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Mezzanon posted:Hope for the best prepare for the worst. I think we've been doing a good job of supporting eachother and keeping move mods up and focus firing. Yeah I think everything is going as well as it can on the coordination front, even with the added difficulties of so many targets and all our mechs being identical except for the color patches. As long as we keep doing things well on that front, I'm happy. Worst thing we can do is ease up on the accelerator, you know?
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# ? Apr 18, 2018 20:26 |
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# ? May 25, 2024 18:02 |
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Oh, look. I accidentally designed a 'Mech able to kick for exactly 37 damage (after ferro-lamellor's damage reduction) to a 'Mech with exactly 36 ferro-lamellor leg armor.
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# ? Apr 18, 2018 20:45 |
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PoptartsNinja posted:Oh, look. I thought that was intentional
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# ? Apr 18, 2018 20:53 |
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Osteons were made for being kicked.
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# ? Apr 18, 2018 20:55 |
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These bots were made for walking
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# ? Apr 18, 2018 21:26 |
PoptartsNinja posted:Well. If the ProtoMechs keep making the shooting phase take three hours (I just finished, time for crits!) I'm going to dumpster them and bring in a few more 'Mechs instead. Maybe make one of those one-roll-missile-location toolboxes but for your shooting phase!
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# ? Apr 18, 2018 21:38 |
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That Italian Guy posted:Well, I think I'm up next game and last time I've been able to, in a single fire round, send 2 Heavy Lasers and 2 Gauss slugs into the same hill by hitting 4 times a leg locations on a partially covered...Chameleon? I think. So I think we'll see a reverse of fortune pretty soon. Same; since I was on the Alternate list for this mission, I'm pretty sure I'm up next, so I really hope that PTN's dice don't sour on me and the current run of RNGesus continues. Seeing as how my last mission was a blast as part of HOGARTH'S HEROES, I have high expectations for what's coming next. PoptartsNinja posted:Oh, look.
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# ? Apr 18, 2018 21:59 |
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Affi posted:Honestly didn’t know that was an illegal move but It’s sorta cool especially if we each kill our new targets with cockpit hits. Two mechs look at the same target, buddy buddy. Leaning against each other. "Hey, bud you really think you can make that shot? A little up." *mech chin nod up* "...seriously? You're backseat driving a ppc?" "A little more. And yes." "c3 was a crime against humanity" "The only crime is your aim!" "..Look, bud, if you think you can do a better job - step right up" "Don't mind if I do. Lets swap. Yoink!"
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# ? Apr 18, 2018 22:15 |
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PoptartsNinja posted:Well. If the ProtoMechs keep making the shooting phase take three hours (I just finished, time for crits!) I'm going to dumpster them and bring in a few more 'Mechs instead. AJ_Impy posted:Protos are annoying little things. How would this be resolved in play?
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# ? Apr 18, 2018 23:50 |
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AJ_Impy posted:How would this be resolved in play? I dunno, they all deactivate for technical reasons and then some mechs terminator out of the pool? First thing I thought of when he said that.
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# ? Apr 18, 2018 23:52 |
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AJ_Impy posted:How would this be resolved in play? PTN would probably just dumpster them for future missions and tough out this one.
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# ? Apr 18, 2018 23:55 |
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Society releases some gas to "improve" the protomechs sorta like a reversed TSM trap that fails and reinforcements come in from off map? (Or maybe from the water)
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# ? Apr 18, 2018 23:55 |
My guess is that they start combining together like Voltron.
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# ? Apr 18, 2018 23:56 |
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Protomechs are always an accounting nightmare. I always recommend making them weight twenty tons or more.
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# ? Apr 19, 2018 00:02 |
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The key thing is for us to kill lots of them. This will reduce PTN's paperwork. Unfortunately, the enemy mechs are more dangerous so I think we're tending to favor them a bit right now, but we'll clean up the protos soon enough!
