Any goodies in the mech hanger? If not than take a walk. Walk towards action.
Raioyris takes to space, bringing his weapons with him. Time for some action.
Jackson flies overhead in a jetpack mecha. Good, that'll keep them occupied.
However, they are a fair distance away. Hundreds of meters.
Strength: 3 - 2 / 3
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
Jackson braces himself, then fires five SRM missiles at the Marines' ship. He then dips back into the Mech Hangar.
Drifting through space, Jackson fires the rocket pod. (defaulting to 3 shots) [3 -> 1x2] The ship's side is completely ravaged. Using the scope, he spots gas leaks and gashes in the outer hull. However, the marines on the orther side are unharmed, and they pop out, showering Jackson's mech with a hail of fire.
[10 --> 1] Rounds ping off his armor. However, he hasn't seemed to put much of a dent in their armor.
He fires the jets and returns to the mech hangar, consuming 3 fuel.
(That wasn't very effective because you only fired 3 shots. In the future, you should spend points to boost your attacks)
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)
->20X SRM Rack (2x damage multiplier) (17/20) (no reload) (limited ammunition) (1000m midrange) (AP: 2)
->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 : 47/50
Reflex : 20
Constitution : 25
Endurance : 10
HP: 50/50 (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)
Rhodes would observe the marines for a bit longer, waiting to see if they go to a Plan B. If nothing interesting happens, he'll head for the Fighter Hangar and go that way.
The marines take up a defensive position. Explosions occur on the other side of the ship--from a source Rhodes can't exactly see, but he'd probably welcome the help nonetheless. Navy ships wouldn't explode for no reason.
At the moment, they're entirely distracted, their attention focused toward the other side of the Atomic.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2) (12m)
->Can be used to fire ranged attacks at close range
->ANY attacks (even without using this weapon) deal +1 bonus damage for every 6 you roll
Inventory:
"...really? Already we're invaded? These machines just get no break."
Get back into the ship and head down to where there will be useful heavy ordinance, AKA the mech hanger.
The mech hangar is empty.
However, judging by the ripped-open closet filled with mech suits and a single clothes hangar, it wasn't always empty.
Rockets, ammo, and explosives line the walls in ammo crates. Spare weapons, too. These weapons are all mech-sized, twice as big as what a man can carry, but they could be mounted and turned into emplacements if necessary.
There's a Vulcan Cannon (close range, extremely high volume of fire), a Missile Pod (long range), a Pulsed Particle Cannon (mid-range, high AP), and a Canister Rifle (AoE short ranged).
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
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)
Ryker wonders what was going on. But he desperately needed help and answer so he tries getting the attention of the space Marines but with his hands up to show he means no harm
The marines keep their weapons pointed at Riker, but suddenly an explosion envelopes the side of their vessel. They're too busy at the moment to do anything with regard to Riker.
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
Criticals
Anoxia (5)
->Strength and speed costs doubled
->Every time you make a recovery roll, treat this as a stat you must recover. Once you recover 5 points, this condition goes away.
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
"Awright boys, that prolly got them's attention! I wan' the lot f' ya t' extend out around this area here, an' shoot anyone who gets close! They've got t' come t' us now!"
Have the marines assume a defensive position on the side of the ship. I will take cover by a nearby bulkhead. Standing orders are to shoot anyone who gets near.
The marines set up as follows:
In the case of a flank, this would prove to be a disastrous positioning. However, when you feel the ground rattling beneath your feet, and turn around to see the police cruiser drifting back after a hit, shrapnel dispersing silently into space, you know only that you made the correct choice.
The cruiser is still attached to the superstructure, but you'd need to travel to the other side of it to assess the damage.
[Marines Defend in Heavy Cover: 3+3 => -4 damage taken] [2 damage -4 = 0]
The marines, peer over the rim of the ship to return fire.
"Enemy armor!" they scream into the radio. One of them drifts over to get your attention.
"Sir, we need heavy ordnance to bring it down. There's a rail rifle and a grenade projector inside the armory on the other side of the ship. We'll cover you!"If you go to retrieve the heavy weapons, you'll have to drift into space out of cover.
((You have 2 Command Points, gained as a reward for saving the lives of your men. You can spend these to boost the Marines' attacks/actions, or reserve them to boost their defense))
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4) (25m)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
Inventory:
Demo charge x2
->Single use: +5 to +1 bonus damage from 1m to 5m 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