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Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.

PoptartsNinja posted:

Heat doesn't cause PSRs

Overheat shutdown chance/save/whatever is what I was getting at. I'm tired and hadn't slept at all for about 40 hours when I shorthanded that.

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Pladdicus
Aug 13, 2010

Really sorry guys. My kids been home sick since monday, completely gapped this. Been sort of a shadow in the thread since I hosed up like, 3 turns in a row.

THE GREAT SHAAAAME!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Pladdicus posted:

Been sort of a shadow in the thread since I hosed up like, 3 turns in a row.

What gently caress-up was that?

If you walked away from it, it doesn't count.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

PoptartsNinja posted:

What gently caress-up was that?

If you walked away from it, it doesn't count.

Quoting this for posterity. It is a great truism.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
And if you explode awesomely, it also doesn't count.

Gwaihir
Dec 8, 2009
Hair Elf

Pladdicus posted:

Really sorry guys. My kids been home sick since monday, completely gapped this. Been sort of a shadow in the thread since I hosed up like, 3 turns in a row.

THE GREAT SHAAAAME!

The only shame is in failing to :justpost: !

(Well, aside from trying to kick ace heavies :v: )

Narsham
Jun 5, 2008

Pladdicus posted:

Really sorry guys. My kids been home sick since monday, completely gapped this. Been sort of a shadow in the thread since I hosed up like, 3 turns in a row.

THE GREAT SHAAAAME!

As long as you can still be sanguine about it, you're fine.

RA Rx
Mar 24, 2016

COOTS should get a piloting upgrade based on those 8+ checks he could've failed and legged himself on!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Fishing for stuff makes me less inclined to give skill increases out, not more.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Duncan should totes get a perk saying "firing heavy guass won't proc psr"

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Psion posted:

And if you explode awesomely, it also doesn't count.

Ah, I see Psion has stumbled upon my last-turn strategy.

Picard Day
Dec 18, 2004

Affi posted:

Duncan should totes get a perk saying "firing heavy guass won't proc psr"

Actually it should be +1 MP while reversing and firing an HGR. Use the momentum!

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Duncan's Atlas is gonna need a new paint job to make sure the Clanners know they should poo poo themselves when it shows up.

Great Beer
Jul 5, 2004

Night10194 posted:

Duncan's Atlas is gonna need a new paint job to make sure the Clanners know they should poo poo themselves when it shows up.

Its current paintjob will do that just fine. In fact, all other Atlases should get his paintjob just so theyre never sure if they got him.

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

Picard Day posted:

Actually it should be +1 MP while reversing and firing an HGR. Use the momentum!

Now I am picturing Duncan with a dual HGR build, moving faster in reverse than moving forward as he fires his gausses.

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.

Night10194 posted:

Duncan's Atlas is gonna need a new paint job to make sure the Clanners know they should poo poo themselves when it shows up.

What, a blood red Atlas (with the skull head motif every other Atlas has) isn't enough? Probably some mech silhouettes to show kills painted on its side added too.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

GhostStalker posted:

What, a blood red Atlas (with the skull head motif every other Atlas has) isn't enough? Probably some mech silhouettes to show kills painted on its side added too.

Pastel pink with teal skull.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Paint it with a giant NRWR flag and replace the skull with smirking Amaris.

Add the ability to do a little finger-wag after it kills 2 robots in a single turn again.

Leperflesh
May 17, 2007

Since Amaris's whole thing is trolling the poo poo out of the clans, they should just go ahead and paint every mech like the red Atlas. And also slap that theme onto aircraft... buildings... random trees... just constantly barrage Clan forces with reminders of their failures, relentlessly and to an absurd degree.

Plus maybe broadcast the battle ROM over the air, set to a jaunty tune.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Leperflesh posted:

Since Amaris's whole thing is trolling the poo poo out of the clans, they should just go ahead and paint every mech like the red Atlas. And also slap that theme onto aircraft... buildings... random trees... just constantly barrage Clan forces with reminders of their failures, relentlessly and to an absurd degree.

Plus maybe broadcast the battle ROM over the air, set to a jaunty tune.

I'd go for an Unreal style voiceover. "Headshot! Double kill! Multikill! Killing Spree! Dominating!"

Leperflesh
May 17, 2007

I was thinking yakety sax

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.

