HOW WE DO Weapons fire for Goblin Medium Tank (LRM) MkIII (Skwisgaar) LRM 15 (Artemis-capable ammo) at Goblin Medium Tank (IFV-S) #10 (Bandits); needs 6, rolls 8 : 9 missile(s) hit (using Left Side table). Goblin Medium Tank (IFV-S) #10 (Bandits) takes 5 damage to RR. 0 Armor remaining. Goblin Medium Tank (IFV-S) #10 (Bandits) takes 4 damage to LS. 3 Armor remaining. LRM 15 (Artemis-capable ammo) at Goblin Medium Tank (IFV-S) #10 (Bandits); needs 6, rolls 9 : - Direct Blow - 9 missile(s) hit (using Left Side table) (w/ +2 bonus). Goblin Medium Tank (IFV-S) #10 (Bandits) takes 5 damage to LS. Armor destroyed, 3 Internal Structure remaining Critical hit on LS. Roll is (4+1) = 5; no effect. Goblin Medium Tank (IFV-S) #10 (Bandits) takes 4 damage to RR. 1 Internal Structure remaining Critical hit on RR. Roll is (7+1) = 8; Ammunition Hit! *** SRM 6 Ammo EXPLODES! 132 DAMAGE! *** *** Half Machine Gun Ammo EXPLODES! 196 DAMAGE! *** Goblin Medium Tank (IFV-S) #10 (Bandits) takes 328 damage to RR. SECTION DESTROYED, *** Goblin Medium Tank (IFV-S) #10 (Bandits) DESTROYED by damage! *** Critical hit on RR. Roll is 8; no effect. Ammo explosion damages nearby units. Start Secondary Damage Report. Building #61548 absorbs 16 points of damage. Building #61548 absorbs 16 points of damage. Heavy Weapons Platoon (HL) (Skwisgaar) is hit for 16 damage! Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) (Skwisgaar) takes 10 damage to MEN. 18 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) (Skwisgaar) takes 10 damage to MEN. 8 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) (Skwisgaar) takes 10 damage to MEN. PLATOON KILLED, *** Heavy Weapons Platoon (HL) (Skwisgaar) DESTROYED by damage! *** Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) (Skwisgaar) takes 2 damage to MEN. Heavy Weapons Platoon (HL) #2 (Skwisgaar) is hit for 16 damage! Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #2 (Skwisgaar) takes 10 damage to MEN. 18 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #2 (Skwisgaar) takes 10 damage to MEN. 8 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #2 (Skwisgaar) takes 10 damage to MEN. PLATOON KILLED, *** Heavy Weapons Platoon (HL) #2 (Skwisgaar) DESTROYED by damage! *** Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #2 (Skwisgaar) takes 2 damage to MEN. Heavy Weapons Platoon (HL) #3 (Skwisgaar) is hit for 16 damage! Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #3 (Skwisgaar) takes 10 damage to MEN. 18 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #3 (Skwisgaar) takes 10 damage to MEN. 8 men alive Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #3 (Skwisgaar) takes 10 damage to MEN. PLATOON KILLED, *** Heavy Weapons Platoon (HL) #3 (Skwisgaar) DESTROYED by damage! *** Infantry is hit by area-effect artillery!!! Damage doubled. Heavy Weapons Platoon (HL) #3 (Skwisgaar) takes 2 damage to MEN. Goblin Medium Tank (IFV-S) #6 (Bandits) is hit for 16 damage! Goblin Medium Tank (IFV-S) #6 (Bandits) takes 5 damage to TU. 12 Armor remaining. Goblin Medium Tank (IFV-S) #6 (Bandits) takes 5 damage to LS. 10 Armor remaining. Goblin Medium Tank (IFV-S) #6 (Bandits) takes 5 damage to LS. 5 Armor remaining. Chance for motive system damage. Roll is 7; (w/ +0 bonus) Minor damage, +1 to driving skill rolls. Goblin Medium Tank (IFV-S) #6 (Bandits) takes 1 damage to LS. 4 Armor remaining. Mechanized Tracked Platoon (HL) #6 (Bandits) is hit for 16 damage! Infantry is hit by area-effect artillery!!! Damage doubled. Infantry platoon caught in the open!!! Damage doubled. Mechanized Tracked Platoon (HL) #6 (Bandits) takes 20 damage to MEN. PLATOON KILLED, *** Mechanized Tracked Platoon (HL) #6 (Bandits) DESTROYED by damage! *** Infantry is hit by area-effect artillery!!! Damage doubled. Mechanized Tracked Platoon (HL) #6 (Bandits) takes 10 damage to MEN. Infantry is hit by area-effect artillery!!! Damage doubled. Mechanized Tracked Platoon (HL) #6 (Bandits) takes 10 damage to MEN. Infantry is hit by area-effect artillery!!! Damage doubled. Mechanized Tracked Platoon (HL) #6 (Bandits) takes 2 damage to MEN. End Secondary Damage Report.
