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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
> Hang back; jam the targeting capabilities of the grenade-launcher units and the Axe's missile launcher.


Sun Dec 08, 2013 7:17 pm
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Post Re: Roll To Mech: Khorosho
> Stay at the rear of the group. If anything gets within range, fire at it with main laser. Else, either dodge any incoming fire if needed or intercept any missiles that are targeting me or nearby allies.


Thu Dec 12, 2013 4:23 am
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Post Re: Roll To Mech: Khorosho
Rolling without Fail Flail because it's been long enough without a roll, and i'm not letting this die.

Hoping that it's one of the less intelligent Reavers Harald mutters "I hope the Axe is stupid enough to target me." but unfortunately it proves him wrong by firing a salvo of missiles at John.

TorrentHKU
> Charge the railgun, lock on to the Axe with the railgun, get a bit closer using one of my big armored allies as a shield.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Moving forwards to get a slightly better firing position you set your computer to attaining a lock for your railgun on the Axe while you set it to charge up ready to fire, only to notice that there is a swarm of missiles headed your way, luckily they fall short and cause you no harm.
Mech: Starbanger


maart3n [8+1=9] [9]
Let Joan take point with her shield until I get within range to Jet Charge the MAU. Shoot a few missiles at the MAU to draw it's attention/piss it off.
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]
Quickly following behind Joan, you charge forwards while firing a pair of missiles at the Axe hoping to draw its attention, but unfortunately they fly wide and miss it.
Mech: Retiarius


Natti [15-1-3+1=12] [12]
>Start closing up on the enemies so that I can actually hit anyone. Fire off a warning shot at the Axe, hoping to catch its attention.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Hoping against hope that the pilot of the Axe is not all that intelligent you stomp forwards and fire a bolt of plasma at it to try and get its attention, unfortunately at the range you are dealing with the bolt has lost a good portion of its damage and only causes a chunk of its leg armour to slough off rather than blasting the whole thing off.
Mech: The Lumberjack


CaveCricket48 [7+2+1+1-1=10] [10]
> Stay at the rear of the group. If anything gets within range, fire at it with main laser. Else, either dodge any incoming fire if needed or intercept any missiles that are targeting me or nearby allies.
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]]
Figuring that your allies could do with the support of your PD missiles you take a moment to switch your AMS to area mode, where it will target all inbound missiles within a moderate radius rather than just those headed for you, and watch a simulated sphere appear on your HUD surrounding everyone but Joan and Barqa, at which it activates and fires on the salvo of missiles headed towards John, it fails to intercept them but fortunately the missiles miss him anyway. You then consider firing back at the hostiles, but figure it'd be better to wait for your optics to fully calibrate before starting your attack.
Mech: Snipehawk


Arcalane
> Hang back; jam the targeting capabilities of the grenade-launcher units and the Axe's missile launcher.
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.]
Deciding to run support for now, you switch your electronic suite over to jamming your opponents targeting capabilities, but fail to engage it before the Axe can fire a salvo of poorly aimed missiles.
Mech: Bloodhound "Delta"


Fail Flail
----
Pilot Name: Joan
Description: A younger female pilot, hesitant to talk of her past. With her short stature, tousled blonde hair and bright blue eyes, most say she'd be quite becoming if it weren't for the series of neural plugs, cabling and scars that cover her body. While she tends to be rather quiet and listless while outside of her mech, once hooked up her personality flips, becoming headstrong and confident.
Ability: On a roll [Every roll, upon a 20 or 19 gains a +1 for the duration of the mission, however: Every roll, upon a 1 or 2 gains a -1 modifier for the duration of the mission. Can stack.]
You start charging forwards with your sheild raised to get yourself into better range for your gatling guns, and for some reason it seems that the hostiles are ignoring you for now at least, you won't turn down this bit of good fortune for sure.
Mech: Fervor


Image
Local Map:
Image
John,Barqa, Harald, Markus, Irvine and Joan are at A4.

Enemy Status
[1]Dodo: no damage.
[2]Dodo: no damage.
[3]Axe: left leg damaged.


Thu Jan 02, 2014 6:54 am
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Post Re: Roll To Mech: Khorosho
> Keep 'em jammed. What else?


Thu Jan 02, 2014 10:55 am
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Post Re: Roll To Mech: Khorosho
Charge some more.
Fire missiles at dodo 1.


