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File: EVA_Splash.jpg (123 KB, 833x556)
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Operator: “As part of your Extra Vehicular Activity certification course you are required to participate in a combat training scenario. This scenario involves working with other contractors to breach a deep space facility and achieve the specified objectives once inside. Please take a moment to review your hard suit’s operator’s manual then proceed to the docking bay.”
>>
File: EVA_Rules_beta.jpg (3.01 MB, 1944x4452)
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>>1203319
Welcome to the E.V.A Skirmish Beta

E.V.A is a tactical turn based collective game where each player takes the role of A reckless idiot sealed inside a tin can of a power armoured contractor performing dangerous missions in the cold vacuum of SPHESS! (Well mostly depressurized station interiors with no gravity but work with me here.)

Weapons have infinite range but generally become more effective the closer your targets are. Be mindful of your position and be careful you don’t run out of ammo!

Game rules in pic related.

>cont
>>
File: EVA_Equipment_List.jpg (1.6 MB, 1944x3671)
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>>1203329
https://www.youtube.com/watch?v=1xhfMQLvcpU&index=2&list=PL8_dFsE09Vx-4AoI_jqKh-xaddeo9pI0e

Operator: ”While we will be holding the exercise in an actual decommissioned deep space factory, all the enemies and weapons will be AR-enhanced dummy units. Your suit’s HUD and exo-skeleton will simulate your combat actions; looks and feels like the real thing. Should you ‘die’ your suit will lock up and you will not be able to move until the exercise is over or I give the emergency override.”

“Now since we’re only using simulated weapons I’ve given you the option of mounting stuff that would not normally be available to mere private contractors. Heavy weapons and Lorentz force weapons are normally only available under a military license so have fun with them while you can. Once enough people have finalized their suit loadout we can move on to the briefing.”

((Game is now open for sign ups. Mission briefing will be posted once we get enough players.))
>>
>>1203373
"Yeah, that's right, gimme the biggest fuck-off-est automatic gun you have. And that Shotgun, gonna need a backup if I don't have time to anchor."

...

"Whatd'ya *mean* 'Don't I want a shield'? No I don't want a fucking shield, what the hell do you think the armour is for?! Like hell am I going to drag around that big fat cowering plate, not when I could have another gun!

...techs, think they know it all."

Marinero
Hp: 20/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun
RA: Auto Cannon
Inventory: Spare Magazine, Fragmentation Grenade, Limpet Charge

Colour: Red

I hope this doesn't turn out to be as bad an idea as it feels like it will. Good to see you again command.
>>
>>1203620
Welcome aboard!

I'm a bit apprehensive about this quest myself. I'm trying some new things and the processing might kill me. Or where you talking about your loadout?
>>
>>1203751
The loadout. I couldn't well use a high recoil weapon exclusively, I just hope the lack of a shield doesn't do me in. Questwise, no way of telling till you run it. At least we can't possibly make more mess than with the turkey shoot.
>>
Rolled 2 (1d2)

1=marinero
2=glaz
>>
>>1204146
Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun
RA: Sub-machine gun
Inventory: Spare Magazinex2
Colour: Blue
>>
>>1203373
So, no repair kits for this mission?
>Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fusion Cutter- M6, DpS8, RoF1, Cap12/12, Drn6, Recursive, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
>>1204199
I initially didn't want to add repair kits because I wanted people to die faster but if I want people to live long enough to run out of ammo I guess I should add them...
>>
>>1204282
Eeeeh, it's fine, seeing how it pans out is what the beta is for. Besides, this is just a training exercise! Nobody could possibly die!
>>
Mason 30/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x2, Foam x3

"I make a mess, y'all make it messier."
>>
>>1204199
Correction:
>LA: Fission Cutter- M6, DpS8, RoF1, Cap12/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
>>1204282
Well, if this is just basic combat training, it's fine. But yes, if we are also testing endurance they'll be important to proper data analysis.
>>
>>1204455
Swapping out a disruptor for another foam and requesting some singeing on the suit's front.
>>
File: Demo_Breif.jpg (2.11 MB, 2999x1896)
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>>1203620
>>1204161
>>1204199
>>1204455
All approved, let's start.

Operator: “The training scenario is the classic ‘rogue AI takes over a drone production facility’ schtick. Practically impossible in reality with all the security protocols in place around AI but it’s something that captures the imagination none the less.”

“Your mission is to breach the drone production facility and disable the AI’s mainframe. You will have the option of entering via one of two air locks on either side of the facility. We don’t know much about the interior layout except that there is a large central shaft sectioned off by heavy duty blast doors. You must sweep the facility to find and destroy the mainframe.”

“Aside from the mainframe itself there will 3 sets of assembly armatures constantly manufacturing re-enforcements. Two of them are putting together small drones while the third is large unit that can put together super heavy models. If you can find them, destroying them will make your job a lot easier. There is also a terminal hidden somewhere in the facility that will unlock all the doors, which will save you a lot of time and breaching charges.”

>cont
>>
File: Demo_Intel.jpg (433 KB, 833x1810)
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>>1204728
“As for your opposition expect static defence turrets and large numbers of brick drones. There is also a large unidentified enemy within the facility. We don’t know it’s capabilities so be prepared. An intel packet has been prepared with further details. Once you’re happy with your suit loadout make sure you let the pilots know which side you want to deploy on, dismissed.”

>Please declare deployment zone. Mission starts when all registered contractors choose their deployment zone.

>Also remember that new players can join after the mission starts and will deploy during the next NPC phase.
>>
>>1204741
>Deploy Bravo

>Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap12/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
>>1204741
>Deploy Bravo

Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun
RA: Sub-machine gun
Inventory: Spare Magazinex2
Colour: Blue
>>
>>1204741
>Deploy Bravo, fellas, and make it to the encore!

Mason 30/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x2, Foam x3

>>1204785
'Tween you and me, there's doors where we wannem and walls where I say they are. We'll peel this place like an onion!
>>
>>1203373

"GREETINGS FRIENDS"
>Deploy @ Bravo

>Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x3 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
File: Demo_Start.jpg (637 KB, 2999x1896)
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Alright I don't have all night so I'll put up the map now and just dump crimson in Bravo.

Operator: "Suit systems reading green across the board. Bringing tactical display online now."

1: Monkeybread
2: Skinwalker
3: Crimson
4: Madman Martin
5: Walter

I'm networking the team's glaz sensor feeds to everyone's HUD. Looks like we've got some hostiles waiting for you. Red circles indicate mobile enemies while squares indicate static ones.

>Declare actions everyone. I'll process the turn when I wake up tomorrow. It's really late where I'm at.
>>
>>1203373
Is the game closed for now, or can other players still join during the mission?
>>
>>1205202
The game is still open. Newcomers will be deployed during the next NPC phase after they submit their loadout.
>>
Rolled 3, 4, 8, 2, 2, 10, 2, 6 = 37 (8d10)

>>1205083
>-Open Door W
>Move 4W 1NW, Fire BL at the static target directly west when at range 2. 4shots at Acc5+2, 8dice
>Overwatch 2 BL Shots West, only shoot at enemies that are within range 5. Acc5, 4dice
>Def: Dodge, 5Agi
>Charge: BL refilled (cap count is noted now)

>Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap12/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, DpS2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
>>1205083
"GREETINGS FRIENDS"
>- open door
>move 3L
>bash L (8)

>pre-emptive Block action

>Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x3 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
Rolled 6, 4, 2, 5, 7, 9, 8, 5 = 46 (8d10)

>>1205273
of course I forgot my dice
>>
Rolled 5, 10, 6, 1, 7, 1 = 30 (6d10)

>>1205043
Mason 30/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 6/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x1, Foam x4

If you got bullets, save em. Least 'til we have a chance at a manufact's charity.

>Move 4W
>Cutter to NW, drain 6
>Defense: Dodge E
>>
>>1205083
>Move 10W
>Dodge

Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun
RA: Sub-machine gun
Inventory: Spare Magazinex2
Colour: Blue
>>
Rolled 4, 3, 9, 7, 2, 2 = 27 (6d10)

>>1205083

"Sorry, sorry, I was running a diagnostic. Deploying now, let's try this thing out."

>Move 4w
>Fire Auto Cannon at nearest viable target remaining, 2 shots, 6 dice
>Evade S

Marinero
Hp: 20/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun
RA: Auto Cannon
Inventory: Spare Magazine, Fragmentation Grenade, Limpet Charge
>>
>>1205257
>>1205273
>>1205279
>>1205309
>>1205340
>>1205361

Actions Received, processing turn.
>>
File: Demo_P1.jpg (649 KB, 2999x1896)
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>>1208313
[Crimson]: No viable targets, holding fire.
[Monkey Bread]: -6 to fission cutter capacitor
[Skinwalker]: -4 to Bl Capcitor, +6 recharge, no net drain.

Operator:"Heads up we got more contacts on sensors."

>standby for NPC phase
>>
Okay, I understand the part where the job is dangerous but did you have to get me a hardsuit with actual plastered over bullet holes?

C'mon Operator. At least scrub out the last inhabitants carbon scars! Is this... did someone die in this suit? It looks like somene died in this suit.

