Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 3S, keep using wall for cover, Smoke 1E, reaction fire on any vehicles I see.
Sun Dec 22, 2019 3:48 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
Move 1 East, Turn South
Move 2 South, drones to reaction fire to the East if enemies spotted
Stay in cover to the building to the East at the end of my movement
Cannon to fire at any mechs, machinegun to troopers/powersuits
Sun Dec 22, 2019 7:37 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>TIME TO MAKE STUFF HAPPEN
>Sidestep 1S, 3E
>Kick objective with all my mobility - 4
>4W
Sun Dec 22, 2019 8:45 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> 1S, 1E, Doot E, 1W, 1N.
Mon Dec 23, 2019 12:31 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Moving with Baroque 2S, stop at Shockwave's position, fire with all weapons on anything that approaches through the SW gap diagonal to me.
Mon Dec 23, 2019 8:59 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 -- !! STUNNED !! -- [-50% to hit and -50% mobility this turn, -20% to hit next turn]
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 [6]
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 [15] [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
Driving out past the corner you glance out to take a salvo of rail fire. [120mm Railguns] 80+10-25:65 - 3 31 [36mm Rail Repeater] 80-25:55 - 25 47 456427 / 88 918 39 5 / 77 574 30 52 / 38 486631 39 / 178137 3064 / 13 42 54 44 36 [60mm Railguns] 80-25:55 - 20 6 Your shield strains under the fire but holds, so shaken slightly you turn and fire back at one of the Kriegos. [180mm Railgun] 80+50-5-50-15:60 - 59 Your shot hits cracking its shield and you move on, taking position as far forwards as you dare before launching a cloud of smoke around the corner.
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]
Scanning the area to the front you ready your weapons to fire, but sadly nothing shows its face for you to flight up.
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]
Flying along with Baroque you take aim at the south western gap weapons ready, but the hostiles don't approach, let alone from that angle.
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 around the corner you see Thunder take some fire, and have your Powersuit Drone fire at the offending hostiles as you pass. [8MW Particle Lance] 80+10-5:85 - 40 [40mm Railgun] 80+10-5:85 - 9051 52 79 31 The shots slam into its shield, but it manages to hold, carrying on you come to a stop alongside Shockwave and scan for hostiles ahead of you, but there's nothing in direct view.
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]
Pulling back you cover the rear, but no hostiles show themselves, guess they are all grouped up to the east?
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]
After waiting for Thunder to drop smoke to cover the corner you move up and release a blast from your Marú Anála before backing up, good thing you did too as some heavy HE shell slams into the smoke, all but clearing it.
Areku - Frog -- !! STUNNED !! -- [-50% to hit and -50% mobility this turn, -20% to hit next turn]
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
Stepping out opf the smoke the Agravs to your rear open up on you. [4MW Lasers] 80+30-25-10:75 - 618170 64 2478 Their fire does little to your Armour and you push ahead, to suddenly take a salvo of fire from your left. [30mm Chainguns] 80+20-25-5:70 - 85 85 93579757 3486227612 7 4 38942 67 37 32 17 [150mm Missiles] 80+20-25-5:70 - 578 [Laser APS] 60 - 9 Your APS stops the one on target missile, and the chaingun fire does relatively minor damage to you, Ignoring this you rush ahead and deliver a brutal kick to the Target, pulling back you see that you've taken out a sizable chunk of its structure, but it remains standing. Just as you start grumbling to yourself you realise you're out in the open and a whole bunch of hostiles open up on you. [4MW Lasers] 80+30-5-15:90 - 41 11 34 26 15 2 [30mm Chainguns] 80+20-5-15:80 - 17 60 9 74 1 36 75 17 18 64 10 50 23 29 24858 54 28 33 [150mm Missiles] 80+20-5-15:80 - 13 45 [Laser APS] 60 - 37 [40mm Cannons] 80-15-5:60 - 1889 [50mm Rockets] 80-15-5-20:40 - 255017 18 22 10 Combined all their fire tears through your Armour taking a considerable chunk out of it, and you are left staggered, especially after that missile blew a huge chunk out of your armour.
