Jackson fires his remaining missiles at the marine if he dives out of cover again, spending 2 more dexterity and 1 reflex to ensure that the missiles hit, and close enough to do damage. If the marine does not poke out of cover, he returns to the mech bay and looks around for either more missile ammunition or different armaments that he might swap to.
Adjusting his aim, Jackson waits for a response from the marines. He dives out of cover again, and so Jackson fires in response. [6 -> 4x2]
The missiles engulf the target area. However, since vacuum does not transmit shockwaves at all, it seems that it's quite difficult to kill that bugger. Looks like he's wearing a flak suit or something, because you spot him thrusting around into space and behind the
Atomic's support pylon.'
Jackson spots someone in a pirate spacesuit creeping up to the Navy cruiser. Rhodes, or perhaps Abelard?
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) (11/20) (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: 4/6
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, throwing caution to the wind, would head out into space and start creeping towards the marine ship, hoping that they're too busy being exploded to look in his direction.
((No problem, though it would be helpful if you told me beforehand next time
.))
[3 => 2] Rhodes sneaks over to the navy ship. The marines are actually gone to go breach the
Atomic, while the navy cruiser is full of holes and looks like it will need repair. Rhodes could imagine taking a repair tech hostage, if he was willing to go that far.
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:
"Not so brave with a large mech in the way, now are they?"
Fire a simple burst to suppress the marines behind the ship.
[3+5 vs 3+6 = You fail constitution] Abelard unleashes havoc. [9 --> 2] [3 => 2, they dodge] Most of the fire goes into space, of course, and tracers sparkle across the vacuum of space as they ricochet harmlessly off the ship's hull.
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 8/10
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)
Sneak past. This guy doesn't seem very important. Where's all this action that can be felt/heard?
It's on the other side of the ship. Rai catches a glimpse of the marines setting up a breaching charge and, with a yellow flash, punching their way into the ship.
His ship.
(see below)
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
ryker notices someone ( wunderkatze) sneaking past, with the marines distracted, he follows the path of the stranger and sneaks away from the marines
[3 => 3] Riker's black suit allows him to blend into the background of stars, and soon he creeps up on Rai, whose attention was focused elsewhere.
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
"Men! Get away from th' goddamn mech! You can't do nothin t' it!"
Spend 1 command to make my men take a tactical retreat away from the mech, and attempt to breach another airlock.
Pump another 2 dex to get back over to the pirate ship, taking potshots at the mech with my grenade launcher along the way.
Eddie's helmet screams at him as he depressurizes the airlock. He hears a hissing noise. But there's no time to hesitate. He jumps out and tries to maneuver back into safety behind the cruiser.
A swarm of rockets bursts into life at his presence, converging on Eddie's position. This time, they arc around the cruiser and land all around him, shrapnel bouncing off his flaksuit. [8 dmg incoming] [5 => 2] [6-1 taken due to armor] He feels a shard of shrapnel tear into his suit's hand, but it doesn't go deep, and the shrapnel plugs the hole.
[Failed constitution vs the mech] Eddie doesn't get a chance to fire back.
The marines unleash one more round of fire before retreating to the other side of the enemy vessel (the
Atomic). Using the enemy vessel as a shield will discourage the use of heavy ordnance. [10 --> 2, blocked by mech armor]
[4 => 1] A team of marines breaches another airlock, this time using a lesser charge, and opens a path into the
Atomic.
Before they enter, however, the chief marine taps your shoulder.
"Dude, your helmet's cracked!" he stares off into hostile, mecha-controlled space.
"Don't know what we're gonna do about it, but I reckon we'll have a better shot at taking it down if we force it to get close."((1 Command point))
Strength : 8
Dexterity : 0/6
Speed : 4
Reflex : 6
Con : 0/5
Endurance : 7
HP: 15 (Armor: 1)
Equipped:
Flaksuit (9 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)
Grenade Projector (6/6) (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
->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