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File: DV_News.jpg (16 KB, 480x360)
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The long overdue Holiday special

“This is Donny Tangerine of LNN bringing you breaking news from the remote wilds of Neromius. A local tribe has had the Winter festival interrupted by the People for Ethical Treatment of Megafauna. Kate Keygood is on the scene with more details. Over to you Kate”

“Thanks Donny. Here in eastern Neromius the local tribes often celebrate the winter solstice and years end by organising a grand hunt for Mega Turkees. The hunting of this enormous bird provides valuable meat for the lean winter months as well as a bonding activity for the tribes people. This year however PETM have corralled all the mega turkees into a heavily defended compound guarded by several squads of tanks. I’m here now with Chief Carver, who’s been telling me more about the local community’s turbulent relationship with PETM over the years.”

“They do this every year, coming to our camps and slandering our hunting traditions as animal cruelty, then they try to sell us overpriced meat substitutes that taste awful. Most of the time we just beat the shit out of them and send them on their way but this year they came back with tanks. Normally we’d get the local councillor to send in the military to deal with them but this year he’s taken his army down south to participate in some big punch up in the desert. Useless I tell ya.”

“LNN has also sent Olga Litvak to the PETM compound to get their side of the story.”

“Hey Donny. I’m here with PETM spokesperson Jack Burns. As you can see behind me PETM have corralled several flocks of mega turkees into compounds secured with an electric fence. They’ve got rows of tanks surrounding the compound too. Jack why is PETM doing this?”

“Well Miss Litvak it’s to protect the mega turkees. Every year the Neromians hunt them on their mega wolves and kill scores of the birds. Have you ever seen a mega-canid snap a turkee’s neck with it’s vicious jaws? It’s quite a gruesome sight. This year we decided to get tough. We’re keeping all the turkees behind this electrified fence until the Neromians agree to stop murdering them!”

“Those turkees look really agitated, and I’m not seeing any way for them to get food or water. Are you sure packing them together like that is good for their health… it kinda reminds me of a battery farm.”

“FUCK YOU! WE’RE DOING THE RIGHT THING HERE! DON’T YOU CARE ABOUT ANIMALS YOU-”

“And now the season final of Nevik’s-got-a-handful-of-moderately-entertaining-people, followed by an in depth look at one of the Interior Desert’s most eccentric merc units, the Caram…”

>cont
>>
File: Rules.jpg (1.09 MB, 1424x2776)
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>>997469
Welcome to the Mecha Mercs Skirmish Remastered Beta Test Mission.

This is a tactical turn based collective game where each player takes on the role of a mech pilot.

If all this is new to you, just read the rules and dive on in.

For players who are familiar with this game the remastered rule set makes some fundamental changes to the system including:
-Making the game a d20 roll under system instead of a roll over system.
-You can now declare a special action at the start of your turn to gain an offensive or defensive buff.
-Weapon hits are now based on a weapon's accuracy stat rather than a target's defensive stat.
-Defense and Electronic Defense have been replaced by the agility and electronic warfare rating respectively. You can now dodge incoming attacks or resist hacking attempts with the appropriate special action.
-NO MORE DRONES! All drones have been replaced with alternate equipment choices.

Those are just the cliff notes I encourage you all to read the new rules thoroughly.

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

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=cognis
(Scroll to the bottom)
>>
File: Today's_Mechs.jpg (1.51 MB, 2240x2232)
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>>997473
Mecha Mercs features 7 different arms manufacturers with their own specialties and design philosophies.

For this game you can construct your mech from the catalog of 4 of these manufacturers.

>cont
>>
File: Todays_Equipment List.jpg (668 KB, 1947x1048)
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>>997475
In addition to your mech chassis and specialist systems there is a wide variety of general use equipment you can choose.

All this Customisation too much to take in? Get straight to the action with these quick start builds:

General Purpose Gavial:
An all round build for filling multiple battlefield roles.

Crocodile
Ablative Armour
HP: 20/20
Torso: EMP Missiles 2/2, Sensor Array, ECM Pod
LA:Laser Rifle
RA: EM-Spike, Hunter-Killer Missile 1/1
Legs:Thruster Array

Cloud Support
Find a buddy to follow and help him them out by painting targets and protecting them from missiles.

Nimbus
Ablative Armour
HP: 20/20
Torso: Tac Net Hub, Laser Designator
LA: Aegis Smart Gun
RA: 2x Longbow Missiles 6/6
Legs:N/A

Frontline Batter
A tanky build for wading into melee and annoying the hell out of the enemy.

Batman
Hedgehog System
HP: 22/22
Torso: Guidance Disruptor, Surge Protectors (2/2)
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array

Cannon King
Squishy Glass Cannon

Lord
Stealth Armour
HP: 12/12
Torso: Rapier Targetting Suite, Stiletto Targetting Suite, Smoke Launcher (2/2)
LA: Cross Bow
RA: Lancer Cannon
Legs:N/A

>cont
>>
File: Pilot_Classes.jpg (923 KB, 2071x2050)
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>>997479
Once your mech build is complete, you can pick a pilot class to grant you extra skills.

For this mission everyone is an Elite pilot so once you pick your class, choose ONE veteran and Elite skill from each ring in the chart.

Since this is largely a test game you can ignore any kind of credit or XP costs for building your mech and pilot.

>Standby for mission briefing.
>>
File: RemasterB1_Breif.jpg (2.85 MB, 1946x1571)
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>>997489
https://www.youtube.com/watch?v=p9KVjkjD6vo&list=PLAmf11VTmBo-fdrM0G3KdeZ8YGiHPn64R&index=1

Operator: Alright Chief Carver has hired us to eliminate the PETM forces and free the mega turkees. Now even though Carver’s people intend to hunt the birds down later I can’t stress this enough: avoid shooting the turkees Nobody wants to pick shrapnel out of their solstice dinner. Our orders are to destroy the mobile power generator and command center in the middle of the compound. Once we do the electrified fence will shut down and we can free the turkees by knocking it down with our mecha. We can’t dismantle the fence while it’s still on as that would only leave electrified debris on the ground which could hurt the turkees and damage our mecha.

Enemy forces consist of several tank platoons, infantry squads, two static turrets and two cobra class mecha with mortars guarding the perimeter. Rumour is PETM have hired a merc unit of their own to bolster their forces but they don’t seem to be around. Watch out for the command tanks; they have electronic warfare modules that can hack your mecha and have also been fitted with reactive armour blocks, making them tougher to take down. The defence turrets also have point defense guns so be careful about firing off missiles around them.

PETM has set up shop on open ground so we’re free to deploy from all sides. I suggest you co-ordinate your deployment so that you don’t end up spreading yourself out. Make sure you let the transport crews know which side you want to come in from.

Terrain is pretty flat. There’s a few trees and the odd rock for you to take cover behind otherwise nothing. That’s all. Let me know if you have any questions before deployment.

>Submit your builds and talk tactics people. The mission will start in a few hours, or whenever we get enough people.
>>
I'm with you, ground control. Let me just boot up my systems.
>>
>>997475
Allright ground control, I'm good to go. Anyone else around for this kitbash at all?

HP 18 [Ablative +6]
Agility 6
E-Def 14 [CounterHack]
Scan 16 [Active Scanner]
Move 5 [Thruster, Jump]
Torso:
TacNet Hub
Active Scanner
ECCM Pod [Resist at +4, CounterHack]
LA:
Longbow Missile [3 ammo]
RA:
LongBow Missile [3 ammo]
Legs:
Thruster Array
Skills:
[E]w Specialist - Enhanced Electroics, Viral Upload, 1337 Haxor
>>
Ready for action, Command.
Or I will be as soon as I read the whole of this mail-order mecha parts catalogue. This thing is a right murder weapon.
>>
I'm here, I'm here!
I'm not late, am I?
I guess I'm staying up tonight, unfortunate timing.

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
>>997505
Let me try a gimmick build while I can.

Wimp
HP: 20/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, twin Auto Rifles
RA: Bullet Hose
Legs: Thruster array

Skills: Gunner, Marksman, Scythe Fire Control
>>
Disregard my last, ground control. I had a paperwork malfunction. Probably shouldn't bring the EW warfare suite to what looks like a slug match with multiple enemy combatants.

Tell you what? I'll pop the old crocodile out of storage.

>>997542
You look like a bullet spitter.

I say we take Alpha. Right on at the gates; the tanks might be dangerous but the trees give cover and I don't want to advance from Bravo or Charlie through a hail of mortar-fire.

So we kick in the defensive line.

>>997583
Ah, area denial bullet spitter. Okay Ambrose - straight through the front gate and you can sweep the infantry and point-defenses.

Yeah?


HP 20 [Ablative +6]
Agility 5
E-Def 8
Scan 10
Move 5 [Thruster, Jump]
Torso:
Stilleto Targetting [+1 crit dmg, +2 crit hit]
Guidance Disrupt [Missiles must roll to hit]
Rapier Targetting Suite [Crit dmg to norm dmg on crits]
LA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 3 crit threshold ]
RA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 3 crit threshold ]
Legs:
Thruster Array
Skills:
Gunner, Marksman, Scythe
>>
>>997583
I forgot how heavy this gun is. Correcting paperwork

Wimp
HP: 20/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
HP: 22/22
Agility: 4
EW: 6
Sensor: 6
Mobility: 5(may jump)
Batman
Hedgehog System
HP: 22/22
Torso: Guidance Disruptor, melee sub processors
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array
Skills:Assault, point blank, scythe systems
>>
>>997475
>>997505
(I am not sure how many points we are allowed, so based off of the builds you've given I shall limit myself as such. If I am allowed to have more credits, let me know and I shall change my build to suite it...)

(Total credit allotment 12+4+4+6+4+4= 34)

Pilot: Shagidzyanov Maxim (Maks) Valentinovich
>Assault -10 creds


[BATMAN] -12 Credits
GUYE. CO Munitions

<3 20+6
/// 4
((i)) 6
O 6
<_ 4+2

(LA Arm HP) Electrobat (12 Accuracy melee, 8 damage, 1 critical, 4 penetration)
(RA Arm HP) Blast Shield (2 Shield on front arc, 2 damage to melee attackers on front arc.)

Optimized Servos X2 (-4)
Guidance Disruptor (-6)
Alablative Armor (-2)
(32/34)

>This is Maks to all comrades, I am approaching the PETM compound, Arrival is imminent...

>>997641
You comrade, I like you.. We shall form a Phalanx and wade through a storm of fire and lead the rest of our comrades to glory like in old days...
>>
>>997650
Well, soldat, they broke the bank on this one.

>Since this is largely a test game you can ignore any kind of credit or XP costs for building your mech and pilot.

I'd grab myself an extra weapon on Carver's expense.
>>
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>>997652
Ah very well comrade, in that case... I need new weapons~

>>997650
>Point Blank [Bl] -10 credits
>Scythe Motive control [Mo] -10
>Hedgehog system: +2HP, 4 automatic damage to melee enemies -6 credits
>Juggernaut mods -4

>"I am coming for you PETM cowards!"

>"Though... now that I think on it... Which direction shall we assault from Comrades?"
>>
>>997539

Operator: "Alright let's see who we've got."

>>997590
Excess Widget: Approved
>>997542
Kestrel: Approved
>>997595
Ambrose: Approved
>>997648
Hykros: Approved
>>997650
Pyotr: You've got two optimized servos, your legs can only equip one.

I suggest you all decide what directions you want to deploy from. I'll start the mission when I've got 5 valid builds.

I'm gonna go do my laundry now, be back in 15.
>>
>>997675
>"Sorry about that commissar, I think I may have had a paperwork malfunction, Ignore the duplicate set of servos and please look to my previous transmission log for further correction"

>>997673


"As for directions... I believe frontal assault with so little cover, even with heavily armored comrades in mechs to be suicide... Perhaps an assault from Bravo using fences and rocks present to force our enemy into uncomfortable bottleneck would work..."
>>
>>997675
"I suppose the opposition wants to shoot the turkeys even less than we are, so I propose we attack from direction Bravo using the turkeys as cover"
>>
>>997711
Sounds good, and do not be afraid to jump Into the pens..actually maybe not, if they haven't been feeding the megaturkees it may be inadvisable to do that.
>>
HP: 10/10
Agility: 12
EW: 10
Sensor: 8
Mobility: 9(may jump)

Cirrus
Torso: Cirrus Mobility System, ECCM pod
LA: Smart gun (linked)
RA: Smart gun (linked)
Legs:Cirrus mobility system
Skills: Commando, Artful Dodger, Flanker
>>
Bravo is good. Negates primary range advantage of tanks, means we fight them in sections rather than at once. Other tanks won't fire through their own turkey-shoot cover, so we've got that going for us.

>Deploy at Bravo
>Finalize

HP 18 [Ablative +6]
Agility 5
E-Def 16
Scan 12 [Penetrate]
Move 4
Torso:
Nimbus ES
Longbow Pod (3) Ammo
LA:
Longbow Pod (3 Ammo)
Longbow Pod (3 Ammo)
RA:
AEGIS Gun.
Legs:
Yes.
Skills:
[E]w Specialist - Enhanced Electronics, Viral Upload, CyberWarfare
>>
>>997505
Couple of questions, ground control.

What's the range of those PD turrets and defense guns? How many missiles do they usually knock outta the sky?

Do we know who their reinforcement mercenaries might be?
>>
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>>997743
Angel: Approved (You gonna take an armour upgrade?)

>>997791
The turret's main cannon has a range of 10, the defense guns have a range of 6 if they're firing at a target, otherwise they can shoot down two missiles that are going for the turret itself.

Looks like everyone is going to deploy from Bravo.

>Commencing Deployment
>>
>>997822

No
>>
>>997822
>"I am on my way to point Bravo, servos set to maximum output... We shall all hunt well this day comrades."

https://www.youtube.com/watch?annotation_id=annotation_3786964571&feature=iv&src_vid=SeLC55FOUCI&v=exWNztpgfIw
>>
>>997822
Affirmative Ground Control. If those are the new mark of automated turrets, I remind everyone that they fire slugs that hurt a ton. They won' fire through the Turkeys, so if you can, align yourself so you have cover versus their firing vectors.

>>997838
They're free, don't consume a slot and carry no negative effects. You sure don't want any? Ablative Armor is +6 HP at no cost, no slot consumption and no issue. Engineers just spotweld it on.
>>
>>997854

Ablative is the only one I could take and does nothing I care about. HP only matters if you get hit.
>>
>>997854
"Do we have any intelligence on the tanks? Optimizing shot distribution would really up my performance."
>>
Gunner
Crocodile
HP: 20
Agi: 5
EDef:8
Scan:8
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike

>>997479
(By the way, Juggernaut mods have no hardpoint location listed at present. Also holy shit they have demolition now.)
>>
>>997860
Adapative Camo gives you Stealth, which goes well with your speed, mobility and dodge capability. The HedgeHog system turns you into a mobile terror suite, since you're so very fast. You could run up to someone, it would activate, and you could fire - then turn around and move out of the way.

But hey, your choice of course.

>>997862
Sure.
MBT functionally fire like an anti-mech rifle. About 10 range, a little less damage.

There's a C&C tank in every squad - 4 of them - and they're the ones in the middle. These have REACTIVE ARMOR, which means the first 4 shots landed is auto-cancelled.

Tanks are also commonly armored, which means that from the front damage is reduced a mite.

You should know all this, Pilot. You look. . . familiar.

>>997885
Oh, more guns. Delightful!

---

So let's what we've got

HEAVIES
Hykros
Pyotr

SHOOTIES
Kestrel
Ambrose
Obtuse

SPEEDIES
Angel

RANGIES
Widget

That's a pretty good mix. Good to be working with you lot.

If we stick together, I think we can sweep this one down the bag with no trouble.
>>
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>>997862
"The ones with big circles on their turrets are the command variants, they are generally more dangerous, but also better protected."

"Alright, all mecha have been deployed to the AO. Cloud Threads secured, bringing the tactical display online."

