As a team you continue tearing through the Infantry facing you, but with the appearance of more hostile vehicles, it seems like they know you're here now and they'll be ready, so you're not gonna get many more chances to sneak up on them, unless you're pretty damn smart about it.
New Enemy units encountered:
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
ChassisInternals: 230/230
Mobility: 5
Sensors: 2
Armour- 48 (40) Thickness
- 400 Durability
Hardshield- 40 Thickness
- 160/160 Durability
Weapons30mm 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]
Orbital scans of this district show there to be stacks of shipping containers all across the district, a large fuel storage tank to the south, a distribution control center to the north, and a military garrison to the south east containing an Anti-Orbital gun.
Objectives in this district:- Destroy Anti-Orbital Weapons Emplacement.- Leave District through Western Exit. [Pre-requisite Incomplete]CaveCricket48 - DiscoYou rush ahead to keep pace with Swiss as he moves up, and as the pair of you round the corner you're met with a burst of fire from the squad of troopers just to your north.
[APS] 60 - 81 64 60 95 73Your APS whirrs to life and stabs out with a burst of pulses, but only manages to take out one of the rockets, but Swiss' Discharger swats another three out of the air with a blast of shrapnel.
TorrentHKU - RumbleYou drive forwards, with HALT zipping past you flying sideways, bloody agravs always being fancy.
Figuring that the Prong near the base would be a good target you plot the range and fire a barrage of canisters over the containers to land where you think it should be, with no way to confirm impact without any visuals, you just have to hope that you guessed right. Glancing up from your fire control systems you spot a Powered Armour and a pair of Troopers all the way over by the district wall, they have their backs turned to you and appear to be very interested in something on the wall.
TheKebbit - GazerYou fly forwards with your weapons at the ready to fire on anything that comes into view, hearing weapons fire ahead as your allies engage hostiles you keep your eyes glued to your scanner feeds just as a bunch of infantry round the corner of the large building ahead of you.
[Quad AP Plasgun Array] 80-25-35+50:70 - 5 69 35 31 52 71 37 81 45 78 56 33 36 13 72 96 100 67 16 87 45 73 63 34 11 34 69 63 31 16 67 12 40 20 3 43 44 84 68 30But your plasgun array opens up and obliterates all of the Troopers as well as the pair of Powered Armour that appear, moments later a pair of Walkers turn the corner, Jugglers if your memory serves correctly, and your XFEL takes a moment to track the lead unit, before firing.
[XFEL] 80-25-35+50:70 72Unfortunately the beam just fails to track the target sufficiently, and instead paints a scorch mark onto the district wall in the distance.
maart3n - ScipioYou take aim at the Powered Armor and fire off your Particle Lance.
[Particle Lance] 80-5:75 - 80The bolt of charged particles whizzes past them, screeching over their head, but unfortunately leaving them unscathed and they and the rest of their squad take the chance to scramble out of sight behind a stack of containers, you proceed to move up a little before opening up with your Pulse Laser on the other infantry you can see.
[AP Pulse Laser] 80-15:75 - 83 51 44 47 77 66 95 73 13 25Your fire takes out the remaining Troopers, but only a few pulses strike the Powered Armour, and while definitely worse for wear, they're still alive and proceed to open fire on you.
[50mm Rockets] 80-10-5:65 - 44 72 39 91
[Autocannon] 80-5:75 - 99 2 6 86
[Discharger APS] 80/60 - 30 42Your discharger detonates one of its charges, and takes out the inbound rockets, but a couple of autocannon shells strike your shield, dealing negligible damage.
DSMK2 - HALTYou take aim at the squad of Troopers and Fire your AP Laser.
[AP Laser] 80-50+50:80 - 82 43 62 44 42 14 54 17 39 9You scythe the beam across the entire squad, cutting down all of the Troopers, but merely scratching the Powered Armour, not wanting to let them fire back, you quicky slam your drive into action and dash west, most of the way down the stack of containers to keep pace with your allies.
CrazyMLC - SwissDeciding to ignore the infantry, you drive forwards, with Disco running up to catch up with you, Rounding the corner of the containers you suddenly spot a squad of infantry jut to your north, and they proceed to open up with a salvo of rockets and light autocannon fire.
[50mm Rockets] (Troopers+PA) 80-25-20:35 - 24 24 99 14 100 98 3 10
[Autocannon] (Powered Armour) 80-25:55 - 97 16 10 57
[Discharger APS] 80/60/40/20 - 50 80 24 10Discos APS takes down one of the rockets, before your discharger erupts and takes down another three, leaving only one to impact your shield alongside a pair of autocannon rounds.