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File: EVA_Splash3.png (303 KB, 601x397)
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++Wide Beam Transmission across the Solar System 15/12/2189++
People of the Outer Planets! For too long has the Solar Hegemony held dominion over our populace! Our wealth is pillaged to further the ambitions of the Inner Planets while we struggle to pay for breathable air! The corrupt politicians of Earth and Mars talk of a shining future for all mankind while our children can only look forward to a life of poverty!
Rise up my siblings! Today we hold Mother Earth to account for her negligent parenting. Today we tell the Hegemon he cannot build his empire upon our backs! Today we declare the sovereignty of the OUTER SPHERE!
+++++++++++++++++

>cont
>>
File: EVA_Rules4.jpg (2.12 MB, 1423x2864)
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>>2147638
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 a power armoured contractor performing dangerous missions in the cold vacuum of SPHESS! (Well mostly depressurized station interiors and asteroids 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.

Twitter: https://twitter.com/CognisQM

To Enter the game please red the rules then post your loadout with a name, trip and loadout code.

This goes in your name:
[Loadout Code] Name Trip
e.g:
[MRN-AR-SH] Tychus 1@#$

Your Loadout code consists of the chassis code of your suit followed by your equipment codes. All suits have a three letter chassis code on their stat card, weapons and equipment have a 2 letter code.Your loadout code will be assigned a number that corresponds to your suit’s icon in the field. Additionally you may request a custom colour scheme and insignia for your suit but the QM can veto any requests that are too time consuming. (If you really want something elaborate you may provide the QM with a custom insignia as a backgroundless .png file.)

Stat block:

Suit Type:
Armour:
HP:
Agility:
Power Generation:
Suit Battery:
Left Arm:
Right Arm:
Inventory:

>cont
>>
File: EVA_Equipment_List3.jpg (1.78 MB, 1391x3592)
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>>2147714
Operator: So there’s a civil war going on and we’ve thrown our lot in with the separatists, the so called “Outer Sphere”. I’m not politically minded but the Solar Hegemony don’t have nearly the kind of advantage they like to think they do. Sure they have superior tech and a huge fleet of warships but the outer planets have a much bigger industrial base and lots of angry bodies to throw. Given that most mercenary work happens on the shady side of the asteroid belt I think it would be better to get on the good side of the rebels no?
----------------------------
Time to suit up. We don’t have as much gear available to us as we used to but what we do have is still dangerous. I’m sure you guys are itching to take down a Vanquisher with just a Mason and a chainsaw. No? Well we’ve got Marineros and auto cannons too. Whatever your style I’m sure you’ll find something suited to it.

>Sign ups now open! Standby for briefing.
>>
>>2147714
Is it possible to get a basic rundown of mechanical changes made since last mission?
>>
>>2148014
Also, reading.
>>
>>2147769
"Nice to be back in the pod, boss."
>Overboosting costs one extra Energy total, not per space, right?
>Battery Packs add 6 to current and maximum Suit Battery?

Suit Type: Glaz
Armour: 15/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 15/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-Limpet Charge
-Repair Kit
>Custom: Kill Markers
>>
>>2148014

Sure

Energy System reworked
> Suits now generate energy and store it in a battery that serves as a resource pool for all energy consuming actions.
>Movement has been divided into using thrusters and walking. The former is more AP efficient but costs energy, the later costs more AP, requires an adjacent surface but costs no energy.

Weapons and Attacks
>Massive overhaul to stats in general, particularly ammo consuming weapons have had their magazine size drastically reduced to increase the importance of keeping well supplied.
>Penetration mechanics have changed. Now attacks will penetrate armour and damage HP if their total damage + penetration modifier equals or exceeds the target's armour.
>Added "proper" melee weapons and a repair tool.

Suits
>Mason-MR redesigned and changed to the Mason-MSR. I intendthe bottom three suits to offer alternate playstyles to the top but in the last iteration the Mason-MR just felt objectively better to the Mason so changed it's special abilities to give it more unique character.
>Other suits have had their stats adjusted to reflect rules changes to the basic system.

Other Mechanics
>Dodge altered slightly you now only roll 3 dice and each failure before success means you get hit by a single "shot" as opposed to taking one damage.

Overall I was trying to increase the pace and lethality of the game as well as create a dynamic of valid trade offs between the use of the games various resources (energy, ammo, AP.) I felt that one or more of these qualities was lacking in the previous iterations.
>>
New movement rules and removal of RoF stat are an interesting shift. I think I approve.

Sad to see the thermospike(?) item gone. Nobody even used it last time.
>>
>>2148086
>Overboosting costs one extra Energy total, not per space, right?
If you Overboost you can move 2 spaces for 2 energy and 1 AP.

>Battery Packs add 6 to current and maximum Suit Battery?
Ah sorry this is a by product of me explaining things with strange pictographs. It doesn't change your maximum capacity, you just get a one time boost of 6 energy.

>>2148144
>Sad to see the thermospike(?) item gone. Nobody even used it last time.

That combined with having proper melee weapons is kinda why I removed it. Did you want to use one this time?
>>
>>2147769
Treadgold and I, we're ready to go. He's outfitted for close combat, boarding missions and the like. Will there be time after the brief to rearm?


Marinero 'Treadgold'
HIT: 12 ARM: 20
AGI: 3
GEN: 8 POW: 10

Combat Laser
6/6/3 | Overheat, Intensify (2)
Energy:AP:Round:Die: 1/1/1/2
Chain Saw
Melee 6 | Overheat, Critical, HP Buster (3)
Energy:AP:Round:Die: 1/2/1/6

Battery Pack
[2AP] Expend to gain 6 Energy
Foam Grenade x2
[2AP] Fill 3x3 space with foam, blocking LoS. Persistent
>>
>>2148086
Approved BTW.

>>2148311
Approved.
I suppose I should allow you guys to change up your loadout once you actually see the mission.
Alright sure loadout changes are allowed.
>>
>>2148160
Really what I wanted was to combine them with the old rules for adding MAK charges to attacks, but that feature is gone too. No great loss, but it would have been funny to try.
>>
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>>2148508
I'll keep it in mind for the next iteration.

https://www.youtube.com/watch?v=P5WazCkGjdk&index=14&list=PLD4FDCB0263F7EFCC

Operator: ”As we speak the rebellion is moving to seize as many Hegemony assets in the outer system as possible. Our team has been tasked with capturing a drone carrier that’s still docked in an asteroid station. The Solars are mobilizing their fleet to supress the rebellion. A warship is moving into position to intercept any escaping ships so we need to act fast.

In order to capture the carrier we need to override the bridge controls and hack into a console in the engineering section. Only once both objectives are achieved will we be able to gain full control of the ship. You’ll deploy outside the ship and breach through the dorsal airlocks or the cargo door on the ship’s belly. It’s up to you where you want to deploy but try to avoid bunching up or spreading yourself too thin. Our clients have already prepped these entrances for breaching but once you’re inside you will likely have to breach or cut through the ship’s internal bulkheads yourself. The Hegemony will be in control of these doors so they’ll only open and close when they want them to.

There is currently a single Hegemony security team onboard the ship consisting of three vanquishers and two castles. There’s also the fact that the ship is carrying an entire platoon’s worth of combat drones. Once the battle starts the Solars will undoubtedly begin bringing some of these drones online. If you don’t work fast you will eventually be overwhelmed. See the intelligence file for more details on these enemies.

Capturing the bridge will prevent any more of the drones from activating, capturing either the bridge or engineering will grant you door access. The ship interior is cramped and the security team will likely be covering expected avenues of attack. I encourage you to make use of any alternate routes if you can find any.
Be advised the Hegemony suits will likely have some sweet tech on them. If they drop anything after you take them out, feel free to do some ‘on site procurement’. ”

Good Luck out there…

>cont
>>
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>>2148530
Mission Parameters:
>To hack bridge controls a player must spend 4 AP while adjacent to one of the Bridge consoles.
>To hack the engineering section a player must spend 4 AP while occupying the same space as the console.
>Once either the bridge or engineering section are captured a Player can open or close a door for 0 AP while adjacent to it.
>Rounder drones will join the battle every two turns.
>Capturing the bridge will prevent drones from activating.
>If the objective is not completed within 8 turns the mission is over.
>Respawns are allowed should a player die.

Also I cropped the map a bit too tight. There's a few empty spaces around the front and back of the ship within the bounds of the map.

Right I'm gonna amuse myself for a while and if we can get at least 4 players within the hour we'll start.
>>
>>2148328
>Overheat: Does it count consecutive attacks, or a whole turn?
Eg.
>Fire PL at (x), 2D, 1Drn, 1Ap.
>Thrust 3 Up, 3Ap, 3Drn.
>Fire PL at (y), 2D, 1Drn, 1Ap.
>Dice 4d10 roll: 10 10 3 10.
Does this cause an Overheat?
>>
>>2148587
No if it's different targets the overheat count is reset for each one.
>>
Heh WB cog.
>>
"Short on time? Ain't nobody likes me when Ah'm short on time. Get mighty impatient when Ah'm short on time."

