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Dachshundofdoom
Feb 14, 2013

Pillbug
Nah, I'd be at a 10+ to hit the Fire Javelin and I think my current orders are a better positioning move overall for the next turn.The Guillotine's not a great secondary target for an immediate kill but every hit counts.

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anakha
Sep 16, 2009


Orders in - running to 1429 and backstabbing the Jav

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders are in. Jumping to 2120 facing 2019. Normal shooting is taking a mid-range potshot with the Large Laser at the Vindicator, with Ace Contingency set to fire LL, one of the ML, and SRM-6 at the Assassin if it stays/moves into range.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 16

The Guillotine’s guns fired in sequence. The Large Laser came first, steam pouring from its elongated barrel as the superheated beam vaporised the hoarfrost that had so recently – and so briefly – settled there. Light pulsed in staccato as the smaller lasers followed, the pilot leaving exactly one second between each beam. The mech paused, then, almost as an afterthought, burped out a volley of SRMs from its chest-mounted launcher.

An electric thrill pulsed through Charles’s nerves as snow and trees exploded around him. He dropped his Gladiator into a crouch, but not quickly enough to avoid everything. Alerts and warnings flashed across his viewscreens, and the display tracking his mech’s structural integrity flickered ominously. After a few moments the Gladiator’s right arm turned from dark orange to angry red, indicating total armour loss. Another heartbeat, and the icon representing the Gladiator’s PPC turned from green to grey.

Charles chuckled dryly. “I don’t think this one likes me very much!” he observed as the Guillotine feathered its jump jets and leapt towards the ridge he was standing on. He quickly sobered up, cold reality finally smothering the afterglow he’d been enjoying striking down the Enforcer. A heavy mech was fixated on him, and he had just lost his primary weapon. His secondary weapons were arm-mounted as well, and he was close to losing both. If he wasn’t careful, he might find himself disarmed in both senses of the phrase.







Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 6: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Fire Javelin JVN-10F (Pirates); needs 8, rolls 8: Hits Left Leg! Fire Javelin JVN-10F (Pirates) takes 10 damage to Left Leg, 3/13 Armour remaining.
-Fires LRM-5 at Fire Javelin JVN-10F (Pirates); needs 8, rolls 12: 4 Missiles Hit! Fire Javelin JVN-10F (Pirates) takes 4 damage to Right Torso, 0/9 Armour remaining.

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 5: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 2: Misses!
-Fires SRM-6 at Fire Javelin JVN-10F (Pirates); needs 9, rolls 9: 4 Missiles Hit! Fire Javelin JVN-10F (Pirates) takes 2 damage to Rear Right Torso (2/4 Armour remaining), Rear Right Torso (0/4 Armour remaining), Rear Centre Torso (2/4 Armour remaining) and Rear Left Torso (2/4 Armour remaining).
-Fires SRM-6 at Fire Javelin JVN-10F (Pirates); needs 9, rolls 4: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Vindicator VND-1R (Pirates); needs 11, rolls 9: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires LRM-10 at Guillotine GLT-4L (Pirates); needs 9, rolls 6: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 7: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 6: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 8: Misses!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 7, rolls 11: Hits Left Arm! Damage transfers to Left Torso! Assassin ASN (Creed) (ACE) (Pirates) takes 8 damage to Left Torso, 2/10 Structure remaining. Critical Chance!
--Critical Chance in Left Torso! No Critical Hits sustained.
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 10, rolls 6: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 5, rolls 5: Hits Right Leg! Whitworth WTH-1 (Pirates) takes 5 damage to Right Leg, 2/18 Armour remaining.
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 5, rolls 8: Hits Left Leg! Whitworth WTH-1 (Pirates) takes 5 damage to Left Leg, 8/18 Armour remaining.
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 5, rolls 4: Misses!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 5, rolls 7: Hits Left Arm! Whitworth WTH-1 (Pirates) takes 2 damage to Left Arm, 10/12 Armour remaining.

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 7, rolls 12: Hits Right Arm! Shadow Hawk SHD-2K (Player) takes 5 damage to Right Arm, 3/16 Armour remaining.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 5: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 11: 1 Missile Hits! Shadow Hawk SHD-2K (Player) takes 2 damage to Right Arm, 1/16 Armour remaining.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 2: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 3: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 7, rolls 7: 1 Missile Hits! Shadow Hawk SHD-2K (Player) takes 2 damage to Rear Left Torso, 4/6 Armour remaining.