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# ? Apr 19, 2018 00:04 |
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Rabbit Warren Update 7 There was no time to chat once battle was joined in earnest, but that was how Elias Combs preferred it. The Legion associated with one another out of necessity, tolerated one another’s presence and largely stayed out of each other’s way. They did not bunk together. They did not entertain one another. They were allowed private rooms and as much solitude as they cared for—which meant, outside of their ‘Mechs, they often went weeks without seeing one another. It took a very special sort of person to agree to be transformed into a Legion pilot, the invasive and time-consuming cybernetic surgeries left those who underwent them sterile and numb to pain. None of them cared, the allure of seeing through the “eyes” of a fourteen-meter tall death machine had been too great, as was the sheer exhilaration Elias felt when he opened fire with his PPC. Knowing that he would be greatly rewarded for turning that PPCs against irritants was merely icing on the cake. It took a sociopath to join the Legion. Certainly, most had been high-functioning before they’d joined. They could get by in society, feign emotional connections that they didn’t feel, and every single one would have gladly slaughtered everyone they’d ever known if they had the means, a motive, and thought they could get away with it. Which wasn’t to suggest they were murderers, although Elias suspected the Rim World Army would’ve looked the other way if they had been, but given proper motivation there was no incentive to even attempt to feign remorse. The Republic didn’t believe in the Death Penalty, after all. The truly broken were locked away where they could do no harm, while lesser criminals were assigned prison terms only long enough for the prisoner to be assigned to the next colonization mission. First generation colonists always had things rough, but giving offenders real, honest work to do to better their own situation was preferable to execution. The Republic was too efficient to waste anything—even the dregs of its society. Dregs like Elias. That thought amused him. Diana Mendez’s machine was staring straight at him with her bubble-shaped head’s directional camera. That camera was often the only cue the Legion had to their compatriot’s intentions. It showed which direction the other pilot planned to move. Elias did a quick calculation, then pointed his directional camera squarely at her machine as well. The two leapt in tandem, and seized the other’s left hand in mid-air. They held their grip only for a moment, just long enough for both the other’s jump jet thrust to spin them around, and then they were past. Elias touched down along the cliff wall, while Diana landed almost exactly in Elias’s footprints. The coordinated swap had done its job, most of the enemy’s shots at the flying pair of ‘Mechs missed wide. If they’d just kept their crosshairs in place they might have fared a little better. Elias shoved the enemy Copperhead with an open palm and shot it as it fell. He probably could have smashed one of its legs with a kick from the Legion’s taloned feet, but it wasn’t mercy that stayed his hand. He just wanted to illustrate two very simple facts to that enemy pilot: they were outclassed. And they were all going to die. Shooting Phase Legion #1 (Player) - Fires rHeavy PPC at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement + 2 minimum range - 1 cybernetics = 10): rolled 3, miss! - Fires AP Gauss Rifle at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 9, hit Torso (22/25 armor remaining)! - Fires AP Gauss Rifle at Boggart #12 (2 base + 0 range + 3 movement + 4 enemy movement - 1 cybernetics = 8): rolled 7, miss! - Gains 25 heat, sinks 24! Legion #2 (Player) - Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics = 5): rolled 6, hit Center Torso (23/35 armor remaining)! - - Plasma arcs to Left Torso (20/24 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Legion #3 (Player) - Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat + 2 EMP - 1 cybernetics = 7): rolled 7, hit Right Torso (12/24 armor remaining)! - - Plasma arcs to Center Torso (19/35 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Legion #4 (Player) - Fires rHeavy PPC at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement + 2 minimum range - 1 cybernetics = 7): rolled 4, miss! - Fires AP Gauss Rifle at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 4, miss! - Fires AP Gauss Rifle at Mad Dog E (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit Right Arm (13/16 armor remaining)! - Gains 27 heat, sinks 24! Overheating! Legion #5 (Player) - Fires TSEMP Cannon at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 12, hit! Rolled 9, target shuts down! - Fires AP Gauss Rifle