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File: IronBorne_Workshop01.png (1.43 MB, 2508x1924)
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Previous Thread:
https://archived.moe/qst/thread/2194053/#2194053

"Following a month of the " Training Incident" we have finally been groomed as the 6th Iron Battalion [ however it's been said that our Unit has yet to be sanctified with a name ] of the Valknyrian Anti Terestrial Armored Division.
or VATAD for short.

Officially our jobs in peace time are as public servants that keep the peace against rising megafauna, monsters, bandits, and The Rift. As the State of Valknyre soon celebrates its 10th year as a newly formed state, reports of the thawing have begun to uncover changes in the Norr region and naturally, with the coming of spring, reports of farmlands being overrun by unfrozen ghouls had begun to circulate from the foot of the Norr mountains all the way to the GrinNorr region-- a place still populated by farmland, and a single city capable of defending that population centre: GrinNorr City.

As we await reports from the presiding Militia there, we begin to make our preparations.

https://www.youtube.com/watch?v=GpkSccH7_fs


>> About the Workshop: CO and Battalion members may discuss which purchases to make. Use Zny to purchase supplies and possibly boost research, while EXP gained from battles is used exclusively for Research, Trainings, and Logistic Unlocks.

>Those with Patreon Rewards are being drawn now.
>>
File: IronBorne_Sheet02.png (2.09 MB, 2508x2269)
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New Recruits may refer to this image for Units to pick from.

" The Pepper Foundation has gifted us a new model of fast moving Frames that specialize in melee, I would suggest going on with backup since it doesnt look very sturdy... "

> Moblin Frame added to the Garage.
>>
>>2300912
Reporting in! So, we're now mostly protecting farmers, right?

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt
>>
>>2300925
The predominant population are farmers specializing in winter agriculture, Voss records indicate that any disruption to their harvest will greatly damage the annual yields that we have come to depend on. The only bright side to all this is that our bogies seem to have no appetite for the fields, only its people. The VATAD has therefore determined to have us defend one of the key inroads to said population centres.

>Mountain Pass - An operation to quell as much numbers possible using the terrain and an old fortress there is limited escape so its do or die.

> GrinNorr Fields - An operation to rescue as many spread out Farmlands as possible. Operational costs might stretch us over the limit...

> GrinNorr City - The last line of defense, It is expected that we'll be cleaning up the remains from the first two theatres however if we fail here, all of Valknyre's agriculture will take a hit.

Because of our recent success, command has saw fit to give us a choice of these three theatres to fight on.
>>
>>2300924
Evacuate the farmers, sod the taxmen, get them all to the city. Sounds doable! Where do I sign?
>Deploy at GrinNorr Fields

++Iron Borris++
air freshener tree: hanged

Heavy Convoy
ENG 3 MOV 3 tile
CRW 2 PRF 4
ARM 2

Canister Gun
>>
>>2300944
Naturally if we fight in one, two other Battalions will see to the others as the situation develops
>>
boots on the ground touchin down
>>
>Pester or CO to unlock the [BR] unit and all their upgrades
>>
>>2300990
Bah, farmer rescue is boring mission, comrade. Let other battalion handle. We should be taking Mountain pass. Is more glory to be had there!


ENG 4 MOV 3
CRW 3 PRF 5
ARM 2
>>
>>2300944
As a fellow farmer I think we should take to the fields. Might as well plow the land while getting rid of pests!

And oh, where is Trigger? I must pester him for this Ursa Aspect I keep hearin' about!
>>
>>2301142
Mhm?

>>2301116
Mhm-hm.

>>2301122
>>2300990
Mhmhm.
Fields 1
Farms 1

--

Please state preferences.
Our current logistics are as follows:

139 XP
11850 ZNY.
>>
>>2301293
Brigades and Aspects with the EXP, BIG Engines, Carbonite Shells and a stipend for special items with the coin! This is what Borris suggests.

Of course, Borris is just merely truck driver.
>>
>>2301326
Good one with fine preferences.

We'll depend on majority preference for this one, but my preferred is this:

[Purchase]
OctoHeart Engines
Carbonite Shells
Aspects
==9500 (2350 left, 117zny per pilot assuming 20 pilots. This allows everyone duplicators, cloud shots, flame rounds or such trinkets)

[Research]
Strategic Academy
++Quemist
++Bloqsmith
Airdrop

Weasel
Shoggoth
Air Drop
==135 XP (4 Left)

Extra armored plating is a boon, but we'll do without it.
Miniatureized Payloads can be adaquately covered with a Universal Ammo Duplicator for now, and no other current payload options apply to missiles.

--

We also have two heavy stone axes somewhere I think we can ducttape to a Goliath. . .
>>
>>2301362
Saving for winter was the idea that Borris had, many times when snow is think you will not be able to make way on these roads for weeks! If you have spent all of the coin on alcohol and women, then what would you eat in the time between work?

No, he thought it prudent to save. But he is not highly trained bigbrained commanding officer, haha!

He would ask you negotiate for the Orc frame, also.
>>
>>2300912
Reporting. Also, attempting to recall my trip.

ENG 1 | 1 | 1 MOV 2 | 2 | 2
ARM 1 | 1 | 1 (+2)
MAN 1 | 1 | 1
ACT 3 | 3 | 3

>>2300944
Will we have to provide transport for Field evacuees?
>>
File: F_Fierstrom01.png (92 KB, 381x381)
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It's time to join the front lines now that you're done with training.

>BT mk II

>Vote for city
>>
Has [Br] been unlocked?
>>
>>2301362
"Carbonite shells, ah? Seems a lil' ironic, shootin' monsters with, ah, more monsters."

"Can't argue with efficiency, though."

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 5+AP)
- [3] 50m HMG (RNG 2L, inf, DMG 2X)

Overdrive: ENG to +MOV
>>
Garage Updates:
After approval from our Division Chief, Goliaths have been refitted with a tighter frame and room for a 3rd member by expanding the chasis, I imagine this in no part had something to do with our only casualty from the training Incident.... "
>>
>Votes for Pass if [Br] is unlocked and someone explains how it works.
>>
>>2302425
what this anon said
>>
>>2300912
Reportin' for duty. Just give us a couple mins for McLean to wake up and we'll be ready to roll.

>>2300944
I'd say Fields. Can't get very far without food, and can't get food without farmers, yaknow?
>vote for GrinNorr Fields

[8] MkII Trooper
ENG 2 MOV 2Tiles
CRW 3 PRF 5
ARM 2 + 2Fnt
*Overdrive: ENG to +MOV, 1's cause damage

- [1] Carbine Cannon (RNG 2L Rifled 2/3R DMG Act + 3AP)
- [1] Shotgun (RNG 2L 0/2R x2 DMG Act + 6HI)
>>
>>2300912
Mhm, carry the one, divide by three.. reeeh. How do you do numbers? Don't I have a XO for these things? Oh, he's probably doing something important.

Mhmhm.
Fields 2
Pass 4
City 1

I vote Pass. Means we have to stop them before anything else gets out of line, but also means minimal collateral damage and on-going. Hard one, but possible.

--

As for purchases. . .

>>2300912
>Pay 30 XP to Unlock Strategic Academy and the Brigades
>Pay 30 XP to give BR a Quemist Attachment
>Pay 30 XP to Analyze the Weasel
>Pay 10 XP for [AirDrop] Capacity

>Pay 1500 ZNY for [Carbonite Shells]. CHECK YOUR GUNS AND CANNONS.
>Pay 5000 ZNY for [Aspects]. You may all enjoy the benefit of a single aspect if you survived the previous map in one piece.
>Pay 3000 ZNY for [OctoHeart Engines]. +1 Engine Totality is movement, drive, attack and general capacity for all mechs. Enjoy.

>Initiate Negotiations for the ORC frame.

--

--2350 ZNY Banked
--39 XP Banked.

[BR] units will require ZNY to step up their Functionality. Earmarking 1000zny for shared BR team pool, for airdrops and civilian procurement.

Anyone else can submit a paperworked request for additional materials, but I think you'll enjoy new engines, guns and aspects as is.
>>
>>2300924>>2300944

*kisses cross*
"Alright, where to next i've always wanted to take the sights of the city. My boys and I will take marksmen positions as always."


ENG 1 | 1 | 1 MOV 2 | 2 | 2
ARM 1 | 1 | 1
MAN 1 | 1 | 1
ACT 3 | 3 | 3
>>
>>2302555

>requesting 1 poison could, 1 set of flame rounds.

BT Mk II
Eng: 5, Mov: 2L
Crw: 3, Prf: 5
Arm: 2+2 front

Octoheart Engines
Carbonite Shells
>>
>>2302555
Experiment Results are in:
Calamity Weasel Stats are [Known]
You may request the file with the science board during missions.

- New Discoveries have been made.
- Heat Proof Cloaking [1 Mission to Engineer] 300zny /
- Spirit Fire Mixture [1 Mission to Engineer] 300zny /
- Carbonite Edge [1 Mission to Engineer] 300zny /

- New Curiosities
- Multi Arm Skeleton [Torso]
- Spirit Sensitivity [Eyes]
- Colossal Metabolism [Torso]
- Motive / Taming [Live Capture]

Calamity Weasels are said to be extremely large in size, sleeping deep underground in forests until a critical event is said to occur. When a Calamity Weasel awakes it is usually in response to a disaster that will claim many lives. Whether it has any direct cause to said disaster remains a question, its ability to predict disasters is obvious and is likely a side effect of its [Ectoplasmic Diet.]
>>
>>2302625
Obliged.
>>
>>2302625
Might we inquire what [Curiousity] are? Other than something for the museums and archives? Because we may wish to investigate this Spirit Sensitivity. We saw Demon Shoggoths on the field.

Would be good to look at 'em proper.
>>
>>2302901
[Curiousities] are research prompts that have been filed to the Research institute- while the Research institute makes it a case to study all known leads it typically takes decades. However with a bit of startup funding and orders from the top it will get the proper priority [and manpower] to be able to unlock yet more discoveries for engineering to use. It is also possible that a combination of discoveries will lead to MORE [Curiousities] yet, allowing us to uncover more about the Rift Phenomenon.