>>2148530
Marinero-BAK
HP 12/12 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Shotgun
8!/4/2 | Jams, 0 Pen
2AP/3Dice 5/5

Right: Ram Spike
M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack x2
>>
>>2148575

Good to work with you again Operator. This looks like a textbook assault job: nasty, brutish and short. I've packed accordingly.

...Probably not the best gig for an autocannon, but I just can't resist that siren call...

Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun (5/5)
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare Magazine, Stimm Pack
Assault charges: 10/10

Colour: red
>>
>>2148328
Lovely. I'll keep it minimal, to not tax the technicians too much.

>>2148530
Drone carrier, so the drones are probably stashed in the cargo hold... mostly. Maybe a few more around the ship and maybe a few other automated defences to contend with.

Castles I suspect will be set up in the back of the cargo hold to cover the cargo doors and in the bridge airlock where it is impossible to flank.

Vanquishers I expect to be filling the rest of the ship, focusing on protecting the bridge since it is a more valuable control point.

We'll know better once ... Skinwalker is scanning for heat signatures.

A pitch:
Engineering Team Deploy B
[MAK-SG-RS] Monkeybread
... should only have to contend with one Vanquisher, flank team should draw focus away from you. Ideal with the shotgun and ramspike for close quarters back there.


Assault Team Deploy A
[GLZ-FC-PL] Skinwalker
[MAK-AC-SG] Crimson
[MAR-LZ-CS] Horatio
... to get a scan of the upper compartment and bridge for weaknesses and enemies. Autocannon can set up in the corner once inside for decent coverage.

I will trade my chainsaw for a tactical shield to better suit my role and swap out one foam grenade for a stimm pack.
>>
>>2148893
Good to be back, if only for a little while.

>>2148901
>>2148913
Approved

Hmm alright it seems we've had a very slow start. We've just got enough players to begin and I'm already wanting to go to bed. Between waiting for everyone to pick a deployment zone and processing the first turn I'll be up all night which is not really something I'm prepared to do right now.

So here's the plan:

I'll be back at some point tomorrow night. Probably around 7pm GMT I know a lot of you don't come on until pretty late but if I can start turn processing by even 10pm GMT we should have a solid night of fast processing and hopefully get at least 4 turns done before the weekend is out and I switch to daily processing.

Apologies if you're already fired up, but if you could please wait warmly that would be great.

In the meantime feel free to come up with a plan or talk among yourselves.

>All current and new players please select a deployment zone.
>Remember you can still change your loadout. Just don't be fickle about it otherwise the QM might get confused and set up your game token incorrectly.

>Please Standby and wait warmly...
>>
>>2149073
Suits me, it's already 3am here.

>>2149055
Okay, here's my input: we bumrush engineering at Zone B.

Breaching doors is a pain, so we need to focus down one objective so we can start opening them, and engineering has minimum 3 doors compared to 4 for the bridge, and that could be crucial in saving resources and time. Probably best to avoid the cargo hold, it's probably lousy with drones.
>>
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Hey Kids!

Don't trust the GM to get your custom colour scheme right? Why not do it yourself? Just download this picture, open it up in your art program of choice and use the bucket tool to colour in your suit!


>>2149073
>I'll be back at some point tomorrow night.
And by tomorrow I technically mean today, Saturday. Yeah... see you guys in a few hours.
>>
>>2149055
Fair proposal, if we had jes' one more squaddie. I'm well armed, but I ain't a solo fighter.

>>2149101
We're goin' through the doors no matter what, so I say get the hard part done with first; Rush from A. 1 turn of setup an' we can bull through all 4 doors t' the bridge turn 2.
>>
>>2149152
Neat. I used the exact same suit as last time though.

Nice touch with the GN drive on the Vanquisher.

>>2149165
>We're goin' through the doors no matter what
Sure, but once we capture one objective we can just float right up and open them instead of having to fuck around with cutters and breaching charges.
>>
>>2149165
Although you may have a point that it's worth starting with the bridge to cut off drone support.
>>
>>2149101
The exterior airlocks are already prepped to blow so really, Engineering is only one door to access the control point. That's why I thought that just one would be enough. MEK breaching charges can get through the door. Though, might be a good idea to turn one of your Stimms into a disruptor, Monkeybread.

>>2149165
The Rounders aren't too scary, and if the flank team is breaching through A then the Rounders can't get in between them and the bridge. I am carrying foam to suppress the Castle suits that will be watching the upper compartment so that we can deal with the Vanquishers then dogpile the artillery. All going well, of course.

I will go back to the chainsaw though, I did not notice that anchored targets are auto-hit by melee on first pass. My final:

Marinero 'Treadgold'
HIT: 12 ARM: 20
AGI: 3
GEN: 8 POW: 10

Combat Laser
6/6/3 | Overheat, Intensify (2)
Energy:AP:Round:Die: 1/1/1/2
Chain Saw
Melee 6 | Overheat, Critical, HP Buster (3)
Energy:AP:Round:Die: 1/2/1/6

Stimm Pack
[0AP] +4 AP for one turn, -4HP for this turn and next
Battery Pack
[2AP] Expend to gain 6 Energy
Foam Grenade
[2AP] Fill 3x3 space with foam, blocking LoS. Persistent
>>
>>2149246
>The exterior airlocks are already prepped to blow
Sure, but what about the interior airlocks?
>>
>>2149246
Two doors on them airlocks, so two doors t' Engineerin', three t' the Bridge.
>>
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My reasoning, which I believe would work no matter what permutation we deployed in within A. Numbers are AP remaining after actions displayed are complete.

Skinwalker then Crimson breach, I take the hallway and Horatio covers our backs. If detonating the first charge takes AP, it should probably be Skinwalker's or Horatio's job. Scrunch into the hallway if possible to maximize benefit of foam.
>>
>>2149482
Swap Crimson and myself. The closer I am to the bridge, the better the scan.
-step one
Crimson Breaches inner door, moves in and Aft to cover from engineering
Skinwalker moves to the door, breaches, and shifts starboard
Monkeybread assaults the hall to the Bridge
Horatio moves in and Aft, pops foam for cover
-step 2
Crimson and Horatio press aft, to claim engineering.
Monkeybread and Skinwalker take the bridge
-step 3
Monkeybread holds the Bridge
Crimson and Horatio take Engineering
Skinwalker moves to assist as needed (likely to engineering)
-step four
????
-step five
Profit.

If the situation permits, I'll leave a limpet before moving on to the engine room
>>
... my my.
>>
>>2149482
Detailed plans like this, better to wait until we have Skinwalker's scan data for the upper compartment and bridge. Including alternate points of entry and enemy overwatch positions. Fine-tune your gear to deal with the threats that we will face instead of making tactical plans-- we could use another disruptor grenade or two.

I believe that most of their forces will be concentrated in that upper compartment, too, and the bridge because as you have figured out, the bridge is the higher-value target. That's why I committed one unit to the engineering area to seize control there and pick off the straggler while the main group dukes it out midship.

Whatever you decide though, you're the veteran!
>>
>>2150014
>we could use another disruptor grenade or two.
Strongly agreed, considering at least 3 of the enemies will have shields.

>>2149073
I'm exchanging my stimpack for a disruptor grenade. I'd have liked to see how well those enable the use of a heavy weapon, but it seems like this isn't the job for that. I've managed okay without one so far, anyway.

Gosh, I never really looked at it but there aren't a lot of anti-shield options in the armoury are there? Just single use disruptor grenades and the pulse blaster. Maybe something for the separatists to work on if they'll be fighting more Vanquishers.
>>
>>2149186
>Nice touch with the GN drive on the Vanquisher.

Thanks... sometimes I wonder if I'm a little blatant with where I get my inspiration

.>>2149246
>I did not notice that anchored targets are auto-hit by melee on first pass.

Oops that part of the rules wasn't thought out properly. I'm just gonna step in and do a little hot-fix here.

Anchoring does make your suit count as a static target and melee should confer a +1 bonus to static targets. Auto- hitting would mean melee weapons always do max damage.
>>
>>2150271
A bit much, I agree. Okay, the Treadgold I am trying to spec to deal with the Castles. Technicians, can you make these changes before the Op starts?

> Swap CS for TS
> Swap consumables for Frag, Foam, Foam
>>
>>2150014
Ain't shy about mah veterancy, but ain't gonna conscion undue influence either. Have a listen, see if I convince.

Problem with goin' solo is, even Arm 10 HP 8 is tough. Ain't oneshotting it, 'cause ain't nothin' dealin' 16 for the halved penetration. Try for twoshotting, and you start t' encounter AP shortage an' /prolonged/ fights, an' then yer miles off the MAK's ranch, I tell ya.

If Ah go B alone, I also got two solid doors t'contend with no matter mah destination, an' I'll spend a full half mah time blastin'em open. Ain't practical without backup.

What Ah hope to accomplish instead is complete dominance that neutralizes their advantages, shields, armor an' all. They can't resist 'less they're grouped up the same. An' if they're grouped up somewhere, they ain't elsewhere, so that's where we go.

Mah breach plan may seem premature, but it makes no presumptions that Skinwalker's scanning can't set straight. The general intent stands: coordinate to break enough doors that we can ignore the first enemies we encounter.

