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T.G. Xarbala posted:Eventually I'll have done enough art to fill an LP BT TRO, and I will lament that I did it all for free.) You and PTN should put together an AU TRO on Kickstarter.
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# ? Mar 31, 2013 03:44 |
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# ? Apr 28, 2024 14:50 |
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Hmmmmm, with the new Experimental Technical Readout: Succession Wars book out, I wonder if there's a chance we'll see the Super Wasp and Super Griffon battlemechs...
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# ? Mar 31, 2013 04:36 |
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T.G. Xarbala posted:Who knows? Maybe Chugs will finally get to put his internet name on a fanTRO that isn't expressly designed to make you feel uncomfortable. Believe it or not, I've actually done that once. I only wrote one design and it wasn't obscene, but I did it.
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# ? Mar 31, 2013 05:08 |
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T.G. Xarbala posted:because gently caress if I know how making pdfs work. Blood sacrifice and a copy of InDesign works pretty well. There are ways which don't involve giving Adobe piles of money, though, that may be preferable.
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# ? Mar 31, 2013 05:31 |
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PoptartsNinja posted:
This is kinda late, but this thing is amazing, Xarbala. Can't eait to see how PTN stats the thing out and when we see it used in action (hopefully not against us!). All the stuff you've been doing for this thread (and I guess doing official art as well) is awesome, so keep up the good work!
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# ? Mar 31, 2013 18:26 |
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Psion posted:Blood sacrifice and a copy of InDesign works pretty well. Like CutePDF, which is free. Just download it and then print to PDF using whatever application you want. There's some settings and stuff, you should embed fonts if you use any font that might not exist on someone's computer, for example, but most of that stuff is trivially easy to figure out. PDF really isn't hard.
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# ? Apr 1, 2013 02:28 |
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Breakout: Tactical Update 28 Combat Phase H1 Rifleman IIC - Attempts to board the DropShip! H2 Cougar D - Fires Large Pulse Laser at S3 Awesome (3 base + 4 range + 0 movement + 0 enemy movement - 2 pulse = 5): rolled 7, hit Left Arm (14/24 armor remains)! - Fires Large Pulse Laser at S3 Awesome (3 base + 4 range + 0 movement + 0 enemy movement - 2 pulse = 5): rolled 5, hit Right Torso (14/24 armor remains)! - Gains 31 heat, sinks 25! Overheating! X2 Exterminator - Fires Medium Pulse Laser at S3 Awesome (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse = 8): rolled 5, miss! - Fires Medium Pulse Laser at S3 Awesome (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse = 8): rolled 10, hit Left Torso (17/24 armor remains)! TAC! - Fires Medium Pulse Laser at S3 Awesome (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse = 8): rolled 5, miss! - Fires Medium Pulse Laser at S3 Awesome (3 base + 4 range + 3 movement + 0 enemy movement - 2 pulse = 8): rolled 7, miss! - Gains 22 heat, sinks 26! X7 Vindicator - Holds fire! - Gains 4 heat, sinks 24! X9 Cyclops IIC - Holds fire! - Gains 15 heat, sinks 30! X11 Merlin - Fires PPC at S3 Awesome (0 base + 2 range + 3 movement + 0 enemy movement + 1 smoke = 6): rolled 4, miss! - Fires LRM-5 at S3 Awesome (0 base + 2 range + 3 movement + 0 enemy movement + 1 smoke - 1 iLK missiles = 5): rolled 7, 2 missiles hit Right Leg (31/33 armor remains)! - Gains 23 heat, sinks 27! H6 Gargoyle Tjris - Fires Heavy Large Laser at S3 Awesome (1 base + 4 range + 3 movement + 0 enemy movement + 1 heavy - 1 targeting computer = 8): rolled 5, miss! - Gains 1 heat, sinks 36! S1 Mackie - Fires Heavy PPC at H6 Gargoyle (2 base + 4 range + 0 movement + 2 enemy movement + 1 partial cover + 1 heavy = 10): rolled 6, miss! - Fires HVAC/10 (Acid) at H6 Gargoyle (2 base + 4 range + 0 movement + 2 enemy movement + 1 partial cover = 9): rolled 6, miss! S2 Battlemaster - Holds fire! S3 Awesome - Fires PPC at X11 Merlin (2 base + 2 range + 0 movement + 2 enemy movement + 1 partial cover + 2 smoke + 1 light woods = 10): rolled 10, hit Right Torso (0/14 structure remains)! Torso destroyed! - - Damage transfers to Center Torso (18/26 armor remains)! - Fires PPC at X11 Merlin (2 base + 2 range + 0 movement + 2 enemy movement + 1 partial cover + 2 smoke + 1 light woods = 10): rolled 9, miss! End Phase: H1 Rifleman IIC - Successfully boards the dropship! S3 Awesome - Through-Armor