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Mecha Mercs Skirmish Quest: Mission 3 part 2
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You are currently reading a thread in /tg/ - Traditional Games

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File: Campaign3_P4.jpg (4 MB, 2254x1808) Image search: [iqdb] [SauceNao] [Google]
Campaign3_P4.jpg
4 MB, 2254x1808
((Right, the previous thread got archived so I'm continuing the mission here.

previous thread:http://suptg.thisisnotatrueending.com/archive/45279676/))

Kail: [Unable to complete action, path obstructed, redirecting weapons fire.]

Cable Guy: "Kail what are you doing? That's a wall! You can't just walk through it without special equipment."

HoneyPot: [Unable to complete actions, path obstructed, no line of sight to target.]

Cable Guy: "Well she does quite literally have your back now."

Monitor: "Cutting it a little close there Hetros, be careful with that mortar when there are friendlies down range"

Sparebits:[Lock failed]

Anaconda: "I'm not seeing any new targetting co-ordinates Spare, holding fire for now."

Player Re-cap:
Kail: 1
Malek: 2
Eisensturm : 3
Spare: 4
Gasolina: 5
HoneyPot: 6
Hetros: 7
Wendigo: 8

((Standby for enemy phase.))
>>
>Forgot to bump last thread before bed. Such shame, Wendigo. Dishonoru, sudoku time.
>>
>>45308607
>Move NW,SW,NW,SW
>Reload Mortar
>>
>>45310022

Forgot stats.
Pilot: Hetros Jistin
Pilot Skills: -
Credits: 2
===
Chassis: Cobra
>HP 16/16
>Def 12
>ECM 8
>Sensor 10
>Move 4
---
Armor: Ablative Armor [+4 HP]
Right Arm (2/2): Mortar [Rng10,Rof1,Dmg8,Crit4,Pen18 / Balistic,AoE2, Reload]
Left Arm (2/2): Auto Rifle [Rng6,Rof3,Dmg2,Crit1,Pen20 / Ballistic]
Legs (0/0): -
Torso (0/1): -
>>
>>45308607

I'd like to deploy if possible.
>>
>>45308607
"Looks like I've quite literally got your back, Kail.
I'll try to be more careful in the future."

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
>>
File: Campaign3_E4.jpg (4 MB, 2254x1808) Image search: [iqdb] [SauceNao] [Google]
Campaign3_E4.jpg
4 MB, 2254x1808
>>45308607
((Sorry for the big delay guys, my internet died))

Monitor: "We just lost one of our APCs! Dammit the squad's gonna have to move on foot from here."

"We're really struggling over here, the enemy command team has managed to keep the turrets active."

Cable Guy: "The Sakala just brought it's point defense turrets online. You'll have to take those out if you want the Reptiles to be of any use."

"Ah shit, turns out the hardened hanger did contain an enemy mech. It's cloud threads are probably being run from the remaining command center."

Sparebits: [Mech Hacked, ECM module offline, Sensor module offline.]

------------------

Carrier Captain: "Looks like we've gotten all the crew we're going to get. Divert the auxiliary power to the CIWS while engineering gets the main drives online."

((Declare your actions. I'll be resolving the next turn at 7pm GMT later today.))
>>
>>45312507
((And one more thing...))

Gasolina: [Critical hit! Heavy mech pistol destroyed, 1 Hunterkiller missile destroyed!]
>>
>>45312507
You didn't move me.
>>
Rolled 15 (1d20)

>>45312507
Right, we can't afford it, all Anacondas fire upon the Sakala do NOT let it leave the ground.

>Reload
>Fire Mortar upon Infantry I

Eyes up, a Mech just walked out of that Bunker, someone get on that. not the Reptiles, just want to make that clear.
>>
Going to assume I'm at the position I should have been and post

>>45312507
>Move SW,NW,SW,NW
>Reload
>>
>>45312663
wrong name
>>
>>45312507

>Deploy South
>Move 4 West
>If II can move again, Move 4 West

-Cobra-[CBR]
HP 10 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Anti Mech Rifle
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
>>
>>45312507
>Move 5W
>Run 5w (+2DR)

I'll see if I can pin the little fuck-bot down. If he blows me up, you all come save my ass, y'hear?

Cobra
>HP 14
>Def 12 (+2=14, Run)
>ECM 8
>Sensor 14
>Move 5
>RA: Anti-Mech Rifle
>LA: Demo Charge (x2)
>Leg: N/A
>Torso: Sensor Pod
>>
>>45312920
(This move should put the enemy mech in my sensor range, can I get a rundown of how this KM is equipped?)
>>
Rolled 11, 13, 12, 1 = 37 (4d20)

>>45312507
>Move 1SE, 1S, 2Sw
>Attack AFV 'b' with Dual Heavy Mech-Pistols

"Out of the way Kail, I've got this one!"

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
>>
>>45312507
"Missile Launchers, begin pounding the thing, we're not capturing it, and if they get those VTOL's in the air, the we're not going to be able to get anything through. Destroy it."
>>
Rolled 11, 19, 17, 3, 17, 16 = 83 (6d20)

>>45312507
Bot Actions

1
>Move 3 South
>Open fire with Laser Rifle on APC B

[Crocodile]

HP : 18/18
Def : 10
ECM : 8
SR : 14
Mv : 4

Right Arm : Laser Rifle
Left Arm: Hunter Killer missile, Hunter Killer missile
Torso : Sensor Suite
Legs : N/A
Armor : Ablative Armor

2
>Move NW,SW,NW,SW
>Fire Grenade launcher at AA tower above
[Alligator]
HP - 12/12
TORSO - 0
RIGHT ARM - Grenade Launcher
{Rng: 6, RoF: 1, Dmg: 6, Crit: 1, Pen: 20, Blast: 1, Barrage}
LEFT ARM - Demo Charge
{Rng: 4, RoF: 1, Dmg: 10, Crit: 3, Pen: 19, Blast: 3, Ammo: 1, Demolition}
LEGS - 0

4
>Move 3NW1SW
>Move 3SW1NW
Crocodile-[CRC]
HP 18 / 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: HK Pod (1), HK Pod (1).
Left Arm: EMP-Pod (2), HK Pod (1)
Legs: Jet Module
Torso: ECM, Sensor, EMP Pod (2)
Armor: Ablative

5
>Move 4 South
>Open fire on the nearest turret on the land carrier

Alligator with Carbine Rifle and Heavy Mech Pistol

>All bot actions can be overridden
>>
Rolled 3, 10, 5 = 18 (3d20)

>>45315277
(Overriding bot action)

"Well then, I guess we can forget about this plan. Reptile infantry, forget about trying to take the Sakala, just hunker down in the containers, and wait for extraction. Your lives are worth more than that. I'll provide covering fire for you. "

>move 2N 2NW
"Damn, this AFV is just out of my range."
>Laser Rifle overwatch
"Northern group, be advised, sattelite data indicates that the heavy gunships are about to deploy. Let's mop up the remaining enemies, and prepare to take them on. "
>>
>>45316146
>>45315277
so does overriding a bot action mean that you skip those dice? or have the later actions use earlier dice?
>>
>>45316166
Since you switch targets, I guess you roll again. That's how I've been doing it anyway.
>>
>>45316146
>"Northern group, be advised, sattelite data indicates that the heavy gunships are about to deploy. Let's mop up the remaining enemies, and prepare to take them on. "

"Well shit. If those things aren't coming to ruin our day, they'll be going after Anaconda's missile batteries. Rear-most units should be prepared to fall back to defend them. I'd go myself, but I plan to dance with the enemy mech for a bit."
>>
>>45316296
well I meant for the bot rolls.
>>
Rolled 4 (1d20)

>>45312507
Sorry about that, Anaconda - I seem to be having a spam problem.
>advance NW NW NW
>Lock On to apv X (within reduced sensor range)

Shall we try again?

Crocodile-[CRC]
HP 18 / 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: HK Pod (1), HK Pod (1).
Left Arm: LZ-Rifle
Legs: Jet Module
Torso: ECM [Jam], Sensor[Jam], EMP Pod (2)
Armor: Ablative
>>
"What the frag is happening out, Corps? I don't get it! You're mech pilots! You're giant stomping trodding unstoppable gods of war! The Anuncians are reeling, dazed - about to break and you want to blow up the prize? We've succesfully disabled over their half their force, they're down to infantry, sticks and a pair of gunships. The entire Camel Corp is in the field and we've got enough firepower to level a small continent - and you wanna quit early, blow the carrier and go home?

No, dammit!
Wendigo, Gasolina, Malek and Alice takes out those infantry and that single lone Komodo - get the point turrents while you're there

Kail, Eisensturm, Hetros, Honeypot and I wipe the floor with the upside point defenses and those gunships and we're home free. We were going to blow those the hell up anyhow. And then when they see them raining from the sky they're going to crack up and lose what little stomach they have left.

Besides, the Reptiles needed to re-deploy anyhow - hey're still spread out all over, Command Centre, upper hangar, there's that one chum just hanging out near Gasolina. Gives us plenty of time to drop the point defenses.

The only thing that carrier will do if it becomes fully operationally is turn tail and roll on out of here, and for that they need to get enough power, so we've got time.

This base and this carrier is going to be *ours*! So stop mucking about, load up and turn those Anuncians into so much overly expensive slag!"
>>
>>45317047
We also need to destroy that tower. We have to destroy asa many of the AA turrets as we can.
>>
>>45317047
Hm, if we tell Reptile to take some time to regroup, we might have a decent shot at taking the Sakala (relatively) intact.
I suggest we try and dump as much missiles from our mechs on the gunships before they get in range, it's not like we're going to use them for much else anyway.
>>
>>45317047
"Well, lookit Spare gettin' all authoritative and inspirational-like. I'll roll with your plan, but if we all get blown outta our rigs, you're scrubbing the camel outa my clothing."
>>
I read a book on how to get over my crippling fear of pumpkins, and it had some good advice on facing my fears and becoming a better person.
Still can't eat pumpkin pie, mind.


>>45318264
>>45318134
Got it, good plans.

>>45317078
A sacrifice my dignity is fully willing to make, Wendigo! It's carrier or camelbrush!

Those infanfry pilots are going to get to their gunships, but they'll still need to get them of the ground and at us. We've got missiles and lackluster AA fire, we can bring them down with hunters and EMPs.
The point defenses on the carrier is the hardest bits, becaus they'll grind up the mechanised infantry as it geos close. I'll give a go at disabling the ones on my side, and otherwise deal with the gunships.

Just gotta get the reptile mechanised out of the line of fire, and knock some of these Anuncians down a peg. We can do this team! Camel corps!
>>
>>45317078
Who is this bearded fellow with a weird coat, and why is he in Hetros' mech !?
>>
>>45317047
"On wards 3C! Are we cowards or are we MERCS?!
Gun down those dogs and take over that hunk of metal!
Let's show them what we mercs are made of!!"
>>
>>45317047
Fine! If that carrier takes off though I'm turning my mortars on YOUR sorry ass, punk! But I'm not bothering with the gunships once they get in the air, my mortars are too inaccurate, instead I'm heading for that other command center.
>>
Rolled 4 (1d20)

>>45308607
>>45315277
Ah! Pilot fell asleep!
(overriding bot actions)
>>45312507
>>45317047
"I agree with Sparebits, we can still go for gold here. We have two groups of Reptiles within easy striking distance of the Sakala, and judicous use of marking can take out the remaining enemies with Anaconda support"

"Wendigo, think you can take out that mech-bastard? I'm gonna go for the carrier!"
>Move 4NW, shield facing West
Are there still infantry attempting to board Sakala? The map is a bit unclear. If there are:
>Fire Grenade launcher at infantry.
If not:
>Run 3NW, SW, shield facing West

>>45320785
"If the Helo's are anything to go by, aircraft really don't like blast weapons! You'll be fine!"

[Alligator]
HP - 12/12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm - Grenade Launcher - {Rng: 6, RoF: 1, Dmg: 6, Crit: 1, Pen: 20, Blast: 1, Barrage}
Left Arm - Tactical Shield - {2 Armour on Front}
Torso - Demo Charge - {Rng: 4, RoF: 1, Dmg: 10, Crit: 3, Pen: 19, Blast: 3, Ammo: 1, Demolition}
Legs - Nothing
>Owe the Camel Core 3 cred
>>
>>45320825
Also, my mistake:
[Alligator]
HP - 10/12
>>
>>45320785
You are a very angry pilot. I've got a book I need to transmit you a copy of once we get back to base. It's called "Gourd, God and Goodness - How To Plant Proper Pumpkins In Your Patch of Life".
>>
>>45320962
Aren't pumpkin just round carrots anyway ? I remember reading that on the internet.
>>
>>45321289
I do have a crippling, somewhat phobic response to carrots. I believe this may be the case.
>>
>>45321344
Are you sure it's not just the colour Orange that sets you off? How do you feel about oranges?"

Tactically, what do people think about sending the group of Reptiles from the command bunker to assault the Sakala as well? At this stage I think we need to go all in. The secondary bunker isn't going to die anytime soon, and the hacking has been less than fantastic. I can Demo the AA tower if need be.
>>
>>45320785
It's a land carrier, probably will roll out.

But yeah, we should just nail it. We want to be able to pop it entirely if necessary.
>>
>>45321522
Two crews can pin them down and stop them from activating more systems, and we can hustle in the last two crews - then redirect fire support to wreck the enemy Komodo, any incoming reinforcements and such.

