Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Drink water. Do not reboot my shields.
Tue Dec 03, 2019 5:55 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
maart3n wrote:
>Shields to inactive and start dumping energy from the capacitors into them whenever they're full.
Wed Dec 04, 2019 12:57 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
New unit encountered: Stultulo, see Resource thread for details.
Finally reaching the district gate with no more suprises it opens up, and Thunders Drone reveals some enemies already within its range.
[A turn must end with all alive players located on either of the Elevators for your packages to deploy]
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district show it to have a pair of military garrisons to the north and south, between which lies freight elevators granting access to the Geofront below the city. The rest of the district is mainly composed of logistics and shipping facilities to handle what goes in and out of the Geofront. - Deploy Packages on Geofront Freight Elevators. - Destroy Northern Anti-Orbital Weapons Emplacement. - Destroy Southern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.[Pre-requisite Incomplete]
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: [150/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 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 - In-Air 40/40 HP
Shutting down your shields for a better recharge rate you head along the road, as you reach the corner just before the gate, you launch your drone up, happy to see no ambush there, and pullign up to the gate you see no hostiles in direct view of it as well, that's some luck.
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]
Just sitting back you head to the next area, nothing really worth wrecking on the road to be honest.
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]
Making sure to leave your shields down, no matter how vulnerable you feel you follow the others, taking a deep chug from your canteen, getting the feeling you might need to be on top of your game to survive this.
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]
Cycling your ammo feed to draw a mixed burst you just head along 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: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [6 Heat]
Heading along you destroy some of the cameras with your AP Laser, but honestly there are so many of them that you quickly lose heart and stop bothering with it.
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]
Managing your capacitor and dumping it into your shields as you walk along, you manage to bring them back to full before you reach the gate.
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
Just striding ahead you make a beeline for the gate, and are almost disappointed that there isn't another ambush.
---- Enemies ----
Stultulo #1 - Shield Up - Armour Undamaged
Stultulo #2 - Shield Up - Armour Undamaged
Vinbero #1 - Shield Up - Armour Undamaged
Fiver #1 - Armour Undamaged
Last edited by Amazigh on Fri Dec 06, 2019 12:41 am, edited 1 time in total.
Wed Dec 04, 2019 4:06 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
"They obviously know we're here, and I'm staring at artillery units on the radar... Anyone think they have their own spotters?"
Wed Dec 04, 2019 4:15 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> After the doot, EE tN N tE. Flamer Lasair any visible Stultos.
Last edited by CrazyMLC on Fri Dec 06, 2019 5:30 am, edited 1 time in total.
Wed Dec 04, 2019 6:54 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"I mean we did just get done wiping an entire group of them out. They probably rolled out the red carpet after the Dunfort and company left. Around the elevator is prooobably a giant kill box. We may want to hit one of the guns first and then move from there, so we have some cover." > Shields up. After Maart doots, 2E, Turn N, 1N, Turn E, 2E. Railgun Stultulo #2 on my way by. End behind that horizontalish building for cover.
Also let's go north and blast through the side of the orbital gun plaza
Thu Dec 05, 2019 2:24 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>2E, 1N, Max Doot E, 1E, 1S, Kick unfriendly mech. Use the micromissiles to barrage roughly where the infantry and powersuits are.
Last edited by maart3n on Fri Dec 06, 2019 12:40 am, edited 1 time in total.
Thu Dec 05, 2019 4:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
DOOT EAST PLZ so we can break into the gun room.
Thu Dec 05, 2019 4:32 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1E tS 1S Hit Fiver #1 with plasgun, compressing with 5EN 2N tE 1E
Last edited by DSMK2 on Sun Dec 08, 2019 6:19 am, edited 1 time in total.
Fri Dec 06, 2019 12:53 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1E, turn S, 3S, turn E
>5 Mobi punch the vinebro
>Sidestep 1S
>Use all remaining mobility to stomp the fiver
>Smoke self
after the others have unloaded their guns on that area, pls
Fri Dec 06, 2019 1:57 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move East 1, Turn North, Move 1 North
If drones have line-of-sight, open fire
Turn East
Fire cannon on Stultuos/whatever's available
Move 1 East, try to fire again if enemies weren't within LoS the last time I tried
Use the building south of me as cover from the south
Fri Dec 06, 2019 2:36 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Turn the shields back on. EEN, then E after Shockwave opens up with his sonic weapon. Then fire the SABRE on the two Stultulos. E again to slide behind the tall buildings if they are still standing, otherwise slide back behind the corner in the same tile.
