> 1E AP Laser Infantry 1E tS 1N Reaction fire plasgun on enemy vehicles coming from south
Thu Oct 24, 2019 1:21 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 1 East, PA Drones fire at the Juggler, and then Infantry if it's dead and Drones have remaining shots
Turn North, Move 1 North - If there are visible enemies to the North East, stop and fire with appropriate weaponry.
If no enemies visible to the North East - Move 1 North, Smoke 1 North, Move 1 North, Turn East, Move 1 East, then open fire on any visible enemies, using appropriate weaponry
Thu Oct 24, 2019 5:25 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Low deora 4E 1S (on the Sumats). E tS. Fire my main cannon at the truck headed to leave. Use a flamer to hit the tile with the two power armors in the back, and the other three on the Juggler.
Thu Oct 24, 2019 8:12 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
>If I pass within 1 tile of any vehicles, move to their tile, punch/stomp with all mobility I can spare, then return to path.
>If any enemies are within LoS or would become within LoS within 1 turn's worth of movement as I finish path, drop smoke on self.
Sat Oct 26, 2019 3:19 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>2E. Spread chaingun shots on eastern tanks (assuming they survive the sonic blast), use electrolasers on southern PA.
Sat Oct 26, 2019 3:50 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Updated/New Units encountered:
Nus "While primarily an anti-air emplacement, the Nus can bring its gun down low enough to engage surface targets, at which it is rather effective." Emplacement [10x shield regeneration, 2x armour thickness, 2x internal hp] - [High Act Turret] Chassis Internals: 544/544 Armour - 120 Thickness - 600 Durability Hardshield - 60 Thickness - 360/360 Durability Systems Triple Kinetic Turret APS [30] Weapons 80mm Autocannon (Turreted, Stabilised) - SKEP ammo [120pen, 40damage]
Slinger "The Slinger is a prime example of the ANS high command wanting a vehicle that can do anything, and Aquisitions doing their best to give them something approaching their brief." Walker - [Stabilized Hull] - [Slat Armour] Chassis Internals: 350/350 Mobility: 4 Sensors: 2 Armour - 72 (60) Thickness - 600 Durability Hardshield - 40 Thickness - 240/240 Durability Systems Twin Kinetic Turret APS [20] Weapons 8mm Machinegun (Coaxial) 30mm Chaingun - APHE [30pen, 30damage] 150mm Missile Launcher - HE [75pen, 240damage]
Eixam "You'd be forgiven for looking at one of these and seeing your typical fire support vehicle, but the Eixam has a terrifying capability as an assault unit, the bracing pistons mounted on the legs can punch holes into glacis plates just as well as they spike into concrete." Walker - [Assault Pistons] Chassis Internals: 430/430 Mobility: 6 Sensors: 3 Armour - 96 (80) Thickness - 800 Durability Hardshield - 60 Thickness - 360/360 Durability Systems Triple Kinetic Turret APS [30] Weapons 8mm Machinegun (Coaxial) 50mm Missile Launcher (x5) - HEAT [60pen, 20damage] 100mm Missile Launcher (x3) - HE [50pen, 160damage]
Orbital scans of this district show it to be a dedicated military outpost, the Orbital gun Control-Hub is located at the far northern edge of the District, and the southern area has been heavily damaged by the first wave of contractors. - Destroy Orbital gun Control-Hub. - Leave District through Eastern 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 [9]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Calling out over comms "Alright lads, here's the plan....." and sending a hasty scribble over to your allies you plan your next moves before moving out and dropping smoke.
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 [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [400] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [67] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
You start by firing a salvo of Deora over the wall to land on the Sumats behind it. [Ag Caoineadh Iarainn] 80+20:100 - 61 Rolling out of the gate and turning your attention southwards you see the Truck and Powered Armour have been annhiliated by Shockwave so instead open up on the Juggler with your Flamer. [Heavy Flamethrower] 80+20:100 - 4 13 27 49 The flames wash over it and shockwave, leaving the Jugglers armour glowing red hot and Shockwaves shield flickering somewhat, but not that badly damaged.