However, despite the speediness of it all, the whole process will still take [1 Mission cycle] to accomplish.
>>
>>2302941
" Of course, something like Battle Data and eyewitness reports " isn't enough for the Research Institute, the only way for them to file any sort of motion is if we bring back "evidence" of it to the lab along with the visual documentation we've been collecting throughout engagements.
>>
>>2302941
Ah, eggheads. Always slaving away. They told me I could be Science Corps material once! I told them I'd have access to the actual guns and that fist-fighting twenty stories tall murder monsters was a more safe occupation.

So if we tell them to investigate [Spirit Sensitivity] for Calamity Forewarning, they'll get cracking on it and we'll know sometime... somewhen?
>>
>>2303031
. . .They would require what is left of our EXP data.
>>
>>2303155
Ah. I see where this went wrong.
Once this cycle finishes, what data we've collected can be spent again on these new initiatives and no sooner.
>>
>>2303158
>>2303155
Yes, I figured as much, Canastra. I was making a note of it.

Oh, did we have some GIANT STONE AXES in the armory? I think the Goliath pilots might enjoy the new engines and axes.
>>
File: IronBorne_Sheet02.png (2.47 MB, 2508x2412)
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The new improvements have been completed, joining us on this mission will be the Heavy Brigade, a multi man unit capable of deploying artillery strength pieces on the field whilst fortifying against Terrestrial attacks or otherwise. They come with 3 Brigadiers but can recruit Civilians they encounter or can be reinforced with 3 more for 100zny, and a clear route from the Base.

To use them, Assign an officer [player] and have them go to a target area to designate as the staging point for their firing vectors. Once there, [Flag] an area to claim as your [Domain] anywhere within the safety of natural cover or barricades can be considered a [Domain].

The Artillery Kit that Heavy Brigadiers possess may deploy into an emplacement of your choice.
Cannon
HMG
and an Ammo Maker.
Once deployed, actions can now be used to operate them as well as as pack them up in case a change of emplacements or position is required.

During this phase it is important to note that while your individual units may act apart from each other, placement and orders should revolve around the Flag at the centre of their base for ease of processing.

[Flags and Routes]
Flags to civilians and personnel are important, as it signifies points of safety or bastions of defense. More importantly it is possible for Brigadier personnel to travel between flags using [Routes]
Routes are visual foot paths drawn on the map set up by a civilian Officer [You] or the [CO] in order to travel to the evac zone or to travel to other bases and DOmains quickly. However in order for a route to remain intact:
0. It must be traversible on foot
1. It must not be detected by Threats
2. It must not be traversed by Threats
3. It must not be within reach of Threats or else the Route is erased and must be redrawn. Civilians traversing the path up to this point will either retreat back to the last Flag or Scatter if there is nothing else. Ensure that this does not happen.

... As for the Stone Axes.
Damage - 9 Dice
Match 3. Arm Crush
Match 4. Armor Crack
>>
>>2301500
>voting for GrinNorr fields

'sides from protecting the farmers, it should give us very wide lines of fire.
>>
File: CDRAGON06.png (153 KB, 505x519)
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Oh my gosh, some fucking cunts finally got the research out. KARL, KEVIN WE HAVE A FUCKING JOB.
>>
>>2303277
>Switch from [MI-A] to [Br-1]
"What is this?"
"Its a Civlian officers uniform."
"It's a dress"
"Nt it's a uniform"
"ITS A DRESS GODDAMMIT! WHERE THE REAL ARMOR!"
"....You build it."
*glares at the poor secretary as he grabs the kits, uniforms and drags the poor student Qemist to his squad.*


Stats:
Hp : 1, 1, 1, 1
Mov: 2, 2, 2, 2
Act: 2, 2, 2, 2

[Domain Travel] Move between domains as your Act/entire move(?)
["Civilian Officer"] Can recruit civilians to your unit.
>>
>>2303447

Should be a BTa-TK
>>
>>2303448
If it's too scary for you, go back into your big metal armor boyo.
>>
>>2303482
*glares*
"We'll see...We'll see."
>>
This chassis seems more entertaining than the machine gun trooper routine.
>>
Pass 4
Fields 3
City 2

We're going to the Pass, then. This is the same mission type as we have proudly done in training, so all should be well, especially with new emplacements and shinier guns.

==VATAD==
-Pilots-
BTa | Juan Monaco
BTa | Dogmeat
BTa-TraitorKiller Variant | Fleur F.

Tr | Burlap

Mo | Valerian
Mo | Casimir

Arq | Trigger

-Infantry-
Br | Weard
Br | Astrid Kovh

Mi-a | Scorn
Mi-b | Braeburn

-Support-
HvC | Iron Borris

-Active-
12
>>
>>2303553
And since I'm busy being suicidal:

>Take Galapagos aspect
>>
>>2300944

“Well then! Looks like we can set up a proper perimeter now. Who knew it’d be so hard to give some fellas a couple flags and an e-tool or two?”

PWR 3 ARMR 2
CRW 4 ACT 4
Move: omni 2L*Act
Radar: Act to ping (act*crw)
[4] Divine Archers
4/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)
[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE
Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???

>Vote: Mountain Pass
>>
>>2300924


>>2300944
Mountain Pass and GrinNorr Fields are my choices. But GrinNorr fields only if we have 3 convoys ready to go, we need convoys to rescue civvies and it's a big area.

>>2301293
I'd get the strategic accademy, and both crew attachements myself.

Also can we buy the armoured padding and carbonite shells?

[10] MkII Trooper
ENG 4 MOV 2tiles
CRW 3 PRF 5
ARM 2+2Frnt

- [4] Carbine Cannon (RNG 2L Rifled, [X] [X] [X] R, , DMG Act + 3 AP
- [3] Shotgun (RNG 2L, [X] [X] * [2]reload, DMG Act + 6 High Impact)

Overdrive: ENG to +MOV (Move up to EN, roll Engine, 1s deal damage)
>>
File: GRINNORR_BEGINS.png (2.13 MB, 3000x2304)
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" Visual Has just been broadcasted from our Ducky's "

https://www.youtube.com/watch?v=wY6fUtadKi8

It seems that there is little sign of this "fortress" that supposedly gave the Ragnyllian phantom train operation a run for its money but just as the information states, this is where we'll be intercepting the horde. With two functioning railways we can set up a base anywhere near there as well as deploy our jockeys on either side of the pass. If we play the terrain right, we can have the horde take the long way around the pass where they will be exposed to the most fire. That plan I leave at your discretion, Lieutenant "

Colonel Irons: " Lieutenant, if you can hear this I've gone up ahead north to check on the Norr population, your job here is to simply guide the shambling bastards back to hell and tell them that it's time to sleep " Now I wish it was that simple but I've also spotted a bunch of Shogoths on the move, as well as some Dullahans and Wyverns. The wyverns I wouldnt worry so much about but the bastards get antsy when they smell a fresh a battlefield full of corpses, at least that's what the Norr have told me " Colonel Irons, Over and Out.

> Assign Teams and Deployment areas by the tracks.
>>
>>2303507
Hey Wierd, those are some nice cliffs there. You're more of a right type of person or a left type of person?

Karl : Astrid that question literally means nothing, stop being a cunt to the bloke

Kevin : I wish you would all help me prepare our kit and stop talking for 5 minutes

Shamus : "noticemeAstrid"
>>
>>2303687
I hope none of them know how to dig, the last shoggoths we shogged to hell know how to dig. I just don't want to get surprise sinkhole'd!
>>
File: F_Fierstrom06.png (92 KB, 381x381)
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>>2303687

So we're set on the low ground, but with a rail network and a defensible mountain and cave network. Who the hell picked this for a position to defend!?
>>
>>2303775
Same sort who'd give it to us and call it a fortress.
>>
>>2303687
>Fasttrack [Bloqsmith] for the Brigades by paying 25 XP.

>>2303678
One of those, certainly. Carbonite Shells are in. As is your OctoEngines, so enjoy the performance boost.

>>2303706
>>2303719
>>2303775
>>2303783
Imagine it as an applied practical of your lateral thinking capabilities.

Astrid, set up up a command and control domain near the SW railway access. Block off that small eggress near the mountain and fortify it, and they'll want to go the long way around.

Monaco, Fleur, you're in bittanks. Hunter killer duty. Make your way up to the central plataeu, stick near ingress SE. Convince 'em to go the long way around, but don't stride too far from the tracks. Then you've got mutual backup

Braeburn, can you hold the SW access?
>>
>>2303775
It can't be that bad, we didn't even have weapons during the shooting range incident, for us this is a huge plus.
>>
>>2303706
"I'm more of a left guy Jenkins left eye has been shot so he can't see that well."

Jenkins: "That's because you took my eye out with a fork!"

"And it was delicious, now back to the task on hand jenkins we can worry about that later."
>>
>>2303806
"Appreciate it boss, I hear those Dorfs are able to do some pretty good stuff with nothing but scrap."
>>
>>2303687
where's this supposed to be?
>>
>>2303806
So am I getting +2 to both my guns or +1 to the shotgun and +2 to the carbine cannon?


[10] MkII Trooper
ENG 5 MOV 2tiles
CRW 3 PRF 5
ARM 2+2Frnt

- [4] Carbine Cannon (RNG 2L Rifled, [X] [X] [X] R, , DMG Act + 5 AP
- [3] Shotgun (RNG 2L, [X] [X] * [2]reload, DMG Act + 6 High Impact)

Overdrive: ENG to +MOV (Move up to EN, roll Engine, 1s deal damage)
Galapagos Aspect: Defense Stat Subtracts Successes Instead
>>
>>2303850
Check as per
>>2303277
>>
>>2303806
I'll hold any gap you please, though a proper suit might that better while I get a clearer sightline. I'll serve best as a spotter that's a mite tougher and never busy shooting.

>>2303836
Pack warm, lads, we're holding the mountain.
>>
>>2303806
Applyin' for that sweet Ursa Aspect, boss.

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
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The final Specialists have joined our BR's at last.

With the introduction of TWO Crew Attachment specialists, BR Units would have to choose between a
BR-al or a BR-oq to help ease the crew into their unique strengths.

