Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
They're both H buildings, they won't be passable until two more turns of smashing them.
Sun May 03, 2020 1:37 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Ok, gotta move fast. Frog, the Fiver and Stutulto have a lot of HE. We drop smoke to exhaust that, then blitz them. You first SE of my position. If they blow it all away, Baroque drop one in same spot. If not, we attack then. Crispr, Baroque, and STOP all jump out once the Stutulto and Fiver have fired, or if they don't fire at all, and tear them apart. There may be more units just outside my scanning range, so be careful and keep all your guns hot. If there's smoke left, I'll move up and we can get vision on the space behind them.
Crispr and Kettlehead, send high angle FAE love at the infantry down south. Cripsr, send some Deora to just north of the two Vinberos too. Dropping it right outside Mylan's door could catch him in it, so DO NOT do that.
Mylan, 4 powered armor troops on your doorstep. We'll run interception on the Vinberos to the south, but you'll have to handle what's already there for the moment."
> Wait for Baroque and Frog to lay down smoke. If there's any left after enemy reaction fire, move 1S, Turn E, 1E into the smoke and reaction fire on any new vehicles and infantry that show up on my radar. Then Smoke 1E, and go back 1W, Turn S, 1N. If there's no smoke left, wait for the others to go forward and shoot. If no enemies are left, do the moves including smoke. If enemies are still alive, move 1N, Turn E, 1E. Regardless, dump 150 energy into shields and switch to Frangible at the end of the turn.
Sun May 03, 2020 9:11 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 1 East, Turn South, Move 1 South
If Frog drops smoke down SE of my location and it gets cleared, drop down another smoke on the same location.
Move 1 South, turn East. Open fire on the Stultulo if visible.
Sun May 03, 2020 11:40 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> High angle Deora 1N of the vinebros, EE tS S. Once the Fiver fires its cannon this round, or an ally safely fires through the smoke, S tE, then EMP the Stultulo, Flamer the tile, and Lasair the Fiver.
Last edited by CrazyMLC on Sun May 10, 2020 3:41 am, edited 1 time in total.
Mon May 04, 2020 7:33 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
"Roger. Fiver priority."
> tN 1N tE 2E -wait for smoke- tS 1S tE Plasgun Fiver 30EN 1E
Fri May 08, 2020 1:01 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1W
>Turn S
>S
>Smoke SE, wait for further instructions
Fri May 08, 2020 3:01 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire a high angle Backstop missile at the armored infantry to the SE. EES, fire SABRE burst on the Fiver. Electrolasers on reaction fire E if infantry or PA appear down the kill corridor. Finally, move E to rejoin comrades in the smoke.
Tue May 12, 2020 2:46 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
"Ok, gotta move fast. Frog, the Fiver and Stutulto have a lot of HE. We drop smoke to exhaust that, then blitz them. You first SE of my position. If they blow it all away, Baroque drop one in same spot. If not, we attack then. Crispr, Baroque, and STOP all jump out once the Stutulto and Fiver have fired, or if they don't fire at all, and tear them apart. There may be more units just outside my scanning range, so be careful and keep all your guns hot. If there's smoke left, I'll move up and we can get vision on the space behind them." Catching his chance STOP replies "Roger. Fiver priority." Then Thunder continues on "Crispr and Kettlehead, send high angle FAE love at the infantry down south. Cripsr, send some Deora to just north of the two Vinberos too. Dropping it right outside Mylan's door could catch him in it, so DO NOT do that."
Taking a breath and switching to Mylans channel Thunder continues. "Mylan, 4 powered armor troops on your doorstep. We'll run interception on the Vinberos to the south, but you'll have to handle what's already there for the moment." Mylan sends a reply, interspersed with the sounds of whining servos and a bolt being racked. "Yeah I saw them, as long as it's not many more than four suits that i have to deal with, not going to be a problem."
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. - Recover Trust Operative Mylan. - Leave District through Northern Exit.[Pre-requisite Incomplete]
[Deora Salvo in-air, on target 1N of Vinbero #4/5] ["Backstop" Missile in-air, on target for South Powered Infantry]
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 receive 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: [6/150] Smoke Discharger - [Smoke] Ammo [2]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [8] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
Waiting to see if the enemies take out Frogs smoke screen you see the others get to move up and fire, so you take your chance and move up yourself, scanning ahead with your drone you see a whole bunch more enemies sat behind the Fiver, and centering aim on the closest one you fire. [180mm Railgun] 80+50-5-25:100 - 9 Your shot slams into the Prong, dropping its shield in one go, and you hurriedly launch more smoke to give some cover before backing up and dumping charge into your shield which is looking much better already. Looking over to your drone feed you see an icon pop up all the way in the Garrison to the east, marking some sort of artillery being fired... And did a bunch of Infantry just get out of those watchtowers to the West? This could be annoying.