AJ_Impy posted:

I'd go for an Unreal style voiceover. "Headshot! Double kill! Multikill! Killing Spree! Dominating!"

Don't forget "Starkiller! Double Star!"

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Great Beer posted:

Its current paintjob will do that just fine. In fact, all other Atlases should get his paintjob just so theyre never sure if they got him.

Ahh, the Final Mission Of Ace Combat 4 strategy!

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I still think it needs a giant golden crown. All shall bow before King Dadlas, or else.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Ghost Targets is still a bad rule.

Olothreutes
Mar 31, 2007

GhostStalker posted:

Don't forget "Starkiller! Double Star!"

HOLY poo poo!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Air Raid: Tactical Update 15

“Keep your feet, Marshal,” Luiza Cardoso pressed the Salamander’s left hand against the back of the stricken Dragoon II’s right shoulder to steady it. The easily-identifiable Republic machine had weathered an inordinate amount of incoming fire over the course of the battle and its left side had been reduced to molten slag. Engine components exposed to air and moisture popped and fizzed as raindrops the size of golf balls burst on the exposed heat exchangers. “I’ll drag you off the field if I have to, but it’ll be easier for all of us if you can still walk.”

“Kerensky’s blood,” Bethany spat as her Copperhead staggered under another barrage of PPC fire. “That Hellstar is—he is adhering to the Clan rules of engagement. Javelin, Hawk can not hear me: be sure you take the best possible cover against that white `Mech as you retreat. That one will not be satisfied without scoring a kill, and he will be very upset that I have retreated and denied him one.”

“Roger,” Taj replied. “Don’t worry about me, viper—I’ll be right behind you, and I’ve still got my cargo.”

“Good, don’t leave anyone behind.” Luiza paused, then added with a wry smile. “Not even the space-cop.”








Movement Phase
Dragoon II Type-A
- Sets Angel ECM primary effect to Ghost Targets (3 base + 2 ghost targets = 5): rolled 4, fails!
- Sets Angel ECM secondary effect to Ghost Targets (3 base + 2 ghost targets = 5): rolled 8, Margin of Success: 1!



Shooting Phase
Flashman (Player)
- Torso-twists to threaten hex 2335!
- Fires Large R-e Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 1 R-e pulse laser = 9): rolled 5, miss!
- Fires Large R-e Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 1 R-e pulse laser = 9): rolled 4, miss!
- Fires Large Pulse Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 6, miss!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss!
- Fires Medium Laser at Locust IIC (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Gains 39 heat, sinks 34! Overheating!

Grasshopper (Player)
- Fires Large X-Pulse Laser at Grendel (4 base + 0 range + 3 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 10): rolled 6, miss!
- Fires Medium Laser at Grendel (4 base + 2 range + 3 movement + 4 enemy movement + 1 heavy = 14): automatic miss!
- Fires Medium Laser at Grendel (4 base + 2 range + 3 movement + 4 enemy movement + 1 heavy = 14): automatic miss!
- Fires Medium Laser at Grendel (4 base + 2 range + 3 movement + 4 enemy movement + 1 heavy = 14): automatic miss!
- Gains 30 heat, sinks 30!

Salamander (Player)
- Torso-twists to threaten hex 2536!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 9, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 9, miss!
- Fires LRM-20 (High Explosive) at Grendel Epsilon (4 base + 0 range + 1 movement + 4 enemy movement + 1 heavy rain + 1 minimum range = 11): rolled 5, miss!
- Gains 20 heat, sinks 20!

Dragoon II (Player)
- Fires Ultra AC/20 (Ultra) at Black Python (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 10, 2 shells hit Center Torso (7/33 armor remaining), Right Arm (4/24 armor remaining)! PTN’s note: If you had fired a single shot this would’ve been a headshot
- Fires Medium Pulse Laser at Black Python (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 7, hit Center Torso (0/33 armor remaining)!
- Fires Medium Pulse Laser at Black Python (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Black Python (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 5, miss!
- Fires Medium Pulse Laser at Black Python (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 8, hit Center Torso (16/23 structure remaining)! Crit!
- Gains 42 heat, sinks 26! Overheating!