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Large Laser at Gladiator GLD-4R (Player); needs 11, rolls 11: Hits Right Arm! Gladiator GLD-4R (Player) takes 8 damage to Right Arm, 0/15 Armour, 4/9 Structure remaining. Critical Chance!
--Critical Chance in Right Arm! Two Critical Hits sustained! PPC Hit! Lower Arm Actuator Hit!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 11, rolls 5: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 11, rolls 7: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 11, rolls 10: Misses!
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 11, rolls 2: Misses!
-Fires SRM-6 at Gladiator GLD-4R (Player); needs 12, rolls 11: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 9, rolls 4: Misses!
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 9, rolls 6: Misses!
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 9, rolls 3: Misses!
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 9, rolls 7: Misses!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires PPC at Shadow Hawk SHD-2K (Player); needs 10, rolls 10: Hits Left Leg! Shadow Hawk SHD-2K (Player) takes 10 damage to Left Leg, 3/13 Structure remaining. Critical Chance!
--Critical Chance in Left Leg! No Critical Hits sustained.
-Fires LRM-5 at Shadow Hawk SHD-2K (Player); needs 9, rolls 10: 3 Missiles Hit! Shadow Hawk SHD-2K (Player) takes 3 damage to Left Arm, 2/16 Armour remaining.

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires Medium Laser at Phoenix Hawk PXH-1 (Silver Phantoms); needs 6, rolls 6: Hits Centre Torso! Phoenix Hawk PXH-1 (Silver Phantoms) takes 5 damage to Centre Torso, 15/23 Armour remaining.
-Fires LRM-10 (Indirect) at Trebuchet TBT-5Sr (Player); needs 8, rolls 8: 6 Missiles Hit! Trebuchet TBT-5Sr (Player) takes 5 damage to Left Leg (0/15 Armour remaining) and 1 damage to Left Torso (9/19 Armour remaining).
-Fires LRM-10 (Indirect) at Trebuchet TBT-5Sr (Player); needs 8, rolls 6: Misses!

--

Piloting checks for Shadow Hawk SHD-2K (Player):
-Took 20+ Damage: needs 6, rolls 9: Succeeds!

Piloting checks for Fire Javelin JVN-10F (Pirates):
-Took 20+ Damage: needs 6, rolls 10: Succeeds!



Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Kicks Whitworth WTH-1 (Pirates); needs 4, rolls 7: Hits Right Leg! Whitworth WTH-1 (Pirates) takes 9 damage to Right Leg, 0/18 Armour, 3/10 Structure remaining. Critical Chance! Critical Chance due to Weak Legs!
--Critical Chance in Right Leg! One Critical Hit Sustained! Upper Leg Actuator Hit!
--Critical Chance in Right Leg! No Critical Hits sustained.

Physical attacks for Fire Javelin JVN-10F (Pirates):
-Punches Trebuchet TBT-5Sr (Player) with left arm; needs 11, rolls 3: Misses!

--

Piloting checks for Whitworth WTH-1 (Pirates):
-Was Kicked: needs 6, rolls 12: Succeeds!
-Leg Actuator Hit: needs 6, rolls 9: Succeeds!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 13 heat, sinks 13 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 11 heat, sinks 11 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 11 heat, sinks 11 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 7 heat, sinks 12 heat and is now at 0 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 11 heat, sinks 11 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 5 heat, sinks 10 heat and is now at 2 heat.

--

Assassin ASN (Creed) (ACE) (Pirates) gains 13 heat, sinks 12 heat and is now at 1 heat.

Guillotine GLT-4L (Pirates) gains 24 heat, sinks 22 heat and is now at 3 heat.

Fire Javelin JVN-10F (Pirates) gains 12 heat, sinks 12 heat and is now at 0 heat.

Vindicator VND-1R (Pirates) gains 12 heat, sinks 12 heat and is now at 4 heat.

Whitworth WTH-1 (Pirates) gains 12 heat, sinks 10 heat and is now at 2 heat.



Griffin GRF-1N (Allied) is planning on backing up to Hex 2325 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1830 next turn.



