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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
The three legs on the left got damaged when you fell badly on that side.


Wed Apr 13, 2011 3:32 am
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Location: In front of keyboard, staring at monitor. (WA, Oz)
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Post Re: Roll to Dodge - Mecha Mission 1
I seem to remember something about Blue whipping up a pseudo-armageddon, so that's what I think Blue Storm is. Also, Monitor Lizards are pretty huge in reallife Western Australia, and their ancestor monitor lizard could grow up to 17m long. They're also smart enough to be able to count, if trained. More info.


Wed Apr 13, 2011 3:42 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
"I wasn't in the goddamn danger zone, John. Thanks a ton, Vlad.
> Follow the other two.


I knew those tweezers would come in handy.


Wed Apr 13, 2011 10:55 am
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Post Re: Roll to Dodge - Mecha Mission 1
Roast Veg wrote:
I knew those tweezers would come in handy.

They ARE one of your mech's hands... :P


Wed Apr 13, 2011 9:06 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
Yes, that was the intended joke there. Well done.


Wed Apr 13, 2011 10:00 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Rolling.

Tomaster
Vladimír Shurla [5]: "You're welcome, Aark."
Thanks a ton, Vlad.

You start heading south towards the hospital. It's definitely somewhere with valuable supplies, as long as it hasn't been raided yet. Who knows. You make it to the ruins of an old TV station, and take a moment to get your bearings.
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 [3]: "I wasn't in the goddamn danger zone, John."
You're welcome, Aark.
"Thanks a ton, Vlad."
You head out of the danger zone posthaste, and find that John has arrived in his Chameloen. Vlad is nowhere to be seen though.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
- 7 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: CAUTION
-- Right Foot Armor at 85%
Torso: OK
Etc: OK


Amazigh
"Amazigh" [3]: Nothing out here but dust and echoes...
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 [5]: -
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 [3]: "Hey Aark, come here, we don't want you dieing alone there, you should atleast try to stay away from the danger zone."
I wasn't in the goddamn danger zone, John.

You see him walk out of the danger zone and join you. Hey, where'd Vlad go?
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 [3]: You turn on your radio on the quietest volume to try and contact Amazigh, but you get nothing but static. ♥♥♥♥, these walls must be blocking the signal from your radio! Kinda surprising, very suckish. You're on your own here it looks like.
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: AREA MAP UPLOADED.

Okay, they seem to be a mutated descendant of Monitor Lizards. They can grow to as big as your mechas, and can bite hard enough to penetrate your armor. They're also fiercely territorial. What a fun combination. Thermal rounds have been less than effective, but concussive blasts have shown to work very well. Something about their inner ear. That's all I have here.
Thanks Thomas.
Just doing my job, ma'am.


Fri Apr 15, 2011 10:55 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Run south with course set to Geraldton hospital
"Try to keep up!"


Fri Apr 15, 2011 11:51 pm
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Post Re: Roll to Dodge - Mecha Mission 1
>Waaaakeee uuupppp


Sat Apr 16, 2011 3:41 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
TorrentHKU wrote:
Anyone not in their mechs and ready to go by that time will forfeit playing until Mission 1 is over.


Sat Apr 16, 2011 3:46 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
TorrentHKU wrote:
TorrentHKU wrote:
Anyone not in their mechs and ready to go by that time will forfeit playing until Mission 1 is over.

Couldn't they do something else while on the aircraft carrier, like go in a simulator or some such?


Sat Apr 16, 2011 10:45 am
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Post Re: Roll to Dodge - Mecha Mission 1
With the luck You guys, all you'll get is being slapped in the face for walking into the girls bathroom by mistake, aka, a low roll.


Sat Apr 16, 2011 12:03 pm
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Post Re: Roll to Dodge - Mecha Mission 1
>Maintain my totally awesome watch over the area.


Sat Apr 16, 2011 1:06 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
"Guys, I'm over by the abandoned TV station, heading towards the hospital. Meet me up there."
Go towards the hospital, but stop within firing range and look and see if there are other raiders.


Sat Apr 16, 2011 2:50 pm
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Post Re: Roll to Dodge - Mecha Mission 1
> Get over to the hospital, keep it sneaky.


Sat Apr 16, 2011 8:36 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Waiting for DXP.


Mon Apr 18, 2011 12:40 am
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