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Ultimatum: Tactical Update 22 Star Captain Ferris Bekker didn’t even flinch as a six-centimeter shard of transplex ricocheted from his helmet and imbedded itself in his muscular thigh. He was too engrossed in the fiery explosions outside his canopy to care that blood instantly welled up to fill that deep gash. He didn’t even care enough to pull the shard out to apply one of the pressure bandages kept just for such an occasion, an injury so minor wasn’t enough to faze him. The scent of fresh blood was simply a motivator, Bekker had never been able to bring himself to care that it was his own. “An enemy artillery machine is near me,” Bekker gloated as soon as his damage diagram updated. He licked his lower lip as he stared at the vague figure of an enemy Chameleon upgraded for combat rather than the foolishly heat-intensive version he was accustomed to. They were dangerous machines, but not outstanding: simply an efficient mix of old technology and new on an ubiquitous frame. He switched to an open broadcast and said, “Clever, artillery machine. I wonder: if I kill your spotters will you come out and play with me?” Movement Phase Coyote (Ace) - Retreats from the battlefield! Combat Phase Kodiak - Fires Ultra AC/20 (single) at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 10, hit Left Leg (4/24 armor remains)! - Fires ER Medium Laser at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 5, miss! - Fires ER Medium Laser at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 3, miss! - Fires ER Medium Laser at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 9, hit Right Arm (0/3 structure remains)! Arm blown off! - - Damage transfers to Right Torso (5/16 armor remains) - Fires ER Medium Laser at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 9, hit Center Torso (8/22 armor remains)! - Fires Streak SRM-6 at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 8, 6 missiles hit Right Torso (3/16 armor remains), Right Leg (15/24 armor remains), Center Torso (6/22 armor remains), Center Torso (4/22 armor remains), Right Torso (1/16 armor remains), Left Torso (14/16 armor remains)! - Fires Streak SRM-6 at Chameleon (2 base + 0 range + 1 movement + 0 enemy movement + 3 Void Signature System = 6): rolled 5, fails to lock-on! - Gains 42 heat, sinks 40! Kraken 3 - No line-of-sight to target! - Gains 2 heat, sinks 38! Dire Wolf H - Torso-twists to threaten hex 1608! - Fires Heavy Large Laser at Hunchback (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods - 1 targeting computer = 5): rolled 11, hit Center Torso (10/26 armor remains)! - Fires Heavy Large Laser at Hunchback (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods - 1 targeting computer = 5): rolled 3, miss! - Fires Gauss Rifle at Hunchback (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 minimum range - 1 targeting computer = 6): rolled 7, hit Left Torso (5/20 armor remains)! - Fires Gauss Rifle at Hunchback (2 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 minimum range - 1 targeting computer = 6): rolled 8, hit Center Torso (0/26 armor, 11/16 structure remains)! Crit! - Gains 40 heat, sinks 40! Ebon Jaguar - Torso-twists to threaten hex 1916! - Fires ER PPC at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 7, miss! - Fires ER PPC at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 7, miss! - Fires ER Medium Laser at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 6, miss! - Fires ER Medium Laser at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 6, miss! - Fires Streak SRM-6 at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 10, 2 missiles hit Right Leg (13/22 armor remains), Left Arm (10/14 armor remains)! - Fires Streak SRM-6 