[The Blue Boxes in the Garrison mark the locations of enemies that have opened indirect fire on a position within your drones detection range]
CrazyMLC - Crispr [EMP Cooldown - 3 turns]
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 [6] (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 [250] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [51] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [30] [20/40]
Plotting a target you launch a salvo of Deora to hopefully give Mylan some cover. [Ag Caoineadh Iarainn] 80+10:90 - 46 Pushing ahead you line up and fire on the Hostiles ahead. [EMP Emitter] 80+20+10-35:75 - 83 [Heavy Flamethrower] 80+20-40:60 - 53 19 1796 [Scatter] 2(N) [Dorn Lasair] 80+20-10:90 - 32 Your EMP Bolt goes wide, slamming into a residential block past your target and knocking out all of its lights, but your Incendiaries fare much better scoring hits all around, leaving the Fiver much worse for wear, which STOP and Kettlehead take full advantage of. Any joy at the destruction you've wrought is lessened a little by the pair of Ponies bursting through the smoke and opening up with their lasers. [4MW Lasers] 80+30-25-10-20:55 - 60 614771797 They don't really do much damage, but it's more them just rushing through the smoke that annoys you really.
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 [62] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [50] [20/40]
That Powered Infantry group, well you can't pass up such an easy target so you let a missile fly. [50mm "Backstop" Missile Launcher] 80+50:100 - 44 Focusing back on harder targets you float closer, taking aim at the Tank your teammates have laid into, and give it a burst of SABRE fire as well. [70mm SABRE Chaingun] 80+50-5:100 - 62 78 82 40 29 55 86 19 90 59 As the barrels stop cycling and you pull into the smoke alongside Frog you can only be disappointed that it's not a smoking wreck, but you'll settle for having neutered its main armament at least.
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 up you wait for Frog to drop smoke before moving into the open, and tracking through Thunders feed, you take aim and fire on the Stultulo. [150mm Autocannon] 80+50+4-5:100 - 64 85 73 5 Your first shell slams into and shatters its shield, the following three then proceed to tear through it detonating inside and blowing the whole thing open like a cheap tin can.
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] [30 Heat]
Confirming Thunders call, you drive around and take up an angle on the Fiver, before charging up a heavy bolt with your Plasgun and letting it loose. [30MW Plasgun] 80+40-40:80 - 70 It punches deep into its armour, tearing a great rent into it and vaporizing copious quantities of plating, perfect for Kettleheads Chaingun to tear through and knock out its gun.
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]
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> EE. All Flamers on the largest group of powersuits, located 2S. Move E, hugging the north building's wall. If the two prongs are visible, and still in a single tile together, give them 2 Low FAE, a Lasair, and a low Deora for their trouble. Otherwise, hold fire.
Tue May 12, 2020 12:30 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Crispr, we need Deora on the fire to clear the path forward. Frog, those Ponies could use a hug. Everyone else, fire at will and charge. Oh, and we've got inbound artillery. A lot of it. Six vehicles at the far end of the compound firing stuff our way, looks like. We need to get rid of all these vehicles spotting for them. > Shields up, 1S, Turn E, 2E, fire on Prong #1 if it's still alive. Burst laser any infantry to that south that are still alive too.
Tue May 12, 2020 1:07 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tS 1S tE 2E tS 1S Ram Western Power Suit #1 Reaction Turn Eastern Power Suit #2 tN
Tue May 19, 2020 1:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Drones fire on Pony 1
Fire cannon on the Fiver.
Move 2 East
Tue May 19, 2020 3:19 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Direct fire "Backstop" at the Ponies to the SW. Move SEE after Crispr, fire the SABRE spreading shots between the Prongs. Use electrolasers to destroy the infantry to the south.
Tue May 19, 2020 8:29 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep 1W, 1S
>Smoke Self
>5 mobi punch one pony, all mobi kick another
Mon May 25, 2020 11:43 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Thunder calls out, directing the rest of the team "Crispr, we need Deora on the fire to clear the path forward. Frog, those Ponies could use a hug. Everyone else, fire at will and charge. Oh, and we've got inbound artillery. A lot of it. Six vehicles at the far end of the compound firing stuff our way, looks like. We need to get rid of all these vehicles spotting for them."
Then all of a sudden Mylans voice crackles to life over the radio "I-" He's cut off by the thump of an explosion "♥♥♥♥!" Several bursts of automatic gunfire and explosions follow "They're on me, and there's a lot more than four of those suits in here! I don't have enough ammo for all of them, I need you here yesterday!"