>>2150271
Switching SG to AR.
>>
>>2149861
Step 2's split pending whatever we find in the hallway, of course.
>>
>>2150271
Oh, huh, a thought occurs:

Do you take a death save when a stimpack reduces your HP below 10? On the one hand that might balance out a potentially powerful item (action point economy and all), but on the other it would be really embarrassing to die of accidental drug overdose in space.
>>
>>2150643
HP is restored at the beginning of every turn.
>>
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>>2150643
You don't take a death save. It's meant to leave you vulnerable should you use one.

Alright everyone. Roll call for the mission. Please post your final loadouts and your chosen deployment zone.

Once everyone's been counted we'll start the mission.

I'm gonna go grab dinner, hopefully we can start once I'm back.
>>
>>2150704
Pilot Horatio, reporting in from the Treadgold.

Marinero 'Treadgold'
HIT: 12 ARM: 20
AGI: 3
GEN: 8 POW: 10

Combat Laser
6/6/3 | Overheat, Intensify (2)
Energy:AP:Die: 1/1/2

Tactical Shield
Melee 4 | Grapple, Defense 10
Energy:AP:Die: 1/5/6

Fragmentation Grenade
[2AP] Blast damage, 3x3 - 10(8) 5x5 - 8(6)
Foam Grenade x2
[2AP] Fill 3x3 space with foam, blocking LoS. Persistent

Should I post a compact version during the game?

HIT/ARM : 12/20+10
AGI : 3
GEN/POW : 8/10
Combat Laser / Tactical Shield
Frag, Foam, Foam
>>
>>2150014
Did mean to say here >>2150546 that going two teams of two might be a plan worth considering, just not three and one.


>>2150704
Ready to go.
>Going A

Marinero-BAK
HP 12/12 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Assault Rifle
7/6/3 | Jams, 1 Pen
1AP/3Dice 10/10

Right: Ram Spike
M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack x2
>>
>>2150709
Whoops, deploying Zone A!
>>
>>2150704
Crimson, deploying at Zone A.

Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun (5/5)
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare Magazine, Disruptor Grenade
Assault charges: 10/10
>>
>>2150704
>Deploy A
"Let's fuck this duck up!"

Suit Type: Glaz
Armour: 15/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 15/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-Limpet Charge
-Repair Kit
>Custom: Kill Markers
>>
>>2150709
>>2150733
>>2150745
>>2150829

All Accepted

>standby for deployment.
>>
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>>2150881
https://www.youtube.com/watch?v=kecCypwDOxo&index=4&list=PLxDh5x6BZY8cpIiThmuJTyrugMHqrvJTP

Operator:"Let's do this, Bringing the tactical display online. I'm overlaying the ship's schematics and allied sensor feed over the bits you can't see."

1: Horatio
2: Monkeybread
3: Crimson
4: Skinwalker

>Declare actions everyone.
>>
>>2150999
Right. Breaching!

>Move 1W, 1S (2AP)
>Breach door (-5 charges, 4AP)
>Move 1S, 3E (3AP)
>2 charges reserved for defence

Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun (5/5)
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare Magazine, Disruptor Grenade
Assault charges: 10/10
>>
>>2150733
Recommend you breach the inner door Monkeybread, that's almost certainly a Vanquisher blocking the tunnel, so we'll need Skinwalker's blaster to tear down its shields and empty that battery.
>>
"Looks good, Fellas. Proceed as planned. Skinwalker, I figure that's a Vanq in the hall and we ain't doin' much about it this turn that it won't recharge. Jes' get that hall door and I'll try ta catch it with an Overwatch."
>>
Rolled 2, 6, 6, 2, 5, 1, 8, 9, 4, 5, 10, 9 = 67 (12d10)

>>2150999
>Overboost 1E, 3S, 1W, (3Ap, 5Drn)
>FC Door West (8D, 5Ap, 5Drn)
>-Light: PL target 3W twice (4D, 0Ap, 2Drn, Acc5)
>Walk 1N, 2Ap
>-3+10=13/15Bat

Suit Type: Glaz
Armour: 15/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 13/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-Limpet Charge
-Repair Kit
>Custom: Kill Markers
>>
I never use energy weapons because I'm a filthy kinetic casual, so remind me: energy recharges at the beginning of your turn or at the end of it?
>>
>>2151101
Beginning
>>
>>2151116
Ah, right.
>>2151097
>Bat 3/15
>>
>>2150999
> Jet 3S (-3AP)
> Fire LZ at target, West RoF 4 (-4POW, -4AP)
> Dodge (-3AP)

HIT/ARM : 12/20+10
AGI : 3
GEN/POW : 8/6(10)
Combat Laser / Tactical Shield
Frag, Foam, Foam
>>
"Can't stick it with anything lasting this turn, but soon enough..."

>>2151083
>6AP and Battery: Boost 3S SW 2W
>4 AP: Overwatch 4 AR Shots W, 12 Dice
>-3 Charges Readied for incoming

Marinero-BAK 10/10 charges
HP 12/12 | Armor 16 | Agility 3
Battery 4/10 +8

Left: [AR] 7/6/3 | Jams, 1 Pen
1AP/3Dice 10/10

Right: [RS] M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack x2
>>
>>2151128
I would have liked to have put some Foam to the east, Crimson, but you are in the way.

Also, the enemy is sitting in the exact spot that I suspected one of their Castle suits to be standing.
>>
>>2151050
>>2151097
>>2151128
>>2151167

>Beginning processing.
>>
>>2151185
Sorry! I was expecting foam around the deployment zone
>>2149482
so I tried to clear out of the way.
>>
>>2151203
I didn't want to restrict our own movement, in case that was a Castle in there and we needed to dodge out of the way of chaingun fire.

I'll Foam that way as soon as this contact is gone.
>>
>>2151203
Wasn't much good reason to foam that area anymore, with you so far east. We want the stuff blocking their sight, not ours!
>>
>>2151185
Would be a good place for a Castle, but immobile targets ping as squares. I'd say we either got a light target or a Castle with its pants down.
>>
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>>2151194
Operator: "Ah shit... what did I say about moving into a Castle's line of fire?"

>Horatio is dead.
>Standby for enemy phase.
>Dead players may respawn in any deployment zone.
>>
>>2151342
"Well shit."
>Even without the fire, I would still like to be 1N
>>
>>2151342
Just so I'm clear on how this happened, it rolled 36 damage?
>>
>>2151385
It fired 10 minigun shots at 3 dice each. It probably missed some shots but also got some crits that made up the difference.

Doesn't look like your charges were counted, though they might have been and it just rolled even more than 30 successes.
>>
>>2151342
I see that XCOM rules are not observed when triggering new threats.

This will hurt.
>>
Sorry, but Is it too late of me to join?
>>
>>2151385
>>2151395
Or I should have declared the charges before the Overwatch. What a chump.
>>
>>2151409
I'm sure it's not too late to join. Best wait for Command to give the go ahead, but you should make a suit in the meantime. This is looking like it's shaping up to be one of those 'clog the enemy death cannons with wreckage' type insurgencies.
>>
>>2151385
Rolled 34 damage total.
reduced to 31 from assault charges
Halved to 15 rounded down by armour.
Chaingun has a penetration modifier of +2
Damage for penetration is 15+2 = 17.
17>16, your suit's armour.
Attack penetrates, 15 damage dealt to armour and 15 to health; insta-kill

>>2151362
Sorry, I'll take that into account. I'll also apply Horatio's attack damage to the Castle.
>>
>>2151428
Charges negate 2 damage each, though. I'm dead, but not yet!
>>
>>2151428
>Rolled 34 damage total.
>reduced to 31 from assault charges
Don't charges counter 2 points of damage apiece, not 1?

Not that it would make a difference mind, he'd still be dead regardless.
>>
>>2151442
Oh wait right, penetration. Maybe not then!
>>
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>>2151442
Ah yes, sorry. Forgot about that.

>>2151342
Operator: They've got us surrounded!

>Standby for aftermath...
>>
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>>2151473
Horatio: Disrupted, energy generation halved for one turn.
6 damage on tac-shield.
8 damage total on suit armour.

Operator: "I'm tagging the visible targets we've got eyes on."

>All active players declare actions. Processing will begin once all actions have been received.
>>
Rolled 6, 4, 7, 9, 9, 9, 9, 4, 2, 9, 1, 3, 1, 1 = 74 (14d10)

>>2151505

Right, I'll do you for that you shield cowering fucks!

>Anchor (-4AP)
>Throw disruptor grenade 4E (-2AP, 1 dice for throw, 5 for damage)
>Fire 2 autocannon shots at Vanquisher 4E (-4AP, 8 dice, Threshold 8, AB1, HB2, Pen+4)
>Remaining charges allocated for defence

Suit Type: Marinero-BAK
Armour:5/16
HP: 7/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun (5/5)
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare Magazine, Disruptor Grenade
Assault charges: 3/10
>>
>>2151505
Cognis, I am a little late but can I join?
>>
>>2151519
Shields are down lads. If you want to take out 2/3rds of the ship's Vanquisher complement now's the time.
>>
>>2151505
Back up, Skinwalker and I will toss foam West. Focus East.
>>
>>2151505
>Deploy, same loadout as Monkey, but frag grenade replacing a stim.