at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 4, miss! - Fires TAG at Crab (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods + 1 Void Signature System = 8): rolled 4, miss! - Gains 46 heat, sinks 40! Dire Wolf B - Fires Large Pulse Laser at Hunchback (2 base + 0 range + 1 movement + 2 enemy movement + 1 partial cover - 2 Pulse Laser = 4): rolled 6, hit Left Leg (0/20 armor, 7/12 structure remains)! Crit! - Fires LRM-20 w/ Artemis IV at Hunchback (2 base + 0 range + 1 movement + 2 enemy movement + 1 partial cover = 6): rolled 5, miss! - Fires LRM-20 w/ Artemis IV at Hunchback (2 base + 0 range + 1 movement + 2 enemy movement + 1 partial cover = 6): rolled 3, miss! - Fires Gauss Rifle at Hunchback (2 base + 0 range + 1 movement + 2 enemy movement + 1 partial cover = 6): rolled 11, hit Left Leg (0/12 structure remains)! Leg blown off! - - Damage transfers to Left Torso (12/20 armor remains)! - Gains 48 heat, sinks 36! Overheating! Coyote (Ace) - Holds fire! - Gains ?? heat, sinks 28! Crab (Ace) - Torso-twists to threaten hex 2116! - Fires ER Large Laser at Ebon Jaguar “R” (2 base + 0 range + 2 movement + 1 enemy movement + 1 Void Signature System + 1 heat = 7): rolled 7, hit Right Leg (6/19 armor remains)! - Fires ER Large Laser at Ebon Jaguar “R” (2 base + 0 range + 2 movement + 1 enemy movement + 1 Void Signature System + 1 heat = 7): rolled 7, hit Left Leg (11/19 armor remains)! - Gains 36 heat sinks 36! Overheating! ACE! Hunchback (ACE) - Fires ER Medium Laser at Dire Wolf H (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 11, hit Left Leg (36/41 armor remains)! - Fires Ultra AC/20 (Ultra) at Dire Wolf H (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 2, miss! - Gains 26 heat, sinks 22! Overheating! ACE! Longbow - Holds fire! - Gains 16 heat, sinks 26! Black Knight - Holds fire! - Gains 17 heat, sinks 36! Excalibur - Holds fire! - Gains 11 heat, sinks 22! Coyote - Fires ER Large Laser at Commando IIC (2 base + 2 range + 2 movement - 4 target movement + 1 Void Signature System + 1 partial cover = 4): rolled 5, hit Center Torso (2/10 armor remains)! - Gains 24 heat, sinks 28! Coyote - Fires ER Large Laser at Commando IIC (2 base + 2 range + 2 movement - 4 target movement + 1 Void Signature System + 1 partial cover = 4): rolled 9, hit Right Leg (damage blocked by terrain)! - Gains 24 heat, sinks 28! Coyote - Fires ER Large Laser at Commando IIC (2 base + 2 range + 2 movement - 4 target movement + 1 Void Signature System + 1 partial cover = 4): rolled 6, hit Center Torso (0/10 armor, 2/8 structure structure remains)! Crit! - Gains 24 heat, sinks 28! Coyote - Fires ER Large Laser at Commando IIC (2 base + 2 range + 2 movement - 4 target movement + 1 Void Signature System + 1 partial cover = 4): rolled 9, hit Center Torso (0/8 structure remains)! `Mech destroyed! - Gains 24 heat, sinks 28! Hunchback - Fires Ultra AC/20 (Ultra) at Dire Wolf B (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 7): rolled 12, 1 shell hit Right Torso (12/32 armor remains)! - Fires ER Medium Laser at Dire Wolf B (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 7): rolled 6, miss! - Fires ER Medium Laser at Dire Wolf B (2 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 7): rolled 3, miss! - Gains 28 heat, sinks 22! Overheating! Chameleon - Fires Large Laser at Kodiak (2 base + 0 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 5): rolled 6, hit Left Torso (24/32 armor remains)! - Fires Large Laser at Kodiak (2 base + 0 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 5): rolled 6, hit Right Torso (24/32 armor remains)! - Fires TAG at Kodiak (2 base + 0 range + 0 movement + 1 enemy movement + 1 smoke + 1 Void Signature System = 5): rolled 11, hit! - Gains 26 heat sinks 32! Chameleon - Fires Large Laser at