at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 6, hit Turret (14/17 armor remaining)! TAC! - Fires AP Gauss Rifle at Ares (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit Front (16/19 armor remaining)! - Gains 17 heat, sinks 24! Legion #6 (Player) - Fires rHeavy PPC at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 7, hit Head (0/9 armor, 0/3 structure remaining)! Pilot killed! ’Mech destroyed! - - Plasma arcs to Center Torso (27/32 armor remaining)! - Fires AP Gauss Rifle at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 5, hit Right Leg (27/30 armor remaining)! - Fires AP Gauss Rifle at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 5, hit Right Torso (20/23 armor remaining)! - Gains 27 heat, sinks 24! Legion #7 (Player) - Fires rHeavy PPC at Savage Wolf (2 base + 0 range + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics = 5): rolled 9, hit Head (0/9 armor, 0/3 structure remaining)! Pilot killed! ‘Mech destroyed! - - Plasma arcs to Center Torso (14/35 armor remaining)! - Gains 23 heat, sinks 24! Overheating! Legion #8 (Player) - Fires TSEMP Cannon at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 8, hit! Rolled 12, Sprite #2 shuts down! - Fires AP Gauss Rifle at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, hit Near Miss (no damage sustained)! - Fires AP Gauss Rifle at Sprite #2 (2 base + 0 range + 3 movement + 3 enemy movement + 1 heat - 1 cybernetics = 8): rolled 7, hit Left Arm (3/6 armor remaining)! - Gains 17 heat, sinks 24! Overheating! Legion #9 (Player) - Fires Large R-e Laser at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 8, hit Legs (6/15 armor remaining)! - Fires Large R-e Laser at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics - 1 laser = 3): rolled 9, hit Near Miss (no damage sustained)! - Fires Light PPC at Sprite #14 (2 base + 0 range + 3 movement + 0 enemy movement + 2 minimum range - 1 cybernetics = 6): rolled 3, miss! - Gains 30 heat, sinks 24! Overheating! Legion #10 (Player) - Fires Large R-e Laser at Mad Dog E (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 2, miss! - Fires Large R-e Laser at Mad Dog E (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics - 1 laser = 6): rolled 11, hit Right Arm (4/16 armor remaining)! - Gains 25 heat, sinks 24! Legion #11 (Player) - Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 R-e Laser = 5): rolled 5, hit Left Leg (27/36 armor remaining)! - Fires Light PPC at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics = 6): rolled 2, miss! - Gains 24 heat, sinks 24! Overheating! Legion #12 (Player) - Hellbringer Z already destroyed! - Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 5): rolled 8, hit Center Torso (31/40 armor remaining)! - Fires Large R-e Laser at Osteon Prime (2 base + 0 range + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 1 laser = 5): rolled 3, miss! - Gains 40 heat, sinks 24! Overheating! Boggart #6 - Fires Medium Pulse Laser at Legion #5 (5 base + 0 range + 3 movement + 3 enemy movement - 2 pulse laser = 9): rolled 7, miss! Boggart #7 - Fires Medium Pulse Laser at Legion #5 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 2, miss! Boggart #8 - Fires Medium Pulse Laser at Legion #5 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 2, miss! Boggart #9 - Holds fire! Boggart #10 - Fires Medium Pulse Laser at Legion #12 (5 base + 2 range + 3 movement + 3 enemy movement - 2 pulse laser = 11): rolled 9, miss! Sprite #7 - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, miss! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss! Sprite #8 - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 11, 3 missiles hit Right Leg (30/32 armor remaining)! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 6, miss! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Rear Left Torso (4/8 armor remaining)! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss! Sprite #10 - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, miss! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Right Arm (20/24 armor remaining)! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 9, 4 missiles hit Left Arm (20/24 armor remaining)! - Fires LRM-5 at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 8, 3 missiles hit Rear Left Torso (1/8 armor remaining)! Sprite #11 - Torso-twists to threaten hex 1118! - Fires ER Large Laser at Legion #9 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 10, hit Center Torso (29/38 armor remaining)! Sprite #12 - Torso-twists to threaten hex 1118! - Fires ER Large Laser at Legion #9 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 6, miss! Sprite #13 - Fires ER Large Laser at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 7, miss! Sprite #14 - Fires ER Large Laser at Legion #2 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 4, miss! Sprite #15 - Fires ER Large Laser at Legion #2 