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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
Shoot the northern dodo and Jet charge it if it survived.


Thu Feb 13, 2014 7:17 pm
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Post Re: Roll To Mech: Khorosho
> Fire at enemy 5.


Tue Feb 18, 2014 2:17 am
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Post Re: Roll To Mech: Khorosho
> Change railgun lock to Enemy #4.


Tue Feb 18, 2014 2:23 am
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Post Re: Roll To Mech: Khorosho
> Time to get offensive. No, not harsh language. Weapons fire! Missiles, specifically. If possible, aim for ammunition storage on the reinforcement units, or otherwise aim to render their mortar/rocket weapons inoperable.


Tue Feb 18, 2014 9:35 am
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Post Re: Roll To Mech: Khorosho
Sorry, sorry. Forgot this existed.
>Keep advancing, fire at the north Dodo again.


Sun Feb 23, 2014 10:56 pm
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Post Re: Roll To Mech: Khorosho
The newly arrived Axe braces itself before firing its mortar pods at John, Mark and Irvine, ejecting the now empty pods moments afterwards, it's shots tear away large portions of John and Marks armour. The Club also starts charging at them, firing some hideously inaccurate rockets while it does so. The Dodos fire on Barqa but fail to score any hits.

TorrentHKU [19=19] [19]
> Change railgun lock to Enemy #4.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
The sudden appearance of these two new mechs switches your priorities and you turn around and change your lock to being on the Axe instead, only then do you notice a salvo of mortars headed for you, to which you rapidly sidestep to try and avoid them, only to walk right into the path of several of them.
Mech: Starbanger


maart3n [7+1-1+1=8] [8] [16-1+4=19] [19]
Shoot the northern dodo and Jet charge it if it survived.
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]
Wrenching your Lance free from the wrecked mech you take aim and fire on the Dodo, guess you'll need to get some more practice in, as your shot goes wide. As Harald failed to finish it off you charge in and drive your lance straight through its chest, you must have hit its ammo bin, as unfired grenades tumble out the hole you tore in its back.
Mech: Retiarius


Natti [10-1-1+1+1=10] [10]
>Keep advancing, fire at the north Dodo again.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Ignoring the new arrivals you keep your pace up, and fire on the Dodo again, this time managing to blow the majority of its right leg away.
Mech: The Lumberjack


CaveCricket48 [18+2=20] [20] [9+4+1=14] [14]
> Fire at enemy 5.
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]]
After turning to face the new hostiles you fire at the Club, boiling away all of its chest armour and even slagging some of its internals. You have a much less advantageous reaction to the sudden barrage of mortar fire, despite your best efforts at dodging you catch a rather significant amount of fire.
Mech: Snipehawk


Arcalane [5+1+1=7] [7]
> Time to get offensive. No, not harsh language. Weapons fire! Missiles, specifically. If possible, aim for ammunition storage on the reinforcement units, or otherwise aim to render their mortar/rocket weapons inoperable.
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 take some action you fire off a salvo of missiles at the Club, but their tracking goes wonky and they land behind it, then by some bizzare stroke of luck you manage to avoid being hit by the barrage of mortar fire.
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.]
Spotting the new arrivals charging in at your squishy allies you turn around and start charging straight at them as fast as you can manage.
Mech: Fervor


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

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


Thu Feb 27, 2014 7:18 am
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Post Re: Roll To Mech: Khorosho
> Move south, getting out of range from the northern enemies.


Thu Feb 27, 2014 10:24 am
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Post Re: Roll To Mech: Khorosho
>Switch targeting to the undamaged Axe, fire off a shot and start moving towards it.


Thu Feb 27, 2014 3:21 pm
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Post Re: Roll To Mech: Khorosho
"Hey ♥♥♥hole, that hurt."
> Fire Railgun at #4. Artillery Cannons at #5 after firing the Railgun. Priority's on accurate Railgun shot.


Thu Feb 27, 2014 3:31 pm
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Post Re: Roll To Mech: Khorosho
Fire at the last dodo. Put serious effort in the aiming before pulling the trigger. If that fails just Jet charge him.

I'm getting the feeling that my ability is a bit OP.


Thu Feb 27, 2014 8:56 pm
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Post Re: Roll To Mech: Khorosho
Amazigh wrote:
Deciding to take some action you fire off a salvo of missiles at the Club, but their tracking goes wonky and they land behind it, then by some bizzare stroke of luck you manage to avoid being hit by the barrage of mortar fire.


Karma, obviously. I missed, so he missed. Or maybe reverse karma. :???:

> MORE MISSILES! Gun for finishing off the Club.


Sat Mar 01, 2014 9:16 am
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Post Re: Roll To Mech: Khorosho
Grumbling over the radio "Hey ♥♥♥hole, that hurt." John fires his railgun at the Axe just as it opens fire, both of the two having their rounds impact almost simultaneously. The Club while trying to shake off the loss of its chest armour fires some more missiles with about as much effectiveness as before.

TorrentHKU [15+1+5=21] [21] [10+1+1-1-1-2=8] [8]
> Fire Railgun at #4. Artillery Cannons at #5 after firing the Railgun. Priority's on accurate Railgun shot.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Growling angrily you centre your aim on the Axe before firing your railgun, blowing a gaping hole in its chest, your round must have tumbled quite a way as a split second after your round hits it stumbles as its booster cuts out with a dramatic blast of smoke. You then swing your aim over to the Club and fire a barrage with your artillery cannons, only to miss wildly. at this point you take a stream of gatling rounds that tear whole chunks of your mech away, one even cracks the casing on your railgun.
Mech: Starbanger


maart3n [3+1-1+1=4] [4] [20-1+4+2=25] [25]
Fire at the last dodo. Put serious effort in the aiming before pulling the trigger. If that fails just Jet charge him.
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]
You take aim at the last Dodo getting ready to fire, but just as you pull the trigger one of its grenades hits you in the arm throwing your aim to the side, your reaction to this is to charge it down and drive your lance straight through its cockpit, leaving it as yet another pile of scrap metal.
Mech: Retiarius


Natti [14-2+1=13] [13]
>Switch targeting to the undamaged Axe, fire off a shot and start moving towards it.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Deciding that these new arrivals might actually be some sort of a threat your swing around and start stomping towards them, while you start closing the distance you fire a Plasma bolt at the Axe which melts off the armour on its Left arm.
Mech: The Lumberjack


CaveCricket48 [20+4+1=25] [25]
> Move south, getting out of range from the northern enemies.
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]]
Throttling your engines to full you boost backwards to get some distance between yourself and the hostiles, you notice that one of the Clubs rockets landed somewhere roughly near your flight path, maybe they are trying to target you?
Mech: Snipehawk


Arcalane [20+1+1=22] [22]
> MORE MISSILES! Gun for finishing off the Club.
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.]
Firing at the Club again your missiles all manage to hit it dead on in the chest blowing chunks of assorted mechanical parts out, but failing to have any significant effect on it.
Mech: Bloodhound "Delta"


Fail Flail [6/20-1+1=6/20] [6/20]
----
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 rush to help your allies you fire a stream of Gatling rounds at the Club, several of which tear into its torso shredding structual components.
Mech: Fervor


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

Enemy Status
[1]Dodo: Destroyed.
[2]Dodo: Destroyed.
[3]Axe: [gatling/missile] Destroyed.
[4]Axe: [gatling/mortar] torso heavily damaged, left arm heavily damaged.
[5]Club: [club/rockets] torso heavily damaged.


Sun Mar 23, 2014 7:32 am
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Post Re: Roll To Mech: Khorosho
> FINISH THE CLUB. WITH MISSILES.


Tue Mar 25, 2014 5:52 am
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Post Re: Roll To Mech: Khorosho
Casually shoot every round I have left in the cannon in the general direction of the club.


Tue Mar 25, 2014 7:04 pm
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Post Re: Roll To Mech: Khorosho
Running time. Angle self to shield railgun, bare my hopefully less damaged back.


Tue Mar 25, 2014 8:15 pm
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