Critical chance in Left Torso! No critical hits sustained! “I can’t do this anymore. All the pressure, all the management, all the little mistakes, the little things that keep slipping through the cracks. I’m sorry, but it’s just too much. I can’t cope anymore. I know what you’re thinking: he’s had a good run so far; how could he end it like this? But there it is my friend: this is it for me. When this mission is over, I’m ending it all.” Archon Frederick Steiner leaned over the holographic battlefield, moving another battalion of `Mechs to compensate for Thomas Hogarth’s projected Clan movements. There was just no way—no way—Frederick could win now. Not with all the nagging doubts, the economy spiraling down the drain, the political pressure. His mind wasn’t in the game, and it showed. He was losing the war to the Steel Vipers, and losing it badly. The Lyran Commonwealth, his home, his nation, the only love of his life was now on the verge of collapse. He knew now: he wasn’t fit to be Archon. He never had been, and that weasel Lestrade had known it too! A deep frown furrowed Frederick’s strong face, his brow wrinkled with concerns that had nothing to do with the strategy session he’d thrown together. All he wanted was to move his soldiers around, to fight and protect the Commonwealth. The political battlefield was as far beyond him as Clan technology was beyond an AgroMech. He was a gauss rifle, which was all well and good when you needed to take out a `Mech but nearly useless when you needed to thwart thousands of men with rapiers. He switched off the display, and shook his head and silently regarded his impressively-mustachioed companion. “Thomas, you may be the last loyal friend I have. I need you to pay a visit to Skye.” Mission Objectives: Secure the Dropships (incomplete) Hold off the 1st Kestrel Grenadiers (incomplete) Frighten People on April 1st (complete!) Optional Defeat the 1st Kestrel Grenadiers’ 2nd Battalion (37/40) Death Commandos: Defeat more Kestrel Grenadiers than the Hell’s Horses (18) Hell’s Horses: Defeat more Kestrel Grenadiers than the Death Commandos (19) Key: X2 Exterminator IIC, X7 Vindicator, X9 Cyclops IIC, X11 Merlin, H6 Gargoyle Tjris Enemy Movement Mods: S1 Mackie +0 S2 BattleMaster +0 S3 Awesome +0 Player `Mech Status Enemy `Mech Status
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# ? Apr 1, 2013 04:58 |
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PoptartsNinja posted:*flavor text* PTN did you mean to put what looks like part of the next political update in this turn? Don't get me wrong, it is interesting but a bit removed from the action at hand.
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# ? Apr 1, 2013 05:05 |
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Hmm... if Fred's on his last friend, the 10th Lyran Guard must have been wiped out. He was always tight with them. Hanging out, working on Mechs, playing volleyball, it was like Top Gun.
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# ? Apr 1, 2013 05:05 |
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Subterfrugal posted:PTN did you mean to put what looks like part of the next political update in this turn? Don't get me wrong, it is interesting but a bit removed from the action at hand. Yes.
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# ? Apr 1, 2013 05:08 |
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I GOT IT! I got the joke!
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# ? Apr 1, 2013 05:12 |
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I like Hastur's status. Slightly Grumpy.
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# ? Apr 1, 2013 05:13 |
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Mezzanon posted:I GOT IT! I got the joke! It was this, or telling everyone that I'd lost all my data and that we had to start over from turn 1. Even I'm not that sadistic.
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# ? Apr 1, 2013 05:14 |
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Ouch, pity the Merlin lost it's PPC in that exchange. Gooncompany and Goonstar are gonna need all the firepower they can get to put down those three remaining assaults, and losing such a high damage weapon is painful, especially when you consider that all it gots left is an LRM-5, a Medium laser, a Flamer, and a Machine Gun, all of which may as well be like flicking spitballs at the likes of the Mackie or the Awesome.
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# ? Apr 1, 2013 05:23 |
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I'll tell you the truth, the fluff for the status confused me for a minute there, even remembering that it was April 1st. Hastur's on the dropship, a couple more turns worth of slugging this out between the remains of GoonStarCompany and the Kestrel Command Lance left now... Who knows how many, though...
