Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Dachshundofdoom
Feb 14, 2013

Pillbug
aaaa gently caress I forgot to put in orders again until just now, I'm really sorry if that hosed things up for us and/or Scintilla, it's the last day of exam week so I will be back to full brain from here on out, theoretically

Adbot
ADBOT LOVES YOU

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Dachshundofdoom posted:

aaaa gently caress I forgot to put in orders again until just now, I'm really sorry if that hosed things up for us and/or Scintilla, it's the last day of exam week so I will be back to full brain from here on out, theoretically

It's fine, I've only just woken up so I haven't run the turn yet. If you need me to delay in the future please don't hesitate to ask.

anakha
Sep 16, 2009


Scintilla, sent a quick correction to my orders - forgot to fix my copy-paste and should be firing on the Javelin.

Mangarrian
Mar 21, 2024
Yesterday arrived my copy of the Book of House Arano and I´ve discovered that the character that my mind called "Lord Decimis" is "Lord Karosas", and "Lord Decimis has a portrait that seems a pilot XDDD.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 14

Brian’s Phoenix Hawk shuddered as the pirate Whitworth’s left foot smashed into its right leg, shattering most of its remaining armour. The Phoenix Hawk’s gyro skipped, but Brian used the sudden lack of balance to his advantage, pivoting so that his mech toppled towards the other mech. As he fell he raised both of his Phoenix Hawk’s fists and brought them down hard on the smaller mech. The left hand missed, but the right slammed down on the crown of the Whitworth’s head, buckling it.

“Got you!” Brian snarled, using the pirate mech to steady himself. He flexed his Phoenix Hawk’s fingers, trying to get a better grip on the Whitworth’s head so that he could crush its cockpit. The two machines grappled with one another, knocking down trees and stumbling through snowdrifts. Brian held on tightly, leveraging his Phoenix Hawk’s longer arms and greater weight to keep the lighter mech from escaping. Just as Brian was gaining the upper hand, however, the Whitworth’s pilot triggered its jump jets. The sudden upwards momentum broke Brian’s grip, allowing the smaller mech to rocket away to safety.

Undeterred, Brian triggered his own jump jets and set off in pursuit. The enemy pilot’s quick thinking had bought him a reprieve, but it was merely a stay of execution. The Phoenix Hawk was faster, more manoeuvrable and better armed than the Whitworth, and in a one-on-one engagement it was only a matter of time before Brian managed to fatally outflank it. As long as the Trebuchet kept the pirate Javelin occupied his victory was virtually guaranteed.



Shadow Hawk SHD-2K (Player) turned while flanking on pavement (Hex 1314); must pass a piloting test to avoid skidding out of control! Needs 5, rolls 9: Succeeds!





Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Guillotine GLT-4L (Pirates); needs 7, rolls 6: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Guillotine GLT-4L (Pirates); needs 8, rolls 8: Hits Left Arm! Guillotine GLT-4L (Pirates) takes 10 damage to Left Arm, 10/20 Armour remaining.
-Fires LRM-5 at Guillotine GLT-4L (Pirates); needs 8, rolls 8: 4 Missiles Hit! Guillotine GLT-4L (Pirates) takes 4 damage to Left Leg, 8/22 Armour remaining.

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 7: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 6: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 6: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 10, rolls 5: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 10, rolls 7: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Holds fire!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires LRM-10 at Guillotine GLT-4L (Pirates); needs 9, rolls 8: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 6: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 7: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 5: Misses!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 8, rolls 6: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 10: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Holds fire!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires SRM-2 at Griffin GRF-1N (Allied); needs 9, rolls 10: 1 Missile Hits! Griffin GRF-1N (Allied) takes 2 damage to Left Arm, 7/14 Armour remaining.
-Fires SRM-2 at Griffin GRF-1N (Allied); needs 9, rolls 6: Misses!
-Fires SRM-2 at Griffin GRF-1N (Allied); needs 9, rolls 8: Misses!
-Fires SRM-2 at Griffin GRF-1N (Allied); needs 9, rolls 7: Misses!

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Large Laser at Gladiator GLD-4R (Player); needs 9, rolls 6: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 10: Hits Right Leg! Gladiator GLD-4R (Player) takes 5 damage to Right Leg, 12/19 Armour remaining.
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 10: Hits Left Arm! Gladiator GLD-4R (Player) takes 5 damage to Left Arm, 8/15 Armour remaining.
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 7: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 6: Misses!
-Fires SRM-6 at Gladiator GLD-4R (Player); needs 10, rolls 4: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Trebuchet TBT-5Sr (Player); needs 10, rolls 7: Misses!
-Fires Medium Laser at Trebuchet TBT-5Sr (Player); needs 10, rolls 5: Misses!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires PPC at Gladiator GLD-4R (Player); needs 10, rolls 8: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 11, rolls 8: Misses!
-Fires LRM-5 at Gladiator GLD-4R (Player); needs 9, rolls 4: Misses!

