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 Roll to Dodge - Mecha ON HOLD 
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Loose Canon
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Posts: 2992
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Post Re: Roll to Dodge - Mecha Mission 1
Awwriiiight.

Tomaster
Vladimír Shurla [6]: Wait, what are you doing? You have a radio.
"Durp."
You turn on the radio, and immediately voices start coming from the speakers in your cockpit. Gah, what the hell is going on out there? There must be five people all talking at once on the same damn channel!
"HEY ASSCLOWNS, SHUTUP!"
They shut up.
"Take turns speaking, dammit! I can't hear a goddamn thing on here! And someone get a lift over to Slot 1, I'm stuck in my mech's cockpit and it can't start up."
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 [3]: Deciding that it would be better to stick together, you follow Amazigh at a safe-ish distance. You also see when his mech's foot crunches through the ground.
Hey, Thomas, how's that map going? We could really really use it.
Just got it. It's a few years old and not high quality, but better than nothing.

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 starting next turn)

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" [3]: You start walking southward, but you barely get 30 feet when your mech gives a lurch, and your left side sinks down for some reason. Switching cameras to the belly cam, it seems that your foot landed squarely on a manhole cover, one clearly not designed to hold up a mecha. Now that you look around, you can make out the faint imprint of a road around here, covered in dust. This... complicates things.
"Hey, Thomas, how's that map going? We could really really use it."
Just got it. It's a few years old and not high quality, but better than nothing.

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 [6]: "Hey, this won't wear off halfway through the mission, right?"
"Not unless you remove the needle. The drip you've got should last longer than any reasonably timed mission, and this is just a scavenging run. But just in case something does go wrong, we glued a hard plastic dome over the needle so that it can't get dislodged. Believe me, you'll be dead long before things get bumpy enough to make your legs feel any pain."
"...Good to know? That's...actually kinda disconcerting..."
"Yeah I get that a lot."

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)

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 [7]: You sit back and chill as some sort of large machine approaches your mech, and a large *CLUNK* reverberates through it. That would be the clamps locking on, and then... Yep. That hiss is the sound of lifeblood being reinserted into your giant robot!
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:
- Refueling (Finished in 2 turns)
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: DANGER
-- Reactor Offline - Emergency Reactor Dump Initiated


DragonXP
Kaime Freins [10]: You decide to check your mech's systems again, just to be sure. Thankfully, everything checks out. Reassured, you turn your attention back to the 2 Stooges.
Hey, Thomas, how's that map going? We could really really use it.
Just got it. It's a few years old and not high quality, but better than nothing.

Oh good, intel.
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: Here you fellows are. Had to yoink it off an old backup we have of an online map database, so like it said, it isn't the greatest. But it shows the basic layout of the area, so it'll do. The Green X to the north is you idiots, the Blue X's are your targets. They're where we think the best chances for supplies are. The big red zone to the east is all dangerous. Stay out of it if possible. We aren't sure what is that way, but comm drones have picked up large heat signatures and movement out there. Something big enough to pose a threat. They've stayed away from this stretch of coast though, so outside the red is safe. It's your call whether or not to go after the targets in the danger zone.

AREA MAP UPLOADED.


Mission 1 has started. In 4 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 Apr 03, 2011 4:45 am
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Data Realms Elite
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Joined: Sun Feb 24, 2008 2:10 am
Posts: 1531
Location: Ye Olde England
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Post Re: Roll to Dodge - Mecha Mission 1
"Let's keep headed south for now, and tackle the two western targets first, then take a look at the closest eastern target and see how things go from there. If it's too hot for us we can easily move out. That sound Good to you guys?"
>Head South.


Sun Apr 03, 2011 5:12 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Turn on the music in my cabin


Sun Apr 03, 2011 5:46 pm
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DRLGrump
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Posts: 2037
Location: Jerking off in a corner over by the OT sub-forum
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Post Re: Roll to Dodge - Mecha Mission 1
Wait impatiently for an engineer.


Sun Apr 03, 2011 7:00 pm
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Joined: Mon Dec 22, 2008 11:51 pm
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 Mission 1
>Thank the doctors and ask to be placed in my mech so i can contact the rest of the group.


Sun Apr 03, 2011 7:39 pm
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Data Realms Elite
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Posts: 4521
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Post Re: Roll to Dodge - Mecha Mission 1
"Oh joy, targets in the danger zone." > Cover and pursue Amazigh.


