[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: MegaMercsPoster2.png (493 KB, 2454x2950)
493 KB
493 KB PNG
“It’s been 28 years since the Satellite War plunged the world into chaos. The great institution that was the International Forum is dead, and with it all dreams of peace and global solidarity. The Bi-Frost satellite network that once enabled large scale global communications lies shattered. The resulting orbital debris field has halted any plans of expansion into space.”

“Now surviving nations leverage their remaining industry to fortify their fragile borders, petty warlords squabble over wastelands scarred by kinetic bombardment, the remnants of the IF’s elite peacekeepers haunt the battlefields like vengeful spirits, and over it all looms the threat of Neromius; empowered by a new generation of genetically engineered mega-cavalry and unrestricted by the sanctions of the IF; the rider-chiefs of its disparate tribes and city states sally forth into the broken world in search of spoils and glory.”

“But all that is far beyond your paygrade, war may have changed but it’s really just the same game under different rules. Same shit, different day: another tired battlefield, another ragged enemy to be put down...”

>cont
>>
File: QuickStartRules.jpg (671 KB, 1218x1131)
671 KB
671 KB JPG
>>3876049
Welcome to Mega Mercs.

This is a tactical turn based collective game where each player takes on the role of a mech pilot, vehicle crew or cavalry rider. To join read the rule sheet and then select a unit and loadout from the quick start sheet.

This is the first mission that will help me test out the system, so don’t worry about long term progression, feel free to try things out and ask question.

New players welcome.

QM twitter: https://twitter.com/CognisQM

Skirmish Discord:
https://discord.gg/Gnf9jW

For the discord adverse I will post all important information here and be happy to answer any questions in thread.

>cont
>>
File: MM3 QuickStart1.jpg (1.74 MB, 3600x3000)
1.74 MB
1.74 MB JPG
>>3876055
Quarter Master: “Welcome to the Reptile Group soldier, looks like you’re one of the lucky ones that’s just been assigned to our new combined arms company. Before we get you kitted out you should take a moment to review our combat manual. They say war never changes but there have been important developments in the last three decades and we don’t want you getting killed because you weren’t up to date on the latest info.”

”They tell me that you’re a real bunch of hot shots; certified mech pilots, armoured warfare specialists and even a few cavalry riders. Well once you fill out the appropriate requisition form you’ll need to take it to the appropriate building. The mech hanger is that way, motor pool is that way and the stables are over there."

To join please post with a name and trip code and fill out the template below:

Name:
Unit Type: [Mech/Vehicle/Cavalry]
Base Unit: [Vehicle/ Mech/ Mount Name]
Equipment Choices: (Name of any equipment packages you need to choose. Not applicable for mega cav.)

Example:
Name: Dave
Unit Type: Mech
Base Unit: Cobra KA-1
Equipment Choices: Mortar Package, Hunter Killer Missile

>Standby for briefing...
>>
File: Test_Breif.jpg (1.26 MB, 2329x2576)
1.26 MB
1.26 MB JPG
https://www.youtube.com/watch?v=Jpc7_TtRpU8&list=PLLrug9JZTq61orhMe5q-aWFE9w4bZJgmr

Operator: “Alright people, we’ve been hired by a resource extraction firm to clear out desert pirates from one of their oil drilling operations. The pirates think that the company will find it cheaper to just pay them off instead of hiring muscle to oust them, they thought wrong. Our client doesn’t want to encourage this behaviour so they’ve hired us to make an example of these guys, even if it comes with more short term expense.”

“Here’s the situation: There are three drilling platforms out in the desert that are currently occupied by pirate infantry. Our mechanized infantry unit: Monitor, will be deploying three APCs each carrying a squad of shock troopers. These guys are really good at breaching and clearing but not much else. The APCs are also only equipped with light weapons so it’ll be your job to cover them on their approach. The client has stressed that it is very important the platforms be taken intact; DO NOT FIRE upon the platforms and be very careful with the use of blast weapons in the vicinity. Now I know some of you are bringing along AFVs. If you’ve got an infantry squad of your own feel free to send them in, for everyone else: leave the platforms to Monitor and focus on other threats.”

>cont
>>
File: Test Mission Intel Card.jpg (1.11 MB, 1522x2052)
1.11 MB
1.11 MB JPG
>>3876067
>>3876067
“Infantry aside the pirates are mostly using light vehicles and mobile gun platforms. These units don’t have a lot of armour but the MGPs often carry a high caliber gun and some of the jeeps could be packing ATGMs. Recon suggests that the enemy is also fielding a handful of alligator mecha and mega-varanids. Alligators are practically obsolete but even inferior machines can still pose a threat, as for mega-varanids, the riders among you know what they can do; don’t take them lightly.”

“In terms of terrain most of the area is flat desert, but the centre of the mission area is full of rock formations and oil pipes. The rock formations block movement and line of sight and are too steep for cavalry units to climb. Mecha can use jump jets to reach the top but otherwise they are considered impassable. The oil pipes also block movement and line of sight. Cavalry mounts can climb over them with some difficulty and mecha can get over them using jump jets, everyone else will have to use the ramps placed at strategic positions along the pipes.”

“If you are equipped with a demolisher weapon it is also possible to destroy a section of piping in order to clear a path (but not the rock formations). Our client understands that there is a risk of collateral damage however this will cut into our pay, so no firing off HESH rounds for shits and giggles.”

“This concludes the briefing, you can find more information in your intelligence packet. Dismissed!”

Mission Parameters:
>Mega Cavalry can climb onto and off of oil pipes at the cost of 2 mobility per hex.
>Oil pipes can be destroyed by demolition weapons. (HESH rounds).
>Rock formations block movement and line of sight. Mecha can use jump jets to move on top of or off of them.

Primary Objective:
>Secure each Oil Rig Intact.
Secondary Objective:
>Complete the mission without destroying any oil pipe sections.
>>
((Okay Guys I'm gonna go do a few other things while I wait for players to filter in. The game likely won't start for another 8-9 hours so don't worry too much about time.))
>>
File: Symbol_GlossaryV1.png (1.32 MB, 1501x2901)
1.32 MB
1.32 MB PNG
I'll also just leave this here too.
DON'T PANIC! You don't need to know ALL of this.

The only one you guys really need to be mindful of is the [Limited Ammo] symbol. (The vertical box with a number in it.)

The curious and the crunch hungry are welcome to read further.
>>
>>3876049
Name: Aaron Rodgers
Unit Type: Mech
Base Unit: Crocodile MK2
Equipment Choices: (Mace) + (Tactical Shield) + (Heel Wheels) + (EMP missile)
>>
"This doesn't look like the place for the fated encounter."

Name:Anna Graham
Unit Type: Mech
Base Unit: Crocodile Mk2
Equipment Choices: Combat Laser,HMG/Electro-Spike,Jump Jets,EMP Missile
>>
"Armor's polished and the new crew's been briefed, let's go get paid."

Name: Daniel DuPont
Unit Type: Vehicle
Base Unit: Tegu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3876067
Name: Anastasios Georgiadis
Unit Type: Cavalry
Base Unit: Mega-Equid
>>
Name: Leon Catwid
Unit Type: Vehicle
Base Unit: Pangolin AFV
Equipment Choices: Gecko UGV Squad, Rocket Pod

Clueless As To What I'm Doing.
But that hasn't stopped me yet.
>>
>>3876065
"We're hungry for it, boss."

Name: Skinwalkers
Unit Type: Cavalry
Base Unit: Mega-Varanid "Li'l Yig" [M/AM*2/A+R/G] [24/24HP] [Dash]
Equipment Choices: Mega Lance [60] [2HEAT,1EMP] [R]
HMG [50] [G]
FS [70]
TW [70]
Bite [65] [pA]
>>
>>3876134
>>3876156
>>3876173
>>3876176
>>3876183
>>3876185
Approved

Based discussion in the discord and some stuff I forgot I'm posting the following rules clarifications:

Mission Terrain
>Mecha can jump on and off of the oil pipes using jump jets.
>Mecha and Cavalry and move onto an oil pipe from the top of a ramp at no extra mobility cost. Vehicles cannot do this as the oil pipe is not flat enough and they will likely fall off and flip over.

