Center Torso! 1 critical hit sustained!
- - Engine hit!

H4 Mad Dog
- Critical chance in Right Leg! 2 critical hits sustained!
- - Lower Leg Actuator destroyed!
- - Hip destroyed!
- Must pass a piloting test or fall (4 base + 1 massive damage + 1 lower leg actuator hit + 2 hip actuator hit = 8): rolled 4, fails!
- Suffers damage in the fall to Left Torso (5/14 structure remains (Crit!)), Left Arm (15/16 armor remains)!
- Must pass a piloting test to avoid pilot damage (4 base + 1 massive damage + 1 lower leg actuator hit + 2 hip actuator hit + 2 avoiding pilot damage = 10): rolled 6, fails! Pilot hit!
- Critical chance in Left Torso! 1 critical hit sustained!
- - Engine hit!

X8 Mongoose
- Critical chance in Left Arm! 1 critical hit sustained!
- - Medium Laser destroyed!

X11 Merlin
- Critical chance in Right Arm! No critical hits sustained!





Disarmed and helpless, its chest leaking inky black smoke, a Draconis Suns Valkyrie slowed to a halt at the edge of the starport. Far from the actual fighting the little `Mech’s pilot clearly felt safe and confident enough in the Kestrel Grenadier’s inevitable victory to stand down. Watery pink coolant oozed sluggishly from the machine’s broken chest. Grass and brush withered and died in minutes as the toxic liquid seeped into the soil at the `Mech’s feet.

A crocodilian head broke the surface of one of the small runoff canals surrounding the field, a single cyclopic eye glaring balefully at the massive figure. It crept closer, as if stalking the ten-meter tall war machine. A blob of coolant splattered across the aquatic monster’s head.

The surface of the canal exploded in a cloud of steam as a quintet of three-meter tall Hell Horse Salamanders smashed bodily into the little Valkyrie’s back. Superheated plasma bathed the Valkyrie’s ruptured innards in fire. Insulated wire cords burst into flames and myomer bundles withered and smoked under the fiery onslaught. Pushed past the point of no return, the Valkyrie’s battered body toppled into the canal and vanished beneath the surface.

“Positions,” Star Commander Faq ordered as his Star of power armor vanished back into the mire. He said no more, but he hardly needed to. It wouldn’t be long until more stragglers arrived and Faq would hardly be satisfied killing a single crippled `Mech.



Mission Objectives:
Secure the Dropships (incomplete)
Hold off the 1st Kestrel Grenadiers (incomplete)

Optional
Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (13/40)
Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (8/37)
Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (5/37)







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, 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
S14 JagerMech +0
S15 JagerMech +0
S16 JagerMech +0
F6 Hunchback +1
F8 Hunchback +1
F9 Grasshopper +2 Jumped
F10 Grasshopper +2 Jumped
F11 Grasshopper +2 Jumped
F12 Grasshopper +2 Jumped
G1 Phoenix Hawk +3 Jumped
G2 Phoenix Hawk +2 Jumped
G3 Phoenix Hawk +3 Jumped
G4 Phoenix Hawk +3 Jumped
G5 Grasshopper +1
G6 Grasshopper +2 Jumped
G7 Grasshopper +2 Jumped
G8 Grasshopper +2 Jumped
G9 Shadow Hawk, G10 Shadow Hawk, G11 Shadow Hawk, G12 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 23:55 on Jan 8, 2013

landcollector
Feb 28, 2011
H4 Mad Dog just got mobility screwed. I think its movement profile is now 2/3/0.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

landcollector posted:

H4 Mad Dog just got mobility screwed. I think its movement profile is now 2/3/0.

3/5/0 (-1 mp per actuator hit)

VV Oh whoops, you're right. That puts the Mad Dog at 1/2/0 2/3/0 since the leg actuator was hit first. That should tell you how long it's been since ANYONE has taken a leg crit.

PoptartsNinja fucked around with this message at 23:55 on Jan 8, 2013

landcollector
Feb 28, 2011

PoptartsNinja posted:

3/5/0 (-1 mp per actuator hit)

I thought the destruction of a Hip Actuator halved MP.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
Mad Dog is basically dead now, but you guys did deal a ton of damage to these durable mechs.

dis astranagant
Dec 14, 2006

A turn without Hastur killing someone is a bit disappointing, even if he did pretty much cut someone in half.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

H4 - Haha, welp. At least I'm not dead yet.

Runa
Feb 13, 2011

Oh man, looks like another one of our guys forgot to put in contingency orders.