Copperhead Gamma (Player)
- Fires ER Medium Laser at Black Python (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 5, miss!
- Fires ER Medium Laser at Black Python (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 9, hit Left Torso (9/22 armor remaining)!
- Fires LB-10X Autocannon (Slug) at Black Python (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 4, miss!
- Fires Streak SRM-6 at Black Python (2 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, fails to lock-on!
- Fires Streak SRM-6 at Black Python (2 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 9, fails to lock-on!
- Fires LRM-20 w/Artemis IV at Black Python (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 9, 12 missiles hit Right Arm (0/24 armor, 11/12 structure remaining (Crit!)), Left Arm (14/24 armor remaining), Left Leg (25/27 armor remaining)!
- Gains 30 heat, sinks 24! Overheating!

Lancelot (Player)
- Holds fire!
- Gains 2 heat, sinks 32!

Screamer (Player)
- Fires rER PPC at Crimson Hawk (2 base + 2 range + 3 movement + 1 enemy movement + 1 heavy rain = 9): rolled 10, hit Right Leg (2/12 armor remaining)!
- - Plasma arcs to Center Torso (7/12 armor remaining)
- Gains 20 heat, sinks 25!

Ostscout (Player)
- Holds fire!
- Gains 2 heat, sinks 20!

Grendel Epsilon
- Fires ER PPC at Flashman (3 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain = 8): rolled 11, hit Left Leg (11/27 armor remaining)!
- Gains 22 heat, sinks 20!

Wolverine IIC 2
- Fires Large Pulse Laser at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 8, hit Right Arm (24/34 armor remaining)!
- Fires Streak SRM-2 at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 9, fails to lock-on!
- Fires Streak SRM-2 at Grasshopper (4 base + 2 range + 1 movement + 2 enemy movement + 1 heavy rain = 10): rolled 5, fails to lock-on!
- Gains 11 heat, sinks 20!

Great Wyrm 1
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires LRM-10 at Flashman (4 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain = 10): rolled 5, miss!
- Fires ER Medium Laser at Flashman (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 6, miss!
- Fires ER Medium Laser at Flashman (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Gains 20 heat, sinks 20!

Hellfire
- Fires Heavy Large Laser at Revenant Patroller (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain + 1 heavy laser = 13): automatic miss!
- Fires LRM-10 at Revenant Patroller (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 3, miss!
- Fires LRM-10 at Revenant Patroller (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Fires LRM-10 at Revenant Patroller (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 7, miss!
- Gains 32 heat, sinks 34!

Stalking Spider
- Fires Medium Pulse Laser at Revenant Emergency First Responder (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss!
- Fires Medium Pulse Laser at Revenant Emergency First Responder (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss!
- Fires SRM-4 at Revenant Emergency First Responder (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Fires SRM-4 at Revenant Emergency First Responder (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 4, miss!
- Gains 16 heat, sinks 22!

Great Wyrm 2
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 6, miss!
- Fires Ultra AC/2 (Ultra) at Flashman (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 7, miss!
- Fires LRM-10 at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 9, miss!
- Fires ER Medium Laser at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 4, miss!
- Fires ER Medium Laser at Flashman (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 10, miss!
- Gains 20 heat, sinks 20!

Hellstar
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain = 6): rolled 8, hit Center Torso (0/23 armor, 18/20 structure remaining)! Crit!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain = 6): rolled 7, hit Center Torso (3/20 structure remaining)! Crit!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain = 6): rolled 3, miss!
- Fires ER PPC at Copperhead Gamma (2 base + 2 range + 0 movement + 1 enemy movement + 1 heavy rain = 6): rolled 7, hit Right Arm (1/16 armor remaining)!
- Gains 60 heat, sinks 60!

Black Python 2
- Must pass a piloting test to target Dragoon II (4 base + 1 ghost targets = 5): rolled 9, succeeds!
- Fires Large Pulse Laser at Dragoon II (3 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 5, hit Left Leg (9/29 armor remaining)! TAC!
- Fires Large Pulse Laser at Dragoon II (3 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 11, hit Right Torso (0/24 armor, 13/16 structure remaining)! Crit!
- Fires Medium Pulse Laser at Dragoon II (3 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 6, hit Left Torso (3/16 structure remaining)! Crit!
- Fires Medium Pulse Laser at Dragoon II (3 base + 0 range + 3 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 2, miss!
- Gains 33 heat, sinks 28! Overheating!

