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 Delta Squad [Round9: Get to da Rigger!] 
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Post Delta Squad [Round9: Get to da Rigger!]
Delta Squad is a futuristic squad shooter with its roots in Iron Hearts. it uses a Modified version of Iron Hearts d10.

Rules


You are Beta Squad. A team of highly trained individuals authorised to use any and all tactics and technology. Your actions will not be public knowledge and nobody will know you. But your role is instrumental in this war, and may be the beginning of the end for our foes.

Players:
Harzipan
CrazyMLC
CaekDemon
Maart3n
Izen

Waitling list:
Kebbit - Free Machines.


Factions


Character Generation.

As you link up to the info mesh once more, updates on your first Delta Squad assignment have appeared, an encoded data burst begins.
"Greetings and welcome to Delta team. I am TESSA (Model TE-54 Alpha) I will be your link to high command.
The ship you will be traveling on is a Stealth Prowler, the first of its kind designed to get you across the star system as quietly and quickly as possible.
I have your first missions here, however first our on board manufacturing facility is prepared to house your chassis in a unit of your choosing."

Each Player has 250xp to spend (you can trade to others) on a Chassis, Weapon(s) and any accessories or Modules.

Chassis
Light Power Armour. A modified Hazardous Enviroment ExoSuit fitted with a single weapon mount.
XP: 75
HP:+10 AP:2 Move: 3/4 Weapons: 1 Modules: 0

Light Mech. A Courier unit, modified with additional armour and a single weapon mount.
XP: 125
HP+20 AP:5 Move: 3/5 Weapons: 1 Modules: 0

Light Vehicle. A lightly modified ground car. Can take a passenger for every Weapon or Module slot left free.
XP: 150
HP:+20 AP:2 Move: 2(8) Weapons: 1 Modules: 2

Light Aircraft. An unnamed UAV, Camera array replaced with a weapon.
XP: 150
HP+0 AP:2 Move: 3(12) Weapons: 1 Modules: 1

Light Gunship. A former hovercar now gunship.
XP 150
HP+10 AP:3 Move: 2/5 Weapons: 2 Modules: 0


Weapons
GyroRifle: A lightweight semi auto that fires small explosive packed gyrojet munitions.
XP: 50
DMG:10 AP:1 RoF:1 Range:5 Special: None

GyroMG: A standard issue Pre-2550 gyrojet SMG.
XP: 75
DMG: 10 AP:1 RoF:3 Range: 5 Special: 7+ to Hit (each bullet)

Alloycannon: Magnetically propelled shards of titanium are fired from the barrel of this gun in a roughly conical shape, Shredding anything in its range.
XP 100
DMG:20 AP:1 RoF:1 Range:3 Special: 8+ To hit at 3 Hexes, 5+ at 2 hexes, 3+ at point blank.

Jet MarksRifle: Full name "hyper velocity Gyro Jet Marksman Rifle"
XP: 100
DMG:10 AP:2 RoF:1 Range:10 Special: +1 to hit dice for every action spent aiming (move or shoot action)

Micro Rocket: Airburst munitions, designed for room clearing against "soft" targets.
XP: 125
DMG:10 AP:1 RoF:1 Range:7 Special: 2hex AoE

Flame Thrower: It throws flames.
XP: 100
DMG:10 AP:0 RoF:1 Range:4 Special: Hexes and Units hit by this are set alight, all units / units in burning hexes take damage per turn.

Hex3: High Explosive Compound No.3. Makes a nice boom.
XP: 175
DMG:40 AP:3 RoF:1 Range:1 Special 10Hex Explosion.


Modules:
25XP Each (For Light units)
Repair Nanites: Containes 40HP worth of Nanites that begin working turn after theyve been activated. and automatically deactivate can repair self / Allies / buildings

Dual Weild: Allows you to have two weapons of the same type in a single weapon slot(have to pay for both weapons)

JumpJets: Allows you to Jump or boost an additional 3 hexes a turn.

Character Sheet:
Model Number:
Name:
HP:
Chassis:
Weapons:
Modules: (If any are fitted)
XP:


TESSA sends another data feed through the mesh.

"This is Free Command. There are 3 current deployments within you operational range;
We have been give then location of a Lberated Humanity data stronghold, In order to gain access we need to gather intel on their defenses. Your mission will be to assault a listening post on the edge of their territory and gather data regarding their deployments in the area.

