|
To be fair, that was me handing the players a really long lever and letting them see if they could move the moon. It was still up to the player to try.
|
# ? Jan 24, 2024 02:39 |
|
|
# ? Jun 3, 2024 19:59 |
|
PoptartsNinja posted:To be fair, that was me handing the players a really long lever and letting them see if they could move the moon. it was super fun and *extremely* memorable. the whole Demon Hawks arc was A+++++
|
# ? Jan 24, 2024 03:32 |
|
Pattonesque posted:it was super fun and *extremely* memorable. the whole Demon Hawks arc was A+++++ I still fondly remember the enemy quad that legged itself trying to activate its MASC.
|
# ? Jan 24, 2024 06:38 |
|
W.T. Fits posted:I still fondly remember the enemy quad that legged itself trying to activate its MASC. Mood: Unknowable
|
# ? Jan 24, 2024 06:44 |
|
Defiance Industries posted:I was thinking of the King Cobra because it has the power to go Ultra Instinct. As the player who used it, I can confirm that pulping Marauders with a giant mace while taking no damage for the entirety of the mission is extremely satisfying.
|
# ? Jan 24, 2024 06:53 |
|
W.T. Fits posted:I still fondly remember the enemy quad that legged itself trying to activate its MASC. What an incredible moment that was, too
|
# ? Jan 24, 2024 15:44 |
|
There were a lot of memorable moments in the OG AU thread, like the poor bastard in the Glacier mission who fell over, exploded, went through the ice, exploded a second, time, and then died.
|
# ? Jan 24, 2024 18:06 |
Guys, I'm not sanguine about this topic choice.
|
|
# ? Jan 24, 2024 19:23 |
|
Um... we've all sent in our orders for this turn, right? I suddenly feel like I've forgotten something.
|
# ? Jan 24, 2024 19:33 |
|
Marluxia posted:Guys, I'm not sanguine about this topic choice.
|
# ? Jan 24, 2024 20:18 |
|
LAMs heck yeah haha
|
# ? Jan 24, 2024 20:41 |
|
painedforever posted:Um... we've all sent in our orders for this turn, right? I suddenly feel like I've forgotten something. I just double-checked; mine are in
|
# ? Jan 24, 2024 21:07 |
Mine are in for turn 6
|
|
# ? Jan 24, 2024 21:13 |
|
I believe I have everyone's orders. I'm at work. Edit: I've gotten stuck working later than usual this week due to some meetings, which has slowed the update a little. I'll get it done ASAP. PoptartsNinja fucked around with this message at 21:58 on Jan 24, 2024 |
# ? Jan 24, 2024 21:28 |
|
It's all good PTN. Everyone got talking about LAMs and murdermechs, and I was all like, "Everyone's gone all chill about discussing what we're going to do. Is everyone biding their time while waiting on someone to send in their orders? Is it me that's forgotten?" Getting back to laughable LAMs... Wasn't someone in Natasha Kerensky's lance a LAM pilot?
|
# ? Jan 24, 2024 23:01 |
|
Rifleman I would like to add that my pilot is making "ack-ack" noises over open comms.
|
# ? Jan 24, 2024 23:16 |
|
painedforever posted:Wasn't someone in Natasha Kerensky's lance a LAM pilot? Not as far as I know. The original Black Widow command lance was her, a Marauder and a Crusader. Then they added a Griffin later.
|
# ? Jan 24, 2024 23:26 |
|
painedforever posted:Getting back to laughable LAMs... No, but Jaime Wolf's intelligence chief, Stanford Blake, piloted a LAM before Misery in Wolves On The Border.
|
# ? Jan 24, 2024 23:33 |
|
Holybat posted:No, but Jaime Wolf's intelligence chief, Stanford Blake, piloted a LAM before Misery in Wolves On The Border. Blake?! Is that how the Wolves got such good intel
|
# ? Jan 26, 2024 01:41 |
|
Honestly, the Dragoons being able to receive and decypher HPG transmissions would be a pretty good excuse.