1:Excess Widget
2:Angel
3:Pyotr
4:Ambrose
5:Kestrel
6: Hyrkos
7: Obtuse

"Tagging targets for your convenience"

>Declare Actions. I'm off to get dinner if we can get all 7 actions in before I head to bed we'll process tonight otherwise tomorrow.
>>
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>>997862
My intel's a little old, but it should still be useful. Bear in mind the turrets are armoured too.
>>
Rolled 12 (1d20)

>>997925
"Thanks Command"

>>997918
"So, let's begin! I'll take care of the infantry right away."

>Dodge
>Shoot at the infantry at 22211
>Move 233, face 2

Wimp
HP: 20/20
Agility 5
E-Def 10 [CounterHack]
Scan 8
Move 6 [Jump]

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
>>997918
"Finally, the enemy is in sight..."

>Move 3 S. 2 SE, Turn 45 degrees right
>Special action: Defensive

>"I shall approach first comrades... Excess, Angel, I suggest you use me as your shield and get into cover"
>>
Rolled 13, 6 = 19 (2d20)

>>997918
Alright, let's rock and roll.

>Resist
>Jump 11111 into shrubbery
>Alpha strike B2

Gunner
Crocodile
HP: 20
Agi: 5
EDef:8
Scan:8
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
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>>997936
Forgot to mention, those command tanks don't just have longer sensor reach to hack you with, their main guns use saboted rounds with more range and power and all their onboard ECM kit means they can do other stuff while they hack, at least if they're the same models as these. They're utter bastards and I hate them.
>>
Rolled 11 + 2 (1d20 + 2)

>>997918
"Forward!"
>Wait until shootings are done
>Move 1,1
>Charge b2 with electro bat
>End facing 2
HP: 22/22
Agility: 4
EW: 6
Sensor: 6
Mobility: 5(may jump)
Batman
Hedgehog System
HP: 22/22
Torso: Guidance Disruptor, melee sub processors
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array
Skills:Assault, point blank, scythe systems
>>
Rolled 19 (1d20)

>>997918
>Evade
>Move 211112
>Fire on B2

HP: 10/10
Agility: 12
EW: 10
Sensor: 8
Mobility: 9(may jump)

Cirrus
Torso: Cirrus Mobility System, ECCM pod
LA: Smart gun (linked)
RA: Smart gun (linked)
Legs:Cirrus mobility system
Skills: Commando, Artful Dodger, Flanker
>>
Rolled 13, 17, 4, 12 = 46 (4d20)

>>997918
Cloud threads secure
Tactical online
I've got green on all systems....
enemy locations marked...

Pyotr! If you charge the tanks, Angel can sweep the infantry. Need massed fire for that, so smart-guns are perfect.

Break and split people, then eat these defensive lines.

>>997944
Will do, Pyotr. But you're a mite lonely down there, aren't'cha? Here, let old Widget give a helping hand.

Time to eat their targetting calibrations alive. Let's see your fancy C&C Suites co-ordinate through this! I eat broadband for breakfast! I hope you like firing blind!

JAMMING UP.

>[Aiming, +2 Hit]
>[Viral Upload] - Jam (RNG 12)
>CyberWarFare - Lock On, Hack (Targetting Systems) and Longbow A2 (3d20?)
>>Lock On leads to auto-hit, don't fire without it.
>Aegis Gun i4 - shots 3, target 14+2 (16) (1d20)

HP 20 : 20 [Ablative]
Agility 5
E-Def 16
Scan 12 [Penetrate]
Move 4
Torso:
Nimbus ES
Longbow Pod (3) Ammo
LA:
Longbow Pod (3 Ammo)
Longbow Pod (3 Ammo)
RA:
AEGIS Gun.
Legs:
Yes.
Skills:
[E]w Specialist - Enhanced Electronics, Viral Upload, CyberWarfare
>>
>>997947
>>997918
(Oh, my Edef should be 12)
>>
>>997475
Well if you're still accepting...

(ERT-CN-GA/G-MA-AL) Neal!!tripincoming

[Errant]
Ablative Armor
HP: 20/20 (14+6)
Agility: 6
E-Def: 8
Scan: 10
Move: 5

Torso: Scrambler Field, Demo Charge
LA: Canister Gun
RA: Auto-Rifle
Legs: X

Is this build legal?
>>
>>998066
Sure is, buddy. You get skills along with it.
>>
>>997505
>>997918
>Deploy Alpha
>Welcome Back, Cognis

>Squire
=P-Geist MkII=
HP: 12/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 2/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
>>998066
Derp. They're in my mech code but didn't put them down.

>Gunnery Training
>Marksman
>Alpha Strike
>>
>>998071
He took them, he's an alpha strike marksman like me.

...as an aside, as someone who jumped into the orinal game midway through and skipped the lower level play, it's super weird to see so much use of Auto-rifles, which used to be the most lacklustre general purpose weapon conceivable.

The Alligator is still shit though, so that's reassuring.
>>
>>998080
We are then? Fine, let me update my communications protocols. I didn't know we were still operating on Pumpkin Code.

Everything old is new again.
>>
>>998109
A lot of pilots think it's outdated and clutters your tactical feed with useless garbage data, but I have a soft spot for the old system, I like being able to tell things at a glance.

Looking at it further it strikes me that a twin linked Alligator auto-carbine is functionally identical to the old Summit minigun. Makes me wonder how the latest revision of that weapon is going to go; no way Apex is going to take it lying down if Gavial matched them in performance (on a weapon for the oldest mech in service no less).
>>
Rolled 8, 9, 19 = 36 (3d20)

>>997918

>[Evade]
>move 44444
>Lock on A1 and A2
>Fire AEGIS at i1

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression

whoa dammit, I was weak, sleep is for the weak...
>>
>>998268
>>998002
>>997983
>>997977
>>997947
>>997944
>>997936
Actions Received Processing...
>>
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Kestrel: Target out of range


>Standby for NPC phase
>>
The opposition mercs "Haven't shown up yet", huh?

Thank you Intel.

As always you are perfectly on point.
>>
File: RemasterBeta1_E1.jpg (2.96 MB, 1946x1571)
2.96 MB
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>>998543
"Well recon didin't see anything... now we know why."

>>998484
Hyrkos: [Motive systems hacked, -2 to mobility, -2 to melee.]
Excess Widget: EMP Shock! Critical Hit! 2 Longbow pods destroyed!

>>998076
>>998066
"Reinforcements! Great timing... you might want to help these guys out. We just lost Angel..."

Manitou: 8
Neal: 9

((Anyone who dies can choose to respawn off an edge with a new build.))

>standby for aftermath.
>>
File: RemasterBeta1_A1.jpg (2.82 MB, 1946x1571)
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>>998766
>Declare actions people. I'll process the turn tomorr...later today between 8-9pm GMT.
>>
>>998766
>Special:Resist hacking
>Move 3,3,3(jumping)
>Recover

HP: 22/22
Agility: 4
EW: 6
Sensor: 6
Mobility: 5(may jump)
Batman
Hedgehog System
HP: 22/22
Torso: Guidance Disruptor, melee sub processors
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array
Skills:Assault, point blank, scythe systems
>>
Rolled 9 (1d20)

>>998779
>Move 666 611
>-Disruptor covers A1, A3, X2
>Hack X2: Jam Targetting systems
>[Stealth] in case anyone succeeds on their auto-scan

>Squire
=P-Geist MkII=
HP: 12/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 2/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
Rolled 14, 20, 15, 13 = 62 (4d20)

>>998484
wait what dammit.

>>998779

Cloaked Stratus?
A
A
A
REMOVE

>Evade
>Lock on S3 and S1
>Fire AEGIS smartgun at S3
>Fire AEGIS smartgun at S3

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
>>998881
I forgot to mention: that enemy squire has a disruptor pretty much all of your equipment won't work unless you move more than 4 away from it.

Same goes for Excess Widgets.

...yes you may change your actions so long as you finalize them before the deadline. (Just try not to do it too much as it makes processing harder.)
>>
>>998899
THAT'S OKAY BOSS
EVERYTHING IS FIRE ANYWAY
AND NOT WORKING

EMP

I HATE EMP
>>
Rolled 17 (1d20)

>>998766
"Pizdets!" Cloakers... Poshyel k chyertu cowards

>>997983
"Durak neschastnyi... Angel forgot to put on his armor... Is dead.. Not big surprise"

>>998779
>>998109
"Widget, hold on comrade!!"

CHARGE: 6,6,6 (+1 melee damage) +25% for close quarters, (total 14 Aim, 15 damage if hit, result of 4 or less to crit)
Turn front arc 180 degrees clockwise to face Unit S1 Attack

*Flips on broadcast to all channels*
"La tebya imeyu! S-1!"

>>998899
"I shall crush that coward bastard!"
>>
>>998925
>>998920
"Or guess not... Today not my lucky day... Yet."

(I feel like melee should hit a bit more often... I'd be happy to trade damage for more accuracy for a weapon if this build doesn't end up working out..)
>>
>>998925
No no no no! Face the tanks! FACE THE TANKS! Buddy buddy buddy BUDDY! That guy's squishy, but that's an infantry squad and a whole bunch of tanks! Don't leave your back wide open!
>>
>>998945
"They shoot man in back, they are cowards..."

(Should I cancel that action then... Also I feel rather limited having only one action per turn with just one weapon...)
>>
Rolled 17, 17, 14 + 7 = 55 (3d20 + 7)

>>998766
So when Angel declared he was going to pilot a Cirrus with no armour, who else immediately knew this would happen? Poor arrogant dumbass...

>>998779
>>998936

By the way, the IFF tags on those mechs indicate there's still one (S2) unaccounted for. Keep an eye out.

>Aim (+4 to hit)
>Alpha strike at S3
>Hack S1's targeting

Hang on, let me see if I can give you a hand there Pyotr.

Gunner
Crocodile
HP: 20
Agi: 5
EDef:12 (auto save)
Scan:14
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
Rolled 51, 71, 33, 66 = 221 (4d100)

>>998899

Okay then, let's try that again.

>Move 11
>Lock on S1 and S3
>if lock on failed, Fire Laser designator, prioritize s3
>Fire AEGIS smartgun at S3
>Fire AEGIS smartgun at S3

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
Rolled 9, 9, 10, 18 = 46 (4d20)

>>998996
dammit. wrong dice.
>>
>>998991
*Switches off broadcast All*

>"I knew it would happen, just did not think immediately..."

> "I appreciate the hand though... Suppose I should have kept the troops and tanks occupied... I am as foolish as angel was..."
>>
Rolled 16 (1d20)

>>998766
--mhmzz-

that's
not
a
good
smell

This is Widget! I just got half my circuitry blown over and there's a bat-shaped indentation in my control-area.

I knew I should have scanned before engaging! ABS! Always! Be! Scanning!

I'm out! I've got no systems and no control, my pod is down, my guns are out and my missile aren't responding because half of them got fried and the other half are electronically locked-down! Drat do I hate Electro-Pikes. What's so great abut hitting people over the head with a sizzling murder-stick anyhow? Join the rest of us in the future, you medieval mecha relics! Shoot people! That's the polite way to wage war.

Well TWO can PLAY that game, you! Have at thee, Siree Knight! I know Mech-Fisticuffs!

>Electronic Defense 16 from Nimbus ES
>[Free Viral Upload] - Area Jam (RNG 12)
>>Overwatch this vs locks? Do it now? Disrupt lock ons, really. None are active right now, but if they get a lock I want them gone.
>[Mecha Bash] - Acc 10 - Dmg 5 - Crit 1 - Pen 20
>>In the new version, the Nimbus ES is not [Sensitive Equipment], has no power requirement and doesn't get shutdown. It probably should be, but I will happily accept that it's not listed as sensitive right now.


>EMP SHOCKED
HP 10 | 20 [Ablative]
Agility 5
E-Def 16 [Electronic Defese]
Scan 12 [Scan]
Move 4
Torso:
Nimbus ES
Longbow Pod (3) Ammo
LA:
>A Smoking Wreck
RA:
AEGIS Gun.
Legs:
Yes.
Skills:
[E]w Specialist - Enhanced Electronics, Viral Upload, CyberWarfare
>>
>>999064
well, I mean, I say "know" but it's more like
i watched
mech fisticuffs in an internet video

that one time.
>>
>>998971
(You could just add an addendum that you want to end facing the tanks. Would leave you open to the squire, but it's a matter of which is the lesser evil.)

>I feel rather limited having only one action per turn with just one weapon
Just the way the game's built. Combat tends to be fairly lethal, generally it only takes 2 or 3 attacks to bring down most mechs, so builds that can dish out multiple attacks tend to be more advanced and offence specialised. Your Batman is built as more of a tank than a smashing machine, and it is quite good at that as long as you point the shield the right way. If you'd wanted two melee attacks you could maybe have subbed the shield out for another bat and taken the combo attacks skill, or maybe just taken a Pugilist (its power fists are twin linkable, so even a rookie can get two attacks. It also couldn't have hurt to aim first.

This goes for everyone, a lot of forgetting to take their free special actions. I know, it's weird for me too, but it's pretty core to the new system, so it's definitely something to keep on top of.

>>999064
Like you! You're in charge and even you forgot! You know that jammer resists for free? You can take another action and not sweat it....unless Command fixes that sensitive equipment oversight, in which case yeah, you need that.

>>999015
The Cirrus used to be much, much better at avoiding damage because evasion was effectively automatic and its was super high. This update seems to have made it an even bigger deathtrap than usual.
>>
>>999079
(Ah Thank you, I'm completely new to this thing and thought it looked interesting so I joined in)

>>998925

>I would like to add the addendum that I wish to end facing the tanks.
>>
>>997475
>>997479
>>998779


There's spelling mistake for the Tacticool Shield, it's written as Sheild.
The Rapier Targetting Suite has an extra T.

>Deploy at Alpha

"Comrades! It is good to be seeing you!"

[Commando]
Jailbreak Motor Systems, Concealment, Ambush
[Lord]
Stealth Armour (16)
HP: 12/12, AGI: 5, EWR: 8, SNR: 16, MOB: 5
Torso: Sensor Pod, Rapier Targeting Suite, Stiletto Targeting Sutie
LA: Tacticool Shield
RA: Lancer Cannon - AIM:12, RNG:14, REL:1, DMG:10, CRT:5, PEN:6
Legs:N/A
>>
>>999095
hey, everyone's got to start from somewhere.
>>
>>999097
Actually, since we're talking typos that reminds me: the E warfare rules for jamming say thier, which I think actually used to be in the old rules as well. Should probably also change the wording for non-mechs from 'fire control' to 'targeting systems'.

>>999095
Something else you might want to do is post your build (mech stats and pilot skills) at the bottom of your post when you take action, since it makes it easier for Command to process it, which would look something like this:

Pyotr
Assault
Batman
Ablative armor
HP: 26/26
Agility: 4
EW: 6
Sensor: 6
Mobility: 5
Torso: Guidance Disruptor
LA: Electro Bat
RA: Blast Shield
Legs: Optimized servos
Skills: Assault, point blank,

(You don't seem to have taken an elite skill, and if I'm reading your post right you still have an unused torso slot. You could ask Command if he'd be generous and let you have either, since you're new, but seeing as this is an all expenses paid free respawn beta test game it probably doesn't really matter much.
>>
>>999079
Hey buddy, I remembered
>this time. Didn't last turn.

EMP Shock reduces you to 1 main action / turn.

That eats your [Special] action as well!

My only resistance is from the inbuilt resistance in the ES automatically now. I don't get Aim, Resist or Evade. EMP is the deadliest thing.
>And it's brilliant
>If it wasn't targetting me.
>I love this new Light / Heavy EMP change and the sheer murder of EMP; it finally feels juuuust deadly enough to be interesting.
>Why did it have to hit me, though?

--

Ok-okay-okay, my console has stopped burning. We can salvage this, we can salvage this...

PILOT 4! AMBROSE
AMBROOOOSEE

I NEED YOU TO TAKE OUT S1 AND S3
SCYTHE SWEEP THEM
>S3 is decently damaged and should be reeling, but not down. Lots of misses. A Stratus in Ablatve Camo is paper though, so assuming 6 damage from smartguns you can turn it into scrap.
>S1 has a bunch of HP and is, err, unhit.
>Assigning 3+1 on S1 shot and 2+1 shot on S3 should just do it.