Guillotine GLT-4L PXH-1 (Pirates) is jumping with a damaged foot and must roll to avoid falling over. Needs 5+, rolls 9: Succeeds!

Whitworth WTH-1 (Pirates) is jumping with a damaged upper leg and must roll to avoid falling over. Needs 6+, rolls 4: Fails!
-Whitworth WTH-1 (Pirates) falls on its left side, suffering 4 damage to Right Torso, 4/12 Armour remaining.
--Mechwarrior Zygmunt Bochenek must roll a 6+ to avoid damage. Rolls 6: Succeeds!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Saturday 18th 9:00PM GMT.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

That’s a chunk of firepower to lose, dang

Gwaihir
Dec 8, 2009
Hair Elf
God lol this has to be the most insanely cursed mech I've ever driven.

"Its ok guys there's only one location where the PPC won't punch through on the javelin"

"..."

Going to be straight up running from now in to maximize defensive mods with the leg being as damaged as it is though. I think I'm going to run to 1630 this turn, primary assassin if I can otherwise Javelin.

Honestly the Silver Phantoms centurion is actually mvp for how often it's actually been able to hit the Assassin too while everyone else just whiffs constantly.

Gwaihir fucked around with this message at 14:04 on May 15, 2024

anakha
Sep 16, 2009


Treb

Planning to keep up the pressure on the Javelin.

Scintilla, if I make a turn before I step on a road hex then run across that hex, will I need to make a PSR?

E: Goonlance, after this next turn, I'll take over bodyguard duties on the Prowler. We can focus on making the best defensive moves south with contingency orders for the Assassin.

anakha fucked around with this message at 14:36 on May 15, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Lol if we weren't already planning on GTFO this last exchange of fire would be a sign

Edit: Scintilla, just doing a quick check but if I jump to 2125 I have LOS on the Vindicator since the line barely misses 1620, is that what you get?

Also as a double check I could have LOS on the Guillotine from 2125 but would take a +1 penalty for intervening terrain correct?

Holybat fucked around with this message at 14:54 on May 15, 2024

Mangarrian
Mar 21, 2024
Bad luck for the Gladiator, but at least one step closer to the exit for the prowler.

I´m curious for the AAR with the information and speculations about the true intentions for so dangerous pirates. I would expect that they try to steal the mechs and/or ask for a ransom for the buyers, but the damage is been hight for they too for "only money work".

But before that, we need you come back Goon squad.

Mangarrian fucked around with this message at 15:08 on May 15, 2024

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

Scintilla, if I make a turn before I step on a road hex then run across that hex, will I need to make a PSR?

You only need a PSR if the act of both turning and running occurs on road / pavement hexes.

Holybat posted:

Edit: Scintilla, just doing a quick check but if I jump to 2125 I have LOS on the Vindicator since the line barely misses 1620, is that what you get?

Also as a double check I could have LOS on the Guillotine from 2125 but would take a +1 penalty for intervening terrain correct?

You would not have LOS to the Vindicator from 2125. You do have LOS to the Guillotine but the hit penalties stack up to give you a target number of 13, ie. impossible.

Holybat
Dec 22, 2006

I made this while you were asleep.
Cool, thanks!

Wolverine

Looking at jumping to 1621 facing 1622 to get some short range shots on the Vindicator or the Assassin if it sticks around there. That's the aggressive move but max gtfo would be to just jump out to 2024 and beam a mid range large laser shot and hope to keep the Assassin in range/arc during his ace movement

Holybat fucked around with this message at 16:07 on May 15, 2024

anakha
Sep 16, 2009


Gonna lock my orders in early as I may be out for most of the rest of the week.

I could charge the Jav, but given that our allied Griffin is no longer in escort mode, I need to position myself defensively and lower the risk of a lucky hit on my legs and a leg crit that renders me unable to accompany the Prowler south in future turns.

Running to 2032 and shooting at the Jav, then gonna reverse to 1535 next turn while on escort duty.

Holybat
Dec 22, 2006

I made this while you were asleep.

anakha posted:

Gonna lock my orders in early as I may be out for most of the rest of the week.

I could charge the Jav, but given that our allied Griffin is no longer in escort mode, I need to position myself defensively and lower the risk of a lucky hit on my legs and a leg crit that renders me unable to accompany the Prowler south in future turns.

Running to 2032 and shooting at the Jav, then gonna reverse to 1535 next turn while on escort duty.

