Morph both arms to 00. Make a running leap towards the ring of walls and pull myself over.
Core HP 6/6
Upper Modules
U1 83 HP 2/2
U2 14 HP 2/2
U3 -- HP 2/2
U4 -- HP 2/2
Lower Modules
L1 00 HP 2/2
L2 00 HP 2/2
L3 -- HP 2/2
L4 -- HP 2/2
Charge: 3/4
Status: None
00: Standard
06: Ballista
14: Staff of magic missile
83: Acid gland
6
You revert to the original mech loadout, and make a running leap towards the walls, through the growing pool of toxic mist. You catch the top of a wall with your mechanical fingertips, and haul yourself over.
Your core takes damage, as the poisonous mist invades and corrodes the filters letting air in, before neutralising the toxin and purging the gas from your suit.
I can't do anything but wait and keep spewing poison, though it seems that may cost a charge? Either way, recharging right now.
If it doesn't cost a charge, just keep spewing gas. I'll fill the entire field with it by the time my charges are back.
Poison gas won't cost a charge. The only modules that cost charges are the ones that have a "charged and ready" announcement.
You continue to pump poison into the arena. It now fills a fairly large proportion of the space.
Then suddenly three people drop into the safety zone you created, and one of them detaches both your arm-modules with a massive piston-loaded steel spike.
You have regained a charge.
7025144
Activate L2 to fly into Bloodaxe's safety zone. After landing, shoot him with U1 and try to attack with U2.
You try to fly into the walled off section, but one jet proves insufficient for both lifting and directing your bulky and oddly-weighted form. Activating the anti-gravity field solves this problem, as you then just have to point the jet where you want to go. So you easily jet over to the walled section, stabilising yourself against the side of the arena, and let yourself drop next to him. The floor cracks a little as your massive steel torso smashes into it.
It takes a second for the molten rock generator to heat up, and you are right next to your target, so you opt for the simpler option of swinging the massive piston-loaded stake at him.
2
+1 vs 1
-2Inmate 7025144's giant steel stake smashes twice into a prone and largely immobile opponent, Bloodaxe's wooden arm doing a frankly terrible job of moving him out the way. Both of Bloodaxe's upper modules are detached at the base, reverting to the default steel humanoid arms as they fall uselessly to the ground. He's left with just the wall creator and one toxic gas vent.
Sorry, been busy.
Again, fire miniguns on aggressor if targeted. Keep pootling around the floor like a lead motorboat otherwise.
L2 (L.LEG) Change: 05 --> 06
((NP, stuff happens))
Nobody aggresses you, so you continue to skid around the floor like a giant dodgem that runs on .30 rounds.
Your glass arm turns into an outsize crossbow. Practically a siege weapon. Almost the size of the magma creator it accompanies.
Change 4/4 modules. Use the flamethrower to set anyone approaching me on fire. If nobody is approaching me, set the guy I just teleported away from on fire. Jump out of the way of attacks.
Name: Treb
Core HP 6/6
Upper Modules
U1 12 HP 2/2
U2 20 HP 2/2
U3 -- HP 2/2
U4 -- HP 2/2
Lower Modules
L1 80 HP 2/2
L2 80 HP 2/2
L3 -- HP 2/2
L4 -- HP 2/2
Charge: 2/4
4
+3Your lower half turns into two outsize kangaroo legs, while the upper section of your torso now bears a giant suction pad and a propane tank with an aimable nozzle.
Running through the toxic gas takes little time, and your mechsuit only sustains a small amount of damage, thanks to your new legs. You clear the walls in one bound with your powerful legs, and unleash a stream of pressurised, extremely flammable propane into Nyoom's mechsuit as she struggles over the wall, completely immersing her in a cloud of incredibly potent explosive gas. Except you don't have any way to light it. A single bullet or spark would do. So could happen any time, given someone is currently engaged in firing gatling rounds at the walls and ceiling.
morph L1 into 03, L2 into 38, U1 into 99, U2 into 82.
create walls as cover if shot at, as trip hazards if someone approaches
shoot at bloodaxe's nozzles if possible
Core HP:6/6
Upper Modules
U1 42 HP: 2/2
U2 17 HP: 2/2
U3 — HP: 2/2
U4 — HP: 2/2
Lower Modules
L1 99 HP: 2/2
L2 99 HP: 2/2
L3 — HP: 2/2
L4 — HP: 2/2
Charge: 4/4
Your right arm turns into an articulated steel limb with a slim metal tube on the end.
Monatomic blade generator charged and ready.
Your left arm is now a very pink gas tank, with a rainbow-coloured ring symbol on the side. Tiny wisps of equally pink gas escape from it, and your core's air system sucks in a few wisps before the purifying filters turn on. You briefly feel very happy, and the walls wobble a bit, before quickly returning to normal.
The lower half of your core now culminates in a wall generator and a bizarre chitinous organ that I'm just going to tell you sprays webs.
Even if you had something that could fire precisely at that range, the thick cloud of green poison gas between you and Bloodaxe would make the shot extremely difficult.
Nobody approaches or aggresses you. In fact, the only person you can see is R*Bert. The fact that his arms are outsize miniguns is intimidating, but his commitment to using them as a means of locomotion is less than terrifying. A few loose rounds that have ricocheted off several walls and lost most of their velocity do ping harmlessly against your core, but there's several inches of steel between them and anything important.
And before anyone tries, if you try to attach a module Bloodaxe just lost while someone attacks you in close range or also goes for the module, you won't manage to attach it. You need at least a tiny bit of breathing room to attach a module.
There's nothing stopping you just grabbing it and leaving though.