Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
"[RIBBITS AFFIRMATIVELY]"
>1S, turn W, 3W, turn N, 2N, turn W, melee barricade with 5 Movement, stomp barricade if it remains leaving at least 2 Movement points left, 2W.
>If at any point my path intersects with an enemy vehicle, stop and use all remaining movement points on a melee attack, then on a stomp, prioritizing targets with shields.
>When done, having attacked or not, drop smoke on myself.
Mon Oct 14, 2019 1:44 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Turn CW, jump jet to high altitude, move E over the train. Fire on any armored targets located with the SABRE and infantry with the electrolasers (that is, reaction fire W).
Tue Oct 15, 2019 8:21 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Updated/New Units encountered:
Powered Armour "A few plates of composite armour and some simple hydraulics give the illusion of surivability to the poor sod encased within, and to add insult to injury they're not much better armed than a normal Trooper." Health: 40 Armament: - 40mm Cannon [APHE] [40pen/40damage] - AP Plasrifle [1pen/5damage/10heat]
Vinbero "A rather lightwieght APC, capable of increasing the mobility of infantry, but severely lacking in firepower and protection." Tank - [Drift Chassis] - [If unit has moved at least 2 tiles forwards in a straight line, it may perform a "Drift" where it moves forwards and then turns at a cost of 1 mobility] [only usable if not carrying any infantry] - [Transport Capability] - [Can carry up to 12 Troopers, 4 powered Armour or 2 Powersuits] Chassis Internals: 145/145 Mobility: 6 Armour - 45(F) 36(S) (30) Thickness - 300 Durability Hardshield - 16 Thickness - 96/96 Durability Weapons 8mm Machinegun (Turreted) 30mm Autocannon (Turreted) - SKEP [45pen, 15damage]
Juggler "Originally a police issue riot control walker, the military version swaps out tear gas canisters for HEAT grenades, potentially useful as a light fire support vehicle, but a deathtrap in a head on fight." Walker Chassis Internals: 190/190 Mobility: 5 Armour - 48 (40) Thickness - 400 Durability Hardshield - 20 Thickness - 120/120 Durability Weapons 30mm Canister-shot (coaxial) 50mm Grenade Launcher (behaves like a 3 shot Howitzer) - HEAT [60pen, 20damage] 50mm Grenade Launcher (behaves like a 3 shot Howitzer) - HEAT [60pen, 20damage]
Prong "The bane of light vehicles, the Prong is known for its solid mobility and ability to utterly shred lightly armoured targets." Walker - [Stabilized Hull] Chassis Internals: 340/340 Mobility: 6 Armour - 84 (70) Thickness - 700 Durability Hardshield - 30 Thickness - 180/180 Durability Systems 12MW Generator Single Kinetic Turret APS Weapons 8mm Machinegun (coaxial) 60mm Railgun - Penetrator [114pen, 42damage] 36mm Rail Repeater - Cluster [Five, 21.6pen, 10.8damage shots]
Orbital scans of this district show there to be stacks of shipping containers, mainly to the west, a large fuel storage tank to the north, military garrisons to the south east and north west, the northwestern one housing an Anti-Orbital gun. Objectives in this district: - Destroy Anti-Orbital Weapons Emplacement. - Leave District through Eastern Exit.[Pre-requisite Incomplete]
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [150/150] Smoke Discharger - [Smoke] Ammo [10]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [0 Heat] - [180mm Penetrator] Ammo [10] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Giving a shout to Frog "Hey Frog, can I get an escort over to the southwest corner? I can probably pop that gun from there." which he promptly agrees to and rushed ahead to clear a path, you follow behind as best you can, keeping an eye on your spotter drone, but seeing nothing on it yet.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [420] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [69] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
Rolling up you look around for anyone to burn, no-one showing up you let out a burst of flame at the nearby train. [Heavy Flamethrower] 80+20:100 - 90 80 8 1 Much to your displeasure the flames don't stick to it let alone do any appreciable damage, and just roll off the armoured cabin.
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 [242] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [64] [20/40]
Turning yourself around you punch your Jump Jets and at the peak of your ascent you trigger your Turbines, you come to a stop with a commanding view ovver most of the district, yeah that's more like it. Scanning to the West you spot a Walker and some Troopers, centering your aim on the walker you squeeze the trigger. [70mm SABRE Chaingun] 80+50+10:100 - 89 65 15 11 4 24 100 60 72 26 Your fire hits the walker dead on, popping its shield in no time before riddling it with holes, the only identifiable remnant being some twisted hydralics. The big one taken care of, you switch targets to your Electrolasers and unload on the infantry. [Quintuple AP Electrolasers] 80+50+10-20:100 - 45 97 84 13 91 53 24 56 71 56 60 15 91 24 26 59 88 66 30 81 34 60 16 58 59 33 95 12 22 95 60 59 55 51 77 5 11 65 26 14 98 93 74 52 22 97 99 39 58 29 And after your Electrolasers finish cycling, there's nothing left of them but charred scorch marks on the ground. Taking a moment ot check the rest of the district you spot a not inconsiderable number of hostiles, and as nice as it is to have the high ground it might be a good idea to drop back to the ground.
