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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
A non-aggression pact with the Phantoms is possible, although obviously you'll have to hold off on shooting them while the offer is being made.

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painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.

Scintilla posted:

A non-aggression pact with the Phantoms is possible, although obviously you'll have to hold off on shooting them while the offer is being made.

Not... shoot... someone...?

Doesn't compute.

Volmarias
Dec 31, 2002

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

Slavvy posted:

Imagine being a pirate infantry guy, you don't even get a lovely trash mech to drive around

Sure, but you get a sweet eye patch and a Tetatae

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
q!e

Tevery Best
Oct 11, 2013

Hewlo Furriend
What if the pirates are after Etienne? Killing the heir apparent sounds like a great objective for a terror strike.

Akratic Method
Mar 9, 2013

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

Any day now.

Bringing the infantry and beelining for the facility feels like that wasn’t their plan A but yeah, if they know or realize who he is they very well might start gunning for him.

e: I dearly hope we’ve taught him well enough he doesn’t start broadcasting “You face the noble heir ETIENNE DECIMIS” or some cover-blowing poo poo like that.

Akratic Method fucked around with this message at 12:11 on Apr 22, 2024

anakha
Sep 16, 2009


Goonlance: are we making the offer? If so, I'll adjust my orders to stop firing on the Centurion.

glwgameplayer
Nov 16, 2022
Tactically I think the non aggression pact is a great idea. The only one still really firing on us is the Centurion, we’ve got their employer in chains, and the pirates are being indiscriminate right now.

Worst case scenario they say no and we shrug and keep fighting

Volmarias
Dec 31, 2002

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

Tevery Best posted:

What if the pirates are after Etienne? Killing the heir apparent sounds like a great objective for a terror strike.

If they were in a position to capitalize on it, maybe, but that would be more of a capture and ransom thing. Or, a "don't gently caress with us" thing if the power disparity meant they could get away with it. Right now, killing the heir seems like a great way to make sure that the current ruler will create a contract to specifically murder each of them, and they already know that the ruler can afford to pay for mercs.

Gwaihir
Dec 8, 2009
Hair Elf
I'm planning on standing still and shooting the Assassin if possible, otherwise firing at the Panther. My shots at the panther are garbage, but, oh well. I'm going to try broadcasting at the centurion to make common cause against the pirates, so everyone else let's avoid shooing at them and just focus the assassin/panther if possible.

anakha
Sep 16, 2009


Amended orders to holding fire. Neither the Panther nor the Assassin will be in range anyway.

Gwaihir
Dec 8, 2009
Hair Elf

anakha posted:

Amended orders to holding fire. Neither the Panther nor the Assassin will be in range anyway.

I think you can probably just dash closer to the Assassin and put in contingency orders for shooting it? Or 1516, that's far enough away that it's impossible for the assassin to get a back shot and shoot the Panther, it would need a 10 to hit you in return, even though your shots won't be great either. If nothing else you could always inferno the trees it's standing in.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Trying to drag the Phantoms in is a good idea. In that case since it seems like the rest of us are backing off this turn to regroup, I'll run to 1807 and turn to 1808, put in some conditionals to shoot at the Assassin if it doesn't also back off.

anakha
Sep 16, 2009


Gwaihir posted:

I think you can probably just dash closer to the Assassin and put in contingency orders for shooting it? Or 1516, that's far enough away that it's impossible for the assassin to get a back shot and shoot the Panther, it would need a 10 to hit you in return, even though your shots won't be great either. If nothing else you could always inferno the trees it's standing in.

After looking at the positioning, yeah 1516 makes sense. Gonna shoot MLs at the Panther and infernos at the forest hex.

Apologies to Scintilla for sending in a new set of orders.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Apologies to Scintilla for sending in a new set of orders.

It's no problem at all. Just make sure to mark them clearly as having been revised so I don't screw up and go with the initial PM by accident.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 10

“Attention Silver Phantoms. This is Jenna Sable speaking. These pirates really are a bunch of psychos, aren’t they? How about a gentleman’s agreement to even the odds? We won’t shoot you if you don’t shoot us.” Jenna shifted uncomfortably and adjusted her cooling vest as she waited for a response. Her cockpit was roasting after her previous Alpha Strike, and the shrill tone of her Wolverine’s overheat alarm still echoed in her ears.

