Turn 4: Escape
Alice Konicek Giglameshdespair [93]
- HEAT Salvo versus Exosuits
- Aiming : [I'm not going to roll 40 dices. It doesn't really matter anyway]
- Damage: GM fiat (Honestly, there's no way they'll survive)
- Environemental danger : d15-10: No problems
Allec Carrick (Flyingdice) [50]
- Firing CIWS against flyer
- Aiming: d100 : 52 [Hit]
- Kinetic penetration: 75 mm
-Armor: Cast Aluminium => Adjusted penetration: 157.5
-Armor thickness: 40 mm
-Damage
-Direct kinetic damage: d10-5= 0 (None)
-Penetrated kinetic damage: d158-40 = 6 (shocked)
- Hit location : Head
- Firing Gauss gun against Scarab
- d30-2= 18 [Miss]
- Environemental danger : d15 => 13 > 10(engineering) (Failed)
Angel Carlson
No action
Kiren Violik (Kevak) [45]
- Firing Superposed Mortar against Scarab Mech (2)
-d70 = 3 < 20[Hit]
- Damage
- Direct Explosive damage : d50+10 => 51 [Severe damage]
- Firing Doube Electrolaser against Scarab Mech (2)
- d40-1 = 4 [Hit]
- Energy penetration : 25mm
- Armor: Cast Aluminum => Adjusted penetration : 40
- Armor thickness: 40mm [Heavily damaged => 20 mm]
- Damage
- Direct Energy damage : d25 => 12 [Charred]
- Location: Torso
- Penetration energy damage: d40-20= -3
- Energy damage from failed penetration : 50-3= 47 [Largely liquified]
- Location: Torso
- EMP damage : 31 [Heavy internal system damage]
- Location : Torso
- Crit: Engine 40% => Hit
- Firing recoilless Rifle against Scarab Mech (2)
- d40-2= 5 [hit]
- Direct Fire Damage : 12 [Charred]
- Firing Electrolaser against Scarab Mech
-d50(Barrage) = 30 (Miss)
- Firing Automated grenade launcher against Scarab mech
-d60: 4*Miss
- Environemental check : d15-10 => Succes
Lucen (RolepGeek) [100]
- Piloting roll : 18 < 16+4+2 -> Succes
- Environmental danger: d15 -> Succes
Kaoru Hashimoto (USEC Officer) [Nothing]
Lucen recognizing the danger of staying in the hangar bay any longer, fires up his jump jets and activates the anti-gravity system*. The mech flies through the air, easily avoiding the debris that now litters the hangar, touching down nicely inside the shuttle, way ahead of the 2 Scarab mechs.
Alice, reckoning that the Hangar bay isn't destroyed enough yet, and that the 4 exosuits mechs might pose a danger to the shuttle. She pauses momentarily to launch another barrage of rockets into the hangar, before running towards the shuttle for cover. The heat for the fire, and the extreme conditions prove to be to much for the missiles guidance systems, and a majority slams in to the cargo rather than exosuits. Cargo is floating across the firebreak, and the flames start to engulf the entire spindle. With the air pressure and oxygen content dropping, it won't be long before the fire goes out, but for now, you've done some significant damage. The exosuits are nowhere to be seen.
Allec Carrick seems to be having trouble. His mech Turbocharged gasoline engine seems to be losing power output rapidly, but the antimatter core manages to compensate. His CIWS system hits the other flying mech, but not with as much success as the previous one. A gauss gun shot misses completely.
Kiren Violek opens fire on the Scarab mechs. A single HE shot blows both of them away, and a few other shots serve to seal their fate. While the mechs are still operational, it's unlikely they'll make it out of here alive.
As soon as everyone managed to enter the craft, Lucen activates the emergency launch procedure. The hatch closes, a soft click, and the noise of the carnage above suddenly stops. The shuttle undocks, and prepares for re-entry. It'll take about 6 hours for the craft to make landfall.
*The anti-gravity drives actually do not, as the name implies, cancel out gravity. Instead, they're a derivative of FTL technology, which operates by cancelling mass through manipulation of the Higgs fields, as such allowing spaceships to emulate the effects of exotic matter needed to get an Alcubierre drive to work. The mech sized variant doesn't get much further than reducing mass by a not insignificant amount.