Yeah keep yourself a harder target, I'll plan on staying close to the Prowler this turn then

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Oof. Fail a PSR already, Guillotine :argh:

I'm thinking I'll jump to 1129 and, barring triggering Assassin contingencies, try to light fires in 1026 and 1225 to screw up that hill as a sniping perch for their Vindicator.

Gwaihir
Dec 8, 2009
Hair Elf
Apologies for late orders, forgot I hadn't already sent then!

Dachshundofdoom
Feb 14, 2013

Pillbug
Same! Sorry about the lack of formatting, had to phonepost.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 17

“WARNING! CATASTROPHIC DAMAGE DETECTED! WARNING! CATASTROPHIC DAMAGE DETEC-“

A loud thud split the air as Urskine Creed slammed his fist down on his control panel. The emergency announcement cut out as Creed killed the power to the cockpit’s internal speakers. Livid red warnings flickered across his cockpit’s many monitors, but he dismissed those as well. He didn’t need his DI computer to tell him that his Assassin was in rough shape. He could feel it in the way the mech moved, the way it suddenly listed to the right as the machine’s centre of gravity was pulled off balance. The abrupt tug told Creed everything he needed to know, long before his mech’s tardy diagnostic systems could figure out what had happened – that his Assassin was now missing most of its left side.

The Assassin’s chassis shuddered and creaked as its gyro adjusted itself to compensate for the shift in weight. Creed’s brow creased, but he was more irritated than concerned. He had been the Assassin’s technician long before he had become its mechwarrior, and knew that the mech could be rebuilt almost from scratch. He’d done it before, cobbling the machine back together from whatever he could find after its former pilot, the idiot bastard child of a minor Davion noble, had charged a Kuritan raiding party despite being told to wait for reinforcements.

Creed’s lips twisted distastefully at the memory. He and his team had moved heaven and earth to get the Assassin running again, sweating blood to get the new engine and weapons systems to sync up properly, but the stupid whelp hadn’t shown even an ounce of appreciation. The refit was ‘lumpen’, ‘disgraceful’, and ‘unfit for a man of my standing’. The verbal slap in the face had quickly been followed by a physical one, and an impossible demand to return the mech to its standard configuration. It had been the final straw for Creed and his long-suffering Astechs. The next morning the bastard was dead, and Creed, his team and the Assassin were on a cargo hauler bound for the Periphery.

Returning to the present, Creed switched his ammunition feed over to Infernos and began planning his withdrawal. He had done his part, and if Brendan, Jason and Zofia wanted to kill themselves then that was their business. His only loyalty was to the techs who had joined him in exile, and dying here would do them no favours.







Weapons fire for Gladiator GLD-4R (Player):
-Fires Medium Laser at Hex 1026 (Ignite); needs 3, rolls 4: Hits! Needs 9+ to ignite, rolls 4: Hex Fails to Ignite!
-Fires Medium Laser at Hex 1225 (Ignite); needs 6, rolls 7: Hits! Needs 9+ to ignite, rolls 7: Hex Fails to Ignite!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Fire Javelin JVN-10F (Pirates); needs 9, rolls 8: Misses!
-Fires LRM-5 at Fire Javelin JVN-10F (Pirates); needs 9, rolls 7: Misses!