I wonder if this carrier can deploy vehicles of its own. They might have a contigent of soldiers on board to do that.
>>
All actions have been received, processing...
>>
>>45322379
Hurrah Command! Good to know you're still with us! It's fantastic that you--
what
no -- 你想购买一头牛 WHY IS MY CONSOLE IN CHINESE--- الجمل المستخدمة قليلا

hey I know that one, it's the script for camel

I've gotta debug this bloody mech system! This CamelBack OS is completely unreliable
>psst

NO I DO NOT WANT TO INVEST MY PAY IN GOLD BULLION---

Crocodile-[CRC]
HP 18 / 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: HK Pod (1), HK Pod (1).
Left Arm: LZ-Rifle
Legs: Jet Module
Torso: ECM [Jam], Sensor[Jam], EMP Pod (2)
Armor: Ablative
>>
File: Campaign3_P5.jpg (4 MB, 2254x1808) Image search: [iqdb] [SauceNao] [Google]
Campaign3_P5.jpg
4 MB, 2254x1808
>>45313243

Cable Guy: "Scan results are coming in now... judging by the paint job and insignia this one looks like he's from an elite unit too."
Right Arm: Frag Cannon.
Left Arm: Mace
Legs: Jump Jets
Torso: Redundant Sub-Systems
Armor: Ablative

>>45316166
((Overriding a bot action means that you roll again.))

>The only thing that carrier will do if it becomes fully operationally is turn tail and roll on out of here, and for that they need to get enough power, so we've got time.

Cable Guy: "Uh... you really don't want to let them reach full combat readiness if you can help it. The carrier likely has more powerful weapon systems and judging by those domes and antennae on the bridge, a sophisticated ECM system to boot."

Monitor: "Roger that camels, we'll regroup outside the carrier's weapon range and prepare to move in when we see an opportunity."

Anaconda: "Be advised the carrier's point defense guns can shoot down missiles as well, though they don't have the range of the AA turrets."

((Carrier turrets have a range of 6 hexes. Standby for enemy phase...))
>>
>>45323031
Hmmm...
>Starts measuring ranges...
If I run this turn, I can get in range to throw a Demo charge into the secondary command next turn... very tempting.
>>
>>45323031
Okay, okay Mr. Kerry, so I vastly over-stated the confidence I feel in our ability to defeat a fully armed and operational battle station landcarrier. Mistakes were made.

But I stand by my original assessment - the Camel Corps are good, effecient soldiers and I believe in them. I mean us. I believe in us. We can pull through this, together!
--

Anyway, thanks Monitor. Your Mechanized Men are so much fodder for those defence guns, and there's little reason to waste their valuable lives on a run. I think we managed to sweep one, and we should be able to destroy the one on the north side facing towards our deployment as well.

How many do you need clear to make an advance?
>>
File: Campaign3_E5.jpg (4 MB, 2254x1808) Image search: [iqdb] [SauceNao] [Google]
Campaign3_E5.jpg
4 MB, 2254x1808
>>45323031
((Forgot to mention:))

Spare:[unable to complete action, no line of sight to target.]

Cable Guy: "Welcome to the battle Alice, marking you as number 9 on the tactical display."

>>45323031

Monitor: "We've managed to shut down all the AA turrets... for now."

Kail:[FCS hacked, -2 to hit.]

---------

Sakala Officer: Main drives are warming up, power levels rising across the board... we just lost the forward turret on the right side.

Captain: Prep recon drones for launch and tell Ordinance to start loading the missile tubes.

((And that's the turn guys. Declare actions. Next turn will be processed tomorrow at 7pm GMT.))
>>
>>45323302

Monitor: "I'd really prefer it if you destroyed them all, but two out of three will give us a decent chance of getting in, preferably the forward and middle ones."

Anaconda: "There is another option. I could 'distract' the carrier guns by firing off a volley, if the guns are too busy shooting down missiles then they can't target Monitor. Just make sure the base AA turrets stay offline, otherwise we might not be able to tie up enough of their guns to open a window."
>>
>>45323603
>Sakala Readiness 80%
Jesus fuck. Ok lads, this is it, heaven or hell.

Do we:
1) Say fuck it, fire the missiles into the carrier and just wreck everything
2) Targetup the guns and ECM on the carrier and still attempt a boarding
3) Lock on to the carrier missiles tubes and/or ECM, and attempt precision bombardments
4) Some other cunning plan?
>>
>>45323970
>Targetup
Shoot. I meant shoot.
>>
Rolled 9 (1d20)

>>45323662
Those are the words I wanted to hear. Risky, but I like it. It looks like their AA turrets are offline for now - which gives us an opening. We can still do this, people!

If we shake them up a bit with a barrage now Anaconda might clip a point defense turret. Then we can see if they're broken enough to destroy or soft enough to capture when the smoke from the barrage clears. Hold fire until we see if we can reduce their PD turret coverage.

Wendigo, Alice can you tackle that incoming Komodo? You should have indirect fire capability or be right next to it!

Gasolina, you've got so many targets around you and they're all great.

Malek, you're in a perfect position - if you democharge the ECM centre right north of you, you can also fry their turret - and maybe knock some of their guidance out for drones. That'll give Reptiles lads an opening.

Kail and Hetros and Honeypot, you should be well able to deal with vehicles X and Y.

Eistensturm, can you get in position to wipe out some of the north side point defense turrets? If we get those, Reptile is in the clear.

Hey, what do you rate the impact tonnage of this Crocodile Unit at?
>move SW NW SW NW
>Jump Jet on top of damage vehicle X, preferably feet first.

( IF that is SILLY and INADVISIBLE from a MEDICAL STAND-POINT, instead
>Recover ECM, Sensor Units
>JAM north-front point defense turret to allow Anaconda Barrage

Crocodile-[CRC]
HP 18 / 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: HK Pod (1), HK Pod (1).
Left Arm: LZ-Rifle
Legs: Jet Module
Torso: ECM [Jam], Sensor[Jam], EMP Pod (2)
Armor: Ablative
>>
I'm beginning to think I'm not cut out for this ECW business - maybe I shouldn't have skipped all those package intercept classes back in Basic.
>>
>>45323603

>Move 1SW, 1NW, 2SW
>Run 1SW, 2NW, 1N

>>45324026
"Understood, Sparebits, covering the Reptiles, hopefully this AFV doesn't have line of sight.
Eyes up everyone, airship gunners are operational."

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol

By the way, how does the Tactical Advance skill function?
>>
>>45324072
Since their AA is offline, perhaps now would be a good time to unload all those missiles you're running around with Sparebits? The top right Sakala turret is 12 away from you: perfect Hunter-killer range.
>>
>>45323603
>move 3 SW 1S
>reload

*Mutter gripe mutter*
>>
>>45324104
((I realize now that I probably didn't give it the best name...

How it works is it allows you to combine a move an attack action. So say you move 2 hexes, attack then move another 2 hexes as opposed to attacking then moving 4 hexes and vice versa. The ability was meant to allow you to pop out from behind a wall, attack then get back into cover.

If the ability sounds a bit anemic and a little too situational I will consider changing it. I want all the pilot abilities to feel useful, but this is discussion to be had between missions. For now Tactical Advance works as I described.))
>>
>>45324270
Unfortunately my hiccuping camel infected over-engineered sensor suite of a terrifyingly useless piece of camelback console keeps spitting smoke when I want to hit the launch

and missiles don't fly at all without a hard lock on! And someone out there disabled my wide sensor net; if the damn thing was online I could send missiles flying everywhere no problem. But as it ain't, I can't - but once I've finished hard debugging this apparently convulted rune spitting mess, then fire-support will be up and running properly!

[ Missiles require lock on to fire ]

Hey, Command, can I launch pods into the air in an attempt to distract the PD turrets? Or do I have to manually get out of my mech to override the firing safety?
>>
>>45324026
Hmm... I have not actually written any rules for this type of manoeuvre even though it's a thing that mechs with jump jets like to do.

Alright, my on the spot ruling: Jumping on an enemy (aka "Death from above") counts as a charge attack using combat knuckles (5 dmg) that requires jump jets and is not blocked by intervening terrain. If the attack hits then the attacker suffers half the damage dealt to the target rounding down with any critical damage being applied directly to the legs.

If the target survives the attack the attacker will be re positioned in a random hex adjacent to the target.

>>45324446

As it stands no. If you're really desperate I will allow you to get out of the mech and manually override the system for two actions.

You will not hit anything, this will just fire the missile off in a general direction and it will explode in mid air (provided something doesn't shoot it down first.)
>>
>>45324715
(( Ah! But my cunning plan relies on something shooting the missiles down. And maybe, *maybe*, if we aim for the sky I might possibly hit it!

Well, we'll go with my very first action then - and it's eminently fair to deal damage to the Mech executing the maneveour.

We shall call it
THE BIT BLITZ

Well, Sparebits will. Loudly and over the inbuilt PA system. I hope no one else does ))
>>
>>45324446
>[ Missiles require lock on to fire ]
>Flicks desperately through manual
What do you mean, "For safety purposes, missiles cannot dumb fire."!?

Son of a bitch! Goddamn penny-pinching beancounters, aint never been in a warzone, wouldn't know a chaotic battlefield if it bit them on the ass. I've been saying it for years! Aint no safety reg that'll keep you alive on the battlefield.

But NOooo. It's all just
~"Oh Malek, you can't fire missiles without lock on"~
~"Oh Malek, don't throw Demo Charges backwards."~
~"Oh Malek, stop brewing nitro in the mess hall."~
WELL WHO'S ENDANGERING THE SAFTY OF THE COMPANY NOW HUH!?
>>
>>45324862
That's what *I* kept screaming loudly too! Damn beaucrats! We've gotta get GuyeCo mechs, they don't have safety features.

At all.
>>
>>45324979
I just want to pretend to be a knight, and do knight stuff.
>>
>>45324979
Ah, Haxton Sale Guye, a man after my own heart. Or at least my wallet. That rough location anyway.

One of these days I'm finally going to get to show him the modified Pugalist design I made, with Demo charges on all four fists. For really IMPRESSIVE breaching.
>>
>>45325083
I wonder if GuyeCo have a modular piece design that could add a few Pspikes to my mech feet. Can ground yourself for firing, or perhaps use them for more creative purposes involving jump jets and bad ideas.
>>
Who's been botting Gasolina? I just realised they weren't anywhere to be seen this thread. Looking at their loadout from the last time they spent money they have an unfired Hunter Killer missile, and they're in a good position to use it. Against the rear Sakala turret for example.
>>
>>45325497
Good plan!
>>
Rolled 3 (1d20)

>>45323603
>Reload AMR
>Attack enemy mech with AMR
>(If the tent is blocking the shot, Overwatch instead)
>>45324026
"That was my plan. C'mon Alice, let's show this shitstain exactly why these cannons are called Anti-Mech Rifles. Monitor, it's a risk, but you do have a squad in position to board, might want to run some guerilla interference with their crews, slow them down a bit while we get the rest of your boys a clear window. Your men, though, they might not make it out."

>>45325497
(Wasn't his HK destroyed by a crit?)
>>
>>45324715
Command: is it possible to lock on to bits of the Sakala individually, for the purposes of firing Anaconda rockets at precise targets?
>>
>>45325778
>Wendigo, critting the mooks, whiffing the big ones, all night long.
>>
>>45325778
>(Wasn't his HK destroyed by a crit?)
One of them was, but he's carrying two!
>>
>>45325778
>Monitor, it's a risk, but you do have a squad in position to board, might want to run some guerilla interference with their crews, slow them down a bit while we get the rest of your boys a clear window
Readiness is at 80%. If we still want to capture, we need to board this turn, with everything we can, and start murdering crewmen right NOW. I might even advise abandoning the command station to get that squad on board.

Meanwhile, Gasolina can go NE, and get a lock-on attempt on the top-right Sakala defence cannon. If we can take that one out then we still have a chance. If not... I think we just blow it up and call it a day.
>>
Who is number 8?
>>
>>45326081
Me.
>>45325858
By all means then. I think Het is currently our botter, but folks still have plenty of time to post.

>captcha knows my weakness is waffles! Witchcraft!
>>
>>45326158

Do friendly mechs block LOS? because I was hoping of coming up behind you to get a shot off at that enemy mech.
>>
Rolled 1 (1d20)

>>45323603
>Drop Mortar Round Directly onto Y
>Move 2SW, 2S

"Why are you guys not firing the damn missiles?!"

Pilot: Hetros Jistin
Pilot Skills: -
Credits: 2
===
Chassis: Cobra
>HP 10/16
>Def 12
>ECM 8
>Sensor 10
>Move 4
---
Armor: Ablative Armor [+4 HP]
Right Arm (2/2): Mortar [Rng10,Rof1,Dmg8,Crit4,Pen18 / Balistic,AoE2, Reload]
Left Arm (2/2): Auto Rifle [Rng6,Rof3,Dmg2,Crit1,Pen20 / Ballistic]
Legs (0/0): -
Torso (0/1): -
>>
>>45326210
I believe friendly fire is on, yes. Please do not shoot me in the ass. If the tents don't block LOS, you can get a shot in from where you are now. Otherwise it looks like overwatch might be your best bet, you can shoot him when he comes to mace my face in.
>>
>>45323603

"Thankfully some interesting stuff is still going on! It's not like I overslept or anything!"

>Fire AMR at enemy mech to the NW if tents don't block LOS
>Reload

>Overwatch if tents do block LOS

[CBR-AMR-HMP] Alice##bf1942

-Cobra-[CBR]
HP 10 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Anti Mech Rifle
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
>>
Rolled 5 (1d20)

>>45326787

Opps, forgot dice
>>
>>45325779

It is but you'll still damage it's HP. These are big honking cruise missiles. They'll take down the thing you target but they'll take a chunk of the carrier's HP out with them.

You guys seem to be a little conflicted about how to handle this. Remember that each turret on the base and carrier will intercept one missile. The carrier turrets will only intercept missiles fired on their respective sides.

>>45326787
Tents don't block LOS or offer cover.
>>
>>45326880
They do block movement, right?
>>
>>45327318
No, you can move through them freely.
>>
>>45328505
I'd hope so... I'd have to ask what they're making them from otherwise.
>>
>>45325778
>>45326296
You guys really need to get some target practice in.
This is just horrendous.
>>
>>45329330
Uhh, warning shots! Yeah, those were warning shots, gotta give the guy a chance to surrender.
*grumble mutter camel spit is the best lens-cleaner my ass, Hassan grumble mutter*
>>
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>>45331938
mecha bump from the twitter
>>
>>45323603
Can I lock individual turrets on the carrier?
>>
>>45326880
>You guys seem to be a little conflicted about how to handle this
I think future missions need a dedicated planning phase!
>each turret on the base and carrier will intercept one missile. The carrier turrets will only intercept missiles fired on their respective sides.
Right. Carrier turrets have a range of 6 hexes, and also stop boarding actions.
What this means, is we need to blow up at least every turret along one side to have any chance of not failing this mission.

How tough are the command centers? Would my grenade launcher able to hurt the secondary one if I use my Demo charge now?
How hard is it to Lock-On to individual parts of the Sakala? Easier or harder than most mechs?
Do the grey cranes block LoS?

Plan 1: Most reliable for boarding/demolition
1) I advance North East and grenade the South East most turret
2) Gasolina advances North East and machine guns the middle turret
Pros: I still have my Demo Charge for the Secondary Command (knew I'd need two!), machine gun fire is reliable.
Cons: Missile battery and ECM left undamaged, we will take heavy fire next turn

Plan 2: less reliable, more hedging
1) I advance North East and Demo the ship's Island. Hopefully this destroys the turret, damages the Missiles Tubes and ECM, and gives the bridge a hell of a knock.
2) Gasolina advances East, attempts to Lock-On the rear turret, and fires a HK missile at it. If the missile is intercepted, we use the Lock-on to hit it with a precision Anaconda.
Pros: damages missile and ecm sections
Cons: if Gasolina misses their lock-on or I miss the demo charge, we're in alot of trouble. Next turn the AA sites may come back with little we can do about it, and will overwhelm the Anacondas.

Thoughts?
>>
>>45334569
"If we blow the control area, we might as well just total the entire thing. We need it as intact as possible. The command area is a no-go for attacking if we intend to capture it."
>>
>>45333722
I'd say yes, if we can do it for Anaconda, we can do it for us. See >>45326880

>>45334569
Alternatively, you and Gas could focus on the mid-south turret. Blow that and, with the base turrets down this round, one of the two missles from Anaconda's southern salvo would get through. If you've a lock on the mid turret or the island, the cruise missile shoild knock those systems the rest of the way down.
As a side note, if you're really worried about the lack of demo, I still have both of mine, we could swap targets next turn (or leave Alice to take the mech solo). Two runs and a move before I could hit the northern command center, though. Or a run and a move to hit the SW AA turret.
>>
>>45334745
>focus on the mid-south turret
A pretty good idea. Once Gasolina has machine guned it, I can attempt a lock and fire my grenade, either at that one, or maybe at the other one. If the lock succeeds, we can then drop an Anaconda on it
>>
>>45323603
> Move 3NW
> Fire Carbine on mid-south turret

I'm on it, boys
>>
>>45334952
>>45334569
Given how dangerous ecm, missisles and drones are I say go for the island. Can always repair it later. And we do need that opening.
>>
>>45334569
Focus on the PD turrets. Don't go for the island. That might brick the whole thing and make it worthless to us.
>>
>>45335258
>>45335276
Bit of disagreement here.
>>45328505
Command: Can the carrier be stolen with the Island damaged? Does it have a secondary command location deeper in the citadel?
Also, sorry for all the questions command.
>>
>>45335276
The primary value of the thing is taking it out of Anuncian hands. Secondary is capturing it. If we blow it and take the base, it's still a huge net win for us. Yea, we'd like to see Monitor's boys drive it around, but we'd also like not having 6 missiles blowing us to hell and all our systems fried by their ECM. Things get broken in battle, we can fix it later. And if we can't, oh well, at least we aren't dead. Or worse, riding camels again.
>>
>>45336087
My issue is this.

We can salvage it after pounding it with missiles, if the command center and propulsion systems are salvagable.

We keep our options open by killing the PD turrets

We close off any potential of capturing it by blowing the command area.

>Also the most important things in ships like this are command systems, the ribs and spine, the super structure basically, and the propulsion.
>If we keep those intact we should make a massive payday, everything else can be replaced.
>>
>>45336245
Okay - good point. So we give the Reptiles a *slightly* damanaged Land Carrier. They can always sell it for scrap if it doesn't work out at all - it's a major step up from a completely wrecked pile of scrap.

We're good at this!
>>
>>45336444
Pretty much what I'm getting at.

We can reduce their ability to do shit just by overwatching against missile fire and blowing up the PD Turrets

the PD turrets gotta go anyway if we intend to capture it.

If you guys want to give up ENTIRELY on blowing the thing, then by all means. Blow the missile pods.
>>
>>45336245
It depends on
1) if there's a secondary command area that can steer the hull and provide basic functionality, and
2) how hardened the Island is. Quite possibly a demo charge will blow off all the ECM antena, but only really scare the people on the inside.
>>
>>45336491
Well it is an enemy hardened structure, it'll likely just dent the antennas a bit and scare the commanders inside. I say go for it.

Even if it does a lot of damage we can just change to destroying the courier. Ultiately to either capture it, or destroy it at this stage, we need the turrets down anyway.

So pound that ECM / turret combination with some bombs.
>>
Bumping and coming in to answer a few questions.

>Don't go for the island. That might brick the whole thing and make it worthless to us.

Most of the carrier is heavily armored and hardened against the weapons you are carrying. This is why you need Anaconda's big honking missiles to put a dent in it, either that or drop a demo charge down the elevator shafts in the flight deck to do any real damage.

What you CAN damage are the PD turrets and the ECM/sensor module on top of the island. These things are not particularly tough by themselves and are giant stationary targets, which makes them quite easy to hit.

>Does it have a secondary command location deeper in the citadel?

Common sense would dictate there be a better protected secondary command center deeper in the ship, but you don't know for sure. The Sakala is the first vehicle of it's kind, you do not know it's exact specifications.

3C's intel team has thus far managed to deduce this much:
>It's capable of launching VTOL aircraft.
>It has a vertical launch missile system. (This probably requires targets to be painted by something and given the nature of VL missiles probably has a minimum range...)
>It probably has some kind of drone control capability or even an internal server farm to support mech operations, none of these has been directly observed yet.
>It has a set of short range point defense turrets to defend against missiles and shoot at threats close to the hull, these can be overwhelmed, if they are shooting down missiles they can't shoot ground targets and vice versa.

>How tough are the command centers?

A demo charge followed by a grenade should be sufficient to take them out.

>How hard is it to Lock-On to individual parts of the Sakala? Easier or harder than most mechs?
PD turrets are about the same, ECM module is harder.

>Do the grey cranes block LoS?

The base does, the long bit doesn't.
>>
>>45338281
Also some general information to help you guys make better tactical decisions:

Most ground enemies have a Def of 10.
>Most flyers have a Def of 12.
>Heavy units like MBTs have a Def of 8.
>Immobile targets have a Def of 5.

Most Units have an E-Def of 6 to 8. 8 is the standard for modern equipment, but some units may have less because their equipment is last-gen or particularly vulnerable for other reasons.
>Units specialized in electronic warfare tend to have E-Def of 10-14

On Infantry: Technically infantry squads have 5 HP, with each guy having 1 HP.
>Each shot from a weapon can only damage one guy, this is why an 8 dmg AMR will only do 1 dmg to an infantry squad. The exception of course are blast weapons >:3.
>Most infantry squads will break and flee the battlefield after taking over 50% casualties. Infantry that is battle hardened or fanatical may fight till they are wiped out.
>How dangerous a squad is depends on how well equipped they are. Generally most squads only carry one heavy weapon capable of damaging a mech, but specialist squads may carry more.
>The bulk of infantry squads only carry assault rifles, these cannot damage your mech, but they can damage other infantry.
>Your pilot counts as infantry. That means when you are outside your mech, you only have 1 HP, let the implications of that sink in for a moment...

These are just the general guidelines I use. If I gave you the exact stats of everything we'd be here all day, and of course some elite units or boss units may break these rules.
>>
>>45335010
Are you going to roll for that Gasolina, or was it just a proposal?

>>45338615
>>45338281
Thanks for the Intel command!
>Most of the carrier is heavily armored and hardened against the weapons you are carrying
Right. So no danger of bricking it accidentally then.
>The Sakala is the first vehicle of it's kind
Huh. Did not realise this was such a prestigious target. Hope no-one wanted to set foot in Anuncia ever again.
>given the nature of VL missiles probably has a minimum range
...oh SHIT, they're gonna go for the Anacondas!
>How tough are the command centers? A demo charge followed by a grenade should be sufficient to take them out.
Would Hunter Killer missiles do anything?

Hands up: who brought a Demo Charge other than me?
>>
>>45323603
>run diagnostics (recover from the hack)
>move 4SW
"The crews reached their gunships, team. Watch the skies."
>>
Rolled 14 (1d20)

>>45338673
Okay, getting pretty close to the deadline. In absence of any further Intel:

In order to destroy the carrier, we need to hit it with missiles.
To do that we need destroy the interceptor grid: that means the small guns, the large AA pods or command center, and probably the ECM unit on the carrier.
Blowing up the command center requires a Demo Charge. The ECM is likely to be more fragile, as are all the guns.

In order to capture the carrier, we need to get the Reptiles on board.
To do that we need to destroy the front small guns. The only Mecha Mercs anywhere near range of the top right gun are Sparebits and Honeypot. They have declared actions this turn (I'm not sure exactly how binding it is for actions that don't need dice?), but next turn Honeypot could get in range to shoot it. For Sparebits's missile to achieve anything requires the AA net to be down anyway.
None of that requires a Demo Charge.

In absence of any better plan, I think I'm going to save the Demo Charge for taking out the command center, and other last-minuite plays. I reckon we can withstand a missile barrage.

>Move 4NE, shield facing N
If gasolina takes out the middle turret
>fire Grenade at far left turret
otherwise
>fire grenade at middle turret
>>
>>45340182
Good call Malek.
>>
Rolled 3, 13 = 16 (2d20)

>>45335010
>>
Actions received, processing....
>>
>>45340625
So many misses.
>>
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>>45340625
((Dice Gawds have mercy on you all...))

Kail: [Systems Restored]

-------------------

Sakala Captain: "What's the situation on the ground? Do we know who we're dealing with?"

Officer: "They appear to be a combined arms mercenary unit sir. Fortunately for us their mech pilots seem to be incompetent; their entire Northern squad has been delayed by our AFVs. The southern squad seems to be a little more dangerous. Two of their mechs have gotten through and are starting to dismantle our PD turrets, while the snipers are tied down dealing with Gladiator."

Sakala Captain: "Even so; this is bad, how soon can we..."

(Standby for enemy phase.)
>>
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>>45341658
Monitor: "Making our move on the carrier now, we'll have to leave one squad behind for now to keep the AA offline..."

"Ah shit! We're on board but we took fire coming in, the squad riding on the roof took a few casualties, not sure we can take the ship even with the third squad."

Anaconda: "Looks like one of the missiles got through, holding fire for now. I'm not firing on the carrier while Monitor is on board."

------------------------

Officer: "There's no response from the bridge sir. Sensor range has been drastically reduced, drone control and ECM are offline."

Sakala EXO: I see, transfer all control to the CIC, forget about the missiles, tell the flight deck to...

Officer: "Sir, we've been boarded! Hanger 2 is reporting intruders!"

Sakala EXO: "Shit! Mobilize all security teams! I want engineering and the CIC locked down. Tell the engine room to get the drives online now! Everybody else, grab a gun!"

((Turn is over, declare your actions everyone! Next turn gets processed tomorrow at 7pm GMT.))
>>
Rolled 14, 2, 9, 17 = 42 (4d20)

>>45342184
>Tactical Advance
>Move 2SW, 1NW
>Attack gunner 'K' using dual Heavy Mech-Pistols
>Move 1S

"I'm leaving these AFV's to you,
I'll try and get the other gunner!"

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
>>
Rolled 4, 3, 17, 5 = 29 (4d20)

>>45342184
>>45341658
YES! That's what I'm talking about Camels! Finally! I take back every thing I fervently wished would happen to all of you in the last ten minutes!

Target fully hit, nice job Anacando, your boys are on board - now let's kick the stuffing out of these Anuncians out here, and we can damn well pressure the Sakala crew to bloody surrender. We got their drone and ECM, so we've officially got them on the back-end. Nice job Camels!

Right, roll on in Monitor - I think we can finally-- hang on, I'm getting some comms feedback... Sounds like backchatter from the Anuncian comms - hey, maybe this Camelback OS isn't all bad?
>blink
What
>twitch
... what
>flick safety off the Laser Rifle
... INCOMPETENT?!

I'LL SHOW YOU INCOMPETENT YOU MAD OVER-EAGER ENGINEERS! Who even *builds* a rolling land carrier?! It's a million pounds of metal with a giant red artillery target painted on top of it-- I'm going to--gaaarh

>Lock On to Gunship K
>LZ-Rifle the hell out of it

Honeypot, leave these tiny little AFV's to me, move on! I *Incompetent my giant flaming missle rack, I will bloody well... graaah*

Crocodile-[CRC]
HP 14 / 18 Hp
Def 10
ECM 12, ECM Module
Sensor 14 (!)
Move 4
--
Right Arm: HK Pod (1), HK Pod (1).
Left Arm: LZ-Rifle
Legs: Jet Module
Torso: ECM [Jam], Sensor[Jam], EMP Pod (2)
Armor: Ablative
>>
Because the VTOL is flying, does that mean I can see it from all points of the map
>>
>>45342614
...Well it hit, didn't it?
You should probably stop inviting all those ladies inside your mech before battles, Sparebits.
Gotta make sure you systems and joystick are clean.
>>
Rolled 14, 4, 5, 19 = 42 (4d20)

>>45342576
Right, so their hull is damaged enough that we can finish it off with Artillery if we require - let's sweep the deck with these outside troops, this Gladiator and then damn well order the Anuncians to pack it in. They get to leave alive, we get the Carrier, all of us wins.
The XO is going to have to take that deal unless he wants every soldier under his command dead.

Monitor just needs to hold on on the inside and we're good. Damn nice work Camels and Reptiles.
>>
>>45342701
Hey, we all have our pre-battle rituals. Mine just happens to be inviting people to take joy-rides in my mech, okay? I was super impressed by the way Nathalia handled the jump-jet too.

I mean, aside from hitting the hangar roof and all.
>>
>>45342770
You do know that's probably coming out of our pay, right?
Let's just hope command doesn't hear of this.
Better purge the chat logs just in case.
>>
>>45342184

"Goddamn ground pounders got me flanked! Gonna have to take them out before I can help you with that mech, Wendigo."

>Fire HMP at infantry to the North
>Overwatch AMR West

>Not sure if you roll overwatch at the same time, so I did it anyways

-Cobra-[CBR]
HP 6 / 10
Def 12
ECM 8
Sensor 10
Move 4
--
Right Arm: Anti Mech Rifle
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
>>
Rolled 8, 18 = 26 (2d20)

>>45342891
>>
>>45341658
>Move 2SW, 2S
>Reload
>>
>>45344097
Don't you have an assault rifle? Why not fry that AFV with a nice hot lead bath?
>>
Rolled 5, 5, 3 = 13 (3d6)

>>45345192
That's probably smarter.

Changing action
>Fire upon AFV Y with Auto Rifle
>Move 2SW, 2S
>>
>>45345889
...
>>45342931
...
>>45342576

I just want you all to know that it is official Camel Policy to tell your squad-mates if you have been cursed by a malicious Witch, Warlock, Gypsy or Alien Outsider Pumpkin of Evil before going on any missions. Failure to disclosure Cosmic Curses before a sortie can be leveraged into applying penalties to you.
>>
>>45346058

What did I do!
>>
>>45346485
Likely miss, alas. Also you get to roll 2 dice for the mech pistol.
>>
>>45342184
>move 1 S 3SW
>move 2 NW 1 SW 1NW
>>
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Rolled 1, 17, 16, 4, 5, 6, 19, 5, 15, 9 = 97 (10d20)

>>45346058
My solution is more dakka.
More bullets, more hits.

Imagine this scenario:
I finally get two Mech Pistols and Two Heavy Mech-Pistols attached to my mech.
A lone enemy mech stands before me within 4 hexes.
I unload the glorious 10 rounds into him.
>>
>>45342652
Well if you're standing right next to something tall like say... a giant land carrier. It will block line of sight.
>>
Rolled 1 (1d20)

>>45342184
>Reload AMR
>Attack Gladiator with AMR

Nice shooting, Anacondoooh fuck it's in my face fuckitty fuck load faster. Ok, line up, breathe, squeeze.
>>
>>45350157
You rusty camel-tick infested piece of garbage! When did you swap the x-axis control?!
That's it, if we live through this, we gotta get a medicine-man in to look at our rigs. And maybe a license from Apex or Guye.
>>
>All these misses and enemy crits
Ah /tg/ dice, you are a fickle mistress.

>>45342184
"Monitor, what are the chances of being able to board a moving carrier with third squad?"
Also, damn. Did not realise they had to board in the middle of the carrier.
>>45342891
I think you need to reload the AMR?
>>45350157
Do you have a Demo Charge, Wendigo? Next turn you could back up and chuck one down his pipe. Even a miss will probably do something. Like blow yourself skyhigh.

>>45342652
"Can you take out the final PD turret Gasolina? I'm starting my attack run on the command center."
>Move 4NW
>Run 4NW, sheild facing NE
>>
>>45350380
The Medicine-man sounds like a good idea. I think we might be suffering from a terrible, somewhat dreadful Mecha-Hex.
>>
>>45353907
>>45350380
>>45346058
Does the Camel Core have a chaplin? Personally, I make sure to keep all my weapons properly sanctified to Krak-Thoom, god of heavy artillery. Just like Papa taught me.
>>
Rolled 10, 8, 2 = 20 (3d20)

>>45342184
"Alright boys, time to bring that one back !"
>move 2S 2SW
>fire the Laser Rifle at the gunship K
>>
>>45355193
"Or, y'know... Not ?"
>>
>>45355200
We'll get there. Eventually.
>>
>>45355656
How's everyone doing on HP anyway? I think we can still win this, but we're gonna take a crud load more damage between now and then.
>>
>>45356353
10/12, haven't been targeted by anything that can really hurt me.
>>
>>45356353
Here's a list of my stats.
So far nothing has touched me.

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
>>
>>45356353
My chassis got dinged a little by the chopper, and my ECM module is offline because of the carrier - but I'm okay.

Might soon not be.

14 / 18 HP
>>
>>45353135
>>45342184
Hmmm...
Command, how tough are the red transport trucks and do they block LoS? Any threat to a mech by ramming?

Thinking about changing my move. If the trucks aren't an impediment, I can fire at the VTOL and still be in range of the command center next turn.
>>
>>45357961
They've been loading choppers on the Sakala, so I doubt they're a threat.

Part of the readiness though.
>>
>>45357961
The backs of the trucks are flat so they don't block LoS. You could step onto them then step off again. The front is big enough to block LoS to smaller units but the command center is big enough that it's not an issue.

The trucks have a decent amount of HP but no armour or weapons. Ramming a mech would probably hurt the truck more. The average transport driver is not bloody minded enough to ram you just to shave a few HP off your mech. Question is: How psycho is the average anuncian truck driver?
>>
Rolled 6 (1d20)

>>45358716
Thanks Command. In which case I'll think I'll do this, presuming I can fit in that hex between the truck and the carrier. If I can't fit, disregard this and I'll just run at the command center.

>Move 3NW, 1N, shield facing North
>Fire Grenade at VTOL v
>>
>>45358892
Jesus christ dice, what's going on this turn.
>>
>>45358995
I feel like I'm the only one blessed by the Dice Gods.
>>
Rolled 10, 5 = 15 (2d20)

>>45342184
>Move 4W
>Fire on SW PD turret with Carbine

I'm on it
>>
>>45359290
Good lord, someone who might actually hit a stationary target!
>>
Actions Received, processing...
>>
>>45359633
The liquor is calling the shots now
>>
>>45359671
... did the dice kill Command?
>>
>>45361298
Srry RL called me away, now back to processing.
>>
Rolled 19 (1d20)

>>45361298
rolling to see if Command is alive
>>
>>45361609
FINALLY! Our luck almost turns!
>>
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>>45361607
Cable Guy: "The Sakala's south side is completely exposed!"

-----------------------

Officer: "The security teams have pinned down the intruders in Hanger 2, engineering reports that the drives are fully online."

Sakala XO: "Retract the cranes and engage drives! We're rolling out now!"

((Standby for enemy phase.))
>>
Rolled 1 (1d20)

>>45361868
you forgot to roll for luck, here I'll do it
>>
>>45361893
...you couldn't make this shit up.
>>
>>45341658
>>45342184
Where, the fuck, did those helicopters on those trucks go? They've not been moving (no movement arrows) during our turns.
>>
>>45361893
... maybe this is a good sign? Maybe if Honeypot starts rolling poorly it means the rest of us are on the top of the wheel of fortune now rather than the bottom?
>>
>>45362202
The trucks have been driving round in circles, loading them frantically onto the carrier. Every turn or so, one got put into it.
>>
>>45361890
Malek: [Critical hit!... nothing destroyed, Suppressed! -4 To next action.]

EisenSturm: [Critical hit!... nothing destroyed.]

Monitor: "Last squad coming in now, it's going to be tricky to board a moving target... and we're in!"

------------------------

>Sounds of gunfire

Reptile Grunt: "They're overwhelming us sir!"

Monitor: "Grenades! Now!"

> Explosions

Monitor: "Go-go-go!"

--------------------

Officer: "Secruity teams 2 and 5 are no longer responding, we have to assume that the section 3a through d is compromised."

Sakala XO: "So it's come to this... Have the security teams in combat disengage and regroup around the CIC. Tell engineering to initiate protocol 66."

((Everyone declare actions. You have until 7pm GMT tomorrow.))
>>
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>>45362366
Whoops forgot the pic.

>>45362352
Pretty much. It was mainly just for flavour so I didn't bother with the lines, putting in those things really increases processing time. Which is why I no longer draw them for drones.
>>
Rolled 8 (1d20)

>>45362413
>Fire Mortar upon rearmost Point Defense Turret
>Reload
>>
Rolled 1 (1d20)

>>45362413

"Wendigo, I got the squad, now move out of the way so I don't end up shooting you!"

>Move 1 N, 3 NW
>Fire AMR at mech to the SW

-Cobra-[CBR]
HP: 6 / 10
Def: 12
ECM: 8
Sensor: 10
Move: 4
--
Right Arm: Anti Mech Rifle
Left Arm: Heavy Mech Pistol
Legs: --
Torso: --
>>
>>45362413
Oh and enemy morale is now at 50%, forgot to update that.
>>
Rolled 10 (1d20)

>>45362413
"Hey, they're trying to run away ! Now what ?"
>move 4SW
>try to get a lock on the heavy gunship
>>
>>45362366
Hmmm... is there anything we can do to help the Monitors capture the Sakala?
Break morale and get them to surrender I reckon.
Someone get on the radio and offer the captain favorable terms!
>Suppressed
If I tunnel vision on the target, ignoring the incoming bullets and letting them hit me for bonus damage, can I get a lower penalty?
I will blow this command come hell or high water!
>>
Rolled 2, 8, 10, 9 = 29 (4d10)

>Tactical Advance
>Move 4SE
>Attack East-most Sakala Turret with dual Heavy Mech-Pistols

"Surrender now or face annihilation!"


[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 14/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
>>
>>45362732
Nope. There is a HAIL of cannon fire raining down on your mech, your HUD is fritzing, your camera feed is ringed with sparks. Your mech is off balance and you're being swung around like crazy.

If this game was an anime and your pilot was a well endowed female this would be a fanservice shot.

There is one way you can prevail though...

[spoilers]Roll a natural 20[/spoilers]
>>
>>45363265
Pretty certain no missile launch. They don't want to kill their own guys.
>>
>>45363265
It is, forgot to delete the things from the previous turn.
>>
>>45362881
Right. In which case...
"ARRRGH SOMEONE GET THIS BASTARDING SON OF A CAMELS MOTHER OFF ME!!"
>>
Litterally no one rolled higher than 10. I mean, damn. We are actually cursed, boys.
>>
>>45363290
Did ANY of our folks get onto the damn thing Cognis?

If so, can we just... you know. NOT DO FLEXIBLE MISSIONS EVER AGAIN?

because 3 'partial completions' of missions in a row is kinda shit.
>>
>>45363356
We suck at making both plans and decisons, and get distracted easilly. But the carrier now has two-and-a-half squads in it, which according to the original breifing, should be enough to take it (barely). The issue is the captain seems intent to scuttle it.
>>
Rolled 6, 5, 1 = 12 (3d10)

>>45362413
changing actions based on new information

>Move 4S
>Fire on APC Y with AutoRifle unless that'll hit my friends
>If I would hit friends, reload
>>
>>45363356
2. We did the first issue fiiiinee.

Plus, 3 squads are on board.
>>
Rolled 12 (1d20)

>>45362413
"This is stupid."
>hit the gas
"ANACONDA! I need a coverage barrage! Anything! Just fire something to distract that AA"

>move SE SE SE S
>jump jet charge middle north turret
>land on Sakala

"You - are not! - leaving!"
>>
>>45363971
Oh, sorry - that's se se s s s s s s
>>
>>45364160
Which takes 5+3 => 8/2 => 4 damage out of my mech.

Leaving 6 hp to soak pd fire, missiles, etc.
>>
>>45308607

Is the CRC available for new entries or is it just the three mechs listed in the basic start sheet?
>>
>>45366362
The basic sheet list is stuff that is free (one time only) for new mech pilots, anything else costs Cred. New pilots have none, but you might be able to take out a Loan, ot talk a 3C veteran into buying you something. Dunno if we can make purchases while on deployment, though.
Wendigo might talk tough, but he's a big softie, so I will buy you ablative plating or a shield if you can't afford it. Staying alive is the most important thing.
>>
>>45366362
New mechs unless you have the credit - but we'll split in.
>>
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>>45366578

Something to work towards. I'll deploy when a fresh mission starts up.

We're restricted to the add ons in the basic sheet as well?
>>
Rolled 13 (1d20)

>>45362366
>>45362413
>Reload AMR
>Attack Gladiator with AMR (again)

You fucker! I just repainted this jalopy, hold still so's I can repay the favor.
>>45362501
It's all good, Alice, I trust your aim- Shit on a stick, alright already, I'll move.
>next turn, but get clear because I plan to use a demo charge, and you're close enough to get caught in the blast if I miss.
>>
>>45368255
Currently yes. It's possible that after this mission (provided it doesn't end in complete failure) that we'll get enough money to buy a license for a new company though.
>>
Rolled 4 (1d20)

>>45362413
>>45362881
Ok then, just gonna head-down push on through, bullets spanging off everything.
Could someone please put a missile or something into that damn VTOL? With this penalty, I have no chance at all to hit it, but next turn I can blow the command sky high.

"Shitshitshit... goddamn, listen to that rain!"
>Move 2N, 2NW, shield facing NE
"Rebooting sensors... work damn it! I know it's right there!"
>Lock-On command station
>>
>>45373730
... 4, with a minus 4 penalty. I literally rolled a zero.

[Alligator]
HP - 10/12
Def 10
ECM 6
Sensor 8
Move 4
--
Right Arm - Grenade Launcher - {Rng: 6, RoF: 1, Dmg: 6, Crit: 1, Pen: 20, Blast: 1, Barrage}
Left Arm - Tactical Shield - {2 Armour on Front}
Torso - Demo Charge - {Rng: 4, RoF: 1, Dmg: 10, Crit: 3, Pen: 19, Blast: 3, Ammo: 1, Demolition}
Legs - Two
>Owe the Camel Core 3 cred
>>
>>45373768
It was very impressive.
>>
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Just bumping the thread for tonight. While you wait for the turn to process have a little lore.
>>
>>45376641
bump
>>
>>45376641
Beautiful.
>>
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>>45368255
I look forward to seeing the full version of that pic.

Gonna process the turn after dinner, one more bump to make sure the thread is still here.
>>
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Actions received, processing turn...

Posting one last lore pic, this is relevant, you'll see why later.
>>
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Malek:[lock failed]

Cable Guy: "Aww shit that guy was an elite assault pilot. Very bad idea to engage him at close range. Get out of there Alice, live to fight another day... no I have no idea how the rescue camels are always right next to you when you need them the most and frankly I don't care."

------------------

Monitor: "Just hold out a little longer Camels, we've taken down most of their security teams and we're about to storm the CIC."

((Standby for enemy phase.))
>>
>>45379179
My favorite company when it comes to mechs.

I mean, they're made for killong giant animals ! If this isn't metal as fuck, I don't know what is.
>>
>>45379675
I love them just for the thermoptic camo. Terrifying stuff.

I must say well done on this setting OP, you've really managed to differentiate each company and faction.
>>
>>45379645
Wait a minuite...
>>45373730
Errr command... I said north WEST, not east. Towards the command center...
>>
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>>45379645
Monitor: "We have you surrounded! Surrender now and you will be treated fairly as per the international conventions of war."

Sakala XO: "Go fuck yourself! I ain't letting this ship get captured by a bunch of mercs!"

Monitor: "Come on Commander! You're not defending your homeland, they sent you out here to grab a patch of desert with some minerals under it. You really willing to die for that!?"

Sakala XO: "Typical Merc, always looking at things in terms of money. Tell me; how much did your employers pay you for this op? How much did they pay you to slaughter the crew and kill the Captain?"

Monitor: "Oh for... really!? We're all killers here Commander, are you really gonna..."

Sakal XO: "They didn't pay you nearly enough..."

>Click

----------------------------

Anaconda: FUCK! Monitor respond! Monitor! Monitor?... MONIIIITOOOOOR!

Cable Guy: "Remaining enemy forces are either surrendering or retreating."

Anaconda: "Camels... fall back if you know what's good for you. I am gonna reduce this entire stinking base to..."

Cable Guy: "STAND-DOWN Anaconda. We are professionals, not butchers. Monitor knew the risks. All units take up defensive positions, salvage teams should be here soon."

Mission Complete.

((Standby for post mission rewards.))
>>45379934
Whoops sorry... well it hardly matters now.
>>
>>45380102
Well. Shit.

Note to self: before attempting to capture something, aquire intel as to whether the defenders are nutters who'll fight to the death.
>>
>>45379645
"...hah"
Breathe. Breathe!
"Ha-ha-ha"
Get a grip man, get a grip"
"HAHAHA I CANNOT BELEIVE THAT WORKED!"
Focus, dammit, focus.

"Hahahathere'snowaythatshouldhaveworkedhahah! Ahem--argh.

This is Sparebits, I have managed to make entry into the deck of the Sakala. I also have a defense turret plastered all over my right leg. And my gyros are all in the red. Monitor, you can tell the XO I'm hitcing a free ride for as long as it takes him to--"

Three interior cameras cut out. The solid deck turned into air. Sparebits heavily dented, damaged and dinged Crocodile turned out to be capable of performing graceful arial sommersaults. Friction scraped of another two viewpoints as the impact sandblasted the outside of his mech.
>Gyros offline.
"What?"
>Secondary actuator offline
"What-just--"
>Cockpit integrity reaching critical levels, ejecting pilot
"NO no! I wait-- I was.- what?!"

Sparebits shot out into the dry desert air as the detachable safety pod burst free from the burning mech. He came to a stop eventually, three bruises and so many friction burns later, staring up at a doe-eyed camel that was chewing on something ineffable. Behind him, the Sakala and his crocodile both burned. Sparebits spat out some sand as he worked his sore jaw. Something had cracked one of his teeth somewhere along the spining flying flipping back and forth.

"... This has been the /worst/ day. Ever".
>>
>>45380259
Eisensturm pilots his mech close to Sparebits and calls out on the localized speakers, "Come my friend, despite whatever misgivings I have had of you, that stunt right there earns you a round or two on me at the very least you Crazy son of a bitch."
>>
>>45380259
Getting up took a while. Sparebits didn't seem to have anywhere near the required number of whole bones and something snapped a little too loudly for comfort. The camel - helpful - stared on then wandered of to find another tuft of grass. Sparebits pawed at his ruined pilot uniform, winced, popped two of his dislocated fingers back into place, screamed, fainted, regained consciousness and then finally managed to dig out his battered music player. Never left the base without it. The screen was cracked, as was everything else.

>https://www.youtube.com/watch?v=bcgQLp7Oj3M

"This is Sparebits. Thank you all for participating in today's mission, and I just want to say that you're the craziest bunch of people -- screw that, the greatest bunch of pilots I've ever seen."
The whining feedback from the crumbling handheld radio made him wince. So Sparebits slid down unto the sand, listened to an erratically skipping tune and watched his mech burn in the softer glow of the larger Sakala bonfire. Someone would be along eventually.
The camel - soft - made a quiet whining sound and flopped down next to him,
"Y-you mind if I just... lean on you for a bit?"
"Yeah?"

"Yeah that'll... be good"
>>
--------------------------
Mission Rewards:
--------------------------

Sparebits:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred

Mech Wrecked!
>Restore Mech?: -7 Cred
>Scrap Mech?: +15 Cred

Kail:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -2 Cred
Debt: -9 Cred

Total Payout: +26 Cred

EisenSturm:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -1 Cred

Total Payout: +34 Cred

Hetros:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -1 Cred

Total Payout: +34 Cred

Malek:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -1 Cred

Total Payout: +34 Cred

Gasolina:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -2 Cred

Total Payout: +33 Cred

Alice:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred

Mech Wrecked!:
>Restore Mech?: -3
>Scrap Mech?: +9

HoneyPot:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -1 Cred

Total Payout: +34 Cred

Wendigo:
Mobilisation Fee: +5 Cred
Primary Objective: +40 Cred
Reptile Deployment Fees: -10 Cred
Repair and Rearm: -1 Cred

Total Payout: +34 Cred

Company Finances:

Base Salvage: +20 Cred
>>
>>45380382
That's really very kind of you, mr. giant glowing halo fused angelic creature. Which one of the three of you do I hitch a ride ooooh.
Eisensturm.
Huh.

When'd you get a halo?
>>
>>45380577
"You like? I finished bottle of vodka and there it was, oh remind me when we get back, new bottle."
>>
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>>45380464
Yay! You got the reference. You win a free internet!
>>
>>45380574

"Goddamn it! That was NOT how I wanted that to go. But still..."

>Get the mech Repaired.

Does repairing replace the weapons as well?
>>
>>45379645
Y-you confused west and east again.
>>
I've been meaning to suggest this - we're doing cardinal directions right now but those are not so intuitive.
If you check this picture, I run mine with a little graphical representaiton in the low right corner that's simply numeral instead and it makes counting out movement in individual hexes when moving figures and icons a little easier.

So people don't move North-west north-west north north west, which is actually a lot of "string" to remember, they move 2212 which is easier to "quick head-check" when moving figures around.
>>
>>45380464
Sparebits, you crazy son of a bitch.
I owe a cold one when we get back.

>>45380574
34 cred? Damn!
That's almost what I need for my full setup.
>>
>>45380102
wait, can we take that mech as salvage?
>>
>>45380818
And we already see my first mistake, that's obvious the low left corner.
Sigh
---

ANYWAY, thank you for running Cognis, and thank you for taking the time to do this every day of the entire last week. This was genuinel fun, interesting and kinda cool - and also very, very cursed. Plus I dig the homeworld aesthetic of the base / carrier / 2nd mission style. Very well done!
>>
>>45380743
Repairing restores the mech to it's original condition. This includes all weapons, equipment and ammo. (but NOT drones.)

It's a flat fee because calculating repair costs based on individual things damaged is a massive pain.

>>45380758
Dammit! I was doing so well!

Turns since QM got confused about directions:
>0

I think I should just put one of those compass things in the corner of each map I make from now on.
>>
>>45380853
Hey, Cognis, thanks for running the game despite being so busy.
That was tons of fun.
A compass would be a good idea for everyone too.

On another note, is it possible to sell a mech and weapons?
If there's some sort of resale percentage does it round up or down?
>>
>>45380929
0.75 % - so you just take the total you paid and multiply by .75 then round down.
>>
>>45380574
I owe the the Company 3 Cred, which I'm immediately paying back.
>>45380667
My favorite game series of all time, so sad my PC can't run Deserts.
>>45380818
>>45380853
A compass rose in the corner would definately be a good plan.

>>45380464
Malek stomps over to the group and pops the mech tube...

"WHAAAH!..."
And falls out onto his face onto the ground.

"Let me just... let the world stop spinning"
He lies there, clutching the sand for balance.

"Hot damn. That was intense. You guys have been with the Camel Core longer, are all the missions as balls-to-the-wall as that?"

He looks up at his Shield, studded with about a million bullets and craters.
"Oh good god. That shield saved my life so much back there. If I ever suggest leaving base without one, someone slap me."

>>45380853
Thanks for running Command. Has been great fun, and I look forward to more with great anticipation!

---
Pilot: Malek
Cred: 31
Loan: 0
Skills: None
---
[Alligator]
HP - 12/12
Def 10
ECM 6
Sensor 8
Move 4
---
Right Arm - Grenade Launcher - {Rng: 6, RoF: 1, Dmg: 6, Crit: 1, Pen: 20, Blast: 1, Barrage}
Left Arm - Tactical Shield - {2 Armour on Front}
Torso - Demo Charge - {Rng: 4, RoF: 1, Dmg: 10, Crit: 3, Pen: 19, Blast: 3, Ammo: 1, Demolition}
Legs - two
>>
>>45380958
Nice so if I remove the Heavy Mech-Pistols that brings the mech I have down to a worth of 16 creds, which is then sold for 12 creds?

I'd have enough for everything awesome I wanted!
Unless we get a new license to open new amazing venues...
>>
>>45380818
That's actually a good idea... I just happen to use a similar system for blast scattering but maybe I should make it the standard. I'll still accept "NW,S" etc.. if people post it though.

>>45380829
You already did. It was promptly dismantled and sold off.

Gonna put my foot down here. I am not letting you guys salvage enemy mechs in the field. It fucks with my power curve and gives me more shit to keep track of. Instead any benefits you get from disabling an enemy instead of destroying it will be returned to you in Cred.

>>45380844
In so far as I can replicate an aesthetic with a bunch of boxes and circles, but you are very welcome. I love stuffing my work with little references and I love it when my Players get them.

>>45380929
>>45380958
What he said...

and you're very welcome.

Anyway as of now you guys have reached a major milestone in the game. These past few missions have also been educational for me. Though you may not see it there were a few things I could have done better behind the scenes.

There are changes to make, and choices to be made both in and out of character. Given that this thread has over 200 replies already we probably can't facilitate all that here.

So by all means continue to roleplay and leave any feedback here. (especially about the system, rules etc...) But later tonight I shall make a hanger thread. (aka General Thread, presumably once this one sages) and then... we shall talk shop.

>>45381049
:)
>>
>>45381070
The main rules feedback I can give, is that there are no methods beyond Lock-On of getting a bonus To Hit. None anywhere I can see: no equipment, no pilot skills, unless I'm missing something. That makes combat very swingy, and rather at the mercy of /tg/ dice.
>>
>>45381070
Returning it via Cred seems imminitently fair - besides, as the Camel Corps we don't want to steal other mech pilots mechs if they surrender. We'll just sell them back to them.

At a premium.

We're mercenaries, not scavengers. And besides, maybe we'll meet Gladiator on the field sometime in the future! He'll need his mech then, FOR THE RE-MATCH.
--
We do have a hundred or so posts remaining here, and we could continue with a general thread afterwards if you'd prefer Cognis. If there's stuff to discuss, getting an early start on it works better. But that's my opinion!

Rules feedback, rules feedback...
>>
>>45381070
gotcha, all fair and accepted.
>>
>>45381205
Well there's certainly something that can be discussed here:

First off I know nobody has really dived into the pilot classes yet but so far do any of the skills feel useless or extremely situation? I try to make the skills both useful but of an appropriate power level for their rank, but I feel that some of the base pilot skills might not be useful at all.

Secondly: Missiles.
Given all that's happened I've decided to change the way missiles and limited ammo weapons work. I'm thinking of making it so you can fire missiles without a lock but at -4 to hit. And when it comes to limited ammo, each use represents a single shot rather than attack.

e.g. As it stands the EMP missiles have two ammo and a RoF of two. Each unit of ammo expended counts as two "shots"

Under the new rules the EMP missile would have 4 ammo, and a RoF of 4, but you could decide to fire at a lower RoF to conserve ammo.

My thinking is that when facing missile defences you may want the option to overwhelm the target at the cost of ammo whereas if you're just picking off stragglers then you'd hold back.

thoughts?
>>
Rolled 6 (1d20)

>>45381070
Personally, melee seems a bit iffy as you only get one roll to hit.
You need to be up close and personal to actually be able to attack.
I've considered charging in with my P-Spike at times,
but it didn't seem worth it as the dice gods really, really hate us.
The charge action seems make up for it as you get to add up quite a bit of damage on a perfect charge.

Your on the spot rulings seem very fair and I'm confident you'll be able to make this tons more fun.

The mission was kind of hectic, however, as someone said before,
it'd be nice to able to have a bit more time other than the briefing to plan for the battle.
We did kind of squander the huge periods of time to choose our actions so it's not entirely your fault but ours as well.
We gotta get more tacticool in here!

More stat upgrades when?

Assault skills clarification/re-vamp, if any, when?

Again, I love mecha mercs a lot.
It's super duper fun.
>>
>>45381010
Sparebits slid a little further down into the sand. The adrenaline-high was shimmering away into the desert night and leaving behind a spine that felt slightly more like jelly.

"Oh"
He tried to push himself up, then thought better of it when his body kindly reminded him that it was mostly burns and scrapes.
"Oh.
Oh no they're not all this easy. This was a nice relaxing spell. R-really.
Oh yeah, way back when we helped the Reptiles and Monitor take on a group of Oil Pirates. Lost two... three mechs. Got a face full of bullets. There was this battle tank that was blowing HEAT rounds through our armor, that was great - Wendigo saved my life with a demo charge and I landed a mortar round down the tank hatch.

It was a blind shot, I had my cockpit pressed against a rock wall when I took it, had no idea where the damn shell was even going; the firing solution wasn't all set. Hah.
Should'ave seen Monitors face afterwards.

Oh, and we had a scrap with an army once. Hell of a thing. You ever seen a sandstorm blow in and rush over a pair of burning vehicles? It's all sand and smoke and these weird bliurry half lights and ghost images on the sensor net.

Hell of a thing. We had to bug out when the heavy armor columns threatened to roll in"
>>
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>>45381367
I used tactical advance twice, I think, and I can see its utility.
Had I more movement speed it'd be pretty darn good.

I really can't wait to get Point Blank for extra close up damage and hull destroying power.
Counter Attack seems pretty powerful, but I know much about how exactly it functions.

I like the idea of being able to choose how many shots you can with consumable ammo weapons.
But, I haven't used any so I wouldn't know much if your new ruling seems good or not.
>>
>>45381504
>but I know much about how exactly it functions.
Should be >I don't know much
>>
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>>45381367
These are the skills in question, by the way, to help Command.
---
I like the Skills a lot - they're interesting and flavorful. But Commando feels a little... odd.

Compared to Assault, Gunner, ECM and Tech though it feels a little... "flat"? Someone can pay 20 Credits to become a Command and gain +1 to Move. Or they could just by a faster mech, and they'd get the same deal. A Gunner gets to fire multiple times when they shoot, that's fantastic. A flat +1 bonus to both Locking On and Hacking is +5% to useful actions, and then it stacks really well when they become "free" actions.

Tactical Assault allows you to do some fancy fancy stuff if the terrain is for it - and somene with jump-jets, tactical assault and some guns could move, dodge, jet on the other side of cover. Hardening is almost too good, compared to how *nasty* Critical and ECM stacking can be.

But Commando? +1 Move. Yay? It's useful. It's neat. But it's not exactly thematic, and there's not really anything in the rest of the tree that ties into it. Something like "+1 Move, pay 1 hp to get +1 further move that turn" would tie into the idea of overclocking the system, and also give you a choice to make.
Of course Movement is a pretty important stat, so I don't know if being able to get +4 (ie, an extra full move) when Running a the cost of 1 hp is balanced.
--
Hull Down is fantastic, but our maps have been very open and very flat with very little actual cover to use it with. That makes it much, much harder to use.
--
Disabling the Safety Require on Camel Mechs is a decision I can get behind! And the ROF change I *like* - say you have an EMP, and you want to get desperate - you could fire 4x EMP, each at -4 to hit.

Alternatively, if you're Locked On and in an advantagous position ypu could make do with 1 since it auto hits. It gives you a nice choice between blind firing and praying or taking the time to lock in.
>>
>>45380574
can we get the player resources pages?
>>
>>45381702
https://drive.google.com/folderview?id=0ByBa8MyYxN52WXBaSGRiNHZlaG8&usp=drive_web#grid

Here you go
>>
>>45381662
I think you might want to "divide" the firing options though.

Ie: Missiles can Blind Fire at RoF up to their Ammo at -4. If Locked On, Missiles auto-hit - but you only fire ½ RoF.

The reasoning is that I have a Sensor Net, an Emp Pod, and will soon have +1 to Locking On. Being able to Lock On to a single target and firing 4x missiles that all unavoidably auto-hit is 8 EMP damage at Pen 16, that'll paste anyone, lock them down if they're still alive and cripples their systems.

Sure I could only do that 1 per pod, but that's still pretty damn terrifying. And there are other, different missile systems out there that beat what we have atm - it becomes an easy and quick replacement for any mortar, sniper and so on.
>>
>>45381662
>>45380574
>36 cred total
>Buy Anti Mech Rifle and put it in the hangar for 4 cred (32 cred)
>Buy Commando Training for 10 Cred (22 Cred)
>Buy Concealment Training for 20 Cred (2 Cred)
>>
>>45381662
What if Command's Jailbreak Motor Systems was +2 or +3 to movement? Then it'd be a lot more powerful.
>>
>>45381832
You should probably wait for the general/hangar thread before spending your hard earned cash.
>>
>>45381504
Counter attack works as it is stated in the pilot skill sheet, you basically get up to two new attack actions to hit back against those who are attacking you, but it has the following caveats:
>You still can't use the same weapon twice, so if you get attacked by two people and only have one weapon you only counter attack once.
>You still have to roll to hit. (In case that wasn't obvious.)
>You still have to be in range.
>You do not have to be facing your targets, you will turn to face them automatically.
>You can't counterattack with slow reload weapons. (That makes things too complicated and might piss people off if they were saving their shot for something important.)
>The enemies don't have to hit you.

You saw counter attack in action with Gladiator. He shot Alice with the frag cannon ad smacked Wendigo with the mace.

>>45381662
> become a Command and gain +1 to Move. Or they could just by a faster mech

You can do both. Equipment bonuses do not stack with each other (The highest bonus is applied.) but they do stack with pilot skills. In theory you could buy a fast mech, equip it with mobility enhancing equipment then take Commando. By the end of the day you'd be roaring across the battlefield. Combine that with Flanker and you can give the enemy buttsecs every turn, combine THAT with stealth equipment and Ambush and you can give the enemy SURPRISE buttsecs. (Flanker and Ambush stack)Or just take Artful Doger and become really hard to hit.

Commando has some potentially lethal synergy with certain loadouts. It's not visible yet but as you gain access to more arms manufacturers you will start to see the possibilities.

>>45381832
>Buy Commando Training
This guy knows...

>Hull Down is fantastic, but our maps have been very open...

I do try to put terrain in, but this ability is a bit too situational. I'll be changing it to grant +2 Def from attacks within 4 hexes regardless of cover.
>>
I think Ambush should give a bonus to hit. Perhaps +2 hit, +2 dmg, +2 pen?
>>
>>45381970
...That makes sense. I'll make it happen.
>>
>>45380574
>Goes to buy another mortar to put on his mech
>Realizes he can't have more than 1 mortar because the other arm is too small
>Sulks
>>
>>45381778
Certainly something to think about. It potentially makes missiles OP. Maybe I'll say you can fire without locks at -4 and leave the limited ammo rules as is.
>>
>Buy Commando
>Buy Concealment
>Buy Sensor pod
>Total 32 cred

"Hmm, anyone able to lend me 2 credit so I can put some extra armour on this thing?"
>>
>>45382174
You can't lend credits but you can buy things for others.
>>
>>45381662
Also, speaking of Skills - [V]iral Upload and [Ta]rget Acquisition tell you that Lock On (and hacking) doesn't count towards two action limit. You can only use 1 piece of equipment 1 per turn.

But Lock On don't technically use equipment. They use the inbuilt stats of the mech augmented by equipment if you like.

So that leads to a couple of questions. Is it a strict +1 free [lock on / hack] each turn or..

If I had [Vi]ral Upload and 3 ECM modules in my Torso, could I hack 3 seperate targets in 1 turn? Each Hack is a "free" action, and my overly clunky interface keyboard jockeying skills use that to jam multi targets.

If I have [Ta]rget Acquisition, how many times can I use Lock On? 1 time for base sensors, surely. Yay, free lock on each turn.

But is it then +1 for having a Sensor Module out to 14? If you bought multiple sensor modules, could you Lock On to multiple targets?
--
>>45381948
Yeah Command, I'm with you - I can see how it has amazing synergy with loadouts. But what I mean is, those loadouts aren't limited to just someone with Commando. Translated into "use", Commando gives you +2 Move turn total.

If I buy an EXT-44 Cirrus, I'm fast! If I buy an EXT-44 Cirrus with Commando, I'm faster. At the end of the day though, it's only +2 movement in total. It doesn't really tie into the load out or equipment you're using, because it's a flat "outside" bonus.The more +Move you get from other loadouts, the less important the single +1 you get from Commando becomes.

Gunner for instance gets rapidly better with even increase in weapons you're carrying, there's a synergy between the skill and the mech.

Commando doesn't really have any synergy with itself, or with your load out. It's a +1. It could tie into the mech you're using and the equipment instead.

"Get ½ your move score as free movement you can add to one Move Action" gets you +2 movement with a 4 move mech, +3 movement with a 6 move mech, etc. Synergy!

But I'm just wondering out loud!
>>
>34cred gained, 13 banked: 47 Cred.
Alice, you want to ride a camel, or hitch a ride with me in a mech that's a stiff breeze away from falling apart?
>HP at end: 2/14
Anaconda, let us know when and where we will be raising a bottle to the Monitor boys. Hardass pack of scrappers that deserved a better end than Anuncian spite. 3C, remember to pass the jar around when we get back to base.
>>45382174
>Probably, but like Honey said >>45381867 we might be able to pick up some Predators, or Lords.
>>
>>45382525
Yeah, we should... do something there. Those footsloggers got the worst of it, and Monitor's soldiers were a damn useful crowd. And they disabled the AA network, took out tanks, did everything you could ask of them and more.

Is there something we can do for the Reptiles to commemorate their losses? If nothing else, drinks are on me once I regain the ability to... walk.
>>
>>45382306
Ehh... yeah gonna have have to put a hard limit on those. It's 1 free action.

If you really want 3 ECM modules you can but that's one hell of an opportunity cost.

You can never have more than one target lock. Each new one you get replaces the old one. You can however benefit from multiple target locks through recon drones and equipment like the tac-net HUB.

>>45382306
I'll think about it, but given how I abstracted mobility in this game I consider +1 a very big deal. Consider that flyers have a base mobility of 6. With the current system you could min-max a non Cirrus mech to mobility 6 and the Cirrus itself to mobility 8. That's already a little crazy to me.

Unless everyone collectively feels most of the stuff in this game already moves too slow.
>>
>>45382174

I guess belay this then.
>>
>>45382588
Curses! My dreams of uploading camel spam to the enemy TacNet through a capracious and wasteful surge of Spam Messages has been foiled by reasonability! I just wanted to force their command consoles to play chiptunes!
Lovely, that all makes perfect sense. I was thinking Over-Hacking everything would be a bit much.

Although combining 1 sensor and 2 ECM modules was my original plan. I figured it made up for cost by applying penalties to varied enemy groups. It'd be the same as Gunner overwatching. What I lack in sustainability, capacity and guns I make up for in the endless CamelSpam barrage!
--

And no, I think there's a pretty good level of movement to action; most people get to move and shoot and then run for 1 turn when neccessary.

You hit map-size + weapon ranges very well I think. That's one of the hardest things to get right, neither too cramped nor too large.
>>
Oh, is entering stealth an action? or is it free?
>>
>>45382967
It's free , but now that I think about it re-entering stealth after you lose it should have a host of caveats. More to think about with the next update.
>>
Updating my stats.

[Assault]
Tactical Advance
--
[Komodo]
Ablative Armour
HP: 20/20
DR: 8
ED: 6
SR: 6
MV: 4
--
RA: Frag Cannon
LA: Heavy Mech-Pistol, P-Spike
Torso: Heavy Mech-Pistol
--
Credits: 35
Mech Worth: 18
Repair Cost: 1
--
Heavy Mech-Pistol
>>
>>45378541

Maybe when (or if) I get a CRC. I'll probably do a character sketch and some reaction faces in the meantime.

Any word on access to newly licensed items for new recruits?
>>
>>45383532
Company wide licenses recruit! Notice the little "Company Ressources" at the lower part of the mission pay out?

That's what the Camel Corps uses to pay for access to new gear, and it's new gear for everyone, no restrictions. We'll get you kitted out!
>>
>>45383532
You're gonna have to ask your compatriots nicely if you want some straight off the bat. I will consider increasing the amount of stuff new guys are granted but it will still be from GGA.

