The club seems taken aback by the sheer speed that Barqas MAU puts out and barely gets a chance to react before being speared straight through, most of the other hostiles though open fire on Andrew, but their accuracy remains rather lacking.TorrentHKU [6+1+5=12] > Fill the Hammer with electromagnetically accelerated death.Pilot name:
An energetic man with a fearsome beast of a goatee.
Squeezing the trigger you unleash your railgun on the Hammer, your shot drops a little low, but still blows a sizeable hole in its left knee joint, dropping it onto the ground.Mech: StarbangerFCS+1 - (6)Hammermaart3n [18+1+1-2=18]  [19+4+2=20] Shoot the egret in the chest with my cannon, focus on sticking lance into the nearby club.Pilot name:
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 looksAbility:
Jet charge [+2 to the first attack made against an enemy with the lance]
Rushing forwards you fire your cannon into the egret, blowing out what's left of its armour, then letting the cannons recoil twist your body around you drive your lance into the club punching straight through its torso before it can even ready its cannon to fire on you.Mech: Retiarius[Vibro Lance - Lodged]Natti [11/4-1-1-3=6/0] [6/0]>Steady the mech, then proceed to fire both rocket tubes at HammerPilot name:
Harald "Hardrada" BlomgrenDescription:
A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Bracing your mech you take aim at the hammer and fire your rockets at it, one goes wide, but with you still recovering from the bazooka hit you fail to score a hit with either of them, only then do you notice the incoming fire from the axe which though it largely misses you, still manages to whittle down your shield somewhat.Mech: The LumberjackFCS+1 - (6)HammerCaveCricket48 [6+1=7] > Target enemy #6, fire main gun.Pilot Name:
Markus "Mark" TullenDescription:
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]] [DISABLED:1]
Swinging your aim over to the hammer you fire on it, but it stumbling over from Johns railgun hit causes your beam to fly over its head and instead strike the wall of the compound.Mech: SnipehawkFCS+1 - (6)HammerArcalane [13-2+1=12] > Juke! Shift to a north-west heading, and try to hit the Axe with some disruptor beams before it can open up with the gatlings/missiles.Pilot Name:
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.]
Changing course again you fire on the axe one of your cannon shots hitting it in the leg, this doesn't stop it from firing but the leg locks up somewhat slowing it down at least.Mech: Bloodhound "Delta"FCS+1 - (5)AxeHarzipan[13/18+1+2=16/20] [16/20] [16-1+2=15]  [2/3/19=2/3/19] [2/3/19] [3=3]  ---- Pilot Name:
A skinny soft spoken middle-aged Caucasian. Used to work in the IT department of a minor manufacturing company.Ability:
Overcharge. [Pilot can reroute the primary energy of Lazarus to add a severe damage boost to the Beam Blade, while sacrificing the efficiency of the Movement Systems.] [Beam Blade Damage Doubled, Evasion Halved, Movement Speed Thirded.]
Keeping your pace you charge forwards, once again firing your missiles at the dodo and scoring some solid hits, you also attempt to rapid-fire the entire magazine of your pistol, but it jams after the first two shots. The enemies all seem to have it out for you with most of them seeming to fire at you, their accuracy leaves something to be improved upon, but they still deal some notable damage to you.Mech: LazarusFCS+1 - (3.2)Dodo
are at B1.Enemy Status
]Bald-Crown: (1-2) Destroyed.
(3-6) No damage.
]Egret:(1) Torso heavily damaged, Left Leg damaged, Right Leg damaged. [7/10 0/6 F/torso] [4/5 Lleg] [4/5 Rleg] STAG:2
(3) Torso damaged, Left Leg damaged. [4/6 F/torso] [3/5 Lleg]
(2) Torso heavily damaged, Left Leg heavily damaged, Right leg heavily damaged.
[12/14 0/15 F/torso] [6/7 0/8 Lleg] [5/7 0/8 Rleg] STAG:1Club: [bazooka/rocket/cannon] Destroyed.
Left leg minor damage. [7/8 Lleg]
Left leg heavily damaged. [14/22 0/9 F/Lleg] STAG:6
So I'm bringing this back, I'm pretty sure Cave/HK are still up for this, probably natti too. I can tweak encounters/etc to fit about 3 players minimum, but under that and i'd likely have to shelve this.
I'll try and aim for at least one roll a week, but we'll see.
Couple of things to note:FCS+1 - (6)Hammer
- this indicates to hit bonuses for repeatedly firing on targets, switching targets will reset this.[Vibro Lance - Lodged]
- this means the weapon is still jammed in the wreck of the enemy, so any attacks made in the next turn are at reduced damage.
I've also added the actual numerical armour values for the enemies to the enemy data.