>Turn N, 2N, Turn E, 2E. Reaction fire with the anthill in case something shows up.
Mon Oct 28, 2019 5:41 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1W tS 4S tE 2E
Tue Oct 29, 2019 2:21 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Beautiful. Wish I could hear their radios right now and how much bloody murder they must be screaming. Let's head east along the south of the district, use all those buildings for cover. If we lay down smoke thick we can still see and shoot via my spotter drone, and the buildings will protect us. Shockwave can knock us a new hole on the far side." > 2S, Turn E, 2E.
Tue Oct 29, 2019 2:22 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn West, Move 2 West
Turn South, Move 3 South
Wed Oct 30, 2019 1:18 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>EEES. If any armored target encroaches through the NE crack as I pass, light it up with SABRE and electrolasers.
Wed Oct 30, 2019 3:57 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>3N, sidestep 2E, 7S, sidestep 2W, 1S
Wed Oct 30, 2019 4:10 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: [26/150] Smoke Discharger - [Smoke] Ammo [9]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [118 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [19] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
"Beautiful." You mutter to yourself as you start reversing out of the smoke, flicking on your comms you call out "Wish I could hear their radios right now and how much bloody murder they must be screaming." As you start pusing through the rubble you continue on, "Let's head east along the south of the district, use all those buildings for cover. If we lay down smoke thick we can still see and shoot via my spotter drone, and the buildings will protect us. Shockwave can knock us a new hole on the far side." Coming to a halt you check your Spotter drone to see a Sumat closing in with a Restada coming up behind it.
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]
Well, Thunder took care of the objective so best turn around again and start towards the exit you guess. Would have been nice to get some action though.
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 [212] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Moving forwards you creep over the horribly cratered ground, the ground-effect of your Grav-Plates struggling with the terrain but managing with it, keeping eyes on the Crack to the nrth as you advance you spot some Tanks and open up with a burst of SABRE fire on them. [70mm SABRE Chaingun] 80+50-5-15:100 - 28 48 4 96 68 1 35 12 8 73 The shells hammer into its armour, pounding on the plating before tearing through and shredding its tracks and leaving it a smoking wreck. Turning your Electrolasers onto the other one you fire. [Quintuple AP Electrolasers] 80+50-5-15:100 - 6 78 47 7 24 They ground themselves on its armour, but do little more than burn some of its paintwork. It proceeds to turn and open up with its Cannon as it starts rolling towards you. [100mm Cannon] 80-10-5:65 - 35 The shell slams into your shield, dropping a rather considerable amount of charge, don't want to take many more of those if you can help 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]
Figuring its best to move out you turn and move back through the smoke, following behind the others on the way to the Exit.
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 back from the corner you drive through the smoke and start to head through the hole in the wall that Shockwave made.
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]
Stepping away from the Juggler you move through the rubble along with Thunder, scanning for enemies you use Thunders Drone to track a Sumat and open up on it as it moves into view. [Anthill] 80+10-25-20:45 - 73 723288 93 50 100 6037 The missiles shower down around it, the few that hit deal little to no damage, their light frag warheads aren't really designed to damage smartplate after all.
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 out of your smoke you charge out of the garrison, braving the gauntlet of the Turrets as they fire on you again. [80mm Autocannons] 80-10-5:65 - 5 16 21 2 2 23 10 3 Their shells slam into your armour once again, tearing more small chunks of your proctection away, not much damage each shot but it's definirtely starting to add up. Reisting the urge to run up and give them a kick you instead turn and rush south taking cover in a handy cloud of smoke.
---- 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
Last edited by maart3n on Fri Nov 01, 2019 4:46 am, edited 1 time in total.
Wed Oct 30, 2019 11:14 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> E tN N tE. Reaction fire any enemies.
Thu Oct 31, 2019 6:59 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1E Plasgun Sumat #1 2E
Fri Nov 01, 2019 12:27 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn East.
Fire at any visible, live targets.
If no visible targets, keep moving East 1 tile at a time, stop when I Move a total of 4 tiles or see a target to shoot at. Do not continue moving if I fired at a target.
Fri Nov 01, 2019 1:50 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fling a missile at Sumat #1, EEE (just so that I'm out of the firing cone of the second tank). Wait with other weapons on reaction fire E.
Last edited by TheKebbit on Fri Nov 01, 2019 4:53 am, edited 1 time in total.
Fri Nov 01, 2019 4:11 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Turn N, 1N, Turn E, 2E, smoke.
Fri Nov 01, 2019 4:45 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>2S, turn E, 2E, sidestep 1N, 4E, sidestep 1N
>4 Mobi stomp, 0 Mobi armature the sumat!
>Sidestep 1S, 1W
>Drop Smoke on my position!
Fri Nov 01, 2019 4:48 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:
Pony "A pretty typical lightweight Agrav, albeit with high end sensor equipment, making it very effective as a spotter as well as as harasser." AGrav - [Improved Sensor Relay] Chassis Internals: 312/312 Mobility: 8 Sensors: 3 Armour - 28.8(F) (24) Thickness - 240 Durability Hardshield - 84 Thickness - 504/504 Durability Systems 12MW Generator Weapons Scatter Laser (Hull Mounted) 4MW Laser (Stabilised) [20pen, 20damage, 16thermal] 4MW Laser (Stabilised) [20pen, 20damage, 16thermal] 4MW Laser (Stabilised) [20pen, 20damage, 16thermal]
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: [50/150] Smoke Discharger - [Smoke] Ammo [9]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [82 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [19] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Keeping on moving you start the trek through all this rubble, really not fun trying to navigate the haphazard piles of concrete scattered around.
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]
Moving up you ready your Dorn Lasair for any hostiles, but none come quite far enough forwards to be in your 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 [212] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [62] [20/40]
After Waiting for Shockwave and STOP to fire you drop a missile on the Sumat [Backstop Missile Launcher] 80+50:100 - 97 It detonates over it, buffeting it with the shockwave and stripping some of its near molten armour, deciding you don't want to take any more fire you move up putting the buildings in between you and any enemies, should be relatively safe for now but even so you keep an eye to the east for enemies.
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]
Picking your way through the Rubble you keep an eye out for hostiles, but your view is clear, that is until a Pony comes flying into view so you open up on it. [150mm Autocannon] 80+50-5:100 - 56 72 39 74 Your Shells burst on its shield more than likely nearly knocking it out, but not quite.
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]
Moving up you take aim at what little of the Sumat you can see, and fire your Plasgun. [30MW Plasgun] 80+40-25:95 - 83 Your shot hits, melting a sizable chunk of armour, but failing to penetrate, So you just start on moving up through the rubble.
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]
Stepping around the collapsed mess you get just on the edge of the corner and fire your Marú Anála, the Sumat gets shaken around but still remains intact, even after STOP hits it with his plasgun. You then turn and fire your Anthill on a Restada. [Anthill] 80-15-20:55 - 16 4058758 8918851 Some of the missiles burst over its shield worrying the emitters, but it remains active. Only for Frog to rush past and pulverise the Sumat before hopping back and covering you from hostiles with smoke.
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 [45] Twin Laser Turret APS
Pushing out of the smoke as it dissipates you storm forwards rushing up as you see your allies firing on enemies, finally rounding the last corner you turn on the Tank and deliver a crushing blow with your foot reducing it to little more than a pile of scrap that you pull yourself out of with your Armature before quickly getting back to Shockwave and dropping a smoke cloud.
---- 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
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