Sun Apr 03, 2011 7:42 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Dee Ex Pee.


Mon Apr 04, 2011 9:58 pm
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Posts: 3032
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Post Re: Roll to Dodge - Mecha Mission 1
In school :/
>Go for the closest non-danger zone X


Mon Apr 04, 2011 10:02 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Rolleeng.

Tomaster
Vladimír Shurla [10]: IMPATIENT WAITING.
You stick your head out the door of your cockpit just in time to see a lift rising up to almost decapitate you! You duck back in in time, and the mechanic who brought the lift up to save you opens the door to the lift. You climb off, onto the platform, and the mechanic climbs into your mecha.
"Hey, what are you doing?"
"Fixing it."

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 [2]: Amazigh near effortlessly pulls his mech's foot out of the hole, and begins heading south. You follow, and obliviously step in the same hole. The difference being that your leg is small enough to fit all the way in the hole. You try to free yourself, to no avail.
"I appear to be stuck."
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:
- Leg Stuck in Manhole (Cannot Move)
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [9]: Wait, you're a huge-ass robot, roads are no threat to you. You easily pull out your mecha-foot, breaking chunks off the side of the hole. You then begin piloting your mecha southward, towards the first targets. Looking out towards the Danger Zone, you don't see anything that looks alive, even with your Advanced Optics. Either there's nothing there right now, or they're hiding pretty well. Let's hope it stays that way.
"Let's keep headed south for now, and tackle the two western targets first, then take a look at the closest eastern target and see how things go from there. If it's too hot for us we can easily move out. That sound Good to you guys?"
I appear to be stuck.

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 [2]: "Alright, thanks for the help. Now can someone help me back up to my mech?"
"Um, how? You've got no lift."
"...Oh yeah."

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)

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 [7]: You flip on the radio to GOLDENOLDIES. Seems to be some band from right before the Blue Storm wiped everything out. You'd probably classify it as light rock; not really your thing, but it's a good song so you put up with it.
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:
- Refueling (Finished in 1 turn)
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: DANGER
-- Reactor Offline - Emergency Reactor Dump Initiated


DragonXP
Kaime Freins [5]: You follow Amazigh, leaving Aark behind to deal with his predicament. God you really hope that your comm officer didn't see that, you'd get REAMED for just leaving a defenseless teammate behind. Well, he's in the safe zone, and it's probably not hard to get out, so yeah...
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: Amazigh and Kaime walk about halfway down the coast, stopping near an abandoned building for a second to take a closer look at the city they're approaching. Amazigh scans it for any life, but thankfully finds nothing. Kaime looks around at the abandoned building. It's pretty big in human sizes, but your mecha could easily smash their way through it. Kaime then walks to the side of the building, and sees, tucked out of view, the broken base of a radio transmitter tower! And next to that, a decrepit sign reading "WI- Televi-ion" in faded letters. It seems the N and s have completely faded away.

AREA MAP UPLOADED.

Mission 1 has started. In 3 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.


Mon Apr 04, 2011 10:34 pm
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Posts: 806
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Post Re: Roll to Dodge - Mecha Mission 1
Ask someone in the radio what is the reactors fuel


Mon Apr 04, 2011 11:18 pm
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DRLGrump
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Posts: 2037
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Post Re: Roll to Dodge - Mecha Mission 1
Ah. In that case, thanks.
Watch the chaos in the hanger while my Mecha gets fixed.


Mon Apr 04, 2011 11:56 pm
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Posts: 3032
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Post Re: Roll to Dodge - Mecha Mission 1
Continue on my merry way.


Tue Apr 05, 2011 1:51 am
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Data Realms Elite
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Posts: 1531
Location: Ye Olde England
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Post Re: Roll to Dodge - Mecha Mission 1
>Head south west, towards west most target.


Tue Apr 05, 2011 2:07 am
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Joined: Mon Dec 22, 2008 11:51 pm
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 Mission 1
>Yell for a lift and complain that this was the cause of the problem to begin with.


Tue Apr 05, 2011 2:58 am
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Loose Canon
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Posts: 2992
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Post Re: Roll to Dodge - Mecha Mission 1
BTW, you guys can and will have to get out of your mechs to look around interesting buildings. And not all interesting buildings will be marked on the map. Also waiting on Veg.


Tue Apr 05, 2011 4:22 pm
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