Enter the hangar, and use the speakers to signal my ally to close the hangar doors. If he doesn't react, hop out of LONGINUS and do it myself.
If the enemy mech is too close for the doors to sufficiently close on it, use the wall of the hangar as cover and fire a few shots of the Pulsed Particle Rifle at my opponent - No extra stats expended.
(NPC'ified) Rhodes meets you on the deck, having learned to use the gantry to pick up equipment. He's finally made himself useful.
He closes the hangar doors after you turn on the speakers, projecting your voice with a characteristic echo caused by your voice rebounding in the cockpit.
Now within the refuge of the hangar, you grab a spare fuel tank, and hear a loud banging on the hangar door. Rhodes rushes to get a spacesuit.
LONGINUS
Masses 18t
Top speed (Terran environ): 90 mph
Top speed (Lunar environ): 74 mph
Jetpack Thrust/Weight: 2.1
Jetpack max deltaV: 1350 m/s
Armament:
Lance of Longinus (4x melee damage multiplier)
Canister Rifle (3x shots multiplier) (Fragmentation: +1 to hit within 100m) (50m midrange)
->Can switch to slugs: adds (+2 small blast) (500m midrange) (lose Fragmentation bonus)
Pulsed Particle Rifle (3x damage multiplier) (150m midrange)
Can remove governors (+2 to all melee/ground movement, take 1 guaranteed damage per turn) (AP: 3)
Stats:
Strength : 40 (can boost energy weapon damage)
Dexterity : 10
Speed : 50/50
Reflex : 20
Constitution : 8
Endurance : 10
Vehicle: Constitution does not protect against stat loss. It decays by 1 for every 5 HP damage missing.
Heavy Metal: Cannot be pinned by infantry.
HP: 50/50 (Armor: 4)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Stats:
Strength : 33/40 (can boost energy weapon damage)
Dexterity : 10
Speed : 47/50
Reflex : 20
Constitution : 9
Endurance : 10
Vehicle: Constitution does not protect against stat loss. It decays by 1 for every 5 HP damage missing.
Heavy Armor: Cannot be pinned by infantry.
HP: 43/50 (Armor: 4)
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Equipped:
Pilot Suit
->Helps simulate the mech's stance, allowing the pilot to compensate
->+2 rolls to mech actions
Light Machine Gun (500m)
->Always passes Initiative rolls if you throw more dice than your target
Pistol (10m)
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Inventory:
4 Grenades (+4 Small Blast consumable)
Is there any interior cameras? Head to the armory and look for any remote explosives I can find also look for any ship-wide broadcasting device.
Maybe I can convince them of a take over, that is, that they have been taken over.
It seems like a pretty small ship. There are no cameras in sight though it's not above the navy to use hidden ones in order to raise morale without compromising security.
That said, the presence of hidden cameras would restrict your options. Quite a bit.
[3 +> 0] [three 1's] Backtracking to the armory you grab some breaching charges off the wall, and their detonators.
However, in the process of securing the heavy ordnance you are stumbled upon by the repair tech, who came back with a nice welding kit and an electric buzzsaw.
"Whaa..." he stammers hesitantly, catching you in the act.
Strength: 3 - 2
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Equipped:
Pistol (10m)
->Can be used to fire ranged attacks at close range
Submachinegun (4/4) (50m)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
Equipped:
Rail Pistol (5/5) (20m)
->Can spend charge to boost an attack
->Requires an electricity source to recharge
Inventory:
Space Tool
->Acts as a light, screwdriver, drill, and soldering iron
"Thi' man is a pirate! Th' lowest of th' low! Scum to th' likes f' you! Even worse than th' likes f' me! F' you help me, you'll have th' thanks f' the Navy! F' you help him, he'll stab y' in th' back once y' kill me! Make yer choice now!"
Spend 3 dexterity to dodge the disarming attempt, and 3 reflex to quickly jump back and respond with a point-blank grenade shot, expending 1 ammo.
Abelard makes no attempt to deprive you of the metal arm he is holding. Good, he won't be able to abuse two-handed weapon mechanics anymore. He holds up the plate of the wall he hewed out earlier,
[Regen: 10 => 4 recovered]
You then lob a grenade directly at him. [8 --> 1] The fuse trips, and it bounces harmlessly off the metal plate. Damn.
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 11 (Armor: 1)
Equipped:
Flaksuit (8 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (3/4) (25m)
->Shoots electrocuting flechettes
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - Result)
Grenade Projector (4/6) (x2 damage) (Manual Reload) (100m)
->Large blast: +4 to direct impact, +2 within 5m, +0 within 10m
->Scatters: For the first 3 dice rolled: if you roll a [1], it scatters 5% of the distance to the target, and if you roll two [1]'s, it scatters 10%.
Inventory:
Demo charge x2 (x2 damage)
->Single use: +5 to +1 bonus damage from 1m to 10m distance
->If all dice fail, the detonator was a dud and the charge doesn't go off
Detonator x4
->Can be set for timed, impact, or remote detonation
Abelard snapped his head to the bystander. "HEY! HELP WOULD BE MUCH APPRECIATED!"
Hold up the metal plate I grabbed earlier, and grab the digitron with my other arm. Try to regen str, and devote 1-2 strength to blocking if I do.
Eddie backs off, giving you a chance to pick up the metal piece of the wall from before. You hear a loud thud, the sound of another grenade being launched, but this time you feel a high note in your bones as the metal plate rings off of the impact.
[Regen: 9 => 3]
[Regen: 9 => 6]
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Criticals:
Digitron detatched
Equipped:
Digitron
->Strength: 2
->Dexterity: 2
->Regenerates 1 of each stat per hour
Megadrill
->Two-handed
->ALL melee attacks pierce 2 armor
->You have the option to use Frenzy: x2 rolls for every stat point consumed, but you cannot boost your dodge or parry
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Bio-analyzer (Tracks a database of DNA sequences, using gathered pollen and spores)