[note: jumping up with your jumpjets doesn't cost mobility, it's the landing that has the mobility cost associated]
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]
Moving away from the train you start creeping forwards eyes out for anything to fire on, but nothing shows up even as you come to a halt not far behind Crispr as he tries to burn the nearby train.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Joining Thunder as he moves behind the trains you take up position behind him and scan for hostiles, but your sight-lines are clear, for now.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Striding ahead you drop down to a kneel, and ready the Anthill for any hostiles, but they don't play nice, and stay hidden from your view.
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 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]
Systems Smoke Discharger - [Smoke] Ammo [49] Twin Laser Turret APS
Grunting affirmatively to Thunder, you start rushing around the back of the trains, rounding the corner you swing your armature out and smash the barricade to pieces as you pass, finishing up by dropping some smoke to conceal yourself.
---- Enemies ----
Juggler #1 - Shield Up - Armour Unamaged
Prong #1 - Shield Up - Armour Unamaged
Prong #2 - Shield Up - Armour Unamaged
Vinbero #1 - Shield Up - Armour Unamaged
Vinbero #2 - Shield Up - Armour Unamaged
Vinbero #3 - Shield Up - Armour Unamaged
Last edited by Amazigh on Sun Oct 20, 2019 2:31 am, edited 4 times in total.
Wed Oct 16, 2019 1:23 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 2N tW 5W tN
Last edited by DSMK2 on Wed Oct 16, 2019 3:02 am, edited 1 time in total.
Wed Oct 16, 2019 1:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Nice, Kettlehead. Area's mostly clear. Nothing on the west side unless it's in the blast radius of that gun. I'll peg it in a moment, everyone get ready to move." > 2N, Turn W, 4W.
Wed Oct 16, 2019 1:47 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> tW WW tN S, using the train engine as cover from the west. Low Deora the APC, then fire my incendiary cannon to observe its effects. Use my flamers on any remaining infantry.
Last edited by CrazyMLC on Wed Oct 16, 2019 10:28 pm, edited 5 times in total.
Wed Oct 16, 2019 1:51 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Hug the East wall of my current tile. Reaction fire any enemies that come into view (Face North)
Last edited by CaveCricket48 on Wed Oct 16, 2019 1:10 pm, edited 2 times in total.
Wed Oct 16, 2019 2:52 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
"I'm surprised it's so quiet."
>Flick a missile at the NE Juggler. Turn CCW, 3W, see if I can get a look inside the orbital gun stronghold.
Wed Oct 16, 2019 2:58 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Move 2xE, turn to N, move 15N
>If any enemy tanks are within 1 tile of my route, move to their tile, then do a punch and kick, using up all mobility except 1. If enemy is still operational after attack, reverse 1 tile back into route.
>Lay down smoke at my ending position.
Wed Oct 16, 2019 3:31 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Sidestep 2E, move 1S, Full power sonic blast directly East. 3 area attacks on the walker supported squad north with the micro missile pod.
"Open your mouths a little guys, don't want to rattle your teeth out."
Wed Oct 16, 2019 9:10 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Updated/New Units encountered:
Restada "A Light tank mounting a Plasma weapon and light shielding, a somewhat questionable design, but someone high up in ANS command is fighting to keep it in service." Tank Chassis Internals: 188/188 Mobility: 6 Armour - 72(F) 57.6(S) (48) Thickness - 480 Durability Hardshield - 16 Thickness - 96/96 Durability Systems 8MW Generator Weapons 8mm Machinegun (Hull Mounted) 8MW Plasgun (Stabilised) [16pen, 48damage, 48thermal]
Sumat "One of many versions of the standard Main Battle Tank concept encountered in the colonies, although somewhat lightweight it's notable as being a solid dependable design, but nothing that breaks the mold." Tank Chassis Internals: 210/210 Mobility: 4 Armour - 126(F) 100.8(S) (84) Thickness - 840 Durability Systems Discharger APS [6] Weapons AP Beam Laser (Turreted) 100mm Cannon (Turreted, Stabilised) - APHE [100pen, 100damage]
Orbital scans of this district show there to be stacks of shipping containers, mainly to the west, a large fuel storage tank to the north, military garrisons to the south east and north west, the northwestern one housing an Anti-Orbital gun. Objectives in this district: - Destroy Anti-Orbital Weapons Emplacement. - Leave District through Eastern Exit.[Pre-requisite Incomplete]
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [150/150] Smoke Discharger - [Smoke] Ammo [10]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [0 Heat] - [180mm Penetrator] Ammo [10] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
"Nice, Kettlehead. Area's mostly clear. Nothing on the west side unless it's in the blast radius of that gun. I'll peg it in a moment, everyone get ready to move." Calling out a warning to your allies, you keep moving to get into position, plowing through Frogs smoke cloud as you go.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [410] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [68] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
Moving round to take up a position by the next train over you center your reticule on the APC and launch some Deora at it. [Ag Caoineadh Iarainn] 80+20-35:65 - 85 [Scatter] 6(S) Your shots land short barely missing your target, tch shoulda had the damn thing stabilised. Ignoring the miss you decide experiments can wait and fire your Dorn Lasair at the APC. [Dorn Lasair] 80+20-5:95 - 72 It lands a direct hit, shattering the things flimsy shield before detonating and engulfing the APC and surrounding infantry in flames. Seeing the other infantry still standing you adjust and unleash your Heavy Flamethrower on them. [Heavy Flamethrower] 80+20:100 - 63 37 10 86 The flames engulf the Troopers, they writhe in agony for a few moments before the sheer heat of the flames overcomes them and they drop to the floor, burning lumps of meat.