Without warning, the pirate Assassin suddenly rocketed up into the air. Jenna reflexively raised her Wolverine’s Large Laser and tracked it across the sky. Even from a distance she could tell that the mech had been modified extensively. Its missile launchers protruded further than usual, and additional armour had been crudely bolted to its chassis. Its heat signature was also lower than normal, indicating someone had ripped out the engine and replaced it with a smaller one. A small huff of laughter crawled up Jenna’s throat as she imagined the colourful comments Sam Kost would make if he were here to see it.

The Assassin swerved midway through its flight path, landing on the wall instead of inside the facility itself. Chunks of rubble cascaded down the walls as the mech crunched down on top of the shattered remains of one of the facility’s turrets, but the pilot kept their balance and moved aggressively towards Yukiko’s Shadow Hawk. The two mechs traded fire, but the angle of view was too steep for Jenna to see who got the better of the exchange.

At the same moment, Jenna’s communicator squawked to life. “This is Appollo Brenner speaking. I’m the one in the Centurion you’ve been dissecting for the past few minutes. You want a ceasefire? Fine, but I’ve got some conditions. First, you let the Captain hitch a ride out of here on that transport of yours. Second, you don’t take any of our mechs as salvage. If you can live with that, then we can live with you.”

Jenna chewed her lower lip and cast a thoughtful glance at the fallen Rifleman. Their contract with Lord Decimis was silent on the subject of salvage rights – unsurprisingly, since it had been negotiated as a training contract. They could try to make a case for it, but the Marquis would probably argue that he had already gone above and beyond by gifting the company salvage from his debris field expedition. Things could get quite messy, and besides, pirates were shooting at them right now. On the battlefield, immediate practicalities always took priorities over distant theoreticals.

“I think we can live with that,” Jenna declared. “We’ll find your Captain, and we won’t touch your rides.”

“Glad to hear it.” A pulse of light flashed, and the pirate Assassin lurched as the Centurion’s Large Laser bit into its right leg. “Now that we’ve got that sorted, what say we kill some pirates?”



Assassin ASN (Creed) (ACE) (Pirates) jumps into rubble: must pass a piloting test or fall! Needs 5, rolls 6: Succeeds!





Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Assassin ASN (Creed) (Pirates); needs 9, rolls 2: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (Pirates); needs 11, rolls 5: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Assassin ASN (Creed) (Pirates); needs 8, rolls 5: Misses!
-Fires LRM-5 at Assassin ASN (Creed) (Pirates); needs 7, rolls 7: 2 Missiles Hit! Assassin ASN (Creed) (Pirates) takes 2 damage to Left Leg, 10/12 Armour remaining.

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Panther PNT-9R (Pirates); needs 11, rolls 12: Hits Centre Torso! Panther PNT-9R (Pirates) takes 5 damage to Centre Torso, 0/14 Armour, 10/11 Structure remaining. Critical Chance!
--Critical Chance in Centre Torso! One Critical Hit sustained! Gyro Hit!
-Fires Medium Laser at Panther PNT-9R (Pirates); needs 11, rolls 7: Misses!
-Fires Medium Laser at Panther PNT-9R (Pirates); needs 11, rolls 5: Misses!
-Fires SRM-6 (Inferno) at Hex 1117 (Ignite); needs 5, rolls 6: 4 Missiles Hit! Hex 1117 automatically ignites due to Inferno attack!
-Fires SRM-6 (Inferno) at Hex 1117 (Ignite); needs 5, rolls 7: 2 Missiles Hit! Hex 1117 is already on fire!

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

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires LRM-10 at Assassin ASN (Creed) (Pirates); needs 9, rolls 8: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (Pirates); needs 9, rolls 9: Hits Left Arm! Assassin ASN (Creed) (Pirates) takes 5 damage to Left Arm, 5/10 Armour remaining.
-Fires SRM-4 at Assassin ASN (Creed) (Pirates); needs 9, rolls 5: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (Pirates); needs 9, rolls 9: 2 Missiles Hit! Assassin ASN (Creed) (Pirates) takes 2 damage to Left Torso (8/10 Armour remaining) and Left Leg (8/12 Armour remaining).