Pilot 9 Neal! You're totally exposed where you are, and you're the only viable target before Deadeye gets in range.

I'd suggest you move west, and fire at X2 - your main gun is heavy EMP and it'll treat them to the same shock I just got. Which is a hell of a thing, and would take out their defenses.

>>999095
Hah! Welcome to the fray, comrade. Always good to see new buddies
>Only thing I'd ask is that you use a > to mark your actions. It's easier to cleanly see them and process them when you do.

>>999097
Ivan, you murderous bastard! Good to see you! Come save our wrecked lines!
>>
>>999178
"Ha ha ha! Anything for an old comrade of mine!
You point. I shoot. Just like the good old days!"
>>
>>999178
The rules say "you may only take a single main action". I think the wording is a little ambiguous whether it refers to that being the only kind of action you can take, or that being the only kind of action affected. Some clarification may be needed.

>I love this new Light / Heavy EMP change and the sheer murder of EMP; it finally feels juuuust deadly enough to be interesting.
Yeah, before if you got EMP'd you were probably already in a situation where you were screwed. I tell you though, what has me quaking is that every hack and lock on is an automatic success unless you have ECM or were resisting it.
>>
>>999218
Yeah, I'm a little worried about that.

CyberWarFare is sort of deadly if people are not resisting, since it's auto lock auto hack auto hit now.

Y'know, I once talked real brief to this kid called "Kail" who swore he had a Stratus with a pair of swarmers attached and he was the greatest hacker in the world. I don't think that was entirely true, but just imagine the kind of havoc you could play with that set up.
>>
>>998899
>Enemy disruptor
>Friendly disruptor
Which disruptor field would have priority if we ended up overlapping?
>>
>>999261
Dammit Pilot Manitou! Don't cross the streams!
>>
>>999255
To be honest I've always wanted to try driving a Stratus. Between the free lock, the oodles of hardpoint space and the bountiful variety of missile types it seems like it might be fun.

Well to be fair, swarmers are shit if the target's armoured. They're also way better for blind firing now than most missiles because being built for multiple hits under new rules gave them a higher hit threshold.

>>999261
I imagine you'd both be shit outta luck.
>>
>>999218
>every hack and lock on is an automatic success unless you have ECM or were resisting it.
>>999255
>since it's auto lock auto hack auto hit now.
I both like this and is terrified by this. so much threat yet so little time to prepare for it, if you try to defend from one side you're open to the other.
>>
>>998991
I think I know where the others are. Other side f the turkey pens, watching that flank. They'll be coming towards us rapidly, but we won't know where.
>>
>>999315
You also can't aim if you do either, and you're not guaranteed (or often even likely) to succeed. I know hacking was a bit neglected in the old system but this seems like it might potentially come to dominate the game given how mechs are especially vulnerable to hacking because of their nature. It'll also make Cognis types even more obnoxious.

I guess we'll have to see how things pan out.
>>
Ah crap.
>Special: Resist
>Action - Lock On (S1)
>Action - PUNCH HIM IN THE PHASE.

[Errant]
Ablative Armor
HP: 20/20 (14+6)
Agility: 6
E-Def: 8
Scan: 10
Move: 5

"FEAR NOT BATTLE BRUTHAS. I WILL DEAL WITH THE ENEMY'S TRICKERY.
>>
Rolled 7 (1d20)

>>999833
I swear to...
>>
>>999833
Did you think you're me for a second there, buddy? You're mech 9, not mech 1. There's no errant in YOUR face.
>>
Rolled 9, 20, 9 = 38 (3d20)

>>999965
Excuse me while I get my glasses and turn on the lights.

>Special - Resist
>Movement - 2
>Shoot Autorifle at B1

[Errant]
Ablative Armor
HP: 20/20 (14+6)
Agility: 6
E-Def: 8
Scan: 10
Move: 5
>>
>>998143
maybe they have a gatling-gatling? or they might have just pushed the laser/magnetic development further for a better weapon that could equal the heavy laser.
>>
Rolled 19, 10 = 29 (2d20)

>>998779
>>999178

"Guh! I swear you have just damaged my hearing! I'll save you now just so you can foot my medical bills!"

>Resist
>Move 5566
>Allocate 4 shots to S1 and 3 to S3 (SFC)
>-face 2


Wimp
HP: 20/20
Agility 5
E-Def 10 [CounterHack]
Scan 8
Move 6 [Jump]

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
>>999965
>There's no errant in YOUR face.
Well, technically there isn't in yours either, that's a Squire....though I suppose given your situation that's much worse.
>>
>>999261
I have actually given this some thought. They will both cancel each other out. So everything around them will work except for the disruptors themselves.

>>999218
Yes EMP shock eats your special action as well. Might change that later if people think it's too harsh.

And yes the Nimbus ES is supposed to be affected by the disruptor, but I forgot to put the icon in, but we'll play it as it lies for now...
>>
>>998779

>Deploy stealthed at Alpha

HP: 12/12
Agility: 5
EW: 8
Sensor: 12
Mobility: 4

Lord
armour: Stealth Armour (14)
Torso: Rapier Targeting suite, Stiletto Targeting suite, Smoke launcher (2/2)
LA: Marksman Rifle, Marksman Rifle
RA: Marksman Rifle
Legs:
Skills: Gunner, marksman, Alpha Strike
>>
>>1001407
>Yes EMP shock eats your special action as well.
it's pretty much a death mark now isn't it?
>>
>>1001492
Surge Protectors though. Auto cancel.

Still is a pretty powerful right now. It also seems a little odd that there's [POWER] equipment (EMP defeats] and [HIGH TECH] (EMP defeats).

Losing your [Special] also means that inadvertednly, having your computer shutdown by EMP makes them easier to hack. The auto [€lectronic Defense] cuts out.

That's not a balance issue, it's just a bit weird. My mainframe isn't online right now at all, it mostly got EMP fried - why is it /easier/ to hack now?
>>
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>>1001492
You can recover from it, but that takes your only action. Otherwise it looks like a vicious cycle of being hacked/EMP'd that could pretty much lock a player down.

Of course, most EMP equipment seems to work more or less how it used to, with the notable exception of the Canister Gun. Now that thing scares me bad. It used to be something of a silver bullet; if it got a crit it was capable of EMP or instant mission kill (if it hit the torso), and high threshold to get that crit (with the right build you were almost sure to as long as you actually hit), but very low damage that meant it was useless against armoured targets. Now it causes instant *actual* kill if it hits the torso, obliterates any other hit location and inflicts EMP no matter what as long as it hits period, and its damage has been hugely beefed up such that nothing short of shell plating or reactive armour will halt it (and depending on how the latter interacts with shaped charge damage, maybe not even that). Oh, and as always it can be fired from stealth. It's like the cold, clammy hand of death itself. I think the increase to regular damage might have been to synergise it with the new rapier system, but it can now punch clean through tactical shields. Kind of feel like 2 is the most damage it should have. That would prevent it from being neutered by just composite armour, but would be forced to flank shield users, which fits well with the functionality of stealth mechs.

Changing gears for a minute, I have an observation regarding another aspect of the E-defence mechanics. I'd seen the sentiment before that E-warfare specialised builds were perhaps too powerful, since they allowed for potentially 5 actions in a single round. I hadn't much experience in that field, but I disagreed nonetheless, as it seemed to me that this was balanced out by the dependence on getting the free lock, without which the pair of free attacks would not be forthcoming. Now though, a pilot can all but guarantee a successful lock. It seems likely to skew game balance in favour of E-warfare types.

Of course, at present this is all completely baseless griping, and we really ought to run the new system for a while and see to what extent these changes actually affect the game.
>>
>>1001969
...then again, maybe I'm overreacting. It does still have short range and it's not *that* much more powerful than it was. I dunno, second opinions?
>>
>>1000916
>>1000072
>>998996
>>998991
>>998853
>>998844
>>999064
Action received processing...
>>
>>1001969
5 crit base does seema little extreme as it takes out any locaion it crits.

On the other hand, - dodge actions. 5 passive versus 12 acc is about 45% chance of a hit, and 6 pen vs 5 dodge is only a 22.5% chance of that crit happening.

Judging from our lack in the earlier exchange, we can safely assume that's way, way beyond what we'd ever accomplish.

That new free action Evasion radically downshifts people's potential chance of critting or hitting.
>>
File: RemasterBeta1_P2.jpg (2.88 MB, 1946x1571)
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Neal: Target Out of range

"Neal are you sure you know how to use a standard targeting system? That thing you wanted to shoot is on the other side of the AO."

>standby for NPC phase
>>
>>1002139
I don't think evasion affects accuracy though? It just gives you a saving throw if you do get hit, and if you make it you get one hit ignored for every degree of success. To prevent this from being too potent the evasion stats are fairly low in comparison to E-def because there are two layers of rolls (hit/evasion) instead of one (resist).
>>
>>1002156
It does affect accuracy - you need to hit me first (you can miss) and then I need to fail my dodge. If you land a crit (30% at 6 pen) then I can still land my dodge (25% at 5 def).

So you just compute your total chances by taking your acc and the inverse of someone's dodge (You hit, they fail) - at 12 vs 5 you have a 45% chance of damage going through. The cannister gun fires 1 shot. The crit of a cannister is HIGH at 22%, but it's not /quite/ as deadly as in the older battlefields of pen 15 (flat 25%).

>>1002142
Damn this dodgy squire bastard! How do you duck and weave through ALL of that!?
>>
File: RemasterBeta1_E2.jpg (3.01 MB, 1946x1571)
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3.01 MB JPG
>>1002142
"Aaand there goes Neal and Excess... Right I'm gonna call the agency and tell them to send us some more mercs, Saint knows we need em."

Reinforcements have arrived!
Lamorak: 11
Deadeye Ivan: 10

>standby for aftermath
>>
>>1002288
Ouch! Good thing I had this cover or that could have been even worse.

Welp, on the one hand we've found S2, on the other we can make that four enemy mechs.

You, uh, okay there Excess?
>>
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>>1002288
>Declare your actions. Turn gets processed at the same time tomorrow.
>>
>>1002288
Pointing this out is terrible for the mission parameters, but I'm doing it anyway because it's funny.

Command, Pyotr has a blast shield, and he got melee attacked from the front. Shouldn't he be surrounded in giblets? Eh, they're megafauna, they can probably take it. I'm sure the Neromians won't mind their dinner being a little shrapnel-y.
>>
>>1002306
ARGH
MY EVERYTHING
>>
>>1002312
It's okay! It's okay! I have a spare mech!

>Fast-Track deploy at Alpha.

HP 20 [Ablative +6]
Agility 5
E-Def 8
Scan 10
Move 5 [Thruster, Jump]
Torso:
Stilleto Targetting [+1 crit dmg, +2 crit hit]
Guidance Disrupt [Missiles must roll to hit]
Rapier Targetting Suite [Crit dmg to norm dmg on crits]
LA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 3 crit threshold ]
RA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 3 crit threshold ]
Legs:
Thruster Array
Skills:
Gunner, Marksman, Scythe
>>
Rolled 6 (1d20)

>>1002288
>>1002312

>"Command, I thought I at least hit him with my shield as a parting gift, and some of my hedgehog spikes went off...he should at least be slightly damaged"

(doesn't the auto shield damage apply since I did spend a turn next to him along with the hedgehog?)

>>1002318
>"That is not me comrade... I am down on the southern side of the fence... Though I do think that should be a warning; the turkeys are just as liable to attack us as the enemy if they are released..."

>"Now to deal with tank and infantry cowards!"

>Move 3,3,2 (2.5 rounded up to apply)
>Attack A1(Tactical advance) (Sweep should hit both A1 and I1
>SA: Aim

>>1002353

"I am sorry Excess! I could not save you comrade!"
>>
>>1002312
should I have hedgehoged/blast shielded those turkees or is it irrelevant?

"Don't worry, weaklings, I'll be out to kill you soon!"
>Resist
>Bonk hole in gate
>Jump 3,3,3,3,3 face due west

HP: 21/22
Agility: 4
EW: 6
Sensor: 6
Mobility: 5(may jump)
Batman
Hedgehog System
HP: 21/22
Torso: Guidance Disruptor, melee sub processors
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array
Skills:Assault, point blank, scythe systems
>>
Rolled 11, 8 = 19 (2d20)

>>1002353
Oh, stop being such a baby. Bail out, rub some dirt on it, run out the mission area, grab a replacement mech and get back out there!
>>1002375
Oh, you were already doing that while I was yelling. Good man!

>>1002312
Kind of pinned down by these tanks. If I'm going down I'm at least trying to take that damn command tank down first.

>Aim
>Alpha strike B1
>Jump 4443

Gunner
Crocodile
HP: 12/20
Agi: 5
EDef:12 (auto resist, counter hack)
Scan:14
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
>>1002318
I just spent 20 minute making custom icons for turkey carcasses.

>>1002383
Ah sorry I've accounted for the damage in my records.
>>
>>1002391
Man I am not being paid enough to wreck multiple mechs in this dust-up! But the thought of that fresh, delicious turkey roast keeps me going. Oh does it ever.
>>
>>1002396
>I just spent 20 minute making custom icons for turkey carcasses.
I'm sorry.

By the way, how is the game running on your end? The update removing drones ought to cut down on processing headaches, but there being an additional layer to consider (defence rolls) seems like it would cause its own issues.
>>
>>1002419
>the thought of that fresh, delicious turkey roast keeps me going
You think the Neromians'll let us have the ones we accidentally blew up? Salvage rights, waste-not-want-not and such.
>>
>>1002426
I'll take my pay in turkey breast bits. It ain't even near the top of the list of things I've been paid in.

Hell, this one time, some spook from Monus tried to pay me in pumpkin slices. Delicious. We can make a barbecue from all burning mech wrecks.
>>
>>1002396

>Move 6666
>Move 1111
>Stealth

HP: 12/12
Agility: 5
EW: 8
Sensor: 12
Mobility: 4

Lord
armour: Stealth Armour (14)
Torso: Rapier Targeting suite, Stiletto Targeting suite, Smoke launcher (2/2)
LA: Marksman Rifle, Marksman Rifle
RA: Marksman Rifle
Legs:
Skills: Gunner, marksman, Alpha Strike
>>
>>1002312
>Move 122 223
>Move 221 112
>-Disrupting T1 and both command trucks
>[Stealth], if needed.
Can Special actions be done as an overwatch?

>Squire
=P-Geist MkII=
HP: 12/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 2/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
>>1002570
Rules say they have to be done before other actions. In the case of stealth, it's een more relevant because that was always something you were only supposed to be able to do at the start of your turn (which is why Reaper's Shroud lets you do it at the end).

Though the rules don't really allow for it to begin with, there shouldn't really be any need to use them for overwatch since they last the whole turn.
>>
>>1002589
Well yes, stealth+reaper's shroud is the case relevant to me, but a pilot with counter-attack may wish to Aim at something that attacks him. For instance, one of those stealthed squires running around. If attacking/closing in reveals them, an overwatched aim could be used prior to a counter attack.
>>
>>1002421
It's okay. I could have just deleted them from the map but I wanted to highlight the perils of using automatic directional explosives. And give you the lulz you so desperately craved[/spoiler[

As for processing it's not really going any faster but that's because I'm being lazy with my book keeping. I'll have to sort that out for it to be a fair test. For me the most time consuming part of processing is comparing stats and putting in effects. The new ruleset is supposed to reduce the former, but only if I bother to write a few things down when the game starts.

Maybe later I'll try processing without putting trails behind the units every time they move since that will reduce the FX load.

>>1002570
No special actions are not something you put on overwatch. Their very nature means it should not be necessary.
>>
>>1002614
Then you just declare the aim at the start of your turn and it carries over. Aiming isn't a one time thing, it applies to any attacks made until the start of your next turn.

