ExoSquad: Flightline

[X] Continue to hold position.

I'm willing to give it one more turn, after that it's probably time to start falling back
 
So wraith can deal with the torpedo on A3
And engineer B and melee should be able to deal with the commander in B3
What I could do is give engineer A an extra red action so that they can attack a space, probably support recon in dealing with the commander in D3 while also grappling melee back
And I can Shoot at the fighter in C2

thoughts?
Was asking for Melee to actually Charge into D3 and Target the Corvette who can't be targetted at the moment due to being a Sensor Contact. @_@; I don't think it'll reveal itself unless it attacks or someone moves into D3 again. That's why I asked.

I think the Fighter Commander as is every other Enemy Contacts has 1 HP, so no need to let Engineer B and Melee to double gangup on B3. I think.
Pirate Commander
-If ExoFleet unit present in own space, will attack it
-If no ExoFleet unit present in own space, will move towards nearest ExoFleet unit then attack it
-Gives an extra move or attack action to nearest non-commander crewed pirate craft or sensor contact that has not already received one

Probably should just to be safe.
Either there or D4 really. Though C3 is likely just so to decrease the chance of the JumpTroop Shuttle being targetted further the more E-Frames there are in the cell.
 
Actually, let me ask something: does the Attack Warning trigger after Enemy Phase since it's the same color as Sensor Contact? Might want to move Jumper back to C3 instead of another Evade/Low Profile action. :V

re: corvette

Attack warning triggers at the very end of the hostile phase, giving both player units and hostiles a chance to move out of the way.

The main thing to keep in mind about corvettes is that when "revealed", they get a pot shot at whatever revealed them, if applicable.


I don't think I need to give melee an evade, cause I think the grapple action functions as a bootleg evade by bringing them back before the enemy unit can attack
@NickAragua , is that how it works?

Yeah, the grapple will move the target unit during the player phase, so it won't get attacked by hostile units in the space where it used to be. It might get attacked by hostile units in its destination though.
 
Attack warning triggers at the very end of the hostile phase, giving both player units and hostiles a chance to move out of the way.

The main thing to keep in mind about corvettes is that when "revealed", they get a pot shot at whatever revealed them, if applicable.
..ooh, gotcha. Editing the [GRAY] Action then...

..and yeah, I was sort-of thinking that, that's why I want Command to do a [GRAY] Order - Blue to Melee so that he can evade the potshot from the Corvette.
 
gonna be honest I didn't know what the crv meant.
Pirate Corvette
-Attacks nearest ExoFleet unit within one space.
-Turns into sensor contact if not attacked and would not be forced to reveal (sensor contact always re-appears as frigate)
-Can show up as sensor contact.
-Immediately attacks if revealed from sensor contact, does not attack on own turn in that case
would the corvette attack the one of our units or the jump ship first? rng?
 
gonna be honest I didn't know what the crv meant.

would the corvette attack the one of our units or the jump ship first? rng?

Yeah, sorry - it's shorthand because of formatting limitations, I don't want the map cell to look huge so I can only do limited text length

If there's more than one target, the corvette (or any other hostile unit) will attack a randomly selected target, with an individual E-Frame 2x more likely to be targeted than the shuttle.
 
I think the Fighter Commander as is every other Enemy Contacts has 1 HP, so no need to let Engineer B and Melee to double gangup on B3. I think.
Does everything just have 1 HP?
I should really re read the mechanics again at some point :rofl2: .

then couldn't we just have melee charge the commander in D3, laser cutter the corvette, I'll give them the evade, and they'll be grappled back?

but eh, so everyone can rack up kills, melee should just attack one. and have recon attack the other.
 
[X] Falcon
-[X] Red: Triple Blaster the fighter on C2
-[X] Blue: Move Evade
-[X] Gray: Order: Blue- melee

So do the attacks function through different accuracy ratings?
Like is the missile less accurate compared to the triple blaster?
 
