[Recovery: 11 => +3 Dex]
Jackson heads back outside the airlock and begins making his way over to the enemy ship, keeping an eye out for any hostiles. If he can make it to the enemy ship in one go, he tries to find an entrance to the enemy ship through the damage his missiles caused earlier.
"Stay here for now. Judging by the explosions, they've blasted their way into our ship. I'll do the same to them."
Jackson jets off to rendevous with the enemy ship. At its side, he finds a bulky figure showing fear. He doesn't look like the marines, however.
The airlock is too small for the mech to fit through, and there's no hangar.
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 : 47/50
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 Armor: Cannot be pinned by infantry.
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 hang out in the hangar until something interesting happens, trying not to die horribly.
A shame. Interesting things don't happen by themselves.
Rhodes discovers a room in the back of the hangar. "Mission Control" it's called. Inside are rows of padded seats surrounding a volumetric display which whirrs to life, its power supply's cooling fans humming in outdated furor.
Depicted is a map of the Atomic and a red outline of the enemy ship. LONGINUS, Jackson's mecha, (does it really
belong to him?) is stationkeeping just outside the airlock. Damage to the Atomic's command wing is present at two airlocks, and it warns there are twelve intruders inside the bottom floor of the hab. It gives a rough count of how many there are in one room and in the hallway. 11 and 1 respectively.
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:
[Recovery: 9 => +2 Ref]
"I should make sure I know where they are going. Should be a nasty surprise for them."
Spend 2 reflex to listen and track the footsteps more accurately, and then follow and set up the gun close to their position.
[5 => 4] Abelard slinks over, realizing that the footsteps were actually on the floor above. He listens to their every action--realizing that they are dragging furniture around. Setting up defenses? Abelard hatches a plan.
He sneaks over to the stairs, dragging his vulcan gun around. He then sets up his gun on the floor, right outside the hall and about 30m to the side. [Strength: 3 => 1] The cover pieces were too heavy to bring, so he only brought the gun and less ammo than usual.
He is now operating a Vulcan Cannon (10/10) (x3 fire rate) (100m range) (overheats if consuming ammo, disabling for a turn)
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)
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
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
[Recovery from last turn: 10 => +4 Con]
[Recovery from last turn: 10 => +1 Con +5 Dex]
And now we wait, in ambush!
[3 => 3] Eddie hears noises in the hall. The fortifications are, however, positioned close to the back of the room. They don't cover a wide enough angle to grant access to the side hallways.
The sound of belts moving... ratchets springing... why did nobody else hear this?
Maybe because they kept their helmets on.
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 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