Corsair Vessel Atomic, Rhondeim Perimiter Space
Timestamp [2241:31:5:+2880]
OOC Main Thread (http://www.bay12forums.com/smf/index.php?topic=164274.msg7464913#msg7464913)
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Rather nice of them to hand over the keys just like that.
Except that there aren't any keys in their pockets. You checked.
Poring over the various gadgets and gizmos across the bridge, you find that almost all the controls won't work if they don't recognize you. Some sort of presence in the system knows you aren't there, and constantly plasters ACCESS DENIED tags over every viewscreen you tap. Even the coffee mugs don't appreciate being held.
So it seems you've a while before this ship is fully yours. But the four of you got two dead bodies and all the time in the world. Maybe you can think of something.
In the meantime, some organizational decisions have to be made. Most pirate ships have a captain, yes? With four of you, there's bound to be ties in democratic voting, and you're going to be looking for more manpower sooner rather than later. A pretty face speaks louder than a faceless oligarchy.
The ship is floating about 100km away from Rhondeim colony. At this distance, ships are only allowed to use cold plasma thrusters by colony law. Using full thrust at any point will alert the colony and prompt a naval response, but for now the navy shouldn't be after you.
Jackson thinks about the situation for a minute, then looks for anything resembling a retinal scan or hand scanner or anything of the like on the walls or on any of the terminals.
"These machines are rightfully cautious of us. Let's try to assuage their fears and get them to cooperate."
Listen to some of the consoles and look for manual security overrides nearby.
Jackson and Abelard take to searching the bridge: Jackson looks around the perimeter and entrance doors for some sort of 'log-in' system, while Abelard heads directly to the captain's chair.
A set of panels swivel out as soon as Abelard steps in, revealing displays showing the structural integrity of the ship and various statuses.
(https://s8.postimg.org/t0hd10iph/Status_simple2.png)
At the captain's seat he finds a covered handprint scanner labelled SECURITY OVERRIDE, and a warning stating that overriding security will disable all AI features such as assisted navigation and automated decision-making.
Meanwhile, Jackson discovers an elevator labelled TO ARMORY and finds that it's locked with a retinal scanner.
Rhodes would glance around the bridge for a second, taking it in. He'd turn to look at the two bodies, noting the rather marine captain.
"Ah, I do love calamari."
He'd chuckle, before shaking his head. "Raises a problem with retinal and fingerprint scans, I imagine." He'd approach the center console, carefully moving the captain out of the way, and begin speaking to..thin air. "There's a ship AI still onboard, yes? And you must have some sort of voice recognition. No self-respecting pirate would type out all their orders, eh? If you're listening, I would like to suggest a deal. We're all stuck here until this ship gets moving, and I doubt you're going to get much excitement with a dead crew."
Try to strike a deal with the ship AI to unlock the systems in exchange for something.
The AI doesn't seem too talkative, if there is one. Abelard discovered a warning label that suggests there is AI presence, but if there is one it's either not responding to your verbal query, or it is incapable of doing so.
"It would not be good to cruelly cut off the AI from it's body. Let's try to find it's core,
to see if we can get it to speak."
Search for the AI core's location in the bridge or it's location on the ship.
It's right next to you.
(https://s2.postimg.org/g256y0kq1/image.png)
It's quite a large rack of computers.
Jackson unceremoniously lifts the corpse of the pilot and drags it over to the retinal scanner, then attempts to scan any eye the tentacled man may have. If it works, he enters the lift.
The tentacled body flops around like a mop. Some of the appendages twitch with a mind of their own.
The door unlocks! The elevator smells of gunpower, rosin, and burnt silicon. You hang on tight, since the ship gravity is rather low; transferred to the space below the bridge, you find a long hall with racks of weapons on one side, doors on the others. The doors are written in some language you have limited knowledge of, probably Old Colonial. Each door has a picture of a different type of weapon on it; rifles, pistols, bows, swords, lasers, and drills, and their respective weapons are located somewhere on the rack close to the door.
At the far end is a door marked with a wrench.
Get a space suit and head on down.
Rai heads out the airlock, breathing oxygen from a tube in the vacuum of space. Rhondeim, the colony, appears in the distance; it's a tube smaller than a grain of rice at arm's length, but it's quite bright; the planet Freon looms fist-sized on the side opposite.
The cargo bay has handles on the outside. You'd expect it to be locked, but somehow it isn't; judging from the flash-frozen moisture around the lip of the bay door, there's currently some sort of leaking atmosphere inside. Ice would sublimate at this distance from the sun, if exposed too long, but not if it's constantly replenished.
The door is heavy and difficult to lift without assistance from the motor assembly. (You'll need 3 hits to partially succeed)
Go at the door with my beefy 3 strength arms.
[5] Rai heaves the door using his whole body. The door gives, as if its great mass were nothing in zero-G.
The first thing on his mind were the marks along the door's rim where metal had welded to metal in vacuum--metal-metal contact produced by erosion of the gasket around the bay door's rim.
It was erosion that could have been fixed before repressurizing the bay. But the ship's owners had neglected to do so, hence the ice on the exterior.
It was ample warning, too. But regardless of the past, Rai now had to worry about the ship superstructure rapidly approaching his tumbling body. The jetpack is too busy spin-stabilizing to respond to his commands.
(3-0) CRACK. That's a broken rib at least.
Strength: 0 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17
Criticals:
Broken rib (-2 to effective strength)
Jackson scans the doors for anything like heavy weaponry, be it explosives or machine guns. If he does find such a room, he checks the contents, before moving on to search that wrench room.
Explosives are probably not a good idea on a pressurized spacecraft. There's a light machine gun on the rifle rack, and the room appears to be an indoor firing range that's soundproofed with three firing lanes. A bit crowded, but hey, space is at a premium in space.
In the wrench room, Jackson finds toolkits and workbenches with magnifying lenses and moveable lights, set up to repair and maintain guns and tools in working order. A soldering bench is present, for repairing the electronics in melee weapons and lasers.
On the wall he finds a stack of ammo crates in various small-arms calibers, with lots of hollow-point, soft-nosed, and expanding cartridge types, but little in the way of armor-piercing ammo.
There's also a box of 100 grenades or so, and stores of igniting powder plus empty cartridges.
Rhodes would realize that his limited skillset does not seem applicable to this situation, and decides to stick with the crazy cultist on the bridge.
"Sooo...you've got a plan, right? I'm not actually a fan of calamari, and we probably want to get this thing going before we're forced to eat the captain."
"...how did I not notice that. Anyway, lets see if we can get the machine speaking to us, at least."
Examine the mainframe and try to find any panels or status labels. Try knocking on the mainframe as well, just to be sure.
Abelard slides open a frosted acrylic cover to reveal banks of Universal Serial Ports (USP's), compatible with the TCD (Technology Communication and Debugging) port on his digitron.
The USPs are mostly unoccupied save for a network card and some external storage.
In response to the knocking, the captain's screen sends a voiced alert: "IMPACT DAMAGE TO BRIDGE EQUIPMENT"
Welcome to the Corsair Vessel Atomic. Resident Captain: Fred
Location: Rhondeim Perimeter Space, Planet Freon (far orbit), Tau Ceti system
Timestamp [XXXX:31:5:+2880]
"It's too late now," Rai explains to everything, "If you wanted me dead you should have got my mother."
He smiles.
Crawl through into the bay and explore the cargo, broken ribs can wait.
The jetpack allows Rai to move around despite his injury. He descends into the darkness of the cargo bay, its contents obscured in a shadow black as night. The suit has an integral flashlight.
Inside the cargo bay is a mid-sized spacefaring gunship with a cracked canopy, leaking white mist. The engines are mounted on rotors which appear to rotate to provide VTOL capability. It looks streamlined for atmospheric flight.
The bay door on the back looks like it was pried open with a tool, as one edge is bent and the door is open; its cargo consists of a large cryo-stasis coffin and several crates of perishables marked as such.
Strength: 0 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
"Uh, my apologies. I need to get your attention, and perhaps help get you repaired if need be."
Plug in my digitron and run diagnostics on the internal/external storage. Also attempt to contact the AI if it is operational.
Abelard establishes a connection, but the feeling of transcendental enlightenment eludes him. It appears he will not be one with this machine.
Still, the serial ports aren't locked, and his Digitron provides him with a computer interface to semi-lucidly communicate his thoughts, if only he could execute a driver program on the target computer.
He decides to check the external data drives, unplugging from the mainframe and plugging the drive into his Digitron (the connectors are sexless). The hard drive is surprisingly unencrypted, and many of the sectors on the hard drive are corrupted.
Looking back up at the captain's screen, he notices that the authentication screen is gone, but a banner at the top reads: "Warning: No assistant detected. Automatic security override enabled."
The new crew is now able to manipulate the screens without resistance, although the bridge lights up with warnings that the security override is enabled. It seems that the override isn't something you do regularly, even on a pirate vessel.
Jackson picks up the light machine gun and affixes it to his back, assuming there is a strap. With that done, he grabs four grenades and searches the room for a bandolier. If he finds one, he equips it and attaches the grenades. If he cannot find one, he shrugs and rams them into pockets; one per pocket, of course. He's not THAT stupid. With that done, he searches for a sidearm, preferably one with a large clip, then picks up the appropriate hollow point ammo for it. With that done, he returns to the bridge.
The lift door hisses, and the bridge's occupants are greeted to an imposing figure, well-armed, and well-prepared.
He enters into a bridge in disarray, lights flashing and sirens blaring. The viewscreens to either side display a warning along the margins:
(https://s16.postimg.org/rtqq2wcr9/Untitled.png)
Aside from that, though, everything seems normal. Abeldard plugged his third arm into the AI mainframe, and Rhodes glanced at the left viewscreen, showing someone in a spacesuit investigating the cargo bay.