Does everything just have 1 HP?
I should really re read the mechanics again at some point :rofl2: .

then couldn't we just have melee charge the commander in D3, laser cutter the corvette, I'll give them the evade, and they'll be grappled back?

but eh, so everyone can rack up kills, melee should just attack one. and have recon attack the other.
Mega Blaster
-Does not move
-Attacks random unit within two spaces or inflicts one damage on orbiting ExoFleet capital ships
-2 HP
I mean, if it specifically says it has 2 HP, then it has 2 HP. Otherwise, it only has 1 HP. o.o; The Commanders will be annoying though since they can give an extra Move or Attack which will definitely catch us off-guard due to them being hidden in the Sensor Contacts. ._.;

So do the attacks function through different accuracy ratings?
Like is the missile less accurate compared to the triple blaster?
It's guaranteed hits, the difference is just the range and limitations: missiles can almost hit everything in the column or row the user is in provided they have line of sight (without any obstacles) or has [GRAY] Target Guidance from Wraith somewhat. Whilst Triple-Blaster.. seems like a name flavor though possibly a three-hit attack which guarantees death to 3 HP enemies. Though I'm more inclined with it just being name flavoring. @_@;

As for why guaranteed hits... well:
[] Extend Co-pilot Overwatch Range
-Co-pilot Overwatch is now activated against any target moving within one space, rather than only own space. It still require un-activated [RED] abilities, however.
-Rapid Blaster has a 50% chance to hit at that range.
-Long-Range Blaster has a 66% chance to hit at that range.
Unless Specified, again, I guess it's best to assume it's 100% guaranteed to hit. There's also the RNG Movement too in case something went wrong...

[] Re-route Thrusters
-If "Move" is disabled but "Evade" is not, "Evade" maybe used as "Move" at 50% success rate
..so yeah. @_@;
 
Does everything just have 1 HP?

Yes, unless otherwise called out in the current mission's technical readout info post.

So do the attacks function through different accuracy ratings?
Like is the missile less accurate compared to the triple blaster?

Currently, the main and only difference between the various types of attacks is their effective range (usually 0, 1, 2 or LOS) - which will always be called out in the options or an info-post. As usual, I reserve the right to introduce chance-based mechanics, but again, they'll always get explicitly stated.
 
I am in favour of aborting the attack. Even if we get the order to carry out the attack, the swarm of sensor contacts is so thick that I'm not confident that we will be able to escort the shuttle through it.
 
I am in favour of aborting the attack. Even if we get the order to carry out the attack, the swarm of sensor contacts is so thick that I'm not confident that we will be able to escort the shuttle through it.
Well, the problem is we're with the military and doing so early will result into bad things (court-martialed). Recon/Jumper could act as a shield by sticking with the JumpTroop Shuttle with Claw + Blue/Gray Evades as it moves slowly forward. The very likelihood to happen though is probably retreating unless Allied Higher-Ups thinks it's absolute necessary to rid the threats up front. With no clear 'objective' due to Allied Confusion rolls, we're not sure if returning to the Endeavor is a good idea since we're literally allowing a swarm to follow from behind us: and we'll still be needed to hold the line in the event of retreating the JumpTrooper Shuttle.

At the end of the day though, it's up to you I guess. It's a Global Vote after all in that regard.
 
Well, the problem is we're with the military and doing so early will result into bad things (court-martialed). Recon/Jumper could act as a shield by sticking with the JumpTroop Shuttle with Claw + Blue/Gray Evades as it moves slowly forward. The very likelihood to happen though is probably retreating unless Allied Higher-Ups thinks it's absolute necessary to rid the threats up front. With no clear 'objective' due to Allied Confusion rolls, we're not sure if returning to the Endeavor is a good idea since we're literally allowing a swarm to follow from behind us: and we'll still be needed to hold the line in the event of retreating the JumpTrooper Shuttle.

At the end of the day though, it's up to you I guess. It's a Global Vote after all in that regard.

Its the opposite, we are currently ignoring orders to abort the attack by staying in position, so staying here is more likely to get us court-martialed than aborting the attack:


"Resolute to all ships: the attack is canceled. Rejoin the fleet, prepare to return to the homeworlds at once!"
 
Its the opposite, we are currently ignoring orders to abort the attack by staying in position, so staying here is more likely to get us court-martialed than aborting the attack:


"Resolute to all ships: the attack is canceled. Rejoin the fleet, prepare to return to the homeworlds at once!"
Needless to say, comms fleet-wide are suddenly swamped with some mixture of confused, surprised and disappointed people, to the point where you have to mute multiple channels as people talk over each other. "Uh, command, request confirmation of that last transmission." you send back to the Endeavor.

"Transmission source is legitimate." the comms officer responds. "But we're working on confirming the order. Stand by."

You cringe. "Uh, we're about to get swarmed by a bunch of pirates, command, I don't think 'stand by' is an option here."

"Sorry, Easy-lead. You'll have to stand by anyway until we can get some confirmation." comes the response.
"Any update on our orders, flight lead?" you ask. It's not that you're nervous or anything, it just seems dumb to sit here and wait.