However in the event that they gain another set of three Brigadiers it is possible to have its 4th member be of a different specialization, or double down with a second.

>Due to the visual nature of the BR-oq unit, it is recommended that construction plans be conveyed in a visual manner using an image manipulation device of your choosing.

> BloqSmiths have joined the Heavy Brigade.
>>
Game can begin once zoning and deployments have concluded.

To simplify, determine which units will show up at the East side of the mountain vs the West side of the mountain
>>
>sell Bitank
>acquire [BR]igade
>>
>>2304267
but. who are you ?
>>
>>2304264
Applying for the East side!

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
In order to start the level, the following is required of the CO.
> Unit Roster
> Deployment Map.
> 3x3 Base area / Staging Point.

It is important that this mission makes progress before wednesday. Once Wednesday hits, I will be gone on assignment for the rest of the week. You have been warned.

>>
>>2303687
So which way heads towards Grinnorr and which way leads to lands we are not paid to be concerned about, eh?

He would like an AA gun instead, then to deploy with the Br regiments... wherever they end up.

Heavy Convoy
ENG 4 MOV 3 tile
CRW 2 PRF 4
ARM 2

AA Gun
>>
>>2304094
>>2304264
>>2304508

Right. I was expecting these jokers to sort themselves out.

ROSTER.

==VATAD==
-Pilots-
BTa | Juan Monaco
BTa2 | Dogmeat
BTa3-TraitorKiller Variant | Fleur F.

Tr | Burlap
Tr2 | Hetros

Mo | Valerian
Mo2 | Casimir

Arq | Trigger
Arq2 | Valentine

-Infantry-
Br | Weard
Br2 | Astrid Kovh
Br3 | Evergreen

Mi-a | Scorn
Mi-b | Braeburn

-Support-
HvC | Iron Borris

-Active-
15
>>
>>2304271
It's me, Evergreen and some dumb bunnies, anyone knows how these brigades work? I tried asking these guys but the only speak...rabbit?
>The little 1act with a S symbol means that they are one tap skills?
>Can non specialist brigadeers take specialist actions? what about vice versa?
>Am I reading this right and you can convert 1 tile of monster juice into a kit (like an artillery kit)? also can the small big guns be moved by their own crew?
>Dorf and kobold, can they do the same?
>So BQ get 6 starting bloqs but they can then use the "Mine" action to obtain more bloqs right? 1 per "Mine"? is each bloq a single tetris piece? how big are said pieces, a line is 4x1 so 2 bit tank long half bitank wide?
>Do we know what the BQ's Ballistae do?
>Can the BQ's contraptions be infused by the AL gadgets?
>>
>>2304562
Re-affirming for East Side deployment!

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
>>2304562
west side best side

taking ursa aspect
>>
>>2304563
>Assing 300zny to Evergreen

>>2303823
>Assign 300zny to Weard

>>2303807
>Assign 300zny to Astrid Kovh.

Troopers, command controls for the airdrop are as follows, and you may designate your intended supply targets or expand your capacities as you will.

If you can spare the manpower, shift one BR among you west and tighten up the gap over there once everyone else has advance.


>>2304564
>>2303850
>>2302520
>>2302263
>Assign pilots 1x Flame Round, 1x Poison Cloud Shot, 1x Sleep Cloud Shot

Note that we are fighting a horde, and you are all cannon equipped. If able, smear some AoE capacity in the general direction of our targets.

>>2302567
Granted.

>>2303660
>Assign Instant Ammo Duplicator

Valentine, your job is to use this to duplicate your Hellfire racks. Target rich environment, so don't hesitate to bring down the rain on called targets.

--
2350
-900
-100
-600
-100
--> 650 banked for screaming emergencies.
>>
Pilots, please check your ammo racks, your Aspects, your Engines and your wills ( for the next of kin ).
>>
File: WellitsSomething.png (2.15 MB, 3000x2304)
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>>2304508
>Officer Designate 3x3 Base at being near east slope (Marked with Star + Flag)
>--Preferred location is YELLOW STAR, BAS2, if possible.

>Officer plant flag on the western slope (Marked with Star)
>Footpath connection across railway

The rail-line connects us to the rest of the world and allows access to supplies.

There's a small plateua the BLOQSMITHS can ford near it, and that leads to a larger flat area. Our staging forward operating base will be in the SE.

==BRS==
[Brs], it's up to you to claim the plateua by setting a FLAG there, then expanding operations to cover the approach with mortars and barricades and what have you. Once adequate, use the rail-line to deploy to where reinforcement is needed. Remember you can bring in MORE BRIGADES for 100zny. Don't spend all of it at once.

==PILOTS==
Everyone else, the small paths and large rocks force the enemy into consolidated fronts. Please advance up and claim the middle ground and treat the large rock formations as a bulkward. That gives us a solid line extending across the territory, provides cover and allows anyone wounded beyond repair to fall back to the rail-line and evacuate.

==WEST==
The reason most of you start west is that your job is to move into the area as indicated and treat the rock formations as advanced bulkwards. Given the preponderance of bit tanks and troopers, you should have no trouble concentrating fire.

That'll initially draw them in, but given the concentration of force, likely cause some flow towards the east. By that point the BRs should have set up enough of an entrenched position to make that a mistake.

So, again - Sleeper, you push up and hold the middle territory, then back each other up.

==EAST==
Piston, you stake a claim on the central plateua and fortify, then provide fire support. Until the Brs are entrenched, Monaco, Braeburn and Casimir should have enough clout to fend off the first advance.

==Sleeper==
>West Side
Mi-a | Scorn

BTa2 | Dogmeat
BTa3-TraitorKiller Variant | Fleur F.

Tr | Burlap
Tr2 | Hetros

Arq | Trigger
Arq2 | Valentine

Mo | Valerian

>Deploy at planted flag east
Br2 | Astrid Kovh

==Piston==
>East Side
Mi-b | Braeburn

BTa | Juan Monaco

Mo2 | Casimir

>Near claimed base / Flag
Br | Weard
Br3 | Evergreen

==Support==
>Middle
Hvc | Iron Boris
>>
Can I get a rules refresher please? I seem to recall that aiming at a body part is a unique action from attacking. Is that correct?
>>
>>2304681
aiming is a unique action that can yield a Performance bonus to the attack or - as you say - a specific distribution of damage.
>>
>>2304681
aiming for a specific bodypart requires a unique crew member and an action.

boosting your dice without having to expend additional ammo (and also helping you get around defense) is done by pouring additional actions into the shooting.
>>
>>2305430
>>2305432
Okay. I think I understand the big explanation from last thread a bit better now.
>>
>>2304597
>>2304642
"Aspects, ah? Well I ah don't want to burn to death, that sounds pretty bad. That takes way too, ah, long y'know? I think we'll apply for the ah, Inugami Program. That one sounds good."

[10] MkII BiTank - Inugami
ENG 5 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 7+AP)
+ Flame [6], Poison [1], Sleep [1]
- [3] 50m HMG (RNG 2L, inf, DMG 2X)

Overdrive: ENG to +MOV
>>
>>2305430
Oh, one more thing. Since a 1-Crew mech would be unable to Aim(limb) and Attack, are [Mi] similarly unable, since they're a group of 1-Crew units? Or is one unit able to declare Aim and grant the rest of them the aim bonus?
>>
File: GRINNORR_Pass_Turn01A.png (3.06 MB, 3000x2304)
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Look Alive gentlemen we got bogies ! And With the snow storm coming up visibility will be terrible, furthermore, traversing into [Blind Fog] during a storm impedes your machine's movement. Be vigilant !

ACT PHASE

https://www.youtube.com/watch?v=Xs8zNlQV6mk
>>
>>2305678

"Are having contact, comrades!"

>Turn 180
>Move North 3 turn 90 West
>Overwatch punch west
>Overwatch punch west

Moblin
ENG 5 MOV 3
ARM 2 CRW 3
PRF 5

Left arm [6] +4
Right arm [6] +4
>>
And off we go.

>>2305678
>Move 2E 4N

ENG 3 | 3 | 3 MOV 2 | 2 | 2
ARM 1 | 1 | 1 (+2)
MAN 1 | 1 | 1
ACT 3 | 3 | 3
>>
>>2305678
Whoo boy, off to an exciting start.

>move 2T N (1 Crew 1 PRF)
>aim at Shoggoth (1 Crew 1 PRF)
>overwatch Carbine Cannon N (1 Crew 1 PRF)
>overwatch Carbine Cannon N (1 Crew 1 PRF)

[8] MkII Trooper
ENG 2 MOV 2Tiles
CRW 3 PRF 5
ARM 2 + 2Fnt
*Overdrive: ENG to +MOV, 1's cause damage

- [1] Carbine Cannon (RNG 2L Rifled 3/3R DMG Act + 3AP) (Flame Round x1 Poison Cloud x1 Sleep Cloud x1)
- [1] Shotgun (RNG 2L 0/2R x2 DMG Act + 6HI)
>>
It just occured to me, with the addition of Infantry units it should be possible to carry them using the HVC. Dont worry about capacity, If the HVC's can carry a unit of MIs then they can carry 12 People.
>>
Rolled 1, 6, 2, 5 = 14 (4d6)

>>2305678
“Performing fire control; all West units, stand by for ping.”

>Ping visible Shoggoth (1 ACT, 1CRW=1d6)
>Ping visible Shoggoth (1 ACT, 1CRW=1d6)
>Ping visible Shoggoth (1 ACT, 1CRW=1d6)
>Ping visible Shoggoth (1 ACT, 1CRW=1d6)

[ARq2] Valentine Codsworth
PWR 3 ARMR 2
CRW 4 ACT 4
Move: omni 2L*Act
Radar: Act to ping (act*crw)
[4] Divine Archers
4/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)
[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE
Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???
Nagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+
Instant Ammunition Duplicator: Regain ammo.
>>
>>2305678
>move 3E 3N

ENG 3 | 3 | 3
ARM 1 | 1 | 1
MAN 1 | 1 | 1
>>
>>2305678
Well look at that, some sort of dumbwaiter built into the side of the mountain, is it? Fascinating.

