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Malek Deneith posted:Simple solution to your problem sir! Sure, if I want to be lazy about it ... actually, the real (hidden, background) problem is that I don't put the enemies down on the same sheet as the players until after all shooting has occurred; which means I'm constantly checking back and forth between last turn and the current one to verify positions. Edit: I need an update from our King Crab, since he has no line of sight to his intended target. Double edit: Well, that was probably the least spectacular ammunition explosion of all time. PoptartsNinja fucked around with this message at 16:34 on Jul 17, 2011 |
# ? Jul 17, 2011 01:08 |
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# ? May 26, 2024 04:21 |
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House Call: Tactical Update 7 Movement Phase R4 Exterminator - Activates Null Signature System! Combat Phase R1 King Crab - Fires Gauss Rifle at V1 Unknown VTOL 1 (2 base + 2 range + 2 movement + 3 enemy movement + 2 EM Interference = 11): rolled 9, miss! - Fires Gauss Rifle at V1 Unknown VTOL 1(2 base + 2 range + 2 movement + 3 enemy movement + 2 EM Interference = 11): rolled 3, miss! - Fires LRM 15 at V1 Unknown VTOL 1 (2 base + 2 range + 2 movement + 3 enemy movement + 2 EM Interference = 11): rolled 5, miss! - Gains 9 heat, sinks 13! R2 Flashman - Torso Twists to face hex 1812 - Fires Large Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 2 Minimum Range = 6): rolled 3, miss! - Fires Large Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference + 2 Minimum Range = 6): rolled 9, hit Right Arm (0/8 armor remains)! - Fires Medium Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference = 6): rolled 7, hit Right Arm (1/6 structure remains)! Critical Chance! - Fires Medium Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference = 6): rolled 9, hit Center Torso (17/22 armor remains)! - Fires Medium Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference = 6): rolled 8, hit Left Torso (11/16 armor remains)! - Fires Medium Laser at F4 Hunchback IIC (2 base + 0 range + 2 movement + 0 enemy movement + 2 EM Interference = 6): rolled 10, hit Right Torso (7/16 armor remains)! - Gains 30 heat, sinks 30! R3 Black Knight - Gains 0 heat, sinks 32! R4 Exterminator - Fires LRM 10 at F5 Unknown Quad 2 (2 base + 0 range + 3 movement + 3 enemy movement + 2 EM Interference = 10): rolled 7, miss! - Gains 20 heat, sinks 20! R5 Lynx - Fires ER PPC at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 9, hit Left Front Leg (16/34 armor remains) - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 4, miss! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 7, miss! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 9, hit Right Torso (18/26 armor remains)! - Fires Medium Laser at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 9, hit Left Front Leg (11/34 armor remains)! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 8, 2 missiles hit Right Front Leg (30/34 armor remains), Right Rear Leg (17/34 armor remains)! - Fires Streak SRM-2 at F2 Unknown Quad 1 (2 base + 0 range + 3 movement + 1 enemy movement + 2 EM Interference = 8): rolled 6, Streak SRM-2 fails to achieve lock! - Gains 34 heat, sinks 30! Overheating! R6 Starslayer - Holds fire! - Gains 4 heat, sinks 22! F1 King Crab IIC - Deactivates Ultra Mode for all Autocannons! - Torso-twists to face hex 1115! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 7, hit Center Torso (15/21 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 10, hit Left Torso (13/20 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 10, hit Center Torso (13/21 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 6, hit Left Leg (17/19 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 5, hit Left Arm (16/18 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 8, hit Center Torso (11/21 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 7, hit Right Torso (18/20 armor remains)! Through-armor critical chance! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 6, hit Right Arm (16/18 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 9, hit Left Torso (11/20 armor remains)! - Fires Ultra AC/2 at R4 Exterminator (0 base + 0 range + 0 movement + 3 enemy movement + 2 EM Interference + 0 Null Signature System = 5): rolled 10, hit Center Torso (9/21 armor remains)! F2 Unknown Quad 1 - Fires ER Large Laser at R5 Lynx (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 10, hit Center Torso (13/28 armor remains)! - Fires ER Large Laser at R5 Lynx (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 6, miss! - Fires LRM 20 w/ Artemis IV at R5 Lynx (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 5, miss! - Fires ER Medium Laser at R5 Lynx (2 base + 0 range + 1 movement + 3 enemy movement + 2 EM Interference = 8): rolled 9, hit Center Torso (6/28 armor remains)! F4 Hunchback IIC - Torso twists to face hex 1713! - Fires Gauss Rifle at R2 Flashman (2 base + 0 range + 0 movement + 2 enemy movement + 2 EM Interference = 6): rolled 8, hit Left Leg (10/27 armor remains)! - Fires Gauss Rifle at R2 Flashman (2 base + 0 range + 0 movement + 2 enemy movement + 2 EM Interference = 6): rolled 8, hit Right Leg (12/27 armor remains)! - Fires ER Medium Laser at R2 Flashman (2 base + 0 range + 0 movement + 2 enemy movement + 2 EM Interference = 6): rolled 7, hit Left Arm (0/24 armor, 10/12 structure remains)! Critical Chance! - Fires ER Medium Laser at R2 Flashman (2 base + 0 range + 0 movement + 2 enemy movement + 2 EM Interference = 6): rolled 7, hit Left Leg (3/27 armor remains)! F5 Unknown Quad 2 - Becomes annoyed at R6 Starslayer! - Holds Fire, no line of sight to target! V1 Unknown VTOL 1 - Fires ER Large Laser at R3 Black Knight (4 base + 2 range + 2 movement + 0 enemy movement + 2 EM Interference - 4 Immobile Target + 1 prone target = 7): rolled 3, miss! - Fires Streak SRM-2 at R3 Black Knight (4 base + 4 range + 2 movement + 0 enemy movement + 2 EM Interference - 4 Immobile Target + 1 prone target = 9): rolled 6, Streak SRM-2 fails to lock on and does not fire! - Fires Streak SRM-2 at R3 Black Knight (4 base + 4 range + 2 movement + 0 enemy movement + 2 EM Interference - 4 Immobile Target + 1 prone target = 9): rolled 7, Streak SRM-2 fails to lock on and does not fire! End Phase: R2 Flashman - Critical chance in Right Arm! No critical hit sustained! - Must make a piloting test or fall (3 base + 2 movement + 1 massive damage = 6): rolled 6, succeeds! R4 Exterminator - Through-armor Critical Chance in Right Torso! 2 critical hits sustained! - Anti-missile system destroyed! - Anti-missile system ammunition hit! - Pilot suffers 2 hits due to ammunition explosion! - Must pass a 5+ consciousness test! Rolled 5, succeeds! - R4 Exterminator takes damage to Right Torso! (0/20 armor, 13/15 structure remains!) - R4 Exterminator suffers a critical chance in Right Torso! 1 critical hit sustained! - Engine hit! - Must make a piloting test or fall (3 base + 2 movement + 1 massive damage = 6): rolled 8, succeeds! F2 Unknown Quad 1 - Must make a piloting test or fall (3 base + 1 movement + 1 massive damage - 2 quad = 3): rolled 12, succeeds! F4 Hunchback IIC - Critical chance in Right Arm! No critical hit sustained! - Must make a piloting test or fall (3 base + 0 movement + 1 massive damage = 4): rolled 4, succeeds! Physical Combat Phase: R5 Lynx - kicks F2 Unknown Quad 1 (3 base + 3 movement + 1 enemy movement - 2 kick = 5): rolled 8, hit Right Front Leg (19/30 armor remains)! F2 Unknown Quad 1 - kicks R5 Lynx (3 base + 1 movement + 3 enemy movement - 2 kick + 1 Clanner in Melee = 6): rolled 11, hit Right Leg (10/26 armor remains)! End Phase: R5 Lynx - Must make a piloting test or fall (3 base + 2 movement + 1 massive damage + 0 kicked = 6): rolled 12, succeeds! F2 