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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1457768508916.jpg (6.8 MB,2500x1692,625:423,mymap.jpg)

95eced No.24993 [View All]

Welcome to the shattered world of Praeteria, now emerging from a 700 year darkness, when the old world died in a hail of fire and then smothered under the blanket of an eternal winter. Now the world is putting itself back together, but yet some relics of the old world remain. Tools of war, using technology long lost to the people of this new world; Giant metal gods that range from the size of a large tree to a small mountain. The people who found these machines are the rulers of this new world. You are one of these people, but unlike some of the others around you, the machine you found is relatively weak, but that's not to say you couldn't level a city with it. It is an odd time, with god machine and armored knight roaming the land in stride, but it is also a time of opportunity, as the fledgling nations of the world seek to both expand their borders and deal with neighbors, be it by the quill or the sword, or alternatively, giant laser death cannon.

75 postsand39 image repliesomitted. Click reply to view. ____________________________
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95eced No.25625

Dice rollRolled 35, 19 = 54 (2d100)

>>25624

1-2. "My sisters! Stand back but keep watch on the camp. Today we deliver god's judgement!"

Ordering her sisters to stand by and kill any who try to flee the camp. Hands upon her keyboard, Atsuko begins to play.

"No mercy, no quarter. Sing upon them our hymn, 'He Purifies through Flame and Grace' Prepare adagio and spread."

https://www.youtube.com/watch?v=qWJeUwPPptM

FIRE!

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95eced No.25627

File: 1458534668452.jpg (10.41 KB,453x294,151:98,Kuptsov_jpg.jpg)

Dice rollRolled 2, 81, 1 = 84 (3d100)

>>25625

Rolling Damage

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95eced No.25628

Dice rollRolled 16, 46 = 62 (2d100)

>>25393

1.Continue Training: Basic mech piloting 2/5

2.Help the scouts explore past the firelords territory If we are going aggressive soon we will need courses plotted and know whats out there.

>Name: Shingen Takeda

>Faction (If belonging to one):Fire lords

>Fluff [How's your pilot different from everyone else?]: >>25060 (You)

>Inventory: [Family Heirloom] – A pair of short swords bearing the family crest, a burning heart emblazoned on a field of rock.

>Skills: [Trained since birth] – You’ve been in the cockpit of the mecha of your house since you could walk. . + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: [Ambitious family] – Much like many fire lord households, your siblings will be quick to capitalize on your failure if you trip up.

Mecha:

>Name:Ignis Dynastia

>Fluff >>25060 (You)

>Heat Counter: [Normal]

>Weapons: + [Flame thrower (Right hand) {Flame Damage, 2d100 roll]} {Raises enemy heat gauge by one} 10 Reloads]

+ [Fire Sword (Left Hand) {Flame Damage, 1d150 roll]} {Raises enemy heat gauge by one} Can only be used in close combat]

>Upgrades: [Ancestor’s Honor] – Ignis has been cared for like the prized child of the house since its discovery so many years ago. Much of the house’s resources have gone into upgrading and maintaining it, and it shows. +5 To combat, repair, and movement rolls.

[Bipedal] – Bonus based on environment

[Ztasre Advanced cooling system]– Your system now never rises above Chilly, no matter what!

>Defects:

>Fighting Style: Offense

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95eced No.25647

Dice rollRolled 58, 63 = 121 (2d100)

1/2 - I really expected a better fight. Poor bastards didn't know what was coming for them. Right! Morales, Brennan, round up the survivors. I'd like to have a little chat with them.

[Interrogate the survivors to find out why they attacked Karn mechas and what faction they work with, then report back to command with the info.]

>+/- [Thirst for Blood]

>>25392

>Name: Jacob Whitmeyer

>Faction (If belonging to one): Karn

>Fluff:

Jacob is a simple man with simple pleasures. Primary among these pleasures is turning fields of infantry and artillery into slag heaps with concentrated volleys of cannon fire. Sure, most people join the Karn military to fight for their country and spread the cause of democracy, but in honesty, Jacob just leaped at the opportunity to kill people for money. In less warlike times, he might have been a hitman or mob enforcer. But with the seemingly endless conflicts between expanding nations, Jacob turns his sociopathic interests to the benefit of his nation.

Whitmeyer was always good at following orders and doing what he was told, for he never sought authority. In fact, the less people he had to deal with on a daily basis, the better. No wonder then that he signed up for scouting duty on the edge of Karn's territory. He found his love of mechas early on, after dropping out of architectural studies to join the military. Admiring the beauty of their design and the efficiency with which they killed mass numbers of soldiers, Jacob knew he would not be satisfied until he had one of his own. And now, he does! Woe be to any poor sap who lies in the crosshairs of Whitmeyer's destructive urges.

Inventory: [Scout’s Rifle (Sighted)]

Skills:

Flaws: [Thirst for blood] – Its damn near impossible for not to greet every situation with either your first or your smoothbore cannon. – 5 to Social interactions.

Mecha:

>Name: Seinen-Grant MilTech Model 1081, "Warhound"

>Fluff : Produced by the Seinen-Grant MilTech company as an alternative to its older model 1080 "Tracker" mech, the Warhound is a state-of-the-art quadrupedal war mech, featuring a large, front-mounted primary cannon with a 180 degree swivel and adjustable angle, as well as two smaller top-mounted cannons to provide closer covering fire. Its most iconic feature are the four animal-like legs it uses to propel itself and the "ears" on its side, earning it its name. The Warhound was intended primarily for service in rough and otherwise unnavigable terrain that most mechs and land vehicles can't get through easily, acting as a vanguard weapon and patrol in such difficult terrain, often accompanied by a small force of infantry. Most have been replaced by the sturdier 1083 Mastiff quad-mechs, but Jacob sticks to his trusty old Warhound.

>Heat Counter: [Chilly]

Health: 500/500

Heat Counter: [Chilly]

Weapons: + [Ostial Cannon (Mouth) {Explosive Damage, 1d200} (Cannot be used in close combat) (10 reloads)]

+ [Dual Audial Cannons (Sides of Face) {Explosive Damage, 2d100} (15 Reloads)]

Upgrades: [Quadrupedal] – Bonus in certain terrain

+ [A Classic] – Your old girl is well known and liked by those in the military, both for its tried and true combat record and its reliability. This good reputation and the relative rarity of the beast nowadays affords you the luxury of free repairs and reloads at any station in Karn.

Defects: [Hidden weakness] – There’s a reason the 1083 became the standard issue. Weak armor around the leg joints, a concession made to get the model out faster to deal with a particularly bad group of rebels at the time, means that your bird is easy to knock out if someone knows what they’re doing.

Fighting Style: Offensive/Patrol

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95eced No.25648

Dice rollRolled 24, 27 = 51 (2d100)

>>25391

>Name: Lavian Darsak

>Faction (If belonging to one): The Hidden Valley

>Fluff [How's your pilot different from everyone else?]: Lavian Darsak is a member of the forgotten race, different from the human's who destroyed the world but somehow closely related. As a member of the tribe he trained with swords and guns, the tribal rituals of old merely changing to become suitable to these new advances in technology. Like any valley-goer male he wishes to become stronger so as to attract the females of his race, and he has dedicated himself so much to this cause that he is his tribes equivalent of a perfectionist.

After years of training with gun and blade though he has found he lacks perfection in the most important part of this world, mecha combat. Alas he lacked a mecha, and for a time he felt that he would never be perfect or recieve mates. One day though while traveling the outskirts of the land he found a Dormant mecha! Eagerly climbing up to the cockpit he found a woman bleeding out in the seat. He attempted to heal her yet she held him at gunpoint, proclaiming that no woman of the Heaven's touch would dare let a man touch them.

This aggresive attitude from a female was quite new to Lavian, but it made him wonder. There is a whole group of unpacified women out in the world, waiting for a man to rule them?! This excited him almost more than the mecha, and he decided to leave the woman to die before returning for the mech. He took it back, had it repainted and edited, and soon took off with the mech to bring glory to the valley, to become perfect at mecha usage, and to subjugate the females of the Heaven's touch.

Mecha:

>Name: Transcendent Seer

>Fluff [How's your mecha different from every other one?]: Transcendent mind has two parts. The first part is the main suit, a bipedal and humanoid shaped weapon that comes equipped with a heavy shield on its back and a number of melee weapons for combat. This part is somewhat fragile, hence the heavy shield.

The second part is a four legged piece built for endurance and versatility. It can scale walls, absorb impacts with its heavy armor, fire its multiple inbuilt heavy repeaters, gouge steel with its claws, and if need be serve as another mecha entirely. This should only be activated in an emergency though.

Together the two pieces make a balanced mecha. Its not too lightly armored but not so heavily armored as to be slow or cumbersome. It can fight in melee combat and hold its own at range. When not together it can either be an offensive melee unit or a defensive support unit depending on which pieces are in use.

>Inventory: [Ceremonial Sword] – A hunk of shaped metal, crude, but holds much sentimental value to you.

>Skills: [Tribal Relations] – From your upbringing among the valley folks, you are well versed with communicating the tribals of this world, and receive a +10 to conversing with them.

>Flaws: [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

>Gets out the sue stick

The heavy component of the suit was damaged in whatever resulted in the mechas entrance into dormancy state, and as such needs to be repaired. However, the suit was made in the reach, and to get the parts you’ll need, you’ll have to go there. Until then, you can use the light part

Mecha

Health: 300/300

>Heat Counter: [Chilly]

>Weapons: + [Sword (Helicopter blade) {blunt damage 1d150} only can be used in Close combat]

+ [MechaSMG (Left Hand) {Bullet Damage. 3d50}] (10 reloads)

>Upgrades: + [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Bipedal] – Bonus based on environment

>Defects: [Lightly Armored] – Your main mecha is small and lightly armored, and thus has less armor then other mecha of similar size.

>Fighting: Style Offense

1,2. Ow. Explore my location…

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95eced No.25649

File: 1458572673227.gif (275.35 KB,278x200,139:100,Britain.gif)

Hot Shit

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95eced No.25848

>>25397

1/2.You fire your cannons at the enemy mechs, blowing a leg off of two. Undeterred by this because they are, in fact, in water, they now move to engage you. Seeing this, you rush to skewer one, managing to hit it in the arm, disabling it and tearing it off with you when you rush away.

>Enemy mechas x5 (Preforian Light Raiders)

Mecha 1 Health 100/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 2 Health 80/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 3 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 4 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 5 Health 125/125

Weapons: 1 Light Dual Torpedo Tube (2d100)

>>25399

1/2. You saunter off towards the crash site, eager to find something of value, perhaps some old war tech, perhaps an orbital weapon that fell to earth. You see the flames before you see the actual crater made by the crash, and then you see the commune Troops point their weapons at you before you see the crater as well. A buzz comes across your radio “HALT! If you take one more step further, we will not hesitate to fir upon you!”

>>25472

1. You try to contact some friends in the capital, but all your messages and calls go unanswered. How strange, maybe they’re feeling ill?

2. You enter your mech, still worrying about some of your friends, and then manage to find the infantry group you’re assigned to, 50 men of the Forest scheduled for a routine patrol to deter invaders, raiders and green energy haters.

Party: 50 Forest Militia men (roll a separate dice for combat for them {1d75})

>>25509

1. You begin the trek back to Tarth, arriving at its gates, your radio cutting out long before that. The scene you arrive too is a peculiar one, as the city seems to be revamping its production and Troop producing capabilities.

2. Your scans are less then fruitful however, as the scanners seem to have stopped working entirely by the time you enter the city gates. What’s more, you can shake the feeling that you’re being watched….