Have to step away for a while, unfortunately.
>>
>>2151583
Deploy A, that is.
>>
Deploy at B, move 1 south, and begin firing on V1

To Victoy, comrades
>>
>>2151622
Sorry, forgot to list items
2 spare mags
1 frag grenade
>>
>>2151622
>>2151629
You uh, got a name and a build to go with that?
>>
>>2151522
Sure. If you're quick I'll let you join this turn.

>>2151622
>>2151629
I'm gonna need to know what your suit and weapon loadout is along with your name...
>>
Rolled 1, 5, 9, 9, 10, 9 = 43 (6d10)

>>2151537
Nope, we gotta get this Castle outta the way sooner than later. Go ahead and foam me in and clear out, I'll do my best to handle this end.

>>2151505
>Overboost 2S (1Ap, 2Drn)
>-Light: PL at C1 (0Ap, 2D, 1Drn, Acc5) while passing
>Plant Limpet [Mine Mode] (5Ap)
>Overboost 2N (0Ap, 1Drn)
>-Light: PL twice at C1 (2Ap, 4D, 2Drn, Acc5)
>Dodge (2Ap)

Suit Type: Glaz
Armour: 15/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 15/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-(Limpet Charge) -Planted-
-Repair Kit
>Custom: Kill Markers
>>
>>2151649
>Batt 7/15*
>I'll remember to note it the first time someday.
>>
Sorry has been a while. I am [MAR-AC-CG] Boris. Sorry if I took awhile, something was happening with my posts.
>>
>>2151649
Right-o.

>>2151505


> Fire LZ 5E RoF6 (-6AP) 12 dice
> Toss Fragmentation Grenade 5E (-2AP) 10 dice
> Toss Foam Grenade 2W (-2AP)

HIT/ARM : 12/12(20)+4(10)
AGI : 3
GEN/POW : 8/1(10) *disrupted*
Combat Laser / Tactical Shield
----, Foam, ----
>>
>>2151505
Couldn't dodge that, shame.

The foam will make it harder to attack the bridge! Worth it though, if it neutralises the Castle mech. Hopefully the Limpet doesn't destroy all of it.
>>
Rolled 1, 7, 4, 4, 10, 1, 1, 8, 5, 1, 5, 10, 7, 8, 9, 9, 10, 7, 1, 1, 10, 1 = 120 (22d10)

>>2151706
I thought it was dice+xdy to roll?
>>
>>2151692
While I have enough info to put your token together I'd appreciate it if you consolidated it into a proper stat block like the other players...

Unless you're posting on a mobile device, in which case I won't hold it against you.
>>
>>2151772
Ya sorry phone poster here
>>
>>2151519
>>2151622
>>2151649
>>2151706

Okay processing...
>>
Can I shield bash with the tactical shield? If I can then can I have 2 shields? I already like my loadout, but I want to know
>>
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>>2151814

>Standby for enemy phase...
>>
>>2151983
You gain no offensive bonuses from shields, and no you cannot have two tactical shields.
>>
>>2151985
Horatio was firing east, not west, meaning he'd hit the vanquishers.>>2151706
>>
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>>2152059
Sorry. I'll apply the damage to the correct targets in my notes.
>>2151985
Sorry, forgot to take the foam into account. It's shown here.

>standby for aftermath...
>>
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>>2152309
Operator: "Aaaand here come the drones."

>Declare actions everyone. I'll do one more turn tonight.
>>
Okay, I actually move into the ship this time, and begin firing on V1 and VS with my chaingun.
>>
>>2152355
Okay, if I'm understanding correctly the vanquishers all took 1 disruptor hit, halving their energy this turn, so both of them would currently have 6 energy to shield with?
>>
Rolled 8, 6, 5, 4, 8, 1, 2, 8, 3, 5, 5 = 55 (11d10)

>>2152355
>PL twice at the V 2S, 2Ap, 4Dice, Acc5, 2Drn
>Thrust 1S, 0Ap, 1Drn
>FC the V, 5Ap, 8Dice, 5Acc, 5Drn
>Thrust 1N, 1Ap, 1Drn
>PL it again, 0Ap, 1Drn, 2Dice, 5Acc
>Dodge, 2Ap

Suit Type: Glaz
Armour: 15/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 5/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-Limpet Charge
-Repair Kit
>Custom: Kill Markers
>>
Rolled 6, 5, 2 = 13 (3d10)

>>2152489
>>2152355
>4+8+2=14. Rolling the rest of the dice
One day, a post will be right.
>>
Well, well. I see we're operating again.
>>
>>2152382
You're going to have to be more specific. You haven't specified any directions and the door below you is locked.
>>
Rolled 6, 2, 1, 10, 7, 6, 6, 7, 5, 5, 2, 5, 3, 9, 10, 9, 9, 10, 3, 10 = 125 (20d10)

>>2152355
LZ 8 successes +4 (intensify)
Frag 6 successes in 3x3 AoE
Both onto the Vanquisher E, I will try to be clearer next time.

>>2152355
> Flip all of the switches, LZ into Rounder E RoF 10m 20 dice, Target Number 6, Intensify 2

I'm jealous of their tech already. Too late to switch sides, too! Damnit.
>>
>>2152542
You've got enough space in that hunk of floating space scrap for an old hand in a busted suit? Can't let Skinwalker or Crimson have all the fun.
>>
Rolled 8, 10, 7, 6, 7, 1, 9, 8, 4, 6, 7, 4, 8, 5, 7, 2, 8, 5 = 112 (18d10)

>>2152355
If I'm going down, I'm going down firing my big fucking gun! AAAAAAGHHH! *dakka noises*

>Fire 2 shotgun shots at V1 (-4AP, 6 dice, threshold 8, critical)
>Fire 3 autocannon shots at VS (-6AP, 12 dice, threshold 5, AB1, HB2)

Suit Type: Marinero-BAK
Armour:5/16
HP: 7/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun (5/5)
Right Arm: Auto Cannon (3/5)
Inventory(1/2): Spare Magazine
Assault charges: 0/10
>>
>>2152576
>I'm jealous of their tech already
No kidding. Operator had nothing but bad words for them, but it turns out that in a linear tunnel shootout (i.e. basically all suit combat) having a shield that covers three times the area run off a battery that's always topped off when you need it makes for one helluva fuckin' tenacious bastard of a ride I tell you what. He can keep his rose glasses, I'd have totally had me one of those if I could.
>>
>>2152542
Shit,then I guess I will start moving west to get to the door that is actually unlocked
Sorry about how bad I am
>>
>>2152588
Of course.
>>
Hey, cognis, is there a weapon that can pierce shields in game?
>>
>>2152660
Nope, just stuff that deals more damage to them. Disruptor grenades do 10 points of shield damage for every success, they're the best you're going to get.

Of course, somebody might also do better at it if they were to relieve that vanquisher down there of his spiffy ion cannon..
>>
>>2152647
>>2152660

If you do enough damage to a shield your attack can pierce it. Some weapons have special attributes that allow them to deal more damage to shields.

I suggest you sit down and read the rules carefully when you get to use a full sized computer.

>>2152639
Operator: "Oh please I haven't seen a single shield flare since you started attacking them. They keep draining their batteries to use those fancy beam and gauss weapons they love so much. This is what I was talking about, over engineered I tell ya..."
>>
>>2152660
Sorry I thought it was impenetrable. Disregard
Although AP ammunition sounds useful
>>
>>2152672
>They keep draining their batteries to use those fancy beam and gauss weapons
So? You'd never catch me dead with one of those anyway, wouldn't matter to me, and so what if the shield drains the battery and I can't move? If I'm being shot at then clearly there's no point in moving, not when there's shooting back to be done!

I didn't actually notice, mostly because I couldn't identify their weapons and figured the only sensible way to use one of those was with ballistics.
>>
>>2152489
>>2152509
>>2152576
>>2152610

Processing....
>>
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>>2152762
Operator: "See now your auto cannon shells have shredded his internals. A marinero's trauma mitigators would have given him a 50% chance of surviving that but the engineers who made the Vanquisher never thought an enemy would actually land a hit on the suit itself!"

>standby for enemy phase...
>>
>>2152915
> A marinero's trauma mitigators would have given him a 50% chance of surviving
See, thing is the Marinero I'm already riding doesn't have those either. As I'm about to discover. Hoo boy...
>>
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>>2152915
Operator:"Don't worry as long as your brain doesn't get fried we can put you back together."

>Standby for aftermath
>>
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>>2153047
Operator: "Well Crimson just went down, at least he took a Vanquisher with him. I think it was the squad leader too. Left behind his fancy plasma sword and gauss rifle if anybody wants it. Just remember you'll have to drop one of your own weapons."

>declare actions. I'll start processing again around 7pm GMT on Sunday.

...which is today... ugh

Processing is taking way longer than I thought it would.
>>
>>2153168

Lemme at em, lemme at em! Pour me into a spare suit if you have to, just lemme at em!

