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PoptartsNinja posted:This is an easy one. The Wolfhound. Fixed that for you.
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# ? Feb 18, 2011 22:02 |
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# ? May 11, 2024 14:19 |
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Arquinsiel posted:Eh... I dunno if anyone I play with would fall for that, barring one guy who's a bit slow. Most of us don't worry about LRM5s since they're just a tiny amount of damage in one location. You either slowly get sanded down by LRMs or you close and get crushed by 4xMedium + 1xHeavy, or you leave the area entirely. That is the point of the grasshopper. If you think you can afford to just sit around and just, well, soak damage, that's up to you, but light mechs tend to not have all that much armor, so several turns of sanding can really put a dent on your survivability.
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# ? Feb 18, 2011 22:08 |
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In level 1 play, the Wolfhound and Phoenix Hawk are probably the best at that kind of work. Later on, stuff like the Wraith, HER-4S/MON-76, and Men Shen-OC come into play.
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# ? Feb 18, 2011 22:31 |
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Volmarias posted:You either slowly get sanded down by LRMs or you close and get crushed by 4xMedium + 1xHeavy, or you leave the area entirely. That is the point of the grasshopper. If you think you can afford to just sit around and just, well, soak damage, that's up to you, but light mechs tend to not have all that much armor, so several turns of sanding can really put a dent on your survivability. Arquinsiel fucked around with this message at 22:42 on Feb 18, 2011 |
# ? Feb 18, 2011 22:35 |
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Arquinsiel posted:Well it's all well and good sanding down the armour, but at anything after Level 1 play (IE: what we play constantly) the problem is that you've had a turn or two of sanding and I TAG'd your <thing> for the four Arrow IVs in the air last turn. Really the ideal for a Bug-hunter is taking the target down *before* it gets into place to TAG/spot/backstab/whatever. Pretty sure we're only really discussing Level 1, the One True Techlevel, and where we're at in the LP right now. You and your clantech can (Seriously though, Level 1 is the most fun)
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# ? Feb 18, 2011 22:53 |
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It's not Clantech..... *everyone* has TAGs and the like from 3033 in the main timeline, so PTN's version will mean that it takes longer to arrive. Either way, it's soon going to be something the thread will have to learn how to counter fast.
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# ? Feb 18, 2011 23:00 |
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Arquinsiel posted:Well it's all well and good sanding down the armour, but at anything after Level 1 play (IE: what we play constantly) the problem is that you've had a turn or two of sanding and I TAG'd your <thing> for the four Arrow IVs in the air last turn. Really the ideal for a Bug-hunter is taking the target down *before* it gets into place to TAG/spot/backstab/whatever. What sort of games are you in where Arrow IV batteries are common occurrences?
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# ? Feb 18, 2011 23:18 |
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The Merry Marauder posted:What sort of games are you in where Arrow IV batteries are common occurrences?
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# ? Feb 19, 2011 01:42 |
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Xmas Future posted:I can think of a few mechs and vehicles with two arrow IV systems, you'd just need two. I consider the Naga to be a totem 'Mech for the Steel Vipers. They loooove their stupidly over-specialized 'mechs. An artillery 'Mech for clanners who don't use artillery? YES PLEASE!
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# ? Feb 19, 2011 01:44 |
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sorry for the delay, but my orders will be forthcomming. Jetlag is a bi8tch.
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# ? Feb 19, 2011 03:12 |
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Arquinsiel posted:It's not Clantech..... *everyone* has TAGs and the like from 3033 in the main timeline, so PTN's version will mean that it takes longer to arrive. Either way, it's soon going to be something the thread will have to learn how to counter fast. Nope, one more frontal assault will definitely do the trick. ONCE MORE INTO THE BREACH MEN!
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# ? Feb 19, 2011 04:11 |
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Xmas Future posted:I can think of a few mechs and vehicles with two arrow IV systems, you'd just need two. Hell, you can mount air-launched Arrow IVs on fighters in place of bombs. They can't carry many of course, but the ability to casually loiter out of ground attack range and fire off one once somebody else TAGs something for you can be nice, and it's a relatively cheap way for any unit to add Arrow IVs to their TOE. Think there might also be TAG-guided smart bombs later on as well (yes, Battletech starts to be able to achieve something we managed decades ago!).