Also, as a note to our erstwhile Equestrian allies of convenience, we're fast approaching a point where if you don't want the horrible, terrible, no-good, very bad guys to get a total win you might want to start out-killing us. You've got Hastur on your end, try to steal as many kills as you can. That's what I've been aiming for, anyway.

(I like how PTN didn't even bother to roll crits for F7.)

EDIT: Oh, that's right, near-complete disarmament and crippling is also grounds for a mission kill innit?

Runa fucked around with this message at 06:02 on Jan 9, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It was dead in the shooting phase.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Noticed a small mistake in the firing reports:

PoptartsNinja posted:

X3 Archer
- Fires Medium Laser at F6 Hunchback (1 base + 0 range + 2 movement + 1 enemy movement + 1 heat = 5): rolled 11, hit Left Leg (5/20 armor remains)!

X7 Vindicator
- Fires LRM-5 at F6 Hunchback (1 base + 2 range + 3 movement + 1 enemy movement - 1 iLK = 6): rolled 9, 2 missiles hit Left Leg (8/20 armor remains)!

F6's Left Leg should be at 3 armour.

seekerwithin
Oct 29, 2011

dis astranagant posted:

A turn without Hastur killing someone is a bit disappointing, even if he did pretty much cut someone in half.

Removed half of a pristine Jager's firepower in a single round. I'm satisfied.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
Ah, Clan Elementals waiting to ambush all those juicy 'mechs that are hightailing it from the battle. Very very sneaky Practical Ponies.

Also, I am pleasently surprised at just how much damage the PCs have managed to cause this scenario. They've only lost two of their 'mechs (though a few of the remaining ones are in pretty bad shape) while managing to cut the Davions' forces down to 2/3rds of what they had to begin with. Even if the Davions win out in the end, I doubt the people in charge are gonna be thrilled with having one of their regiments so thoroughly thrashed by a force only a third their size.

Rorahusky fucked around with this message at 02:58 on Jan 9, 2013

landcollector
Feb 28, 2011

Rorahusky posted:

Ah, Clan Elementals waiting to ambush all those juicy 'mechs that are hightailing it from the battle. Very very sneaky Practical Ponies.

Speaking of them, wouldn't a Star of Elementals be 25 rather than 5?


v v v Ah, I see. I keep forgetting that formations can be a mix of combined arms.

landcollector fucked around with this message at 03:22 on Jan 9, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

landcollector posted:

Speaking of them, wouldn't a Star of Elementals be 25 rather than 5?

A Star Commander still commands a point of troops in direct combat. I probably could've been more clear there.

seekerwithin
Oct 29, 2011
I love the Salamanders making a show :)

Calax
Oct 5, 2011

Wafflecopper posted:

Noticed a small mistake in the firing reports:


F6's Left Leg should be at 3 armour.

No, the medium laser on that Archer was magical and doing Opposite day.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
That's fixed on my damage graphs. Not sure what happened there.

Anyway, someone pointed out to me today that the maps for the first few missions were broken (they were still on waffleimages) so I will be fixing those over the course of the next few days. This should now be almost completely fixed.

If you bump into any broken images, please let me know!

PoptartsNinja fucked around with this message at 05:29 on Jan 9, 2013

Judicator65
Feb 4, 2012

PoptartsNinja posted:

Breakout: Tactical Update 10

Combat Phase
H1 Rifleman IIC
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 9, hit Right Torso (3/13 armor remains)!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 8, hit Right Torso (0/13 armor, 7/15 structure remains)! Crit!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 3, miss!
- Fires Large Pulse Laser at S15 JagerMech (3 base + 4 range + 1 movement + 0 enemy movement + 1 smoke - 2 pulse laser = 7): rolled 9, automatically hit Right Torso (0/15 structure remains)! Torso destroyed!
- - Damage transfers to Center Torso (13/16 armor remains)!
- Gains 41 heat, sinks 38!

Do the Jagermechs have any ammo in their right torso, or do they have CASE there? Because if they have ammo, and no CASE, shouldn't the critical chance be rolled in case of an ammo explosion that would destroy S15?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Judicator65 posted:

Do the Jagermechs have any ammo in their right torso, or do they have CASE there? Because if they have ammo, and no CASE, shouldn't the critical chance be rolled in case of an ammo explosion that would destroy S15?

I don't roll crits in destroyed locations for expedience. Players get the same benefit. And no, there's no ammo in those torso locations.

Readingaccount
Jan 6, 2013

Law of the jungle
Great update and good round for the Goonforces!

The JagerMech still has its full weaponry in the summary.