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. - Recover Trust Operative Mylan. - 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 receive 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 [2]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [12] [234/180] - [180mm Cluster] Ammo [8] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
Bringing your shields back up now that they're at a more tolerable level you push forwards and take aim at the Prong. [180mm Railgun] 80+50-5-5:100 - 20 Your shot punches through its plating, leaving a gaping hole from which a cascade of Rail Repeater ammo clatters out of, you then check to see if the others need help taking care of the infantry, but they've got it well in hand. Thinking to take a glance at your drones feed again you see another four Powered Armours making their way into Mylans building, the most concerning thing after the number of them is how they're not equipped the same as the Powered armour you've seen thus far, hard to tell from your feeds angle but that might be an anti-personnel loadout? You also note another barrage of artillery being fired, guess they really want to take out your smoke.
CrazyMLC - Crispr [EMP Cooldown - 2 turns]
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 [6] (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 [250] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [51] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [28] [20/40]
Moving up you track your turret to fire on the Powered Armour only to find them pulverized by Kettleheads Missile, so instead you open up on the Powersuits. [Heavy Flamethrower] 80+20-30:70 - 26 627257 [Scatter] 1(E) They are quite effectively distracted by this flailing to try and put out the fire and don't even react as STOP bursts out and flattens one before obliterating the other. Turning your attention back to your front you burst out of the smoke. [60mm Railguns] 80-25:55 - 6 32 [36mm Rail Repeaters] 80-25:55 - 9938 428755 / 897 329229 / 95 58 6232 22 / 8748423 33 / 32 3 49 3275 / 32 3278 942 A salvo of fire from the Prongs shows that they are definitely still there, so you give them some fire in return. [Light Rocket Pod] 80+20-1-5:94 - 31 27 [Kinetic Turret APS] 100 - 29 33 [Dorn Lasair] 80+20-5:95 - 19 [Ag Caoineadh Iarainn] 80+20-35:65 - 34 Their APS fire knocks out your rockets, but that leaves your other fire to get through unmolested, your Dorn Lasair shot knocks out the shields on the one that still has any, and then your Deora canisters land right on target and detonate. As the smoke clears from the blast you can see they are still in one piece but definitely not looking good. Thunder and Kettlehead manage to finish them off for you quite handily though.
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 [52] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [49] [20/40]
Tracking over to the Agravs you fire a missile at them. [50mm "Backstop" Missile Launcher] 80+50-20:100 - 100 It detonates and combined with the attacks of all your allies you manage to take out one of the Agravs. Moving ahead closer to the other targets you track the two Walkers and give them each a burst of SABRE fire. [70mm SABRE Chaingun] 80+50-5:100 - 19 44 36 36 89 / 57 48 86 80 54 Your shells find their marks and tear the two walkers apart. You swing your aim to the south and check on the Powered Troops, and you see that your Missile took out most of them and STOP finished the others. At this point your APS suddenly fires off. [Quad Laser Turret Array APS] 60-20:40 - 12 18 4185 It stops one shell, but another one lands next to you, blowing away a chunk of the smoke cover, guess their goal was to clear the smoke?
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]
Checking the rear you have your Drones open up on one of the Ponies. [30mm Rail Repeaters] 80+10:90 - 82 73 79 79422 [8MW Particle Lance] 80+10:90 - 5 [40mm Railgun] 80+10:90 - 72 26 71 36 17 Their fire weakens its shield, but even with Frogs attack its shield stays intact, switching your focus back to your front you fire a burst into the Fiver. [150mm Autocannon] 80+50:100 - 100 10 6 83 Your burst of shells punch clean into the Fiver and it detonates quite spectacularly, so you pull up alongside Thunder, getting closer to reaching Mylan.
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]
Driving forwards you plow through the smoke and bursting out you see the two Powersuits covered in flames, so taking the chance with them not firing you power forwards flattening one, before triggering your thrusters and turning to fire your main gun on the other. [30MW Plasgun] 80+40-30-40:50 - 13 There's nothing identifiable left of the suit, just a molten splatter on the wall of the building behind it, so you turn back to the north, ready to keep moving on.
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 stride up to the Agravs while dispensing a smokescreen, and slam your armature into one which brings your shields back up with a crack, and you then drive a high kick into the other, shattering its shield and caving in a good portion of its frame, it judders for a moment after the impact before veering off to the side and crashing into the ground.
---- Enemies ----
Vinbero #3 - Shield Up - Armour Undamaged
Vinbero #4 - Shield Up - Armour Undamaged
Vinbero #5 - Shield Up - Armour Undamaged
Vinbero #6 - Shield Up - Armour Undamaged
Pony #1 - Shield Up - Armour Undamaged
Last edited by Amazigh on Wed May 27, 2020 1:04 am, edited 1 time in total.
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