>>1002615
One thing that might help with keeping track of what units have what bonuses when it comes to factoring them in is some kind of shorthand notation format for player stat/action posts. Some players did/do that already, but a consistent layout where you can look at anybody's post and immediately know where to look for the information you need might make things more straightforward, even if it's as simple as players simply listing their equipment next to any relevant action.
>>
>>1002142
...Im going to kill myself. I meant D1.
>>
>>1002683
Then grab another mech and try again, I'm sure you'll hit he right target eventually.
>>
Rolled 4, 8 = 12 (2d10)

>>997469
When do these events occur in the MM timeline?
>>
>>1002644
But how would they-
>Aim does not require a target, it applies to all attacks
...huh.
>>1002615
Well, it seems Reaper's Shroud is a strange edge case. Overwatches are turn-ending, and Shroud lets you Stealth at the end of your turn. Because Scans happen during the NPC phase,
>Overwatch Stealth if detected
sounds like a legal action, as the entire enemy phase is at the end of our turn.
I understand this is probably more powerful than the intented effect of the skill. Perhaps a rewording of Overwatch to "Prepare any Main Action to be resolved..."

Other Special Action questions: Do Resist and Evade apply for all (relevant) hostile actions, or just the first?
Would a pilot with CQC who also uses Evade make two dodge saves against an attack from within {4}, or just one? Similarly, would someone with EDef equipment who also Resists make one or two saves?
>>
Rolled 15, 2, 17, 1, 4 = 39 (5d20)

>>1002396

oh crap. this is bad, this is bad...

>[Evade]
>Move 1112
>lock on B1 and B3
>if lock on fails shoot laser designator at B1
>Shoot AEGIS smartgun at B1 and B3 if lock on successful

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
"Alright you bastard thugs, what's so important you had to wake me up in the middle of my beauty sleep."

[Pugilist]
HP 18/18 (Hedgehog)
AGI 5
ECM 6
RNG 6
MVM 4

Torso - Overcharged Actuators, Melee Calibration
LA - Power Fist
RA - Power Fist
Legs - Overcharged Actuators

>"Combat step me at Delta HQ"
>>
>>1003177
>Other Special Action questions: Do Resist and Evade apply for all (relevant) hostile actions, or just the first?
All actions.
>Would a pilot with CQC who also uses Evade make two dodge saves against an attack from within {4}, or just one?
>Similarly, would someone with EDef equipment who also Resists make one or two saves?
In both cases it would be one. The first case is clear that it's just a bonus to evasion at that range, and in the second all that trait does is allow you to save even without actively resisting, you can't stack them.

In terms of what this actually entails the pilot doing, I see it as essentially something like:

>"I think those guys are going to shoot me, I'd better throw in some evasive manoeuvres"
And then you bob and weave while moving, or circle in place, or whatever else indicates irregular movement that makes it harder to hit you.

Or for Resist it might be:
>"I reckon that unit is going to hack me, I'd better keep an eye on my computer so I can intervene if it does"
And then they can reboot/block the transmission/not open the email attachment/whatever. If you have ECM you have software/gear that can do it for you.

And for aim it would be:
>"I want that guy dead, I'm going to tune out other stuff and focus on getting a good shot."

The idea (to me, at least) is that the pilot can do these minor things while otherwise engaged, but can only concentrate on one at a time; I mean you could hardly line up a headshot while leaping all over the place to evade targeting after all.
>>
>>1003103
>>997469
Randomly generated appearance. Where would you say a person with narrow violet eyes, "dark skin", and black hair would be from ethnically speaking?
>>
File: MechaWorld.jpg (1.04 MB, 3204x2040)
1.04 MB
1.04 MB JPG
>>1003262
Dark skin? Literally anywhere. It's a curious quirk of MM geography that means almost everyone isn't too far from Mediterranean in complexion.

But to pick somewhere specific? Probably Landum. It's like Germany if most people were black, right down to being a really apologetic former tyrannical empire that nevertheless has a very good military.
>>
>>1003103
This is a one off mission that doesn't effect the general story arc so it doesn't really matter, but if you really want to place it on the timeline it takes place after the desert alliance declares war on the I.F. but before Zanvra invades Landum.

At this point the 3C had just successfully defended Beskaosia, had made a name for themselves in the desert and were slowly gaining recognition on the world stage.

>>1002644
In the past I actually wrote down all that but it meant putting in more effort when setting up the game. It helped, but comparing stats was still a pain. In theory if I did that now I wouldn't have to compare stats so often.

>>1003259
Pretty much this. I also want to point out that most(but not all) gear that gives you an automatic resist save will buff your electronic defense if you actively resist. (i.e. choose resist as your special action anyway.)

>>1003262
Almost anywhere you want. The Neviks and it's former colonies plus maybe northern Neromius are the only majority Caucasian looking culture.

But even then you can justify any national background through emigration.

>>1003295
What he said.
>>
Rolled 2, 9, 6 = 17 (3d10)

>>1003325
Alright, thanks
Going to go with blue-violet like Liz Taylor because someone is crying in IRC about "muh realism"
>>
>>1003295
There appears to be some errors in the rules. I'm not sure about the mention of drone usage but the fact that Juggernaut Mods doesn't take up any space seem to be very much an error.
>>
Rolled 15, 16, 19, 2 = 52 (4d20)

>>1002396
"Ah damn!
Moving out to reinforce south."

>Aim
>Move 444 444
>SCF at S1(3 shots), A1(2), I1(2), A3(2)

Wimp
HP: 20/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
>>1004269
>Addendum: face 3
>>
>>1004209
Ah, drones. Finest battlefield tool imaginable. Too bad about that publically posted Bifrost exploit that basically turned them into tiny little traitors.
>>
>>1004209
(Drones used to be a part of the game, but command cut down their numbers and then removed them entirely after rampant use caused major processing headaches, since they could easily double the number of units he had to factor in. As is, it's not inconceivable we'll see enemy drones, but right now they're no longer available to players. Juggernaut mods used to be a leg part, so they probably still are, it's just that there are sometimes small oversights like that on the equipment sheet at first. That's why it's still a beta!)

>>999255
>just imagine the kind of havoc you could play with that set up
I didn't realise it until just now, but Automated aggression now HAS NO LIMIT ON ACTIONS. You can only hit one target unless the team plays nice and has a tac-hub, but by could you make that one target very, very dead if you were driving a Stratus (6 missile pods, or 5 and an unavoidable lock). Brrr.
>>
>>1004521
Active Scanner + 3 pods.

Free lock - free shot
active lock - free shot
active lock - free shot

A tac hub? Who needs one . . .
>>
>>1004526
Holy shit, you devious bastard, hadn't even thought of that. Don't forget missiles can be arm mounted too, so you're looking at max 3 targets.

>Free auto lock target 1 (active scanner)
>Free action-fire missile launcher 1
>Free action-fire missile launcher 2
>First action Auto Lock target 2 (active scanner)
>Free action-fire missile launcher 3
>Free action-fire missile launcher 4
>Second action Auto Lock target 3 (active scanner)
>Free action-fire missile launcher 5

If you had some EMP missiles you could lock down all those targets in addition to damaging them, if you had hammer missiles you could turn an entire squad of armour into paste and with swarmers you could be doing a total of 60 (unavoidable!) damage provided none of the targets have DR.

...Command, I do have to wonder about the motivation behind that particular change, and respectfully suggest that you change that skill back to 2 free lock attack actions, because I don't really think the action economy is meant to support 7 actions a turn...
>>
>>1004545
>devious bastard
Well, I do lead this mech company for a reason! Just as sure as my name is Joseph Spareb---

uh

ahem

uhm

>adjusts fake moustache

forget-i-said-anything.
>>
>>1004545
No wait, my mistake.

*8* actions per turn.
>>
>>1004545
whoa. how do people even figure out stuff like this?
>>
>>1004562
Having played the game before and seen it in action. You get a grasp for how various mechanics interact. Of course, many of those mechanics are now different in small ways, so getting a handle on them again is an ongoing process.
>>
>>1004545
Hmmm, it sounds impressive but it requires elite level advancement, lots of gear and in return you're vulnerable and casually foiled by Chaff or Guidance Disruptors or high EDef.

There's actually a few things like that in the new system that sound worse than it immediately is. Examples!

Wide Area Laser Sweeper
2x Laser Rifles + Rapier Targetting + Scythe Fire Control skill
>[Aim] for 2 hits at 3 targets within rng 6, you roll vs 18. damage is 2, then 4, potentially 5 then 7 (+3 for crit pen) potentially 5 then 10 if it's [2 + 3] * 2 for the second hit exponential on lasers. With 2 you can take a full fire action to turn anything within 6 to dust
>YOU AREN'T DODGING WHEN YOU DO THIS, YOU'LL DIE
>Hackable
>Emp

The Mech Superiority Fighter
>Nimbus Mech + Nimbus ES + Longbow Pods + Cyberwarfare Skill
>Pick enemy mech - auto lock, auto hit, auto-hack for -1 action.
>Do it again.
>RNG 12-15.
>Hackable, EMP, did you see how much I got wrecked earlier?

MechWreck
>Nimbus ES + 1337 Hazor + Viral Upload
>3 hack actions / turn
>6 hack "effects" at 6 targets total
>Enemy mechs all lose 1 action
>You get blown out of the sky for being a dick

GTG FAST
>Damage Control + Overclock+Redline
>Stratus
>2 Redundant Systems in torso slot + Thruster Array + Swarmer + Swarmer + demo + demo
>Overclock Self + Redline self = 6 move, 3 actions, jump, buy off with redundancies if resist action fails // scoot 12 then throw demo-charges at the other guys
>Your crippling addiction to overcharging means your core systems will explode, at a flat 40% chance each turn
Damage control has a really high chance of failing, by the way. I'd add in a +1 to "max threshol" to Overclock and Redline both, so that your final full elite number is vs 14, a 35% chance of failure. That /will/ happen, but not quite as often as "basically a coinflip".

Of course at the moment the zaniest build I can really imagine is
>Wimp
>Bullet hose
>Bullet hose
>Gunner, Marksman, Scythe Fire Control
>Stilleto Targetting Suite
>BRRRT at 5 pen, 3 crit dmg at 6 targets that each suffer 2 shots, the shots are all demolisher and AoE
>Total area you strike
>6 * 7 = 42 hexes
>Every "miss" on your 6 seperate rolls vs 6 seperate targets is YET MORE AREA YOU BRRRRTTTTT
>You can only do this 4 times.
>>
>>1004575
If laser crits work the way they used to I don't think that first build wouldn't work that way, it would just be 6 total damage per shot.

Plus, everything is vulnerable to EMP, and everything is hackable, and the latter can just be recovered from with one action.
>>
>>1004582
>>1004575
>>1004558
I can't quite remember what I was thinking when I made some of these but I'll tell you now that I will be nerfing some of the stuff that affects the action economy. There is a massive power gap between units that can put out more attacks from pilot skills and those that can't.
>>
>>1004625
Those extra attacks are foiled by single slot items though. Guidance Disruptors and your missiles are gone, Chaff Launchers and its the same deal.

Plus ammo count on every auto-hit weapon worth the salt to use these builds with.

I'd suggest keeping it as is, actually. It seems extreme when you theory craft out the numbers, but to pull it off you
>assuming stratus + active scanner + missiles + target acq + automated aggression

1 ) need to be within rng 8 (active scanner works to rng 8)
2 ) need to have ammo
3 ) enemy needs to not be behid something
4 ) can't have smoke launchers, chaff, guidance
5 ) can't have interceptors or be protected by other people's interceptors
6 ) can't be protected by building base interceptors
7 ) you need to not be hacked (sensitive shutown)
8 ) you need to not be emp'ed (sensitive shutdown)

If your enemy is in a clear field on a good day with no missile protection, no chaff, no smoke, no disrupt, no DR, no back up /And/ they have no hacker backup turning your equipment off, then sure, you can kick ass and turn into a god of missiles.

It's balanced already, because it relies on your teammates to shutdown the missile defense grid, on yourself ot manevour properly.

And at the end of the day, a single [interceptor] weapon now eats your missiles no matter what.

It is balanced as it is right now, because there are clear, viable counter-strategies that one would employ to deal with it, and once those are employed, the missile lord is dead in the water. The smart guns are cancelled by any DR.

Meanwhile, a gunner with Marksman and Target Leading sitting in a Lord with a Lancer Cannon (Or following a certain famous Gunman, a mech with 2 howitzers) have no equal easy fix. Guidance, smoke, chaff, hacking, los breaking or emp'ing? None of that works against that.

Which is as it is should be. The marksman then picks off the missile defense, and the automated fellow deals with enemies. It promotes teamwork, from enemies and players both.
>>
Rolled 14, 5 = 19 (2d20)

>>1002312

>-Aim: +2AIM
>Lock on S4; +4AIM?
>-Ambush: +2AIM, +2PEN, +3DMG
>Shoot Lancer Cannon at S4's cockpit [AIM: 12+2+2] +4?

"Want to see magic trick?
Now you see, now you don't!"

[Commando]
Jailbreak Motor Systems, Concealment, Ambush
[Lord]
Stealth Armour (16)
HP: 12/12, AGI: 5, EWR: 8, SNR: 16, MOB: 5
Torso: Sensor Pod, Rapier Targeting Suite, Stiletto Targeting Sutie
LA: Tacticool Shield
RA: Lancer Cannon - AIM:12, RNG:14, ROF:1, DMG:10, CRT:5, PEN:6
Legs:N/A
>>
>>1002312
>>1004717
>-Face 6
>>
>>1004521
No, I meant there are still rules for Drones listed.
>>
File: Bly_Prototype01d.png (119 KB, 194x249)
119 KB
119 KB PNG
Oddly, I ended up going with something similar to what Tragedy would have taken to the field due to the scenario presented.
>Forever deleting because PS insists on saving the file out in 8bit. WTF Adobe?

>>1002396
>Deploy SouthEast

Zilia "Hawk" Bly
Place of Birth: Eblansk
This proud girl has narrow violet eyes. Her thick, straight, black hair is waist-length and is worn in an attractive style. She has an amazonian build. Her skin is nut-brown. She has thick eyebrows and large hands. Her wardrobe is severe and unusual, with a completely red color scheme.


Wimp
Stealth 4(6)
Adaptive Camo (2 Def bonus with cover)
HP: 14/14
Agility 5
E-Def 10/6
Scan 8
Move 6/7 +Jump


Torso:
• ECCM (Auto Resist at +4, Auto Counter Hack)
LA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Smoke Dispenser (Mag2)
• Smoke Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
RA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Chaff Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
Legs: Thruster array

Skills (Commando):
Jailbreak (+1Mov)
Concealment (6 Stealth, Improve by 2 with onboard stealth)
>>
>>1004774
Yeah, it'll be an oversight from copying over part of the rules from the old system. He'll fix it in post.

>>1004638
I think the issue is more that you can even have that kind of action advantage to begin with. I'd been thinking about the old system during the break, and it occurred to me that it was a bit like X-Com in that (nearly) every class was busted, but in a way that leant it a sort of balance because everything was about as busted in different ways that kept things interesting.

>>1004625
I don't know what you have planned for changes, but to compare the old system:

Assaults got one extra attack (berserker or counterattack),
Gunners got one extra attack (Alpha strike) or very reliable single attacks (crack shot)
Commandos got no extra actions, but penetration bonuses that could inflict deadly (potentially fatal) crits (Ambush, flanker)
E-techs got either 2 free attacks (contingent on a lock) or 2 free hacks
Combat techs got either better drones (which by default gave them more actions) or significant defence buffs (Deflection angles)

So the old classes either got an extra action or something worth one, with the exception of defensive combat techs who instead got the only real defensive special abilities in the game, which made them far, far tougher to take down. There was a rough balance between classes. Really, most of the current action economy stuff is fine, it's just that one E-warfare skill, since it's so much easier to gain locks now that it would be easy to abuse.

For instance:
>>1004638
1 ) need to be within rng 8 (active scanner works to rng 8)
This is plenty of range for several missiles, notably swarmers, hammers and EMPs
2 ) need to have ammo
Resupply at a pioneer, have a buddy in a Zenith, or simply take a Nimbus and pack smartgun(s) and use a laser designator instead of a scanner
3 ) enemy needs to not be behid something
Hunter killers, swarmers
4 ) can't have smoke launchers, chaff, guidance
Limited ammo, swarmers still have passable base accuracy
5 ) can't have interceptors or be protected by other people's interceptors
Overwhelm with volley (especially swarmers)
6 ) can't be protected by building base interceptors
Ditto
7 ) you need to not be hacked (sensitive shutown)
Recover with one action
8 ) you need to not be emp'ed (sensitive shutdown)
Will screw any build.

