Mecha Mecrs Skirmish Mission 15

Following intel leaked by the mysterious Dvorak the 3C move to kidnap Dr. Ammerit one of the key minds behind the creation of the Cognis Super mech.

With Ammerit's capture they hope to gain a valuable bargaining chip as well as insight into the mysterious cabal that seems determined to dismantle the Bifrost network.

>All pilots registered for the Ammerit Kidnapping mission step up and be counted.

Other urls found in this thread:

youtube.com/watch?v=p9KVjkjD6vo&list=PLAmf11VTmBo-fdrM0G3KdeZ8YGiHPn64R&index=1
youtube.com/watch?v=1hKSYgOGtos
suptg.thisisnotatrueending.com/archive/46165453/)
twitter.com/NSFWRedditImage

youtube.com/watch?v=p9KVjkjD6vo&list=PLAmf11VTmBo-fdrM0G3KdeZ8YGiHPn64R&index=1

Cable Guy: “With Dvorak’s help our Intel team has tracked Dr. Ammerit to a weapons testing facility within the Kingdom of Zanvra. Your objective will be to secure a path to the test facility and get infantry teams in there to secure the doctor. In order to accomplish this task a mechanized infantry platoon will be sent in with you. The platoon consists of 1 AFV-C and 4 AFV-Bs. The infantry squads inside are equipped with satchel charges, 2 RPGs and 1 ATGM. Use them to aid you in combat if you deem it necessary but remember: you must get at least two squads of infantry into the facility in order to secure Ammerit.”

“So far the enemy presence on site is light, consisting of only a single squad of mecha backed up by the base’s flak turrets, but you’re deep in enemy territory. Once you commence your attack you can expect enemy air support to converge on your position quickly, so don’t dawdle. The air strikes will only become more intense as the mission goes on.”

>cont

“The terrain is mostly open, but you’ll be approaching the facility through a firing range. Those angled blocks you see on the display are concrete target panels. They’re quite tough and offer a good bit of damage reduction, but they block movement and line of sight. The tanks are naturally just wrecks used for target practice. They’re not going to suddenly become active and start shooting you. As for the warehouses to the top and bottom they’re just used for storing supplies. There’s nothing of note inside, but you can use them for cover, especially from incoming air attacks. Finally there’s a mech hanger to the southeast but Intel informs me that any mecha inside are undergoing maintenance and are unlikely to enter play during the mission. ”

>Please be aware that air support must be requisitioned by an officer BEFORE the mission starts in order for it to be available for the NCOs to call during the mission.
>All pilots please post your deployment builds.

Registered for this mission is the Full Stealth team:
>[NCO] Horst - Errant/Pugalist?
>[NCO] Alice - Predator - Sniper
>Nyx - Predator - Sniper
>Izzy - Errant - Sniper
>Ithaqua - Squire - Linesman
Since we have two NCOs present, provisional mission command is given to Alice due to being a stealth-focussed mission unless she doesn't appear, doesn't want it, or Sparebits thinks otherwise in which case it's on Horst.
Authority for purchase of air-support assets is approved, make it count!

Remember everyone: this is a robbery, not a war. Hit hard, hit fast, grab the package and get out of there. Good hunting.

It's probably useful to know that the ability of the company to purchase air assets is currently at 84 company credits.

Also what was that, Mr. Kerry?
>Through a firing range

We're the best mercs ever. Saints. Yeah, let's send in the approaching infantry backup through a firing range with their full complement of mecha defenders all cloaked.

It'll be great.

>infantry through a firing range
Well, at least the deployment zones look like they can stick to an edge, out of sight initially. Then maybe rush for the northern warehouse, killing the AA batteries and staying far away from the totally-disabled-we-promise southern mech-bay.

Mr Kerry, do the AFVs have smoke pods, or (dare I hope) Reactive-Armour?

Any intel that could be bought? Composition of the guard squad would be a good start.

Right, as long as you tell the team. And try to avoid mentioning that our battleplan calls for them to walk down a live firing range.

I mean I'm just saying, LT - some things are in a poor taste when you ask the poor groundpounders to do it.

Reporting
Pilot:Horst
Creds:18
Skills:commando, conceal, ambush
Mech:2
1xErrant:==Bengal==
Errant
Arm:canister gun
Arm:cough gun
Torso: stiletto targeting suite advanced fcs ECM
Legs:2
Armor:sneekybriki stealth(18)

Ithaqua standing by.

