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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
> See if I have any form of entertainment in the cockpit.


Mon Apr 15, 2013 12:49 am
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Post Re: Roll To Mech: Khorosho
Oops, nearly forgot about this.

> Sit back with a smoke whilst the others finish off stragglers, and let HQ know we're just mopping up the first camp.


Fri Apr 19, 2013 1:59 am
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Post Re: Roll To Mech: Khorosho
> Hop back on trailer, start advancing towards A3.


Fri Apr 19, 2013 2:10 am
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Post Re: Roll To Mech: Khorosho
Finally got around to finishing my character sheet


Thu Apr 25, 2013 10:46 am
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Post Re: Roll To Mech: Khorosho
>Move to next base


Thu Apr 25, 2013 11:45 am
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Post Re: Roll To Mech: Khorosho
Fail Flail wrote:
Finally got around to finishing my character sheet

Soo, is that 3 boosters and 3 jump jets or what? the two are distinctly separate and you've gotta choose between them, otherwise it's fine.


Wed May 01, 2013 1:08 pm
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Post Re: Roll To Mech: Khorosho
Oh, uh yeah sure.


Fri May 03, 2013 9:50 am
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Post Re: Roll To Mech: Khorosho
Roll?


Fri May 24, 2013 4:12 am
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Post Re: Roll To Mech: Khorosho
RAWL ALREADY YA GIT


Fri May 24, 2013 9:44 am
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Post Re: Roll To Mech: Khorosho
I have Assignments out the wazoo, no time to roll ATM.
Should be able to get back into rolling next week or so.


Fri May 24, 2013 2:29 pm
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Post Re: Roll To Mech: Khorosho
Worried about the damage he's taken Barqa calls out "Is there any kind of field repair available or am I stuck in this banged up mech?" before remebering the repair facilities back at base are available to any and all active pilots, ammo can be resupplied and they can repair nearly every part of your mechs back to pefect shape at a rapid pace, but damage to weapons/unique systems will take a lot longer. Using his Electronics suite Irvine boosts his comms gear to get in contact with HQ, but even then the signal is faint and overlaid with significant amounts of static, he says "HQ, this is Irvine, we're just... We've just finished clearing out the first camp." he rapidly gets a reply "Only one camp? what took so long?" "They had a large number of light vehicles, Barqa took quite apounding rom them, might need to return for repairs" "Dam those Reavers, alright, remember if things turn south, don't be afraid to fall back, don't want to loose anyone out there." Meanwhile, bemoaning the slow speed of his Mech Harald mutters to himself "Damnit, should've gotten some engine upgrades for this tin can."

TorrentHKU
> Hop back on trailer, start advancing towards A3.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
You decide to get back on the trailer, this takes some time and you see Johann pass next to you just as you finish up.
Mech: Starbanger


maart3n [18+1-1+3=21] [21]
Turn around and fire missiles at remaining enemies.
Pilot name: Barqa Octavius
Description: A veteran warrior with a temper, got sick of fighting for the companies and went rogue. Although he has a short fuse the man is still far more intelligent than he looks
Ability: Jet charge [+2 to the first attack made against an enemy with the lance]
You fire your missiles at the remaining Tanks, the first deonates and reduces the tank to a pile of rubble, while the second achieves similar results, but must have hit the tanks ammunition storage as a stray shell flies out and destroys the third tank, that sure was lucky.
Mech: Retiarius


Natti [16-3-1=12] [12]
>Keep advancing and fire another shot.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Keeping up your pace you fire on the remaining trucks, sweeping your fire across you reduce them to little more than bubbling piles of slag.
Mech: The Lumberjack


CaveCricket48
> See if I have any form of entertainment in the cockpit.
Pilot Name: Markus "Mark" Tullen
Description: A light-skinned skinny 26 year-old man who used to work in an engineering bay. He doesn't say much, and is described as being "in the zone" when working.
Ability: Zen [+2 Accuracy, -2 Movement/Evasion] [2 Turn Duration, 3 Turn Cooldown [after end duration]]
Poking around to see if there's any entertainment in your cockpit you find a well read book titled "The Steamy Adventures of Miracle Melanie and Murder Majorie" wedged in a small gap under your seat, it appears to be some sort of graphic novel, after flicking through a few pages, the contents of which turn out to be quite Lewd. You quickly close it and wonder how it managed to find its way under there.
Mech: Snipehawk


Ragdollmaster
>Move to next base
Pilot Name: Johann Metzger
Description: A friendly and easy-going fellow of German descent with excellent natural reflexes, he's a deadly speed demon in his mech.
Ability: Brawler [+1 to Melee attacks / -1 to Ranged attacks]
After breifly considering leaving alone, you head over to John just as he's getting ready to leave, maybe he has a destination in mind?
Mech: White Flash


Arcalane
> Sit back with a smoke whilst the others finish off stragglers, and let HQ know we're just mopping up the first camp.
Pilot Name: Irvine Callahan
Description: A lanky, tanned American pilot who lost his right eye before joining the mercs. It doesn't seem to have negatively affected his piloting skills. Calm and confident.
Ability: Evasion Focus [Scaling/variable skill: Evasion Focus (3) = +3 evasion, -3 accuracy. Evasion Focus (5) = +5 evasion, -5 accuracy. Etc.]
with HQ now aware of your situation you light up a smoke and sit back for a moment to ponder what they said.
Mech: Bloodhound "Delta"


Image
John, Barqa, Harald, Markus, Johann and Irvine are at A1.

Blah blah, not rolled in forever etc etc.
Going to get back into rolling, going to aim for at least one roll a week.
Some things are going to be changed/simplified, namely travelling/non-combat stuff.
Basically, when everyone is not in combat, things will be tweaked to make you have to spend less time waiting around travelling from place to place.
Also as this battle showed, lots of tiny units is not a paticularly entertaining opponent [for me or you], so they'll be less common than I'd initially planned.


Wed Jul 24, 2013 9:15 am
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Post Re: Roll To Mech: Khorosho
> Prep to move out again. "Alright folks, let's roll. Largest concentration is mark C1 directly to our west. I figure we should terminate the surrounding camps first so there's no reinforcements for them, then move in for the kill. We should hit A3, then A2, then A4, which will allow HQ to move up and provide closer support with less risk."

"Times like this make me wish we had better intel, y'know?"


Wed Jul 24, 2013 10:19 am
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Post Re: Roll To Mech: Khorosho
"Sounds like a plan."
>To the next camp


Last edited by Natti on Wed Jul 24, 2013 10:43 am, edited 1 time in total.



Wed Jul 24, 2013 10:32 am
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Post Re: Roll To Mech: Khorosho
Remember folks, you're out of combat, so timeskip magic is in effect, meaning: next turn you can be back in combat with enemies if you want.

Timeskip magic explained: when in combat things like getting onto a trailer etc. take time, but out of combat i'll mash what'd normally take multiple turns into one post, thus saving you from boring turns where nothing really happens.


Wed Jul 24, 2013 10:41 am
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Post Re: Roll To Mech: Khorosho
> Stash "The Steamy Adventures of Miracle Melanie and Murder Majorie" into my inventory. Follow the bulk of the party.


Fri Jul 26, 2013 5:51 am
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