I'm not trying to say it's the be all end all, only that it can get off way too many attacks in a round compared to anything else.
>>
>>1004575
Oh, and I forgot this, but
>MechWreck
You can only use a single piece of ECM equipment once per turn.
>Enemy mechs all lose 1 action
Also, isn't that what the Nimbus used to do anyway?
>>
>>1004822
Pretty much the only reason I pointed it out was for errata.
>>
>>1004807
As an aside, I always really liked Tragedy's Wimp, it was a really clever build that bizarrely leveraged the design's capabilities as a heavy weapons platform into making it a speedy and versatile skirmisher instead. I think it might just be my favourite player design just because it was so creative.
>>
>>1004822
Rng 8 means they shoot you too.

Resupply takes you out of the fight. Laser designator requires an action to fire. A buddy in a zenith is 2 players to make 1 combat effective.

Hunters are single shot. Swarmers do 2 d a hit.

Swarmer base accuracy is 45% on a limited ammo weapon, and they're stopped cold by any dr. And 45 vs dodge 5 gets you 33% of hitting. You'd need to roll 3 or less on base swarmers not to lose missiles, and blind firing is already -2. So now its 1 or less, or each missile is lost ( with a base 35% hit chance for a single hit of 2 dmg ).
Don't blindfire swarmers.

Interceptors eat swarmers alive. -3 shots is -6 dmg. AEGIS and Guidance Disrupt? Your missile volley is a total bust.

Interceptor vs volley? I hope you like being within rng 6, wasting 50% of your limited ammo ( or more! ) and being shot next turn.

1 action recover. 1 action move. Now you free lock + free fire vs 1 target. Best hope they're alone and have mo defense measures.

Not one with surge protectors or the tech skill or non-sensitive equipment.

--

It looks worse than it is. Game-wise its a gimmick at best.
>>
>>1004844
Oh! And it was.

With the new rules it does it with viral upload at rng 12 though, instead of 4. Not as wide but okay.
>>
>>1005055
I'm not claiming it's the ultimate build, only trying to point out that no unit should even get the opportunity to have that many actions, gimmick or not.

>>1005069
Was it?
2 hacks with the jammer in one (free) action for the elite skill, and that's you used the jammer that turn. You could fit one more ECM for a total of 4 hacks. Command clarified at some point ages ago that like firing a weapon, hacking could only be done once per turn with a given piece of equipment, but that as such you could perform extra hacks if you brought multiple ECM pods to do it with.

It's basically been nerfed down to jamming a single target (or 2, I guess if you're a hacker) rather than a group). Probably for the best, this makes a bit more sense design wise than a not especially tough electronic warfare and command machine that had to wade into the thick of battle and make itself a giant target.
>>
Rolled 17, 10, 18, 19, 4, 13, 16, 1, 4, 18, 11, 4, 3, 16, 16, 4, 1, 8, 6, 1, 1 = 191 (21d20)

>be Gunner
>link 3 guns and +1 ROF
>get wimp
>get 9 mech pistols
>aim at +3 hit
>lock on for +4 hit
>shoot 21 times in 1 action at 16-20 hit
>why did I go sniper?
>>
>>1005129
oh right a d20 for the lock on
>>
Rolled 17 (1d20)

>>1005129
>>1005133
fields
>>
>>1005069
>>1005055
Whups, sorry - I was on my phone, so the preceeding came of a little snarky. I hate typing on the damn widget, so my communicaton suffers.

>>1005100
Yeah, it's a lot more reasonable this way. It also works a lot better as a hack utility boosting platform with extra capability. I love the new design.
>And oh such fun you can have with the Reaper Class and a few choice bits of gear

Anyhow - the thing I mean the most is that the extra actions taken might not actually /matter/. It's impressive to say that you can do the lock+fire trick 3 times a turn, which does kinda equate 6 actions and even 8 if you stuff yourself to the gills with missile pods. Thinking of it, it seems really cool!

But compare More Dakka the skill and thrice-linking 3 weapons. Envision a Puglist with 6x Boomstick. It can fire those, and get the equivalent of 6 actions with MORE DAKKA. A boomsstick cascade vs 14, that carries 3 shots and each shot does 5 damage is pretty bad. That this then happens twice under good conditions means you can tear chunks of mechs apart. With Alpha Strike it's 1 action + aim to make an acc 18, 3 shot, 5 dmg / margin attack TWO times. The smoking crater left by that is anything you point at.

In return, you're crippled at 4 range and reliant on [aim] actions.

Free Lock + Free Fire likewise sound impressive, but there are glaring, glaring flaws with the setup that reduce most of your effective capacity to "Pray for the right enemy type". Sure, against low tech enemies you turn them into so much slag.

Against a single APEX mech with an onboard PD turret? A hacker? An EMP specialist? A location with defense turrets like now? Sure, active-scanner + longbow that central base turret, and even if you fired 5 missiles from 5 pods, they'd get blown out of the sky.

There's a background shift here that trades lots of fire power into certain niches, but hard-counters them with other bits. Mr. Boomstick can't hit someone out of rng 4. Miss Missile can't hit someone through defensive screens.

The good old alligator with two autocarbines and a grenade launcher, surge protector + guidance disrupt // tactical cqc and a combo-attack? They're vulnerable to. . . actually that one's a pretty workhouse build.

I admit to a bit of a panick reaction when I looked at the new skill setup, but acutally working out the math behind it I don't think they should be changed.
>>
>>997469
[revving]
>ready to deploy wherever

Pugilist [Kruger]
Hedgehog System
HP 18/18
Torso : Melee Subprocessor, ECCM Pod
LA : Chain Saw
RA :Tactical Shield, Redundant Systems
Legs : Optimised Servos
Skills : Jailbreak Motor Systems, Artful Dodger, Flanker
>>
>>1005129
>>1005133
>>1005136

Be Gunner
Link 3 guns
Get 9 mech pistols

Aim for +3 to hit, Lock on for +4 to hit. . .

fire 21 times? What? You just used 1 action to Lock On, so you have 1 action to fire 1 set of 3 mech pistols.

You'd roll 1d20 vs 21, and hit every margin below it up till 4.

With Alpha Strike you could do a 3d20 vs 19 with [Aim]+[AlphaStrike] and do. . . maybe 24 damage if every single shot hit? I mean it's reliable, but a mech with any DR at all defeats you.
>>
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>>1005157
It's a single action to shoot ALL the guns at one target?
>>
>>1005129
There's nothing remotely unusual about this build though, excessive firepower at comically short range is kind of the Wimp's thing. If anything it's a terrible idea because mech pistols only damage in 1 point chunks, so an enemy with any amount of damage reduction is going to shrug it off completely.

Now, if you replaced pistols with Boomsticks? That's what, 40 damage? And that layout is an old one that dates back to the beta games of the first system.

>>1005148
>The good old alligator . . actually that one's a pretty workhouse build.
I know, it's weird. The Alligator was kind of crap, it didn't really have anything distinct to recommend it, but now a decent assault pilot or gunner with a pair of twin carbines could deal astonishing damage for a Gavial.

Of course, the question abounds why you'd waste an elite pilot by putting them in a clunky relic like the Alligator in the first place, but the point stands.
>>
>>1005168
You've expressively linked your weapons for bonus RoF. So either you have 9 unlinked Mech Pistols and Alpha Strike is 9d20, 1 for each Pistol OR they're linked, and alpha strike is 3d20, 1 for each set. Linking them gives a total of +2 ACC and +2 Shots per set.

9 vs 13, hit 12, hit 13 for a potential 36
doesn't quite beat
3 vs 15, hit 12, 13, 14, 15 for a potential 24 but at a much higher individual hit rate per gun.
>>
Beginning turn processing

This could take awhile because I need to update my records.
>>
File: RemasterBeta1_P3.jpg (2.89 MB, 1946x1571)
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Alright getting a bit lazy so this one doesn't have movement lines.There may be some inconsistencies in the way I present the game going forward, please bear with me this is as much an experiment in processing techniques as it is with the new rule set.

>>1003182
Kestrel: Target out of range

"Kestrel you might wanna re-calibrate your range finder. You should also know that your mech can only have one lock at a time."

>standby for NPC phase
>>
>>1005878
"Wait... I didn't do damage to them? But I hit them with my bat and my shield!"

"What kind of armor are those infantry wearing? I want some of that!"
>>
>>1005897
Infantries are all gone, mate. So many blasted, roasted chunks. You err...
>hhruuuuh uugh hhrr...

messed 'em up. Oh Saint, I'm going to be sick again.
>>
>>1005878
Sorry, slight error, I should be one hex north, with the shrub between me and that other tank since I only moved 4.
>>
>>1005897
Just for future reference, infantry only take 1 damage for each attack, since there are 5 of them per squad with 1hp apiece. As such rapid fire weapons are more effective than big powerful single shot weapons. of course, explosives also hit every trooper in a hex.

>>1005922
Look on the bright side, more room for turkee!
>>
>>1004864
Thanks, the Wimp really is a good platform IMHO.

>>1005878
Will I be deploying during enemy phase or next move phase?

>>1004807
>Deploy SouthEast
>>
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>>1005950
Corrected for the current phase

>>1005878
Obtuse: [EMP Shock!, Warning: Left Arm Laser destroyed]

>>1006075
You'll be deploying right now.
Ohh someone's inspired. Went ahead and drew a portrait with a little backstory just for a one off game. Looks awesome.

"And there go two more. Guys you really need to stop presenting single targets to entire tank squads. Oh well, sending in the next wave."

12: Excess Widgets
13: Hawk
14: John

>Standby for aftermath
>>
>>1006157

"GUAAAAAARG~!"

>-Die
>>
>>1005878
>>1006157
(...do command tanks have more than 12hp now? Oh dear...)

JGGGZZGGHHHHHSSZZZT! Yeeeeowch that hurt! I'm okay now though, seeing as I've gone numb. Tastes kinda coppery.

That damn Squire is on a roll though, two crits in as many turns!
>>
>>1006203
3 crits. Took out my last mech with 2 crits. Whoever that Pilot is, they're damnably good.
>>
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>>1006157
"The perimeter is still electrified, tearing down the gates won't open a safe path till we take out that generator! We've lost a few turkeys already. Try not to get any more killed. This isn't just so some Neromians can have some good sport; they don't kill all the turkeys, about half survive to repopulate. If too many die here it could throw the local ecosystem out of wack."

>declare actions I'll process later today at 8-9 pm GMT.

>>1006203
Mooks no longer have hit points. They have to make a save everytime they take damage. That guy got lucky and passed both his saves.
>>
File: Mechdestroyed.png (1.69 MB, 1360x768)
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>>1006224
*Takes a bottle of Vodka and drinks from it one last time whilst his mech burns around him, electronics systems flashing and his reactor going critical....*

"It is over comrades... I faile- BWKRAAAAWKFWWWOOOM"
>Pyotr Destroyed, Pilot (Maks) deceased

(Rerolling new mech... You weren't kidding about things being lethal)

Also Seems we're doing rather poorly against these guys... We've already lost 6 mechs versus their loss of infantry and 1 mech...

I feel as if there should be a greater penalty to leaving range of a melee attacker if the tanks can just leave unscathed before the abilities/gear designed to deal auto damage up front can actually do shit... Seems unfair really as all it's doing is killing turkeys rather than actually help us out.
>>
>>1006282
>>997475
>>1006224

>-Stealth
>Deploy North-West

"..."

[Assault]
Tactical Advance, Point Blank, Combo Attack
[Errant]
Stealth Armor (14)
HP: 14/14, AGI: 6, EWR: 8, SNR: 10, MOB: 6
Torso: Guidance Disruptor, Scrambler Field
LA: Canister Gun - AIM:12, RNG:5, ROF:1, DMG:4, CRT:5, PEN:6
RA: Canister Gun - AIM:12, RNG:5, ROF:1, DMG:4, CRT:5, PEN:6
Legs: N/A
>>
>>1006274
You're build would have done a lot of damage against anything else. The thing is that tank's frontal armour negated your hedgehog damage while the command tank's reactive armour stopped your bat.
>>
>>1006224
Well, my armour's about had it, it's just as well the client sprung for the fancy new ablative because if that'd been the older stuff I'd be a greasy smear on the end of an electro-pike right now. Systems are toast too, can't even take one last crack at him. Damn it, no point sitting here like a chump waiting to get killed, I'm going to go grab another mech

>Stumble 6655
>Collapse
>Bail out off the board
>Prepare to redeploy next round

>>1006210
Widget, he got you too, take him down, I'll be back in five.

>That guy got lucky and passed both his saves.
Not sure how I feel about this. It means you can no longer count on any attack, no matter how powerful, to kill a mook. It also makes the fact that Alpha strike fire can no longer be split smart even more if you have to take all your shots at one target and even if it all hits it still might not even kill them. I may have to look into reclassing as an assault.

>>1006274
>You weren't kidding about things being lethal
(Well, normally a mech with HP reduced to 0 was just knocked out and the pilot could bail out and live to fight another day. Torso destruction via crit damage (either through normal crits or damage that carried over after stripping off all HP) was the big pilot killer in the old rules. Not sure if that's still the case though)

>all it's doing is killing turkeys rather than actually help us out
To be fair, it wouldn't be doing that if Hyrkos hadn't jumped into the pen essentially wearing an antipersonnel minefield on his mech. At least it continues to be hilarious.

Gunner
Crocodile
HP: 2/20
Agi: 5
EDef:12 (auto resist, counter hack)
Scan:14
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle [destroyed]
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
Rolled 19, 3 = 22 (2d20)

>>1006224
"You ready fuckers?
Better aim well!"
*Scream insanely over exterior comms*
>Special action Aim
>Move 3,3,3 and use assault skill to Charge truck powering things
>If truck is dead, charge the other, if truck is alive bonk it again
>End facing due north
should I include the gear bonuses on to hit in my dice or just ignore it?

HP: 20/22
Agility: 4
EW: 6
Sensor: 6
Mobility: 5(may jump)
Batman
Hedgehog System
HP: 21/22
Torso: Guidance Disruptor, melee sub processors
LA: Electro Bat
RA: Blast Shield
Legs:Thruster Array
Skills:Assault, point blank, scythe systems
>>
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>>1006224
>Move 1,1,1,1,1,6
>Move 1 ,6, 5, 6, 6
>Overwatch Free Action: Smoke if Detected by MegaTurkeys


Zilia "Hawk" Bly

Wimp
Stealth 4(6)
Adaptive Camo (2 Def bonus with cover)
HP: 14/14
Agility 5
E-Def 10/6
Scan 8
Move 6/7 +Jump


Torso:
• ECCM (Auto Resist at +4, Auto Counter Hack)
LA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Smoke Dispenser (Mag2)
• Smoke Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
RA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Chaff Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
Legs: Thruster array

Skills (Commando):
Jailbreak (+1Mov)
Concealment (6 Stealth, Improve by 2 with onboard stealth)
Reaper's Shroud (Reenter Stealth at Start or End of Phase)
>>
>>1006391
>should I include the gear bonuses on to hit in my dice or just ignore it?
(split the difference and include it after your action. You might have multiple dice bonuses after all).

>>1006392
Deja vu. I've seen *this* trick before. Old habits eh?
>>
>>1006392
Oh, but you might want to specify using your special action to re-enter stealth, since you just broke it using the thrusters.
>>
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>>1006224
Pugilist: Modified
>Pilot: ????


>16 health +6 Alablative armor, +2 Hedgehog= 24 total
>5 Agility
>6 resistance
>4 mobility
>LA:, Power Fist (Linked)
>RA: Power Fist (Linked)
>Torso: Overcharged Actuators, Melee Sub- Processor
Legs: Overcharged Actuators
>[CD] Once per game, if your mech would be wrecked or destroyed; instead gain 4, and reset your HP to 4
>[T] Make a save against critical damage, roll under remaining HP
>[Sy] When suffering from EMP shock or hacking, automatically make a recovery action at the end of your turn.

