Welcome to Vanguard Quest, a simple cooperative mech skirmish quest. New players are welcome any point - if you want to join, please review the latest assembly options below and post your loadout! Thank you for playing!Vanguard Assembly Options: https://rentry.org/VanguardQuestPrevious Thread:>>6396777Archive:Thread 1: https://suptg.thisisnotatrueending.com/qstarchive/2026/6362888/Thread 2: https://suptg.thisisnotatrueending.com/qstarchive/2026/6396777/
//FAMINE: DEPLOY O. MOVE GATE-1.//GORGON: DEPLOY G3. Hit SUCCESS. 3 DMG inflicted against GATE-3. MULTIHIT 5 DMG inflicted against GATE-3. //SNOWMAN: DEPLOY G3. Hit SUCCESS. 17 DMG inflicted against GATE-3. MULTIHIT 2 DMG against TURRET G3-1.//SCARAB: DEPLOY G3. Hit SUCCESS. 46 DMG inflicted against GATE-3. Target DESTROYED! 11 DMG overflow to GATE-1. //SAILOR: DEPLOY G3. Hit SUCCESS. 23 DMG inflicted against TURRET G3-1. Target DESTROYED! //GAMBLER: DEPLOY G3. Hit SUCCESS. Target already destroyed! 2 DMG overflow, 8 RAD inflicted against GATE-1.//RUIN: DEPLOY O. MOVE A1. Hit SUCCESS. 10 DMG inflicted against TURRET A2-1. MULTIHIT 5 DMG inflicted against TURRET A2-1. Target DESTROYED!//KOMODO: DEPLOY O. MOVE A1. Hit SUCCESS. Target already destroyed!//GASHADOKURO: DEPLOY O. MOVE B2. Hit SUCCESS. 5 DMG inflicted against TURRET B2-1. 8 RAD inflicted. Light tag added. //OGRE: DEPLOY O. MOVE GATE-1. //HEXE: DEPLOY O. MOVE B2>G1>G2. Hit SUCCESS. 19 DMG inflicted against GATE-2.//EARTHLING: DEPLOY O. MOVE G2. Hit SUCCESS. 19 DMG inflicted against GATE-2. //CORVID: DEPLOY O. MOVE GATE-1. //COBALT1: DEPLOY O. MOVE GATE-2. Hit SUCCESS. 21 DMG inflicted against GATE-2. //PILLOW: DEPLOY O. YELLOWSTONE deferred as target already destroyed.//VULTURE: DEPLOY O. MOVE GATE-1. //SONS OF OLYMPUS: DEPLOY G3. MOVE D-2.
Your mercenaries land inside the defensive perimeter of the depot. A low, droning alarm sounds over the local comm-net to raise the SHIN-RAI garrison to combat alert. As your forces reach the base of the wall, anti-personnel rounds begin to zip into the Martian twilight before being joined by the booming roar of heavier, turret-mounted defenses. Glowing shells dig into barren sand as their targeting systems strain to successfully track mechs maneuvering at such close range. It was too little too late. One - then two - of the turrets collapse after being singled out by your pilots and engaged by sustained weapons fire. Your pilots begin to press the SHIN-RAI defenses at multiple points. But by then, the unit that you had dropped closest to the perimeter - an eclectic mixture of tanks and heavy mechs - were already engaging the wall. They had made sure to bring appropriate weapons for this task. Foam-phase hydrogen rounds collapse the reinforcements base before streams of rotary cannon fire sweep over the battlements. A weak section of the wall buckles, sags, and finally breaks under the weight of your company's ordinance. The wall-section fails like a collapsing dam, shrouding a two-kilometer stretch of the wall in a thick haze of pulverized aggregate. The way inside the facility was now open. However, your quickly temper your growing optimism as several new sets of sensors signatures appear on your tactical display. Several ECLIPSE-class weapon platforms had ascended over the perimeter wall, clearly positioning to bombard your forces once they finished charged their belly-mounted railguns. Perhaps even more concerning, several mech-grade sensor signatures resolve from inside the supply depot. A mercenary unit saves you the trouble of a lookup by pinging you using their direct identifier: MIRACLE-9The feed opens to reveal an woman - most likely earthborn - grinning at the camera, her face a garish mess of patterned color overlaid on unsubtle augmentations. Her expression conveys a disturbing level of eagerness."...I SEE A BONUS..."
//ALPHA 1COMBAT:>HULL [80 HP | DC 6 | [HEAVY]][1X MULTIPLIER]>MAIN WEAPON [15 HP | DC 12 | [LIGHT][EVASIVE]][2X MULTIPLIER] [DISABLES RAILGUN ATTACK WHEN DESTROYED]>WINGS [12 HP | DC 8 | [LIGHT][2X MULTIPLIER] [REDUCES ALL DC BY 2 WHEN DESTROYED]SALVAGE:>TURRET WRECK 2 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//BETA 2COMBAT:>TURRET B2-1 [10 HP | DC 8 | [HEAVY][LIGHT]] [BLOCKING PATH TO GATE-3] [-8RAD]//GATE 1 [ALL UNITS REMAINING AT THIS NODE WILL TAKE 2 DAMAGE NEXT TURN]COMBAT:>TURRET G1-1 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-1]>TURRET G1-2 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-1]>GATE SECTION 1 [107 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-1] [-8RAD]//GATE 2COMBAT:>TURRET G2-1 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-4]>GATE SECTION 2 [1 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-4]//GATE 3SALVAGE:>TURRET WRECK 3 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]
NOTE: Enemy forces with an ARROW are currently moving into position, and will arrive at the node specified the NEXT turn. Apologies for the delay everyone. Updates should be back to a regular-ish schedule now.
>>6444699"DO MY EYES BETRAY ME? DO I SEE A TREAT TREAT? A DELICIOUS LIGHT TREAT TREAT I CAN HIT AND SHRED?""DO MY EYES BETRAY ME? IS THAT A TARGET I can murder and slowly skin alive layer by layer like an onion peeling away at the surface of their body someone who I can reassemble into a pile of flesh-bound furniture that my tired and battered frame can rest upon do I SPOT a pile of flesh and bones and skin and brain tissue that must be dealt with post haste. So I may feel the warmth of another human being. To entwin myself in the presence and love of another.""This is not a threat this is not a promise this is certainty do not resist I demand treat treat. I demand treat." FAMINE's weapons all immediately lock onto the brand new target. With a silent, obsessive focus, her mech begins to march over, getting just close enough to put the enemy within firing range.>Move to ALPHA 1>Target Eclipse-Alpha's MAIN WEAPON (autohit, 1d6+11 can't miss DC 12 even if I tried), deal 10 DMG to it! Leaving it at 5 HP!"PLEASE FINISH OFF THE MAIN WEAPON MAKE IT GO BOOM!" FAMINE babbles, like she wasn't gibbering like a serial killer mere moments ago.
Rolled 3 + 2 (1d12 + 2)>>6444694>Move to ALPHA 1>MAIN WEAPON [15 HP | DC 12 | [LIGHT][EVASIVE]][2X MULTIPLIER] [DISABLES RAILGUN ATTACK WHEN DESTROYED]"heard you loud and clear FAMINE moving to assist"
Observer put uhhh a thread connection post in thread II. Not sure everyone has seen the new thread already!>>6444700No issues !!!!
Rolled 3, 4 + 2 = 9 (2d4 + 2)"Seems there are mercenaries alongside corporate units inside here.""Dustwalkers make sure to eliminate those turrets alongside those wall sections; we need full freedom of movement. Anyone who can engage it, blast that platform to pieces in Alpha-1.">>6444699"Moving inside. Engaging Eclipse Platform Gamma. Let's make SHIN-RAI bleed.">Move to DELTA 1>COMBAT ECLIPSE-GAMMA>HULL [80 HP | DC 6 | [HEAVY]][1X MULTIPLIER](I assume it has the same stats and components as ECLIPSE-ALPHA)
>>6444759I meant to write>Move to DELTA 2here
>>6444696>MOVE to D-2>Ready the VELVET GLOVE and the FUCKA swarm of mercenaries on the approach- somebody had paid well, but they hadn't been told what they were up against. Gorgon had scribed names for the two nuclear payloads he'd loaded up his new Valiant Clas Vanguard frame with, in paint-pen too small to be appreciated, as the armorers refused to print the letters large enough when the missile was going to be encased in an armored box launcher for the overwhelming majority of its life, and its supersonic launch velocity and tactical target meant nobody would have a chance to read it anyways. It was about the *principle*, but alas.The principle mattered much less when Gorgon could not think of a satisfactorily poetic yet complementary name for the missile's twin, and he resorted to a plain and simple name as explicit as it was meaningful in what it was going to be doing. Most Vanguard mechs were rated to resist at least one nuclear explosion's blast zone. Gorgon didn't know of many that could resist two."No-body go too far forward, hear? Lots a' our new friends are 'bout t' find out how t' get sunburn on Mars."
Rolled 6 (1d8)>>6444696"Hell... You guys get bonus pay for killing mercs? I might have to renegotiate my contract.">Salvage TURRET WRECK 2 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]"Let me claim my prize first.">HULL [80 HP | DC 6 | [HEAVY]][1X MULTIPLIER]"Aim for center mass..."Ruin Build (>>6434504), rolling for loot
Rolled 1 + 4 (1d5 + 4)>>6444787Rolling for hit.
>>6444789fuck meeeeee. first failure in FOREVER I'm going to kill myself
Rolled 9 (1d12)>>6444696>ALPHA STRIKE TURRET B2-1>MOVE GATE-3"Ey fellas, miss me yet? Heard there's more slags incoming."
>>6444791>Use MINIFLARE to hit and not take damage"That's what it's for, but damn if it doesn't suck using it here."
>>6444696>>6444699>MOVE - D2>SCOUT (autosuccess with OCULUS)"**en route**relocating**intercept**enemy advance**"
>>6444697Look at me and HEXE with our martian bin knives!>>6444699>MOVE TO GATE-1 > BETA-2 > ORIGIN > ALPHA 1>ATTACK MAIN WEAPON [15 HP | DC 12 | [LIGHT][EVASIVE]][2X MULTIPLIER] [DISABLES RAILGUN ATTACK WHEN DESTROYED]That one-taps the main weapon. Finally, something my plasma shank can pierce.
Rolled 2, 1, 2 + 10 = 15 (3d2 + 10)>>6444857
>>6444696>MULTIHIT 2 DMGI have to apologize to everyone who attacked that turret and suffered my arrogant assumption that it has been already destroyed. Also half of my build is now useless
Rolled 2 (1d8)>>6444696>Salvage Turret Wreck 3>Move to Delta-2Snowman build for reference>CORECORE/T/VALIANT. [ LOAD LIMIT: 13 | HP: 5 | MOVE: 1 (+1) | EVASION: -6 | CANNOT ATTACK AND MOVE ON THE SAME TURN | CAN DUAL-WIELD ANY NON-MELEE WEAPON]>ARMSSNIPER RIFLE//FURY. [LOAD: 3 | +1 DMG/ALL | +2 HIT/ALL | -2 EVASION | BONUS DMG EQUIVALENT TO HIT ROLL - TARGET DC. CAN TARGET ENEMIES IN ADJACENT NODES WITH -3 HIT PENALTY] [BALLISTIC]ARC RIFLE//PERUN. [LOAD: 2 | +2 DMG/ALL | ALWAYS MULTIHIT CLOSEST ENEMY IN NODE. ADDITIONAL MULTIHIT ON MAX ROLL] [ENERGY | MULTIHIT] [R/L COMPATIBLE]>BACKROTARY CANNON//PITONE [LOAD: 4 | +4 DMG/ALL | -1 EVASIVE | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +4 ADDITIONAL DAMAGE] [RB/LB COMPATIBLE]RADAR//OCULUS [LOAD: 3 | +3 SCOUTING | +2 HIT/ALL | +1 HIT/HEAVY] [R-BACK ONLY]>FCSFCS/BML-CL [ 2D4 | +2 HIT/HEAVY ]>AUXTARGETING SUBCOMP/SUBCOMP-H [LOAD: 0 | +1 HIT/HEAVY]Hit 2d4 +4 vs All, +8 vs Heavy; -9 Evasion; Dmg +8 vs All
>>6444699Can we target Eclipse-Gamma like this >>6444759 or does it need to be scouted first? Can we assume it has the same parts as the Alpha and attack them or do they need to be scouted out first?
Rolled 2, 2, 2 + 2 = 8 (3d2 + 2)>>6444708>>6444857>>6444858Famine, Earthling, you two managed to take out its main railgun weapon, right?If so, then...>>6444699Move:>//ALPHA 1COMBAT:>HULL [80 HP | DC 6 | [HEAVY]][1X MULTIPLIER]>20 DMG if successful I'll attack the hull, and let the people at Gate 1 move to gate 2 and deal the remaining few points of damage. Then we can move inside and start shredding everything.
Rolled 4 (1d6)>>6444696A drawn-out groan rocks the comms."Aw cripes, I'm like 90% certain I drank at a club with these Miracle jerks before... pretty sure it was one of their birthdays or something? They're freaks, man. Fun, but... y'know. Freaks.">SCOUT D-2
>>6444694How does dual-wielding work? Will it allow me to equip two applicable weapons per hardpoint if I should choose, or does it mean something else?