Gain Flaw (mecha): [Broken Scanner] – The ion storm seems to have messed the wiring up pretty bad, you’ll need to fix these before you can scan anything again.

>>25510

1.You Begin heading to what you assume is the head of this thing, the part you are in wide enough to let three mechas of your size walk shoulder to shoulder comfortably. After a few hours of walking and an encounter with some sort of symbiotic guard creature, you arrive at what you assume is the head, a nearby duct to the outside drawing your eye. Before you can make a move to it, however, you are soon expelled out of that very same duct by a vicious white liquid. After crawling through a hundred feet of sand, you finally break through to the surface. Alive and well, but covered in worm semen. Gross

Gain (Mecha) Flaw – [Worm Hormones] – The “goop” on your mech attracts giant worms, you best wash it off.

>>25514

>>25397

1/2. Your ambush goes swimmingly, as you creep up to one of the Preforian mechs, currently distracted by another Ungorian Mech, strapping an explosive on its dual torpedo tubes. Several seconds later the mecha is sinking slowly to the bottom with its pilot’s remains.

>Enemy mechas x4 (Preforian Light Raiders)

Mecha 1 Health 100/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 2 Health 80/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 3 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 4 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 5 Health 0/125

Weapons: 1 Light Dual Torpedo Tube (2d100)

>>25534

1. The training goes…. Less than well, and you probably cracked a rib. The first launch was bad enough, but what's more, you crashing into a tree when your retro-burners failed and fell 15 meters to the forest floor. Ouch

>Health: 47/50 (Forgot to add this: 3)

2. You work throughout the night, your body appreciating the rest it receives. Your magnetic grips are almost done, and you’ve managed to compile a few things you’ll need to fix the exoskeleton up. Sleepy time soon follows.

(4/5) magnetic grip

>Exo parts needed: (0/4)

Fusion Core (Tiny)

Hydraulic Fluid

New piping

New Motherboard

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95eced No.25849

>>25615

“Affirmative, this unit is qualified to man the MBT that stands before this unit. This unit’s targeting proficiency is in excess of 98%. Now is the time to make last User changes, do you wish to alter this unit’s Language or Dialect? Please select from the Following (Sassy Robot) (Current Setting) (Southern Robo) (Yankee Bot) (Surly Bot)

1. ~Shinji~ TIDUS got in the ~fucking~ ~Robot~ TANK, going at his job with mechanical efficiency. After that, you’re off. It isn’t long before you stumble across another ruin in the woods, this time a “Triple XXX theatre” You head inside, leaving Tidus in the tank. You meander through the front entrance, and are greeted by a single room with numerous metal poles that stretch to the ceiling. What was the purpose of this ancient building, you wonder. You are about to leave when a glint catches your eye. A model, similar to Tidus, lies on the floor. After refitting the power supply that somehow came lose in the time between this unit’s activation and the end of the world, it rises and turns to face you. “Greetings, I am F1sT0, pleasure bot.” The robot brings its comically large runner fist up to its face. “Please assume the position.”

>Gain Robot: FISTO – Pleasure bot model

2. You try to navigate your way out the forest, only to discover several hours later that you are lost. Dammit all!

>>25622

1/2. You stalk off into the woods, only for the traders to tell you as you reach the edge of the camp that the raiders are in the desert a few miles south of here. You head the other way, and travel for the better part of a day until you see the lights of the camp on the horizon. You manage to take up a position on a nearby sand dune and await nightfall to get the drop on the group below you, which seems to be composed of a mecha of similar size to your own and about 15 armed men.

>>25625

1. You let lose several volleys onto the village, the first and third disappearing, but the second hitting its mark exactly. The sisters soon follow, killing all who resist and shooting all the bodies just to make sure. As you watch from above the hill, you hear a tell-tale whistle. Your missiles have failed, the first and third volley come crashing down around you, the explosion shredding your armor and throwing you several hundred feet over the nearby dune. You awake with blood on your head and warning lights flashing all around you…

Gain Flaw (Player) [Concussed] – You hit your head pretty hard, it’s hard to think or even move very much, and staring at your mecha screen hurts like a son of a bitch. -3 to all rolls for 3 turns.

Mecha Health: 375/500

>>25628

1. You attempt to go out training again, and everything seems to be going smoothly until your mecha suddenly stops working, a few minutes later it starts getting very hot in the cockpit, sweltering even…

2. After resolving the issue with the mecha shutdown, which you have mild burns from, you help some scouts explore a plausible route of attack on the forest realms. (War data 1/4).

>>25647

1/2. Your men set to getting the prisoners ready for interrogation, and they are, at first, uncooperative. The all refuse to talk no matter what you say to them. The first man cracks when you rip his comrade’s tongue out, the sight of the blood pouring down his face and the unearthly screams as you set upon him with a flensing knife enough to finally crack the other man. “RELENT INFIDEL, SPARE HIM THE SUFFERING OF YOUR HEATHEN WAYS AND I SHALL TELL YOU OF OUR ORIGINS!” You pull out all of fingernails just to be sure, his screams ensuring his honesty when you tell him you’ll flay him next if you think he’s lying. He tells you he is a follower of Zetsim, a cult of deviance that encourages child-rape, genital mutilation of women and mild cannibalism, and that they are a small part of a larger group roving through the area looking for “Fresh meat”. A quick removal of an eye later, you discover that is band is based in the desert of the far north, the dirty barbarians apparently hold some reverence for sand.

>>25648

1/2. You look around through your viewports, your screen is mostly water, but a few hundred feet away is a coastline littered with wreckage. You float softly in the water, and start swimming and swimming and swimming and swimming.

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95eced No.25850

Dice rollRolled 7, 29, 53, 72, 32, 15, 92, 7, 81, 73, 42, 46, 75, 63 = 687 (14d100)

Turn Rolls

“This is world Ancillia Solus ad Perpetuam sending direct transmission to E~^!t3n~&*5 9r0%3T Station Theta Alpha Delta Omega with the Triweekly Tribal action report. The report is as follows…

State #1 – The “Fire lords”

In response to mounting tensions within the kingdom due to the crackdowns on dissidents, a new political block has formed, they appear to call themselves the “People’s Liberation Faction for a Free Firenze” or PLFFF.

State #2 – “The People of the Forest”

A borough in the central district was destroyed by an unknown impact, reports indicate that a large object was seen falling to the earth seconds before the destruction of the borough.

State #3 – “G'ratgh's Acolytes”

Despite the ongoing civil war, the loyalist faction has gained a small amount of territory in a push to the north.

State #4 – “The Reach”

With the ongoing agricultural revolution, a new settlement has been constructed in the south, adding a much larger swath of territory to the fledgling nation

State #5 – The “Frozen Men”

The group known as the “Frozen Men” Seem to expanding their territory for unknown reasons.

State #6 – Karn

A large amount of new buildings and smokestacks indicate that buildup is taking place, sources on the ground indicate that it is of the military nature.

State #7 – The “Commune”

A large Group of mutants have been spotted on the outskirts of commune territory, they’ve been reported to have been sacking free villages and many travelling traders.

State #8 - “Tarth”

As the ion storm dissipates, satellite imagery indicates that a large scale buildup is taking place in the trader city.

State #9 – The “Ugorian Freehold”

The expansion fueled by the new farming methods continue, and are infact improved by the rediscovery of a methods of salt water hydroponics.

State #10 – “The Hidden Valley”

New villages are constructed in the valley, allowing the people to expand their domain.

State #11 – “Heaven’s Touch”

After the recent repulsion of the mutant horde, heaven’s touch soon finds itself under assault by a group of damaged robots.

State #12 – “Hoffman’s Chosen”

The cult has seen a rapid rise in their buildup of military arms, along with much of their industrial base.

State #13 – “Preforia”

The Preforians appear to have discovered a new weapons system, and have begun retrofitting all of their mechs with it.

State #14 – “Castellion”

The ion storm that struck tarth a few days ago has appeared to have shifted now over to Castellion, nothing can be seen from satellite imagery and our contacts on the ground have gone quiet.

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95eced No.25851

File: 1458827041986-0.jpg (1.15 MB,2560x1600,8:5,1426119901080.jpg)

File: 1458827041986-1.jpg (6.6 MB,2500x1692,625:423,turn 3.jpg)

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95eced No.25857

Dice rollRolled 82, 9 = 91 (2d100)

1/2 - And I thought I was bad. Mutilation is one thing, but cannibalism? Fuck it, these guys deserve whatever I can give em. Get all this info back to command, I'm heading out with the rest of the militia to look further into this crazy ass cult.

>>25849

>Name: Jacob Whitmeyer

>Faction (If belonging to one): Karn

>Fluff:

Jacob is a simple man with simple pleasures. Primary among these pleasures is turning fields of infantry and artillery into slag heaps with concentrated volleys of cannon fire. Sure, most people join the Karn military to fight for their country and spread the cause of democracy, but in honesty, Jacob just leaped at the opportunity to kill people for money. In less warlike times, he might have been a hitman or mob enforcer. But with the seemingly endless conflicts between expanding nations, Jacob turns his sociopathic interests to the benefit of his nation.

Whitmeyer was always good at following orders and doing what he was told, for he never sought authority. In fact, the less people he had to deal with on a daily basis, the better. No wonder then that he signed up for scouting duty on the edge of Karn's territory. He found his love of mechas early on, after dropping out of architectural studies to join the military. Admiring the beauty of their design and the efficiency with which they killed mass numbers of soldiers, Jacob knew he would not be satisfied until he had one of his own. And now, he does! Woe be to any poor sap who lies in the crosshairs of Whitmeyer's destructive urges.

Inventory: [Scout’s Rifle (Sighted)]

Skills:

Flaws: [Thirst for blood] – Its damn near impossible for not to greet every situation with either your first or your smoothbore cannon. – 5 to Social interactions.

Mecha:

>Name: Seinen-Grant MilTech Model 1081, "Warhound"

>Fluff : Produced by the Seinen-Grant MilTech company as an alternative to its older model 1080 "Tracker" mech, the Warhound is a state-of-the-art quadrupedal war mech, featuring a large, front-mounted primary cannon with a 180 degree swivel and adjustable angle, as well as two smaller top-mounted cannons to provide closer covering fire. Its most iconic feature are the four animal-like legs it uses to propel itself and the "ears" on its side, earning it its name. The Warhound was intended primarily for service in rough and otherwise unnavigable terrain that most mechs and land vehicles can't get through easily, acting as a vanguard weapon and patrol in such difficult terrain, often accompanied by a small force of infantry. Most have been replaced by the sturdier 1083 Mastiff quad-mechs, but Jacob sticks to his trusty old Warhound.

Health: 500/500

Heat Counter: [Chilly]

Weapons: + [Ostial Cannon (Mouth) {Explosive Damage, 1d200} (Cannot be used in close combat) (10 reloads)]

+ [Dual Audial Cannons (Sides of Face) {Explosive Damage, 2d100} (15 Reloads)]

Upgrades: [Quadrupedal] – Bonus in certain terrain

+ [A Classic] – Your old girl is well known and liked by those in the military, both for its tried and true combat record and its reliability. This good reputation and the relative rarity of the beast nowadays affords you the luxury of free repairs and reloads at any station in Karn.

Defects: [Hidden weakness] – There’s a reason the 1083 became the standard issue. Weak armor around the leg joints, a concession made to get the model out faster to deal with a particularly bad group of rebels at the time, means that your bird is easy to knock out if someone knows what they’re doing.