Remmon
Dec 9, 2011

Readingaccount posted:

Great update and good round for the Goonforces!

The JagerMech still has its full weaponry in the summary.

Nobody but Hastur has realised it's in half yet. Hastur is so accurate the severed half is still hanging on there, seemingly undamaged but ready to fall off as soon as it's used.

That or PTN missed updating its profile after the shooting was over. No need to worry about it unless it starts actually using the weapons that it's lost.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

T.G. Xarbala posted:

EDIT: Oh, that's right, near-complete disarmament and crippling is also grounds for a mission kill innit?

I guess I'm just not well versed in BattleTech, so I don't really understand how F7 got taken out. I assume that it was mission killed due to lack of torso removing its primary weapon as well as secondaries in the blown off arm and possibly blowing off the attached leg, resulting in a mobility kill? Someone tell me if I'm on the right track.

Also, forgot all about the Elementals that were bound to be hanging out outside the battlefield. I guess that there had to be more Salamanders than the ones GoonCompany Death Commandos fought on that volcano, not to mention the ones that survived that battle. It was a pretty bad day for that unlucky Valkyrie lance commander: hit in the head by a missile, literally being disarmed and both torso blown out, being forced to retreat from the field, then thinking he's safe and sure of a Kestrel victory, then having a Point of Salamanders pop up from in front of you, barbeque your damaged mech's insides, then drop you into a canal to possibly drown. Star Commander Faq will definitely rack up a modest kill count before this battle is over if he takes advantage of all the Kestrel mechs forced to withdraw...

So this turn results in the Hunchback lance taking massive damage, with the lance commander destroyed outright, another mission killed, and the two others damaged badly, as well as one Grasshopper with decent armor damage, and a Jagermech with a surgically blown off torso courtesy of Hastur and his Rifleman IIc. In response, GoonCompany Death Commandos took pretty much just armor damage, some of it worrisome, and one of the Hunchbacks had his way with the Mad Dog from GoonStar. All in all, a pretty good tradeoff, I think. GoonCompany is still in the lead in terms of mechs killed, but I think GoonStar will clean up sooner rather than later, with that damaged Hunchback and those Grasshoppers and Phoenix Hawks moving in from the right, as well as Hastur continuing to snipe at those Jagermechs.

Missed last turn, but the way you killed off Technician Cassandra like that was cold, PTN. Though I guess I did like the insight into the mind of a Death Commando pilot and the overall mindset of the Cappellan Confederation that it provided. The last Firestarter getting kicked to death by the Rifleman and the Atlas was hilarious though.

\/\/\/\/\/\/ EDIT: I still don't see it. The last damage done to the Center Torso of F7 that I can see in your turn update is an LRM/10 from X2 destroying the Hunchback's Right Torso and having the damage transfer to its CT, leaving it with 7/16 structure left. The next mech I see after the Exterminator to take a shot at F7 is the Merlin, and it says that its target has already been destroyed. In the interim, I see Hunchback F5 get hit repeatedly in the CT by the Mongoose, wrecking it, but I see nothing directed at the CT of F7 to take out those last 7 structure points. Maybe I'm just not reading the report correctly or its correct on the master copy and there was a mistake when you transferred it into post form. Someone please tell me what I'm missing here...

GhostStalker fucked around with this message at 05:42 on Jan 10, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
^^^ It has 0 structure left in the center torso.

SageSepth
May 10, 2004
Luck is probability given way to superstition
Just wanted to put my name back on the list of players if possible. Tomascyr@gmail.com, Thanks

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

PoptartsNinja posted:

^^^ It has 0 structure left in the center torso.

Actually the last hit shows it at 7 :eng101:

PoptartsNinja posted:

- Fires LRM/10 at F7 Hunchback (3 base + 0 range + 3 movement + 0 enemy movement + 1 smoke - 2 blindside = 5): rolled 5, 6 missiles hit Center Torso (0/26 armor, 10/16 structure remains (Crit!)), Right Torso (0/12 structure remains)! Torso destroyed!
- - Damage transfers to Center Torso (7/16 structure remains)! Crit!

Wafflecopper fucked around with this message at 08:09 on Jan 10, 2013

seekerwithin
Oct 29, 2011
Hastur's orders are in. Time to cross the moat!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Wafflecopper posted:

Actually the last hit shows it at 7 :eng101:

Then wires got crossed somewhere, because it's at 0 center torso structure.