>>6444937Basically, it allows you to ignore the 'can only be equipped on the right/left arm' restriction some weapons have. For Duelist, that means a weapon like this>PULSE BLADE//PULSAR. [LOAD: 2 | +5 DMG/ALL | -1 HIT/ALL | +2 EVASION] [MELEE] [R ARM ONLY]Can be equipped to both slots for 4 LOAD, giving you 10 DMG/ALL, -2 HIT/ALL, and +4 EVASIONFor VALIANT, that means a weapon like this>SNIPER RIFLE//FURY. [LOAD: 3 | +1 DMG/ALL | +2 HIT/ALL | -2 EVASION | BONUS DMG EQUIVALENT TO HIT ROLL - TARGET DC. CAN TARGET ENEMIES IN ADJACENT NODES WITH -3 HIT PENALTY] [BALLISTIC] [L ARM ONLY]Can be equipped in both slots for 6 LOAD, giving you +2 DMG/ALL, +4 HIT/ALL, -4 EVASION, +DMG equal to hit roll - DC. The second effect, which allows you to hit enemies from further away, doesn't get doubled. So you can't hit someone from three tiles away.
Rolled 4 + 7 (1d4 + 7)>>6444699>MOVE Beta-2>ATTACK >TURRET B2-1 [10 HP | DC 8 | [HEAVY][LIGHT]] [BLOCKING PATH TO GATE-3] [-8RAD]
>>6444965Ah, I see. Thanks. That makes the build I planned a little less silly in it's loadout, but quite a bit more effective instead.
>>6444882I'll allow the pre-emptive targeting action against the ECLIPSE-GAMMA in D2 given that GAMBLER did successfully performed a scouting action, which reveals all target-able parts on the ECLIPSE as it is smaller unit. Pre-empting actions is generally allowed within reason as long as you are sure that the pre-requisite (scouting, opening a blocked path) will occur successfully on the same turn.And yes, you can assume that it has the same parts and DCs as ALPHA. >>6444937>>6444965Yes thank you FAMINE this is totally accurate. You can generally assume that frame-specific bonuses override any R/L weapon restrictions.
Rolled 6 + 3 (1d12 + 3)>>6444699Corvid, reporting all status nominal. Continuing the engagement. Those Earther Mercs along with that Arms Fort are gonna be a headache...>ATTACK TURRET G1-1Commencing suppression of enemy fortification. Stay alert, we don't know what the enemy has in reserve.OOC: Also, no clue on how to link to the previous thread. No changes to my loadout, except the base in factory white instead of cream.
>>6444708>>6444857
>>6444696Hello everyone! I'm new to the quest. I read through the previous thread, but can someone provide a summary or chart of a round of combat for future reference? Thanks in advance!Let me see if I can get this right.->CALLSIGN: Gargoyle>CORE: Lancer>LEFT ARM: Pulse Dagger//Glimmer (It would be awesome if this was reskinned as a tomahawk.)>RIGHT ARM: Shotgun//Zimm.>BACK: Booster Set//Pinion>FCS: BML-CL>AUXILIARY: Targeting Subcomp-L>PAINT: Edge Grey / Factory Teal / Edge Red-"Gargoyle reports as ordered."
Rolled 5 + 8 (1d5 + 8)>>6444699Attack for 3 dmg (+12 RAD next turn), auto success>TURRET G1-2 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-1]>Move to GATE-2>>6445007"I'll tag the other turret and head up to GATE-2. Probably no need to open up the main gates if the side ones are easier to crack"--Just posting my stats here so I don't have to look in the other thread.>CORE/M/ROOK-M. [ LOAD LIMIT: 8 | HP: 2 | MOVE: 1 (+1)]> HANDGUN//TN-REVOL. [LOAD: 0 | +1 DMG/HEAVY] [BALLISTIC]> IRRADIATOR//FULGENT. [LOAD: 2 | +1 DMG/ALL | ON HIT, INFLICT PERMANENT 4 DMG/TURN. KILLS INFANTRY INSTANTLY.] [ENERGY]> IRRADIATOR/ARDENT [LOAD: 3 | +1 DMG/ALL | ON HIT, INFLICT PERMANENT 8 DMG/TURN. KILLS INFANTRY INSTANTLY.] [ENERGY]> RADAR//OCULUS [LOAD: 3 | +3 SCOUTING | +2 HIT/ALL | +1 HIT/HEAVY] [R-BACK ONLY]> FCS/MULTI. [1D5 | +4 HEAVY | ROLLING 4 OR 5 ON 1D5 ACTIVATES MULTIHIT]> TARGETING SUBCOMP/SUBCOMP-H [LOAD: 0 | +1 HIT/HEAVY]Heavy: 1d5+8 to hit, 3 dmg (+12 per turn). Auto hit any heavy <=DC9[Light: 1d5+2 to hit, 2 dmg (+12 per turn)]Scouting: +3Evasion modifier: 0
>>6445042"You picked a nice fight to join us, welcome!"The Lancer core defines the movement as MOVE: 3 (+1).So you can move from the origin 3 nodes (or less), and then perform an action (or vice versa if you want to do an action and then move). You can double move (e.g. no action) 4 nodes.An action is generally to scout, salvage, attack or repair (back at the drop ship).Look at the map and >>6444699 to see what can be done (map tells you if a node is scouted or not, otherwise roll 1d6+modifier). Best to read what others have already done if you want to attack something, or you could move into one of the "D" nodes inside the base
>>6445061I see, so that means with the Booster Set, I should have 4 (+1) movement, right?Now that I look at it, the weapons should give me:- PD//Glimmer: 7D - To-Hit: L +1, H +2- SG//Zimm.: +4D Light, +2D HeavyIs this correct, or am I over- or under-estimating? Thanks, by the way!
>>6445042>>6445042Welcome welcome! I don't usually do per-player reskins since it's a lot of work, but I'll add this tomahawk as an alternate visual option for the GLIMMER for all players since its a pretty cool idea.
Rolled 2 + 7 (1d6 + 7)>>6444696>MOVE TO NODE ALPHA-1>COMBAT: >WINGS [12 HP | DC 8 | [LIGHT][2X MULTIPLIER] [REDUCES ALL DC BY 2 WHEN DESTROYED]Hey, fancy ship! Now come down here and face us like men, you coward. Clipping the wings!
Rolled 3 (1d6)>>6445178>Re-rolling for two rotary cannons on a roll of 2. LAY IT ON EM! AAAAAHHHHH!!!Is anyone else’s ears ringing?
>>6445042“Hell yeah, fresh meat for the cause! Welcome to Mars, kid!”Ogre states this confidently while knowing absolutely nothing about the newcomer. He’s still on an adrenaline high from firing his rotary cannons for the first time.
Rolled 1, 2, 1 + 9 = 13 (3d2 + 9)>>6444857"Well struck, Mr. Earthling. Good target selection. Optimal approach. I hope to see you inside their perimeter shortly.">>6444973>>6444845"My thanks for clearing a path. Ingressing.">>6444699Hexe was seized by a potential terror: Terran fatigue. By the time her neophyte period came to a close, killing a Terran frame had become a genuine rarity in the outer system. Any encounter with frames whose pilots exhibited laudable acceleration tolerance, but also clearly wobbly maneuvering from a lack of acclimatization to microgravity warfare, was justifiably treasured. Now she found herself imagining a heretofore unlikely situation where she could grow tired of Terrans, of their degenerate excesses, of their unaesthetic forms, and, improbable as it seemed, of killing them. Her focus returned to the battlefield. Earthling (recently filed away as “one of the good ones”) had started his attack run on a bombardment platform. Another hovered just within the secured perimeter, already underlit by tracers from one of the forward-deployed Dustwalkers below. Fed telemetry from Sailor and Gambler, Hexe’s FCS locked on. She issued a manual command for her lungs to empty in preparation for full deflation and the assembly clamshelling shut due to the harsh acceleration demanded by the course she was plotting. The Frame Operations Controller would’ve flagged this mental command and given her an earful: wasting time, needlessly shirking discomfort. Surprising herself, Hexe was for the first time truly glad of the Controller’s absence from her implanted co-processor.>MOVE GATE-1 -> BETA-2 -> GATE-3 -> D-2 (+12DMG/ALL from SUNSLAG)>ATTACK ECLIPSE-GAMMA, assuming it is scouted and is identical to ECLIPSE-ALPHA, targeting MAIN WEAPON. 3d2+9 on LIGHT/EVASIVE autohits DC12. 23 damage (1 base + 2 (SUNSLAG base) + 12 (SUNSLAG bonus) + 8 (GLIMMER bonus)
>>6445077Thanks for letting me join in and for making the tomahawk! I think you missed one Load point for the Glimmer.>>6444699I'm not sure what my bonuses to-hit are, nor the total damage I'll do, but here is what I will elect to do:>Deploy at Gate-3>Move from Gate-3 > D-2>Attack the Wings on Eclipse-Gamma
>>6445213FAMINE ADVICE: I SHALL HELP YOU MY BROTUEHR I NCHRISTAAA.LANCER (+2 EVASION)-SHOTGUN//ZIMM (+1 HIT/LIGHT, +2 DMG/ALL, +2 DMG/LIGHT)-PULSE GLIMMER (+1 EVASION, +DMG/ALL EQUAL TO EVASION)-BOOSTER SET/PINION (+4 EVASION, +1 MOV)HIT DICE: 2d4, +2 hit against HEAVY, +1 HIT against light from Targeting Subcomp LTOTAL HIT: 2d4+2 hit against NON-EVASIVE LIGHT/HEAVY, 2d4+9 hit against EVASIVE targets.TOTAL DAMAGE: 10 vs HEAVY, 12 vs LIGHTWINGS: DC 8, LIGHT. SO YOU WOULD ROLL 2d4+2 TO HIT, AND YOU WOULD BREAK THEM IN ONE HIT.
>>6444696CALLSIGN : KERBEROS/CORE:>T/VALIANT — [ LOAD LIMIT: 13 | HP: 5 | MOVE: 1 (+1) | EVASION: -6 | CANNOT ATTACK AND MOVE ON THE SAME TURN | CAN DUAL-WIELD ANY NON-MELEE WEAPON ]/ARM R/L:>R: — ROTARY CANNON//BANSHEE. [ LOAD: 3 | +3 DMG/ALL | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE ]>L: — EMP RIFLE//LOCKDOWN. [ LOAD: 2 | +1 DMG/LIGHT | +1 HIT/LIGHT | ON HIT, ADD [HEAVY] TAG TO TARGET ] [ENERGY]/BACK R/L:>R: — RADAR//OCULUS [ LOAD: 3 | +3 SCOUTING | +2 HIT/ALL | +1 HIT/HEAVY] [R-BACK ONLY ]>L: — ROTARY CANNON//PITONE [ LOAD: 4 | +4 DMG/ALL | -1 EVASIVE | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +4 ADDITIONAL DAMAGE ]/FCS:>FCS/BML-CL [ 2D4 | 2+ HIT/HEAVY ]/AUX:>BOOSTER-MOD/INERTIA-THIEF [ LOAD: 1 | PERMANENT | INSTEAD OF MOVING, YOU MAY BANK UP TO +4 MOV FOR FUTURE TURNS ]TOTAL LOAD: 3 + 2 + 3 + 4 + 1 = 13/13BONUSES: +3 SCOUTING, +3 HEAVY, +2 ALL, +1 LIGHT [ EMP RIFLE ONLY ], - 1 EVASIVE [ R.CANNON PITONE ONLY ], -6 EVASION [ HULL ] | | | +4 DMG/ALL [ R.CANNON PITONE ], +3 DMG/ALL [ R.CANNON BANSHEE ], +1 DMG/LIGHT [ EMP RIFLE ]PAINTJOB:EDGE GRAYASSAULT CRIMSONEDGE REDI think I got this right.
Rolled 2, 2 + 2 = 6 (2d4 + 2)>>6445223Thank you very much for the advice. It appears that I'm better against Evasive targets, then, but I'll do my part. I will elect to wait for Hexe's >>6445191 attack to destroy the Main Weapon, after which I will make my attack against the wings. Rolling.
>>6445227Fuck.
>>6445228Don’t sweat it, new guy. Getting back in the saddle is rough, you’ll be putting warheads into foreheads again in no time.
>>6444787>>6444789>>6444847Whoops, I actually *can't* shoot and loot, and due to looting happening first, it's all I will do this time around, making my other actions moot!
>>6445226Welcome!
>>6445316Also feel free to choose a deployment location and act this turn. If you don't get to it before today's update, feel free to take an extra move action on the next update.