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 11: Hits Right Leg! Fire Javelin JVN-10F (Pirates) takes 5 damage to Right Leg, 0/13 Armour, 6/7 Structure remaining. Critical Chance!
--Critical Chance in Right Leg! No Critical Hits sustained.
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 5: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 3: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 11, rolls 8: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 11, rolls 3: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Vindicator VND-1R (Pirates); needs 10, rolls 7: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 6: Misses!
-Fires LRM-10 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 6: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!
-Fires Medium Laser at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 3: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 8: Misses!
-Fires SRM-4 at Assassin ASN (Creed) (ACE) (Pirates); needs 9, rolls 9: 3 Missiles Hit! Assassin ASN (Creed) (ACE) (Pirates) takes 2 damage to Right Torso (8/10 Structure remaining (Critical Chance!)), Left Torso (Section Destroyed!) and Right Torso (6/10 Structure remaining (Critical Chance!).
--Critical Chance in Right Torso! No Critical Hits sustained.
--Critical Chance in Right Torso! One Critical Hit sustained! Heat Sink Hit!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 7: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 12: Hits Right Torso! Fire Javelin JVN-10F (Pirates) takes 5 damage to Right Torso, 2/7 Structure remaining. Critical Chance!
--Critical Chance in Right Torso! One Critical Hit sustained! Heat Sink Hit!
-Fires Small Laser at Fire Javelin JVN-10F (Pirates); needs 12, rolls 2: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Whitworth WTH-1 (Pirates); needs 6, rolls 3: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 6, rolls 5: Misses!
-Fires Medium Laser at Whitworth WTH-1 (Pirates); needs 6, rolls 9: Hits Rear Right Torso! Whitworth WTH-1 (Pirates) takes 5 damage to Rear Right Torso, 1/6 Armour remaining.
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 6, rolls 6: Hits Rear Left Torso! Whitworth WTH-1 (Pirates) takes 2 damage to Rear Left Torso, 0/6 Armour, 9/10 Structure remaining. Critical Chance!
--Critical Chance in Left Torso! One Critical Hit sustained! LRM-10 Hit!
-Fires Machine Gun at Whitworth WTH-1 (Pirates); needs 6, rolls 7: Hits Rear Left Torso! Whitworth WTH-1 (Pirates) takes 2 damage to Rear Left Torso, 7/10 Structure remaining. Critical Chance!
--Critical Chance in Left Torso! One Critical Hit sustained! LRM-10 Hit!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 9, rolls 9: Hits Left Arm! Shadow Hawk SHD-2K (Player) takes 5 damage to Left Arm, 0/16 Armour, 6/9 Structure remaining. Critical Chance!
--Critical Chance in Left Arm! One Critical Hit sustained! Hand Actuator Hit!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 9, rolls 5: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 9, rolls 9: 2 Missiles Hit! Shadow Hawk SHD-2K (Player) takes 2 damage to Left Arm (4/9 Structure remaining (Critical Chance!)) and Right Arm (0/16 Armour, 8/9 Structure remaining (Critical Chance!)).
--Critical Chance in Left Arm! No Critical Hits sustained.
--Critical Chance in Right Arm! No Critical Hits sustained.
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 9, rolls 6: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 9, rolls 4: Misses!
-Fires SRM-2 at Shadow Hawk SHD-2K (Player); needs 9, rolls 6: Misses!

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Large Laser at Griffin GRF-1N (Allied); needs 11, rolls 12: Hits Right Torso! Griffin GRF-1N (Allied) takes 8 damage to Right Torso, 12/20 Armour remaining.

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 4: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 8: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 5: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 4: Misses!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires PPC at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 8: Misses!
-Fires LRM-5 at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 8: 1 Missile Hits! Centurion CN9-AL (Silver Phantoms) takes 1 damage to Right Torso, 9/17 Armour remaining.

Weapons fire for Whitworth WTH-1 (Pirates):
-Holds fire!



Physical attacks for Phoenix Hawk PXH-1 (Silver Phantoms):
-Kicks Whitworth WTH-1 (Pirates); needs 5, rolls 8: Hits Rear Left Torso! Whitworth WTH-1 (Pirates) takes 9 damage to Rear Left Torso, 0/10 Structure remaining. Left Torso Destroyed! Left Arm Blown Off! 2 damage transfers to Rear Centre Torso, 5/7 Armour remaining.

Physical attacks for Assassin ASN (Creed) (ACE) (Pirates):
-Kicks Shadow Hawk SHD-2K (Player); needs 7, rolls 6: Misses!

--

Piloting checks for Assassin ASN (Creed) (ACE) (Pirates):
-Missed a Kick: needs 5, rolls 10: Succeeds!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 9 heat, sinks 9 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 12 heat, sinks 12 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 11 heat, sinks 11 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 13 heat, sinks 12 heat and is now at 1 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 12 heat, sinks 12 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 14 heat, sinks 10 heat and is now at 6 heat. Overheating!

--

Assassin ASN (Creed) (ACE) (Pirates) gains 13 heat, sinks 11 heat and is now at 3 heat.

Guillotine GLT-4L (Pirates) gains 10 heat, sinks 13 heat and is now at 0 heat.

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 11 heat and is now at 5 heat. Overheating!

Vindicator VND-1R (Pirates) gains 11 heat, sinks 12 heat and is now at 3 heat.