>Respawn at zone C

Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare magazine, Stimm Pack
Assault charges: 10/10
>>
>>2153189
Can't be bothered to repost the map, but assume you start 3 south and 1 west of C1. You can also blow that door for 0AP at no cost in equipment to yourself.
>>
Suited up, set up and duct tape holding. Guess I'll be taking that engineering section, then.

>Deploy at B

Suit Type: Marinero
Armour: 20
HP: 12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun
Right Arm: Chainsaw
Inventory: Frag. Limpet. Limpet.
>>
>>2153359
Operator: "Finally someone who appreciates the classics."

Approved. Just assume you start in the middle of zone B one space above the door if you want to post actions for the next turn.
>>
>>2153459
Confirmed, Operator.

Moving to breach.

>>2153168
>[1 AP] Thrust 1 Down
>[0 AP] Blow That Door
>[2 AP] Thrust 2 Down

>[4 AP] Shotgun Overwatch Right - towards Engineering
>[3 AP left for 1 Dodge]

Gizmo, on the job. These close interiors are all cramped and small, but they did give me a chainsaw. So that's a spot of good luck.

Team, sound off - how are we for the security team?

Down 1 Vanquisher. We still looking for another castle?

Suit Type: Marinero
Armour: 20
HP: 12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Shotgun
Right Arm: Chainsaw
Inventory: Frag. Limpet. Disrupt.
>>
>>2153168
Deploy C

Marinero-BAK
HP 12/12 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 5/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack, Spare Mag
>>
Rolled 5, 10, 3, 5, 6, 9, 6, 2 = 46 (8d10)

>>2153601
Down one VAN, damaged one fled back to Engineering.

>>2153168
> LZ into the back of the Rounder RoF 4 8 dice, Intensify (2)
> Move 1E
> Overwatch Foam 2W if Castle anchors, spins up their gun, or the Vanquisher tries to move into the room
> Dodge
>>
>>2153168
I'm enjoying the quest, OP, but don't lose sleep over it.

Forgot to post my sheet, too:
HIT/ARM : 12/0+4
AGI : 3
GEN/POW : 8/3(10)
Combat Laser / Tactical Shield
----, Foam, ----
>>
Rolled 8, 7, 3, 2, 8, 2, 1, 6, 8, 4, 5, 1, 9, 5 = 69 (14d10)

>>2153168
>Overboost 1S 1W. 1Ap, 2Drn
>-PL V3 once. 0Ap, 2Dice, 1Drn, Acc5
>FC C1. 5Ap, 8Dice, 5Drn, Acc5
>Walk 1N, 2Ap
>-PL V3 twice. 0Ap, 4Dice, 2Drn, Acc5
>Dodge, 2Ap
Want sum? Git sum!

Suit Type: Glaz
Armour: 11/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 5/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2]
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-
-Repair Kit
>Custom: Kill Markers
>>
>>2154154
Next round, maybe you can jet arouund to the outside and cut through the bridge hull?
>>
>>2154051
Well, I guess I'll have company for the job then. Thanks Horatio. I'll be sure to put on my . . . polite . . . face.
>>
Rolled 5, 5, 7, 7, 7, 10, 4, 4, 1, 7, 1, 5, 4, 6, 3, 7, 7, 4 = 94 (18d10)

>>2153278
(right)

>>2153168

>Open door
>Move 1E, 1NE (2AP)
>Fission cutter V3 (5AP. 8dice, threshold 5, Pen+2, AB2)
>Detonate 5 assault charges(-5 charges, 10 dice, threshold 8)
>Dodge(3AP)


Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare magazine, Stimm Pack
Assault charges: 10/10
>>
>>2153800
Approved. If you wish to act for the next turn you start 2S and 1W of C1.

Remember you allies block line of sight, please take that into account when considering your own moves.
>>
>>2154475
Indeed. I'd forgotten how actions play out semi-simultaneously. Quite a homecoming after playing a number of other skirmishes that resolves sequentially, haha.

>>2153168
>Move 2S
>Overwatch Thrust 2NE
>Overwatch Charging RS, 8dice+1charge

Marinero-BAK
HP 12/12 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 5/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack, Spare Mag
>>
Right. I'm gonna grab a hot drink then process the turn.
>>
>>2153189
>>2153601
>>2154051
>>2154154
>>2154223
>>2154883

Okay Processing now...
>>
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>>2154963
>standby for enemy phase
>>
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>>2155293
Operator:"Holy fuck, he fired his plasma cannon!"

>Standby for aftermath
>>
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>>2155357
Operator:"Horatio... your still alive!? Haha! What did I tell you; the Marineros keep their wearers alive. Don't mind the excruciating pain from the plasma burns Horatio, the trauma mitigators will keep you alive and fully conscious right to the very end."

"The dumb fuck even killed his own drone. See that's hegemony tech in a nutshell, very flashy but no sense of practicality."

Horatio: Tactical Shield destroyed.

>Declare actions. Turn will be processed tomorrow night at 7-8pm GMT.

Right processing EVA is taking more out of me than I realized especially after last night. The game will now go into daily processing. Hopefully giving ample time for posting and planning.
>>
Everyone, this is a request to not end your turn where Horatio is now, as I intend to end up there so I'll be in position next turn to pop stim, anchor up and give that Castle the full 10AP optimum range autocannon burst.
>>
>>2155389
>Overboost 4S, 8W, 3N. 8Ap, 15Drn

Suit Type: Glaz
Armour: 11/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 0/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2]
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-
-Repair Kit
>Custom: Kill Markers
>>
Rolled 2, 2, 5, 7, 2, 8, 8, 10, 7, 9 = 60 (10d10)

>>2155434
Affirmative. Penning him in. All others finish off that Vanq. Position at will.

>>2155389
>-10 charges vs incoming
>4AP, 4Bat: Thrust 2NE 2N
>4AP, 3Bat: Ram Spike C1, 8 dice vs 7+1 for stationary. 4Pen
>2AP, 1Bat: Plasma Gun C1, 2 dice +2 Armor bust vs 7. -2Pen

Marinero-BAK
HP 12/12 | Armor 16 | Agility 3
Battery 2/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 1Drain | 4/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Stim Pack, Spare Mag
>>
Rolled 6, 5, 4, 8, 4, 5, 10, 2 = 44 (8d10)

>>2155389

>Move 2N, 2E (4AP,-4en)
>Fission cutter V1 (5AP, 8 dice, Threshold 5, Pen+2, AB2, -5 en)
>Move 1E (1AP, -1en)
>5 charges to defence

Suit Type: Marinero-BAK
Armour:16/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 0/10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare magazine, Stimm Pack
Assault charges: 5/10
>>
Rolled 1, 5, 9, 4, 7, 6, 6, 3, 1, 8, 5, 9 = 64 (12d10)

>>2155389
I think my heart stopped for a moment there! God bless the Marinero, sorry for talking bad about you Treadgold! Won't ever think about abandoning /you/ again.

But I need that Vanquisher's shield!

> Jet 1N
> Fire LZ at V3 TN 6, Overheat Intensify (2)
RoF 6, 12 dice
> Dodge

HIT/ARM : 12/0
AGI : 3
GEN/POW : 8/3(10)
Combat Laser / -------------
----, ----, ----
>>
>>2155389
Skinwalker is going for the Bridge objective, no contacts back there we just need to keep the Castle from disengaging which should be easy enough.

There'll be another two Rounders woken up to deal with before SW can disable the controls, but that should be it.

One damaged Vanquisher ran to the Engineering point to defend it with a Castle. You can bet that they are both in there on overwatch camping the blast door.

We only have another three turns to secure the engineering control point if we start moving there next turn or it is mission failed.
>>
>>2155523
>>2155562
>>2155620
>>2157972

Beginning processing...
>>
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>Standby for enemy phase...
>>
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>>2158398
Operator:"Alas poor Horatio... enhanced lifesupport can't save you from complete vaporization."

>standby for aftermath...
>>
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>>2158450
Operator:"Guys we gotta hustle, maybe consider bum rushing the rear? Skinwalker's got the bridge in the bag, so staying to finish off the castle might not be worth it."

>Declare actions. Turn processing takes place tomorrow night 7-8pm GMT.
>>
Rolled 2, 7, 5, 9, 9, 8, 10 = 50 (7d10)

>>2158465
Ngh! Damnitall, and right when I had him lined up...

Alright, heading for the engine room.

>Move 1NW (1AP)
>Charge 2E (2AP, +1 to next melee)
>Grapple R1, move it SW (5AP, 7 dice, threshold 4)
>Move 2E (2AP)

Suit Type: Marinero-BAK
Armour:9/16
HP: 12/12
Agility: 3
Power Generation: 8
Suit Battery: 5/10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare magazine, Stimm Pack
Assault charges: 0/10
>>
>>2158465
>>2158497
Hm. I'm a little iffy on this. Is one hit enough to grapple a target?

Depending on, you guys may be able to blow straight by the drones by the route I'm trying to take or have to get through them yourselves if I blew it.
>>
>>2158517
Right now as long as at least one point of damage is dealt then the grapple is successful.
>>
>>2158546
Even when halved and rounded down vs armor?
>>
>>2158465
Hm. I expected to block the Castle entirely with my move. I know that in previous rules it cost extra to go multiple diagonal tiles, but I didn't see that ruling in this version. Did I miss it somewhere?
>>
>>2158570
*looks at dice result*

Oh... hmmm. I never really considered that. According to the letter of the rules this wouldn't be the case so...