Kodiak (2 base + 0 range + 1 movement + 1 enemy movement + 2 smoke + 1 Void Signature System = 7): rolled 4, missed! - Fires Large Laser at Kodiak (2 base + 0 range + 1 movement + 1 enemy movement + 2 smoke + 1 Void Signature System = 7): rolled 6, missed! - Gains 31 heat sinks 32! ??? - Fires LRM-20 w/ Artemis IV (Semi-Guided) at Kodiak (2 base + 0 range + 0 movement + enemy movement ignored + 1 smoke + 1 Void Signature System + indirect fire penalty ignored + spotter movement ignored = 4): rolled 6, 6 missiles hit Head (4/9 armor remains), Left Arm (31/32 armor remains)! - Fires LRM-20 w/ Artemis IV (Semi-Guided) at Kodiak (2 base + 0 range + 0 movement + enemy movement ignored + 1 smoke + 1 Void Signature System + indirect fire penalty ignored + spotter movement ignored = 4): rolled 6, 12 missiles hit Rear Left Torso (5/10 armor remains), Right Arm (27/32 armor remains), Rear Center Torso (13/15 armor remains)! - Gains 22 heat, sinks 26! ??? - Fires LRM-20 w/ Artemis IV (Semi-Guided) at Kodiak (2 base + 4 range + 0 movement + enemy movement ignored + 1 smoke + 1 Void Signature System + indirect fire penalty ignored + spotter movement ignored = 8): rolled 5, miss! - Fires LRM-20 w/ Artemis IV (Semi-Guided) at Kodiak (2 base + 4 range + 0 movement + enemy movement ignored + 1 smoke + 1 Void Signature System + indirect fire penalty ignored + spotter movement ignored = 8): rolled 6, miss! - Gains 22 heat, sinks 26! Arrow IV Salvo - Must roll a 4+ to strike the map: rolled 5, succeeds! - Must roll a 4+ to strike the map: rolled 4, succeeds! - Missile explodes harmlessly! - Missile explodes harmlessly! End Phase: Hunchback - Critical chance in Center Torso! 1 critical hit sustained! - - Engine hit! Next Turn’s Movement Phase Crab - TSM Activated! - Gains ACE Status! Hunchback - TSM Activated! - Gains ACE Status! Arrow IV Counter: 2 Turn Special Rules Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more! Blind: Enemy units are only visible in direct Line of Sight Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight. Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a Phase 3 unit. Some of these units start on the map, others will enter from elsewhere. Player Status: Glorious Deaths Phase 2 / Phase 3 Objectives: - Defeat as many enemy `Mechs as possible (9/39 defeated) - Defend Clan HQ Vehicles (2/3 remaining) - Defend Clan Personnel (I lost count again, thanks smoke! ) - Defend Clan Equipment (22/36 units remaining) Enemy Status: Everything is a hair’s breadth from exploding. Probably. Enemy Movement Mods: - Longbow +0 - Black Knight +0 - Excalibur +1 - Coyote +2 - Coyote +2 - Coyote +2 - Coyote +2 - Crab +ACE - Chameleon +2 - Chameleon +2 - Hunchback +ACE - Hunchback +2 - Phoenix +3 - Bobcat +3 Orders Due: Tuesday Night! PoptartsNinja fucked around with this message at 03:10 on Jun 9, 2014 |
# ? Jun 9, 2014 03:00 |
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# ? May 26, 2024 19:04 |
PoptartsNinja posted:Dire Wolf B
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# ? Jun 9, 2014 03:07 |
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Well, that was quite good! 1 mech down, minor damage around the place and some big hits on the enemy. However, the dice abandoned ship on me. Kial fucked around with this message at 03:13 on Jun 9, 2014 |
# ? Jun 9, 2014 03:08 |
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No, it's dead. The map just didn't update. That's fixed. VVV It was the same one. It's dead. PoptartsNinja fucked around with this message at 03:13 on Jun 9, 2014 |
# ? Jun 9, 2014 03:10 |
PoptartsNinja posted:Hunchback (ACE) I'm hoping this isn't the same hunchback that just lost a leg, because I'm pretty sure the autocannon just jammed on it, barring some sort of NRWR anti-jam sorcery.