Spirit
- Fires ER Large Laser at Revenant patroller (4 base + 0 range + 2 movement + 1 enemy movement = 7): rolled 9, hit Left Torso (0/10 armor, 3/7 structure remaining)! TAC!
- Fires Heavy Medium Laser at Revenant patroller (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy laser = 8): rolled 2, miss!
- Gains 21 heat, sinks 22!

Vixen
- Fires Large Pulse Laser at Revenant Patroller (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 6, hit Center Torso (2/12 armor remaining)!
- Fires ER Medium Laser at Revenant Patroller (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 8): rolled 7, miss!
- Fires ER Medium Laser at Revenant Patroller (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 8): rolled 8, hit Right Front Leg (4/11 armor remaining)!
- Fires Machine Gun at Revenant Patroller (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 4, miss!
- Fires Machine Gun at Revenant Patroller (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 10, miss!
- Fires Machine Gun at Revenant Patroller (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 4, miss!
- Fires Machine Gun at Revenant Patroller (4 base + 4 range + 2 movement + 1 enemy movement + 1 heavy rain = 12): rolled 9, miss!
- Gains 22 heat, sinks 20!

Howler 3 1
- Fires ER PPC at Revenant Patroller (4 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 7): rolled 9, hit Right Rear Leg (0/11 armor, 3/7 structure remaining)! Crit!
- Gains 17 heat, sinks 20!

Howler 3 2
- Fires ER PPC at Flashman (4 base + 4 range + 0 movement + 1 enemy movement + 1 heavy rain - 1 targeting computer = 9): rolled 5, miss!
- Gains 17 heat, sinks 20!

Thresher 1
- Holds fire!
- Gains 2 heat, sinks 26!

Pinion
- Holds fire!
- Gains 2 heat, sinks 28!

Griffin IIC
- Holds fire!
- Gains 2 heat, sinks 20!

Thresher 1
- Holds fire!
- Gains 2 heat, sinks 26!

Galahad
- Holds fire!
- Gains 2 heat, sinks 20!

Rifleman IIC 2 1
- Holds fire!
- Gains 2 heat, sinks 20!

Rifleman IIC 2 2
- Holds fire!
- Gains 2 heat, sinks 20!

Clint IIC
- Holds fire!
- Gains 2 heat, sinks 20!

Black Python 1
- Holds fire!
- Gains 2 heat, sinks 28!

Burrock
- Gains 2 heat, sinks 40!

Locust IIC 4
- Must pass a piloting test to target Dragoon II (4 base + 1 ghost targets = 5): rolled 11, succeeds!
- Fires ER Medium Laser at Dragoon II (3 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 7): rolled 8, hit Left Torso (0/16 structure remaining)! Torso destroyed! Arm blown off! Engine hit! Engine hit!
- - Damage transfers to Center Torso (25/36 armor remaining)
- Fires Heavy Small Laser at Dragoon II (3 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 7): rolled 9, hit Left Leg (1/29 armor remaining)!
- Fires Heavy Small Laser at Dragoon II (3 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 7): rolled 4, miss!
- Fires Heavy Small Laser at Dragoon II (3 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain = 7): rolled 7, hit Center Torso (19/36 armor remaining)!
- Gains 16 heat, sinks 20!

Crimson Hawk
- Fires ER Large Laser at Salamander (3 base + 2 range + 1 movement + 0 enemy movement + 1 heavy rain = 7): rolled 8, Right Torso (18/28 armor remaining)!
- Fires ER Large Laser at Salamander (3 base + 2 range + 1 movement + 0 enemy movement + 1 heavy rain = 7): rolled 12, hit Right Leg (2/34 armor remaining)!
- Gains 28 heat, sinks 20! Overheating!

Revenant Patroller 1
- Fires Medium Pulse Laser at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 5): rolled 8, hit Right Leg (0/6 armor remaining)!
- Fires Medium Pulse Laser at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 5): rolled 8, hit Rear Center Torso (0/2 armor, 2/6 structure remaining)! Crit!
- Fires ER Medium Laser at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 12, hit Left Leg (1/6 armor remaining)!
- Fires ER Medium Laser at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 9, hit Rear Right Torso (0/2 armor, 2/5 structure remaining)! Crit!
- Fires Light Machine Gun at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 6, miss!
- Fires Light Machine Gun at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 7, hit Rear Center Torso (1/6 structure remaining)! Crit!
- Fires Light Machine Gun at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 4, miss!
- Fires Light Machine Gun at Howler 3 2 (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain = 7): rolled 11, hit Rear Center Torso (0/6 structure remaining)! `Mech destroyed!
- Gains 20 heat, sinks 20!

