Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep 1S, smoke 2E. Let's give the boy some cover.
Tue Nov 12, 2019 2:41 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 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) [Penetrator] [0 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [15] [Five 108/54]
"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." After strategising you wait for Frog to pop smoke for you before moving up and fireing through it at the Colpejar. [180mm Railgun] 80+50-10-5-20:95 - 94 84 52 13 47 Its shield collapses from the force of shot, leaving it wide open for Crisprs fire, at which you pull back behind the wall.
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 [8] (fire if over 50mm) Discharger APS [5] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [350] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [64] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [48] [20/40]
Pulling around the corner you take aim and open up on the Colpejar. [Heavy Flamethrower] 80+20+10-5-20:85 - 92 8576 29 [Scatter] 2(N) 5(SE) [Dorn Lasair] 80+20+10-5-20:85 - 66 With its shield down your flamer rapidly heats up its armour, ready for your Incendiary shell to slam into it and blow a sizable chunk out of it, thinking of the other enemies you launch another Deora cloud. [Ag Caoineadh Iarainn] 80+20+10-35:75 - 2 There, that should deter their advance somewhat. At this point the Colpejar comes barreling out of the flames you left it in and opens up with a barrage of Rockets on your smoke cover. [80mm Rockets] 80+20-50:50 - 9741 265349631983 They slam down around you, detonations buffeting the smoke out of the way with the blasts, leaving you wide open for more fire. [50mm Rockets] 80+20-50-20-19:11 - 28 47 57 593 10 8100975 94 36 46 87 90 41 21 39 48 81 17 499 870 199 438 15 32 27 20 56 35 21 89 56 97 97 23 18 60 41 47 41 21 48 22 89 91 20 35 58 55 29 344922 [Discharger APS] 100/80/60/40/20 - 7 20772334 44927 821 [Slat Armour] 50 - 648 31 780 [80mm Rockets] 80+20-50-20-14:16 - 80789 21 99 26 42 24 [Kinetic APS] 100 - 57 Its rockets streak towards you in a rather haphazard spread your APS systems going off and swatting most of the inbounds out of the air, and a decnt portion of the HEAT rockets crumpling on your slat armour, leaving you taking rather minimal damage after all. Only for a brave, or stupid Sostenir to come around the corner straight into a could of Deora to fire on you. [20MW Plasgun] 80+20-5-20:75 - 51 Its Plasgun bolt slams into your armour, not doing much damage, but definitely heating it up some, and taking a glance upwards you can see quite the number of missiles have been launched by enemies to the north, it's definitely time to get leaving.
TheKebbit - Kettlehead [High-Angle Missile Inbound on Colpejar #1]
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 [59] [20/40]
Swinging around you plot targets and Launch a Missile at the AGrav. [50mm "Backstop Missile Launcher] 100 - 47 Seems the others failed to finish of the Colpejar, maybe your missile will do the job and finish it off?
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 through the piles of rubble you pull up in the rear of the others, hopefully they'll have the path clear for a clean exit by the time you get there.
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]
Figuring Thunder and Crispr likely have it handled you moving around to the corner and take aim ready for any hostiles rather than move to engage, but seems they are happy to sit back and wait for you to expose yourselves rather than rushing in at you.
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 to the side you check to see if you could use your Marú Anála to play some music, but seems the emitters are all tuned to very specific frequencies for optimal destructive interference, so music looks to be out of the question.
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 [44] Twin Laser Turret APS
Slightly adjusting your position you fire a burst of smoke canisters to cover Thunders advance.
---- 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 Slightly Damaged (Corrosion)
Colpejar #1 - Shield Down - Armour Damaged (Corrosion) (Heat)
Last edited by Amazigh on Wed Nov 13, 2019 3:37 am, edited 1 time in total.
Wed Nov 13, 2019 3:29 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Exit time! Don't bother wasting any more ammo on them. Though feel free to use energy weapons as we pass." > 2E, Pulse laser on the Colpejar for disrespect.
Wed Nov 13, 2019 3:35 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1E tN Compress using 15 EN Fire Plasgun at the Colpejar tE 1E
Wed Nov 13, 2019 3:38 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>5E GO GO GO
Wed Nov 13, 2019 3:42 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
Time to test the explosion on something that actually has health. > 3 FAE rockets at the Sostenir, then EMP and low deora it. Hit it with my flamers, then my Lasair. tE, E as far as the wind will take me. or 5E, whichever is larger.
Wed Nov 13, 2019 10:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 1 South, Turn East, Move EEEEEEEEE
Thu Nov 14, 2019 12:10 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>2E, 1N, MAXIMUM DOOOOOOOT, 1E, 1S
Thu Nov 14, 2019 5:49 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Move EEEEE in concert with my peers to maximize our APS coverage.