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 8, hit Head (0/9 armor remaining)! Boggart #11 - Holds fire! Boggart #12 - Holds fire! Boggart #13 - Holds fire! Boggart #14 - Holds fire! Boggart #15 - Holds fire! Osteon Prime - Torso-twists to threaten hex 2017! - Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 8, fails to lock-on! - Fires iATM-9 (HE) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 5, fails to lock-on! - Fires iATM-9 (IMP) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 8, fails to lock-on! - Fires iATM-9 (IMP) at Legion #12 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 5, fails to lock-on! - Gains 1 heat, sinks 20! Savage Wolf Z - Fires iATM-12 (HE) at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 7, 12 missiles hit Left Arm (20/24 armor remaining), Right Arm (20/24 armor remaining), Right Torso (20/24 armor remaining), Right Torso (16/24 armor remaining), Left Arm (16/24 armor remaining), Center Torso (34/38 armor remaining), Left Torso (20/24 armor remaining), Center Torso (34/38 armor remaining)! - Fires iATM-12 (HE) at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 11, 12 missiles hit Right Torso (12/24 armor remaining), Left Arm (12/24 armor remaining), Center Torso (30/38 armor remaining), Center Torso (26/38 armor remaining), Center Torso (22/38 armor remaining), Left Torso (16/24 armor remaining), Right Arm (16/24 armor remaining), Head (9/9 armor remaining)! - Fires ER Large Laser at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 4, miss! - Fires ER Large Laser at Legion #3 (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 12, hit Left Arm (3/24 armor remaining)! - Gains 40 heat, sinks 20! Osteon C - Holds fire! - Gains 5 heat, sinks 20! Osteon D - Holds fire! - Gains 2 heat, sinks 36! Septicemia E - Fires ER PPC at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 9): rolled 8, miss! - Fires ER PPC at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 9): rolled 6, miss! - Gains 32 heat, sinks 30! Hellbringer Z - Fires ER PPC at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit Right Leg (20/32 armor remaining)! - Fires ER PPC at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 8, hit Left Torso (4/24 armor remaining)! TAC! - Fires Plasma Cannon at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit! Target gains 9 heat! - Fires Plasma Cannon at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit! Target gains 9 heat! Heat from external sources capped at 15! - Fires iATM-6 (HE) at Legion #12 (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 6, 6 missiles hit Center Torso (34/38 armor remaining), Left Arm (20/24 armor remaining), Left Leg (28/32 armor remaining), Right Torso (22/24 armor remaining)! - Gains 2 heat, sinks 32! JagerMech IIC - Fires ER Large Laser at Legion #4 (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 5, miss! - Fires Ultra AC/5 (Ultra) at Legion #4 (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 9, 2 shells hit Right Torso (20/24 armor remaining), Center Torso (34/38 armor remaining)! - Gains 14 heat, sinks 28! Mad Dog E - Fires HAG-30 at Legion #10 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 5, miss! - Fires HAG-30 at Legion #10 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss! - Gains 3 heat, sinks 20! SM1 Tank Destroyer - Fires Ultra AC/20 (Ultra) at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 4, miss! - Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 11, hit Left Leg (30/32 armor remaining)! - Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 6, miss! - Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 3, miss! - Fires Light Machine Gun at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 3, miss! Ares Medium Tank - Fires Plasma Cannon at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 9, miss! - Fires LRM-15 w/Artemis IV at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 7, miss! - Fires LRM-15 w/Artemis IV at Legion #5 (5 base + 0 range + 2 movement + 3 enemy movement = 10): rolled 4, miss! Mithras #4 - Fires ER Large Laser at Legion #6 (5 base + 0 range + 0 movement + 3 enemy movement - 1 targeting computer = 7): rolled 11, hit Left Torso (16/24 armor remaining)! Mithras #9 - Holds fire! Mithras #10 - Holds fire! Clan MPP #3 - Attacks Legion #11 with Gauss SMG (4 base + 2 range + 3 enemy movement = 9): rolled 8, miss! End Phase: Ares - Through-armor critical chance in Turret: rolled 10, Plasma Cannon destroyed! Legion #12 - Critical chance in Left Torso: rolled 8, 1 critical hit sustained! - - Jump Jet hit! Physical Combat Phase: Legion #1 (Player) - Kicks Boggart #8 (3 base + 3 movement + 4 enemy movement + 1 heat - 1 cybernetics - 2 kick = 8): rolled 11, hit Head (0/5 armor, 0/3 structure remaining)! - - Damage transfers to Torso (0/25 armor, 0/13 structure remaining)! Protomech Destroyed! Legion #2 (Player) - Kicks