Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"♥♥♥♥. The Ramats can target my drone. We need to shred them now, or the smoke strategy is out the window." > Smoke 1W, move 1W. AP laser the Powersuits. 20 overcharge Railgun any Ramat that someone attacks without fully killing, prioritizing Ramat 4, then 3, then 2, then 1. If there aren't any half-dead, then just choose the first fully alive one. Switch to Penetrator.
Thu Nov 21, 2019 12:44 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
> 2S, Doot the Ramats, Shoot missiles in area denial mode at the power suits, 1N, kick the dunfort, 1E.
Thu Nov 21, 2019 12:44 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Shoot Ramat #4 with Plasgun
Thu Nov 21, 2019 12:57 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire my 5 electrolasers on the power armor that has just deployed north of us. Fire SABRE on Ramat #3, fire Backstop on Ramat #3 if I fail to kill it. If the SABRE is sufficient, fire the missile at Ramat #4 if STOP's plasgun doesn't do the trick, or Ramat #2 if #4 is dead.
Sat Nov 23, 2019 1:38 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
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: [140/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [22 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [13] [Five 108/54]
Spotter Drones #1 - In-Air 20/40 HP (Range cut to a 5*5 grid) #2 - Landed 40/40 HP
"♥♥♥♥. The Ramats can target my drone. We need to shred them now, or the smoke strategy is out the window." Shoutiing out you move into the smoke Baroque provided you track your AP Laser onto the Powersuit you fired at before. [AP Pulse Laser] 80+50+10-20:100 - 70 72 49 19 90 97 19 96 11 21 You chew through more of its armour, but not enough to take it out. turning your attention elsewhere you focus on the Ramat that STOP just hit and fire a charged shot. [180mm Railgun] 80-20+50-20:90 - 80+50+10-20-20:100 - 34 86 59 80 10 Your shot tears into its plating, the heavily heated armour all but falling apart from the impact of your cluster round. [AP Beam Lasers] 80+20-50-40:10 - 100 79 37 [AP Scatter Lasers] 80+10-40:50 - 10041 Once again the Ramats try to take down your Drone with AP fire to little effect. But the Kriegos also join in with their AP weapons and one of them scores a hit, taking out some of the cameras on the drone and cutting its field of view notably, ♥♥♥♥ that's not good at all, can barely see any of them now.
CrazyMLC - Crispr EMP Recharging: 2
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 [320] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [61] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Being careful to move around the Dunfort you change position before firing on the Western Ramat pair. [Ag Caoineadh Iarainn] 80+20+10+8-30:88 - 16 [Discharger APS] 100/80/60/40/20 - 78 63753156885 72 50 83 [Discharger APS] 100/80/60/40/20 - 8 33 8621950 [Dorn Lasair] 80+20+10+8-5:100 - 38 Only a pair of your Canisters make it through their combined APS blast, and the resulting detonation as your Dorn Lasair sell impacts is rather lackluster, Turning your attention to the Dunfort you douse it in flames. [Heavy Flamethrower] 80+20+10+8-5-20:93 - 63 71 48 11 You're pretty sure it didn't do all that much, but it sure felt good and it doesn't hurt to keep the pressure on its shielding.
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 [172] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [59] [20/40]
Tracking the Powersuits that vacated the APCs you spot the damaged ones, set a string of firing points and trigger your Electrolasers. [Quintuple AP Electrolasers] 80+50+10+4-20:100 - 9 90 77 97 91 28 51 70 97 28 68 63 42 26 62 49 43 37 29 67 78 83 38 71 99 46 94 20 89 85 13 45 58 19 2 32 69 66 78 99 91 30 45 28 38 37 79 98 6 63 The bolts arc into the three damaged suits frying them where they stand before burning the armour on another one. Turning your atention to the Tanks to the south you take aim before unleashing a burst of SABRE rounds. [70mm SABRE Chaingun] 80+50+10+4-20:100 - 70 43 42 32 5 43 59 49 44 30 They tear into its armour quite well leaving it looking notably worse fore wear, but as it's still active you fling a missile its way as well. [Backstop Missile launcher] 80+50+10+4-20:100 - 4 [Discharger APS] 100 - 17 But sadly their APS swats it out of the air before it can get close enough to be a threat to them.
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]
Turning to give your Drones aim angles you have them open up. [30mm Rail Repeater] 80+10:70 - 59 64 52 30 5991 Their shots slam home, punching into its weakened armour and wearing it down, you then turn again to have your Powersuit fire. [8MW Particle Lance] 80+10-20:70 - 23 [40mm Railgun] 80+10-20:70 - 27 61 318820 It tears further into the armour, leaving it decently weakened at which you open up with your Autocannon. [150mm Autocannon] 80+50-20:100 - 73 21 41 24 The shots impact and chewing through the armour at a rapid pace before punching through and reducing what is left of it to a burning hulk, you then launch smoke to give you more space to work with before backing up into it.