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# ? Apr 1, 2013 05:27 |
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I don't know Battletech canon well enough to get the joke.
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# ? Apr 1, 2013 05:34 |
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Reread the very first paragraph. Then look at the mission goals.
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# ? Apr 1, 2013 05:36 |
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PoptartsNinja posted:Reread the very first paragraph. Then look at the mission goals. Oooooh. Not believable. Nosiree.
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# ? Apr 1, 2013 05:43 |
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PoptartsNinja posted:Reread the very first paragraph. Then look at the mission goals. I wasn't fooled for one bit. We all know that this thing is destined to go on forever.
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# ? Apr 1, 2013 05:47 |
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KnoxZone posted:I wasn't fooled for one bit. We all know that this thing is destined to go on forever. I, for one, am committed to riding this thread until its inevitable meteor-like crash into the ground.
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# ? Apr 1, 2013 05:58 |
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Dammit, that update did scare me, I thought the battle was over and that we lost. We definitely got the worst of it this round. We fired all our big weapons on 8's and barely scratched the paint on the Awesome, then we lost the PPC on a 10.
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# ? Apr 1, 2013 07:01 |
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If you hadn't put it in dialogue quotes, I would have believed for a few seconds. Can Hastur order some dropship fire now? It would really mess up that command lance.
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# ? Apr 1, 2013 07:31 |
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wiegieman posted:If you hadn't put it in dialogue quotes, I would have believed for a few seconds. In addition to the dropship, I know there's got to be a spare mech laying around in the dropship. What happened to the Sohei, the Copperhead, the Swordbreaker, and the Seagull? I know they're in there somewhere! Although, to be fair, the goons are also next to the DS dropship, and it hasn't shot us up. I think if the dropships start shooting, it's the start of total war.
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# ? Apr 1, 2013 07:41 |
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Dagnabbit they got Farseli's PPC. We're seriously running out of big guns here! What's worse, that Awesome has enough heat sinks to eat any bullshit crits we might deal all day. But at least seeker's safe, so there's that. My incredibly long-winded and blatantly obvious observations are in the doc, as usual. Also, orders in. (Farseli get out of there or I'm going to fall on your head and it will be embarrassing.) EDIT: PS: HOGARTH!
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# ? Apr 1, 2013 08:05 |
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PoptartsNinja posted:H2 Cougar D This is a copy/paste error right? I didn't move, so 10(LPL) + 10(LPL) +5(Engine hit) = 25. Just checking because the mech status image lists me as overheating with -1 to hit whereas I believe I should still be at 2 from last turn, after sinking all 25 from this turn.
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# ? Apr 1, 2013 11:09 |
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Yup, you're right. You're at 2 heat.
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# ? Apr 1, 2013 17:50 |
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So would it be a good idea to have Talyn (Waffle?) swing around the HH dropship and try to approach their rear? (maybe alongside Steve?)
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# ? Apr 1, 2013 18:51 |
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I just realized after looking over the condition of all the remaining PC 'mechs that the Exterminator doesn't have the locations of any of it's weapons listed. Might wanna fix that for next round Poptarts.
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# ? Apr 1, 2013 19:19 |
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Rorahusky posted:I just realized after looking over the condition of all the remaining PC 'mechs that the Exterminator doesn't have the locations of any of it's weapons listed. Might wanna fix that for next round Poptarts. That's because they just float around the mech. They're basically Pulse Ioun Stones.