Fighting Style: Offensive/Patrol

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95eced No.25858

Dice rollRolled 34, 99 = 133 (2d100)

>>25849

>Name: Lavian Darsak

>Faction (If belonging to one): The Hidden Valley

>Fluff [How's your pilot different from everyone else?]: Lavian Darsak is a member of the forgotten race, different from the human's who destroyed the world but somehow closely related. As a member of the tribe he trained with swords and guns, the tribal rituals of old merely changing to become suitable to these new advances in technology. Like any valley-goer male he wishes to become stronger so as to attract the females of his race, and he has dedicated himself so much to this cause that he is his tribes equivalent of a perfectionist.

After years of training with gun and blade though he has found he lacks perfection in the most important part of this world, mecha combat. Alas he lacked a mecha, and for a time he felt that he would never be perfect or recieve mates. One day though while traveling the outskirts of the land he found a Dormant mecha! Eagerly climbing up to the cockpit he found a woman bleeding out in the seat. He attempted to heal her yet she held him at gunpoint, proclaiming that no woman of the Heaven's touch would dare let a man touch them.

This aggresive attitude from a female was quite new to Lavian, but it made him wonder. There is a whole group of unpacified women out in the world, waiting for a man to rule them?! This excited him almost more than the mecha, and he decided to leave the woman to die before returning for the mech. He took it back, had it repainted and edited, and soon took off with the mech to bring glory to the valley, to become perfect at mecha usage, and to subjugate the females of the Heaven's touch.

Mecha:

>Name: Transcendent Seer

>Fluff [How's your mecha different from every other one?]: Transcendent mind has two parts. The first part is the main suit, a bipedal and humanoid shaped weapon that comes equipped with a heavy shield on its back and a number of melee weapons for combat. This part is somewhat fragile, hence the heavy shield.

The second part is a four legged piece built for endurance and versatility. It can scale walls, absorb impacts with its heavy armor, fire its multiple inbuilt heavy repeaters, gouge steel with its claws, and if need be serve as another mecha entirely. This should only be activated in an emergency though.

Together the two pieces make a balanced mecha. Its not too lightly armored but not so heavily armored as to be slow or cumbersome. It can fight in melee combat and hold its own at range. When not together it can either be an offensive melee unit or a defensive support unit depending on which pieces are in use.

>Inventory: [Ceremonial Sword] – A hunk of shaped metal, crude, but holds much sentimental value to you.

>Skills: [Tribal Relations] – From your upbringing among the valley folks, you are well versed with communicating the tribals of this world, and receive a +10 to conversing with them.

>Flaws: [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

>Gets out the sue stick

The heavy component of the suit was damaged in whatever resulted in the mechas entrance into dormancy state, and as such needs to be repaired. However, the suit was made in the reach, and to get the parts you’ll need, you’ll have to go there. Until then, you can use the light part

Mecha

Health: 300/300

>Heat Counter: [Chilly]

>Weapons: + [Sword (Helicopter blade) {blunt damage 1d150} only can be used in Close combat]

+ [MechaSMG (Left Hand) {Bullet Damage. 3d50}] (10 reloads)

>Upgrades: + [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Bipedal] – Bonus based on environment

>Defects: [Lightly Armored] – Your main mecha is small and lightly armored, and thus has less armor then other mecha of similar size.

>Fighting: Style Offense

1,2. Get to the coast so I can figure where the heck I am

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95eced No.25863

Dice rollRolled 17, 80 = 97 (2d100)

>>25848

Pilot:

>Name: Aldernak Icar'Triarii

>Faction: None

>Fluff: The Triarii people are a complex group. Nomadic merchants and raiders they search the yellow sea for relics of the old world, keeping some they find and trading the rest to others in exchange for food. If the ruin hunts have been terrible the Triarii will resort to raiding smaller settlements upon the edge of the fertile lands for food and supplies before disappearing into the yellow sea once again.

Aldernak despised this existence of his people, but there was little he could do. Aldernak was your average Triarii man in the Icar tribe, taught to fight and survive alone in the desert, to search ruins of artifacts of the old world, and to let no dishonor or disaster come to the tribe. He did not see how the tribe could do that with so few of the warriors with an Iron God to fight with. The ones chosen to fight with an Iron God chosen between the Iron Priests and World Priests. Aldernaks time came though, as during a search for more ruins he found an Iron God laying beneath the sands. He was able to free the Iron God and pilot it to his tribe. After being blessed with the holy tattoos by a World Priest to mark him a Pilot and the Iron God repaired and made ready by the Iron Priest he set off upon his mission. To unite the Pilots of the tribes, to find more Iron Gods for the tribes, and unite the Yellow Sea under the banner of the Triarii people.

>Inventory: [Writ of the Iron Gods] – Mecha Instruction manual

>Skills [Decided by Fluff]: [Desert Survival] – Your life amongst the sands has afforded you the skills to live in it, you happen upon things in the sand just when you need them, providing the gods are favorable (Good Rolls means you are much more likely to find shit when searching, permitting good rolls).

>Flaws [Decided by Fluff]: [Honor-Bound] – Once you commit to something, you cannot abandon it, your consciousness will not allow it, for you will not shame the Iron God that has allowed you to pilot it.

Mecha:

>Name: Sand Priest

>Fluff: The sand priest is quadrupedal and humanoid in shape. It has one main weapon in the form of a medium rapid fire cannon. With that as the only visible weapon many would assume the Sand Priest was a weak mech. They would be wrong of course.

The main strength of the mech is not in it's direct combat capabilities. The mech was designed with cloaking capabilities and rapid response controls. As well the sensors of the desert priest have been boosted and it's radar shielding increased, making it a hard hunter to find. The specialty of the Desert Priest lies in electronic warfare though. Under the right circumstances the Desert Priest can shut down an enemy mech, leaving it open to attack, or hijacking.

Health: 400/400

>Heat Counter: [Normal]

>Weapons: [Medium Autocannon] – {bullet damage 5d50} 10 Reloads]

>Upgrades: [EMP Systems] – Disables enemy mecha for 1d4 rounds, but increases heat counter by +2, cannot be used at the same time as cloaking.

[Cloaking] – Makes your mecha invisible for 1d4 rounds, but increases heat counter by 1, cannot be used at the same time as cloaking.

[Quadrupedal] – Bonus in certain terrain

>Defects: [Inefficient Cooling] – Your system is not optimized for the conditions that the world around you is now in. Your cooling meter therefore rests at normal unless you are frigid conditions.

[Sand in yer pants] – There is still some sand in odd places in the mecha, and it can get knocked loose in combat, blurring your vision and chaffing you very badly.

[Worm Hormones] – The “goop” on your mech attracts giant worms, you best wash it off.

>Fighting Style: Support/Assassin

1. IRON GODS DAMNIT! It is just one thing after another. Thankfully the Iron Priests gave me a sand cleaning kit to use to maintain the iron god, and I have plenty of sand coming into the cockpit. Best get to cleaning.

2. Once that is done back to searching the desert for something that ISN'T a giant worm.

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95eced No.25864

Dice rollRolled 91, 11 = 102 (2d100)

>>25849

Pilot:

>Name: Alexander Konar'Triarii

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Alexander was anointed as a Pilot at an incredibly early age, after finding the Sun Spider stored within a capsule half buried in the shifting sands. Running off from his tribe, the young boy removed the covering from the small mech. Receiving his marks at only fourteen, he has had over a decade to master it's use, in both combat and scavenging.

>Inventory: [Tribal Spear] – Your last testament of your old life, it still has a lock of your mothers hair around the base of the tip

>Skills: [Piloting Proficiency] – You’ve been in your mecha for over a decade, and in that time you’ve learned it inside and out. + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: Your tattoos and dialect give it away, you’re a tribal savage. The civilized nations look down upon you. -5 to all conversing rolls with people of the nations.

Mecha:

>Name: Sun Spider

>Fluff [How's your mecha different from every other one?]: While most of the Iron Gods are massive machines of steel, the Sun Spider is unique in it's size. Only nine feet tall, the miniature mech is capable of amazing feats of agility. Each of it's four hands have specially designed pads on the fingers and palm, allowing it to climb up vertical and flawless surfaces. Limited to close range weaponry, the four arms house a pile bunker, a low caliber machinegun, and two sawblades.

>Heat Counter: [Chilly]

Health: 150/150

>Heat Counter: [Chilly]

>Weapons: + [Small Pile bunker (Right Arm) {Impact Damage 1d150) Can only be used in close combat]

+ [Dual Sawblades (Right and left hands) {Cutting Damage 2d100) Can only be used in close combat]

+ [Linked Cannon (Left Arm) {Bullet Damage 3d50} 10 Reloads]

>Upgrades: [Mobile, Agile, Hostile!] – Your mini mech is a lean mean fighting machine, you can float like a butterfly and sting like a bee. +5 to Agility, evasion, and other movement rolls.

+ [Bipedal] – Bonus based on environment

>Defects: [Itty Bitty] – You’ve got more of a suit of power armor then a proper mecha, and as a result, it doesn’t have comparable armor to other mech, and wounds to the suit are almost guaranteed to wound you.

>Fighting Style: Offense/Infiltration

1&2 ) Stealthily crawl close to the camp, then wait for night time. Once night has fallen, wait for the men on watch to grow bored. Rush from the darkness, guns blazing and stomping through the tents.

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95eced No.25866

Dice rollRolled 41, 93 = 134 (2d100)

>>25849

>Name: Shingen Takeda

>Faction (If belonging to one):Fire lords

>Fluff [How's your pilot different from everyone else?]: >>25060 (You)

>Inventory: [Family Heirloom] – A pair of short swords bearing the family crest, a burning heart emblazoned on a field of rock.

>Skills: [Trained since birth] – You’ve been in the cockpit of the mecha of your house since you could walk. . + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: [Ambitious family] – Much like many fire lord households, your siblings will be quick to capitalize on your failure if you trip up.

Mecha:

>Name:Ignis Dynastia

>Fluff >>25060 (You)

>Heat Counter: [Normal]

>Weapons: + [Flame thrower (Right hand) {Flame Damage, 2d100 roll]} {Raises enemy heat gauge by one} 10 Reloads]

+ [Fire Sword (Left Hand) {Flame Damage, 1d150 roll]} {Raises enemy heat gauge by one} Can only be used in close combat]

>Upgrades: [Ancestor’s Honor] – Ignis has been cared for like the prized child of the house since its discovery so many years ago. Much of the house’s resources have gone into upgrading and maintaining it, and it shows. +5 To combat, repair, and movement rolls.

[Bipedal] – Bonus based on environment

[Ztasre Advanced cooling system]– Your system now never rises above Chilly, no matter what!

>Defects:

>Fighting Style: Offense

War data 1/4

Basic mech piloting 2/5

1.2. Why the hell did the cockpit get that hot? We just got a massive fucking upgrade. Get my brothers and sisters in here we need to figure out wtf just happened. If it happens in combat we are all screwed. Investigate and attempt to repair? the [Ztasre Advanced cooling system]. They never did tell me where the hell they got it from anyways. Gotta make sure to ask them once they get here.