Course, /I/ won't be stepping out to have a look. Heavy Transport, standing by!
>>
>>2305678

>Move 1N 2E 1N

Astrid Kovh, Heavy Brigade Leader

HP : 1/1/1/1
Act 2xUnits
Move 2 , [Domain Travel]

Artillery Kit
Alquemical Engine
>>
>>2305678
"HOLY FUCK ARE YOU HUGE!.....I'm tempted to make a joke here though. Alright Dorf make one of those uhhh...Jumpy things, no i don't know what it's exactly called just do it. Jenkins and uhh...Yeah I forget your name, move with me to the cliffside i'll get ask command to send another squad of Br's.

>Squad/weard (without Dorf): >Move: 2 north standing right next to the cliff side
>Squaddie 1: Purchase another squad of [brigades] to be delivered 1 east of them. (depicted as a O in the picture -100z)
>Squaddies 2-3: Move to squaddie one and form a 1 tile squad.(Depicted as a X where they should be atm in the picture)
>Dorf: >Construct a jump pad by placing the two bloqs where we are currently at. (designated in picture)


Stats:
Hp : 1, 1, 1, 1
Mov: 2, 2, 2, 2
Act: 2, 2, 2, 2

[Domain Travel] Move between domains as your Act/entire move(?)
["Civilian Officer"] Can recruit civilians to your unit.
[Bloq smith] If dorf is alive, can make Bloq's that turn into furniture.
>>
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>>2305850
Forgot picture!
O=New squad coming in
X=Three squadies coming into one formation/tile
Jump pad is depicted in picture.
>>
Rolled 4 (1d6)

>>2305678

>Turn 180
>Move 2 N, avoid crushing Br2
>Sidestep 1 NE, 1 N, face NW
>Fire Cannon @ Shoggoth

BT-TK
Eng: 5, Mov: 2
Crw: 3, Prf: 5
Arm: 2+2 front

Octoheart Engines, Carbonite Shells
1x Poison Cloud, 6x Flame Shell
>>
Rolled 3, 5, 6, 2, 3, 2, 5 = 26 (7d6)

>>2305872

>7 more dice
>>
Rolled 2, 3, 1, 3, 4, 3 = 16 (6d6)

>>2303687
>Note Pings +3 pings >>2305730
>1 Act+1 Crew into turning to face north
>4 Act+1 Crew into Overwatching a shot into whatever approaches within a range 14N (2L+5L Rifling Ramge, 4Acts+4AP-5Rifling+3 Pings= 6 Dmg)

"Target registered, much-obliged Valentine.,"

[10] MkII Trooper
ENG 5 MOV 2tiles
CRW 3 PRF 5
ARM 2+2Frnt

- [4] Carbine Cannon (RNG 2L Rifled, [X] [X] [X] R, , DMG Act + 4 AP
- [3] Shotgun (RNG 2L, [X] [X] * [2]reload, DMG Act + 7 High Impact)


Overdrive: ENG to +MOV (Move up to EN, roll Engine, 1s deal damage)
Galapagos Aspect: Defense Stat Subtracts Successes Instead
>>
>>2305893
>was only 2 pings, not 3, so yeah. I miss entirely. Goddamn I hate this 50/50 bullshit.
>>
Rolled 4, 1, 2, 3, 5, 3, 4, 1, 6, 6, 4, 3, 3, 3 = 48 (14d6)

>>2305678
"That's ah biggun alright."
"Give it a faceful a carbonite! Swing me over at 'em!"
"Let's not be hasty. There's plenty of infantry just behind in the fog and... barricades? Tanks, perhaps?"
"YEAH WE'LL BLOW THEM APART TOO! FORWARD!"
"We're, ah, we're gonna stick to skirmishing. Use our friends' firing solution and then ah, lets back up a bit."

>[1 mov] Rotate 180 N, finish move 1N
>Fire 500m cannon at Shoggoth (7AP [+2ping -3 rng])
>Reload standard ammunition
>Fire 500m cannon at Shoggoth (7AP [+2ping -3 rng])
>Reverse 2S

[10] MkII BiTank
ENG 5 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 7+AP)
+ Flame [6], Poison [1], Sleep [1]
- [3] 50m HMG (RNG 2L, inf, DMG 3X)

Overdrive: ENG to +MOV
Inugami: Can't burn, 66 +AoE, 666 +Pot
>>
Was reminded that I'm Trigger's XO, so at 8:20 I'll begin botting anybody who hasn't gone yet. 5 minute warning.
>>
Rolled 6, 2, 1, 2, 5, 6, 3, 4, 3, 2, 4, 3, 5, 4, 6 = 56 (15d6)

>>2305678

And of course we start heavy. Remember the plan. Move on UP.

>Aim at [Shoggoth Club]
>Divine Archer the Shoggoth (13dice HE + 2Ping =15d6)
>Inagumi Aspect

[Arq]
[Inagumi Aspect]
>>
Whoever's on a hard ammo system, be wary of spending your shots before we have a reliable supply chain. You'll recall from last mission that layered Pings are a requirement for our offense to come into its own, and we don't want to be without ammo before it can do any good.
>>
Starting botting
>Br3
>Bt1
>Mo3
>>
>>2305678

Botting: Bt1
>Unique Actions: Movement and overwatch

>Side Step 1SE
>Move 2E, 2E
>Overwatch with +1 Aiming act N
>>
>>2305989
Botting: Br3

>Bloqsmith quartet Actions:
>Move 2S
>Move1E,1N through the door, activating it if it's an elevator as we enter to see where it leads

>Artillery Quemist quartet actions:
>Move 1NE, 1E
>Move 2NE
>>
>>2305678
No one needs Borris? Alright! He is switching on the headlamps and exploring the tunnel.

Slowly, as to not fall into any abysses.
With AA cannon pointed at the ceiling.

> Turn 90 degrees and move Westwards-3
> Gear up, move Westwards-4
> Gear up, move Westwards-5
> 1 Action, Shoot anything that moves, 4 dice

Heavy Convoy
ENG 4 MOV 3 tile
CRW 2 PRF 4
ARM 2

Twin AA
3L 4xPRF infAMM
>>
Rolled 3, 2, 6, 5, 5, 2, 3, 3 = 29 (8d6)

>- 1 Crew Move, 1 Crew Block, 1 Crew Punch
>Right Arm Block
>Face W, Move 3N
>Move 2N 1W
>Face N, Left Punch down tree N [2 ACT] (2+4+2)

ENG 5 MOV 3
ARM 2 CRW 3
PRF 5

Rage Arm L [6] +4
Rage Arm R [6] +4
>>
>>2306035
XO override of bot because I fucked up.

>Bloqsmith quartet Actions:
>Move 2S
>Move1W,1N through the door, activating it if it's an elevator as we enter to see where it leads

>Artillery Quemist quartet actions:
>Move 1NW, 1W
>Move 2W
>>
>>2305678

This reminds me of campin' for some reason.

>Move 2 E (1 act)
>Face N (1 act)

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
>>2306231
um, just a heads up, but you know that'll destroy the stairs down and crush the soldiers right? Botted you because it looked like we might have fast turns: >>2305989
>>
>>2306277
To be clear you're overriding the bot with your action, but it's just gonna hurt some folks.
>>
>>2306285
Dangit, ok then.
>>
>>2306361
You need to delete your post if you want to keep the bot, or to change your action! I don't want to stop you from doing so. Whatever you choose, after your next post I'm calling phase.
>>
File: GRINNORR_Pass_Turn01B.png (3.23 MB, 3000x2304)
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[aaaand now i go to work. Turn 02 in the morning folks ]

World Phase.

" The eastern edge has sighted ghouls and- Feth save me look at this PLACE !"

https://www.youtube.com/watch?v=vuU2UPlpm9I

At this point in time, the mountain fortress that was keystone to holding the heart of Voss's moble defenses sat- its contents all but cleared out save the remnants of an unsung battle. However as the winds picked up figures could be seen beyond the storm... "
>>
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>>2306476

Look at that beautiful piece of weaponry! A relic of a better time!
>>
File: GRINNORR_Pass_Turn02A.png (3.48 MB, 3000x2304)
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Act Phase
https://www.youtube.com/watch?v=STE_ugj7s2M

! Alert the clouds are picking up in activity this is definitely due to a rift response in your area. Duckies are also picking up 1- no 3 or more armored elements they're not giving off heat ! It's the dullahans !

>Act Phase
>>
>>2306818
Oh snap, those aren't friendlies in the fog!
Y'all better gimme a clear line of fire!

>Move 4 N (2 act)
>HMG Overwatch N with Aiming (2 act)

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
Rolled 5, 2, 1, 3, 1, 3, 2, 6, 4, 2, 1, 6, 5, 4, 1, 4, 4, 4, 1, 3 = 62 (20d6)

>>2306818
"It's ah, not going down."
"HIT IT HARDER!"
"It's ah, coming closer."
"HARDER!"
"It's engaged the trooper, we should assist."
"HARDER!!!"

>Reload standard ammunition
>Fire 500m cannon at Shoggoth (10AP [+2ping])
>Reload standard ammunition
>Fire 500m cannon at Shoggoth (10AP [+2ping])
>-Rotate lower torso 90 degrees facing W
>Reverse 2E

[10] MkII BiTank
ENG 5 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 7+AP)
+ Flame [6], Poison [1], Sleep [1]
- [3] 50m HMG (RNG 2L, inf, DMG 3X)

Overdrive: ENG to +MOV
Inugami: Can't burn, 66 +AoE, 666 +Pot
>>
>>2306818
Brigade 1, prepare mortars at your position we have incoming ground troopers. I want saturation fire of that entire sector before they close.

Process that shoggoth too, it's dead-meat.

Brigade 2, I see what you're going for and good plan.
>>2305691
Can you back him up, Valerian?
>>2306665
I agree. Let's see if we can find some use for it. Can you lit up the trees with your flame shots? It might buy us a moment. Ghouls hate fire, as I understand.

Brigade 3, order take that plateua while it's till uncontested and PLANT A FLAG.

>>2306053
Boris, can you wipe that ghoul pack? Alternatively, and this is your pre-rog, they don't seem as hostile as the rest. Maybe they're more inclined towards Ragnyl Patriotism. If they move towards the pilot cockpit, you have to ice them though.