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Rhodes would yawn audibly, his eyes wandering around the bridge. He's out of his depth here; his specialty is people, not robots or machines. He'd eventually decide he's had enough standing around, and search the bridge for anything the others might've missed.
Jackson trawls the outskirts of the bridge, checking behind viewscreens and looking at the backs of the big, rad-hardened computers that run the display. Nothing out of the ordinary for a ship.
He then comes across a vending machine just outside an open door to the bridge, leading toward the crew section. The door isn't closing.
There's a body keeping the door from closing. It has a hole on the right side of its head, and the left half of its face is missing. There's a bag of chips stuck inside the vending machine, wedged between the acrylic cover and one of the dispensers.
He finds an awesome revolver-style pistol and some ammo for it.
Some ranged weapons have a Shot count. If this is the case, then you can choose how many Shots to fire when attacking, adding that number of Shots to your dice pool for attacking.
When you run out of Shots, you need to reload. Weapons that have a "Manual Reload xN" must roll to reload each shot one-by-one. For each Hit you get while rolling to reload, you add N Shots back into the weapon.
This system is completely divorced from the actual ammo economy--ranged weapons have infinite ammo unless noted otherwise, and you can fire a weapon without using any Shots at all.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Inventory:
Awesome Handcannon (6/6) (Manual Reload x2)
->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
"The poor being is clearly in a form of disrepair> the barbarous fiends probably stole it from its rightful partners. Worry not, I'll make sure you get back into working order... after we get the ship into order."
head back to the captains monitor and use the new-found security overrides to look for status' reports and supply records.
Abelard notices the sensor readout. There's a navy ship nearby, but there's also an unidentified object (probably a crate or something) within a reasonable distance, and then there's a merchant vessel passing by.
Then, Abelard reads the readout for the ship's current level of supplies.
You need food and water for your crew. Your ship can recycle water and transform water into oxygen,
Substrate represents how many spare parts you can print. While some systems have components that can't be printed (such as the engine's magnetic nozzle or capacitor bank), most structural components can be fabricated onboard the ship in the factory section. You can acquire substrate from grinding down metallic asteroids and meteorites; the material can be directly ground and used to print replacement parts, or it can be further refined for greater strength.
To travel you need antimatter and H2. H2 can be purchased or you can generate it from water asteroids and comets.
Antimatter on the other hand can be stored in two ways:
1) Individual antiprotons suspended in a fullerene matrix. It tends to explode and it's very heavy and mass-inefficient. Your ship does not have a way to tap this kind of storage yet.
2) Stored as a crystal inside a tank fitted with particle beams. The particle beams shoot protons at the crystal to keep it in place, consuming the antimatter in the process of stabilizing it. However, this system is more mass-efficient and allows a ship to store large amounts of antimatter.
Your ship can store up to 1t of antimatter. 50kg of antimatter can accelerate you to about 0.25AU/day, enough to get around the inner system in days.
Your maximum possible speed (deltaV) is limited moreso by your H2 stores, but it can also be limited by your antimatter. Since two values are shown, the lower one is the one you need to pay attention to.
Whenever you travel you must allocate at least half your deltaV to slowing down.
[/i] (Last updated 15 mins ago)
Warning: 4 intruders detected inside command section
Total Wet Mass : 26,270t /50,000t
Substrate: : 524t / 5,000t
Water Storage : 3,885t / 5,000t
H2 Storage : 9,905t /30,000t
Maximum possible speed: 0.30 AU/day
Antimatter : 125kg / 1,000kg
Maximum possible speed: 0.62 AU/day
Icefarm Biomass : Invalid Data. Please check sensors
Food Stores : 2t
Jackson walks over to the viewscreens displaying the interior of the ship, and makes mental note of any areas that seem particularly damaged. With that done, he suits up and follows the other fellow to the cargo bay.
Jackson made his way to the airlock and left to join Rai inside some kind of dropship he found in the cargo bay. The gunship's canopy is broken and atmosphere is leaking out from inside.
Dropships are pretty rare. They don't get used more-often-than-not since there isn't a way into a colony's airspace for a dropship to enter. Not one that isn't guarded, anyhow.
Rai is already busy looking around. He found a big cryo-pod parked in the center of the dropship's hold, but he's now looking into crates and checking footlockers.
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Just a cryo-pod? Search for hide goods before searching for some way to identify the guy who may be in the cryo-thing.
Rai exhausts the storage compartments of the dropship's cargo bay, and moves into the small hall between the cargo bay and the cockpit.
(https://s16.postimg.org/d8eemaxbp/shuttle.png)
There are passenger seats to either side, along with racks embedded into the wall behind the passenger seats (which slide forward on a rail). The racks are locked with a light-up text that only turns on when he steps nearby: "Pressurize before opening."
Strength: 0 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Inventory:
Pistol
->Allows ranged combat
Loot.
Jackson approached the computer first. Bummer.
He turns off the shuttle computer (by accident?) and the message on the rack disappears. However, with a faint click, a handle unfolds from the rack, and the pressure warning disappears.
Within, Rai finds an automatic SMG loaded with segmented copper hollow-points, as well as a couple vials of unmarked containers holding a white paint-like substance. Each vial has a spray head on the top. However, the vials seem to be leaking, the contents sublimating into the vacuum.
Strength: 0 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Inventory:
Pistol
->Allows ranged combat
Jackson responds,
"It's oddly placed to be medical. You could fit at least one, maybe two more cryopods if you really wanted to be medically efficient. Probably two total, now that I think about it, for ease of access. What I'm saying is, it's taking up too much room to just be normal. Maybe it has symbolic purpose... or something. I dunno. Does it matter? Well, I guess it does. If it is medical, then we'll need to be ready to provide medical attention to whoever is inside... if it's worth our time.
Then again, considering the nature of this ship, the pod is more likely to contain a prisoner or hostage."
Jackson approaches the computer, and presses the large button on the front.
The lights of the cockpit fade to black, the hissing stops, and the door to the cockpit hangs open, requiring manual effort to close.
The cryopod, on the other hand, seems to be self-contained, still 'on' according to the status light. Typically a person inside sets either a time or a trigger to be woken up, but without knowing the trigger you might have to physically hack the cryopod to trigger a thaw. Best to do such a thing in a pressurized environment.
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
"Four intruders, must be us. Our food situation is not looking that good, and our fuel and substrate could use some upgrading, but we seem to not be in imminent danger of death.
Hopefully we can keep it that way. I should see what the engines are whispering."
Head down to the engine room and investigate the machinery.
The engine room... yes... the engine room... Abelard can't find anything of the sort on the maps. It seems that the engine occupies half the ship's zero-G portion, and there's no way to visit it without hopping into a space suit and investigating it himself.
In fact, there seems to be no way to visit the other hab section of the ship without doing the same. That seems inefficient, but it greatly simplifies the ship layout.
The engine is fed by metallic hydrogen rods chopped into pellets by an extractor and stripped of their electrons in a plasma cage. They are then accelerated by magnetic coils out the back of the ship, and a stream of antimatter plasma collides with the hydrogen to form a continuous plasma explosion out the back of the ship, directed by the magnetic nozzle.
Abelard has never seen anything this... abhorrent. Who knows what the radiation will do to the engine parts.
"Nice gun."
Rhodes would very carefully push the crewman's body out of the way, and make his way into the crew section.
The crewman's body is now out of the way, its previous location marked by an outline of dried blood.
Rhodes enters the crew section: a three story structure with rooms and offices at the top and bottom levels, and a social area on the center level; a central stairwell at the end of the hall leads down to a sort of cantina area illuminated by blazing orange floodlights, while the hallways are lit in dim purple.
He finds the location of the kitchen, a distillery, laundry, and other basic amenities.
Most doors are closed, but not locked; the doors on the second level open whenever he walks up to them.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Inventory:
Awesome Handcannon (6/6) (Manual Reload x2)
->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
Go to the computer and pressurize the small ship. Do the cans stop leaking? I also would like to open the cryo pod.
Rai turns the computer back on, and with it, a subtle breeze.
It seems Jackson left. At least he closed the door on the way out. With a tenuous atmosphere, the containers stop leaking, but not before encrusting themselves with a layer of foam not unlike shaving cream.
He sits at the computer and looks for a control for the cryopod. Nothing on the main screen.
Footsteps audible, he walks back to the cryopod and looks for a way to open it, but it seems this model only has controls on the inside. It's a personal model. It's not meant to be operated by someone else.
There is a serial port, however.
Strength: 0 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Inventory:
Pistol
->Allows ranged combat
"Hmm..."
Jackson exits the craft and instead investigates the contents of the cargo bay.
Jackson re-enters the zero-G, zero pressure environment of the cargo bay. Surrounding the dropship are various crates and barrels tied down to magnetic clamps on the floor.
They're labelled Hydrogen. Water. Oxygen. The usual stuff you'd find in a cargo bay. The colonial loading docks are the same way.
But some of the other wares seem out-of-place. There's a crane inside the cargo bay strapped to the floor, its base oriented sideways. The giant mounting bolts are warped.
There's also forklifts and other tending equipment. They all have the same manufacturer as the crane. Yet these are brand names. You don't recognize the brand, but they seem like they've been taken from a colony somewhere, or perhaps they once belonged to a navy vessel.
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Find any locked doors in the crew section; that's where the fun stuff is.
Rhodes tests the doors in the crew section. All of them that aren't locked, are empty, save for some furniture bolted to the wall. Most of the stuff is cheap carbon fiber, but they aren't all the same. Rather, it seems like each empty room was stolen from a different vessel.
Those couple that were locked, had signs marking the former owner.