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95eced No.25882

File: 1458867925022.jpg (49.73 KB,728x948,182:237,977ebe7c1c7107ed74fe1ff31c….jpg)

Dice rollRolled 71, 90 = 161 (2d100)

——–

Pilot Name: Moira Ellison {Pastebin: http://pastebin.com/eBfbZvB1}

——–

Description: Moira's story is a story of boredom. After being raised on a quiet farm, she found that she had a taste for the finer things in life not easily afforded by modest people of the soil. Those things? Better beds. Better food. Better company. Better entertainment. The barrier to those things? Money. And so Moira's quest began: she started out as a personal bodyguard, but eventually she developed her reputation as a cool professional who works only so long as the bills are paid. This is exemplified in her primary piece of equipment: that ugly machine was the result of an unpaid bill of a prior employer seized at gunpoint when payment was less than forthcoming. The way she sees it, he broke the rules of the sacred pact that all money is supposed to bring: the rule of contract. It is that rule that she obeys, but on her own time she is a careless spender blows most of her money gambling or otherwise amusing herself on whatever check she has pulled in from the prior mission; her notoriety for self-destructive partying is profound in proportional to her skill as a pilot. Generally Moira values money, good friends, firm commitments, and the pleasures of life wherever they can be found. Contra those values, Moira hates to be bored, hates farms, and hates people who are from “the soil”.

Inventory: [Bronze Potato] – Your last testament of the farm life, the first potato you harvested. It is both your most prized possession and your greatest shame.

Skills: [Hardass] – You’re very intimidating, especially for a tiny girl. It throws many off guard, and is very effective if used correctly. +5 To intimidation rolls.

Flaws: [Devotee to Decadence] – If you run across something particularly nice and shiny, you are drawn to it like a moth to light

——–

Mecha: Stumpmeister

——–

Health: 450/450

Heat Counter: [Chilly]

Weapons: + [Heavy Machine Gun (Right Shoulder) {Bullet Damage, 2d100 roll}] (10 reloads)

+[MechaSMG (Left Hand) {Bullet Damage. 3d50}] (8 Reloads)

Upgrades: [Modular] – Your mecha is ugly, though its ugliness has purpose. It has 3 Additional weapon ports that are universal to all mecha weapons, allowing you to graft weapons you find to your mecha as a free action (up to five weapons)

+[Bipedal] – Bonus based on environment

Defects: [Ugly as sin] – Your mecha is downright ugly, it’s hideous, like someone puked in a bag of dog turds and then smeared it on a pile of elephant dung. As a result, people will never give you the respect you crave when you are in it or near it, along with some assaulting you on sight for piloting such a hunk of crap.

Fighting Style: Offense

——

Actions

——

1. Moira opens up the communications channel to intimidate the soldiers at the site. "Listen kid, it's not worth your life. Just walk. Or, I can send you home in pieces at the front end of an explosion. It's your call. It's been awhile since I killed anyone in cold blood, but it won't be the last time. I know you have family kid, everyone does. A bit of space junk isn't worth it. Trust me." [Intimidate].

2. Cynically, Moira cocks her SMG and spins up her shoulder-mounted machine gun. They aren't going to move, probably, so they're just going to need to die. She never understood why people stumble around for no money for people who don't give a shit about them. It always struck her as slightly naïve and more than a little childish. [Prepare to attack if they don't back off; use the time talking to position better].

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95eced No.25887

Dice rollRolled 59, 87 = 146 (2d100)

>>25848

Pilot:

>Name: Gwydion Couchcriu

>Faction: People of the Forest

>Fluff: Likes: Trees, long walks in the forests, the people. Dislikes: The council

>Inventory: [High Kings CD] – an ancient disc of an unknown material, it fits into a slot in your cockpit and plays a wondrous sound

>Skills: [Child of the forest] – The trees are your home, and your ally. You receive +5 to all rolls when you are on a tile that has a forest on it.

>Flaws: [Dissident] – Some know of your opinions of the council, all they are waiting for is for you to slip up, then you’ll be offered to the Iron God “Wrath of the Trees”

Mecha:

>Name: Avalon

>Health: 350/350

>Fluff: Forest knight mech behind a waterfall

>Heat Counter: [Chilly]

>Weapons:

+ [Longsword {Cutting damage 1d200} only can be used in Close combat]

+ [Autocannon (Right Shoulder) {bullet damage 3d150} 10 Reloads]

>Upgrades:

+ [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Well maintained] – Your mecha is pretty and you treat it better than any women you’ve met. Your mecha is easier to repair and less likely to suffer permeant damage

+ [Bipedal] – Bonus based on environment

>Defects:

[Form over Function] – Your mecha, while pretty, is more elegant then a military machine has a right to be. As such, its frame and armor are not what is expected of a proper mech. You have a reduced health.

>Fighting Style: Chivalrous as Fuck

>Party: 50 Forest Militia men (roll a separate dice for combat for them {1d75})

1. Well, now it's time to go on patrol. Not much else to say. Let's find some rude dudes. [Patrol, +5 if in forest tile]

2. It would be difficult to get to know every one of the fifty militiamen with me, but I can make an effort to talk to the higher-ups in the structure, and maybe some of the normal soldiers too. [Meet soldiers, +5 if in forest tile]

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95eced No.25890

Dice rollRolled 71 (1d100)

>>25882

counter roll

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95eced No.25893

Dice rollRolled 51, 53 = 104 (2d100)

>>25848

>Name: Jeremy "Camel" Quin

>Faction (If belonging to one):Tarth

>Fluff [How's your pilot different from everyone else?]:Jeremy always looked out from Tarth and wondered what's out there? So he joined the scout division of the mecha corps as soon as he was able. There he excelled at navigation and the self-sufficiency exercises a pilot needs to take a mecha and explore the vast amounts of land between nations. In fact he had done so well in these classes he had earned the call sign camel, because while not as aggressive or agile in a mech as some of his fellows, he never needed to stop. Upon graduation he was inducted into the scout corps and given and old but serviceable mech to fulfill his long term scouting missions with.

>Inventory: [Survivalist’s Knife] – For cutting things

+ [Po ket Puss ie] – an ancient relic from a bygone age, said to relieve a man when he feels lonely

+[Trade Route Data] Pathfinding Data through the Qualanti Forest for Tarth traders to reach Heaven's Touch. Mission Important.

>Skills: [Survival Training] – The classes trained you to survive, and survive you will. +10 to rolls that are life or death.

>Flaws: [Hesitant] – The call sign “camel” isn’t always in respect, you lack the fire that makes a true warrior. -5 to all combat rolls.

>Name: "Sparks" Timber wolf Omnimech

>Fluff [How's your mecha different from every other one?]: Sparks is part of an old but survivable mech design that goes back to before the collapse. In fact it and it's brother were ubiquitous before everything went to hell. Sparks managed to survive the darkness that followed buried under ash and soot, and while it isn't in the best shape, it still works, despite it's controls occasionally sparking up. It lasers allow it to go on long missions without need for resupply and the missiles it holds, while having limited reloads are useful for adding additional punch if need be. All around it's a solid design despite it's age and inner foibles.

Health: 450/450

>Heat Counter: [Chilly]

>Weapons: + [Medium Laser (Right hand) {Laser Damage 1d150} (Cooldown 2)]

+ [Missile tubes (Left Shoulder) {Explosive Damage 2d50} (10 Reloads)]

>Upgrades: [Modular] – Your mecha is ugly, though its ugliness has purpose. It has 2 Additional weapon ports that are universal to all mecha weapons, allowing you to graft weapons you find to your mecha as a free action (up to four weapons)

+ [Bipedal] – Bonus based on environment

>Defects: [Old as sin] – Your mecha is old and has many problems, low rolls on turns or combat can put it out of action or disable key systems like weapons, hydraulics, or even sight.

+[Broken Scanner] – The ion storm seems to have messed the wiring up pretty bad, you’ll need to fix these before you can scan anything again.

>Fighting Style: Support/Scout

1. Welp report to my superiors, hand over the data and get paid. [Finish the mission]

2. Well with the sensors down there's not much I can do until I fix the- heheh right. best pay a pro to look at Sparks. Time to head to the market and get the Sensors fixed. Who knows maybe I'll have enough money for an overhaul. [Go to Market, get the sensors fixed, maybe get a system overhaul if possible]

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95eced No.25894

Dice rollRolled 16, 24 = 40 (2d100)

>>25848

—–

Pilot:

Name: Captain Thaddius Calrith

Faction:The Ugorian Freehold

Inventory: [Piece of Flotsam, Pride of Shalrim] – The only remains of your old ship, also heavy and dangerous as a weapon.

Skills: [Sea Survival] – You can survive stranded at sea

+ [Revenge] – A cold hate burns in you. +15 to all combat with Preforians.

Flaws: [Cannibal] – The hunger for that rarest of all meats remains. If you kill someone, you must eat at least one piece of them to satisfy this carnal desire.

Mecha:

Name: Holy Diver

Health: 450/450

Heat Counter: [Chilly]

Weapons: [Water Cannons (Body) {Cutting Damage 2d200 roll} (Cooldown 2)]

+ [Lance (Face) {Stabbing Damage 1d150} can only be used in Close combat or on a charge]

Upgrades: [Maneuverable form] – Your mecha is a fish in water. +10 to movement rolls.

Defects: [Fully Aquatic] – Your mecha cannot leave water, and the Preforians are land bound.

Fighting Style: Offense

1. Ram Mecha 1

2. Ram Mecha 2

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95eced No.25977

Dice rollRolled 1, 27 = 28 (2d100)

>>25848

Pilot:

>Name: Nemo

>Faction: Ungorian Freehold

>Fluff:

Yeup.

>Inventory:

+ [Black Cross] – Award won for valor

+ [Personal Journal – titled: “My Struggle”]

>Skills:

+ [Combat Expert] – You’ve been in combat enough to call yourself a hardened veteran, +5 To all combat rolls.

>Flaws:

+ [Anschluss] – You are destined to spread the glory of the Ungorian people, - 5 rolls to conversing with foreigners, and you are oddly compelled to offer them showers

Mecha:

>Name: Deep Blue

>Fluff:

Designed for long term independent and clandestine sub-surface operations "Deep Blue" was constructed to compliment its Captain's vast experience. Equipped with long range scanners and largely offensive weaponry its main advantages are speed and the ability to remain hidden to most means of detection. Generally excelling when it comes to monitoring as well as employing hit and run tactics the Deep Blue is well equipped to swiftly retreat in case of heavy resistance.

Health: 450/450

>Heat Counter: [Chilly]

>Weapons]:

+ [Torpedo Tubes (Body) – Explosive Damage 2d100 (Cooldown 1) (10 Reloads)

+ [Remote Explosives (Left Hand) {Explosive Damage 1d300} (Cooldown 3 Turns) 8 Reloads]

>Upgrades: + [Long Ranger Scanners] – An upgraded sensor suite allows you to detect Enemies before they can even see you.

+ [Gotta Go Fast!] – Your blue-armed bandit is fast as lighting and quiet as a Jew in the Attic, +5 to movement and ambush rolls.

+ [Bipedal] – Bonus based on environment

>Defects:

+ [Infamous] – Your mech is well known and feared, but should you find yourself in a vulnerable state, your enemies will do anything to crush you.

>Fighting Style: Offense/Saboteur

1-2. Engage the already damaged Mecha 2, chances are it will go down in a single hit. Utilize the Remote Explosives to take out Mecha 3.

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95eced No.26174

Dice rollRolled 97, 20 = 117 (2d100)

>>25849

>Name: Gavinrad Picket

>Faction: The Reach

>Fluff: Originally a miner by trade, Gavinrad lived a meanger existance using an pick axe along with his fellows, both to mine for precious ores to fuel the Fortress of Arrogance's growth, as well as to clear away the stone and ice that would impede its path in times of mobility. Along with thousands of others, Picket lived in the lower quarters of the machine as part of a long line of underclass workers destined to function as manual labor in the hierarchy of the reach, hoping to please their master enough to earn the lowly rations which sustained their continued livelyhood.

