Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
"OW OW OW OW OW"
>RUN OUT OF FIRE
>S, turn E, E, Punch+Kick dunfort leaving 1 Mobi left, W, smoke myself
Sat Nov 30, 2019 12:24 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [70/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [64 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [13] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - Landed 40/40 HP
"♥♥♥♥. I can't keep doing that trick with my railgun." Grumbling at the situation you find yourself in you quickly turn around and power towards the nearest Ramat before slamming into it, didn't seem to do all that much to its armour, but definitely more than your AP Laser would have done, after the Ramats take a barrage of fire from Kettlehead they fire on you along with the Dunfort. [76mm Autocannon] 80+20-50-5:45 - 84 793189 [76mm Autocannon] 80+20-50-5/2:22.5 - 311588 58 [Quad 150mm Howitzers] 80+50-25-5-20:80 - 8860/8165/64/28 The Ramats have little luck in hitting you doing little more than scratch your shield, but the Dunfort scores a hit with two shells, doing a more notable amount of damage to it.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [7] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [300] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [59] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Swinging around you reverse at top speed to the south, narrowly missing the newly wrecked Ramat before opening up on the Dunfort. [Heavy Flamethrower] 80+20+10+10-20:100 - 17 4 27 72 [Dorn Lasair] 80+20+10+10-10:100 - 51 Your flamers wash over it doing its all but glowing armour no favours just as your shell slams into it dousing it in more fire and taking a solid chunk out of the remains of its armour.
TheKebbit - Kettlehead Airborne, Landing In:2
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [142] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [57] [20/40]
Jumping up and kicking your glider turbines into action you set your ECM Blisters to dazzle the Titan, before turning your aim to the tanks at the south, and giving one a burst of fire. [70mm SABRE Chaingun] 80+50+10+10:100 - 73 57 82 70 2 36 62 2 12 15 The shells tear into its armour and one looks to have clipped its gun, might not be as capable of aiming with damage like that. Turning aim to the other you let loose another burst [70mm SABRE Chaingun] 80+50+10+10:100 - 73 57 82 70 2 36 62 2 12 15 It gets torn up worse than the previous one armour heat no doubt helping and a round tears into one of its tracks, not gonna be moving fast with that damage. Satisfied with that you launch a missile at the Titan. [Backstop Missile launcher] 80+50+10+10+10:100 - 97 [Discharger APS] 100 - 50 Your missile streaks out heading straight for the Titan only for its APS to swat it out of the air, really starting to hate how much APS these locals have. The Titan opens up on you with its autocannon in retaliation. [80mm Autocannon] 80+50-25-20-20:65 - 17/2436/198252/78 Despite the best efforts of your ECM it manages to score two hits, shattering your shield but fortunately not doing any permanent damage to your vehicle.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Swinging around you have your Drones light up the western Ramat. [8MW Particle Lance] 80+10:90 - 81 [30mm Rail Repeater] 80+10:90 - 17 5 68 33 45 39 [40mm Railgun] 80+10:90 - 79 35 28 55 32 Their shots slam into it and chew into the armour, wanting to finish the job you swing back around and open up with your Autocannon. [150mm Autocannon] 80+50+10:100 - 20 27 63 36 Your shells slam into its armour, blowing chunks of it away before drilling deep inside and tearing into the internals, the final shell tearing their cannon out of its housing. You then start rolling forwards, keeping grouped up with the others.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [6/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [6 Heat]
Keeping your aim true you fire at the Dunfort again. [30MW Plasgun] 80+40+10+10-36:100 - 46 You score a direct hit causing a notable chunk of armour to all but vaporise, but the damn thing still has just so much armour all told, so you turn and rush past the Ramats getting into their rear arcs.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Turning your body to face the Dunfort you unleash a blast from your Marú Anála, watching as chunks of armour are blown clean off of it. You then move out of the flames and hunker down before realising that you're facing away from the Ramats, but Frogs smoke should keep you safe either way.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Smoke Discharger - [Smoke] Ammo [42] Twin Laser Turret APS
"OW OW OW OW OW" Leaping out of the flames as fast as you can manage you turn and rush up to that monstrosity before driving a foot and armature into it, your blows tearing great chunks off of the near molten armour at which you step back and drop smoke to keep yourself safe.
