He suspected it was due to the time he was discovered he was an alien baby and was then drafted into the mafia.
Henry always denied that. The mafia wouldn't be able to afford the custody rights from another planet, he claimed.
"I took you out for a spin last week, but that was just for guard duty. This is the real deal now." He gently tapped the dashboard. "Name's Richard. Nice to meet you."
He might have been imagining it, but the extra roar that emerged from the engines...Richard interpreted it as a pleased agreement.
Oh dear, either Richard is going insane/eccentric due side-effects of the mental interface, or the vehicle is gaining sapience due the mental link and having living matter as part of the chassis.
My guess? Timberwof's heavy armor was supposed to be there from the start. The "After Market" armour was added on the units after they were purchased (After they arrived from the Market).
@Alectai, I just remembered that the TMU falcon still provides covering fire when the Jackal is uncombined. It should probably be added to the plan otherwise everyone will probably forget about it.
@Alectai, I just remembered that the TMU falcon still provides covering fire when the Jackal is uncombined. It should probably be added to the plan otherwise everyone will probably forget about it.
This was more meant as a request to remind Basarin that it exists by mentioning it.
The first few turns will have a lot of rolls so attempting to help the QM by mentioning all our moving parts means that it's more likely no one would miss anything.
Well, @Alectai's plan leads. I'll get the rolls out this morning sometime.
Adhoc vote count started by Basarin on May 30, 2018 at 5:46 AM, finished with 39 posts and 13 votes.
[X] Plan: You left crumbs on my lawn!
-[X] Turn One Strategy: Callaghan and Jackal Group will cooperate, with Callagahn using Ramming Speed as his opener on a Gun-Truck Formation, following that up with a Conventional Weapons Strike on the nearest target if the opener eliminates a Gun Truck formation, with the Jackal Squads assisting in cleaning up targets, making full use of the own Conventional Strikes and Cavalier's Students. TMU Longship Strike will engage the additional Gun-Truck formation (2d6). Agile will be used to evade counterstrikes, as will Callaghan's mech. Be aware that we counted three Gun Truck formations and two Buckler Formations but haven't accounted for two of them in this wave. Callaghan Reroll to be committed to Agile checks if needed.
-[X] Turn Two/Three Strategy: Depending on results of Turn One. If Gun Trucks are eliminated, Jackal Formation is to begin chewing through the Buckler Formation one by one with Callaghan's support. Barring any major surprises, we should be able to clean them up in good order, and preserve our core assets for the Surprise, whatever it is. Heavy Weapon Strikes beyond the rearming Longships should be reserved for counterattacking enemy surprises, and a second Longship wave should not be dispatched against these numbers. Callaghan Rerolls committed only when it would confirm a kill, otherwise on Agile activations.
If anyone wants to bundle up your proposed naming schemes into one post for me to reference, I'd appreciate it! I'm more than happy to apply what you all want as far as names are concerned.
My guess? Timberwof's heavy armor was supposed to be there from the start. The "After Market" armour was added on the units after they were purchased (After they arrived from the Market).
I think "after-market" means it's a second-hand good. However, I meant differences mechanics-wise, black-market armor shouldn't be as good as military-grade one, right?
-Turn One Strategy, QM Interpretation: Beowulf conducts Ramming Speed as his opener on a Tank-Mobile formation, and will use his free Strike at Disadvantage to follow up, either to finish it off or get started on a new one. The V-33 attached to him will prioritize his targets. Agility roll will apply as needed.
The Jackal Squadrons will follow suit. Both will engage the same target to whittle it down before moving on to the next one.
Longship formation will prioritize any remaining Tank-Mobiles with its Heavy Weapon Strike (3d6). Note: Longship will return on Combat, Turn 4.
-Turn Two/Three Strategy, QM Interpretation: Clean up any remaining Tank-Mobiles that survive, and start work on the Bucklers. Preserve abilities such as Heavy Weapon Strikes on the Beowulf for potential enemy surprises (smart, as it turns out).
Westphalian Opposition
3 x Tank-Mobile Groups
2 HP Each
Black Market Conventional Weaponry - Can strike 2d6 twice a turn. If they choose to strike twice, roll the second attempt at disadvantage. Inflicts 1 HP.
2 x Buckler IFV Squadrons
3 HP Each
Unreliable Weaponry - Can strike 1d6 for 1 HP.
After Market Armor - Re-rolls successful
enemy strikes at Disadvantage (1d6) once per turn. Successes negate damage.
One Hostile as of yet unaccounted for.
Unit One, Beowulf
Richard Callaghan's Jackal. 12 HP. Intuitive Piloting - You may Re-Roll One failed Strike or Agile Roll per Turn Notable Character - Can make two attacks per turn at 2d6 for 1 HP each. Counts as single Action. Agile - May re-roll a successful enemy attack at 2d6, Threshold of 4-6). (K-Scale – May re-roll a failed Agile test once per turn) Ramming Speed - 2d6 for 2 HP. Counts as a single Action. May attempt a free Strike at 1d6 if successful. Targeting Solutions - If Notable, may target Strikes on different targets. (This also applies for Ramming Speed Strike at Disadvantage) Combine - Spend Action to summon and combine with V-33 TMU.