Mega-Cavalry
>No extra actions are needed to replace or change lance warheads. Just declare which one you are using when you make an attack.
>A mount may perform the same natural attack as many times as it's action pool will allow. (Remember that attacks with the Ap symbol require a pure attack action.)
>If a mount acts out it, you will lose no more that 2 actions from it's action pool during the next turn.
>For this mission, there is no risk of a mount attacking friendly units if control is lost.

Vehicle
>Pintle mounted weapons can be fire with a personnel action OR a regular attack action.

General
>It's not explicitly stated anywhere yet but when mecha and cavalry perform a melee attack on a target after moving in a straight line, the attack gains an extra 2 damage for every 2 hexes moved. This is called the charge bonus.
>>
File: Test Start.jpg (1.22 MB, 2329x2576)
1.22 MB
1.22 MB JPG
6 is enough people to start.
>>3876134
>>3876156
>>3876173
>>3876176
>>3876183
>>3876185

Operator: All checks complete. Bringing the tactical display online now. IFF confirmed, marking allied units:

AR-1: Aaron Rodgers
AG-2: Anna Graham
DD-3: Daniel Dupont
AG-4: Anastasios Georgiadis
LC-5: Leon Catwind
SW-6: Skinwalkers

All deployed players please include your assignednumber in your trip to help with co-ordination.

I've got something going on this evening so I won't process the turn in earnest until tomorrow morning. I'll be checking the thread before bed in about 5-6 hours. New players that sign up before then can deploy and act for the first turn. Otherwise new players are deployed at the end of the turn they joined.

>Declare actions. Turn will be processed on Friday ~9am GMT+8.
>>
>>3876217

Name: Aaron Rodgers
Unit Type: Mech
Base Unit: Crocodile MK2
Equipment Choices: (Mace) + (Tactical Shield) + (Heel Wheels) + (EMP missile)

> Mp || Use Heel Wheels to Move [1, 1, 1, 2, 2, 1].
> U || Move [2, 2, 2, 2]. Face 6.
> P || Use Tactical Shield to Block.
>>
>>3876217
HP 22 HEAT 3 EMP 2 RPG 6

No sign of enemy vehicles so far. You guys with MGs can take care of the pirates on the rigs, I'm gonna find me some hard target.

>Control mount
>Move 6666
>Move 6112
>Move 222
>Overwatch RPG into any enemy vehicle entering range
>>
>>3876194
Per request from Cognis:
Mega-Cavalry
>Other units need Personnel+Attack, but because Mega-Cav work differently a Gunner can overwatch his shot with just his personnel action, but if you want to overwatch the mount's actions you need to use Rider+Mount Action.
>>
File: Spoiler Image (1.52 MB, 1737x1835)
1.52 MB
1.52 MB JPG
>>3876217
>R: Control Mount
>M: Dash 6111
>MA: Move 12
>MA: Move 11, Face 1
>G: Overwatch HMG, Enemy in Range [Accuracy 50, Range 5]
>A: Taunt in Reptile

"Bit of a rough battle-plan uploading to tacnet. Rip 'em to shreds!"
Name: Skinwalkers
Unit Type: Cavalry
Base Unit: Mega-Varanid "Li'l Yig" [M/AM*2/A+R/G] [24/24HP] [Dash]
Equipment Choices: Mega Lance [60] [2HEAT,1EMP] [R]
HMG [50] [G]
FS [70]
TW [70]
Bite [65] [pA]
>>
>>3876049
Name:Bersod
Unit Type: [Canid]Ruck
>deploy
>>
>>3876217
One, two, Comms operative. Links established. Servos operational. Sand swept from the cockpit, weapons ready, pods loaded. Warmed up. . . This old dusty place. Looks familiar. But then, they all do, after a while.

I hear you people have some pirate problems.

Mind if I join in?

>boot up the Console
>roll in to deploy

Joseph Spare, #crocodile MK2, Mech
HP 22 | AGI 25 | MOV 4{jump} | VIS 8
*2 HMG
*crocodile combat laser
*Electro-Spike
*JumpJets
*Rocket Pod
>>
>>3876217
"Anna Graham, advancing!"

>M| Move 6666
>U| Move 6611
>A/P| [Overwatch] Fire [Combat Laser] on any enemy toward 1 that comes close enough. Should I roll for the overwatch attack?

Name:Anna Graham
Unit Type: Mech
Base Unit: Crocodile Mk2
Equipment Choices: [Combat Laser],[HMG/Electro-Spike],[Jump Jets],[EMP Missile]
>>
>>3876065
>>3876067
Name: Yoo Nam-Kyu
Unit Type: [Vehicle]
Base Unit: [Tegu MBT]
Equipment Choices: Smooth Bore Gun Package, Rocket Pod
>Deploy 6 of [MO-1]
>M: Move 666666
>P: Look Atound
>A: Overwatch Main gun for a [Vehicle] to enter range
>A/E: Overwatch HMG for Infantry or Jeeps to enter my range
>>
>>3876249
"Acknowledged, rolling out."
>>3876217
>M: Move 666666
>A: Change ammo to APDS
>A+P: Overwatch

Name: Daniel DuPont
Unit Type: Vehicle
Base Unit: Tegu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3876217
>>3876335
>Technically theres nothing loaded in my gun I guess? Unless we start with APDS loaded?
>>
>>3876217
"Well well well. I'm fashionably late. Just as well, it proves I'm the real star."

Name: "K"
Unit Type: Mecha
Base Unit:Cobra KA-1
Equipment Choices: Fang Package, Heel Wheels, Rocket Pod
>>
File: Test Start2.jpg (1.24 MB, 2329x2576)
1.24 MB
1.24 MB JPG
>>3876310
>>3876398
Approved

>>3876335
>>3876354
The MBT does not get a rocket pod at the start. I'll deploy you without one. Yeah you can say you start with the APDS loaded. I'm not too fussed at this point. For now I'll say MBT cannons are loaded with Schrodinger's shell; it'll be whatever you want it to be when you fire your first shot, BUT once you do, the rules for changing ammo kick in if you want to fire something different.

Deploying New Players:

BR-7: Bersod
JS-8: Joseph Spare
YN-9: Yoo Nam-Kyu
K-10: K

>Newly Deployed players can declare actions for this turn. Turn will be processed at the previously stated time Provided I get up early enough <.<
>>
>>3876432
(reposting just in case)
Name: Yoo Nam-Kyu
Unit Type: [Vehicle]
Base Unit: [Tegu MBT]
Equipment Choices: Smooth Bore Gun Package
>Deploy 6 of [MO-1]
>M: Move 666666
>P: Look Atound
>A: Overwatch Main gun APDS for a [Vehicle] to enter range
>A/E: Overwatch HMG for Infantry or Jeeps to enter my range
>>
>>3876432
>Deploy

Name: Evergreen
Unit Type: Vehicle
Base Unit: Tengu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3876217
>M: Move 566666, Face 6
>A: Overwatch Auto-cannon for any enemy that enters range
>P: Designate Drone LC-AS (aka "Seth") to support friendly MO-3
>A/E: Designate Drone LC-AR (aka "Richie") to support friendly MO-1
If one P can designate both drones, then
>A/E: Overwatch Rocket Pod for any enemy Vehicle that enters range


"Seth, Richie, and I are sticking with the MO."
>>
>>3876903
>>3877181
Just a reminder, Overwatch requires Personnel+(Action Type) to use. In your cases, P+Attack.
>>
>>3876983
Approved, you'll deploy at the end of this turn.