He does come across one that wasn't locked, yet was formerly occupied, as evidenced by litter, posters on the wall, and personal belongings scattered about inside, like a silent memorial. A plastic sign hung over the door reads, in some space-age font, "Patches' Rom" [sic].
Since this one isn't locked, Rhodes checks the next, which has an acrid smell wafting through the door. This one isn't marked at all by a sign.
All of this comes to a total of 14 rooms on the upper floor; 10 unlocked and empty, 3 locked, and Patches' Rom.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Inventory:
Awesome Handcannon (6/6) (Manual Reload x2)
->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
"Accursed pirates, torturing and casting aside machine like junk. Not to mention incredibly inefficient. Well, might as well explore the other Hab deck."
Go to the hab deck and search for a spacesuit, then begin heading over to the other hab deck
Abelard hops into the airlock. However, before thrusting himself into vacuum he realizes that there are no spacesuits with room for a third arm. Whoops.
He ends up having to take a detour back to where the party arrived in that awful boarding shuttle. He came in a bulky spacesuit where he was able to get away with stuffing the mechanical protrusion down his back, but the pirate spacesuits are mostly skintight to allow a better range of motion and a more efficient means of pressurization.
The problem is that the old suit doesn't have a jetpack, unlike the pirate suits. Without a jetpack it might be hard to jump to the other side of a spinning ship.
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
Inventory:
Jetpack Suit (incompatible)
Spacesuit
Rai's eyes lock onto the serial port. He challenges it with a glare. He doesn't feel like playing binary 20 questions right now.
"Open sesame."
Disappointed (Unless? Hm??? HMMM?), Rai fetches one of those bottles. Could it be some kind of fire retardant? Sealant? Right now Rai doesn't feel like it would help him to know. He writes I'm going to fucking kill you on the wall across from the cryo chamber in foam. If it doesn't stick abandon the effort. He then opens the door and leaves all hands-in-spacesuit-pocket like with the SMG (and ammo?) tucked under his arm.
Explore another area, Rai's not picky.
Rai decides to take a look at the engine block.
His ears fill with a popping noise, characteristic of a Geiger counter. So he keeps going.
He glances across to the far side of the ship, and gets to behold the entirety of the ship's magnetic nozzle: bundles of white filament, wrapped in a spiral fixed at a mast behind the ship.
Said mast looks like it's tangled in some kind of black fabric. Going over there to fix it, however, would require actually exposing himself to deadly radiation.
Recovery: [9 > 5 points regained]
Strength: 3 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Inventory:
Pistol
->Allows ranged combat
Jackson returns to the bridge.
Jackson notices that the spacesuit isn't a hassle to move around in when he re-enters gravity.
He finds himself back inside the bridge, standing between two viewscreens. One shows a map of the Tau Ceti system and the current locations of the planets. The Atomic is currently parked in orbit of planet Freon, along with colonies built to take advantage of mutual protection and magnetospheric shielding.
A swift click brings up a map of nearby objects. The colony Rhondeim is in the distance, a few hundred km away, while a navy ship marked with a (!) is currently moving into intra-colonial space (defined as 1Mm away from any colony) so that it can use its planetary thrusters.
A nearby ship in a holding pattern markets itself as a merchant vessel. It's been there for about an hour, however. Perhaps they're awaiting docking clearance... or perhaps they're suspicious of your ship.
Finally, the ship detects a nearby object at 15 km. It'll take only a few minutes to get there using cold thrusters. It also lacks a transponder.
Speaking of which, the Atomic isn't currently broadcasting its presence. There are a couple looted tags available at the captain's chair. Do you want to display one?
Atomic, Corsair Vessel
Endurance, Naval cruiser lost in battle around planet Lucy 40 years ago
Chamberlain, Private Yacht which entered the Outer System 20 years ago
Assorted Freighter Tags, ranging from 4-80 years old
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Inventory:
4 Grenades (+4 Small Blast consumable)
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Rhodes would carefully search "Patches' Rom" for anything useful/important. Maybe instructions as to how to get the AI to not want you dead? (Unlikely, but who knows?)
The room is deserted, but not bereft of textbooks and manuals printed off the Web. However, most of these aren't ship manuals. They're chemistry books, biology books, botanical manuals... and a strange map of Rhondeim among other colonies, with unlabeled points highlighted on the colony's craggy asteroidal surface.
The acrid smell from the other door is also present in here as well. It registers especially strongly toward the back of the room, even though there is no visible source.
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Inventory:
Awesome Handcannon (6/6) (Manual Reload x2)
->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
"...problematic. Wait, I could jury-rig the jet pack onto the suit that fits. It might just work. I would need to enlist the aid of other machines though."
Head over to the fighter bay and look for tools to help move the jet pack from the old suit and attach it onto the one that fits.
Abelard leaves the airlock, dragging the two limp suits unceremoniously across the floor whilst manipulating hatches with the third.
He sets them down atop a workbench in the hangar bay, and looks around. There are three small ships in the bay: KINESIS, CAREBEAR, and VOULGE.
Total supplies: 1200
KINESIS - Towship
Masses 100t dry, 10-100t fuel tanks
Carries 220-2,200t of LH2
Stores 2,100kg C60~P (3kg antimatter)
Thrust/Weight ratio of 50
CAREBEAR - Repair Shuttle
Masses 70t, with a 10t lead shield which can be disconnected
Carries 30t of LOX fuel
Powered by fuel cells
Thrust/Weight ratio of 14
Contains starship repair tools (+2 to starship repair, disassembly, and welding)
VOULGE - Assault Dropship
Masses 20t dry, Carries 0-30t LOX or Jetfuel
Attachable SSTO Pack: 0-6 11t MetH Rockets
Able to aerobrake and glide in atmosphere
Can carry 6 people: 4 passengers, 1 pilot, 1 gunner.
Armament:
->8 Rapier MK III space missiles (+3 to space attack per use) (ignores range)
->Helldrake Autocannon (deals 3x damage) (30/30, max use 5) (Subject to range penalties)
After gazing upon the grandeur of these magnificent vehicles, he gets back to work and sticks the jetpack in a vice. He finds tools all over, but nothing well-suited to rewiring electronics and making jumper connections.
[4 > 1] He ends up with a jetpack suit and a couple miserable scraps left of the other suit.
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
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Is this a kind of problem a rob and clothes hanger would fix? Rai looks for a Rad suit.
((Did I get to keep that SMG?))
Hm, it'd be worth finding out. It'd be awful to float around a suit made of lead though.
...he can't find any inside the airlock. He'll need to search somewhere else specifically to find one.
Rai checks to make sure the SMG stays magnetically attached to his space-belt. It's pretty secure.
(*A note about the SMG in your inventory (below)
When attacking, you may choose to spend Shots to roll extra dice per. You can spend 0 and still shoot the weapon, but if you want to use the bonuses again it takes a full turn to refill. Infinite ammo for now.)
(https://s21.postimg.org/hpwhjtc13/Rai.png)
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
->Can be used to fire ranged attacks at close range
Submachinegun (4/4)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
Jackson stands up.
"That should do it. Might want to get ready for an 'inspection', pals."
He then proceeds to the mech hangar.
The mech hangar is in the other hab. Jackson puts on a spacesuit again and begins his journey through space.
On his way across the ship's span, he notices an extremely bright star shining behind the ship. It wasn't there before.
Better be quick about it.
He re-entered pressurized space, keeping his space suit on, and made his way down to the mech hangar via a fast elevator (read: a handlebar to grab onto, and a platform to step on).
There was one warmachine in the mech bay. But it was quite a sight.
((Notes))
(limited ammunition) means that the weapon cannot fire without remaining Shots. It does not gain 3 free rolls when attacking.
(no reload) means that the user does not store additional ammo for the weapon
(Armor: 4) reduces all damage taken per attack by 4
(AP 2) means that the weapon ignores 2 of the opponent's armor
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) (20/20) (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 : 50
Reflex : 20
Constitution : 25
Endurance : 10
HP: 50/50 (Armor: 4)
(https://s24.postimg.org/5usht6ntx/Jackson.png)
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Equipped:
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->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 approach the back of the room, holding his nose, and try to find the source of that terrible smell.
Holding his nose made it difficult to use triangulation... [3 > 1] but fortunately the answer was plainly obvious, and only thinly-masked. A bookshelf, slid a few inches to the side, hides a secret door in the dividing wall between this room and the next.
And on the other side, Rhodes found a brightly-lit room lined with test tubes, beakers, tubes of chemicals, lab equipment... and plastic-wrapped packets of white powder stacked against the . A hot plate lay on one of two slate benches, left on long ago. Its contents are a black paste that's long-since smoldered away, but the smell remains.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2)
->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:
"There's bound to be many, many machines to get advice from! Now where to start?"
Begin exploring the rooms, giving them a once over for particularly notable items, before making my way to the factory.
Abelard finds that most of the rooms are pasted in a layer of dirt over a layer of plastic wrapping that covers the floor and walls. There is also a layer of plastic wrap stretched out over the dirt. They smell horribly rotten, and the whole hab would smell just the same if the doors weren't airtight.
He finds one room where, instead of the dirt, there are wheeled carts loaded with boxes of seeds and pietri dishes. He finds a bio-analyzer configured to check for bio-signs in the air.
All of the wheeled stuff has magnetized wheels, and all of the boxes are strapped to the cart tops and/or magnetically held.
The factory floor is likewise heavily magnetized. There is a workshop section where people can work with their hands, and then there's an automated manufactory section where 3d-printers, mills, and laser cutters work their magic. There is a centrifuge used for powder-bed manufacturing, though currently dormant.
There is also machinery present for fabricating circuit boards. It is a true paradise.
(https://s11.postimg.org/te9z54qqr/Abelard.png)
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
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Bio-analyzer (Tracks a database of DNA sequences, using gathered pollen and spores)
A raucous alarm woke him up. It took some time, however, owing to his dulled senses.