((Yes, this breaks conservation of energy. No, I have no idea how to fix it.))
Players:
Name: Kaoru Hashimoto
Appearance: A vaguely Japanese looking man with short black hair and brown eyes. Is rather muscular in a non-threatening way, to establish that he is tough and strong without drawing focus away from more important characters people. Is otherwise rather nondescript and plain looking, with a few old scars marring his body. Usually wears grey pants and a white t-shirt covered in old oil and grease stains.
Biography: Kaoru grew up as a mechanic for one of the many mines plantside, fixing, improving and operating the heavy machinery and mechs used in its operations. It was hard and dangerous work with poor pay due to greedy owners, who wanted to squeeze every penny they could out of the mine. Despite being rather conservative and traditionalist, Kaoru joined up with the local separatist movement, to try and make a better future for his only daughter Sora. Since he learned his engineering skills on the job as it were, he barely makes enough to afford their tiny apartment, let alone afford a good education for Sora. Thus he hopes that independence will earn the money he needs to put her through a good school to make something better of herself.
Skills:
Reflexes: 15
Piloting: 10
Engineering: 20
Targeting: 10
Communications: 5
Traits:
Jury-Rigger
Tea Lover
Size: Medium (Bipedal Ungulate) (+4 to dodge)
Role: Support
Posture: Erect
Engine: Fuel Cells
Armour: 40 mm Roketsan Composite
Additional Defenses: Light Explosive-Reactive Armour
Optics: Computer-Assisted Digital
Weapon:
Automatic Grenade Launcher (22.5mm, Self-Loading, Beehive Flechette), Mounted on Head
- Aiming Difficulty: d30
- Direct explosive damage: d10 Ammo: 50/50 [Can fire multiple times per turn]
Support:
Mech Repair Module, Mounted on Right Arm
High-Powered Radar, Mounted on Left Arm
Electronic Warfare Suite, Mounted in Torso
Extras:
Laser Designator
Integrated Tea Kettle
Traits:
Quiet
Head Undamaged 10%
Automatic Grenade Launcher
Shoulders Undamaged 10%
Left Arm Undamaged 10%
High-Powered Radar
Right Arm Undamaged 10%
Mech Repair Module, Mounted on Right Arm
Torso Undamaged 30%
Electronic Warfare Suite
Fuel Cells
Legs Undamaged 30%
Tripod Main Battle Mech, Dreadnought class, with a heavy HEAT cannon, a light gauss gun, light and heavy howitzers, microwave emitter, seismic missile, and grenade projectors
Size: Huge ((-4 to all dodge rolls: Base detection chance: 16))
Role: Main Battle
Posture: Tripedal digitgrade "crocodilian semi-erect" (+1 to traversing difficult terrain, +1 to dodge)
Engine: Diesel
Armor: 100 mm Multilayer Composite (Cast Aluminum/Buckyball-reinforced depleted uranium)
Additional Defenses: - Heavy Explosive-Reactive Armor 100%
- Laser-hardkill APS
Optics: IR Thermal (+2 to relevant actions)
Weapons:
Main:
Torso-mounted computer-controlled 130 mm heavy smoothbore HEAT cannon
- Aiming Difficulty : d60-5
- Explosive penetration: 260 mm, Direct explosive damage: d32 Ammo: 10/10
Torso-mounted 4.1 mm light gauss gun w/ barrel evacuator
- Aiming difficulty : d30
- Ferromagnetic Slug : Kinetic Penetration : 41 mm. Direct Kinetic Damage: d10 Ammo: 49/50
Arm-mounted 39 mm light howitzer w/ barrel evacuator and APCR/Incendiary rounds
- Aiming Difficulty : d60
- Kinetic penetration: 78 mm, Incendair: d10 Ammo: 30/30
Torso-mounted computer-controlled 150 mm heavy guided AP EFP cluster howitzer
-Aiming difficulty: 5*d100-10
-Kinetic penetration: 60mm, Explosive penetration: 60 mm, Direct Kinetic damage: d30, Explosive damage: d30
Secondary:
Head-mounted (8 MW?) Microwave Emitter
- Aiming difficulty: d40
- EMP damage: d40 (4 turn recharge)
Torso-mounted 78 mm seismic missile with anti-blast paneling
-Aiming difficulty: d30
-Direct kinetic internal damage : d20, Direct explosive damage d30 [6/6 ammunition]
Extras: Assisted AR Headset System (neat), Multirole Grenade Projectors (wait, shouldn't this be a weapon?), Ergonomic Seating (comfy), Radar Stealth Plating (not too useful, since "stealth" is a foreign concept to this beast)
