Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Drones to fire on Ponies to the South West again, preferably the one they previously engaged.
Cannon to Ramat 3, if it dies switch fire to Prong 1, then Prong 2
Machinegun the Powersuit
Move EEEEE, Turn North, Move 1 North, keep the building on my East as cover from the East
Fri Feb 21, 2020 3:32 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1N, sidestep 1W >Smoke N >1N >5 mobi armature turret, then kick it with all leftover AP
Fri Feb 21, 2020 3:37 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"A problem for them. We should probably get off the elevator before those things start doing, whatever it is they do. At best they'll hijack the elevator. At worst it'll explode."
> Turn N, 1N, Turn E, 4E. Fire on the Beetle with railgun and powersuit with laser as I pass. If the powersuit survives, run it over. Smoke on my tile at end of turn.
Fri Feb 21, 2020 3:56 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> EEEEE tN. Fire flamers wildly at any enemies I pass.
Fri Feb 21, 2020 8:33 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Hopefully obliterate Vinbero #1 with a full burst from the SABRE, fire the Backstop missile at the SW Ponies. Destroy the observed powersuit with electrolasers. Move NEEEE with Thunder.
Mon Feb 24, 2020 4:26 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Somewhat concerned STOP haltingly calls out "Wha... What did we just release?" To which Thunder calls back in reply "A problem for them. We should probably get off the elevator before those things start doing, whatever it is they do. At best they'll hijack the elevator." He then pauses for a moment before finishing with At worst it'll explode."
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 have a pair of military garrisons to the north and south, between which lies freight elevators granting access to the Geofront below the city. The rest of the district is mainly composed of logistics and shipping facilities to handle what goes in and out of the Geofront.
- Deploy Packages on Geofront Freight Elevators. - Destroy Northern Anti-Orbital Weapons Emplacement. - Destroy Southern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.
HKU - Thunder -- !! STUNNED !! -- [-50% to hit and -50% mobility this turn, -20% to hit next turn]
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: [12/150] Smoke Discharger - [Smoke] Ammo [3]
Weapons AP Pulse Laser (turreted)2 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [11] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
After replying to STOP you take aim at the Beetle and fire your Railgun [180mm Railgun] 80+50-5-20:100 - 48 The slugs slam into its shield which visibly suffers from the impact, no way it isn't cracked now, you then fire a volley from your AP Laser into the Powersuit. [AP Pulse Laser] 80+50-20:100 - 79 88 3 66 21 8 8 87 94 74 Your Laser tears into its armour, and Kettlehead proceeds to finish the job with his electrolasers. Bracing yourself for the fire you know yourself to be heading into you push out of the smoke. [80mm Autocannons] 80-15:65 - 63 31 50 65 21 3 47 30 [60mm Railgun] 80-25:55 - 51 [36mm Rail Repeater] 80-25:55 - 1356 88 71 70 / 17 62 2096 64 / 5493 63 64 84 [60mm Railgun] 80-25-50:5 - 57 [36mm Rail Repeater] 80-25-50:5 - 72 62 17 49 73 / 86 19 51 74 91 / 18 51 92 11 65 [50mm Missiles] 80+40-25:95 - 58 52 [40mm Autocannon] 80+40-25:95 - 17 20 68 40 [30mm Autocannon] 80-25:55 - 30732076 The combined fire tears into your shield, dropping its durability quite significantly and sliding to a halt you're shaken up a bit more than you expected as you barely remember to pop smoke.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [7] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [280] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [55] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [45] [10/40]
Bursting out of the smoke behind Thunder, you fire your Flamethrower at the Beetle as you pass it. [Heavy Flamethrower] 80+20-25:75 - 37 16 59 38 Its cracked shields react poorly to the flames, but it's not quite enough to bring them down. You just ignore this bit of disappointment and head into Thunders smoke and get ready to keep moving on.