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# ? Feb 19, 2011 04:30 |
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All of these deployments are correct in-universe, yes, but my question speaks to the fact that 'I call in my off-board artillery' is not much of a game, however versimilitudinous it might be, which is debatable.
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# ? Feb 19, 2011 06:09 |
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Felime posted:ONCE MORE INTO THE BREACH MEN! Once more unto the breach. Also, I agree with Merry Marauder on general principle about support artillery not necessarily improving a game, but I'm with MadDogMike on the fact that Arrow IVs are a really nice way to improve your Aerospace assets without creating too much of an imbalance.
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# ? Feb 19, 2011 13:03 |
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PoptartsNinja posted:I consider the Naga to be a totem 'Mech for the Steel Vipers. They loooove their stupidly over-specialized 'mechs. An artillery 'Mech for clanners who don't use artillery? YES PLEASE!
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# ? Feb 19, 2011 18:53 |
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Oooh, that's gonna hurt...
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# ? Feb 19, 2011 21:37 |
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PoptartsNinja posted:Oooh, that's gonna hurt... Goddammit! This is going to be a running theme in all of your LPs, isn't it? Someone got a TAC from the Warhammer's PPC, right?
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# ? Feb 19, 2011 21:41 |
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Artificer posted:Goddammit! This is going to be a running theme in all of your LPs, isn't it? More likely, the space mexicans rolled a series of perfect criticals so long that the ghost of Danny Trejo shows up and murders all the Death Commandos and their mechwarriors with various garden tools and liquor bottles. That's just how the dice are falling in the first two missions.
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# ? Feb 19, 2011 21:48 |
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Nah, I think you're going to be happy with this one Zaodai.
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# ? Feb 19, 2011 21:51 |
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PoptartsNinja posted:Nah, I think you're going to be happy with this one Zaodai. Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it. MUWAHAHAHAHAHA.
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# ? Feb 19, 2011 22:11 |
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Zaodai posted:Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it. The ghost of Danny Trejo is comin' for you, bro seriously that phrase is hilarious as gently caress "the ghost of Danny Trejo" haha
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# ? Feb 19, 2011 23:10 |
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Zaodai posted:Well, if anything is going to set off air raid sirens in your heads, this is the sentence that should do it. The Death Commandos have joined the Dominion. Jem'Hadar inc!
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# ? Feb 19, 2011 23:16 |
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Trast posted:The Death Commandos have joined the Dominion. Jem'Hadar inc! The Death Commandos are commanded by Weyoun.
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# ? Feb 19, 2011 23:21 |
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The Merry Marauder posted:What sort of games are you in where Arrow IV batteries are common occurrences?
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# ? Feb 19, 2011 23:24 |
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PoptartsNinja posted:Oooh, that's gonna hurt... One of the Caballeros missed a DC and hit the ground, scoring a through-armor critical and destroying the planet's left leg, causing it to fall. Thus, our heroes and the Death Commandos are stranded on a rogue planetoid hurtling through the vast darkness of space. Now they must learn to work together and overcome their differences in order to... Escape from the Rogue Planet I'd watch it.
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# ? Feb 20, 2011 01:22 |
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Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is officially over! Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E! SynthOrange, either PM me with your desired forums upgrade, or post it in the thread. Meanwhile, I'll get to working on the promised fluff for this truly ~*faaaaaaabuloooooous*~ design. (SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.)
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# ? Feb 20, 2011 01:34 |
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Agent Interrobang posted:(SPOILERS: A medium four-legged mech with an ER PPC? I gotta find a way to work MASC into this.) Looks like a CT-mounted ER Large Laser and mediums in the side torsos, too. A medium ammo-less long-term harrasser mech?
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# ? Feb 20, 2011 01:47 |
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WarLocke posted:Looks like a CT-mounted ER Large Laser and mediums in the side torsos, too. A medium ammo-less long-term harrasser mech? Yeah, that's what I was thinking. It sounds like the sort of ranged cavalry fighter the Hell's Horses would probably really like, since it can act as quick, highly responsive support fire for their vast swarms of tanks and infantry. I'm thinking Prancer for the name. Either that or Shetland.