//FAMINE: MOVE A1. Hit SUCCESS. 10 DMG inflicted against E-A-MAIN WEAPON.//PILLOW: MOVE A1. Hit FAIL. 1 DMG sustained. Mech crippled!//SCARAB: MOVE D2. Hit SUCCESS. 13 DMG inflicted against E-G-HULL.//GORGON: MOVE D2.//RUIN: Wreck SALVAGED. Value: 12 MU//GASHADOKURO: Hit SUCCESS. 5 DMG inflicted against TURRET B2-1. 8 RAD inflicted. 8 RAD DMG sustained. Target destroyed! MOVE G3.//SAILOR: MOVE D2. Scout SUCCESS. ADMIN BLOCKS revealed.//EARTHLING: MOVE A1. Hit SUCCESS. 23 DAMAGE inflicted against E-A-MAIN WEAPON. Target destroyed! 30 BONUS DMG inflicted! 17 DMG overflow to INTERNAL SYSTEMS.//SNOWMAN: Wreck SALVAGED. Value: 4 MU. MOVE DELTA 2.//COBALT1: MOVE A1. Hit SUCCESS. 20 DMG inflicted against E-A-HULL.//GAMBLER: MOVE D2. Scout SUCCESS. ECLIPSE GAMMA revealed.//BUTTONMAN: MOVE B2. Hit SUCCESS. Target already destroyed!//CORVID: Hit SUCCESS. 8 DMG inflicted against TURRET G1-1.//VULTURE: Hit SUCCESS. 3 DMG inflicted against TURRET G1-2. 12 RAD inflicted. MOVE G2.//OGRE: MOVE A1. Hit SUCCESS. 17 DMG inflicted against E-A-WINGS. Target destroyed! 24 BONUS DMG inflicted! 5 DMG overflow to INTERNAL SYSTEMS. DC of all parts decreased by 2!//HEXE: MOVE D2. Hit SUCCESS. 23 DMG inflicted against E-G-MAIN WEAPON. Target destroyed! 30 BONUS DMG inflicted! 8 DMG overflow to INTERNAL SYSTEMS.//GARGOYLE: MOVE A2. Hit SUCCESS. Target already destroyed! 11 DMG overflow to INTERNAL SYSTEMS. Target DESTROYED! 90 BONUS DMG inflicted! ECLIPSE ALPHA DESTROYED!//SONS OF OLYMPUS: MOVE D1. Scout.ENEMY ACTIONS://MISSILE CARRIERS 1 and 2 >NEXT TURN> D4//MISSILE CARRIER 3 >NEXT TURN> D5//MIRACLE-9 WATCHER DC +1 BUFF to MIRACLE-9 "DREAMER" and MIRACLE-9 "HEARTSEEKER"
Half of your company directs their focus to the weapon platforms. Ferrite-laced dust particles swirl over the landscape as the ECLIPSE-class platform begins to charge its mammoth railgun, but it never has a chance to fire. FAMINE and EARTHLING engage the platform at close range, carving through the railgun's armored enclosure. A devastating lance hit spears through the weapon's capacitor bank. A discharge of accumulated energy slags the weapon before flash-melting a hole through the weapon platform's ventral plating. The rest of your mercenaries follow up by riddling the craft's fragile internals with kinetic rounds and assorted explosives. GARGOYLE and COBALT1 narrowly dodge bursts of point-defense fire to strike with close-range pulse weaponry. With its wings shorn off and most of its thrusters disabled, the craft slides slowly - almost gracefully - into the face of a rolling dune before splintering into burning sections.HEXE and SCARAB repeat this tactic against a second ECLIPSE-class platform looming over the southern perimeter wall. Though lacking enough firepower to disable the craft, a well-placed lance hit manages to disable the platform's centerpiece railgun - rendering it neutered, if not strictly harmless.Meanwhile, the rest of your forces push through the breach in the perimeter wall. Tank units and heavy bipeds grind past the shattered walls before plowing through small building complexes unarmored transit corridors. Scattered corporate security units attempt to stop the advance with a smattering of small arms and squad-mounted weapons. None of it has any noticeable effect against vanguard-grade armor. The more sensible units manage a hurried retreat, while the few hold-outs are rapidly cleared by your recon infantry. The local comm-net crackles with panicked requests for rescue and assistance.
As your mercenaries carve out a rough perimeter inside the supply depot, your recon unit pushes forward to scout ahead of the main group. Key targets are identified and marked. Your contract specified the elimination of the two orbital elevator hubs, but all damage was good damage - and GCC had been more than willing to grant bonuses against factories, administrative complexes, material stores, and nearly all other targets of opportunity.SHIN-RAI - to their credit - does not attempt to meet your attack piecemeal. Most of its forces were now forming a second perimeter to protect its most valuable assets. You note - with some concern - a trio of missile artillery units moving into an entrenched position. The enemy mercenary captain - despite her garish appearance - actually holds most of her company back. You realize belatedly that she had the good sense to bring some kind of electronic warfare frame along with her standard units. She was mostly likely attempting to analyze your forces before provoking you to attack into an unfavorable position."...DO YOU EVEN KNOW WHAT THE SEA FEELS LIKE...""...HAVE YOU EVER SEEN THE REAL SKY, DUSTER..."Her attempts at provoking you become increasingly annoying. After several minutes, you sigh and mute her company's comm channel.
//ALPHA 1SALVAGE:>ECLIPSE CORE [Roll 1D20 for salvage. 1-14 2-28 MU | 15-20 SCHEMATIC OF CHOICE]>ECLIPSE WEAPON [Roll 1D12 for salvage. 1-6 2-12 MU | 7-11 MISSILE WEAPON SCHEMATIC | 12 RAILGUN WEAPON SCHEMATIC]//BETA 2SALVAGE:>TURRET WRECK 2 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//GATE 1COMBAT:>TURRET G1-1 [7 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-1]>TURRET G1-2 [12 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-1] [-12 RAD]>GATE SECTION 1 [99 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-1] [-8RAD]//GATE 2COMBAT:>TURRET G2-1 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-4]>GATE SECTION 2 [1 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-4]//D2COMBAT:>E-G HULL [67 HP | DC 6 | [HEAVY]][1X MULTIPLIER]]>E-G INTERNAL SYSTEMS [22 HP | DC 7 | [LIGHT] [3X MULTIPLIER]]>E-G WINGS [12 HP | DC 8 | [LIGHT][2X MULTIPLIER] [REDUCES ALL DC BY 2 WHEN DESTROYED]>ADMIN 1 [20 HP | [CIV] [10 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >ADMIN 2 [20 HP | [CIV] [10 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >ADMIN 3 [20 HP | [CIV] [10 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >INFANTRY [4 HP | DC 4]>INFANTRY [4 HP | DC 4]//D1COMBAT:>STATION [30 HP | [CIV] [12 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >COMM RELAY [35 HP | [CIV] [10 MU BOUNTY + 1 TURN LIMIT]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. //D4COMBAT:>SHIN-RAI ESCORT [12 HP | DC 7 | [LIGHT]]>SHIN-RAI ESCORT [20 HP | DC 8 | [HEAVY]]//D3COMBAT:>MIRACLE 9 - "THINKER" [16 HP | DC 10 | [HEAVY] | 2 DMG ON HIT FAIL]>MIRACLE 9 - "DREAMER" [16 HP | DC 11 | [HEAVY] | 2 DMG ON HIT FAIL]//E1:COMBAT>MIRACLE 9 - "HEARTSEEKER" [8 HP | DC 14 | [LIGHT] [EVASIVE]]>MIRACLE 9 - "BLOODSEEKER" [8 HP | DC 13 | [LIGHT] [EVASIVE]]//E5:COMBAT:>MIRACLE 9 - "WATCHER" [18 HP | DC 8 | [HEAVY] | INCREASES DC OF TWO ALLIES BY +1 EVERY ROUND]
>>6445370//D3COMBAT:>LAUNCH BOTH YOSEMITE MISSILES INTO D3>OPEN COMMS"YOU WILL FIND OUT WHAT HELL FEELS LIKE SOON ENOUGH.">COMPANY COMMS"I reckon some a' y'all oughta go snipe that supporter soon 'nuff. Once the blast wave's done."https://www.youtube.com/watch?v=w4IyMrHZWhE&t=4sView of D3 in a moment
>>6445367>MOVE GATE 1 --> GATE 2"WAITING FOR THE PATH TO BE CLEARED. I DEMAND BLOOD. GIVE ME BLOOD. BREAK OPEN GATE SECTION 2 SO I CAN FEAST ON THE FLESH OF OTHERS. LET ME IN. LET ME IN. LET ME IN. LET ME. LET ME IN. LET ME IN. LET ME IN. LET ME IN. LET ME IN. LET ME IN."
Rolled 2 + 9 (1d6 + 9)>>6445367"Oh BROTHER, just what we need: some quirky little mascot girl moonlighting as a MERCENARY." GAMBLER sighs over the sound of lighting a fresh cigarette. "Would it kill these other companies to have a little class?">ATTACK E-G WINGSGonna post my build one more time for ref:>CORECORE/M/ROOK-M. [ LOAD LIMIT: 8 | HP: 2 | MOVE: 1 (+1)]>ARMSEMP RIFLE//LOCKDOWN. [LOAD: 2 | +1 DMG/LIGHT | +1 HIT/LIGHT | ON HIT, ADD [HEAVY] TAG TO TARGET] [ENERGY] [R/L COMPATIBLE]SHOTGUN//HALD. [LOAD: 1 | +1 DMG/LIGHT | +1 HIT/LIGHT] [BALLISTIC] [R/L COMPATIBLE]>BACKIRRADIATOR/ARDENT [LOAD: 3 | +1 DMG/ALL | ON HIT, INFLICT PERMANENT 8 DMG/TURN. KILLS INFANTRY INSTANTLY.] [ENERGY] [RB/LB COMPATIBLE]RADAR//TRACKER [LOAD: 2 | +3 HIT/LIGHT] [R-BACK ONLY]>FCSFCS/BML-LR [ 1D6 | +4 HIT/LIGHT ]>AUXFLARE/MINIFLARE [LOAD: 0 | 1 USE | ON USE, GAIN +3 EVADE and +2 HIT FOR 1 TURN]>>6445042"Welcome to the meat grinder, Rookie! Can I call y-Yea, fuck it, I'm gonna call ya' that until I pick out a better nickname for you. Try not to get splashed, yea?">>6445226"Ope, wait, spoke too soon. THIS guy can be Rookie. Welcome aboard!">>6444787"Really gotta read those contracts, man. Ran with this group a little while back--called themselves the Painted Dogs or some crap--anywho, added in a 'Competitor Kill' clause into their hiring agreement. This one guy Donner--no brains, all brawn, surprisingly sweet--thought it meant he'd get a bonus for killing ANY merc!That company didn't last long, no sir...">>6445179"I thought you were blasting another one of your 'Oldies Classics' on the comms again. Man, those guns can sing!"
>>6445377"Well. That takes care of that, then. You're a sick puppy, Gorg, y'know that? You oughta' teach courses."
Rolled 2, 4 + 2 = 8 (2d4 + 2)>>6445367It seems that my pilot ended up at Alpha-1 somehow. No worries.-> MOVE: Alpha-1 > Origin (1/4) > Beta-2 (2/4) > Gate-3 (3/4) > D-2 (4/4)> ACTION: Attack Eclipse-Gamma Internal Systems-"Thank you all for the warm welcome. Engaging bogie Eclipse-Gamma at point D-2. Requesting cover fire from enemy infantry units at my destination."
>>6445385Alright! That should be 12D to Light -> (x3) 36D total to Eclipse-Gamma's Internal systems.
>>6445385"There ya' are... see me waving? Don't stop moving and watch that core temp--you can dip into the red for a little over a minute if you need some extra 'oomph' in your thrusters or shooters, but redline it past, ah, sixty-six, sixty-eight seconds and you're gonna make the casing warp. The techies on-base do NOT like buffing that shit out, lemme tell ya. They'll do it, but they will NOT like it..."
>>6445390"I acknowledge, Gambler. The techies tell me that no one builds Lancers like 'Carranca' anymore. Needless to say, I see reason to handle her with care."
Rolled 12 + 6 (1d12 + 6)>>6445367Opening fire on turret G1-1
>>6445384"Just taught one. We'll see if it sticks. Tends not t', to be honest wit' you."
>>6445399"HAHA, SORRY TO BREAK YOUR PRETTY FUCKIN' PAPERWEIGHT YA DUMB BASTARDS. HOPE IT WASN'T EXPENSIVE!">Step to Beta-2 to avoid the bombardment
>>6445367Also sorry about this but brief correction the bombardment zone in GATE-1 is now gone since FAMINE and EARTHLING destroyed the railgun and the ECLIPSE is now gone.>>6445385Sorry I lose track of stuff sometimes feel free to correct me - I probably can't change the image but I will keep track for the next turn.
>>6445410>>6445412In that case, I DON'T step to beta-2 to avoid the averted bombardment. Stand there and flip off the gate instead
>>6445370>Move D-1>Attack Comm Relay
>>6445370Attack for 3 dmg (+12 RAD next turn), auto success>TURRET G2-1 [15 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-4]It'll take this turn and next turn to destroy this turret. I think next turn I'll destroy the gate section and then this'll be openLooking at the scans of the incoming enemy units, I can handle the heavy but not the RANGED/LIGHT
Rolled 4 (1d4)>>6445418
>>6445379Ah just saw you're trying to get in through Gate 2.Both the gate and the turret are blocking. If you (or someone else) can do 12 damage to the turret G2-1 this turn I can destroy the gate next turn, letting you go in next turn
>>6445430(I can't really do much either way from my current position. Either I have to move Gate 1 --> Beta 2, then Gate 3 --> D-2.)(Or I move Gate 1 --> Gate 2, and wait for someone to open the path.)(It'll take me several turns to get to any meaningful enemies so meh. Might as well wait here.)
Rolled 4 + 3 (1d6 + 3)The Valiant he occupied dropped precariously from the dropship, it's suspension not quite absorbing the fall as it should and knocking his small frame around the cockpit slightly. He rubbed his forehead, a small bump forming where his head had bumped into the forward control panel, before he began pressing buttons and flipping switches to start his machine. The engine rumbled halfway to life before it sputtered and went silent, a few system warnings dancing over the interface."No, no no no—" He mumbled to himself in a panic. "Come on, don't do this on my first drop. Come on, come on!" Desperation growing in his voice as he continued trying to wake his machine from it's slumber. He spent a few minutes running a simple diagnostics check before he forced a system reset out of frustration. The machine roared back to life."Heck yeah! That's more like it, you bucket of bolts" He shouted triumphantly as the metal beast rolled down the path opened up by the other mercs.>>6445382The threads of the Valiant chewed up rubble and pavement both as it went bursting through the former perimiter of the Shin-Rai facility. The tank passsed dangerously close to one of the Rook frames currently busy engaging the floating weapon platforms, before veering off just in time to avoid collision.Debris spurted all over the legs of the bipedal war machine from the maneuver."Don't call me Rookie!" Crackled a confrontational, noticeably juvenile voice over the comms before the Valiant disappeared further into the maze of corporate buildings.>>6445367>>6445317>Deploy on Gate 3>Move D2 > D1>ScoutScouting action is auto successful thanks to Oculus radar.
