Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn South
Fire on powersuits and troopers with machinegun.
Cannon to any mech that shows itself.
Wed Dec 11, 2019 6:25 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1W, turn S, 1S
>6 mobi Stomp vinebro
>2S, turn E, 3E
>Punch HR building with all remaining mobility
>Smoke self
Wed Dec 11, 2019 11:43 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Turn N, 1N, Turn E, 2E, Turn S, 1S. Reaction fire railgun on any vehicle I see. If nothing in range, keep it ready for if the building E of me falls so I can reaction fire anything in there.
Thu Dec 12, 2019 12:00 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>NE.
After Shockwave opens the way, if the orbital defense gun is in my line of fire, fire with the SABRE and Backstop upon it.
If it isn't and the tall building isn't knocked down, use Plan 2.
Plan 2: Go E, open fire with SABRE and Backstop on the Kriegos (if they appear). Reserve electrolasers for infantry or powersuits. Slide back behind the ruin to minimize retaliatory fire.
Thu Dec 12, 2019 3:22 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, see Resources thread for details.
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]
[Map Note: Kreigos, Ramats and the Beetle all moved to the East out of view of the Spotter Drone, exact positions are unknown.]
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 [16] [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
Moving up behind Shockwave you scan for targets as you round the corner, but none show their faces so you wait tracking the wall as it crumbles down, and as it falls you spot something and open fire. [180mm Railgun] 80+50-5-25-10:90 - 75 Your shot slams into the target, at which point you realize that it's a Bateria, and you likely wasted the shot there, what with the level of regeneration those damn things have. Taking a glace at your Drones feed you see a trio of Ramats and a Beetle rolling off the Elevator. Were they trying to go down, or have they just come up? hard to tell, but they proceed to pull out of view leaving you in the dark on that matter.
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]
Moving up to get and angle you fire a burst of flames at the nearest Nus. [Heavy Flamethrower] 80+20-5:95 - 44 39 22 28 They wash over it wearing down its shield, only for you to notice all the hostiles that can see you now. [80mm Autocannon] 80-10-20:50 - 86 60 8232 [76mm Autocannons] 80+20-25-20:55 - 14 3377 87 7044 4890449548 35 [50mm Missiles] 80+40-25-20:75 - 7650 [40mm Autocannon] 80+40-25-20:75 - 56 55 73 43 [120mm Railguns] 80+10-25-20:45 - 9631 The fire tears into your armour but thankfully it holds out, their comparitively lower caliber SKEP munitions doing rather minimal damage. But before they can fire again you move back out of their view.
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]
Shifting position you move up around the corner and figuring that Shockwave might not take the wall down you peek around the corner ready to lay into anything you spot, but there's nothing so you creep back behind the corner and the safety it provides.
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]
Turning and slightly adjusting position to keep out of view of the Nus you scan the area for hostiles, but they seem more than willing to stay out of your sight.
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]
Slightly shifting to secure a line of sight you take aim at the Nus and with a minor amount of condensing open fire. [30MW Plasgun] 80+50-5:100 - 56 The bolt scores a direct hit on its shield and with a flash it shatters, before they get the chance to consider firing back you drive ahead, pulling up the rear of the advance.
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]
Rushing to get out of the enemies view, you move up to the compound and fire off your Marú Anála, the tower in front of you stays standing, but after shaking from a moment the wall juts off to your side collapses.