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# ? Feb 20, 2011 01:56 |
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Agent Interrobang posted:Yeah, that's what I was thinking. It sounds like the sort of ranged cavalry fighter the Hell's Horses would probably really like, since it can act as quick, highly responsive support fire for their vast swarms of tanks and infantry. I'm thinking Prancer for the name. Either that or Shetland. Sea Biscuit.
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# ? Feb 20, 2011 02:14 |
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Agent Interrobang posted:Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E!
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# ? Feb 20, 2011 02:45 |
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Agent Interrobang posted:Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is officially over! Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E! MASC? No, no, no. That thing is packing an all-energy arsenal. What you want to work into that thing is Triple-Strength Myomer.
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# ? Feb 20, 2011 02:52 |
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ShadowDragon8685 posted:MASC? No, no, no. That thing is packing an all-energy arsenal. But that would mean it couldn't be a Hell's Horses mech. Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!)
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# ? Feb 20, 2011 03:06 |
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Mukaikubo posted:But that would mean it couldn't be a Hell's Horses mech. Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!) you just want to support your addiction to DFAs
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# ? Feb 20, 2011 03:14 |
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Mukaikubo posted:But that would mean it couldn't be a Hell's Horses mech. Anyway, I'd call it... mmm... 50 tonner, 6/9(12)/6 movement? (It has to have the jump jets; it must be able to FLY!) Who says they couldn't have won it in a trial of possession from Clan Diamond
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# ? Feb 20, 2011 03:22 |
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Agent Interrobang posted:Also, since the deadline went up about... oh, an hour ago, I'd like to announce that the Hell's Horses Totem Mech Contest is officially over! Our winner, by a fairly wide margin, is SynthOrange, with the fabulous PKY-P1E! Omigoshomigoshomigosh I'm going to go with a plat upgrade! vvvv Oh yeah. It's synthorange at hotmail dot com. Cant wait to see that writeup. Synthbuttrange fucked around with this message at 03:50 on Feb 20, 2011 |
# ? Feb 20, 2011 03:22 |
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SynthOrange posted:Omigoshomigoshomigosh I'm going to go with a plat upgrade! Alright, I'll need the email address associated with your account for that.
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# ? Feb 20, 2011 03:47 |
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Hostage Situation: Tactical Update 6 Movement Phase La Dama Muerta uses Distracting Tirade (needs 6, rolls 2) Hostage Killed Combat Phase: St Hunchback fires AC20 at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 6, miss! St Hunchback fires medium laser at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 7, miss! St Hunchback fires medium laser at D1 Warhammer (5 base + 2 movement + 0 enemy movement + 2 range = 9): rolled 8, miss! St Gains 15 heat, sinks 13. Now at Overheat 4! F Catapult fires LRM15 at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 0 range + 1 minimum range = 6): rolled 6, 12 missiles hit right torso (12/17 armor remaining), left leg (10/15 armor remaining), left arm (18/20 armor remaining)! F Catapult fires