>Deploy at ALPHA

[Gizmo]
Integrity 20
Agility 4
Defence 2
Mobility 4
PG 2
LA - MG [40]
RA - MG [40]
-----------------
Frag. Disrupt. Limpet.
>>
File: Demo_E1.jpg (693 KB, 2999x1896)
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>>1208470
Operator:"Crimson below you! ... Good reflexes but stay frosty, next time you might not be so lucky."

"A new contractor is entering the AO from Alpha. I advise you push through and link up with him."

>>1208531
"Ah heh... old number 6 here has a bit of history. But don't worry aside from the odd radio glitch everything works fine. What do I mean by radio glitch? Well uh some say the suit is haunted, but that's just superstitious bullshit."

6: Surplus Gizmo.

>standby for aftermath
>>
>>1205224
I am ready.
>Deploy at alpha

Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle
RA: Energy Shield
Inventory: Spare Magazine, Spare Magazine, Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1208555
I was just about to post the aftermath. Normally I'd deploy you next turn but since this skirmish is moving a little slow and I've got time. I'll deploy you now.

>standby for aftermath... again.
>>
>>1208549
Oh thank the Stars. I was worried I was suffering the early symptomps of micogravity induced neuronal decay.

If it it's only haunted souls then its easier to deal with. Thanks Operator. Mar6 good to go.

>>1208555
So what I figure is we let them what's over there draw their attention, then kick open this bulkhead blast door and we've got everything in a pincer. Architects like symmetry, so you go first.

Why?

Well that way you'll draw the turrets.

>Did that Brick fire the same assault rifle twice?
>There's no hard null on using the same equipment twice if you have the ammo for it
>Is this true?!
>>
File: Demo_A1.jpg (677 KB, 2999x1896)
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>>1208549
Operator:"Looks like you don't need to endure the tortured souls alone Gizmo, got another straggler deploying, guy called... Dave. Huh for some reason I was expecting Lester. Lot of Mason operators called Lester for some reason..."

>>1208563
>There's no hard null on using the same equipment twice if you have the ammo for it.
Nope unlike a certain other quest you can fire the same weapon twice provided you have the ammo for it.

>Declare actions everyone. I'll try to update every 24 hours as my schedule will allow.
>>
>>1208579
This is Dave, advancing.
>open door, move 1 tile west then 1 tile south
>Overwatch recharge action on Energy Shield, if the Energy Shield takes fire in NPC phase

>Block with Energy shield

>>1208563
I can agree with your suggestion. Hopefully my shielding will provide you enough cover. However, one thing to note, without a glaz suit in our vincinity we have to advance blindly. Be wary.
>>
>>1208604
(Forgot to include stats in my post)

Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle
RA: Energy Shield
Inventory: Spare Magazine, Spare Magazine, Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1208604
>1 tile west
My mistake, it should be 1 tile to east, not west.
>>
>>1208579
The radio static speaks to me. That's profound, Operator. I wanted to believe but I wasn't sure. All hail the good times.

The Fission Cutter, Energy Shield, 5 Frag Mason terror I feel is real.

Then my next question is how the Devastator works. Is it success extra per rolled natural success, or success extra at the end? +1 succcess on a sniper shot isn't much.

The LZ goes pew pew for 3 shots, rolls 6 dice - 1 hit means it does 6 damage (1 + devast 5). 6 hits means it does 11 damage? Or 36?
>>
Rolled 3, 2, 5, 4, 10, 6, 9, 3, 1, 4, 9, 5 = 61 (12d10)

>>1208579
"That little shit! Try and ambush me will you?! Fine, my turn. Let's see you get through *this* with one life and no bombs!"

>Anchor in place
>Fire autocannon back at brick, 4 shots, 12 dice
>Release anchor
>Dodge

Marinero
Hp: 20/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun
RA: Auto Cannon
Inventory: Spare Magazine, Fragmentation Grenade, Limpet Charge
>>
>>1208579
I've been told that I incorrectly processed the dodge for [4]Madman Martin.

Turns out that he would have evaded all damage from that assault rifle to the face.

Madman Martin: 20/20 HP

>>1208614
Devastator works as an extra number of success on top of all natural successes (provided that there was at least 1.) It's per attack, not per shot.

In your example the LZ fires 3 shots, rolls 6 dice. Say you're really un-lucky and only get 1 success, but because of the LZ's special you get Devastator 2 on that attack. So you score a total of 3 success, for 3 damage.
>>
Rolled 9, 8, 9, 2, 3, 1, 6, 1, 8, 10, 8, 3, 2, 7, 3, 7 = 87 (16d10)

>>1208612
>>1208608
>>1208604
Sure thing buddy-mine. If you have a shield, I have the guns. Usually I'd suggest we just breach the station exterior, but if you have a shield let's put it to use.

>>1208579
>Move 3R, 1UR // 3E, 1NE
>-Light MG fire at any target in rng 1-5 ( 8 vs 6/5 ) (rof 8)
>Move 1DL, 3L // 1SW, 3W
>-Light MG fire at any target in rng 1-5 ( 8 vs 6/5 ) (rof 8)

>Dodge Dodge! [ 4 ]
>Also good luck, i'm behind 7 1 prox--energy shield

Hey uh, is my backplate leaking? It feels like it's leaking. The band aid on that didn't look... too attached.

[Gizmo]
Integrity 20
Agility 4
Defence 2
Mobility 4
PG 2
LA - MG [40], 6 / 5 / 3
RA - MG [40], 6 / 5 / 3
-----------------
Frag. Disrupt. Frag.

>>1208630
Shotcount not equal to dice count. Got it, Operator.
>>
>>1208636
Ah poxy embuggerance, still getting used to the servo attachment on this thing. Also the throttle on the steering booster is sticky.

>Which is to say - the navigation
>That last move should be 1 SW, 2W, 1NW // 1DL, 2L, 1UL
>Ends behind Dave.
>But ah, so it goes.

>How do you want us to type this out anyhow?
>>
>>1208640
For directions you can use compass directions or up/down/left/right. And remember only the 1st diagonal counts as one space.

Also be mindful of the dice per shot stat on weapons when determining how much ammo to use.
>>
>>1208650
Ah, the first on your *turn* not the first on your move *action*.

Very used to thinking of everything as individual seperate actions with no carry over between the two. So it'd actually be
>first
NW (1), NW (2), W (1) (consumes 4 move)
>then
NW (2), NW (2) (consumes 4 move)

Learning experience this is.
Thanks for playing along with my questions, operator.
>>
>>1208661
Gizmo, your compass is upside down.
>>
>>1208676
>>1208661
Oh, no that was an example. Promise.
>>
Rolled 10, 6, 10, 2, 1, 9, 8, 3 = 49 (8d10)

>>1208579

>Move DL 4L
>Shield bash drone
>-Block


>Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x3 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
>>1208579
Whole can of nasties up ahead, and they don't seem the waitin' kind. Might take one of these along, Walter. Friend.

>Offer Foam Grenade in trade to Walter
>Overwatch LZ S, 3 shots at med range
>Dodge E
>Charge FC to full

Mason 30/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 6/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x1, Foam x4
>>
>>1208890
Ooor not. My rush ain't matchin' up to yours.
>>
>>1208908
no room atm
>>
>>1208937
That was what the "trade" was for. I don't figure there'd be too mighty an objection if you'd offered something at the same time.
>>
>>1208854
Are you Shunting that Brick? If so, where to?
>>
>>1208973

Let's assume into the floor
>>
Rolled 5, 8, 3, 8, 6, 5, 8, 2, 5, 8, 7, 4, 7, 5, 2, 6 = 89 (16d10)

>>1208579
>Move 1NW, 4W, Fire 4 BL shots at the shield-brick as soon as I clear its shield facing, Acc5, 8dice
>FC the Gunner-Brick W, Acc6, 8dice, Devastator2
>Def: Dodge
>Charge: BL Refilled (-2OW, -4This turn, +6generated)

>Glaz
Hp: 17/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap6/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
Rolled 3, 8, 2, 2, 7, 1, 5, 3, 8, 3, 10, 4, 10, 8, 2, 6 = 82 (16d10)

>>1208579
>double shoot the brick W 8shots and the brick 6 8shots
>Overwatch to doble shoot the W and S brick if they are still alive

>Dodge

Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun 32/40
RA: Sub-machine gun 32/40
Inventory: Spare Magazinex2
Colour: Blue
>>
>>1208579
All actions are in ...not sure we have enough players to make this necessary, but whatever, it's a habit at this point.

1: Monkeybread >>1208890
2: Skinwalker >>1209314
3: Crimson >>1208628
4: Madman Martin >>1212316
5: Walter >>1208854
6: Surplus Gizmo >>1208636 >>1208640
7: Dave >>1208604 >>1208608 >>1208612
>>
Processing Turn...
>>
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>>1212477
[Crimson]: No line of sight to target.
[Dave]: You can't recharge stuff in the same turn that you use it.

>Standby for NPC phase
>>
File: Demo_E2.jpg (709 KB, 2999x1896)
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>>1212503
Operator:"Uh, sensors are picking up something big..."