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# ? Jun 9, 2014 03:12 |
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PoptartsNinja posted:Ebon Jaguar Aw. Somebody didn't give the right benedictions to the Machine Spirits on those big guns before the fight. Olothreutes posted:I'm hoping this isn't the same hunchback that just lost a leg, because I'm pretty sure the autocannon just jammed on it, barring some sort of NRWR anti-jam sorcery. It fired at the Dire Wolf H, so it's the one in the north. Not discounting anti-jam black magic, mind you.
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# ? Jun 9, 2014 03:13 |
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I think that's 5 turns without a PPC or TAG hit! Blast it. Well, at least we know where one of the Longbow is. Right behind the Kodiak. I was hoping I could finish him off then cool down, but now I'm in a tricky position with the overheating. This is a turn I agree with the Kodiak clawing someone's face in. Kial fucked around with this message at 03:26 on Jun 9, 2014 |
# ? Jun 9, 2014 03:18 |
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Kial posted:I think that's 5 turns without a PPC or TAG hit! Blast it. Longer than that! Last time you connected with a PPC or TAG was on Turn 15.
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# ? Jun 9, 2014 03:31 |
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The Coyote ran away? Really? I wanted that son of a bitch dead. DEAD. That would have made the damage to my mech more worth it. But noooo, he gets away. Ah well, at least I'm free to rejoin my comrades and help out with the bigger picture. Just going to turn around and head directly North. 2223. Sound good to anyone else? Edit: Wait. Do I actually have only 50 rounds of ammo left for 5 cLRM launchers? gently caress.
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# ? Jun 9, 2014 03:33 |
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Artificer posted:Just going to turn around and head directly North. 2223. Sound good to anyone else? Sounds good. Just put in some firing orders on the Crab. I'm probably going backwards to 2317, and having you cover me in case he goes for my rear would be nice. In fact, even if he stays out of LOS we could attempt an indirect with the TAG. Kial fucked around with this message at 03:38 on Jun 9, 2014 |
# ? Jun 9, 2014 03:36 |
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Ferris Bekker's Day Off (From Sanity). I was assuming you guys were completely done-for turns ago, but I guess I underestimated these phase-3 killing machines. This is an incredibly messy fight, and that makes it a hell of a lot of fun to watch!
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# ? Jun 9, 2014 03:46 |
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A pair of 2/2 Dire Wolves. There is very little that those two can't trash in a round or two.
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# ? Jun 9, 2014 03:46 |
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That hunchback missing an Ultra AC/20 shot was lucky. On a 5 to hit, too.
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# ? Jun 9, 2014 03:48 |
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apostateCourier posted:That hunchback missing an Ultra AC/20 shot was lucky. On a 5 to hit, too. If he's jammed the Dire Wolf is going to rip him apart. Fun times.
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# ? Jun 9, 2014 03:53 |
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Kial posted:If he's jammed the Dire Wolf is going to rip him apart. Fun times. That's the one that was de-legged.
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# ? Jun 9, 2014 04:04 |
Zeroisanumber posted:That's the one that was de-legged. The one that got legged got shot by the Dire Wolf B, who is on the south half of the map. The (hopefully) jammed hunchback fired at the Dire Wolf H, who is on the north half of the map. If they are indeed the same one, things are weirder than we thought. Olothreutes fucked around with this message at 04:09 on Jun 9, 2014 |
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# ? Jun 9, 2014 04:07 |
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Yup, the one that was ACE was in the north. Good news for Goonstar.
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# ? Jun 9, 2014 04:09 |
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So what IS my ammo status? 50 seems like I will be useless very VERY soon.
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# ? Jun 9, 2014 04:10 |
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Artificer posted:So what IS my ammo status? 50 seems like I will be useless very VERY soon. You have 50 shots remaining for four weapons, meaning 12.5 full volleys. You're fine.