LRM15 at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 0 range + 1 minimum range = 6): rolled 7, 9 missiles hit right leg (10/15 armor remaining), right torso (8/17 armor remaining)! F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 8, hit right torso (3/17 armor remains)! F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 12, hit left torso (12/17 armor remains)! F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 3, miss! F Catapult fires Medium Laser at D1 Warhammer (3 base + 2 movement + 0 enemy movement + 2 range = 7): rolled 7, center torso (17/22 armor remains)! F Catapult gains 24 heat, sinks 15! Now at Overheat 9! Movement reduced to 3/5/4, +1 penalty to hit! SS Rifleman fires large laser at V2 Zhukov (4 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 5): Rolled 8, hit right side (20/32 armor remains)! SS Rifleman fires large laser at V2 Zhukov (4 base + 0 movement + 0 enemy movement + 0 range + 1 light woods = 5): Rolled 2, miss! SS Rifleman gains 2 heat, sinks 10! Now at Overheat 1 Sw Wolverine fires large laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 9, hit left side (16/24 armor remains)! Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 12, hit left side (11/24 armor remains)! Sw Wolverine fires medium laser at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 12, hit turret (25/30 armor remains)! Sw Wolverine fires SRM 6 at V3 Goblin (3 base + 1 movement + 1 enemy movement + 0 range = 5): rolled 5, 5 missiles hit rear (18/20 armor remains), front (28/30 armor remains), rear (16/20 armor remains), front (26/30 armor remains), left side (9/24 armor remains)! 4 chances for motive system damage! Sw Wolverine gains 18 heat, sinks 14! Now at Overheat 4! FY Lancelot fires Large Laser at D1 Warhammer (4 base + 2 movement + 0 enemy movement + 2 range + 1 partial cover = 9): rolled 6, miss! FY Lancelot fires Large Laser at D1 Warhammer (4 base + 2 movement + 0 enemy movement + 2 range + 1 partial cover = 9): rolled 6, miss! FY Lancelot fires Medium Laser at D1 Warhammer (4 base + 0 movement + 1 enemy movement + 4 range + 1 partial cover = 11): rolled 7, miss! FY Lancelot gains 20 heat, sinks 26! Now at Overheat 0! S3 Scout Platoon fires at I2 Capellan Militia (3 base + 0 movement + 1 enemy movement + 0 range = 4): rolled 9, hit for (16 base + 1 scouts) 17 damage! I2 takes double damage (not in cover), 30 troopers killed! I2 Capellan Militia destroyed! D1 Warhammer fires PPC at F Catapult (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 5): rolled 5, hit head (0/9 armor, 2/3 structure remains)! Pilot hit! Critical chance! D1 Warhammer fires PPC at F Catapult (3 base + 0 movement + 1 enemy movement + 0 range + 1 light woods = 5): rolled 3, miss! D1 Warhammer gains 20 heat, sinks 18! Now at Overheat 2! D2 Vindicator fires PPC at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 3, miss! D2 Vindicator fires LRM 5 at SS Rifleman (3 base + 2 movement + 0 enemy movement + 0 range + 1 light woods + 2 heavy woods = 8): rolled 10, 3 missile hit left torso (12/15 armor remains)! D2 Vindicator gains 15 heat, sinks 16 D4 Blackjack fires AC 2 at St Hunchback (3 base + 0 movement + 1 enemy movement + 0 range + 1 minimum range = 5): rolled 9, hit center torso (22/26 armor remains)! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 5, miss! D4 Blackjack fires medium laser at St Hunchback (3 base + 0 movement + 1 enemy movement + 2 range = 6): rolled 12, hit right torso (5/20 armor remains)! D4 Blackjack gains 10 heat, sinks 11! V1 Heavy Wheeled APC fires machine gun at S3 Scout Platoon (6 base + 2 movement + 0 enemy movement + 0 range + 1 light woods = 9): rolled 6, miss! V2 Zhukov fires AC 10 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 0 range + 1 partial cover = 6): rolled 8, hit center torso (0/25 armor, 15/18 structure remains)! Critical chance! V2 Zhukov fires AC 10 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 0 range + 1 partial cover = 6): rolled 7, hit right torso (0/20 armor, 11/13 structure remains)! Critical chance! V2 Zhukov fires SRM 6 at Sw Wolverine (4 base + 1 movement + 0 enemy movement + 2 range + 1 partial cover = 8): rolled 5, miss! V3 Goblin fires Large Laser at Sw Wolverine (5 base + 2 movement + 0 enemy movement + 0 range + 1 partial cover = 8): rolled 5, miss! I2 ballistic rifle platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 0 range + 1 light woods = 7): rolled 4, miss! I3 Death Commandos fire Inferno SRMs at St Hunchback (3 base + 1 movement + 1 enemy movement + 2 range = 7): rolled 10, 10 missiles hit! St Hunchback gains 10 heat, Now at Overheat 14! Movement reduced to 2/4/0! +1 penalty to hit! Must roll to avoid shutdown! I4 flamer platoon fires at S3 scout platoon (5 base + 1 movement + 0 enemy movement + 2 range + 1 light woods = 9): rolled 7, miss! End Phase Scout Snipers snipe I4 Capellan Militia, damage doubled for infantry not in cover! 6 troopers killed! St Hunchback must roll 4+ to avoid automatic shutdown, rolled 8, succeeds! Sw Wolverine critical chance in right torso! Suffers 2 critical hits! Sw Wolverine jump jet destroyed! Jump jet destroyed! Sw Wolverine critical chance in center torso! No critical hits sustained! Sw Wolverine must make a piloting test or fall (2 base + 1 massive damage = 3): rolled 9, succeeds! F Catapult critical chance in head! Suffers 1 critical hit! F Catapult life support hit! F Catapult must make a 3+ consciousness roll: rolled 5, succeeds! D1 Warhammer must make a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds! V3 Goblin chance for motive system damage, rolled 3, no effect! V3 Goblin chance for motive system damage, rolled 7, minor damage (+1 to driving rolls)! V3 Goblin chance for motive system damage, rolled 7, minor damage (+1 to driving rolls)! V3 Goblin chance for motive system damage, rolled 4, moderate damage (-1 movement, +2 to driving rolls)! Physical Combat Phase: K3 Stolen Karnov attempts to ram V4 SRM Carrier (8 base + 1 movement + 0 enemy movement = 9): rolled 8, fails! St Hunchback attempts to kick V2 Zhukov (3 base + 2 movement + 0 enemy movement = 5): rolled 4, miss! End Phase: K3 Karnov crashes in hex 1203! St Hunchback must roll a piloting check or fall (3 base + 2 movement + 1 kicked = 6): rolled 10, succeeds! Bobby’s ‘Mech rocked under him, and his cockpit was filled with the sound of groaning steel as the Zhukov’s heavy autocannons breached his armor. He was in real trouble, but… well, this wouldn’t be the first Skinwalker he’d lost, and that Cataphract would do nicely as a replacement, provided they all lived. There was a flash as the Warhammer’s PPCs discharged, Bobby cringed… then checked his sensors. He hadn’t been watching the Liao hot-hammer. He cringed, Engine Joe had just taken a hit to the head. “Yo, Joe!” Cortez called over the comms, “You dead, man?” “F-gently caress you, Cortez,” Engine Joe spat. “Life support’s out… but I’m not dead yet. Let’s—” “Holy poo poo!” Clueless’ hunchback flailed, its arms and legs on fire. “They’ve got inferno rockets! What the hell do I do?!” “Pull back,” Divot called, “and wait out the heat before they set off your ammo or something!” Enemy Forces D1 WHM-6L Warhammer D2 VND-1R Vindicator D4 BJ-1 Blackjack I1 Capellan Militia I2 Capellan Militia I3 Death Commando Infantry I4 Capellan Militia V1 Heavy Wheeled APC (MG Variant) V2 Zhukov Heavy Tank V3 Goblin Medium Tank V4 SRM Carrier Turn 7 OpForce Movement: D1 Remained Stationary D2 Jumps to 0412 (3 hexes) D4 Remained stationary I1 Remained Stationary I3 Moved to hex 1413 (1 hex) I4 Moved to hex 1009 (1 hex) V1 Cruised to 1111 (0 hexes (movement costs