Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn West, all Drones fire on Ramat 1
Turn East, Cannon fire on Ramat 1
If Ramat 1 dies partway through, switch to Ramat 2, and then 3
Smoke 2E after all allies are done shooting
Fri Jan 03, 2020 12:24 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> S tE > Fire flamers, Lasair, and then a low Deora at Ramat #3. > EEE tS
Last edited by CrazyMLC on Sat Jan 18, 2020 1:30 am, edited 1 time in total.
Fri Jan 03, 2020 1:53 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 2S tE 2E tS 1S tE Shoot Fiver #1 with plasgun compressing with 15EN
Last edited by DSMK2 on Wed Jan 15, 2020 2:58 am, edited 3 times in total.
Tue Jan 07, 2020 4:42 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>4 Mobi punch the orbital gun!
>1E, turn N, 3N
>Smoke self
>Kick LR building to my right with all remaining mobility
Wed Jan 15, 2020 2:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
OK HIGH LEVEL PLAN. This turn I move out of the smoke to give us sight. DS, then me, then Kebb fire on the Fiver, it's the only one with HE rounds in the center. MLC and Cave try and wreck the Ramats. Whatever you do, it'll probably be half undone by the Beetle afterwards, but that's ok. MLC you need to move up as much as possible though, next turn will be important. Areku will pop the gun, then move 3N and smash the building to his right, and get ready.
Next turn we do a pincer attack. Our tankiest tanks (hah) are DS, Cave, and MLC right now. You three will charge through the smoke blasting flight of the valkyries, and open fire on all them ♥♥♥♥♥es. Kebb and I will hang back with our tattered shields and shoot from the shadows. Areku will jump out from the building he just smashed, and run up from the south and smash some stuff from behind.
> 1E, brace for pain. After STOP fires on the Fiver, fire on it too. Once our side stop shooting, Smoke 1E, wait for Baroque to smoke my tile, and move 1W. Laser any infantry in front. Dump all energy I can into shield, switch to Cluster rounds.
Wed Jan 15, 2020 3:21 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Reaction fire on the Fiver (position as yet unknown) with SABRE and Backstop as others get a visual on it, if it is not destroyed by STOP and Thunder. If they handle it, fire upon Kriego #1 instead. Fire with electrolasers on any infantry or PA that appear E.
Wed Jan 15, 2020 4:44 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: [0/150] Smoke Discharger - [Smoke] Ammo [4]
Weapons AP Pulse Laser (turreted)2 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [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
Bracing yourself for the inevitable you pull out of the smoke, only to not take any fire at all, guess they burned it all on Shockwave. As soon as STOP fires on the Fiver you deliver the pain with your Railgun. [180mm Railgun] 80+50-20-5:100 - 79 The slug punches through armour and digs into internals, shortly followed by a barrage from Kettlehead that leaves it a ruined husk. Tracking over to the Powersuits as Kettlehead shreds a pair of them you open up as well. [AP Pulse Laser] 80+50-25-20:85 - 68 94 68 25 96 46 53 56 84 71 Your AP Laser Slices through a third, leaving just one of them standing. At which you pop smoke before pulling back a little.
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 [290] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [56] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Driving around the corner and tracking the position of the Ramats you open up on them with a heavy salvo. [Heavy Flamethrower] 80+20-20:80 - 23 49 4688 [Dorn Lasair] 80+20-20:80 - 25 [Ag Caoineadh Iarainn] 80+20-25-20:55 - 45 [Discharger APS] 100/80/60/40/20 - 19 35 14 245 931936 2818 [Discharger APS] 100/80/60/40 - 50 70 2979 [Discharger APS] 100 - 61 Your Flamethrower douses them, heating their armour ready for your Dorn Lasair to slam into the first one doing some damage to its armour, but more importantly heating the lot of them up some more. Your Deora shells though face a gauntlet of three Dischargers, which proves too much for them and none of the shells hit your targets. Grimacing at that failure you move forwards, positioning yourself in cover but still ready to move up if needed.
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 [102] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [55] [20/40]
Tracking the Targets through the shared Feed as Thunder pulls ahead you zero in on the target he and STOP fired on and give it hell. [70mm SABRE Chaingun] 80+50+10-20:100 - 66 90 38 65 25 88 28 18 51 77 [Backstop Missile Launcher] 80+50+10-20:100 - 15 Your shells tear through it, and as your Missile hits the entire Tank goes up in a fireball, nothing left but a trashed chassis. Switching focus to your Electrolaser array you fire on the Powersuits. [Quintuple AP Electrolasers] 80+50+10-20:100 - 70 22 44 6 91 82 58 14 96 40 78 64 62 91 53 75 89 90 51 73 71 97 63 89 65 56 99 61 49 61 85 40 92 4 95 21 90 38 69 76 85 65 41 23 37 90 43 56 57 56 Your beams rip armour apart and vaporise the pilots inside, taking out two of the suits in one fell swoop.