He was used to loud noises time to time.
This man's name was Eddie Redford. Hired by Rhondeim's navy to help bust an underground trafficking ring buried in the colony's outer surface, he hadn't expected to wake up so soon. Now the ship was rumbling with the sound her antimatter-fusion engines.
Now a child-sized droid, rattling across the grated floor on a magnetic sphere, chirped at his bedside holding up a tablet.
"Mr. Redford! Mr. Redford! Boarding action!"" it asks you. The tablet shows a picture of a ship with a large monolithic protrusion on the front. You recognize it--it's called a Shard, and it projects Filaments which are often used as a sort of energy shield. A strong asset in ranged combat.
Your ship lacks one, rather unfortunately.
(*A note about the PDW in your inventory (below)
When attacking, you may choose to spend Shots to roll extra dice per. You can spend 0 and still shoot the weapon, but if you want to use the bonuses again it takes a full turn to refill. Infinite ammo for now.)
(https://s3.postimg.org/lh3ncu7hf/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20
Equipped:
Navy PDW (4/4)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
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
->Has a spare detonator
Rai just stares.
That new star in the sky just got a lot bigger. He's starting to make it out... it looks kind of like a ship. The engines are constant instead of pulsing, and there's no steadily-rising radiation level like you'd expect from antimatter. Perhaps they're being good neighbors to the colony using their cold thrusters instead of the maindrive.
Things would have been much simpler if they just sliced the Atomic in half with their antimatter drive.
(https://s21.postimg.org/hpwhjtc13/Rai.png)
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
->Can be used to fire ranged attacks at close range
Submachinegun (4/4)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
"Well, well, well. This will do just nicely.
Now... how the hell do I use you."
Jackson enters the cockpit of the Mech (Assuming I don't need keys), and attempts to call upon his memory of Aliens to remember how to pilot a mech. He tries it out a bit, moving around the bay, and attacking the air with his lance.
((So, I'm actually playing Starbound 1.3 at the moment, and the sight of this mech makes me a little giddy.))
(Glad to hear. I haven't touched Starbound in a while.)
Jackson finds a set of keys (it's more like a fob), but it's locked inside an acrylic box at the base of the mech's refueling station. However, the keys to the box of keys were left inserted into the box.
He grabs one of the fobs and presses the button to have the mech kneel. Conveyors on the floor distance it from the refueling station, and soon enough the 4-meter-tall robot kneels down to allow entrance.
Jackson hops inside.
The first thing he notices is that this mech relies quite heavily on the user to counterbalance its movements. All the while, a notice on the screen tells him "Pilot Compensation Suit Disconnected"
Regardless of the warnings, it seems he is able to control it, and manages to stumble a few meters forward, before falling over and catching himself with LONGINUS' arms. [3 => 0] ((He takes a Power 3 hit: 3 => 1, and then resists: 3 => 2))
Next, next, he attempts to swing the Lance of Longinus, a 5m long drill-tipped spear with a telescoping handle. He catches himself off-guard by the sheer weight of the weapon, and fails to compensate for the swing propertly, causing LONGINUS to fall forward once more. [3 => 1]
(Because you aren't currently trained, you will need to roll for properly controlling the mech, in addition to rolling for the mech's actions. You can spend Dex or Reflex to have more than a 50% chance of passing the command correctly. Spending 1 gives a 70% chance, spending 2 gives an 80% chance)
(https://s24.postimg.org/5usht6ntx/Jackson.png)
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Equipped:
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->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)
"Ooh la la. Was somebody on this ship running a little "business on the side"?"
Rhodes would inspect the space meth lab, trying to figure out 1. what exactly the powder is, 2. if it's super valuable, and 3. if there's a handy formula to make whatever it is lying around.
3. He finds a cheat sheet, composed of twelve pages stapled to each other and pinned to the wall. It diagrams a process of 72 unique steps, with additional steps that involve repeating previous steps (but with a different product).
2. It must be, given the great lengths to produce it.
Rhodes opens a drawer and finds a notebook filled with what look like "Product Orders." There are columns for a "Destination," a "Source," and a "Fence."
Fences are given nicknames like 'Watchdog' and 'Frankenstein.' There's a machine-readable QR code next to each fence.
Sources refer to place-names, most likely. Rhodes is familiar with "Helmgard Bank," a rather seedy establishment in the Freon Trojans where people trade all manners of high-risk securities.
Destinations are given by triple initials.
The price-per-quantity varies based on the recipient, but... man... a pound of this stuff is probably enough to retire. The exact payment however is in cryptocurrency and is marked with an asterisk to indicate the value is subject to change.
1. Dioxyhydrogenated Nitrofullerite Aether. Not a clue.
There are lots of unfulfilled orders, however, due in the next 1-2 years. Perhaps one of these "customers" can tell him.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2)
->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:
*sniff* "It's beautiful."
Go into the hand-working area and examine the tools available.
Abelard finds racks of portable tools: grinders, drills, saws, torches, welding kits, soldering kits, the usual. The crew should be able to construct scaffolds, repair machinery, and build new devices.
There are also tools for making guns, such as a manual drill for boring out barrels.
(https://s11.postimg.org/te9z54qqr/Abelard.png)
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
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Bio-analyzer (Tracks a database of DNA sequences, using gathered pollen and spores)
Somewhere in a certain cargo bay, a silent hiss went off. Spots and phosphenes filled his vision, 'till a blurry and distorted world swirled in to fill the gaps.
Riker woke up. It was much like having a long dream, except he had no idea how long it had been since he'd set course for the planet Freon in search of finer culinary stock.
Something wasn't right, though. He sat up, lifting the huge cover off the cryopod, and immediately found himself short of breath. No matter how much he gasped, no breath could satisfy his lungs screaming for oxygen.
He quickly snapped his helmet on, but found the emergency oxygen supply didn't help. The culprit was low pressure--he had to put his suit on.
Dragging it out of a compartment underneath the gel-filled crypod, he slipped inside and connected the neck joints to complete the seal. The suit began a repressurization routine to calm his vital signs and help him recover.
He found that intruders had been aboard his ship. They stole his SMG and the spray he used to groom his fur, but they didn't steal his pistol or his ship computer, which lay on the front dashboard.
Out of the canopy, he saw nothing but darkness. Either his mothership had been disabled, or his shuttle, the ship he was currently on, was taken somewhere else. Somewhere dark.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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)
->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
Eddie yawns, running his fingers over his scalp. Groggily, he glances at the screen. "Now what's this then? This don't look no good at all."
To battle stations! Attempt to acquire some sort of personal armor en route.
"It's not! It's not! But the captain says it's attacking a cargo ship! He says he needs you to help the breacher team!"
Eddie hops into his own personal suit made of fiber mesh, with carbon heatshield plates that double as extra protection.
He then swings down into the hallway, running past the bridge compartment on his way to pick up the rest of his gear. This ship has awfully cramped quarters.
Speaking of the bridge--
"Oi! I've gotta speak with you for a moment, Mr. Redford," says the captain, stepping into Eddie's path for a moment, then retreating out of courtesy.
"It's T-minus two minutes till we get into melee. Got the drop on those suckers since they're so close, and there's no way they're turning that big hulk around in time. That said, I hope you noticed that it's a fair bit bigger than we are..."
The short, stubby, colony-raised official looks up at you through his spectacles. He looks like he never slapped someone in his life, let alone killed a man with his bare hands.
"You know these marines... they were expecting a surprise attack on a bunch of crackheads. They weren't expecting this at all. You think you can give them a good shakeup?"
(https://s3.postimg.org/lh3ncu7hf/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
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
->Has a spare detonator
Well. Not much one can do about another ship in an engine room. Well actually.. Eh Rai didn't feel like hosting that debate right now.
Mech-hanger sounds cool.
Not much of an engine room. Hanging out in space is fun. Also, that glowing dot is getting brighter. It's almost here.
Rai heads down to where he remembered the mech-hangar to be, based on the ship layout. He walks in to behold a trembling floor and a danching mecha. It looks like the only option has already been taken.
Suddenly the ship trembles again, as if something hit.
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
->Can be used to fire ranged attacks at close range
Submachinegun (4/4)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
Jackson stands up.
"That should do it. Might want to get ready for an 'inspection', pals."
He then proceeds to the mech hangar.
There's a closet on the wall with red paint detailing its purposes:
"Newbies:
WEAR A MECH SUIT
If someone scratches the thing again he's gonna be dangling out the airlock for 24 hours
-Gearmaster Taurus"
Good to hear.
Jackson swaps out his spacesuit for the pilot suit. It's not particularly awkward to wear outside the mech, and it doubles as a pressure-suit, but once he enters the mech it starts to deform in the limbs and shoulders, making him feel off-balance. Surprisingly, this makes it easier to control the mech. There is direct feedback between the mech's stance and the suit's contortions, and that helps the pilot figure out whether he needs to lean forward or to compensate for swinging the mech's arms.
[5 => 2] He now manages to swing Longinus' lance without tipping over.
Suddenly the ship trembles again, as if something hit.
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) (20/20) (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 : 50
Reflex : 20
Constitution : 25
Endurance : 10
HP: 50/50 (Armor: 4)
(https://s24.postimg.org/5usht6ntx/Jackson.png)
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
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->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)
:(
(https://s12.postimg.org/p89fp17wd/rhodes.png)
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2)
->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:
"So many machines here. I can hear their singing clear as day. I wonder if they worked on any weapons but were left half-finished?"
Look for any partially-finished weapons left around the factory, ones that might be quickly finished.
[3 => 2] It's a pirate ship, so there are scores of unfinished projects in the trash heap! Evidently, those who started on them were much less skilled than you are.
Or perhaps they just found something better to do with their time.