>Everything Else: >>25062

>Inventory: [Pick-axe] – A reminder of your mining days, and a handy weapon in a clinch.

>Skills: [Mecha Repair] – From rebuilding your “mecha” from scrap, you’ve learned quite a bit about how these things work. +10 to all repair, modification, and exploration rolls in your mecha.

>Flaws: [These old bones] – Your age sometimes gets to you, more and more as the weeks go by. -5 to all rolls involving personal action that require strength or mobility.

>Other Crew:

-Titus Model B3L1o (Combat Robot), Gunner

- "FISTO" Model "Pleasure Bot"

Mecha Engine!

>Name: The Ironclad Steamer

>Fluff: The Ironclad Steamer is a vary ancient class of combat vehicle known as an engine, predating the more sophisticated mecha which would appear in later eras, and subsequently rather crude and austere in comparison. Largely reconstructed by Picket, its form consists of a large rectangular chassis with a piked glacis plate supported by a cow-catcher-like ram for close combat, mounted on it a single turret housing a large cannon as well as a smaller secondary cupola mounted on that turret containing two small calibre, yet rapid-fire weapons. The steamer is unique in that rather than conventional means of locomotion, it uses a set of tracks which are pushed by internal wheels and sprockets in order to give it a low ground pressure and great traction on even terrain; in fact, the archaic machine is capable of reaching extreme top speeds when charging on flat ground, in spite of its cumbersome appearance. Its low profile allows it to use cover in ways most true mecha would find difficult, allowing it to hide itself in the bushes and snipe technically superior targets from many meters away.

>Heat Counter: [Chilly]

>Weapons: [Smoothbore Cannon {Explosive/Slug Damage 1d200 roll} 20 Reloads] [Spiked Ram {Ramming Damage 1d250 roll} Can only be used on a ram]

>Upgrades: [Simplistic Design] – If you have enough scrap metal, you can fix this rig no matter what happens.

[Low Profile] – Your engine will go unnoticed if hidden well.

>Defects: [One man crew] – This machine needs a crew to operate efficiently. -10 to combat rolls if you are not personally manning to turret

[Not compatible] – You need to modify all weapons before placing them on your mecha.

>Fighting Style: Support/Offense

Health: ???/??? (Figure out when you get hit!)

The prospector was eyeing the once more living robot in awe; though he came across many fragments of lost technology in his time, never before has he found something as complex, and as intact as this. "Well I'll be, an old metal man from yore! Now, I'm sure you have mighty plenty stories to tell; first things first though, you any good with with a gun and a sight? Since I'ma tanker, and my ole' steamer here could use another set of hands."

Titus, much to its displeasure (if it did infact possess some sense of self-awareness) finds its dialect changed to "Southern Robot".

1/2.) "Sorry metal man, I don't roll that way, but I think there might be somebody that does. Hop into the machine with me, and we'll see what you'll get me back at HQ!" The ancients had truely rather kinky tastes on em', I'll tell you what. Nevermind that, I need to get out of here! (Continue trying to get out of this blased forest and back to the Reach.)

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95eced No.26617

>>25894

>>25857

1/2. You set out with the patrol, intent on finding these fuckers before they can kill any more people that you are meant to kill dammit! Eventually your men pick up a trail several leagues away from a nearby rocky outcropping, and they follow it for a few hours with you keeping an over watch from a nearby ridgeline. It’s only a few minutes later that the normally calm radio channel is filled with the screams of your men. You bolt like a speeding bullet towards the position of your column, arriving to a grisly scene. You’ve found the camp of the cultist, and your men. You also found a horde of marauding killbots from the old war, decorated in the gore of your men and the cultist. You’ve only a moment before the outside of your mech is riddled with laser shot.

Fighting 75 Killbots (1d150)

>>25858

1/2. You arrive at the coastline, your mech plodding slowly onto the sandy shore. To your surprise, this appears to be a mech graveyard. From what you can tell, an amphibious assault was attempted here during the old war, and it appears that the wrecks haven’t been picked over.

>>25863

1. You attempt to flush the goop from your mecha, but accidentally open an air vent instead. The goop flows down into the cockpit and into your mouth. It’s very salty and thick, but oddly refreshing.

2. You scour the recently uncovered ruins over the hills, an old moisture farm. You find two smaller maintenance meshes with automation routines, a lucky find! You program then to home in on a transponder that your camp gives off to help guide lost scavengers home and then you’re off.

>>25864

1/2. You find a quiet alcove to rest in and shut your mech off to remain quiet, you take a quick nap and awake in the dead of night, the lights in the camp, or rather, the absence there of indicative of the time. With a silent leap you bolt into the sky, and right into the center of the camp, setting off several oddly placed explosive barrels that set the bandits tents alight. They run out of the flaming canvas, many of them on fire as well. You quickly set to work killing the others with your blade. After 5 minutes, it is done. Around you lie 25 dead men, and your mech is red with their blood. You scalp the men as proof of their deaths and set off to return to the merchants you took the contract from.

>>25866

1/2. You pull the emergency cord and eject from your mecha just as fire enters the cockpit, your siblings rushing in and quickly extinguishing the flame, one of them succumbing to the fire in the process. A cursory investigation to the cause of the fire later blames the cooling system, which was rigged to overheat upon activation of the combat systems of the mech. The sibling responsible was also the one that died in the fire. A clean end to a dirty problem, except you have no cooling system now for your mecha, which is a problem.

Lose: [Ztasre Advanced cooling system]– Your system now never rises above Chilly, no matter what!

Heat Counter: Hot

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95eced No.26618

>>25882

1. Thrown off by your bold statement, the mech lowers its weapons, the pilot’s voice coming through to your vox. “We-well Ma’am, this is commune territory, so you can have a look, but any attempts to procure the item will result in summary apprehension and execution after a trial in the Ccommune’s courts.” He moves to let you pass.

2. Having been allowed to pass, you approach the crashed satellite, it looks nothing like what you’ve seen before on this world, sleek and shiny even after crashing into the earth hard enough to make the sizable crater your mech now stands in. It gleams softly in the fading sunlight.

>>25887

1. The patrol goes without incident aside from having to help a Ag-Mech turn over its spilled grain bale. You’re rather bored really, the forest lies quiet around you.

2. You open a vox to the leader of the miltia that is accompanying you, a 2nd Lieutenant picks up; “This is Lt. Hartman of the 42nd Forest Rangers, you read loud and clear tin can. What Can I do for ya?”

>>25893

1. You hand the data slate to a man in a dark robe in one of many Tarthian alleyways, he assures you that the proper funds will be transferred into your account, and when you check later in the day, they infact are. No Bonus though.

Gain Inventory: [2000 Tarth Denars]

2. You arrive in the market, a man in a yellow robe approaches your mech and strikes it hard on its exterior comm suite, “Troublesome weather we’ve been having, no? I could fix this, but a newer system would really be the best option. 1250 Denars and I can have one in within the hour, if you’d be willing and able to pay.”

>>25894

>Side note: roll the dice for your weapon next time when you attack

1/2.You Charge the mechas, they turns and riposte your charge almost effortlessly, but the brunt of your charge damages them slightly. As you are swimming away, you hear a dull thud on your outer carapace followed by a beeping sound.

>Enemy mechas x3 (Preforian Light Raiders)

Mecha 1 Health 84/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 2 Health 56/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 3 Health 0/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 4 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 5 Health 0/125

Weapons: 1 Light Dual Torpedo Tube (2d100)

>>25977

>Side note: roll the dice for your weapon next time when you attack

1.You approach the mecha from behind silent as a mouse, strapping a remote explosive to it and pushing it into the third mecha. As you are doing this, your ally charges the first and second mechas to little effect. This knocks the remote explosive loose and it latches onto his mecha, You Try to rip it off only to have it detonate in your hands, this eliminates the third mecha but you’ve also lost an arm.

>Enemy mechas x3 (Preforian Light Raiders)

Mecha 1 Health 100/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 2 Health 80/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 3 Health 0/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 4 Health 125/125

Weapons: 1 Light Aquatic Rifle (3d50)

Mecha 5 Health 0/125

Weapons: 1 Light Dual Torpedo Tube (2d100)

>Mecha

Health: 350/450

>>26174

1/2. After what seems like hours you finally get through the hellish woods and arrive outside of the massive sprawling mountain complex of the Reach, newly built smelters and smokestacks dotting the skyline in front of the massive peak.

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95eced No.26619

File: 1461039938989.jpg (6.6 MB,2500x1692,625:423,turn 4.jpg)

Turn Rolls

“Progression of the otherworlders proceeds as planned, they shall be ready for the Grathgal soon my masters, fear not, I shall not fail you….”

State #1 – The “Fire lords”

In another sour turn of events, migrating tribals have entered fire lord lands, disrupting all trade and means of production in the lands.

State #2 – “The People of the Forest”

The people, seeing a opportunity, expand their territory to claim more resources and to “protect more of the sacred forest”

State #3 – “G'ratgh's Acolytes”

Upon the good word of the spies of the Cult, the mercenary [>>25882] Moira has been declared a holy enemy of the cult, and is to be killed on sight.

State #4 – “The Reach”

A new underground hydroponic facility is discovered, leading to a boom in population and a subsequent expansion in territory.

State #5 – The “Frozen Men”

A raider group tried to pass through frozen territory, there were no survivors.

State #6 – Karn

Karn has unearthed another cache of ancient warbots, Liberator mkII models.

State #7 – The “Commune”

A secret government Experiment on unknown items has had a catastrophic failure, which has led to a facility’s destruction and a large loss of life.

State #8 - “Tarth”

Tribals raid Tarth’s borders, trade is halted to protect profits and merchandise, and all production is halted to ensure the city has ample defenders

State #9 – The “Ugorian Freehold”

The Ugorian’s Expand out, eager to spread the glory of their nation to the world

State #10 – “The Hidden Valley”

Mutants pour into the hidden valley, but its stalwart defends just manage to drive them back, with the assistance of a unknown figure.

State #11 – “Heaven’s Touch”

A new settlement is constructed on the outskirts of Touch’s Territory, gaining them much new land.

State #12 – “Hoffman’s Chosen”

A small expansion has taken place, headed by the Super Mecha recently uncovered by the cult

State #13 – “Preforia”

A slave rebellion has taken all of Pretoria’s other projects off the table, as all focus is now on halting this crisis.

State #14 – “Castellion”

A new version of plasma casting is discovered, and all the nations’ mechas are retrofitted with the tech.

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95eced No.26621

File: 1461040224039.jpg (1.45 MB,3116x1924,779:481,3116x1924_1282_Ambush_2d_i….jpg)

Dice rollRolled 77, 36, 51, 50, 48, 47, 96, 70, 81, 75, 90, 83, 40, 100 = 944 (14d100)

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95eced No.26622

Dice rollRolled 36, 63 = 99 (2d100)

>>26618

>Name: Jeremy "Camel" Quin

>Faction (If belonging to one):Tarth

>Fluff [How's your pilot different from everyone else?]:Jeremy always looked out from Tarth and wondered what's out there? So he joined the scout division of the mecha corps as soon as he was able. There he excelled at navigation and the self-sufficiency exercises a pilot needs to take a mecha and explore the vast amounts of land between nations. In fact he had done so well in these classes he had earned the call sign camel, because while not as aggressive or agile in a mech as some of his fellows, he never needed to stop. Upon graduation he was inducted into the scout corps and given and old but serviceable mech to fulfill his long term scouting missions with.

