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 Roll to Dodge - Mecha ON HOLD 
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Joined: Fri Apr 04, 2008 12:06 am
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Post Re: Roll to Dodge - Mecha
Gyro was a quad-rotor heli-drone with an arm and various environment sensors in RtD2. HK then used an improved model based on it (I think) in RtDBlue, which had miniguns and missles or something. These drones were concieved by Fiona Lovegale (ingame and according to canon), so since she's still around, I think these drones would be similar.

However, Barnox has come up with these drones, so I could be completey wrong.


Tue Mar 01, 2011 8:11 am
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Post Re: Roll to Dodge - Mecha
>Suggest one of the allied mecha flank the laser mech from the other side. Shoot at the bastard who just melted my arm.


Tue Mar 01, 2011 11:27 am
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Post Re: Roll to Dodge - Mecha
>Move to slot 19 and see if any of the engineers has a welder.


Tue Mar 01, 2011 11:33 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Head over to where my mech is being serviced and see if I can help out


Tue Mar 01, 2011 5:00 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
> Fire at the mech furthest from JJ, and reload if necessary.


Tue Mar 01, 2011 6:05 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha
HEN, leh go.


Tue Mar 01, 2011 9:59 pm
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Post Re: Roll to Dodge - Mecha
Blame school.
>Head to the mecha-bay and try to help in a way.


Tue Mar 01, 2011 11:57 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Rolling.

HighEndNoob
Pierre Berguard [3]: You head back to the Mecha Bay, but people are hustling everywhere too quickly for you to know what needs doing or who needs help. Order seems to have been lost after Erroni's breakdown.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:


Tomaster
Vladimír Shurla [4]: Well, this is obviously useless. You shut your mech down, unseal the hatch, and take the elevator cart down. You're not sure why, but you suddenly want to seek out Cpt. Lovegale. Sadly, that's not really a possibility, since she usually stays on the Exoneration's partner ship, a stripped down destroyer, the USS Harbringer. Not tactically wise, but the Exoneration has had pretty much all amenities removed to make space for the big Mecha Bay. Beds are the fanciest it gets. The Harbringer had all its combat components removed, and now functions as the personnel ship.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: Goliath Mk.V
Class: Heavy
Weaponry:
- Two Heavy Cannons
-- Empty
- Hellfire FaF Missile Pod
-- Empty
Inventory:
Abilities:
- Heavily Armored (+1 to defense rolls, -1 to dodging attacks)
- Depleted Uranium Slugs (+1 to attacks using the main guns)
- Morale Boost (+1 to all allied rolls at the beginning of the battle, or when the Goliath arrives on the battle scene)
- Ypsilon Strike [SW]
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Roast Veg
Aark-han [7]: Seeing one of the enemies fire upon James, you point the Innardsplatter towards it and fire off the remaining rounds in your magazine. One sails over the barrier entirely, one hits the barrier, damaging it, and the last passes next to it, detonating because of the proximity to the enemy mech. It stumbles back behind cover, but it's unlikely to have taken much damage, if any. Your grenades are great when they hit directly, but pretty weak otherwise.
You hit the big flashing reload button on the panel to your left, and hear the satisfying but slow clunk of grenades being cycled into your gun again.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Belt
Conditions:

Mecha
Name: The Han Van
Class: Light
Weaponry:
- Innnardsplatter
-- Set to Long Range
-- 2/5 Rounds Loaded
---Reloading (-2 to firing next turn)
- "Le Big Tweezers"
- Some Kinda Acid Sprayer [SW]
Inventory:
- 15 AP Grenades
Abilities:
- Scream Siren
Conditions:
Status:
Arms: DANGER
-- Left Shoulder Damaged, armor at 23%, motor function at 87%
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [9]: Erroni didn't mention where your mech is, but a full tune-up like that takes one of the big repair bays. You immediately head towards the end of the long Mecha Bay, knowing that your mech will be seated in one of the three Heavy Repair and Refit bays located there. Sure enough, you're in the left one. And just like she said, there are cables all over it, and even some armor plates missing. Gah, no way you can take that into battle. You approach the man who seems to be overseeing the work.
"Hey, Erroni said my mech was in the shop. Anything I can do to help?"
He turns to look at you, and smiles graciously. Guy looks like he hasn't gotten any sleep in days.
"Ha, thanks, but I don't think so. At this point, we're just swapping out armor while the computers do their work simulating ♥♥♥♥. Don't think I don't appreciate the offer, it's just that I'd trust someone trained to operate the crane a lot more than I would someone who isn't. That crane's big and strong enough to take your mech's arm off, and it'd be just as costly to fix."
Looking up, he's definitely right. A huge metal arm, painted industrial warning yellow, is currently holding a large metal plate in place over your mech while three smaller arms affix bolts to it.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Makeshift Belt (Right Hand Disabled)