>standby for aftermath
>>
File: Demo_A2.jpg (688 KB, 2999x1896)
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>>1212518
[Skinwalker]: 17/20 HP
[Madman Martin]: 20/20 HP
[Monkey Bread]: 20/30 HP
[Surplus Gizmo:] 15/20 HP
[Walter:] 30/30 HP
[Crimson:] 20/20 HP
[Dave:] 30/30 HP

>Declare actions everybody. Turn gets processed 7-8 pm GMT tomorrow.
>>
Rolled 3, 10, 8, 1, 8, 6, 1, 7 = 44 (8d10)

>>1212523
Pilot Gizmo, below us!

>fire Gauss Rifle at brick, 4 ammo
>fire Gauss Rifle at turret, 4 ammo
>block with Energy Shield

Mason
Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (16/16)[16/16]
RA: Energy Shield [10/10]
Inventory: Spare Magazine(2), Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1212523
Command, do blasts follow the rules for diagonals?
>>
Rolled 1, 5, 6, 3, 2, 4, 4, 2, 2, 6, 3, 3 = 41 (12d6)

>>1212523
Linkup ain't lookin' good, Alpha.

>Move NE, E, shunt E. FC roll 6 vs 6. +2 on hit.
>Move S, shunt E. FC roll 6 vs 6. +2 on hit. Drained.
>Dodge W
>Charge LZ to full

Mason 20/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 0/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x1, Foam x4
>>
Rolled 5, 10, 3, 9, 3, 6, 3, 6, 9, 4, 4, 6 = 68 (12d10)

>>1212640
Looked nice til I noticed the dice.
>>
>>1212643
Add 4 more dice, the fission cutter has 8 Dice/Shot.
>>
Rolled 7, 6, 6, 7 = 26 (4d10)

>>1212651
So it does. Pretty sure they're dead anyway, but more dice can't hurt. I'll fix my character sheet next time.
>>
Rolled 3, 7, 5, 6, 2, 5, 8, 3, 4, 1, 1, 7, 3 = 55 (13d10)

>>1212523
(Shouldn't my HP be 19?)

If Monkeybread killed both drones:
>move 1w, 1sw, 2s
>throw frag grenade at the point between the two square contacts visible here >>1212503
>Dodge

If either drone remains, fire until drone(s) destroyed:
>Fire shotgun, 2 shots, 6 dice
>If action remaining, move as above
>Dodge

First dice for grenade, rest for shotgun.

(Apologies for all the conditionals, but what I can do is sort of contingent on dice that haven't been rolled yet)

Marinero
Hp: 20/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun
RA: Auto Cannon
Inventory: Spare Magazine, Fragmentation Grenade, Limpet Charge
>>
Rolled 6, 1, 8, 2, 7, 2, 10, 3, 5, 3, 7, 10, 8, 8, 5, 1 = 86 (16d10)

>>1212523
>Move 2NW 2W, BL 4shots at the Sniper-Brick S, Acc5, 8dice
>Blaster him again, 4shots, Acc5, 8dice
>Def: Dodge
>Charge: 4Energy to BL, 2 to FC
"WALTER, looks like these bricks have set themselves into a prime formation for a frag. Now that I'm clear, would you oblige them?"

>Glaz
Hp: 17/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap8/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap4/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
>>1212720
The numbers shown are probably post-calculation.
>>
>>1212796
But if the displayed damage came before armour reduction, how did the one of the hits deal 0 damage?

(Apologies for the typo in my last trip, s'fixed now)
>>
>>1212566
Yes
>>1212720
Probably. I'll double check tomorrow. I have a more limited window for updating during the week.
>>
>>1212823
Post- means after.

0 damage is possible, given enough failures.
>>
>>1212887
That would just be a miss though wouldn't it?
>>
>>1212899
Would it? Miss or 0 is all the samen mechanics-wise. But, now that I look at that phase again, I realize I misunderstood you and am now just as uncertain as you. Just take your full HP and run!
>>
>>1212887
>>1212899
>>1213043
No it's just a minor processing error. Crimson should be at 19 HP. 0 damage indicates that there was some damage but it was completely mitigated by armour or shields.
>>
>>1213056
Marinero, baby. Who needs bonus HP with armour this stylin'?
>>
>>1213093
You enjoy you fuliginous powerpack and clunky flight systems buddy, and I'll keep my steady, quiet genny and oil-smooth mobility, ok?
>>
>>1213162
I will. I'll enjoy the rock solid engineering, load capacity, redundant life support, PERFECTLY SERVICEABLE flight systems and ergonomic military furnishing. I'll also enjoy not wearing a glorified bathysphere with spindly little Modok legs.

Who needs a high output power pack anyway? People that use energy weapons exclusively over solid ammo guns, that's who. I think there's a word for people like that. Oh yeah, that's right: NANCIES.

(present nancies excluded, of course)
>>
Rolled 8, 7, 3, 3, 10, 3, 10, 1, 9, 10, 7, 5, 1, 9, 6, 10, 6, 5 = 113 (18d10)

>>1212523
>>1212733
"Right away!"
>move 2 L
>frag 3L 1 DL from my new position

Hp: 30/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x2 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
Rolled 8 (1d10)

>>1214121
scatter roll

19 dice minimum for a single nade,,,,just saying
>>
Rolled 7, 9, 9, 9, 8, 3, 5, 1, 9, 2, 1, 7, 7, 8, 9, 10 = 104 (16d10)

>>1212523
>Move 3W 1SW
>Shoot light [RA]weapon 4 shots N / 4 shots W
>Shoot light [LA]weapon 4 shots S / 4 shots E
>Move 1NE 2E
>Dodge

Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun 24/40
RA: Sub-machine gun 24/40
Inventory: Spare Magazinex2
Colour: Blue
>>
>>1214322
That looks like 4 actions you're taking there. 4 light attacks + 2 moves totaling more than 5.
>>
>>1216075
light weapons let you move and attack with the same act
>>
>>1216088
As written, it's move and attack or two attacks, but not both at once.
>>
>>1216167
what? I'm moving and attacking twice
>>
>>1216170
I think the confusion here is that you are attacking two targets with each attack. Which, your guns have the RoF to do, but the rules don't seems to address splitting shots between targets.
>>
>>1214322
>>1216186
You're trying to split fire between two targets in a single attack, you can't do that. Each attack must have a single target.
>>
Okay, Beginning turn processing...
>>
>>1216300
>>1216215
I'll just attack the N and E Bricks then I guess
>>
>>1216300
What happen to my sword? I am stuck with this 'ass blaster', verdammit nochmal! Sheiße!

[Herlinde]
HP 20/20
Agi 4
Def 2
Mob 4
PowGen 2
LA: Tactical Shield
RA: Hold-out Blaster 8/8
Inv (3): Frag, Disruptor, Disruptor
>>
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>>1216300
Operator:"Slick moves Monkey. Didn't know a Mason could even move like that."

>>1216489
"You got a preferred deployment zone my Germanic friend? Otherwise I'm gonna put you in Alpha."

>standby for NPC phase
>>
>>1216507
[Herlinde] is black and grey, with big iron cross on shoulder and bigger on shield, voll!

Put me close to enemy! Herlinde not calibrated to fire dinky energy gun, nein! Hit with sword!
>>
>>1216521
Due to the perspective of the tokens I will not be able to put an iron cross on your shield, but the shoulder I can do.

>standby...
>>
>>1216527
Jawohl!
>>
>>1216507
If you think that was good, you should visit my old home Habernockie. Ag-world. At festivals, we'd take out the old clunkers nobody could fix and back 'em around corners at juuuust subsonic. Best parking job got first dance. And pick of the fairest for months to come.

'preciate the compliment anyway, Command, though mostly I'd thank these droids for blastin' off some unnecessary poundage. Best I ever got outta those contests was some creds when I donated a hauler with springs under it for when the lev-drive cut out.
>>
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>>1216507
Operator:"Skinwalker, you're boxed in! Get the hell out of there!"

[Skinwalker]: 3/20 HP
[Madman Martin]: 14/20 HP
[Monkey Bread]: 20/30 HP
[Surplus Gizmo:] 15/20 HP
[Walter:] 30/30 HP
[Crimson:] 19/20 HP
[Dave:] 24/30 HP

[Walter]: Shield Depleted
[Dave]: Shield Depleted

"Sword maniac huh? You know you could've taken a fission cutter and a suit that could power it instead of that 'dinky energy gun'."

Wilhelmmarheen: 8

Are you the guy who played : Virtuous, Noble and Beautiful! Cure Volksgemeinschaft?

>standby for aftermath
>>
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>>1216653
Minor processing error I caught: Dave should have 26 HP not 24.

[Dave:] 26/30 HP

>Declare actions everybody. Turn processes at about the same time tomorrow.
>>
Rolled 8, 9, 10, 1, 5, 1, 3, 9, 5, 3, 4, 1, 9, 8 = 76 (14d10)

>>1216677

"Oh, now I've got you."