|
# ? Jan 26, 2024 01:43 |
|
PoptartsNinja posted:Honestly, the Dragoons being able to receive and decypher HPG transmissions would be a pretty good excuse. With the world detail backfill of a part ComStar's HPG comms monopoly being their cryptography, I also like how it dovetails with how the Seventh Kommando raid on the An Ting HPG site worked for the Dragoons too. Like, anybody in a star system technically can receive HPG comms since it's just a radio carrier wave that's been squirted through hyperspace, but ComStar's stranglehold was understanding how to not only make HPGs work to transmit and to cryptographically secure any communications on both ends with their Star League tech computer resources. The Dragoons, being Clan, not only had the know-how to rig the transmission but they also had access to Star League vintage computer resources equal to or even superior to ComStar's as well. An example of this hardware advantage could be seen with Jaime Wolf being able to bring weapons into the most secured event on the most secured planet in the Inner Sphere with a personal SL-era electronic cloaking system.
|
# ? Jan 26, 2024 03:35 |
|
W.T. Fits posted:I still fondly remember the enemy quad that legged itself trying to activate its MASC. Years later, at random points in time, I remember this visual and laugh out loud, regardless of setting. One day I will remember it at like, a job interview or funeral or something and have to explain myself. It is only a matter of time.
|
# ? Jan 26, 2024 18:40 |
|
How crazy is it that these guys have a lance (we presume) of LAMs, plus the royal Battlemaster and whatever else we haven't stolen from them yet? EDIT: just noticed this while re-reading the prior battles PoptartsNinja posted:“They’ll see her landing,” Commander Ryoji commented almost idly. “If they brought a Union or a trio of Leopards, they could launch fighters.” Are LAMs easier to recover? Will they fit into the aerotech bays in airmech mode? propatriamori fucked around with this message at 03:39 on Jan 27, 2024 |
# ? Jan 27, 2024 02:07 |
|
propatriamori posted:Are LAMs easier to recover? Will they fit into the aerotech bays in airmech mode? Sort-of. They can convert and stay in 'Mech mode for refueling and all AeroSpace fighters can transition from air to space without issue, so they can just hang out until the DropShip launches and get recovered then.
|
# ? Jan 27, 2024 06:39 |
|
Showdown at High Noon 4-7 Rampart’s elation was as fierce as it was temporary. The Crusader’s explosion had been spectacular, the ‘Mech simply vanished in a fireball that left behind only shattered limbs and twisted ceramet. It felt strange to celebrate causing a death; but she was starting to grow accustomed to the necessity. She’d never wanted to be involved in fights to the death, but better an enemy than a friend. As if to punish her happiness, the Stalker swiveled and leveled its weaponry at her. Lasers and missiles scoured away the Ostsol’s armor, but her status board flashed green. Nothing had gotten through—if only just barely. The sound of exploding SRMs was lost among the secondary detonations of what little remained of the Crusader’s ammunition. “Armor’s getting a bit thin, boss,” she announced calmly. She could still fight, but losing her new Ostsol so soon after losing her Blackjack would be a black mark. “Our infantry is boarding now,” Prodigal replied. “We just have to hold out a little longer, and we can use the ship’s guns to drive off anything we can’t take out.” Movement Phase [n/a] AeroSpace Movement Phase Unknown Medium LAM - Initiates AirMech conversion, exits AeroSpace map. Deploys onto surface map on hex 