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 [222] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Flying forwards out of the gate you watch Shockwaves blast shakes the wall in front of you, and checking positions on your feed from Thunders drone, you ready your aim for when the wall collapses. As it falls and the dust starts to clear you open fire. [70mm SABRE Chaingun] 80+50-5-25:100 - 92 33 16 26 19 / 61 25 14 59 99 You nail each of the Tanks with a burst of five shells, punching a neat hole into the north one and stitching a line of holes across southern one, but after the smoke clears what matters is that they are both out of action.
[Both Sumats would have been heavily damaged yet still alive, but you rolled cockpit crits on both of them, so two kills.]
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]
You drive out into the district and have your Drones open up on the Juggler. [30mm Rail Repeaters] 80-25+10:65 - 3 26 6 63 5685 Their fire tears through its armour shredding the hydraulics in one of its legs, at which it topples over in a prime position for Crispr to douse it in flames. It now not much of a threat you move north, checking for hostiles as you go, dropping smoke for a fallback position and peeking out of it, but the immediate area is clear of enemies.
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] [0 Heat]
Pulling out after the others clear the way you track south to see the Troopers already obliterated by Shockwave, so you just move behind Thunder and take aim to cover his back.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune 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 out of the gate you sidestep so the Juggler is in front of you, and fire off a full power blast from your Marú Anála. The blast pulverises the Powered Armour and reduced their vehicles and whatever they were trying to recover to a shower of metal splinters. The Juggler fares better, its shield merely shattering so you stride up and kick it, shearing off a large chunk of its armour. Ignoring it as your allies pump more fire into it, including Crispr giving your shields a bit of a singe, you aim your Anthill to the north, but no enemies show up for now.
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 [46] Twin Laser Turret APS
After bracing for a moment you set off at a sprint out of the gate, weaving along the road you spot a Walker watching over some Power Armour loading another pile of scrap onto a trailer and paste the troopers with a casual punch and kick as you rush past them. You spare a quick glance behind you as you round the corner into the Compound, and see something in the far Compound bu you're going too fast to get a clean visual so instead focus on what is in front of you and see a bunch of Walkers with pilots hurriedly climbing inside, looks like they were going for some maintenance or something? Putting that thought aside you dash between the wall and a building before covering your position with some smoke.
[Action adapted because your path as listed had you trying to walk through a building and took 24 mobility - re: strafing costs 2 mobility]
Prong #1 - Shield Down - Armour Undamaged - Starting up
Prong #2 - Shield Down - Armour Undamaged - Starting up
Slinger #1 - Shield Down - Armour Undamaged - Starting up
Slinger #2 - Shield Down - Armour Undamaged - Starting up
Eixam #1 - Shield Down - Armour Undamaged - Starting up
Sat Oct 26, 2019 6:52 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tE E tN NNN.
Areku, could you perhaps stomp the Eixam into a fine paste?
Last edited by CrazyMLC on Sun Oct 27, 2019 7:31 am, edited 1 time in total.
Sat Oct 26, 2019 9:54 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>use all mobility to kick the juggler.
Sun Oct 27, 2019 2:44 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 2 East
Powersuit Drone fire at the Juggler
Turn North
Fire cannon at the juggler if it's still alive, else shoot at any other visible targets with appropriate weaponry.
Sun Oct 27, 2019 8:15 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tW tN 3N tE 1E Reaction fire Plasgun on enemy vehicles
Sun Oct 27, 2019 3:11 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 1N, Turn E, 1E. From the SW corner like in my diagram, fire at the HQ with 154 energy overcharge. Then 1W, Turn N, 1S.
Sun Oct 27, 2019 8:20 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>EEN, light up anyone who comes down the middle with all weapons systems.