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 7, rolls 6: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 7, rolls 5: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 7, rolls 5: Misses!



Physical attacks for Griffin GRF-1N (Allied):
-Punches Assassin ASN (Creed) (ACE) (Pirates) with right arm; needs 10, rolls 10: Hits Head! Assassin ASN (Creed) (ACE) (Pirates) takes 6 damage to Head, 3/9 Armour remaining. Pilot Hit!

--

Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Punches Whitworth WTH-1 (Pirates) with right arm; needs 11, rolls 11: Hits Head! Whitworth WTH-1 (Pirates) takes 5 damage to Head, 4/9 Armour remaining. Pilot Hit!
-Punches Whitworth WTH-1 (Pirates) with left arm; needs 11, rolls 10: Misses!

--

Physical attacks for Assassin ASN (Creed) (ACE) (Pirates):
-Kicks Griffin GRF-1N (Allied); needs 7, rolls 4: Misses!

Physical attacks for Whitworth WTH-1 (Pirates):
-Kicks Phoenix Hawk PXH-1 (Silver Phantoms); needs 7, rolls 10: Hits Right Leg! Phoenix Hawk PXH-1 (Silver Phantoms) takes 8 damage to Right Leg, 2/15 Armour remaining.

--

Piloting checks for Assassin ASN (Creed) (ACE) (Pirates):
-Missed a Kick: needs 5, rolls 10: Succeeds!

Piloting checks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Was Kicked: needs 5, rolls 8: Succeeds!

--

Urskine Creed (Assassin (Creed)) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 3+, rolls 6: Succeeds!

Zygmunt Bochenek (Whitworth WTH-1) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 3+, rolls 8: Succeeds!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 9 heat, sinks 10 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 12 heat, sinks 12 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 3 heat, sinks 14 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 6 heat, sinks 12 heat and is now at 0 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 11 heat, sinks 11 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 0 heat, sinks 10 heat and is now at 0 heat.

--

Assassin ASN (Creed) (ACE) (Pirates) gains 11 heat, sinks 12 heat and is now at 3 heat.

Guillotine GLT-4L (Pirates) gains 26 heat, sinks 22 heat and is now at 4 heat.

Fire Javelin JVN-10F (Pirates) gains 4 heat, sinks 12 heat and is now at 2 heat.

Vindicator VND-1R (Pirates) gains 17 heat, sinks 12 heat and is now at 5 heat. Overheating!

Whitworth WTH-1 (Pirates) gains 11 heat, sinks 10 heat and is now at 4 heat.



Griffin GRF-1N (Allied) is planning on jumping to Hex 1620 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1322 next turn.



Guillotine GLT-4L PXH-1 (Pirates) is jumping with a damaged foot and must roll to avoid falling over. Needs 5, rolls 7: Succeeds!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Saturday 11th 9:00PM GMT.

anakha
Sep 16, 2009


Scintilla, is my understanding correct that the Whitworth would have +4 to hit me if I were to move to 1127 due to the 2 light woods and 1 heavy smoke hexes?

Xarn
Jun 26, 2015

Scintilla posted:


-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 7: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 6: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 6: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 10, rolls 5: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 10, rolls 7: Misses!

-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 6: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 7: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 5: Misses!

-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 8, rolls 6: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 10: Misses!


The dice said no.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
IIRC Woods and smoke only stack for line-of-sight purposes, so only the highest modifier applies; but I don't have time to check the rulebook so I could be mistaken.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Xarn posted:

The dice said no.

whiteout conditions!! :argh:

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Scintilla, is my understanding correct that the Whitworth would have +4 to hit me if I were to move to 1127 due to the 2 light woods and 1 heavy smoke hexes?

PoptartsNinja posted:

IIRC Woods and smoke only stack for line-of-sight purposes, so only the highest modifier applies; but I don't have time to check the rulebook so I could be mistaken.

This seems to be the case - I've tested it and the readout only lists a +2 penalty for two light woods hexes.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Xarn posted:

The dice said no.

The dice said ONLY PUNCHING TODAY.

Amechwarrior
Jan 29, 2007

ONLY FACE PUNCHING TODAY

IMJack
Apr 16, 2003

Royalty is a continuous ripping and tearing motion.