>>3876232
>>3876235
>>3876249
>>3876322
>>3876348
>>3876903
>>3877181

Processing...
>>
>>3876049

Your lore fits pretty well with >>3852592 so I took the liberty to cross link. This looks like an awesome tactical game you got here <3
>>
>>3877343
I'm flattered that you noticed my skirmish and liked it enough to cross post, but while our settings have things in common like shenanigans involving Satellites, Super Weapons and Global Conspiracies; the Mega Mercs world setting is completely different, it's got different countries, history and geography. (Think StrangeReal from Ace Combat)

While there have been some minor, implied supernatural elements, none are canon, and there's certainly nothing on the level of divine intervention.

In short: if you or your player base is looking for some kind of spiritual successor in my game, I don't think it's quite what you're looking for.
>>
File: Test P1.jpg (1.25 MB, 2329x2576)
1.25 MB
1.25 MB JPG
>>3877325
Operator: We've got visuals on multiple enemy units, tagging them now. Also be advised, I'm seeing sensor contacts on the other side of some of these rocks.

LC-AS: Support Mode: MO-3
LC-AR: Support Mode: MO-1

>standby for NPC phase...
>>
File: Test E1.jpg (1.29 MB, 2329x2576)
1.29 MB
1.29 MB JPG
>>3877465
MO-1: "We're moving on the objective, cover our approach!"

MO-3: "This guy's soft enough for our teeth, let me help you finish him off."

>No loss of mega-cav control.
>Standby for Aftermath Phase...
>>
File: Test A1.jpg (1.39 MB, 2329x2576)
1.39 MB
1.39 MB JPG
>>3877552
Operator: "I'm super imposing the range of your sensors on the tactical display for better planning. Blue detects mechanical signatures, green detects biological and purple detects both."

>Declare Actions. I've got stuff going on tonight and tomorrow morning so the next turn will be processed on Saturday Night, 7-8pm UTC+8. Hopefully this gives everyone ample time to post.
>>
Some extra announcements:

Hotfix
>I'm going to up the Mobility of the Gecko Drones to 4, effective in the next turn, otherwise they're going to spend the whole mission trailing behind Monitor.

General Reminders
>Remember folks: to overwatch and attack as a mech or vehicle you need to use your Personnel action AND an Attack action. If you use your P for something else during the turn, your overwatch won't happen.
>If you are Mega-Cav you can overwatch a mount action with Rider+Mount Action. Gunners can overwatch their shots with just their personnel action.
>Mecha can use their personnel actions to [Focus], granting them an offensive or defensive boost.
>It is recommended that you BOT inactive players if they have not declared action close to processing time.
>>
>>3877596

Name: Aaron Rodgers
Unit Type: Mech
Base Unit: Crocodile MK2
Equipment Choices: (Mace) + (Tactical Shield) + (Heel Wheels) + (EMP missile)

> Mp || Use Heel Wheels to Move [1, 1, 1, 1, 1, 1]
> U || Move [1, 6]. Face [5].
> A || Use Mace to Attack Target @ [5]
> P || Use Tactical Shield to Block.
>>
Rolled 60, 58, 69, 40 = 227 (4d100)

>>3876235
>>3876322
"Multiple hits to armor, hell of a welcome wagon! Anna, Anastasios, help with the Mech and MGP?"
>>3877596
M: 555,554, Face 1
A: Load HE Round
A: Fire SB-120 at the hex between H's 10, 11, & 12
P: Fire HMG at H-2

Name: Daniel DuPont
Unit Type: Vehicle
Base Unit: Tegu MBT
Equipment Choices: Smooth Bore Gun Package
>>
Okay turns out there are some concepts that I didn't have space for in the quick-start sheet but you guys still need to know.

Blast attacks
>Blast attacks roll to hit like any other attack, but if they miss, they scatter. Direct fire blast attacks (HE shells) can scatter between 1-2 hexes. Indirect blast attacks (Mortar), scatter 1-4.
>Blast damage is halved the further away the target is from the centre. E.G. A mortar attack would deal 4 and 2 damage to a target 1 and 2 hexes away from the centre of the blast respectively.
>Some weapons have the blast attribute but have a blast radius of 0, this means that damage is dealt to all units within the target hex (this is relevant with targets like infantry that have multiple individuals in the same hex.)
>There is another attribute called Uniform Blast where the blast damage does not decay, however there are no such weapons in play for the current mission so don't worry about it.

EMP Shock
>When a vehicle or mech is affected by EMP shock, it's action pool is reduced to 1 U action and it's personnel action. It also cannot use weapons and equipment with [Requires Power] and [Sensitive Electronics]. (The battery and chip symbols). The U action can be used as is, or it can be used to [Recover], removing the effects of EMP shock in the next turn.
Line of Sight over Cliff Edges
>Mega-Cav affected by EMP shock take a one time -20 debuff to their [Temper] stat. Riders and Gunners can't use any equipment with the [Sensitive Equipment] or [Requires Power] attribute for the next turn only.

Line of Sight over Cliff Edges, and other differing elevations.
Units at lower and higher elevation can only draw line of sight to each other if the higher unit occupies a hex on the edge of the cliff face. if the cliff edge is irregular, it must take up more than half of the hex area to count as obstructing.
>>
Rolled 80, 54, 22, 60 = 216 (4d100)

>>3877596
>A1: Load HE Round
>A2: Fire Main gun loaded with HE Round at the hex between H's 10, 11, & 12
>M: Move 5,5,5,5,6,5 [Face direction 1]
>P: Fire HMG at H-2
Name: Yoo Nam-Kyu
Unit Type: [Vehicle]
Base Unit: [Tegu MBT]
Equipment Choices: Smooth Bore Gun Package
>>
Rolled 88, 48, 91, 21, 70, 12 = 330 (6d100)

>>3877596
>R: Control Mount
>M: Dash 44 66
>AM: Move 66, Face 5
>AM: Furious Swipe H-8. [Accuracy 70, RoF2, Dmg 3+4Charge]
>A: Bite H-8. [Acc 65, Dmg 6]
>G: HMG Blip @11. [Acc50, RoF3, Dmg1]
>-preference to Evade 6ward, if valid.
"Devour its heart, Yig!"

Name: Skinwalkers
Unit Type: Cavalry
Base Unit: Mega-Varanid "Li'l Yig" [M/AM*2/A+R/G] [24/24HP] [Dash]
Equipment Choices: Mega Lance [60] [2HEAT,1EMP] [R]
HMG [50] [G]
FS [70]
TW [70]
Bite [65] [pA]
>>
Rolled 31, 33 = 64 (2d100)

>>3877656
"Let's see if these things will be a challenge, shall we?"

>M| Move 6666
>P| Attack Focus (+10 Offense Rolls)
>A| [Electro-Spike] the Mech to my 5 (70Acc,6x1Dmg,30Crit%,2CritDmg)
>U| [Combat Laser] same target. (95Acc,6x1Dmg,10Crit%,1CritDmg)

Name:Anna Graham
Unit Type: [Mech]
Base Unit: [Crocodile Mk2]
Equipment: [Combat Laser],[HMG/Electro-Spike],[Jump Jets],[EMP Missile]
>>
Rolled 52, 67, 11, 89, 12 = 231 (5d100)

>>3877596
HP 22 HEAT 3 EMP 2 RPG 6

>>3877653 Certainly! Let me give them a surprise!


>Move 2116
>Move 655
>HEAT lance charge H-7
>Kick H-7
>Trample H-7
>Point-blank RPG into H-7
>>
File: EVERGREEEEEN.jpg (1.27 MB, 2329x2576)
1.27 MB
1.27 MB JPG
>>3876983
>>3877596
Whoops. I forgot to deploy Evergreen. Fixing that now, hopefully you'll see in time to act.

EG-11: Evergreen
>>
Rolled 83, 72 = 155 (2d100)

>>3877775
"Hup, Come on ruck, skit'em
>Move 6,6,6
>move 1,1,1
>Move 1,6,6, face 6
>control mount
>overwatch a bite with p>>3877738
ure attack
>fire gunner weapon into the lizardo

Name: Bersod
Unit Type: Cavalry
Base Unit: Mega-Canid, Ruck
[M/AM*2/A+R/G] [22/22HP]
Equipment Choices: Mega Lance [60] [3HEAT,1EMP] [R] mini-20 [60] [G]
>>
Rolled 39, 4, 13, 42, 49, 6 = 153 (6d100)

>>3877596
>>3877552
Let's not get pushed into being surrounded now.

