Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Restada is the lowest threat. Bramble can chase, Slingers have HE missiles so they could cause problems for our smoke later."
Fri Aug 21, 2020 10:30 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
Move 4 East
Cannon/machinegun/drones to fire at anything within line of sight.
Mon Aug 24, 2020 1:05 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>2N
>5 Mobi punch Slinger
>Turn E, 2 E
>Max mobi kick Slinger
>Smoke self
Thu Sep 03, 2020 6:53 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Fire both the SABRE and Backstop at the W Slinger in U1, taking clear not to dump my weapons when Frog is punching it. ESSSWW to end on V8, reaction fire NW with electrolasers for stray infantry coming through the debris gaps.
Thu Sep 03, 2020 7:59 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Thunder calls out, trying to keep the team on mission "Crispr, Kettlehead, unload on this group, then back South. We can't waste too much time on these guys, there's Fivers to kill and more enemies on the way." He pauses for a moment to open a line to Mylan "Hey Mylan, got anything left aside from those powersuit killers?" Mylan replies with something of a bitter tone to his voice "Just small arms, I wasn't planning on dealing with Armour." Crispr then replies to Thunder "Consider leaving behind the Slingers; they are slow, pathetic machines. The only threat they pose is to our time." Thunders responds, giving his assesment of threats. "Restada is the lowest threat. Bramble can chase, Slingers have HE missiles so they could cause problems for our smoke later."
Five icons representing Sumats pop into view on the tacmap pushing on Contingent Three, three of them rapidly blink out, but there's still a decent number of hostiles pushing on them, at which point Screens voice comes over the radio with a background noise of weapons fire "They have mortars firing on us. Shouldn't be a huge issue once we deal with these guys, but you should be on the lookout."
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district show it to be a relatively small spaceport with two landing pads, there are a selection of logistics buildings scattered throughout the maze of containers that composes most of the district, but there are also Military garrisons in the south eastern and south western corners.
- Destroy enemy AAA units. - Board Orbital Hauler for Extraction.[Pre-requisite Incomplete]
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not receive any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Switching to the other Bramble, you let Crispr start softening it up and then fire a charged shot with your Railgun. [180mm Railgun] 80+50-5:100 - 85 76 55 47 56 The shot plows into its shield dropping it, and leaving it wide open for Crispr to utterly demolish. You then pull south while scanning for infantry.
CrazyMLC - Crispr - EMP Recharge:3
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 [4] (fire if over 50mm) Discharger APS [2] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [200] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [45] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Centering aim on one of the Brambles you have a go at softening up its shields. [EMP Emitter] 80+20:100 - 33 [Heavy Flamethrower] 80+20:100 - 55 15 15 95 Your shots land, cracking its shield, and wearing into it, which Thunder makes full advantage of and shatters the shield with his Railgun. Wanting to make sure you finish it off, you give it a full combo from your weapons. [Ag Caoineadh Iarainn] 80+20:100 - 74 [Dorn Lasair] 80+20:100 - 70 It survives about as well as you'd expect something with no smartplate to, that is as little more than a barely identifiable shower of shrapnel scattered across the asphalt. You then pull around the building, keeping your front towards the enemies you're leaving in case they try to follow.
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 [12] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [41] [20/40]
Centering aim on one of the Walkers you wait for Frog to drop its shielding before opening up on it. [70mm SABRE Chaingun] 80+50+10:100 - 13 6 52 17 44 78 58 95 59 85 [50mm "Backstop" Missile] 80+50+10:100 - 12 Your SABRE chews a hole through its armour that you missile finds, the resulting explosion reduces it to scrap, seeing your target taken care of you pull back around the buildings, setting your Electrolasers to scan for possible infantry you look over to your Ammo readout and frown, running low on APHE gonna have to swap to another feed all too soon.
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]
Pulling back, you scan the area checking all angles for hostiles, but you can't see any, seems this area might be clear.