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# ? Jun 9, 2014 04:12 |
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GenericServices posted:You have 50 shots remaining for four weapons, meaning 12.5 full volleys. You're fine. Okay, for some reason I thought it meant I had 50 missiles left. Which would have been bad.
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# ? Jun 9, 2014 04:16 |
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quote:Star Captain Bekker Status: Too Psyched To Take Pilot Damage Not a bad turn, all said. That injured Hunchback finally bought it and, whilst it would have been nice to get rid of the Coyote, we can at least take solace in the fact that it chose to run rather than savage the Kraken further. It'll be back at some point, I expect, but now the Kraken is free to move up and give fire support to the northern units. The northern Hunchback's Ultra AC jamming is good news as well; you really didn't want that thing firing at the Direwolf's vulnerable rear armour. Murder it now before it manages to unjam it.
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# ? Jun 9, 2014 05:42 |
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Kial posted:Sounds good. Just put in some firing orders on the Crab. I'm probably going backwards to 2317, and having you cover me in case he goes for my rear would be nice. This sounds like a plan. Anyone else have anything to say about it?
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# ? Jun 9, 2014 06:00 |
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Hey PTN; You've got my Heat wrong in the writeup (+48/-36), but correct on the updated information graphic. It should be +23/-36. So, input from the thread on who I should shoot at Medium range upon? Longbow? Excalibur? Black Knight? The 'Ultimatum'?
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# ? Jun 9, 2014 06:35 |
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The Excalibur is a hair's breadth away from losing its right arm and therefore its Gauss Rifle, which will deprive it of all of its ranged weaponry. I believe the Black Knight has taken minor damage but is still mostly intact, but making an attempt at taking that Heavy PPC out of play might be a good idea. The Longbow has fired seven lots of Artemis ammo and two lots of Semi-Guided, but I can't remember if it's been damaged before or not. Ultimatum is apparently ~*~Plot~*~ so shooting it may mean an awesome fight down the road won't happen. I'd advise going for the Excalibur since it's the best chance of removing another mech from play, or at the very least crippling its ability to hurt your units.
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# ? Jun 9, 2014 06:46 |
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Alright, I'm clearly hankering for Chameleon, the question is, which one? I think I can get to 0414, twist to threaten 0413 (sorta) and get myself some point blank shots with a lot of my guns and THE CLAW for good measure.
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# ? Jun 9, 2014 07:34 |
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Gay Abortions posted:Alright, I'm clearly hankering for Chameleon, the question is, which one? I think I can get to 0414, twist to threaten 0413 (sorta) and get myself some point blank shots with a lot of my guns and THE CLAW for good measure. 414 seems nice. Deep in smoke and out of LOS of the other Chameleon. It presents your front toward the Longbow in case you get nailed by the TAG again. A north west facing should keep you fairly safe in case anything in the south manages to spot you.
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# ? Jun 9, 2014 07:43 |
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Artificer posted:This sounds like a plan. Anyone else have anything to say about it? Secondary firing orders. Always. especially with aces.
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# ? Jun 9, 2014 08:23 |
That UAC/20 missing on a 5 and jamming How does jamming work? Is the UAC/20 going to fire ever again? Also, do you think this is the right time to shoot my firecrackers? Or should I keep em for a bigger target? There's an open CT to crit, but it seems the Hunchie is almost weaponless right now.
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# ? Jun 9, 2014 08:37 |
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That Italian Guy posted:That UAC/20 missing on a 5 and jamming Unlike RACs, you can't unjam ultras. This is one of those things you usually see house-ruled out commonly enough that it's an option in Megamek.