>>3876983
Operator Evergreen, would you help plant an HE round in the large gaggle of hostile vehicles?

>P: Evasion. [25]
>U: Move 6666
>M: Move 6666
>A: Linked HMGS, spray {H4} [vs 50, 1d, 5% Crit, 6 shots]
>Turn end. Evasion is 25.

Joseph Spare, #crocodile MK2, Mech
HP 22 | AGI 25 | MOV 4{jump} | VIS 8
*2 HMG
*crocodile combat laser
*Electro-Spike
*JumpJets
*Rocket Pod
>>
Rolled 69, 62 = 131 (2d100)

>>3877775
>M| 6,5,5, 5,5,5 (turn towards 6)
>A| HE Round 1 north of H-11
>P| switch ammo to APDS
>A| APDS Round at H-6

Name: Evergreen
Unit Type: Vehicle
Base Unit: Tengu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3877181
"Leon, set the drones on [Support Mode] and help either the team going up to objective Whiskey or make them regroup with you for a future attack with your P action. If you send them with the other team they'll be put of your control for a while though. As for you, come over here and take out H-2 with your Autocannon &/or rockets. If you feel confident. You can separate the Autocannon between H-2 & H-9"
>>
>>3878096
"Copy. I might split the brothers up. What about H4? I was going to take him out first."
>>
>>3878243
"Joseph got him with his HMG. If he didnt kill him, you could regroup your drones towards you so they finish it and you focus on H-2 or leave it to the APC's."
>>
>>3878096
>>3878243
"Scratch that, I see Joe has a bead on H4."

>>3877596
>P: Designate Drone LC-AR to support friendly MO-3; Designate Drone LC-AS to support friendly LC-5
>M: Move 5566561, Face 6
>A: Attack H9 with Auto-cannon
>A/E: Attack H2 with Rocket Pod

"Okay Richie, go cause some trouble and watch their backs. Seth, you're with me."
>>
Rolled 24, 22, 92, 55, 10, 56 = 259 (6d100)

>>3878443
>>
>>3878443
He's all mine. Good working with you and the . . .
Lads? Dogs?
>>
>>3878998
"Heh. 'Bros'. They're brothers afterall."
>>
What are the rules for commanding/loading/unloading infantry? Is it a Personnel action to command them? Can they enter/exit a vehicle with any Move in the vehicle hex, or must I dedicate their Universal or the vehicle's Equipment action to enter/exit?

>>3877775
>Deploy with infantry loaded

Hector
Vehicle
Pangolin AFV
Mechanized Infantry, EMP Missile
>>
>>3879375
Hmm, didn't think on that little detail. For now I'm going to rule that embarking/disembarking infantry is either a [M]ovement or [E]quipment action on your part. Infantry enter play on any adjacent hex to your unit, similarly they must be on an adjacent hex to embark.

Use a [P]ersonnel action to give your infantry squad an order. Infantry are not like other units, no micromanagement, no special syntax. Just tell them what to do in plain english.

You have a bit of latitude in what you say, but keep it short and simple. Remember: these guys are grunts in a combat zone, they don't have time to parse long, complex orders.

Alright everyone I know I'm overrunning my processing deadline but there's a higher chance of me making mistakes if I process on an empty stomach. I'm gonna get some food in me, which shouldn't take too long.

Final warning if you haven't declared actions yet.
>>
>>3877596
>P:Attack Focus
>M: Activate Heel Wheels
>U:Move 666666
>A: Overwatch with Fang

Name: "K"
Unit Type: Mecha
Base Unit:Cobra KA-1
Equipment Choices: Fang Package, Heel Wheels, Rocket Pod
>>
>>3877627
>>3877653
>>3877660
>>3877730
>>3877738
>>3877743
>>3877860
>>3877890
>>3877894
>>3878443
>>3879447

Okay, so dinner did take too long, but it's finished now.

Processing...
>>
File: Test P2.jpg (1.29 MB, 2329x2576)
1.29 MB
1.29 MB JPG
>>3879482
Operator: "Anna co-ordinate with your allies better, you almost landed right on top of Skinwalker!"
[Anna]: Illegal move, further actions aborted.

>Standby for NPC phase...
>>
File: Test E2.jpg (1.27 MB, 2329x2576)
1.27 MB
1.27 MB JPG
>>3879539
[LC-AR]: Signal Lost...

MO-3: I'm at the objective! Deploying shock troopers.

ST-3: This is it boys, time to earn our pay! Go! Go! Go!

>Standby for NPC phase
>>
>>3879539
Ha! Did you see it? That Gator didn't know what hit 'em!
>>
Steady work so far, people. Good spread, good manoeuvre.

H-14 and H-6 are going to be a bother.

Nam-Kyu, DuPont, Evergreen, Catwind. If you organise the targets between you, you take them out. Then we push up towards the third rig. Two and two, then their heavy units are bust.
>>
File: Test A2.jpg (1.28 MB, 2329x2576)
1.28 MB
1.28 MB JPG
>>3879561
((BR-7 and H-13 have been re-positioned due to processing errors made in previous phases.))

Enemy riders have lost control of their mounts!
[H-8] has become fearful and scurried away; [M],[M/A] actions lost.
[H-13] has become aggressive and attacked without permission! ... the attack missed.

ST-3L: "Objective Whiskey secured. We lost a few guys, damn pirates were more tenacious than we expected."

ST-3G: "We got a runner sir. What should I do?"

ST-3L: "No mercy for pirate scum, end him."
*gun shot*

-----Meanwhile at Sierra-----

Pirate: "Aww hell they're closing in on us! Signal the boss! We need reinforcements!"

---------

HH-12: Hector's Heelhooks

>Declare actions. I think I'll take Sunday off. Next turn processed on Monday, 9am UTC+8
>>
>>3879601

Name: Aaron Rodgers
Unit Type: Mech
Base Unit: Crocodile MK2
Equipment Choices: (Mace) + (Tactical Shield) + (Heel Wheels) + (EMP missile)

> Mp || Use Heel Wheels to Move [1, 1, 6, 6, 1, 1]
> U || Move [6, 6, 6, 5]. Face [5].
> A || Use Mace to Attack Target @ [5].
> P || Use Shield to Block.
>>
Rolled 24, 90, 35, 64 = 213 (4d100)

>>3879601
Let's push them a bit. I'm going to take the high-ground. These old servos have some spring left in them yet.

>P: Weapons Online [+10 to hit]
>M: Move 1111 [Jets, land on stone]
>A: Laser H-8 [v95, 1 shot, 6 energy damage, 10% Crit, 1crit damage]
>U: R-Pod H-13 [v70, 3 shots, 3 damage, 10% Crit, 2crit damage]

Joseph Spare, #crocodile MK2, Mech
HP 22 | AGI 25 | MOV 4{jump} | VIS 8
*2 HMG
*crocodile combat laser
*Electro-Spike
*JumpJets
*Rocket Pod [1]
>>
>>3879571
>>3876322
>>3877730
Graham, Georgiadis, Skinwalkers I've taken care of your fleeing varanid target, H-8. Good work.

I suggest we push west and north, towards the 3rd rig.

>>3877860
Rider Bersod, your Comms are in disarray. I need you to add your identifier of BR-7 to your taclink, or coordination may prove difficult.

I have softened up your opponent for you. Happy duelling.
>>
>>3878320
>>3877653
>>3879075
>>3877894
Pilots - Nam-Kyu, DuPont, Catwind, Evergreen

I suggest you reshuffle your formation and let Evergreen take point for now. DuPont and Nam-Kyu, feel free to retreat if your threads are too torn.

I have an . . . idea.