Nope sorry.

>>2158606
It's under the "Playing the Game" section:
>You can move and attack diagonally. When calculating distances the first diagonal counts as being once space away, each diagonal after that is two spaces.
>>
Rolled 6, 6, 3, 3, 5, 6, 3, 3, 6, 1 = 42 (10d10)

>>2158465
>FC the wall East. 5Ap, 5Drn, 8Dice
>-PL a Mine, if any exist. 0Ap, 1Drn, 2Dice
>Overboost 2E. 1Ap, 2Drn
>Hack the Bridge. 4Ap
"I feel pretty shit about this, Horatio. But you was right, this had to get done."

Suit Type: Glaz
Armour: 11/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 2/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2]
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-
-Repair Kit
>Custom: Kill Markers
>>
Rolled 9, 6, 1, 7, 6, 8, 4, 10 = 51 (8d10)

Attempting breakthrough.

>>2158465
>-Recharge from 2 to 10
>-Stimpack
>2AP, 2 Bat: Move 2N
>5AP, 5 Bat: Charge 5E
>5AP: Grapple R1 into SW. 6d+2charge vs 4
>Move 2E

Marinero-BAK
HP 8/8 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 1Drain | 4/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Spare Mag
>>
>>2158613
Any chance I'd be allowed to complete my move after Braeburn shifted the drone out the way?
>>
>>2158912
In this instance I'll allow it since there really isn't anywhere the drone could shove you that would invalidate your move.
>>
I just remembered that I had something on tonight. Turn processing is postponed until tomorrow morning.
>>
Sorry for being super late.

Processing...
>>
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Operator:"Bridge is under our control, but the engines are still locked out. The good news is that there won't be anymore drones coming online and we now have door access."

>Player and allied units may now open and close adjacent doors for 0 AP.
>Enemy units can no longer operate doors.
>Standby for enemy phase...
>>
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>>2162354
Operator:"Turns out there's a structural weakness in the forward section where the main sensor array connects to the bridge. Can't believe I didn't think of that before."
>Standby for aftermath
>>
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>>2162374
Operator:"Can some one go and give Gizmo a kick in the ass? I think the duct tape fell off one of the holes in his suit again. Boris seems to have accidentally turned his radio off and locked out his controls. I'm damn sure the kid didn't complete his suit certification..."

I suggest someone bots the inactive players...

>Declare actions. If we can get all the active players posting before I go to bed I'll process tonight, otherwise, whenever the hell I get up tomorrow morning.
>>
>>2162385
can't believe I missed this. Reading through.
>>
>>2162632
Good to see you again.
>>
Well, I'm still here, but I'm also in the worst shape so I don't want to chance running first into overwatch and I want to give the others a chance to act before attempting to bot them.
>>
Rolled 3, 9, 8, 10, 4, 10, 4, 1, 4, 8 = 61 (10d10)

>>2162385
>Overboost 2E. 1ap, 2drn
>Dodge, 2Ap
>-Open the door
>FC C1. 5AP, 8Dice, 5Drn
>PL C1. 1AP, 2Dice, 1drn
>-Close the door

Suit Type: Glaz
Armour: 11/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 4/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2]
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-
-Repair Kit
>Custom: Kill Markers
>>
Rolled 7, 2 = 9 (2d10)

I wasn't snozing - I was tactically preparing for the perfect moment. And trying to avoid death by oxygen toxicity. This suit is a little too classic. And sometimes the duct tape slips.

Sorry Operator! I had to scramble around in here to get the damn breaches sealed again-again.

Speaking of breaches. This should all be relatively reasonable. Breach door, move in, fill with lead.

Well.

Fill with something.

>>2162385
>[0 AP] Open Door
>[1 AP] Boost DOWN (-1 EN)
>[1 AP] Boost RIGHT ( -1 EN)
>[0 AP] Open Door

>[2 AP] Frag Grenade the Engineering Rooom (3 Right... or any security)
>[2 AP] Disruptor Grenade the Engineering Room (3 Right. . . or any security)

>Boost 1 Left (-1 EN)

>[3 AP] I AM DEFINITIVELY DODGING

Suit Type: Marinero
Armour: 20
HP: 12
Agility: 3
Power Generation: 8
Suit Battery: 8 [10] ( 10 - 3 = 7 )
Left Arm: Shotgun
Right Arm: Chainsaw
Inventory: Frag. Limpet. Disrupt.
>>
Alright. I'll be processing the next turn at 7pm GMT tonight.
>>
Taking space. Anchor up, Crimson.

>>2162385
>-Recharge from 3 to 10
>-10 charges to defense
>4AP, 4 Bat: Thrust E S SE E
>6 AP: Overwatch 3 Plasma Gun Shots E


Marinero-BAK
HP 12 | Armor 16 | Agility 3
Battery 10/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 1Drain | 4/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Spare Mag
>>
>>2165140
On it.

>>2162385
>Move 1S, 1SE (2AP)
>Anchor (4AP)
>Stimm pack(+4AP)
>4 autocannon shots at most pressing target (8AP, 16 dice, 8 threshold, +4Pen, AB1, HB2)


Suit Type: Marinero-BAK
Armour:9/16
HP: 8/12
Agility: 3
Power Generation: 8
Suit Battery: 8/10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(2/2): Spare magazine, Stimm Pack
Assault charges: 0/10
>>
Rolled 7, 1, 3, 4, 8, 1, 5, 10, 1, 5, 1, 3, 4, 7, 6, 4 = 70 (16d10)

>>2162385
>>2165288
dice
>>
>>2164328
>>2165084
>>2165288

Alright, let's do this.

Processing...
>>
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>Standby for enemy phase...
>>
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>>2165543
Operator:"Watch out he's got a railgun!"

>Standby for aftermath...
>>
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>>2165610
Operator:"My contacts tell me the war ship is almost in position and that last Castle doesn't look like it's gonna go down anytime soon. I won't blame you if you decide to back out now, but if you think you can some how take out the Castle and get to the console in time then you're welcome to try."

>Declare actions. Next turn will be processed tomorrow evening at 7pm GMT or possibly earlier if actions are posted in time.
>>
Hm.

We *might* still have a shot at this, but it's contingent on Gizmo fetching himself a spare suit (or somebody else dropping in...) and probably a couple grenades and some stimms.

If Braeburn lays into it with as many plasma shots as he can he ought to be able to strip off its shield and a little armour, which *might* allow me to do further armour (and maybe health?) damage with a big autocannon burst. Then Gizmo could drop down, chuck a couple 'nades and have just enough move to reach the objective, juice himself up and hit the big red shiny button. Maybe exchange one grenade for being an assault Marinero and blow all his charges in one go before moving the last space, just to be sure?

Alternately I could shoot first and Braeburn could move up NW in front of me to get into his best range bracket, a plan that would sacrifice potential health damage for surer armour damage.

Thoughts? It's the best I got, this is a dicey one.
>>
Rolled 7, 10, 5, 10, 8, 9, 2, 7 = 58 (8d10)

>>2165684
This should shred the Castle's brace plate. Full auto from you will probably bring it down. You might even survive til next turn, since I'm overwatching closing the doors.

Any reinforcements, bring stims.

>>2165630
>-Recharge from 3 to 10
>3Bat: Charge 3E
>3Bat: Ram Spike Castle, 9d vs 7+1
>1Bat: Fire Plasma Gun at Castle 2d vs 7
>Overwatch close doors

Marinero-BAK
HP 12 | Armor 16 | Agility 3
Battery 3/10 +8
10/10 charges

Left: Plasma Gun 7/5/2 | Overheat, Armbust 2, -2 Pen
2AP/2 Dice | 1Drain | 0/5

Right: Ram Spike M7 | Melee, 4 Pen
4AP/8Dice 3 Drain

Spare Mag
>>
Rolled 8, 9, 5 = 22 (3d10)

>>2165915
Finishing rolls.
>>
Rolled 8, 9, 7, 6, 10, 6, 2, 5, 8, 3, 1, 2, 10, 10, 10, 4, 4, 1, 8, 1 = 115 (20d10)

>>2165915
Hm. The hope was to lean on the armour buster bonus, as is it still has a point or two. Still, going all in.

>>2165630
>5 autocannon shots at castle (10AP, 20 dice, Threshold 8, Pen+4, AB1, HB2)

Suit Type: Marinero-BAK
Armour:9/16
HP: 8/12
Agility: 3
Power Generation: 8
Suit Battery: 8/10
Left Arm: Fission Cutter
Right Arm: Auto Cannon (5/5)
Inventory(1/2): Spare magazine
Assault charges: 0/10

Now it's all on...whoever else shows up.
>>
>>2165966
Standing-by to steal all of the glory.
> Deploy to B

HIT/ARM : 11/15
AGI : 2
GEN/POW : 10/15
Chainsaw / Chainsaw
Stimm, Stimm
>>
>>2166018
I think this might be the last turn and Command let me act the same turn I redeployed, so you might want to post some provisional moves.
>>
>>2166018
>Chainsaw/stim
>Potentially 5 attacks at 24 dice with 15 extra HP damage and still enough gas to reach and hit the switch
Huh. This could totally work
>>
>>2166018
>>2166024
Sure go ahead.