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 8, rolls 8: Hits Right Leg! Assassin ASN (Creed) (ACE) (Pirates) takes 8 damage to Right Leg, 4/12 Armour remaining.
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 6: Misses!

Weapons fire for Hermes II HER-2S (Silver Phantoms):
-Fires AC/5 at Fire Javelin JVN-10F (Pirates); needs 8, rolls 10: Hits Right Torso! Fire Javelin JVN-10F (Pirates) takes 5 damage to Right Torso, 4/9 Armour remaining.

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 10, rolls 10: Hits Left Arm! Fire Javelin JVN-10F (Pirates) takes 8 damage to Left Arm, 1/9 Armour remaining.
-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!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 7, rolls 8: Hits Left Torso! Shadow Hawk SHD-2K (Player) takes 5 damage to Left Torso, 8/18 Armour remaining.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 4: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 5: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 4: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 10: 1 Missile Hits! Shadow Hawk SHD-2K (Player) takes 2 damage to Right Torso, 16/18 Armour remaining.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 7: 1 Missile Hits! Shadow Hawk SHD-2K (Player) takes 2 damage to Left Torso, 6/18 Armour remaining.

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 9: Hits Left Torso! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Left Torso, 13/18 Armour remaining.
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 6: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 4: Misses!
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 9: Hits Left Leg! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Left Leg, 0/15 Armour, 10/11 Structure remaining. Critical Chance!
--Critical Chance in Left Leg! No Critical Hits sustained.

Weapons fire for Panther PNT-9R (Pirates):
-Fires PPC at Trebuchet TBT-5Sr (Player); needs 9, rolls 7: Misses!
-Fires SRM-4 (Inferno) at Trebuchet TBT-5Sr (Player); needs 12, rolls 6: Misses!

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 6, rolls 7: 6 Missiles Hit! Hermes II HER-2S (Silver Phantoms) takes 5 damage to Right Arm (1/11 Armour remaining) and 1 damage to Centre Torso (15/17 Armour remaining).
-Fires LRM-10 at Hermes II HER-2S (Silver Phantoms); needs 6, rolls 10: 6 Missiles Hit! Hermes II HER-2S (Silver Phantoms) takes 5 damage to Left Torso (9/14 Armour remaining) and 1 damage to Left Torso (8/14 Armour remaining).
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 8, rolls 7: Misses!

--

Piloting checks for Panther PNT-9R (Pirates)
-Gyro Hit: Needs 8, rolls 7: Fails!
--Panther PNT-9R (Pirates) falls on its right side, suffering 4 damage to Right Arm, 6/10 Armour remaining.
---Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 7: Fails!
----Lillie Wilson (Panther PNT-9R) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 3+, rolls 5: Succeeds!



No melee attacks this turn!



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 10 heat, sinks 10 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 3 heat, sinks 10 heat and is now at 0 heat.

--

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

Hermes II HER-2S (Silver Phantoms) gains 9 heat, sinks 10 heat and is now at 3 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 14 heat, sinks 10 heat and is now at 4 heat.

--

Assassin ASN (Creed) (ACE) (Pirates) gains 16 heat, sinks 12 heat and is now at 7 heat. Overheating!

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 12 heat and is now at 4 heat.

Panther PNT-9R (Pirates) gains 15 heat, sinks 13 heat and is now at 2 heat.

Whitworth WTH-1 (Pirates) gains 9 heat, sinks 10 heat and is now at 0 heat.



Military Police (Panzyr II) Squad #1 arrests 2d8 criminal scum: 16 criminal scum detained!

Military Police (Panzyr II) Squad #2 arrests 2d8 criminal scum: 10 criminal scum detained!

Griffin GRF-1N (Allied) is planning on standing still next turn.

Prowler MTV (Snow) (Allied) is planning on staying still next turn.



Panther PNT-9R (Pirates) attempts to stand up. Needs 8, rolls 3: Fails!
-Panther PNT-9R (Pirates) falls on its right side, suffering 4 damage to Right Torso, 6/10 Armour remaining.
--Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 10: Succeeds!