Revenant Evader 1
- Target already destroyed!
- Gains 12 heat, sinks 20!

Revenant Patroller 2
- Fires Medium Pulse Laser at Stalking Spider (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss!
- Fires Medium Pulse Laser at Stalking Spider (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss!
- Fires ER Medium Laser at Stalking Spider (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss!
- Fires ER Medium Laser at Stalking Spider (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 9, miss!
- Gains 20 heat, sinks 20!

Revenant Evader 2
- Fires Medium Pulse Laser at Grendel (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 6, miss!
- Fires Medium Pulse Laser at Grendel (4 base + 0 range + 2 movement + 4 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 7, miss!
- Gains 20 heat, sinks 20!

Revenant Emergency First Responder 2
- Holds fire!
- Gains 20 heat, sinks 20!



End Phase
Black Python
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Critical chance in Right Arm: rolled 5, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds!

Copperhead Gamma
- Critical chance in Center Torso: rolled 9, 1 critical hit sustained!
- - XL Engine hit!
- Critical chance in Center Torso: rolled 10, 2 critical hits sustained!
- - Gyro hit!
- - XL Engine hit!
- Must pass a piloting test or fall (3 base + 1 massive damage + 3 gyro damage = 7): rolled 10, succeeds!

Dragoon II
- Through-armor critical chance in Left Leg: rolled 9, 1 critical hit sustained!
- - Lower Leg Actuator hit!
- Critical chance in Right Torso: rolled 7, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 massive damage + 1 actuator damage = 6): rolled 7, succeeds!

Revenant Patroller
- Critical chance in Left Torso: rolled 8, 1 critical hit sustained!
- - Double Heat Sink hit!
- Critical chance in Rear Right Leg: rolled 8, 1 critical hit sustained!
- - Lower Leg Actuator hit!
- Must pass a piloting test or fall (5 base + 1 massive damage + 1 actuator damage - 2 quad = 5): rolled 9, succeeds!



Physical Combat Phase:
Dragoon II
- Kicks Locust IIC 4 (4 base + 2 movement + 3 enemy movement + 1 actuator damage - 2 kick = 8): rolled 5, miss!



End Phase:
Dragoon II
- Must pass a piloting test or fall (4 base + 1 actuator damage = 5): rolled 7, succeeds!



Turn End Phase:
Hurricane Nebuchadnezzar
- No lightning strikes this turn!








Player Status:




Ally Status:




Opposing Force Status:






Objective Status




Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes

Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck.

Rain Devils – Micro-tornadoes disperse and destroy infantry. Contact may knock over BattleMechs, all weapons fire drawn through a Rain Devil automatically misses the target. BattleMechs may expend all of their MP for a turn to brace, providing a -2 bonus to piloting tests to avoid being knocked over.



Mission Objective:
Primary Objectives
- Endure for at least 1 minute (complete)
- - Endure for at least 2 minutes (4 turns remaining) (optional)
- Raid the Airfield
- Don’t be Captured

Secondary Objectives
- Accrue Bounty (44,300,000 c-bills / 66,450,000 goods)
- - Infantry Units Killed: 6 (50,000 c-bills each)
- - Light `Mechs: 9 (1,000,000 c-bills each)
- - Medium `Mechs: 6 (2,000,000 c-bills each)
- - Heavy ` Mechs: 3 (3,000,000 c-bills each)
- - Assault `Mechs: 3 (4,000,000 c-bills each)
- Grounded Aircraft: 8 (250,000 c-bills each)

- Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods)
- Total Accumulated Bounty: 62,300,000 c-bills (93,450,000 goods)



Orders Due: Midnight Saturday!

PoptartsNinja fucked around with this message at 01:38 on Jun 23, 2016

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Space Cop? Rich Evans has come to save us all!

GhostofJohnMuir
Aug 14, 2014

anime is not good
I think goon company made the right call on when to withdraw, trying for the 2 minute objective would have seen major casualties.

Also, I'm glad that attempt at a kick by the Dragoon didn't see a comical slip and fall to it's death.

Leperflesh
May 17, 2007

Oh, man. Those last two mechs are going to eat fire from like, at least five clanners.