---- Enemies ----
Nus #1 - Shield Down - Armour Undamaged
Nus #2 - Shield Down - Armour Undamaged
Nus #3 - Shield Up - Armour Undamaged
Kriego #1 - Shield Up (Cracked) - 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
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Up - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Tue Dec 24, 2019 2:54 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tE WWW tS S
Tue Dec 24, 2019 5:41 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Smoke 1E 1S
Move 2 South after Thunder's smoke is deployed.
Drones fire at all enemies within their firing arcs
Turn East, fire at cannon at non-Nus mechs, fire machinegun at visible powersuits/troopers
If no non-Nus mechs visible, shoot Nus
Last edited by CaveCricket48 on Tue Dec 31, 2019 1:11 am, edited 2 times in total.
Fri Dec 27, 2019 5:42 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tS tE 2W Shoot NUS #2 with Plasgun charging 6EN 1E tS
Sun Dec 29, 2019 12:42 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Ah heck
>5E
>Drop smoke on self
>5 mobi kick, 0 mobi punch at the objective
>WE'RE KNOCKING IT DOWN BOYS
Last edited by Areku on Tue Dec 31, 2019 4:28 am, edited 1 time in total.
Sun Dec 29, 2019 12:56 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> 1S, 1E, Doot E, 1E, KICK!(or hunker if it is already ded)
Last edited by maart3n on Wed Jan 01, 2020 10:41 pm, edited 1 time in total.
Tue Dec 31, 2019 12:33 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 120 energy into capacitors. Smoke 1S 1E, move 1S, Turn E, 1E. Fire on Nus #2.
Tue Dec 31, 2019 1:08 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Turn CCW, move 2S with Baroque, open up E on Ramats dispersing fire with the SABRE and Backstop but if the smoke stays up and we don't see anything, fire on the closest Nus. Fire with electrolasers on any infantry or powersuits that manifest E. Blind the Nus with ECM if LOS opens up, otherwise maintain the indirect fire shield.
Wed Jan 01, 2020 11:08 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 - ! STUNNED ! - [-20% to hit this turn]
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: [36/150] Smoke Discharger - [Smoke] Ammo [5]
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 [14] [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
Dumping energy into your shield and seeing the integrity rise to a safer level you launch smoke before moving into it and aiming a shot at one of the Nus's. [180mm Railgun] 80+50-50-5-5:70 - 85 You shot goes short, causing a considerable spray of debris to fly into the air, but no damage to the target.
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]
Pulling back you start to flank around the building, don't want to walk straight into a firing line after all.
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 [112] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [56] [20/40]
Following along behind Barouqe you scan the area ahead spotting the line of Tanks as Thunder moves up, and treat them to a burst of fire. [Backstop Missile Launcher] 80+50-5-20:100 - 79 [Discharger APS] 100 - 1 [70mm SABRE Chaingun] 80+50-5-20:100 - 37 2 84 53 93 38 7 48 49 82 Once again some damned APS takes out your missile, but your rake your SABRE fire across the tanks, shattering all of their shields and even punching into the armour of one. Looking further past the Tanks you see a whole bunch of foot mobiles and open up with your Electrolasers. [Quintuple AP Electrolasers] 80+50-30:100 - 25 40 11 72 54 50 29 26 27 46 81 91 99 43 14 88 92 94 97 40 5 57 68 70 48 44 37 91 40 19 15 78 23 54 56 61 66 66 78 23 28 91 69 5 22 78 11 91 70 2 The beams shred the Infantry and fry the Powered Armours where they stand, and then with the few left over after that bout of violence you tear into a Powersuit, doing somewhat appreciable damage to it.
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]
Deploying smoke to cover the teams advance you move up and have your Drones fire on the Nus in front of Shockwave. [8MW Particle Lance] 80+10-30:60 - 73 [30mm Rail Repeaters] 80+10-30:60 - 93 7013991886 [40mm Railgun] 80+10-30:60 - 70 7349 28 17 Their shots tear into its armour, but it's still reasonably intact after your fire, turning to face the mass of enemies you can now see you fire a burst from your main gun at the Beetle. [150mm Autocannon] 80+50-5:100 - 23 31 2 47 Your shells slam into its shield doing some damage, but you'd recon it's still reasonably intact, those things are rather well protected after all. Switching targets you let loose a stream of fire onto the Infantry behind it. [8mm Machinegun] 80+50-30:100 - 40 78 1 2 77 19 33 86 14 38 You cut down a bunch of troopers and do some damage one of the Powered Armours, which Kettlehead helps finish off with his fire.