"Negative." comes the reply. "Command is still working on verifying the transmission."
"Command, we're under heavy assault, can we get an update on our orders here?" you call in.

"Negative, Easy lead, still working on confirmation. Stand by." the comms officer on the Endeavor responds.

...??? Unless you're telling me our current 'officers'/handlers aren't from the Endeavor, then I'm not sure. Sure, there's the Resolute but it's not really being court-martialed when we were explicitly said to Standby. Hell, the first choice we had was three: either to go forward, standby, or go back. And we did what we were told by staying put (sort-of, but specifically the JumpTroop Shuttle) so I'm not sure what you mean by us aborting the attack when it another command overriden it due to the confusion. If we're getting court-martilaed? Expect the other ship officers that are with us to do so as well.

This is either a fluke of a miscommunication, or actually real and something happened back at the homeworld.
 
Melee
Blue: Charge D3
Blue2: Evade
Red: Blaster anything in sight

Engineer:
Blue: Evade
Red: Grapple Melee back to C3
 
Looks like we've got three "hold position" and one "pull back now" votes.
Scheduled vote count started by NickAragua on Jan 9, 2023 at 10:24 PM, finished with 23 posts and 3 votes.

  • [X] Continue to hold position.
    --[X] [BLUE] Evade - Negate the next incoming attack of any kind.
    --[X] [RED] Blaster - Attack any target within one space. (Enemy Commander in D3)
    --[X] [GRAY] Power-To-Weight Ratio - Move one space in the grid in any direction. (D3 to C3)
    [X] Continue to hold position.
    [X] Falcon
    -[X] Red: Triple Blaster the fighter on C2
    -[X] Blue: Move Evade
    -[X] Gray: Order: Blue- melee
    [X][RED] Blaster A3
    [X][BLUE] Evade
    [X][GRAY] Jam E3
 
Mission 3 - Tethys Drop - Turn 7
Raw Plan/Resolution:
Melee
Blue: Charge D3
Blue2: Evade
Red: Blaster anything in sight

Engineer:
Blue: Evade
Red: Grapple Melee back to C3

Wraith:
[X][RED] Blaster A3
[X][BLUE] Evade
[X][GRAY] Jam E3

[X] Falcon
-[X] Red: Triple Blaster the fighter on C2
-[X] Blue: Move Evade
-[X] Gray: Order: Blue- melee

-[X] Recon
--[X] [BLUE] Evade - Negate the next incoming attack of any kind.
--[X] [RED] Blaster - Attack any target within one space. (Enemy Commander in D3)
--[X] [GRAY] Power-To-Weight Ratio - Move one space in the grid in any direction. (D3 to C3)

Wraith
-Blaster vs A3 Torpedo; target destroyed
-Evade
-Jam E3; nothing to jam and no LOS

Engineer B
-Blaster vs Commander B3; target destroyed
-Evade

Player Phase
Falcon
-Blaster vs C2 Fighter; target destroyed
-Evading
-Order/Blue - Melee; Melee evading

Melee
-Charge C3 -> D3
-Corvette contact self-reveals, attacks Melee; evade negates attack
-Laser Cutter vs Corvette; target destroyed
-Blaster vs E3 torpedo; target destroyed

Engineer A
-Evading
-Mag Grapple Melee D3 -> C3

Recon
-Evading
-Blaster vs D3 Commander; target destroyed
-Power-To-Weight D3 -> C3

Allied Phase:
Command confusion, 1d4, target 3-; rolls 1

Hostile Phase:
Torpedo E3 -> E4
Sensor Contact E3 -> stay
Sensor Contact D2 -> C2
All Sensor Contacts one row down
Sensor Contact C3 revealed; rolls 6 - Debris
Attack Warning Expires

Tom "Joker" Ward

You smirk slightly - Em and Lestari have got themselves into a rhythm. The orange humanoid E-Frame charges out into a crowd of approaching pirate craft. As expected, a corvette de-cloaks, its asymmetric silhouette briefly becoming visible against the void. Lestari dodges, engaging her control thrusters in what looks like a well-practiced move, then slides back around just long enough to run her laser cutter against the corvette's flank. Something important blows up inside the pirate craft and a secondary explosion shatters it seconds after. Em uses the opportunity to reel Lestari back into formation, even as the latter fires her blaster at a distant torpedo. You shrug - it sort of looked like it may have been going in the capital ships' general direction.