>Squire
-=Poltergeist=-
HP:12/12
Def:12 (DR2 front arc)
EDef:12
Sensor:10
Mov:5+1=6
LA: Tac-Shield - DR 2 on front arc
RA: CrossBow - Rng5, RoF1, Dmg6, Crit3, Pen18, Silenced
Torso: Disruptor Field - Enemies within 4 tiles take-2 to hit and can't lock-on, High Tech. Advanced ECM - +4EDef, +2Hacking, Electronic Warfare, High Tech
Legs:N/A
Armour: Stealth - Concealment 16+2=18, High Tech, Can enter Stealth in LoS.
>Ithaqua
Skills:
Cred:0
Mech Value:36
Inventory:
Deaths:2

On a related note, I would like intell on how often this base does area scans. It would be silly to launch a stealth assault only to get detected right as we deploy.

> It would be silly to launch a stealth assault only to get detected right as we deploy.
Well, I mean it's silly to launch a stealth assault while escorting a completely visible convoy, but you work with what you have to. Maybe you can use the transports to bait the enemies into sniper range.

I don't know why we can't just have her hitch a ride in my Errant, especially if she's unwilling, my size could be just the thing for her to remember to stay calm.

Because first you have to actually go in there and retrieve her, so the infantry are a necessity unless you feel like storming the command center by your lonesome or alongside The Estranged Duke Fancypants, War Crimes, War Crimes Jr and The Man Who Died Twice.

You want to get up close and personal with the good doctor, you'll just have to try your luck once she's secured back at base.

"You'd be surprised what I can do, kiddo."
Horst would storm it by himself if he had the gear(don't mean he'd be successful, but he's try [megacav commandos represent, muhfuggah]) with pilots that to his knowledge have never been footsloggers dragging him down is likely his worst nightmare, right in front of teaching them how to shoot an LMG on lizard back
was just issued a warning for posting off-topicly on /pol/ the issue date was August 6th
I haven't posted on /pol/ in over a year

>was just issued a warning for posting off-topicly on /pol/ the issue date was August 6thI haven't posted on /pol/ in over a year
Yeah, I got one a while back for a post I didn't even make on a board I'd never heard of, then a few months later got notification that a ban for it I hadn't actually been under had been lifted.

(Of course, now I'm posting off topic on/tg/. Oh well.)

My humble command suggestion is that we fill the airspace with enough jets and missiles blot out the sun.

Yes

It'll do area scans if it suspects there are stealth units in the area. Be advised you can destroy the command center without failing the mission.

Well once you have her you could stuff her in your mech, but you still need the infantry to storm the base. There's quite a lot of security personnel even for Horst.

I vote a coordinated firing line shoots the AA, and whatever juicy bits are on the HQ(comm towers, sector scanning equipment, etc.) SIMMULTANEUHSLY.
I call this maneuver LEHD REHN.

I'm here. I suggest we grab the multirole fighter, and that we keep the infantry and their rides out of the area until we can knock out some of the defenses.

I'll also be checking out the Demo Charge from our company inventory.

[Errant]
HP: 14/14 Defense: 10 (12 within Sensor)
ECM: 8 Sensor: 14 Move: 5
Armor: Stealth Armor (16)
Torso: Advanced Sensor, Stiletto Targeting Suite, Threat Assessment Module
LA: (CG) Cough Gun
RA: (RK) Regressive Knife, Demo Charge
Legs: N/A
Skills: [E]hanced Electronics, [Ta]rget Acquisition, Redline, Advanced Warfare Training
Storage: Crocodile Mech, x2 (GE) Gamma Emitter, Thruster Array (Haze), Composite Armor (Borealis)

If we manually exit our mech, can we get back in? And if so, how long would that take?

I'll need at least a turn to get into effective range. My thought was to keep whichever part of the team that was looking to move forward from the deployment zone huddled near me. With the Disruptor Field, anyone that gets close enough for a free scan will be unable to, and if we don't do anything to arouse suspicions until we're ready, anyone far enough from me to scan shouldn't feel the need to.
After that, we call in the Shrike or Bird Man (or both) to run interception, assuming the AA is dealt with.

>Yes
Is that a yes to the Reactive Armour as well? Hooray, our infantry might get to live through this!

>checking out the Demo Charge
Approved and recorded.

As a note, we have three back-up mechs in storage at the moment. Once the camel-dung strikes the windmill, you may have need of calling them in.

It's an action to bail out and an action to get back in.

I discourage you from doing that though. You are highly vulnerable outside your mech and don't have pilot skills and redline to protect you. And if enemies realise that you intend to get back in the mech they will most certainly try to stop you.