11th Hour approved, you start 4 spaces above Braeburn (number 7)
>>
Rolled 10, 3, 4, 8, 8, 5, 1, 4, 6, 4, 8, 1, 10, 6, 2, 10, 8, 6, 3, 10, 9, 4, 7, 10 = 147 (24d10)

>>2166048
Special operative 11th Hour deploying in the 'Touchdown' flying football! Sprinting for the objective in three... two...!

> Stimm
> Stimm
> Overboost 3S, 3E
> Attack with left-hand saw RoF 2 | dice 12, overheat, crit and HP bust/3
> Attack with right-hand saw RoF 2 | dice 12, overheat, crit and HP bust/3
> To bleed off overheat, use both weapons!
> Destroy the Castle and move 1E
> Secure Objective
> Dodge!

One!
>>
>>2166127
Very very impressive, but I think this move means Crimson's shot is blocked again.
>>
>>2166194
I *think* I would go first for purposes of working out LOS. I just went last last time and foolishly failed to account for everyone else's moves.
>>
>>2166194
He might have been better just doing it all with one saw though. If they work the same as ranged weapons you only take overheat/jam after your attack is resolved and one attack is one attack regardless of how many dice you spend, and single big attacks are huge because of how armour works.
>>
>>2166263
Nah, turn 1 as Monkeybread I blocked Skinwalker even though my post was after his.
>>
I need to come up with some concrete rules for who blocks who.

Right now if I see another token in the way of whatever attack I'm processing at the time I say it's blocked. This is less than ideal as sometimes I process out of order for various reasons and if I enforce a strict processing order based on when actions are posted it will make it hard for players to co-ordinate if they're not online at the same time.

I will think on this for the next iteration, but for now I will let Crimson's attack go through since this is a short coming of the rule set rather than a short coming of player strategy.
>>
>>2165630
"Hey Castle-man, best option y'got right now is ta surrender. Y'know we aint gonna stop, and yer damn near the last man standing. Lay down arms an get offa my boat."
>Overwatch FC twice. 10Ap, 16dice, 10drn, 5Acc

Suit Type: Glaz
Armour: 11/15
HP: 11/11
Agility: 2
Power Generation: 10
Suit Battery: 14/15
Left Arm: Fission Cutter [M5. D/S 8. Ap/S 5. Drn 5. Pen +2. Demo. Armor Bust 2]
Right Arm: Pulse Blaster [Acc5/4/1. D/S 2. Ap/S 1. Drn 1. Pen -2. Overheat. Light. Shld Bust 2]
Inventory(2):
-
-Repair Kit
>Custom: Kill Markers
>>
>>2166845
Generous!

I don't think there's anything wrong with processing in strict order. It stings a little (a lot) on timed missions, but it's also a unique strategic experience, as skirmishes go. Especially when the only way of piling multiple LoS attacks on a target is for one attacker to use a moving overwatch. I enjoy these aspects of the game because they turn something that should be simple into Wrench-in-Works Simulator 2190 in a way that's still largely in player control. There's nothing stopping anyone from reading preceding actions, or considering how to leave openings for fellow squaddies.

A solution to make LoS blocking little less binary might be to count anyone blocking LoS as armor for the intended target, so both victims take half damage.
>>
>>2166959
>A solution to make LoS blocking little less binary might be to count anyone blocking LoS as armor for the intended target, so both victims take half damage.
No thanks.
>>
>>2166959
>>2167465
Gonna have to agree with Skinwalker on this: it would unfairly penalise the players because the OpFor can coordinate perfectly due to being controlled by the same person doing the processing, whereas the players don't have that luxury.

As it is, people are simply allowed to hold fire if they're blocked, which is at least a compromise (you lose your AP and your damage, but keep your energy/ammo). With the alternative they may as well straight up be attacking their own teammates exclusively for all the good half damage is going to do (stacking hits being very important in this game because of armour, so anything that doesn't pierce (and lacks special properties) will likely be doing very little.

Processing and LOS is an important consideration though: by its nature most of the game occurs in narrow 2 tile wide corridors, so any more than a couple players in one spot basically guarantees *somebody* will be at the back of the crowd, making the timing of things important.
>>
>>2165915
>>2165966
>>2166127
>>2166943

Processing...
>>
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>>2167970

Operator: "11th hour deploying and... oh uh."
The sound of retching can be heard over the comms.
"Aww damn guys I've seen some shit but you didn't kill that Castle, you butchered him. You know what a massive it is to clean up bodily fluids in zero-G? Nevermind... I just got full access to the engines. You might want want to brace yourselves. I'm gonna need to perform some high G manoevres if we're gonna escape the Hegemony fleet before they finish forming their picket line."

>Standby for epilogue...
>>
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>>2168116
Operator:"I've managed to deactivate the drones and put them back into storage. It looks like the Castle dumped his power reserves into his thrusters and fled the ship once he knew what was happening. The last Vanquisher promptly shit himself and surrendered when he saw what you did to his friend. I'm happy to report we've successfully evaded the Hegemony fleet and are on our way to an OS stronghold. Bringing in the drone carrier with most of it's drones still intact is gonna net us a fat payday."

"News from our employers indicates that the Hegemony was largely caught off guard by the uprising. A lot of orbital facilities have been secured. However their fleet is massing for a counter attack. What you saw on the carrier is just a taste of what the Solars can throw at us. Rest assured once they hit back there will be plenty of work to go around."

MISSION ACCOMPLISHED
>>
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First off thanks for indulging me and playing my little game. I was being little cruel with this mission pitting you against foes with superior tech, positioning and weapons. It’s why I allowed constant respawns.

I’d like to say that I’m actually very pleased with the ruleset right now. Gameplay is finally starting to reflect my original vision for the game. Of course the stats of certain things could use tweaking but I think most of the mechanics are sound.

Some changes I want to make off the top of my head:
>Give all ammo using weapons a slight increase in magazine size. Before the magazines were too big, so you hardly needed to reload, which meant that the advantage over energy weapons was too great. So I nerfed them down to a baseline of 10AP’s worth of shots per mag, but this seems a little bit too much as evidenced by almost everybody taking an energy weapon, a melee weapon or a plasma gun(armour buster is simply too useful an attribute).
>Buff the frag grenade. Right now it’s a little bit anaemic. With the current set up any major attack needs at least 20 dice to do any real damage. Maybe I’ll give it 15 plus Crits.
>Put some kind of limit on the number of stimm packs that can be used. I’m thinking of saying that you can only use one per turn, but making rules for ODing can be amusing.
>Probably reduce the AP costs of certain actions.

One thing I am curious about this that everyone chose the same 3 suits. Is that just because that’s the play style you wanted or you thought the other suits were out right inferior?
(Kudos to Skinwalker BTW. He can really make the Glaz dance.)

So what do you guys think? I eagerly await your feedback.

Also stats for enemy weapons in pic related including a few I didn't show. Because I know you're curious.
>>
>>2168304
MAR and MAK were the favorites because they are the most survivable, I think. SON and SOM both have the weakest armour and if anything penetrates they are at risk of dying. Not many consumables interested me enough to consider going for the classes that sacrifice survivability to get more of them. Aesthetically too I did not like the Mason line.The GLZ and the GLE are both good though.

I had a good time using the laser, I think that it is balanced very well though I expected overheat to go straight to HP and ignore armour. I felt a bit fragile even with my tactical shield and as the MAR because of how much burst damage was flying around.
>>
>>2168304
>Gameplay is finally starting to reflect my original vision
It did definitely feel like that. Definitely as lethal as you proposed initially, and the energy mechanics are a significant change, since it means that even suits that weren't using energy guns had to keep an eye on their energy meter and gauge their options carefully (just like in my Armored Cores!).

>Ammo
I felt a bit foolish for taking extra mags, because the increased lethality meant that it didn't seem like I would last long enough to need them. In any case, the new movement energy cost ought to provide some incentive to be wary about always going energy.
>Frag grenade
Agreed.
>Stimm packs
Agreed, AP economy is a big deal.

>everyone chose the same 3 suits
I attribute this to the nature of the mission. It was a hard and fast assault job against well dug in enemies, so both variants of Marinero were the clear pick (basic for extra armour and the death roll bonus, assault for having the options of breaching, melee damage or damage mitigation), with the Glaz having its usual utility where its always good to have at least one handy, plus it's well rounded and you can't go wrong with more speed. Meanwhile the other suits are more fragile and support orientated, not the best choice when you're in a standup fight and on the clock (a situation where you generally want MORE BIGGER DAMAGE than defensive features).

Other changes:
Penetration is much less frustrating now, the bonuses were a good addition that greatly smooth the process over.

The old hold out blaster was a bit wimpy and shit, so I like that the new one is *still* a bit wimpy and shit, but now has a useful niche capability as an energy shield breaking weapon, to contrast the better raw damage of its ballistic counterpart.

