Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Shields down for now. Breathe sigh of relief. That district was bad.
Thu Apr 02, 2020 3:56 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
"Damn! We didn't need to lose Shockwave back there..."
> Weak punch something. Eye the walls that probably have cameras on them, watching all of us. Flip on shields if any enemy unit appears in our route, otherwise, let it recharge.
Thu Apr 02, 2020 4:58 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"I don't know what the hell he was thinking, walking out of smoke and just, staying out there."
Thu Apr 02, 2020 10:10 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Chill
Sun Apr 05, 2020 5:42 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Set armor to recharge. Try and figure out what's wrong with my armature.
Tue Apr 07, 2020 1:46 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tN, N, GTFO.
Tue Apr 07, 2020 6:11 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
As you start moving along the road STOP calls out in a bitter tone "Damn! We didn't need to lose Shockwave back there..." Shaking his head, Thunder replies "I don't know what the hell he was thinking, walking out of smoke and just, staying out there."
Reaching the next district, the gate opens up and you can see some hostiles already.
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district appear to show it to be a militarised residential area with watchtowers spread across it, there is also a fortified military garrison at the eastern end.
- Destroy Eastern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.[Pre-requisite Incomplete]
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: [150/150] 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
Dropping your shields to have them recharge you drive down the road taking this break while you can, here's hoping the next district is easier, you're running dangerously low on smoke. Finally pulling up to the gate you watch it open, and see on the squad tac-feed that Baroque has spotted some hostiles already.
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]
Following with the others you just power on to the next district, and with the gate opening you get ready to cause some more damage.
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]
Dropping your shields for what charge you can get out of them you take another swig from your canteen. Flying onwards you wince as you glance at your ammo stocks, really be nice to have a field resupply available, but you guess that's not really on the cards with this operation.
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]
Setting your tank into cruise you lean back and stretch as best you can in your cockpit, reaching the destination you shake yourself out and grab your controls again, only to spot a bunch of hostiles already, well that's a start alright.
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]
Slamming a fist into your shielding readout console you glance around your cockpit for any cameras, but you can't see any, well any obvious ones that is.
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]
While you walk along with the others you try to figure out what has gone wrong with your armature. Flicking through what documentation you have is mind-numbing stuff, but you think you might have the jist of it, seems your Armature is based on a common assault armature design, but with an experimental modification that allows it to boost its output and was apparently only tested rather minimally. So as the warning at the bottom of the thirty-seventh page in small print says "Due to limited testing resources, the results of continuous use and/or an impact on a target with significant mass remain unknown and may potentially be harmful to continued operation of the system."
---- Enemies ----
Vinbero #1 - Shield Up - Armour Undamaged
Fri Apr 10, 2020 2:03 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Grin to myself as I Flamer -> Lasair the infantry carrier.
Fri Apr 10, 2020 2:46 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Machinegun on the infantry/powersuits, cannon on the Vinebro
Move 1 North
Turn East
Move 2 East
Turn North
Drones to fire at any infantry within their arc that happen to be in buildings
Tue Apr 14, 2020 5:19 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
Note to Self: Punch less buildings.
>2N, sidestep 1E
>3N, check to see if any new hostiles are visible to the east
>If yes, sidestep 1E, smoke self, sit in wait
>If not, 1N, smoke the chokepoint at 2E, then 1N, sidestep 1E and engage the vinbero in GLORIOUS MELLEE COMBAT
Fri Apr 17, 2020 2:29 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 2N tE 1E tN Reaction Fire any vehicle that comes into view other than the vinbero
Fri Apr 17, 2020 2:38 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"ugh damn it other side of the district and back Alright everyone let's get a move on, we've gotta get all the way over to the east end to destroy the gun, then back to this end. Everyone pour on the gas unless there's something blocking the path, no time to sit around and shoot things. Splitting up is an awful idea too. Way too easy to get picked off." > 1N, Turn E, 1E, Turn N, 3N. If I see another enemy to the north, stop going 3N. Reaction fire on any other vehicles that appear, laser any infantry that appear.
"This is a militarized residential area, I don't expect a lot of vehicles, especially in these tight quarters, but there's most likely going to be LOADS of infantry, and more inside the buildings. Everyone make sure your anti-personnel weapons are at the ready."