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] [6 Heat]
Spinning around and backing up so you get a shot through the narrow gap between buildings you fire on the Nus. [30MW Plasgun] 80+40-30-16:74 - 95 Your bolt goes wide tearing a gouge into the concrete next to the Nus, grimacing at your miss you drive back into cover, no need to get shot at after all.
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 into the Smoke the others dropped you fire off your Marú Anála knocking off some armour, but seeing that it's still intact you burst out of the smoke and give it a solid kick tearing away more armour, only to find yourself the target of far too many hostiles. [80mm Autocannon] 80-50-10-20:5 - 75 48 43 62 [80mm Autocannons] 80-10-20:50 - 44 2098 9345 6934763 57 9842 [76mm Autocannons] 80+20-25-20:55 - 7248 21 47 197826 189245 12 19 [40mm Autocanon] 80+40-50-25-20:25 - 181 57 74 [50mm Missiles] 80+40-50-25-20:25 - 3724 [4MW Lasers] 80-5-25-20:30 - 575 86 46 [50mm Missiles] 80-5-25-20:30 - 7128421538 60 75 [30mm Autocanons] 80-25-20:35 - 777 8 23 1786 8934 [180mm Cannon] 80+20-25-20:55 - 2 The fire tears into your shield, dropping it to rather unsafe levels, but before you can shake off the fire and react they open up again. [80mm Autocannon] 80-20-20:40 - 245 84 48 [80mm Autocannons] 80-20:60 - 6939 1777 955568 94287554 42 [76mm Autocannons] 80+20-20:80 - 5397 81 85 9579 63 42 758268 80 [40mm Autocannon] 80+40-50-20:50 - 47822684 [50mm Missiles] 80+40-50-20:50 - 6036 [4MW Lasers] 80-5-20:55 - 763866 69 [50mm Missiles] 80-5-20:55 - 4970 73 638 25 30 53 [30mm Autocanons] 80-20:60 - 119851 3192 9345 23 [180mm Cannon] 80+20-20:80 - 35 [120mm Railguns] 80+10-20:70 - 45 11 [60mm Railguns] 80-5-20:55 - 15 16 [36mm Rail Repeaters] 80-5-20:55 - 2392 76 7051 / 75 100 581256 / 13 4788 6618 / 24 44 459353 / 33 45673172 / 5735 5587 Shockwave has a moment to consider the amount of incoming fire before it all hits, his shield shattering in moments before the rest of the fire impacts tearing through armour and structure alike, the heavily mangled wreck of his walker collapsing to the ground. The Package mounted on the back of it almost seems to have survived intact before it suddenly bursts and erupts into a sizzling fountain of something like boiling thermite turned up to eleven. By the time it burns out there is little identifiable of the Walker left, just a scorched tangle of metal.
Areku - Frog - ! STUNNED ! - [-20% to hit this turn]
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 [40] Twin Laser Turret APS
You storm up towards the target ignoring the enemies and covering yourself with smoke deliver a solid kick and punch into the target, your foot tears away a chunk of the structure while your armature takes another chunk out while groaning protestingly. Before you get a chance to think on that a pair of missiles streak towards your smoke cloud. [150mm Missiles] 80+20-5:95 - 24 84 [Twin Laser Turret APS] 60-20:40 - 9729 Your APS swats one out of the air before it gets close, but the other hits the ground near you, clearing some of your smoke, but not enough to give them a clear shot on you.
---- Enemies ----
Nus #1 - Shield Down - Armour Damaged
Nus #2 - Shield Down - Armour Undamaged
Nus #3 - Shield Up - Armour Undamaged
Nus #4 - Shield Up - Armour Undamaged
Kriego #1 - Shield Up (Cracked) - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Ramat #1 - Shield Down - Minor Armour Damage
Ramat #2 - Shield Down - Armour Undamaged
Ramat #3 - Shield Down - Armour Undamaged
Beetle - Shield Up - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Pony #2 - Shield Up - Armour Undamaged
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Up - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Vinbero #1 - Shield Up - Armour Undamaged
Vinbero #2 - Shield Up - Armour Undamaged
Fiver #1 - Armour Undamaged
Last edited by Amazigh on Fri Jan 03, 2020 8:33 pm, edited 1 time in total.
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