>Shunt brick drone back 1E into open doorway, 8 dice
>Fire Shotgun at brick drone, 2 shots, 6 dice
>Dodge


Marinero
Hp: 19/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun (6/8)
RA: Auto Cannon (12/12)
Inventory: Spare Magazine, Fragmentation Grenade, Limpet Charge
>>
>>1216653
By the way, it registered as a pair of contacts on the map earlier, so for posterity does a set of assembly armatures count as one single target or two separate ones?
>>
Rolled 3 (1d10)

Yup, linkup ain't happenin'. Skinwalker, you got the tools for a shunt, so get back to us. Rest of Bravo, hallway's bubbly in 10... 9...

If Foam Grenade has a long fuse setting:
>Throw Foam 5 W, roll 1 scatter
>Overwatch LZ, 3 shots
>Dodge
>Recharge Cutter to full

Otherwise:
>Wait
>Throw Foam 5W, roll 1 scatter
>Dodge
>Recharge Cutter to full

Mason 20/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x1, Foam x3

>>1216677
Can corners be passed with a diagonal move, or are they always 2 to get around?
>>
>>1216754
In the first case, the intent is for the grenade to go off on the second action.

Also, this does mean that Skinwalker will at best be caught by some foam, but the droids will have to pass through difficult terrain to get LoS to you, so it should be fine.
>>
>>1216754
I think you can pass them diagonally, I got away with it last round when I went down the shaft.

Hey, Monkey, once these assembly arms are taken care of do you feel like cutting down a few doors and flanking these guys? I've only got the one limpet charge myself.
>>
>>1216767
Headed your way soonest.
>>
>>1216739
Two separate ones. Destroying one slows down production, you need to destroy them both to stop it completely.

>>1216767
>I got away with it last round when I went down the shaft.

Hmm... yes you did. I'm gonna rule that from now on you can't pass through door ways diagonally on account of it involving passing through solid wall.

>>1216754
Technically everything in a single phase happens simultaneously but sometimes I make allowance for ease of processing and if someone clearly states that they are waiting for something to happen before they act.

So yes you can say that the grenade goes after Skinwalker has moved.
>>
>>1216798
Might want a foam grenade in that corridor later as well; it's a long trip through and neither of us has a shield, so it would really suck to get caught in there with no room to dodge.
>>
>>1216817
Sure thing.

Minor consideration for future reference: Shunt doesn't specify that your movement determines shunt direction (yet), so you could have put the Brick W in my sights. Then you'd have been in position to interrupt the armatures as you saw fit. As is, the newborn's going to wake up to the sight of its brother in pieces and your smoking gun.

I can see that you wanted to be sure of a kill and would have gotten a twofer with some better rolls, just know that with turns this long, we can afford to wait long enough to coordinate.
>>
>>1216947
I was hoping to drop a grenade on both armatures and the drone (if it finishes), and to be in a good position to duck behind cover if attacked. I guess you're right, I could've done that this turn (though that would've left Skinwalker high and dry).
>>
>>1216953
Since delayed grenades are a "sometimes" as of >>1216804, we could all have had our cake and eaten it too. Skinwalker would be safe and we'd both have our shots. No way we could have known at the start that it would work, of course. Hindsight! Up to us to make it foresight.
>>
>>1216990
Looking closer at the icons, the armatures appear to be about to place a pair of legs on a drone torso. Unless I miss my guess, it should need another turn after this to complete it, which would leave me free to grenade them without fear of counterfire (and get the hell out of dodge).
>>
>>1216947
Shunt is really more of a grapple. I did intend for it to move targets to any adjacent space, not just ones that match the direction of the movement. It's meant to be a utility move for clearing choke points.

>>1217001
It's purely cosmetic. I don't even bother putting incomplete tokens between the armatures unless there's someone with line of sight to see it.

What you see between the armatures has no direct correlation to how soon the drone will be finished. I just put in something that looks plausible.

One last ruling before I go to bed:

I've been letting some of you get away with having more than one, one mobility diagonal moves.

When I say only the first diagonal in distance calculation counts as 1 space that means in the entire phase.

If you perform one diagonal move in two separate move actions then the diagonal in the second action counts as moving 2 spaces.
>>
>>1217027
Ah, noted.

Say, how does dodging work in relation to shunting? Is a unit moved before dodge rolls provided at least one hit is scored? Can it dodge subsequent damage and move out of the space it was shunted to (if it has space)? Or can a unit dodge away from being shunted even if takes damage?
>>
Rolled 5, 7, 5, 9, 6, 10, 3, 4, 5, 7, 6, 1, 2, 3, 3, 2, 3, 10, 5, 3, 6, 10, 1, 7, 8 = 131 (25d10)

>>1216677
>Move 1 E, S, [Shunt] Shield-Brick 1N (8 dice vs 5)
>-Light MG - full ROF fire into back of Shield-Brick postshunt (8 ammo = 8 vs 6 dice)
>Move 1S, [Shunt] Rifle-Brick 1N (8 dice vs 5)
>-Light MG- Full ROF fire into back of Rifle-Brick post shunt (8 ammo = 8 dice vs 6)
Shunt does not list a standard movement restriction, only that you move into an occupied space.

Dave! Gauss this one. Wilhmarheen, welcome aboard buddy. You want to take point with that shield of yours? Big empty spaces frighten me.

[Gizmo]
Integrity 15
Agility 4
Defence 2
Mobility 4
PG 2
LA - MG [32]-8
RA - MG [32]-8
-----------------
Frag. Disrupt. Limpet
>>
Rolled 5, 4, 3, 1, 2, 7, 4 = 26 (7d10)

>>1217285
My rank and filthy abuse of the listed game mechanics fill me with shame.

Oh man, that dented the plastic casing.
>>
What the hell is that racket, Alpha? Ain't even any contacts there on my HUD.

BREACH AND CLEAR YOUR GUTS
>>
>>1217295
I don't think you're going to get away with that. The listed rules state that you can fire a light weapon as part of a move action. A Shunt is not a move action, it is a Shunt action. A shunt action happens to contain movement, but it seems fairly established as distinct, and the light weapon rules are likely written as they are precisely to avert this kind of silliness.

Though you could still get three attacks in if you shunt then fire both SMGs.

You could of course have 4 attacks on paper if you just fire two light weapons twice, but then the obvious trade off is that you have to use light weapons, for which the mobility is somewhat balanced by the fact that they kind of suck as actual guns.
>>
>>1217500
32d10 on multifire with ammo expenditure or 32d10 on moving next to enemies who are likely better armed and punish recklessness are equal-ish trade-offs.

So shunt + fire is less silly than it appears. You're trading danger and exposure for a high volume of low tier ( 50%, 60%) attacks.

Contrast firing a Ion Chaingun twice - 20d10, 0-60 dmg.
>>
But hey, I agree the functionality might not be intended. It turns light weaponry into pretty handy sweepers ( glarz + blaster + energy shield )
>>
Rolled 5, 2, 7, 2, 4, 6, 5, 3, 3, 6, 4, 6, 6, 9, 4, 7 = 79 (16d10)

>>1216653
You question my loyalty to [Herlinde]? Garstig sau! I would not leave because of small batteries!

>>1217285
Jawohl! They are small and lightweight, overrun them!
(I don't know how to interpret your failure to grapple them, though)

> [Move] E E
-> [Fire] BL at closest Brick, 4 shots 8 dice
> [Fire] BL at closest Brick, 4 shots 8 dice
> [Block] S
> [Charge] RABL +2 (2/8)
>>
>>1218608
The Shunts dealt damage, so they're plenty grappled. The only question is if they're legally dead.
>>
>>1217285
Nope
>>1217500
He has it right.
>>
>>1218622
Aha! Of course. But, if [Gizmo] is unable to fire as well...

Throw them to me so that I may bathe in their hydraulic fluid!
>>
>>1217550
You misunderstand, I don't think it's silly because of any risk, I think it's silly because you would be getting two moves and four attacks in one turn in a system where you normally get two actions.
>>
>>1203373
"Sphess Navigations Officer *Star, making an entrance!
"By my light, we will be guided true!"
> Deploy to Beta

[Marinero] 20/20
4 Agility
2 Defence
4 Mobility
2 Power Generation
LZ Combat Laser
SG Shotgun
Battery, Battery, Spare Magazine
Trauma Mitigation System

blues and whites, orange helmet (to match LZ), cockpit as is, black sunglasses ooh-rah.
>>
Rolled 10, 2, 3, 4 = 19 (4d10)

>>1216677
Shields down, gimme a moment!