Abelard finished his work by testing the retrofitted drill he found. Its electronics were fully functional; it even had a ToDo list explaining what was and wasn't finished. The last note attached was:
"Not interested in finishing this piece of garbage. Too heavy to hold in a single hand--what's the point?"
Suddenly the ship trembles again, as if something hit.
(http://i.imgur.com/ZvMevDG.png)
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)
I use my phone as a flashlight and go to the bridge but listen carefully to whatever possible dangers there are.
And I walk into the pitch black
Riker turned on his lights and opened the door on his shuttle. Air rushed out, and he was left in silence.
His suit's lights illuminated his surroundings. Tanks of oxygen, hydrogen, and supplies lined the confines of the chamber he was in. He felt no gravity, just his magnetic boots pulling him to a graded floor. Underneath the floor he saw hydraulic machinery boostrapped together. There was no rhyme-or-reason to anything's layout, it was just built to work.
He found no doors leading out of his current location. No signs or anything telling him where he was.
The walls had hydraulics, however. It looked like a system for lifting a massive door. Perhaps the arced ceiling itself was a door.
[3 => 3] He looked around and immediately saw a box on the wall, wired haphazardly to the pistons and hydraulics.
Pressing it, the ceiling opened up silently to a vista of stars
This definitely wasn't the mothership.
Climbing up the wall, he stuck his head out of the cargo bay. On one side, there's a huge greenish-black monolith, with glowing energy lines stretched out across its surface.
On the other side, he spots a rotating hab section. And a very bright star coming from the back of the ship. That must be another ship--
--It hurts his eyes to look. The other ship, a very long, needle-shaped craft with two laser turrets near the engine block, firing its thrusters in a deceleration burn and last-minute maneuver, swells to its full size. Riker saw a gossamer thread dangling from the side of the other craft--a gossamer thread which then tangled itself around the rotating hab section's support pylon. The other vessel reeled itself in, and soon Riker could make out marines in spacesuits leaving the airlock, armed with rifles.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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)
->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
"F' course I can sir. Let's get to it then."
Follow the officer to the marines. Before starting off on my pep-talk, break into a grin at the assembled soldiers.
"Men! I s'pose this is the point where I'm givin y'all a shake-up, a prep for this here mission. Well, I ain't gonna giva ya a talk on trustin' yer instincts or how yer all strong men of the navy. Y'all right now, you just hafta know one thing.
These are pirates, gentlemen. You are soldiers. I guess that's two things really but whatever. The point is that each f' you, yer trained and you know what yer doin', while th' idiots on that other ship prolly don' have a goddamn clue what to do right now. As long as th' lot f' you don't do nothing stupid, victory is pretty much assured!"
Flash another crooked grin.
"And y'all got me, watchin' yer backs. So there's nothin' to worry about anyway! So let's go in, kick some ass, and blow the whole place t' hell n' back! Who's with me?"
[3+2 for style => 3]
Eddie's pep-talk elicits a resounding cheer. Fists and barrels fly into the air, bump off the ceiling, and are soon followed by the marines themselves, floating about unprepared for the sudden reversal of gravity.
"I better get out of the airlock," says the captain, hanging onto a rail.
The airlock completes a pressure cycle and lowers the concentration of nitrogen in the air, lowering the pressure so that the plasma screen can hold. The door finally opens, and a purple haze obscures the backdrop of stars; up above, the target ship looms, with their cargo bay door evidently open. Eddie spots a helmeted figure peeking his head up out of it. Everyone will have some initial velocity as the Cruiser has just attached itself to the ship's spinning pylons, producing artificial gravity by rotation.
Each marine wearing (+1) combat armor has a shaped breaching charge that can rupture a couple inches of steel, an assault rifle, and a pistol. There are 10 marines in total.
Although you don't know the target ship's internal layout, Eddie has the following tactical options laid out before him:
->Target an airlock and breach it (perhaps it's unlocked?)
->Sabotage the zero-G section of the ship and force the enemy to come out for a fight (salvaging the ship may be difficult)
->Blindly breach a section of the hab, hoping to catch the enemy off-guard.
(https://s3.postimg.org/lh3ncu7hf/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
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
N/a
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
->Can be used to fire ranged attacks at close range
Submachinegun (4/4)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
"I should test it in space... Figure out how it works."
Jackson, after checking that the mech is fully pressurized and seems like it SHOULD work properly in space, seeks some kind of airlock to fit the mech out of, and goes through it.
Jackson tests the jetpack, scorching the floor and almost killing Rai, who just entered the mech bay.
With little time to open the window and issue an apology, Jackson focuses on finding a giant airlock to sortie from--he discovers a giant elevator, which takes the mech to the "ground floor" of the mech hangar. The ground floor is pressurized and sealed--and it has a moon-pool style opening in the floor, bridged across by a hazy plasma window.
Jackson slips through and finds himself in space, falling away from the ship, and spinning slowly.
On the far side of the Atomic, Jackson sees the enemy ship parked (i.e. attached, via some kind of large tether wrapped around) on top of the pylon connecting the Atomic's hab section to its center.
The addition of extra weight has caused a bit of imbalance, so the Atomic itself is wiggling periodically, though the rotation speed is nowhere near enough to cause harm yet.
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) (20/20) (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)
Stats:
Strength : 40 (can boost energy weapon damage)
Dexterity : 10
Speed : 50
Reflex : 20
Constitution : 25
Endurance : 10
HP: 50/50 (Armor: 4)
(https://s24.postimg.org/5usht6ntx/Jackson.png)
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
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->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)
"Ah, crap."
Rhodes would try keep an eye on the marines without getting spotted, waiting for them to breach into the ship. Once they were out of sight, he'd make his trip across towards the mech hangar, and try to link up with the others.
The marines create a gas leak and fire, and Rhodes eagerly awaits their entrance into the ship, sticking his head only as much as necessary... but the fire persists. It seems they might be here a while.
He remembers something about a Mech Hangar and a Fighter Hangar. The Mech Hangar is on the other side of the ship, but the Fighter Hangar should be accessible to him. It's on the far "bottom" edge of the Hab so that the fighters drop through the floor--this also means they'll be invisible to the marines for at least a short while.
If he doesn't plan on using a ship, it's at least a route to get into space undetected.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2)
->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:
"Did something hit our ship? These poor machines, being constantly abused for so long."
Wielding the drill in my normal hands, go to an airlock (while suited) to see if there is any noticeable damage or debris on the outside.
The drill, detecting vacuum conditions, spins slightly even when released to prevent vacuum-welding of internal components. This only happens with crudely-assembled gear rather than proper (and expensive) spaceworthy stuff.
Abelard surveys the immediate landscape of the Atomic--and her new companion.
There is a new ship attached to the spinning habitat section. Abelard looks up to see it sticking past the central body of the ship, which looks like it's rotating. The gravity, however, forces everything outwards, and this includes the other ship; it's sagging away, attached non-rigidly to the Atomic's superstructure.
However, any activities going on in the other section are invisible to him, as the Atomic's own body is blocking the way.
(http://i.imgur.com/ZvMevDG.png)
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)
N/a
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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)
->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
Go for a random airlock, and have some marines deploy their shaped charges. En route to the airlock, keep two marines a slight distance behind. Their job is to report if the helmeted figure does anything suspicious.
"Nobody go fer that pirate ovr' there! I'd bet me mum that it's a trap! You two! Keep a slight distance b'hind th' group and keep an' eye on 'im!"
Upon breaching, send everyone into the ship, and yell "PUT YOUR HANDS IN THE GODDAMN AIR! WE HAVE YOU SURROUNDED!"
Making hand-signals to reduce radio chatter the marines set up their explosives. They put it where the lock is expected to be, so that the pressure of the atmosphere inside swings the door outward once it's breached.
Finally, as you order the demolition, the marines take cover behind a corner of the ship. [8 +> 5x6!] A brief flash illuminates the ship below, and returning to the scene of the crime you discover a plume of mist spewing out of the former airlock site, met with an emberlike glow.
It seems that an oxygen line was hit. Looking at the mangled mess inside the airlock, it seems spacesuits fitted with jetpacks are to blame for the fire.
Until the flames die down the marines don't seem too willing to take the plunge.
(You rolled five sixes. Literally.)
(https://s3.postimg.org/lh3ncu7hf/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
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
Any goodies in the mech hanger? If not than take a walk. Walk towards action.
Raioyris takes to space, bringing his weapons with him. Time for some action.
Jackson flies overhead in a jetpack mecha. Good, that'll keep them occupied.
However, they are a fair distance away. Hundreds of meters.
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
Jackson braces himself, then fires five SRM missiles at the Marines' ship. He then dips back into the Mech Hangar.
Drifting through space, Jackson fires the rocket pod. (defaulting to 3 shots) [3 -> 1x2] The ship's side is completely ravaged. Using the scope, he spots gas leaks and gashes in the outer hull. However, the marines on the orther side are unharmed, and they pop out, showering Jackson's mech with a hail of fire.
[10 --> 1] Rounds ping off his armor. However, he hasn't seemed to put much of a dent in their armor.
He fires the jets and returns to the mech hangar, consuming 3 fuel.
(That wasn't very effective because you only fired 3 shots. In the future, you should spend points to boost your attacks)
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) (17/20) (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)
(https://s24.postimg.org/5usht6ntx/Jackson.png)
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 observe the marines for a bit longer, waiting to see if they go to a Plan B. If nothing interesting happens, he'll head for the Fighter Hangar and go that way.
The marines take up a defensive position. Explosions occur on the other side of the ship--from a source Rhodes can't exactly see, but he'd probably welcome the help nonetheless. Navy ships wouldn't explode for no reason.
At the moment, they're entirely distracted, their attention focused toward the other side of the Atomic.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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:
"...really? Already we're invaded? These machines just get no break."