>>2305730
New plan: Empty the racks of this ARQ then perform a combat switch-over to the Gryphon. You ping, I shoot?
>>
>>2306836
You've got 1 more Perf to work with.
>>
>>2306818
>2 Act: SW man move NE, then All move N, 2NW
>Ping armor ~12N

ENG 3 | 3 | 3 MOV 2 | 2 | 2
ARM 1 | 1 | 1 (+2)
MAN 1 | 1 | 1
ACT 3 | 3 | 3

>>2306056
I think we'd better draw them in before we take this fight, Casimir. Toss a tree and then shelter in the valley W?

Also, if we find space to maneuver, like in a melee at the fork, I'll work with you to shield the side that your angled arm doesn't protect.
>>
Rolled 4, 3, 4, 6, 6, 4, 4, 3, 4, 2, 2, 1, 5, 6, 5, 5, 3, 6, 5, 5 = 83 (20d6)

>>2306818
Aw shit, contact! Have some a' this, ya ugly bastard!

>take 4DMG: 1 DMG to ENG, 2 DMG to Carbine Cannon, 1 DMG to Shotgun
>fire Shotgun N (1 Crew, 2 Act + 2 Ping + 6HI = 10d6)
>fire Shotgun N (2 Act + 2 Ping + 6HI = 10d6)
>move 1T W 1T S (1 Crew, 1 Act)

[9/10] MkII Trooper
ENG 3/4 MOV 2Tiles
CRW 3 PRF 5
ARM 2 + 2Fnt
*Overdrive: ENG to +MOV, 1's cause damage

- [2/4] Carbine Cannon (RNG 2L Rifled 3/3R DMG Act + 3AP) (Flame Round x1 Poison Cloud x1 Sleep Cloud x1)
- [2/3] Shotgun (RNG 2L 0/2R x2 DMG Act + 6HI)
>>
Rolled 6, 1, 2, 3, 1, 1, 3, 5, 2, 3, 2, 3, 6, 1, 4, 1 = 44 (16d6)

>>2306818

>-1 damage to Left arm
>-1 damage to right arm
>-1 damage to Pref
>-1 damage to engine
>Move North 3
>Turn 90 East Move East 3 trampling ghouls
>Punch tank (3)
>Punch tank (3)
>Overclock (2) Punch tank (3)
>Overclock (2) Punch tank (3)

Moblin
ENG 5/4 MOV 3
ARM 2 CRW 3
PRF 5/4

Left arm [6/5] +4/3
Right arm [6/5] +4/3
>>
Rolled 6, 3, 3, 1, 6, 4, 1, 3, 4, 6, 6, 6, 3, 3, 1, 1 = 57 (16d6)

>>2306818
>>2306870
“Copy that, Trigger. Marking the Shoggoth and.... James says it’s a tank with no head. A Doolihon? A Dulu-Doolla- a Dullahan.”

>Ping Shoggoth (1ACT*4CRW=4d6)
>Ping Shoggoth (1ACT*4CRW=4d6)
>Ping Dullahan (1ACT*4CRW=4d6)
>Ping Dullahan (1ACT*4CRW=4d6)


[ARq2] Valentine Codsworth
PWR 3 ARMR 2
CRW 4 ACT 4
Move: omni 2L*Act
Radar: Act to ping (act*crw)
[4] Divine Archers
4/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)
[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE
Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???
Nagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+
Instant Ammunition Duplicator: Regain ammo.
>>
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>>2306818
-Alquemist
>Move N W
>Plant flag NW and claim domain of the plateau

-Bloqsmith
>Move to the plateau flag
>Build sharp wall

-Rabbits & Mooks (6total)
>All move to flag
>Place Amo maker
>Build barrier x2
>Place barrier x2
>Deploy 60 pounder
>>
>>2306818
Someone mind botting me for this phase? Mornings are a well there mornings.
>>
>>2306818
>move 1E 5N
>>
Rolled 3, 1, 2, 2, 6, 6, 6, 5, 4, 2, 5, 3, 5, 3, 1, 1, 3, 2, 6, 3, 1, 4 = 74 (22d6)

>>2306818

>Move 2 north
>reload
>fire cannon @ dullahan NE (8 + 3 ping?)
>reload
>fire cannon @ dullahan NE (8 + 3 ping?)

BT-TK
Eng: 5, Mov: 2
Crw: 3, Prf: 5
Arm: 2+2 front

Octoheart Engines, Carbonite Shells
1x Poison Cloud, 6x Flame Shell
>>
Rolled 3, 6, 5, 4, 2, 4, 6, 6 = 36 (8d6)

>>2306818
Hoh! what a fine machine! A real relic of the modern era. It looks like we are having some problems though! More infantry will be coming in through the mountain heart unless infantry or battalions deploy to stop them.

And friends! Or maybe not. Nials! Tape the radio to the speaker system. Do we have a translator?

> 1PRF Drive W-4
> Fire HE shell at the Shoggoth 6dice+2(ping)
> Turn 90 degrees S (1 MOV)
> 1PRF Drive S-4
> Turn 90 degrees E (1 MOV)
> 1PRF Drive E-2
> Turn 45 degrees northeast (1 MOV) and Gear Up
> Drive NE-2

> friends do not overwatch attacks at their other friends

++Iron Borris++
air freshener tree: hanged

Heavy Convoy
ENG 1/4 MOV 6/3T
CRW 2 PRF 4
ARM 2

Pandora MkI Canister Gun
3L+speed
PRF+5 HE/Hydro/Smoke
[HH--]Rx
>>
Rolled 4, 2, 1, 3, 1, 1, 3, 2, 3, 5, 1, 3 = 29 (12d6)

>>2307070
Confirmed.

>>2306818
>BR1 WEARD

>8 Units, 6 + 1 Alq, 1 Bloq

>Deploy 1x 60 pounders N of Brigade Platoon
>Deploy 1x 60 pounders N of Brigade Platoon
>(1 Unit )
>Deploy Ammo Maker S of Brigade Platoon
>Deploy Ammo Maker S of Brigade Platoon
>(1 Unit)
>Link Up Ammo Maker and 60 Pounders
>Link Up Ammo Maker and 60 Pounders
>(1 Unit )
>Alquemist Boosted Make Fire Rounds 1st Ammo Maker
>Alquemist Boosted Make Fire Rounds 2nd Ammo Maker
>(Alq)
>Load Mortar 1, fire shells.
>Load Mortar 2, fire shells.
>(1 Unit)

>Bloqsmith to give hearty firing signal holler

>Aim+Fire Mortar 1 8N, 1NW at incoming [Voss Artillery]
>(1 Unit)
Aim+Fire Mortar 2 8N, 1NW at incoming [Voss Tank]
>(1 Unit)
>[6Pot 2x2 AoE Boosted Fire]
>>
>>2306056
Incoming fire support, Pilot Casimir. Standby.

>>2306818
>[Payload Deliver] Hellfires at Dullahan Heavy Tank 8N of [Mo Casimir], far east slope.
>8*4 Crushing Heavy, dice on payload hit.
>Nagumi Aspect

[LT-ARQ1] Joseph Merein
==Iktomi, Rank 2==
PWR 4 ARMR 2
CRW 4 ACT 4

Move: omni 2L*Act
Radar: Act to ping (act*crw)

[4] Divine Archers
3/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)

[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE

Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???

Nagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+

Instant Ammunition Duplicator: Regain ammo.
Poison Round x1
>>
>>2307181
Boris, I was telling you to liaison. Liaison! They're unholy revenant spirits, man. They're a sucker for Quests and Redemption.
>>
> Move 4S

"Nope! Back it up boys this is suicide!"
>>
>>2307240
Schmoozing is not a skill Borris has, is why he pays his women to be nice, hah! And the last time I tried to talk to a Ragnyllan in their language, they punched me and their friend say I called their mother unspeakable things.
>>
>>2307294
I'l be setting up some ammo makers for our long ranged artillery and I'l be needing a ride east after.
>>
>Botting Mo Casimir (Galapagos Aspect)

>Turn 180
>Move 3S
>>
>>2307295
Can do, yes, but I think a base in the cavern under this mountain ~very~ important.

I see tunnel from here going deep underground, westwards, and two openings out into the snow on the north side. Could be anything deeper underground that comes up to play and ghouls will be using the openings in the north side to flank if they are not held back!
>>
>>2307302
>-2 engine damage
>-Override
>Turn 90 degree W
>Turn 90 degree S
>Move 3S
>Move 2E 1S
>Move 1E 1S 1E
>>
[ These actions are way too spicy to process at 1 am so I'm sleeping > > ]
>>
Rolled 6, 6, 5, 3, 3, 2, 6, 3, 2, 3, 4 = 43 (11d6)

>>2306818
>Note 2+3pings on shoggoth (2-1+2+1-1=3)>>2307010

>Unique Actions: Shoot, Called Shot, Reload
>1 Act+1 Crew into Call Shot on weapon bearing arm
>3 Acts+1 Crew into firing on the shoggot 3L N (range 2L+1L Rifling) (3 acts+4 AP+4 Ping=11 dice)
>1 Act+1 Crew into reloading the Carbine Cannon

[10] MkII Trooper
ENG 5 MOV 2tiles
CRW 3 PRF 5
ARM 2+2Frnt

- [4] Carbine Cannon (RNG 2L Rifled, [0] [X] [X] R, , DMG Act + 4 AP)
- [3] Shotgun (RNG 2L, [X] [X] * [2]reload, DMG Act + 7 High Impact)


Overdrive: ENG to +MOV (Move up to EN, roll Engine, 1s deal damage)
Galapagos Aspect: Defense Stat Subtracts Successes Instead
>>
File: GRINNORR_Pass_Turn02B.png (3.6 MB, 3000x2304)
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World Phase.
At this point in time, it could be said that confusion in the lines were balanced with enemy kills. Had that shoggoth not survived a trooper assault the base below would have come close to danger. Meanwhile on the eastern front, a firebase was being created at the top of a plateau - its combat engineers seeing signs of use for the same purpose. However this would only add to the current discovery that they have uncovered an old vosskon fortress. Its "survivors" being apparitions of an armoured element thought to have gone missing during Operation Phantom Train...

https://www.youtube.com/watch?v=f9Wh8DgWDts

World Phase. Act Phase SOON !
>>
"Sergeant Rogers, preparing to take the field. Requesting confirmation from CO for permission to deploy."