>Fire Gauss rifle at brick, 4 ammo
>Recharge Energy Shield to full
>Dodge

Mason
Hp: 26/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (8/16)[8/16]
RA: Energy Shield [0/10]
Inventory: Spare Magazine(2), Disruptor Grenade, Foam Grenade, Limpet Charge

a question, cogniscommand, can you use recharged items on the turn you charged them? or is it unusable for that turn, like the reverse?
>>
>>1218790
Recharge happens at the end of your turn. If you've recharged something and are now firing it, it's a new turn. No conflict.
>>
>>1218790
Also, you have one more main-phase action to work with.
>>
>>1218799
well, the point of the question is that since I charged the shield this turn, I was wondering if I could immediately use it for a block action for the defence move this turn.
>>
>>1218804
wait what
isn't rechage a main action?
>>
>>1218821
uh
you know what, I'll just wait until the QM can tell us if it is possible or not. I forgot about 'cannot charge stuff that was used in same turn' and wasted a move, I don't want to risk fucking up a defence move.
>>
>>1218808
Err, rather...
It appears not, honourable ally! Direct your attention towards >>1203329 and observe:

STEPS:
>1. Action
>2. Defence
>3. Charge

Bear in mind that you cannot charge if you've used Jumper Cables or on equipment used earlier in the phase!
>>
Rolled 3, 4, 1, 6 = 14 (4d10)

>>1218830
oh dammit, I missed the steps part. thanks.

>>1218790
adjusting actions...

>Fire Gauss rifle at brick, 4 ammo
>Fire Gauss rifle at brick, 4 ammo
>Dodge
>Recharge Energy Shield (10/12 generation for [10/10] full recharge), and Gauss Rifle (2/12 generation for [2/16], including the shots.)

dammit forgot to add the additional action and rolls.
>>
>>1218838
The shield can be recharged because it hasn't been active this turn. Not the rifle, which has been.
>>
>>1218852
oh dammit, sorry. I keep forgetting one bit whenever I try to remember another one.

QM, please ignore the 'and Gauss Rifle (2/12 generation for [2/16], including the shots.' part in my post here: >>1218838, I messed up.
>>
>>1218852
I hadn't realised that on the first read, the combat laser looks a little bit less suitable, now. Thank the *stars that I took extra batteries!

Are the batteries rechargable, or are we buying cheap one-shot scrap?
>>
Beginning turn processing.

>>1219017
Batteries are single use items. They were meant to be a way for suits without high power output to use energy weapons.
>>
Rolled 8, 7, 6, 8, 4, 2, 1, 2, 4, 5, 2, 10, 4, 3, 2, 2 = 70 (16d10)

>>1216677
>Move 1E, Shunt SE Brick N, FC acc6, 8dice, Dev2
>Move behind WALTER, fire 4BL shots at shield-brick W at move start, Acc5, 8dice
>Def: Dodge
>Charge: +6 to BL

>>1219096
Sorry, just got up.

>Glaz
Hp: 3/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap2/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap6/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x1.
Custom: Kill Markers on Chasis
>>
>>1219105
Hmm... alright I'll take your action into account this time.
>>
Shoot, fellas, I throw out some portable cover and y'all gotta sit yourselves stuck on the other side of it.
>>
>>1219017
What you gotta understand is, Withran-Smesson Universal Mini-ufacts and Dwarf-Reacstars don't contain actual ammo or charge per se. They /do/ contain undifferentiated matter and energy, dispensed per weapon specs. Great space-savers, but capacity's subject to politics and sales numbers, and the warranty's voided six ways to Sunday soon as you remove 'em or try to plug 'em into gear that's not in agreement with old W-S.
>>
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[Gizmo]:Shunt Failed... subsequent actions impossible...smart processing...retrying shunt.

I'm going to be incredibly generous and smart process the rest of your turn otherwise that's a heck of a lot of actions down the drain
due to false assumptions and bad luck.

Operator:"Holy shit guys, you are tearing those drones apart with extreme prejudice. If those were real human targets I might start getting a bit uncomfortable. Good thing this is all a simulation."

When I gave this game the subtitle:"Brutal Close Quarters Combat in Micro Gravity" I was afraid the game wouldn't live up to it. This turn has put those fears to rest.

>Standby for NPC phase.
>>
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>>1219173
Operator:"We have to start pushing deeper into the facility. Those armatures will only churn out more drones and you're only using up more bullets. I suggest retreating from the central shaft and finding an alternate route."

>Standby for aftermath
>>
>>1219110
Thank you
>>1219173
This raises a question for me. Given that the foam went off after my turn, am I enfoamed? That is, is LoS to my square blocked, and will my first move be diffucult terrain?
>>
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>>1219219
[Skinwalker]: 3/20 HP
[Madman Martin]: 9/20 HP
[Monkey Bread]: 20/30 HP
[Surplus Gizmo:] 11/20 HP
[Walter:] 29/30 HP
[Crimson:] 19/20 HP
[Dave:] 26/30 HP

Operator:"With all the excitement I forgot to introduce our new friend."

*Star: 9

>Declare actions everyone. I don't really have time to process the turn tomorrow so it will have to wait till Friday.

>>1219220
You don't really become enfoamed. Foam imposes a movement penalty on you as you move through it, after your move is resolved the foam is considered dispersed and it's effects ended. If you were to move into another foam filled space on your next turn, the movement penalty is applied again.
>>
>>1219228
Will I be able to move 4W by shunting? With or without cutter if so?
>>
>>1219234
Eh I'll just let you move 4W. If your last move of the phase is into foam I think it's reasonable to just let that slide without movement penalty.

I also realize that this opens up a loophole where one could pass through a single space of foam without penalty but again I'm willing to let it slide.
>>
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>>1219228
"*Redeploy, we need a fission cutter."
>[Move] W W S S
>[Move] S E
Watch Corners
----------
[Marinero] 20/20
4 Agility
2 Defence
4 Mobility
2 Power Generation
LZ 07/7/6 2/3/18(18)/2 Special (Devastate)
SG 9!/5/2 3/2/08(08)/- Jam
Battery, Battery, Spare Magazine
Trauma Mitigation System
>>
>>1219274
>[Dodge]
If it wasn't obvious, I have no [Block] defence.
>>
>>1219274
I thought something like this too in order to minimize LoS, but it's confirmed you have to take the long way around corners, which I assume means foam tiles too. If they go that way they'll clear all the foam they pass through instead of leaving a diagonal.
>>
>>1219279
Troubling! They could escape where you have thinned the foam yourself, then. Hurry back!
>>
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>>1219228
BRAVO WEST, you gotta go all in or all out, soonest. Nade the droids, crowd the Autocannon and take out the sensor it's shielding. Otherwise, I'm clearin' some foam so y'all can get ON THE RIGHT SIDE OF IT.

>Move 4W, clearing one tile
>Overwatch Foam Grenade 3W, if allies fall back E.
>Dodge

Mason 20/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 5/5: Disruptor x1, Foam x3
>>
Rolled 5, 3, 4, 1, 1, 6, 6, 3, 4, 2, 3, 2, 10, 8 = 58 (14d10)

>>1219228
>Move 2W 2E, fire 4BL shots at the Brick W at point -blank, 5Acc, 8dice
>Throw Disruption Grenade 4W 1SW, Acc6?, 1die to hit, 5dice to damage, Disruptor
>-Does the large target bonus apply to either roll for grenades?
>Def: Dodge
>Charge: +2BL, +4FC
>>1219274
So does Bravo. If you want to come take my Limpet, you're welcome to.

>Glaz
Hp: 3/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap6/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap4/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x0.
Custom: Kill Markers on Chasis
>>
Rolled 9, 1, 5, 6, 5, 2, 8, 3, 2, 1, 1, 3, 8, 5, 3, 10, 9 = 81 (17d10)

>>1219228

"Woah, that's a blunderbuss. Well that won't do, not at all. Fire in the hole!"

>Throw frag grenade at tile containing brick drone
>If drone survives fireat it, 2 shots, 6 dice(+2) (threshold 5) (If it dodged out of line of sight then overwatch this attack)
>If not, move 3W, 1N
>Dodge


Marinero
Hp: 19/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun (6/8)
RA: Auto Cannon (12/12)
Inventory: Spare Magazine, Limpet Charge
>>
>>1219536
"OHSHIT! I didn't mean to put that much spin on it!"

Can you dodge grenade explosions if there's an adjacent tile out of range? It may prove relevant in a minute
>>
>>1219536
If I recall correctly you should have 4 rounds in your shot gun.

>>1219516
>Does the large target bonus apply to either roll for grenades?
For scatter no.
Same for hit thresholds.

One thing I want to clarify is that hit thresholds are not just an abstraction of accuracy, they are an abstraction of how likely it is to score a solid damaging hit. This is why light weapon thresholds are relatively low even at short range.

The reason why heavy weapons suffer a drop off at close range is because they are unwieldy and harder to bring to bear when your opponent is right on top of you.

>>1219543
I'll say yes for now. But I'm gonna re-work dodge after this test game. As it stands it's too effective.
>>
>>1219555
Yeah, sorry, forgot to change it. It'll be up to date next round.

The reason why heavy weapons suffer a drop off at close range is because they are unwieldy and harder to bring to bear when your opponent is right on top of you.
Except the minigun, presumably because it's hard to miss at that range with that many rounds, especially if you're braced properly.

>I'm gonna re-work dodge after this test game. As it stands it's too effective.
The dodge is very useful...until you're caught with no perpendicular spaces to dodge into, and the maps being as confined as they are that's a real concern. That drone I killed died precisely because I forced it into a situation it couldn't dodge from, and that's quite a neat thing to be able to do with your positioning mechanics.
>>
>>1219569
>Except the minigun

The mini-gun's drop off is slight but there. Optimal range for it is still the middle bracket.