doubled, not on pavement)) V2 Reversed to 1113 (3 hexes) V3 Flanked to 0717 (4 hexes) V4 Remained Stationary Mission Objectives 16/20 hostages remain! Rescue the Hostages or Bury them SS “Lil’ Sure Shot” RFL-3N Rifleman Weight: 60 tons (Heavy) HD A(S): 6/6 (3/3) LT A(S): 12/15 (14/14) LT R A(S): 2/2 CT A(S): 12/22 (20/20) CT R A(S): 4/4 RT A(S): 15/15 (14/14) RT R A(S): 2/2 LA A(S): 15/15 (10/10) RA A(S): 15/15 (10/10) LL A(S): 12/12 (14/14) RL A(S): 12/12 (14/14) Heat: 1/30 Overheat Penalty: None! Heat Sinks: 10 Movement: 4/6/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Annie Sue Hurd Mechwarrior Player: Tempest_56 Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) AC5 – RA (Heat: 1, Ammo: 12, Range: (L:18 M:12 S:6 Min:3), Status: OK!) AC5 – LA (Heat: 1, Ammo: -, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: no hands or lower arm actuators—may not punch, may fire arm-mounted weapons into rear arc. S2 Scout Snipers Platoon(4/4) Type: Sniper Weapon: Sniper Rifle Player: Tempest_56 Movement MP: 1 Range: 6 hexes Notes: May snipe or double-tap at infantry or vehicles. St “Stubby” HBK-4G Hunchback Weight: 50 tons (Medium Class) HD A(S): 9/9 (3/3) LT A(S): 10/20 (12/12) LT R A(S): 4/4 CT A(S): 22/26 (16/16) CT R A(S): 5/5 RT A(S): 5/20 (12/12) RT R A(S): 4/4 LA A(S): 11/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 15/20 (12/12) RL A(S): 20/20 (12/12) Heat: 14/30 Overheat Penalty: Movement reduced to 2/4/0, +1 penalty to hit Heat Sinks: 13 Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 5 Mechwarrior Name: Andre “Clueless” Norris Mechwarrior Player: Polaron Mechwarrior Status: OK! Armament: AC20 – RT (Heat: 7, Ammo: 8, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) La Dama Muerta Player: Polaron May either use a Distracting Tirade or Mock and Berate the Capellans once per turn. FY “Sir gently caress You” LNC25-01 Lancelot Weight: 60 tons (Heavy) HD A(S): 7/7 (3/3) LT A(S): 16/16 (14/14) LT R A(S): 10/10 CT A(S): 11/21 (20/20) CT R A(S): 16/16 RT A(S): 16/16 (14/14) RT R A(S): 10/10 LA A(S): 4/14 (10/10) RA A(S): 14/14 (10/10) LL A(S): 14/14 (14/14) RL A(S): 14/14 (14/14) Heat: 2/30 Overheat Penalty: None Heat Sinks: 13 (double capacity) Movement: 6/9/0 Mechwarrior: Pilot 4, Gunnery 4 Mechwarrior Name: Rebecca “Divot” Moss Mechwarrior Player: bunnyofdoom Mechwarrior Status: OK! Armament: PPC – RT (Heat: 10, Range: (L:18 M:12 S:6 Min:3), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc S1 Scout Sapper Player: bunnyofdoom May use either a booby traps on enemy infantry within 4 hexes, or pyrotechnics on an enemy ‘Mech within 6. Has 2 MP. May use either ability this turn! F “Firewalker” CPLT-C1 Catapult Weight: 65 tons (Heavy) HD A(S): 0/9 (2/3) LT A(S): 17/19 (15/15) LT R A(S): 8/8 CT A(S): 24/24 (21/21) CT R A(S): 11/11 RT A(S): 19/19 (15/15) RT R A(S): 8/8 LA A(S): 13/13 (10/10) RA A(S): 13/13 (10/10) LL A(S): 18/18 (15/15) RL A(S): 18/18 (15/15) Heat: 9/30 Overheat Penalty: Movement reduced to 3/5/4, +1 penalty to hit Heat Sinks: 15 Movement: 4/6/4 Mechwarrior: Pilot 4, Gunnery 3 Mechwarrior Name: “Engine Joe” Running Wild Mechwarrior Player: Red_Mage Mechwarrior Status: Injured, 2nd degree burns! Armament: LRM 15 – RA (Heat: 5, Ammo: 8, Range: (L:21 M:14 S:7 Min:6), Status: OK!) LRM 15 – LA (Heat: 5, Ammo: -, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Notes: No hands or lower arm actuators—may not punch, may fire arm-weapons into rear arc TA Tech Platoon APC Weight: 10 tons (Light) Front A(S): 10/10 (1/1) Left A(S): 8/8 (1/1) Right A(S): 8/8 (1/1) Turret A(S): 4/4 (1/1) Rear A(S): 10/10 (1/1) Movement: 6/9 Driver: Pilot 4, Gunnery 6 Player: Red_Mage Tank Status: Ok! Armament: Machine Gun – Turret (Ammo: 200, Range: (L:3 M:2 S:1), Status: OK!) Notes: Currently Carrying Tech Platoon TP Tech Platoon (30/30) Type: SRM