JJA79
James Argus [10]: "Hey, one of you two, circle around the platform and attack the one the Van Han just fired at. I'll keep it busy."
"Roger that, may the force be with you."

You try to point your left arm around the barrier to fire with your machine gun, but it fails completely. Gritting your teeth, you jump out from behind the barrier, machine gun blazing, and do your very best to keep the attention of the enemy mecha. They're so suprised by your random display of berserking that it actually works, and your ally isn't noticed sneaking up behind the other one. The third mecha gets over his surprise when the one that lasered you is hit in the leg with a mecha sized shotgun shell and falls to the ground. The one nearest to you, the only one still up, goes out from its cover and fires at you with a barrage of missiles from its shoulder pod. Luckily for you, the ship decides to lurch at just that moment, and the missiles all fly over your head, off into the sea harmlessly.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Panic (-1 to actions when in close combat)

Mecha
Name: Stinger
Class: Medium
Weaponry:
- Machine Gun
- Light Rail Sniper
Inventory:
- 8 LRS Slugs
- 550 .50 rounds
Abilities:
- Energy Blast [SW]
Conditions:
Status:
Arms: DANGER
-- Left Elbow Joint Damaged, Motor Function 0%
Legs: OK
Torso: OK
Etc: PROBLEM
-- Error in Primary Computer, Secondary Computer functioning


Tokochiro
John Kosloswa [8]: You head over to slot 19, and find that your neighbor both has an engineer, and he has a welder! Hooray! When you ask him for use of it, he asks why. You take out your cigarette innocently. He gives you an incredulous look, then removes a disposable lighter from a thick, insulated pocket, and gives you a light. You thank him.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Cigarette
Conditions:


Game Events: The laser mech falls to the deck, unable to stand on what used to be its right leg. It tries to roll over off of it's front, but the mech just can't get enough leverage to move into a position to shoot anyone. For good measure, the allied mech fires a shell into the enemy's arm, completely incapacitating it. The last enemy mech, with its missiles completely depleted, senses that defeat is inevitable. The protective doors to its missile pods close, and its arms rise up, pointing at the sky. It then transmits an SOS message, and the hatch to the cockpit opens up. He seems to have surrendered, rather than risk being shot to pieces.

Image


Wed Mar 02, 2011 1:14 am
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Post Re: Roll to Dodge - Mecha
>Get inside the mech while smokin' mah cig.
"Time for party!"


Wed Mar 02, 2011 2:03 am
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Joined: Mon Feb 22, 2010 2:48 am
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Post Re: Roll to Dodge - Mecha
>Try to help somehow


Wed Mar 02, 2011 2:13 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Go up on deck and assist/watch taking the pilots prisoner. See if I can learn anything.


Wed Mar 02, 2011 2:15 am
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
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Post Re: Roll to Dodge - Mecha
>Go back down and tell people about the victory. Also try to get my mech repaired.


Wed Mar 02, 2011 3:11 am
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Post Re: Roll to Dodge - Mecha
Oh damn, I thought I was gonna get a spot in this.

Oh well. I'll be content with watching.


Wed Mar 02, 2011 4:39 am
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Post Re: Roll to Dodge - Mecha
JJA79 wrote:
Commodore111 wrote:
So... why am I not on the waiting list?

Wait till hyper updates it. Godam


Just reminding him, sheesh.


Wed Mar 02, 2011 6:56 am
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Post Re: Roll to Dodge - Mecha
Could have done it with more tact.


Like I'm the one to say that >.<


Wed Mar 02, 2011 12:47 pm
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