Unknown Quad 1 - Must make a piloting test or fall (3 base + 1 movement + 1 massive damage + 0 kicked - 2 quad = 3): rolled 11, succeeds! Turn End Phase: R3 Black Knight - Attempts to regain consciousness (5+): rolled 4, fails! “Hey, boss,” Evelyn snickered over the comms, “Do you think these Clan jerks would respond to a challenge?” “You’ve spent too much time in Kurita space,” O’Donnely grumbled, pressing his palm to his neurohelmet’s faceplate as if to rub his eyes. “Don’t showboat, Acolyte. I want performance, not—” As he spoke, Evelyn’s Exterminator touched down on a distant hillside, firing off a salvo of LRMs at a not-far distant quad while simultaneously making a rather vulgar ‘jerking off’ motion with its right arm, utterly dismissing O’Donnely’s words. “I’m the only one with a kill so far, boss. Why don’t you waddle that fat-rear end crab up here and—” “Ev, you’re overextended,” Acolyte Lorraine announced with unhelpful cheerfulness. A moment later—as if to prove Lorraine’s point, the big Clanner on the hill opened fire. The Autocannon/2 was oft-maligned by ‘Mechwarriors of the Inner Sphere as being ‘too little weapon’ for the weight for any duty but anti-aircraft assignments. Normally, O’Donnely wouldn’t have considered Autocannon/2s in any quantity a significant threat. The Exterminator’s torso burst as a lucky shot found her Anti-missile ammunition. It wasn’t the devastating hit it could have been, but the Exterminator staggered and nearly tumbled from its perch atop a crumbing mesa. O’Donnely had been a victim of ammunition explosions before—anyone with over ten years in a cockpit probably had, and could sympathize with Evelyn’s cries: a mix of surprise and agony as the explosion temporarily disrupted computer processing and feedback loop causing Ev’s own attempts to balance her machine to be fed right back into her own nervous system. He was surprised she managed to keep her footing through it all—but even from here he could tell the Exterminator was in bad shape. “We need to focus on this Word-damned Hunchback!” Erica called as her Flashman weathered another salvo from the bulky clan Medium. “It’s got way too much firepower! Sir, if we don’t kill it now we’re going to have to withdraw!” Enemy Forces / Next Turn’s Movement: F1 King Crab IIC walked 0 to hex 1114! F2 Unknown Quad 1 flanks 7 to hex 1218! F2 Unknown Quad 1 reverses to hex 1915! F4 Hunchback IIC walked 0 to hex 1712! F 5 Unknown Quad 2 jumped 5 to hex 1514! V1 Unknown VTOL 1 flanks 10 to hex1722! Mission Objectives Defeat the Hell’s Horses (2/7 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 30/30 (21/21) LT R A(S): 10/10 CT A(S): 44/44 (31/31) CT R A(S): 15/15 RT A(S): 30/30 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 24/34 (17/17) LL A(S): 30/40 (21/21) RL A(S): 40/40 (21/21) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: Burst eardrum (3+) Armament: LRM 15 – LT (Heat: 5, Ammo: 4, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 24, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 21/25 (23/23) CT R A(S): 16/16 RT A(S): 20/22 (16/16) RT R A(S): 10/10 LA A(S): 0/24 (10/12) RA A(S): 24/24 (12/12) LL A(S): 3/27 (16/16) RL A(S): 12/27 (16/16) Heat: 2/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew 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!) Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), 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!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: Right Upper Leg Actuator Destroyed! Right Hip Actuator Destroyed! Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 7/9 (3/3) LT A(S): 15/24 (16/16) LT R A(S): 8/8 CT A(S): 27/29 (23/23) CT R A(S): 10/10 RT A(S): 8/24 (16/16) RT R A(S): 8/8 LA A(S): 24/24 (12/12) RA A(S): 6/24 (12/12) LL A(S): 20/24 (16/16) RL A(S): 17/24 (16/16) Heat: 0/30 Overheat Penalty: Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: Shrapnel Wound, Punctured Lung, Whiplash (5+) Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 11/20 (15/15) LT R A(S): 8/8 CT A(S): 9/21 (21/21) CT R A(S): 8/8 RT A(S): 0/20 (13/15) RT R A(S): 8/8 LA A(S): 16/18 (10/10) RA A(S): 16/18 (10/10) LL A(S): 17/19 (15/15) RL A(S): 12/19 (15/15) Heat: 7/30 Overheat Penalty: Movement reduced to 5/8/6! Heat Sinks: 10(20) Movement: 6/9/6 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: Neural Shock (5+)! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 8, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Null Signature System – CT, RT, LT, RL, LL, RA, LA (Heat: 10), Status: OK!) Critical Damage: 1 Engine hit (+5 heat/turn)! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 0/20 (13/13) LT R A(S): 6/6 CT A(S): 6/28 (18/18) CT R A(S): 8/8 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 16/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 26/26 (13/13) RL A(S): 10/26 (13/13) Heat: 5/30 Overheat Penalty: Movement reduced to 4/6/5! Heat Sinks: 15(30) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (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!) Streak SRM-2 – HD (Heat: 2, Ammo: 98, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 14/19 (12/12) LT R A(S): 5/5 CT A(S): 22/26 (16/16) CT R A(S): 6/6 RT A(S): 12/19 (12/12) RT R A(S): 5/5 LA A(S): 7/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 24/24 (12/12) RL A(S): 24/24 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: 3rd Degree Burns, Neural Feedback (5+) Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 24, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Ed Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior Name: Simmons Mechwarrior Status: Killed! Notes: ‘Mech Destroyed, counts as Rough Terrain! F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Fitzgerald Mechwarrior Status: Ok! Armament: Unknown Critical Damage: None! Notes: F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: V1 Unknown VTOL 1 Weight: 21 tons (VTOL) Crew: Pilot 4, Gunnery 4 Crew Names: Pilot Mortimer, Gunner Bartlebee VTOL Status: Rotor hit, movement reduced to 8/12! Stabilizer hit, movement penalty doubled for Front-mounted weapons! Armament: Unknown Notes: V1 Unknown VTOL 2 Weight: 21 tons (VTOL) Crew Names: Pilot Skye, Gunner Benjamin VTOL Status: Crashed! Notes: Vehicle Destroyed, counts as Rough Terrain! PoptartsNinja fucked around with this message at 04:31 on Jul 18, 2011 |
# ? Jul 17, 2011 17:55 |
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That Hunchback has a good chance of dying this turn if we focus, I'll be in close range along with the flashman.
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# ? Jul 17, 2011 18:14 |
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It doesn't matter (because he missed), but shouldn't R1's second and third shots have suffered accumulating penalties for multiple targets?
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# ? Jul 17, 2011 18:26 |
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No, because that was a copy/paste error. He was firing at V1 (no LoS to the hunchback, and V2 is dead).
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# ? Jul 17, 2011 18:27 |
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Fear the Kraken
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# ? Jul 17, 2011 18:31 |
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KnoxZone posted:Fear the Kraken I fear no opponent. Tiny men could not strike terror into my heart; an overgrown cave demon has little chance to do so.
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# ? Jul 17, 2011 18:34 |
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Ah, OK. And I assume R4 gained so much heat because of the Engine crit, which occurred during crit resolution later. What's the rule on that? I mean, engine hits add heat, but I can't remember how much, or if it also takes out heat sinks, or whatever.