We're salvaging a Goblin to go with our Wolverine from last fight. Also, we each made 750k cbills for this fight.
I'm showing you are 1 XP short (need 19 for next level). (disregard, i had not yet applied your XP from the last mission) /added. 2 XP remaining
I'll get a look at the save file later today. Getting enough XP to bump my Astech came at just the right time, hopefully I can get a good lance roll and get another temporary boost. I should be able to get everybody functional but won't have enough time to get the missing sections replaced.
We'll definitely sell the Goblin for cash, does anybody want to claim the Wolverine or do we want to sell and split it as well?
Let's talk repairs. You won't like it. Spoiler Victor: 148 mins -30 reload 2 gauss ammo 118 mins -8 replace jump jet 110 mins -5 replace 7 armor LT -4 replace 5 armor RT 101 mins KGC: 304 mins -45 reload 2 lbx ammo, 1 srm ammo 259 mins 164 w/o salvage (NO ARMS) Warhammer: 182 mins -15 repair DHS in LT 167 mins -4 replace 6 armor HD -8 replace 12 armor LA -9 replace 13 armor LL 146 mins 70 w/o salvage Axman: 240 mins -15 replace ML 225 mins -4 replace 5 armor CTR -3 replace 4 armor LT -2 replace 2 armor LTR -2 replace 2 armor LL -13 replace 20 armor LA 201 mins 168 mins w/o salvaging parts Total just to get everything functioning is around 510 mins, we have 480 available from our tech. That already includes my astech bonuses. Basically that gives us a fully functional Victor, Axman missing RT and RA (LRM20 and Hatchet), Warhammer missing RT and RA (ER PPC, SRM6, ML) and a KGC missing RT, RA and LA (PPC, SRM6, both LBXs). Dihm's Griffin is available now, so if we skip repairs on the WHM we MIGHT be able to reattach Sheo's left arm. That will make us look something more like this. Spoiler Victor: 148 mins -30 reload 2 gauss ammo 118 mins -8 replace jump jet 110 mins -5 replace 7 armor LT -4 replace 5 armor RT 101 mins KGC: 304 mins -45 reload 2 lbx ammo, 1 srm ammo 259 mins -15 salvage LBX in LA -20 replace 32 armor LT 213 mins (replaced LA) Axman: 240 mins -15 replace ML 225 mins -4 replace 5 armor CTR -3 replace 4 armor LT -2 replace 2 armor LTR -2 replace 2 armor LL -13 replace 20 armor LA 201 mins 168 mins w/o salvaging parts That puts Sheo's LA back on (if we hit a 6 or higher roll) and gives him 1 LBX, 1 PPC, 1 SRM6. Alternatively we can put Sheo in the Griffin and get more done on Dihm's Warhammer, leading to this. Spoiler Victor: 148 mins -30 reload 2 gauss ammo 118 mins -8 replace jump jet 110 mins -5 replace 7 armor LT -4 replace 5 armor RT 101 mins Warhammer: 182 mins -15 repair DHS in LT 167 mins -4 replace 6 armor HD -8 replace 12 armor LA -9 replace 13 armor LL 236 mins with full salvage -15 reload SRM ammo 221 mins Axman: 240 mins -15 replace ML 225 mins -4 replace 5 armor CTR -3 replace 4 armor LT -2 replace 2 armor LTR -2 replace 2 armor LL -13 replace 20 armor LA 201 mins 168 mins w/o salvaging parts Which is 490 mins but completely restores Dihm's Whammy. We can shave off 10 mins in other places to make that happen. That will probably give us the best combination of mobility and firepower IMHO. We also have the Wolverine we salvaged but by the time we replace the head and cockpit it's gonna take around 360 mins by itself so that's not an option.
I would say skip the repairs on the Victor and focus on getting the rest of the mechs back up to speed. It can make another drop the way it is, even the ammo store is not that low.
I can at the very least get your ammo replaced and JJ fixed for 0 time using Astech bonuses. Getting some armor back on is a must as well IMO. We might skip internal repairs in some spots but I'd rather not make you an easier target when skipping still wouldn't give us enough time to fully fix another mech.
I don't know how the repair/rearm works. I was just thinking if it would help get the Warhammer, King Crab or Axeman up a little further, I don't mind running the way it is now.
The big thing is that replacing sections takes a LOT of time, plus you have extra time to replace all the parts within that section. So while skipping the Victor may get us an extra 100 mins or so, that probably won't be enough to completely restore an arm/torso on any of our other mechs with all the equipment as well, thus the net effect is less since instead of 1 full and 1 partial mech we still have 2 partial mechs.