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 [82] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [53] [20/40]
Centering your crosshairs on the APC your fire a burst from your SABRE. [70mm SABRE Chaingun ] 80+50-20:100 - 61 17 51 18 11 62 73 93 28 61 Your shells tear through its shield and armour with minimal effort and it proceeds to violently detonate, turret pinwheeling off to land a dozen meters away. That definitely taken care of you sling a Backstop missile towards the Ponies. ["Backstop"] 80+50-20:100 - 47 It detonates buffeting them and doing their shields no favours, switching to your last target you take aim and unleash your Electrolasers on the Powersuit. [Quintuple AP Electrolasers] 80+50-20:100 - 66 17 44 70 74 15 35 69 51 48 73 80 79 31 64 81 43 41 74 18 43 76 77 34 2 89 41 68 55 46 64 4 38 3 3 88 99 30 22 6 97 28 27 6 67 94 11 68 34 91 It doesn't hold up very well to the massed barrage of fire, and is reduced to a cooling puddle of slag. Your immediate destination cleared, you rush to move up with the others, one step closer to being done with this job.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
You have your Drones fire another salvo at the Pony. [30mm Rail Repeaters] 80+10:90 - 82 65 71 6810089 They worry its shield somewhat, but it's still intact and online. Switching targets you take aim at the Ramat just as STOP opens up on it. [150mm Autocannon] 80+50-20:100 - 45 49 Your shells punch through its weakened armour and blow it to peices, quickly swinging your aim around you center on one of the Prongs and fire off another two shells. [150mm Autocannon] 80+50-20:100 - 73 7 The first impacts its shield, shattering it, before the second one proceeds to tear off a sizable chunk of armour. Tracking your aim back across to the Powersuit you see that Kettlehead and Thunder have already taken care of it, so you just instead pull ahead, positioning yourself to cover the northern route, only to take a burst of Autocannon fire from the Nus to your West. [80mm Autocannon] 80-10:70 - 975744 Two of the shells impact, doing rather minor damage, but no point sitting around to take more of that, best to get moving.
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: [6/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [17 Heat]
After glancing over at the hatch just in case those things come back out, you take aim at the Ramat before condensing a bolt for it. [30MW Plasgun] 80+40-20:100 - 42 Your bolt slams into it armour, leaving a gaping hole in which Baroque proceeds to slip a pair of HE shells, this reduces the Tank to little more than a pile of burning scrap metal. Target down you follow behind Thunder as he pushes ahead, moving past his smoke and taking up a position around the corner of the building, only for the Prongs to turn and open fire on you. [60mm Railgun] 80-10:70 - 89 [36mm Rail Repeater] 80-10:70 - 83 9270 27 70 / 55 68 38 1279 / 48 25 45 2480 [60mm Railgun] 80-10-50:20 - 78 [36mm Rail Repeater] 80-10-50:20 - 11 849 82 26 / 4 384 82 69 / 89 54 74 41 92 Their Railguns miss, but they score a significant number of hits with their Rail repeaters, cracking your shield, and leaving it with barely any durability remaining.
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 150/100 120/90 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]
Moving through the smoke cover you extend it to encompass the nearby turret before charging up to it and delivering a one-two impact to it with your armature and foot, which proceeds to crumple it into a mangled hunk of concrete and steel.
---- Enemies ----
Nus #2 - Shield Down - Armour Damaged
Nus #3 - Shield Up - Armour Undamaged
Nus #4 - Shield Up - Armour Undamaged
Beetle - Shield Up - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Pony #2 - Shield Up - Armour Undamaged
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Prong #1 - Shield Down - Armour Damaged
Prong #2 - Shield Up - Armour Undamaged
Vinbero #2 - Shield Up - Armour Undamaged
Mon Mar 09, 2020 4:43 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Hardshields off. Shoot prong #2 with plasgun 3E tN 1N
Tue Mar 10, 2020 3:38 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> 5 FAE at northern Prongs. Lasair the healthiest one, flamer the tile, then Deora them.
> NNN tW EE.
Tue Mar 10, 2020 3:50 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Rail Prong 2, then Prong 1, then Beetle if the Prongs get taken by other shots. Turn N, 2N. Pray for someone else to drop smoke.
Tue Mar 24, 2020 4:16 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Fire on the prongs with main cannon if they're still alive.
Move 3 North, Turn East, Move 2 East
Drones to fire at any visible enemies within their firing arc.
Turn South
Tue Mar 24, 2020 4:58 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire Backstop at tile containing Prongs to the north. Turn CCW, 3N, fire with SABRE and electrolasers on any targets that pop out to the east. Then move 2E and prepare to GTFO.
Sun Mar 29, 2020 12:11 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
Areku plz smoke 1W of cave's current position when you come over here.