>Requesting permission to deploy to [Flag 2] on next action phase as a team of 3 pilots to take the ancient griphon.
>If deploying as pilots is not allowed, then I will deploy as [Mi-a] instead.
>>
File: GRINNORR_Pass_Turn03A.png (3.59 MB, 3000x2304)
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https://www.youtube.com/watch?v=jgIhg123qDs

Act Phase ! Undead have been sighted and are firing on our moblins ! Armoured and Terrestrial elements have been sighted ! They look like they're working as a joint pair !!

Borris , what's the situation inside the fortress !?

>Act Phase. 2 Hours.
>>
"Just when I thought you wouldn't need me."

>Deploy eastern front

[3] Heavy Convoy
ENG 3+1 MOV 3T
CRW 2 PRF 4
ARM 0

Pandora Mk.1 Canister Gun (RNG 3L+ [lob]; 3R, dmg PRF+5 [HE,Hydro, Smo]])
[*Gear Up][Aspect: Hog]
>>
Rolled 5, 4, 2, 4, 1, 1, 4, 4, 3, 2, 3, 5, 2, 2, 5 = 47 (15d6)

>- 1 Crew Move, 1 Crew Punch, 1 Crew Block
>Move 2W 1N, turn 90degree E
>Move 2N, turn 90 degree N
>Right Punch tree N onto the ghouls [2 ACTs] (2+4+2 = 8 dice)
>Left Hook Tree N into enemies N (1+4 = 5 dice)
>-Overdrive (2 dice)
>Left block front arc N

[Mob2][Gala]Casimir
ENG 3/5 MOV 3/3
ARM 2/2 CRW 3/3
PRF 5/5

Rage Arm L [6] +4
Rage Arm R [6] +4
>>
Rolled 6, 6, 6, 5, 1, 6, 4, 1, 4, 2, 1, 2, 3, 5, 6, 5, 4, 3, 6, 5, 5, 2, 4, 1, 4 = 97 (25d6)

>>2308845
“Moving up; be advised, I’m going to need a resupply soon-ish but not soonest.”

>Move 1TL+1 square N
>Fire Divine Archers at enemy infantry nearest me (1ACT+10HE AoE=11d6)
>Fire Divine Archers at enemy Dullahan nearest me (1ACT+10HE AoE=11d6)
>Fire Divine Archers at enemy Dullahan nearest me (1ACT+10HE AoE=11d6)

PWR 3 ARMR 2
CRW 4 ACT 4
Move: omni 2L*Act
Radar: Act to ping (act*crw)
[4] Divine Archers
4/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)
[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE
Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???
Inagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+
Instant Ammunition Duplicator: Regain ammo.
>>
Rolled 1, 3, 6, 6, 4, 5, 1, 3 = 29 (8d6)

>>2308890
>>2308845
Here are the rest of my dice.
>>
>Deploy on [Flag 2], facing NE

"Requesting deployment confirmation and orders from CO."

"All right boys! Let's put the fear of man and large caliber guns in 'em! For Valknyre true, we ride!"

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Overdrive: Roll to add movement. 1's cause damage. Commit one crew.

500mm Cannon
Range: 3L Ammo: 1 Pattern: 1 shot x 7 AP

50mm HMG
Range: 2L Ammo: Inf Pattern: 2
>>
>>2308845

"Cyka blyat! Who said can be of dying and getting blood everywhere? Now are having fall back and not even squeesh one ghoul!"

>-1 damage to left arm
>-1 damage to right arm
>-1 damage to armor
>-Minus 1 crew
>Move West 3
>Move South 3
>Move South 3
>Move South 3
Moblin
ENG 5/4 MOV 3
ARM 2/1 CRW 3/2
PRF 5/4

Left arm [6/4] +4/2
Right arm [6/4] +4/2
>>
Rolled 2, 3, 4, 2, 6, 1, 3, 6, 3, 5, 2, 1, 4, 2, 4, 1 = 49 (16d6)

>>2308845

>Load flame shell
>Fire cannon 7N on group of 3
>Load flame shell
>Fire cannon NE on group of 3
>OW machine gun NE

BT-TK
Eng: 5, Mov: 2
Crw: 3, Prf: 5
Arm: 2+2 front

Octoheart Engines, Carbonite Shells
1x Poison Cloud, 4x Flame Shell
>>
Rolled 5, 2, 5, 6, 2, 1, 3, 2, 1, 5 = 32 (10d6)

>>2308845
>1 squaddie take 2 damage to ENG, 1 to ARM, 1 to PRF
>1 squaddie take 2 damage to ENG
>counter fire at NW infantry targets [8Acts +2 rip = 10d6]

ENG 1 | 1 | 3
ARM 1 | 1 | 1
MAN 1 | 1 | 1
PRF 2 | 3 | 3
>>
Rolled 2, 2, 5, 1, 5, 5 = 20 (6d6)

>>2308845
>-(A) NW man -2 ENG
>-(B) NE man -1 ENG
>3 act: A and B ping Dullahan ~8N, 6d6
>1 act: SE man move NW N


ENG 1 | 2 | 3 MOV 2 | 2 | 2
ARM 1 | 1 | 1 (+2)
MAN 1 | 1 | 1
ACT 3 | 3 | 3
>>
>>2308845

>Move 2S 2E

Astrid Kovh, Heavy Brigade Leader

HP : 1/1/1/1
Act 2xUnits
Move 2 , [Domain Travel]

Artillery Kit
Alquemical Engine

"Astrid my feet hurt, everyone's already fighting and shooting and killing and maybe dying and we look like 4 fucking idiots who can't decide where to go."

"I swear to whatever higher power gave you the mental faculty to pass your god damn exams Karl, if you don't stop bitching for 5 minutes I'm turning you into ghost glue and I'l use that to do unspeakable things to your fekking mother. Pack your shit up we're going inside the god damn mountain."
>>
Rolled 4, 1, 1, 6, 5, 5, 3, 2, 6, 3 = 36 (10d6)

>>2308845
Aww sheeeit, that thing is HUGE.
It means it's a HUGE TARGET!

>Sidestep 1 NW (1 act)
>Move 2 N (1 act)
>Aim cannon at Dullahan (1 act)
>Shoot cannon at Dullahan (2 act, 9 dice + 1 aim)

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
>>2308955
updating stat sheet to the correct values

ENG 1 | 1 | 3
ARM 0 | 1 | 1
MAN 1 | 1 | 1
PRF 2 | 3 | 3
>>
File: DRAWWW.png (3.51 MB, 3000x2304)
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>>2308845
"Alright, the cannons are literally facing the cliff side....great...Just....great. Alright jenkins make the left side barricade. Newbies come over to the right and make a few barricades. I'll tell command we made one of them 'domains' or whatever. And SOMEONE BUILD A MG ALREADY! Alchemists I don;t like the sound of the mech comms so make us immune to that void stuff. Dorf, make a protective one, no i dont care if it's 'unnecessary to the battle plan' it looks shiny so do it!..."

>Move one trooper from the ammo maker to make a barricade: [move 2 east, Construct barricade]
>Have the dorf make a Ablative barricade at the position of the drawing. [move 2 east, construct spiked barricade.]
>Have a spare engineer in the middle construct a MG as depicted as a arrow in the drawing. [move 2 east, construct MG]
>Alqemist: Act 1: Construct a [Alqemy kit] South east of him , Act 2 [Preventative measures: Immune to [void]
>Reload: 40 pounders.
>Have the last spare engineer man teh ammo station, and continue making ammo.

>40 pounders: >Establish Domain as depicted in pic. >Begin lining up a shot to where it can go above and over the cliff face.
>>
Rolled 4, 1, 2, 4, 5, 4 = 20 (6d6)

>>2308845
"I think it's ah, dead now."
"HOOAH! FIND ME ANOTHER TARGET, COMMANDER!"
"We're, ah, workin' on it."
"Commander, an ARQuad's pulled in behind us; we can't get up the ramp and our allies are taking small arms fire."
"...What's the range on that ah, pad?"
"Not enough to get us to the top of the cliff."
"I ah, guess we'll have to suppress fire from here then."

>-Rotate lower torso 90 degrees N
>Reload standard ammunition
>Fire 500mm Cannon 10N at infantry in trees (3AP [-4 rng])
>Reload standard ammunition
>Fire 500mm Cannon 10N 3W at infantry in trees (3AP [-4 rng])
>Reload standard ammunition

[10] MkII BiTank
ENG 5 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 7+AP)
+ Flame [6], Poison [1], Sleep [1]
- [3] 50m HMG (RNG 2L, inf, DMG 3X)

Overdrive: ENG to +MOV
Inugami: Can't burn, 66 +AoE, 666 +Pot
>>
Rolled 4, 4, 3, 4, 5, 2, 6, 3, 3, 1, 2, 2, 3, 3, 6, 3, 6 = 60 (17d6)

>>2308845
>Botting Br3 Evergreen

>Move Alquemist 1N
>Deploy Alchemical Engine between Ammo Maker and 60 Pounder
>Connect Alch Engine to 60 Pounder
>Connect Alch Engine to Ammo Maker
>Angle 60 Pounder NE
>Ammo Maker Makes HE Shell
>Grab HE Shell from Ammo Maker
>Load 60 Pounder
>Damage Infusion 60 Pounder
>Shoot 60 Pounder (11d6)
>Make HE Shell
>Load 60 Pounder
>Fire 60 Pounder (6d6)

>Team nod for a job well done
>>
>>2309117
>Firing the stupid cannon shots at the Dullahan btw
>>
>>2309107
All units must correctly list their designation number or the order is is nixed.
>>
>>2309107

Soldier, you need to fix your tag right now. You are bitank 2
>>
File: GRINNORR_Pass_Turn03B.png (3.83 MB, 3000x2304)
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As the battle lines were being drawn at this hour things were comparatively quiet and calm inside the fortress. The Dullahans were proving to be nigh unbreakable hunks of armour moved by ancient necromancies employed in the previous war. Though the remaining voss houses have sworn to wipe the slate clean by suspending and policing future practices of necromancy, very little communication could have made their way to any nearby bases due to the storm and ectoplasmic interference. Indeed this would prove to be a long dark night.