Melee weapons are good, draws a clear distinction on the torch as a utility item *usable* as a sub-par hand weapon.

I feel like removing the mid range bonus for anchoring is a bit harsh, since heavy weapons are reliant on anchoring to be practically usable and are very punishing to set up. You spend most of your AP shuffling into position and then you get maybe one or two shots, which doesn't amount to much given how armour works, plus you've got to spend the same hefty AP cost to de-anchor.

Actually, anchoring in general might need some reconsideration as a mechanic. As is it will only ever be used by heavy weapon users because the AP costs (8 total to engage and disengage) are so high, and the bonus (+1 at long range only) is so slight that it's basically never going to be worth doing unless you have to.

I think it could do with some change that makes it more viable. Maybe give the mid range bonus back, maybe reduce the AP costs, maybe leave the cost to anchor but remove the cost to detach, like in the first beta. Something.
>>
>>2168629
>Actually, anchoring in general might need some reconsideration as a mechanic...

I have no qualms about it being an action only heavy weapon users would take since it really is meant to be the cost of using certain heavy weapons. I took out the mid range bonuses because the base hit thresholds for some heavy weapons were already very high.

I will think on what you've said. At the very least I will reduce the cost of un-anchoring, possibly even eliminate it.
>>
>>2168464
Armour felt like much less of a big deal than it used to from the player perspective (largely due to penetration), and it seems to go fast. It makes the stock Marinero much more tempting and powerful because when you lose all your armour in 1 or 2 turns anyway, having a 50% chance of survival would potentially let players linger about twice as long before getting forced down to zero. Meanwhile (having used one twice), though I liked its aesthetic and the utility it seemed to have, the BAK is a lot less good than it looks since you usually have to use most of your charges to breach something before getting into a fight, and at five charges you might as well just have had more armour instead. A regular Marinero with a limpet charge in the extra inventory space would be better in most circumstances.

>>2168304
On a related note, the armour thing is why the Vanquisher looked so good to me: a free shield is very appealing and rough to deal with given that there are so few options to deal more damage to them (pulse gun and disruptor grenades, both with their own significant drawbacks). They're an especially big nuisance due to the cramped spaces most maps consist of, since sometimes flanking is just not an option.

A thought I had when we were facing down Vanquishers with their weak spots covered by terrain or other enemies and entrenched heavies anchored in the way of objectives was that some means of battlefied control could be a potential (and potentially huge) element. Positioning is a major aspect of this game given stuff like the cramped corridors, range brackets, LOS obstruction, needing space to dodge into, camping objectives etc, so I was thinking it might be interesting to have some kind of dedicated equipment for shifting units around, sort of like a ranged grapple attack with a higher threshold but requiring a weapon slot).

In my mind this hypothetical tool would do no actual damage, but you could maybe spend energy to move units (probably at an uneven exchange rate to stop it being too powerful, and at an even higher one to dislodge anchored units, if you were allowed at all). Or maybe also you could leave a unit in place, but alter its orientation, allowing for shield bypasses and such. Could add an interesting tactical layer (...or be horribly broken, IDK).
>>
>>2168761
>a free shield is very appealing and rough to deal with given that there are so few options to deal more damage...

Energy shields don't need as many hard counters IMO because they are damaged on a 1:1 basis as opposed to armour which halves damage. There are more weapons with shield buster, they just weren't available.

Vanquishers are supposed to present you with a choice: how do you use your energy? The suit itself is not that tough, so any energy you use for movement or attacking diminishes your durability. Even if you only use solid ammo weapons just moving will drain your battery.

>some means of battlefied control
I'll think about it. Maybe make a piece of equipment or a suit ability that can do it.
The grappling attack WAS supposed to be used as a form of battlefield control.

>you usually have to use most of your charges to breach something before getting into a fight.
Do you really? This is where team work comes in. If you want to save your charges to be the spearhead of an attack get a buddy with a fission cutter to breach the door for you.

>at five charges you might as well just have had more armour instead.

Negating 10 damage is nothing to sniff at, often times it's the difference between an attack penetrating or not.

I'll probably buff the MAK with some more armour, if only to give it a bit more staying power after it expends it's charges. Maybe even increase it to 20. It already loses an inventory slot and the life support stuff to have assault charges.

This map was a very breach heavy map. Perhaps if I ever run again I'll try and make something where breaching is optional but useful.
>>
>>2168304
What can I say, I like my little blue eyeball. Hideously beautiful machine, it is.
As far as personal preferences go, I would like to see a couple of things:
More light-weapon options. Maybe something melee based, maybe one of the P.A. line. The PL is a fun little gun, and great for wrecking a shield, but the moment you encounter armour, it becomes a waste of energy to use.
The Limpet mine. I was expecting a bit more out of it, as a mine. Now, maybe it was just a terrible roll, but dealing only three damage at the cost of an inventory slot, 5ap, and a static placement was...disappointing. I can see a number of ways to improve it, but I think each way would want for field testing.

This was fun. Constant fear of death in spess, good clear objectives, and challenging-but-not-impossible foes. I'm looking forward to the next run.
>>
>>2169465
>they are damaged on a 1:1 basis as opposed to armour which halves damage
True, but they also operate at full effectiveness every turn without ablating, which is a big deal. Of course, losing an arm to mount either shield is a fair trade-off, which is why having one for free is significant, it's like having a third arm.

>Vanquishers are supposed to present you with a choice: how do you use your energy? The suit itself is not that tough, so any energy you use for movement or attacking diminishes your durability. Even if you only use solid ammo weapons just moving will drain your battery.
Maybe. The Vanquisher is as tough as a BAK, which while not world class is nothing to sniff at either. Having less energy for a shield does provide less protection true, but when it runs out you're just on the same level as any other suit that never had a built in shield to begin with, it's not like it's especially vulnerable. Heck, now that I look at its other ability you can basically get a free dodge every turn if you have room and don't mind losing a few points of potential damage reduction if you fail it.

This isn't me complaining about them by the way, I think they're perfectly fair as more advanced opponents, and a lot less effective when armed with energy weapons as those were. I'm just contending that they're pretty sweet and I'd probably try one out.

>he grappling attack WAS supposed to be used as a form of battlefield control.
Yeah, but it's got a pretty low threshold to counter the fact everyone can do it, and it's limited in scope to shifting an adjacent target one space. I reckon a better version of that which does no damage and also costs you an arm slot is fair.

>This map was a very breach heavy map
DESU, I thought breaching was intended to be a major gameplay element, since it's been required quite a bit in every map thus far.
>>
>>2169465
>Energy shields don't need as many hard counters IMO because they are damaged on a 1:1 basis as opposed to armour which halves damage
Oh yeah, I also forgot: the shield thing is appealing because even if it doesn't block an attack entirely it could still blunt it enough that it doesn't penetrate, which is what really counts. Having it shave off a big chunk of incoming attacks every round so you're mostly just taking chip damage seems pretty good. I don't know if it's "Unless you have literally no points of anything left, your chances of survival will never be less than a coinflip" good, but still rather nice.
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>>2169558
>More light-weapon options.
I'm open to suggestions because I can't really think of anything to add to the standard list.
You've got the submachine gun which let's you roll lots of dice, and the pulse blaster which is out right weak but has niche use as a shield buster. What more do you want?
Don't ask for something with armour buster. Then everyone will just take that weapon and dual fire it with the pulse blaster or submachine gun.

Light weapons can't be very powerful because being light is already a massive advantage in the AP economy. If I made a light weapon that could do decent damage it would have to have some other kind of drawback.

>The Limpet mine...
Basically the same problem as the frag grenade, it'll get buffed too.
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>>2169786
>[PB]Punch Blade [M6-7?. D/S 2-3?. Ap/S 1. Drn 1. Pen -2-0?. Light] (Not your momma's kitchen knife)
Better success-rate than the shooty weapons, but you gotta get closer.

>[PC]P.A.C. [M5. D/S 2. Ap/S 2. Drn 1. Pen 0. Overheat. Light] (Power Augmented Cleaver) Special: Pay 1en per shot to grant his weapon Pen+2
Slightly higher Ap cost, with an option to make it not-shit vs armour.

>Possible Charging Addendum
Light weapons gain one extra die per three tiles moved, rather than the normal 2.
>To avoid making these things absurd on charges. Might require some testing, though.

Also, to make the GLE more attractive, you may wish to add a bonus to hit thresholds against enemies caught by the Active Scan. Possibly balance this with a small AP cost on scans.

To be honest, I would probably not take anything new, because I like my build. I've gotten comfortable with he FC+blaster combo. But,
I would like to see some other interpretations of the high-mobility build.
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>>2168304
Mason's perennially been my jam, but the MAK's aggression potential intrigued me last time and I wanted to give it a try.

I think the system could do with some more exploring before changes to ammo are made. The Assault Rifle, for example, is honestly a humble gem, and the only reason I chose the Plasma over it on respawn was because our needs had changed by then.
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Merry christmas from the med bay.
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>>2170457
I think everyone passes up up the GLE because they don't understand the difference between an active and passive scan.

They just see something that costs energy for the vague promise of "more detailed information."

Let me show you exactly how much extra information active scan gives you.(pic related)




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