Get back into the ship and head down to where there will be useful heavy ordinance, AKA the mech hanger.
The mech hangar is empty.
However, judging by the ripped-open closet filled with mech suits and a single clothes hangar, it wasn't always empty.
Rockets, ammo, and explosives line the walls in ammo crates. Spare weapons, too. These weapons are all mech-sized, twice as big as what a man can carry, but they could be mounted and turned into emplacements if necessary.
There's a Vulcan Cannon (close range, extremely high volume of fire), a Missile Pod (long range), a Pulsed Particle Cannon (mid-range, high AP), and a Canister Rifle (AoE short ranged).
(http://i.imgur.com/ZvMevDG.png)
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)
Ryker wonders what was going on. But he desperately needed help and answer so he tries getting the attention of the space Marines but with his hands up to show he means no harm
The marines keep their weapons pointed at Riker, but suddenly an explosion envelopes the side of their vessel. They're too busy at the moment to do anything with regard to Riker.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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
"Awright boys, that prolly got them's attention! I wan' the lot f' ya t' extend out around this area here, an' shoot anyone who gets close! They've got t' come t' us now!"
Have the marines assume a defensive position on the side of the ship. I will take cover by a nearby bulkhead. Standing orders are to shoot anyone who gets near.
The marines set up as follows:
(https://s1.postimg.org/f9ax7j7zz/shelter.png)
In the case of a flank, this would prove to be a disastrous positioning. However, when you feel the ground rattling beneath your feet, and turn around to see the police cruiser drifting back after a hit, shrapnel dispersing silently into space, you know only that you made the correct choice.
The cruiser is still attached to the superstructure, but you'd need to travel to the other side of it to assess the damage.
[Marines Defend in Heavy Cover: 3+3 => -4 damage taken] [2 damage -4 = 0]
The marines, peer over the rim of the ship to return fire. "Enemy armor!" they scream into the radio. One of them drifts over to get your attention.
"Sir, we need heavy ordnance to bring it down. There's a rail rifle and a grenade projector inside the armory on the other side of the ship. We'll cover you!"
If you go to retrieve the heavy weapons, you'll have to drift into space out of cover.
((You have 2 Command Points, gained as a reward for saving the lives of your men. You can spend these to boost the Marines' attacks/actions, or reserve them to boost their defense))
(https://s3.postimg.org/lh3ncu7hf/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 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)
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
Slink on over. I want to see what I'm getting into before I expose myself.
[Stealth: 3 +> 2] Rai manages to climb onto the other side of the ship, mand uses the superstructure to block line of sight. He notices a very large-framed figure in the now-opened cargo bay, wielding a pistol and raising his hands.
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
Jackson once again pops his mech out and, if the marines are still visible, fires another 3 missiles, spending 2 dex to aid them with their aiming. If they are not visible, he instead fires 3 missiles at the ship, spending 2 ref and 1 dex to make sure that the ship takes critical damage.
One of them dives into view in order to re-enter the ship. Jackson decides not to let that happen. He lets forth a barrage of missiles, [5 -> 2x2 = 4] striking a hit on the side of the enemy vessel. However it's unclear whether or not there's a hit. There's no voluminous spray of blood as expected from fragmentation warheads detonating against soft flesh. Then again, blood probably wouldn't stay liquid in space...
The baddies retaliate by crawling out of cover on the other side of the ship and firing useless shots at you. [10 --> 2][3 => 0][Damage: 2-4 < 0] Useless, because you're in a big robot, not necessarily because they wouldn't harm your friends.
Speaking of which, during the conflict, you notice Abelard operating out of a makeshift bunker next to the airlock. It's even got a heavy machine gun waiting to fire. This should be great.
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) (17/20) (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)
(https://s3.postimg.org/wbj93g8jn/Jackson.png)
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)
:(
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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:
"Hmm... these machines may prove helpful still."
Spend 2 Reflex to set up the Vulcan in a good defensive spot as an emplacement with cover.
[5 => 2] Abelard sets his drill aside for drilling, and gets to work strapping together a shield to mount on the front, fashioning a tripod from spare pistons and a wrench, and shoving piles of ammo out into the airlock to fuel his beast with. The man is resourceful, and a tad bit crazy.
((Note for below: Fire Rate x3 means that you throw 3 dice for every unit of ammo and stat point you burn))
He is now operating a Vulcan Cannon (50/50) (x3 fire rate) (100m range) (overheats if firing more than 3 rounds, disabling for a turn) behind Makeshift Cover (+2 armor except to head) in space.
The marines are taking cover behind their ship, but a good burst from an automatic will suppress them. Your teammate is overhead, floating around in a mecha sending rockets their way--but the nature of his attacks gives much margin to duck out of cover and issue retaliatory plinking.
(https://s15.postimg.org/86xx4zai3/Abelard.png)
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)
:(
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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
"Awright! Men, hold out here 'till I get back!"
Pump 2 dex to quickly and nimbly maneuver to the armory, and grab the grenade launcher.
Eddie hops into view, taking the time to observe twelve missiles heading his way. He swoops into the armory and screws the hatch shut just as they strike, narrowly avoiding certain death.
Turing around, he exits the inner airlock door to the armory. His space suit gives some kind of pressure warning. Perhaps it's depressurized inside the ship due to damage from the missiles.
Something happened.
He retrieves the grenade launcher. Inside the armory there's a repair tech, not wearing a helmet, just staring at Eddie obtusely.
2 Command Points
[5 => 3][6][4-3 damage taken to head = -1 CON]
(https://s10.postimg.org/nnl4ptsq1/Eddie.png)
Strength : 8
Dexterity : 4/6
Speed : 4
Reflex : 6
Con : 4/5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 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
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)
(https://s17.postimg.org/j5d1kawvj/Jackson.png)
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.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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.
(https://s15.postimg.org/86xx4zai3/Abelard.png)
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)
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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))
(https://s14.postimg.org/d1tekux41/Eddie.png)
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
Hmmm. Yeah.
Jackson spends his remaining two dex and remaining two reflex and tries to fire a few missiles exactly where he saw the hostiles dive back into cover. He doesn't send a ridiculous barrage- he doesn't want to cause intense damage to his own ship. He just aims and fires a few, then he goes back through the airlock into the Mech Hangar, and looks for other ordinance to use.
The marines retreat! {3 => 2} They do so successfully. Jackson isn't able to get a lock.
Jackson notices his mecha has a few bolts knocked loose here and there... He returns to the mech hangar, where his mech is refueled and rearmed.
He discovers a cache of new weapons he could swap out. LONGINUS has two hardpoints.
An LRM Rack (extremely long range, +1 to hit at range), and a Canister Rifle (AoE short ranged, best in close quarters).
Rhodes also shows up. Your mech has speakers.
(By the way, I nerfed the mech's constitution. Was too stronk before :( )
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) (20/20) (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 : 50/50
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)
(https://s17.postimg.org/j5d1kawvj/Jackson.png)
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 would think about it for a second, before shaking his head. He'd instead try to slip past the marines and link up with the rest of his crew in the Hangar.
Rhodes manages tro slip past undetected, mostly because the marines are in full retreat. He ends up at the hangar, alongside a giant mecha that's walking around. Is it... automated? Probably not.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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:
"Sparks! They fled from the gun's view. Guess I should pack it up and move to intercept them."
Pack up the emplacement and move to a better firing spot in the hallways by entering through a different airlock.
Abelard follows the marines, entering via a third airlock. He finds himself adjacent the armory, which is blocked by retinal scanners.
[Tracking: 3 => 1] He seems to have predicted well. Footsteps echo the long, rectangular hall. However, it's unclear whether the footsteps are moving forward or backward. They might even be above--the floors aren't particularly thick or soundproof aboard this vessel.
(https://s15.postimg.org/86xx4zai3/Abelard.png)
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 closer. How many? Rai readies his SMG, maybe he can take them all out at once with a nice long burst.
{3 => 2} The marines performed a safe retreat. Raioyris moves in to gun them down, followed by the stranger from the cargo bay, who seems to keep asking him questions.
However, the marines have already entered the Atomic via another airlock.
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
:(
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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! Follow me!"
Make a tactical retreat to the breached airlock. Once inside, make a sweep of the room and have the marines assume defensive positions near all the doors.
The men follow. Eddie finds himself in a hall, wall signs pointing to ARMORY to the left and HAB to the right. The armory is bound to be filled with weapons, but it's also likely locked.
"I'm tempted to set an ambush for them. Which way do you think they're headed?"
(https://s14.postimg.org/d1tekux41/Eddie.png)
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
[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)
(https://s10.postimg.org/vuchbzb21/Jackson.png)
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.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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)
(https://s8.postimg.org/chyuxj1x1/Abelard.png)
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)
:(
(https://s7.postimg.org/nvntwgiyj/Rai.png)
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
:(
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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.
(https://s3.postimg.org/8i8cy9sk3/Eddie.png)
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
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)
(https://s10.postimg.org/vuchbzb21/Jackson.png)
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.
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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.
(https://s16.postimg.org/y55ckpofp/Rai.png)
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.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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.
(https://s17.postimg.org/65jd3gyof/Abelard.png)
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.
(https://s3.postimg.org/8i8cy9sk3/Eddie.png)
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
???
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)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Powered Fists (2x to ALL melee attacks)
Heavy Missile Pod (4/4) (5x damage multiplier) (Limited Ammunition) (AP: 5)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
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)
(https://s10.postimg.org/vuchbzb21/Jackson.png)
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)
???
(https://s12.postimg.org/p89fp17wd/rhodes.png)
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:
"Yes, well, lets go!" Studying the elected marine for a way to kill him without ruining the armor. He intends to return alone with the armor on. He travels back into his home ship leading the marine towards the cargo bay. But slowly. Seemly cautiously, but really Rai just wants to study the marine and figure things out.
