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 Roll to Dodge - Mecha ON HOLD 
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: Roll to Dodge - Mecha
sorry too much terreria / skyrim.
To my mech!


Tue Dec 06, 2011 6:35 pm
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Post Re: Roll to Dodge - Mecha
Oh my god what a bull♥♥♥♥ copout. What action would he have other than "get in mech and walk out?" HYPER Y U LAZY >:\/


Tue Dec 06, 2011 10:20 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Ragdollmaster wrote:
What action would he have other than "get in mech and walk out?"

> Get a feel for my new leg.
> Ask if there's anything I should know about this leg, such as an accidental ejector button.
> Grab a better medkit for the future.


Wed Dec 07, 2011 3:04 am
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Post Re: Roll to Dodge - Mecha
YET YOU STILL DO NOT ROLL \/:<


Wed Dec 07, 2011 7:00 pm
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Post Re: Roll to Dodge - Mecha
This seems really fun. Pop me on the waiting list.


Pilot

Name: Viktor Leonov
Age: 25
Physical Description: Russian-descent with a heavy accent. He has brown-ish hair and a light beard with hazel eyes. Quite tall and has a broad build.
Backstory: Former Kralas ThunderFist trooper. Received training in HWAPs during the Scorpio Conflicts. Decided to become a freelance mercenary. (Not much else to type out as I can only think up of a generic story.)

Mecha

Name: HWAP-2060A2 KRAL-"Wulf"

Height/Weight: 18 meters/ 157 tons

Physical Description: Bipedal-digitgrade Heavy Weapons Assault Platform. Construction looks like a mix between a raptor and human, giving it a reptilian-like look. Is mostly painted gun metal gray with crimson details and black secondaries. Cockpit ("head") has form of a raptors head. Has a large shoulder plate with the numbers "669". Heavily armored with Alpha Iridium Composites around all sides, making a flak jacket-like protective screen. Built for extensive combat situations during the Halkin Operation as a support/assault weapon. Weapons are stored on a "SpineMount Weapons Rack" except for the Iridium Blade on the wrist, which can be flipped forward when in use.

Classification: Heavy
Combat Role: Assault/Support

Primary Weapon:
- KRAL-SAMG442 Strategic Assault Machine Gun. Fires super-heated slugs at high speeds.

Secondary Weapon:
- KRAL-PDB A219 Personal Defense Blade. Wrist mounted iridium blade.


Abilities:
---- Kralas EagleEye Advanced Targeting - +1 to all attacks made with the SAMG.
--- "Tanker" Defensive Measure - Using the Iridium Armor, the Wulf can form into a protective shell for 2 turns, allowing the pilot to think on his next move or to drain his opponent's ammunition.
-- KRAL-9821 BSTR - Because the Wulf has such a slow speed (65 KM/H at full speed), the pilot can use a rechargeable movement booster. +2 to all movement related tasks when used. Requires a 5 turn recharge.
- "Guardian" Defensive Countermeasures - The Wulf is equipped with 6 small pods containing shiny leaflets and flares. When under a missile lock, the Wulf can fire one flare to destroy one missile, or all 6 etc. Requires reloading, which is extensive.

SuperWeapon: KRAL-LDMS "Redeemer" - When out of options, the pilot can trigger a large EMP blast that can deactivate opponents for 2 turns, but leaves the mech vulnerable as it must recharge it's systems for 1 turn.

I hope this doesn't sound overpowered, never could come up with a good mech.


Wed Dec 07, 2011 9:03 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Your mecha is huge, but aside from that looks fine.


Thu Dec 08, 2011 6:51 pm
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Post Re: Roll to Dodge - Mecha
5 stories is huge? I mean, MechWarrior mechs were like, 6 or 7.

Unless, everybody is smaller like 2 stories in this RTD.


Thu Dec 08, 2011 8:21 pm
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Post Re: RtD - Mecha
TorrentHKU wrote:
Light Mechas: 20-40 tons, 7-10 meters
Med Mechas: 40-70 tons, 10-14 meters
Heavy Mechas: 70-100 tons, 14-17 meters


Thu Dec 08, 2011 8:40 pm
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Post Re: Roll to Dodge - Mecha
Oh, I'm just a meter over and you have to count in the heavy flak jacket and other equipment.