Fri Apr 17, 2020 3:12 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Crispr starts cackling when Thunder says the words "anti-personnel weapons."
Fri Apr 17, 2020 7:47 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Move NE. As Frog turns the corner and peers into the low structures: if he detects hostiles, jump jet up and lay waste to them with the SABRE, Backstop and electrolasers. If he doesn't pick up on anyone, stay on the ground, move another ENN and keep electrolasers aimed at the high-rise buildings for reaction fire.
Sun Apr 19, 2020 4:29 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Trying to plan things out, Thunder calls out "ugh damn it other side of the district and back Alright everyone let's get a move on, we've gotta get all the way over to the east end to destroy the gun, then back to this end. Everyone pour on the gas unless there's something blocking the path, no time to sit around and shoot things. Splitting up is an awful idea too. Way too easy to get picked off." Pausing for a moment to catch his breath he continues "This is a militarized residential area, I don't expect a lot of vehicles, especially in these tight quarters, but there's most likely going to be LOADS of infantry, and more inside the buildings. Everyone make sure your anti-personnel weapons are at the ready." at which Crispr looses a vicious chuckle.
As you start moving, all of a sudden your radios crackle to life "...-lltoi-... ...-Trust-... ...-y location-... ...-compro-... ...-questing immedi-..."
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district appear to show it to be a militarised residential area with watchtowers spread across it, there is also a fortified military garrison at the eastern end.
- Destroy Eastern Anti-Orbital Weapons Emplacement. - Leave District through Northern Exit.[Pre-requisite Incomplete]
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: [150/150] 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
Moving up you scan ahead, not spotting any new hostiles directly, but from your drone feed you can see some more in the area to the east.
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 [53] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [30] [20/40]
Chuckling at Thunders mention of soft targets you grin as you open up on the hostiles you can see so far. [Heavy Flamethrower] 80+20+10:100 - 100 87 64 4 [Dorn Lasair] 80+20+10:100 - 79 Your incendiaries strike home and the infantry and Vinbero are wreathed in a firestorm, after Baroques autocannon shells slam home as well there is nothing identifiable left, just charred wreckage.
TheKebbit - Kettlehead [In Air: Landing in 2 Turns]
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 [72] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [51] [20/40]
Waiting for Frog to move up you position yourself for a good firing angle, and then as he spots hostiles you fire your turbines and bring yourself up to get a line on them. It's a pair of Light Tanks with Powered Infantry support, You center your aim and let loose a barrage of fire. [SABRE Chaingun] 100+50+10+10:100 - 45 31 82 83 31 14 7 83 51 14 ["Backstop" Missile Launcher] 100+50+10+10:100 - 43 [Quintuple AP Electrolasers] 100+50+10+10:100 - 31 97 90 59 58 10 77 29 53 12 20 2 100 50 100 91 75 92 49 79 58 56 29 11 56 89 33 43 48 8 48 58 30 19 44 40 94 39 49 94 71 67 44 31 20 89 54 29 83 55 You tear through one of the Tanks, its engine detonating in a plume of smoke at which you walk your remaining shells onto the other one, which manages to drop its shield but fails to finish it off, Your Backstop combined with your Electrolasers prove more than sufficient to annihilate the Powered Infantry though. After your barrage of fire the Tank sits there seemingly stunned into inaction, better than it firing back for sure.
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]
Targeting the Hostiles you open up on them with your guns. [8mm Machinegun] 80+50+10:100 - 73 97 87 68 83 80 61 51 92 36 [150mm Autocannon] 80+50+10:100 - 48 50 35 31 Combined with Crispr dispensing a gratuitous amount of flames you annihilate the infantry, and your Autocannon shells near enough tear the Vinbero in two. Moving up a little you scan the nearby buildings to see if there are any infantry to fire on, but it seems if there is anyone in them, then they are deep enough inside to be impossible to detect.
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]
Readying your self you drive up and prepare to fire on any hostiles that approach, but it seems they aren't rushing in at you... yet.
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]
Storming forwards you rush ahead and barreling headlong into the middle of a bunch of infantry it's a miracle you don't step on any of them. you them proceed to fire a spread of smoke canisters at your feet, and it looks like the infantry are too busy coughing in shock at the sudden blast of smoke to fire at you, what luck.
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