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# ? Apr 1, 2013 19:36 |
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Affi posted:So would it be a good idea to have Talyn (Waffle?) swing around the HH dropship and try to approach their rear? (maybe alongside Steve?) In the doc, the phrase "don't get closer than ten hexes" is something of a catchphrase at this point, because for two out of three of the remaining enemy `Mechs the bulk of their firepower is all close range. They're certainly lethal at long range (just look at the logs), but their potential damage output doubles or triples--Mackie and Battlemaster, respectively--the instant we give their MLasers and SRMs a chance to hit. Waffle's especially vulnerable in this situation because a single Medium Laser can kill him in an instant. I'm the only one with the move mods to enter within the nine hex killzone with the armor to buffer any incidental hits. Not to say a lucky hit from a big gun won't still knock me out, but hey. I've been encouraging everyone to try and play it safe and not expose themselves to the LOS of the enemy unless the enemy's THs on them are at least two points worse than their THs on the enemy. Even then, simple weight of dice can gently caress us over, like what happened to Farseli's PPC. Talyn's `Mech is the last remaining `Mech with a weapon that can outrange almost every remaining gun in the Kestrel's arsenal (only the VENTILATOR can match it) and it has the mobility to pull `Mechs away from the dropships, which is actually the reason why the Awesome moved away from the dropships this turn--had he remained still, Waffle could hammer him just outside of his PPC range with impunity. EDIT: Also, it will take me at least five turns to get behind the Mackie with any semblance of relative safety, but I fully intend to do so. At the very least, when I do, you might get a chance to see the reason why Knox and PTN have been waiting for us to buttflank it for a month now. Unlike Talyn, Steve's ride can at least take a few hits from its Terrible Secret (okay not a secret). Runa fucked around with this message at 00:57 on Apr 2, 2013 |
# ? Apr 2, 2013 00:31 |
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T.G. Xarbala posted:In the doc, the phrase "don't get closer than ten hexes" is something of a catchphrase at this point, because for two out of three of the remaining enemy `Mechs the bulk of their firepower is all close range. They're certainly lethal at long range (just look at the logs), but their potential damage output doubles or triples--Mackie and Battlemaster, respectively--the instant we give their MLasers and SRMs a chance to hit. Waffle's especially vulnerable in this situation because a single Medium Laser can kill him in an instant. I'm the only one with the move mods to enter within the nine hex killzone with the armor to buffer any incidental hits. Not to say a lucky hit from a big gun won't still knock me out, but hey. Can't really argue with that logic. Most of your guys are only one or two hits away from either being dead or being rendered impotent due to loss of weapons. Plus attempting to close with the enemy at this point would mean having to walk out into the open, and they got an excellent lane of fire to kill anyone who tries to march down the middle.
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# ? Apr 2, 2013 00:50 |
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Andrevian posted:I like Hastur's status. I too am a fan. And PTN: that 1st paragraph was nervous-making.
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# ? Apr 2, 2013 01:49 |
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So can Hastur...disembark the dropship and charge an enemy mech? With the intention of knocking them down, of course. Just taking out the Awesome's shooting for one turn could make a significant difference.
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# ? Apr 2, 2013 02:11 |
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enigma74 posted:So can Hastur...disembark the dropship and charge an enemy mech? With the intention of knocking them down, of course. Just taking out the Awesome's shooting for one turn could make a significant difference. due to the moat, it's at least 2 turns to get to the awesome even if Hastur did disembark. He'd never finish the run.
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# ? Apr 2, 2013 02:30 |
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So, getting a TAC on an Awesome is probably the least exciting thing in the world. At least it has mediocre front armor!
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# ? Apr 2, 2013 02:37 |
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Awesomes don't have overwhelming armor, but they don't need it. The Awesome is the ultimate early era zombie. No ammo, standard engine, weapons spread among three body parts (plus the head SL). Double so when dealing with an elite pilot that isn't going to fall over without significant leg/gyro damage.
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# ? Apr 2, 2013 02:43 |
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KnoxZone posted:Awesomes don't have overwhelming armor, but they don't need it. The Awesome is the ultimate early era zombie. No ammo, standard engine, weapons spread among three body parts (plus the head SL). Double so when dealing with an elite pilot that isn't going to fall over without significant leg/gyro damage. If one can manage to destroy the RT though, there goes 2/3rds of the Awesome's main guns.
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# ? Apr 2, 2013 02:50 |
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landcollector posted:If one can manage to destroy the RT though, there goes 2/3rds of the Awesome's main guns. I think 'Blowing off nearly half of a Battlemech's body would seriously hamper it's ability to fight' would be pretty much a given for 90% of 'Mechs in existence.
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# ? Apr 2, 2013 04:31 |
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Really, the Awesome should probably be saved for last. If you kill the other two, well, PPCs have a min range. Then you stay two hexes from the sucker, so it can't punch you, and you circle like a monster.
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# ? Apr 2, 2013 04:38 |
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# ? Apr 28, 2024 14:50 |
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Andrevian posted:Really, the Awesome should probably be saved for last. If you kill the other two, well, PPCs have a min range. Then you stay two hexes from the sucker, so it can't punch you, and you circle like a monster. Leading to hilarious comedy when the Awesome kills the last few goonmechs with the small laser.
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# ? Apr 2, 2013 04:45 |