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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
>Keep moving NWW, put one plasma round the way of the northern group of enemies


Mon Aug 18, 2014 2:28 pm
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Post Re: Roll To Mech: Khorosho
Keep moving towards the nearest enemy. Use missiles to suppress the egrets behind it.


Tue Aug 19, 2014 9:12 pm
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Post Re: Roll To Mech: Khorosho
> Set Railgun to charge and lock on to the Hammer, fire artillery cannons at the northeastern three.


Tue Aug 19, 2014 10:21 pm
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Post Re: Roll To Mech: Khorosho

Hellooo~ May I join the waiting list please :D?


Wed Oct 29, 2014 5:11 am
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Post Re: Roll To Mech: Khorosho
ded gam


Wed Oct 29, 2014 6:22 am
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Post Re: Roll To Mech: Khorosho
Natti a wrong, I got a bit burned out on RTDs after I finished uni, and then some things came up that distracted me from rolling, but I don't want to give up on this.

Recently I have been thinking about how the rolling could be streamlined [rolls for this can take me quite a while] and should get back into rolling sometime soonish.

----

Tokochiro, you are missing a pilot trait [you could go without one if you want], but otherwise that character sheet is perfectly fine


Sat Nov 01, 2014 10:14 am
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Post Re: Roll To Mech: Khorosho
> Fire main gun at the south-east Bald Crown.


Fri Nov 07, 2014 2:34 am
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Post Re: Roll To Mech: Khorosho
The three reaver MAUs suddenly jump over the wall, opening fire on the team, those with bazookas dropping them after firing and swapping to their stored cannons.


TorrentHKU [10/5/5/18+1-2+1-1=9] [9/4/4/17]
> Set Railgun to charge and lock on to the Hammer, fire artillery cannons at the northeastern three.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
You set your computer to lock your railgun onto the Hammer while recharging it, while doing this you unload a barrage of artillery fire on the northern enemies, around half of your shells hit their marks staggering one target and damaging the armour on another.
Mech: Starbanger


maart3n [14-1+1=15] [15] [16-2=14] [16] [16-1+3+1=19] [19]
Keep moving towards the nearest enemy. Use missiles to suppress the egrets behind it.
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]
Continuing your charge at the Dodo you fire some missiles at the Egrets to distract them, as soon as you have fired your missiles you have to dodge a veritable barrage of incoming fire, barely managing to avoid all of the shots that come your way, you only notice you are about to run into the Dodo at the last second giving you just enough time to swing your lance into it as an improvised club, fortunately this proves enough to cave in a sizeable chunk of its armour knocking it down and out.
Mech: Retiarius


Natti [14-1-1+1=13] [13] [6=6] [6]
>Keep moving NWW, put one plasma round the way of the northern group of enemies
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Still moving onwards you fire off a plasma bolt at one of the Egrets in the northern group, your shot strikes it in the torso melting a very sizable hole in what's left of its armour, it stumbles onwards a for a few steps after taking the hit before collapsing in a plume of smoke. Only then do the Reaver MAUs jump over the wall and two of them fire at you, their sudden appearance makes it hard to dodge their fire so some gatling rounds make your shield flare up while a bazooka shell powers through and blows away a sizable chunk of your right arms armour.
Mech: The Lumberjack
[ERROR: STAGGER]


CaveCricket48 [12+2+1=15] [15]
> Fire main gun at the south-east Bald Crown.
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]] [DISABLED:2]
With your aim still centred you fire on the turret again, your laser boring a hole straight through something vital causing it to erupt in a tremendous explosion.
Mech: Snipehawk


Arcalane [14+1+5=20] [20]
> Maintain southwest heading shifting toward west-southwest, apply additional missile volley to Turret #2. If possible try and gauge how far the turret's guns can depress compared to their elevation. Is there a minimum range or blind zone? If so, mark estimated minimum range on tactical maps.
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.]
Altering your path slightly you fire your missiles again, leaving little of its tructure left but failing to destroy it.
Looking at the turrets and how they are mounted on the wall it seems like the blind zone for them with size of the mechs you are piloting would be in the order of something under a dozen meters at most, not really worth marking on the map for your allies.
Mech: Bloodhound "Delta"


Harzipan [11/9+1+4=16/14] [20] [20=20] [20]
----
Pilot Name: Andrew Korwich
Description: 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 up your charge you switch targets to the Dodo visible through the break in the wall, firing missiles at it and score several hits, blowing away some of its remaining armour. The reaver Hammer takes this moment to jump through a gap in the wall and fires its bazookas at you, you manage to twist your mech to the side and narrowly evade the shots, with one barely passing inches from you.
Mech: Lazarus


Image
Local Map:
Image
John,Barqa, Harald, Markus, Irvine and Andrew are at B1.

Enemy Status
[1(1-6)]Bald-Crown:
(1-2) Destroyed.
(3-6) No damage.

[2(1-4)]Egret:
(1) Torso heavily damaged, Left Leg damaged, Right Leg damaged.
(2) Torso heavily damaged, Left Leg damaged, Right Leg damaged.
(3) Torso damaged, Left Leg damaged.
(4) Destroyed.

[3(1-2)]Dodo:
(1) Destroyed.
(2) Torso heavily damaged, Left Leg heavily damaged, Right leg heavily damaged.

[4]Club: [bazooka/rocket/cannon] no damage.
[5]Axe: [gatling/missile] no damage.
[6]Hammer: [bazookas/cannons] no damage.


Fri Nov 07, 2014 7:35 am
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Post Re: Roll To Mech: Khorosho
> 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.


Fri Nov 07, 2014 1:00 pm
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Post Re: Roll To Mech: Khorosho
>Steady the mech, then proceed to fire both rocket tubes at Hammer


Fri Nov 07, 2014 1:55 pm
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Post Re: Roll To Mech: Khorosho
Shoot the egret in the chest with my cannon, focus on sticking lance into the nearby club.


Sun Nov 16, 2014 11:43 pm
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Post Re: Roll To Mech: Khorosho
> Target enemy #6, fire main gun.


Sun Nov 16, 2014 11:54 pm
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Post Re: Roll To Mech: Khorosho
> Fill the Hammer with electromagnetically accelerated death.


Mon Nov 17, 2014 5:48 am
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Post Re: Roll To Mech: Khorosho

Is this fine now :o?


Sun Dec 07, 2014 6:50 pm
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Post Re: Roll To Mech: Khorosho
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] [12]
> Fill the Hammer with electromagnetically accelerated death.
Pilot name: John Freemech
Description: 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: Starbanger
FCS+1 - (6)Hammer


maart3n [18+1+1-2=18] [18] [19+4+2=20] [20]
Shoot the egret in the chest with my cannon, focus on sticking lance into the nearby club.
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]
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 Hammer
Pilot name: Harald "Hardrada" Blomgren
Description: 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 Lumberjack
FCS+1 - (6)Hammer


CaveCricket48 [6+1=7] [7]
> Target enemy #6, fire main gun.
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]] [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: Snipehawk
FCS+1 - (6)Hammer


Arcalane [13-2+1=12] [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: 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.]
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)Axe


Harzipan
[13/18+1+2=16/20] [16/20] [16-1+2=15] [15] [2/3/19=2/3/19] [2/3/19] [3=3] [3]
----
Pilot Name: Andrew Korwich
Description: 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: Lazarus
FCS+1 - (3.2)Dodo


Image
Local Map:
Image
John,Barqa, Harald, Markus, Irvine and Andrew are at B1.

Enemy Status
[1(1-6)]Bald-Crown:
(1-2) Destroyed.
(3-6) No damage.

[2(1-4)]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
(2) Destroyed
(3) Torso damaged, Left Leg damaged. [4/6 F/torso] [3/5 Lleg]
(4) Destroyed.

[3(1-2)]Dodo:
(1) Destroyed.
(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:1
[4]Club: [bazooka/rocket/cannon] Destroyed.
[5]Axe: [gatling/missile] Left leg minor damage. [7/8 Lleg]
[6]Hammer: [bazookas/cannons] 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.


Last edited by Amazigh on Fri Apr 17, 2015 7:43 pm, edited 1 time in total.



Fri Apr 17, 2015 7:53 am
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