World Phase
https://www.youtube.com/watch?v=DrS1uIKP0uA

Turn ETA Between 1Hr or Tomorrow.
>>
File: GRINNORR_Pass_Turn04A.png (3.59 MB, 3000x2304)
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https://www.youtube.com/watch?v=V9zjHJqy9H4

Flying Canasta: Ectoplasmic presence is rising... more- there's more ghouls ! HQ please respond ! Ghoul Estimates are far higher than first reported.. I repeat - Ghoul Numbers Have Increased and they are Organized !!

. . . .

" HQ ? "

Act Phase -
Both of our lines are engaging the Dullahans but it looks like the western front is facing more problems ! Step up your perimeters, folks. Heavy Brigades, you can spend Action dice to repair any mech that enter your domain, unfortunately, if you take casualties, You'll need a resupply call to replenish those numbers.

Alternatively Mechs on the easter front should take advantage of the Frame Rack at the base of the cliff south.
>>
We will now enter Slow Phase,
During Slow Phase processor waits until all players have posted or CO has declared turn end. Botting may be performed to facilitate this.

Artist Note:
I will be engaged in a week long assignment for the remainder of the week turns will be slowed and the thread may end prematurely, a continuation thread will be posted next week.
>>
".........Jenkins? Yeah jenkins is dead..YOU THERE!"
"Me?"
"What's your name?"
"John?"
"Your name is now Jenkins NOW MAN THAT CANNON JENKINS! "

>gonna wait for tonks to come for repairs.
>>
Rolled 4, 5, 4, 3, 4, 3, 2, 4, 1, 6, 5, 4, 4, 5, 5, 2 = 61 (16d6)

>>2309454
>Unique Actions: Move, Firing Shotgun
>Side Step 2NE
>Side Step 2NW
>Move 2N
>Fire Shotgun NE into Crowd of soldiers (1 Act+7 High Impact=8 Dmg)
>Fire Second shotgun NE into any surviving soldiers. (1 Act+7 High Impact=8 Dmg)

[10] MkII Trooper
ENG 5 MOV 2tiles
CRW 3 PRF 5
ARM 2+2Frnt

- [4] Carbine Cannon (RNG 2L Rifled, [X] [X] [X] R, DMG Act + 4 AP)
- [3] Shotgun (RNG 2L, [X] [X] * [2]reload, DMG Act + 7 High Impact)

Overdrive: ENG to +MOV (Move up to EN, roll Engine, 1s deal damage)
Galapagos: Defense functions against successes rather than dice.
>>
Forgot my proper trip
>>
>>2309454

"Tiny mans are repairing moblin. Or are breaking tiny mans."

>Move 3 West
>Move 3 West
>Move 3 North

Moblin
ENG 5/4 MOV 3
ARM 2/1 CRW 3/2
PRF 5/4

Left arm [6/4] +4/2
Right arm [6/4] +4/2
>>
Rolled 4, 4, 6, 1, 1, 5, 2, 5, 4, 6, 2 = 40 (11d6)

>>2309454
“Did anyone else see that?”
“See what, Sir?”
“The headless fool, he just swatted the missiles out of the air!”
“Are you sure it isn’t that we just missed, Sir!”
“Shut up and get us to that service elevator!”

Evidently there’s a service elevator that’d help solve this traffic jam, but hell if I can see it. I’m assigning three actions to movement, which lets me move 6TL/18 tiles in any direction. Please move me as necessary to get towards said elevator without squishing anybody.

>3x Move (see spoiler) - 6TL
>Overwatch: Fire remaining Divine Archer if at any point in my movement I have LOS on an enemy. (1+10=11d6 HI AoE)

PWR 3 ARMR 2
CRW 4 ACT 4
Move: omni 2L*Act
Radar: Act to ping (act*crw)
[4] Divine Archers
1/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)
[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE
Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???
Inagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+
Instant Ammunition Duplicator: Regain ammo.
>>
Reposting damage type info from last thread. It looks like brigades bring two new damage types not covered here

About Called Shots.
> It takes one performance to zero in on a specific part. " Head Body, Arms , Legs " Walkers have modules and special anatomies that can be shot like the Engine and the Crew Compartment, but you'd need to know where those are AND expose them to line of sight. While Damage is focused on these parts, Armor may still apply to them. But when damage is taken it can only be spread between the two related stats.

Turret: Crew, Modules, Hull Armor, Performance
Base: Engine, Movement, Trailer Attachments

Unspecified or AOE Damage: Any Stat.

About Damage Types.

Armor Penetration.
AP damage may ignore DR. Every 6 in the Dice pool [regardless of 1s and place] will reduce the effective Cover or Armor of the intended target, however penalties incurred from rifling don't get reduced. Excess damage or match 6s may cause enfilading.

HE. High Explosive.
Thermobaric pressure causes damage to organic and mechanical units alike. Match 6s causes Additional Module damage, Heatrokes, and Drops. HE damage terms can also merge into each other if specific weapons systems fire them in clusters.

HI. High Impact.
Triple Massed Velocity rounds are fired , accelerated internally by magnetic process and then fires off a hammerhead payload roughly 20kg in size but has the effect of almost 12000kg in a vacuum. Damage dealt causes the target to move BACK a number of lengths equal to the shooter as well as blunt damage. Match 6s can cause focused damage to a single part.

HH. High Heat.
Volatile Chemicals activate upon impact creating a solid to gas inferno. Suitable for Organic targets with no armor, match6s in the series causes internal damage to modules, engine, and finally crew.

CR. Crushing.
Destroys terrain as well as deals unmitigated damage to Modules if modules are chosen to absorb hits Damage to the main body follows the usual rules.

RP. Ripping.
Great against unarmored Organic Targets. Match 6s causes bleeding, Amputation and Internal damage.
>>
>>2309454
Peace for our time, old soldier! War has not been fought for 6 years against the Voss, but new enemy threatens safety of the Ragnyllian peoples living beyond here.

> 1PRF Turn 90 degrees East and Reverse 2
> 1PRF Load up [Br2]

Mindless undead, some of them your comrades! Marshalled by Rift things to march on their countrymen, horrible! We will stop them here, before they overwhelm the farmers and townspeoples in the plains beyond.

Stay safe, and do not listen to the Rift Creatures, fair comrades!

> Gear Up
> 2PRF Move 14 Eastwards

++Iron Borris++
air freshener tree: hanged

Heavy Convoy
ENG 1/4 MOV 6/3T
CRW 2 PRF 4
ARM 2

Pandora MkI Canister Gun
3L+speed
PRF+5 HE/Hydro/Smoke
[HH--]Rx
>>
Rolled 2, 4, 5, 4, 3 = 18 (5d6)

Eastside, be advised of a smaller Dullahan approaching on the left fork. I'm advancing before they improve their position on us, so Pings will have to wait for now.

Would be a fine thing if we could disable this thing to plug the valley.

>>2309454
>-Designate NE man (C)
>C move 4N, attack Dullahan, rolling 5 AP
>A and B move 4N, NW
>-B face N
>-A face NW

ENG 1 | 2 | 3 MOV 2 | 2 | 2
ARM 1 | 1 | 1 (+2)
MAN 1 | 1 | 1
ACT 3 | 3 | 3
>>
>>2309454
>invoke aspect Ursa, ignore damage set "3,2,1", apply "2,0,1"
>1 squaddie down, taking 1 damage to CRW, 1 to ARM
>1 squaddie take 1 damage to ENG
>snap fire at NE infantry targets [1Act + 2 rip = 3d6]
>sabotage downed unit's ENG to explode, priority on smoke generation
>move 4S, face N (get in queue for [Br-1oq] repairs while we're at it)

"03 is down, covering fire while i give last rites then we pull back"
ENG 1 | 1 | 2
ARM 0 | 1 | 1
MAN 0 | 1 | 1
PRF 1 | 3 | 3
>>
Rolled 4, 1, 6 = 11 (3d6)

>>2309997
>dice didn't roll
>>
>>2309454
>>2309997
Say, could it be that units invoke and re-earn Ursa individually, or does Ursa consider the whole squad a single unit?
>>
>>2309454

>Move 4E

Astrid Kovh, Heavy Brigade Leader

HP : 1/1/1/1
Act 2xUnits
Move 2 , [Domain Travel]

Artillery Kit
Alquemical Engine
>>
>>2310011
I wouldn't recommend tracking it like that, for everyone's sake.

I'll be waiting for the east bitanks to act before I decide what to do.
>>
Rolled 4, 5, 4, 3, 3, 4, 5, 2 = 30 (8d6)

>>2309454
McLean! McLean, get up, we're still alive! And there's another equally ugly bastard on the cliff that needs shooting.