>Inventory: [Survivalist’s Knife] – For cutting things

+ [Po ket Puss ie] – an ancient relic from a bygone age, said to relieve a man when he feels lonely

>[2000 Tarth Denars]

>Skills: [Survival Training] – The classes trained you to survive, and survive you will. +10 to rolls that are life or death.

>Flaws: [Hesitant] – The call sign “camel” isn’t always in respect, you lack the fire that makes a true warrior. -5 to all combat rolls.

>Name: "Sparks" Timber wolf Omnimech

>Fluff [How's your mecha different from every other one?]: Sparks is part of an old but survivable mech design that goes back to before the collapse. In fact it and it's brother were ubiquitous before everything went to hell. Sparks managed to survive the darkness that followed buried under ash and soot, and while it isn't in the best shape, it still works, despite it's controls occasionally sparking up. It lasers allow it to go on long missions without need for resupply and the missiles it holds, while having limited reloads are useful for adding additional punch if need be. All around it's a solid design despite it's age and inner foibles.

Health: 450/450

>Heat Counter: [Chilly]

>Weapons: + [Medium Laser (Right hand) {Laser Damage 1d150} (Cooldown 2)]

+ [Missile tubes (Left Shoulder) {Explosive Damage 2d50} (10 Reloads)]

>Upgrades: [Modular] – Your mecha is ugly, though its ugliness has purpose. It has 2 Additional weapon ports that are universal to all mecha weapons, allowing you to graft weapons you find to your mecha as a free action (up to four weapons)

+ [Bipedal] – Bonus based on environment

>Defects: [Old as sin] – Your mecha is old and has many problems, low rolls on turns or combat can put it out of action or disable key systems like weapons, hydraulics, or even sight.

+[Broken Scanner] – The ion storm seems to have messed the wiring up pretty bad, you’ll need to fix these before you can scan anything again.

>Fighting Style: Support/Scout

Free: Pay the man the 1250 Denars and get it done. Seems like Sparks is getting overhauled piecemeal.

1. Talk to command with my new and non faulty Command suite. Obtain orders, preferably something that takes advantage of my being a scout and Sparks' being a light mech. Scouting out foes and spotting targets. Failing that, skirmishing against other light assets and hitting their supply lines.

2. After Talking to command execute my mission tot he best of my ability.

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95eced No.26623

Dice rollRolled 20, 43 = 63 (2d100)

——–

Pilot Name: Moira Ellison {Pastebin: http://pastebin.com/eBfbZvB1}

——–

Description: Moira's story is a story of boredom. After being raised on a quiet farm, she found that she had a taste for the finer things in life not easily afforded by modest people of the soil. Those things? Better beds. Better food. Better company. Better entertainment. The barrier to those things? Money. And so Moira's quest began: she started out as a personal bodyguard, but eventually she developed her reputation as a cool professional who works only so long as the bills are paid. This is exemplified in her primary piece of equipment: that ugly machine was the result of an unpaid bill of a prior employer seized at gunpoint when payment was less than forthcoming. The way she sees it, he broke the rules of the sacred pact that all money is supposed to bring: the rule of contract. It is that rule that she obeys, but on her own time she is a careless spender blows most of her money gambling or otherwise amusing herself on whatever check she has pulled in from the prior mission; her notoriety for self-destructive partying is profound in proportional to her skill as a pilot. Generally Moira values money, good friends, firm commitments, and the pleasures of life wherever they can be found. Contra those values, Moira hates to be bored, hates farms, and hates people who are from “the soil”.

Inventory: [Bronze Potato] – Your last testament of the farm life, the first potato you harvested. It is both your most prized possession and your greatest shame.

Skills: [Hardass] – You’re very intimidating, especially for a tiny girl. It throws many off guard, and is very effective if used correctly. +5 To intimidation rolls.

Flaws: [Devotee to Decadence] – If you run across something particularly nice and shiny, you are drawn to it like a moth to light

——–

Mecha: Stumpmeister

——–

Health: 450/450

Heat Counter: [Chilly]

Weapons: + [Heavy Machine Gun (Right Shoulder) {Bullet Damage, 2d100 roll}] (10 reloads)

+[MechaSMG (Left Hand) {Bullet Damage. 3d50}] (8 Reloads)

Upgrades: [Modular] – Your mecha is ugly, though its ugliness has purpose. It has 3 Additional weapon ports that are universal to all mecha weapons, allowing you to graft weapons you find to your mecha as a free action (up to five weapons)

+[Bipedal] – Bonus based on environment

Defects: [Ugly as sin] – Your mecha is downright ugly, it’s hideous, like someone puked in a bag of dog turds and then smeared it on a pile of elephant dung. As a result, people will never give you the respect you crave when you are in it or near it, along with some assaulting you on sight for piloting such a hunk of crap.

Fighting Style: Offense

——

Actions

——

1.2. Moira smiles a bit, then she begins firing at the patrol at the best range she can surmise. They would have to destroy the object to kill her with heavy weapons, and they wouldn't do that. Probably. [Attack the patrol]

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95eced No.26624

Dice rollRolled 9, 29, 15 = 53 (3d50)

>>26623

{Actual Combat Rolls}

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95eced No.26625

Dice rollRolled 71, 44 = 115 (2d100)

>>26623

{Rolls 2: Shoulder HMG}

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95eced No.26626

Dice rollRolled 78, 82 = 160 (2d100)

>Name: Shingen Takeda

>Faction (If belonging to one):Fire lords

>Fluff [How's your pilot different from everyone else?]: >>25060 (You)

>Inventory: [Family Heirloom] – A pair of short swords bearing the family crest, a burning heart emblazoned on a field of rock.

>Skills: [Trained since birth] – You’ve been in the cockpit of the mecha of your house since you could walk. . + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: [Ambitious family] – Much like many fire lord households, your siblings will be quick to capitalize on your failure if you trip up.

Mecha:

>Name:Ignis Dynastia

>Fluff >>25060 (You)

>Heat Counter: [Normal]

>Weapons: + [Flame thrower (Right hand) {Flame Damage, 2d100 roll]} {Raises enemy heat gauge by one} 10 Reloads]

+ [Fire Sword (Left Hand) {Flame Damage, 1d150 roll]} {Raises enemy heat gauge by one} Can only be used in close combat]

>Upgrades: [Ancestor’s Honor] – Ignis has been cared for like the prized child of the house since its discovery so many years ago. Much of the house’s resources have gone into upgrading and maintaining it, and it shows. +5 To combat, repair, and movement rolls.

[Bipedal] – Bonus based on environment

>Defects:

>Fighting Style: Offense

War data 1/4

Basic mech piloting 2/5

1. 2. Study the cooling system. Try to figure out where he got it from. He couldn't have made it on his own. Also try to see if we can reproduce it. It was a top of the line cooling system apparently before it was rigged. We need to rebuild it. We can't do anything without a cooling system..

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95eced No.26627

>>26623

>survives fall from orbit unscathed

>vulnerable to heavy weapons

https://www.youtube.com/watch?v=TywmpMQYojs

anyway

Moria Vs. Commune Patrol

5 Light Mechas

Mecha 1 Health 125/125

Weapons: 1 Light Rifle (3d50)

Mecha 2 Health 125/125

Weapons: 1 Light Rifle (3d50)

Mecha 3 Health 125/125

Weapons: 1 Light Rifle (3d50)

Mecha 4 Health 125/125

Weapons: 1 Light Rifle (3d50)

Mecha 5 Health 125/125

Weapons: 1 Light Dual Missile launcher (2d100)

1 Heavy Mech

Weapons: Dual Shoulder mounted Chain guns (4d100)

Plasma Lance (Melee - lance) (1d350)

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95eced No.26628

Dice rollRolled 41, 3, 22, 12, 50, 30, 43, 7, 19, 43, 4, 14 = 288 (12d50)

>>26627

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95eced No.26629

Dice rollRolled 44, 27, 22, 35, 54, 46 = 228 (6d100)

>>26628

>>26627

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95eced No.26630

Dice rollRolled 201 (1d350)

>>26629

>>26628

>>26627

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95eced No.26631

Dice rollRolled 40, 31 = 71 (2d100)

>Name: Lavian Darsak

>Faction (If belonging to one): The Hidden Valley

>Fluff [How's your pilot different from everyone else?]: Lavian Darsak is a member of the forgotten race, different from the human's who destroyed the world but somehow closely related. As a member of the tribe he trained with swords and guns, the tribal rituals of old merely changing to become suitable to these new advances in technology. Like any valley-goer male he wishes to become stronger so as to attract the females of his race, and he has dedicated himself so much to this cause that he is his tribes equivalent of a perfectionist.

After years of training with gun and blade though he has found he lacks perfection in the most important part of this world, mecha combat. Alas he lacked a mecha, and for a time he felt that he would never be perfect or recieve mates. One day though while traveling the outskirts of the land he found a Dormant mecha! Eagerly climbing up to the cockpit he found a woman bleeding out in the seat. He attempted to heal her yet she held him at gunpoint, proclaiming that no woman of the Heaven's touch would dare let a man touch them.

This aggresive attitude from a female was quite new to Lavian, but it made him wonder. There is a whole group of unpacified women out in the world, waiting for a man to rule them?! This excited him almost more than the mecha, and he decided to leave the woman to die before returning for the mech. He took it back, had it repainted and edited, and soon took off with the mech to bring glory to the valley, to become perfect at mecha usage, and to subjugate the females of the Heaven's touch.

Mecha:

>Name: Transcendent Seer

>Fluff [How's your mecha different from every other one?]: Transcendent mind has two parts. The first part is the main suit, a bipedal and humanoid shaped weapon that comes equipped with a heavy shield on its back and a number of melee weapons for combat. This part is somewhat fragile, hence the heavy shield.

The second part is a four legged piece built for endurance and versatility. It can scale walls, absorb impacts with its heavy armor, fire its multiple inbuilt heavy repeaters, gouge steel with its claws, and if need be serve as another mecha entirely. This should only be activated in an emergency though.

Together the two pieces make a balanced mecha. Its not too lightly armored but not so heavily armored as to be slow or cumbersome. It can fight in melee combat and hold its own at range. When not together it can either be an offensive melee unit or a defensive support unit depending on which pieces are in use.

>Inventory: [Ceremonial Sword] – A hunk of shaped metal, crude, but holds much sentimental value to you.

>Skills: [Tribal Relations] – From your upbringing among the valley folks, you are well versed with communicating the tribals of this world, and receive a +10 to conversing with them.

>Flaws: [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

>Gets out the sue stick

The heavy component of the suit was damaged in whatever resulted in the mechas entrance into dormancy state, and as such needs to be repaired. However, the suit was made in the reach, and to get the parts you’ll need, you’ll have to go there. Until then, you can use the light part

Mecha

Health: 300/300

>Heat Counter: [Chilly]

>Weapons: + [Sword (Helicopter blade) {blunt damage 1d150} only can be used in Close combat]

+ [MechaSMG (Left Hand) {Bullet Damage. 3d50}] (10 reloads)

>Upgrades: + [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Bipedal] – Bonus based on environment

>Defects: [Lightly Armored] – Your main mecha is small and lightly armored, and thus has less armor then other mecha of similar size.

>Fighting: Style Offense

1,2. Scavenge for goods from the wreckage

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95eced No.26633

Dice rollRolled 199 (1d200)

1 - Fucking nora, killbots! Can't stand em, soulless automatons taking the good murdering jobs away from honest, hard-working Karnites! Right, we'll give em what-for!

Gather the surviving militia to me, have em form a solid perimeter around the Warhound to pick off advancing bots with staggered fire. While they take potshots at the killbots, I'll punch a hole into their ranks with the Ostial to lower their numbers.