1628! Unknown Light LAM - Initiates AirMech conversion, exits AeroSpace map. Deploys onto surface map on hex 1628! Shooting Phase Hoplite (Player) - Fires LB-10X [Slug] at Unknown Heavy Mech 2 (2 Gunnery + 2 range + 1 movement + 1 enemy movement + 1 light woods = 7): rolled 5, missed! - Fires Medium Laser at Unknown Heavy Mech 2 (2 Gunnery + 4 range + 1 movement + 1 enemy movement + 1 light woods = 9): rolled 6, missed! - Fires Medium Laser at Unknown Heavy Mech 2 (2 Gunnery + 4 range + 1 movement + 1 enemy movement + 1 light woods = 9): rolled 7, missed! - gains 9 heat, sinks 16! Rifleman (Player) - Fires ER Large Laser at Unknown Medium LAM (4 Gunnery + 0 range + 2 movement + 4 enemy movement - 2 airborne target = 8): rolled 2, missed! - Fires ER Large Laser at Unknown Medium LAM (4 Gunnery + 0 range + 2 movement + 4 enemy movement - 2 airborne target = 8): rolled 11, hit Rear Center Torso (0/5 armor, 13/16 structure remaining)! Crit! - - Unknown Medium LAM suffers a critical chance in Center Torso: rolled 6, no critical hit sustained! - Fires Ultra AC/5 [Ultra] at Unknown Medium LAM (4 Gunnery + 2 range + 2 movement + 4 enemy movement - 2 airborne target = 10): rolled 10, with a cluster roll of (9 + 1 = 10) 2 shells hit Rear Center Torso (8/16 structure remaining (Crit!)), Left Arm (5/10 armor remaining)! - - Unknown Medium LAM suffers a critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - - rolled 5, lower. Rolled 3: Engine hit! - Fires Ultra AC/5 [Ultra] at Unknown Medium LAM (4 Gunnery + 2 range + 2 movement + 4 enemy movement - 2 airborne target = 10): rolled 7, missed! - gains 30 heat, sinks 20! Overheating! Ostsol (Player) - Fires Large Pulse Laser at Crusader (3 Gunnery + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 9, hit Rear Left Torso (0/6 armor, 12/15 structure remaining)! Crit! - - Crusader suffers a critical chance in Left Torso: rolled 8, 1 critical hit sustained! - - - LRM-15 ammo hit! - Fires Large Pulse Laser at Crusader (3 Gunnery + 0 range + 2 movement + 0 enemy movement - 2 pulse laser = 3): rolled 8, hit Rear Right Torso (0/6 armor, 12/15 structure remaining)! Crit! - - Crusader suffers a critical chance in Right Torso: rolled 5, no critical hits sustained! - Fires Medium Laser at Crusader (3 Gunnery + 0 range + 2 movement + 0 enemy movement = 5): rolled 2, missed! - Fires Medium Laser at Crusader (3 Gunnery + 0 range + 2 movement + 0 enemy movement = 5): rolled 7, hit Rear Center Torso (0/8 armor, 19/21 structure remaining)! Crit! - - Crusader suffers a critical chance in Center Torso: rolled 8, 1 critical hit sustained! - - - rolled 6, lower. Rolled 3, engine hit! - gains 28 heat, sinks 32! Thunderbolt (Player) - Torso-twists to threaten hex 1909! - Fires Large Laser at Catapult (3 Gunnery + 0 range + 3 movement + 1 enemy movement = 7): rolled 9, hit Right Arm (1/10 structure remaining)! Crit! - - Catapult suffers a critical chance in Right Arm: rolled 7, no critical hits sustained! - Fires Medium Laser at Catapult (3 Gunnery + 0 range + 3 movement + 1 enemy movement = 7): rolled 9, hit Right Leg (19/24 armor remaining)! - Fires Machine Gun at Catapult (3 Gunnery + 0 range + 3 movement + 1 enemy movement = 7): rolled 8, hit Right Arm (0/10 structure remaining)! Right arm blown off! - - 1 damage transfers to Right Torso (21/22 armor remaining)! - Fires Machine Gun at Catapult (3 Gunnery + 0 range + 3 movement + 1 enemy movement = 7): rolled 12, hit Right Leg (17/24 armor remaining)! - Fires Machine Gun at Catapult (3 Gunnery + 0 range + 3 movement + 1 enemy movement = 7): rolled 9, hit Right Leg (15/24 armor remaining)! TAC! - - Catapult suffers a through-armor critical