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 Roll to Dodge - Mecha ON HOLD 
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Joined: Sun Dec 16, 2007 12:09 am
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Post Re: Roll to Dodge - Mecha
YET YOU STILL DO NOT ROLL \/:<


Wed Dec 07, 2011 7:00 pm
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Post Re: Roll to Dodge - Mecha
This seems really fun. Pop me on the waiting list.


Pilot

Name: Viktor Leonov
Age: 25
Physical Description: Russian-descent with a heavy accent. He has brown-ish hair and a light beard with hazel eyes. Quite tall and has a broad build.
Backstory: Former Kralas ThunderFist trooper. Received training in HWAPs during the Scorpio Conflicts. Decided to become a freelance mercenary. (Not much else to type out as I can only think up of a generic story.)

Mecha

Name: HWAP-2060A2 KRAL-"Wulf"

Height/Weight: 18 meters/ 157 tons

Physical Description: Bipedal-digitgrade Heavy Weapons Assault Platform. Construction looks like a mix between a raptor and human, giving it a reptilian-like look. Is mostly painted gun metal gray with crimson details and black secondaries. Cockpit ("head") has form of a raptors head. Has a large shoulder plate with the numbers "669". Heavily armored with Alpha Iridium Composites around all sides, making a flak jacket-like protective screen. Built for extensive combat situations during the Halkin Operation as a support/assault weapon. Weapons are stored on a "SpineMount Weapons Rack" except for the Iridium Blade on the wrist, which can be flipped forward when in use.

Classification: Heavy
Combat Role: Assault/Support

Primary Weapon:
- KRAL-SAMG442 Strategic Assault Machine Gun. Fires super-heated slugs at high speeds.

Secondary Weapon:
- KRAL-PDB A219 Personal Defense Blade. Wrist mounted iridium blade.


Abilities:
---- Kralas EagleEye Advanced Targeting - +1 to all attacks made with the SAMG.
--- "Tanker" Defensive Measure - Using the Iridium Armor, the Wulf can form into a protective shell for 2 turns, allowing the pilot to think on his next move or to drain his opponent's ammunition.
-- KRAL-9821 BSTR - Because the Wulf has such a slow speed (65 KM/H at full speed), the pilot can use a rechargeable movement booster. +2 to all movement related tasks when used. Requires a 5 turn recharge.
- "Guardian" Defensive Countermeasures - The Wulf is equipped with 6 small pods containing shiny leaflets and flares. When under a missile lock, the Wulf can fire one flare to destroy one missile, or all 6 etc. Requires reloading, which is extensive.

SuperWeapon: KRAL-LDMS "Redeemer" - When out of options, the pilot can trigger a large EMP blast that can deactivate opponents for 2 turns, but leaves the mech vulnerable as it must recharge it's systems for 1 turn.

I hope this doesn't sound overpowered, never could come up with a good mech.


Wed Dec 07, 2011 9:03 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Your mecha is huge, but aside from that looks fine.


Thu Dec 08, 2011 6:51 pm
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Post Re: Roll to Dodge - Mecha
5 stories is huge? I mean, MechWarrior mechs were like, 6 or 7.

Unless, everybody is smaller like 2 stories in this RTD.


Thu Dec 08, 2011 8:21 pm
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Loose Canon
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Post Re: RtD - Mecha
TorrentHKU wrote:
Light Mechas: 20-40 tons, 7-10 meters
Med Mechas: 40-70 tons, 10-14 meters
Heavy Mechas: 70-100 tons, 14-17 meters


Thu Dec 08, 2011 8:40 pm
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Post Re: Roll to Dodge - Mecha
Oh, I'm just a meter over and you have to count in the heavy flak jacket and other equipment.

But if it has to be exactly what you specify, then by all means, change it. I just thought that the current specs were balanced.


Fri Dec 09, 2011 6:23 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Rolling since apparently I haven't in a while.

Tomaster (Vladimír Shurla) [8]:
"I HAVE TROUBLE MOVING FAST. YOU'LL BE GRATEFUL WHEN I'M POUNDING THE PEOPLE TRYING TO KILL YOUR FLIMSY MECHAS."
Thud. Thud. Thud. Goodness your mech's walking sounds heavy. You make it up to the top deck, and walk into hell. Everywhere are mechas, guns, and explosions. All of the Exoneration's turrets are firing full tilt at various enemy mechas and air vehicles while the Exoneration's own Mechas hold off boarding parties. And all the while, the huge aircraft carrier keeps barreling forward through the water towards... land? Yes, the ship is moving full speed towards land. And on the land you're barreling towards? A goddamn huge mountain about a mile inland.
Everywhere else is badguys.
Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Shinboku Scalemail
Conditions:

Mecha


Amazigh ("Amazigh") [7]:
You keep a safe distance behind Vlad as he plods up the ramp, and eventually you make it up.
Holy ♥♥♥♥ there are enemies everywhere! What to shoot first?

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Mecha


JJA79 (James Argus) [2]:
"Vlad could you possibly move your lumbering hunk of metal any slower?"
I HAVE TROUBLE MOVING FAST. YOU'LL BE GRATEFUL WHEN I'M POUNDING THE PEOPLE TRYING TO KILL YOUR FLIMSY MECHAS.

Drama queen. Whatever, you run a quick system diagnosis while Vlad and Amazigh walk up the ramp, keeping behind them. Nothing seems wrong, thankfully.

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Crutches
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [4]:
"FASTERNEEEIGHNUHAERUAONROUbWAEROVBAWORUBAOWURBAOWRUBOWURB"
"What in the ♥♥♥♥ was that?!"

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:

Mecha


DragonXP (Kaime Freins) [9-3=6]:
"I gotta go."
"Be careful now, you're still rather drugged."