If you fill the area near H-14 and H-6 with HE rounds and other blasts, you will be able to hit both. And you bust the pipeline so you can drive through it without needing to juggle the ramp or go around the rig.

It'll ding us a bit, reputationally, but it will be easier work and allow you to take out the hostiles heavies.
>>
Rolled 3, 20, 77, 40, 69, 25 = 234 (6d100)

>>3879806
"The winds will talk, aye."
>>3879601
"Hup! Eat him up, Ruck, Eat him!"
>move 3,2,1
>lance varanid, HEAT charge,
>bite varanid
>scratch varanid
>scratch varanid
>gunner overwatch, shoot varanid if it's still alive/any approaching targets
>>
>>3879831
"Not sure I see the point in that Spare, our APDS rounds will drop those MGPs in one shot, with no risk of spread or costing us our bonus. With lock-on and three of us it shouldn't be too hard to take them down."
>>
>>3879910
And then when they're gone and you have to navigate that ramp ever so slowly. . . .
>>
Rolled 89, 68, 27, 47, 5 = 236 (5d100)

Megafauna, men! Bring it down!

>>3879601
>M 1222 2111
>E Unload
>A Fire Shrub King at Varinid, vs 60
>P Order RPGs fire at Varinid, vs 65

Hector
Vehicle
Pangolin AFV
Mechanized Infantry, EMP Missile
>>
>>3880033
Bersod and spare have already handled that varnid, perhaps your action(and ammo) would be better spent moving further Northwest and helping our tankers with the LAV's.
>>
>>3878443
>>3877894
"Good work here guys! The jeeps are cleared for now, we can start pushing further. Evergreen >>3877894
! Suggest you switch to APDS & you can take point and go through the ramp where H-14 is when the shocktroopers have cleared [Sierra] or follow me & Dan >>3877653 on the flank West to clear it for the APC's. Were looking worst for wear, so you'll have to take lead soon. Dont forget to keep facing your foward plates towards the enemies. Leon>>3878443, sorry about [Richie], we'll just have to recover his data later. For now you & [Seth] should stick with Evergreen depending on what he does or keep with the APC's. That good?"
>>3877743
"Georgiadis! May I trust you & your mount to take care of H-6? He put his rear wide open for you. >>3877738 Anna If you can, use your jump jets to go through the rock formation & clear it of any other ambushing MGP's & Varanids with >>3879791 Spare. The height advantage might help us.
>>3877730 Skin, you & [Yig] could keep going along your pipe to objective [Golf] and scout it or help out Rodgers >>3879675, though I dont doubt he'll be able to make short work of the Armoured Cars, were never safe without backup. >>3879447 K head to [Whiskey] to keep it safe from armoured cars with 'funny ideas' & reinforce Rodgers. >>3877860 Bersod? I won't waste your time. Take care of H-13. Whatever you do else is good. Whether you flank or get agggressive you don't need to be babysat"
>>3879375
"Glad to have you Heelhooks! Wherever you go with your infantry is good. Just take your pick!"

>>3879601
"Be careful of TOW's & hidden enemies. Some of us have sensors to mitigate the surprise so don't forget to check once in a while. We got 2 unidentified enemies (B-1 & B-2) & Sierra just called for more 'bs' & the boss wants to make an example of these pirates. So lets give them an example to remember Reptiles!"

(Overhaul, just have fun guys, this is but a test game :)))
>>
Rolled 81, 31, 14 = 126 (3d100)

>>3879601
>R: Control Mount
>M: Dash 1111
>AM: Move 66
>AM: Move 66. [Face 6]
>G: fire HMG at B-1. [Acc50, RoF3, Dmg1]
>A: *Hangry Lizard Noises*

Name: Skinwalkers
Unit Type: Cavalry
Base Unit: Mega-Varanid "Li'l Yig" [M/AM*2/A+R/G] [21/24HP] [Dash]
Equipment Choices: Mega Lance [60] [2HEAT,1EMP] [R]
HMG [50] [G]
FS [70]
TW [70]
Bite [65] [pA]
>>
>>3879561
>M:Move 666666
>U:Move 6611
>A-P: Overwatch Fang, facing 1

Name: "K"
Unit Type: Mecha
Base Unit:Cobra KA-1
Equipment Choices: Fang Package, Heel Wheels, Rocket Pod
>>
>>3879561
>[LC-AR]: Signal Lost...
"Ah Richie... I wish you the peace in death I could never give you in life."

>>3880187
"Roger that. Coordinating route now..."
>>
Rolled 65 (1d100)

>>3879601
M: 6,1,6, 6,6,5 (turn 1)
A: Switch ammo to APDS Rounds
P: Lock target H-14
A: Fire APDS at H-14

Name: Evergreen
Unit Type: Vehicle
Base Unit: Tengu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3879539
You made a mistake, Operator. Skinwalker is SW-6. I moved before AG-4 did, so by all rights my action shouldn't be illegal.
>>
Rolled 37, 24, 94, 20 = 175 (4d100)

>>3879601
HP 22 HEAT 2 EMP 2 RPG 5

>R: Control mount
>M: Move 5616
>MA: Move 55
>MA: Kick H-6 (+charge)
>A: Trample H-6
>G: Overwatch RPG into H-6 if melee doesn't finish it off
>>
Rolled 51 (1d100)

>>3879601
"..."

>P| [Attack Focus] +10 to Acc
>M| Move 2221 with [Jump Jets]
>U| Move 1116
>A| Fire [Combat Laser] at B-1. (95Acc,6Dmg,30%Crit+2Dmg)

Name:Anna Graham
Unit Type: [Mech]
Base Unit: [Crocodile Mk2]
Equipment: [Combat Laser],[HMG/Electro-Spike],[Jump Jets],[EMP Missile]
>>
>>3880939
Operator: "Apologies pilot, I can see it here in my logs now. Looks like there was some kind of processing glitch in the system. I'll tighten things up on my end but shit like this happens from time to time."
>>
>>3879601
>M: Move 5-5-5-5-6-6 (Face 1)
>A: Switch to [APDS]
>P+A: Overwatch Main gun with [APDS] for any incoming vehicles. DO NOT FIRE AT THE RIG.

Name: Yoo Nam-Kyu
Unit Type: [Vehicle] (12/22 Hp)
Base Unit: [Tegu MBT]
Equipment Choices: Smooth Bore Gun Package
>>
>>3880033
Ah, proper infantry fighting men. Glad to have you with us.
>>
>>3879601
>M: Move 55666, Face 6
>P&A: Overwatch Auto-cannon for any enemy (clear of the rig) that enters range

"Grouping up, keeping an eye on the APCs, and waiting for Seth to catch up."
>>
I seem to have rolled out of bed a little late. Processing will commence once I've had breakfast. Please wait warmly.
>>
>>3879675
>>3879791
>>3879896
>>3880033
>>3880415
>>3880749
>>3880851
>>3881642
>>3881681
>>3881824
>>3882331

Apologies for the delays. Let's get this done.

Processing...
>>
File: Test P3.jpg (1.29 MB, 2329x2576)
1.29 MB
1.29 MB JPG
>>3883231
Operator:"Sensor contacts ID'd. I'm changing the designation to H-17 and H-18."

"What is that? It looks like an MGP but it's been heavily customized."

Hector's Infantry: "RPGs up front people! Bring it down!"

[JS-8]: Unable to draw line of sight, attacks aborted.

>Standby for NPC phase
>>
File: Test E3.jpg (1.3 MB, 2329x2576)
1.3 MB
1.3 MB JPG
>>3883352
((EG-11's action were overlooked last phase and so have been processed for this phase.))

https://www.youtube.com/watch?v=VgLeFbUOaRk&list=PL563A7E91554C39A2&index=14

[H-17]: "Har Har! What a fight! And look another devote of the mace for me to defeat in Single combat!"
[H-15/16]: "..."
[H-17]: "Yes I know, but we're pirates! Just do yer job and make sure I don't lose!"