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# ? Jun 9, 2014 08:59 |
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Artificer posted:The Coyote ran away? Really? I wanted that son of a bitch dead. DEAD. 4 Launchers, and your technicians managed to jam in a bit extra (a bit over a full round of fire wasn't subtracted before the partition). 12.5 rounds is plenty if you reserve it for good shots at close range, and move towards the objectives and force close quarters combat! Supplement by kicking anyone stupid enough to get close! You still have 100T physicals. --- If Ferris can ignore pilot hits, he can survive cockpit destruction right? At that point he'll just need to move on to the next mech or hotwire some simple controls for more face-gouging. Readingaccount fucked around with this message at 10:29 on Jun 9, 2014 |
# ? Jun 9, 2014 10:14 |
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paragon1 posted:A very powerful Assault mech attacks an important city or whatever. The players are given control various different vehicles and a medium mech piloted by a cyborg and given the objective of meeting up at a specific location while preventing the Assault from reaching its objective. It's revealed the vehicles are actually just omnimech parts to go on the medium, turning it into an even more powerful assault mech. Victory condition is destroying the Assault mech with the combined mech. Any player being destroyed or immobilized is a mission failure. The Assault completing it's objective is a mission failure. This gives me a -- An enormous robot of unknown origins is attacking Generic Capital City! It's Born from a pile of floating junk just off the coast of the city, Junk Heap Robo is proof of mankind's folly when it comes to the environment! It rampages through the streets of Generic Capital City, laying waste to everything in sight with its mismatched weaponry. Lasers flash, melting holes through buildings and hastily-assembled militia vehicles. Missiles streak from its massive launchers, exploding into clouds of noxious gas which reduce those caught inside to choking, retching invalids. Whenever the giant reaches a building it cannot easily tear down or bypass with its armament, it reaches back and swings its enormous wrecking ball, reducing the obstruction to splinters. A final, desperate defence by the Capital militia is contemptuously swatted aside by the lumbering monster. The actinic flash of its PPC lashes out time and time again, shearing tanks and light-mechs in half time and time again! Can nothing save Generic Capital City from destruction?! "It may be big...but it's no match...FOR THE POWER OF COURAGE!!!" Suddenly, just when all hope seems lost, a shining silver mech appears from out of nowhere and takes the fight to the ponderous monstrosity. It has a lean, leonine appearance, and despite being vastly outgunned and out-armoured the pilot goes on the offensive without a moment's delay. The behemoth twists this way and that, but its efforts are in vain as the lighter mech's vastly greater mobility lets it dance nimbly out of the way! The ground trembles, and suddenly other combat vehicles begin to appear! The battle is joined in earnest as the four heroic machines battle the enormous mechanical menace, but no matter how much fire they pour into its armoured carapace the behemoth refuses to fall. Its guns continue to blaze defiantly, and every time it misses a shot it simply results in yet more collateral damage. "This isn't working! That means it's time...for FINAL FUUUUUUUUSION!!!" https://www.youtube.com/watch?v=q1P_c4iRRyU&t=26s Where the four valiant defenders of the city once stood, there is now only one. The sunlight breaks through the clouds, and a shining ray of light illuminates its heroic form, glowing with the fires of courage! The gargantuan enemy mech shrinks back, cowed by the sudden appearance of a mech almost its equal in height, but the newcomer doesn't give it a chance to escape! It charges forwards, coruscating light gathering around its enormous fists as the charging coils for its lasers begin to charge up. When they fire it almost seems as if its fists themselves are flying forth to strike the monstrous thing, which reels back like a boxer after taking one too many hits to the chin. The behemoth hits back with its LB-X, PPC and Plasma Rifle, but courage cannot be disabled by Through-Armour Criticals! When the two are almost close enough to touch, the pilot stabs a Big Red Button on the control panel, triggering an EMP burst! The enemy mech sags on its feet as its systems are overwhelmed. The golden mech lashes out with both hands, driving massive claws deep into its chestplate. Armour plating buckles, wires spark and internal structure disintegrates as the leonine mech tears out its opponent's entire engine. The citizens rejoice, as once again courage has saved the day. Something something aesop about the environment. And now that I have embarrassed myself with Battletech animu fanfiction I will return to the shooting up of Rimworlders discussion. Scintilla fucked around with this message at 15:23 on Jun 9, 2014 |