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]
Swinging around you track onto one of the Ramats and fire your Plasgun. [30MW Plasgun] 80-15+40+10+4-20:99 - 44 - 44 It punches into its armour, heating it up notably, ripe for Thunder to deal a heavy blow to it.
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 into the smoke Frog provided you spot the lumbering bulk of the Dunfort, and it spots you as well. [80mm Autocannon] 80+50-25-25-20/2:30 - 59253 94 [Quad 150mm Howitzer] 80+50-25-25-20/2:20 - 86 86 8825 [Discharger APS] 100-20:80 - 91 Your APS fails to catch the one on targett Howitzer shell through the smoke and one of the Autocannon shells hits your shield, but they do rather minimal damage thankfully, you continue past and burst out of the smoke to be met by fire from the Ramats. [76mm Autocannons] 80+20-5-25-20:50 - 52 100 73265850 23949 33 14 40 33 2251 75 A good chunk of their shots slam into your shield wearing it down, but nowhere near enough to stop you, so you make it the rest of the way and unleash a blast from your Marú Anála, the tooth rattling shockwave drops all of their shields, at which oyu swing your chassis aroud and fire a salvo of missiles at the powersuits. [Anthill Micro Missile Pod] 80-5-20:55 - 841888 [Scatter] 4(E) 3(NE) You tried to spread your shots across the group, but the ones that stayed more or less on target converged on the central units giving them a double helping, but not enough to take them out sadly. Moving back towards the smoke you kick at the Dunfort as you pass, doing some damage to its shield before ending up more or less where you started.
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 [43] Twin Laser Turret APS
Firing smoke to hopefully blind the Dunfort you rush out of the smoke to have the Light APCs and grav tanks open up on you. [30mm Autocannons] 80-25:55 - 40563588 80 83 58 91 596 51873 49052 [120mm Railguns] 80+10-25:65 - 1689 The Autocannon shells tear through your shield before a couple scrape up your armour the one of the Railgun shots that hits does a little more to your armour though, in response you charge up to them and slam one with your armature and crush another underfoot, with one being flattened and the other having a hole clean through the cockpit they're definitely out of action now, at which you rush back into cover of the smoke.
---- Enemies ----
Kriego #1 - Shield Up - Armour Undamaged
Kriego #2 - Shield Up - Armour Undamaged
Vinbero #1 - Shield Down - Armour Undamaged
Vinbero #4 - Shield Down - Armour Undamaged
Ramat #2 - Shield Down - Minor Armour Damage
Ramat #3 - Shield Down - Armour Damaged
Ramat #4 - Shield Down - Armour Damaged (Heat)
Dunfort - Shield Up (Cracked) - Armour Undamaged
Sat Nov 23, 2019 7:48 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tW W tN. Wait for the doot. N. Ram the Vinebro if it survived the doot. Flamer Kriego #1, then hit it with a Deora-Lasair. S.
Last edited by CrazyMLC on Sun Nov 24, 2019 4:03 pm, edited 4 times in total.
Sat Nov 23, 2019 12:11 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"oh yeah spotter drone can't be fired upon" "oh well spotter drone can be fired upon but only by special enemies and the ramats are special" "oh the kriegos are special now too"
> Turn N, wait for Doot, 1N, reaction shoot a Kriego. AP laser the powersuits or the Vinberos if still alive. Withdraw spotter drone at end of our moves.
Sat Nov 23, 2019 2:54 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
All drones, fire at the Powersuits immediately to my North, and then the North-East Powersuits if drones have remaining shots.
Turn North
Machinegun on any remaining Powersuits, else target Vinebro 1
Move 1 North, fire cannon at the closest Kriego
If no Kreigos remain, shoot at any mechs north of me
If all northern enemies are dead, turn South
Last edited by CaveCricket48 on Mon Nov 25, 2019 6:15 am, edited 4 times in total.
Sun Nov 24, 2019 8:13 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Doot north, divide micro missiles over the vinberos if they haven't perished yet. Move N, hunker down.
Sun Nov 24, 2019 2:52 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep 1E
>2N, or however many S needed to reach the vinbero.
>5 mobi Punch, all left AP - 4 kick
>2S, sidestep 1W back into smoke
Last edited by Areku on Tue Nov 26, 2019 1:03 am, edited 2 times in total.
Sun Nov 24, 2019 5:01 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tW tN Wait for Doot, Reaction Turn Kreigos that come into view 1N
Mon Nov 25, 2019 7:55 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>E, fire on powersuits with electrolasers, fire Backstop missile and SABRE at Kriego #2 while jamming Kriego #2.
