Jackson ignores the bulky figure for now, and instead jets around to the cables attaching the marine ship to the Atomic. Using the Lance of Longinus, he separates them, then begins jetting towards the "airlock" the marines used to enter the ship. "Airlock" of course being what is left of the airlock they used.
[3 => 0] The cables prove too strong. They're made out of carbon nanotubes, after all. LONGINUS should be strong enough to break it regardless, but it will need some force.
(you may try again but you retain the original roll, which is 0)
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rows of padded seats surrounding a volumetric display which whirrs to life, its power supply's cooling fans humming in outdated furor.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:
"Captain! Sir!" Rai salutes the captain presenting him with a grim but determined expression. "There's one more aboard sir! He's in the cargo bay! The pirates were having me work on this pod, there's a prisoner in it, if I could just get so more time I could open that cryo pod and get him out. I think he's some kind of high profile hostage. You know, for some kind of ransom deal."
"The pod is a highly delicate kind of deal, one bad move and you might causes his cells to burst before he can thaw out. You got to send me and some guys back to open the pod!"
Get them to let me keep my gun too. Pour 6 ref into the whole deal.
[9 +> 7] "Right! Go rescue him! Two of you," he looks distraught. A crewmember, who seems to have been working on something in the hall, speaks up. "Sir! The ship is going to fall apart at this rate!"
"What is your job?" says the captain. "What is
our job? If we don't rescue someone in need, they'll catch on and you'll be out of a job. We'll be out of it. The whole crew. Are you ready to live in a junkyard?"
They seem distracted.
"By the way, is KORVAC ready?" the engineer nods silently. "Good," says the captain.
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
in the middle of the crossfire, Ryker continues to follow Rai. he ducks down and continues running and then gets some hair sniped off. it was a close call. then hides behind some pillar. later he notices the marines retreat and tries to find a way back to the ship to the main bridge.
Riker is completely lost here. The drab steel blue halls reek of alcohol and sweat. He wanders aimlessly through the hall, glancing at signage written in some sort of pirate slang that's basically impossible to decipher.
He hears a bang as he rounds the corner, and pellets ricochet off the wall behind him.
In the hallway up ahead, there is a lingering puff of smoke followed by the hiss of electrical faults.
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
"THAT SOUNDS LIKE A CHALLENGE, YOU LUDDITE PARIAHS! WHY NOT COME OVER AND FACE US, IF YOU SEEM THAT CONFIDANT! GUESS YOU'RE NOT SO BRAVE OUTSIDE THE LITTLE NURSERY YOU SET UP THERE, EH?"
Respond to the challenge in kind, to try and lure them out into a kill zone. Reserve 2 Dex to cut them down if they take the bait.
Abelard hears a THUMP and a ping. Something comes around the corner.
Without thinking, his Digitron grabs the grenade off the nearby floor and throws it back. It explodes midair, dealing no harm to Abelard who puts his head down.
What an awkward state of affairs.
He hears some kind of buzzing noise and the smoke doesn't clear. Perhaps some shrapnel damaged a power line? There's definitely a fire.
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)
"SON, AIN'T NOBODY 'ERE STUPID ENOUGH T' FALL FER SOMETHING LIKE THAT! BUT 'F YER THAT WILLIN' T' MEET YER MAKER I'LL BE HAPPY T' OBLIGE YOU!"
Start launching grenades off the wall into the hall where the voice is coming from, so as to avoid entering the hall itself. The grenades should bounce somewhat near the voice.
((Taking the distance as 10m. Indirect fire will also give -1 to rolls.))
Using the grenade launcher in close quarters won't work too well due to the proximity fuse. Eddie can't change it, despite the flak armor. Go figure.
Instead he sets the grenade launcher to use a timed fuse, and bounces one around the corner. [6+4 -> 2] {Dodge: 5 => 3 >> 1 counterattack} [Dodge: 3 => 1] It comes back around and explodes! However the fortifications take the brunt of it, leaving the entrenched position unharmed.
The grenade started an electrical fire, giving off a large amount of smoke.
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