Traits: Intimidating (well, duh), Amphibious (Wading)
Head Undamaged
Cockpit
Microwave Emitter
Shoulders Undamaged
Arms Undamaged
39 mm light howitzer w/ barrel evacuator and APCR/Incendiary rounds
Torso Undamaged
78 mm seismic missile with anti-blast paneling
computer-controlled 150 mm heavy guided AP EFP cluster howitzer
computer-controlled 130 mm heavy smoothbore HEAT cannon
4.1 mm light gauss gun w/ barrel evacuator
Diesel Engine
Legs Undamaged
Name: Lucen Katawai
Appearance: Female, but very masculine in appearance, at least relatively. She had always tried to be just one if the guys when she was in the mercenary group, and few people can tell that she's a girl without some effort involved. It also helps that her appearance means she doesn't have to deal with the sexism still present in the circles she frequents, at least for a time. Short-cropped green-streaked copper-colored hair frames a face that presents rugged, features, a surprisingly winning smile, and piercing blue eyes. She would almost certainly be pretty if she wanted to, but she feels little need and less desire. Lucen typically wears a pseudo-military uniform, or other semi-formal wear, when not in combat, and fatigues over an interface suit whilst in combat; it helps maintain the illusion of masculinity she's crafted, as it's harder to tell that her already small breasts are bound to keep from showing. Not that her friends don't know she's a girl, of course. She's about 5'9" tall, and maybe 145 lbs., and as befits a former mercenary, quite fit.
Biography: Lucen was on the star-liner when it attacked, an independent now caught up in the struggle between worlds. She was originally born on Earth, in a poor country, to loving but distracted parents, scientists there for the unique phenomena observed in the country. When she was orphaned by a minor upheaval and government overthrow, a group of mercenaries adopted her, and took her as one of their own, showing her how to make a way in the world using what one could. She's shown to be a natural pilot since then, at least in terms of light mechs, and wasn't terrible at foot-combat,(the term for infantry, rather than pilots, way of fighting) either.They'd disbanded for the time being when their leader was arrested, and probably won't be getting back together anytime soon, though they try to stay in touch. Lucen always did manage to find a way to get into trouble, one way or another.
Mech: Later.
Skills:
- Reflexes : 14
- Piloting : 16
- Engineering : 9
- Targeting : 11
- Communications: 10
Traits:
- Mech Whisperer: Lucen thinks every mech has it's own personality and spirit; something most pilots would agree with. What most agree with is the idea that they're almost sentient, and can be communicated with. Lucen keeps this to himself, mostly, showing it in the little gestures, but it means he gets a little more out of his mech than most do, as if it really was responding to him, or bonded somehow. Whether this is because what Lucen thinks is true, or simply the extra care he takes keeping his mech in the best condition possible means it can push the limits of it's manufacture more, is yet to be seen.
- Watch for the Silence: Everything leaves a trace of it's passage. Even the best stealth gear available isn't fully transparent; it leaves a gap in it's passage, a region where there isn't the usual background 'noise'. Lucen knows how to look for that, and it can give him the upper hand in scout v. scout engagements.
- Mech Sniper: Lucen's fighting style usually involves short bursts with his primary weapon, before falling back into hiding. He's gotten very good at being very accurate from a very long distance, and finding exactly where his enemy's cockpit is from the way they respond during the rigors of battle; his preferred win method is to send a volley through the cockpit, ruining their controls even if it doesn't kill them outright.