>>45383573
Oh you will get to see what all that is for very soon...
>>
>>45383597
Looking forward to it, Command. Just as soon as my everything stops hurting and I've picked the Crocodile shrapnel out of my face.
>>
>>45383573
>>45383597

So, is the CC willing to spare funds? I'll pay it back if I live. Otherwise, I guess you guys can sell my scrap and harvest my organs, if there's anything left of either.
>>
>>45385088
We have a long and varied line of in-house insurance polices, right from our Kidney Cargo Special to our Dental Overclock Premium!

But yeah, the CC can spare some funds - you can take a loan if you're strapped, it comes out of your mission pay-out at the end. People can also donate you gear. But we can't transfer Cred directly - them's the breaks.
>>
>>45385088
Company Funds are currently locked. No one can use them yet. I'm afraid you're going to have to wait a little longer before you find out if they're willing to give you stuff.

Alternatively you could ask another player to pay for you out of their pocket.
>>
>>45385245
We'll see what's available when it's available and help sort everything out. I think everyone has a bit of spare cash lying around.
--
Command, you any closer to a final decision on Missiles?

And threading multiple Hack attempts through multiple ECM units, if possible? It's like firing a gun! Except you shoot code.
>>
Cable Guy: "Alright guys before we spend our big payout we have a decision to make. Seems our actions have caught the attention of some big players in the private military world. They want to buy us and make us a subsidiary of their companies. This is a good thing, it will mean access to better equipment, better support options and higher profile missions. Now they've all sent representatives to try and win you over so I'll let them give their respective pitches now."

Maj. Graves: "You guys have a got balls going for that land carrier while it was docked in the enemy base I'll give you that. The name's Graves, Major Dorian Graves of the Blood Dragons. You may have heard of my outfit. We take on any job no matter how shady. Some would call us ‘dishonourable scum’ but at the end of the day we’re just simple, honest folk who refuse to lie to ourselves about the way things really are. No just cause, no higher purpose because there are none. Resources in exchange for the application of force, force applied to gain resources; that’s what all the wars in the world boils down to. If you understand this then you have a place among the Blood Dragons. Oh did I mention we’ll throw in a free license for GuyeCo? Cus that’s a thing.“

Natasha: “Greetings… Camel Corps. I am Natasha Artemievna and I represent the Shade Storm PMC. We see potential in your little group and would like to invite you to join the world’s premier private military outfit. The work will be challenging but you will be counted among the most elite, respected and professional forces in the business. As a subsidiary of Shade Storm you will be eligible to receive additional support units to bolster your squad as well a complimentary license for the Exo-Terra Arms manufacturer.”

>cont
>>
>>45386627
Guduza Duran: “So you guys are the Camel Corps huh? You seem like a bunch of upstanding people. I’m Guduza Duran and my outfit is Noblesse Oblige, we fight for the little guy. Most merc units don’t really think about what they’re doing. They blindly follow orders to keep their conscience clean or ruthlessly pursue profit, not caring that they are feeding the greater chaos in the world. We at Noblesse Oblige fight to bring order to the chaos, to bring peace. If you’re not content to be a mere hired gun, if you want to make a real difference then I invite you to join us. We’re not the richest group but we do have ties to Knight Lite Military supplies, their gear will certainly be an asset to you.”

Cable Guy: "The representatives have assured me that we will maintain our autonomy under the new management."

>cont
>>
>>45386627
>>45386667
My votes go for Noblesse Oblige first, and Shade Storm Second honestly guys.

The Blood Dragons are skeezy... I prefer not to be paid to torch innocent folks for corps.

But if we can't be super moral, then we can at least be professional?

>Lore on Exo-Terra and Knight Lite units?
>>
>>45386667
((Please vote on which outfit to join. Bear in mind that even if you don't get access to the Arms Manufacturer that you want they can still be purchased later.))

Somethings to consider:

Which outfit you join does not lock you into a "route" per say it just means mission choices will be skewed slightly based on that PMC's values.

Also:

GuyeCo Pros:
>Relatively tough mechs.
>High damage, short ranged weapons.

GuyeCo Cons:
>Awful Electronic Defense.
>No long range capability.

Exo-Terra Pros:
>Higher Def and E-Def
>Better selection of Drones and Missiles.

Exo-Terra Cons:
>Mechs are a bit on the fragile side.
>Over reliance on missiles.

Knight Lite Pros:
>Best Stealth tech.
>Mechs have higher mobility.

Knight Lite Cons:
>Mechs are a bit fragile
>No leg hard points.
>>
>>45386831

>Throws vote in for knight lite
>>
>>45386831

The parent company still gets to vet our missions even if we do have autonomy, right? So what kind of jobs does Shade Storm do?
>>
>>45386938
Natasha: "We accept any lawful contract (most of the time) from any client who is willing to pay our fees. However we will not accept contracts that threaten the interests of Norden Nevik, seeing as how we are based there, that would be counter-productive."
>>
>>45387009
"So basically nothing that's a war crime, nothing that's a criminal act. Just lawful police actions and legally declared warzones and such? For all intents and purposes I mean."
>>
>>45387087
Natasha: "Yes. Although we sometimes take on contracts from special clients that require... discretion, but as you say: no war crimes."
>>
>>45387009
>>45387087

If that's the case, my vote's on them. I don't want to see mission objectives involving the killing of civilians. Officially anyway.

Practicality and practice on the ground might be a different story. Let's just hope it doesn't ever have to play out that way.
>>
>>45387233

Votes so far:

Blood Dragons: 0

Shadestorm: 1.5

Nobliesse Oblige: 1.5
>>
>>45386831
>>45386783
I'm sorta in agreement, I'm a merc, but I aint a murderer for hire, and those Dragon fellows sound like a heartless bunch.
But, on the other hand, Noblesse sounds a bit high on their horse, so to speak, not sure if we wanna join a crusade. Still, I do like KLM's equipment.

>Noblesse pros
-A good cause
-Knight Lite license*
-Friendly spokesman
>Cons
-Moral obligation limits tactics
-Underfunded, less backup.

>Storm pros
-Professional Atmosphere
-Exo-Terra license**
-Well funded, more backup
>Cons
-"Professional" Atmosphere, less fun
-any legal contract, may be amoral

*Knight Lite gear supports or surge of Commandos, but
>no leg hardpoints
>fragile

**Exo loves missles, many of out team love missles, but
>Fragile
>(I think) less big cannons, like the AMR

Conflicted.
>>
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Mech_Stat_Preview.jpg
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I really need to sleep now guys. So I'll just leave this here to help you decide.

Also it is time to assign the roles of Squad Commander and Second in Command. (Basically the party leader and the guy who does party leader things when the party leader is not there.)

I have already chosen two people to fill the roles based on their participation and initiative in organizing the group.

They are Hetros and Sparebits. But I'll leave it to you to decide who is Commander and who is Second in Command.

More things to consider:

Commander Privileges:
> Has the final word on how the Company Cred pool is spent.
>Authorizes the use of certain support abilities.
>When applicable friendly NPCs will follow their orders above anybody else's
>Botting actions posted by the Commander take priority.
>Gets to put [CO] after their trip.
>If there is a choice between what mission to do next the Commander's decision is final.

What the Commander CANNOT do:
>Decide how a Player spends their personal Cred pool.
>Force a Player to transfer ownership of mechs and equipment in their personal inventory.
>Force a player to spend their personal cred.

Second in Command:
>Puts [2IC] after their trip.
>Has all the Commander's privileges if the Commander is not around, which can happen because timezones and RL.

3rd in Command is Cable Guy (*ie me so if the relevant players aren't around when an executive decision needs to be made then I will take the liberty of... choosing for you.)

Please vote for which organisation to join and which of the candidates should get the command roles.

Ima sleep now and tomorrow we can final spend all that Cred.
>>
>>45387368

I do like KLM but we can always buy in, which is why I put my vote down for Nat's crew. I can all her Nat right? Anyway, I want to make sure our missions don't make it on the vidstreams with crying babies and shit all the time but at the same time I'd like to think I'm realistic in thinking we're not going to achieve world peace but in case we do, we'll be out of a job.
>>
>>45387368
We need a tie breaker. Wendigo.

>>45387594
>Recuses self from vote, okay with either position.

>>45387598
Even if we achieve world peace, people will need security forces, just means smaller actions where we get to be bored for a while and not shot at. I can live with that.
>>
>>45387598
I just want to point out that while the Blood Dragons have no qualms about doing bad things, they have no qualms about doing good things either. They'll still do humanitarian missions as long as the pay is good.
>>
>>45387654
yeah but just because you're willing to help out the refugees you're paid to burn down the camp of next week doesn't mean you're any less of a jackass.
>>
>>45387594
>>45387276
I rather like the guff of the Blood Dragons, get the job done, no matter how dirty, certainly fits with the M.O. we used on the last mission.

As for the CO and 2IC I'm fine with Hetros being CO but I don't think Sparebits has the discipline for 2IC
>>
>>45387784

Blood Dragons: 1

Shadestorm: 1.5

Nobliesse Oblige: 1.5

Hetros CO: 1

Sparebits CO: 0
>>
>>45387784
and if all else fails why bother signing up with a bigger merc group, what's keeping us from going solo still?
>>
>>45387627

There's cheaper security and fewer high profile jobs in a world of peace. The market would be flooded. It would be ironic that many of us might end up gravitating towards selling our services to a rebel faction with interests in destabilizing things.
>>
>>45387809
Contract size. Benefits. Oh, and medical and life insurance. We don't even get dental right now.
>>
>>45387627
The instant people start putting mechs into security forces is the instant it stops being a security force and a corporate military. Don't delude yourself thinking otherwise.
>>
>>45387594
>Spare for [CO]
>Het for [2IC]
Spare has good tactics and rousing speeches, and named us *cough-asshole-cough*
Het has good observational control, can micromanage like a good 2nd.
Also, total agreement with the two picked for the jobs.
>>45387598
Licenses are 60 Cred, we made 20 off our biggest mission to date. Gonna be a few runs before we get a new one.
>>45387627
Votes:
Kail:
Malek:
Eisen:
Spare:
Gas:
Honey:
Het: Noble/Shade
Wen:Noble/Shade
Alice:Noble
Trag:Shade
We don't need a tiebreaker, we need evryone to cast their balots.
(Did I miss anyone?)
>>
>>45387987
Eisen wants blood dragons.
>>
>>45388019
I did miss that, but what I meant was: did I miss anyone who gets a vote?
>>
>>45387987
>Votes:
>Kail:
>Malek:
>Eisen: Blood
>Spare:
>Gas:
>Honey:
>Het: Noble/Shade
>Wen:Noble/Shade
>Alice:Noble
>Trag:Shade
>>
>>45388093
>>45387934
>>45310206
We also need votes for CO and 2IC
>>
>>45388445
actually scratch my vote for Blood Dragons, I think we should go solo, so what if we don't have the fancy shmancy contracts, we wont be tied to any philosophy the other companies might adhere to, and we wont have to deal with rutless brigands, elitist snobs, or bleeding hearts. We can buy the licenses ourselves, or say fuckit and make Gavial Global Armaments the go to name in mechs when we claw our way to the top on our merits with no one else taking any of the fucking credit.
>>
>>45386831
>>45387987

If its possible, I'd actually like to vote for NOT signing with any of the three, and continue as we are. If not, vote will go back to Noblesse
>>
>>45388462
I abstain. I don't know anyone to vote for CO and XO
>>
>>45388445
>>45388602
>>45388609
>>45388634

Solo:2
Blood:0
Shade:1.5
Noble: 1
Votes:
>Kail:
>Malek:
>Eisen: Solo - Het
>Spare:
>Gas:
>Honey:
>Het: Noble/Shade - Abstain
>Wen:Noble/Shade
>Alice: Solo
>Trag:Shade - Abstain
>>
>>45388664
gonna change my vote to Noble in full.

Totals:
>Solo:2
>Blood:0
>Shade:1.5
>Noble: 1.5
>Het for CO: 1
>Spare for CO: 0
Votes:
>Kail:
>Malek:
>Eisen: Solo - Het
>Spare:
>Gas:
>Honey:
>Het: Noble - Abstain
>Wen:Noble/Shade
>Alice: Solo
>Trag:Shade - Abstain
>>
>>45388664
>Wen:Noble/Shade - Spare
See >>45387987 for my opinions

>>45388602
>>45388609
I don't understand, you guys want to *not* move up in the biz? Yea, sure, we can get more work, but with our resources alone we'll never be major players. At least, not in our lifetimes. And, it wouldn't be that much of a change. We're currently running around as subcontractors, signing on to one of these would basically mean we've a more permanent subcontract with a larger group.
>>45387594
Hey, CG, how permanent would this subsidiary buisness be? I mean, if we hate how the bosses call things, can we buy ourself back out to independence?
>>
>>45388874
the instant we sign up with a bigger merc corps like this we might as well strike off our merc name and join them proper because we will always be linked with that merc group, and wont be able to be real major players. That and there's nothing saying we can't become major players we just need to actually figure out wtf we're doing alot of times, this entire previous mission ended up as a clusterfuck because of bad planning and communication, two things that will be lessened by alot once we actually have a proper CO.
>>
>>45388874

I see it as if these people are offering us a place with them, what about other mercs looking to join us? Just as big fry is looking to eat us up, there may also be little fry we can eat up ourselves.

Also, Sparebits for CO.
>>
>>45388968
Totals:
>Solo:2
>Blood:0
>Shade:1.5
>Noble: 1.5
>Het for CO: 1
>Spare for CO: 1
Votes:
>Kail:
>Malek:
>Eisen: Solo - Het
>Spare:
>Gas:
>Honey:
>Het: Noble - Abstain
>Wen: Noble/Shade
>Alice: Solo - Spare
>Trag: Shade - Abstain
>>
>>45388930
>>45388968
There's another problem.

Without their support, we have... camels. And that's about it in terms of support craft. We need a larger operation, with bases, and actual funding, and not being a GA testing group or time share corp to actually afford those things.
>>
Is going solo actually a legit option?
>>
>>45389172
I don't think so... maybe if we want to be on the pain train?
>>
>>45389328
quite being a naysayer I say, you don't know that!
>>
>>45389394
No I don't but it wasn't provided as an option.
>>
We should ask since there's interest but if we want to pick up larger contracts, we're going to have to set up some contracts for the assets we need. Just remember at the end of the day, everyone gets paid or else.

https://www.youtube.com/watch?v=OiDvsuWCXSE
>>
>>45387276
Blood Dragons.
They sound like mercs.
They are mercs.

AND THAT DAKKA GUN!

>>45387594
I'm fine with the two.
I'd like Sparebits to be the Commander.
A man with balls of steel, and bits of metal in him after that crazy maneuver.
>>
>>45390653
On second though, we may as well go solo.
Best we make a name for ourselves first than pick a group to server under.

Good bye Guye Co license.
>>
>>45390653
Totals:
>Solo:3
>Blood:0
>Shade:1.5
>Noble: 1.5
>Het for CO: 1
>Spare for CO: 2
Votes:
>Kail:
>Malek:
>Eisen: Solo - Het
>Spare:
>Gas:
>Honey: Solo - Spare
>Het: Noble - Abstain
>Wen: Noble/Shade
>Alice: Solo - Spare
>Trag: Shade - Abstain
>>
Hm. Lots to consider here.

I'm not down with the "pay beats soul" philosophy. We're mercs, sure, I just don't know if we need to be actively agnostically amoral.

Personal vote is for Nobiliese. I like their offer, I like their Mechs. And consistent stealth and good guns make up for what we lack in numbers with quality and protection. Plus, I've always wanted to be a knight.
>>
>>45391829
This is me.
>>
>>45391829
Totals:
>Solo:3
>Blood:0
>Shade:1.5
>Noble: 2.5
>Het for CO: 1
>Spare for CO: 3
Votes:
>Kail:
>Malek:
>Eisen: Solo - Het
>Spare: Noble -Abstain?
>Gas:
>Honey: Solo - Spare
>Het: Noble - Abstain
>Wen: Noble/Shade - Spare
>Alice: Solo - Spare
>Trag: Shade - Abstain

So, we need me to make a choice, and Gasolina, Kail, and Malek to vote. Oh, and for Cognis to let us know if solo is a valid choice.
>>
>>45388602
>>45389172
If you demand it then yes. But I warn you now: Mechanically speaking it is an inferior choice. You are throwing away a free licence, just so you can answer to no one but yourselves.

I did not plan for this choice, but if that is what the majority wants then I'll roll with it.
>>
>>45392410
Okay, thanks. Now that we have an answer, let's see if there are any changes to the votes.
>>
>>45392410
How about ending the contract, if we later decide we'd like to go solo? Is it possible, what are the risks, and would we lose the license and/or lincensed gear granted by it?
>>
>>45392493
I imagine it would depend on the company we were with. Different companies would have different values.

Blood Dragons and Shadestorm would probably hold it against us on some level? Shadestorm on a sort of chilly level, Blood Dragons on a 'fuck you guys if we run into you later' sorta way.

No idea with Nobliesse Obligie. That could go either way.
>>
>>45392493
You won't lose licences, but there may be other negative repercussions. If you split off then all companies will hold this against you, each in their own way. Beyond that, I can't say, you'll just have to find out for yourselves.
>>
>>45392493

If there's a non compete clause in the contract, I'm voting solo
>>
>>45392658

Is it possible for us to enter a contract for x number of missions with them and have an option to re-up?
>>
>>45392684
No, you are not entering into a contract with them. You are being bought out. They will own you. Like how Disney owns Marvel, even though the latter remains autonomous.
>>
>>45392658
> Leave Dragons
They hunt us down and fuck our shit, or just fight harder when they get contracts opposing us.
> Attempt to leave Storm
Burried in lawyers and/or ninjas
> Leave Noblesse
Either we talk it out and part like gentlemen, or they add us to their crusade list.

Eh, risk/benefit leans me the rest of the way to Noblesse, consider my vote with them. Git me dat Lord.
>>
My vote goes back to Noblesse.
>>
>>45392719

So who's taking the money and sneaking out the backdoor with it?

I guess I'm switching my vote to Noblesse. ((The Disney analogy just turned my stomach, having done some work with them in the past.))
>>
Rolled 1 (1d2)

Noblesse Oblige sounds like a good group. And I don't say that because I'm a hopeless romantic. But yeah, not becoming a war criminal sounds fun.

As for our CO. Huh, I really don't know. I mean, you two are both good. How about we let fate decide ?

1 : Sparebits
2 : Hetros
>>
>>45392870
>>45392820
>>45392785

Totals:
>Solo:2
>Blood:0
>Shade:1
>Noble: 5
>Het for CO: 1
>Spare for CO: 4
Votes:
>Kail: Noble - Spare
>Malek:
>Eisen: Solo - Het
>Spare: Noble -Abstain?
>Gas:
>Honey: Solo - Spare
>Het: Noble - Abstain
>Wen: Noble - Spare
>Alice: Noble - Spare
>Trag: Shade - Abstain
>>
>>45381475
>Camel History
"You guys are nuts, and I love it. SO much better than the mech-of-the-line shit I was doing back with... never mind."
>>45381662
>>45381849
>>45381948
>Commando
>SURPRISE buttsecs.
I've been contemplating taking the Commando tree, because I think +1 move is great. Imagine it with an Exo-Stratus, or Landschekt-Linebreaker! You move at the speed of lightning, can charge people from way outside their engagement range, and sprint past defenses to throw Demo charges at objectives.

Personally, I think the EW Specialist tree is the most powerful, because ignoring Action Economy for firing auto-hit weapons is terrifying. And most mechs have lower ECM than Defence, so it effectively grants a bonus to hit, at the penalty of reduced Ammo. The only bad thing is the possibility of interception (as we saw in this mission), but in straight mech-on-mech combat, missiles are where you want to be.

>>45382306
>Synergy!
Definately something worth thinking about. The issue being, that if you make each tree synergise with one type of play then it limits the choices in character building. If you take Commando then of course you want a Cirrus, and of course you want XYZ... and suddenly there are only a very limited number of "good" builds, because synergies over-shadow versitility.

>>45386831
>Companies!
>Guye-Co + dishonorable-mercs
>Exo-Terra + professional-mercs
>Knight-Lite + honorable-mercs
Since Licenses cost 60 and there are 10 of us in the Camel Core, we could donate 4 Cred each and immediately pick up a second license using the 23 Company cred.

>>45387594
>Chain-of-Command
Hetros for Commander
Sparebits for 2IC.
Sparebits has been more prolific in the speeches and insane-planning department, but I trust Hetros to be slightly more reliable in the logistical side of things. However way round this is it's a good combo, because Hetros can handle operational-strategy, while Sparebits is the down-and-dirty end.
>>
>>45392719
Command: Can we buy a License for any company OTHER than Guye, Exo or Knight? I presume Apex is outside our price range, but what about Landschekt? I always thought their mechs were a nice balance.
>>
>>45393156
>because ignoring Action Economy for firing auto-hit weapons is terrifying
It just hit me.

Smart Gun + That is fucking horrendous.
>>
>>45393163
>>45393156
Which company do you vote for us to join?
>>
>>45393172
Double so because smart guns can be linked. Automatic 8 damage every round, and you've got a second action to play with.
>>
>>45393216
Cirus, 2 smart guns, and the linked thing doesn't even actually matter. But yeah. Holy shit. I might change my vote over this.

or at the very least, I'm gonna forgo my original plans and maybe help chip in for that buy a second license directly plan.
>>
>>45393222
actually, nah... I'll stick with errant. I had the most fun playing that. So I'll go for super-stealthy errant commando unit.
>>
>>45393183
Waiting to use my vote till after people give opinions on my "go with one company, immediately buy a second license" plan. I really don't think solo is the way to go though.
>>45393222
Stratus+Active Scanner for free lock on, then pair of smart guns and pile of Hunter Killer missiles.
>>
>>45393163
Companies are divided into discrete tiers that are unlocked as you progress through the game.

Apex and LHI are on the next tier

>Synergies over-shadow versatility.
Well that's always the trade off isn't it? Versatile builds aren't as good at any one thing but not as weak either.

Thing is most games like this converge into handful of viable builds. Making everything equally viable is something whole professional design teams struggle with.

This is a TEAM game. Ideally you want a well co-ordinated team of specialists with interlocking skill sets for maximum effectiveness,judging from the last mission, you have long way to go. or just present a united front of generalists.

Right now I think the game balance is fine, but as the campaign progresses we'll see what happens.

BTW here's a little video to help you guys arrive at a consensus:

https://www.youtube.com/watch?v=Me-sx-QQXrs
>>
>>45393156
Argument convinced me that it's the right way to go, so I'll go from abstain to voting for myself for CO.

Totals:
>Solo:2
>Blood:0
>Shade:1
>Noble: 5
>Het for CO: 3
>Spare for CO: 4
Votes:
>Kail: Noble - Spare
>Malek: ? - Het
>Eisen: Solo - Het
>Spare: Noble -Abstain?
>Gas:
>Honey: Solo - Spare
>Het: Noble - Het
>Wen: Noble - Spare
>Alice: Noble - Spare
>Trag: Shade - Abstain
>>
>>45393222
Nah, man, Nimbus with two smart guns and one or two eccm drones and the satcom jammer. Pilot with Ew-Ta-Ag. Lock on, attack, and hack twice (once with a drone, once with the jammer). Enemies wouldn't be able to do anything anywhere near you but get shot. Double duty as a spotter if they snag a recon drone instead of the second eccm.
>>
>>45393283
Thanks Cognis. Do multiple Knight-Lite Errant Scrambler Fields stack?
>>
>>45393366
Gonna have to say no. I don't want a giant Errant Ball running around the map with >20 Def.

What you CAN do is have the Scrambler field synergize with the Squire's disruptor field.
>>
>>45392870
I am not entirely sure if I like the fact that Fate happens to help decide via our so far somewhat ill cursed luck.
--

Still a few decisions to make. I'm willing to do something a little crazy.

We have Company Cred, and after restoring my mech I hav 28 credits. I'm down for donating that and getting us a licesense - if this is possible. If someone else chucks in 2, we can buy 1 Mech license and remain solo operatives, not bought out by another larger company - and we also don't insult them by splitting up after the fact.

I am also willing to contact any of the groups and say that while we appreciate their offer, we prefer to remain indepedent as true Camels but that they are always welcome to sub-contract with us like we did with the Reptiles. Our track record speaks for itself, and we are reliable.

I feel this plan gives us the best array of freedom / possibilities / self determination.
>>
>>45393599
Oh, I forgot to add in "at a minor cost of initial operational support because we'll have to build up that infrastructure ourselves". But we also don't risk getting pulled into the politics of a larger mech merc company while there's a an actual ressource war going on, and I trust you all to hold your own without artillery strikes and napalm bombs if we try to work together a little more.
>>
>>45393289
Looks like the tribe has spoken. Voting is closed. IRL stuff has come up so the new thread won't be up for another hour or two. See you guys then.
>>
>>45393781
My first proclamation as commanding officer shall be the institution of a reign of terror. And no more pumpkins in the mess hall! No more, says I!

My second act will be basking if we could buy a license using company credits and player credits. As CO I'm fine donating my own to do this cause. People seemed to be very much into going Solo before they reconsidered the costs - but I already have a fully functional, useful Mech and I have no issue shouldering the payment problem of getting a EXO or Knight License.
>>
>>45393599
The problem I see is that in this war we are inherently competing with the other mech companies both on the battlefield, and politically for contracts. Going solo is very, very dangerous for us, because we don't have the established political clout or infrastructure to defend ourselves. And they DO have artillery strikes and napalm bombs .

If I was working for the Blood Dragons or Shade I would estimate the amount of money they might lose to a new faction in contracts over the length of the war, take that away from the cost/difficulty of obliterating them with a strike operation, and then make said faction a buyout offer for the difference. It's basically the same thing Google and Facebook do, but Giant Honking Mecha gives a slightly different meaning to "hostile takeover".

Right now we need protection. Once we have a better established company name as a subsidary, we can then talk with whoever is in charge about re-spinning off again (perhaps as "governor of southern Operations" or something").

I certainly agree that increasing the company pool of options would be awesome. Mixing two different strats together starts to generate some awesome posibilities. For example: A Knight-Lite Lord with an Exo Tac-Net hub and a pile of missiles.
>>
>>45393828
Definitively also true. I don't want to be on the other side of an aggressive merger if the means of contract resolution is high powered missiles.

On the other hand, The Reptiles manage to exist as a group. There is a war on, so the companies must already be doing missions. If they decide to throw their weight around, they'll probably have to pull away from other operations. And they'd risk very important pilots and assets in the field for a mission with no strict payment.

And if we leave ourselves open to sub-contracting it's almost the same deal as if they already bought us, we just pay slightly more for licenses and get to say no rather than "yes sir" when things inevitably go sour. Hell, we can send them a Camel Coupon for 15% off of our usual Sortie Fee to help smooth things over.
>>
But summing up, it seems we talk to Nobiliese and mr. Guduza unless there's a sudden total Company veto.
>>
Wow, this thing is still here. Sorry to keep you guys waiting but the hanger thread is now up:

>>>45394420
Thread replies: 341
Thread images: 23
Thread DB ID: 510511



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