Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Lots of infantry around for you, Kettlehead. Go north around the corner and give them hell. Also let's try not to waste too much time on turrets. Unless they have mortars or a line of sight, they can't really chase us. Some smoke is plenty to deal with them." > Once/if the infantry are lessened, 1W, Turn N, 2N. Fire on any infantry with burst laser, railgun any vehicles I see to the north. If I'm in the clear, or the only vehicle I see is the Fiver, 1N and set reaction fire. If not, Turn W, 1E.
Thu Jul 30, 2020 2:12 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
>Move 1 North Turn West, Move 1 West, Turn North, Move 2 North
Drones open fire on power armor
Turn West
Cannon fire on Vinebro 1, transition to 2 and then 3 if targets somehow die.
Machinegun on power armor.
Thu Jul 30, 2020 5:52 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1E, turn N, 5N, sidestep 1E, 1N to hide behind the building with the trucks
>Smoke self!
Thu Aug 06, 2020 10:11 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Pop S around the corner, fire at the Vinberos with the Backstop, fire at the PA units with 4/5 of the electrolasers. Then NN, fire on the infantry group with the last electrolaser yet to discharge. NWW to end up on W7. Reaction fire W with the SABRE at any armor that comes around the corner.
Thu Aug 06, 2020 10:58 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Calling out over the squad comms, Thunder does his best to try and organise the team. "Lots of infantry around for you, Kettlehead. Go north around the corner and give them hell. Also let's try not to waste too much time on turrets. Unless they have mortars or a line of sight, they can't really chase us. Some smoke is plenty to deal with them."
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]
After letting the others take care of most of the infantry you start moving ahead, only to catch the attention of a pair of Powered Armours. [40mm Cannons] 80-25:55 - 18 49 Their shells slam into your shield, and you decide to return the favour. [AP Pulse Laser] 80+50-10:100 - 35 16 53 58 89 21 13 73 18 9 Your Laser tears apart one of them, but the other is still standing, only for there to be a mighty crack, and the other drops with a hole punched through its faceplate. Switching to external cameras you see Mylan cycling a bolt on the side of his weapon, ejecting and then reloading a rather impressive looking shell. "Only got four more Suit-Killers, i'll try to make em count."
CrazyMLC - Crispr [EMP Cooldown - 1]
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 [5] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [220] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [47] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Checking to ensure to location of the infantry you pull out past the containers and are completely unsuprised as they fire at you. [50mm Rockets] 80-20-25-5:30 - 59 762170 62 67 90 99 [Slat Armour] 50 - 25 Only one rocket scores a hit, and even then proceeds to shatter on impact with your Slat armour, you proceed to reward the infantry for their bravery with a gout of flames. [Heavy Flamethrower] 80+20-5:95 - 13 They burn just as well as you'd expect, and turning your attention forwards you track and scan ahead for those bastard Brambles or any other hostiles, but nothing shows itself for you to fire on.
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 [22] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [43] [20/40]
After waiting for someone else to take any fire you swing south, just enough to get a bead on the APCs and you loose a missile at them. [50mm "Backstop" Missile] 80+50+10-25:100 - 100 [50mm "Backstop" Missile] 100-5:95 - 70 Combined, your two missiles drop their shields, leaving them open for Baroque. Switching targets you ready your Electrolasers for a volley. [Quintuple AP Electrolasers] 80+50+10-25:100 - 13 29 4 42 96 78 44 56 24 56 59 56 38 69 45 15 70 32 1 86 47 75 80 16 98 37 16 21 94 95 91 64 52 2 92 81 66 24 59 24 Several of them are torn apart by your fire, combined with that of STOP and Baroque, leaves only one of them still standing. Leaving that area be for now you pull to the north and scan ready to open up on any hostiles trying to flank, but your screen stays thankfully empty.
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]
Driving onwards to pull out around the corner you have your Powersuit Drone fire on the Power Armour. [8MW Particle Lance] 80+10-40:50 - 27 [40mm Railgun] 80+10-40:50 - 4056 58 75 100 It scores a few hits, and combined with the fire from the others takes out a solid chunk of them. Traversing your gun to target the Vinberos you start firing at them. [size=85[150mm Autocannon] 80+50+10-10:100 - 61 91 59 66[/size] With you carefully measuring your shots and Kettlehead dropping their shields you manage to destroy two, leaving only one of them left active. Switching focus back to the Powered Armour you fire a burst with your Machinegun as well. [size=85[8mm Machinegun] 80+50+10-40:100 - 88 8 16 48 63 100 97 47 85 35[/size] It scores solid hits, Leaving only one of them left standing. At this point you realise that you've left yourself in the open, and the hostiles proceed to make full advantage of that and lay a barrage of fire at you. [76mm Autocannons] 80+20-5:95 - 87 74 339683 49 22 13 [Sloped Glacis] 56 - 678 47 45682773 [30mm Autocannons] 80-25-5:50 - 68489535 [Sloped Glacis] 81 - 955 [40mm Cannon] 80-10:70 - 2 [Sloped Glacis] 83 - 32 Your Sloped glacis comes into its own, with a majority of the rounds coming your way simply bouncing off doing no real damage, but still some manage to gouge reasonably small chunks from your plating, after firing the Vinberos and lone Powered Armour make a hasty retreat into cover after firing on you, but the Ramats stay out in the open, likely keeping an eye on you.
