Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
New Unit Encountered:
Colpejar "Little more than a flying platform to carry an obscene number of Rocket pods, the lack of staying power is compensated by the sheer destruction a single volley can cause." AGrav - [Ultra Heavy Chassis] - [Purge] - Detach an empty Rocket Pod and 5% of remaining armour to gain +2 mobility Chassis Internals: 420/420 Mobility: 12 Sensors: 2 Armour - 57.6(F) (48) Thickness - 480 Durability Hardshield - 96 Thickness - 576/576 Durability Systems Twin Laser Turret APS Weapons Scatter Laser (Hull Mounted) Light Rocket Pod - HEAT [60pen, 20damage] Light Rocket Pod - HEAT [60pen, 20damage] Light Rocket Pod - HEAT [60pen, 20damage] Heavy Rocket Pod - HE [40pen, 128damage] Heavy Rocket Pod - HE [40pen, 128damage] Heavy Rocket Pod - GLIT [8pen, 32damage / ∞pen, 48damage, 80disruption]
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 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: [80/150] Smoke Discharger - [Smoke] Ammo [8]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [28 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [18] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Leaving the Prongs to the others you move east nagivating the debris as you go, taking a glance at your Drones feed you spot a Colpejar and ♥♥♥♥ hell that's a lot of rockets.
CrazyMLC - Crispr [High-Angle Deora Inbound 2E of Shockwave] [12 High-Angle FAE Rockets Inbound on Brambles (inherent -20% penalty)]
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 [9] (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 [370] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [65] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [68] [20/40]
Making a best guess you launch a salvo of Deora and Rockets up to land where you think the Brambles are. [Light Rocket Pod] 80+20+10+8-11:100 - 85 82 57 78 78 19 45 8 33 55 22 70 [Ag Caoineadh Iarainn] 80+20+10+8:100 - 90 Turning your attention to the Prongs you see Baroque has all but taken one out, and you're more than happy to finish his work. [Heavy Flamethrower] 80+20+10+8:100 - 43 20 83 16 [Dorn Lasair] 80+20+10+8:100 - 81 Your Flamethrower makes short work of the crippled unit, and then your Dorn Lasair shell hits the shield of the other one, blowing it open as it covers the walker in burning gel, with STOPs shot as well it's not that much of a threat so you move on east. Then as Thunder has also moved up you have a check of the feed and see that the Brambles have moved further south than you'd initially guessed, well ♥♥♥♥ looks like your Deora will go to waste but your Rockets should be able to at least try and correct their course.
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 [202] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [61] [20/40]
Dropping down to ground level to avoid any more fire you spin around and ready your guns for any enemies as the wall comes down, you see two of them rushing forwards so you treat them to some fire. [70mm SABRE Chaingun] 80+50-15:100 - 37 1 60 68 67 61 12 76 90 58 [50mm "BackstopW Missile Launcher] 80+50-15:100 - 22 The one you focus on eats your entire burst of SABRE fire along with the blast of your Missile with its shield, luckily for you they ignore you and fire on Shockwave instead.
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]
Slightly shifting your hull you aim at one of the Prongs and fire everything you can. [150mm Autocannon] 80+50+4+8:100 - 19 47 84 56 [8MW Paritcle Lance] 80+10+8+4:100 - 18 [40mm Railgun] 80+10+8+4:100 - 13 35 57 87 24 [8mm Machinegun] 80+50+4+8:100 - 15 The combined fire breaks its shield before tearing through armour shattering one of its guns and tearing a hole through one of its legs, impressively it still seems vaguely intact after all that fire, but not for long as Crisprs gout of flames proves too much for it and with a flash its generator goes up, leaving the remains lying in a bubbling pool of slag.