[???]:"Heh, this will be fun. You guys cover me while I take these fools apart."

[AG-2]: Critical Hit! RA destroyed, combat laser lost!

>Standby for aftermath/instinct phase.
>>
File: Test I3.jpg (1.29 MB, 2329x2576)
1.29 MB
1.29 MB JPG
>>3883400
((MO-1/2 actions have been resolved in this phase because I forgot about them in the previous one.))

[H-8]: Senses wounded prey and is overcome with bloodlust! ... the rules of nature are harsh and uncompromising.

[MO-1]: "Storming Sierra now! Monitor 2 is reserving their squad for the last objective, we're almost done here!"

>standby for aftermath...
>>
>>3879675
Pilot Rogers, I heard that clanging noise from here. You might need to get out of there.
>>
File: Test A3.jpg (1.28 MB, 2329x2576)
1.28 MB
1.28 MB JPG
>>3883406
[MO-1]: "Sierra is secure, my shock troopers report taking a few casualties, but we're still good. I'll hold position on the objective. Monitor 2, it's up to you now."

Operator:"We've lost Skinwalker... he took a beating from those armoured cars, H-8 was waiting for him behind the pipes... dammit!"

>Declare actions. Next processing deadline will be on Tuesday 9am UTC+8. I will try to get up early enough this time. ;-.-
>>
>>3879675
"I can EMP the mech. Do you need more support to make it out alive?"
>>3880415
"I will avenge you."
>>
Rolled 39, 90, 70, 23, 97, 73, 28 = 420 (7d100)

>>3883414
>P: Weapons online. +10
>M: Jet 6611, land on at rockface
>A: Warm up the laser - shoot H-8 [v95, 6 energy, 1 shot, 10% for 1crit]
>U: Hassle H-8 with Linked HMGs [v60, 1ballistic, 6 shots, 5% for 1crit]

More lost friends. Pilot Graham, you have suffered a malfunction. Be vary of their guns.

Joseph Spare, #crocodile MK2, Mech
HP 22 | AGI 25 | MOV 4{jump} | VIS 8
*2 HMG
*crocodile combat laser
*Electro-Spike
*JumpJets
*Rocket Pod [2]
>>
File: DesperateMeasures.jpg (413 KB, 1245x957)
413 KB
413 KB JPG
>>3883414

Name: Aaron Rodgers
Unit Type: Mech
Base Unit: Crocodile MK2
Equipment Choices: (Mace) + (Tactical Shield) + (Heel Wheels) + (EMP missile)

"..."

> Mp || Use Heel Wheels to Move [6, 6, 6, 6, 6, 5].
> U || Move [6, 5, 6, 5]. Face [4].
> P || Use Attack Focus.
> A || Use Mace to Attack Target @ [4].
>>
>>3883414
A minor clarification: H-15 does NOT have it's TOW missile anymore, unlike the Jeeps, armoured car TOW missiles are limited ammo weapons.
>>
Rolled 19, 20, 78 = 117 (3d100)

"Aaron, get behin' that rock and my men will swap your Applique for- where'd he..."

>>3879675
>E Load Infantry
>M 221 1111
>A Shrub King to H-15, 3x3pierce vs 60, +1 if 10>

Hector
Vehicle
Pangolin AFV
Mechanized Infantry, EMP Missile
>>
>>3883414
>M: Move 11111112, Face 1
>P&A: Overwatch Auto-cannon for any enemy (clear of the rig) that enters range

"C'mon Seth. We'll help keep the way clear."
>>
>>3883414
Holy crap, did it just eat the mount and the riders in one go!?

HP 22 HEAT 2 EMP 2 RPG 5

>R: Control mount
>M: Move 211 over the pipes
>ME: Move 1111
>G: RPG into H-6
>ME: Move 432
>>
>>3883526
And by H-6 I mean H-20
>>
Rolled 96 (1d100)

>>3883414
"Watch it, Spare, you got four guns bearing down on you."
>M:Move 111666
>P:Lock on H20
>A:Fire Fang at H20
>U:Move 3
"Well, three guns."

Name: "K"
Unit Type: Mecha
Base Unit:Cobra KA-1
Equipment Choices: Fang Package, Heel Wheels, Rocket Pod
>>
Rolled 65, 22, 81, 91, 39, 3 = 301 (6d100)

>>3883414
"The one in the custom tank, you look like you can put up a fight. I'll kill all your underlings so we can battle unimpeded."

>P| Lockon to H-20
>A| Fire [EMP Missile] at H-20 (100Acc,2x2Dmg,10%Crit+1Dmg,EMP)
>U| Fire linked [HMG] at H-8 (50Acc,6x1Dmg,5%Crit+1Dmg)
>Eject the wreckage of my mech's right arm onto H-8's corpse
>M| 5555

Name:Anna Graham
Unit Type: [Mech] [12/22]
Base Unit: [Crocodile Mk2]
[Combat Laser](DESTROYED)
[HMGx2/Electro-Spike]
[Jump Jets]
[EMP Missile][1/2]
>>
>>3883569
I see them. Thanks for the assist.
>>
>>3883952
Can you believe I tried to look cool, and missed? I'm too rusty, I haven't been in a mech's cockpit in a while.
>>
>>3883414
M: 1 1 1 1 6 6
P: Overwatch North/West

Name: Evergreen
Unit Type: Vehicle
Base Unit: Tengu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3883414
"Damn transmission is failing, Tegu's are meant to take beatings but this may be a little extreme. Falling back into column."

>M: 666,656
>A + P: Overwatch SB-120, preferably avoiding shots that would hit Point Sierra.

Name: Daniel DuPont
Unit Type: Vehicle
Base Unit: Tegu MBT
Equipment Choices: Smooth Bore Gun Package
>>
>>3883420
>>3883432
>>3883469
>>3883526
>>3883569
>>3883571
>>3884107
>>3884248

Still a little late, but better than yesterday.

Processing...
>>
File: Test P4.jpg (1.29 MB, 2329x2576)
1.29 MB
1.29 MB JPG
[K-10]:Unable to traverse terrain, movement aborted.
[AG-4]: Insufficient movement to complete full move.

???: "How the fuck did this pig get behind me!? Y-you two get over here and cover me now!"

>standby for NPC phase...
>>
File: Test E4.jpg (1.27 MB, 2329x2576)
1.27 MB
1.27 MB JPG
>>3884637
???: "Die you cheap rental cop! Nobody attacks my behind with large studded objects! NOBODY!"

H-17:"Hey! You stole my kill!"

???:"Then take mine! If you move south you'll have a clear shot at the one I dinged earlier... I swear you people have no situational awareness."

H-17: "Says the guy who almost got butt-f-"

???: "SHUT UP!"

MO-2: "Starting my approach now, keep me covered guys!"

>standby for Aftermath/Instinct phase...
>>
File: Test A4.jpg (1.26 MB, 2329x2576)
1.26 MB
1.26 MB JPG
>>3884719
Operator:"I know you might be eager for payback, but don't lose sight of the mission. Monitor 2 has almost reached the objective, capturing that is all that matters."

>Declare actions. Next turn processed on Wednesday, 9am UTC +8
>>
Rolled 20, 70, 16, 52, 78 = 236 (5d100)

"Disabling H-17. Just need to keep the Skull occupied for MO-2."