>Deploy at Beta


(Anyone got a name I could use for my pilot? I wouldn't mind keeping them in universe)
>>
>>1006475
(Don't really need a proper name, a callsign will do, so your current one is fine. Build looks fine, except that you may only equip one armour system at a time, so either ablative or hedgehog I'm afraid)
>>
>>1006414
Was I asking you?
Do you make the rules?
Fuck no. Let cog answer questions.
>>
Rolled 13, 4, 1, 20, 13 = 51 (5d20)

>>1006224

Oh dammit, being lost in the heat of moment is not good.

oh well. I should just shoot now then.

>[evade]
>lock on B1
>Try lock on B1 again if failed
>Fire AEGIS smartgun at B1
>Fire AEGIS smartgun at B1

[Nimbus]
>HP: 20/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
>>1006498
>>1006475

Very well, I'll go for ablative so that leaves me with 22 total health.
>>
>>1006511
dammit, forgot trip.
>>
>>1006391
>>1006224
For posterity!
To hit threshold is (12+4)=16
>>
Rolled 5, 6 = 11 (2d20)

>>1006224
OI COMRADE
I'M BAAAAAAAAAACK

>[Aim] [+4acc, +2pen]
>[Guidance Disrupt]
>Fire LZ at S1
>(14+4, pen 6, crit 3, shot 3, crit dmg to norm dmg)
>Fire LZ at S1
>(14+4, pen 6, crit 3, shot 3 crit dmg to norm dmg)

HP 20 [Ablative +6]
Agility 5
E-Def 8
Scan 10
Move 5 [Thruster, Jump]
Torso:
Stilleto Targetting [+1 crit dmg, +2 crit hit]
Guidance Disrupt [Missiles must roll to hit]
Rapier Targetting Suite [Crit dmg to norm dmg on crits]
LA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
RA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
Legs:
Thruster Array
Skills:
Gunner, Marksman, Scythe

>>1006502
It's what everyone else does, and writing dice+3d20-7 if you have a bonus of 2, a bonus of 4 and a bonus of 1 to 3 seperate actions is hard to parse.

Man's just being helpful, pilot. That was uncalled for.

>>1006315
I've got him. I think. Now get back out here on the double! We're bleeding mechs at a prodigious rate! I don't think PETM paid us to construct a piece-meal pretty turkey fence of scrapped million dollar war-gear.
>>
>>1006502
Alright, alright, calm your tits, it was just a suggestion.

Jeeze, you remind me of that merc from Rovillia with all the scars.
>>
>>1006551
I should remind you of the massive neromian with even more scars, you cryptic little bugger
>>
>>1006554
Now that you mention it...
Good to have you back.
>>
>>1006428
I didn't use Thrusters. Only moved 6 per action and not 7
>>
Rolled 9, 17 = 26 (2d20)

>>1006157
Not all that important command, but I should be one hex to the 3, up against that command truck.
>Hack X2, Jam targetting systems
>Crossbow the Generator Truck
>[Stealth]
I somewhat recall the old method, but do enemies get another free detection roll against me this turn, given that I haven't moved?

>Squire
=P-Geist MkII=
HP: 12/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 2/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
Rolled 19 (1d20)

...Jesus what did I get into.

>Aim
>Charge 34444
>PUNCH T1
>Overwatch - If any tanks move past take a cheapshot
"Take that ya stupid hunk of metal"

Alright, 13 and 11. If you could clear the south of any tanks I'll try and take care of the North ones (backup would be nice!) then we can try a puncher maneuver on the targets.
>>
Rolled 6 (1d20)

>>1006717
...Why.
IT'S AN IMMOBILE GODDAMN TURRET.
Good thing I have an extra attack from BO.
>>
>>1006717
"Did you just fucking MISS a MASSIVE STATIONARY DEFENSE TURRET at point blank range WITH A MELEE WEAPON? By the saint are you awake? WAIT I JUST MISSED AN IMMOBILE TARGET TOO*Devolves into Incoherent ranting*"


dice are mad at us today,huh?
>>
>>1006717
What

>>1006626
how

>>1006391
this is a goddamn joke

what in the name of all dancing special forces in Rovillian is wrong with this mission. Or these mechs.

Did you all get yours cheap from this guy named Hassan?
>>
>>1005878
I only hit that Squire once? I thought I roll vs 16 what with my tri-linked rifles
>>
Rolled 14, 10 = 24 (2d20)

>>1006224
"This mission is NOT going well.
I really should have taken boomsticks..."

>Aim
>SCF at SX(4 shots), A1(2)
>Move 5444, face 1

Wimp
HP: 14/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
>>1007655
>X2, not SX
>Also make that 5 shots
>>
>>1006587
Woops, my bad. Forgot you were a commando.
>>
Rolled 18, 15 = 33 (2d20)

>>1006224

>Aim
>Fire on D2
>Fire on D3


HP: 12/12
Agility: 5
EW: 8
Sensor: 12
Mobility: 4

Lord
armour: Stealth Armour (14)
Torso: Rapier Targeting suite, Stiletto Targeting suite, Smoke launcher (2/2)
LA: Marksman Rifle, Marksman Rifle
RA: Marksman Rifle
Legs:
Skills: Gunner, marksman, Alpha Strike
>>
>>1008257
Might want to specify what guns you're shooting in each action, since you have three and can potentially fire two at one of those targets thanks to alpha strike.
>>
>>1006286
Tesla deploys

>>1006315
7 - Obtuse withdraws

>>1006391
6 - Hyrkos

>>1006392
13 - Hawk
>>1006475
Retribution deploys
>>1006511
5 Kestrel

>>1006548
12 Excess

>>1006626
8 Manitou

>>1006717
14 John

>>1007655
4 Ambrose, 4 ambrose corection >>1007778

>>1008257
11 Lamorak

-----------

Questions raised by this phase:
1 - Are Smoke Launchers still free action to activate or do they require an action now?

2 - is alpha strike all or nothing? Can you fire less than your full compliment of weaponry?

3 - can you split-target with Combo Attack?
>>
>>1008347
Regarding
>3 - can you split-target with Combo Attack?
I would suspect the answer to be yes, since it looks like Command tried to differentiate berserker and alpha strike (which were the same but for melee/ranged weapons respectively) by replacing berserker with combo attack and making it a catchall double attack, like the old alpha strike (with which you could split fire) but with melee as well. Alpha strike meanwhile has become more of a "fuck this singular target" button in that it can now fire any number of weapons, but only at one enemy. That and only alpha strike makes specific note of hitting only one target.

2 - is alpha strike all or nothing? Can you fire less than your full compliment of weaponry?
Would like to know this though.

I'd note that I really like the changes to assaults, since it fixed their slightly disparate skillsets into a more general combat class with a bent towards closer range.
>>
My deepest apologies guys but I'm going to have to delay processing for this turn while I sort some RL stuff out.

Fortunately /qst moves really slow so there's no need to worry about the thread dying. I'll try to get it done by the end of tomorrow, and even update the twitter for those of you who don't want to watch this thread constantly.

>>1008347
Thank you

1- Free Action

2&3: I've realised that I really need to rethink how combo attack and alpha strike work for a few reasons, including this ambiguity.

My on the spot ruling for now is that you may choose to fire less than your full compliment for alpha strike and that you CAN split target for combo attack.
>>
>>1008553
Take all the time you need, Cognis. It's just nice to hear from you again.
>>
>>1008553
>>1008758
Yeah, ditto. It's premature to say this before the end of the thread, but thanks for running, and moreover thanks for giving Mecha Mercs another chance. It's a really cool and engaging system, and the only reason I'm such an insufferable blabbermouth is because I'm so interested in it.
>>
>>1008553
By the Saint! The prophesied return! Truly, an X-mas miracle.

Will re-read rules, and attempt to drop a build into this turkee-grinder of a mission tomorrow morning.
>>
>>1008873
Hey Malek, welcome back.

I recall you being a studied expert on the subject of electronic warfare and lock based weaponry, so I'll be interested to hear your own input on how that stands in the current edition of the system.
>>
>>1008768
Oh hush, you're only almost insufferable.
>>
>>1009451
So much has changed in the action economy, attack rolls, and pilot skills, that I'm not confident in my previous experience being any use at all. Except for the case of Tac Shields: they're still the best piece of equipment in the game and all rookies should bring one.

I shall weep for the removal of Drones though. Who'll brighten up the tac-net with moe-banter now?
>>
>>1011134
The pilots?
>>
Rolled 18 + 2 (1d20 + 2)

>>1008553
Since this is a grinder, it's time to try out all those builds I was terrified of getting killed using in the main game!
"This is Demitri, entering the AO. Boosters engaged, target sighted on the objective, beginning my run now!"

---
== Thunderbolt ==
[Cirrus] - HP 10
DEF 8+4=12 - ECM 10
SEN 8 - Move 5+3+1=9
---
Armour - Adaptive Camo {Stealth 8, -2 to attacks when in cover}
Right Arm - Explosive Spike
Left Arm - Smoke Pod {2/2}
Torso - CMS, Advanced ECM
Legs - CMS
---
Skills: Commando, Artful Dodger, Ambush

>Deploy Alpha
>Fly north 9, going left or right of T2 depending on where exactly I deployed (jumping over infantry I7 if necessary)
>Charge whichever truck Manitou didn't shoot (+2 to hit, +lots to damage)
>Free action pop smoke

Btw, what's the hit-threshold number for the Explosive Spike?
>>
>>1011209
>the hit-threshold number for the Explosive Spike?
It's 12

AIso advanced ECM is not available in this mission.
>>
>>1011219
>advanced ECM
Ah, I meant ECCM, sorry
>>
Alright I've put this off long enough.

Beginning turn processing
>>
File: RemasterBeta1_P4.jpg (2.95 MB, 1946x1571)
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John: [Error: Target out of range]

"Just a friendly reminder people tanks have thick FRONTAL ARMOUR. You need to hit them from behind or just use a bigger gun if you want take one out."

>Standby for NPC phase
>>
>>1011870
>coughs quietly and kicks the [Rapier] module in the main control to add +3 dmg, +3 dmg for 2 crits vs S1
>>
File: RemasterBeta1_E4.jpg (2.47 MB, 1946x1571)
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>>1011876
"It's dead Joe"

>>1011870
Ambrose:[Incoming hacking attempt blocked, initiating countermeasures... countermeasures failed.]

Kestrel:[Incoming hacking attempt blocked, initiating countermeasures... countermeasures successful...shutting down enemy targeting system]

"What is with you people and standing in front of cannons!? You know Carver is only going to pay you if you actually manage to kill something? And no the turkeys don't count. Obtuse the techs are gonna need to time to repair the damage... good thing we have another mech that's just like your old one. Sending you in with the new guys."

15: Dimitri
16: Retribution

>standby for aftermath
>>
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>>1011961

>Declare your actions people. Turn processing will happen sometime tomorrow evening, GMT time.
>>
>>1011961
We're doing our best here, operator! There was some unscheduled unforeseen hiccups with the plan.
>>
>>1011975
Thank the techs for me operator. Thought I was going to have to grab whatever came to hand, but they were on the ball today.

>>1011985
Right, we've been getting reamed here, mostly because they keep picking us off piecemeal.
Advise we concentrate on the more spread out southern front and just bumrush them all at once.
>>
Rolled 15, 6, 3 = 24 (3d20)

>>1011975
(Slight modificationl; I forgot to include juggernaut mods)
Move 2,2,2,2
Attack D1 (x3 for 12 damage each)
Aim
(Threshold to hit: 16)

>"Be judged..."
>>
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>>1012016
Suffice to say.. I think the tank is now dead...

>>1011996
Agreed, we are too scattered, I was meant to deploy at Bravo, though it seems command sent me down here my accident...

>>1011985
More like giant gaping rents torn into the plan....
>>
Rolled 5, 11 = 16 (2d20)

>>1011985
>>1007655
Excess, kindly help me scorch these tanks, Ambrose, advise you finish the Cobra, it has no frontal armour, so you can lay into it.

>>1011975
>Aim (+4hit +2crit)
>Jump 33444
>Alpha strike A1

Gunner
Crocodile
HP: 20/20
Agi: 5
EDef:8(12) (auto resist, counter hack)
Scan:14
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
>>1011975

>Deploy at Bravo

HP: 26/26
Agility: 4
EW: 6
Sensor: 6
Mobility: 5 (May Jump)

Batman
armour: Ablative Armour
Torso: ECCM Pod, Guidance disruptor
LA: Boom Stick (linked) Boom Stick (linked)
RA: Blast Shield
Legs: Thruster Array
Skills: Combat Tech, System Restore, Cheat Death
>>
>>1011870
I bonked twice(hitting once with a 3), folding the first charge into a move+attack with my assault skill, and then using another action, did I do something wrong?
>>
>>1012022
Hate to rain on your parade, but that Command Tank is fine.

The Reactive Armor Plating absorbs the blows handily.
>>
>>1012052
(But I hit it three friken times?! That's bullshit if it can take Three mc-fistings!... Why aren't we in command tanks then?)
>>
>>1012055
Budget cuts.
>>
>>1011975
I also have jump jets, so why did I crash through the wall?
>>
>>1012055
Actually hold up, Punchman. I'm probably letting my old combat experience color my perception here. Uandy chance this new "Impact" damage type your fists are wielding actually will go through the Reactive. Haven't seen that field tested yet.

Give me a run down if you're still standing afterwards! Fingers crossed!
>>
File: RemasterBeta1_A4_2.jpg (2.42 MB, 1946x1571)
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>>1012022
Oh sorry about that. I've still got some time so I'll do a quick fix.

Feel free to repost your actions.

BTW did your draw your mech pic yourself?

>>1012049
You can only "fire" each weapon once per phase. Plus Tactical advance lets you fold a move and ATTACK together, not a move and charge, that would be OP.

>>1012058
You didn't specify a Jump move, which is again distinct from a regular move or a charge.

>>1012055
Well you just got a second chance.
>>
File: Reactive armour.jpg (37 KB, 276x204)
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>>1012022
>>1012052
It might not be, even reactive armour has a limit to what it can take(it's 8 damage) , so a couple power fist strikes ought to have at least dinged it under old rules, they might kill it with this new death save system.

>>1012055
You also only have two attacks, one for the first fist and another for the other one linked into it. Not sure where you're getting 3 from?

>Why aren't we in command tanks then
Nothing special about the tank, they just have extra reactive armour. It comes in blocks of 4, and applies DR8 to the first 4 hits a unit takes. It's actually available to mechs, but I guess the client didn't spring for the license for the company that makes them (LHI).

>>1012058
Probably you didn't specify jumping, since otherwise the move bonus likely just entails doing a cool boost glide like in my armored cores.
>>
>>1012073
>>1012081
Ah... Well I guess I've been given a second chance anyway, and I'll keep that information in mind..

And unfortunately I didn't draw that mech picture, I found it on Deviantart amongst a boatload of other mechs; thought it fit the overall look I was going for.

>>1012056
Note to self... find out who cut the budget for reactive armor plating and give them a Mc-fisting...

>>1012070
Is this true command? can impact damage go through reactive armor?

Anyway: New actions:
>Move 2,2,2,2
>Special action: Evade
>>
>>1012120

Each charge of reactive armour will negate up to 8 points of impact or shaped charge damage, 6 points of piercing damage or 2 points of beam damage.
>>
>>1012120
>>1012142
And, lest we forget, it also negates precisely 0 points of damage from weapons with the penetrator trait, such as hammer missiles. It's my own armour of choice, but it's definitely not a clear best. Really depends on what you fight.
>>
>>1012073
FUCKING BULLSHIT, RAAAAAGEEEEEEE AAAAARRRRRRAAAAAAGGHHHH
>>997475
>deploy in stealth


>Errant
Stealth armor(16stealth)
Skills:Commando, conceal, ambush
Arms:x-bow, canister gun
Torso:ECCM, Smoke launcher,surge protectors
HP:14
Evade:6
Edef:8
Scan:10
MV:6
Stealth:16
HATE:9001
>>
(Man, this mission has been a real shitshow, hasn't it? Now, partly it's down to the format meaning players gradually arrive and are picked off by massed tank fire, but in all honesty this is a pretty challenging scenario even without that. 12 tanks, 4 of them ECM capable command variants with reactive armour, 6 mechs, 4 of them stealthed and capable of ambushing the unwary to devastating effect, 2 with artillery to hide behind the tanks, a couple cannon turrets and 8 squads of infantry.

