take cover, call for backup, and get another ping. in that order.
"Careful, she's invisible."
You pull yourself to your feet, growling as pain shoots up your leg. You reach for the soultracker as you do... only to realize it's not attached to you. Then you realize what happened--you had it in your hands when you were hit by the rocket, and let go of it when you were blasted away. You look around for it, alert for another attack, and then relax slightly when you spot it a short distance away. Laying in the tall grass.
You take a moment to mentally calculate whether hiding or grabbing the soultracker is more important. The sound of Gerald's approaching mech makes you decide to grab the soultracker--you'll have cover in just a moment. You limp-jog towards it, stretching out your hand-
And then just before you reach it, the soultracker rises into the air of its own accord, and shoots off into the bushes.
You immediately stop, stumbling backwards and tripping when your injured leg doesn't move far enough to catch you. You call into your radio that you've spotted the magical girl just ahead, and point at the undergrowth ahead of you. Moments later, gunfire erupts, a few stray bullets pinging off your armor as you turn and crawl-run back to take cover behind a tree.
Follow that mech!
Follow the mech, keep my LMG at the ready.
Follow the mech- wait.
Be the mech! Prepare for contacts while moving ahead!
I guess we are following that mech? Might as well do another ping.
Mech. Follow.
Gerald's minimech continues forging through the woods, as a gaggle of soldiers follow behind on foot. It's just about to breach the clearing when Magnus reports that the ping says the magical girl is directly ahead and to the right--and Whisperer calls out the magical girl's just ahead of him.
Gerald cannot see into the clearing quite yet, and cannot see Whisperer or the magical girl. However, he has two very large miniguns, and he has a direction of a target. He adjusts their aim just slightly, and grins as he pulls both triggers.
[Mech Miniguns: 4, 6]
Both miniguns immediately start spitting out a withering hail of lead, carving through the forest. Gerald cackles over the radio as he continues charging forward. Once he reaches the clearing, he sees the cabin to the side, Whisperer scrambling for cover, and most importantly, the section of bushes the magical girl's supposed to be in. He roots himself in place, sweeping his miniguns back and forth across the target area.
Everyone else, shocked by the sudden gunfire, scrambles for cover--some in the woods, others behind the decrepit old cabin. Big Bob in particular braces his LMG against the corner of the cabin, covering the area being demolished by minigun fire... but he can't see any target, and doubts adding more random fire would be very helpful.
Assume she's present at the explosion and is now scurrying back to the top of the mountain. Attempt to intercept her at sniper range.
[Spot check: 5]
You start swinging ahead, passing the minimech quickly and swooping around the side of the clearing. Your plan is interrupted, however, when you spot the magical girl. You see her for just a moment, crouched on a lower branch ahead of you--and then she's gone, in an instant. You grapple to a higher branch, then wield your sniper rifle and start scanning below you for signs of her. She appears midair, a stone's throw from the clearing, and falls down into the brush. You immediately lose sight of her, but keep your rifle leveled, searching for any sign of the girl.
Your careful stalking is interrupted a few seconds later, when the mech opens fire, sweeping twin streams of bullets back and forth across the undergrowth. The excessive amount of gunfire does a lot to strip the brush, cutting down smaller plants and blasting the greenery apart, and after a second, you spot the girl. She's laying on her back, grimacing in pain, with one of her legs bloodied and twisted into a Z shape. She's clutching a Crash assault rifle to her belly.
[Sniping!
4 2]
You take aim and fire a quick shot before she can disappear again. It slams into her center-mass. Aside from the full-body jerk from the bullet's impact, there's no sign of the damage you did... but you've seen what a round of this caliber does to the inside of a moose. That girl now has mush in place of internal organs, and will be dead in just a couple of seconds. Too much time; you slide your crosshairs up between her eyes.
She's looking back at you.
Everyone's in about the same location, or close enough:Name: Gerald Verital
Armory:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Woodsman Minimech: A three-meter tall bipedal mech armed with miniguns instead of hands. Has the best armor available to you, including a fair degree of magic resistance, and the dual miniguns allow you to make two attack rolls per turn. However, it is slow, bulky,
limited in close quarters, and tends to instill a false sense of overcondidence.
Magic: Determination. You are an inspired, brave, and happy individual, full of indomitable hope and optimism! Nothing gets you down; you're totally immune to fear and sadness! You don't need any fancy magic to win this, you'll do just fine with your issued equipment!
Name: Duncan Long, better known as "The Australian"
Power: Mobility
Gear:
High-Grade Firearm: Sniper Rifle (Sniping, Very High Damage Ammo)
High-Grade Firearm: Shotgun (Close Quarters Combat, Wide Spread Ammo)
Wrist-Mounted Grappling Hooks
Comms with the team
Basic Crash assault rifle
Black patrol uniform
Name: Kevin
Gear
Comms with the team.
Basic Crash assault rifle.
Black patrol uniform.
Two rocket launchers
Magic jetpack
Heavy powered armor
Magic
Sixth Sense
Name: Joseph Martins
Armory
0: Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
0: Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
0: Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
3: Tactical nuclear backpack bomb: These generally are much more effective against us than against magical girls, but we have a lot in stock, so... here. The casing is heavily armored and extremely magic resistant. comes with a dead man's switch.
Soultracker (Activate to ping magical girl's location)
Magic
Triage: Touch one or more living people. You may transfer any or all wounds one of them has (including yourself) to any other person you are in contact with (including yourself). ANY wounds work, including loss of limbs or bisection.
Name: Big Bob
Gear:
Comms with the team
Basic Crash assault rifle
Black patrol uniform
One rocket launcher
Resistor
Heavy powered armor
Light Machine Gun, Advantage at medium range, scores multiple hits
Magic:
Determination
Name: Magnus Victorinus (Really its Allen Leopold but he would never admit that)
Magical Power:
Beacon: Causes you to glow with an inspiring light. Provides all nearby allies with strong resistance to magical debuffs, and makes it difficult for an MG to target them rather than you. This power always alerts the magical girl to your position.
Gear:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Heavy powered armor. Weakly antimagic, and makes you very resistant to harm without slowing you, but the weight and strength of the powered system just about cancel out. Purely defensive.
Neurally integrated Exoskeleton: Makes you strong enough to fight toe to toe against any child, and improves your speed and reflexes to boot! Comes with a heavy melee weapon of your choice to utilize your new strength. DOES NOT offer any real protection, but works well with powered armor.
Resistor: An improved version of the standard issue suit which grants you very strong magic resistance, and has a woven-in kevlar vest. Does not interfere with your own magic. Magic resistance can be impaired by damage.
Sledge Hammer: My weapon of choice for the Neurally integrated Exoskeleton package not much else to say.
Name: Whisperer. That's all he answers to.
Magical Power:
Close combat: You have advantage in melee combat, and have moderately heightened physical strength and reflexes.
Gear:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Heavy powered armor. Weakly antimagic, and makes you very resistant to harm without slowing you, but the weight and strength of the powered system just about cancel out. Purely defensive.
Neurally integrated Exoskeleton: Makes you strong enough to fight toe to toe against any child, and improves your speed and reflexes to boot! Comes with a heavy melee weapon of your choice to utilize your new strength. DOES NOT offer any real protection, but works well with powered armor.
Resistor: An improved version of the standard issue suit which grants you very strong magic resistance, and has a woven-in kevlar vest. Does not interfere with your own magic. Magic resistance can be impaired by damage.
Dual Blood Warglaives: A pair of Warglaives. They seem to always be dripping with blood.
Injuries:
Left leg armor destroyed. Left leg crushed in armor. All other gear intact.