By the look of things it ought to take the AFV's about 3 turns to get within reach of the command centre if they go hell for leather. It seems like it might be a good idea to have them hold off for a few turns while the mechs advance, with the KnightLites under cover of Ithaqua's disruptor field and the Predators taking up choice sniping positions.

The whole squad is concealed, which means leveraging their stealth is going to be key seeing as none of them are built for a straight fight. As such having unconcealed units tip their hand would be not only undesirable, but dangerous, since all 5 units are somewhat frail. Stealth is their only armour.

Perhaps we could rig up the AFVs to appear different? Get them to pretend to be a supply convoy or something? Anything at all to buy us enough time to get our invisible-ducks in a row.

It might be best to just delay their entry for a couple turns. It'll make the mission take longer, but the team will only be under time pressure from the moment they go loud. Besides, you can't rush stealth.

It'll take between three and four turns going flat out for the AFVs to reach the base, and then another four to pull back again (presuming the Zanvrans don't mind killing Ammerit and keep shelling of course). That's not taking into account stopping to fire at stuff along the way, or taking detours through warehouses to avoid air-attack. A delay of one turn to get the stealth team in position might be useful, but two is probably pushing the mission too long.

As far as our Air support goes, I think Bird-Man and either Buzzkill or Shrike might be the way to go. It looks like the Predators might be able to railgun-kill the AA in the first turn, at which point Buzzkill/Shrike can blast the command center into rubble with rockets while Birdman runs interception duty. A lack of cloud-computing can turn an effective mech-defence into target practice very quickly.

Command, how many HP does a command centre have, is it 10 or 20? The intel sheet isn't very clear.

> It ought to take the AFV's about 3 turns to get within reach of the command centre

Cable Guy: "That's a little longer than it's supposed to be. Hang on... Oh, looks like someone in planning screwed up the aspect ratio on the map."

It's a static command center so 20.

Oops

I blame Dvorak, these time-space distortions are getting really intense!

Damn AESR. Always breaking the universe for the most mundane pursuits

Maybe if you could lay some mines really stealthy and place a couple of charges, you could maybe create a diversion at one of the hangars.
While things are being placed, the main body can try to move closer on the other end until it starts getting tricky. From there, apply pressure with a detonation followed by a sniper shot. Overwatch a withdrawal if they start moving towards the diversion team's position and leave them to the mines and the second demo charge. Apply additional sniper fire as necessary. By this point, it may feel like an actual attack and they would need to send for back up from the other nearby posts if they haven't responded already.

Note: all the fire and activity is in reference to two mechs assigned to a diversionary team. They should be ready to withdraw if they start getting overrun but if they or the main team have the ability to seal the enemy off with additional applications of mines, it might help buy time.

If it already hasn't been done.

>5 company credits for extra intel
>can someone list prices for air support?

-Predator-[Prd]
HP 12
Def 12
ECM 8
Sensor 10
Move 5
--
Right Arm: OW Drone, Chaff
Left Arm: Railgun
Legs: --
Torso: Reloader, Stilleto
Armour: A.Camo (10)
Ammo:
Skill: Commando, Concealment, Ambush

I'm not in this mission, just shouting suggestions down the com net. And though I can lend my back-up Lord+Minelayer to other people, I'm not sure that plan would work anyway.

Airsupport Prices:
>Glory Boy - old school fighter/bomber - 8 cred
>Waffle Hut - ECM support - 15 cred
>Shrike - Multirole fighter - 15 cred
>Bird Man - Air superiority - 15 cred
>Buzz Kill - Ground attack - 20 cred
>Flap Jack - Strategic bomber - 30 cred
I'd suggest you definitely want Bird Man, and maybe either Shrike or Buzz Kill if you think you need them.
Flap Jack would probably be overkill, Glory Boy underkill, and Waffle Hut doesn't provide much benefit to a team without missiles.

>Purchase Birdman
>Purchase Shrike

There we go.

You probably have a dynamic IP that was once used by someone who got warned/banned. Happens all the time.

Approved calling in Shrike and Bird Man unless Sparebits overrides.

Now we're just waiting on Nyx to make an appearance. And maybe something resembling a plan.

Solid plan.
You act like the team is incompetent.
*Cough*
If nothing else the visible guys can be distractions, provided they can stay alive AND be distractions.
With their cover potential it's possible.

Eh, I was about to say that we haven't really needed the reinforcements for several missions now and that using 150 credits on specialized munitions is a bit much.