Fun Shoe
Etienne will never stop talking about how he punched an Assassin in the face on his first mission. Assuming he lives through this

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

IMJack posted:

Etienne will never stop talking about how he punched an Assassin in the face on his first mission. Assuming he lives through this

It's not a bad story, I think he's allowed.

Arrath
Apr 14, 2011


IMJack posted:

Etienne will never stop talking about how he punched an Assassin in the face on his first mission. Assuming he lives through this

Too bad it wasn't a KO!

biosterous
Feb 23, 2013




hell yeah Etienne

Ego Trip
Aug 28, 2012

A tenacious little mouse!


They grow up so fast.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

I think my best move is just to keep backing up to 1420 and shoot the Assassin if I can, or take a potshot at the Guillotine if I can't (although I'm not sure how intervening smoke is treated in terms of what height it extends to, so I might not even have LoS on the Guillotine from there since I assume H. Smoke is the same as Heavy Woods in that regard.)

anakha
Sep 16, 2009


Treb

Chasing after the Javelin seems like a losing proposition right now given where it jumped, and I'd be exposing myself to potential fire from both it and the Whitworth if I wheel around and go after the latter again.

Thinking of swinging around to 1726 to support the rest of the lance, with contingency orders to shoot the Assassin if it's in range.

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Looking at jumping to 1517. I'll fire off a large laser and medium ladder shot at the Guillotine as well, unless the Assassin stays in arc I'll try to hit him instead

Gwaihir
Dec 8, 2009
Hair Elf

Dachshundofdoom posted:

Gladiator

I think my best move is just to keep backing up to 1420 and shoot the Assassin if I can, or take a potshot at the Guillotine if I can't (although I'm not sure how intervening smoke is treated in terms of what height it extends to, so I might not even have LoS on the Guillotine from there since I assume H. Smoke is the same as Heavy Woods in that regard.)

Backing to 1420 is a great move, there's no where the assassin can escape your los, and you maintain a good move mod to boot.

E: I guess it can run far enough south but it still can't actual get behind you, so close enough. I was thinking of jump movement only.

Gwaihir fucked around with this message at 15:49 on May 9, 2024

Gwaihir
Dec 8, 2009
Hair Elf

Holybat posted:

Wolverine

Looking at jumping to 1517. I'll fire off a large laser and medium ladder shot at the Guillotine as well, unless the Assassin stays in arc I'll try to hit him instead

Consider 2115 in to the woods as well, maybe, for assassin boxing.

If you do go to 1517, the vindicator is a way easier target than the guillotine I think.

Assassin should be priority one though because it's the only one that can actually keep up with us.

Holybat
Dec 22, 2006

I made this while you were asleep.

Gwaihir posted:

Consider 2115 in to the woods as well, maybe, for assassin boxing.

If you do go to 1517, the vindicator is a way easier target than the guillotine I think.

Assassin should be priority one though because it's the only one that can actually keep up with us.

2115 does look good plus about boxing in the Assassin. that might be the better way to go I agree it's the one that can keep the pursuit hot

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Orders are in, backing to 1420. I realized that even if I can't try to hit the Assassin or Guillotine I still have a max range shot at the Vindicator, so I threw that into the conditionals as a target of last resort. It seems like the least immediately threatening of the remaining auction mechs but obviously I'll take whatever shots I can get, a PPC+LRM is never harmless.

Gwaihir
Dec 8, 2009
Hair Elf
Is the hex on fire in 1117 difficult terrain?

I'm thinking to go 1118 and shoot the vindicator on 7s if it isn't, otherwise I'm going to run all the way down to 1121 and try to hit the assassin wherever it goes.

Gwaihir fucked around with this message at 22:32 on May 10, 2024

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Gwaihir posted:

Is the hex on fire in 1117 difficult terrain?

Yes since the Panther's remains are in there.

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders are sent in, jumping to 2115 and firing medium lasers and SRM6 on Assassin if possible.

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.

IMJack posted:

Etienne will never stop talking about how he punched an Assassin in the face on his first mission. Assuming he lives through this

Remember when we were punching him and his lance?

Good times. Good times.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 15

Yukiko exhaled softly and did her best to centre herself. It was not easy. Her performance so far had been lacklustre, and her frustration at that fact had fed the turbulence that perpetually boiled inside her soul. She had lost count of the number of times she had had an enemy squarely in her crosshairs only for the azure whip of her PPC to strike the ground directly in front of them. Could it be a problem with the Shadow Hawk’s targeting systems? Had the refitting process induced some kind of delay into its firing circuits?

No, Yukiko thought as she swung her mech around to face the pirate Vindicator. The problem was with her, not the Shadow Hawk. Only a third-rate warrior blamed her weapons for her own shortcomings. A true samurai could kill a man with a wooden practice sword.