[Scatter is rolled on a D8, starts with 1 being north-west and cycles around clockwise] [The Dorn Lasair will roll on a D9, with 9 being a hit to the same tile with just the AoE] [When a weapon scatters more than once, any later rolls will treat any result that'd have it return to the original target tile as scattering to the same spot.]
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 [242] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
"I'm surprised it's so quiet." Wondering aloud about how the locals seem rather sedate, for people in the middle of an invasion you turn and launch a missile at the Juggler to the north east. [Backstop] 80+50+10:100 - 50 It streaks out, bursting into a cloud of vapour before detonating, the target shill has shields up after the impact but the troopers are definitely dealt with. Moving to get a view into the Compound to the north you spot a few tanks, one light and a pair of MBTs, you forget the local names but you doubt they're anything special. They proceed to power out of the base tracking their guns left and right for a target, maybe they didn't think to look up?
[Will Land at start of next turn]
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]
Repositioning over next to the train, you keep an eye north, but nothing shows its face, what with the others dishing out a real beating.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Continuing to follow along with Thunder you move up and take a position just in front of him, keeping an eye out for any hostiles, but there are none to be seen.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Walking around the Train you brace yourself as you charge up the Marú Anála. "Open your mouths a little guys, don't want to rattle your teeth out." And with a Thump that you feel deep in your chest you fire it. The barriacades directly in front of you are completely pulverised by the blast, and the Garrison wall doesn't really look all that well off but still somewhat intact. Turning your attention north you fire your anthill at the enemies to your north. [Anthill] 80-35:45 - 24 20 36 Combined with Kettleheads missile, your shots annhiliate the Troopers, but the juggler remains intact, with its shields still up. At which it turns and fires a barrage of grenades at you. [50mm Grenades] 80-20:60 - 8513 38 259659 [Discharger APS] 100/80/60/40 - 30916041 Your Discharger goes off, taking down a couple of them, but two make it through and detonate on your shield, doing rather minimal damage to it. You then take ag lance back at the garrison wall for it to suddenly collapse, revealing all the of the Garrisons occupants, with shields depleted and so thoroughly shaken by the blast they don't seem to notice you.
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 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]
Systems Smoke Discharger - [Smoke] Ammo [48] Twin Laser Turret APS
Leaving your smoke and sprinting up the length of the district you keep your eyes on the swivel, checking for enemies as you go, but all you catch a glimpse of are some startled troopers as you rush past the garrison gate, coming to a stop at the district wall you pop some more smoke to keep yourself out of sight.
---- Enemies ----
Juggler #1 - Shield Up - Armour Undamaged
Prong #1 - Shield Down - Armour Undamaged
Prong #2 - Shield Up - Armour Undamaged
Vinbero #1 - Shield Down - Armour Undamaged(Heat)
Vinbero #2 - Shield Down - Armour Undamaged
Vinbero #3 - Shield Down - Armour Undamaged
Sumat #1 - Armour Undamaged
Sumat #2 - Armour Undamaged
Restada #1 - Shield Up - Armour Undamaged
Wed Oct 16, 2019 10:54 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Low Deora the Vinebro. This time, with feeling.
Last edited by CrazyMLC on Wed Oct 16, 2019 11:59 pm, edited 3 times in total.
Wed Oct 16, 2019 11:06 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Boom." > 1W and past the freight so I have a clear shot, then 99 energy Overcharge shot with Penetrator ammo at the orbital gun. Then 4E, Turn N, 1N.
Wed Oct 16, 2019 11:15 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Turn E, Move 3E, Bring sonic death to the East, Saturation launch 2 on the norther Vinbero and 1 on the southern, turn N, move N, kick the prong. "This! Is! .........what planet are we on again guys?"
Wed Oct 16, 2019 11:22 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> tE 4E tN 1N Shoot Sumat #2 with plasgun tW 1W "Awww baby!"
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