Whitworth WTH-1 (Pirates) gains 2 heat, sinks 4 heat and is now at 0 heat.



Griffin GRF-1N (Allied) is planning on jumping to Hex 2330 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1735 next turn.



Whitworth WTH-1 (Pirates) flees the battlefield!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Tuesday 21st 9:00PM GMT.

Scintilla fucked around with this message at 17:35 on May 19, 2024

Gwaihir
Dec 8, 2009
Hair Elf
Mason and his prowler continue to be MVP!

I'm going to jump in to heavy woods and just make myself as hard to hit as possible, luckily my arms are completely ablative in this bucket.

anakha
Sep 16, 2009


Treb

Can we hire Voyce after this mission? Motherfucker took out the Rifleman and now just crippled the Assassin; there's no way he's not Allied MVP after this.

Gwaihir, you're 3 internal structure away from getting mission-killed - good time to GTFO. I'll be reversing to 1535 as originally planned and sticking close to the Prowler until it can escape. Just two more turns after this!

Based on the fluff, it looks like the Assassin is disengaging, but in case it jumps to my rear, requesting Dachshundofdoom to include contingency firing orders for it since you're likely jumping into the -1 elevation woods.

E: VVV Nothing to worry about then, carry on.

anakha fucked around with this message at 18:37 on May 19, 2024

Gwaihir
Dec 8, 2009
Hair Elf
The assassin is down to only two jump jets, notably.

Holybat
Dec 22, 2006

I made this while you were asleep.
Going to run down to 2031 this next turn and start shooting at the Fire Javelin on the way out.

wedgekree
Feb 20, 2013
Nicely played breaking up the enemy formation.

Also approve idea of signing on the Allied MVP

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Just gonna hop to 0732 and continue south via that way on ensuing turns. No need to risk losing the PPC arm entirely or taking any more internal damage.

biosterous
Feb 23, 2013




i'm hoping the PXH manages to hit the low odds and set of the vindicator's ammo. would be loving hilarious if 2/3 of the stolen mechs get blown up basically the first turn that someone really tries shooting them

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Shockingly, piloting two thirds of a war machine into combat gives less than ideal results. I'm not like a fight-ologist or nothin but I think usually you want a whole one, or else to avoid the entire battle. :pseudo:

Then again, Mason has been tearing through motherfuckers in his half-pint little car, so who can say what the dice will reward?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Akratic Method posted:

Shockingly, piloting two thirds of a war machine into combat gives less than ideal results. I'm not like a fight-ologist or nothin but I think usually you want a whole one, or else to avoid the entire battle. :pseudo:

Then again, Mason has been tearing through motherfuckers in his half-pint little car, so who can say what the dice will reward?

To be fair, that's better than the 0 stolen war machines + their existing forces that already ate a few missiles.

Looking forward to the inevitable Goon Lance + Redemption Arc Minor Prince Lance team up to put the beat down on these guys next mission. It would be the absolute best way to solidify him and his as an actually competent defense force. Our client will have a glimmer of pride in his eyes at how much his idiot failson has grown :3:

Volmarias fucked around with this message at 22:43 on May 21, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Ah poo poo sorry all I got called in to work on an emergency shift I just barely got home I didn't have any chance to get orders in

anakha
Sep 16, 2009


Go ahead and send your orders in regardless. Scintilla's been pretty flexible with us in the past.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Holybat posted:

Ah poo poo sorry all I got called in to work on an emergency shift I just barely got home I didn't have any chance to get orders in

No worries. I've already run the turn, but nothing bad happened to the Wolverine. I just moved it to 2031 and fired everything except the SRM-6 at the Fire Javelin.


anakha posted:

Go ahead and send your orders in regardless. Scintilla's been pretty flexible with us in the past.

I am sympathetic when stuff like late shifts and such happen. I'm also aware that this mission has started to drag on (over two months now!) and some players might be starting to flag a bit.

Holybat
Dec 22, 2006

I made this while you were asleep.
Hey, thanks I appreciate it Scintilla!

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 18

“They’re breaking off!” Alexander crowed as the Fire Javelin stumbled down the reverse of the hill, trailing smoke and vaporised coolant. The remains of its right side smouldered gently on the snowy ground, hewn from the main body by Jenna’s Large Laser. The cloud of greenish-grey haze hung in the air for a moment longer before being dispersed by an errant gust of northerly wind. Further to the north the Assassin had also begun an expeditious retreat, bombarding nearby woodland with incendiary missiles in a clear effort to screen its withdrawal.

