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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
"Yeah, my foot is feeling distinctly terrible, any chance I could get it seen to?"
>Request assistance for my Foot.


Sat Sep 17, 2011 11:24 pm
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Post Re: Roll to Dodge - Mecha
"Aw yer." >Return to machine, buy Vanilla Coke.


Sat Sep 17, 2011 11:38 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Keep on doing what I was doing, damn it.


Sun Sep 18, 2011 2:50 am
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Post Re: Roll to Dodge - Mecha
I was thinking of disabling the mech to then rip it to shreds and possibly kill/not kill the rider


Sun Sep 18, 2011 12:26 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
DragonXP, waiting on you.


Sun Sep 25, 2011 5:25 am
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Post Re: Roll to Dodge - Mecha
Repeat.


Sun Oct 02, 2011 5:08 am
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Post Re: Roll to Dodge - Mecha
Rawling. In other news, thread approaching 1000 posts. Wait no that's a 6 not a nine.

Tomaster (Vladimír Shurla) [5]:
"Sharrap. Anyway, I remembered that I wanted a massive upgrade in my antipersonnel weaponry. Something that can keep a sustained rate of fire going while I'm not using my cannons, or my Missile pod, which appears to have been mysteriously upgraded. Heavy chainguns, or something like that maybe?"
"Hmm..."

He thinks for a moment, probably looking over your mech in his head.
"Your mecha's huge, it's doable. It'd be best mounted in the chest, but that'd take a lot of work and you'd lose a bit of frontal armor. Maybe mounted under your cannons?"

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


Amazigh ("Amazigh") [4]:
"Yeah, my foot is feeling distinctly terrible, any chance I could get it seen to?"
"What?"
"A cart just rolled over it and I heard a crunch."
"...Let me just help you up."

The receptionist gets out from behind her desk and walks over to you, then leans down to pick you up. She helps you up to one foot, then leads you over to one of the partitioned off areas. A couple minutes after she leaves you there, a nurse walks up to attend to you.
"So your toe is hurt?"
Pilot
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Broken Toes (-1 to walking, -1 to rolls)

Mecha


JJA79 (James Argus) [4]:
"♥♥♥♥ ship."
You get back up, and read the addendum again. There's nothing more to it, just that one line of text.
What the hell is the STORMRAGE project?

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Crutches
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [6]:
"I was thinking of disabling the mech to then rip it to shreds and possibly kill/not kill the rider."
"Seriously? Why bother? You'd just be using really expensive ammo to stun an enemy when if you used regular ammo it'd already be dead."


Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:

Mecha


DragonXP (Kaime Freins) [6]:
You take a quick scan over the document. It's not very long, and it's basically saying that you give the doctor the right to take whatever action is necessary to preserve your life, preserve your body, and attach your prosthetic limb, in that order, without constantly consulting you. Cybernetics isn't yet an exact science, so it can get messy, but that only really happens when the patient has a problem in some way. Your wound is already healthy, so there shouldn't be any problems. You sign the document and hand it back. The nurse takes it, then takes a mask from a nearby tank of what you assume to be knockout gas. He places the mask over your mouth, and before you know it, everything is fuzzy and blurry and bluzzy and furry and....
Yeah, you're out.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- Roll of Bandages
- Crutch
Conditions:
- Missing Left Leg (Cannot Walk)
- Unconscious (Lasts 4 turns)

Mecha


Ragdollmaster (Sargon) [6]:
"Aw yer."
You take your dollar, head back to the machine, and buy a can of the sweet sweet elixir.
You pop the top and take a long swig.
"Aaah... Good stuff. Tasty, too."

Pilot
Abilities:
Inventory:
- Vanilla Coke
Conditions:

Mecha


Game Events: Arrive at next Objective in 3 turns.


Mon Oct 03, 2011 2:13 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
"I get the distinct impression that it's Broken"
>Sit there and receive treatment.


Mon Oct 03, 2011 3:10 am
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Post Re: Roll to Dodge - Mecha
?Uh dream in blissfulness?


Mon Oct 03, 2011 3:11 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
That works. I'd rather not lose any armor, so under the cannons it is. Is it a difficult upgrade?


Mon Oct 03, 2011 3:19 am
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Post Re: Roll to Dodge - Mecha
>Go to the hangar/mecha bay


Tue Oct 04, 2011 1:20 am
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Post Re: Roll to Dodge - Mecha
>Go ask around for a therapist for combat related psychological treatment.(AKA my panic when it comes to close combat)

Why the hell wasn't this done when i snapped my legs like a lunatic?


Tue Oct 04, 2011 2:56 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Giving you psychological therapy because you showed extremely poor decision making skills?


Tue Oct 04, 2011 3:56 am
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Post Re: Roll to Dodge - Mecha
"Add something to disable the ♥♥♥♥ then"
Thank yee :o


Last edited by Tokochiro on Wed Oct 05, 2011 4:30 pm, edited 1 time in total.



Tue Oct 04, 2011 10:39 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
Tokochiro wrote:
"Then add some kind of gatling gun"

You seem to be approaching the problem in the wrong way. A disabling weapon is still useful, as it could allow you to salvage complete mechs, along with their pilots.

I don't need to say the benefits of both.


Tue Oct 04, 2011 3:35 pm
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