Sat Dec 07, 2019 10:54 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district show it to have a pair of military garrisons to the north and south, between which lies freight elevators granting access to the Geofront below the city. The rest of the district is mainly composed of logistics and shipping facilities to handle what goes in and out of the Geofront. - Deploy Packages on Geofront Freight Elevators. - Destroy Northern Anti-Orbital Weapons Emplacement. - Destroy Southern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.[Pre-requisite Incomplete]
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: [150/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 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 - In-Air 40/40 HP
"I mean we did just get done wiping an entire group of them out. They probably rolled out the red carpet after the Dunfort and company left." After replying to STOP you then call out a suggestion the the others "Around the elevator is prooobably a giant kill box. We may want to hit one of the guns first and then move from there, so we have some cover." Seeing how noo-one replies you figure they all agree with you so bringing your shields back online you pull up behind Shockwave, you drive out and swing your turret to get a shot on the further Stultulo but Kettlehead has already shredded it, so you hold your fire for now. Taking a glace at your drones feed you see that there's a Nus right outside the garrison, no doubt at least 3 others around the Elevators, and those two Kriegos who zipped out of its range could be annoying.
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 [57] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
After waiting for Shockwave to unleash his blast you pull up behind him and open up on one of the Stultulos. [Heavy Flamethrower] 80+20-5:95 - 5 41 2996 [Scatter] 4(E) [Dorn Lasair] 80+20-5:95 - 75 Most of your Flamer fire scores a direct hit, heating it up ready for your Lasair shell to slam into it bathing it in more flames while also taking out a considerable chunk of armour.
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 [122] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [57] [20/40]
You bring your shield back online, though with this little charge it'll be good for maybe one shot, so you stick close to Shockwave and wait for him to fire his sonic emitter before pulling out from behind the building and unloading on the Walkers. [70mm SABRE Chaingun] 80+50-10:100 - 48 72 66 48 26 [70mm SABRE Chaingun] 80+50-10:100 - 16 85 7 24 5 The first Crumples under your fire shells punching through its thin armour to core what you think is the cockpit area, while your shells stitch across the second before hitting one of the rocket pods and it goes up in a blast that leaves it a smoking pile on the ground, targets taken care of you move up behind the still.. somewhat standing structure.
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]
Creeping forwards you scan the area, having your drones ready to fire on anything they see all while you scan for the Stultulos, but by the time you make it to seeing them they've already been taken care of, taking cover behind the building proves less than successful, as it collapses from the results of Shockwaves blast, leaving you in clear albeit distant view of some hostiles.
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] [5 Heat]
"They obviously know we're here, and I'm staring at artillery units on the radar... Anyone think they have their own spotters?" Calling out to the others about your fears you peek around the corner as Frog rushes ahead and fire a slightly condensed blast into the Fiver. [30MW Plasgun] 80+50-30:100 - 17 Your bolt slams into it doing some damage, but more importantly softening the armour for Frog, you then quickly back put of sight before you can see the result of his attack, you have no desire to take a hit from that cannon.
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]
Striding ahead of the others you charge up and unleash a full charge blast from your Marú Anála, you see the vehicles ahead of you crumple into little more than scrap metal, and the buildings start to slowly cave in on themselves, ignoring the carnage you rush up and kick the nearer Stultulo your foot tearing out a sizable chunk of armour from it, ripe for the others to come along and finish it off. But before you can bask in glory you notice the Nus that you can see through the gap in the buildings as it opens fire. [80mm Autocannon] 80-20-5:55 - 13 26 180 Most of its shells slam into your shield not doing all that much to it, but it's unwelcome all the same.
[As much fun as it would be, you can't do indirect fire with your AP weapon]
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
Rushing out of the gate you make a beeline for the two tanks spotted by the drone, seeing that there is a second APC you slam your Armature through the first one as you pass, it lurches to the side rolling over and you hear the telltale popcorn sound of an ammo cookoff as you slam your foot down on the Assault Gun, your foot tears straight through the armour softened by STOP and you utterly pulverise the engine block, then just as you pull your foot out and go to hit the switch to fire smoke you spot a pair of turrets to the East along with another APC with infantry... that could be a complication.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Up - Armour Undamaged
Nus #3 - Shield Up - Armour Undamaged
Vinbero #2 - Shield Up - Armour Undamaged
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Sun Dec 08, 2019 7:49 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
E tS SS. Flamer Nus #1. NN.
Sun Dec 08, 2019 9:44 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shoot Turret #2 with plasgun, compressing with 6EN, 3E tN
Last edited by DSMK2 on Tue Dec 10, 2019 1:34 am, edited 1 time in total.
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