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 Roll to Dodge - Mecha ON HOLD 
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
> Wake up. Now.

Gotta be a good roll this time.


Sun Mar 20, 2011 9:51 pm
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Post Re: Roll to Dodge - Mecha
>Get to mechbay and find out where my mech is. Maybe getting a lift to help me into the mech too.


Sun Mar 20, 2011 11:02 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Waitin on HEN.


Sun Mar 20, 2011 11:08 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Goddammit HEN, let's go.


Wed Mar 23, 2011 3:41 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Forget HEN, rolling.

HighEndNoob
Pierre Berguard [8]: You sit down on a random box, staring into space with a vacant smile on your face.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:


Tomaster
Vladimír Shurla [4]: "Aight, see you guys later. Gotta go recon and ♥♥♥♥."
"Have fun!"

You get up from the table and leave the galley, heading down to the Mecha Bay. You're unsure of where Erroni actually is, but chances are she'd be in here. The Mecha Bay is significantly less chaotic than it was last night, thankfully.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: Goliath Mk.V
Class: Heavy
Weaponry:
- Two Heavy Cannons
- Hellfire FaF Missile Pod
Inventory:
- 32 Depleted Uranium Heavy Cannon Shells
- 72 Hellfire Missiles
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 [2-2=1]: Still asleep. Very asleep.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
Conditions:
- Broken Nose (Splinted)
- Missing Tooth (Numbed)
- Asleep

Mecha
Name: The Han Van
Class: Light
Weaponry:
- Innnardsplatter
- "Le Big Tweezers"
- Some Kinda Acid Sprayer [SW]
Inventory:
- 20 AP Grenades
Abilities:
- Scream Siren
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [8]: "Hey guys, is my mech ready?"
"Amazigh, right? Yeah, your mech is good to go. Hop in."

The techs provide a lift, and you're quickly up in your mech. Ahh, it's like a giant steel cocoon of comfort. You hit a few switches in an order you've gotten down to muscle memory by now, and your mech powers up. Well, the techs did well. No problems.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: HI 01-8 P Adalah "Barbaroi"
Class: Heavy
Weaponry:
- Plasma Caster
-- Left shoulder
- Twin MK24 40mm Autocannons
-- Right Shoulder
-- Fires in four round bursts
-- Alternates between FAPDS/HEI Ammunition
Inventory:
- 20 40mm FAPDS Rounds
- 20 40mm HEI Rounds
Abilities:
- Advanced Optics/FCS (Improved long range/precision targeting)
- Plasma Cascade [SW]
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


JJA79
James Argus [10]: "Rassa-frassin ship..."
You make your way to the Mecha Bay without troubles this time, and easily find your mech. And wouldn't you know it, Amazigh is using the lift assigned to the two of your mecha. More waiting, great.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- 3 Instant Coffee Packages
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: OK
Legs: OK
Torso: OK
Etc: OK


Tokochiro
John Kosloswa [8]: Forgetting this snack machine silliness, you sprint down to the Mecha Bay!
That's about it.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Sports Watch
Conditions:


Game Events: Amazigh notices that there are a few secured channels broadcasting around the ship. Since he's part of the crew, he can use the codes stored on his Mech's computer to decrypt the channels. Amazigh just decides to peek into each channel, just for anything useful. He doesn't hear anything important from his peek, but he does get the general gist of each channel.
TACCOM - Tactical Radio. Used during, before, and after battles and missions on board the ship, usually by teams to discuss the mission ahead.
MECHCOM - Used by the crew in the Mecha Bay to request supplies or declare work done on Mechas. Basically a big chat system for the Mecha Bay.
SHIPCOM - All chatter that isn't in the Mecha Bay occurs here. Ship-wide announcements, scheduling info, anything that doesn't fit under the other two radio channels.
GOLDENOLDIES - Music. Subject to the whims of the current volunteer DJ.
And of course, a broad swathe of unused spectrum to converse privately with other people or your team.

Mission Start in 2 turns. Get in your Mecha before that happens, or the team will launch without you!


Thu Mar 24, 2011 1:02 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
> WAKE. UP. AND. GO. TO. MECH.


Thu Mar 24, 2011 1:41 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Tune in GOLDENOLDIES, Chill


Thu Mar 24, 2011 1:45 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
Just wondering, but what kind of locomotion can we have for our mech's?

I recall hearing about a aerial mech earlier on, but I'm wondering if this is something that the player can be?


Thu Mar 24, 2011 1:50 am
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Posts: 138
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
>This is taking too long...
Climb up into my mech without a lift and turn on TACCOM.


Thu Mar 24, 2011 1:51 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Wings are acceptable, to an extent. A light mech with powerful wings will be able to stay airborne, but anything heavier will be stuck with jumpjets. Oh, and legs are always a good option.


Thu Mar 24, 2011 1:51 am
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Post Re: Roll to Dodge - Mecha
TorrentHKU wrote:
Wings are acceptable, to an extent. A light mech with powerful wings will be able to stay airborne, but anything heavier will be stuck with jumpjets. Oh, and legs are always a good option.

How about mechs that move like snakes or something. Also since i just saw Rango all i can think of is Rattlesnake jake so bluh.


Thu Mar 24, 2011 2:22 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Locate Erroni and ask her about the missile idea.


Thu Mar 24, 2011 2:28 am
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Post Re: Roll to Dodge - Mecha
Head to my mech and get inside.
You betta' run to your mechs guys!


Thu Mar 24, 2011 4:00 pm
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Post Re: Roll to Dodge - Mecha
Seriously HEN? Really?


Sat Mar 26, 2011 5:01 am
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Post Re: Roll to Dodge - Mecha
Ok, since HEN seems to not have been on in over a week, I'm passing his spot over to Dragonxp. Unless HEN responds before Dxp can.