Sprite #11 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 8, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed! Legion #3 (Player) - Kicks Sprite #14 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 6, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech Destroyed! Legion #4 (Player) - Pushes Mad Dog E (3 base + 3 movement + 1 enemy movement - 1 cybernetics - 1 Push = 5): rolled 6, hit! Mad Dog displaced into hex 2223! Legion #5 (Player) - Kicks Boggart #6 (3 base + 3 movement + 4 enemy movement - 1 cybernetics - 2 kick = 7): rolled 11, hit Torso (2/25 armor remaining)! Legion #6 - Kicks Osteon Prime (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 8, hit Right Leg (0/36 armor, 35/36 structure remaining)! Crit! Legion #7 - Melee target already destroyed! Legion #8 - Kicks Sprite #2 (3 base + 3 movement + 3 enemy movement - 1 cybernetics - 2 kick = 6): rolled 7, hit Torso (0/30 armor, 0/15 structure remaining)! Protomech destroyed! Legion #9 - “Whichever” is not a valid target and will be ignored next turn! Please give me a target hex at least! - Kicks Sprite #12 (3 base + 3 movement + 0 enemy movement + 1 heat - 1 cybernetics - 2 kick = 4): rolled 6, hit Torso (0/30 armor, 0/15 structure remaining)! ProtoMech destroyed! Legion #10 - Kicks JagerMech IIC (3 base + 3 movement + 0 enemy movement - 1 cybernetics - 2 kick = 3): rolled 9, hit Right Leg (0/30 armor, 0/15 structure remaining)! Leg Blown Off! ‘Mech destroyed! - - Damage transfers to Center Torso (23/32 armor remaining)! Legion #11 - Kicks Ares Tank (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 8, hit Front (0/19 armor, 0/4 structure remaining)! Vehicle destroyed! Legion #12 - Kicks Osteon Prime (3 base + 3 movement + 1 enemy movement + 1 heat - 1 cybernetics - 2 kick = 5): rolled 11, hit Left Leg (0/36 armor, 23/36 structure remaining)! Crit! Mad Dog E - Kicks Legion #4 (5 base + 1 movement + 3 enemy movement - 2 kick = 7): rolled 7, hit Left Leg (23/32 armor remaining)! End Phase: Legion #4 (Player) - Must pass a piloting test or fall (3 base + 0 kicked - 1 cybernetics = 2): Automatic success! Osteon Prime - Critical chance in Right Leg: rolled 7, no critical hits sustained! - Critical chance in Left Leg: rolled 6, no critical hits sustained! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 8, succeeds! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 8, succeeds! Mad Dog E - Automatically falls in hex 2223! - Suffers 12 damage to Center Torso (18/23 armor remaining), Head (4/9 armor remaining (Pilot hit!)), Right Torso (14/16 armor remaining)! - Must pass a piloting test to avoid pilot damage (5 base + 2 avoiding pilot damage + 1 fall height + 1 massive damage = 9): rolled 3, fails! - Must pass a 3+ consciousness test: rolled 8, succeeds! - Must pass a 5+ consciousness test: rolled 7, succeeds! Next Turn’s Movement Phase Mad Dog E - Must pass a piloting test to stand (5 base = 5): rolled 10, succeeds! Osteon C - Jumps into Hex 2023! Legion #4 must move or face Death from Above! Upper Level Lower Ground Floor Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain PTN’s Note: This should make things easier. Player Status: OpForce Status: Special Rules Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack. Primary Objectives - Kill Everyone and Everything (0/1) Secondary Objectives - Prevent the Enemy Land Train from Escaping (Complete!) - Prevent the Society from finishing the Turkina Z’s Repairs (3 turns remaining) Orders Due: Midnight Saturday! PoptartsNinja fucked around with this message at 16:12 on Apr 19, 2018 |
# ? Apr 19, 2018 00:10 |
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We can also jump over the protos in the tunnels while the mechs are a hard block. EDIT: ^^^^ Ow. Okay I'm running a little hot now. Farseli fucked around with this message at 00:16 on Apr 19, 2018 |
# ? Apr 19, 2018 00:10 |
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So the osteon d can it flip its arms? And I’m thinking of going all out alpha this turn. How much heat is way too much heat? Which is the greatest threat? Osteon D or mad dog? I’m also considering just standing still because there is no way that crap pilot is going to land his dfa right? That’s a piloting skill check against my piloting skill or am I misremembering? (Legion ten can claim my spot? Force a piloting roll and have the osteon crash?)
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# ? Apr 19, 2018 00:27 |
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Farseli posted:We can also jump over the protos in the tunnels while the mechs are a hard block. I forgot to actually roll your shutdown check, so you're not shut down at least?
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# ? Apr 19, 2018 00:31 |
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Ouch, I think I need to play a supporting role for awhile.