Tue Nov 26, 2019 12:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
[If enemy fire is coming from notably different location to their last known position, then their marker will be moved on the map]
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: [140/150] Smoke Discharger - [Smoke] Ammo [7]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [4 Heat] - [180mm Penetrator] Ammo [8] [342/126] - [180mm Frangible] Ammo [17] [234/180] - [180mm Cluster] Ammo [13] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - Landed 40/40 HP
Pulling out of the smoke you spot that the Kriego to the East is in a really bad way and decide to finish it off. [180mm Railgun] 80+50-15-22:93 - 61 Your Slug punches straight through it, leaving it as just a pile of smoking wreckage. Not wanting to risk losing your drone you have it land, for what use it will be with that much damage.
CrazyMLC - Crispr EMP Recharging: 1
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 [310] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [60] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [20/40]
Pulling out of the smoke alongside Thunder you take aim at the closer Kriego and let loose. [Heavy Flamethrower] 80+20+10-5-15:90 - 11 100 94 25 [Scatter] 1(NW) 4(E) [Ag Caoineadh Iarainn] 80+20+10-30-15:65 - 58 [Laser APS] 60 - 8122 [Dorn Lasair] 80+20+10-5-15:90 - 66 Your flamers wash over its shield before its APS manages to intercept one of your Deora canisters, the resulting blast after your Dorn Lasair hits it, is much more like it, but sadly it still remains intact, with minimal damage to armour. For safety you pull back into the smoke after firing, never hurt to be a little cautious.
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 [162] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [58] [20/40]
You burst out of the smoke ready to lay some hurt on the Powersuits, but it seems that Shockwaves blast was too much for them and they're all dead so you swing your aim onto one of the AGravs and let loose. [70mm SABRE Chaingun] 80+50-15:100 - 95 8 72 60 41 21 90 41 73 84 [Backstop Missile launcher] 80+50-15:100 - 38 [Laser APS] 60 - 93 The SABRE shells tear down the remains of its shield and rip into its armour, and your missile even manages to make it past the APS to further damage it, it suddenly jerks to the side a gout of smoke spewing out before abruptly slamming to the ground, clearly in a really bad way just for Thunder to 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]
Drawing on your drones feeds you go to have them fire on the Powersuits, but before you can finish the order Shockwave blows them all apart, shrugging to yourself you turn around and drive out of the smoke, spotting the one remaining Kriego you align your sights and fire. [150mm Autocannon] 80+50-15:100 - 60 96 100 62 Your shells make mincemeat of its relatively thin armour, scattering whole chunks of its structure across the road, with no threats left to the North you turn around and face to the south, even with the smoke no need to expose your rear, and the fire that Shockwave takes more than proves that point.
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 back north and waiting for Shockwave to head out of the smoke you track a Kriego and open fire. [30MW Plasgun] 80+40-15+10+4-20:99 - 59 Your bolt slams into its shield, but it holds up, they definitely made those things durable. [Laser APS] 60 - 5861 Your APS suddenly fires off, shooting down a Howitzer shell that was headed for Shockwave, how the hell are they still firing on you, the Kriegos are Dead. You take a moment to scan the area and almost give up before you look up at the walls lining the road and see the cameras mounted every dozen meters, all pointed unerringly at your group.
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]
Charging your Marú Anála you aim north down the road before firing it, the Powersuits are torn to pieces, and the Vinberos seem to fare no better, one going up in a fireball as its shield generator overloads, and the others cockpit splitting like an overripe egg. You then stride out of the Smoke to eat fire from the Kriegos. [120mm Railguns] 80-20+10-25:45 - 3850 One of their shots hits punching into your shield and further wearing it down, but before you can react further you take fire from the rear. [Quad 150mm Howitzer] 80+50-25-5-40+5-10:55 - 27 1381 100 [Discharger APS] 100/80 - 596 [76mm Autocannons] 80+20-25-50-30:5 - 21 76 60 25 72 66 64 52 20 27 16 95 The fire from the Ramats is wildly off target and merely chews into the ground, but the Dunfort manages to weave a Howitzer shell past your APS that slams into your shield, at all of this fire you drop to a knee and brace for any more fire the Kriegos might throw your way, but your allies take them out, and a burst of fire comes from behind of all places. [Quad 150mm Howitzer] 80+50-5-40-20:65 - 2292 855 [80mm Autocannon] 80+50-30-20:80 - 9 3797 83 [76mm Autocannons] 80+20-20-30-20:30 - 66 652845 381972 601869 81 84 Barely any of it hits, in part thanks to STOPs APS, but they're really starting to wear down your Shield.
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 [43] Twin Laser Turret APS
Quickly sidestepping out of the smoke you get ready to charge on the APCs, only to see them be blown away by Shockwave, you stop and just stare at the wrecked vehicle for a moment before turning back and shuffling back into the smoke, damn kill stealing bastards with their guns.
---- Enemies ----
Ramat #2 - Shield Down - Minor Armour Damage
Ramat #3 - Shield Down - Armour Damaged
Ramat #4 - Shield Down - Armour Damaged (Heat)
Dunfort - Shield Up - Armour Undamaged
Last edited by Amazigh on Tue Nov 26, 2019 4:34 am, edited 1 time in total.
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