HighEndNoob
Pierre Berguard [4]: You rock back and forth a bit on your box, amusing yourself. Suddenly you hear a crack of splintering wood, and you're falling backwards. There's a jarring thump on your head, lots of pain, and you have no idea what is going on at all.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

- Concussion

Tomaster
Vladimír Shurla [3]: You look around the Bay, but can't find Erroni anywhere. Gah, you really hope you aren't doing one of those stupid things where you're both revolving around the Bay looking for each other, and accidentally staying far away from each other. You'd feel like an idiot.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: Goliath Mk.V
Class: Heavy (19M/112 Tons)
Weaponry:
- Two Heavy Cannons
-- Both Arms
- Hellfire FaF Missile Pod
-- Back
Inventory:
- 32 Depleted Uranium Heavy Cannon Shells
- 72 Hellfire Missiles
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 [6]: With a start, you wake up and shoot upright in the bed, dazed and confused. It takes you a second, but you remember where you are and what's going on. You're in the infirmary, your face looks like hamburger, and... wait, your face doesn't hurt. Looking in the mirror, your nose and lip are as patched up as they're gonna get, and you can't feel any pain from your missing tooth. Unless you poke where it was, but it's just a dull ache then. Doc must've numbed you up. As if on cue, the good doctor opens the door to the back office and walks in.
"Oh good, you're alive. You're free to go if you wish, I've done all I can at the moment. I would recommend taking it easy, as not to aggravate your injuries, but they aren't too severe, so whatever."
The doc takes a small, mostly empty pill bottle off the counter and hands it to you. The bottle has 7 or 8 small pills in it, rattling around freely. It looks like it could hold 60.
"Take one every hour. Let it dissolve in your mouth, don't swallow them. They're for the pain."
"Thanks. What time ish it?"

He ducks back into his office to check a clock.
"1:50."
You take off running down the hall towards the Mecha Bay.
You have 10 minutes before the mission starts and you get left behind.
Crap.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
- 8 Painkillers
Conditions:
- Broken Nose (Splinted)
- Missing Tooth (Numbed, lasts 3 turns)

Mecha
Name: The Han Van
Class: Light (8M/24 Tons)
Weaponry:
- Innnardsplatter
-- Right Hand
- "Le Big Tweezers"
-- Left Arm
- Some Kinda Acid Sprayer [SW]
-- Torso
Inventory:
- 20 AP Grenades
Abilities:
- Scream Siren
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [7]: You flip onto GOLDENOLDIES, and a electronica-classical fusion drifts out from the radio. You wouldn't normally listen to something like this, but it's about the only music you're gonna get, and this song isn't too bad. You stretch out as much as you can in your cockpit, and chill.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: HI 01-8 P Adalah "Barbaroi"
Class: Heavy (16M/100 Tons)
Weaponry:
- Plasma Caster
-- Left shoulder
- Twin MK24 40mm Autocannons
-- Right Shoulder
-- Fires in four round bursts
-- Alternates between FAPDS/HEI Ammunition
Inventory:
- 20 40mm FAPDS Rounds
- 20 40mm HEI Rounds
Abilities:
- Advanced Optics/FCS (Improved long range/precision targeting)
- Plasma Cascade [SW]
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


JJA79
James Argus [1]: Impatient bastard you are, waiting for a lift that is literally seconds away is too much effort, so you jump onto your mech's leg and start shimmying up. You reach the thigh, then realize that you have no way to open the cockpit door once you get up there. It takes two hands, and you're using both to keep a grip on the mech. You decide to climb back down, but suddenly your foot misses a foothold that you were sure was there a second ago.
You fall down the 8 meters to the ground, and your legs crumble beneath you when you hit with a sickening snap.
You black out from the pain.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- 3 Instant Coffee Packages
Conditions:
- Panic (-1 to actions when in close combat)
- Unconscious
- Broken Legs

Mecha
Name: Stinger
Class: Medium (13M/40 tons)
Weaponry:
- Machine Gun
-- Left Shoulder
- Light Rail Sniper
-- Back
Inventory:
- 8 LRS Slugs
- 550 .50 rounds
Abilities:
- Energy Blast [SW]
- Quadrupedal/Bipedal Transform
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Tokochiro
John Kosloswa [6]: You jog over to your mech and utilize a nearby lift to head up and in. From this height, you can see people clustered around someone over behind some crates, and another person yelling next to a guy with legs bent funny on the ground. This ship is so wacky.
You get into your mech's cockpit and start it up without any problems! Hooray!
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Sports Watch
Conditions:

Mecha
Name: Chameleon MK IV
Class: Light (8M/30 tons)
Weaponry:
- Diamond Bladed Short Swords
-- Wrists
- Twin Rotary Grenade Launchers
-- Acid, L Shoulder | Thermite, R Shoulder
Inventory:
- 10 Thermite Grenades
- 10 Acid Grenades
Abilities:
- Electric Supercharge [SW]
- Chameleon (+1 to sneaking while active)
- Jump Packs
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Game Events: Suddenly, the radios are alive with chatter. The Mecha Bay is requesting medics, then TACCOM requests status on the team. MECHCOM replies with 2 incapacitated. TACCOM swears, then sends out a request for two stand in pilots. After a brief period of silence, someone pipes up as available and willing, identifying himself as Kaime Freins. TACCOM tells him to get down to the Mecha Bay and get ready, that the mission cannot be delayed.

Mission Start in 1 turns. Get in your Mecha before that happens, or the team will launch without you! If this happens, the ship will be able to swing by again after 6 turns.


Sat Mar 26, 2011 6:29 pm
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