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 Roll to Dodge - Mecha ON HOLD 
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Heh. Suck on that while you drown.
Listen to the screams of the damned while using concussive rounds to either knock off the mechas, or keep them from advancing.


Sat Dec 31, 2011 4:08 pm
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Post Re: Roll to Dodge - Mecha
>Get up and shoot more UAV drones.


Sat Dec 31, 2011 4:51 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
Is the ship being boarded by enemy infantry, or just people in mechs? The infantry would be a massive threat if they get inside the ship, they could plant charges on critical systems or even on the ships reactor.


Sat Dec 31, 2011 6:28 pm
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Post Re: Roll to Dodge - Mecha
Mechs. Infantry wouldn't be able to get through the mecha defenders.


Sat Dec 31, 2011 7:51 pm
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Post Re: Roll to Dodge - Mecha
Rolling.

Tomaster (Vladimír Shurla) [8]:
"Heh. Suck on that while you drown."
You can't hear the screams of the damned over the roar of battle and all, but you sure can cause a few. MORE CONCUSSION SHELLS. You fire away at one of the boarding mechas, who didn't notice you aiming at him. He's bigger than that other one, so it doesn't go overboard from the shots, instead spinning around while firing its main cannon. Right into the side of the mecha next to it. It then falls to the ground.
The other mech, the one with the big smoking hole in its side, lets loose a barrage of missiles from launchers mounted in its chest, and they shoot forward through your group.
Into the Stinger again. It takes the missiles head on, blasts detonating across the Stinger's head and front legs. It falls to the ground.

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

Mecha


Amazigh ("Amazigh") [8]:
One of the mechas fires a bunch of missiles at you, so you fire a bunch of autocannon at it.
The armor piercing rounds rip through the mech easily, and it falls. Something in it explodes. Yeah, it's dead.

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Mecha


JJA79 (James Argus) [10]:
You get your mecha back up and look around for more UAVs, but there aren't any more flying over the ship. You guess your manly fighting skills scared them all away.
THEN SUDDENLY MISSILES. TO YOUR MECHA'S FACE.
"♥♥♥♥ ♥♥♥♥ ♥♥♥♥!"
Your mecha collapses as it front legs fail.

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) [4]:
All the airplane things are gone.
Good, that means they won't crash into you.

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

Mecha


DragonXP (Kaime Freins) [8]:
You fire off a few shots from your autocannon into the mecha that Vlad shot and knocked down, but it doesn't do much. As in, it was already down and out, you don't think shooting it more did much to change that.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- Roll of Bandages
- Crutch
Conditions:
- Cybernetic Left Leg

Mecha


Ragdollmaster (Sargon) [10]:
"One second, gentlemen. Let me see what I can do about giving us some-"
A bunch of missiles fly by and hit one of your allies.
"Cover."
You deploy your shield generator between your allies and the broken remains of the boarding party.

Pilot
Abilities:
Inventory:
- Empty Coke Can
Conditions:

Mecha


Game Events: All the enemies directly on the ship have been fought off, leaving a bunch of boats and planes keeping a safe distance from the Exoneration. Suddenly, the Shipwide Communication channel opens.
All units, deploying measure BANDERSNATCH. Repeat, deploying measure BANDERSNATCH. All Mechas retreat from designated launch zones and ship edges. All personnel retreat to cover.
Small hatches open at the edges of the top deck, and out pop what look like missile launchers with a great many barrels. The launchers then proceed to fire rounds blanketing the perimeter of the ship. But instead of missiles, large canisters are fired. Then, when all have been fired and before any can hit the water, they simultaneously explode. Huge billowing clouds of strangely glimmering black smoke spills forth, blocking out everything past the ship, and the ship from everything else.
The fighting stops.
The Shipwide Communication channel reopens.
BANDERSNATCH successful. Mecha Team A, you are to deploy with exo suits for infiltration immediately. Leave your mechas and report to the Mecha Bay.
This sounds important, so everyone does as the radio says. When they get down there, they see that there are 6 robotic exoskeletons lined up for them. They're about one and a half times as big as a person, with different amounts of armor and weapons. There are three kinds, Light, Mid, and Heavy.
Light has sleek armor and hands, and seems to have a large knife sheath the size of an arm on either thigh.
Mid has a hand on its left arm, but the right is replaced with a large gun. The thing looks like it could shoot a hole in a tank. The Mid's armor also looks heavier than the Light.
Heavy has thick armor that makes it look stockier than the others, but both hands are replaced with large caliber guns with ammo feeds running to a backpack.
Erroni approaches the pilots.
"You lucky SOBs are gonna go on a special mission with Captain Lovegale! I'm a bit jealous! I've been ordered to get you all strapped into these beautiful beasties here. Don't break em, we don't have the resources to make more."


Sun Jan 08, 2012 4:31 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
"I wouldn't trust the armour on the Light suits as far as I could throw one"
>Mount up in a Heavy Suit.


Sun Jan 08, 2012 5:50 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Oh, gee, I wonder which one I'm getting.
Get in the Heavy. Duh.


Sun Jan 08, 2012 9:20 am
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Post Re: Roll to Dodge - Mecha
>Light plox

"While you guys stand there and become sitting ducks, I'll hopefully be able maneuver around obstacles."


Sun Jan 08, 2012 9:26 am
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Post Re: Roll to Dodge - Mecha
"Blah blah"
Get the mid one


Sun Jan 08, 2012 4:13 pm
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Post Re: Roll to Dodge - Mecha
> "Well that was fun" Take a mid exosuit and practice using it.


Sun Jan 08, 2012 4:53 pm
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Post Re: Roll to Dodge - Mecha
I found it quite ironic that JJ's legs are broken, and now the front legs on his mech are also broken.

Tragic. But hilarious.


Sun Jan 08, 2012 8:12 pm
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Post Re: Roll to Dodge - Mecha
Sorry to interrupt, but I'd love to be put on the waiting list for this (whatever good that may do)


Mon Jan 09, 2012 5:29 am
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Post Re: Roll to Dodge - Mecha
VERY GOOD! I was wondering if I'd have enough waiting list people. Still need a replacement for Psychic too.

EDIT: Oop, I'll need to have a looksee at that mecha actually.


Mon Jan 09, 2012 6:35 am
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Post Re: Roll to Dodge - Mecha
I'd be happy to change anything about the mech, although I'd like to keep the AI and the Badassery ability.

EDIT: Not a 100% intelligent AI, Look up EDI from Mass Effect 2, kinda (well exactly) like that.


Last edited by Fail Flail on Tue Jan 10, 2012 9:06 am, edited 1 time in total.



Mon Jan 09, 2012 9:09 am
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Post Re: Roll to Dodge - Mecha
I used to have a AI character on the waiting list. It was a mech with 8 legs that was going to perform, the roll of artillery. It was turned down :(

So I made a aerial mech instead, whose pilot is a descendent from the ancient lineage of Jones.


Mon Jan 09, 2012 6:13 pm
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