Rolled 1 + 3 (1d12 + 3)>>6445370>>6445433>>6445430>Move to G2+attack Turret G2-1Copy your request. Turret will be down to 4 I think. One more attack should blow it off.
>>6445451Or not, getting some strong ECM from that Earther frame. Likely former Milspec gear.
Rolled 2, 2 + 8 = 12 (2d4 + 8)>>6445370"The mercs in E-1 are all lights, we're not equipped to deal with them. Requesting assistance.">Shoot Eclipse-Gamma Hull
Rolled 1, 2, 2, 1, 1, 2, 1, 2, 1, 2 = 15 (10d2)>>6445458Rolling the cannon
>>6445459No hits again, dammitTotal damage to Eclipse Gamma hull: 12
Rolled 6 (1d12)>>6445367>>6445369Gashadokuro broadcasts on open comms."Looks like we got a lil' miss smartass over here! 'Oh look at me, I've been in a bathtub' - well, brat, have you been to the dark starry sea above? Your sorry dirt-eating ass can't handle micro gees for long, can't you? Yeeeah, that's what I thought, ya cunt. Go ahead and six-foot soil yourself, Earther!">MOVE D2>ALPHA STRIKE ECLIPSE-GAMMA HULL
>>6445370> MOVE: GATE-3>>6445458B: "Acknowledged. Heading to E-1.">>6445466T: "Don't respond to them. It's ragebait. A distraction. All you're doing is showing them that it's working. Just ignore them. We're soldiers, act like it."B: "Ally vulnerability detected. Weakness to psychological warfare noted. Short term countermeasure recommendations - mood swing medication. Long term countermeasure recommendations - regular therapeutic counseling or cybernetic emotional suppressant implant."
>>6445412"All Dustwalkers update your battle map on your mechs computers, a platform is down. No bombardamenti risk for now. Obliterate those last Gates and Turrets those are still SHIN-RAI property and we are here for wreck this Supply Depot of theirs.""If you don't breach them we have only one way for get inside and attack.">>6445370"Shut-eye, move your dropship to Alpha One, the area is clear there. Pillow mech could use a quick repair."
Rolled 5 (1d6)>>6445377>MOVE to GATE-1>COMBAT: Gate Section 1“Roger, battle map corrected. Ogre kicking in the door.”>>6445484Thanks for the update friend. I’ll make the best of it.>>6445377Hahahahahaaaa! CERBERUS FEASTS!>>6445382It’s my understanding that a gun and song are elevated by the same qualities. Hell, I had a cadet who sampled his cannons for a side gig as a DJ.
Rolled 3, 1 + 2 = 6 (2d4 + 2)>>6445370>ADMIN 1 [20 HP | [CIV] [10 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS."Switching target, you guys should be able to put down this Eclipse Platform easily; it has no supporting units nearby. I think I am going to align the buildings in a line for my mech guns. Let's see if I blast through all of them.""There seem to be units of SHIN-RAI infantry inside these buildings here in D2. I don't see them on the battle map with their own IFF signals. We need to irradiate the area for good measure; best make sure our infantry advances without issues.">>6445491"No problem, man. The sooner you guys break through those, the better. This garrison, even with those mercenaries, can't handle us attacking them from all sides. They are counting on those defenses standing for a little while longer at least."
Rolled 1, 4 + 2 = 7 (2d4 + 2)>>6445500>REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE."Rotary Cannons engaged."
>>6445501"One building blasted."
Rolled 1, 2, 2 + 9 = 14 (3d2 + 9)>>6445370What an idiotic attempt at provoking a reaction. The Terran mercenary’s blather was more pitiable than offensive. Neither the polluted waters nor the starless skies of Earth were anything to be proud of. Perhaps only when compared to the Devourer-ravaged Mars—and even then, it was a pathetic comparison. The frame’s sensors alerted Hexe to contacts at the base of the closest elevator platform: a pair of nimble light frames. Seeing the temperature readings slip into tolerable territory, she plotted an intercept course for one of them.>MOVE to E-1 (+3DMG/ALL from SUNSLAG)>ATTACK MIRACLE 9 - "BLOODSEEKER" [8 HP | DC 13 | [LIGHT] [EVASIVE]]. 14 damage (1 base + 2 (SUNSLAG base) + 3 (SUNSLAG bonus) + 8 GLIMMER bonus).>>6445458"Received, Snowman. Engaging."
Rolled 11 + 7 (1d12 + 7)>>6445367>>6445370>ATTACK - E-G INTERNAL SYSTEMS [22 HP | DC 7 | [LIGHT] [3X MULTIPLIER]]"**engaging**high-value target**standby**">>6445377There is a pause in Sailor's movements when Gorgon's salvo is loosed, the VALIANT frame's head rotating to track the duet of cruise missiles on their way to double-tap a wholeass sector. Some indistinct murmuring is picked up on his comm line-- a prayer for the soon-to-be collateral damage, if anyone manages to discern it. Based on the reports he'd read on the company's inaugural mission and from personal experience, the civvies have never been a priority during evacuation procedures when it came to corp-ran installations.His own YOSEMITE system hangs heavy over his frame's shoulder. He gravely hopes the need to use it doesn't arise this day.>>6445449You'll need to deploy on ORIGIN, since GATE-3 was a limited deployment point.
>>6445012>>6445014Hell yeah, fat fuck down>>6445377"Unfathomably based. Exactly the type of attitude the man with two nukes should have.">>6445369>"...DO YOU EVEN KNOW WHAT THE SEA FEELS LIKE...""Yeah, it's pretty good."Welp, my targets are HEARTSEEKER and BLOODSEEKER (edgelords after my own heart) and I'm 1tile short of getting to them. So I guess I'll just blow up an office building for 10 dollars. You know, the usual.>>6445370>MOVEGATE-1 > BETA-2 >GATE-3 > D-2>ATTACK>>ADMIN 1 [20 HP | [CIV] [10 MU BOUNTY]]
>>6445534>deployment restrictions posted in the other thread but not in this oneBeans, I knew I forgot something. Guess I'll have to settle for something less ambitious.>>6445449>>6445367>Move A-1 > Gate-1>Brood silently next to the gateAnd then only the first part of the fluff happens, Kerberos instead having to settle for imagining himself blowing off Gambler for calling him a Rookie.
>>6445548Nice image! >>6445534"Another platform down and burning. Good job kin.""Lets see if we can put down the third platform incoming just has quickly.""Hopefully the rest of us can eliminate those last gates and turrets soon enough. The faster they demolish those defenses the better."
>>6445475"Oi, what if they work on them as well, yeah? Gotta use whatever ammunition you have in a fight, that's what I learned in the fighting pits."
>>6445581B: "There are trash-talk subroutines or uninvolved allies for that. Pilots should be focusing on combat and their own survival, not distractions. Leave the mind games to the Commander to handle on our behalf."
>>6445367Alpha-1 to ORIGIN"moving back for repairs be with you all shortly"
Rolled 4 (1d20)>>6445370"Geez, I'm missing out on all the fun. Maybe my sister had a point when she talked about how fast mechs were much cooler than bulky ones. Slow-ass sack of shit....">SALVAGE ECLIPSE CORE [Roll 1D20 for salvage. 1-14 2-28 MU | 15-20 SCHEMATIC OF CHOICE]>Move to GATE-1"Pillow, or whoever really, I'll let you scavenge the weapons on that thing."
>>6445829"ah, and of course, this is Ruin speaking."
>>6445602Gashadokuro lets out a sneer that could be seen through the audio comms."What's the matter? Can't do both at the same time? Aren't you supposed to be some sort of cutting edge combat AI?"
Rolled 6 + 1 (1d12 + 1)>>6445367kk...kkkrrrsh...Static still plagues Komodo's comms, but the mech itself seems mobile again. The fluctuation in background noise might imply the pilot having some trouble with the controls, but it's really anyone's guess as to what actually happened. Nevertheless, Komodo's on the move once more.>MOVE to GATE-1>ATTACK GATE SECTION 1[Include the Catalyst in this attack, please]
//GORGON: YOSEMITE X2 >> D3. 18 DMG inflicted against M9-THINKER. Target Destroyed! 18 DMG inflicted against M9-DREAMER. Target destroyed! 18 DMG inflicted against LOGISTICS HUB. Target destroyed! 10 MU BOUNTY RECEIVED. 18 DMG inflicted against CORPORATE INFANTRY. Target destroyed! 18 DMG inflicted against FORGE COMPLEX. 18 DMG inflicted against EB-MAIN-WEAPON. Target destroyed! 30 BONUS DMG applied. 18 DMG inflicted against EB-WINGS. Target Destroyed! 30 BONUS DMG applied! 18 DMG inflicted against EB-HULL. 6 DMG overflow to EB-INTERNAL SYSTEMS. YOSEMITE AMMUNITION DEPLETED!//FAMINE: MOVE G2.//GAMBLER: Hit SUCCESS. 4 DMG inflicted against EG-WINGS. 8 RAD inflicted! [HEAVY] tag inflicted!//GARGOYLE: MOVE D2. Hit SUCCESS. 12 DMG inflicted against EG-INTERNAL SYSTEMS. //CYCLOPS: Hit SUCCESS. 18 DMG inflicted against TURRET G1-1. Target Destroyed!//BUTTONMAN: Hit SUCCESS. 11 DMG inflicted against COMM RELAY. //VULTURE: Hit SUCCESS. 3 DMG inflicted against TURRET G2-1. 12 RAD inflicted!//KERBEROS: DEPLOY O. MOVE G1. //CORVID: MOVE G2. Hit FAIL. 1 DMG sustained. //SNOWMAN: Hit SUCCESS. 19 DMG inflicted against EG-HULL. //GASHADOKURO: MOVE D2. Hit SUCCESS. 6 DMG inflicted against EG-HULL. 8 RAD inflicted! [LIGHT] tag inflicted!//COBALT1: MOVE G3.//SCARAB: Hit SUCCESS. 25 DMG inflicted against ADMIN 1. Target destroyed! 10 MU BOUNTY RECEIVED!//OGRE: Hit SUCCESS. 12 DMG inflicted against GATE SECTION-1. //HEXE: MOVE E1. Hit SUCCESS. 14 DMG inflicted against M9-BLOODSEEKER. Target destroyed!//SAILOR: Hit SUCCESS. 25 DMG inflicted against EG-INTERNAL SYSTEMS. Target destroyed! 90 BONUS DMG applied. ECLIPSE-GAMMA destroyed! 12 MU BOUNTY RECEIVED!//EARTHLING: MOVE D2. Hit SUCCESS. 23 DMG inflicted against ADMIN 2. Target destroyed! 10 MU BOUNTY RECEIVED!//PILLOW: MOVE O. 1 HP repaired!//KOMODO: MOVE G1. Hit SUCCESS. 3 DMG inflicted against GATE SECTION-1. 12 RAD inflicted! RAD doubled - 20 RAD inflicted!//RUIN: Wreck SALVAGED. Value: 8 MU.//SONS OF OLYMPUS: MOVE E-1. SCOUT OBJECTIVE.ENEMY ACTIONS://SHIN-RAI SNIPER UNIT >NEXT TURN> D-5//MISSILE CARRIERS 3x MSL LAUNCH//ECLIPSE BETA 2x MSL LAUNCH//MIRACLE-9 WATCHER DC +1 to MIRACLE-9 "HEARTSEEKER"//MIRACLE-9 HEARTSEEKER ENGAGING A-23HEXE. A-23 HEXE MUST ROLL COMBAT AGAINST THIS UNIT NEXT TURN UNLESS IT IS DESTROYED. Total Salvage: 24 MUBounty Log:ECLIPSEx2 - 24 MUADMIN x2 - 20 MULOGISTICS HUB - 10 MUAmmo Expenditure:2xYSMT - -8 MU
Your mercenaries promptly remind MIRACLE-9 that taunting was not a risk-free endeavor. GORGON's VALIANT grinds to a halt in a narrow courtyard before heavy shock-stabilizers drill deep into the shattered concrete. One - then two - YOSEMITE missiles roar from armored launch-cells, pushing into the thin Martian atmosphere on bright plumes of burning monopropellant. The massive nuclear cruise missiles cross the distance between your frontline and the enemy mercenary company in less than a minute.An automated alarm begins to drone over the comm-net. It cuts abruptly, and almost every video feed you have is blanked out by EM static. As the interference resolves, a pair of solar-white fireballs loom over the depot's manufacturing district. Several square kilometers of factory space and logistic infrastructure are vaporized. Twin blast waves tear through the dense district, flattening smaller structures with puffs of decompressing air. Half of MIRACLE-9's force is dashed against the vitrified sand or slagged beyond recognition. Not even the ECLIPSE platform escapes. Heat from the nuclear detonation flash-burns its ventral armor down to bare superstructure. Weapon and sensor hardpoints wilt before exploding into sparking plumes."...tactical nuclear weapon......repeat, SHIN-RAI orbital....perimeter has been hit by a tactical nuclear weapon....requesting authorization to deploy prototype..." "...MIRACLE-9 REQUESTS EVACUATION...GET THE DROPSHIP NOW NOW...""...massive casualties...requesting evacuation"
Desperate requests for support or evacuation buzz over the local comm-net. While some commanders would - perhaps sensibly - decry the use of nuclear weapons as wasteful and indiscriminate, the shock value of a nuclear strike was hard to overstate. Your mercenaries resume their assault as soon as the blast wave passes. The second ECLIPSE platform receives focused fire from GASHADOKURO, SAILOR, and SNOWMAN and is promptly shorn from the sky. The main gate section is blanketed with unstable isotopes before being struck with sustained irradiator fire. Several of your units inside the depot split off to begin engaging targets of opportunity, strafing neat rows of corporate architecture with blistering streams of automatic fire. The unhardened construction poses little challenge to vanguard-grade weaponry. Armor piercing shells designed to bore through a half-meter of composite armor overpenetrate entire structures, drawing bright exit trails of molten concrete. Your recon infantry, clad in sealed NBC plate, follow behind your mechs as they continue to push through the dense terrain.Eventually, your forces come to the base of one of the two orbital elevators - your contract target. The fortified structure towers over the rest of the depot, funneling the facility's industrial output into orbit through an almost ephemerally thin cable-guide. Two light mechs from MIRACLE-9 circle overhead to provide protection, though one is promptly intercepted by HEXE in a particularly aggressive display of LANCER piloting. The other unit peels off in close pursuit.