Panther PNT-9R (Pirates) attempts to stand up. Needs 8, rolls 6: Fails!
-Panther PNT-9R (Pirates) falls on its front, suffering 4 damage to Left Arm, 6/10 Armour remaining.
--Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 5: Fails!
---Lillie Wilson (Panther PNT-9R) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 5+, rolls 3: Fails! Lillie Wilson blacks out!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-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.
-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.
-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:
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-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 (72/100) (150,000 C-Bill Reward)
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 27th 9:00PM GMT.

DTurtle
Apr 10, 2011


Scintilla posted:

Frozen Assets: Turn 10

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Panther PNT-9R (Pirates); needs 11, rolls 12: Hits Centre Torso! Panther PNT-9R (Pirates) takes 5 damage to Centre Torso, 0/14 Armour, 10/11 Structure remaining. Critical Chance!
--Critical Chance in Centre Torso! One Critical Hit sustained! Gyro Hit!
--
Piloting checks for Panther PNT-9R (Pirates)
-Gyro Hit: Needs 8, rolls 7: Fails!
--Panther PNT-9R (Pirates) falls on its right side, suffering 4 damage to Right Arm, 6/10 Armour remaining.
---Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 7: Fails!
----Lillie Wilson (Panther PNT-9R) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 3+, rolls 5: Succeeds!

Panther PNT-9R (Pirates) attempts to stand up. Needs 8, rolls 3: Fails!
-Panther PNT-9R (Pirates) falls on its right side, suffering 4 damage to Right Torso, 6/10 Armour remaining.
--Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 10: Succeeds!

Panther PNT-9R (Pirates) attempts to stand up. Needs 8, rolls 6: Fails!
-Panther PNT-9R (Pirates) falls on its front, suffering 4 damage to Left Arm, 6/10 Armour remaining.
--Mechwarrior Lillie Wilson must roll 8+ to avoid damage. Rolls 5: Fails!
---Lillie Wilson (Panther PNT-9R) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 5+, rolls 3: Fails! Lillie Wilson blacks out!
:xcom:
We need a Battletech version of this.

Slavvy
Dec 11, 2012

Incredible dice on the panther goddamn

anakha
Sep 16, 2009


Treb

Turn 3:

anakha posted:

Welp, those were some poo poo dice rolls.

Turn 9:

anakha posted:

Jesus H Christ the dice hate my loving guts.

Turn 10: Goddamn, that's what I call regression to the mean :laffo:

Time to permanently take that Panther out of the fight.

Scintilla, couple of questions:

1. Does the Whitworth have LOS to 1118 or 1217?
2. Do I get both the -4 immobile and the -2 prone bonus for firing on the Panther if I'm adjacent to it? What's the additional to-hit if I try a center torso called shot from an adjacent hex?

anakha fucked around with this message at 11:51 on Apr 24, 2024

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Scintilla, couple of questions:

1. Does the Whitworth have LOS to 1118 or 1217?
2. Do I get both the -4 immobile and the -2 prone bonus for firing on the Panther if I'm adjacent to it? What's the additional to-hit if I try a center torso called shot from an adjacent hex?

1. The Whitworth has LOS to both of those hexes.
2. You receive both the -4 and -2 bonuses if you are adjacent. You won't receive any penalties for a called shot to the centre torso - the only section that imposes a penalty is the head, which removes the -4 immobility bonus and replaces it with a +3 'targeting the head' penalty. Just bear in mind that the Panther's facing means you might end up targeting the rear centre torso rather than the front.

Captain Foo
May 11, 2004

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

That Panther gonna dieee

Holybat
Dec 22, 2006

I made this while you were asleep.
Oh man that's a nice swing of the dice lol

Going to have to think of my move but I'll be gunning for that Assassin

Gwaihir
Dec 8, 2009
Hair Elf
Yeah we finally get a break with that gyro crit. Medium laser coming in clutch!

I'm thinking to back up to the corner of the wall and aim at the assassin wherever it goes.

anakha
Sep 16, 2009


Scintilla posted:

1. The Whitworth has LOS to both of those hexes.
2. You receive both the -4 and -2 bonuses if you are adjacent. You won't receive any penalties for a called shot to the centre torso - the only section that imposes a penalty is the head, which removes the -4 immobility bonus and replaces it with a +3 'targeting the head' penalty. Just bear in mind that the Panther's facing means you might end up targeting the rear centre torso rather than the front.

Thanks for the clarificaion.