Size: Small (+4 to dodging)
Role: Scout
Posture: Crocodilian Semi-Erect; Bipedal; Plantigrade (+3 to dodge)
Engine: Nuclear
Armor: 40 mm Plastic-Reinforced AMAP Composite
Additional Defenses: Conventional Hardkill APS
Optics(1): High-Power Adjustable
Optics(2): Hyperspectral Imaging
Weapons:
Main Mount: Shoulder-Mounted Heavy Gauss Gun (11.1mm Calibre)
Traits: Computer-Assisted Gyroscopic Stabilized; Chain-Casette Autoloader; Infrared Barrel Shroud; Enlarged Ammo Storage;
- Aiming difficulty: d35-2
- Kinetic armor piercing: 110 Kinetic damage: d20 Ammo: 34/36
Secondary Mount: Shoulder-Mounted CIWS (10.3mm Calibre) Trait: Enlarged Ammo Storage
- Aiming Difficulty : Automated. Interception chance: 60%
- Round nosed lead : Direct kinetic Damage: d10-2 Ammo : 50/50
Extra(1): Jump Jets
Extra(2): Active Camouflage
Extra(3): Voice-Activated Computer System
Extra(4): Touchscreen Controls
Traits: Anti-Grav Capable
Head Undamaged
Cockpit
Shoulders Undamaged
Heavy Gauss Gun (11.1mm Calibre)
Shoulder-Mounted CIWS (10.3mm Calibre)
Arms Undamaged
Torso Undamaged
Nuclear Engine
Legs Undamaged
Name: Kiren Violik.
Gender: Male Trap.
Appearance: Kiren is one of those people who are easily mistaken for female. He doesn't mind it and sometimes goes out of his way to encourage it, not only is it entertaining, but it occasionally progresses to more.. entertaining activities. Kiren has rather long and well kept brown hair. Currently his hair reaches down to his lower back, he normally has the tips of it dyed either purple or green, right now he has it dyed a bright green. His eyes are brown, although his left eye is much lighter in pigment then his right due to a childhood injury. He normally wears brightly colored and slightly baggy clothing, mostly of the purple and green variety and with lots and lots and lots of pockets. Kiren absolutely loves pockets, if something doesn't have an abundance of pockets then he won't wear it. Kiren has a small tattoo of a wolfpaw a few inches above his left butt cheek, although you wouldn't know that unless you checked or "played" with him at some point. Kiren has a few small shrapnel scars, streaking diagonally from a little bit above his right butt cheek to his left shoulder, they could almost look like clawmarks to someone without medical knowledge. Kiren is a rather playful person, some would go so far as to say a little too playful. If something isn't entertaining or interesting, he won't want any part of it, he doesn't like talking when on the battlefield, but off the battlefield he is quite talkative and occasionally gets in people's personal space, it's rather common to be in a conversation with him about tactics one moment, and the next moment he's trying to get you to give him a piggyback ride or just tacklehugged you. Obviously this isn't normal behavior, and for those who know how to push right, they will discover quite a few things about Kiren's mindset and the reasons behind it.
Biography:
Kiren awoke two weeks later, much to the delight of central command, being the senior surviving pilot, by default Kiren was placed in command of the core. Not wanting anything to do with tactics, Kiren milked his injuries so he could get more bedtime for another two months. He spent the time pondering the issue and playing videogames, near the end of his two month sick leave, he decided the best option would be to flee. Leaving the medical facility in the dead of night and accessing the hanger with his keycard, he opened the bay doors and booted up his mech before activating his camo and walking his mech out of the hanger. Nobody noticed he or his mech had vanished until several minutes later. By the time the alarm was raised, he was miles away, and with his mech's stealth capabilities and with the tracking system turned off, locating it would be a near impossible feat.
Kiren took up mercenary work and soon became a heavily sought after contractor. He never takes jobs against his original organization though, and occasionally he will jump into a battle on their side without warning. Ignoring all hails, he appears and carves a swath of death through the lines of the enemy before vanishing back into the night.
Skills: (Divide 60 points amongst these)
5 - Reflexes : Used to determine initiative, as well as dodging
15 - Piloting : How good you are at controlling the mech. Used for most basic and advanced maneuvers.
15 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural integrity
20 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
5 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Pretty sure I won't be getting many cause my mech is rather good but.. I'll do one.)
-Mechanic: between battles, if time is dedicated to it, Kiren can partly repair his mech.
-Tinkerer: between battles, if time is dedicated to it, Kiren can add a small boost to one chosen system, bonus stays until he switches it to a different system. At the start the bonus is allocated to the engine.