I frankly wouldn't have fancied the Camel Corp's chances against these odds, and they had much better equipment from higher grade manufacturers, plus a few other boons.

Don't be discouraged is what I'm getting at. We WILL succeed, even if we have to do it by clogging their death cannons with our wreckage)
>>
>>1012309
Speaking of wreckage... do wrecked mechs count as cover? That would make things a little more interesting at the very least if our own destroyed mechs could provide some help to our assault.
>>
>>1012331
Wrecked mechs do count as cover, however they block movement and you cannot occupy the same hex as a wreck.
>>
>>1012319
Oh please, we can take the sorry sods! Just an unfortunate distribution of initial movement!

>I love it. So many wrecks.
>>
>>1012444
>I love it. So many wrecks.
(It was actually starting to remind me of the map for the Peacekeeper HQ defence with the implied havoc from the sheer number of wrecks there were just lying around.

Only where that was a result of a valiant defence by the brave brave few against the cream of Zanvra's armoured corps, this was the result of a horde of mercs hurling themselves bodily at the cold uncaring steely glacis plates of tanks and getting summarily shredded like a bag of shrews in a woodchipper).
>>
Rolled 11 (1d20)

>>1011975
>>1012073
>Crossbow the generator truck
>Move 61112, Facing 1
>-Disruption hits both trucks, i4, T1, C1
>Smoke the 612 arc (yes, all over i4)
>[Stealth]

>Squire
=P-Geist MkII=
HP: 12/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 1/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
Rolled 5, 5, 13, 14, 8 = 45 (5d20)

>>1011975
waitwaitwait I thought the command tanks had only 1 DR at front? guess I'm dumb.

Dammit screw this, I'm going in! I could really use some help here!
>[Evade]
>move 3232
>Lock on X1
>Lock on X1 again, If it fails
>Fire Aegis smartgun at X1
>Fire Aegis smartgun at X1

[Nimbus]
>HP: 12/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
>>1012819
dammit, I forgot to fire the laser designator just in case. oh well.
>>
File: BetaMovePhase02.png (1.04 MB, 968x684)
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>>1012073
>>1011975
>JUMP 6, 6, 6, 5, 5, 6, 6
>JUMP 5, 6, 6, 6, 5, 5, End Facing: 1
>Free Action: Deploy enough Smoke to cover all sides (I'm told this would use 2 Charges. Is that correct?)
>Special Action: Recloak


Zilia "Hawk" Bly

Wimp
Stealth 4(6)
Adaptive Camo (2 Def bonus with cover)
HP: 14/14
Agility 5
E-Def 10/6
Scan 8
Move 6/7 +Jump


Torso:
• ECCM (Auto Resist at +4, Auto Counter Hack)
LA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Smoke Dispenser (Mag2)
• Smoke Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
RA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Chaff Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
Legs: Thruster array

Skills (Commando):
Jailbreak (+1Mov)
Concealment (6 Stealth, Improve by 2 with onboard stealth)
Reaper's Shroud (Reenter Stealth at Start or End of Phase)
>>
>>1012819
>waitwaitwait I thought the command tanks had only 1 DR at front
Nope. 2, same as the regular kind. Though that one had reactive too until you shot the last of it off just now, so at least you can actually shoot him in the back now.
>>
>>1012073
fine, but I'm going to be salty as fuck and try to blame you just as much as myself for the fact that it happened, and over-excessively spoon-feed actions like you're a toddler until I stop seeing red, try not to judge me too harshly
>>
>>1011975
Why haven't I moved? I posted a move: >>1007655
>>
>>1013745
Also how did I manage to hit A1 3 times when I only allocated 2 shots to it? Did you mix it up with S1?
>>
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>>1011975
>>1012073

>Deploy West-North

"Hello ladies, what's all this buzzing about?"
!!!
"ExcessWidget, might you be a CO?"

[EW-Specialist]
• Enhanced Electronics: Enemy resisting rolls twice using worst result vs. EW
• Target Aquisition: One free lock-on each turn
• Automated Agression: Free fire with guided systems with lock on

[Stratus]
BEEHIVE
Ablative Armour
HP: 18/18, AGI: 6, EWR: 10, SNR: 16, MOB: 5
Torso:
• Active Scanner (Cannot resist lock/scan at half-scan, suffer Beacon next turn; Scanner; +4 SNR; High Tech)
• ECCM Pod (EW; Auto Resist at +4; Auto Counter Hack; High Tech)
• Swarmers (AIM:9, RNG:6, ROF:6, DMG:2, CRT:1, PEN:2; Ammo; Guided; Missile; Shaped Charge; High Teh)
• Swarmers
LA:
• Swarmers
RA:
• Swarmers
Legs:
• Thruster Array (+MOB, Jump)
>>
Rolled 4 (1d20)

>>1011975
>>1012022
You wanted Bravo, and I wanted Alpha, so I think it was a pretty easy mistake to make.
>>1012319
This kind of grind-fest is exactly what happens in testing. Understanding the new system takes time, and is often more to do with figuring out what each enemies needs to take them out than how your own mech handles. Anyway, time to add one (or more) new wrecks to the map

>>1012819
"On my way Kestrel, firing boosters!"

>Special: Evade (roll twice)
>Move 232
>Flying Charge 8 tiles at B1 with Ambush (Hit 12+2=14 or lower, crit 4+2=6 or lower, damage 16+25%=20)
>Face 3, pop smoke

---
== Thunderbolt ==
[Cirrus] - HP 10
DEF 8+4=12 - ECM 10
SEN 8 - Move 5+3+1=9
---
Armour - Adaptive Camo {Stealth 8, -2 to attacks when in cover}
Right Arm - Explosive Spike {Hit 12, Damage 8, Crit 3, Pen 4}
Left Arm - Smoke Pod {2/2}
Torso - CMS, ECCM
Legs - CMS
---
Skills: Commando, Artful Dodger, Ambush
>>
>>1013745
>>1013747
Sorry, processing scythe fire control is a bit of a headache for me since I realized I hadn't thought through how I'd adapt it to the new system.

I probably did mix a few things up.

You can take your next actions as if you moved. I'll update my map
>>
Rolled 10, 5, 2 = 17 (3d20)

>>1013957
Thank you.

>>1012073

>Dodge
>Move 432 323, face 1
>SCF at S1(3 shots), A1(2), A3(2)


Wimp
HP: 14/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
>>1014006
>Correct HP is either 14 or 6, depending on whether I was retroactively not hit.
>>
Rolled 4, 9 = 13 (2d20)

>>1012073
Well, here goes.

>[Aim], +4 acc +2 pen
>Move 3, 3, 3, 3, 4 (Thruster Array)
>Scythe Fire - Fire LZ at A3 (3 shots), A1 (2 shots)
> vs 18, pen 6, crit 3, laser exponent

HP 20 [Ablative +6]
Agility 5
E-Def 8
Scan 10
Move 5 [Thruster, Jump]
Torso:
Stilleto Targetting [+1 crit dmg, +2 crit hit]
Guidance Disrupt [Missiles must roll to hit]
Rapier Targetting Suite [Crit dmg to norm dmg on crits]
LA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
RA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
Legs:
Thruster Array
Skills:
Gunner, Marksman, Scythe
>>
>>1013927
Pfh, I don't have no fancy title Pilot. Why would be some kind of commanding officer? Preposterous! Silly! Improbable!

>adjusts fake moustache

And I'm certainly not just a bad expy of some other, dashing CO of a fancy mech company!
>>
I've put this off long enough.

Beginning Turn processing.
>>
A little late, but maybe this'll help.

4 - Ambrose >>1014006, >>1014009
5 - Kestrel >>1012819
7 - Obtuse >>1012023
8 - Manitou >>1012775
12 - Excess Widget >>1014582
13 - Hawk >>1012871
14 - John
15 - Dmitri >>1013939
16 - Retribution >>1012016 >>1012120

>Deploying
Ajax >>1012041
Orrick >>1012231
Beekeeper >>1013927

Tesla?(Don't see him from last turn) >>1006286
>>
>>1012073
>Evade
>CHARGE 55, face 6
>Lock on C1
>PUNCH C1's ass

HP 14/18 (Hedgehog)
AGI 5
ECM 6
RNG 6
MVM 4

Torso - Overcharged Actuators, Melee Calibration
LA - Power Fist
RA - Power Fist
Legs - Overcharged Actuators

Also, Control shouldn't my Hedgehog have kicked in?
>>
>>1015075
>shouldn't my Hedgehog have kicked in?
Far as I can see nothing was a adjacent to you, so it didn't go off.

Also the order of your actions is a little weird, since you've got a lock action in between the charge and the actual attack that makes it seem like you're trying to take three actions.
>>
>>1015070
Thanks.

Oops, I forgot about Tesla I'll deploy him this turn.

>>1015075
-.-
Normally I'd enforce a strict deadline but I'll let this one slide.

Your hedgehog has not kicked in because you aren't adjacent to anything.
>>
>>1015075
Wait, I see where I keep messing up. I thought the base of the TURRET was part of the TURRET. My bad.
>>
Rolled 2 (1d20)

>>1015113
I probably should have rolled.
>>
File: RemasterBeta1_P5.jpg (2.52 MB, 1946x1571)
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Hawk:[Unable to re-enter stealth, command truck has line of sight to you]
Ambrose:[Error, target S1 does not exist]

"Saint and Spirits be praised we've finally taken down 3 tanks and all it took was the combined firepower of 7 mecha. Real efficient operation we're running here guys."

>standby for NPC phase.

((BTW Ambrose I'll let you set your HP at 14 since retroactively those enemies wouldn't have attacked you while you were behind that rock.))
>>
File: RemasterBeta1_E5.jpg (2.49 MB, 1946x1571)
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>>1015234
"Well how bout that, we only lost one guy this time around, and there are even more mercs lining up for this job."

17: Ajax
18: Orrick
19: Beehive
20: Tesla

What's this!? A battlefield woefully underpopulated by bees? A generous helping of highly advanced micro missiles that vaguely resemble a swarm of angry insects should set things right

>standby for aftermath
>>
File: RemasterBeta1_A5.jpg (2.42 MB, 1946x1571)
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>>1015390

>Declare actions. My weekend is looking busy so I may not be able to process tomorrow. We'll see how things go.
>>
>>1015410
Man, I would not wanna be those two right about now.

>>1014612
>>1014006
Well southwest squad, we could run dickfirst into the obvious killzone those tanks have set up and eat their overwatch reaction fire...or I could fuck with their targeting a bit with my ECM first, how's that sound?
>>
>>1015410
Hey command, am I right in remembering you can't hack MBTs? Can you hack turrets?
>>
>>1015446
"It looks like the units in the south have had to rush to reposition themselves, they're currently not on overwatch. If you're going to advance best to do it now."

>>1015470
You can debuff non-mech units by hacking their targeting system or remove any target locks they have.
>>
>>1015481
Roger Operator, good intel. Of course, they'll still have the drop on us next turn if we move up into their reach.

>>1015481
Might want to reword the hacking section then, it still states that hacking the targeting of non-mechs (referred to there as fire control) is disallowed.
>>
>>1015503
Yeah I know, there's still a few rough edges on the rule cards I didn't catch when translating everything to the new ruleset.

That's one of the things I'll have to address after the test among other things.
>>
>>1015481
>>1015410
>>1015513
Thanks for the confirmation Command. It's good to get these things ironed out now, with the blood of a hundred mech pilots.

"Attack successful, returning to stealth-ECM mode..."
>Special: Stealth
>Move 221122222
>Hack C3 targeting systems
>>
>>1015546
Whoops, forgot stats.
---
== Thunderbolt ==
[Cirrus] - HP 10
DEF 8+4=12 - ECM 10
SEN 8 - Move 5+3+1=9
---
Armour - Adaptive Camo {Stealth 8, -2 to attacks when in cover}
Right Arm - Explosive Spike
Left Arm - Smoke Pod {1/2}
Torso - CMS, ECCM
Legs - CMS
---
Skills: Commando, Artful Dodger, Ambush
>>
>>1015410

>Resist
>Jump 22222
>Move 22223
>Face 3

HP: 26/26
Agility: 4
EW: 6
Sensor: 6
Mobility: 5 (May Jump)

Batman
armour: Ablative Armour
Torso: ECCM Pod, Guidance disruptor
LA: Boom Stick (linked) Boom Stick (linked)
RA: Blast Shield
Legs: Thruster Array
Skills: Combat Tech, System Restore, Cheat Death
>>
>>1015410
>Move 2,1,1,2
>Special action:
"I feel as if the battle will move on without me at my current pace... It'll be four minutes before I am in position to attack the first generator were I to ignore all targets..."
>>
>>1015671
You do have 2 move actions, though.
>>
Rolled 13 (1d20)

>>1015698
.... Why am I only now being told these things?!

>>1015671
>>1015410
Admendum cancel previous actions instead and act as such:

>Move 2,1,1,2,2,3,2,3
>Evade Save roll
"Advancing upon the enemy
>>
>>997473
>>1015714
>You may perform move and jump actions twice.

I was wondering why you only took one move last turn. Still, better to know now than in a mission that matters.
>>
>>1015745
(I had thought we were following the modern xcom rules: Only one move, and one attack action per turn, with attacks made before moving canceling out any further movements... I've been only taking one move each turn ever since we started... This makes melee builds allot more viable now that I can actually close the distance in reasonable time...)

(Tough what would be nice is if to compensate for a module that provides additional damage reduction (Say +1 damage reduction) is that it reduces this move speed (-2) or prevents you from moving twice per turn entirely to make things fair.)
>>
>>1015773
You can use each action any number of times, but each piece of equipment only once. So you can't take two Hack actions, unless you have two pieces of Hacking equipment.

There used to be a Run action, which you could only take after a move action, and gave a bonus to Defence. But it seems to have been removed in the update. Instead, you can just take two Move actions whenever you want to put your head down and barrel forwards.
>>
>>1015812
(And I presume charge must be made within your movement speed?)

>>1015513
Thank you for being the GM by the way, I don't mean to sound salty, I just wish I knew the rules a bit better...
>>
>>1015773
Technically we still kind of are in that you can move twice or move and do something else. It actually used to be more like XCOM in that there was a slight evasionbonus for running, but that seems to have been nixed for simplicity's sake. Don't forget that you can use a charge action, which is essentially a move with a free (and beefed up) melee attack at the end.

>
(Tough what would be nice is if to compensate for a module that provides additional damage reduction (Say +1 damage reduction) is that it reduces this move speed (-2) or prevents you from moving twice per turn entirely to make things fair.)
That's...a little extreme. Experience has borne out that the speed reducing penalty is pretty crippling if you don't have a way to nullify it.

Really, DR is pretty well balanced. There are only a few ways to get it, and anything that provides more than one point has some kind of drawback. Also, with the exception of deflection angles DR from multiple sources doesn't stack, you just default to the highest one.

>Composite armour: +4(6 now?) HP, 1DR
This isn't available right now, but it was basically just higher tier ablative.

>Tactical shield: 2 arm hardpoints, 2DR on front arc
The rookie's favourite. Nice reduction, especially to low tier weapons, but usually takes up an arm and you have to watch your facing at all times (I've been shot in the ass for being dumb about this before).

>Reactive armour: 8DR, 4 ammo
We've been over this one. Near unbeatable, but only for the first 4 hits. Plus, if the enemy has penetrator weapons you may as well have brought no armour at all.

>Shell plating: 1 arm hardpoint, 1 torso hardpoint, 4DR front arc, heavy(-1 move speed)
Only available to mechs from a company we haven't got here, it's basically a shield on steroids, but it's awkward to fit and you need to account for the move penalty, usually by using up space on more equipment to do so.