Those are smoke hexes in 1017, 1118, and 1217 right? That would mean the Whitworth has +1 to-hit but has LOS. 1217 would then be a +2 to hit then?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Thanks for the clarificaion.

Those are smoke hexes in 1017, 1118, and 1217 right? That would mean the Whitworth has +1 to-hit but has LOS. 1217 would then be a +2 to hit then?

That's right. The hexes are light smoke (looks like I forgot to label them :doh:), so it's +1 per hex.

anakha
Sep 16, 2009


Scintilla posted:

That's right. The hexes are light smoke (looks like I forgot to label them :doh:), so it's +1 per hex.

Perfect. Since there's no additional movement cost to moving in smoke, I've got 1017 facing 1018 as my planned destination and aimed shots at the Panther's center torso in mind.

Assuming the Panther dies, I'm gonna go Whitworth hunting next turn.

aniviron
Sep 11, 2014

Man, falling in a burning hex like that is brutal. At least they're already unconscious?

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.
Wow, not killing people. What a concept in BattleTech. Or really, in any murder-hobo game. I dunno if I would've taken that as an option.

So, does finding the Phantoms' Captain become an Optional Objective?

biosterous
Feb 23, 2013




aniviron posted:

Man, falling in a burning hex like that is brutal. At least they're already unconscious?

the heat actually shouldn't be to bad this turn, what with the arctic conditions, and the "not moving or firing weapons because of a recent concussion" :v:

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Yeah, a burning hex is no lava hex. Do not fall in a lava hex.

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Panther going down is huge, especially with most of the other pirates two or more turns of movement away even if the Phoenix Hawk and Hermes continue retreating instead of rejoining the fight.

I'm thinking I'll jump to 1712 this turn, conditional orders to shoot at the Assassin or the Panther if he avoids my LoS. I could also stand still or go to 1308 if people feel like that would work better for corralling the Assassin's movements, he's running hot and risks a shutdown if he fires everything again so I think he's likely to look for a place to hide this round.

Gwaihir
Dec 8, 2009
Hair Elf
Consider making running or walking moves if at all possible- we really need to set ourselves up for the best possible shots these turns when there's almost no return fire possible. I think it's likely the assassin jumps outside the wall because of the number of units in the compound right now, so perhaps walking out running to the gate would be good.

The X-man cometh
Nov 1, 2009
You guys gave up the salvage on that Rifleman for the assistance of the Centurion?

Volmarias
Dec 31, 2002

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

The X-man cometh posted:

You guys gave up the salvage on that Rifleman for the assistance of the Centurion?

We gave up the possibility that we might be allowed to get some salvage from the rifleman, key word might.

Being able to stick around to let the MPs get every person there, and not let the pirates run off with the maybe movable Mechs feels like a smarter decision, both for our employer and for ourselves.

Mangarrian
Mar 21, 2024

Volmarias posted:

We gave up the possibility that we might be allowed to get some salvage from the rifleman, key word might.

Being able to stick around to let the MPs get every person there, and not let the pirates run off with the maybe movable Mechs feels like a smarter decision, both for our employer and for ourselves.

Yeah, the contract stated 0 salvage rights. Don´t forget that the unit will have to new heavies in the end. And it´s good to have new friends here. Maybe in future they can team-up with the unit (or some of them would like to enter to the service of House Decimis too, only if "in the a possible future" the world sees "some action" XD).

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




Even if salvaging the Rifleman was on the table, a three-sided battle is likely to get you hurt badly. The extra damage might well outweigh any salvage.

Slavvy
Dec 11, 2012

Yeah it seems like fulfilling all the objectives and not losing any people is worth considerably more than one fixer-upper rifleman

aniviron
Sep 11, 2014

The Rifleman is in pretty good shape, but the thing is, it's still a Rifleman. We turned down a mech with heat issues and the same amount of armor as a 35 ton light. I'm honestly not sure it's that much of an improvement over most of what we have already.

Slavvy
Dec 11, 2012

Fire support = pwease don't shoot back at me uwu

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Volmarias
Dec 31, 2002

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

Slavvy posted:

Fire support = pwease don't shoot back at me uwu

What? I can't hear you over the sounds of my artillery obliterating your position, you'll have to come clo-... Oh, you're all dead, nevermind then.

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