Of course... If they track vitals this could be problematic.
"You think that armor can bounce back from a EMP? This ship seems kind of rickety." He asks casually, cautiously navigating the hall.
One of the technicians shrugs. "I'll go."
The captain doesn't stress what he said earlier. He technically said two, but this is already working to Rai's advantage.
The technician followed Rai into the hall, back toward the airlock.
In response to Rai's idle quip,
"EMP?" He asked rhetorically "Not sure if anything out here in space can bounce back from being fried." He reaches for his helmet.
"If it's properly shielded for space, though, it's going to have an airtight shell made from aluminium," he pronounces it Alumin-i-um. "That's pretty much a proper shield right there."
The helmet seems like a cheap one. There's no locking noise when he puts his helmet on. Rai made sure to put his on second so he could listen.
The vacuum of space calls.
(https://s16.postimg.org/y55ckpofp/Rai.png)
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
Ryker sees an explosion in the hall of the ship, he protects his face reflexively from the blast, concerned he runs towards the origin of the explosion but has trouble seeing thought the smoke and tries feeling where everything is and calls out "hello, is anyone hurt? I'm not gonna hurt any one, I'm just here to help!
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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
"LOOKS LIKE YOU'RE ALL STILL CONTENT TO HIDE IN YOUR NURSERY! KEEP ON COWERING IN THERE!"
Keep 2 Reflex on standby to return any more grenades. Then Use the Megadrill to cut a hole in the wall of the 'nursery.' Hold the metal plate cut off up with my Digitron and move the Vulcan into place and spend 3 Dex on a burst of fire into the room.
[3 => 2, 2 AP negates wall armor]
Abeldard gets to work. He takes advantage of the explosives bursting around him and the general chaos posed by a sudden newcomer who appeared in the hall, to dig his way into the side crawlspace. Normally this area is only accessible by maintainence hatch, but it's just sheets of metal. No harm in adding a new one.
He then cuts out a slot in the room the marines are hiding out in, dragging the vulcan across the floor with his digitron. He drops the drill and uses the digitron to hold up the steel plate. [3 => 2] Mechanized limbs work wonders.
His hands free, he hefts the vulcan up and bursts through, opening fire in the smoky room. The smoke obscures his vision, but that won't protect them from vulcan fire. [12 -> 5] {3 => 3} {Armor 1} A single marine dives in front taking all the fire.
Marines left: 9
(https://s9.postimg.org/4ndd134hr/Abelard.png)
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)
"Y' READY T' COME OUT YET? OR ARE Y' STILL HAPPY WI' DYIN'?"
Keep lobbing grenades into the hallway, expending 1 ammo.
Then, Eddie notices the alien in the hallway, and points his PDW at him.
"Son, I'm appreciatin' you wantin' t' help and all, but considerin' what I've been through, I'm not quite ready t' trust no one yet. Put 'cher hands in the air an' let one of these here marines frisk ya'. I hope y' understand."
[Rolled 2 1's: 10 -> ???] Eddie, despite the innocent-seeming fellow diving into the middle of the crossfire, continued to fire grenades, hoping to bounce them around and present the least danger while defeating his target.
He's unable to gauge the effectiveness of his attacks. Either the target was dispatched, or the weapon isn't firing because this newcomer is an ally...
Over the sounds made by the marines, who rush to leave their cover like idiots and try to hold up the alien, Eddie hardly notices the dull sound of a drill in the background, which blends in with the noisy ventilation system and the hissing of the electrical fire. The room continues to fill with smoke. (-1 to all non-explosive ranged attacks due to poor visibility. Enter melee range to mitigate this)
(https://s9.postimg.org/ejeg0qa9r/Eddie.png)
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 against the user. Enemy is stunned for turns equal to (Damage Dealt - amount lost by)
Grenade Projector (5/6) (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%.
->Jammed!
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
Jackson abandons the idea of severing the enemy ship for now, and instead heads to the airlock the marines breached to enter the ship. He pilots the LONGINUS back into the atomic, then does his best to pursue the enemy. He could probably just follow the noise of gunfire.
Jackson tilts the control stick back to distance himself from the enemy vessel, and soon his attention turns toward the marines who fled into the Atomic. If only LONGINUS could fit inside the ship's halls. Perhaps one of her new crew's first goals would be procuring some kind of battlesuit for boarding action.
As he expects to coasts, something hooks onto LONGINUS' left foot from below. Jackson feels the pilot suit contract against his ankle, and soon his entire body is shifted along with LONGINUS itself, thrown through space by some unknown foce.
The radar picks up a new hostile as LONGINUS tumbles, making its exit out of the far side of the enemy hangar.
A four-legged juggernaut of destruction, armed with a massive grappling hook and bristling with ballistic weapons mounted to shoulder-sponsons. [3 => 3] Jackson wrings off the hook, freeing his mech.
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 : 44/50
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)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
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)
(https://s10.postimg.org/vuchbzb21/Jackson.png)
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)
Rai goes forward making pace back into the ship. "I hope you're suit does sends vitals to your captain, we might not make it back from this trip." In actuality he hopes not, but he needs to to know either way.
If he doesn't have some kind of vitals correspondence, off him with an 6 Speed trachea crush. If he does lead him to that shitty engine room that might interfere with his communications.
(There's no engine room. The only way to get at the Atomic's engine is to go into space.)
"Ha, you take us for police folk. They're assigned all the cool stuff. We just use stuff we take from pirates, and maybe get a hand-me-down here or there."
Good. [9 => 2] As they enter the cargo bay, Rai pushes himself off the wall with his legs and uses his good arm to swiftly cave in the technician's pressure suit. The soft fabric, though providing some resistance owing to internal pressure, folds easily, and the techie is left suffocating in space despite a proper air supply.
The suit is unharmed.
(https://s11.postimg.org/8tmy9sl4z/Rai.png)
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
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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
These marines are making such a mess of this ship! They need to be dealt with, quickly.
Abandon the Vulcan and charge into the fray with my Megadrill, spending 5 Strength, 6 Reflex, 1 Dexterity, and 1 Speed to cut through the marines.
"GO TO HELL!"
Expend all dexterity and reflex to dodge the hell away from the mega drill and to pour 2 rounds of PDW ammo into Abledard.
[Con: 6 vs Eddie's 3] Abelard goes in. Eddie can't react in time--firing on Abelard would mean attacking his allies. Which wouldn't be all that bad, but these rounds can't penetrate a human body. They're pretty much the definition of "less lethal," optimized for combat in pressurized interiors.
[29 => 14] [Dodge doesn't matter] The marines are torn asunder. Blood runs everywhere. There are no survivors.
As the pale mist clears, a figure stands expressionless, unfazed by the chaos. He brandishes his submachine gun, and opens fire into the rampaging tech-augmented killer. [5 -> 2] [Con: 1+5-5 ==> 1 turn stun!]
Abelard peers out from behind his digitron, which soaked up the low-caliber rounds with ease. However, the rounds had another effect: embedded capacitors, supercharged with extremely high voltages, let loose a spike of current into Abelards body.
[Abelard is stunned next turn: -12 Constitution]
(https://s3.postimg.org/jiogtdisz/Abelard.png)
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)
(https://s11.postimg.org/uivcpy7b7/Eddie.png)
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
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - 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
Spend 3 Dex and 2 Ref, and fire my canister rifle directly at the enemy. Use the force of the weapon's firing, along with some thrusting, to begin rapidly backpedaling along the hull of the Atomic. Try to make it back to the mech hangar. I should be a bit faster than it. If it hooks onto me, use Speed to pull away.
Jackson reacts to the sudden engagement by bringing his weapon to bear, aligning it with his center of gravity. It's not a particularly high-velocity weapon, so the specific momentum imparted onto LONGINUS is quite high in space--Jackson flipped the switch that says "Recoil Compensation" off.
[24 => 11] (3 => 0) (7 damage!) (deals 7 Strength loss)
The enemy mech is rather slow to maneuver, and by using his thrusters to correct Jackson is more than able to maneuver back into the hangar with ease. However, he takes a healthy dose of fire from the iron juggernaut's weapons, but everything merely pings off LONGINUS' armor.
Target is now hundreds of meters away.
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 : 41/50
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)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Stats:
Strength : 33/40 (can boost energy weapon damage)
Dexterity : 10
Speed : 47/50
Reflex : 20
Constitution : 9
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: 43/50 (Armor: 4)
(https://s22.postimg.org/khfo5rngx/Jackson.png)
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)
Recover the body and put on the suit. recover ref with endurance? Or wait such that my ref recovers.
Rai recovers much of his senses after the initial onrush of adrenaline elides.
He rips the suit apart (non-destructively) and replaces its occupant with himself. He is now an enemy!
(https://s18.postimg.org/rgpqr3j3t/Rai.png)
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
(https://s24.postimg.org/9kv6feb1x/Riker.png)
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
"Ya' killed 10 men there boy. Men with families, men with dreams, men with hopes an' goals an' lives all cut short all so y' can live another day. Are y' proud 'f yourself? Do y' think yer life is worth more than all of those y' killed? 'Cause it ain't.
You've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk? Luck's the only thing that can save y' now."
Use 1 ammo to shoot Abelard with the PDW again, take the Megadrill, then attack him with the Megadrill (pump 3 strength).
[4 -> 3] {3 => 3 -- blocked} [Con: 0-6+2 -- no stun] Eddie lays down a hail of fire with his PDW, while Abelard swats he weapon aside with his right arm, thus leaving the drill solo-handed in the other.
Eddie makes a mad dash for the weapon, knowing Abelard won't be swift enough to bring it to bear in the heat of battle. [3 => 3] {7 => 4} Abelard's third arm snatches it out of the way, and he dashes back. Damn, better get used to that third hand screwing things up.