> [Ostial Cannon (Mouth) {Explosive Damage, 1d200} (Cannot be used in close combat) (10 reloads)]

>>26617

>Name: Jacob Whitmeyer

>Faction (If belonging to one): Karn

>Fluff:

Jacob is a simple man with simple pleasures. Primary among these pleasures is turning fields of infantry and artillery into slag heaps with concentrated volleys of cannon fire. Sure, most people join the Karn military to fight for their country and spread the cause of democracy, but in honesty, Jacob just leaped at the opportunity to kill people for money. In less warlike times, he might have been a hitman or mob enforcer. But with the seemingly endless conflicts between expanding nations, Jacob turns his sociopathic interests to the benefit of his nation.

Whitmeyer was always good at following orders and doing what he was told, for he never sought authority. In fact, the less people he had to deal with on a daily basis, the better. No wonder then that he signed up for scouting duty on the edge of Karn's territory. He found his love of mechas early on, after dropping out of architectural studies to join the military. Admiring the beauty of their design and the efficiency with which they killed mass numbers of soldiers, Jacob knew he would not be satisfied until he had one of his own. And now, he does! Woe be to any poor sap who lies in the crosshairs of Whitmeyer's destructive urges.

Inventory: [Scout’s Rifle (Sighted)]

Skills:

Flaws: [Thirst for blood] – Its damn near impossible for not to greet every situation with either your first or your smoothbore cannon. – 5 to Social interactions.

Mecha:

>Name: Seinen-Grant MilTech Model 1081, "Warhound"

>Fluff : Produced by the Seinen-Grant MilTech company as an alternative to its older model 1080 "Tracker" mech, the Warhound is a state-of-the-art quadrupedal war mech, featuring a large, front-mounted primary cannon with a 180 degree swivel and adjustable angle, as well as two smaller top-mounted cannons to provide closer covering fire. Its most iconic feature are the four animal-like legs it uses to propel itself and the "ears" on its side, earning it its name. The Warhound was intended primarily for service in rough and otherwise unnavigable terrain that most mechs and land vehicles can't get through easily, acting as a vanguard weapon and patrol in such difficult terrain, often accompanied by a small force of infantry. Most have been replaced by the sturdier 1083 Mastiff quad-mechs, but Jacob sticks to his trusty old Warhound.

Health: 500/500

Heat Counter: [Chilly]

Weapons: + [Ostial Cannon (Mouth) {Explosive Damage, 1d200} (Cannot be used in close combat) (10 reloads)]

+ [Dual Audial Cannons (Sides of Face) {Explosive Damage, 2d100} (15 Reloads)]

Upgrades: [Quadrupedal] – Bonus in certain terrain

+ [A Classic] – Your old girl is well known and liked by those in the military, both for its tried and true combat record and its reliability. This good reputation and the relative rarity of the beast nowadays affords you the luxury of free repairs and reloads at any station in Karn.

Defects: [Hidden weakness] – There’s a reason the 1083 became the standard issue. Weak armor around the leg joints, a concession made to get the model out faster to deal with a particularly bad group of rebels at the time, means that your bird is easy to knock out if someone knows what they’re doing.

Fighting Style: Offensive/Patrol

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95eced No.26635

Dice rollRolled 30 (1d50)

>>26633

Rolling for the cannon-fodder.

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95eced No.26636

Dice rollRolled 142, 28 = 170 (2d150)

>>26633

>>26634

rolling for warbots

1. Against you

2. Against scrubs

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95eced No.26644

File: 1461126472777.jpg (25.64 KB,278x360,139:180,Icarus_2.jpg)

Dice rollRolled 92, 81, 27, 74 = 274 (4d100)

>>25848

>>26619

>Name: Icarus

>Faction: -

>Fluff:

Icarus is a firm believer that these strange rediscovered mecha can bring only death and misery to the world at large. Some people think similarly - but they keep their mouths shut around the emerging superpowers of the world, and lack the same gift Icarus has. He has an instinctive grasp of mechanics - especially robotics - and can instantly recognise the strengths and weaknesses of any mecha. This would make him a formidable pilot… if he didn't hate the machines with a burning passion.

Every mech he finds he attempts to destroy, using his unique talents to disable them and strip them of all useful components, using them to fashion his own weapons and tools, paying special attention to the jet-pack he refers to lovingly as his "wings".

>Health: 47/50

>Inventory:

+ [Mechanic’s Torch] – Cuts Metal Good

+ [10mm Pistol] – Kills People Good

+ [The “Wings of Icarus" Luch-series Jet Pack] – Flies Good

+ [Ruined Ancient Exoskeleton] - Doesn't do anything good (needs fixing)

>Exo parts needed: (0/4)

Fusion Core (Tiny)

Hydraulic Fluid

New piping

New Motherboard

>Item Construction: [Magnetic Grip] (4/5) - +5 to mecha attack rolls.

>Skills:

[Mech Disassembly] – You’re very good at taking mechs apart, granted that you could get on them and stay on them. + 10 to mecha assaults/dismemberments

>Flaws:

[Normalfag] – This is a dangerous world, and you’re walking that road alone for now.

1. First order of business is to rest, until that cracked rib feels a little better. I don't want to go out flying again until i'm at least fairly confident it won't break if I have another spill.

2. While i'm resting, I can try and finish off my magnetic grip. A few more coils, a bit more energy, making sure it's easy to operate… that should do.

3. If my magnetic grip is finished, I can start thinking about making improvements to my mechanic's torch. I won't try to modify it yet, because I might need to use it - but if I tinker with something I could use as an attachment, maybe I can affix it later.

Something to make it burn hotter, something to burn through the outer shells of mecha faster so that I can get to their vulnerable parts. That would be great.

4. No matter what I manage to cobble together, I have a list of things I need to find to make repairs to this strange armour.

And the most obvious place to find all four of those things is from the ruined corpse of a tiny mech.

I'll search for one. Either one that's long been deactivated that I can salvage, or a small, unsupported scout that I can make into scrap.

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95eced No.26650

Dice rollRolled 3, 63 = 66 (2d100)

>>26617

Pilot:

>Name: Aldernak Icar'Triarii

>Faction: None

>Fluff: The Triarii people are a complex group. Nomadic merchants and raiders they search the yellow sea for relics of the old world, keeping some they find and trading the rest to others in exchange for food. If the ruin hunts have been terrible the Triarii will resort to raiding smaller settlements upon the edge of the fertile lands for food and supplies before disappearing into the yellow sea once again.

Aldernak despised this existence of his people, but there was little he could do. Aldernak was your average Triarii man in the Icar tribe, taught to fight and survive alone in the desert, to search ruins of artifacts of the old world, and to let no dishonor or disaster come to the tribe. He did not see how the tribe could do that with so few of the warriors with an Iron God to fight with. The ones chosen to fight with an Iron God chosen between the Iron Priests and World Priests. Aldernaks time came though, as during a search for more ruins he found an Iron God laying beneath the sands. He was able to free the Iron God and pilot it to his tribe. After being blessed with the holy tattoos by a World Priest to mark him a Pilot and the Iron God repaired and made ready by the Iron Priest he set off upon his mission. To unite the Pilots of the tribes, to find more Iron Gods for the tribes, and unite the Yellow Sea under the banner of the Triarii people.

>Inventory: [Writ of the Iron Gods] – Mecha Instruction manual

>Skills [Decided by Fluff]: [Desert Survival] – Your life amongst the sands has afforded you the skills to live in it, you happen upon things in the sand just when you need them, providing the gods are favorable (Good Rolls means you are much more likely to find shit when searching, permitting good rolls).

>Flaws [Decided by Fluff]: [Honor-Bound] – Once you commit to something, you cannot abandon it, your consciousness will not allow it, for you will not shame the Iron God that has allowed you to pilot it.

Mecha:

>Name: Sand Priest

>Fluff: The sand priest is quadrupedal and humanoid in shape. It has one main weapon in the form of a medium rapid fire cannon. With that as the only visible weapon many would assume the Sand Priest was a weak mech. They would be wrong of course.

The main strength of the mech is not in it's direct combat capabilities. The mech was designed with cloaking capabilities and rapid response controls. As well the sensors of the desert priest have been boosted and it's radar shielding increased, making it a hard hunter to find. The specialty of the Desert Priest lies in electronic warfare though. Under the right circumstances the Desert Priest can shut down an enemy mech, leaving it open to attack, or hijacking.

Health: 400/400

>Heat Counter: [Normal]

>Weapons: [Medium Autocannon] – {bullet damage 5d50} 10 Reloads]

>Upgrades: [EMP Systems] – Disables enemy mecha for 1d4 rounds, but increases heat counter by +2, cannot be used at the same time as cloaking.

[Cloaking] – Makes your mecha invisible for 1d4 rounds, but increases heat counter by 1, cannot be used at the same time as cloaking.

[Quadrupedal] – Bonus in certain terrain

>Defects: [Inefficient Cooling] – Your system is not optimized for the conditions that the world around you is now in. Your cooling meter therefore rests at normal unless you are frigid conditions.

[Sand in yer pants] – There is still some sand in odd places in the mecha, and it can get knocked loose in combat, blurring your vision and chaffing you very badly.

[Worm Hormones] – The “goop” on your mech attracts giant worms, you best wash it off.

>Fighting Style: Support/Assassin

1. See if there is anything else I can scavenge from these moisture farm ruins.

2. And then head back to my tribe's camp and see if the Iron Priests can help me with this goop.

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95eced No.26662

Dice rollRolled 79, 7 = 86 (2d100)

>>26618

Pilot:

>Name: Gwydion Couchcriu

>Faction: People of the Forest

>Fluff: Likes: Trees, long walks in the forests, the people. Dislikes: The council

>Inventory: [High Kings CD] – an ancient disc of an unknown material, it fits into a slot in your cockpit and plays a wondrous sound

>Skills: [Child of the forest] – The trees are your home, and your ally. You receive +5 to all rolls when you are on a tile that has a forest on it.

>Flaws: [Dissident] – Some know of your opinions of the council, all they are waiting for is for you to slip up, then you’ll be offered to the Iron God “Wrath of the Trees”

Mecha:

>Name: Avalon

>Health: 350/350

>Fluff: Forest knight mech behind a waterfall

>Heat Counter: [Chilly]

>Weapons:

+ [Longsword {Cutting damage 1d200} only can be used in Close combat]

+ [Autocannon (Right Shoulder) {bullet damage 3d150} 10 Reloads]

>Upgrades:

+ [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Well maintained] – Your mecha is pretty and you treat it better than any women you’ve met. Your mecha is easier to repair and less likely to suffer permeant damage

+ [Bipedal] – Bonus based on environment

>Defects:

[Form over Function] – Your mecha, while pretty, is more elegant then a military machine has a right to be. As such, its frame and armor are not what is expected of a proper mech. You have a reduced health.

>Fighting Style: Chivalrous as Fuck

>Party: 50 Forest Militia men (roll a separate dice for combat for them {1d75})

1. "Well, Lieutenant Hartman, sir, I was wondering how the 42nd typically operate. I kind of wanted to get a feel for the traditions and relations of the militia. I've not had much chance to interact with them, and I figured that if I'm going to be fighting alongside them, I might as well get to know them." [Talk to 2Lt. Hartman about the Rangers]

2. This patrol's almost over. If we just keep on the way we've been going, it will hopefully pass by pretty uneventfully. When I have some downtime, I can take a look at the dataslate by myself in the cockpit. Maybe there's another way in. I don't know much about computers. I wonder if I can find someone who does. They need to be someone I can trust, though. I'm concerned for my friends in the capital. I'll need to check in on them once I'm done here. [Finish the patrol, check out the dataslate if I have time.]

