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Messages - TopHat

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196
2, Guildmaster.

197
Quick questions:
- Can we perform actions personally, or is that left only to minions? If so, are there restrictions to which?
- Would you like us to copy our character spoilers into our posts, and amend them for the turn's expenditure?

Spoiler: Actions (click to show/hide)
Spoiler: TopHat (click to show/hide)

Spoiler: fluff (click to show/hide)

Edit: Vrax taken off of plot action; fluff added.

198
Cool. Sorry for the questions, but can these traits relate to the base, character or either?

199
This sounds fun. Is it intended to be a suggestion game or multiplayer? In either case, here's my submission:
Spoiler (click to show/hide)
Spoiler: Potential Trait Ideas: (click to show/hide)

Edit: Trait ideas added, adjusted resource values calculated. Some wording changes and fixed typos.

200
The two which come to mind are fixing the magazine of the Oracle camera and stabilising the Dogbite rounds. The latter puts them closer to being revised into useful bombs and could be handed to the Army for brownie points as well.

201
PTW. I may sign up later.

202
Roll To Dodge / Re: Chalice: Wizard Gang Wars: Pretty Kitty Simulator
« on: July 18, 2018, 10:25:19 am »
Yeah, there's room, but there's a superior alternative to starting a new gang. See, what you'll want to do is join our gang, go braindead for a while, then end up in my inventory.  :D

Sadly I don't feel quite ready for a new and exciting career in ventriloquism just yet. But thanks for the offer, always nice to keep options open.

203
Roll To Dodge / Re: Chalice: Wizard Gang Wars: Pretty Kitty Simulator
« on: July 17, 2018, 01:47:24 pm »
Am I correct in thinking there's space for another gang? Of course, if that'd be more work than it's worth I'll join one of the existing two, if they're recruiting.

Spoiler: Character sheet (click to show/hide)

Spoiler: Gang proposal (click to show/hide)

Edit (02 AUG): Symbol added, some gang Words changed (Magic, Ectoplasm, Aerogel), two stats swapped (Strength / Vitality).

204
What's considered 'fighting shape'? Lightly damaged and above?

In any case, I'd suggest counter-attacking as soon as possible, either now or after a week of repairs. We really need a quick victory to show we're not a lost cause and head off rebellions, and if they get the tank fixed we're screwed.

Actually, I'll vote to do it this week. It'd be very risky but we should be able to catch them either recovering damaged vehicles (hitting their mechanics) or when they've just started repairs (reducing their available forces). On the other hand, if we're unlucky we'll take heavy losses and pretty much collapse immediately.
Spoiler: plan immediate attack (click to show/hide)

205
Sounds fun; I couldn't resist putting up another sheet:
1A
2A
3:

Numbers: 3 - heavy casualties and the removal of loyalists have taken quite a toll.
Quality: 6 - a cadre of (mostly) experienced soldiers.
Reputation: 2 - deserters tend to be considered poorly by the locals.
Morale: 2 - heavy losses and the desertion have hammered the unit's previously exceptional confidence.
Wealth: 3 - although lacking in liquid cash and luxuries, the unit still possess a decent amount of supplies.
Tech: 5 - although not exactly cutting-edge, the unit's equipment is some of the best their former masters could deploy in large numbers.
 Gear style: primarily equipped with good-quality ballistic weapons, although support and vehicle weapons show more variety - with some lasers, missiles and railguns making an appearance, among others.
Vehicles: 6 - the company's vehicle pool, although reduced, is still sufficient for combat.
 Vehicle style: the majority of the company's soldiers are mounted in wheeled APCs, with jeep-equivalents for some scout elements. A handful of ground-effect battletanks provide the core of the unit's heavy firepower.
Maintenance: 5 - the unit's support and logistics elements have remained largely intact.

206
Forum Games and Roleplaying / Re: Ethereals : XCOM Arms Race
« on: June 24, 2018, 08:34:16 am »
Just re-read the thread and stopped to link all the turns in case it proves useful for anyone. Our designs are listed, with the rolls in brackets beside them.
Spoiler: turn index (click to show/hide)

r.e. psionics - I think it was mentioned somewhere that our sectoids can't use the gift if they're picked off at range. So survivability or range shortening would help.
r.e. armour: thinking it over, whilst Cheap armour could probably be made to stop bullets I doubt it would help much against railguns. Integrated armour for Sectoids may be better than external armour; it'd likely use UP rather than EP and sectoids are the unit we're most likely to field it on anyway. This would come at the cost of versatility however.

208
Other Games / Re: Extra Stellaris Key
« on: June 23, 2018, 11:52:17 am »
I'd also appreciate a key if LoSboccacc or Ipsil changes their mind.

209
Forum Games and Roleplaying / Re: Ethereals : XCOM Arms Race
« on: June 19, 2018, 04:31:26 am »
This ended up quite long so sorry about that. Re-reading the battle report I think most of the X-Com soldiers survived their Skyrangers crashing; it mentions that we quickly overwhelmed the squad that landed safely and were then beaten back by the others. It may well be that the power armour helped protect some of them on landing.

For night missions - remember X-Com have already deployed new sensors which are probably designed to detect skin crawlers and most likely will work at night as well. On the other hand, our sectoids would be unhindered and night vision for our other forces should be fairly easy (several revisions rolled into a design?). Plus those sensors probably have an EP cost.

The problem with oyr psionics if I remember correctly is that they lack range; more powers won't help here. We may be able to revise a Sectoid with a greater capacity for the gift using our token though, which may help alleviate this.

Infantry armour would be nice if we can get it for free; we'd need more EP to make full use of it otherwise. Remember that our aircraft will lose against Talons without AAA missiles and out ground will lose to power armour with no rifles; both require EP.

210
Forum Games and Roleplaying / Re: Ethereals : XCOM Arms Race
« on: June 14, 2018, 04:08:21 pm »

Quote from: Wotebox
Shaped Medium Armour: (3) NUKE9.13, Kashyyk, TopHat
Light Corvette:
Heavy Bomber:
Shifter:

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