But then I do like explosions and if Alice has decided they need it, then that's the way it works. Good luck!

>You act like the team is incompetent.
The team is pretty solid, it's just that I've seen what happens to a stealth mech that gets caught with its pants down, and it's not a sight I'd care to see again. Played right you guys will fuck these defenders up.

Some idle thoughts on the team's composition. Alice and Nyx have pretty similar loadouts, being railgun snipers. They will constantly be blowing their stealth to use their railguns and adaptive camo isn't the most effective, but from their optimum engagement range it hardly matters; since they ought to be able to re-conceal before anyone can get near. Worth noting is that with her stiletto suite, Alice can pull a one-shot.

Horst and Izzy are both capable of either hanging back and plinking away with near impunity using their cough guns, or going in closer to attempt one hit kills, Horst with the canister gun, Izzy with her regressive knife. Also worth noting is that with her training and sensor module Izzy is ideally suited to paint targets for the air support.

Ithaqua's Squire lacks decisive stopping power, but it'll likely play a vital support roll with the disruptor field and ECM.

Malek's suggestion of dropping the AA, then bombing the command centre to hobble the defenders is a good one, thought it should be noted that the command centre does have DR2, which means that Shrike will be unable to bomb it down in one turn on their own; one of the squad would need to contribute a shot.

Enemy air support was irrelevant last mission because it dragged its feet and only showed up once the back of the assault had been broken, but this time there's no impediment to it arriving near immediately, and our own team is both half the size and not built for knock-down-drag-out fights. This is safer. One fighter to tie up enemy air assets, the other to bomb ground ones or serve as a redundancy. Besides, we budgeted for two fighters this campaign turn.

Yeah, yeah, you're a tactical genius, kiddo.
But you ain't in my seat.
Save the advice for the rookies.

>Extra Intel Purchased

Cable Guy: "We really couldn't find out much else about this place. The facility is locked down tight, the network is on an isolated grid and we couldn't even get close to any of the base personnel let alone bribe them. However the few recon teams that managed to get close recently observed multiple mecha leaving the base. We followed up on this and found out that some of the Royal Zanvran army elites have been redeployed to other locations. I guess this is a good thing?"

What things are visible on their HQ?
Could a well placed cough gun shot blow up their comm tower?

Do we have any background on Amari?
I dunno Jim, bringing this woman to either of our bases feels off, even if it's necessary.

Cable Guy: "The HQ building consists of the command center itself, research labs and an underground mech hanger. The command center comm tower is one of the most vulnerable parts of a base, they're hardened to make sure that nobody can simply one shot them. You want to take the command center out, you have to use demolisher or penetrating weapons, and even then it'll take more than one shot"

"There's nothing more to say about Dr. Ammerit. She held top engineering positions in LHI then Apex before being headhunted. Seems she builds weapons for the highest bidder, doesn't much care what's done with them."

While we wait you should all tell me where you prefer to be deployed.

I suggest preparing a stand-in for Nyx in case he doesn't arrive before the mission starts. We all know what can happen when there's only 4 guys in a 5 man mission.

As far to the bottom as possible if you will, Jim.
Pilot Horst
Skills: commando. Conceal, ambush (+2 to rolls, (+4 when in stealth)Bonus to crit damage and penetration when Stealthed) redline.
Errant =Bengal=
Hp:14
Def:
E-def:8(?)
Scan:10
MV:5

Right arm: canister gun
Left arm:cough gun
Torso:advanced FCS, Stiletto targeting suite, ECM.
Legs:2
Armor:stealth
Stealth rating:18

I'd like to deploy in the northern edge of the zone, in the hex directly south of the pile of boxes.

I suggest Horst take the south, and our two Predators of Alice and Nyx in the middle with Ithaqua's Squire backing them up. This divides us up perfectly evenly.

We take out the AA emplacements in the same turn, then call in Shrike to help us take on the mechs/missile the command bunker, with Birdman keeping the skies clear. If things go well I'll also attempt to put a demo charge on the command bunker, but we'll see.

Am I gonna have to step in there personally? And here I thought I could enjoy a calm, quiet few hours of nailbiting terror watching electronic signatures on a tactical screen blip in and out of existence.

Do it, you know you wanna run a fire mission with your buddy Horst again.

Triiiiiiiggeeeeer!

It is I, your conscience!

Do you remember all the players who are waiting for the roof to fall on them?