>>3884738
>A Shrub King to H-16, 3x3pierce vs 60, +1 if 10>
>M 4444 5566
>P+A Lock on and EMP Missile to H-17, 2x2shaped autohit, +1 if 10>

Hector
Vehicle
Pangolin AFV
Mechanized Infantry, EMP Missile
>>
You fine gentlemen can beat on H-21 and H-17 for a bit while I clear out some of this smoke from my cockpit. I will help out once it stops smelling like charred megafauna in here.
>>
Rolled 20, 8, 66 = 94 (3d100)

>>3884738
>M: Move 11111666, Face 2
>A: Attack H-21 with auto-cannon

>"Let's get 'em, Seth!"
>>
>>3884738
"Moving up, field looks clear. I can smell the money already."
>M: 66,11,11
>A+P: Overwatch SB-120

Name: Daniel DuPont
Unit Type: Vehicle
Base Unit: Tegu MBT
Equipment Choices: Smooth Bore Gun Package
>>
Rolled 9, 1, 100, 11, 21, 80 = 222 (6d100)

>>3884738

>P| [Attack Focus] +10 Acc
>M| Move 3222
>A| Fire linked [HMGx2] on H-17 (60Acc,6x1Dmg,5%Crit+1Dmg)
>U| Move 554, Face 2

Name:Anna Graham
Unit Type: [Mech] [6/22]
Base Unit: [Crocodile Mk2]
[Combat Laser](DESTROYED)
[HMGx2/Electro-Spike]
[Jump Jets]
[EMP Missile][1/2]
>>
>>3884738
>M: 1-1-1-1-6-1
>P+A: Overwatch main gun on H-21

Name: Yoo Nam-Kyu
Unit Type: [Vehicle] (12/22 Hp)
Base Unit: [Tegu MBT]
Equipment Choices: Smooth Bore Gun Package
>>
Rolled 78 (1d100)

>>3884738
You little shit!

HP 14 HEAT 2 EMP 2 RPG 4

>R: Control mount
>M: Move 6166
>A: Kick H-21
>ME: Move 6666
>ME: Move 11
>G: Show obscene gestures to the pirates on the rig.
>>
Rolled 73 (1d100)

>>3884738
>M:6 1 1 1 1 1
>A: fire APDS at h-21
>A+P: Overwatch NE


Name: Evergreen
Unit Type: Vehicle
Base Unit: Tengu MBT
Equipment Choices: Smooth Bore Gun Package
>>
Rolled 39 (1d100)

>>3884738
>M:Move 555555
>U:Move 611111
>P:Lock on H21
>A: Fire at H21 with Fang

Name: "K"
Unit Type: Mecha
Base Unit:Cobra KA-1
Equipment Choices: Fang Package, Heel Wheels, Rocket Pod
>>
Apologies everyone, mistakes were made, but don't worry OP is not kill and the turn will be processed soon(TM)
>>
>>3884771
>>3884801
>>3884815
>>3884847
>>3884854
>>3885013
>>3885133
>>3885594


Processing...
>>
File: Test P5.jpg (1.27 MB, 2329x2576)
1.27 MB
1.27 MB JPG
>>3886238
[HH-12]: Illegal move; your vehicle cannot traverse the pipes.
[K-10]: Not enough mobility to complete move action.

>Standby for NPC phase...
>>
File: Test E5.jpg (1.27 MB, 2329x2576)
1.27 MB
1.27 MB JPG
>>3886261
MO-2: I've reached the objective! The shock troopers are storming it now!

???: "Hmph, looks like it's over..."

H-17: "What!?"

???: "If you bothered the peak out from behind that shield of yours you'd notice we're the only ones left. If we stick around any longer we'll be encircled."

H-17: "Ah dammit! My entire crew! Without them I don't have the manpower to pull another job! I'm ruined!"

???: "Not my problem."

H-17: "Saint Curse you, I thought you were good at what you did!? DO SOMETHING!"

???: "Oh I AM good, I took down a fucking croc and blasted another one's arm off. What the fuck did YOU do!?"

"But since you asked so nicely..."
*cannon shot*

Operator: "Spirits preserve us, objective Whisky just exploded!"

H-17: "What the fuck was that supposed to achieve!? I can't ransom a destroyed rig!?"

???: "By the Saint, you're dumb. Now the rent-a-cops are gonna be freaking out, looking to secure the area and pick over the wreckage to save their buddies, giving us a chance to escape."

"Feel free to stick around, or not. I'm out of here. Smell ya later losers."

H-17: "W-wait!"

>Standby...
>>
File: Test A5.jpg (1.24 MB, 2329x2576)
1.24 MB
1.24 MB JPG
>>3886269
Operator: "Rescue teams are on their way to Whisky, but the chances of surviving that are slim."

"Monitor 1 reports objective Golf secure, but half the squad was lost in the process... what is with these pirates?"

"All units set up a defensive perimeter and hold position. The client is not going to be happy..."

Mission Complete

Primary Objective:
>Failed

Secondary Objective:
>Complete

>Assault Records Unlocked

((Thanks for playing everyone, feel free to stick around and discuss the game. I certainly have a few points I want to bring up.))
>>
>>3886269
"Hoi, what architect quoted this corp for round pipes? Round. Pipes. I ask you."

Infantryman: "... Man, I ain't seen enough action today to listen to this shit."
>>
File: Assault Record1.jpg (288 KB, 1000x878)
288 KB
288 KB JPG
Okay everybody. Once again thank you for participating in the first test game of Mega Mercs. The primary purpose of this test was just to test the core system before I tried to pile on any special stuff. As far as I can tell the system is solid, any issues I see are mainly a matter of tweaking stats rather than bad mechanics.

For me the issues I see are:
>Balancing Mega-Cav. I thing the core mega-cav mechanics work, but I need to tweak the numbers and iron out some details.
>Decide what to do about drones. The drones in this mission were practically useless because they had to expend their entire action pools to keep up with their assigned escort targets when moving at full tilt. I'm not sure whether to buff their action pool or to say that this is a valid limitation where they don't do so well when constant long distance movement is required.
>Infantry and AFVs
I like how the infantry have played out and I think the infantry scale mechanics work. I'm just not sure infantry would be "fun" as a player controlled unit. This will require further testing...

As for you guys feel free to leave questions and comments but I've got some specific questions for you:

>Where any aspects of the rules unclear or intuitive?
>Are there any unit or a equipment types you consider overpowered or sub-optimal.
>Is there any thing you think is mechanically balanced, but just not fun to play?
>>
>>3886276
What a senseless display of spite.
Oh well, pirates be pirates. Next time we kill everyone first, complete the objectives later.

*Draws two kill figures on the barding.*
>>
>>3886285
The system is solid and the rules were pretty clear. Having an icon reference was extremely useful. Mainly the elevation and vision obscuring mechanics took some time to get used to.

I found the mecha to be underwhelming, though that just might be the Crocodile, in that their ranged damage and overall movement distance felt lackluster compared to the other options.
A Crocodile with a pure ranged setup is mostly inferior to the Cobra with the ESDP package, who has the same health, but also has both more damage and more range.
The Crocodile is also both more fragile and less damaging at range than an MBT, and in order to match their speed they must forfeit Jump Jets.
With a pure melee setup, their damage and mobility are also inferior to mega-cavalry.
Their main advantages are having Jump Jets and the Tactical Shield, but the former were not as impactful as I thought they would be, and the latter cuts down their damage significantly.

It might just be that these are weaknesses of an early game mecha, compared to the other unit types that start with more power and flexibility.
>>
>>3886300
>Crocodile has same health as Cobra.
Croc has 22 HP, Cobra has 18 HP, not sure what you're on a about.

>lackluster overall move distance for mecha.
The mecha in this mission could move a maximum of 8 hexes a turn before considering buffs from mobility equipment. This is about the same as an AFV, and more than an MBT.

If you're trying to say that a mech's action economy forces it to maximize either movement or attack, where as vehicles can always get their full movement and attack you might be on to something, but maybe that issue might be resolved with more optimized builds once the full customization system is opened up.
>>
>>3886331
Cobra Fang package is listed as having +4 additional ablative armor, putting it at 22.

The action economy is probably one contributor of its underwhelming feeling. It can move farther than the MBT, but it is less durable, has less range, and and does less damage to the point where when it actually is in engagement range, the extra mobility just doesn't feel like a good tradeoff. It strikes a mediocre balance between the sturdiness, range, and firepower of the MBT and the damage, speed, and flexibility of megacavs.

Say you move into engagement range and wish to fire and then retreat. Without using your 1-2 limited missiles, you do barely enough damage to kill a single, lowly armored car. Anything else you are just lightly tickling and may kill them after 2-4 turns.