Runa
Feb 13, 2011

Oh no, Ath is walking right into the edge of the blast!

anakha
Sep 16, 2009


Alright, Goonsquad. One more turn to go, but hell of a job nonetheless.

I also see boomdoggie's about to leave you guys a parting gift. :happyelf:

Samuel L. Hacksaw
Mar 26, 2007

Never Stop Posting
Oh my god the doggy got 3 more.

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.

I guess Ath really does want that kill, but now has wandered into the edge of a boom doggie's explosion zone in search of it. He'll likely survive that, and it's just bound to piss him off even more.

Gun doggie picks up another kill for GoonMercenary Company, and I guess it's good that two mechs that got absolutely pounded this turn are getting the hell out right now. Shame about that headshot on the Black Python not connecting. Anyway, one more turn should do it; let's see how much more damage you guys can inflict on the Clans here before the withdrawal, besides the boom doggie going off.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


Holy hell, the luck might not be coming through in terms of kills anymore (although the Clans still managed to lose a few mechs) but just surviving that round with no one else down was extremely clutch. I mean just look at the state of some of these mechs! The Dragoon is ravaged and the Copperhead isn't looking so hot either. Thankfully that was the last turn they have to be exposed to fire, so good job!

If all six mechs extract next turn, is there anything stopping the Clans from blocking the extraction of the Screamer and Grasshopper by moving onto one of the vacated hexes? Because there's a worryingly high number of Clan mechs around the area that could do that, and the Grasshopper and Screamer on their own won't really have the means to fend them off. At a push, maaaaybe some of the mechs currently in the extraction zone could last one more turn although that's obviously risky too.

Also godspeed you brave Revenants, continuing to inflict damage far beyond your BV/monetary cost. Amaris should send the rest of his army home and just have the Demon Hawks and the Good Dogs run the rest of the war.

Edit: So the Grasshopper is still carrying Icepick - I don't know if we worked out the mechanics of what'll happen if he gets shot in the arm carrying him, but hopefully being the only target the Clans can vent on won't end badly!

Dolash fucked around with this message at 01:03 on Jun 23, 2016

anakha
Sep 16, 2009


Leperflesh posted:

Oh, man. Those last two mechs are going to eat fire from like, at least five clanners.

At least those two remaining mechs are the best equipped to either tank hits or dodge them entirely.

Dolash posted:

If all six mechs extract next turn, is there anything stopping the Clans from blocking the extraction of the Screamer and Grasshopper by moving onto one of the vacated hexes? Because there's a worryingly high number of Clan mechs around the area that could do that, and the Grasshopper and Screamer on their own won't really have the means to fend them off. At a push, maaaaybe some of the mechs currently in the extraction zone could last one more turn although that's obviously risky too.

Both the Grasshopper and Screamer are within jump range of the rear hexes in that escape zone, so I think they're in the clear.

anakha fucked around with this message at 01:03 on Jun 23, 2016

Picard Day
Dec 18, 2004

On the upside if any mech on the field can eat that kind of fire it's the Grasshopper. Second dogsplosion looks like it could be another double kill too! Like those two revenants have dropped 2 clan lights completely and clowned a clan assault hard. That's absolutely ridiculous.

Clans have gotta be seriously desperate for a kill here. 21+ mechs in exchange for a single Chameleon (without the pilot even) is not a good look for anyone's career.

garland336
Feb 26, 2013

T.G. Xarbala posted:

Oh no, Ath is walking right into the edge of the blast!

More like the blast is walking into Ath.

Guy is like a grandpa clanner chuck norris ffs

paragon1
Nov 22, 2010

FULL COMMUNISM NOW

anakha posted:


Both the Grasshopper and Screamer are within jump range of the rear hexes in that escape zone, so I think they're in the clear.

Poptarts has said that as long as the extraction zone is blue when the players move into it, they're good. The OpFor literally can't do anything to keep them from retreating at this point besides killing them in next rounds firing phase. And at that point one will be highly armored and in partial cover where only like 4 mechs can even shoot at it, and the other should have a very high move mod.

What I'm trying to get at is that all of the Clanners are going to roll boxcars on every weapon next turn and both remaining players are going to die.

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Tempest_56
Mar 14, 2009

Goddamn, this was a tight extraction. Totally the right call to bail now. Another turn and we'd probably lose most of a lance's worth of mechs.

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