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]
Letting Baroque and Crispr soften up the Prongs you wait for them to fire, and then with the remaining one unshielded you fire on it. [30MW Plasgun] 80+40+10+4:100 - 95 Your Bolt slams straight into it, vaporising a good chunk of its armour and leaving a great molten patch across it but it didn't look like it penetrated. As you swerve around a paticularly large chunk of concrete you wonder if it might be an idea to try out the Plasma Compressor some time.
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]
Strafing over to one of the walls you charge up your Marú Anála before letting it off, the blast makes the wall in front of you shudder and bend before crumbling revealing the Gate in front of you. Before you can celebrate too much the pair of Brambles come around the corner, one eating a burst from Kettlehead before they fire on you. [12MW Particle Lance] 80+20-5-15:80 - 44 [12MW Particle Lance] 80+20-5-15-50:30 - 87 [50mm Rockets] 80+20-5-15-19-10:51 - 93 7613 15 6 419450 29 354 65 5437 3197 57 812386 [50mm Rockets] 80+20-5-15-19-10-50:5 - 21 69 29 60 40 65 49 19 83 39 79 58 28 41 11448 8 22 81 The one Kettlehead hit has some serious issues aiming and nearly all of its fire goes wide, but the other has no such issue and a good chunk of its fire hits, the Lance and salvo of rockets do little individually to your shield, but combined it nearly staggers you with the impact of losing that much shielding.
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
Dashing ahead to catch up with Thunder you ignore the pair of walkers, no real threat from them.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #2 - Shield Up - Armour Undamaged
Prong #2 - Shield Down - Armour Damaged (Heat)
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Eixam #1 - Shield Down - Armour Damaged - One Medium Missile Disabled
Bramble #1 - Shield Up - Armour Undamaged
Bramble #2 - Shield Up - Armour Undamaged
"Spitter" #1 - Shield Down - Armour Heavily Damaged
Sostenir #1 - Shield Up - Armour Undamaged
Colpejar #1 - Shield Up - Armour Undamaged
Sat Nov 09, 2019 4:55 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Fire plasgun at prong #2 spending 10 points to compress the shot. TW 2E
Sat Nov 09, 2019 5:03 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Open fire on Prong 2 with cannon and machinegun.
Move 1 East, Powersuit Drone fire on Prong 2
Move 1 East, Smoke 1 East, Move 1 East
Turn North
Sat Nov 09, 2019 5:08 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Holy... That Colpejar is offensive to my senses. I want to put it out of its misery." > Turn S, 1S, Turn E, 1E, fire on Spitter. Smoke 1E. Move 1W. Switch to Cluster rounds. "Spitter's handled."
Sat Nov 09, 2019 5:18 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> EE. Fire 20 low FAE rockets and then a low deora at the Colpejar. E tS.
Sat Nov 09, 2019 5:28 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Sidestep N, Small step E, doot those two bastards as punishment for surviving. Then step back.
Last edited by maart3n on Sun Nov 10, 2019 11:05 pm, edited 1 time in total.
Sun Nov 10, 2019 9:26 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire again with all weapons on the Brambles.
Sun Nov 10, 2019 10:21 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sit tight, wait for the others to move up. We’ll be safer as a group against the rockets.
Sun Nov 10, 2019 11:52 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 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: [80/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Cluster] [10 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
After taking a glance at the technical readout you call out to the others "Holy... That Colpejar is offensive to my senses. I want to put it out of its misery." Not able to do anything about it for now, you move up and take a shot at the Spitter. [180mm Railgun] 80+50+10-28:100 - 94 "Spitter's handled." Your slug punches a clean through it and it wobbles for a moment as its grav-plates fail before dropping to the ground, thick smoke pouring out of a gaping hole in its flank. Turning your attention to dealing with the Colpejar you move up and launch some smoke ahead of you, which to no real surprise is promptly dispersed by a barrage of HE rockets.