Infantry Weapon: SRM Gunnery: 5 Anti-Mech: 3 Player: Red_Mage Movement MP: 2 Range: To-hit modifier: 0: -1, 1-2: 0, 3-4: +2, 5-6 +4 Notes: 1 round of Inferno ammo, currently carried by TA APC SW “Skinwalker” WVR-6M Wolverine Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 18/20 (13/13) LT R A(S): 6/6 CT A(S): 0/25 (15/18) CT R A(S): 8/8 RT A(S): 0/20 (11/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 12/19 (13/13) RL A(S):19/19 (13/13) Heat: 4/30 Overheat Penalty: None Heat Sinks: 14 Movement: 5/8/3 Mechwarrior: Pilot 2, Gunnery 3 Mechwarrior Name: “Navajo Wolf” Bobby Begay Mechwarrior Player: Bobbin Threadbare Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – HD (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) SRM 6 – LT (Heat: 3, Ammo: 13, Range: (L:9 M:6 S:3), Status: OK!) Notes: 2 hands—may punch with either arm (may not punch with right arm if WEP is fired) Special Ability: Eights to Aces (2/2) S3 Scout Company(30/30) Type: Caballeros Scouts Weapon: Submachine Guns and Grenades Gunnery: 3 Anti-Mech: 4 Player: Bobbin Threadbare Movement MP: 2 Range: To-hit modifier: 0: -2, 1: 0, 2: +3 Notes: Double damage to all targets at range 0, deals an extra d6 to all targets at range 1 Enemy Status D1 WHM-6L Warhammer Damage: None Status: Armament: Unknown Notes: D2 VND-1R Vindicator Damage: None Status: Armament: Unknown Notes: D3 CTF-1X Cataphract Status: Disabled, counts as rough terrain D4 BJ-1 Blackjack Damage: AC2 destroyed, Left Shoulder Destroyed Status: Pilot injured! Armament: Unknown Notes: I1 Capellan Militia (30/30) Damage: None Status: Armament: Ballistic Rifle Notes: I3 Death Commando Infantry (21/21) Damage: None Status: Armament: SRM Notes: I4 Capellan Militia (24/30) Damage: None Status: Fine [b]Armament:[/b] Flamer [b]Notes:[/b] [b]V1[/b] Heavy Wheeled APC (MG Variant) [b]Damage:[/b] None [b]Status:[/b] minor motive system damage +1 to all driving skill rolls [b]Armament:[/b] 6 Machine Guns [b]Notes:[/b] [b]V2[/b] Zhukov Heavy Tank [b]Damage:[/b] None [b]Status:[/b] minor motive system damage +1 to all driving skill rolls [b]Armament:[/b] AC 10, AC 10, SRM 6 [b]Notes:[/b] [b]V3[/b] Goblin Medium Tank [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] Large Laser, Machine Gun [b]Notes:[/b] Transporting [b]I3[/b] [b]V4[/b] SRM Carrier [b]Damage:[/b] None [b]Status:[/b] [b]Armament:[/b] SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6, SRM 6 [b]Notes:[/b] [b]K1[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain [b]K2[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain [b]K3[/b] Karnov UR VTOL [b]Status:[/b] Crashed, counts as rough terrain PoptartsNinja fucked around with this message at 05:26 on Jan 9, 2013 |
# ? Feb 20, 2011 03:50 |
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Inferno rounds are a thing of beauty.
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# ? Feb 20, 2011 03:54 |
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Wow, a PPC hit to the cockpit that didn't kill him. That's kind of surprising. What's the effect of loss of life support in this situation? I assume it's gonna be something bad (or good, from my perspective). On the plus side, nice shooting Death Commandos (and Zhukov tank)! Show those bastards who the truly superior Space Minority is. And another hostage died to boot.
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# ? Feb 20, 2011 03:57 |
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# ? May 11, 2024 14:19 |
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Woohoo, go space Chinese go! I want you to kill them all. Keep headshotting them, so we can play you next time and end up with extra mechs. Just don't kill Bunny-bear, ok? No need to bring innocents into this!
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# ? Feb 20, 2011 04:00 |