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]
Figuring you'll not be needed up north, you start pulling west, joining back up with the others.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 120/90 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile] - [Hardshield Degradation] [The rapid repeated overcharging and draining of your shield emitters has damaged them somewhat, lowering overall performance]
Bursting out of your smoke you rush up to the Walker to your front, and deliver a punch that shatters its shielding, moving on quickly to allow Kettlehead to finish it off you move over to the other, and drive you foot into it with as much power as you can manage, it's shield bursts, and you foot continues on through to tear away chunk of armour. IT proceeds to stagger back away from you, firing off its weapons. [150mm Missile] 80+20-50-5/2:22 - 77 [30mm Chaingun] 80+20-50-5/2:22 - 3221 1745 416 17 1676 59 It manages to score a reasonable number of hits with its chaingun, dropping your shield and even scoring a hit on your armour, what is concerning though is how one of your shield emitters bursts in a shower of sparks, not all that surprising, shields generally aren't rated to be taken down repeatedly without maintenance after all.
---- Enemies ----
Bramble [W2?] - Shield Up (Cracked) - Hull Undamaged
Vinbero #3 - Shield Down - Armour Damaged
Restada [V2?] - Shield Up - Armour Undamaged
Ramat #1 - Shield Down - Armour Damaged
Ramat #2 - Shield Up - Armour Undamaged
Slinger [X1?] - Shield Down - Armour Damaged
Pony [J5] - Shield Down - Minor Armour Damage
Restada [K7] - Shield Down - Armour Undamaged
Restada [L7] - Shield Down - Armour Undamaged
Sumat [J6] - Armour Undamaged
Sumat [J7] - Armour Undamaged
Last edited by Amazigh on Sun Sep 06, 2020 1:26 am, edited 1 time in total.
Sun Sep 06, 2020 1:00 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
>S tW. High Deora J6. WW tS. Fire on anything that isn't friend-shaped.
Sun Sep 06, 2020 1:04 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 3 West, Turn South, Move 3 South, stay behind cover. Drones fire at will.
Sun Sep 06, 2020 1:29 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Smoke SW
>Turn W, 4W, turn S, 12S, ending at square S-13
>Keep watch for the southern fiver to show up
Tue Sep 15, 2020 3:39 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1W tS Reaction Turn for any enemies to the West 6S
Sun Sep 20, 2020 4:35 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Turn S, 4S and hug the corner so that I can't get shot by something around the corner. Set reaction fire on anything that comes out in front of me. "Crispr, can you head towards the other group and provide cover from the north for us? Help them out too. I don't want our exit compromised." > Also, open a private channel with just our group. "And everyone, keep an eye on the other group. The moment we drop the last Fiver, they'll lose the only thing keeping the last ship from taking off. Not saying they'll ditch us, but if they're smart they might ditch us."
Tue Sep 22, 2020 3:11 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
on the secure frequency Thunder opened: "No honor among thieves?"
WWSSSS. While crossing the gap, swap the SABRE APHE ammo for HEAT, send a Backstop missile at the Ramats skulking on E11, and reaction fire W on infantry/PA with electrolasers.
Tue Sep 22, 2020 6:25 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Probably more of 'they aren't paying me to die for you, and this ♥♥♥♥'s gotten too hot'."
Tue Sep 22, 2020 6:42 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
"Crispr, can you head towards the other group and provide cover from the north for us? Help them out too. I don't want our exit compromised." Thunder Barks out more orders as he fiddles with his comms unit, and finding the settings he wanted sends a transmission to just the Squad "And everyone, keep an eye on the other group. The moment we drop the last Fiver, they'll lose the only thing keeping the last ship from taking off. Not saying they'll ditch us, but if they're smart they might ditch us." After a moments pause Kettlehead sends back "No honor among thieves?" To which Thunder replies "Probably more of 'they aren't paying me to die for you, and this ♥♥♥♥'s gotten too hot'."
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district show it to be a relatively small spaceport with two landing pads, there are a selection of logistics buildings scattered throughout the maze of containers that composes most of the district, but there are also Military garrisons in the south eastern and south western corners.