>dodge is very useful...until you're caught with no perpendicular spaces to dodge into.

Well that depends heavily on the map design. If I make everything 1 space wide then the game is too much of a cluster fuck. But if I widened the spaces by even 1 square people will almost never be in a position where there isn't a space to dodge to unless everybody crowds together or clogs the passage with foam.

So far it seems very hard to be caught with nowhere to dodge unless you're being stupid with your positioning or I'm being a bastard with the map design.

BTW in case it wasn't obvious: Foam blocks dodges.
>>
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>>1219618
As it stands I think I might prefer dodging to blocking partly because a shield takes up a slot, and partly because if someone gets the drop on you or has room to move around it's completely useless. But if you *don't* have a shield then dodging is literally your only defensive option (which as an aside makes 1 space corridors and shafts very scary, as it should).

I don't know, I reckon shields should be clearly better than dodge, but dodge should still be somewhat viable. That way there's a reasonable choice between going blaster and board and being limited but reliable, or having two weapons for greater flexibility at cost of less effective defence. But it should still be an even trade off between the two, you shouldn't be dead meat floating just because you haven't got a shield.

Or I guess you could take a third option and go full Walter.
>>
>>1219618
>Foam blocks dodges.
Well.
Shit.
>>
New Hexcom game when, Command?
>>
>>1220337
You've reached the wrong Command, I'm afraid (unless he's running a long, long con). The Hexcommander's whereabouts are a mystery, though he's infrequently been seen working on something with Twilight of the Gods influence.
>>
>>1220337
Wait what
>>
Rolled 3, 6, 2, 1, 10, 5, 9, 3, 5, 1, 7, 5, 10, 2, 4, 1, 4, 2, 7 = 87 (19d10)

>>1208579

>Recharge shield
>throw Frag nade 3L (first dice Scatter)
>-Block


>Mason
Hp: 29/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x1 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
>>1219661
I AM YOUR SHIELD
>>
>>1220726
Your shield should be charged up already, having not been used last turn, so you have one more main action to work with. Can't charge yourself as a main action anyway.
>>
Rolled 1, 10, 1, 9, 6, 8, 3, 8, 7, 6, 8, 6, 6, 5, 5, 8, 10, 4, 6 = 117 (19d10)

>>1220746
>>1220726

If this is true

>throw Disruptor nade 4L
>>
>>1220337
That's [Trigger]
This is [Cognis]
>>
>>1220337
Saturday.
>>
What? Yes, of course I can see this thread. All skirmish QM's are telepathically linked.

what i want to know is why cognis can only thing about how much they hate drones
>>
>>1221560
>>1221739
Are you okay?

Looking forward to it.
>>
Rolled 7, 8, 1, 3, 4, 5, 1, 3, 4, 5, 2, 1, 10, 6, 5, 5, 9, 4, 3, 10, 10, 9, 7, 1 = 123 (24d10)

>>1219228
>Double attack LA Brick 2W RA brick 2W1S 8 dice each
>Light Attack big bot 4W 2S and move (use the free diagonal bonus with this attack) E SE


Glaz
Hp: 20/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Sub-machine gun 16/40
RA: Sub-machine gun 8/40
Inventory: Spare Magazinex2
Colour: Blue
>>
>>1221747
But muh drones
>>
Rolled 1, 9, 3, 4, 6, 1, 7, 9 = 40 (8d10)

>>1219228

"Wait, dammit, guns dry! This is getting nowhere, we need to move!
Damned bricks, die already!"

>Reload Gauss Rifle
>move 1 tile east and 2 tile south, Shunt brick to south
>block
>Recharge Gauss Rifle (all 12 charge points into it)

Mason
Hp: 26/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (0/16)[0/16]
RA: Energy Shield [10/10]
Inventory: Spare Magazine(2), Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1219228
Blitzkrieg!
>[Shunt] nearest Brick, then
>[Melee] nearest enemy
>[Block] toward enemy with the biggest gun
>[Charge] RABL+2 (4/8)
>>
Rolled 7, 4, 7, 9, 4, 7, 3, 9, 7, 1, 6, 8, 9, 10, 6, 5 = 102 (16d10)

>>1222390
[Herlinde]
HP 20/20
Agi 4
Def 2
Mob 4
PowGen 2
LA: Tactical Shield
RA: Hold-out Blaster 2/8
Inv (3): Battery, Disruptor, Disruptor
Trauma Mitigation System
>>
Well, the Bricks're dead four times over, but that ain't much commitment to Mondo. Hope those disruptors were enough to knock out the lasers.
>>
>>1222442
Speaking of, I believe the mission briefing mentioned one set of the assembly armatures was building superheavies. Dunno how long it takes, but they've had a while. Someone with a fusion cutter might want to get down to the bottom of that shaft in search of it before you have two of them to worry about.
>>
>>1221747
I don't hate drones, just people who abuse the ability to field them.
>>
>>1222638
Really, you're lucky that one guy in one of the test games highlighted the issue when he used every hardpoint on his mech to stack drone controllers. Can you imagine if someone had only tried that later in the campaign? You'd have gone absolutely spare.
>>
>>1222638
>You'd have gone absolutely sparebits
>>
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>>1222638
I don't know why anyone would suggest that you hate drones. It's obvious that you love them.
>>
>>1222456
Good thinking, sphess marine! Extrapolating from what is already visible, however, I believe that airlocks into the central shaft might be found deeper within the complex. A simultaneous assault from both sides with Glaz support would ensure the greatest chance of success.

Alpha Squad being without either Glaz or Cutter is problematic, however, and this will severely impede their progress. Good luck to them!
>>
>>1222725
Dave and Gizmo do have a pair of limpet charges between them, that ought to do them in a pinch, especially with bricks opening the doors to get to them. Main point is the superheavies have to be built either in the main shaft or somewhere connected to it because they're too big to get anywhere else.
>>
>>1222725
We're going to blast those doors wide open with the limpet mines we have. These doors don't stand a chance!
>>
>>1222725
Operator: "Glaz pilots are harder to come by than most. Asteroid surveying is a long and lonely job. Plus there's fact that the suits themselves look like 'glorified bathyspheres with MODOK legs'. Most people would rather play space marine in a marinero, or take on the functional working class respectability of a mason."
>>
>>1225509
(I expected most people to take Glaz's honestly. Being the only one with 5 movement, having the highest dodge rate AND some armour to mitigate any damage it did take, on top of an incredibly useful ability and enough power to use the shiny energy weapons people are always besotted with all seemed to make it head and shoulders above as the most mechanically optimal, maybe even a little too good. I've just never cared for optimal. Plus I'd hate to die looking that silly).
>>
Alright I've finally gotten a spare moment.

Processing Turn...
>>
>>1225602
I was drawn more to the ammo security of energy Masons and inventory space for contingencies. Glaz has some well-distributed strengths, just not all where I like 'em.
>>
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>>1226172
Operator:"Wow all the drop kicking you guys are doing reminds me of that old movie, where the scene with that guy being kicked into pit became a meme."

>Standby for NPC phase...
>>
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>>1226325
Operator:"Wilhelmmarheen! Watch out! That drone has a..."
*Blam*
"Blunderbus..."

[Walter]: Shield Depleted

>Standby for aftermath
>>
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>>1226380

[Skinwalker]: 3/20 HP
[Madman Martin]: 9/20 HP
[Monkey Bread]: 20/30 HP
[Surplus Gizmo:] 11/20 HP
[Walter:] 25/30 HP
[Crimson:] 19/20 HP
[Dave:] 26/30 HP
[Wilhelmmarheen]:8/20 HP
[*Star]:20/20 HP

Operator:"They say the Blunderbus is a gun for fuck ups. Quad barrel, breach loader, no chance of jamming and impossible to miss with at close range."

>Declare actions everyone. I'll process the turn Saturday evening sometime between 6-8pm GMT. Hopefully this should be enough time for everyone to post.
>>
Right whee we want 'em.

>>1222179
>>1222390

Right-oh, mein beauties, shall we turn this automat to scrap? Some grenades ought to soften up that manufacturer.
>>
>>1226437
Well, be sure you don't flick your wrist too hard when you throw 'em, I just about shat myself there. Good old lightning cowardice reflex saves me again.
>>
Drawing out scenarios for Bravo west, please stand by.
>>
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A, B, or C as I see it, Bravo.
>>
>>1226396 #
"Welp, I'm not getting anywhere in a hurry if I try and join the back of that conga line up there at this stage. If you don't mind I'll take my chances with this mystery door and hopefully see you all on the other side. C'mon Star, I guess you're with me for now.

>Move 1NW, 2W, 1N
>Breach door
>Dodge

Marinero
Hp: 19/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun (4/8)
RA: Auto Cannon (12/12)
Inventory: Spare Magazine, Limpet Charge
>>
Rolled 7, 6, 6, 5, 5, 7, 4, 3, 4, 4, 7, 7 = 65 (12d10)

>>1226396

"Blunderbus! kill it!"

