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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
IT HAS BEEN LITERALLY A MONTH. GOOD LORD I'M TERRIBLE.
Okay, I'll give you guys a freebie on this one.

Tomaster eventually finds the switch to activate the power after much flailing and viewing of wall-mounted diagrams, and the huge generator room hums to life as the dynamos slowly spin up. Within minutes, they've reached their running speed, and the lights in the facility flicker back on, followed immediately after by a loud blaring alarm.
The loud noise causes Tomaster to stumble, putting his foot down hard on the catwalk, which can't support the weight of his heavy exosuit, and he breaks through, falls 30 feet down to the concrete floor below, and lands on his head. His neck breaks and he dies instantly.
JJ is scarred by this, but goes back to the hallway where they accidentally killed the two guards, and takes the elevator on up to the 2nd floor on his own. The rest of the group are surprised when the service elevator suddenly comes back to life, and they ride it up to the 2nd floor, joining DragonXP in the back passages.
Meanwhile, on the Exoneration, the smoke cloud from Bandersnatch is clearing, and the majority of the ship's mecha have gathered on deck to defend against the numerous NovaCorp forces. One of the mechas defending the ship is a mighty gun-laden thing piloted by CrazyMLC. Several fighter-bomber drone squadrens fly overhead, while Gyro drone packs and flat transport barges carrying small mecha are coming in toward the ship across the water.


What do you do?


Mon Sep 24, 2012 1:36 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Head down the passage, direct energy to Shielding/Movement while leaving some free.


Mon Sep 24, 2012 8:17 pm
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Post Re: Roll to Dodge - Mecha
>To the third floor small R&D department and search for useful ♥♥♥♥.


Tue Sep 25, 2012 2:43 am
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Post Re: Roll to Dodge - Mecha
> SENTRY MODE: Keep a lookout for any hostiles I could take out.


Last edited by CrazyMLC on Tue Sep 25, 2012 5:05 am, edited 1 time in total.



Tue Sep 25, 2012 4:55 am
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Post Re: Roll to Dodge - Mecha
Scan surroundings.


Tue Sep 25, 2012 5:02 am
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Post Re: Roll to Dodge - Mecha
Go to 3rd floor with my guns ready to fire at any hostiles


Fri Sep 28, 2012 5:57 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
RAGDOLLMASTER. ACTION, DAMMIT.


Sat Oct 06, 2012 3:18 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha
FUK U RAG I'M ROLLIN.

Amazigh ("Amazigh") [4]:
Since you doubt anything dangerous will be waiting for you guys in these maintenance tunnels, you power down your weapons so you have a bit more flexibility, leaving shields and movement still powered, then plod down to the corner and look around it. Now that the power is back on, the regular lights are on, and you have no trouble seeing. Past the corner, the passage goes for another 60 feet before hitting a fork and going left and right. You keep your arms up and ready to fire though. You met enemies before, and now that the power is on and alarms have sounded, you bet you'll meet more.

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Exoskeleton


JJA79 (James Argus) [9]:
You're a bit concerned. For one, you're all alone on the second floor. For another, the fire alarm continued a bit after the power came back on. Now, you're no alarm designer, but you would think that if the power shut off and shut the alarm off too, it wouldn't just reactivate when the power came back on. But you shuffle those thoughts away for now, and get back in the elevator. The signs by the elevator indicate there are just offices, living quarters, and a few restaurants and living services on this floor. Not anything you really care about, so you head back in and go to the third floor.
The elevator door opens, and-
"Huh? In- INTRUDER!"
Oh dickbiscuits. Two guards.

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Exoskeleton


Tokochiro (John Kosloswa) [4]:
You leave the others at the second floor, instead hopping onto the elevator and heading up again to the third.
When the elevator arrives, the doors open to reveal...
More doors.
The elevator's doors opened, but the outer floor doors are staying pretty firmly closed. Although you can hear their motors attempting to pull them open, nothing is happening to them. The inner doors close uneventfully.


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

Exoskeleton


DragonXP (Kaime Freins) [8]:
You hardly even need to scan the area. It's a long concrete corridor that turns in one direction up ahead, no doors, only a few lights, and that's pretty much it. Thankfully. Amazigh heads down and looks around the corridor. His lack of shouting and shooting means it's probably safe there, too.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Cybernetic Left Leg

Exoskeleton


Ragdollmaster (Sargon) [1]:
Derp de derp.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:

Exoskeleton


CrazyMLC (Peter Marshall) [8]:
You scan off the side of the Exoneration for any enemies.
You're not sure why you did that, since they're literally everywhere. On this side of the ship alone, the front starboard side, you count 8 small (yet still quite sizable when you think about it) barges, carrying several smaller Mecha for boarding. And then there's all the UAV and Gyro squadrons flying around to consider. The UAVs are holding off from attacking for now, but continuously sweep over the ship, while the Gyros are approaching in packs along with the boarding barges.
You take a moment to aim, then fire your left Autocannon a few times at one of the barges. The frontmost Mecha takes most of the hits, and after a bit of shaking falls down onto the barge. One of the shots hits the small boat's side, doing nothing to stop or even slow it.
Like this it's pathetically easy to take them out, but it still takes a few shots apiece, and you don't know if you have more bullets than enemies.

Pilot
Abilities:
- Untapped Potential (+2 to action, 5 turn cooldown)
- There's No I in Team (+1 to assisting allies)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


Game Events:
James is on the 3rd Floor in the Main Elevator.
Amazigh is at the corner in front of the 2nd Floor Maintenance Elevator.
Kaime and Sargon are in front of the 2nd Floor Maintenance Elevator.
John is in the Maintenance Elevator on the 3rd Floor.
Peter is on the Exoneration.

Mission Info


Sat Oct 13, 2012 3:01 am
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Post Re: Roll to Dodge - Mecha
>Forward!


Sat Oct 13, 2012 4:45 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Keep moving ahead, make sure not to get too far ahead of my allies.


Sat Oct 13, 2012 3:28 pm
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Post Re: Roll to Dodge - Mecha
Open zat door with my gun ready to FIRE


Sat Oct 13, 2012 4:09 pm
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Post Re: Roll to Dodge - Mecha
> SENTRY MODE: Try to see what the others are doing, and assist them.


Sun Oct 14, 2012 5:49 pm
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Post Re: Roll to Dodge - Mecha
>All power but one to movement and 1 to kinetic hammer. Tackle the ♥♥♥♥.


Sun Oct 14, 2012 7:36 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
MLC what is Sentry Mode.


Sun Oct 14, 2012 10:05 pm
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Post Re: Roll to Dodge - Mecha
did this die, it was so interesting. I read up to page 12 so far. my fetish is mechs.
im sorry, I keep seeing Join Date as Last Post time.


Mon Oct 15, 2012 1:53 am
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