(https://s11.postimg.org/uivcpy7b7/Eddie.png)
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
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - 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
"Says the fool who boarded OUR ship, destroyed dozens of machines, and were tying to kill us! You simply don't know when to quit, do you?"
"...come to think of it, why did you even board us in the first place?"
Keep 3 Speed and 1 Reflex for dodging his disarming attempt. Try to regain my Constitution and Strength.
Abelard avoids Eddie's attacks (see above) and recovers twice (due to two combat ticks).
[9 => 5]
[9 => 2]
(https://s13.postimg.org/oyfkcothz/Abelard.png)
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)
Ryker, who is off in the side lines, wonders what the F*** is happening when just amoment ago he was potentialy being threatened and then another person just came crashing through the wall and questions some of his life choices. then he goes towards the two strangers facing off and gets their attention: Hey wait! don't any of you shoot, Please? the two strangers take notice of Ryker. "okay" Ryker starts, "What the hell is going on, Who are you people,Where am I, and What are the marines doing here?" he asks in a frustrated tone hoping for a proper response from the two strangers.
(https://cdn.discordapp.com/attachments/322949634400190465/339280826468532224/unknown.png)
:(
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 : 41/50
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)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Stats:
Strength : 33/40 (can boost energy weapon damage)
Dexterity : 10
Speed : 47/50
Reflex : 20
Constitution : 9
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: 43/50 (Armor: 4)
(https://s22.postimg.org/khfo5rngx/Jackson.png)
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)
Reenter the ship, if anyone tries to talk to me hand motion to them that the suits mic isn't working, try to avoid getting tangled up in talks (spend 6 ref to do so) and explore the enemy ship in search of armories, engine rooms or cargo bays, also note any sort of diversion opportunities like fire alarm sort of things.
Rai re-enters the ship with a heavily-dimmed visor (-1 to all rolls involving sight) and enters the armory (which is right outside the airlock). He finds that the ship is almost empty, wave for waving technicians and the control bridge, whose door is closed. (Rai can't tell if it's locked without testing it and potentially attracting attention)
What his obsession with engine rooms is, no-one could tell. Nobody wants to be in the same room as a nuclear death pit.
There is an Antimatter Storage room though. Looks like having the whole storage system under pressure lets them perform maintenance more easily.
There's also a hangar room in the back, notably empty of its contents. It contains explosive weapons, piles of ammo, and oversized guns. Hmm.
It's a rather simple ship, really. There's also an algae farm and an internal airlock leading to a pressurized cargo bay. He'll have to explore the cargo bay to find out what's inside.
(https://s18.postimg.org/rgpqr3j3t/Rai.png)
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
Ryker, who is off in the side lines, wonders what the F*** is happening when just amoment ago he was potentialy being threatened and then another person just came crashing through the wall and questions some of his life choices. then he goes towards the two strangers facing off and gets their attention: Hey wait! don't any of you shoot, Please? the two strangers take notice of Ryker. "okay" Ryker starts, "What the hell is going on, Who are you people,Where am I, and What are the marines doing here?" he asks in a frustrated tone hoping for a proper response from the two strangers.
(https://cdn.discordapp.com/attachments/322949634400190465/339280826468532224/unknown.png)
The two men continue to do battle. Riker nearly screams as he expects a torrent of blood from the armored guy's side, but it seems his armor is holding up quite well...
It will take a dramatic intervention to make these two stop, it seems. Neither is willing to let up.
(https://s24.postimg.org/9kv6feb1x/Riker.png)
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
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
"Come on then! Come an' get me!"
If he gets close, use 4 strength to knock the drill out of his hands, and 4 strength to attempt to break the digitron via snapping it in half with my hands.
Eddie's assailant lunges at him with The Amazing Digitron™, (5 => 1) [7 => 4] while Eddie turns, deftly moving his body out of the way and grabbing the metal arm in order to ruin Abelard's balance.
The metal arm detaches in safety mode to prevent Abelard from getting grabbed. He'll have to spend an action to put it back on.
Abelard then rushes forward, with Eddie preparing a counterattack [Abelard scores 7, 7 => 3]. However he is soon overtaken by the overpowering viridian robed figure, who swings the drill with such tremendous force that the whirling death rips a gaping hole in his flak armor.
[Recovery: 10-7 => 0]
[Recovery: 10-7 => 0]
(https://s1.postimg.org/awssoyu27/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 11 (Armor: 1)
Equipped:
Flaksuit (8 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
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - 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 (x2 damage)
->Single use: +5 to +1 bonus damage from 1m to 10m 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
"Machines take you, menace!"
Rush at hime and spend 6 Str and 1 Dex to 'drill' some advice into him, whil spending 2 Str and Dex on my Digitron to keep him in place. (8 Str and 3 Dex in all) with my megadrill, while frenzying.
(See above for a more dramatic representation)
[5 => 1] Abelard tries to immobilize Eddie to negate his ability to spend speed. His opponent counter-grapples and rips off his digitron, though it actually just detached itself and can be recovered in a single turn if you choose not to attack.
[17 => 7] Abelard drills some sense into the opposition. His damage is reduced by 3, and the target's armor absorbs 1.
(https://s1.postimg.org/6c6ma1acv/Abelard.png)
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Criticals:
Digitron detatched
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)
Enter the hangar, and use the speakers to signal my ally to close the hangar doors. If he doesn't react, hop out of LONGINUS and do it myself.
If the enemy mech is too close for the doors to sufficiently close on it, use the wall of the hangar as cover and fire a few shots of the Pulsed Particle Rifle at my opponent - No extra stats expended.
(NPC'ified) Rhodes meets you on the deck, having learned to use the gantry to pick up equipment. He's finally made himself useful.
He closes the hangar doors after you turn on the speakers, projecting your voice with a characteristic echo caused by your voice rebounding in the cockpit.
Now within the refuge of the hangar, you grab a spare fuel tank, and hear a loud banging on the hangar door. Rhodes rushes to get a spacesuit.
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 : 50/50
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 Metal: Cannot be pinned by infantry.
HP: 50/50 (Armor: 4)
KORVAC
Masses 22t
Top speed (Terran environ): 70 mph
Top speed (Lunar environ): 62 mph
Jetpack Thrust/Weight: 5.1
Jetpack max deltaV: 450 m/s
Armament:
Rear-mount Claw Arm (2x to ALL melee attacks, +10 to utility use)
Grapple Cannon (100m range) (x3 effect multiplier)
Heavy Autocannon (2x damage multiplier) (400m midrange) (AP: 2)
->Gimbal mount: x2 pilot Dexterity multiplier
x2 Autocannon Turret (400m midrange) (AP: 1)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Longshot Laser Turret (10km midrange)
->Integrated targeting unit: can use mech's reflex
->Autofire (gets a free attack)
Stats:
Strength : 33/40 (can boost energy weapon damage)
Dexterity : 10
Speed : 47/50
Reflex : 20
Constitution : 9
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: 43/50 (Armor: 4)
(https://s22.postimg.org/khfo5rngx/Jackson.png)
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)
Is there any interior cameras? Head to the armory and look for any remote explosives I can find also look for any ship-wide broadcasting device.
Maybe I can convince them of a take over, that is, that they have been taken over.
It seems like a pretty small ship. There are no cameras in sight though it's not above the navy to use hidden ones in order to raise morale without compromising security.
That said, the presence of hidden cameras would restrict your options. Quite a bit.
[3 +> 0] [three 1's] Backtracking to the armory you grab some breaching charges off the wall, and their detonators.
However, in the process of securing the heavy ordnance you are stumbled upon by the repair tech, who came back with a nice welding kit and an electric buzzsaw.
"Whaa..." he stammers hesitantly, catching you in the act.
(https://s18.postimg.org/rgpqr3j3t/Rai.png)
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
:(
(https://s24.postimg.org/9kv6feb1x/Riker.png)
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
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
"Thi' man is a pirate! Th' lowest of th' low! Scum to th' likes f' you! Even worse than th' likes f' me! F' you help me, you'll have th' thanks f' the Navy! F' you help him, he'll stab y' in th' back once y' kill me! Make yer choice now!"
Spend 3 dexterity to dodge the disarming attempt, and 3 reflex to quickly jump back and respond with a point-blank grenade shot, expending 1 ammo.
Abelard makes no attempt to deprive you of the metal arm he is holding. Good, he won't be able to abuse two-handed weapon mechanics anymore. He holds up the plate of the wall he hewed out earlier,
[Regen: 10 => 4 recovered]
You then lob a grenade directly at him. [8 --> 1] The fuse trips, and it bounces harmlessly off the metal plate. Damn.
(https://s2.postimg.org/t2nzjt7pl/Eddie.png)
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 11 (Armor: 1)
Equipped:
Flaksuit (8 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (3/4) (25m)
->Shoots electrocuting flechettes
->Roll a d6 + target's constitution - your constitution. Enemy is stunned for turns equal to (Damage Dealt - Result)
Grenade Projector (4/6) (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 (x2 damage)
->Single use: +5 to +1 bonus damage from 1m to 10m 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
Abelard snapped his head to the bystander. "HEY! HELP WOULD BE MUCH APPRECIATED!"
Hold up the metal plate I grabbed earlier, and grab the digitron with my other arm. Try to regen str, and devote 1-2 strength to blocking if I do.
Eddie backs off, giving you a chance to pick up the metal piece of the wall from before. You hear a loud thud, the sound of another grenade being launched, but this time you feel a high note in your bones as the metal plate rings off of the impact.
[Regen: 9 => 3]
[Regen: 9 => 6]
(https://s2.postimg.org/wnr8uyuu1/Abelard.png)
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Criticals:
Digitron detatched
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)