SageNytell
Sep 28, 2008

<REDACT> THIS!
Alright, not getting any feedback on this in the GoogleDoc, so here's my quandary. I'm X9, and I’m sort of up against the firing line here. Should I rush to 0212 to melee and wreck F12 so I stay within the minimum range of those PPCs and open myself up to Heavy PPCs from the command lance up top, or should I fall back a bit and try and bring my LRMs to bear and just weather the four normal PPCs? I’m all alone with this firing line, and I know the grouping is designed to draw me into headcapping range and separate me from the rest of the team.

I know enough to realize my mech may not survive another turn based on my decision here, but I can't quite figure out what's going to be the better option.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
You have Clan LRMs. They have no minimum range.

landcollector
Feb 28, 2011

SageNytell posted:

Alright, not getting any feedback on this in the GoogleDoc, so here's my quandary. I'm X9, and I’m sort of up against the firing line here. Should I rush to 0212 to melee and wreck F12 so I stay within the minimum range of those PPCs and open myself up to Heavy PPCs from the command lance up top, or should I fall back a bit and try and bring my LRMs to bear and just weather the four normal PPCs? I’m all alone with this firing line, and I know the grouping is designed to draw me into headcapping range and separate me from the rest of the team.

I know enough to realize my mech may not survive another turn based on my decision here, but I can't quite figure out what's going to be the better option.

Meleeing F12 isn't possible as it is standing on height 3 terrain (and you would be on height 0 ground). I think you could back up to 0618. From there, maybe twist left to kill F6 Hunchback. Also, F9 and F11 would still be within the Medium range of your UAC/20. Target what you want, really. Just don't get too far away from friendly units; safety and efficiency lie in numbers.

SageNytell
Sep 28, 2008

<REDACT> THIS!

PoptartsNinja posted:

You have Clan LRMs. They have no minimum range.
Well that changes things. :downs:

landcollector posted:

Meleeing F12 isn't possible as it is standing on height 3 terrain (and you would be on height 0 ground). I think you could back up to 0618. From there, maybe twist left to kill F6 Hunchback. Also, F9 and F11 would still be within the Medium range of your UAC/20. Target what you want, really. Just don't get too far away from friendly units; safety and efficiency lie in numbers.

Yes, but if I do that I'm taking a bunch of Grasshopper PPCs to the back. If that's more tactically optimal than maintaining the advance I'll give that a shot.

seekerwithin
Oct 29, 2011

SageNytell posted:

Alright, not getting any feedback on this in the GoogleDoc, so here's my quandary. I'm X9, and I’m sort of up against the firing line here. Should I rush to 0212 to melee and wreck F12 so I stay within the minimum range of those PPCs and open myself up to Heavy PPCs from the command lance up top, or should I fall back a bit and try and bring my LRMs to bear and just weather the four normal PPCs? I’m all alone with this firing line, and I know the grouping is designed to draw me into headcapping range and separate me from the rest of the team.

I know enough to realize my mech may not survive another turn based on my decision here, but I can't quite figure out what's going to be the better option.

Responded in googledoc. My response is based on the concept that the 3-high hill will provide you cover from the mechs that are on it but not right next to you; here's hoping I'm properly understanding FASA physics!

Slab Squatthrust
Jun 3, 2008

This is mutiny!

seekerwithin posted:

Responded in googledoc. My response is based on the concept that the 3-high hill will provide you cover from the mechs that are on it but not right next to you; here's hoping I'm properly understanding FASA physics!

That is correct, so long as he is directly adjacent to the hill. If he is a single hex away from it, they will all see him. Make sure you guys get that MP spending correct!

SageNytell
Sep 28, 2008

<REDACT> THIS!
Unless I measure incorrectly, as I'm standing in 0216 facing N 4 mp will be sufficient to get me to 0212 and relative safety. I can get there on my walking MP, it's the leisurely stroll of destruction! :black101:

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Isn't PTN using TacOps LOS rules? Elevation becomes a bit less binary in its behavior, which makes it more intuitive in some ways but also sometimes more difficult to figure out if you can actually shoot at something.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
There's a reason BattleTech's normal line-of-sight abstractions work. I just don't use them out of habit.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

PoptartsNinja posted:

Then wires got crossed somewhere, because it's at 0 center torso structure.

Like I said in my edit, it was likely a mistake in copying the turn update from your master copy to the forum. Since you have the master copy, we'll have to take your word for it. Who was it that wrecked F7's Center Torso anyway? I'm assuming the Death Commandos got the kill since everyone in GoonStar had already fired except Star Captain Tjris, and he did a lot of damage to another Hunchback instead.

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Zeroisanumber
Oct 23, 2010

Nap Ghost
It's that time again:

:btroll: Orders are due, get on the doc and get them in. :btroll:

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