Sun Mar 29, 2020 12:46 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Turn E >3E >Smoke 1E >2E >Turn N >2N >Sidestep 1W >3 mobi stomp Prong >Sidestep 1E >1N >turn E >2E
Sun Mar 29, 2020 5:29 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 have a pair of military garrisons to the north and south, between which lies freight elevators granting access to the Geofront below the city. The rest of the district is mainly composed of logistics and shipping facilities to handle what goes in and out of the Geofront.
- Deploy Packages on Geofront Freight Elevators. - Destroy Northern Anti-Orbital Weapons Emplacement. - Destroy Southern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.
HKU - Thunder - ! STUNNED ! - [-20% to hit this turn]
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: [18/150] Smoke Discharger - [Smoke] Ammo [3]
Weapons AP Pulse Laser (turreted)2 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [10] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
Shrugging off the fire you've taken you swing your aim around and more for yourself than any tactical gain fire a parting shot at the Beetle. [180mm Railgun] 80+50-5-20-50:55 - 50 3 35 75 77 The cluster shot strikes its damaged shield which flickers for a moment before dropping with a crack, seeing that Frog has covered your rear with smoke you start moving towards the exit, feeling safe with your rear arc now fully covered.
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 [7] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [270] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [54] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [30] [20/40]
Letting STOP take down the shields on the one Prong you line up and fire everything at them. [Light Rocket Pod] 80+20-4:96 - 49 60 42 4 26 [Dorn Lasair] 80+20:100 - 3 [Heavy Flamethrower] 80+20:100 - 13 79 55 91 [Ag Caoineadh Iarainn] 80+20:100 - 60 Your barrage of fire flies towards them, their APS taking down a pair of your rockets, but doing nowhere near enough to save them from the massed barrage of explosions and flames that slams into them, you can't help but grin at the state they are left in, little more than a couple of scorched armour plates left even vaguely identifiable. Moving your attention onwards you start moving towards the exit.
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 [82] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [52] [20/40]
Seeing Crispr laying into the Walkers you join in and fire a Backstop missile at them as well. ["Backstop"] 80+50:100 - 97 Seeing your combined fire reduce them to a smoking ruin clears your advance, so you pull ahead and scan for hostiles, but it seems you're in the clear for now.
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]
Letting the others fire first you wait for the smoke to clear while aiming your Autocannon, but there's nothing left to fire on so you just pull ahead and scanning to the rear with your drones and seeing the area to be clear, you pull to a stop at the exit to the District.
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: [12/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Dropping your shields in preparation for the chance to have them regenerate on the drive to the next district you center aim on the Prong with its shield still up and fire off a shot. [30MW Plasgun] 80+40-17:100 - 78 The bolt slams into its shield rupturing it in one go, leaving it wide open for the barrage of fire that Crispr and Kettlehead throw its way, leaving them little more than a pile of smoking wreckage. At this you pull out and start rounding the building taking a safe position that's close to the exit.
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 150/100 120/90 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]
Bursting out of the smoke you charge into a barrage of fire. [80mm Autocannon] 80-50-10:20 - 35 40 25 53 [80mm Autocannon] 80-10:70 - 66 108744 [40mm Autocannon] 80+40-50-25:45 - 85286945 [50mm Missile Launchers] 80+40-50-25:45 - 71 85 [30mm Autocannon] 80-25:55 - 21 4 2296 The autocannon fire tears through a not inconsiderable amount of your armour, but fortunately they fail to do any internal damage, dropping smoke to cover from them shooting you in the back you push ahead, and go to stomp on the Walkers to find that they've been pulverised already, guess that saves you a job.
---- Enemies ----
Nus #2 - Shield Down - Armour Damaged
Nus #3 - Shield Up - Armour Undamaged
Nus #4 - Shield Up - Armour Undamaged
Beetle - Shield Down - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Pony #2 - Shield Up - Armour Undamaged
Slinger #1 - Shield Up - Armour Undamaged
Slinger #2 - Shield Up - Armour Undamaged
Vinbero #2 - Shield Up - Armour Undamaged
---- ---- ----
Keeping an eye to the rear you all finish reaching the gate and drive through with it closing behind you without seeing any more of the enemies.
It will take 7 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.)
Wed Apr 01, 2020 9:59 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Lower my shields, drink water, fly on. Reactivate on reaching destination.
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