But if it has to be exactly what you specify, then by all means, change it. I just thought that the current specs were balanced.


Fri Dec 09, 2011 6:23 pm
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Post Re: Roll to Dodge - Mecha
Rolling since apparently I haven't in a while.

Tomaster (Vladimír Shurla) [8]:
"I HAVE TROUBLE MOVING FAST. YOU'LL BE GRATEFUL WHEN I'M POUNDING THE PEOPLE TRYING TO KILL YOUR FLIMSY MECHAS."
Thud. Thud. Thud. Goodness your mech's walking sounds heavy. You make it up to the top deck, and walk into hell. Everywhere are mechas, guns, and explosions. All of the Exoneration's turrets are firing full tilt at various enemy mechas and air vehicles while the Exoneration's own Mechas hold off boarding parties. And all the while, the huge aircraft carrier keeps barreling forward through the water towards... land? Yes, the ship is moving full speed towards land. And on the land you're barreling towards? A goddamn huge mountain about a mile inland.
Everywhere else is badguys.
Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Shinboku Scalemail
Conditions:

Mecha


Amazigh ("Amazigh") [7]:
You keep a safe distance behind Vlad as he plods up the ramp, and eventually you make it up.
Holy ♥♥♥♥ there are enemies everywhere! What to shoot first?

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Mecha


JJA79 (James Argus) [2]:
"Vlad could you possibly move your lumbering hunk of metal any slower?"
I HAVE TROUBLE MOVING FAST. YOU'LL BE GRATEFUL WHEN I'M POUNDING THE PEOPLE TRYING TO KILL YOUR FLIMSY MECHAS.

Drama queen. Whatever, you run a quick system diagnosis while Vlad and Amazigh walk up the ramp, keeping behind them. Nothing seems wrong, thankfully.

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Crutches
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [4]:
"FASTERNEEEIGHNUHAERUAONROUbWAEROVBAWORUBAOWURBAOWRUBOWURB"
"What in the ♥♥♥♥ was that?!"

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:

Mecha


DragonXP (Kaime Freins) [9-3=6]:
"I gotta go."
"Be careful now, you're still rather drugged."

Somehow you get up fine and walk down to the Mecha Bay in your anesthetic addled stupor. Your new leg functions surprisingly well, too. You can hardly notice the difference, at least while you're all messed up like this.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- Roll of Bandages
- Crutch
Conditions:
- Cybernetic Left Leg
- Drugged (-3 to rolls, lasts 1 turns)

Mecha


Ragdollmaster (Sargon) [7]:
Everyone hurries their asses up, and get outside. You do as well.
Holy ♥♥♥♥ there's a lot of things to shoot up here.
You chug the rest of your Vanilla Coke and get ready to wreck some ♥♥♥♥.
Pilot
Abilities:
Inventory:
- Empty Coke Can
Conditions:

Mecha


Game Events: There are dozens of drones and flight mechas in the sky, and more traditional ground based ones are being deployed by small boarding crafts. The collective firepower of the Exoneration is thankfully keeping them at bay. The only threats near the Rollers right now are a group of five UAV fighters flying in for a pass and a boarding party that's managed to slip past the defenders behind the ramp.


Sat Dec 10, 2011 2:24 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Keep moving and fire my Plasma Caster at the Boarding Party.


Sat Dec 10, 2011 4:02 am
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>Pewpew at the UAVs with my chainguns.


Sat Dec 10, 2011 5:04 am
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Post Re: Roll to Dodge - Mecha
"FASTAAAAAAAAAAAAAAAAAA"


Sat Dec 10, 2011 6:50 pm
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Post Re: Roll to Dodge - Mecha
>"Cover me while I switch modes"Move behind cover and change to quadruped.


Sun Dec 11, 2011 2:06 am
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Post Re: Roll to Dodge - Mecha
>Engage autocannons


Sun Dec 11, 2011 6:24 am
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