Dunfort - Shield Down - Armour Heavily Damaged (Heat)
Sat Nov 30, 2019 2:33 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 30 energy to shields, 2N, 3S, ram a Ramat again, 1N. And AP laser, cause it might actually DO something with their armor THIS trashed.
Sat Nov 30, 2019 2:39 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire the SABRE again on the Dunfort, land, move S.
Sat Nov 30, 2019 3:02 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shoot Ramat #4 with Plasgun 5N tE 1W tS 1N
Sat Nov 30, 2019 7:26 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
>Cannon on Ramat 3
Move 6 South
Powersuit Drone fire on Ramat 3
Turn East
Switch to Ramat 4 if 3 dies before attack is finished
Sat Nov 30, 2019 7:36 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> Doot the Dunfort again. Focus all my attention on putting a micromissile down one of its gunbarrels.
Sun Dec 01, 2019 12:01 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep S, E
>Combo the dunfort again, save 3 mobi
>W, sidestep N back into smoke
Mon Dec 02, 2019 2:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
>tE. Lasair Ramat #4, then Flamer that tile.
Mon Dec 02, 2019 5:31 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Enemies defeated, you look down the roadway. Better get on with heading to your next objective you guess.
It will take 10 turns worth of time for you to reach the next district, please detail anything you want to do on the journey (set shields to inactive for faster recharge/etc.)
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [66/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [28 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [13] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - Landed 40/40 HP
Dumping power into your shields you pull back ready to slam into one ofthe Ramats, only to see Crispr reduce them to burning wrecks, so you hold off on driving into the hell that he made.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [7] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [300] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [58] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Turning to face the Ramats you open up on them. [Dorn Lasair] 80+20+10:100 - 11 [Heavy Flamethrower] 80+20+10:100 - 17 89 27 83 The shell from your Dorn Lasair slams into your target and it erupts into a fireball, flames jetting out of all of the openings in its chassis, the other Ramat has no more luck after you fire your Flamethrower, its ammo suddenly cooking off under the heat. Leaving two blazing wrecks on the road.
TheKebbit - Kettlehead
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [132] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [57] [20/40]
Centering your aim on that damn tank you squeeze the trigger. [70mm SABRE Chaingun] 80+50+10+10+10:100 - 47 51 73 91 59 35 83 37 53 86 Your shots tear through what's left of its armour leaving it wide open for Frog to slam into it, his foot tearing through something important as the entire monster of a thing collapses in on itself.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Tracking the Ramats position through the smoke you get reafy to fire on it, only for Crispr to take them both out on his own. Well, guess that saves you some ammo.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [6 Heat]
Switching aim to one of the Ramats you have your finger hobvering over the trigger just as Crispr fires, and leaves the pair of them as little more than scrap.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Staying in the smoke, you open up with your Marú Anála once again, more chunks of armour tearing off of it from the blast, you try to aim and maybe get a micromissile down one of its gunbarrels, but the main turret is facing away from you and the Autocannon is pretty heavily obscured by flames and smoke, so you give up on that idea and instead just pepper it with missiles. [Anthill Micro Missile Pod] 80+10+10-20:80 - 29 62 33 16 10 65 23 6785 They do a suprisingly decent job of eating into its armour, what with all the heat its under degrading the integrity of the Smartplate.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Smoke Discharger - [Smoke] Ammo [42] Twin Laser Turret APS
Dashing out of the smoke, you rush up and deliver a one-two hit, Armature shearing through the turret, howitzer shells tumbling out of the gash it leaves, and your foot slamming into its center and catching on something, you struggle for a moment before giving it a bit more force and you feel something give, and hurriedly pulling your foot out you watch as the brute just crumples in on itself.
Mon Dec 02, 2019 10:31 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Set shields to Inactivate, switch to Frangible ammo, deploy the full health spotter drone a bit BEFORE we get to the gates so it's already up when we enter.
Mon Dec 02, 2019 10:39 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Just drive.
Tue Dec 03, 2019 12:59 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Drive, maybe AP laser the cameras to spite them.
Tue Dec 03, 2019 2:13 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>To the gates!
Tue Dec 03, 2019 4:04 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Load ammo such that the next two shots will be HE, and the third and fourth will be APHE.
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