>Move 2 tile south and 1 tile west, shunt brick north
>Fire Gauss rifle at brick (4 ammo)
>Guard

Mason
Hp: 26/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (16/16)[12/16]
RA: Energy Shield [10/10]
Inventory: Spare Magazine(1), Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1226396

"Welp. Time to straight fuck off and what not. You lot go first and I'll cover us."
>>
>>1228249
You prefer east or south for the off-fucking?
>>
>>1226796
That bit about blocking LoS to Skinwalker actually is untrue now that I check again, but the Masons will be much more obvious targets.
>>
Rolled 2, 7, 7, 7, 9, 5 = 37 (6d10)

>>1226965
I'll be right with you!

>>1226396
>[Move] 1S, 2E
>[LZ] on overwatch anything that moves or fires
3 rounds (6 charge), 2 devastate
-----
[9-MAR-LZ-SG] *Star#Analogue
[Marinero] 20/20
4 Agility
2 Defence
4 Mobility
2 Power Generation
LZ 07/7/6 2/3/18(18)/2 Special (Devastate)
SG 9!/5/2 3/2/08(08)/- Jam
Battery, Battery, Spare Magazine
Trauma Mitigation System
>>
>>1228992
Operator: "*Star I'm surprised you didn't take a glaz, that would have been more suitable for a navigations officer. Marineros are for security specialists. Like *Mute"
>>
>>1229009
If I am suiting up then it is an emergency and every millimeter of armour counts. I won't be caught unable to protect myself, that would be embarrassing!
No one ever remembers *Star, did the tripcode tip you off?
>>
Rolled 1, 8, 10, 9, 6, 10, 4, 7, 2, 3, 4, 2, 9, 3, 6, 2 = 86 (16d10)

>>1226396
>Move 3W 2S, Shoot mega-brick with 4BL shots, Acc5+2, 8dice
>Fission Cutter the door SE, Acc6+2, 8dice
>Der:Dodge
>Charge: +6BL

>Glaz
Hp: 3/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap0/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap0/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x0.
Custom: Kill Markers on Chasis
>>
>>1229151
I was reminded of that game the second I saw the asterisk in front of your name, but I didn't think it was an actual reference because that game is obscure. I thought that you were just being fancy until I saw that hashtag
>>
>>1229170
[s]Have you read Hate Plus? *Star was only mentioned there.[/s]
>>
>>1226396
"Right, fellas, we're rushing the next door. All together now!"

>Move 4W
>Foam 3W 1S, roll scatter
>Dodge

Mason 20/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 3/5: Disruptor x1, Foam x2
>>
>>1229203
Yeah I've read it. I don't think I completed every ending though.
>>
Rolled 4 (1d10)

>>1229206
>>
>>1229152
A question occurs to me: If properly equiped and successful, can doors be shunted through?
Also, is shunting a move-end action, or can it happen at the start/any point in a move?
>Ex: Shunt door SE with FC, move 3E
>[Second Action]
>>
>>1229228
For now I'm going to say you can't shunt through a door. They're too sturdy to be barreled through. Using a fission cutter involves cutting a hole in the door, not something you can do on a charge. Similarly setting up the limpet charge to breach it requires carefully clamping it in place and arming the device, again not something you can do as part of a shunt action.

Also shunting is a move ending action.
>>
>>1229240
There go all my dreams of being the cool-ade glaz.
>>
Beginning turn processing...
>>
>>1226396
If Walter doesn't post actions, I'd like to take his post here >>1228249 as intent to follow the rush plan >>1226796 Skin and Monkey are already committed to.
>>
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>>1229690

>Standby for NPC phase
>>
>>1229811
Sorry. I'll correct that for the next phase.
>>
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>>1229797
Operator:"Madman Martin is down!"

>Standby for aftermath.
>>
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>>1229925
[Skinwalker]: 3/20 HP
[Madman Martin]: KIA
[Monkey Bread]: 20/30 HP
[Surplus Gizmo:] 11/20 HP
[Walter:] 25/30 HP
[Crimson:] 19/20 HP
[Dave:] 26/30 HP
[Wilhelmmarheen]:8/20 HP
[*Star]:20/20 HP

Operator:"Your can loo... er I mean recover your fallen comrade's items if you need to... just so you know.'"

>Declare actions. I'll process around the same time tomorrow night.
>>
>>1229962
Thank the *stars that this is only a simulation, or that might really have hurt!

All clear, Crimson! Glaz might want to look at the walls for weakpoints, however!

One of the Masons [1 or 5] should Jump Cable Skinwalker [2] so that they can cut the next door open!

I may be wrong, but nothing says you can't jump cable equipment and then use that equipment in the same turn
>>
>>1229240
More shunting details! Can you shunt a target without moving into its space? The idea being that the intent is to make them move, rather than be where they are.
And, can you shunt an ally without dealing damage to them? (Assuming said ally was willing, of course.)
>>
"Er, Monkey? I know you have your hands full up there, but a foam grenade as far down this shaft as possible (say, just NE of the second drone) might be in order, because right now it's a sniper killzone."
>>
So what option are we favouring? Because I can either fly out into the main shaft and bring my big gun to bear next turn, or if you prefer I can wait for Skinwalker to breach the other door and we can all squirrel our way through the tunnels the heavy drones can't use.
>>
>>1230155
The one thing that we haven't tried yet is to hit them with everything that we have! The northern-most one can't dodge now, is it a good time?
>>
>>1230054
That'll be up to Walter, if it gets done this turn at all. Too much heat on me.

>>1230155
Preferring the latter.

>>1230286
It's a thought, but that's committing /all the breaching capability that Bravo has/ to a target we're no longer sure of taking out. The time for that was when we still had Martin, but we lost him to a textbook case of purely ornamental feet.
>>
>>1230342
You're right, they're super-heavy drones. Hoping that 6 devastate and an average of 13.2 hits will kill it might be optimistic.

Shame that the Glaz sensors can't get a better read on its abiities!
>>
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We have an opportunity to get some renewable breach power to Alpha, if Skinwalker agrees. Plan B was arranged assuming the remote possibility of big droid south being on overwatch, which I doubt. It would probably have fired on Skin if it had had the actions. Shifting the foam 1W will cover the Masons better while still blocking for Skin.
>>
>>1230422
>Likely
Does not need to Anchor for high recoil.
No damage reduction.
Tougher than our suits.

>Possible
Only one side of its loadout is active at a time; lasers or eyeshield and autocannon.
Little turrets on top for flankers.
Frontal sensor important? Why not keep it covered even when lasers are out?
>>
>>1230083
You can perform a shunt action without moving into your opponent's space and moving them, but you can still damage them. Really this should be a separate action called charge.

If you want to move them with shunt you HAVE to take their place.

You can't shunt an ally without damaging them. You'd be able to make some kind of space peasant railgun if I let you do that. You don't want to get in each other's way? Co-ordinate your movements!
>>
>>1230054
>>1230286
>>1229962

Let go ahead and do just that.

>move 2D 2R
>-face L
>-wait for [Crimson] to get into position
>jump cable

>Mason
Hp: 25/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Tac Shield
RA:Energy Shield
Inventory (2): Frag Grenade x1 Disruptor Grenade x2.
Custom: Shield Emblem with "No Bully" scrawled on
>>
>>1231487
I think it's, uh...Skinwalker you want to wait for. I have no fusion cutter and I just blew my only demo charge.
>>
>>1231594
YEAH THAT
>>
Rolled 5, 3, 5, 8, 5, 4, 2, 7, 5, 5, 4, 3, 4, 6, 1, 9 = 76 (16d10)

>>1229962
>Fire 4BL shots at Mega-Brick N, Acc5+2, 8dice, Move 1S 3E
>-Get FC Jumped by WALTER (>>1231487), cap+12
>FC the door S, Acc6+2, 8dice, Dev2
>Def: Dodge
>Charge: +6BL
(Apologies, Command, BL cap at the end of last round was 6, not 0. 0 would make no sense.)

>Glaz
Hp: 3/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap6/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x0.
Custom: Kill Markers on Chasis
>>
>>1229962
ALPHA, I'm detaching from Bravo and making a break for your side. Droid's got eyes on my path, so I'd much appreciate an open door on your end.

>Move W 3S
>Move SW 3W
>Dodge W

Mason 20/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 3/5: Disruptor x1, Foam x2
>>
>>1229962
>Double-time back to Crimson
3W, 1NW, 3W
----------
[Marinero] 20/20
4 Agility
2 Defence
4 Mobility
2 Power Generation
LZ 07/7/6 2/3/18(18)/2 Special (Devastate)
SG 9!/5/2 3/2/08(08)/- Jam
Battery, Battery, Spare Magazine
Trauma Mitigation System
>>
>>1229962

"Oh, I hope I'm not dropping blindly into a deathtrap. Here goes."

>Wait for Skinwalker to breach
>Move 4W, 4S
>Dodge

Marinero
Hp: 19/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun (4/8)
RA: Auto Cannon (12/12)
Inventory: Spare Magazine
>>
>>1229962

"Fellow pilots, I could REALLY use some help here!"