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]
Spinning around you have your Drones open up on the first Ramat just after Crispr blasts it with flames. [8MW Particle Lance] 80+10-20:70 - 52 [30mm Rail Repeaters] 80+10-20:70 - 78 8712 57 49 5 [40mm Railgun] 80+10-20:70 - 22787 6 70 They tear into its armour, leaving it weakened perfect for when you turn back around and open up with your Autocannon. [150mm Autocannon] 80+50-20:100 - 17 58 32 21 Carefullly staggering your shots you take it out with just three, and switch to the next Ramat which loses a decent amount of armour from the shell given the heat its suffering from, then covering Thunder you launch some smoke, which also gives you a safe corridor onto the Elevator.
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: [11/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [15 Heat]
Rushing up to join with the front lines you charge up your plasgun and taking aim at the location of the Fiver, open fire. [30MW Plasgun] 80+40+10+10-45-6:89 - 86 Splashing across the armour the bolt leaves a great glowing patch that Thunder and Kettlehead exploit ruthlessly, their rounds causing the Tank to detonate in a spectacular fireball.
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 150/100 120/90 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 [39] Twin Laser Turret APS
Giving the target another look you live up and let loose your armature, it punches into the structure clearly perforating something by the liquid that starts leaking out around it, only for a spray of sparks to burst out of one of the joints as you draw it back out which ignites the liquid, before it rattles back into its stowed position, not wanting to waste any time next to this ticking bomb you start rushing away to have your smoke fade away and the pursuing enemies open up on you. [30mm Chainguns] 80+20-25-5:70 - 7552 25 37 23 229270 15 31 5488 7364 53 4901988 73 [4MW Lasers] 80+30-25-5:75 - 46 527869767 [40mm Cannons] 80-25-10-5:40 - 21 2 [50mm Rockets] 80-25-10-5-5:35 - 95 85 47 Their fire tears through your armour sizable chunks of it falling away, but at least they fail to penetrate. You keep moving away from the orbital gun and getting close to a wall give it as hard a kick as you can manage, it buckles under the impact before collapsing into a pile of rubble. Dropping smoke and ignoring the huge detonation to your rear, you check the readout for your Armature, and it's not looking pretty, but it's still functioning more or less.
[Armature Base Penetration/Damage has been reduced to 120/90] [Continued usage against high durability targets may result in further reductions in functionality]
---- 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 #2 - Shield Down - Armour Damaged (Heat)
Ramat #3 - Shield Down - Armour Undamaged (Heat)
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
Sat Jan 18, 2020 6:23 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 2 East, get on the elevator
Smoke 1 South 1 East of my location
Drones fire at Pony 1
Reaction fire any non-Nus enemies that appear (Spotter drone, smoke getting cleared)
Thu Jan 23, 2020 5:08 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
>SS tE EE.
>Fire at the largest clump of vehicles I can with Flamers -> Lasair -> 10 FAE rockets -> low Deora.
Last edited by CrazyMLC on Sun Feb 02, 2020 8:21 am, edited 2 times in total.
Fri Jan 24, 2020 10:36 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 2E Fire at Beetle with Plasgun, 1E positioning on elevator.
Tue Jan 28, 2020 3:34 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
> SHUFFLE ONCE FOR EXTRA DODGE >2W, turn N, N >Smoke 1N >3N to end up on the objective!
Sat Feb 01, 2020 4:48 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 2E to give everyone vision, fire at Nus #2, 1W if there's room on the pad, Turn S 1S Turn E if not.
Sun Feb 02, 2020 2:09 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Turn CW, moving E fire SABRE and Backstop at the Ponies to the SW, spreading my shots between the two. Moving behind Thunder, move EES onto the elevator pad after smoke is established on the elevator pad, get ready to drop my charges. Fire my electrolasers S on the PA units.
Sun Feb 02, 2020 8:08 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
As Frog dashes onto the Elevator the packages suddenly detach from your vehicles, crashing to the ground. The dull grey boxes sit there for a moment before suddenly bursting open, and something black with far too many limbs skitters out of each before rushing over to one of the maintenance hatches on the elevator. There is a flash as one fires an energy weapon and then they all dissapear down the now open hatch... well, guess that's the "packages" delivered, time to get moving.