Mon Oct 28, 2019 3:46 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Notice Eixam
>A WORTHY OPPONENT
>3N, sidestep 1W
>5 mobility suplex on the eixam, followed by 5 mobi stomp if it's still functional enough to be dangerous
>1S, 5 mobi stomp on one of the prongs, if I haven't stomped the eixam
>sidestep 1E, move 2S back to the smoke.
Mon Oct 28, 2019 3:50 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Orbital scans of this district show it to be a dedicated military outpost, the Orbital gun Control-Hub is located at the far northern edge of the District, and the southern area has been heavily damaged by the first wave of contractors. - Destroy Orbital gun Control-Hub. - Leave District through Eastern 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: [2/150] Smoke Discharger - [Smoke] Ammo [9]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [154 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [19] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Creeping out from behind the corner you consult your system for any sort of structural weakness on the target, generator next to a key structural column? that sounds about right. Carefully lining up the shot you set your Railgun to overcharge to near maximum, there are visible arcs of energy between the rails as it reaches maximum, and then you fire. [180mm Railgun] 80+50-5:100 - 80 There is a tremendous crack as you fire, your shot on target as far as you can tell. As you pull back into the smoke you take a glance at the status display for your railgun and despite it glowing cherry-red it seems to be coping with the workout you're putting it through, but warnings about rail wear are... mildly concerning. Just in time a distand rumble and an update on your objective feed snatches your attention away from those thoughts.
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 [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [390] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [67] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
Turning away as Shockwave finishes off the Juggler you move up past the smokescreen, watching as Baroque treats something to a burst of Autocannon fire.
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 [222] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Flying through the gap in the wall you scan the area for any hostiles, but the only thing of interest you spot is a patch of ground where it has been melted smooth. The two lumps lying in the middle of it might have been vehicles at one point, but with how little is left it's hard to tell.
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 out past the corner you have your left-hand Drone fire at the Juggler. [8MW Particle Lance] 80-30+10:60 - 36 [40mm Railgun] 80-30+10:60 - 31 5 17 20 10 All of the shots hit the target, shattering its shield but failing to do any more. Before you can turn to face the Juggler, it fires a burst of grenades at you. [50mm Grenades] 80-25-5:50 - 58188828 2 32 [Laser APS] 60 - 6927 The Powersuits APS takes out one of the grenades, but three manage to hit biting into your armour. Swinging your hull around you center your aim on it and fire. [150mm Autocannon] 80-5-15+50:100 - 86 47 34 99 The shells fly downrange and burrow deep inside its weak frame before detonating, the entire chassis bursting in a fireball, leaving a pair of legs with nothing atop wobbling in place for a moment before they collapse to the ground.
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] [0 Heat]
Turning around you drive up to the wall and prepare to fire on anything that comes around the corner, but seems most of them must still be running startup procedures.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune 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]
Raising your foot over the crippled Juggler you bring it down with force completely caving in the chassis, you pull it out tearing free a sparking chunk of something that crashes to the ground and lies there for a moment before bursting into flames that quickly spread to cover the entire wreck.
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 [46] Twin Laser Turret APS
Rushing back out of the smoke you charge at the heaviest Walker and drive your Armature down in a swing, with a shower of arcing energy it clashes with the now active shield before punching through and scraping along its armour, you retract the Armature your shield bouyed from the contact and deliver a heavy kick, armour crumpling on imact and crushing one of its cowardly missile launchers. Blows dealt you go to fall back to your smoke, only for some damn coward turrets to open up on you from behind. [80mm Autocannons] 80-10-5:65 - 63 16 10 8 23 24 39 14 Even boosted by what you leeched from the Walker your shield only blocks a few of the shots before being taken out, the rest of the shots slam into your armour, punching some narrow gouges out of it, but not getting anywhere near close to penetrating.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Up - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Eixam #1 - Shield Down - Armour Damaged - One Medium Missile Disabled
Mon Oct 28, 2019 5:58 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> SSS tE E. Reaction fire any enemies I see with my main cannon and flamers.
Last edited by CrazyMLC on Wed Oct 30, 2019 4:18 am, edited 4 times in total.
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