Jumper accompanies Lestari back to formation, sparing a few blasts from the recon E-Frame's right arm to spear a twisting pirate fighter through the fuselage - the craft continues rotating as it breaks up before a poorly-aimed missile barrage saturates the area just as your E-Frames clear it. You turn your attention to the fighter approaching the "front" of your formation, firing its lasers haphazardly. At this range, the poor bastard has no chance of hitting you - based on what you've read they probably still rely on manual targeting systems - but your targeting system beeps, informing you of a solid lock. Which you make use of to perforate the approaching target.

A couple of explosions on your left flank signify that Plague Doc and Josh still have things under control, and then your eyes go wide as you *hear* the pitter-patter of debris against your E-Frame. Sure, the augmented reality system makes "pew pew", "whoosh" and "kaboom" sounds for the various blasters and missiles it detects, but the fact that you're actually *hearing* something means that it impacted your E-Frame. You glance with some concern at the damage indicator - nope, all green. Must just be random debris from all the pirates you've blown up. Other than a loose torpedo, everything is clear for the moment - just sensor contacts approaching.

"Jump troop shuttle, Easy-lead - good news, I guess." the Endeavor's comms officer transmits. "Disengage and retreat orders authenticated and confirmed. Return to the Endeavor. Easy flight, escort it back."

"Understood, command. Engaging control thrusters and commencing acceleration burn." the shuttle acknowledges. "We'll need a few seconds, this thing isn't exactly inertia-less."

"That's too bad." Josh transmits. "I thought I was gonna be able to catch up to you, Doc."

You're pretty sure you hear a faint "hmph" over the comms.

Operational Area Map:
A0
Debris Field
Sensor Contact
B0
Sensor Contact
C0
Sensor Contact
D0
Sensor Contact
E0
Sensor Contact
A1
Sensor Contact
B1
Sensor Contact
C1
Sensor Contact
D1
Sensor Contact
E1
Sensor Contact
A2
Sensor Contact
B2
Sensor Contact
Debris Field
C2
Sensor Contact
Sensor Contact
D2
Sensor Contact
E2
Sensor Contact
A3
Sensor Contact
Debris Field
B3
Sensor Contact
C3
Debris Field
Falcon
Recon

Melee
Engineer A
JumpTroop Shuttle
D3E3
Sensor Contact
A4
Wraith
B4
Engineer B
C4D4E4
Torpedo
A5B5C5D5E5
A6B6C6D6E6
A7
ExoFrigate Galileo
B7
ExoCruiser Endeavor
C7
ExoCruiser Endeavor
D7
ExoFrigate Guiducci
E7

Objective:
Shuttle must reach row 7 (2/2 HP)

Unit Status/kill board:
Easy-1 Falcon: 1x torpedo, 1x fighter
Easy-6 Wraith: 1x corvette, 1x fighter, 1x commander
Easy-7 Engineer A:
Easy-4 Engineer B: 1x fighter, 1x commander
Easy-8 Melee: 2x commander, 1x corvette, 3x torpedo
Easy-3 Recon: 2x commander

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
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (3/6 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] Sensor Scan
- Reveal the contents of a sensor blip.
[] [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
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [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.

Engineer B (note: will be driven by QM per player request, but suggestions can be made)
Pilot: Joshua "Josh" Walker
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [RED] Missile (3/4 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
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Shoulder Blaster
- 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
[] [RED] Blaster
- Attack any target within one space.
[] [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
- Move one space in the grid in any direction.
 
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Is the ability to upgrade our mechs based on how many kills we get? (general kill exp)
Or is it based on the number of missions they survive?
 
Last edited:
Is the ability to upgrade our mechs based on how many kills we get? (general kill exp)
Or is it based on the number of missions they survive?

More the # of missions - upgrades occur for any surviving E-Frame at fixed points in the storyline; that's usually a lengthy time period where an E-Frame jock would have days or weeks of sitting in the hangar with nothing better to do other than tinker with their E-Frames and run simulations.

I considered basing it on # of kills, but any such system heavily favors E-Frames that generate kills (e.g. the Field Sergeant with its double attack or the Two-Seater with its overwatch options) and penalizes E-Frames that have support abilities that help other E-Frames generate kills (e.g. the Falcon, the Wraith or the Engineer). Although, in practice, the Wraith is able to generate a lot more kills at a distance due to its scanning abilities, so that one's kind of a gray area.

That being said, my intention is to look at the abilities that people use frequently and give them options related to those abilities.
 
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