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 [9] (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 [360] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [65] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [48] [20/40]
Moving up you watch as your rocket salvo comes crashing down. [High-Angle Light Rocket Pod] 100-20:80 - 65 68864 48 71 14 75 19 20 297 [Scatter] 3(NE) 4(E) The majority are on target, and burst mid-air buffeting the Brambles with the shockwaves and pulverising one, but the other is still intact for now. Turning your attention to the Colpejar you fire some rockets and Deora at it. [Light Rocket Pod] 80+20-19-20-40+50:71 - 10037 69 21 31100 93 806888 8855 64 27 26 717870 45 24 [Scatter] 8(W) 7(SW) 8(W) 1(NW) 4(E) 4(E) 1(NW) [Ag Caoineadh Iarainn] 80+20-40:80 - 5 The rockets crash down around it shockwaves smashing into its shield but it stays up to protect it form the worst of the Deora Cloud that lands on it, which it unsurprisingly moves out of quite quickly.
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 [192] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [60] [20/40]
Watching as Shockwave retaliates on the AGravs you start to center your aim again only for them to be enveloped in a barrage of rocket fire, once the smoke clears you see only one left intact, and switching to that target open fire. [70mm SABRE Chaingun] 80+50:100 - 95 90 17 55 69 100 33 19 69 100 [50mm "Backstop Missile Launcher] 80+50:100 - 36 Your shells and missile slam into it, shield dropping after a couple of shells and then the rest tearing through its unarmoured hull, leaving a shredded hulk all that's left to crash to the ground.
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]
After seeing STOPs plasgun bolt do a number on the remaining prong you open up on it. [150mm Autocannon] 80+50:100 - 42 42 68 51 [8mm Machinegun] 80+50:100 - 99 Shells and bullets strike the abused walker and tear deep rents in its hull, what is left of it wobbles forwards for a moment before collapsing face first onto the ground. Turning your attention away you start moving up, launching some smoke to cover yourself if any hostiles show.
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: [24/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [10 Heat]
Dialing up the Compressor you take aim and fire on the Prong. [30MW Plasgun] 80+40:100 - 76 The bolt looks a little smaller than usual, but it does a fine job of punching through the armour of the Prong and the burst of sparks suddenly spray out of its side show that it definitely did something to the internals. Then you turn to keep an eye to the rear while you move to join up with Frog and Crispr.
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]
Striding up as close as you dare to the Brambles you fire off your Marú Anála, the blast doing little to their shields, only for Crisprs rockets to come slamming down on them, one survives the barrage with its shield intact, but the other isn't so lucky and after its shield drops it is torn apart as its remaining ammo goes off. You then pull back as Kettlehead fixes the problem of the surviving Bramble.
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
You decide not to rush ahead for now, better to wait for some of the others to catch up so you can advance as a group, gonna want all the APS you can get your hands on when dealing with that Colpejar.
---- Enemies ----
Nus #1 - Shield Up - Armour Undamaged
Nus #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
Sostenir #1 - Shield Up - Armour Undamaged
Colpejar #1 - Shield Up - Armour Lightly Damaged (Corrosion)
Mon Nov 11, 2019 3:42 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Someone pop smoke 2E of me! STOP, I'll drop its shield, you blow a hole through it. Get back to cover once we shoot, if this doesn't go right then it can still wreck us with those rockets." > Once smoke is popped, 2E, railgun the Colpejar, 1W. Switch to Penetrator.
Mon Nov 11, 2019 4:35 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn East, Move 3 East, Turn South
Last edited by CaveCricket48 on Mon Nov 11, 2019 11:37 am, edited 1 time in total.
Mon Nov 11, 2019 5:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> S tE EE tN. Flamer the Colpejar, then shoot it with the Lasair. Low deora 3N.
Mon Nov 11, 2019 5:25 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> Sidestep N, see if I can play some encouraging tunes to my colleagues through the sonic device.
Tue Nov 12, 2019 1:56 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> TS 1S TE 1E Reaction fire Plasgun on enemy vehicles
Tue Nov 12, 2019 2:02 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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