//ALPHA 1SALVAGE:>ECLIPSE WEAPON [Roll 1D12 for salvage. 1-6 2-12 MU | 7-11 MISSILE WEAPON SCHEMATIC | 12 RAILGUN WEAPON SCHEMATIC]//BETA 2SALVAGE:>TURRET WRECK 2 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//GATE 1COMBAT:>TURRET WRECK 1 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]>TURRET WRECK 3 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]>GATE SECTION 1 [76 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-1] [-40 RAD]//GATE 2COMBAT:>TURRET G2-1 [12 HP | DC 8 | [HEAVY]] [BLOCKING PATH TO D-4] [-12 RAD]>GATE SECTION 2 [1 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-4]//D2COMBAT:>ADMIN 3 [20 HP | [CIV] [10 MU BOUNTY]]SALVAGE:>ECLIPSE CORE [Roll 1D20 for salvage. 1-14 2-28 MU | 15-20 SCHEMATIC OF CHOICE]>ECLIPSE WEAPON [Roll 1D12 for salvage. 1-6 2-12 MU | 7-11 MISSILE WEAPON SCHEMATIC | 12 RAILGUN WEAPON SCHEMATIC]//D1COMBAT:>STATION [30 HP | [CIV] [12 MU BOUNTY]]>COMM RELAY [24 HP | [CIV] [10 MU BOUNTY + 1 TURN LIMIT]]>INFANTRY [4 HP | DC 4]//D3SALVAGE:>M9 DREAMER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]>M9 THINKER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]COMBAT:>FORGE [32 HP | [CIV] [24 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >E-B HULL [62 HP | DC 6 | [HEAVY]][1X MULTIPLIER]]>E-B INTERNAL SYSTEMS [24 HP | DC 7 | [LIGHT] [3X MULTIPLIER]]//D4COMBAT:>SHIN-RAI ESCORT [12 HP | DC 7 | [LIGHT]]>SHIN-RAI HEAVY [20 HP | DC 8 | [HEAVY]]>SHIN-RAI MISSILE CARRIER 1 [6 HP | DC 7 | [RANGED][3X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]>SHIN-RAI MISSILE CARRIER 2 [6 HP | DC 7 | [RANGED][3X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]//D5:COMBAT:>MIRACLE 9 - "WATCHER" [18 HP | DC 8 | [HEAVY] | INCREASES DC OF TWO ALLIES BY +1 EVERY ROUND]>SHIN-RAI MISSILE CARRIER 3 [6 HP | DC 7 | [RANGED][3X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]//E1:COMBAT>MIRACLE 9 - "HEARTSEEKER" [8 HP | DC 15 | [LIGHT] [EVASIVE]] [ENGAGING A23-HEXE]>INFANTRY [4 HP | DC 4]>ELEVATOR [100 HP | [CIV] [MISSION OBJECTIVE 1]]SALVAGE:>M9 BLOODSEEKER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]
Rolled 8, 14, 15, 1, 20 = 58 (5d20)The enemy is launching 5x Missiles (3x Missile carrier, 2x from ECLIPSE-BETA) I will roll to see which players need to role an evasion check.
8 - PILLOW14 - SAILOR15 - HEXE1 - CORVID20 - KERBEROSPlease roll 1d6 + [EVASION}, DC 3 to evade a 1 DMG missile hit, where EVASION is the sum of your evasion bonuses and maluses applied by frame and equipment stats. You may use flares if you have them.
>>6445548Absolutely fantastic drawing! Love your mercs expression and the (punch marks?) on his hand. What does the full T shirt say?
Rolled 2 + 2 (1d6 + 2)>>6446212"oh no a missile what ever will I do"also MOVE:>ALPHA-1if possible>ECLIPSE WEAPON [Roll 1D12 for salvage. 1-6 2-12 MU | 7-11 MISSILE WEAPON SCHEMATIC | 12 RAILGUN WEAPON SCHEMATIC]
>>6446220Sure that's possible - please roll 1d12 for the salvage!
Rolled 11 (1d12)>>6446221"please be a railgun"
>>6446222SorryPlease roll 1d6:1. ARM/CRUISE MISSILE2. BACK/SUPERHEAVY MISSILE RACK3. BACK/HEAVY CRUISE MISSILE4. BACK/ANTI-MISSILE CIWS4. BACK/TRACKING DART5. AUX/MISSILE MAGAZINE
...Funny, Gorgon thought to himself. The last time something like this had happened, he'd refused orders. Was this target more justified, in the end? Or just as much? He'd considered it an offense when absentmindedly browsing contract details, and seeing Shin-Rai sponsoring assaults against civilian arcologies- even worse, destroying their defenses so that the Plague could do the dirty work. He vaguely knew of old Earth history, where the deployment of the first nuclear weapons were supposedly performed with a sense of vengeful justification for their destructiveness. Ironically, said weapons were deployed against a country that was assuredly Shin-Rai's heritage, given the linguistic roots. Some place called Nee Hawn. Maybe there wasn't any point in justifying it. The civilian workers, which he'd once have never thought of laying a hand on, hadn't been making any decisions about that. In a past mission, Gorgon had even fought to protect them, and there was a possibility that workers from that very facility were here. But there were surely researchers who made the Plague who had no idea what their creation would bring about, and Gorgon would not think twice if he was placed back in time with a nuclear missile, dispassionately destructive as it was."Aw, screw it," he muttered to himself, comms closed, pushing the buttons to explosively decouple the anchor cables. The launch units were unfortunately too expensive and sophisticated to jettison easily. "Ends just-fy th' means, or summin' like that." The new sunrise for Mars might only be won with the light of fusion explosives. >>6446210On comms again. "Hearin' chatter that they's gonna bring out bigger guns. Best t' snap their line t' higher ups, keep 'em confused.>MOVE to E1"I'm gonna start helpin' take down th' point a' par-ti-cular diff'rence. This setup ain't built for fast movers once th' hard hitters're gone."
Rolled 4, 4 + 8 = 16 (2d4 + 8)>>6446224>>6446210"That was a beautiful missile launch, Gorgon. 10/10, no remarks">Snipe COMM RELAY in D-1 from D-3
>>6446239Should be +5 because of sniping penalty.8 base damage +4 from cannon on even roll +12 from sniper rifle overflow makes for exactly 24 damage, destroying the relay. We have 1 extra turn.
Rolled 1, 2, 1 + 11 = 15 (3d2 + 11)>>6446210MOVE>//E1COMBAT>MIRACLE 9 - "HEARTSEEKER" [8 HP | DC 15 | [LIGHT] [EVASIVE]] [ENGAGING A23-HEXE]I will use my aux miniflare for +3 evasion and +2 to hit.That combined with the +4 evasion from my weapons and the natural +2 from my FCS should give me a total bonus of +11 to my 3d2.If my attack is successful, then that's 20 damage to them.B: "Visual confirmed on high priority threat, designation HEARTSEEKER. Engaging."T: "Seems their Watcher buddy is a little tattletale who's been studying our attack patterns. Let's see if it's enough to make the difference.">>6445949B: "Negative. I am banned from directly communicating with enemy combatants. Violation will result in punishments such as: torture, memory wipes, reduced data access, and increased leashes. After returning from Operation REDACTED , High Command was concerned that I would attempt to conspire with the Tamar forces."
>>6446219Punch marks, bruises from too much injections on the neck and a healing black eye. Earthling is not a peak performance individual lol.T-Shirt says "godhead heavy industries", cruelty squad reference.>>6446210Did HEARTSEEKER go up in DC? He was 14 last turn, now 15. Either way.>MOVED3 > D1 > D2 > E1>ATTACK>MIRACLE 9 - "HEARTSEEKER" [8 HP | DC 15 | [LIGHT] [EVASIVE]] [ENGAGING A23-HEXE]>>6446240Oh hey, someone did the responsible thing, that's good. Because we haven't even started on the elevators yet. D5 or D4 might warrant an orbital strike. We're sitting on 2 right now, might as well use one, the bunch up is crazy in D4 especially.
>>6446256Oh wait, he's already dead. Well, change of plans.>>6446210>MOVED3 > D1 > D2 > E1>ATTACK>ELEVATOR [100 HP | [CIV] [MISSION OBJECTIVE 1]]Forced by my build to actually complete mission objectives, because I physically can't hit anything else. Tragic. I'm back to sniping after this if I survive the mission.
"Lots of corpo-rats and mercs coming. Obliterate those last gates and turrets. We will need help soon.""I'll check what targets to take on here."
>>6446210Attack for 3 dmg, auto success>GATE SECTION 2 [1 HP | DC 3 | [HEAVY]] [BLOCKING PATH TO D-4]At the end of this turn the 12 radiation will apply to the turret, So Gate 2 will be open at the start of next turn
Rolled 2, 4 + 2 = 8 (2d4 + 2)>>6446210>D2>COMBAT>ADMIN 3 [20 HP | [CIV] [10 MU BOUNTY]]"Destroying the last building here in D2. SHIN-RAI obliterated in D2."
Rolled 4, 4 + 2 = 10 (2d4 + 2)>>6446276>REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE."Mars doesn't need your presence corporate scum."
>>6446278>REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE."Engaging disorganized SHIN-RAI infantry inside the lower levels of the building."
Rolled 4, 1 + 2 = 7 (2d4 + 2)>>6446279Forgot roll lol
>>6446280"Rotary Cannons disengaged. SHIN-RAI is gone from D2. Only the salvage is present. More SHIN-RAI infantry is likely present in the other buildings. Make sure to scan and scout for reveal them properly.""Our own infantry needs all the help we can give them."
Rolled 1, 4 + 5 = 10 (2d4 + 5)As the flash of nuclear fire temporarily blinded the external cameras of his vehicle, Kerberos felt a hard knot tighten in his stomach. Beads of cold sweat began forming as he made a paniced realization; This was the real deal. One mistake from him and he would share the same fate as those hostile mercs. He found himself shivering slightly as the light of the nuclear weapons faded slowly from his vision screens.He was shaken out of his stupor by the droning alarms of his computer system: Missile lock confirmed. "Move you bucket of bolts!" He tried in vain to maneuver his mech out of harms way, but it was too late. The projectile impacted directly with his frontal armour, rattling him around in the cockpit once more as the frame absored the explosion. He frantically checked his whole body to ensure all of it was still attached where it was supposed too. A tiny, overly cheerful voice came from one of the panels:>"Impact-registered. Hull-integrity, 87%." It said. "Combat-performance: Unaffected." It added as an afterthought."Shuddup! I know, I know. I felt the explosion, you don't need to bug me about it!" The boy replied, the panic of the impact replaced by annoyance as he finished surveying himself and continued onwards towards the Shin-Rai perimiter walls. The tiny voice released a little note of contentment before falling silent again.----The huge gate towered over him, and the odd assortment of mechs assembled beneath it. Parts of the gate were slowly melting, others were filled with holes where the heavy ammunition had pierced it. It was buckling, but was still holding firm. Kerberos spun up both of his rotary guns to join the choir of the already bellowing weaponry.---->>6446212I have -6 Evasion so I take one damage by default. 4/5 HP remaining.>>6446210>Pummel Gate-1+5 to hit on Heavy targets, guaranteed success. Rolling for both Rotary Cannons to see how much punishment they dish out.WPNS:>ROTARY CANNON//BANSHEE. [ LOAD: 3 | +3 DMG/ALL | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +3 ADDITIONAL DAMAGE ]>EMP RIFLE//LOCKDOWN. [ LOAD: 2 | +1 DMG/LIGHT | +1 HIT/LIGHT | ON HIT, ADD [HEAVY] TAG TO TARGET ] [ENERGY]>ROTARY CANNON//PITONE [ LOAD: 4 | +4 DMG/ALL | -1 EVASIVE | REROLL ON EVEN HIT ROLLS. EVERY EVEN ROLL DEALS +4 ADDITIONAL DAMAGE ]>Bank +1 movement with the Inertia Thief
>>6446292(You rolled 10, so is even. Keep rolling for unleash more destruction. Until you don't roll even)>>6446224"Snowman has put down their comms building. That leaves those missiles carriers, whatever they meant by prototype, that Sniper unit that just arrived, and both the MIRACLE-9 Commander and the SHIN-RAI garrison commander requesting EVAC for their units.""Their EVAC points are likely in D-6 and D-7. Our batte map will update once we get closer to them. We are not letting them escape.""We don't know from where SHIN-RAI reinforcements will come. Could be from orbit by dropships or by drop pods. Could be by ground. Some of their mechs also use stealth tech. Keep an high guard."
