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 Roll to Dodge - Mecha ON HOLD 
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Post Re: Roll to Dodge - Mecha
Get to my mech!


Sat Mar 26, 2011 8:22 pm
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Post Re: Roll to Dodge - Mecha
>Continue Chillan


Sat Mar 26, 2011 8:43 pm
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Post Re: Roll to Dodge - Mecha
Turn on the radio on the cabin.


Sat Mar 26, 2011 10:45 pm
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Post Re: Roll to Dodge - Mecha
>Wake the hell up and demand to be placed in my mech anyway.


Sat Mar 26, 2011 11:15 pm
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Post Re: Roll to Dodge - Mecha
dragonxp wrote:
Get to IN my mech!


Sun Mar 27, 2011 5:24 pm
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Post Re: Roll to Dodge - Mecha
Damnit Erroni...
Go and get into my Mecha. Look for Erroni from the elevated viewpoint, just for shits and giggles.


Sun Mar 27, 2011 7:36 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Roll in T-5.

Tomaster
Vladimír Shurla [3]: You call off the hunt for her and run over to your mech, comandeering a nearby lift. You're soon up in the lift, ascending towards your cockpit, and suddenly you see the shock of red hair signaling Erroni, running right past your mech. Goddamn, that is just typical. You laugh quietly to yourself, then turn towards your mecha, and climb in. You flick the main power switch, then strap yourself while you wait for the hum of your mech coming online. After fully buckling yourself down, you realize that the hum isn't on.
"Oh god DAMMIT!"
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: DANGER
-- Mecha Unable to Start - Cause Unkown


Roast Veg
Aark-han [6]: You scramble into the Mecha Bay, and make a beeline for your bot. Vlad just finished with his lift, so you borrow it to get into your mech. As you hop in, and flip the power switch, you give a silent prayer for nothing else to go wrong. Looks like the gods are on your side, because nothing does! You give a silent fistpump of joy.
You strap yourself in, take one last look at everything to make sure nothing is broken, and begin walking your mech towards the ramp up to the deck. You notice that about half of your team isn't here.
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 2 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" [5]: You think it prudent to cut back on the Chillan and get on with the Mission, so you get upright again, switch your radio to TACCOM, and start walking towards the ramp up to the deck.
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 [10]: Something hits you in the face, hard. You wake up to see Erroni crouching over you, shaking her hand as if it were stung.
"Finally, had to slap you pretty damn hard to wake you up. You fell off of your mech, you damn fool, and broke your legs. Both of em. You're currently unfit to pilot a mech."
"Wha-what? Hell no! Put me up in that thing!"

You get funny looks from everyone.
"And how the hell do you expect to pilot with 2 broken legs? What if something goes wrong?"
"My mech doesn't have footpedals, I can pilot it just fine with my arms. And if something goes wrong, then I've got teammates to bail me out."

Erroni looks at you a bit, searching your face. Then, she closes her eyes, sighs explosively, and clicks on her earpiece radio, listening to the chatter. Eventually, she stops.
"There's a med team on their way right now. They'll patch you up as best they can, provide a local anesthetic for the pain, and we'll put you in your mech. You'll have to wait for the second pass near the mainland, but fine. You can go. Goddammit."
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)
- Broken Legs (-3 to rolls, cannot walk)

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 [1]: You reach for the radio button, and accidentally hit the next button over. Ah well, no harm done.
Er, what was that button?
"Emergency Reactor Dump..."
You hear a loud but muted hissing from somewhere below and behind your cockpit.
"Oh ♥♥♥♥."
People on the ground near your mech run out the way as hatches open on your mech's back, ejecting the contents of your reactor. Boiling hot plasma is vented directly out of the reactor, and heated gasses from the cooling system jettison from vents near the reactor access panel. The inside of your cockpit goes dark, save for a few emergency lights. You click on a light on your sports watch.
"Fuuuuuck."
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: DANGER
-- Reactor Offline - Emergency Reactor Dump Initiated


DragonXP
Kaime Freins [9]: You're a pilot in a different team than the one that's about to head out, but apparently one of them just got some kind of concussion, and can't pilot a mech. From the com chatter, it sounds like the poor bastard can't even stand up straight. So, since you don't have a mission right now, you volunteered to fill his spot! You dash out of the Point Defense Control Room and into the Mecha Bay. Quickly locating your mech, you thank the gods that you had the idea to have it worked on last night rather than today. You also thank your good luck, since a lift is still at your mech!
A few minutes and one Mecha startup later, you're walking down the wide isle towards the ramp up to the deck, ready to join this team for their mission.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha
Name: Arcriumis
Class: Medium (13M/50 tons)
Weaponry:
- 2 Autocannons
-- Right Arm
- Missile Canisters
-- Both Shoulders
- 2 Spidery Limbs
-- Back
Inventory:
- 60 112mm Shells
- 30 Heat Seaking Missiles
Abilities:
- Headshot (3 round burst aimed at enemy's head)
- BugEyed (+1 to multitasking during combat)
- Advanced Piloting (Spider Limbs can be operated simultaneously with other limbs with no penalty)
- Hunter's Jump [SW]
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Game Events: The Han Van, Barbaroi, and Arcriumis all walk up the ramp onto the deck, leaving the others behind for now. Like it or not, their mission must go on. They each switch over to TACCOM, and look around the deck. It's a beautiful day; clear blue sky, little wind, a mostly unspoilt coastline with the ruins of buildings a bit further inland. Not bad.
Suddenly, a voice comes over the TACCOM, addressing the 3 on deck.
Alright, you guys are all I get? Eh, make do with what you have. Hello there ladies, I'll be your mission operator today, m'names Thomas, Thomas Orion.
I'll be holding your hand as you go through this mission, via a link from a low atmosphere comm drone we launched earlier! Soon as I can, I'll be getting you a map or something of the area, until then hang tight. Alright, look alive! Drop zone coming up on the starboard side! Just jump off onto that peninsula!

Sure enough, there's a wide strip of land jutting out into the water. In a maneuver best described as idiotic, the three mechs leap off the deck of the ship, onto the high peninsula that must be surrounded by pretty deep water for the ship to get this close. The three of them then proceed to walk down off the scary chunk of land, and onto the mainland.

Mission 1 has started. In 6 turns, the ship will be able to drop off players on the mainland again. Anyone not in their mechs and ready to go by that time will forfeit playing until Mission 1 is over.


Sun Mar 27, 2011 11:59 pm
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Post Re: Roll to Dodge - Mecha
>Get in formation with the other mechs, covering as much as possible.


Mon Mar 28, 2011 1:04 am
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Post Re: Roll to Dodge - Mecha
>Do a stupid dance while i am made fit for killing people.


Mon Mar 28, 2011 1:16 am
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Post Re: Roll to Dodge - Mecha
"Stay Focused, Don't want to get caught with our pants down out here."
>Maintain Formation, Initiate Long range scan of the area.


A 24 tonner, a 30 tonner, a 40 tonner, a 50 tonner, a 100 tonner, and a 112 tonner.
Total Tonnage: 356
Average Tonnage per Mech: 59.333
I'd say we're pretty well balanced on the tonnage side of things, could be a bit light if we're face heavy combat but I'd say we're doing alright, a good spread of weights can come in handy.


Mon Mar 28, 2011 1:21 am
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Post Re: Roll to Dodge - Mecha
Amaz, right now you're down at 3 Mechas, not 6. Gotta readjust those numbers.
Goddamn it. ERRONI!
Pop the hatch and go find Erroni. Tell her my Mecha is ♥♥♥♥ up.


Mon Mar 28, 2011 2:08 am
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Post Re: Roll to Dodge - Mecha
Rage while asking a mechanic to fix my mech's reactor.


Mon Mar 28, 2011 2:09 am
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Post Re: Roll to Dodge - Mecha Mission 1
TorrentHKU wrote:
Alright, you guys are all I get? Eh, make do with what you have. Hello there ladies, I'll be your mission operator today, m'names Thomas, Thomas Orion.
I'll be holding your hand as you go through this mission, via a link from a low atmosphere comm drone we launched earlier! Soon as I can, I'll be getting you a map or something of the area, until then hang tight. Alright, look alive! Drop zone coming up on the starboard side! Just jump off onto that peninsula!

Sure enough, there's a wide strip of land jutting out into the water. In a maneuver best described as idiotic, the three mechs leap off the deck of the ship, onto the high peninsula that must be surrounded by pretty deep water for the ship to get this close. The three of them then proceed to walk down off the scary chunk of land, and onto the mainland.

♥♥♥♥ yes. Thomas Orion.

Had a feeling he would make it through the NPC challenge.


Mon Mar 28, 2011 4:27 pm
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Post Re: Roll to Dodge - Mecha Mission 1
I am aware we're only on 3 for now, I feel that running the figures for all six gives a better idea though. Regardless:
A 24 tonner, a 50 tonner, and a 100 tonner.
Total Tonnage: 174
Average Tonnage per Mech: 58
The average is roughly the same, my thoughts remain unchanged.


Mon Mar 28, 2011 11:22 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Amazigh wrote:
A 24 tonner, a 50 tonner, and a 100 tonner.

If I remember correctly, that's a light, a medium and a heavy.

Guess you guys better give each other roles in your little 3 man army.


Tue Mar 29, 2011 12:20 am
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