Name: Violet Night.
Size: Huge (-4 to all dodge rolls: Base detection chance: 16)
Role: Artillery
Posture: Hexapedal, Erect (+2 to traversing difficult terrain)
Engine: Nuclear
Armor: 100 cm Ceramic-Steel-Nickle Alloy Laminate
Additional Defenses:
SD Laser-hardkill APS
SD Nanoswarm Hive Shield
Optics: Satellite Uplink Imaging (74) Hyperspectral Imaging
Main Weapons:
Main (Right Shoulder) Double Oxygen Iodine Electrolaser 9.7MW
- Aiming Difficulty: d40
- Energy penetration : 25 mm , Direct energy damage: d25, EMP damage: d41
Main (Left Shoulder) Superposed Load Mortar 100 mm Caliber Computer-Assisted Gyroscopially-stabilized, (66) Dirty HE
- Aiming Difficulty: d70
- Direct Explosive damage: d50+10 Loaded [3/3] Ammo:[19/20] ((Can fire 3 shots per turn, but only reload one))
Main (Left Shoulder) Oxygen Iodine Electrolaser 11.2MW
- Aiming Difficulty: d50
- Energy penetration : 28 mm , Direct energy damage: d28, EMP damage: d48
Secondary Weapons:
Secondary (Torso) Automatic Grenade Launcher 22.9 mm Calibre (67) Semi-automatic Breech EFP Cluster.
- Aiming Difficulty: 4*d60 (Cluster, after all)
- Explosive penetration : 50 mm, Direct explosion damage: d10 Ammo : [29/30]
Secondary (70) (Torso) Recoil-less Rifle 101 mm Calibre Chain autoloader, Incendiary Benzine.
- Aiming Difficulty: d40
- Fire damage: d40+10 (1 turn only) [9/10]
Secondary (38) (Right Shoulder) Microwave Emitter 9.4MW
- Aiming Difficulty: d40
- EMP damage: 47 (4 turns recharge) [2 turns]
Extras:
1 IR-Silhuette Stealth Plating
2 Radar Stealth Plating
3 Active Camoflage
4 UGV-Capable
Traits:
NBC Sealing.
(82) Infamous
(49) Quiet.
Head
Cockpit
Cockpit
Left Shoulder
Oxygen Iodine Electrolaser
Superposed Load Mortar
Right shoulder
Microwave Emittor
Double Oxygen Iodine Electrolaser
Right arm
Left arm
Torso
Nuclear generator
Recoil-less rifle
Automatic Grenade Launcher
Legs
Name: Alice Konicek
Appearance:A short, squat woman with hair dyed bright red above blue eyes. She's still young - 26 - but saw combat at 15 illegally fighting in the Ganymede Conflict, where she 'scavenged' her current mech from the Jupiter Patriot faction. She has numerous bullet scars across her midriff, which is generally shown by the short top and combat trousers she wears. She's not one for heavy clothing. A gasmask, 13-round caseless 10mm handgun, and combat knife, are always at her waist. Has an appreciation for a good cup of tea.
Biography: Born on Ganymede, she was caught up in the ethnic conflicts from a young age, fighting for a faction of the Ganymede Independence Front. Stealing a mech during a battle between the two sides, she became one of the few pilots they had through stubbornness and trial-and-error. It was when she was eighteen she was shot four times in the stomach, spending the next six months in the public hospital, three of those in a coma. She decided to get out - and hired a spot for her and her mech on a ship out to the Colony. When it declared independence, she answered the call for any available pilots.
Mech: The X-47 Phalanx Mobile Missile Platform is a capable, highly mobile mech on it's jump-jet equipped pair of hoofed legs, if somewhat outdated nowadays. A wedge shaped cockpit has both a 15-calibre light gatling machine gun and a laser for defence against infantry and mechs, but the true weapon is the four MRLS racks set inside of the NBC-sealed chassis. Armed with patented Tank-Burner Chlorine Triflouride incendiary HEAT missiles, (all IR fire-and-forget, of course) the Phalanx is a mech still in use by many (less advanced) colonies for support and direct combat capabilities. This particular mech has had the gatling loaded with Sarin-gas filled rounds. Possibly illegal, but it was used in an illegal conflict primarily fought by infantry, after all.