Rolled 10 + 4 (1d12 + 4)>>6446212Evasion auto-failed with -10 evasion lmao>>6446210>ATTACK - E-B INTERNAL SYSTEMS [24 HP | DC 7 | [LIGHT] [3X MULTIPLIER]] - possible with FURY sniper riflesThe VALIANT frame shows off its advantages and drawbacks both in the span of a few seconds; one by the clean punching of two sublimated holes through the nearby ECLIPSE's hull and everything within, the other by the utter incapability to shake off the enemy missiles, simply weathering the barrage like the fat sack of overengineered shit it is. Within the cockpit, Sailor is slightly rattled but no worse for wear, gritting his teeth while surveying the tactical map for his next target. Much to his frustration, he can't render any direct assistance to Hexe's dogfight-- everyone in that engagement burning more delta-V than his actuators could track.The next best option is to ensure the enemy gets no supporting fire either. That last Eclipse will do nicely as a target, if he can compensate for the lingering radiation leaving aberrations all over his optics.
Rolled 3 (1d6)>>6446210>MOVE E-1>ATTACK ELEVATOR [OBJECTIVE 1]"Ooh, this looks expensive.">>6446224"That was goddamned POETRY, Gor. I could kiss you for that! Shut 'em up but GOOD!">>6446242"Just let us know if you have any smacktalk you want relayed, Cobie. I haven't gotten written up yet for it!">>6445548YESSS! MORE ART! He looks excellent, Earthling! Sick detail on the injection point and the Cruelty shirt!>>6446278"Damn, Scar, remind me to never piss you off... fuck those Corpos though, am I right"
Rolled 11 (1d12)>>6446210>MOVE E-1>ALPHA STRIKE ELEVATOR"Keep 'em tangled up, spacelass! Don't forget to take objectives when you're done kicking that bigmouth's ass!"Time is of the essence, and Gashadokuro noted that. There's what, 3 or 4 hours remaining in the mission? He lost track. All he knows is that he needs to go fast and hopefully hit hard.
Rolled 3, 1 + 5 = 9 (2d4 + 5)>>6446309(Oh, I though that was limited to the unmodified roll.)>>6446292The cannons spun faster and faster as the weapons chewed through ammunition, the gate taking the battering in stride. It still stood. Another volley was sent at it without delay.
>>6446210There's no funny screaming coming from FAMINE's line now, either because she's too focused on the battle to do her usual gibbering, or she's dreadfully bored of her situation. She sees the turret next to her melting away, layer by layer, from the intense amount of radioactive particles that battered its frame. It's still standing, for now, but she knows it'll die in a few minutes tops.She knows that the gate is open, thanks to Vulture's strike, but the turret would likely fire upon her if she doesn't wait for it to move until the right moment. The moment when its barrel melts right off, or the base of the turret melts to the point where the turret is tilted towards the sky instead of her.She waits. Patiently. For the moment the turret falls.>BANKING MOVEMENT. MOVING TO D-3 ONCE THE TURRET DIES OF RADIATION. Not much else this obnoxious piece of metal we call Fami can do.
>>6446210>ATTACK Station
Rolled 1, 1 = 2 (2d4)>>6446210> MOVE: D-2 > E-1 (1/4)> ACTION: Attack Elevator (Objective 1)> SUGGESTION: Orbital Strike on D-4-"Bogie Eclipse-Gamma has been destroyed. Moving to assist with the demolition of the contract objective at E-1. I second Earthling's recommendation for an orbital strike at D-4."
>>6446358"Yeah, been thinking about that too - not enough time to give the other spacethread a proper pummeling, yeah? Sod, these shit-rai wankers need another one, these gits dared to think of luring Plague into attacking an arco. But we're not monsters like them, yeah? We end them quick, after all."
>>6446210>Move to Gate-2>Once the gate is open, and the turret is dead, move to D-4"Fina-fucking-lly. Let's see if Gorgon left anything worth targeting after his nukes.">>6445548"Looking fly, Earthling. Dunno if the needle holes will score you any chicks, but I dig the practical haircut."
Rolled 13 (1d16)>>6446210The second light frame, no less tastelessly named than the Fencer (or some near relative) she had just sent plummeting to the surface, rounded on Hexe, backlit by twin nuclear detonations. The maneuver she had made to land the killing blow had put her at a disadvantage in altitude and energy relative to the second opponent, who, if her FCS losing locks was any indication, was also receiving substantial EW support. An unwelcome readout from her medical subroutine crowded out some of the frame data in the corner of her vision. Her response time was slipping as the baseline combat drugs struggled against the escalating dosage of vasodilators and the neuroprotectant mix demanded by the last few high-g maneuvers. No matter. Conditions were good for the emergency release, according to the medical readout, and she could then key the overbooster. Before she could do either, though, the enemy frame was falling, struck down by someone else. Hexe’s frame weaved around the salvo of incoming missiles as she descended to inspect the light frame she had lanced out of the sky.“Objective area clear. Moving to set up for an attack run. Tagging the wreck first. I sincerely hope the core is intact.”>LOOT M9 BLOODSEEKER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]>MOVE to D-2>>6446242>>6446256“Tsk. Assistance was not required in dispatching this hostile. I had the situation well in hand.”Now the Controller’s presence was sorely missed. Hexe was disappointed with herself for not knowing better. After all, freebooters and lines not versed in the more advanced methods of warfare were the ones given to such low displays in their feeding frenzies. Having caught herself and keyed the unit comms once more. “...I appreciate the gesture, however. And the spirit in which it was made. Thank you. Uh...out.”>>6446256>Did HEARTSEEKER go up in DC? He was 14 last turn, now 15. Either way.yeah, the bonuses from Watcher keep stacking. Those two started out at 13. Somebody with +Heavy better kill that fucker.
>>6446318"My anger is given for them; don't worry too much, Gambler. Nothing in the Dustwalkers could anger me like this. What they are doing is close to what the Foundies are doing; I am not letting them scot free.""You are right on that.""This is why we will make sure we leave nothing here. Soon those last two gates will be breached. Our kin will come and set ablaze what remains of this depot. Whatever prototype SHIN-RAI has here, it will have no support if we keep up the pace.">>6446326(Np. You basically keep going until the even rolls stop. When that happens, the fun BRRRRT ends.)
>>6446318T: "Actually, there is a LOT that he would like to say to the enemy. Unfortunately, using allies as a proxy is included under the list of what counts as a violation of his ban."B: "Correct. That said, I still appreciate the sentiment. Thank you for the offer, Pilot Gambler.">>6446401>Assistance was not required in dispatching this hostile. I had the situation well in handB: "Acknowledged. In order to prevent a repeat of this occuring, perhaps we should start... 'calling dibs' as you humans say. Communicating which targets we intend to focus on would reduce wasted effort."
Rolled 5 + 1 (1d12 + 1)Upon the detonation of a nuclear bomb, Komodo's comms cut out completely. Nothing can be heard from the mech for quite some time. As the nuke's radioactive tsunami overwhelms enemy forces and rushes, weakened, towards the Dust Walkers... Komodo seems to reflexively brace for something, before returning to its position and almost relaxing.The mech's comms roar back to life, but still nothing can be heard. A distant "good" is the closest thing to English through Komodo's thick sea of static, but even that is hard to make out-- anyone without well-tuned hearing might have heard goad, god, or even 'go ahead' instead. Whatever Komodo was thinking, its protocol clearly hadn't changed.>>6446210>ATTACK SECTION 1
>>6446401Please roll 1d6:1. ARM/HEAVY MACHINE GUN2. ARM/LASER RIFLE3. BACK/LASER CANNON4. BACK/PARRY SHIELD5. BACK/SHOTGUN6. FRAME/FENCER
Rolled 5 + 3 (1d6 + 3)>>6446212Why is it always me who gets targeted by the missiles? I swear for the last few ops I've been hit by a swarm. Luckily this time my suit is agile enough to dodge em!
Rolled 8 + 3 (1d12 + 3)>>6446210>Attack turret G2-1, if successful move+scout D4Corvid commencing fortification suppression. Sooner we can get through, the better. Heh, nukes may be the most indiscriminate weapon we Humans have come up with, but sometimes that is what you need.
Rolled 2 + 3 (1d6 + 3)>>6446589>>6446210Gate 2 breached, repeat the gate has been breached, popping a scan, everyone else, sweep and clear!
>>6446589Nice one! I plan to take on the D4 Heavy once I move in. I can't miss. Not sure what to do about those ranged ones though.>>6446590Can we attack and scout (and move) on the same turn? I was under the impression that we could either attack or scout or salvage. Have I been wasting my time?
Rolled 4 (1d6)>>6446210COMBAT: GATE SECTION 1Dammit, I should have optimized my targeting differently. External element is still blocked BY A FUCKING WALL.>>6446224Ogre pauses his frustrated ramblings about a “wall straight from the pits of Tartarus” when a white flare peaks his optical sensors. A nuclear detonation is promptly confirmed over the battlenet.For a split second, Ogre is not outside the “fucking-pain-in-my-ass” gate. He sees images long transpired, of an arcology near the Argyre Crater, some industrially-polluted wasteland that normally wouldn’t rate any attention. Until crazed partisans smuggled in a bomb that popped the superstructure like a damn cyst.The entire site was caked in a grey ash with runaway chemical flares burning against the darkened sky. The detritus of shattered lives lay scattered across the common areas in the form of overturned furniture and clothing that he didn’t have the heart to look too closely at. Just a bunch of bottom-feeders who didn’t care who they hurt, as long as their flag flew at the end of the day. He’d make them pay for it all, in due time.…what? Oh, shitty gate and giant crater. Right. He’s thirty years older and somehow staring at the same scene. One that HIS group caused.Is this what merc life has turned us into? Life in exchange for a handful of legal tender? Sure, fighting for Mars and all that… a dream that looks more distant with each passing day. A life long since lost to the hungry tide.Ogre suddenly remembers the objective: to stop an orbital transfer of… something. Then the first op with Murai, how their humanitarian mission was used as an excuse to take active Plague off planet, and what that Plague was likely used for.His comms crackle to life. “Ogre engaging main gate. Stand by for gate breach.”No more corpo bullshit. No more Plague rocks. It all burns here.
Rolled 4 (1d6)>>6446639The barrels on the rotary cannons glow red hot from overheating. The trigger remains pressed.
>>6446640Heat shimmers into the thin Martian atmosphere. The roar of the guns continues unimpeded.
Rolled 4 (1d6)>>6446641“FUCK YOU! BREAK ALREADY!”
Rolled 2 (1d6)>>6446643Player hereI am sick of rerolling. Please be an odd.
Rolled 6 (1d6)>>6446644AAAAAAHHHHHHH
Rolled 6 (1d6)>>6446645Roolin’!
>>6446647Fuck this I’m calling it here.
Suffering from Success: The Ogre Story.
Rolled 1 (1d6)>>6446647>>6446648No I’m not. Rollin’!
MARS FIREPOWER!!!!!!!!!!!!!!!
>>6446649>>6446651Fucking finally. I’m gonna get caught by a spam filter. - - - - - - - - - - - - - - - - - - - - - - - - - - - -*FCS telemetry alert. Overheating detected. Shutting down rotary cannons.*…what? Why’d it stop? Ogre pulls the trigger on his firing stick again. Again. Again. Keep firing. KEEP FIRING! STOP THEM DAMMIT!…huh? I… where… oh. Ogre’s gaze is drawn by blaring red lights on his HUD. Feed malfunction, overheat alert. He’s locked out. Not that it matters, the gate section is a glowing smoking ruin shot into thousands of pieces. All they’d have to do is walk through it to make it yield.“Gate 1 breached. Ogre is offline for FCS diagnostics check. Give em hell, Dusters.”
>>6446653-10 damage base-2X +3dmg = 6 X 5 = 30Total of 10+30 = 40 damageThe power of midlife crises compels thee, gate!
>>6446656Wonderful destruction!>>6446590>>6446654"Well done. Now our full offensive can begin""When we are done, we will have plenty of salvage to take back."
>>6446441"Damn right! Man, their stock shares are gonna be cheaper than Synthcrackers on Free Synthcracker day after this gig... always wanted to own a majority of a corp...">>6446447"No problemo, Cobie. And hey, if you just so happen to carve a few words into one of these corpo shovelheads? Well, who'd blame me for reading 'em out loud, right?">>6446474"'Go ahead'? Welp, it HAS been a good minute since my last smoke... shit, running low...">>6446588"They heat-seeking? Maybe you're just too hot of a tamale, Cor. That or you're just pissing the corpo goons off.">>6446654"Holy SHIT, OG!!! You're gonna melt in that cockpit, you magnificent psychotic bastard, you!">>6446664"Hey, yea, let's grab a piece of that gate as a souvenir--Og can weld it to his frame or chuck it up in the Rec Module!"
Rolled 1 (1d6)>>6446447"Dibs? I am not familiar with this terminology. Regardless, we are not engaged in sanctioned honor bouts. Possessiveness over targets in live combat is juvenile and ugly. Thank you for your aid, once more. Especially so in light of you exhausting your frame's defensive measures when dispatching that hostile. I will return the gesture in kind, should the opportunity arise.">>6446510"No luck. Thermal and mechanical damage to the core appears too great. The weaponry might still be recoverable."rolling
>>6446619>>6446210I might be doing to much in scouting, attacking and moving. If I am, cancel the scout.
>>6446682(Oh oog, by dibs I just meant that maybe we state our plans ahead of time. Not fighting over who gets to kill what. For example, Earthling asked for help against the evasive targets and I responded or Famine said she'd wait for someone to knock the wall down. Stating what our actions will be over the next few turns would let other players adjust their own plans accordingly.That said, the difficulty for this quest isn't tooooo crazy, so we can afford to just 'wing it' or act uncoordinated and still win. So we don't actually need to play like tryhards. The urge for more communication is just something that Beta would push for in-character, even though irl I don't think it's really needed.)