>Fire Gauss Rifle at brick, 4 ammo
>Fire Gauss Rifle at brick, 4 ammo
>block


Mason
Hp: 26/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (12/16)[8/16]
RA: Energy Shield [10/10]
Inventory: Spare Magazine(1), Disruptor Grenade, Foam Grenade, Limpet Charge

oh god why did I not bring a simple frag grenade
>>
>>1232927
You know, you can do that Move/Melee as a charge (a shunt without the intent to move the target >>1231333), and then have a second action to do whatever with.
>>
Rolled 2, 9, 9, 3, 9, 9, 8, 7 = 56 (8d10)

Rolled 8, 9, 2, 8, 7, 8, 8, 2 = 52 (8d10)

>>1229962
... tschuss.
Ach, nee! The blaster does nothing!

>[Charge] SW/W/W/W
->[Melee] Brick
>[Melee] Assembly Unit
>[Charge] RABL (+2)
>[Block] W

[Herlinde]
HP 20/20
Agi 4
Def 2
Mob 4
PowGen 2
LA: Tactical Shield
RA: Hold-out Blaster 4/8 (+2)
Inv (3): Battery, Disruptor, Disruptor
Trauma Mitigation System

(Sorry for missing a turn, bot me if I do that again, thank you for the tip)
>>
Rolled 2, 8, 6, 10, 7, 2, 8, 2 = 45 (8d10)

>>1232893
oh dammit I knew I was missing something
>>
I better get down to processing this...

Processing turn...
>>
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>Standby for NPC phase...
>>
>>1233516
"Ohoi, Jackpot. Hey Command, is this the door terminal? How do I work this thing?"
>>
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>>1233516
>>1233531
Operator:"It says 'Press any key to unlock facility doors', well which one is the any key?"
((Free action, as long as you're adjacent or in the same space.))

>Standby for aftermath
>>
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>>1233544

[Skinwalker]: 3/20 HP
[Monkey Bread]: 1/30 HP
[Surplus Gizmo:] 11/20 HP
[Walter:] 25/30 HP
[Crimson:] 19/20 HP
[Dave:] 26/30 HP
[Wilhelmmarheen]:8/20 HP
[*Star]:20/20 HP

Oh Yeah, Skinwalker can consider himself jumpered.
>Declare actions.
I probably won't have time to process tomorrow so the turn will probably advance on Tuesday night GMT.
>>
>>1233516
I had a diagonal move >>1232087 that would have put me next to the wall. Just pointing it out. The dodge got me to my destination anyway.
>>
>>1233591
"At least you won't have to torch your way through those doors anymore. Would you like me to open them for you then seal them behind you? You look like you could use some epoxy"
>>
>>1233591
Sorry about the error.

Wouldn't have resulted in any major mechanical changes. The super heavy would still have had line of sight to you.
>>
>>1233578
Can swift weapon shots and shunt attempts take place in an ally-occupied space, given that those actions will not be completed with units overlapping?
>>
>>1233633
Yes but if you are shunting in an ally occupied space then you are effectively shunting your ally, there by damaging them. One does not simply push a 1 ton hardsuit out the way, even in zero G. Please co-ordinate your movements with your allies to avoid such situations.

As for firing light weapons when overlapped, yes you can do that, but it's a bitch for me to represent that on the map and I might forgo drawing any physical representation of the attack and just take the result into account.
>>
>>1233633
"You were going to cut through the wall, right? Not to worry, I'll just get out of the way when I move."
>>
Rolled 2, 2, 2, 10, 6, 3, 3, 9, 5, 7, 6, 3, 5, 5, 10, 6 = 84 (16d10)

>>1233578
>Move 1W, Fire, Move 1E 3S. 4BL shots at the Mega-Brick W, Acc5+2, 8dice
>FC the weakwall SE, Acc6+2? 8dice, Dev2
>-If needed: Wait for Crimson to move prior to cutting.
>Def: Dodge
>Charge: +4BL, 2Charge fizzle

>Glaz
Hp: 3/20
Agility: 5
Defence: 1
Mobility: 5
Power Generation: 6
LA: Fission Cutter- M6, DpS8, RoF1, Cap0/12, Drn6, Devastator2, Sp: Can Cut Doors & Weak Walls
RA: Hold-Out Blaster- Acc/5/5/2, DpS2, RoF4, Cap8/8, Drn1, Light, Sp: Can Recharge on turn used
Inventory (2): Limpet Charge x1. Disruptor Grenade x0.
Custom: Kill Markers on Chasis

>>1233665
Animation issues don't bother me, do whatcha gotta do. I expect WALTER will be moving anyway.
But, if you need to roll shunting vs both your ally and the target, what happens when you fail against only one of them?
>>
>>1233739
So this was all about Crimson being in the way of the wall, in which case it would be a two action operation:
>Shunt Crimson
>Cut wall.
I'm sure Crimson will post his action in time and get out of the way.

You don't need to roll for breaking walls and doors BTW. Your weapon either can or can't. There's no HP involved.
>>
>>1233986
Yep, not to worry, I'll be where I need to be.

(Please don't kick me).
>>
>>1233607
I happily accept the help, but I won't count on it overriding the rogue AI's ability to open them at will.
>>
I suppose you'd best duck behind some cover then. You might be a bit stuck over there without a Glaz to pinpoint any weakened walls, but no way Skinwalker is getting over there in one piece. We'll just have to keep going and hope we're on the right track here. I'm pretty sure the last set of armatures is on the left side of the complex based on the approach vector of that last heavy, so it would make sense for the mainframe to be on our side, but there' no telling for sure.
>>
>>1233578
"Okay, I'm unlocking all the doors."

>Move 1W, 1S
>Access terminal, unlock doors
>Withhold action until wall has been breached, then move 1NE, 2E, 1S (If move is invalid due to obstruction by unseen terrain, do not move).
>Dodge


Marinero
Hp: 19/20
Agility: 4
Defence: 2
Mobility: 4
Power Generation: 2
LA: Shotgun (4/8)
RA: Auto Cannon (12/12)
Inventory: Spare Magazine
>>
>>1233578
"Ah, shit! Don't you cut out on me now, girl. Check your positions, Alpha. Heavy's getting eyes on your door."

>-Open door
>Move 3W
>-Open southern door if available. Otherwise, W.
>-Move 2S down southern hallway if available. Otherwise, 1W 1S.

Mason 1/30
Agi 3 Def 0 Mob 4 Pow 12
R: Laser 7/7/6 roll 2*max3. 18/18 drain 3. bzzZZZZ...
L: Cutter 6 roll 6*max1. 12/12 drain 6. Breaker, +2 dmg on hit.
Pockets 3/5: Disruptor x1, Foam x2

>>1233615
Figured so.
>>
>>1233986
Ah, no, this was about WALTER being between me and the megabrick. I like my parting shots while running away.
The shunting details were just tangental thoughts of hypotheticals. Like, if WALTER and I were one space closer to the drone, would shunting it have been an option? At which, if I fail to shunt either of them, would I be shifted to a space adjacent to WALTER or a space next to the drone?
>>
Rolled 9, 10, 4, 3, 6, 7 = 39 (6d10)

>>1233578
>>1234303
>>1234760
Wait, can Skinwalker cut the wall without my having to move then? In that case, change action to:

>Activate terminal to open doors
>Wait for wall to be breached
>Move 4E
>Overwatch with auto-cannon, 2 shots, 6 dice+2 (threshold 1/5/4)
>Dodge
>>
>>1233578

"Phew. Thanks, Pilot Wilhelmmarheen. Minde finishing off the assembly? Oh, and one thing, if you need a charge up, tell me, I will have energy to spare soon."

>move 2 tiles east
>use Limpet charge on door
>Block
>Charge Gauss rifle (+12)

Mason
Hp: 26/30
Agility: 3
Defence: 0
Mobility: 4
Power Generation: 12
LA: Gauss rifle (4/16)[0/16]
RA: Energy Shield [10/10]
Inventory: Spare Magazine(1), Disruptor Grenade, Foam Grenade, Limpet Charge
>>
>>1235385
Crimson's got the doors open for us, so you can save the limpet.
>>
>>1235522
Oh. Okay.

>change action in >>1235385 to

>charge assembly, move 3 tile west
>melee assembly again
>block?
>recharge Gauss Rifle
>>
>>1236120
You've forgotten to put in your dice again


I've got this one, get inside! Is Bravo being pinned, though?
> Wait for allies to clear the hallway
> [Laser] RoF 3, 6 dice (2 Devastate)
> [Move] W2 S1
-----
[Marinero] 20/20
4 Agility
2 Defence
4 Mobility
2 Power Generation
LZ 07/7/6 2/3/18(18)/2 Special (Devastate)
SG 9!/5/2 3/2/08(08)/- Jam
Battery, Battery, Spare Magazine
Trauma Mitigation System
>>
>>1237595
Skinwalker's working on the breakable wall.
>>
Rolled 1, 1, 10, 4, 7, 2, 1, 2, 4, 3, 10, 9, 5, 1, 2, 3 = 65 (16d10)

>>1236120
>>1237595
Asdfghjkl
>>
Rolled 9, 4, 8, 2, 1, 3 = 27 (6d10)

>>1237595




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