I'm sure everything will be fine.

youtube.com/watch?v=1hKSYgOGtos

If I had an Errant with a scrambler, you'd be right, but my 'Geist is built for entering and disrupting enemy formations. Staying back with the snipers would be wasteful.
That's not to say that I mind going up the middle, however. If neither you nor Horst want me to ride flank with you, messing up the front-guard works well enough.

As forward as possible, with a line East clear of concrete panels. Middlish, unless Horst or Izzy wants me with them. If Acting-Commander/Senior NCO Alice has orders otherwise, follow those instead.

You're absolutely right, it's been a while so I got things mixed up and forgot the Squire's field only applies to enemies within 4 hexes, and I forgot the Predator's railgun has insane range. Though you can certainly still back up the Predators by moving into the main formation of enemies and causing havoc while our snipers pick them off around you.

Taking the center will also allow you to quickly react to whichever area needs the most help, and you can also provide close cover along with your disruptor field when the infantry and their vehicles move in.

Just voicing observations sir. You want me to keep my mouth shut if I see something that looks important...well, I can't, I'm not wired to.

I quite like you, and I'd hate to see you die over a missed detail or a point of pride.

By the way, who wants to stand in for Nyx? It happens there is a stealth Lord on hand that Malek has volunteered, so there's no need for rapid redeployment like we nearly did with Kestrel last time. I'm not the one to pilot it though, I've never been very good at stealth.

My stealth Lord is available, but it's a bit... empty. I took off ALL of the gear when building my Stormlord, so it only has a minelayer and stealth armour.

In case there's any confusion I'll let another pilot who has already deployed during the campaign turn stand in for Nyx and deploy on the first turn. The only penalty will be that they don't receive any payout beyond their mobilisation fee.

Given the way the game's progressed I see no point in adding delays.

I would suggest Kestrel for the role, he's the only other pilot I can think of offhand with stealth capability, and he has a predator and could thus fill Nyx's spot quite neatly.

oh hey Mecha Mercs Skirmish

what happened to that skirmish? It just went poof.

The SM had to take a break while moving to a different country. Here's hoping that skirmish continues soon.

I might have taken a huge crossbow bolt to the mech, and is unavailable at the moment.
Unless you want me to deploy in the cobra that is. It doesn't even have stealth(It just has ablative instead), but if duty calls, I will.

Me too. I barely got to fulfill my destiny as a true healer

Perhaps you can cadge some unused equipment from other pilots and get the Overlord properly loaded out. Maybe if you can get a hold of Goose you can convince him to lend you the King Crab's lancer cannon (or hell, the whole thing).

I recognise that given your track record with borrowed equipment this might be an uphill battle, buuuut...

if said people show up and give me the green light, I will.
however if no one shows up then I'll just hop on the cobra and stick with the transports.
hopefully I get the Redundant systems perk whichever case happens to me, I don't want to die in a cobra, I would rather die with the predator

shoot forgot to put on trip after posting somewhere else

Goose's Fiddlercrab would be the best shoe-in for another stealth mech. Is he around?

Bump for the night guys. I'll be deploying when I get up which will be in about 9 to 11 hours.

If there's a spot that needs to be filled, put me in, I guess. I'll need to borrow Malek's stealth armor if it's transferable.
I'll just take Haros and swap in a Cough Gun and maybe something else. Just let me know.

Stealth amour isn't viable, but adaptive camo is. There must by someone with a spare mech you could borrow the camo from.

I'll deploy middle-ish, near the back of the zone.


-Predator-[Prd]
HP 12
Def 12
ECM 8
Sensor 10
Move 5
--
Right Arm: OW Drone, Chaff
Left Arm: Railgun
Legs: --
Torso: Reloader, Stilleto
Armour: A.Camo (10)
Ammo:
Skill: Commando, Concealment, Ambush

I bought Nyx some adaptive camo, but if they're not showing up, it can be yours.

Yes, that thing.
Hold that thought though. I found an error in my documentation and might actually have Adaptive Camo on hand. I'll need an hour or two while I relocate and look into some things.

Quest threads go to their containment board, no matter what you choose to call them.

Nrump

Okay, there was an error in purchase on my part due to formatting. (suptg.thisisnotatrueending.com/archive/46165453/)
It should have been Adaptive Camo for 3 and not Stealth Armor for 6. So I should technically have Adaptive Camo and 3 Cr on hand. I'll post a loadout later once I have all the sheets in front of me.

where is everyone?

Waiting with baited breath. I do wish we could go a brief hiatus without someone being uninformed and missing the party, it's happened quite a few times now.