- Destroy enemy AAA units. - Board Orbital Hauler for Extraction.[Pre-requisite Incomplete]
HKU - Thunder --!!STUNNED!!-- [-50% to hit and halved mobility this turn, -20% to hit next turn]
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not receive any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Turning around you push out past the container, only to take some fire. [20MW Plasgun] 80+20-25-5:70 - 22 A plasgun bolt splashes against your shield, but you keep going, and the Ramats proceed to fire on you. [76mm Autocannons] 80+20-25:75 - 9418 69 23 69 29 5788 Their fire eats through more of your shielding, but it holds and you skid to a stop just at the end of the stacks of containers, catching sight of the Powered Armour ahead, you bring your AP Laser around. [AP Pulse Laser] 80+50-50-15-20:45 - 90 6243 3889 94 5821 2266 You score a few hits but most go wide, at which it returns fire. [40mm Cannon] 80-25-10:45 - 56[/color] The shot goes well wide, no real surprise with them running away as fast as they can manage.
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 [4] (fire if over 50mm) Discharger APS [2] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [190] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [44] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Repositioning slightly you launch a barrage of Canisters to help cover your allies. [Ag Caoineadh Iarainn] 80+20-25:75 - 86 [Scatter] 4(East) You feel like your shot was slightly off, but it's going in the right direction at least. Back to the present you plow through the debris in front of you and round the corner and scan the arc you can view, and there, right down to the far south is the Fiver, so you give it a shell from your Dorn Lasair. [Dorn Lasair] 80+20-5:95 - 39 It scores a direct hit, the heat softening it up ready for some serious damage, at this a Bramble pokes itself out from between the containers and fires at you. [12MW Particle Lance] 80+20-15-10-20:55 - 72 The shot form its Particle Lance misses you though, what a mistake.
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) [HEAT] - [70mm APHE] Ammo [12] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [40] [20/40]
Cycling the ammo feed on your SABRE you fly out behind Thunder to let him take the enemy fire, and launch a missile at the pair of Tanks in the distance. [50mm "Backstop" Missile] 80+50-45:85 - 13 [Discharger APS] 100 - 79 You grimace as with your missile mid-flight you remember they have Dischargers, and just carry on taking up position a short distance behind Thunder, Only to have a Light tank fire at you from the far north. [8MW Plasgun] 80-10-15:55 - 58 But thankfully it's shot goes wide and misses, that would have done a real number on your shields.
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 forwards, you have your drones scan the area for hostiles, but nothing shows itself, guess this area might actually be clear after all.
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: [20/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Pulling around the corner you set your Reaction turn systems online, and as soon as you make it past the containers they trigger. [20MW Plasgun] 80+40-15-45:60 - 84 You brace in your seat as you spin to face a Sostenir and watch your plasma bolt go short and merely glass a chunk of concrete, quickly spinning yourself back on track you head south, and get as far as you can manage.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 120/90 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile] - [Hardshield Degradation] [The rapid repeated overcharging and draining of your shield emitters has damaged them somewhat, lowering overall performance]
Dropping smoke to give some cover to your movement you start heading to regroup with the others, only to take a volley of fire. [12MW Particle Lance] 80+20-5-25-50:20 - 74 [8MW Plasgun] 80-10-25:45 - 24 [50mm Rockets] 80+20-5-25-5-50:15 - 1273 6511291346 46 3513233 162 75 20 44 48 100 36 [Twin Laser Turret APS] 60 - 96 75 A few of the Rockets make contact and do some damage to your armour, but you sprint past and make it quite a distance away from them at least.
---- Enemies ----
Bramble [S5] - Shield Up - Hull Undamaged
Vinbero #3 - Shield Down - Armour Damaged
Restada [T3] - Shield Up - Armour Undamaged
Ramat #1 - Shield Down - Armour Damaged
Ramat #2 - Shield Up - Armour Undamaged
Slinger [X1?] - Shield Down - Armour Damaged
Sumat [J6] - Armour Undamaged
Sumat [J7] - Armour Undamaged
Sostenir [O10] - Shield Up - Armour Undamaged
Fiver [O20] - Minor Armour Damage - Heat
Last edited by Amazigh on Fri Sep 25, 2020 1:59 am, edited 1 time in total.
Fri Sep 25, 2020 1:48 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 4 West, open fire on any visible enemies with the appropriate weaponry.
If no enemies visible, Turn South, Move 1 South, Turn West. Fire on any visible enemies.
Fri Sep 25, 2020 1:54 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Flamer, Deora -> Lasair the Fiver. SS tW WWW.
Last edited by CrazyMLC on Tue Oct 06, 2020 6:17 pm, edited 2 times in total.
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