V-33 TMU, 'Falcon Configuration' -> Foxhound Fire Support - When not Combined, can make periodic Strikes at 2d6 (Threshold of 5-6, 1 HP) every other turn. Is loaded for Combination, so cannot make Heavy Weapon Strikes Notable Character - Can make two attacks per turn at 2d6 for 1 HP each. Counts
as single Action. Combine - Gale Formation: Spend Action to Combine with Jackal. +5 HP to Jackal. V-33 will make one free Strike at Disadvantage (1d6, Threshold of 5-6, 1 HP) during Combine. Agile - Despite the extra bulk, rocket boosters still enable quick movement and limited flight. Can negate one successful Enemy Strike at 2d6. K-Scale bonus applies. Additional Weaponry - Can Re-Roll one failed strike against Enemy Target at Disadvantage (1d6). Can be applied once every turn. Charged Cannon - 2d6, 1 HP, Chance to Shock Enemy at Disadvantage (1d6, Threshold of 4-6). Counts as a Single Action. Targeting Solutions - If Notable, may target Strikes on different targets.
Heavy Weapons - Disposable Heavy Weapons specifically for use with the Jackal. Can make Heavy Weapon Strike against Enemy at Advantage 3d6 for 2 HP twice in combat. After both charges are expended, it is no longer usable. Normally a free Action, but can spend the entire Action to unload both charges in a single round. Arc Cannon - Experimental K-Class Artillery Cannon. Fires electro-magnetically charged shots at high speeds. In its current state, it cannot sustain a rapid pace of fire, but can only fire a single, albeit supercharged, shot. Counts as a Heavy Weapon Strike that can be fired once every three turns. Alternately, can be used as a Finishing Strike. Test roll is contextual, but can deal up to 5 HP.
2 x CR-01 Jackal Squadrons.
Conventional Weapons: May Strike at 2d6 for 1 HP. Applicable every other turn. The Backup - can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Jackal Squadron refresh is delayed by One Turn. When facing multiple enemies, Conventional Weapons may be applied every turn instead of every other turn. Cavalier's Students - May Strike at Disadvantage (1d6) for Free each turn Agile - May re-roll a successful enemy attack at 2d6.
V-33 TMU 'Longship Configuration,' First Experimental Support Wing
Heavy Weapons Strike at Advantage (3d6 for 2 HP). Usable once every three turns.
DFRI Initiative -
Westphalian Initiative -
DFRI seizes the Initiative for the next three Combat Turns!
Beowulf: Oh, hey, I remember those. RAMMING SPEED!
- Beowulf: Crunch.
- One Tank-Mobile Formation destroyed!
- Beowulf: Follows up with free Strike at Disadvantage! Targets Tank-Mobile Formation!
Free strike unsuccessful.
- Automated V-33 'Falcon' Configuration - Launches Fire Support on Tank-Mobile Formation!
- Unsuccessful. Fire Support will be refreshed on Turn Three.
Third Reconnaissance: Follow the LT's lead! Attacking Tank-Mobile Formation.
- Strike unsuccessful. Applying Free Strike at Disadvantage, Cavalier's Students!
- Strike successful! Dealt 1 HP to Tank-Mobile Formation, 1 HP left.
Beowulf: I am not dealing with this right now. He breaks out the Heavy Weapons as a Free Action!
- Beowulf: Are you kidding me? Seriously? Okay, fine. RAMMING SPEED.
- Beowulf: Crunch. One less Tank-Mobile Formation.
- Well, that worked. Launching free Strike at Disadvantage against Buckler IFV Formation.
- Unsuccessful.
- V-33: Fire Support Online. Engaging Buckler IFV.
- Success! Buckler rolls for After Market Armor at Disadvantage.
- Unsuccessful. Buckler sustains 1 HP of damage!
Ninth Reconnaissance: Focus on the Buckler!
- Success! Buckler already used After Market Armor this turn, cannot deflect damage! Sustains 1 HP of damage! Cavalier's Students allows for a free Strike at Disadvantage!
- Unsuccessful.
Damaged Buckler attacks Beowulf at Disadvantage!
- No hits.
Buckler IFV Formation attacks Beowulf at Disadvantage.
- Success! Beowulf rolls for Agility!
- No hit!
Warlord: ...what. The. Hell.
Warlord: ...alright...if you want something done right...
@Basarin, doesn't the K-Mesh means that Callaghan gets to reroll failed agile checks? Which means he should have avoided the hit at turn 2 when he rerolled 4?
Otherwise, goddamn did Callaghan float like a butterfly and sting like a bee.
@Basarin, doesn't the K-Mesh means that Callaghan gets to reroll failed agile checks? Which means he should have avoided the hit at turn 2 when he rerolled 4?
Otherwise, goddamn did Callaghan floated like a butterfly and stung like a bee.
Actually another thing that I wondered about @Basarin, the text for agile used to read something like "negate one successful strike per turn" during the dam event and now when I look at the description for agile in Callaghan description it doesn't mention the turn limit (while the agile for the Foxhound combined form does). Is this upgrade to agile on purpose?
Welcome to near-Super Robot-level mechs! If we were half-way through before, now we're closer than ever thanks to our upgrades!
I hope that for extra hilarity Cal didn't transform and used all of his weaponry in vehicle mode.
Probably make it that every activation after the first makes launching your next attack roll harder, until you get to the point where you're functionally spending all your time dodging fire.
So it's still hard to kill a nimble and dodgy asshole, but you can still suppress them if you point enough fire their way.
But yeah, forced them to commit their reserve before we pulled out our bag of tricks, we're definitely ahead so far.