Reported, take it to

Wow, you are a piece of shit. I hope you die of infected piles you horse fucking catamite.

Take it up with new moot, same as the old moot.

k

Unless I am mistaken, these and the few other posts like it from prior threads would appear to indicate that one individual has taken a particular violent exception to this game. I have to admit a degree of curiosity as to the motivation of this kind of pettiness. Isn't it just work?

Proceed to your containment board

What can men do against such reckless hate?

Proceed to your containment board.

Wow, that was quick. Which means that you're actually lurking in here specifically to do your low ranking ticket inspector bit.

please stop giving him replies
he's not going anywhere, let him vent on his own

Proceed to your containment thread, this is your final warning.

Do something.

> containment thread
>thread
Might want to take a break, it looks like you're getting your wires a little crossed there friend. I hear shitposting is bad for the nerves.

Anyhow, sure, I'll just up and move OP's thread a few boards over, I'm sure he won't mind. That's a thing random anons can do when other anons tell them, right?

Or you could just concede that a turn based hex grid strategy game that is basically Battletech light is categorically closer to Veeky Forums than /qst/ and belongs on this board.

I mean, you won't because you're obviously so invested in your position despite never having bothered to check, but it was worth a shot.

G'night!

>containment thread
wut

You have been warned.

Says the fuckboi who just got half his posts wiped by a janitor.

I post updates on the twitter, I've given over two days for the relevant people to notice this thread. I have posted explicit warnings to the people who ARE here to ready a substitute or start with a disadvantage.

At some point it stops being my problem.

Commencing Deployment

Well if it goes it goes. I guess the old Infantry Charge is a skill I haven't practiced in a while. Let's do this.

=Blue Screener=
Chassis : Nimbus
HP : 18 / 18 DR 1
DEF : 10
EDef: 18
SR : 12
Mv : 4

LA :EccmDrone, HammerPod(2)
RA : RegKnife, LongbowPod (3)
Torso : PD Turret, A-ECM, EccmDrone
>Redundant SubSystem
Legs : Hopefully.
Armor : Composite (+4 hp / +1 DR)
Creds: 0

Pilot skills : Fortified Systems, Enhanced Drone Control, Enhanced Drones, Redline

so who's getting thrown in?

Pilot: "Tragedy"

Assault Skills:
=> Tactical Advance (Can combine a Move and Shoot action)
=> Point [Bl]ank {+1 Damage, +2 to Hit within 4 Hexes} **

Cred: 3
Loan: 0


[WM] : "Haros"
HP: 14 Current: 14
Def 10 +2 In Cover* / Stealth 8*
ECM 6
Sensor 8
Move 6/5(+1***) - Jump
---
* Adaptive Camo Plating (Electronic)

=> Lower Torso:
- Thruster Array***
(Mov:+1, Jump)

=> Center Torso:
- Stiletto Targetting Suite *
1x {Crit Dmg:+1, Pen +2}

=> Right Arm:
- Twin Linked Mech Pistols w/ HESH (Auto 1 Crit, Double DR)
2x {Rng: 4, RoF: 3, Dmg: 2/1(+1**), Crit: 2/1(+1*), Pen: 18/20(-2*)}
- Demo Charge
1x {Rng: 4, RoF: 1, Dmg: 11/10(+1**), Crit: 4/3(+1*), Pen: 17/19(-2*), Mag: 1}
- Surge Protector
1x {Ignore EMP overload, Mag: 2}

=> Left Arm:
- Chaff Launcher:
1x {Lose Enemy Lock, Mag: 2}
- Smoke Launcher
1x {Creates an area of dense smoke that blocks LoS, Mag: 2}
- Cough Gun w/ HV Ammo
1x {Rng: 10+2, RoF: 1, Dmg: 6), Crit: 2/3(+1*), Pen: 20/18(-2*)}

Cable Guy: "Cloud threads secured. Bringing tactical display online now."

>Horst: 1
>Izzy: 2
>Alice: 3
>Ithacqua: 4
>Tragedy: 13

Available Air Support:
>Shrike
>Birdman

All Players declare your actions, you have until 10am GMT +8 on Friday.

>two onager, two wimps, and a supporting warden
not good!
NOT GOOD!

Thank you, CG, updating tac-feed now. Alice, who's my prioty harassment target?

>Can we get the visible load-outs on those mechs?

>Move 1
>Move 2(5)
Calm down.
Intel spotted several mecha leaving the base.
Odds are more than one of those are decoys.