# ? Jun 9, 2014 10:45 |
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PoptartsNinja posted:No, it's dead. The map just didn't update. That's fixed. Wait, I'm confused here. I think either I'm missing something or there's a glitch in the report. The Hunchback that snake-eyed its AC/20 was an Ace which was firing on the Dire Wolf H, which is the one up north. The other Hunchback fired on the Dire Wolf B, which is Berryjon's 'Mech that just appeared in the south after the Huntsman exploded. This shot hit, and the Dire Wolf B duly lost armor from its torso. The Dire Wolf H fired on a Hunchback which suffered serious torso damage but did not lose any segments. The Dire Wolf B's shots removed a leg from its target, which is the southern Hunchback. The southern Hunchback thus loses that leg and is destroyed. But since it wasn't an Ace, it couldn't have been the one that took the hypothetical jam result. If the southern Hunchback, the currently dead one, did roll the 2, then the Dire Wolf B should be pristine still and that hit should've landed on the H up north. Am I just crazy?
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# ? Jun 9, 2014 14:41 |
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First thought upon seeing the 'pilot too psyched to take damage':
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# ? Jun 9, 2014 15:43 |
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GenericServices posted:Wait, I'm confused here. I think either I'm missing something or there's a glitch in the report. The NRWR has invented quantum-entangled Hunchbacks!
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# ? Jun 9, 2014 16:38 |
Scintilla posted:This gives me a I feel like I should know what all this stuff is. But I don't. Seems well done, though! That said, I think an Ogre style scenario of one ridiculous 100 (or 100+) tonner versus a swarm of outclassed but numerous light 'mechs and crappy vehicles trying to defend a fixed base would be a great scenario for PTN, albeit one that would have to be organized carefully. It would suck to wait for a couple of years to get your turn in the pilot's chair only to be the Stinger vaporized on Turn 2 and not have a back-up machine or three in the wings.
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# ? Jun 9, 2014 17:58 |
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I think I made a joke about that earlier in the thread and PTN said he'd never give someone just one Stinger like that - for just that reason, you'd get vaporized on turn 2, good luck waiting another 3 years. e: PoptartsNinja posted:I decided long ago that if I ever give out another 20- to 25-tonner*, the player saddled with it would get two. Because seriously, two medium laser hits are usually death. so, there you go! Two Stingers for everybody!
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# ? Jun 9, 2014 18:54 |
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jng2058 posted:I feel like I should know what all this stuff is. But I don't. Seems well done, though! It's a GaoGaiGar reference! That sort of scenario would be cool, because there's all sorts of fun stuff you can do with Superheavy mechs. Mechs over 100 tons have a special property where components only take up half the usual crit space, which goes a long way towards overcoming the Engine / armour weight disadvantage they usually suffer. Also, you can't fit
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# ? Jun 9, 2014 19:07 |
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DivineCoffeeBinge posted:This right here is the statement of a man who values efficiency over awesomeness, and therefore does not "get" Battletech. I 'get' Battletech plenty, thank you very much. I was deadpanning because as DI said, that's what happens in the XTRO description of it. Which, if you really want to get into it, I think is a lot more satisfying than silly anime BS. Also I'd posit there's a difference between having awesome zaniness in a game, and what you expect from the fluff itself.
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# ? Jun 9, 2014 22:49 |
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PoptartsNinja posted:Yeah, but that's when it turns into a Space Shuttle. I just want to this.
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# ? Jun 9, 2014 23:36 |
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# ? May 26, 2024 19:04 |
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Shouldn't the Trout Chameleon that just got ripped up by the Kodiak have to take a piloting check for taking more than 40 damage in one round?
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# ? Jun 10, 2014 00:35 |