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
Stepping out of your smoke you are met by a barrage of fire. [4MW Lasers] 80+30-25-10:75 - 33 49711 39 47 [30mm Autocannon] 80-25-30:25 - 62 62 63 82 [40mm Cannons] 80-25-10:45 - 6422 4061 [50mm Rockets] 80-25-10:45 - 80 92 64 49 98 791586 89 81 8931 [Laser APS] 60 - 78 86 The fire tears through your shield before dealing some mostly cosmetic damage to your armour, seeing the APC has moved you adjust your course. [Reaction Stomp] 70 - 69 Before slamming your foot into it and levaing the entire front half a pulverised wreck, ignoring the infantry and Agravs for now you rush up to the garrison wall and dropping smoke slam your Armature into it, it grinds into the concrete smashing off a rather disappointingly small amount of it. But you do notice when retracting your armature that when compared to all the other times you've used it, it seems a bit sluggish... that's not a good sign.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Down - Armour Undamaged
Nus #3 - Shield Up - Armour Undamaged
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Bateria #1 - Shield Up - Armour Undamaged
Sumat #1 - Armour Undamaged
Ramat #1 - Shield Up - Armour Undamaged
Ramat #2 - Shield Up - Armour Undamaged
Ramat #3 - Shield Up - Armour Undamaged
Beetle - Shield Up - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Pony #2 - Shield Up - Armour Undamaged
Last edited by Amazigh on Fri Dec 13, 2019 3:27 am, edited 1 time in total.
Thu Dec 12, 2019 7:18 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>In hindsight, aiming for the only high point on the wall, with double the durability of every other part, was not the best plan.
>Smoke 1S, sidestep 1S
>Let the armature rest this time, 18 mobi kick on the low wall to the E
Thu Dec 12, 2019 9:02 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
okay then
> N tE EEE tS.
Last edited by CrazyMLC on Tue Dec 17, 2019 6:21 am, edited 2 times in total.
Thu Dec 12, 2019 10:17 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1N tE 1E tS 1S tE Shoot orbital gun w/Plasgun condensing using 16EN tS 1N
Last edited by DSMK2 on Tue Dec 17, 2019 1:26 am, edited 1 time in total.
Sun Dec 15, 2019 7:57 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn East
Move 3 East
Turn North
Move 1 North
Turn East
Drones to (reaction) fire at any visible enemies at my rear
Mon Dec 16, 2019 5:43 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 1S, AP laser the infantry and reaction fire on w/e I see, 2N.
Tue Dec 17, 2019 3:57 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Turn S, 2S, Hunker down, reaction fire with the AP missiles.
Tue Dec 17, 2019 4:00 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Slide out behind my fellows, reaction fire down S with all of my weapons systems.
Tue Dec 17, 2019 5:03 am
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 [16] [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
You Pull forwards just enough to get a shot in on the infantry while staying out of the Sumats sight and open up. [AP Pulse Laser] 80+50-25:100 - 15 67 62 46 81 74 49 97 21 9 Your beams tear through the troopers and do some damage to one of the Powered Armours. You then proceed to pull back, as STOP fires on the orbital gun, no need to hang around when that goes up.
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]
Moving around the ruined building you join up with Thunder and the others.
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]
Peeking around the corner you ready all your weapons to fire on any hostiles, but the way ahead is clear and no enemies advance on you.
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]
Pulling up behind the others you have your Drones cover your rear, but you don't spot any enemies. Maybe they're forming up on the other side of the Freight Elevators?
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: [20/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [16 Heat]
Driving around the building you take aim at the Objective and condensing down a bolt of plasma you fire it at the gun. [30MW Plasgun] 80+50-6-35:89 - 77 The bolt burrows deep into the target, and you back off just moments before you hear it go up in a titanic detonation.
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]
Moving up past the gap in the wall you brace yourself and prepare to fire on anything you spot, but all you see are the pair of Powered Armours, so you fire on them. [Anthill Micro Missile Pod] 80-30:50 - 30 33 1968 6537747 38 Your Missiles slam into them, tearing apart armour and leaving them as brutalised piles of blood soaked scrap metal.
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 [41] Twin Laser Turret APS
Deciding to give your armature a rest you drop some more smoke and moving over into it you deliver a kick with all the force you can manage into the wall segment, your foot leaves a considerable crater in the wall, mere moments after you pull your foot back it collapses, leaving you a straight path to one of the objectives.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Down - Armour Undamaged
Nus #3 - Shield Up - Armour Undamaged
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Ramat #1 - Shield Up - Armour Undamaged
Ramat #2 - Shield Up - Armour Undamaged
Ramat #3 - Shield Up - Armour Undamaged
Beetle - Shield Up - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Pony #2 - Shield Up - Armour Undamaged
Tue Dec 17, 2019 10:44 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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