If you were to go in and use both actions for offense, you only move a 4-6 hexes, do less damage than an MBT at closer range, and can't tank as much damage.

Megacavs put their high mobility to good use via charging, high damage potential, and flexible M/A actions.
MBTs have long range, durability, ability to change ammo types for a variety of situations.
Mechs are just... kinda there. It doesn't help that their left arm ranged option is a pitiful machinegun strapped onto a melee weapon.

Of course, as I said before this might just be the Crocodile being an early game mech without customization options. The Cobra has its own niche as long/mid ranged fire support that can actually use its actions effectively. Now that I think about it, the biggest problem is that it requires too many actions to fully tap into the Crocodile's full damage potential, eating into its mobility points. Other options may not have this problem because they have at least 1 strong option that gives then good return on a single action spent, or just a sheer amount of actions.
>>
>>3886335
What you're saying makes sense. I was vaguely aware of it when designing the system. The main offset was supposed to be a mech's ability to use linked weapons. However that didn't really come into play here. If mecha still feel underpowered after customisation is opened up I might have to rework them.
>>
What a waste.
Good work, team. Proud to be with you. This old mech has a trick or two up its sleeve yet.

I have some post mission comments for the debrief. Will offer them once I’ve cleaned the mech.
>>
>>3886335>>3886341
Overall, I agree partially with Anon's assesment. The rules are clear and the icon guide is fantastic. I also want to add that I think your system is fundamentally good. Old MM had 2 actions, but each was so much freedom. This is more specific - your unit has these capabilities, how do you wish to use them? It feels really, really good to play because you know precisely what your unit can do.

I think that your major sticking point currently is, and I am sorry to say this, I don't mean it harshly, that the statlines of your units simply do not make sense.

Infantry has 7 assault rifles that fire 3 rounds each and an LMG that fires 5. They have a 5% crit chance. Infantry scale weaponry do not damage vehicles unless they crit.

An infantry squad has 73% odds of landing a critical hit when they go all out --> { 1-(.95)^26 }. They also have RPGS that they fire. But their RPGs have crit 10% and do 4 damage. If you're in a Mech with 22 HP, you want to be terrified of the machine gun bullets that is going to cause an internal breach and destroy your weapons but you can laugh at the RPGS because the worst thing they'll do is maybe 8 damage about 42% of the time?

That kind of thing is just the weight of multi-fire dicerolls with set crit ratings.

For specific comments:

Melee to hit is universally too low. A rider lance hits 4 / 5 once I've closed the distance with limited use? The Mech Weapons are almost a coinflip? Attack Focus for Mech could be "+10 to range, +20 to melee" or you can add +10-20 to all melee. Or you can add +1 RoF to all melee to represent backswings and skirmishing.

The reasoning there is that Melee needs to spend acts to close the distance, and always end up right in front of the enemy. So now your swing your coinflip mace and it whiffs and that took your turn. Meanwhile, someone stays away and fires 6 shots of HMG (linked), have a 23% chance of a crit, and will do 3 damage on average.

--

The cobra is, presently, a slightly worse tank. The ESDP vs the APDS or the ATGM straight loses.

However, Mechs are modular. So I think the mechs presently are fine. They don't do as much damage as Tanks, and they are not as mobile as cav. However, they have options, and in these kinds of games, options are a lot more powerful.

Your Megacav is horrifying, though. The canid has the capacity to move 6 and then blade + scratch + rider + gunner attack. Their statlines doesn't quite seem to account for the fact that they can spit out 4 attacks/turn while moving.

Tanks have M + A + A + P, but weapons are locked to once a turn. So one wonders why they have 2 As, and one cannon. The Pintle Mount can be fired with a P, so the 2nd A is entirely redundant for the majority of your turns and then in turns when you aren't in pintle mount range and need your P to lock on, you're holding on to an action you fundamentally can't use. I'd suggest making the 2nd A an A/E action (it represents the crew manning a gun or using sensors).
>>
Mechs can Bash and hit for 5. Or they can strap a mace on and hit for 8. However, melee can charge, so my Bash + Wheels hits for 8 on a proper charge, and because of low melee tohit, the mace only gains me +10 BUT costs me a really valuable item slot.

What I'm saying here is that my Bash is a Mace, so what you'll see a lot is crocodile laser + tactical shield once pilots realise how very, very useful Bash is as a replacement for a melee weapon.

Mega-cav have high mobility, innate evasion, lots of actions, high health, massive damage potential and they're really, really cool. Your Temper Mechanic is an interesting attempt at balancing it, and I understand the idea behind it. I also think its a good mechanic. Presently though, Temper either eats your turn and plan, or does nothing. I think it may need a little bit of work. Since you have an action pool, I have a suggestion:

{Temper}: If you use all your A/Ms this turn, your Mount rolls versus its Temper.

Eg: right now you use Riders to reduce the chance, but you don't get a choice. If you key the Temper to the mount stress, you balance out their action pool with a specific triggerable prompt. This also means for you that enemy mounts won't go quite as haywire. For player mounts it means they end up a little more in line with every other unit, but you can absolutely take that final A/M and then you've got a slight chance of losing control, so you can use your R to reduce that.

Meanwhile, if your R has scanning equipment or you're in a position where you need the P action for something else, you're not looking at a flat 25% or 30% chance (REALLY BAD ODDS OVER 2-3 turns!!) of losing control and having your mount dash off to get you killed.

--

Drone movement needs to universally match the full speed of their master. Geckos changing to have Move 4 means they use their full turn to keep up with their master, or they engage in combat and you go a little slower. This is good balance. Keep it this way.

In an urban map that isn't as wide open, the Pangolin + Drone complement can have an overlapping Range 6 fields of fire of 7 autocannon shells while representing 45 HP. They're fantastic, and I love them.

--

Tank Low velocity gun has cannister round. if I was fighting infantry, I'd use a HESH. The cannister isn't viable. I understand the logic behind it, it's a shotgun, you roll 6dice, it clears infantry. But so does the HESH, because it blows up! Give it Blast 0.

--

as a general comment, it seems your statlines universally underestimate the incredible lethality of High Rof + crit rating, and yet under-estimate the utility of crit + single shot. The Electro Spike has Light EMP, and will EMP my targets 30% of the time. Or translated:

After I spend my actions moving into your face, I have a 60% chance of hitting you and a 30% chance of giving you light EMP via a crit. HMGs fired Linked have 27% of a crit.

Assign a rating to light EMP. Light EMP: 50.
>>
>>3887641
>An infantry squad has 73% odds of landing a critical hit when they go all out
When a weapon that does infantry scale damage crits against a target with regular health it just does damage to the regular health pool, it does not damage the internals. So the infantry squad going all out has a 73% chance of causing 1 point of HP damage, not some catastrophic internal breach.

This wasn't made clear in the quick start rules because I felt it was an unnecessary detail to tell new players who were trying to dive into the action as quickly as possible.

>Melee to hit is universally too low.
Agreed I'll be buffing melee accuracy across the board.

>Mecha are not as a good as other things but have options.
Versatility is supposed to be what make mecha shine in this game. If mecha still feel under powered after I open up the customization options then I might need to go back to the drawing board.

>Mega-Cav Balance
I'll think on this, but I will say that people seem overly paranoid about what a mount might end up doing if control is lost. I'll tell you now in all likely hood it'll be one of three things: Attack an enemy, run away or do nothing.

>Canister round isn't viable.
Yeah I've realized this myself. I'm going to remove it or replace it with something else.

>Crit Math
While I probably could do with examining the math behind some of my weapons more, you need to take into account that not all critical hits are equal.

Because of the way internal damage works (which is currently opaque now, but will be explained in more detail later.) A HMG crit by itself will do nothing, because everything needs to take more than one point of critical damage before something breaks.

A crit from an electro spike will put it's target into EMP shock. Combine that with the actual crit damage the spike does and I think you ought to be more concerned by the spike.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.