> Saturation attack the infantry with the micro missiles. Then move towards the exit. Dumb the charge from the capacitors into shields.
Sun Oct 20, 2019 4:05 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 1 North
PA Drones fire on the Vinebro
Turn East
Fire cannon on the Vinebro
Sun Oct 20, 2019 7:07 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>5E.
Sun Oct 20, 2019 8:25 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Move 2W, sidestep 3N, Move 3E for the exit
>Turn 2 times to face back towards the others, spend all remaining mobility doing the truffle shuffle
Sun Oct 20, 2019 8:42 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
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. - Complete - Leave District through Eastern Exit.
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: [85/150] Smoke Discharger - [Smoke] Ammo [10]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [27 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
You drive onwards, and swing your AP Pulse Laser to aim at the Vinbero, to see it a burning wreck thanks to Crispr and Baroque.
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 [400] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [67] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
Taking aim you fire off your EMP Emitter at the Prong. [EMP Emitter] 80+20:100 - 21 A bolt of energy arcs out and grounds itself through the Prong, causing it to lock up in place just before STOP punches a hole through it with his Plasgun, Switching targets you fire your Dorn Lasair at the Vinbero. [Dorn Lasair] 80+20:100 - 86 The shell scores a direct hit just as Baroques burst of shells hit, and it is reduced to a scattered pile of flaming debris. Grinning at the carnage you drive up closer to the Gate.
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 [232] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Leaving the enemies to the others, you keep flying on towards the gate.
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]
Figuring that you you may as well give these drones a go you pull out past the district wall and have them open up on the Vinbero. [30mm Rail Repeaters] 80-25+10:65 - 10049 637821 11 Their rounds punch through its armour, tearing apart the wheels on its left side and leaving it all but taken care of, not wanting to leave it to chance you turn and open up with your Autocannon. [150mm Autocannon] 80+50:100 - 86 81 57 60 The shells slam into the Vinbero, blowing it wide open for Crisprs shot to land right inside it and tears whats left of it to pieces.
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]
Centering your aim on the Prong you watch as it locks up from Crisprs EMP bolt, and then fire. [30MW Plasgun] 80+40:100 - 55 Your shot punches straight through the Prong, leaving a gaping hole in it before it promptly collapses into a heap. Turning your attention away from the wreck you drive onwards towards the gate.
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]
Swinging yourself around you fire off your Anthill into the infantry clustered around the gate. [Anthill] 80 - 64 11 12 The missiles streak down detonating among the Troopers, leaving them little more than some unfortunate stains on the asphalt. You then move on up towards the Gate as you dump charge from your capacitors into your shield, almost bringing them to full.
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 [47] Twin Laser Turret APS
Striding back out of what's left of the garrison you move up to the gate, and shuffle back and forth a bit, definitely testing the articulation of your leg unit, not trying to dance, no way.
---- ---- ----
You continue driving up to the gate, most of you taking care to cover any possible avenues of enemy advance, while Crispr tries setting fire to buildings with his flamethrower and Frog continues "Testing his legs". But you all make it there without any more enemies showing their faces. As Kettlehead joins the rest of you near the Gate it grinds open and you pass through it onto a link-road, little more than a narrow stretch of asphalt between two district walls.
It will take 8 turns worth of time for you to reach the next district, please detail anything you want to do on the journey (set shields to inactive for faster recharge/etc.)
Tue Oct 22, 2019 4:49 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Twiddle thumbs
Tue Oct 22, 2019 5:26 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> Continue.
Last edited by CrazyMLC on Wed Oct 23, 2019 6:09 pm, edited 1 time in total.
Tue Oct 22, 2019 6:32 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Once the capacitators fill up the first time test the sonic doom on a wall. Spend the rest of the time blasting dubstep to my colleagues.
Tue Oct 22, 2019 3:41 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Can I pick up communications from our UAT handlers/chatter from other mercenaries?
Tue Oct 22, 2019 5:20 pm
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Attempt to become a beyblade Continue on driving.
Wed Oct 23, 2019 12:17 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Drive circles around my pathetically slow companions
Wed Oct 23, 2019 12:38 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> Driiive. I should be good to be all refilled and topped off by the time we arrive.
Wed Oct 23, 2019 3:39 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Reaching the district gate it grinds open, and Thunders Spotter Drone shows you some Sumats guarding the hole blown in the wall, and a Juggler standing near some Powered Armours who appear to be trying to load some piles of wreckage onto transporter trucks.
Orbital scans of this district show it to be a dedicated military outpost, the Orbital gun Control-Hub is located at the far northern edge of the District, and the southern area has been heavily damaged by the first wave of contractors. - Destroy Orbital gun Control-Hub. - 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 [9] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
You just kick back and drive along glancing over to see your capacitors fill up and railgun finish cooling down, and you turn down that racket that Shockwave is blasting down the comms.
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 [400] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [67] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
You just head down the road, somewhat annoyed at how fire resistant the locals seem to have made all their buildings.
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 [232] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Flying along with the others you check your comms system, you do have a couple of channels marked as being for contact with other Contingents, but they all are greyed out with an "out of range" note next to them. You decide to have a go at scanning frequencies for anything interesting but it's all white noise, looks like the Trust have some pretty heavy jamming in place.
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]
Figuring that your tank is running fine you just drive on and wait to reach the next district.
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]
You drive onwards, swerving a little to avoid Frog as he sprints around.
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]
You briefly consider trying out your Sonic Array on the District Walls, but they might be sturdy enough to result in some sort of backblast so decide against it and just walk on towards the gate.
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 [47] Twin Laser Turret APS
Leaving your allies in the dust you sprint around them, giving your Leg Unit a real test, and it performs quite well.
---- Enemies ----
Juggler #1 - Shield Up - Armour Undamaged
Sumat #1 - Minor Armour Damage
Sumat #2 - Minor Armour Damage
Wed Oct 23, 2019 8:41 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Move E, sidestep SS, Maximum power shot to E, Move E, kick juggler, Reaction fire with the anthill to N.
Set the APS to only intercept projectiles of 100mm and up.
Wed Oct 23, 2019 10:13 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Alright lads, here's the plan." > Send them a quick tac map.
"That red triangle I can shoot the HQ with no trouble. That blue line I can hit the HQ with 90% of my energy. Either shot should destroy it. I'm gonna drive up around the corner and blow its brains out. There's pretty much nothing to the south right now so we're pretty safe. Baroque, Frog, come up north and cover me. Once the HQ is down, we'll beeline for the exit. I have a feeling it's in the southeast corner. Best way is probably passing through the southern part of these buildings, the area full of rubble." > 2E, Turn N, 2N, drop smoke. Stick close to the wall so anything around the corner can't shoot me. Reaction fire railgun on any vehicle that comes around the corner after any teammates shoot it and take down the shield, and AP laser any infantry.
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