The withdrawals were excellent news, because Alexander’s ammo bins were almost dry. His Trebuchet’s systems warned him that he only had enough missiles left for three volleys of standard SRMs and one volley of infernos. It wouldn’t be long before he had to rely on his brace of Medium Lasers to keep fighting.

“We’re nearly there!” Jenna announced confidently. “Half a minute more and we’ll be home free. Master Voyce, are you ready to withdraw?”

“Sure am!” Voyce chirped. “It’s been an adventure, Jimmies and Janes! Mah grannkids prolly won’t believe me when ah tell ‘em. Can’t say ah blame ‘em, though - frankly, ah hardly believe it mahself!”



Prowler MTV (Snow) (Allied) turned while flanking on pavement (Hex 1834); must pass a piloting test to avoid skidding out of control! Needs 5, rolls 6: Succeeds!





Weapons fire for Gladiator GLD-4R (Player):
-Holds fire!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 5: Misses!
-Fires LRM-5 at Assassin ASN (Creed) (ACE) (Pirates); needs 11, rolls 7: Misses!

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 12, rolls 7: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 12, rolls 3: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 12, rolls 9: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 12, rolls 9: Misses!
-Fires SRM-6 (Inferno) at Fire Javelin JVN-10F (Pirates); needs 12, rolls 10: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 9, rolls 10: Hits Right Torso! Fire Javelin JVN-10F (Pirates) takes 8 damage to Right Torso, 0/7 Structure remaining. Right Torso Destroyed! Right Arm Blown Off! 6 damage transfers to Centre Torso, 4/15 Armour remaining.
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 8: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 8: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Fire Javelin JVN-10F (Pirates); needs 11, rolls 9: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Holds fire!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 8, rolls 4: Misses!
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 8, rolls 2: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Medium Laser at Vindicator VND-1R (Pirates); needs 9, rolls 5: Misses!
-Fires Medium Laser at Vindicator VND-1R (Pirates); needs 9, rolls 7: Misses!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires SRM-2 (Inferno) at Hex 2428 (Ignite); needs 4, rolls 7: 1 Missile Hits! Hex Automatically Ignites due to Inferno Weapon!
-Fires SRM-2 (Inferno) at Hex 2228 (Ignite); needs 3, rolls 8: 1 Missile Hits! Hex Automatically Ignites due to Inferno Weapon!
-Fires SRM-2 (Inferno) at Hex 2029 (Ignite); needs 3, rolls 2: Misses!

Weapons fire for Guillotine GLT-4L (Pirates):
-Fires Large Laser at Gladiator GLD-4R (Player); needs 12, rolls 7: Misses!

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 8: Hits Right Arm! Centurion CN9-AL (Silver Phantoms) takes 5 damage to Right Arm, 7/16 Armour remaining.
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 3: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 10: Hits Left Torso! Centurion CN9-AL (Silver Phantoms) takes 5 damage to Left Torso, 5/12 Structure remaining. Critical Chance!
--Critical Chance in Left Torso! Two Critical Hits sustained! LRM-10 Hit! LRM-10 Ammo Hit! Luckily the bin is empty…
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 3: Misses!

Weapons fire for Vindicator VND-1R (Pirates):
-Fires PPC at Centurion CN9-AL (Silver Phantoms); needs 11, rolls 5: Misses!
-Fires LRM-5 at Centurion CN9-AL (Silver Phantoms); needs 8, rolls 5: Misses!



No melee attacks this turn!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 3 heat, sinks 3 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 13 heat, sinks 13 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 16 heat, sinks 16 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 14 heat, sinks 14 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 13 heat, sinks 12 heat and is now at 2 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 11 heat, sinks 11 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 6 heat, sinks 10 heat and is now at 2 heat.

--

Assassin ASN (Creed) (ACE) (Pirates) gains 6 heat, sinks 9 heat and is now at 0 heat.

Guillotine GLT-4L (Pirates) gains 8 heat, sinks 8 heat and is now at 0 heat.

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 10 heat and is now at 11 heat. Overheating!