As she prepared to fire Yukiko pushed aside her frustration and gathered her resolve. She tried to recall how she had felt earlier in the year, when she had briefly achieved muga. The feeling was there, buried deep in her psyche, but using it consciously was another matter. She remembered the oneness, the feeling of moving the mech as if it were her own body, but the process was vague and indistinct, more of an instinct than a conscious action. Nevertheless, she did her best, relaxing back into her command couch and allowing the mech to guide her as much as she was guiding it.

Yukiko and the Vindicator’s pilot fired at almost exactly the same time. The Vindicator’s long-range armament was identical to Yukiko’s own, lending the exchange a fearful symmetry. A fierce grin briefly conquered Yukiko’s lips as she watched the Vindicator flinch back, its left arm thoroughly shredded. The Vindicator’s PPC struck her squarely in the chest, but Yukiko barely noticed. Muga was still beyond her, but she had regained her focus, and woe betide whoever fell under her crosshairs next.







Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 9: Hits Right Torso! Assassin ASN (Creed) (ACE) (Pirates) takes 10 damage to Right Torso, 0/10 Armour remaining.
-Fires SRM-6 at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 3: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Vindicator VND-1R (Pirates); needs 8, rolls 11: Hits Left Arm! Vindicator VND-1R (Pirates) takes 10 damage to Left Arm, 0/14 Armour, 4/7 Structure remaining. Critical Chance!
--Critical Chance in Left Arm! No Critical Hits sustained.
-Fires LRM-5 at Vindicator VND-1R (Pirates); needs 8, rolls 7: Misses!

Weapons fire for Trebuchet TBT-5Sr (Player):
-Holds fire!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Guillotine GLT-4L (Pirates); needs 13, rolls 9: Automatic Miss!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Guillotine GLT-4L (Pirates); needs 10, rolls 6: Misses!
-Fires LRM-10 at Guillotine GLT-4L (Pirates); needs 10, rolls 5: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 7: Misses!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 12, rolls 12: Hits Left Arm! Damage transfers to Left Torso! Assassin ASN (Creed) (ACE) (Pirates) takes 8 damage to Left Torso, 0/10 Armour remaining.

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Whitworth WTH-1 (Pirates); needs 9, rolls 4: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 9, rolls 11: Hits Rear Left Torso! Whitworth WTH-1 (Pirates) takes 5 damage to Rear Left Torso, 1/6 Armour remaining.
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 9, rolls 8: Misses!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 9, rolls 4: Misses!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 9, rolls 7: Misses!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires SRM-2 at Gladiator GLD-4R (Player); needs 9, rolls 5: Misses!
-Fires SRM-2 at Gladiator GLD-4R (Player); needs 9, rolls 6: Misses!
-Fires SRM-2 at Gladiator GLD-4R (Player); needs 9, rolls 4: Misses!
-Fires SRM-2 at Gladiator GLD-4R (Player); needs 9, rolls 4: Misses!
-Fires SRM-2 at Gladiator GLD-4R (Player); needs 9, rolls 8: Misses!

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Large Laser at Gladiator GLD-4R (Player); needs 10, rolls 11: Hits Left Arm! Gladiator GLD-4R (Player) takes 8 damage to Left Arm, 0/15 Armour remaining.
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 12, rolls 8: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 12, rolls 8: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 12, rolls 4: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Holds fire!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires PPC at Shadow Hawk SHD-2K (Player); needs 10, rolls 11: Hits Centre Torso! Shadow Hawk SHD-2K (Player) takes 10 damage to Centre Torso, 13/23 Armour remaining.
-Fires LRM-5 at Shadow Hawk SHD-2K (Player); needs 9, rolls 4: Misses!

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 6: Misses!



Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Kicks Whitworth WTH-1 (Pirates); needs 8, rolls 12: Hits Right Leg! Whitworth WTH-1 (Pirates) takes 9 damage to Right Leg, 7/18 Armour remaining. Critical Chance due to Weak Legs!
--Critical Chance in Right Leg! No Critical Hits sustained.

--

Piloting checks for Whitworth WTH-1 (Pirates):
-Was Kicked: needs 5, rolls 4: Fails!
--Whitworth WTH-1 (Pirates) falls on its right side, suffering 4 damage to Left Torso, 6/12 Armour remaining.
---Mechwarrior Zygmunt Bochenek must roll a 5+ to avoid damage. Rolls 10: Succeeds!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 13 heat, sinks 13 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 12 heat, sinks 12 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 0 heat, sinks 0 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 11 heat, sinks 11 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 17 heat, sinks 12 heat and is now at 5 heat. Overheating!