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.
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: [6/150] Smoke Discharger - [Smoke] Ammo [4]
Weapons AP Pulse Laser (turreted)2 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [12] [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 to get better view with your drone you swing your aim around and fire on one of the Emplacements. [180mm Railgun] 80+50-5-5-20:100 - 12 Your slugs slam into it tearing into armour, but fail to penetrate. Leaving that aside you reposition on the elevator, leaving room for the others just in time for your Package to deploy.
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 [280] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [55] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [10/40]
Moving up to the elevator you track for targets ahead, and seeing the Kriegos you decide to fire on them rather than the Ramats, they're undamaged after all. [Heavy Flamethrower] 80+20+10-20:90 - 55 43 64 84 [Dorn Lasair] 80+20+10-10:100 - 14 [Light Rocket Pod] 80+20+10-10:100 - 23 97 51 7 47 26 65 34 69 13 [Laser Turret APS] 60 - 19772398 [Ag Caoineadh Iarainn] 80+20+10-40:100 - 30 After all your fire slams into them, with their APS doing little to stop your rockets let alone the Deora canisters which detonate quite violently, all that is left afterwards is a pair of smoking wrecks. Eyes glued to the destruction you wrought you barely notice your Package activating.
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 [92] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [54] [20/40]
Peeking out in the gap between smoke and the building you see the pair of Agravs and with a squeeze of the trigger fire on them. [70mm SABRE Chaingun ] 80+50+10:100 - 45 12 71 88 10 99 34 92 17 63 ["Backstop"] 80+50+10-25:100 - 72 Your shots bite into their shields but fail to bring them down, they seemed to be focused on if anyone would emerge from the smoke clouds, so you manage to zip out of their view before they can reorient and get a solid line on you. Assuming position behind Thunder you scan to the south and open up on the Powered Armours that are spinning around to engage Frog. [Quintuple AP Electrolasers] 80+50-40:90 - 34 45 26 6 59 39 79 10041 20 82 479464 12 45 29 23 40 25988 57 3610067 42 82 71 21 67 73 44 49 54 62 389177 82 38 29 85 1 75 43 56 73 2 58 Your Electrolasers make short work of them, scything them to pieces before they even know what hit them, As Frog gets onto the elevator you hear a solid thunk as your Package is deployed, and from how your grav systems suddenly respond to the lightened load it seems you might be able to push a little more out of them without carrying that thing around, should be handy.
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]
Driving forwards you have your Drones fire on one of the Ponies to the south. [30mm Rail Repeaters] 80+10-25:65 - 7054 39 12 18 11 Their Rail Repeaters score a good number of hits on its shield, but sadly fail to do any meaningful damage, Coming to a stop on the elevator you fire smoke to cover Frog and then look forwards and spotting the Ramats again decide to get to work on finishing them off. [150mm Autocannon] 80+50+10-20-15:100 - 70 11 2 39 Once again carefully managing your fire you fire three rounds into one leaving it a smoking husk, before firing your last round into the other blowing away a significant chunk of armour. At this you notice your Package detach.
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: [17/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Driving forwards you see the Beetle come back into view and open fire. [30MW Plasgun] 80+40+10-30-15:85 - 63 Your shot slams into its shield which wavers slightly under the impact, but remains strong. Pulling up to a halt on the elevator you watch as your Package detaches and... oh god what the ♥♥♥♥ were you carrying.
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 150/100 120/90 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]
Changing your plans you turn and rush around the building to the west, and see a small group of powered armour who start spinning around to fire on you only to have a hail of Electrolaser fire come out of the smoke and obliterate them, ignoring their smoking corpses you fire smoke to cover your advance as you move up. Once you arrive on the elevator your Package detaches and activates.
---- Enemies ----
Nus #1 - Shield Down - Armour Damaged
Nus #2 - Shield Down - Armour Damaged
Nus #3 - Shield Up - Armour Undamaged
Nus #4 - Shield Up - Armour Undamaged
Ramat #3 - Shield Down - Armour Damaged (Heat)
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
Thu Feb 06, 2020 6:59 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Fire at Ramat #3, compressing with 17 EN "Wha... What did we just release?" > 4E tN 1N tW 1E
Last edited by DSMK2 on Tue Feb 25, 2020 2:20 am, edited 1 time in total.
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