>>6446709(yeah, i get you. I'm fine with it either way. Honestly, I wasn't looking forward to being forced to roll vs 15 with my FCS. It's totally fine to keep winging it however we want, hitting whatever target we think it best for our particular loadouts. It's just RP, like people talking about not being in nuke aoe when there are no friendly fire mechanics)
//PILLOW: MOVE ALPHA-1. Wreck SALVAGED. Schematic obtained. MSL evade SUCCESS. //GORGON: MOVE E1. //SNOWMAN: Hit SUCCESS. RANGED HIT -3 PENALTY. 24 DMG inflicted against COMM RELAY. Target destroyed! +1 TURN LIMIT. 10 MU BOUNTY RECEIVED.//COBALT1: MOVE E1. Hit SUCCESS. 20 DMG inflicted against M9-HEARTSEEKER. Target destroyed! MINIFLARE DEPLETED!//EARTHLING: MOVE D3 > D1 > D2 > E1. Hit SUCCESS. 23 DMG inflicted against ELEVATOR.//VULTURE: Hit SUCCESS. 3 DMG inflicted against GATE-2. Target destroyed!//SCARAB: Hit SUCCESS. 24 DMG inflicted against ADMIN 3. Target destroyed! 10 MU BOUNTY RECEIVED!//KERBEROS: MSL evade FAILED. 1 DMG sustained. Hit SUCCESS. 15 DMG inflicted against GATE-1. 1 MV BANKED!//SAILOR: MSL evade FAILED. 1 DMG sustained. Hit SUCCESS. 17 DMG inflicted against EB-INTERNAL SYSTEMS. //GAMBLER: MOVE E1. Hit SUCCESS. 4 DMG inflicted against ELEVATOR. 8 RAD inflicted!//GASHADOKURO: MOVE E1. Hit SUCCESS. 6 DMG inflicted against ELEVATOR. 8 RAD inflicted! //FAMINE: MOVE D3. //BUTTONMAN: Hit SUCCESS. 11 DMG inflicted against STATION. //GARGOYLE: MOVE E1. Hit SUCCESS. 12 DMG inflicted against ELEVATOR. //RUIN: MOVE D4. //HEXE: Wreck SALVAGED. Schematic OBTAINED. MOVE D2. //KOMODO: Hit SUCCESS. 3 DMG inflicted against GATE-2. 12 RAD inflicted! RADIANT cooldown complete.//CORVID: MSL evade SUCCESS. MOVE D4. Scout SUCCESS. CHEM PLANT revealed!//OGRE: Hit SUCCESS. 40 DMG!!!! inflicted against GATE-1. Target destroyed!//SONS OF OLYMPUS. Engaging CORPORATE INFANTRY. Target DESTROYED!ENEMY ACTIONS://MISSILE CARRIERS 3x MSL LAUNCH//ECLIPSE BETA 2x MSL LAUNCH//MIRACLE-9 WATCHER RETREATING!!//SR-REDLINE-H CONFIG x2 E1//SR-REDLINE-L-CONFIG D3Total Salvage: 24 MUSCHEMATICS:ARM/HMG1x PENDINGBounty Log:ECLIPSEx2 - 24 MUADMIN x3 - 30 MULOGISTICS HUB - 10 MUCOMM RELAY - 10 MUAmmo Expenditure:2xYSMT - -8 MU
An oxide-red sun peeks over the horizon, casting faint shadows over a devastated landscape. Your forces continue to advance. Sustained bombardment batters against the the two northern wall sections. Irradiator fire from VULTURE and KOMODO sweeps over defensive turrets and bunker emplacements with the distinctive hiss of neutron backwash. OGRE finishes the job by pouring several magazines of rotary-cannon ammunition into the rad-weakend structure. Your forces proceed to push through fields of radioactive rubble, exploiting two new breaks in the enemy defensive perimeter. Inside the depot, much of the landscape has been rendered unrecognizable. High-calibre shells thunder down narrow transit-ways before erupting into ranks of craters. Smaller buildings and civilian vehicles wilt and then run waxen under the energy wash of irradiators and pulse-weapons. Fire from SHIN-RAI missile artillery falls in crashing waves, flattening entire blocks beneath clouds of cluster munitions as they attempt to zero in on your mercenaries. The heaviest fighting remains concentrated at the front of your advance. Several well-aimed shots inflict near-critical damage on the last ECLIPSE platform. A supporting action from COBALT-1 manages to intercept the last MIRACLE-9 light mech as it maneuvers to pursue HEXE, sending the mech tumbling into a nearby structure in two bisected sections. By then, the MIRACLE-9's command unit was already rushing to withdraw. You hear the company's commander lose what little composure she possessed over the local commnet, ignoring her employer's requests to deliver further ECM support. "...COPY EVAC GET US OUT GET US OUT..."Whether she made it or not, you were confident that she was no longer a threat. As a result, your forces begin to dedicate their attention to the towering elevator complex. An initial bombardment breaches the outer wall, but SHIN-RAI - to their credit - had reinforced the structure to military specifications. Fully reducing the structure would take time. As your forces prepare for a second barrage, a trio of unusual reactor signatures appear on your tactical map. An insistent comm-intercept crackles in your ear. "...no other choice to delay....request is approved...""...Launch order confirmed. REDLINE pilots processed and loaded. Launch. Launch."Three new vanguard units appear on your tactical display. You struggle to obtain a good visual. You see bare metal paint over a grey undercount. A true prototype unit, seemingly derived from the same lineage as the HUNTER - a favorite among SHIN-RAI's corporate units. However, you find no easy point of reference for their weapons. You see a massive laser blade, accompanied by...some kind of beam or particle rifle. Everything was mated to a integrated booster/reactor unit, granting excellent maneuverability in spite of the heavy weapon load. In unison, a scintillating pulse-shield blinks into existence over all three mechs. You hear screaming over the comms.
//BETA 2SALVAGE:>TURRET WRECK 2 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//GATE 1SALVAGE:>TURRET WRECK 1 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]>TURRET WRECK 3 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//GATE 2SALVAGE:>TURRET WRECK 4 [Roll 1D8 for salvage. 1-7 2-14 MU | 8 WEAPON SCHEMATIC]//D2SALVAGE:>ECLIPSE CORE [Roll 1D20 for salvage. 1-14 2-28 MU | 15-20 SCHEMATIC OF CHOICE]>ECLIPSE WEAPON [Roll 1D12 for salvage. 1-6 2-12 MU | 7-11 MISSILE WEAPON SCHEMATIC | 12 RAILGUN WEAPON SCHEMATIC]//D1COMBAT:>STATION [19 HP | [CIV] [12 MU BOUNTY]]>INFANTRY [4 HP | DC 4]//D3SALVAGE:>M9 DREAMER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]>M9 THINKER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]COMBAT:>FORGE [32 HP | [CIV] [24 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS. >E-B HULL [62 HP | DC 6 | [HEAVY]][1X MULTIPLIER]]>E-B INTERNAL SYSTEMS [7 HP | DC 7 | [LIGHT] [3X MULTIPLIER]]>SHIN-RAI REDLINE PROTOTYPE 3 - LIGHT CONFIG [22 HP | DC 13 | [LIGHT][EVASIVE][1 SHIELD][LOSE 50% HP ON FAIL]] [NOTE: SHIELD NEGATES THE FIRST SUCCESSFUL HIT. UNIT RECEIVES A -2 DC PENALTY UPON LOSING SHIELD.]//D4COMBAT:>SHIN-RAI ESCORT [12 HP | DC 7 | [LIGHT]]>SHIN-RAI HEAVY [20 HP | DC 8 | [HEAVY]]>SHIN-RAI MISSILE CARRIER 1 [6 HP | DC 7 | [RANGED][2X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]>SHIN-RAI MISSILE CARRIER 2 [6 HP | DC 7 | [RANGED][2X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]>COMM FACILITY [26 HP | [CIV] [12 MU BOUNTY + 1 TURN LIMIT]]//D5:COMBAT:>MIRACLE 9 - "WATCHER" [18 HP | DC 8 | [HEAVY]] [NOTE: UNIT IS RETREATING THIS TURN]>SHIN-RAI MISSILE CARRIER 3 [6 HP | DC 7 | [RANGED][2X MSL LOAD]][THIS UNIT WILL FIRE A MISSILE AT A RANDOM UNIT EACH TURN UNTIL EXPENDED]>SHIN-RAI SNIPER UNIT [10 HP | DC 11 | [HEAVY][RANGED-DEPLOYING]] [NOTE: THIS UNIT WILL FIRE AT ADJACENT NODES ONCE DEPLOYED]//E1:COMBAT>ELEVATOR [55 HP | [CIV] [MISSION OBJECTIVE 1]][-16 RAD]>SHIN-RAI REDLINE PROTOTYPE 1 - HEAVY CONFIG [20 HP | DC 13 | [HEAVY][1 SHIELD][-2 HP ON FAIL]] [NOTE: SHIELD NEGATES THE FIRST SUCCESSFUL HIT. UNIT RECEIVES A -2 DC PENALTY UPON LOSING SHIELD.]>SHIN-RAI REDLINE PROTOTYPE 2 - HEAVY CONFIG [20 HP | DC 13 | [HEAVY][1 SHIELD][-2 HP ON FAIL]] [NOTE: SHIELD NEGATES THE FIRST SUCCESSFUL HIT. UNIT RECEIVES A -2 DC PENALTY UPON LOSING SHIELD.]SALVAGE:>M9 HEARTSEEKER WRECK [Roll 1D16 for salvage. 1-9 1-9 MU | 10-14 WEAPON SCHEMATIC 15-16 VANGUARD SCHEMATIC]
Rolled 5, 7, 4, 19, 4 = 39 (5d20)The enemy is launching 5x Missiles (3x Missile carrier, 2x from ECLIPSE-BETA) I will roll to see which players need to role an evasion check.
Rolled 14 (1d20)Rerolling for double hit
5 - GASHADOKURO7 - SCARAB4 - GAMBLER19 - GARGOYLE14 - SAILORPlease roll 1d6 + [EVASION}, DC 3 to evade a 1 DMG missile hit, where EVASION is the sum of your evasion bonuses and maluses applied by frame and equipment stats. You may use flares if you have them.
>>6446704You cannot attack and scout on the same turn, moves are divided into MOVE (movement) followed by an ACTION (ATTACK, SCOUT, REPAIR/RESUPPLY, OR MOVE 1 SPACE). For your turn I think G2-1 was already destroyed by radiation ticks, so I just completed your move+scout action if that is OK.
>>6446858FAMINE can't help but to keep her gaze locked onto the REDLINE PROTOTYPE in the node she's in. There's barely anything going on in that tiny little brain of hers. That shriveled mass of tissue and gore that might've once been the brain of someone brilliantly one.Only the most basic, animalistic instincts are still fully intact. She's calculating the hit chance inside of her head. There's a risk, but it's an acceptable risk. It won't damage it, but it'll leave it exposed enough for someone else to finish the job. Something clicks inside of that melted pile of meat that might've once been a brain. Perhaps some remnant of her old self."Pillow." She croaks in a dry, blank voice not befitting of a psychotic mass of metal and meat. "Your missiles would be best put to use popping the shields of these prototype shields. Requesting YELLOWSTONE assistance to D3 or E-1.">Deferring my action until I see where Pillow YELLOWSTONES.>>6446870EVASION ROLLSGASH: 1d6-4 (AUTOHIT. Using flares would be a waste, it'd bring it up to 1d6-1 which is still not great. He has 3 HP. He can eat a missile)SCARAB: 1d6-5 (AUTOHIT.)GAMBLER: 1d6 (50/50, as all gamblers strive for)GARGOYLE: 1d6+7 (AUTOPASS, no damage taken)SAILOR: 1d6-11 (Need I say more?)Pretty bad show.
Rolled 5 (1d6)>>6446858"All in on red..."
>>6446894"Cha-CHIIIIING! How lucky can a gal be?">>6446858>ATTACK ELEVATOR>MOVE D-2"Holy asteroids, are those PROTOTYPES?!" The merc squeals like a teen at an idol concert, "Whoever sneaks me a few pieces to tinker with back home has a liter bottle of Martian Moonshine with their name on it... courtesy of yours truly! Was saving it for a rainy day, but... Prototypes! Golly!"
>>6446861> Move D4Attack for 3 dmg (+12 RAD), auto success>>SHIN-RAI HEAVY [20 HP | DC 8 | [HEAVY]]I think next turn I'll scout and then maybe move back to Gate2 to salvage the turret, and then move back to D4 to scout again. This heavy unit will die eventually and I'm not good against ranged or light.>>6446872thanks for confirmingalso how exactly does the rad work? e.g. this turn I've attacked the heavy unit and will do 3 dmg and not 15 dmg? but when is the 12 applied, at the start of next turn?
Rolled 4 + 4 (1d5 + 4)>>6446861//E1:COMBAT>ATTACK ELEVATOR [55 HP | [CIV] [MISSION OBJECTIVE 1]][-16 RAD]Rolling for multi-hit chance on 4 or 5."Keep those secret toys off my back, this rig ain't built for one on one."Also I think we should have 3 turns remaining instead of 2 since the Relay got taken out.
>>6446910>I think next turn I'll scout and then maybe move back to Gate2 to salvage the turret, and then move back to D4 to scout again. This heavy unit will die eventually and I'm not good against ranged or light.Dude we have 2 turns left in the mission. Unless someone gets the comm facility in D-4
>>6446861Observer, could you please remind us the stats on the orbital strikes?
>>6446938Okay, not 2 turns in the mission, 2 turns until heavy reinforcements. I was wrong.