Thu Jan 02, 2014 12:31 pm
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Post Re: Roll To Mech: Khorosho
> Aim carefully at the Axe.
Fire Railgun.


Thu Jan 02, 2014 2:50 pm
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Post Re: Roll To Mech: Khorosho
>Keep advancing. Make a mental note to install hull speakers on my mech.
Try to establish radio contact with the Axe, for the sole purpose of insulting the pilot's mother.


Mon Jan 06, 2014 9:59 am
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Post Re: Roll To Mech: Khorosho
> Get within range of the closest enemy, open fire with main laser.


Mon Jan 06, 2014 6:49 pm
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Post Re: Roll To Mech: Khorosho
Gonna roll without Fail flail for now, if he's not back in a few more rolls then i'll kick him off.

Trying to provoke the pilot of the Axe Harald yell out to him Your mother was a hamster! to which the Reaver screams back at you Gadovi! Ja ću otkinuti vaše lice! while they and the Dodos open fire with everything they have at Joan.

TorrentHKU [9+5+1=15] [15]
> Aim carefully at the Axe. Fire Railgun.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Taking care to centre the Axe in your sights you fire with your railgun, your shot hits but even then only tears its left leg clear off, that sure is one lucky pilot... and angry from what you can hear.
Mech: Starbanger


maart3n [17+1-1=17] [17]
Charge some more. Fire missiles at dodo 1.
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 advance behind Joan you fire a pair of missiles at the northern Dodo, both of which hit blowing away a decent amount of its armour.
Mech: Retiarius


Natti
>Keep advancing. Make a mental note to install hull speakers on my mech. Try to establish radio contact with the Axe, for the sole purpose of insulting the pilot's mother.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Continuing your ponderous advance towards the hostiles you attempt to open communications with the Reaver in the axe and luckily he still has the manufacturer standard channel on his MAU open and you make contact with him, after yelling an insult his way you are utterly bewildered by his reply, what even language was that?
Mech: The Lumberjack


CaveCricket48 [7+1=8] [8]
> Get within range of the closest enemy, open fire with main laser.
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]]
Stepping to the side to ensure your allies are out of the line of fire you take a shot at the Axe, but the impact from Johns railgun makes it stagger to the side and your beam goes wide.
Mech: Snipehawk


Arcalane
> Keep 'em jammed. What else?
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.]
Keeping an eye on your Electronics Suite you ensure that it is working fine, and you see that it's throwing up fake targets for the enemies sensors, it'll make it quite a lot harder for them to get a clear target with that.
Mech: Bloodhound "Delta"


Fail Flail [10/16-1+1=10/16] [10/16] [3+3+1+2=9] [9]
----
Pilot Name: Joan
Description: A younger female pilot, hesitant to talk of her past. With her short stature, tousled blonde hair and bright blue eyes, most say she'd be quite becoming if it weren't for the series of neural plugs, cabling and scars that cover her body. While she tends to be rather quiet and listless while outside of her mech, once hooked up her personality flips, becoming headstrong and confident.
Ability: On a roll [Every roll, upon a 20 or 19 gains a +1 for the duration of the mission, however: Every roll, upon a 1 or 2 gains a -1 modifier for the duration of the mission. Can stack.]
Continuing your charge on the hostiles you opt to not dodge any of the incoming fire to cover for Barqa as you're sure your shield can take it, a burst of gatling gun fire and a few grenades ripping into your energy shield and causing some minor damage to your tower shield. Your return fire with your own gatling guns on the other hand, tears a series of much more substantial holes into the axes armour.
Mech: Fervor


Image
Local Map:
Image
John,Barqa, Harald, Markus, Irvine and Joan are at A4.

Enemy Status
[1]Dodo: no damage.
[2]Dodo: torso damaged.
[3]Axe: left leg destroyed, right leg minor damage, left arm damaged, torso damaged, head damaged.


Mon Feb 03, 2014 6:41 am
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Post Re: Roll To Mech: Khorosho
JET CHARGE! Shoot someone with the stolen cannon.
"Oi mate, who taught ya to shoot like that? Yer mom? "


Mon Feb 03, 2014 10:29 am
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Post Re: Roll To Mech: Khorosho
>Keep advancing, I guess. Take a shot at the northernmost enemy.


Mon Feb 03, 2014 10:38 am
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Post Re: Roll To Mech: Khorosho
> WE BE JAMMIN'


Tue Feb 04, 2014 12:11 am
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Post Re: Roll To Mech: Khorosho
> Same action.


Tue Feb 04, 2014 1:05 am
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Post Re: Roll To Mech: Khorosho
> Charge again, lock on to Northern Dodo.


Tue Feb 04, 2014 1:08 am
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Post Re: Roll To Mech: Khorosho
Further taunting the Axe Barqa yells Oi mate, who taught ya to shoot like that? Yer mom? any response is cut off as the Axe crumples from having its internals well and truly mangled. only then do you hear a faint call over comms Pogledajte Bakir, rekao sam ti plaćenik šljam bi došao prvi. at which point it becomes clear that there are reinforcements of some sort, another Axe, with shoulder mounted mortar pods in place of a back mounted missile launcher, and a Club wielding a rather crude looking melee weapon as well as having rocket launchers on its back and one wrist.
Given their direction of approach it seems likely that they came from camp A2.

TorrentHKU
> Charge again, lock on to Northern Dodo.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Deciding to let Barqa take care of the Axe you switch your focus over to the northern Dodo and lock your railgun onto it while charging your railgun.
Mech: Starbanger


maart3n [8+2+6-2=14] [14] [7-2+1-1=5] [5]
JET CHARGE! Shoot someone with the stolen cannon.
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 behind Joan you wait for her to pull to the side before yelling a taunt and engaging a further boost of speed while slamming your lance into the Axe, tearing straight through its torso and pulverising its booster in the process, then remembering your new cannon you take a shot at the dodo, but you are paying more attention to your lance stuck in the Axe than you are to shooting and as such your shot goes rather wide.
Mech: Retiarius


Natti [20-2-1=17] [17]
>Keep advancing, I guess. Take a shot at the northernmost enemy.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Deciding you've said enough to the Axe you keep up your pace, switch aim to the northern Dodo and unleash a bolt of plasma at it heavily damaging its left leg.
Mech: The Lumberjack


CaveCricket48 [3+1-1=3] [3]
> Get within range of the closest enemy, open fire with main laser.
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]]
With Barqa and Joan being in the way to such an extent you decide to instead switch aim to the southern Dodo and fire your main gun at it, but you must have switched targets a little fast as your beam goes just over its shoulder.
Mech: Snipehawk


Arcalane
> WE BE JAMMIN'
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.]
While making sure that everything is still getting jammed sufficiently you notice some energy signatures to the northeast, while you are checking to ensure that it's actually something out there, you hear the new arrivals yell something over comms, confirming your suspicions.
Mech: Bloodhound "Delta"


Fail Flail
----
Pilot Name: Joan
Description: A younger female pilot, hesitant to talk of her past. With her short stature, tousled blonde hair and bright blue eyes, most say she'd be quite becoming if it weren't for the series of neural plugs, cabling and scars that cover her body. While she tends to be rather quiet and listless while outside of her mech, once hooked up her personality flips, becoming headstrong and confident.
Ability: On a roll [Every roll, upon a 20 or 19 gains a +1 for the duration of the mission, however: Every roll, upon a 1 or 2 gains a -1 modifier for the duration of the mission. Can stack.]
Keeping yourself between the Axe and Barqa until the last moment your shield soaks up a few poorly aimed shots from as it attempts to recover from the staggering blow it just took. as you dash to the side you bring your flechet lance to fire a blast at its rear armour only to see that Barqa has already finished the job for you, only then noticing a salvo of grenades from the Dodos that impacts much too short of you to pose any threat.
Mech: Fervor


Image
Local Map:
Image
John,Barqa, Harald, Markus, Irvine and Joan are at A4.

Enemy Status
[1]Dodo: left leg heavily damaged.
[2]Dodo: torso damaged.
[3]Axe: [gatling/missile] Destroyed.
[4]Axe: [gatling/mortar] no damage.
[5]Club: [club/rockets] no damage.


Some notes on weapon mechanics/etc:
Artillery weapons target everything within a radius of the "main target", and get more accurate the more targets within that radius.
If a weapon is "heavy" or "quasi-heavy" marked as <H> / <QH> in your charsheet then it is subject to special rules. [these rules have been around all along but i just realised that you should probably know about them]
"Heavy" weapons can't be fired if you have moved, because they need bracing/etc.
"Quasi-Heavy" weapons suffer negative accuracy if you have moved, varying on speed of movement and just how heavy the weapon is.
These modifiers can be partially negated by having greater bulk/musculature to your mech.


Thu Feb 13, 2014 6:13 am
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