>Elite skill, deflection angles: +1 DR (stacks)
Great for tanky types, since it makes existing DR sources even more effective and even makes them somewhat useable against penetrators, though it sort of costs you in that it's a purely defensive skill.

>>1015845
Yup, though the bonus charge damage counts your whole movement if you happened to move before the charge.
>>
Rolled 19 (1d20)

>>1015234
Ok, command, can I get a quick breakdown on this, for future understanding? I >moved and >smoked, which triggers an auto-scan from nearby enemies. They detected me, and then I end my turn with >[Stealth] (as allowed by my armour and [Sh]roud).
Am I not currently in stelath because the autoscan happens after turn end, or because you can't stealth on the same turn as getting revealed?

>>1015410
>Move 223 45
>Hack S3, Shut down High Tech
>[Stealth]

>Squire
=P-Geist MkII=
HP: 6/12
Agility 7
E-War 8+4=12[CounterHack]
Sensor 10
Move 6

Stealth Armour- Stealth 14+2=16, High Tech
Torso: Disruptor Field- Foes in {4} cannot use High Tech. ECCM Pod- +4EWar, EDef, High Tech, EWar, Auto Counter-Hack
LA: Crossbow- Acc12, Rng5, RoF1, Dmg6, Crit3, Pen4, Silenced, Shaped Charge
RA: Chaff- Lose Enemy Lock, Mag2/2. Smoke Launcher- Create Smoke, Mag 1/2
Legs: N/A
>Manitou
Skills: Commando, Concealment, Reaper's Shroud
>>
>>1015874
You did not re-enter stealth because the enemy has line of sight to you, although now that I look at your loadout again I see you are equipped with stealth armour which waives this requirement.

You can assume you are back in stealth now but the second you try to do anything next turn you will trigger an auto scan since there are enemies right next to you.

Friendly reminder that smoke blocks line of sight THROUGH it. If you are standing IN smoke units can sill draw line of sight to you, similarly if enemies are standing in smoke they can draw line of sight out of it.
>>
>>1016126
Should I remove the 6 damage, or shall we just assume they got a lucky blind-fire?
>>
John wakes up in his Vitawomb, as the computer reuploads his memory.

All through the base a string of cursing is heard.

(What would be the best chassis and equipment for a tank?)
>>
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>>1015410
>Plant Demo Charge on Command Truck to the South (Timer set to detonate at the bottom of my phase action) *Clink* "Stick around."
>JUMP 3, 2, 2, 2, 2, 2, 2, Facing 6
>Free Action: Smoke Facing 5
>Special Action: Recloak
>Demo Charge should go off at this point


Zilia "Hawk" Bly
Place of Birth: Eblansk

Wimp
Stealth 4(6)
Adaptive Camo (2 Def bonus with cover)
HP: 4/14
Agility 5
E-Def 10/6
Scan 8
Move 6/7 +Jump


Torso:
• ECCM (Auto Resist at +4, Auto Counter Hack)
LA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Smoke Dispenser (Mag2)
• Smoke Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
RA:
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Demo Charge (Range4,Dmg10,Expl2,Pen3,Crit2, TNT)
• Chaff Dispenser (Mag2)
• Linked Boomstick (Range4,Dmg5,Pen2,Crit1)
Legs: Thruster array

Skills (Commando):
Jailbreak (+1Mov)
Concealment (6 Stealth, Improve by 2 with onboard stealth)
>>
Rolled 2 (1d20)

>>1015410
>Special action resist
>Move 2,2,2,3,2,3
>Fire xbow at b2


>Errant
Stealth armor(16stealth)
Skills:Commando, conceal, ambush
Arms:x-bow, canister gun
Torso:ECCM, Smoke launcher,surge protectors
HP:14
Evade:6
Edef:8
Scan:10
MV:6
Stealth:16
HATE:9001
>>
Rolled 3, 15, 5, 6, 5, 9 = 43 (6d20)

>>1015410

>Move 4, 3, 2, 2, 2
>-Enhanced Electronics, Active Scanner
>-Target Acquisition: Lock on C2 (+1d20?)
>Lock on B3 (+1d20?)
>-Automated Aggression: Fire 2 Swarmers at C2 and Fire 2 Swarmers at B3 (+4d20?)
>*Evade

"Release the BEEEEES!"

[EW-Specialist]
• Enhanced Electronics: Enemy resisting rolls twice using worst result vs. EW
• Target Acquisition: One free lock-on each turn
• Automated Aggression: Free fire with guided systems with lock on

[Stratus]
BEEHIVE
Ablative Armour
HP: 18/18, AGI: 6, EWR: 10, SNR: 16, MOB: 5
Torso:
• Active Scanner (Cannot resist lock/scan at half-scan, suffer Beacon next turn; Scanner; +4 SNR; High Tech)
• ECCM Pod (EW; Auto Resist at +4; Auto Counter Hack; High Tech)
• Swarmers (AIM:9, RNG:6, ROF:6, DMG:2, CRT:1, PEN:2; Ammo; Guided; Missile; Shaped Charge; High Teh)
• Swarmers
LA:
• Swarmers
RA:
• Swarmers
Legs:
• Thruster Array (+MOB, Jump)
>>
Rolled 18, 17 = 35 (2d20)

>>1015410
"AMBROOOOOOOSE JENKINS!"

>Dodge
>Move 222 211
>SCF at X1(5 shots), D3(2)
>Face 3

Wimp
HP: 14/20
Agility 5
E-Def 6 [CounterHack]
Scan 8
Move 6

Ablative Armor
Torso: ECCM Pod
LA: Tactical Shield, Auto Rifle
RA: 2 Auto Rifles
Legs: Thruster array

Skills: Gunner, More Dakka, Scythe Fire Control
>>
Rolled 2, 20, 20, 11, 14 = 67 (5d20)

>>1015410
wait, I only moved 323, when I was supposed to move 3232

Advancing to a better position. let's move!

>[Evade]
>Move 1222
>Move 2222
>Lock on to C2
>Lock on to C2 if it fails
>Fire Aegis Smartgun at C2 if lock on successful
>Fire Aegis smartgun at C2 if lock on successful

[Nimbus]
>HP: 12/20 (14+6)
>Agility: 5
>EW: 16 (12+4)
>Sensor: 12
>Mobility: 4

>Torso(3/3)
>ECCM Pod (1)
>Laser Designator (1)
>Stiletto Targetting Suite (1)
>RA(2/2)
>AEGIS SmartGun (2)
>LA(2/2)
>AEGIS SmartGun (2)
>Legs(0/0)
>Armor: Ablative

Skills:
>EW-Specialist
>Target Acquisition
>Automated Agression
>>
>>1018206
Oh, and forgot trip, and I wanted to lock on and shoot to B3 twice instead of C2. but if that can't be changed, oh well.
>>
Command, you might want to specifically note in the rules that a unit can normally only have one lock at a time, since they don't actually make mention of that and a couple people now have tried to lock onto multiple targets at once.
>>
Rolled 16 (1d20)

>>1015410
>Evade
>Jump 33333
>Hack D2's targeting systems

Gunner
Crocodile
HP: 20/20
Agi: 5
EDef:8(12) (auto resist, counter hack)
Scan:14
Move:5
Armour: Ablative
Torso: ECCM Pod, Guidance disruptor, Sensor pod
RA: Laser rifle
LA: Laser rifle
Legs: Thruster Array
Skills: Gunnery Training, Marksman, Alpha strike
>>
>>1016308
>What would be the best chassis and equipment for a tank?
Of the ones we have available, the Batman for sure. It has 20HP and can carry an improved Shield that deals damage to everyone nearby.
>>
>>1018300
Uh, yes, it does?
>Lock On
>Lock On to a specified target. When locked on you gain +4 to all hit thresholds. You must have line of sight. Once you have locked on to a target you keep the lock until you lose line of sight to the target, the target moves out of [Sensor Range], or you attempt to lock on to another target.
Even trying for a second target makes you lose the first.
An interesting loophole here is that, assuming one has the equipment, you can safely make two lock attempts at the same target. Succeeding on the first attempt wouldn't be undone by the second, as it is the same target, not "another target."
>>
>>1018330
My mistake. Still, it seems some people did miss it.
>>
>>1018331
It's to be expected, this is a beta for a revamped system, after all.
>Still rolling for hacking.
>>
>>1018206
Kestrel, can you walk me through what you're trying to do here? I've seen you do it a couple of times now and I don't understand it at all.

You move then move.
Two actions, cool.
Then you lock on C2. That's 1 free lock on action.
Then you lock on to C2 again? How? Using what equipment? What skill? Why?
Then you fire aegis guns - that's automated aggression.

>>1012819
Here you moved, locked on, locked on again (why? what?), automated the aegis guns and then wanted to use the laser designator as well. How? Using what action? Why do you need 3 lock ons? How are you taking multiple lock on actions?

>>1003182
Here you locked on to B1 and B3? With a single action even, somehow - then you shot a laser designator. Having also moved. Maintaining if all was successful 3 lock ons?

What is happening here? I can't make heads nor tails of your combat strategy.

The laser designator isn't automated and cannot be free fired
you can maintain 1 lock on at a time
you get 1 free lock, not two
It's like you're playing a seperate system or I've missed basically everyhting about how the rules work. What's happening here? Talk me through this.
>>
>>1018336
I was thinking it was needed in case they resisted, but it's just them that has to roll for that isn't it? Hrmph, how embarrasing.
>>
>>1015410
>[Evade] - 5 Agility
>Move 3, 3, 3, 3, 3 [Thrusters]
>Overwatch LZ [East], facing 2/3

I need to reposition before I'm any good. Doing so now. Obtuse, I got your back. Ambrose, if you hang back then we can--

>>1018043
or that. That works. Good luck you barmy bastard.

>>1017645
NOT THE BEES!


HP 20 [Ablative +6]
Agility 5
E-Def 8
Scan 10
Move 5 [Thruster, Jump]
Torso:
Stilleto Targetting [+1 crit dmg, +2 crit hit]
Guidance Disrupt [Missiles must roll to hit]
Rapier Targetting Suite [Crit dmg to norm dmg on crits]
LA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
RA:
Laser Rifle
[ 6 RNG, 14 Acc, 3 Shots, 2 dmg EXPO, 3 crit dmg, 4 crit threshold ]
Legs:
Thruster Array
Skills:
Gunner, Marksman, Scythe
>>
>>1018795
To be fair boss, he DOES have a shield, so he's slightly better equipped to take fire than us.

Just Tesla to act (as well as John who will probably want to redeploy), though I haven't seen Tesla since they posted deployment orders a turn ago, so they might have given up and left.
>>
No turn processing tonight guys. Been a bit too busy.
>>
>>1019934
Okay.

Here are (most) player actions this turn for when you do.

4 - Ambrose >>1018043
5 - Kestrel >>1018206, >>1018211
7 - Obtuse >>1018302
8 - Manitou >>1015874
12 - Excess Widget >>1018795
13 - Hawk >>1016990
15 - Dmitri >>1015546, >>1015551
16 - Retribution >>1015714
17 - Ajax >>1015611
18 - Orrick >>1017123
19 - Beekeeper >>1017645
20 - Tesla
>>
>>1018358
uh.
shoot. sorry. I messed up, somehow I thought that Target acquisition allowed two free locks instead of one. I must have confused it with something else.


at the first quoted post, I tried to lock on to C2 so that I could surely kill it. but of course, it wasn't how it's supposed to be.

at the second quoted post, if I failed the lock I would try to shoot with the laser designator to get a lock(and the second lock should have not happened). of course if this fails then the Aegis smartguns would not fire.

at the third post I tried to lock on and fire at the tanks like the above, shoot laser designator if lock on fails, even if that fails then AEGIS smartguns won't fire. again the second lock should have not happened.

about the Aegis gun part, I saw that other players with automated aggression have posted like this before(attempting lock on and trying to use Automated aggression on it on the same post), so I didn't post the 'if lock on successful' part as I thought it would be unnecessary.

and yes. about the two lock ishap, I swear to god it was two locks when I read it, but I admit that I made a big mistake. sorry.
>>
>>1020634
Target Acquisition and Cyber Warfare maybe?

Free Lock with the first one.
One action for a lock, hack and attack bundled up with the second one.
One action for anything else.
One special action for anything else.
>>
Going to redeploy next turn.

>Batman
HP 26/26 (Ablative), 2 Armor Front
AGI 4
ECM 6
RNG 6
MVM 4

Torso - 2 Extra Punching Arms
RA - Blast Shield
LA - Electro Bat
>>
>>1023251
Nice tank build, a classic Guye-co smash beast.

You haven't chosen any Leg equipment though. You've got room for either a thruster array (make the Batman fly and go fast) or juggernaut mods (make it smash everything in it's path).
>>
>>1023283
Now he also has the option of optimized servos. They'll increase your movement speed like a thruster array, but trade in jumping ability for removing that nuisancesome threat of having a hacker swipe your mobility bonus out from under you, an addition I appreciate.

I mean, I'm still just going to use thruster arrays anyway because I jump too much, but it's nice that the option was there if I wanted it.
>>
>>1023283
>>1023384
Aren't thruster arrays only for one of the companies?
>>
>>1023802
Nah. Exo-Terra makes them, but they can be fitted for any mech. But really, go for the melee sub-processor. It fits anywhere, and with all those beating tools you've got the extra processing power will do you wonders.
>>
>>1023802
There are three types of mech components:

1) Mech-specific. Each mech has two of these, listed with the mech's chassis. They can only be used by that particular mech, no other chassis can use them at all. Example: the Batman's Electrobat can only be used by the Batman.

2) Company-specific. Each company has three of these, in a box next to the mechs they make. They can be used with any mechs made by that company, but not mechs made by any other company. Example: Guye-co's Boom-Stick can be used by the Batman, Pugalist, or Wimp.

3) Universal equipment. Each company also makes a line of gear that any mech at all can use. So long as you can afford it, any mech can mount it. Example: Guye-co's Hedgehog armour system can be mounted on any mech, even the tiny Exo-Terra Cirrus mech.
>>
>>1024009
I don't know, it's normally very useful to a melee build, but more speed to close faster is probably more useful still. 1 hex can make all the difference in the world between getting into range or not.
>>
>>1023283
>>1023384
>>1024009
>>1024346
Oh wow, I've been doing it wrong all this time.
I think all go with optimized servos.
>>
Sorry guys. I've just been really busy and am having trouble finding a spare moment to process the turn.

I reckon there's only about two more turns left in this mission and the thread is almost dead. I'll probably process the turn on a new thread. Updates will be posted on the twitter.

Unless nobody can be bothered anymore <.< Personally I have collected enough data and am now prepared to evacuate my people and sanitize the site.
>>
>>1026801
I mean, personally I'm waiting to get shoot so I can see just how little it takes to kill me.
>>
>>1026801
>evacuate my people and sanitize the site
Might be best to torch the lot, it certainly doesn't look particularly good on our mercenary resumes that it took us two entire platoons of mechs to defeat a couple opfor squads and a dozen tanks.
>>
>>1026801
Wait, I want to have my moment of heroically being wrecked!
>>
>>1026825
(You'd be surprised. We once had a player charge a Batman into a horde of giant building sized armoured grizzly bears at the beginning of a mission, and come the end of it he was still standing)
>>
>>1026801
Think of the Turkees, man! They need to be free to be hunted.
>Also, we can use the second thread for discussion, and review the updated mission rewards and company benefits, if you like.
>>
Sanitize the site to clean away evidence? What a novel and intriguing concept.
>>
>>1028439
...Who are you? My IFF paints your machine as a...Zenith?
>>
>>1028439
Speaking of huge firepower, I always wanted a dumbfire rocket rack in this game. Or a disposable ungided rocket pod. Something that shoots a LOT of small, explosove rockets that is cheap and easy to access, so that you could just strap multiple of it and go to town on light vehicles and infantry.
>>
>>1028773
Seems like a Gavial kind of thing to make.

Personally I'd like to see some kind of external magazine part that increases the capacity of ammo based equipment.



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