Vindicator VND-1R (Pirates) gains 11 heat, sinks 12 heat and is now at 2 heat.



Griffin GRF-1N (Allied) is planning on running to Hex 1733 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1138 next turn.



Fire Javelin JVN-10F (Pirates) flees the battlefield!



Player Status


Ally Status


Enemy Status


Pirates Status


Special Abilities:
-Hopping Jack: Pilot suffers a +2 penalty when firing after jumping instead of +3.
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Melee Specialist: The pilot gains a -1 bonus to hit in melee and deals 1 extra point of damage with melee attacks.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Rock Solid: Homebrew SPA. Mechs piloted by this unit are treated as though they have the ‘Stable’ quirk, granting them a -2 bonus against melee knockdowns.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Ammo Feed Problems: A flawed ammunition feed may result in the weapon jamming or a round exploding inside the chamber.
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Barrel Fists: A mech with no hands may punch without suffering the usual +1 penalty.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Difficult Ejection: Mechwarriors are at a greater risk of injury while ejecting.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Cooling Jacket: The weapon generates 1 less heat than usual.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Misrepaired Weapon: A shoddy repair job means the weapon in question suffers a +1 accuracy penalty.
-Stable: Grants a -2 bonus when a piloting check is forced as a result of physical attacks.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. (Complete!)
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (30/30) (50,000 C-Bill Reward) (Complete!)
Objective B: Facilitate the arrest of at least 60 auctiongoers (60/60) (100,000 C-Bill Reward) (Complete!)
Objective C: Facilitate the arrest of all 100 auctiongoers (100/100) (150,000 C-Bill Reward) (Complete!)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Saturday 25th 9:00PM GMT.

Gwaihir
Dec 8, 2009
Hair Elf
All right all right all right!

Looks like we're home free now. The only things with speed are gone and nothing else can catch our even shoot us.

ilmucche
Mar 16, 2016

What did you say the strategy was?
Empty ammo bin hit :stonk:

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

ilmucche posted:

Empty ammo bin hit :stonk:

Yeah seriously :stonklol:

anakha
Sep 16, 2009


Gonna put in orders now to run to 1338. That should put both remaining OpFor Mechs at 11s to hit me.

Good thing the thread convinced me to carry two tons of ammo or I would have run dry halfway through this mission. :sweatdrop:

Gwaihir
Dec 8, 2009
Hair Elf
To be fair this is definitely an outlier in terms of mission length as far as ammo requirements go. It's very rare to have this many turns of shots worth taking with ammo weapons.

Usually even if a game goes for 15 turns, you might only fire off an ammo using weapon half of those, because you'd need 12s to hit, are managing heat, doing have range, etc.

I think this is actually a very rare platonic ideal of a battletech mission, where there hasn't been a swingy blowout on either side, just a slow whittling down of constant trades and accumulated damage while we play an objective other than "just kill everything"

As incredibly frustrating and annoying as I find playing bad stock mechs with 3025 tech with regular 4/5 pilots, it does lend itself to this type of balance easier than other eras.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Gwaihir posted:


I think this is actually a very rare platonic ideal of a battletech mission, where there hasn't been a swingy blowout on either side, just a slow whittling down of constant trades and accumulated damage while we play an objective other than "just kill everything"


:hmmyes:

Octatonic
Sep 7, 2010

Captain Foo posted:

Yeah seriously :stonklol:

Fortune seriously smiling on that Centurion

aniviron
Sep 11, 2014

Wouldn't call it fortune, the pilot dumped that ammo quite a long time ago for just this reason. Smart piloting, really.

Gwaihir posted:

I think this is actually a very rare platonic ideal of a battletech mission, where there hasn't been a swingy blowout on either side, just a slow whittling down of constant trades and accumulated damage while we play an objective other than "just kill everything"

As incredibly frustrating and annoying as I find playing bad stock mechs with 3025 tech with regular 4/5 pilots, it does lend itself to this type of balance easier than other eras.

Some of it's definitely down to luck, but yeah it's kinda painful to watch the entire lance plus allies all fire and hit a single weapon shot for the turn. It was a good hit, but man it's been a slow grind.

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Otter Madness
Jan 4, 2014
I would say some of it is the open map as well. It's a lot easier to open distance and get good move mods here vs the city map of the last mission. The layers best TH was a 9 last round lol.

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