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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

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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.

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