The highly effective armour system is a special liquid alloy that absorbs and dissipates impact. Additional light explosive reactive pads had been mounted over the liquid armour to give further protection.
This mech has been painted black, with the missile racks painted bright red. Bloody red chevrons of paint decorate the wedge-shaped head, pointing forwards towards the enemy. A dozen tiny skulls have been painted onto the right side, indicating her kills.
Skills: (Divide 60 points amongst these)
- Reflexes : 16 Used to determine initiative, as well as dodging
- Piloting : 7 How good you are at controlling the mech. Used for most basic and advanced manoeuvres.
- Engineering : 8 Damage control, Identifying enemy mech, gauging a building's structural integrity
- Targeting : 25 Not only does this include firing most of your weaponry, but also spotting and various other techniques
- Communications: 4 NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
- Rocket Girl: No one can hammer the fire button to launch rockets faster than her. Bonus for firing missiles.
- Grinning in the Ashes: Reduced damage from explosions and incendiary effects.
(Negative)
- Professiowhatsit?: No sense of professional means she is unpopular with officers and basically anyone who wants respect as part of their role.
Name: ?
Size: Small [+4 to all dodge rolls, Base detection chance: 8]
Role: Main Battle Mech
Posture: Bipedal, Erect [+2 to dodge rolls, +1 to targeting]
Engine: Nuclear
Armor: Liquid Armor (40 mm)
Additional Defenses: Light-Explosive reactive
Optics: High-Power Adjustable [+ 4 to relevant spotting rolls]
Weapon one:
Arm Mounted
7.6MW Deuterium Fluoride Laser
- Aiming Difficulty: d30
- Energy penetration : 38 mm , Direct energy damage: d38
Weapon two:
Torso Mounted
Quad 32-tube-MLRS IR guided fire-and-forget
- Aiming difficulty: d40 (This is per missile. On average, of every salvo 40 missiles will miss.)
B: HEAT Explosive Piercing: 10 mm*x/ln (x) Direct explosive damage: x*(d2-1) (X is the amount of missiles). Ammunition : 384
S: Incendiary Ammunition : 128
-Chlorine Triflouride Incendiary damage: d2*X (where X is the amount of missiles)
Secondary mount:
Head Mounted
Light machine gun, 15mm
A: Gatling-style revolving barrels (Sustained Firing possible, Lower fire rate, Increased range)
Aiming difficulty: d50
Fire rate : 400 rounds / minute
R: Chemical [1200/1200]
-Sarin
Extras:
Integrated Tea kettle
Jump jets [+4 Bonus to relevant action. 2 Turn cooldown]
Trait:
Amphibious
NBC (From chemical weapon)
Head
-Cockpit
-High-Power Adjustable Sensors
Light machine gun, 15mm
Left Shoulder
Right shoulder
Right arm
7.6MW Deuterium Fluoride Laser
Left arm
Torso
- Quad 32-tube-MLRS IR guided fire-and-forget
- Nuclear Engine
Legs
-
Name: Alec Carrick
Appearance: Short and well-muscled, with jagged brown hair and grey-blue eyes. His flightsuit is a grey base with orange accents, and he typically wears slacks, vests, and t-shirts in muted tones when not piloting.
Biography: Alec is a spacer child, born aboard a freighter. At sixteen he took his accumulated pay and jumped ship while docked at the colony; a year later he was broke and unemployed and enlisted with the colony's defense force. His life aboard ship hadn't been very good in terms of preparing him for groundside life, but his mechanical skills won him a spot as a mech technician. Three years later, at the age of twenty, Alec managed to earn a qualifying score in the biannual sim tourneys, and he began his training as a pilot. He graduated into active duty at twenty-two, scarcely six months before the independence movement arrived at the tipping point. He wasn't born there, but the colony is his home, and what few friends he has live on the fledgling world--if nothing else, he's damned sure that the Earthers are going to look after themselves first and the rest of humanity never.