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: [2/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
After briefly checking your Reaction turn systems and setting them to active you navigate through the compound you pull out around the corner on a jet of flame, Plasgun and AP Laser blazing. [20MW Plasgun] 80+40-24-40+10:66 - 69 [AP Laser] 80+40-40+10:90 - 509752 72 38 89 73 10 45 82 The Plasgun bolt goes wide, but your AP Laser tears into one of the Powered Armour troops, just as a barrage of fire comes your way. [76mm Autocannons] 80+20-25-5-10:40 - 1062 75 4375324 5 [30mm Autocannons] 80-25-25-5-50:5 - 69 38 98 33 35 49 67 86 65210 19 [40mm Cannons] 80-25-10:45 - 54 52 53 5726 174810 Their fire drops your shield, but thankfully does little to your armour, if nothing else it warns you that there are a pair of Ramats in the distance. After pausing only long enough to catch their fire on your frontal armour you turn and power into cover behind the containers.
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]
Backing away from the ruined Turret, you rush ahead, starting on a move to cover the far eastern flank dropping smoke as you reach your target despite your rather sheltered position, no need to be stingy with the stuff this close to escape after all.
---- Enemies ----
Bramble #1 - Shield Up - Hull Undamaged
Bramble #2 - Shield Up - Hull Undamaged
Vinbero #3 - Shield Down - Armour Damaged
Restada #1 - Shield Up - Armour Undamaged
Restada #2 - Shield Up - Armour Undamaged
Restada #3 - Shield Up - Armour Undamaged
Fiver [U3] - Armour Undamaged
Ramat #1 - Shield Up - Armour Undamaged
Ramat #2 - Shield Up - Armour Undamaged
Fri Aug 07, 2020 6:20 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> N tW WW tN (V5N). Flamer, Low Deora, then Lasair the two Restada (V2).
Sat Aug 08, 2020 4:07 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
3N tW 1E tN 2N into the smoke.
Last edited by DSMK2 on Fri Aug 21, 2020 12:31 am, edited 3 times in total.
Sat Aug 15, 2020 2:44 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Open fire on Ramat 1. Switch to 2 if 1 dies.
Turn North
Drones to fire on Ramat 1 if it's still alive, else 2
Move 4 North
Turn West
Move 1 West
Sat Aug 15, 2020 2:46 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>1N, turn W, 4W, turn N, 2N, sidestep 1W
>Bonk the Fiver
>Smoke self
Sat Aug 15, 2020 2:50 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
> 2N, Shoot the Bramble, or damaged Restada if it's already dead. Set laser to reaction fire on infantry or the Bramble. With its shield down, the laser could actually DO something to it After shooting, position myself on the W edge of the tile so I'm not gonna get shot from the south. Go 1S if I have to to make it fit.
Thu Aug 20, 2020 5:31 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
I don't understand DS' action... his movement sequence doesn't land on smoke and couldn't he be doing something useful like firing?
>NWNNNW to end on W5 facing W. Fire on the Fiver with the SABRE, fire the Backstop as many times as possible at the Bramble. Reaction fire NW with electrolasers on infantry should any poke out their ugly heads, I guess.
How many times can I fire the Backstop in one turn?
Thu Aug 20, 2020 8:55 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Shortly after Frog destroys the Fiver your radio crackles to life "Screen here, hostiles pushing on our position!" You see your tactical feed show icons representing a pair of Ponies and a trio of Restatas, which all but instantly flickers and drops to one and two of each respectively. "Just keep on taking out those Fivers, we should be fine to handle this."
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]
Hearing Crispr distract their attention, you peek around the corner and deliver a shot from your Railgun into the Bramble. [180mm Railgun] 80+50-5-5:100 - 75 25 53 10 95 The round slams into its shield which visibly distorts from the impact as it is cracked, but it remains intact and online. With you not seeing any infantry in the area you just fire your AP Pulse Laser at the Bramble as well for good measure. [AP Pulse Laser] 80+50-10:100 - 43 It's sadly not enough to finish of the shield, but if nothing it should help keep them distracted as you pull back behind the containers to keep yourself covered.