Sat Nov 16, 2019 12:33 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
You make it through the gate and it slams back into place behind you, motors and hydraulics straining before failing leaving it sealed tight, you look ahead and see a familiar length of link-road but with a difference. It joins onto a major transit route ahead, looks like you're heading along that for a while before turning off to enter another District.
It will take 12 turns worth of time for you to reach the next district, please detail anything you want to do on the journey (set shields to inactive for faster recharge/etc.)
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: [104/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [0 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [15] [Five 108/54]
"Exit time! Don't bother wasting any more ammo on them. Though feel free to use energy weapons as we pass." Shouting out to your allies you rush towards the exit and take a potshot at the Colpejar. [AP Pulse Laser] 80+50-30:100 - 99 Your beam strafes across its armour, doing little more than likely annoying the pilot, you also set your Spotter drone to land once you clear the gate, best to give its batteries a chance to stay topped up, don't want it cutting out mid-fight after all.
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 [8] (fire if over 50mm) Discharger APS [5] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [350] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [64] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Ignoring Thunders call to be conservative you center your aim on the Sostenir and start opening up. [Light Rocket Pod] 80+20-2:98 - 5 23 57 Your rockets burst over it, causing some stress to its shield emitter, but it stays up so you switch weapons. [EMP Emitter] 80+20:100 - 47 [Ag Caoineadh Iarainn] 80+20:100 - 73 Your EMP Emitter has more effect on the shield, cracking it, but it's still holding on even combined with the Deora shells crashing down around it. [Heavy Flamethrower] 80+20:100 - 37 51 3 54 [Dorn Lasair] 80+20:100 - 61 Finally after your Flamethrower hits its shield does it shatter just in time for your shell to slam into its armour, the detonation engulfs the Tank, but unfortunately after it clears it's still in one piece, albeit with heavily damaged armour. You turn your attention away and start heading towards the exit only for everyones APS to go off at once. [150mm Missile] 100-5-20-20:55 - 7913 [100mm Missile] 100-5-20-20:55 - 18 13 [80mm Mortar] 100-5-20-20:55 - 5268 [50mm Missile] 100-5-20-20:55 - 42 10 47653368 73 [Slat Armour] 50 - 4199 85 After everyone elses APS takes out the worst of the inbounds it only leaves a few smaller missiles one of which shreds itself on your slat armour, but the others make it through, dealing rather minimal damage.
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 [59] [20/40]
Following along with your comrades you group up to focus your APS and with missiles and mortars inbound your ECM spools up and manages to spoof a few of the shots. [Quad Laser Turret Array APS] 60 - 13 586 61 Your APS focuses in and swats down the largest missile while the others manage to take care of the other heavy munitions, leaving just the weaker missiles to impact Crispr.
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]
Rounding the corner and ignoring the enemies you rush towards the gate with the others, at which your Drones APS kicks in. [Twin Laser APS Nodes] 60 - 27 46 Combined with the others you manage to save Crispr from the worst of the heavier munitions.
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: [21/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [15 Heat]
Moving around the corner and bringing the Sostenir into view you charge up a blast with your Plasgun. [30MW Plasgun] 80+40-25:75 - 47 Even worn down by Crisprs fire its armour manages to hold against the blinding bolt you launched into it, but yuo definitely did a real number on it that's for sure, no need to stick around so oyu mvoe up ahead to the exit only for your APS to trigger. [Twin Laser Turret APS] 60 - 2371 It joins the others is stopping some of the inbounds, but unfortunately a few make it through and hit 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 after STOP fires you unleash your Marú Anála at the hostiles, with the power you are able to put into it it can only reach the Colpejar, and all but shatters what armour it has remaining, leaving it looking like a floating wreck. Wanting no more than to get out of here before more problems show up, you move up to the exit with your allies.
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 [44] Twin Laser Turret APS
Following along with the others you head to the exit, your APS spinning up as you reach the others. [Twin Laser Turret APS] 60 - 7353 It shoots down a mortar, but some make it through, Crispr seems reasonably intact though so no worries.
Sat Nov 16, 2019 4:07 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Relax
Sat Nov 16, 2019 4:09 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Switch to Cluster, driiiive. Oh, and prepare reaction fire when we get there.
Sat Nov 16, 2019 4:17 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Vroom vroom
Sat Nov 16, 2019 5:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Keep trying to burn things.
Sat Nov 16, 2019 8:57 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Depower shields for maximal recharge, repower on reaching our destination.
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