--

Centurion CN9-AL (Silver Phantoms) gains 8 heat, sinks 8 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 17 heat, sinks 10 heat and is now at 7 heat. Overheating!

--

Assassin ASN (Creed) (ACE) (Pirates) gains 9 heat, sinks 12 heat and is now at 0 heat.

Guillotine GLT-4L (Pirates) gains 19 heat, sinks 22 heat and is now at 1 heat.

Fire Javelin JVN-10F (Pirates) gains 4 heat, sinks 6 heat and is now at 0 heat.

Vindicator VND-1R (Pirates) gains 11 heat, sinks 12 heat and is now at 4 heat.

Whitworth WTH-1 (Pirates) gains 5 heat, sinks 9 heat and is now at 0 heat.



Griffin GRF-1N (Allied) is planning on jumping to Hex 1620 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1824 next turn.



Whitworth WTH-1 (Pirates) attempts to stand up. Needs 5, rolls 4: Fails!
-Whitworth WTH-1 (Pirates) falls on its right side, suffering 4 damage to Right Torso, 8/12 Armour remaining.
--Mechwarrior Zygmunt Bochenek must roll a 5+ to avoid damage. Rolls 6: Succeeds!

Whitworth WTH-1 (Pirates) attempts to stand up. Needs 5, rolls 8: Succeeds!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Tuesday 14th 9:00PM GMT.

Gwaihir
Dec 8, 2009
Hair Elf
Perfect fiction encapsulation of the extreme blah that is driving a shadowhawk weigh these dice lol.

glwgameplayer
Nov 16, 2022
I know this is stupid. But I have to ask, just to sate my own curiosity.

Would it be a backshot if the Wolverine backed up to 1512, torso twisted south, and shot at the Vindicator? And what are the chances of the Gladiator scoring a good hit if it ran behind the Vindicator at 1314, torso twisted to face 1214, and fired everything it has?

I know those are probably stupid ideas. But I see a chance at a backshot and I want to see it happen.

Gwaihir
Dec 8, 2009
Hair Elf
1512 is a 50/50 hex unfortunately, which means the target gets to choose the arc.

I don't think it's a dumb idea though- the vindicator has no armor on the rear torso with it's lrm ammo, and the gladiator has SRMs. Getting rid of the vindicator 's ppc will be really nice. I think this is turning enough to where we're going to be able to pull off a kill everything thanks to that whitworth face planting, and the assassin losing almost all of its armor.

The only target I think we avoid entirely for now is the guillotine, because it is well armored but crippled to a really low speed combined with no significant long range firepower. Leaving it for last makes sense.

It's also risking face planting every time it jumps with it's broken foot.

I'm thinking of shooting at the fire javelin this turn myself, I can hit it on 8s which is pretty decent. Otherwise I guess I'll maneuver for vindicator/assassin shots again.

Gwaihir fucked around with this message at 20:03 on May 12, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

This turn planning on jumping to 2120 and taking a large laser shot at the Vindicator, with keeping an ace contingency in case the Assassin moves into weapons range of me.

If the Fire Javelin keeps closing the turn after I'll be in a good spot to jump over the hills and try to get some weapons fire on it next turn to back up the Treb.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




That Assassin's in serious trouble now - both torsos are open, and there's ammo in both. A good volley of SRMs very well might detonate it.

anakha
Sep 16, 2009


Gwaihir posted:

I'm thinking of shooting at the fire javelin this turn myself, I can hit it on 8s which is pretty decent. Otherwise I guess I'll maneuver for vindicator/assassin shots again.

Treb

Let me know if you're going after the Jav, as I could get behind it this turn if I wanna get aggressive. 9s to hit, but any rear torso ML hit is gonna go internal.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Looking forwards to a good ammo cookoff

Gwaihir
Dec 8, 2009
Hair Elf
I'm not going to get better than an 8 to hit on the vindi, and I think my weapons are much more use on the Fire Javelin (Anywhere I hit except the left leg will go internal), so I think I'm going to go for it.

Planning on moving to 1524.

Gwaihir fucked around with this message at 15:46 on May 13, 2024

The X-man cometh
Nov 1, 2009
Taking out the Javelin will help clear the way for the Prowler to escape, too.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

I'm jumping to 1124, continuing to harass the Assassin with the Guillotine as my fallback target.

Adbot
ADBOT LOVES YOU

Gwaihir
Dec 8, 2009
Hair Elf
Maybe consider backing to 1822 and primary targeting the javelin? A PPC hit anywhere is a good cripple chance vs probably not doing anything to the guillotine.

Definitely still assassin contingency though.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply