ExoSquad: Flightline

I don't expect trooper to need an evade next turn because it will be surrounded by friendlies with the slingshot crew taking out the contacts to the south and recon + the capitals dealing with the eastern contacts that get revealed this turn.
It's because it's going to be a calm round that we should take this chance to fix the system.

it's very easy to get swarmed here if we're unlucky with the rolls.
The only caveat here is the F6 Sensor Contacts rolling another Flank Attack if they go (very likely) towards Recon at F5. I'm not expecting a Hull Damage but potentially more System Damage if they end up 'spawning' in E5 (before being shot by Endeavor, though Allied Phase seems to take place first over Hostile Phase now so chances are highly unlikely. And we'll be getting Trooper B 'Greenhorn' next Turn, so we should be more relieved on the firepower front. @_@;
 
Lowering our DPS is guaranteed to get us swarmed tho
the only thing this turn that could be activated are the 2 sensor contacts on F6 with everyone else being/ moving to row 5, we don't have to worry about going swarmed atm.
And even those sensor contacts can be avoided this turn if we're worried about it and with jumpstation joining as a new trooper next turn that's even more firepower to deal with it.
 
the only thing this turn that could be activated are the 2 sensor contacts on F6 with everyone else being/ moving to row 5, we don't have to worry about going swarmed atm.
And even those sensor contacts can be avoided this turn if we're worried about it and with jumpstation joining as a new trooper next turn that's even more firepower to deal with it.

Yeah, but the 2 sensor contacts to the south will probably keep slingshot team busy already without additional leftover activated units.

If we have enough firepower to defeat the enemy without problems then we have enough firepower to keep them away from Trooper too
 
Yeah, but the 2 sensor contacts to the south will probably keep slingshot team busy already without additional leftover activated units.

If we have enough firepower to defeat the enemy without problems then we have enough firepower to keep them away from Trooper too
the two on E7?
we don't have to worry about those for at least two turns.

the only ones that we have to worry about right now are the two on f6 and maybe the one on b6 if it moves over to the c collumn.

we are in a combat lull atm, it's the perfect time to do a repair for when combat really picks up later
 
the two on E7?
we don't have to worry about those for at least two turns.

the only ones that we have to worry about right now are the two on f6 and maybe the one on b6 if it moves over to the c collumn.

we are in a combat lull atm, it's the perfect time to do a repair for when combat really picks up later

I prefer to keep the combat on a consistent mid level instead of high and low phases. Proactively destroying the contacts now on E7 will allow us to keep stuff under control.
 
I prefer to keep the combat on a consistent mid level instead of high and low phases. Proactively destroying the contacts now on E7 will allow us to keep stuff under control.
what?
the only thing you can destroy in E7 is the amphi, we can't target sensor contacts, unless that's been changed for this mission.
And since you're moving all three units back to E5, those sensor's aren't going to activate for at least two turns, unless you decide to charge into them next turn when they probably move down to E6 and in that case having the evade fixed is just a good idea.
 
what?
the only thing you can destroy in E7 is the amphi, we can't target sensor contacts, unless that's been changed for this mission.
And since you're moving all three units back to E5, those sensor's aren't going to activate for at least two turns, unless you decide to charge into them next turn when they probably move down to E6 and in that case having the evade fixed is just a good idea.

This turn I'll destroy the units in E7+E6 and move to E5. The contacts on E7 will move to E6.

Next turn I will slingshot to take down the contacts now on E6 to prevent them from going to E5 and wreaking Havoc at the end of that turn.

The trooper is not going to charge in, only shooting it's blaster while getting repaired and melee will be back in E5 after the then because of the slingshot manouver
 
This turn I'll destroy the units in E7+E6 and move to E5. The contacts on E7 will move to E6.

Next turn I will slingshot to take down the contacts now on E6 to prevent them from going to E5 and wreaking Havoc at the end of that turn.

The trooper is not going to charge in, only shooting it's blaster while getting repaired and melee will be back in E5 after the then because of the slingshot manouver
y'know what, go for it.
you have control over those units, so it's your decision.
 
but on that note, where does everyone think should jumpstation deploy?
left or right side?

I'm kinda thinking they should go backup Recon, cause they're by themself.
 
but on that note, where does everyone think should jumpstation deploy?
left or right side?

I'm kinda thinking they should go backup Recon, cause they're by themself.
Preferably middle, on the 'left' side' since Nschwerte's Team has a Trooper covering the 'right' side. Spreading the firepower. The 'two center columns' where Endeavor is less likely to be 'crowded' compared to the corners/edges with the ExoFrigates.

..or up to Greenhorn on where they want to deploy. :V
 
Preferably middle, on the 'left' side' since Nschwerte's Team has a Trooper covering the 'right' side. Spreading the firepower. The 'two center columns' where Endeavor is less likely to be 'crowded' compared to the corners/edges with the ExoFrigates.

On the one hand, there is fewer Exo's on Oliwia 's side, but on the other, the other trooper is damaged with less firepower available
 
if trooper moves to a space, and then engineer b moves to that space will eng b repair trooper?
or will it not be possible because trooper used a blue move?

Hmm, good question. As written, it wouldn't work, since "move" is a blue action.

However, now that I think about it, that practically prevents the repair ability from being used at all, since there's not really an opportunity (especially in this scenario) to have an E-Frame stand still for a turn. So I'm going to relax that rule a little and say that neither E-Frame can use any Evade-type actions, but a single move by each is ok.

I will go with recon back him up

Just to be clear - the turn currently being discussed, turn 4, your guy is still in the hangar. Next turn (turn 5), I'll designate some deployment zones on the map and you'll have your own orders section.
 
Hey, with the relaxed rules Engineer B can repair trooper this turn!

[X] Engineer A
-[X] Red Missile Amphi assault after LOS opens up or anything else if that is destroyed
-[X] Blue Move to E5

[X] Melee
-[X] Red Laser Cutter Outrider
-[X] Blue Move to E5

[X] Trooper
-[X] Red Blaster Outrider
-[X] Extra Red Blaster Amphi assault
-[X] Blue Move to E5


[X] Engineer B

-[X] Request that Josh moves to E5 and repair Nate's Low weight system
 

Scheduled vote count started by NickAragua on Jan 23, 2023 at 10:39 PM, finished with 41 posts and 6 votes.

  • [X] Recon - Ian 'Jumper' Lorenze
    -[X] [BLUE] Evade - Negate the next incoming attack of any kind.
    -[X] [GRAY] Low Profile - Negate the next incoming attack of any kind.
    -[X] [RED] Blaster - Attack any target within one space, if no target immediately available, will attack random target in own space after hostile action phase. (Any adjacent enemies if any [priority on low HP targets that can be taken out in one shot] otherwise Overwatch in own space/tile.)
    [X] Falcon
    -[X] Blue: evade
    -[X] Red: triple blaster- Amphi in C6
    -[X] Gray: Order Red- Trooper
    [X] David Kane
    [X] greenhorn
    [X] Trooper E-Frame
    [X] Titans blue
    [X] Morze
    -[X] [RED] Blaster Amphi in C6
    -[X] [BLUE] Move C5
    -[X] [GRAY] Nimble - Evade
    [X] Engineer A
    -[X] Red Missile Amphi assault after LOS opens up or anything else if that is destroyed
    -[X] Blue Move to E5
    [X] Melee
    -[X] Red Laser Cutter Outrider
    -[X] Blue Move to E5
    [X] Trooper
    -[X] Red Blaster Outrider
    -[X] Extra Red Blaster Amphi assault
    -[X] Blue Move to E5
    [X] Move to D5
    [X] Missile anything in L.O.S, preferably high-priority like amphi-assault
    [X] Jam E7
    [X] Engineer B
    -[X] Request that Josh moves to E5 and repair Nate's Low weight system
 
Mission 4 - Screening Retreat - Turn 4
Raw Plan/Resolution:
[X] Recon
-[X] [BLUE] Evade
-[X] [GRAY] Low Profile
-[X] [RED] Blaster - nearest target -> overwatch

[X] Falcon
-[X] Blue: evade
-[X] Red: triple blaster- Amphi in C6
-[X] Gray: Order Red- Trooper A

[X] Exofighter
-[X] [RED] Blaster Amphi in C6
-[X] [BLUE] Move C5
-[X] [GRAY] Nimble - Evade

[X] Engineer A
-[X] Red Missile Amphi assault after LOS opens up or anything else if that is destroyed
-[X] Blue Move to E5

[X] Melee
-[X] Red Laser Cutter Outrider
-[X] Blue Move to E5

[X] Trooper A
-[X] Red Blaster Outrider
-[X] Extra Red Blaster Amphi assault
-[X] Blue Move to E5

[X] Engineer B
-[X] Move E5
-[X] Repair Trooper (Low Profile)

[X] Wraith
-[X] Move D5
-[X] Missile vs targets, amphi-assault priority
-[X] Jam E7

Player Phase:

Falcon
-Evade
-Triple Blaster vs C6 Amphi-Assault; 1/2 HP, system irrelevant
-Order: Red - Trooper A

Exofighter
-Blaster vs C6 Amphi-Assault; target destroyed
-Move C6 -> C5
-Evade

Melee
-Laser Cutter vs E6 Outrider; target destroyed
-Move E6 -> E5

Trooper A
-Blaster vs E6 Outrider; target destroyed
-Blaster vs E7 Amphi-Assault; 1/2 HP, system irrelevant
-Move E6 -> E5

Engineer A
-Missile vs E7 Amphi-Assault; target destroyed
-Move E6 -> E5

Engineer B
-Move D5 -> E5
-Repair Trooper A (Low Profile)

Recon
-Evade
-Low Profile
-No valid targets: Blaster Overwatch

Wraith
-Move D4 -> D5
-No valid targets for jamming or missiles

---
Allied Phase:
Movement to row 3 next turn

Hostile Phase:
2x Sensor Contact F6 -> F5; rolls 2x 11 - 3x Stealth
-E5 Stealth attacks 2x each E-Frame (5x), cruiser - rolls recon; attack negated by evade
-E5 Stealth attacks 2x each E-Frame (5x), cruiser - rolls Engineer A; missile launcher disabled
-F5 Stealth attacks 2x each E-Frame (5x), frigate - rolls Trooper; low profile disabled
-F5 Stealth attacks 2x each E-Frame (5x), frigate - rolls Frigate; engine damaged, 1/2 HP
-G5 Stealth attacks recon; attack negated by evade
-G5 Stealth attacks recon; power-to-weight disabled

Recon Overwatch
-blaster vs F5 Stealth; target destroyed

High # of sensor contacts reached, sanity preservation threshold crossed:
All sensor contacts move up by one row
New sensor contacts in row 7

LCpl Nathanael "Nate" Weaver

"Easy Squad, maintain one-click distance from capital ships." Joker transmits. "Let's clean up these guys and get ready for the next wave. Josh, see what you can do with Nate's E-Frame."

"Roger that." Josh responds.

You cringe - your head is still ringing from getting blasted by those outriders. And, in fact, they're still on your tail, purple energy pulses being projected onto your field of vision as they fly by your juking E-Frame. Scowling, you kick what remains of your control thrusters into action, twisting your E-Frame around and catching one of the ovoid craft with a few shots from your blaster. The hostile craft's starboard half is shredded and something explodes as it tries to turn to keep up with you - the outrider continues forward on a ballistic trajectory. You quickly scan for its wingman, but Lestari's got your back - said wingman flies a little too close to the humanoid "Sergeant" E-frame, and Lestari takes the opportunity to slice it in half with her laser cutter, the two halves continuing on, slightly separated from each other.

"Thanks for the assist, Lestari." you call out, continuing to twist and turn while heading to the rendezvous point transmitted by Josh.

"You're welcome, Nate." she replies.

You frown - a missile lock from behind you. "Dammit, why's everyone picking on me? Buzz off!" You accompany your request with some blaster fire. You're pretty sure you connect with a shot or two, but the bulky amphi-assault keeps steady and the missile lock beeping turns more rapid and urgent.

"Don't worry, I've got you covered." Em calls out - a missile flies past you, annihilating your would-be attacker.

"Thanks, guardian angel." you transmit, smirking. "I owe you a B-Complex."

"I think that's two you owe me, pal." Em replies, laughing.

A glance to the left shows Joker and Morze eliminating their lone opponent - another amphi-assault. Forced into a less-than optimal evasive path by Morze's missile lock, it runs into some of Joker's blaster fire. While it's trying to recover, the missile hits, and the target disappears in an orange flash.

"Nate, match my designated flight vector so I can take a look at your busted-up rattletrap." Josh transmits. You sigh with some relief - most of the sensor contacts are at least two clicks away, which should give you a little bit of breathing room; maybe Josh can get that misfiring thruster to unjam.

"Hey, I've got some weird sensor readings here." Jumper begins. "You guys better... holy crap!"

Suddenly, your comms explode with panicked transmissions as your E-Frame begins to wail missile lock warnings. You briefly lose track of the situation as all you can think of is to engage your main thrusters, which works - the missile loses track of your E-Frame. Of course, that prevents Josh from actually having any time to try to deal with that misfiring thruster, but, in the grand scheme of things, you feel it's better not to get nailed by a small, flat-tipped but powerful Neosapien warhead.

"They're getting through. Guiducci, better brace yourself." Jumper reports. You're pretty sure you see him firing at something which explodes shortly thereafter, but you're surrounded by sensor contacts - Stealth-class E-Frames. Humanoid, with feet that look like hammer claws, all with purple paintjobs. Time slows down as you try to figure out where to go, what to shoot at next and what (if anything) to say.

"Hey man, I can't fix you up if you fly off!" - Josh, likely.

"Shit, I'm hit, missile launcher out!" - definitely Em's voice.

"Got one. Sustained minor damage." - Jumper, probably.

"Main batteries, fire at will. E-Frames, stay clear of designated fields of fire." -Ensign Steinwender's voice. Likely the hostiles are within weapons range of the Endeavor.

"Guiducci to fleet, our engines are hit! We're losing acceleration." comes the transmission from the beleaguered ExoFrigate - you glance briefly over to see the rapidly dissipating remains of multiple missile impacts.

"ETA on repairs?" the Endeavor's captain replies.

"Shit, sir, I don't know." the ExoFrigate's captain answers, sounding like he's hyperventilating, taking a few seconds to sort of get himself under control. "Engineering says some of the damage is external, it'll take us a while to get a crew suited up and check it out."

"Easy squad, Endeavor here." the Endeavor's captain calls out. "I'm sending out reinforcements. Repair E-Frames, get over to the Guiducci and see what you can do to help. If those neos catch up to her... just do what you can. Everyone else, continue keeping the Neos away."

Operational Area Map:
A0B0C0D0E0F0G0H0
A1B1C1D1E1F1G1H1
A2B2C2D2E2F2G2H2
A3B3C3D3E3F3G3H3
A4B4C4
ExoFrigate Galileo
D4
ExoCruiser Endeavor
Deploy Zone
E4
ExoCruiser Endeavor
Deploy Zone
F4
ExoFrigate Guiducci (E!)
G4H4
A5
Sensor Contact
B5
Sensor Contact
C5
Falcon
ExoFighter
D5
Wraith
E5
Melee
Trooper
Engineer A
Engineer B
2x Stealth
F5
Recon
Stealth
G5
2x Stealth
H5
Sensor Contact
A6
Sensor Contact
B6
Sensor Contact
C6
2x Sensor Contact
D6
Sensor Contact
E6
2x Sensor Contact
F6
2x Sensor Contact
G6
Sensor Contact
H6
Sensor Contact
A7
Sensor Contact
B7
Sensor Contact
C7
2x Sensor Contact
D7
Sensor Contact
E7
2x Sensor Contact
F7
2x Sensor Contact
G7
Sensor Contact
H7
Sensor Contact

Mission Objectives:
All ExoFleet capital ships must reach row 0 (ETA 7 turns, mostly)
-capital ships will move up one row every two turns
-critical alert: ExoFrigate Guiducci engines disabled!
[Secondary] All E-Frames must be in sector D0 or E0 on the final mission turn
[Secondary] Two repair actions on Guiducci's engines (0/2)

E-Frame Kill Board:
Falcon (Easy-One): 1x Outrider kill
Trooper (Easy-Two): 1x Amphi-Assault, 1x Outrider kill
Wraith (Easy-Three): 1x Outrider kill
Engineer A (Easy-Four): 1x Amphi-Assault
Melee (Easy-Five): 1/2 HULL, 3x Outrider Kill
Engineer B (Easy-Six): 1x Outrider kill
Recon (Easy-Seven): 1x Outrider kill, 1x Stealth
ExoFighter (Easy-Eight): 2x Amphi-Assault kill

Command
Pilot: Tom "Joker" Ward
Available Actions:
[] [RED] Triple Blaster
- Attack any target within one space.
[] [RED] Gatling Blaster
- Attack any target within one space.
[] [RED] Missile (10/10 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction
[] [BLUE] Evade
- Negate the next incoming attack of any kind
[] [GRAY] Order: Red
- Designated other E-Frame may take an additional [RED] action that they have not taken this turn
[] [GRAY] Order: Blue
- Designated other E-Frame may take an additional [BLUE] action that they have not taken this turn

Wraith
Pilot: Christopher "Plague Doc" Stuart
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (4/6 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Deep Sensor Scan
- Reveal the contents of a sensor blip.
- If target is not in LOS, a random sensor blip along the projected line is revealed instead, or nothing
[] [GRAY] Comms Jamming
- Designated target is unable to move or fire this round.
[] [GRAY] Probe (1/1 available)
- Designate a space within line of sight. All sensor blips entering this space are automatically revealed going forward.
[] [GRAY] Target Guidance
- Designated target within line of sight may be targeted by missiles regardless of line of sight.