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# ? Jul 17, 2011 18:35 |
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Leperflesh posted:Ah, OK. And I assume R4 gained so much heat because of the Engine crit, which occurred during crit resolution later. It's in the turn report. A hit is 5 heat/turn.
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# ? Jul 17, 2011 18:36 |
Leperflesh posted:Ah, OK. And I assume R4 gained so much heat because of the Engine crit, which occurred during crit resolution later. 5 heat per turn for one Engine hit, 10 heat per turn for two, out of the game and shut down forever for three.
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# ? Jul 17, 2011 18:41 |
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jng2058 posted:5 heat per turn for one Engine hit, 10 heat per turn for two, out of the game and shut down forever for three. Speaking of engines, what are everyone's opinions on XXL Engines?
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# ? Jul 17, 2011 18:44 |
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Ahhh, it was activating the null signature system, that must have added some heat. Suddenly I get it. Excuse me for my sperging out.
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# ? Jul 17, 2011 18:45 |
landcollector posted:Speaking of engines, what are everyone's opinions on XXL Engines? If you're running a dual Guass or possibly a mid to light AC weapon spread, I can see it. But the huge amount of space it takes up and extra heat are unattractive for an energy weapon spread, especially since your Double Heat Sinks will be competing for space with the Engine. If you can keep your heat down with Guass Rifles in the arms as your main weapons, though, they can be useful. I think I put together a IS Warhammer III that way once.
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# ? Jul 17, 2011 18:48 |
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The Crab Guard pilots are racking up injuries. Does Comguard have full health and dental?
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# ? Jul 17, 2011 19:10 |
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landcollector posted:Speaking of engines, what are everyone's opinions on XXL Engines? Worth it if you need a mech to go 26/65 and give no fucks about cost or survivability, otherwise no edit: AtomikKrab posted:lets blow that building if the Crabguard is going to focus pretty much their entire firepower on one target for a turn, then it should probably be the gaussback and not a building that they might or might not be able to knock down before the ponymech gets bored and jets off somewhere else Sam Hall fucked around with this message at 21:03 on Jul 17, 2011 |
# ? Jul 17, 2011 19:58 |
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Exterminator should fallback and present its left side to the bane (fall back into its medium range) and fire no weapons to sink its damaged heat. CLANNER ON A ROOF. lets blow that building. its hardened and 100 structure or so. (see if ptn will give you a number.) if the king crab hold position it can slug both gauss rifles into it for 30 and automatic hits (2+2 interference +2 medium range -4 immobile target) and then shoot that vtol with its large pulse laser. and streaks. (2+2 interference +5 vtol moving 10 hexes +1 secondary target, -2 with the pulse) so 8s and 10s. starslayer than moves to point blank with the vtol, and fires its erppc and all 4 medium lasers into the building, this will do another 30 and collapse it causing the clanner to auto fall for damage, THEN YOU STOMP ON THE PRONE CLANNER. Edit: king crab stands still. also ptn in this version the king crab pilot never took a hit. (no hits to the head in this round) Edit: also ptn you forgot to include the hunchback firing at minimum range. (penalty starts at 2) AtomikKrab fucked around with this message at 20:35 on Jul 17, 2011 |
# ? Jul 17, 2011 20:27 |
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Trast posted:The Crab Guard pilots are racking up injuries. Does Comguard have full health and dental? In a way. If you get hurt bad enough, they might just make you into a mecha-zombie! Or give you a bitchin' eye patch.
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# ? Jul 17, 2011 20:53 |
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AtomikKrab posted:CLANNER ON A ROOF. lets blow that building...
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# ? Jul 17, 2011 20:54 |
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Blowing up the building seems stupid if the ComGuard are there to take back the HPG facility without damaging it. Why not focus on the Hunchback since it's ripping you up right now?
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# ? Jul 17, 2011 21:11 |
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Even the fluff says to take out the Hunchback.