>move 4T N (1 Crew, 2 Act)
>shoot Dullahan NE with Carbine Cannon (1 Crew, 1 Act + 3AP = 4d6)
>shoot Dullahan NE with Carbine Cannon (1 Act + 3AP = 4d6)
>reload Shotgun (1 Crew)

[9/10] MkII Trooper
ENG 3/4 MOV 2Tiles
CRW 3 PRF 5
ARM 2 + 2Fnt
*Overdrive: ENG to +MOV, 1's cause damage

- [2/4] Carbine Cannon (RNG 2L Rifled 1/3R DMG Act + 3AP) (Flame Round x1 Poison Cloud x1 Sleep Cloud x1)
- [2/3] Shotgun (RNG 2L 2/2R x2 DMG Act + 6HI)
>>
File: Screenshot_2.png (516 KB, 857x725)
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Rolled 2, 5, 1, 6, 1, 6, 6, 2, 2, 6, 1, 2, 1, 6, 5, 1, 6, 2, 4, 5, 3, 4 = 77 (22d6)

>>2309454
>Take 1 damage but cancel it with [Ursa aspect]
>[Br]igades 6 men, 12 acts total / [ALQ] 1, man 2 acts / [BQ] 1, man 2 acts
>[Br]Create HE ammo
>[Br]Load HE ammo
>[ALQ] Damage infusion
>[Br] Shoot Dullahan 11d6 [Ursa aspect]
>[Br]Create HE ammo
>[Br]Load HE ammo
>[ALQ] Damage infusion
>[Br] Shoot Dullahan 11d6 [Ursa aspect]

>[BQ] Create Ablative barrier
>[BQ] Create another Ablative barrier

>[Br] place HMG kit
>[Br] create ammo for HMG
>[Br] load HMG
>[Br] Shoot HMG at the tank 4N 12d6
>>
Rolled 3, 4, 1, 4, 6, 3, 6, 6, 1, 4, 3, 3 = 44 (12d6)

>>2310736
>HMG rolls
>>
File: turn.png (263 KB, 355x721)
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Rolled 6, 3, 1, 5, 5 = 20 (5d6)

>move 1e1t4n
>fire hydro cannister at Dullahan 5 dice (pic related)

ENG 3+1 MOV 3T
CRW 2 PRF 4
ARM 0

Pandora Mk.1 Canister Gun (RNG 3L+ [lob]; 3R, dmg PRF+5 [HE,Hydro, Smo]])
[*Gear Up][Aspect: Hog]
>>
Rolled 2, 3, 5, 6, 2, 2, 2, 1, 5, 2, 5, 4, 4, 3, 5, 2 = 53 (16d6)

>>2309454
"Jenkins! Man that cannon I want those ghouls into shreds by the time i look at it again! Dorf! Repair the trooper that just came down for repairs. I want that trooper spotless and back in the fight as if it just came of out production!"


>Have the alchemist move from his station to the left cannon and load it with a HE shell
>Load the right cannon -1 act
>Have Mook attending the right ammo station move towards the left -now loaded- cannon.
>Fire left cannon NW at the ghouls firing upon us.
>Fire right cannon at the group of three ghouls (now two) that are firing on us.
>Have the Dorf and Mg gunner repair the Carbine troopers that came into our domain. >>2309997
>>
Rolled 3, 6, 1, 1, 2, 3, 2, 4, 1, 1 = 24 (10d6)

>>2309454

This guy's built like a brick shithouse! But let's see if I can make it not hit like one...

>Reload cannon (1 act)
>Aim cannon at Dullahan's weapon arm (1 act)
>Shoot cannon at Dullahan (3 act, 10 dice)

++Juan Monaco++
All systems green.

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Ursa Aspect: Damage can be ignored once. Refresh after 1 killing blow. Match 2: heavy strike.
>>
Rolled 5, 4, 5, 1, 4, 5, 5, 2, 4, 4, 5, 5, 4 = 53 (13d6)

>-5 dmg to Left Arm
>-1 crew punch, 1 crew block
>Turn 90d NW & Right punch [5 Acts] (5+4+2 = 11 dice)
>-Overdrive (2 dice)
>Right arm block facing N/NW

[Mob2][Gala]Casimir
ENG 3/5 MOV 3/3
ARM 2/2 CRW 3/3
PRF 5/5

Rage Arm L [1/6] 0/+1
Rage Arm R [6] +4/+2
>>
Rolled 3, 4, 1, 1, 4, 6, 2, 4 = 25 (8d6)

>>2309454

>-3 damage to HMG, 3 damage to engine
>Reload regular shell
>Fire on tank NE
>Reverse 2 S
>Move 1 W, reverse 1 S, face north
>Reload regular shell

BT-TK
Eng: 2/5, Mov: 2
Crw: 3, Prf: 5
Arm: 2+2 front

HMG destroyed

Octoheart Engines, Carbonite Shells
1x Poison Cloud, 4x Flame Shell
>>
>>2311221
punch dullahan if not painfully obvious.
>>
>>2309454
"Commander, I'm seeing two Large Dullahans and four- no, five Small Dullahans deployed on the ridgeline; two are closing on our position to reinforce the large one."
"Ah, noted. We're not in a good position to ah, launch an attack."
"Recommend pulling back to pull enemies towards the ridge."
"That's ah, probably not the best idea since we've already engaged. Let's see if we can ah, do something with those openings in the Fortress."
"THOSE DEADBOYS HAVE THEIR RIDE BLOCKING THE STAIRS!"
"Maybe they'll ah, be willing to move it?"

>Reload Standard Ammunition
>Reverse 2E
>Reverse 2E
>Reverse 2E
>Reverse 2E

[10] MkII BiTank
ENG 5 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

- [3] 500m Cannon (RNG 3L, 1Rinf, DMG 7+AP)
+ Flame [6], Poison [1], Sleep [1]
- [3] 50m HMG (RNG 2L, inf, DMG 3X)

Overdrive: ENG to +MOV
Inugami: Can't burn, 66 +AoE, 666 +Pot
>>
Rolled 2, 1, 4, 2, 5, 1, 2, 6, 6, 5, 4 = 38 (11d6)

>>2309454

>Aim at right arm of Dullahan NE of me (barely 3L range)
>Shoot BiTank Cannon [4 acts][11d6 AP]

"Target it's armaments! Gunner, go!"

[10] MkII BiTank
ENG 4 MOV 2L
CRW 3 PRF 5
ARM 2+2Fnt

Overdrive: Roll to add movement. 1's cause damage. Commit one crew.

500mm Cannon
Range: 3L Ammo: 1 Pattern: 1 shot x 7 AP

50mm HMG
Range: 2L Ammo: Inf Pattern: 2
>>
Rolled 1, 6, 3, 3, 1, 2, 3, 4, 3, 6, 3, 6, 3, 6, 5, 5, 3, 4, 3, 1, 1, 3, 1, 3, 2 = 81 (25d6)

>>2309454
>[Move] 2Tiles East, 1Length North
>[Fire] Divine Archers at [Gatling Dullahan] (11d6-range = 10d6 HE 1AoE, Nagumi Aspect (Match 2 = +Aoe, Match 3 = +Pot)
>[Fire] Divine Archers at [Gatling Dullahan] (11d6-range = 10d6 HE 1AoE, Nagumi Aspect (Match 2 = +Aoe, Match 3 = +Pot)
>[Fire] HellFires at [Gatling Dullahan] (8d6 * 2, Crushing HE, 1AoE, Nagumi Aspect (Match 2 = +Aoe, Match 3 = +Pot)
>--These PHASE DELAYED, fired through ALLY VISION

[LT-ARQ1] Joseph Merein
==Iktomi, Rank 2==
PWR 4 ARMR 2
CRW 4 ACT 4

Move: omni 2L*Act
Radar: Act to ping (act*crw)

[4] Divine Archers
3/4 Ammo, 3tl range
Fire modes: direct fire (act+10HI AoE dmg) | plunging fire (act+10HE AoE dmg)

[3] Hellfires
2/2Ammo
Fire mode: 8d6*2 CR HE

Payload: req 4 CRW, all ammo | Standard: phase delay, allied vis | ???

Nagumi Aspect: Does not burn, Match 2 - AoE+, Match 3 - PoT+

Instant Ammunition Duplicator: Regain ammo.
Poison Round x1
>>
==Phase End==
>>
>>2313782
Sgt Rogers, good to have you with us.

>>2311489
Dogmeat Unit, as Boris and the Astrid pulled out you're now our primary liason. Communicate with that group of Lost Soldiers at your prerogative. They may, indeed, be willing to move it. Or offer them a familiar Bitank.

>>2310798
Brigade Weard, it is critically imperative you do not build ablative barricades in such a position that they block our own troops.

You have built a barricade in such a position that they block the advance that were /explicitly/ part of my /orders/ and battleplan. And you have done it in such a manner that it splits our forces in two, and traps some outside the barrier.

I advise you do not do this again. Fix this situation. If your actions lead to the deaths of Mobile Infantry Scorn and Bitank Pilot Fleur, understand that I will /not/ /be/ /pleased/.
>>
File: PlanA17.jpg (1.58 MB, 3000x2304)
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1.58 MB JPG
We have several incoming heavy enemy armour units. We have inbound Wyverns, according to Colonel Irons.

I want the enemy heavy section reduced to rubble as quickly as possible.

Call your shoots and assign your targets. Work together.

Hetros, Burlap, Valerian, I suggest targets 1 & 2.

Fleur, Valentine, Dogmeat, I suggest target 3.
Dogmeat, you may be occupied dealing with the ghosts.

Braeburn, Casimir, Rogers, Evergreen, please get out of there alive.

==VATAD==
-Pilots-
BTa | Juan Monaco
BTa2 | Dogmeat
BTa3-TraitorKiller Variant | Fleur F.
Bta4 | Sgt. Rogers

Tr | Burlap
[XO] Tr2 | Hetros

Mo | Valerian
Mo2 | Casimir

[LT] Arq | Trigger
Arq2 | Valentine

-Infantry-
Br | Weard
Br2 | Astrid Kovh
Br3 | Evergreen

Mi-a | Scorn
Mi-b | Braeburn

-Support-
HvC | Iron Borris
HvC2 | Cilantro

-Active-
17
>>
>>2313857
Weard stares at joseph for a minute or two with a blank expression before replying.
"Sure,i'll have the dorf undo it or just have the men wreck it into pieces. Dunno exactly how i will do it but hey gotta believe!."
*Makes hand jazz motion*
"But sure, will get rid of it yada yada. Don't do it again I got it. It'll take a bit however."
He say's as he surveys the two barricades blocking the way, and the alchemist kit.
"It'll take a while, I got a temporary solution though sure bring the mechs to the frontline when they want...Not sure about how to do a return pad though...Maybe have them shoot down the canyon side to the right?
*A bit more surveying*
I'll figure it out.....
>>
>>2313902
"Would of gladly being punching enemies, comrade. But moblin is of bad condition and tiny mans are of fixing other tiny mans. Even after threat of breaking tiny mans. Could also be of using new comrade to being replace dead comrade."
>>
Processing will resume later this afternoon.
>>
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Crazy Asiatic flu got spread around rendering my week into a 5 day sick day. Will start a new thread soon.

Check patreon.com/Mondaydestroy
for updates.




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