Engineer A
Pilot: Emily "Em" O'Dwyer
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [RED] Missile (3/4 available) System Disabled
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
- Coordinated Fire: If used on "Melee" E-Frame, may use another RED ability instead of a BLUE ability
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Engineer B (note: will be driven by QM per player request, but suggestions can be made)
Pilot: Joshua "Josh" Walker
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Melee
Pilot: Calista "Lestari" Wahyuni
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Shoulder Blaster System Disabled
- Attack any target within one space.
[] [RED] Laser Cutter
- Attack any target in own space.
[] [RED] Fist
- Attack any target in own space OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Charge
- Move one space in the grid in any direction, the execute a Laser Cutter or a Fist
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Recon
Pilot: Ian "Jumper" Lorenze
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Claw
- Prevent designated target in own space from moving away OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Power-To-Weight Ratio System Disabled
- Move one space in the grid in any direction.

Trooper A
Pilot: Natanael "Nate" Weaver
Available Actions:
[] [RED] Blaster - Left Arm
- Attack any target within one space.
[] [RED] Blaster - Right Arm
- Attack any target within one space.
[] [RED] Shoulder Blasters System Disabled
- Attack any target within one space.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile System Disabled
- Negate the next incoming attack of any kind.
[] [GRAY] Automatic Targeting
System Disabled
- Fire the shoulder blasters at a randomly chosen target.

ExoFighter
Pilot: Oliwia "Morze" Dabrowska
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (3/4 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Afterburner
- Move one space in the grid in any direction OR negate the next incoming attack of any kind.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Nimble
- Take any BLUE action that has not been taken before

Trooper B
Pilot: David "Greenhorn" Kane
[] Pick one of the two deployment zones, either D4 or E4
Available Actions:
[] [RED] Blaster - Left Arm
- Attack any target within one space.
[] [RED] Blaster - Right Arm
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Automatic Targeting
- Fire the shoulder blasters at a randomly chosen target.
 
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Oof stealths were like the worst things that could've shown up here.
well, that's unfortunate, I'm assuming that with engines disabled the Guiducci can't move back correct?

so if we're going to save it, the engineers will probably have to move that way now, maybe through E5>E4>F4.
they can deal with the stealths in E5.
Melee/trooper A can deal with the stealth in F5, and I can give recon a second red to deal with the stealths in G5.

edit: or we could make it so that everyone in E5 moves back, trooper and melee destroys in the stealths, eng A and B repairs trooper A shoulder blaster thing, wraith missiles the stealth in F5 and maybe also throw a probe over there, but eh, not sure on that one,
and recon still destroys the stealths in G5

flight and falcon could try to hold C5 but holding C5 has the risk of being hit by the 2 sensor contacts in C6 and the sensor in B5 if that decides to move over.
So i'd probably just move back tbh.

wraith can just do their own thing.

And it's up to trooper B how they want to move.

[X] Falcon
-[X] Blue: evade
-[X] Red: triple blaster- where it's needed most but prioritze enemies with 1 hp
-[X] Gray: Order Red- Recon



High # of sensor contacts reached, sanity preservation threshold crossed:
Also, apparently there's a sanity meter.
or does this just mean that for the QM's sanity, sensors are just going to move forward now compared to the random chance of them going a different direction?
 
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or does this just mean that for the QM's sanity, sensors are just going to move forward now compared to the random chance of them going a different direction?

Yeah, I basically looked at the # of dice rolls I'd have to do/write out and decided that, in addition to being a pain, it's not going to add anything to the gameplay or narrative to roll movement direction for far-away contacts. I'll still do it for ones that are up close, though.

I'm assuming that with engines disabled the Guiducci can't move back correct?

Correct, it'll remain in place until the relevant secondary objective is complete.
 
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