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95eced No.26663

Dice rollRolled 80, 18 = 98 (2d100)

>>26618

>>26618

Pilot:

>Name: Gwydion Couchcriu

>Faction: People of the Forest

>Fluff: Likes: Trees, long walks in the forests, the people. Dislikes: The council

>Inventory: [High Kings CD] – an ancient disc of an unknown material, it fits into a slot in your cockpit and plays a wondrous sound

>Skills: [Child of the forest] – The trees are your home, and your ally. You receive +5 to all rolls when you are on a tile that has a forest on it.

>Flaws: [Dissident] – Some know of your opinions of the council, all they are waiting for is for you to slip up, then you’ll be offered to the Iron God “Wrath of the Trees”

Mecha:

>Name: Avalon

>Health: 350/350

>Fluff: Forest knight mech behind a waterfall

>Heat Counter: [Chilly]

>Weapons:

+ [Longsword {Cutting damage 1d200} only can be used in Close combat]

+ [Autocannon (Right Shoulder) {bullet damage 3d150} 10 Reloads]

>Upgrades:

+ [Heavy Shield] – Ignores the first 200 points of damage per encounter, must be repaired if destroyed

+ [Well maintained] – Your mecha is pretty and you treat it better than any women you’ve met. Your mecha is easier to repair and less likely to suffer permeant damage

+ [Bipedal] – Bonus based on environment

>Defects:

[Form over Function] – Your mecha, while pretty, is more elegant then a military machine has a right to be. As such, its frame and armor are not what is expected of a proper mech. You have a reduced health.

>Fighting Style: Chivalrous as Fuck

>Party: 50 Forest Militia men (roll a separate dice for combat for them {1d75})

1. "Well, Lieutenant Hartman, sir, I was wondering how the 42nd typically operate. I kind of wanted to get a feel for the traditions and relations of the militia. I've not had much chance to interact with them, and I figured that if I'm going to be fighting alongside them, I might as well get to know them." [Talk to 2Lt. Hartman about the Rangers]

2. This patrol's almost over. If we just keep on the way we've been going, it will hopefully pass by pretty uneventfully. When I have some downtime, I can take a look at the dataslate by myself in the cockpit. Maybe there's another way in. I don't know much about computers. I wonder if I can find someone who does. They need to be someone I can trust, though. I'm concerned for my friends in the capital. I'll need to check in on them once I'm done here. [Finish the patrol, check out the dataslate if I have time.]

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95eced No.26676

Dice rollRolled 81, 24, 45, 72 = 222 (4d100)

Name: Atsuko Cheng

Faction: Heaven's Touch

Fluff: MISSILES FROM GOD

https://www.youtube.com/watch?v=yxdo6vV1cvM

Pilot

Inventory: + [Father’s Locket] + [Mother’s Mecha Mini]

Skills: [Zealous Determination] – There is a deep drive in you to succeed in all you do, and anytime you repeat an action that was failed the round before, you receive a +15 to that action.

Flaws: [Daddy Issues] – Your father left you, and indirectly made your mother leave you too. You don’t like to say it, but this has affected you greatly. -5 to all rolls involving adult males.

Mecha

[Concussed] – You hit your head pretty hard, it’s hard to think or even move very much, and staring at your mecha screen hurts like a son of a bitch. -3 to all rolls for 3 turns.

Health: 375/500

Heat Counter: [Chilly]

Weapons: + [Missile System (Body) – (Missile Damage 3d100) {cannot be used in close combat}] (10 reloads)

Upgrades: + [Arachnidan] – Bonus to movement and climbing (+5)

+[Incendiary Missiles] – You can change of your missile dice to and Incendiary Missile group, which burn the target and give +15 DPT which adds +5 each turn for 5 turns and raises their heat counter by +1. (Cooldown: 3 Turns)

Defects: [Slower then Vivaldi] – Your mecha is slow, very slow. It also needs to be stationary to fire. [Over-Specialized] – Your mecha is extremely complicated, and you have no idea how to fix it if it gets damaged beyond a few chips in the armor or a broken key.

Fighting Style: Support/Offense

Missed Turn

1-2. Rest and heal

Current Turn

3-4. Repair the mecha!

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95eced No.26677

>>25182

Skills : [Cold-Blooded] - Your mutant nature and jungle upbringing has given you many gifts, +5 to PERSONAL combat, infiltration actions and subterfuge.

Flaws : [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

>Weapons : [Mecha Guass Rifle (Right arm) {Slug Damage. 1d300}] (15 reloads)

[Claw (Left hand) {Slashing Damage 1d150} (Melee only)]

>Upgrades : [Emergency Rockets] - Once per combat, roll a 1d500 for your rocket system for damage to one enemy you are fighting

>Defects : [Not well maintained] - The years in the jungle have not been kind to Sasha, -10 to all repair rolls to here.

>Fighting Style : Guerrilla

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95eced No.26683

Dice rollRolled 48, 93 = 141 (2d100)

>>26618

Pilot:

>Name: Nemo

>Faction: Ungorian Freehold

>Fluff:

Yeup.

>Inventory:

+ [Black Cross] – Award won for valor

+ [Personal Journal – titled: “My Struggle”]

>Skills:

+ [Combat Expert] – You’ve been in combat enough to call yourself a hardened veteran, +5 To all combat rolls.

>Flaws:

+ [Anschluss] – You are destined to spread the glory of the Ungorian people, - 5 rolls to conversing with foreigners, and you are oddly compelled to offer them showers

Mecha:

>Name: Deep Blue

>Fluff:

Designed for long term independent and clandestine sub-surface operations "Deep Blue" was constructed to compliment its Captain's vast experience. Equipped with long range scanners and largely offensive weaponry its main advantages are speed and the ability to remain hidden to most means of detection. Generally excelling when it comes to monitoring as well as employing hit and run tactics the Deep Blue is well equipped to swiftly retreat in case of heavy resistance.

Health: 350/450

>Heat Counter: [Chilly]

>Weapons]:

+ [Torpedo Tubes (Body) – Explosive Damage 2d100 (Cooldown 1) (10 Reloads)

+ [Remote Explosives (Left Hand) {Explosive Damage 1d300} (Cooldown 3 Turns) 8 Reloads]

>Upgrades: + [Long Ranger Scanners] – An upgraded sensor suite allows you to detect Enemies before they can even see you.

+ [Gotta Go Fast!] – Your blue-armed bandit is fast as lighting and quiet as a Jew in the Attic, +5 to movement and ambush rolls.

+ [Bipedal] – Bonus based on environment

>Defects:

+ [Infamous] – Your mech is well known and feared, but should you find yourself in a vulnerable state, your enemies will do anything to crush you.

>Fighting Style: Offense/Saboteur

>Notes:

- Missing an arm

1-2. Launch the Torpedo Tubes at Mecha 1 (2d100)

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95eced No.26696

Dice rollRolled 75, 70 = 145 (2d100)

>>26677

Pilot:

>Name : Ashkrieg Blitzkun

>Faction : None

>Fluff : Living deep within the tropical jungle bridge west of Heavens Touch, Ashkrieg's family have lived there for generations since before the bombs fell. He lived there with his parents and grandparents, his grandparents dying when he was young, learning how to live in the wild and raid lands across the mountains and sea for valuable resources that they wouldn't normally be able to get. This is important as their assault rifles and mecha require more than just food. Passed down from father to son, when his father and mother died, he was given control of the mecha and the data drives containing their history and amalgamated knowledge and headed east when large nations sea and trade nations started forming in his original raiding grounds. Now established east of Heavens Touch in the forested hills, he rolls out in his mecha, raiding the women warriors, ancient hidden men, and the lands across the desert, trying to forge his own destiny before having children of his own.

Skills : [Cold-Blooded] - Your mutant nature and jungle upbringing has given you many gifts, +5 to PERSONAL combat, infiltration actions and subterfuge.

Flaws : [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

Mecha:

>Name : Sasha

>Fluff : Kept in the family since before the war, it was apparently used by the families enemies before being captured very shortly before the bombs dropped. Its right arm has a heavy gauss rifle on it, useful since manufactured rounds are short in stock while its left arm has a claw for using other weapons and grappling, a sharp or blunt striking weapon on the top of it. Made for insurgency and guerilla warfare, top has lazer and emf trigger, as well as emergency rockets. Its whitish base paint allows it to be covered in temporary camo paint depending on the environment and op, though the decals and smiley face are left on. About 10 feet tall.

>Heat Counter: [Chilly]

>Weapons : [Mecha Guass Rifle (Right arm) {Slug Damage. 1d300}] (15 reloads)

[Claw (Left hand) {Slashing Damage 1d150} (Melee only)]

>Upgrades : [Emergency Rockets] - Once per combat, roll a 1d500 for your rocket system for damage to one enemy you are fighting

>Defects : [Not well maintained] - The years in the jungle have not been kind to Sasha, -10 to all repair rolls to here.

>Fighting Style : Guerrilla

1-2; Head north in and across the desert and raid villages and patrols for supplies. Search for lost mechs or scrap in the desert

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95eced No.26701

Dice rollRolled 88, 45 = 133 (2d100)

>>26617

Pilot:

>Name: Alexander Konar'Triarii

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Alexander was anointed as a Pilot at an incredibly early age, after finding the Sun Spider stored within a capsule half buried in the shifting sands. Running off from his tribe, the young boy removed the covering from the small mech. Receiving his marks at only fourteen, he has had over a decade to master it's use, in both combat and scavenging.

>Inventory: [Tribal Spear] – Your last testament of your old life, it still has a lock of your mothers hair around the base of the tip

[Whole lotta scalps]

>Skills: [Piloting Proficiency] – You’ve been in your mecha for over a decade, and in that time you’ve learned it inside and out. + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: Your tattoos and dialect give it away, you’re a tribal savage. The civilized nations look down upon you. -5 to all conversing rolls with people of the nations.

Mecha:

>Name: Sun Spider

>Fluff [How's your mecha different from every other one?]: While most of the Iron Gods are massive machines of steel, the Sun Spider is unique in it's size. Only nine feet tall, the miniature mech is capable of amazing feats of agility. Each of it's four hands have specially designed pads on the fingers and palm, allowing it to climb up vertical and flawless surfaces. Limited to close range weaponry, the four arms house a pile bunker, a low caliber machinegun, and two sawblades.

>Heat Counter: [Chilly]

Health: 150/150

>Heat Counter: [Chilly]

>Weapons: + [Small Pile bunker (Right Arm) {Impact Damage 1d150) Can only be used in close combat]

+ [Dual Sawblades (Right and left hands) {Cutting Damage 2d100) Can only be used in close combat]

+ [Linked Cannon (Left Arm) {Bullet Damage 3d50} 10 Reloads]

>Upgrades: [Mobile, Agile, Hostile!] – Your mini mech is a lean mean fighting machine, you can float like a butterfly and sting like a bee. +5 to Agility, evasion, and other movement rolls.

+ [Bipedal] – Bonus based on environment

>Defects: [Itty Bitty] – You’ve got more of a suit of power armor then a proper mecha, and as a result, it doesn’t have comparable armor to other mech, and wounds to the suit are almost guaranteed to wound you.

>Fighting Style: Offense/Infiltration

1&2 ) Loot the bodies, tents, and most especially the Iron God. Do not leave it amongst the dead, they've no need of it. It shall be remade to further arm my own mech.

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1b1ec8 No.49260

hey

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9ae7d8 No.49477

update when?

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