The patchwork arm swipes through a white-hot bolt of plasma, splashing it mostly harmlessly across your central armor. You found the hole in the wall of shots, slipping out with merely some glowing plates.
It’s your allies turn to rain down fire on the opponents, multiple missile volleys dotting the earth while autocannons boom at long range.
Mostly misses, but sheer weight of fire can do unto these imitations, as they seek to do to you.
And the already damaged recipient of the volley takes a pounding, several rounds cracking the gun arm’s armoring, the explosive followup reducing the arm into sparking capacitors.
These machines are a mid-point. An interim, you’re certain. Not a Frame, but better than standard walkers. More durable.
Angel One- <span class="mu-r">Structure 3/7, damage limited.
Primary Weapon Destroyed</span>
With the loss of an arm, the machine turns and presents its much fresher rear plating, starting to flee back towards its original base, before turning the retreat instead into a side-skipping dance.
Its compatriot takes the point position instead, turning its weapons onto your allies.
A third, smaller unit emerges from the base, moving at a much quicker pace than the Archangel units. It still bears a resemblance to its larger allies, but the speed and dual claws mark it for a different role.
Close assault.
It weaves through the smattering of shots sent its way, zipping past its retreating comrade and slower, untouched ally.
This really doesn’t make much sense. It is a losing strategy to send a trickle of machines out, one at a time, to be savaged by long-distance fire. The results will only get worse as Bloodhound brings more lances in to support his.
Your unasked question of ‘why’ is somewhat answered when your communications links are blotted out by a stronger jamming source.
Even the Predator array on full power doesn’t find you an opening. It’s all white noise, and junk data. You can’t hear a thing.
Without communications, artillery fire support will not be forthcoming.
There’s a sinking feeling. And you are keenly aware of how ineffectual your new arm’s weapon is.
Thea urges you to Use her targeting, to Attack. As is her training and experience.
>Intercept the smaller, more mobile close assault specialist.>Push up to try and finish off Angel-One. One more good strike or two will remove it from consideration.>Retreat. Fall back, and hope the lance will follow you to reorganize.>These are distractions, mere stalling. Leave the Angels to fight it out with your allies, and head into the camp to find the jamming source.>Write-in.A/N
>>5861757Nah, Angel-One got hit with only 2 defense successes vs 3 attack successes.
And E-War has been removed as an option this turn by a stronger jamming source.