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# ? Jul 17, 2011 21:57 |
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Forget the Buildings and the Helecopters, go for the drat Mechs.
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# ? Jul 17, 2011 22:03 |
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Chicken Slayer posted:Forget the Buildings and the Helecopters, go for the drat Mechs. Technically, taking out the helicopter is part of the mission objectives. Also, PTN, you got my hopes up and then dashed them marvelously. Well played, Cardassian.
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# ? Jul 17, 2011 22:05 |
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Yeah, but the helecopter has been gimped by critical hits, the Hunchback and the Kraken have not.
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# ? Jul 17, 2011 22:21 |
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PoptartsNinja posted:Turn End Phase: Man, can I burn some Edge or something? I keep failing my roll by 1.
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# ? Jul 17, 2011 22:44 |
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Pretty unlucky there with the Bane finding the Exterminator's AMS ammo. And the Black Knight still isn't up yet. CrabGuard was really unlucky this turn... All I can say at this point is to take out that Gaussback. The Flashman is in a really good position to do so, especially if it's aided by the King Crab firing Gauss of its own. Wanna see another decapitation this game.
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# ? Jul 18, 2011 00:24 |
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AtomikKrab posted:Edit: also ptn you forgot to include the hunchback firing at minimum range. (penalty starts at 2) He's not at medium range. His target is two hexes away.
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# ? Jul 18, 2011 03:01 |
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So, advice, please. Should I (the Lynx) join in on the planned Hunchback beatdown, or park myself behind F5 and shoot the poo poo out of it (within heat restictions)?
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# ? Jul 18, 2011 03:42 |
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Revenant Threshold posted:So, advice, please. Should I (the Lynx) join in on the planned Hunchback beatdown, or park myself behind F5 and shoot the poo poo out of it (within heat restictions)? Jump next to the Hunchback, shoot it and kick it. You'd need 10s on F5's rear end, and it'd be more 'ineffectual flailing' than 'shooting the poo poo out of it'. If other people want to avoid overkill on the HunchIIC, it's on them, not you.
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# ? Jul 18, 2011 03:55 |
PoptartsNinja posted:He's not at medium range. His target is two hexes away. Don't Guass weapons still have a minimum range penalty, though? Just like LRMs and PPCs, isn't it a -1 at 2 hexes and a -2 at one hex for Guass Rifles?
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# ? Jul 18, 2011 04:26 |
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The Merry Marauder posted:Jump next to the Hunchback, shoot it and kick it. You'd need 10s on F5's rear end, and it'd be more 'ineffectual flailing' than 'shooting the poo poo out of it'. If other people want to avoid overkill on the HunchIIC, it's on them, not you. And a note: You don't want to 'avoid overkill' on this target. You want it dead no matter the cost.
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# ? Jul 18, 2011 04:29 |
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jng2058 posted:Don't Guass weapons still have a minimum range penalty, though? Just like LRMs and PPCs, isn't it a -1 at 2 hexes and a -2 at one hex for Guass Rifles? Oh, whoops, you're right! ... He still hits, but you're right. Sorry about that. Reading comprehension is not my thing today, I guess.
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# ? Jul 18, 2011 04:30 |
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jump to 1811, and push the hunchback off the cliff (if you can reach and have hands) a 5 height fall will kill it 100%.
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# ? Jul 18, 2011 04:38 |
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^ Endorsed. Pushing 'mechs that think they're being cute right the hell off cliffs is a hell of a lot of fun. Remember, don't fire any arm-mounted weapons, but if you have any torso/head/leg guns, you can let 'em have it.
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# ? Jul 18, 2011 05:56 |
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AtomikKrab posted:jump to 1811, and push the hunchback off the cliff (if you can reach and have hands) a 5 height fall will kill it 100%. Ignore the fact that the pic depicts a Hunchback IIC pushing a Davion-green Enforcer.