Mech:
Hurricane Spirit is an upright, two legged mech with a somewhat lopsided look (though the actual balance has been compensated for) thanks to the large gauss cannon mounted on the left shoulder. The arms bulge, on the right with the high-powered CIWS, and on the left with the armored housing for the shield generator. The torso is surprisingly bulky for such a small mech, mostly thanks to the shielding around the A-M reactor, though there's also a large, rounded protrusion from the back which houses the primary jumpjets. All of these lumps, however, have been formed into a highly angular design thanks to modifications to the armor and the additional stealth plating. Alec has been reluctant to repaint the machine before being in a real battle, so it has retained the original owner's color scheme: a lime green base with hot pink accents. It's sort of embarrassing, but superstition is rarely worth flouting, at least as far as spacers are concerned.
When transformed, the mech-plane is still highly angular, and takes on something of a delta-V shape, with the main gauss cannon embedded in the left wing and the CIWS closer to the center-line in the right wing. The legs form into a number of additional flight surfaces, while the paired jet engines emerge from within the torso and settle at the rear, powered directly by the A-M reactor, which is located at the heart of the craft. The jump-jets shift down to the lower surface of the aircraft, giving it VTOL capability. Thanks to the expertise of the people that converted it, the entire change occurs in less than three seconds.
Skills: (Divide 60 points amongst these)
15 - Reflexes : Used to determine initiative, as well as dodging
15 - Piloting : How good you are at controlling the mech. Used for most basic and advanced maneuvers.
10 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural entigrity
15 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
5 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
-Space-Born: Like most people raised in space, Alec is comfortable with both high- and zero-G conditions, as well as positional orientations other than the typical head-up feet-down of groundside life.
-That Tingling Sensation: Long years of life in space inure you to the constant presence of death, when a tiny mistake or malfunction could kill you or the entire crew of your ship. For Alec, this has become almost instinctual, a subconscious awareness of small details signalling danger from mechanical problems and external threats, which may manifest from time to time as a vague awareness that something is wrong.
-Mental Coordination: Despite his relative newness as a pilot, Alec has spent a great deal of time training in sims during off-hours, especially with one of the easiest skills to translate from sim work to real combat: the speed at which he can translate thoughts and intentions into actions, particularly in regards to reducing the delay between spotting a target and firing on it.
Name: Hurricane Spirit
Size: Small [+4 to all dodge rolls, Base detection chance: 8]
Role: Scout
Posture: Bipedal, Erect [+2 to dodge rolls, +1 to targeting]
Mount Locations: Main: Shoulder; Secondary: Arm; SD: Arm; Extra 1: Head; Extra 2: Torso; Extra 3: Torso
Engine: Hybrid: Turbocharged Gasoline + Antimatter
Armor: Titanium/Tungsten Alloy (40 mm)
Additional Defenses: Energy Forcefield
Optics: Satellite Uplink Imaging: Radar Imaging [+ 6 to relevant spotting rolls]
+1 Optics: High-Power Adjustable [+ 4 to relevant spotting rolls]
Weapons:
-Main: 9.4mm Heavy Gauss Gun (Computer-Assisted Gyroscopically Stabilized) [Shoulder]
- Aiming difficulty : d30-2
- Ferromagnetic Slug : Kinetic Penetration : 94 mm. Direct Kinetic Damage: d20 Ammo : 28/30
-Secondary: 15.7mm CIWS (AA-Capable, Smart AP Depleted Uranium rounds) [Arm]
- Aiming Difficulty : Automated. Interception chance: 75%
- Smart AP D-Uranium Rounds : Kinetic Penetration : 75 mm. Direct Kinetic Damage: D10-5. Ammo : 38/40
Extras:
-Head: Laser Designator [+2 Aim boost for ally]
-Torso: Radar Stealth Plating [-2 LR detection]
-Torso: Jump Jets [+4 Bonus. 2 Turn cooldown]
-Torso: Active Camouflage [-4 SR detection]
Traits:
-Variable Form: Aircraft
Head
Cockpit
Satellite Uplink Imaging: Radar Imaging
High-Power Adjustable Sensors
Left Shoulder
- 9.4mm Heavy Gauss Gun (Computer-Assisted Gyroscopically Stabilized)
Right shoulder
Right arm
- Secondary: 15.7mm CIWS (AA-Capable, Smart AP Depleted Uranium rounds)
Left arm
- Energy Forcefield Generator
Torso
- Hybrid: Turbocharged Gasoline + Antimatter
Legs
[/quote]