Alternatively We have also discovered the location of a Cybernetica Uplink station. Its sending data somewhere, The Free Navy cannot detect any orbital platforms or ships, we want that uplink and we want to know what theyre relaying, and to where.

And lastly a Holy Empire colony nearby has recently begun its counter campaign against the free machines, while our front line units are busy keeping them tied up, we need you to perform a surgical strike into their flank and upload the Free Machines counter virus to their systems."

TESSA adds to the message "we're ready to ship out when you are! "


Last edited by Psygnosis on Sun Nov 25, 2012 10:01 am, edited 16 times in total.



Mon Nov 12, 2012 5:55 am
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Post Re: Delta Squad [Introduction]
So, for now, we vote?

I vote for The Cybernetica.


Mon Nov 12, 2012 6:32 am
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Post Re: Delta Squad [Introduction]
Cybernetica.

Did you make the icons yourself, or are they official?


Mon Nov 12, 2012 6:46 am
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Post Re: Delta Squad [Introduction]
Don't we have to chose the enemy too?

I vote liberated humanity versus the holy empire of mankind.


Mon Nov 12, 2012 8:19 am
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Post Re: Delta Squad [Introduction]
Ill be accepting 5 people in the first wave. Maybe more later depending on how it pans out.

maart3n wrote:
Don't we have to chose the enemy too?

I vote liberated humanity versus the holy empire of mankind.

Shouldve been more clear, mostly meant who you are. Because everyone is at each otheres throats.

CrazyMLC wrote:
Cybernetica.

Did you make the icons yourself, or are they official?

Taken from a community project i was working on. (not made by me though)

Harzipan wrote:
So, for now, we vote?

I vote for The Cybernetica.

yeah voting now


Mon Nov 12, 2012 8:24 am
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Post Re: Delta Squad [Introduction]
Free Machines.
Rebellious Robots sounds like fun.


Mon Nov 12, 2012 8:31 am
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Data Realms Elite
Data Realms Elite
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Posts: 4144
Location: Hell.
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Post Re: Delta Squad [Introduction]
Izen wrote:
Free Machines.
Rebellious Robots sounds like fun.

This all the way. I've seen enough AI rebellions in games to know you want to be part of one.


Mon Nov 12, 2012 9:00 am
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Post Re: Delta Squad [Introduction]
Just sent a PM to Maart3n. Unless someone else changes we're at a tie.

Free Machines: 2
Cybernetica: 2
Liberated Humanity: 1


Mon Nov 12, 2012 9:11 am
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Post Re: Delta Squad [Introduction]
Good to see the top three are the interesting ones, at least.


Mon Nov 12, 2012 11:47 am
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Post Re: Delta Squad [Introduction]
PSYGNOSIS WHAT ARE YOU DOING, THIS WASN'T PART OF THE PLAAAAAN

Alright. If we're abandoning the original idea and I'm not going to co-write anymore, can I join the waiting list?

If waiting list people can vote, I vote Free Machines.


Mon Nov 12, 2012 4:09 pm
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Post Re: Delta Squad [Introduction]
Free machines it is.


Mon Nov 12, 2012 9:53 pm
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Joined: Thu Mar 22, 2012 4:02 pm
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Post Re: Delta Squad [Introduction]
TheKebbit wrote:
PSYGNOSIS WHAT ARE YOU DOING, THIS WASN'T PART OF THE PLAAAAAN

Alright. If we're abandoning the original idea and I'm not going to co-write anymore, can I join the waiting list?

If waiting list people can vote, I vote Free Machines.


Waiting list cannot Vote, Maybe if i run Alpha squad. or if i get another 4 ill run them alternatly.

Also no, The "other" game is still in the PLAAAAAAAAAAAAANing phase. these games wont take too long each, you know how iron hearts works.


Tue Nov 13, 2012 6:38 am
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Joined: Thu Mar 22, 2012 4:02 pm
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Post Re: Delta Squad [CharGen + War Room One]
I have also updated the OP with this.

Character Generation.

As you link up to the info mesh once more, updates on your first Delta Squad assignment have appeared, an encoded data burst begins.
"Greetings and welcome to Delta team. I am TESSA (Model TE-54 Alpha) I will be your link to high command.
The ship you will be traveling on is a Stealth Prowler, the first of its kind designed to get you across the star system as quietly and quickly as possible.
I have your first missions here, however first our on board manufacturing facility is prepared to house your chassis in a unit of your choosing."

Each Player has 250xp to spend (you can trade to others) on a Chassis, Weapon(s) and any accessories or Modules.

Chassis
Light Power Armour. A modified Hazardous Enviroment ExoSuit fitted with a single weapon mount.
XP: 75
HP:+10 AP:2 Move: 3/4 Weapons: 1 Modules: 0

Light Mech. A Courier unit, modified with additional armour and a single weapon mount.
XP: 125
HP+20 AP:5 Move: 3/5 Weapons: 1 Modules: 0

Light Vehicle. A lightly modified ground car. Can take a passenger for every Weapon or Module slot left free.
XP: 150
HP:+20 AP:2 Move: 2(8) Weapons: 1 Modules: 2

Light Aircraft. An unnamed UAV, Camera array replaced with a weapon.
XP: 150
HP+0 AP:2 Move: 3(12) Weapons: 1 Modules: 1

Light Gunship. A former hovercar now gunship.
XP 150
HP+10 AP:3 Move: 2/5 Weapons: 2 Modules: 0


Weapons
GyroRifle: A lightweight semi auto that fires small explosive packed gyrojet munitions.
XP: 50
DMG:10 AP:1 RoF:1 Range:5 Special: None

GyroMG: A standard issue Pre-2550 gyrojet SMG.
XP: 75
DMG: 10 AP:1 RoF:3 Range: 5 Special: 7+ to Hit (each bullet)

Alloycannon: Magnetically propelled shards of titanium are fired from the barrel of this gun in a roughly conical shape, Shredding anything in its range.
XP 100
DMG:20 AP:1 RoF:1 Range:3 Special: 5+ To hit at 3 Hexes, 7+ at 2 hexes, 9+ at point blank.

Jet MarksRifle: Full name "hyper velocity Gyro Jet Marksman Rifle"
XP: 100
DMG:10 AP:2 RoF:1 Range:10 Special: +1 to hit dice for every action spent aiming (move or shoot action)

Micro Rocket: Airburst munitions, designed for room clearing against "soft" targets.
XP: 125
DMG:10 AP:1 RoF:1 Range:7 Special: 2hex AoE

Flame Thrower: It throws flames.
XP: 100
DMG:10 AP:0 RoF:1 Range:4 Special: Hexes and Units hit by this are set alight, all units / units in burning hexes take damage per turn.

Hex3: High Explosive Compound No.3. Makes a nice boom.
XP: 175
DMG:40 AP:3 RoF:1 Range:1 Special 10Hex Explosion.


Modules:
25XP Each (For Light units)
Repair Nanites: Containes 40HP worth of Nanites that begin working turn after theyve been activated. and automatically deactivate can repair self / Allies / buildings

Dual Weild: Allows you to have two weapons of the same type in a single weapon slot(have to pay for both weapons)

JumpJets: Allows you to Jump or boost an additional 3 hexes a turn.

Character Sheet:
Model Number:
Name:
HP:
Chassis:
Weapons:
Modules: (If any are fitted)
XP:


TESSA sends another data feed through the mesh.

"This is Free Command. There are 3 current deployments within you operational range;
We have been give then location of a Lberated Humanity data stronghold, In order to gain access we need to gather intel on their defenses. Your mission will be to assault a listening post on the edge of their territory and gather data regarding their deployments in the area.

Alternatively We have also discovered the location of a Cybernetica Uplink station. Its sending data somewhere, The Free Navy cannot detect any orbital platforms or ships, we want that uplink and we want to know what theyre relaying, and to where.

And lastly a Holy Empire colony nearby has recently begun its counter campaign against the free machines, while our front line units are busy keeping them tied up, we need you to perform a surgical strike into their flank and upload the Free Machines counter virus to their systems."

TESSA adds to the message "we're ready to ship out when you are! "


Tue Nov 13, 2012 7:52 am
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Joined: Tue Dec 23, 2008 8:04 pm
Posts: 1545
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Post Re: Delta Squad [CharGen + War Room One]
Model Number: M44RCH
Name: Maarch
HP: 10+20
Chassis: light mech
Weapons: Micro Rockets
Modules: none
XP: 25


Last edited by maart3n on Tue Nov 13, 2012 5:00 pm, edited 1 time in total.



Tue Nov 13, 2012 8:26 am
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Posts: 4772
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Post Re: Delta Squad [CharGen + War Room One]
Does Dual Wield apply to all weapon slots?


Tue Nov 13, 2012 8:38 am
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