chance in Right Leg: rolled 4, no critical hit sustained! - Fires LRM-15 at Stalker (3 Gunnery + 0 range + 3 movement + 0 enemy movement + 1 minimum range + 0 Multi-Trac Targeting = 7): rolled 11, with a cluster roll of 6: 9 missiles hit Left Torso (11/26 armor remaining), Left Torso (6/26 armor remaining)! - gains 15 heat, sinks 16! Overheating! BattleMaster (Player) - Fires ER PPC at Stalker (3 Gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 6, hit Right Leg (12/32 armor remaining)! - Fires PPC at Stalker (3 Gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 10, hit Right Arm (15/25 armor remaining)! TAC! - - Stalker suffers a through-armor critical chance in Right Arm: rolled 9, 1 critical hit sustained! - - - Rolled 4, lower. Rolled 3, medium laser destroyed! - Fires Medium Laser at Stalker (3 gunnery + 2 range + 1 movement + 0 enemy movement + 1 light woods = 7): rolled 8, hit Left Arm (15/25 armor remaining)! - Fires Medium Laser at Stalker (3 gunnery + 2 range + 1 movement + 0 enemy movement + 1 light woods = 7): rolled 5, missed! - Fires Medium Laser at Stalker (3 gunnery + 2 range + 1 movement + 0 enemy movement + 1 light woods = 7): rolled 10, hit Head (4/9 armor remaining)! TAC! - - Stalker suffers a through-armor critical chance in Head: rolled 5, no critical hits sustained! - Fires Large Pulse Laser at Stalker (3 Gunnery + 2 range + 1 movement + 0 enemy movement + 1 light woods - 2 pulse laser = 5): rolled 5, hit Right Torso (12/26 armor remaining)! - Fires Medium Laser at Stalker (3 gunnery + 2 range + 1 movement + 0 enemy movement + 1 light woods = 7): rolled 7, hit Right Arm (10/25 armor remaining)! - gains 49 heat, sinks 34! Stalker - Fires ER Large Laser at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 7, hit Right Arm (3/16 armor remaining)! - Fires Medium Laser at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 9, hit Left Arm (11/16 armor remaining)! - Fires Medium Laser at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Right Leg (10/22 armor remaining)! - Fires Medium Laser at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 6, hit Left Leg (17/22 armor remaining)! - Fires Medium Laser at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 2, missed! - Fires SRM-6 at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, with a cluster roll of 7: 4 missiles hit Left Arm (9/16 armor remaining), Right Leg (8/22 armor remaining), Right Torso (5/22 armor remaining), Right Torso (3/22 armor remaining)! - Fires SRM-6 at Ostsol (3 Gunnery + 0 range + 1 movement + 1 enemy movement = 5): rolled 5, with a cluster roll of 5: 3 missiles hit Right Torso (1/22 armor remaining), Right Leg (6/22 armor remaining), Center Torso (23/25 armor remaining)! - gains 34 heat, sinks 32! Overheating! Catapult - Fires ER PPC at Thunderbolt (3 gunnery + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Right Torso (4/24 armor remaining)! - Fires ER PPC at Thunderbolt (3 gunnery + 0 range + 1 movement + 2 enemy movement = 6): rolled 11, hit Center Torso (17/30 armor remaining)! - gains 31 heat, sinks 32! Crusader - Fires LRM-15 at Thunderbolt ([3 + 1 heat = 4] gunnery + 2 range + 2 movement + 2 enemy movement = 9): rolled 8, missed! - Fires LRM-15 at Thunderbolt ([3 + 1 heat = 4] gunnery + 2 range + 2 movement + 2 enemy movement = 9): rolled 7, missed! - gains 17 heat, sinks 10! Unknown Heavy ‘Mech #2 - Torso-twists to threaten hex 0810! - Fires AC/5 [Precision Ammo] at BattleMaster (3 gunnery + 0 range + 2 movement + [0] enemy movement (precision ammo) + 1 light woods = 6): rolled 10, hit Left Leg (21/26 armor remaining)! - Fires Medium Laser at Heavy APC 2 (3 gunnery + 0 range + 2 movement + 2 enemy movement + 1 secondary target = 8): rolled 6, missed! - gains 6 heat, sinks 10! Unknown Medium LAM - Fires ER Large Laser at Hoplite (3 gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 4, missed! - Fires Medium Laser at Hoplite (3 gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 7, hit Right Arm (13/18 armor remaining)! - Fires Medium Laser at Hoplite (3 gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 3, missed! - Fires Medium Laser at Hoplite (3 gunnery + 0 range + 1 movement + 0 enemy movement + 1 light woods = 5): rolled 7, hit Left Torso (5/18 armor remaining)! - Gains 28 heat, sinks 24! Unknown Light LAM - Holds fire! - Gains 2 heat, sinks 20! Marsden CWT #1 (Ally) - Fires Medium Rifle at Unknown Light LAM (4 gunnery + 2 range + 2 movement + 4 enemy movement = 12): rolled 11, missed! Marsden CWT #2 (Ally) - Fires Medium Rifle at Catapult (4 gunnery + 2 range + 1 movement + 1 enemy movement = 8): rolled 4, missed! Heavy Tracked APC #1 (Ally) - Holds fire! Heavy Tracked APC #2 (Ally) - Holds fire! SnowCAT #1 (Ally) - Holds fire! SnowCAT #2 (Ally) - Holds fire! SnowCAT #3 (Ally) - Holds fire! Shooting End Phase Ostsol (Player) - Must pass a piloting test or fall (4 gunnery + 1 massive damage = 5): rolled 6, succeeds! Thunderbolt (Player) - Must pass a piloting test or fall (4 gunnery + 1 massive damage = 5): rolled 6, succeeds! Crusader - LRM-15 ammo explodes in Left Torso! Crusader suffers 105 damage to Left Torso (0/24 armor, 0/15 structure remaining)! Torso destroyed! Left arm blown off! - - 87 damage transfers to Center Torso (0/34 armor, 0/21 structure remaining)! Mech destroyed! - - - 34 damage vents harmlessly! Catapult - Must pass a piloting test or fall (4 gunnery + 1 massive damage = 5): rolled 10, succeeds! Stalker - Must pass a 3+ consciousness test: rolled 9, succeeds! - Must pass a piloting test or fall (4 gunnery + 1 massive damage = 5): rolled 7, succeeds! Melee Phase Ostsol (player) - Primary target destroyed! Unknown Heavy ‘Mech 2 - Kicks Heavy Tracked APC 2 (4 piloting + 2 movement + 2 enemy movement - 2 kick = 6): rolled 7, hit Left Side (1/13 armor remaining)! Melee End Phase [n/a] Heat Phase Heat applied! End Phase [n/a] Next Turn’s Movement Phase Heavy Tracked APC 1 (Ally) - Boards DropShip - Deploys Marine Platoon Alpha (Troop Strength +21) - Deploys Marine Platoon Beta (Troop Strength +21) Unknown Light LAM - Activates conversion gear, converts to ‘Mech mode! Map Link Objectives Primary Objective - Capture the Enemy DropShip (0/1) - - Overwhelm DropShip Troop Strength (42/46) - - Turns until the Turncoat is Overwhelmed (6/12) Secondary Objective - Defeat Enemy BattleMech Lance (0/4) - Keep All Enemy Mechs Engaged for 3 Turns (Complete): - - Unknown Heavy ‘Mech 2 Engaged (Failed) Player Status: Ally Status: OpForce Status: Special Rules Glacial Exposure: Ejecting pilots suffer 1 automatic pilot damage. Light Autocannon Tweaks - Autocannon/5s can fire singly or burst fire two shots as per the Ultra Autocannon rules, with the standard chance to jam. - Autocannon/2s can fire singly or burst fire three shots as per the Ultra Autocannon rules, with the standard chance to jam. - Ultra Autocannons don't jam, and receive a +2 bonus on cluster table rolls at short range, +1 at medium range, and +0 at long range. Small Weapon Tweaks - Weapons with a range of 3 or less only have a short range bracket. PoptartsNinja fucked around with this message at 04:02 on Jan 29, 2024 |
# ? Jan 28, 2024 00:01 |
|
Good turn for the players! Maybe bad news for that apc and our allied mech next turn maybe! You still got an ERPPC and a whole mech off the board though.