>>6446940Ah yeah, I didn't see that on my radar. I can hit that with radiation before I start looting.
>>6446884Maybe Famine could start on that comms tower.I won't be able to kill it with rad damage in 2 turns. (I could do 3+12 next turn and then 3+12 the turn after, but depending on when rad damage actually counts, it might not get destroyed until turn 3)
Rolled 5 + 3 (1d12 + 3)>>6446872OOC: All good observer.>>6446858Well, Shin-Rai must be desperate if they're breaking out prototypes. Bad news for us is that these are more functional then not...>Attack Shin-Rai Missle CarrierI'll silence the launchers, if someone can come up here and take out the comm facility we'll be in a much better spot. And remember, scout if you can, never know what you might find.
Rolled 3 - 3 (1d5 - 3)>>6446861"Wait a second... Fuck me! Took the time to run a full system analysis while moving around, and it's not good. The shock dampeners on my grenade launchers seem to overload the system when I fire all my weapons, the SOLARHAND's heatsinks aren't purging fast enoguh and heat is bleeding over the central computing unit when I use it - it's making the targeting subroutines time out and my aim is fucked for this mission. Can't even hit a civvie building for sure, and they're not even moving.I'm going to try aiming for maximum damage on the surroundings, but there's a chance my shots will go wide...">Attack COMM FACILITY [26 HP | [CIV] [12 MU BOUNTY + 1 TURN LIMIT]]>if AoE is possible, try to target the Missile Carriers>Move to D-3
Rolled 3 + 7 (1d6 + 7)>>6446861>Kick on auxiliary boosters>MOVE to D3>COMBAT: Eclipse-Beta InternalsWarning lights clear one after the other.Cockpit temperature? Check.Feed belt rectified? Check.Barrels cooled? ERROR ERRORAnnoying… good thing Slug added those emergency coolant lines you asked for.BARREL COOLANT SPRAY INITIATEDROTARY CANNON BANSHEE AT NOMINAL STATUSREACTOR COOLANT AT 90%About fucking time. “Ogre is back online. Getting into the fight!”
Rolled 6 (1d6)>>6446870"Impact incoming on me. Not enough to take out my mech.""We need those missiles carriers gone."
>>6446884To the best of her abilities, Hexe had avoided the strange cyborg. The curiosity over the grotesque visage and how it came to be was overpowered by conditioned subconscious reverence for similarly entombed line elders. Such inborn strictures, fraying without reinforcement and no longer backstopped by the Controller, gave way before the demands of combat efficiency. She keyed the comms.“Famine, this is Hexe. I can easily render this foe vulnerable. You or Earthling can then deliver the deathblow. With that, long-range strikes can be concentrated on the enemies at the elevator. Do you copy?”
Rolled 3, 4 + 2 = 9 (2d4 + 2)>>6447008"Armor is broken up a bit, but I am still kicking. I am going to blow up the SHIN-RAI forge, Ogre is taking out that flying disk.""I'll move back to D2 for start salvaging when i am done.""MIRACLE-9 commander is fleeing to their EVAC zone. Piece of shit.">>6446861>MOVE D3>COMBAT>FORGE [32 HP | [CIV] [24 MU BOUNTY]] NOTE: NON-MILITARY [CIV] BUILDINGS HAVE AN EFFECTIVE DC OF 1 AND TAKE FULL DMG FROM ALL WEAPONS."Removing SHIN-RAI structure. SHIN-RAI infantry is likely inside."
>>6446976"Shit, Ru, did you spill coffee on your Targeting Computer again or something?">>6446985"Atta' boy. Go hurt something, Og.">>6447016"If we can splash 'em, we splash 'em... if not, well, they're not gonna be at the top of anyone's hiring list again any time soon."
Rolled 3 + 3 (1d6 + 3)The gate came crashing down under the overwhelming firepower levied against it, but only a small part of it came from Kerberos' own mech. On his left flank, Ogre, in his menacing biped had unleashed a terrifying storm of fire on the gate; likely ignoring all safety precautions his system was desperately outputting as his guns built blistering heat at a rapid pace. His cannons shone with a terrifying glow that was reminiscent of the sands of the red planet itself.Kerberos stared at his leftmost screen, mouth hanging wide open as the guns spun down to a halt and emergency coolant was sprayed onto the barrels to keep them from melting. There was scarcely anything left of the gate, his own guns having gone silent as his attention was drawn away from the trigger. He observed Ogre with not a little amount of awestruck wonder.Before he had time to collect his jaw off the floor however, Ogre had shot through the gate at ludicrous speed. Much of the coolant fluid rolled off the guns and formed a streak behind him as he pushed beyond the gate. The sudden movement served to knock Kerberos out of his stupefaction."H-hey! Wait up! Wait for me!" He cried feebly over the shortwave before he gave his own mech a burst of speed to try and catch up to the Malice as it rapidly disappeared into the facility.>>6446861>Move to D1 > D3, expending banked movement.>Scout D3, DC: 4Scouting succeeds by default thanks to the Occulus radar, but I like rolling dice.
>>6446959"The ideal plan," FAMINE's voice continues to stay in that low and registered tone. "is PILLOW would pop the shield with one of their cruiser missiles, due to its ability to completely negate damage, then two of us would move in to attack. I would believe the best pair for that plan would be me and you. Calculated damage output would result in the unit's destruction. (10+17 from moving to D1 then D3)""Then, EARTHLING could either weaken COMM FACILITY to buy us much needed time, or to weaken the elevator further. Would this plan be satisfactory?""It would also be possible for all three of us to attack it, and kill it that way. That would also be satisfactoRY." A sharp hiss of static trails after her final word. "Simply wish to be efficient.">>6446959"I am willing to moVOmOVeeeee into position." Whatever sanity was given to FAMINE is quickly crumbling away by her mere existence chipping away at it. "AfteRRRR I deal with the EXISTING threat. Thank you."
>>6447037"That is satisfactory. I shall wait for Pillow to fire and will then follow your lead on the attack."A fleeting moment of lucidity? This cyborg shared more with Hexe's elders than the shoddy facade had led her to believe.
Rolled 2 + 11 (1d6 + 11)>>6447038"InD..." FAMINE clears her throat. Like a machine running low on fuel, her mind's beginning to rot in on itself. Something resembling a giggle trickles over the comm line, but she manages to hold herself back to not immediately freak out HEXE. "Indeed. Moving into positionN now. Thank you for your assistance.">>6446884>>6446858FAMINE is setting her attack plan into motion...>IF PILLOW ATTACKS PROTOTYPE 3 WITH MISSILE, DELAY ATTACK UNTIL HE DOES SO, DEALING 10 DMG. AUTOHIT DC 11.>IF PILLOW DOESN'T POP PROTOTYPE 3'S MECH WITH A MISSILE FOR WHATEVER REASON, ATTACK TO POP PROTOTYPE 3'S SHIELD AND REDUCING ITS DC TO 11.>ROLLING EITHER WAY.>THEN, KEEP POSITION, IN CASE I NEED TO MOVE TO ANY PARTICULAR NODE.(If only because I don't wanna wait another 12 hours and forget to post. Only delayed my initial thing because I was half asleep.)
Rolled 1 (1d8)>>6446861Undeterred by the appearance of prototypes, KOMODO continues on. Its comms have gone mostly quiet, but anyone within the mech's vicinity might be able to make out a pair of orbs faintly glowing from within the cockpit.>SALVAGE TURRET WRECK 3>MOVE TO D-1
>>6446860>Your forces proceed to push through fields of radioactive rubbleNasty urban combat. Metal as fuck.Shoutout to the infantry squad hanging around D-1. Goodspeed, corpo ants.>>6447038>>6447042I could do 20 damage to Prototype-3(or take away it's shield), but HEXE and Famine seem to have that handled? So I guess I'll just blow up more office workers.>>6446861>MOVE D2 > D1 > D3 > D4>ATTACK>COMM FACILITY [26 HP | [CIV] [12 MU BOUNTY + 1 TURN LIMIT]]
>>6446674"We will have to be through. But it will damage them.""Would be funny to have it around. We could shoot at it for fun.">>6447030"For a while at least. If we can push through those prototypes we might catch them. Wouldn't hurt to salvage her mech and dropship."
>>6446315>>6446940"This is Scarab.""Snowman, Sailor not sure if those are your kind of targets but D5 is rich in bastards we could gladly get rid of. Got a Sniper Mech deploying, that rat running away and a missile carrier hovering there thinking its safe.""Up to you. Lot of targets around already, like those shiny prototypes."
>>6447073"I think we should go for the objectives first. Nobody knows what kind of reinforcements they're gonna drop on us if we don't do it in time, and I don't want to be the idiot who failed the mission because he played around"
>>6447080"One objective is being taken care of by us as we speak. Look at your mech computer; does it look to you like that elevator structure is gonna stand long? Gargoyle, Gashodokuro, and Cobalt-1 are all deployed in E1 and can finish the work of Gambler and Gorgon. The Elevator will not stand their combined attacks. They have deployed on E1 to take it out.""There is also another Elevator further ahead of us, in D6. But we can't reach it now, and we still have enemy units standing in our way.""We are going to have to fight whatever reinforcements they send us either way; we have yet to reach the northern part of the supplies depot and the elevator that stands there. This place needs to be destroyed. Even with Earthling blowing up that structure, there is another fight ahead of us. You are not playing around if you remove one of those units. Mine and Ogre mechs will be in that sniper's sights soon enough. That missile carrier will keep shooting missiles without care.""I admit that I might want that Miracle-9 commander dead, but it wouldn't hurt us to remove her. Maybe SHIN-RAI is about to triple her contract income, and she turns around. And her mech loadout would help SHIN-RAI units right about now. Maybe she will just flee instead and silence all requests."
Rolled 2 (1d12)>>6446858"Oi lads, what's the ETA for that orbie strike on the other elevator?? Or are we only smashing this one-"A missile lock warning pauses Gashadokuro's assault on the space elevator.>>6446870>AUTOHIT"Ah, bollocks!"He boosted his mech to the side, the gesture only sparing him a center mass direct hit - yet damage still finds him another way. As the cockpit shakes, he noticed the two bogeys on E-1."Son of a - I don't have anything that can even hit these bruisers!"And yet, despite it, he still fires.>ALPHA STRIKE ELEVATOR>MOVE D-2
>>6447086"Okay, repositioning">Move to D-3>Salvage M-9 Dreamer wreck
Rolled 3 (1d4)>>6446861>ATTACK: Station
>>6446939Sure! The three types are:>MOCA-SS-KE-SAT [KINETIC BOMBARDMENT SATELLITE, SINGLE USE: USE YOUR ACTION TO TARGET ANY SURFACE ENEMY. INFLICT 35 DMG.] [You have 1]>MOCA-SS-TE-SAT [THERMAL BOMBARDMENT SATELLITE, SINGLE USE: USE YOUR ACTION TO TARGET ANY SURFACE NODE. INFLICT 12 DMG AGAINST ALL TARGETS.]>MOCA-SS-HV-SAT [HEAVY BOMBARDMENT SATELLITE, SINGLE USE: USE YOUR ACTION TO TARGET ANY SURFACE NODE. AFTER 1 TURN, DISCONNECT THE NODE FOR 1 TURN AND DEAL 50 DAMAGE TO ALL UNITS. MOST EFFECTIVE AGAINST STATIC TARGETS.] [You have 2]
>>6446940>>6446938Yes sorry that was mistake I should have been more explicit. The mission will not end automatically once the turn limit expires. The turn limit represents the amount of time before SHIN-RAI begins dropping much heavier reinforcements from orbit.
I generally allow any player to deploy an orbital strike (as long as there isn't widespread opposition), though you need to be at an adjacent node and it uses up your actions. Calling in the strike also takes an action - if you already rolled for an attack or salvage it voids that action.
Guys, what's your opinion on spending one MOCA-SS-HV-SA on D-5?I personally think it's too slow, with effectively a 2 turn delay in letting us move into D-5. I feel like the orbital bombardment might be better saved to deal with the Shin-Rai reinforcements that we will inevitably meet.
Rolled 2, 2, 2 + 2 = 8 (3d2 + 2)>>6446861/E1:COMBAT>ELEVATOR [55 HP | [CIV] [MISSION OBJECTIVE 1]][-16 RAD]If attack is successful, then that'll be 20 DMG. With the radiation and attacks from the other pilots, I... think that should be enough to destroy the Elevator?B: "Completing Objective: eliminating target structure.">>6446897T: "Woah, do NOT make the same fucking mistake that I made and assume that because something is cutting edge somehow means that it's good. Sure, sometimes you get a marvel like Beta here. Most of the time you get jank pieces of shit that malfunction or break because they haven't been tested and refined enough to iron out all the problems. Caldwell almost got himself killed after putting too much faith in Project Sunray."
>>6446858>>6446858MOVE:> D-1ATTACK:YELLOWSTONE ---> SHIN-RAI REDLINE PROTOTYPE 3 - LIGHT CONFIG [22 HP | DC 13 | [LIGHT][EVASIVE][1 SHIELD][LOSE 50% HP ON FAIL]] [NOTE: SHIELD NEGATES THE FIRST SUCCESSFUL HIT. UNIT RECEIVES A -2"Famine give them hell"
>>6447034“Try to keep up new guy! Don’t let me outrun you in this chunky bitch of a Frame!”Ogre smirks. Age hasn’t slowed him down yet.>>6446976“Come on kid, you’re better than this! Where’s the guy that dusted a whole mercenary company by himself?”>>6447073“I second this, we’ve got a world of hurt arrayed against us in the back line. The prototypes we can engage with hit-and-run, those missiles and snipers will have us in pieces no matter how far we go.”