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 Roll to Dodge - Mecha ON HOLD 
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
And that you've got an anesthetic drip in your spine preventing you from so much as wiggling your left nut.


Sat Apr 09, 2011 3:46 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
Ouch, JJ's stuck with ED. Have fun with that one bro.


Sat Apr 09, 2011 3:51 am
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Post Re: Roll to Dodge - Mecha Mission 1
TorrentHKU wrote:
Gauss guns use magnetic coils around the barrel to pull a bullet forward at crazy high speeds.

If i remember correctly that's actually a coil gun ¬.=.¬ . A gauss gun uses magnets and magnetic balls to transfer motion of ascending speed along a trench in a form like this ( [] = magnet () = ball ) () []()() []()() []()()

the first ball knocks against the first magnet sending its second ball forward which gets pulled into the other magnet going faster and faster until it hits the last group in the line and sends its ball off at insane speeds. the more groups of magnets the faster it goes in the end.

further explanation can be found hear http://www.youtube.com/watch?v=Z7CyPtF0ChA

idk if anyone will find this useful or if im just wasting space >.> that could other wise be used for a move. also was not expecting jj to be ownd that quickly.


Sat Apr 09, 2011 8:46 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
>Move closer to the objective, keep an eye out for trouble.


Sat Apr 09, 2011 1:23 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Coil guns are sometimes (usually) called gauss guns after the mathematician/physicist who first thought up the principle for them.


Sat Apr 09, 2011 3:04 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
> RUN. USE MAP. BE SAFE.


Sat Apr 09, 2011 10:50 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
Just wondering, but can a mech trip?


Sun Apr 10, 2011 12:09 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Yes.


Sun Apr 10, 2011 12:42 am
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Post Re: Roll to Dodge - Mecha Mission 1
"Keep watch, while i enter the building to survey it"
>Get out of mech and head inside


Sun Apr 10, 2011 12:42 am
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Post Re: Roll to Dodge - Mecha Mission 1
Sorry for the wait.
Prepare for the second landing.


Sun Apr 10, 2011 12:52 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Rolling now before I forget.

Tomaster
Vladimír Shurla [3]: You scramble into your mech, acutely aware of just how little time you have left before the ship gets past the jump off point. ♥♥♥♥, why did you have to choose such a big slow mech?
"FASTER YOU IRON TURD!"
Your mech finally boots, and you have it stomp towards the top deck as fast as it can, nearly crushing several munitions carts.
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 agile movement)
- 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:
- Six-Legged
- Damaged Left Feet (-1 to agile movements, chance of further damage)
Status:
Arms: OK
Legs: CAUTION
- Left Feet Motors Damaged, Mobility at 60%
Torso: OK
Etc: OK


Roast Veg
Aark-han [1-1=1]: You look around in a panic, and see the source of the blips. Huge lizards, each at least 2.5 meters long, with dark brown skin that blends with the dust of the wasteland. Or maybe they are covered in dust. The lizards also have long, thick, muscular tails, and each limb looks strong enough the crush you to a pulp. One hisses at your mech, and you see a few rows of gigantic teeth. These things are goddamn terrifying.
You spin your mech around to run, but one of the lizards already latched onto your foot, and you fall forward to the ground, slamming into the windswept dirt. You can see the other two lizards advancing on you.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
- 8 Painkillers
Conditions:
- Broken Nose (Splinted)
- Missing Tooth (In pain, -1 to rolls)

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:
- Knocked Down
- Lizard on Right Foot (-2 to movement)
Status:
Arms: OK
Legs: CAUTION
-- Right Foot Armor at 87%
Torso: OK
Etc: OK


Amazigh
"Amazigh" [1]: You slowly move you mech forward, watching for any danger. This far away from the danger zone, nothing is likely to eat you, but there's no such thing as too careful. Except being so careful that you accidentally run into an office building. Your mech crashes through the floors of the building, and rubble rains down on your hardened steel frame. Your mech is undamaged, you think, but you're stuck.
Keep watch, while I enter the building to survey it.
"Uh, that's gonna be a problem. I kinda got stuck in a building under some rubble."

No response.
"Hello? Hello?... ♥♥♥♥."
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:
- Buried under Rubble
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


JJA79
James Argus [2]: You drool on yourself a little as you're taken away to the infirmary.
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 (Anesthetized and splinted, cannot walk)
- Unconscious

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 [5+1=6]: You get your mech up and head to the deck without problem. The land is getting close! And... Hey, what's that off in the distance? Something scrambling around in the dust a ways away from the shore.
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


DragonXP
Kaime Freins [5]: "Keep watch, while I enter the building to survey it."
Without waiting for a response, you lower your mech down near the ground, set it to standby, and pop the hatch to your cockpit. You cautiously walk out, looking around for anything. Nothing shows up, so you jump out and run the short distance to the large glass-windowed store entrance. Just in case, you pull out your Glock.
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: Good news, your reinforcements have arrived.
AREA MAP UPLOADED.

Both Vladimir's and John's mecha make it to the deck in time to hop off the ship. John's Chameleon goes easily and without complaint. Vlad's super heavy Goliath, on the other hand, is not so lucky. It makes a valiant leap off the side of the ship, and barely reaches the peninsula. It then wobbles around, trying to get its balance, as if it damaged its foot from the jump. Then, the peninsula breaks. The force of a 100 ton mech landing on it was too much for the chunk of land, and it begins fragmenting into the ocean. The Goliath makes a mad dash for dry land, leaping into a roll at the last second. It barely makes it onto land safely.

The three Lizardheims attack Aark, pinning his mech to the ground. They haven't gotten through his armor yet, but it won't take long for them to do so with him prone on the ground like that.


Mon Apr 11, 2011 10:36 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Ummm, Hyper, where in the map are me and Vlad?


Mon Apr 11, 2011 11:19 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Damn, I knew I forgot something.


Mon Apr 11, 2011 11:21 pm
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Post Re: Roll to Dodge - Mecha Mission 1
So, uhh.
Where exactly are we?


Mon Apr 11, 2011 11:25 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
> Pop a pain pill and attempt to escape by flailing and shooting at the lizards.


Mon Apr 11, 2011 11:26 pm
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