Somehow you get up fine and walk down to the Mecha Bay in your anesthetic addled stupor. Your new leg functions surprisingly well, too. You can hardly notice the difference, at least while you're all messed up like this.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- Roll of Bandages
- Crutch
Conditions:
- Cybernetic Left Leg
- Drugged (-3 to rolls, lasts 1 turns)

Mecha


Ragdollmaster (Sargon) [7]:
Everyone hurries their asses up, and get outside. You do as well.
Holy ♥♥♥♥ there's a lot of things to shoot up here.
You chug the rest of your Vanilla Coke and get ready to wreck some ♥♥♥♥.
Pilot
Abilities:
Inventory:
- Empty Coke Can
Conditions:

Mecha


Game Events: There are dozens of drones and flight mechas in the sky, and more traditional ground based ones are being deployed by small boarding crafts. The collective firepower of the Exoneration is thankfully keeping them at bay. The only threats near the Rollers right now are a group of five UAV fighters flying in for a pass and a boarding party that's managed to slip past the defenders behind the ramp.


Sat Dec 10, 2011 2:24 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
>Keep moving and fire my Plasma Caster at the Boarding Party.


Sat Dec 10, 2011 4:02 am
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Joined: Sun Dec 16, 2007 12:09 am
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Post Re: Roll to Dodge - Mecha
>Pewpew at the UAVs with my chainguns.


Sat Dec 10, 2011 5:04 am
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Post Re: Roll to Dodge - Mecha
"FASTAAAAAAAAAAAAAAAAAA"


Sat Dec 10, 2011 6:50 pm
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Joined: Mon Dec 22, 2008 11:51 pm
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Post Re: Roll to Dodge - Mecha
>"Cover me while I switch modes"Move behind cover and change to quadruped.


Sun Dec 11, 2011 2:06 am
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Post Re: Roll to Dodge - Mecha
>Engage autocannons


Sun Dec 11, 2011 6:24 am
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Post Re: Roll to Dodge - Mecha
Woohoo, finally, a real battle.
Use vulcan guns to see if I can keep the boarding party off with those. If not, switch to DU and concussive rounds.


Tue Dec 13, 2011 5:24 am
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Post Re: Roll to Dodge - Mecha
Rollburger. Blame Natti.

Tomaster (Vladimír Shurla) [5]:
You and Amazigh turn your attention to the boarding party while some of the others open fire on the UAVs. Your vulcan guns quickly spin up, and you test out a 10 round burst from both guns.
*ZZ-DADADADADA*
The guns have more kick than you'd expect from rotary guns like that. You're also not really used to aiming these new guns, and most of your rounds miss. Thankfully, 3 bullets from the left burst hit one of the boarding mechs, and several puckers in its armor appear where the round smashed into the mech.
Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Shinboku Scalemail
Conditions:

Mecha


Amazigh ("Amazigh") [1]:
These guys are what you should shoot first, the guys nearby. Yesss.
You turn towards them, and direct your Plasma Caster to lob a glob a burning hot death at them. Coincidentally, one of the SOBs decides to fire at your Plasma Caster at the same time.
The plasma leaves the barrel, then not even a meter out, a round from one of the enemy autocannon slams through it, liquefying from the heat. It draws the plasma along with it, causing a blast of molten metal and plasma to shoot back into your plasma caster's barrel.
♥♥♥♥ ♥♥♥♥ OH GOD I BURNS JESUS CHRIST!
Dammit dammit dammit, the Plasma Caster is definitely damaged.

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Mecha


JJA79 (James Argus) [6]:
"Cover me while I switch modes."
The deployable cover is a distance away, so you just take cover behind your allies while you change your mecha's mode to Quadruped. Ahh, now THIS you're used to. Alright, let's destroy these ship invading bastards.

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Crutches
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [3]:
"FASTAAAAAAAAAAAAAAAAAA"
"SHUT UP YOU'RE NOT MAKING IT GO ANY FASTER! JESUS! IT'S DONE, GET THE ♥♥♥♥ OUT OF HERE ALREADY!"

Yay. The repair bay clunks several times as clamps release and your mecha is set free. Now go kick some ass and do something useful!
Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:

Mecha


DragonXP (Kaime Freins) [5-3=2]:
You're... in the mecha bay.
And you want to... shoot at things.
This is a bad idea. You're not sure why, but you can tell that this is a bad bad idea.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- Roll of Bandages
- Crutch
Conditions:
- Cybernetic Left Leg

Mecha


Ragdollmaster (Sargon) [9]:
You point one of your Mecha's arms skyward, towards the UAVs' path. You pull the trigger on your joystick, causing 2 chain guns to spit out large amounts of bullets. Up in the air, one of the UAVs pretty much shatters as the bullets rip through it, and it falls down to the water, fuel tank leaving a burning streak. One of the other UAVs took a hit to the wing, and is lagging behind, but no others got hit.
Not bad at all.
Pilot
Abilities:
Inventory:
- Empty Coke Can
Conditions:

Mecha


Game Events: The remaining UAVs circle around, acquiring new targets; the Rollers. The 3 remaining undamaged UAVs form into a tight V, while they fly in for an attack. The center UAV fires off a chain gun, while the two side launch small missiles. All are aimed directly for the defenseless Stinger. The angle makes the surprisingly powerful chain gun rounds miss entirely, but the missiles are homing. They veer down, and hit the Stinger square in the side. Twin plumes of fire and broken metal burst outward from the impacts, setting off warning sirens in James' cockpit. Primary gyroscopic system is offline, secondary is still functioning at 66%.


Wed Dec 21, 2011 7:06 am
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Post Re: Roll to Dodge - Mecha
>"Son of a ♥♥♥♥♥" Shoot the drones anyway damit!


Wed Dec 21, 2011 11:46 am
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