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 [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 [210] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [46] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [25] [20/40]
Driving up and pulling around the buildings, you catch a massed volley of fire from the assembled vehicles. [12MW Particle Lances] 80+20-20-25:55 - 1356 [30mm Chainguns] 80+20-20-25:55 - 24 46 37 32 45 17 12 16 4084 71 87 56 73 92 100 88 75 59 85 [150mm Missiles] 80+20-20-25:55 - 15 33 [8MW Plasguns] 80-20-25:35 - 53 89 [50mm Rockets] 80+20-20-9-25:46 - 20 29 2 8 4168 73 63 47 47 97 71 63 88 89 84 47 100 57 92 [Kinetic Turret APS] 100 - 88 [Discharger APS] 100/80/60/40/20 - 20 49 1392 984 [Slat Armour] 50 - 2785 The fire bites into your armour, but your APS combined with their rather shoddy aim keeps the worst from hitting you at least. Tuning out their fire for now, you center aim and unleash hell on the two Restadas. [Heavy Flamethrower] 80+20-5:95 - 93 36 13 69 [Ag Caoineadh Iarainn] 80+20-35:65 - 47 [Dorn Lasair] 80+20-5:95 - 17 Your flamethrower overwhelms their shielding, just as your gas lands and reacts with your Dorn Lasair, after the explosion clears you grin as you see the two vehicles are shattered wrecks, flames licking across their splintered hulls. Before you get much of a chance to marvel in the destruction you realise that they're firing on you again. [12MW Particle Lances] 80+20-20:80 - 37 [12MW Particle Lances] 80+20-20-50:30 - 80 [8MW Plasguns] 80-20:55 - 41 49 [50mm Rockets] 80+20-20-9:71 - 11 57 58 70 4 5985 73 100 92 [50mm Rockets] 80+20-20-9-50:21 - 1323 83 27 60 79 36 331344 [Discharger APS] 100/80/60/40/20 - 48453 1295 48 61 85 [Slat Armour] 50 - 77 5214 4777 Their combined volley of fire doesn't manage to do too much damage, but your armour is getting awfully hot, not going to want to take much fire with it in this state.
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 [22] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [42] [20/40]
Flying up you creep to the corner, making sure to expose as little of yourself to the enemies clustered around the Target while you get a bead on it, only to find it already demolished by Frog... Guess it saves you the ammo, so instead you just launch a missile at the Agrav. [50mm "Backstop" Missile] 80+50+10-50:90 - 16 It impacts, further damaging its shield, but it's still holding on unfortunately, scanning the area for infantry you see there aren't any, so your Electrolasers stay quiet for now.
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]
Locking your aim onto the closer Ramat, you start firing. [150mm Autocannon] 80+50:100 - 69 38 85 42 Your first shell obliterates it's shields, and the following three proceed to tear into its armour, but it manages to hold up to your fire. Turning to start moving away you have your Powersuit fire on it as well. [8MW Particle Lance] 80+10:90 - 3 [40mm Railgun] 80+10:90 - 4 87 75 54 88 The fire tears into its armour some more, and then quickly before it can fire you start heading north, towards the others.
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]
Moving up north you avoid getting into view of any of the hostiles ad park yourself in one of Frogs smoke clouds, not gonna want to be taking much fire now your shield is out of action.
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]
You rush up towards the Target weaving through the buildings, before reaching it, rearing up, and driving your foot straight through it's rear hull. As you pull your foot out something gives in what must have been the engine and the tank bursts into flames. Looking around to see a few more enemies than you'd been expecting you quickly drop smoke to cover yourself. [150mm Missiles] 80+20:100 - 43 63 [Twin Laser Turret APS] 60-20:40 - 385 Before you know what is happening your APS triggers, firing at something coming at your smoke cloud, but it seems they failed to stop all the fire, and a heavy missile slams down, all but clearing the smoke you just deployed, that could have been unpleasant.
---- Enemies ----
Bramble #1 - Shield Up - Hull Undamaged
Bramble #2 - Shield Up - Hull Undamaged
Vinbero #3 - Shield Down - Armour Damaged
Restada #1 - Shield Up - Armour Undamaged
Ramat #1 - Shield Down - Armour Damaged
Ramat #2 - Shield Up - Armour Undamaged
Slinger [U1] - Shield Up - Armour Undamaged
Slinger [W1] - Shield Up - Armour Undamaged
Pony [J5] - Shield Up - Armour Undamaged
Restada [K7] - Shield Down - Armour Undamaged
Restada [L7] - Shield Down - Armour Undamaged
Fri Aug 21, 2020 4:42 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 1S tW 7W
Last edited by DSMK2 on Sat Aug 22, 2020 1:35 am, edited 3 times in total.
Fri Aug 21, 2020 4:50 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"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.
Hey Mylan, got anything left aside from those powersuit killers?" > 50 energy Overcharge shot at Bramble #2. 6S. Hide behind the building for cover from the west. Reactive fire with burst laser on any infantry.
Fri Aug 21, 2020 4:50 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> EMP and Flamer Bramble #2 (V1). If it doesn't die this turn, target it, otherwise Deora and then Lasair the Restada (U2). N tW WW tN S (T5N).
"Consider leaving behind the Slingers; they are slow, pathetic machines. The only threat they pose is to our time."
Last edited by CrazyMLC on Thu Sep 03, 2020 6:54 pm, edited 3 times in total.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum