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 Roll To Mech: Khorosho 
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Post Re: Roll To Mech: Khorosho
> Fire main gun at target 5.


Thu Mar 27, 2014 5:21 am
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Post Re: Roll To Mech: Khorosho
>Keep advancing towards them, let off another blast, this time at the Club.


Mon Apr 14, 2014 10:16 pm
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Post Re: Roll To Mech: Khorosho
The Club collapses under a barrage of fire, while still staggered from Johns railgun hit the Axe only scores a bare handful of hits

TorrentHKU [12=12] [12]
Running time. Angle self to shield railgun, bare my hopefully less damaged back.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
You turn and start trying to make some distance between you and the Axe while it's still stunned from your railgun hit, you make some ground, but it still manages to chew through some of your rear armour and deal minor damage to your left arm.
Mech: Starbanger


maart3n [6-4+1=3] [4] [8=8] [8]
Casually shoot every round I have left in the cannon in the general direction of the 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]
Turning your attention to the Club you aim and fire at it and although your shot missed, you try and work a second shot out in rapid succession but your cannon jams, adding to your bad luck.
Mech: Retiarius


Natti [15-1+1=15] [15]
>Keep advancing towards them, let off another blast, this time at the Club.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
Keeping up your advance you fire a bolt of plasma at the Club which strikes it directly in the chest, a huge glowing hole in its torso it falls limply forwards crashing into the ground.
Mech: The Lumberjack


CaveCricket48 [10+2+1=13] [13]
> Fire main gun at target 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]]
Taking aim you return fire on the Club, slagging a reasonable amount of its leg armour, assisting the others in bringing it to its end.
Mech: Snipehawk


Arcalane [17+1+1=19] [19]
> FINISH THE CLUB. WITH 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.]
You once again fire some missiles at the Club, blowing out some more internals, then Harald finishes the job.
Mech: Bloodhound "Delta"


Fail Flail [19/17+1=20/18] [20/18]
----
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 to close the distance between you and the enemies you continue firing with your gatlings switching targets to the Axe, at this close a range you have no difficulty landing all your shots directly on it, shredding large portions of its torso.
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] Destroyed.

Note: "Rapid-firing" semi-auto weapons has a chance to make them jam, jammed weapons are inoperable for one turn. With greater repetition there is also a chance of the weapon misfiring and damaging itself. Energy weapons cannot be "Rapid-fired"

By the end of next turn the Axe *should* be dead. As such, for the sake of getting things done faster please say whether you want to move to another enemy camp or return to base for repair/resupply after this battle so I can have that in the roll as well.


Tue Apr 15, 2014 5:03 am
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Post Re: Roll To Mech: Khorosho
> Lock down the Axe's sensors, so it can't get a clear shot off whilst the others move in for the kill.

As for maintenance and supplies; fit to keep moving. That said, John and Markus are looking pretty beat up - and A2 is now between us and HQ. We'll have to clear them out sooner or later - so we might as well do it now, and get everyone patched up and resupplied whilst we're at it.


Tue Apr 15, 2014 8:04 am
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Post Re: Roll To Mech: Khorosho
"I could keep going, but some of you gents look like you might need some repairs."
>Finish off the Axe.


Tue Apr 15, 2014 9:26 am
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Post Re: Roll To Mech: Khorosho
All four of you shot at the one that wasn't shooting at me god dammit.


Tue Apr 15, 2014 5:05 pm
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Post Re: Roll To Mech: Khorosho
> Fire main gun at closest enemy.

"Repairs would be nice, yes."


Sun Apr 27, 2014 1:43 am
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Post Re: Roll To Mech: Khorosho
If going back for repairs/refits, loot some mounted weapons from enemies. (Suppressive weapon preferred.)

If not, loot some non mounted weapons and take a trophy from the axe I killed.


Sun Apr 27, 2014 1:45 am
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Post Re: Roll To Mech: Khorosho
> Artillery Cannons at #5. 10 shots.


Sun Apr 27, 2014 2:27 am
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Post Re: Roll To Mech: Khorosho
Taking a heavy barrage of fire the Axe finally falls defeated. After passing through the empty camp A2 you make it back to base. As you get out of your mechs you notice Ivan standing outside of Joans mech glancing at a handheld display after a few moments he notices your stares and calls you over. " Comrades, I hate to keep messing with your team but it seems that Joans DESU has gone haywire and knocked her out when running the shutdown process, I'll get Andrew Korwich to come up and get ready to go with you. In the meantime see if you want any of the gear those Reavers were using, might help you kill these scum faster"

TorrentHKU [20-1+1-1-1=18] [18]
> Artillery Cannons at #5. 10 shots.
Pilot name: John Freemech
Description: An energetic man with a fearsome beast of a goatee.
Deciding to take a chance you turn and fire your Artillery Cannons at the Axe, tearing through its torso just as Markus punches a hole through what is left. As the battle is finished you head back to base for some much needed repairs.
Mech: Starbanger


maart3n
---- take a trophy from the axe I killed.
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]
Looking over the Axe that you trashed you wonder what sort of trophy you could take from it, for a brief moment you consider getting the pilots corpse strung up on your mech before a thought of the chief engineers reaction changes your mind, that guy would say something about hygiene and chuck you in the brig. Maybe you could get its head bolted to the hilt of your lance or something instead?
Mech: Retiarius


Natti [9-1+1=9] [9]
>Finish off the Axe.
Pilot name: Harald "Hardrada" Blomgren
Description: A broad of build but rather short figure with a magnificent red beard. Doesn't talk much.
You try to finish off the Axe, but sadly your shot goes wide, fortunately your allies finish it off for you. after which you join the others in returning to base, no sense in fighting on your own.
Mech: The Lumberjack


CaveCricket48 [20+2+1=23] [23]
> Fire main gun at closest enemy.
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]]
Taking aim once again you follow up Johns artillery fire with a beam that punches straight through what little is left of its torso. with the enemies cleared you head back to get your armour patched up.
Mech: Snipehawk


Arcalane
> Lock down the Axe's sensors, so it can't get a clear shot off whilst the others move in for the kill.
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.]
You ensure that your electronics suite is working to its best, and keep the Axe virtually blind as the others finish it off. Heading back you manage to convince the others to head through A2, and bizzarely the camp turns out empty there is just some ammo crates, a pair of empty tents and marks showing that two MAUs were there, must have been those two reinforcements that came along?
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.]
Getting closer to the Axe you make to drive your lance into it but the others finish it off before you can reach it. Only on the way back to base after the adrenaline has died down do you notice that you have a throbbing headache, by the time you arrive back at base it's almost unbearable.
Mech: Fervor


Harzipan
----
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.]
Finding out that you have to replace someone in team 2 is not what you were hoping today would entail, but all things considered you guess it could have been worse.
Mech: Lazarus


Image
John,Barqa, Harald, Markus, Irvine, Joan and Andrew are at Pushka.

Almost all weapons available fit onto standardised mounting locations, the ones on a normal mech can be seen below:
Image
Back Shoulder Wrist Hip Hand

The player mechs have different mounting location layouts due to their unique designs:


Available Salvage:
1* Improvised "Club" - A mass of ferrocrete attached to some crudely welded steel and rebar
- Melee

Required Mount: [Hand]

2* Hedgehog 16/X - Mortar Pod, only carries a single salvo but has great power.
- AMMO: 16-High Explosive <QH> <S:16>

Required Mount: [Back]

3* CP-48 - Rocket Tube, single tube rocket weapon, relatively simple.
- AMMO: 10-High Explosive <S:1>

Required Mount: [Back/Shoulder/Wrist/Hand]

4* IW01-A-WGT - Gatling Gun, high fire rate but low damage. [recovered from the arms of Axe MAUs]
- MAGAZINE: 60/60 Slug SPARE MAGAZINES: 2-Slug <S:10>

Required Mount: [Hand]

2* PLATTE01 - Missile Pod, a basic missile weapon.
- AMMO: 40-High Explosive <S:4>

Required Mount: [Hand]

Available Modified Weapons:

IW02-B-WGT - Gatling Gun, a back mounted twin gatling gun, capable of a terrifying fire rate.
- AMMO: 300-Slug <S:20>

Required Mount: [Back]
Requires two IW01-A-WGT

CP-49 - Rocket Tube, triple tube rocket weapon, relatively simple.
- AMMO: 30-High Explosive <S:3>

Required Mount: [Back]
Requires three CP-48

Armour upgrade available for:
-HK
-CaveCricket

Mono Booster available for:
-HK
-Natti
-Arcalane [no benefit, running would still be faster]
-Harzipan [no benefit, running would still be faster]


Note: I've added some tips on how combat mechanics work to the first post.


Thu May 01, 2014 6:12 am
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Post Re: Roll To Mech: Khorosho
"This fat bastard could use a booster. Maybe I'd even get to melee range, some day.
I think we should avoid the camp on the hill, for now, and clear up the surrounding ones. Maybe go for B1?"
>Get a monobooster and two CP-48 rocket tubes on my back mounts.


Last edited by Natti on Mon May 19, 2014 12:06 am, edited 3 times in total.



Thu May 01, 2014 4:52 pm
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Post Re: Roll To Mech: Khorosho
Also, make sure to say which camp you want to move onto.


Thu May 01, 2014 4:57 pm
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Post Re: Roll To Mech: Khorosho
"I'll take the mortars."
Get both mortar cannons attached to the back of my mech. Have the head of the Axe attached to the hilt of my lance, preferably on some huge chain with room for more. Also have somebody paint kill markings on the front of my mech.

Move to B1.


Thu May 01, 2014 5:10 pm
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Post Re: Roll To Mech: Khorosho
> "Nothing useful for me here, can't fit gats without dropping the disruptors. Anyway, let's hit B1. The elevation should give us a better view of the camps further to the west, and heading straight for A6 would put us in the lower-ground between B1 and B2. That ain't gonna be fun in the lower ground if they decide to go for an ambush - but if we hit B1, any reinforcements will have to come up the hill; that gives us the advantage."


Thu May 01, 2014 5:36 pm
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Post Re: Roll To Mech: Khorosho
Arcalane wrote:
> "Nothing useful for me here, can't fit gats without dropping the disruptors.


Well, I'd envisioned "back" weapons mounting like the cannons on the Liger Zero Panzer [slightly offset to the sides], so they wouldn't get in the way of other stuff.


Thu May 01, 2014 6:05 pm
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