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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
To the mechbay!
"I'm relying on you guys to make sure I don't get a rocket up my arse, please don't let me down."


Wed Jan 02, 2013 2:35 pm
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Post Re: Roll To Mech: Khorosho
You all proceed to get up and leave for the mechbay, while running there Johann shouts out, "Hurry up, boys, or I'll mop up all those suckers myself!" to which John counters, "Ya, ya, so you say. I can be a lot more useful if I can get to some higher ground. If you guys take out the camps bordering the hill to the north, I can get up there and start raining hell." then Barqa pipes in, "I'm relying on you guys to make sure I don't get a rocket up my arse, please don't let me down." before anyone else can say anything, you get to the Mechbay and find the chief Engineer, Ivan Zavod waiting for you "John, we reset the ammo feeds for your Railgun and Autocannon, make sure to load them up, no problems for the rest of you though. Now get your asses moving!" Fired up and ready to go you all rush to your Mechs, climb in and begin their startup procedures.

TorrentHKU
> TO ZE MECHBAY.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Mech: Starbanger


maart3n
To the mechbay!
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]
Mech: Retiarius


Natti
>To the mechbay.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Mech: The Lumberjack


CaveCricket48
> To the mech bay!
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]]
Mech: Snipehawk


Ragdollmaster
>Run out of room and towards Mechbay.
Pilot Name: Johann Metzger
Description: A friendly and easy-going fellow of German descent with excellent natural reflexes, he's a deadly speed demon in his mech.
Ability: Brawler [+1 to Melee attacks / -1 to Ranged attacks]
Mech: White Flash


Arcalane
> Head to the mech bay, suit up, and get ready to head out!
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.]
Mech: Bloodhound "Delta"



>Transport trailers<
Available to the players are Transport trailers, with an approximate speed of 44 Units.
Although unarmed and with minimal armour they still have a useful role, they allow the slowest mechs to actually get into combat before their faster brethren are either destroyed or have finished up.

>Top speeds of CPIS Units<
Starbanger: 20 Units
Retiarius: 66 Units
The Lumberjack: 20 Units
Snipehawk: 58 Units
White Flash: 60 Units
Bloodhound "Delta": 44 Units
#FURTHER DATA CORRUPTED#

>Combat information<
You can fire multiple weapons at a time, and unless they are significantly different then you will not receive an accuracy penalty, eg: firing a Laser and a Grenade Launcher at the same time would impose a significant penalty, but firing a Rifle and a Laser at the same time would have no penalty.
Weapons with multiple ammo types must first switch to the ammo type they wish to use. [virtually instantaneous]
Railguns: must spend one turn charging before you can fire [charge stays for a few turns]
Indirect fire: unless you have a specialised Fire Control System Indirect fire suffers from severe accuracy penalties.
Heat/Charges: they increase/decrease when the weapon is used and decrease/increase when not in use.

Image
What now you ask? Easy: choose whether you want a trailer, and which camp you want to head for, Simple!


Last edited by Amazigh on Sun Jan 06, 2013 7:06 am, edited 3 times in total.



Fri Jan 04, 2013 4:30 am
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Post Re: Roll To Mech: Khorosho
"Target one is B1. Once we get that down, we both eliminate one of the enemy high-ground camps, and we'll have a good spot to snipe from."
> Get a trailer ready but don't get on yet, move slightly forward so I have a good view of A2 not blocked by friendlies.
Set Railgun rounds to Frag and Autocannon to Scatter Rounds for both barrels.
Zoom in on camp A2, see what sort of enemies are there if I can.


Fri Jan 04, 2013 6:51 am
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Post Re: Roll To Mech: Khorosho
> Follow the group, act as rear-guard. No Trailer.


Last edited by Eigla on Fri Jan 04, 2013 8:35 am, edited 1 time in total.



Fri Jan 04, 2013 8:15 am
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Post Re: Roll To Mech: Khorosho
Man, that dark blue is almost invisible on the forum BG. How 'bouts mah fabulous oranj?



> Reactor: Online.
> Sensors: Online.
> Weapons: Online.
> All Systems Nominal.


"Roger that, commencing signature masking and electronic monitoring. Stay close and in the bubble now."

>Irvine: Prowl on out without a trailer, since Delta can keep pace with the trailers on foot. Start jamming enemy sensors once we're closer, and monitor any comms chatter. If they spot us, switch over to jamming their comms instead so they can't radio home.


Last edited by Arcalane on Fri Jan 04, 2013 8:51 am, edited 1 time in total.



Fri Jan 04, 2013 8:24 am
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Post Re: Roll To Mech: Khorosho
Changed it to a easier to read blue, and it's blue because blue mech.


Fri Jan 04, 2013 8:43 am
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Post Re: Roll To Mech: Khorosho
Still pretty unreadable to me. :???:

If it must be blue, then this might work better?


Fri Jan 04, 2013 8:45 am
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Post Re: Roll To Mech: Khorosho
Changed, and let us never talk of text colours again.


Fri Jan 04, 2013 8:49 am
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Post Re: Roll To Mech: Khorosho
"If B1 is our first main target, I could keep our right flank clear of enemies by clearing up camp A1."
>Get on a trailer.


Fri Jan 04, 2013 12:45 pm
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Post Re: Roll To Mech: Khorosho
Bit late to the party, but here is my character sheet for the waiting list. Arcalane, I've used your character sheet as a template.

Chassis Name: Predator II
Mech Name: Mobius
Shape: Eight legged - Spider like, no hands.
Chassis Description: The Predator is a heavy weapons platform that just happens to be be mobile, and this is shown quite well in the design philosophy behind the Predator, and it's successor model, the Predator 2. The Predator is, quite frankly, huge for a mech, around the size of a large weapon emplacement. This is for a very good reason, since the internal power plant is usually the same as one capable of powering weapons equivalent to those on a emplacement. The eight legs aren't for show, either. Two legs, considering the titanic weight of a Predator mech, are insufficient for moving the frame across the battlefield. The chassis also has a number of lighter emplacements on the legs and head, intended for up close and personal work, or against softer targets than enemy mechs or facilities. The Predator isn't very mobile, but with the power behind it's main weapon, it doesn't need to be, atleast, for anything that the main turret can rotate to. Otherwise, it will require support mechs to assist it.
Chassis Appearance: This, except that large indent on the back is a turret mounting, and that the sacky-bit and the head are one section.
Mech Description: The Mobius is currently loaded out with an anti-building/anti-mech load out, with a heavy turret mounted on the back. The Mobius strip is emblazoned on all the legs, just bellow the Khorosho logo. Light blue stripes streak across the mech. Internal oxygen pods are mounted inside the frame. The leg mountings have been left unused, with only the the head and turret coming equipped.
Items:
Armour - Super-thick Titanium with ablative layer. Spread throughout the body. Ablative layer disintegrates on hit from an energy weapon, reducing damage. -8pts
Musculature - Super-Heavy hydraulics. The bare minimum needed to be able to get a Predator to move with a stable firing platform. -1pts
Back/Heavy Turret - ENERGY WEAPON: Rapid fire energy howitzer - Taking after older generations of artillery, the Predator is equipped with an energy howitzer, designed to lob heavy bolts of energy straight over a wall, or, with adaquate tilting, directly infront. The energy bolts are intended for anti-building/anti-mechs, and may have trouble hitting smaller targets. -8pts. Comes with a high mobility turret mounting. -1pt.
Head - CHEMICAL WEAPON: Acid Spewer; Horrifying acidic solution capable of melting steel within seconds, yet alone organic matter. Storage is mounted under the body in ejectable tanks. -2ts

I'll make my pilot later.


Fri Jan 04, 2013 4:41 pm
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Post Re: Roll To Mech: Khorosho
Woooot, fastest mech!
Charge towards A1 and smash my spear into the closest enemy I meet.
Btw, might just be me, but there doesn't seem too be any indication of how far those camps are, and if we can make it that far in one turn. Because if that isn't the case I will look like an idiot and have to fire a missile or two.


Sat Jan 05, 2013 4:27 am
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Post Re: Roll To Mech: Khorosho
caekdaemon wrote:
Bit late to the party, but here is my character sheet for the waiting list. Arcalane, I've used your character sheet as a template.

"since the internal power plant is usually the same as one capable of powering weapons equivalent to those on a emplacement."
This implies two things: different reactor to everyone else, and mass production, which are Not True about the player mechs.
All use identical CPIS reactors, and are all "Ace Customs" and you'll never encounter one exactly like them.

Should have mentioned this earlier, but you guys can't reach any of the camps in one turn it'd take more like 3/4, but i'd timeskip a few turns until you reached a camp. [note: i'm going to use timeskips as often as sensibly possible so you don't have to spend twenty turns walking to and from battles]
The current map is more of a "Fast travel map" than a combat map. There will be seperate [smaller] maps for when you are in combat range.
You should be able to get a full readout of what is in the camp before you are in combat range, as several of you have powerful sensors and Reavers have second rate sensors.
A mechs effective combat range is limited by its ability to detect opponents in this setting as since the Great War, a large part of the world is covered in dust storms, smog, and other more exotic forms of pollution.


Sun Jan 06, 2013 12:24 am
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Post Re: Roll To Mech: Khorosho
Amazigh wrote:
caekdaemon wrote:
Bit late to the party, but here is my character sheet for the waiting list. Arcalane, I've used your character sheet as a template.

"since the internal power plant is usually the same as one capable of powering weapons equivalent to those on a emplacement."
This implies two things: different reactor to everyone else, and mass production, which are Not True about the player mechs.
All use identical CPIS reactors, and are all "Ace Customs" and you'll never encounter one exactly like them.

Ah, didn't know that. Just ignore that bit then, :P


Sun Jan 06, 2013 1:01 am
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Post Re: Roll To Mech: Khorosho
I feel I should point out that, going by that last turn/update, you're going to need a proper Fire Control System or that fancy arty cannon isn't going to be able to hit anything. :P


Sun Jan 06, 2013 1:26 am
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Post Re: Roll To Mech: Khorosho
Arcalane wrote:
I feel I should point out that, going by that last turn/update, you're going to need a proper Fire Control System or that fancy arty cannon isn't going to be able to hit anything. :P

I didn't intend it for indirect fire :P

That's why I have super heavy armor.


Sun Jan 06, 2013 1:37 am
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