|
# ? Jan 28, 2024 00:25 |
|
It's a start! You've got the assault teams boarding!
|
# ? Jan 28, 2024 00:35 |
If that apc right next to the dropship gets in, we've all but won. whatever we can do to engage the plethora of enemy mechs surrounding it, we should.
|
|
# ? Jan 28, 2024 01:06 |
|
PoptartsNinja posted:BattleMaster (Player) Shouldn't the Stalker need to take a consciousness test for the head hit?
|
# ? Jan 28, 2024 01:17 |
|
Yes! One down! Should I get after the Dragon next?
|
# ? Jan 28, 2024 02:30 |
|
Am I the only one who just desperately wants to charge those guys into the dropship pit. Both the Catapult and the LAM are right next to it I don't have the MP to do it, but dang that pit is just right there Also wewt Obligation Lance. Good kill on the Crusader! The Catapult is drat near defanged. The Dragon got the kick off on the APC but that wasn't enough to stop it. painedforever posted:Should I get after the Dragon next? That light LAM might actually be more threatening to you in the short term? Three front-arc lasers plus jump six? I think I'm going to continue shooting at the Stalker, simply because I (the Battlemaster) think I want to continue shooting the PPC and it's at range six and the Dragon and LAM are at seven. This time I think I'll actually use the large pulse laser + PPC combo, though. Just one point less damage for 5 less heat. I think I've been underutilizing it. Unfortunately the Stalker can continue taking a beating for a while, but so can I, and it seems like neither of us is going anywhere this turn. I'll have a bit of a think and wait til tomorrow to submit, though. There's also fighters on the board to the south. Don't know what to make of those except that the swing-wings seem really prominent. propatriamori fucked around with this message at 04:01 on Jan 28, 2024 |
# ? Jan 28, 2024 03:42 |
|
PoptartsNinja posted:BattleMaster (Player) sorry for the double post, but PTN I want to double-check: I walked this turn, otherwise the reverse-and-turn is totally invalid, right? I think both my heat and my movement mod reflect running instead (I count 47 total from my weapons, +1 for walk). I think that also means the large pulse laser shot would've hit, and the first medium laser shot? Or am I missing something?
|
# ? Jan 28, 2024 06:39 |
|
No, you're correct. This is what happens when I have to work late, I can't do the update in one big push, I have to do it in bits and pieces as time allows. I'll get that fixed ASAP.
|
# ? Jan 28, 2024 07:34 |
|
That was a pretty fantastic turn. Great job Goonlance. Just gotta keep that last APC safe and you'll have this mission in the bag.
|
# ? Jan 28, 2024 12:32 |
|
Rifleman Overheating like a MF so moving to 1622 and taking a pot shot at the Stalker.
|
# ? Jan 28, 2024 13:12 |
|
Parents: are your dropships safe? You won't believe what this Star League lance does
|
# ? Jan 29, 2024 00:10 |
|
Hoplite Going to shotgun the Stalker.
|
# ? Jan 29, 2024 01:17 |
Jumping to behind that medium LAM and unloading on him. Also tossing LRMs at the stalker, I am presuming the catapult cant attack our apc.
|
|
# ? Jan 29, 2024 07:30 |
|
They were only safe until one APC started unloading infantry, now everything's fair game.
|
# ? Jan 29, 2024 07:50 |
|
|
# ? Jun 3, 2024 19:59 |
|
Battlemaster Shooting the LPLAS and PPC at the Stalker and remaining in place for right now. Once I've cooled down again I'll move toward the Dropship. Orders in.
|
# ? Jan 29, 2024 08:22 |