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# ? Apr 19, 2018 00:34 |
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Wow. That hellbringer Z was pristine, and me and me and #12 kicked all the armor off of both legs of the Osteon Prime, forcing two crit checks and leaving him highly vulnerable next turn. All things considered, I'm quite pleased with that! I've got a tank in the way of my run up north now, though, so I'll have to kill it. I'm sitting at the prime 9 heat but I don't think I can stay there, which means probably instead dumping all my heat and just taking an tsemp and two ap gauss shots at the tank in 2512. Assuming it's rubble, I'll have the movement to get through it and still hit the 2ndary target, hopefully. PTN, if an enemy unit is shut down from TSEMP, does it still block movement?
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# ? Apr 19, 2018 00:35 |
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quote:- Fires rHeavy PPC at Hellbringer Z (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 7, hit Head (0/9 armor, 0/3 structure remaining)! Pilot killed! ’Mech destroyed!
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# ? Apr 19, 2018 00:39 |
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Wow another great turn. Keep it up! I think my statsheet image is a copy/paste of last turn's though. I took another two to the left leg and my heat should be down to 6 I believe. Leperflesh looks like I can follow in your footsteps again and try to finish off the Osteon this turn.
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# ? Apr 19, 2018 00:55 |
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I don't think the Turkina Z can save the OpFor, what with only having a 5/6 pilot in there. This is brutal but not for the players.
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# ? Apr 19, 2018 01:00 |
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Until SHODAN takes it over and it becomes a 1/1 pilot. And the Protomech's join her c3 network. And then the train opens up to reveal 4 more Turkina Z's.
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# ? Apr 19, 2018 01:03 |
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PoptartsNinja posted:Nah, it's just that every single member of the second line Traitor Star have been killed with a direct cockpit hit so far. Well, this certainly didn't disappoint.
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# ? Apr 19, 2018 01:07 |
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Sweet jesus what a loving turn
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# ? Apr 19, 2018 01:29 |
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I'd like to think that someone on the Society comms are basically like D3 Reaper of Souls opening at this point: https://www.youtube.com/watch?v=NWa41eJjr0c&t=96s Because yeah, they should have run and they're all going to die.
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# ? Apr 19, 2018 01:33 |
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PoptartsNinja posted:Rabbit Warren Update 7 Moments like this are why I love this thread so much.
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# ? Apr 19, 2018 01:37 |
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Double headshot and a midair high five. Nice
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# ? Apr 19, 2018 01:48 |
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So many headshots, not just this turn, but this entire mission.
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# ? Apr 19, 2018 01:55 |
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These guys are going to be an *awesome* OpFor later.
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# ? Apr 19, 2018 01:55 |
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Well, things could be worse for The Society. It could be the Clanners putting them down, and not the Legion. At least the Legion will make it quick.
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# ? Apr 19, 2018 02:13 |
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Sweet jesus what a loving turn e: oh cool double post
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# ? Apr 19, 2018 02:37 |
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quote:Legion #8 How much damage does a TSM kick with Talons do?
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# ? Apr 19, 2018 03:17 |
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AJ_Impy posted:How much damage does a TSM kick with Talons do? Lemniscate Blue posted:2x for TSM, 1.5x for talons, 15 base. So, 45? Depending on how the multipliers stack?
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# ? Apr 19, 2018 03:30 |
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23/46
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# ? Apr 19, 2018 03:31 |
PoptartsNinja posted:Savage Wolf Z I think the head armor on Legion #3 didn't get updated.
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# ? Apr 19, 2018 03:38 |
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Olothreutes posted:I think the head armor on Legion #3 didn't get updated. ATMs do damage in groups of 5, which means there's a group of 1 left over after the initial 35 points are allocated. Ferro-Lamellor armor reduces all incoming damage by 1, to a minimum of 0. It would still count as a Pilot Hit if the Legion weren't immune to those, but it does no damage. FerroLam is actually pretty good against iATM-12s in particular, because it's cutting full 8 damage off of 36 every time.
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# ? Apr 19, 2018 03:42 |
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# ? May 25, 2024 18:02 |
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Strobe posted:ATMs do damage in groups of 5, which means there's a group of 1 left over after the initial 35 points are allocated. Ferro-Lamellor armor reduces all incoming damage by 1, to a minimum of 0. Speaking as #3, oh thank goodness.
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# ? Apr 19, 2018 03:44 |