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# ? Jul 18, 2011 06:23 |
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The Lynx doesn't have hands to push with, pretty sure. http://www.sarna.net/wiki/Lynx
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# ? Jul 18, 2011 06:25 |
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Huh, taking out the Gaussback by pushing it off of the cliff sounds like the most hilarious way for the CrabGuard to take it down. Reminiscent of the 2nd Donegal taking out that Bloodnamed Steel Viper by pushing off of the map. I approve. However, which mechs can get close enough for a push and also has hands to do so? Also, if it works, maybe try the same thing on the Bane, taking out it's Bloodnamed Star Colonel in the process. Hey, it's worth a shot. Remember, CrabGuard gives no fucks.
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# ? Jul 18, 2011 06:35 |
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GhostStalker posted:Huh, taking out the Gaussback by pushing it off of the cliff sounds like the most hilarious way for the CrabGuard to take it down. Reminiscent of the 2nd Donegal taking out that Bloodnamed Steel Viper by pushing off of the map. I approve. However, which mechs can get close enough for a push and also has hands to do so? If the Star Colonel has anything above zero awareness, he will see what happens to the Gaussback and take measures to not experience the same fate (like stay away from cliff edges).
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# ? Jul 18, 2011 06:46 |
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Save the pushing surprise for the Bane: this guy seems intent on standing still and blasting the Exterminator into paste. As long as he's distracted doing that, he'll remain sitting there on that cliff. Shoot the Hunchback up instead (though throwing in some free punches and kicks is always nice), then move into position to mob the Bane. Exterminator, your mission is to keep distracting the Bane somehow. Thankfully because Clanners don't focus fire, you may survive more than one turn unless the Bane cripples your engine with some lucky rolls. If you can get into position to jump next to the Kraken and survive a turn of being sandblastered (cover or something, I dunno), I see a push in the immediate future. If we start knocking out whole mechs, we'll be able to win this. We can win attrition, and that Black Knight can't sleep on the job forever... Probably. EDIT: Oh, yeah. What happens if you jump into those boulder patches (Hex 0916 for instance). Do they give cover or anything (or require test vs horrible accident)? I can't remember how Elevation works in this game either. Can you get cover by hiding behind a hill or something? Chicken Slayer fucked around with this message at 07:00 on Jul 18, 2011 |
# ? Jul 18, 2011 06:54 |
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AtomikKrab posted:CLANNER ON A ROOF. lets blow that building. its hardened and 100 structure or so. (see if ptn will give you a number.) if the king crab hold position it can slug both gauss rifles into it for 30 and automatic hits (2+2 interference +2 medium range -4 immobile target) and then shoot that vtol with its large pulse laser. and streaks. (2+2 interference +5 vtol moving 10 hexes +1 secondary target, -2 with the pulse) so 8s and 10s. starslayer than moves to point blank with the vtol, and fires its erppc and all 4 medium lasers into the building, this will do another 30 and collapse it causing the clanner to auto fall for damage, THEN YOU STOMP ON THE PRONE CLANNER. Do not do this. Concentrate fire on the hunchback.
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# ? Jul 18, 2011 07:47 |
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# ? May 26, 2024 04:21 |
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Vox Nihili posted:Do not do this. Concentrate fire on the hunchback. alternative Idea: DFA the clanner. do dfa damage, and knock it off the building. I am serious, flashman can finish off the hunchback, one of the two with jumpjets over there can jump into the pony mech, the other shoots it up and tries to make it fall. Starslayer, a successful dfa will do something like 30 damage in total. W.T. Fits, you can jump to 0513 (Drop the nullsig) and present your rear armor to the bane, next turn get behind it, and present your LEFT SIDE (be out of front facing and into left, don't fire any guns then, on physical, torso twist to face the bane into your front, and PUSH it off the ledge. 5 height fall. AtomikKrab fucked around with this message at 08:44 on Jul 18, 2011 |
# ? Jul 18, 2011 08:29 |