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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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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 [Last50 Posts]

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.

____________________________
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95eced No.24994

File: 1457768586847.jpg (327.48 KB,1720x907,1720:907,1426117713058.jpg)

>>24993

On this great stage, there are 13 great actors, they are as follows:

The Fire Lords: Great lords of the southwest, they founded a kingdom amidst the mighty mountains and terrible volcanoes of the mighty Athallian Mountains. Their kingdom is ruled by the Fire Lord Ozai, pilot of the Battle Titan "Solus"

The People of the Forest: A simple tribe of peaceful folk located southeast of the Fire Lords, they are ruled by an elected council and guarded by the mighty Titan "Wrath of the Trees"

G'ratgh's Acolytes: Cultist of the Jungle, they worship the magnificent G'ratgh - the King in Yellow. They seek to convert the world to their faith and purge the unbelievers in offering to their lord. They are headed by the Head Cultist Travith, pilot of the mighty Sky fortress "The Quiet Wind"

The Reach: A Northern realm, not much is known about it. It's is commanded by a tyrannical despot by the name of Arthus, who defends his realm from his mobile fortress "Arthus's Arrogance"

The Frozen Men: An enigmatic nation in the far north, they are really seen, and few who see them live to tell the tale. No one knows who rules them, or if they even have any cities or culture to speak of. What is known is that they were the ones who discovered a secret military base in the arctic, and possess the strongest mechas in the world. They're mighty giants can sometime be seen plowing the snow drifts of the far north on the edges of their lands, as tall as the towers of those who came before, the ones that scraped the sky.

Karn: Another northern nation, this nation is situated among the forest of the near north, not far from the great desert of Arahk. It is a democracy, one of the few that exist in this new world. As opposed to a few very powerful mechas, Karn possess facilities and wealth enough to (limitedly) manufacture many smaller mechas.

The Commune: A nation of farmers, they possess some of the best land in all of Praeteria, but also stumbled upon a gem in the dirt as well. The mighty mecha-carrier "Unending Agony" is a terrible beast. A massive carrier that holds a host of smaller mecha inside of it. It alone is a beast to be reckoned with, but with its "little friends" it ensures that The Commune remains relatively undisturbed.

Tarth: A nation on the equator, among the trees of the vast Qualanti Forest near the yellow sea, one of largest deserts on the planet. They are a nation of merchants, and through guile and skill, have managed to procure the mighty tunneling mecha "Core Tapper" which safeguards their lands from threats.

The Ugorian Freehold: Situated on the equator in the small gulf of Bello, the Ugorian free hold is a nation of sea travelers. If you come across a ship on the planet, there's a safe bet that at least one Ugori is aboard. Befitting such, their port capital is guarded by the might sea mecha "Leviathan" captained by the sea lord Onsen, leader of the Freehold.

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95eced No.24995

File: 1457768603505.jpg (1.15 MB,2560x1600,8:5,1426119901080.jpg)

The Hidden Valley: Tucked away on an island, surrounded by mighty mountains and situated in a fertile valley lies the Hidden Valley. Its people were spared the horrors of the war that destroyed the world by said world's ignorance of its existence. The valley used to be a cave, inhabited by a race of long forgotten people, closely related to the baseline humans that inhabited the surface. The weapons of the old world stripped away the roof of the cavern, and the valley emerged. Its people were very simple, but have since recovered enough technology to be on par with the other emerging nations. The have a tribalisitc society, where the strongest male is chief, and gets all the bitches.

Heaven's Touch: In the Yellow Sea is a small mountain range, high enough to receive enough snow to melt for water, and the slopes get a paltry amount of rain to grow some food. This is Heaven's touch, the Land in the clouds. An all-female society, which has earned their warriors the moniker "Valkyries” Their mechas have limited flight capabilities to help traverse the dangerous landscape they call home. They are defended by the large artillery emplacement "God's Gun" a stationary mecha with a 980 mm gun, hence the name, and the saying that when the gun fires "God's wrath is felt".

Hoffman's Chosen: A nation descended from the pre-war Televangelist Delores Hoffman, they have since defied their ancestor and seek to spread his light to the world. Most cities have a preacher of the Hoff within their walls. They have the Flying Mecha "Light of the One True Hoffman" A cumbersome mecha that floats through unknown means. Followers of the faith insist that it is by "The Will of Delores"

Preforia: Settlers of the shifting sands of the southeast, they are raiders first, and artist second. Survivors of the old world faith of Zetsim, they are ruled by the Caliph H'zammiu, who's harem is said to contain a women from every spit of land on the world, and all the daughters of his enemies. His people roam the sands, scrounging for old technology that was lost here in the old wars. They also have fast amphibious mecha that they use to raid many foreign lands with impunity from the relative far distance of their continent.

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95eced No.24997

File: 1457768743946.png (1.66 MB,1053x1070,1053:1070,1406748512182.png)

You are an actor in this new world. Will you seize it, or by swallowed by the shifting sands?

Pilot:

>Name:

>Faction (If belonging to one):

>Fluff [How's your pilot different from everyone else?]:

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name:

>Fluff [How's your mecha different from every other one?]:

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

dice+2d100 for rolls.

Dice a 4d100

Heat Counter progresses as follows:

Cold as Ice>Chilly>Normal>Hot>Sweltering>CRITICAL

Sweltering results in a -10 to all rolls, while CRITICAL results in a -15 to all rolls and a chance of mecha failure.

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95eced No.24999

File: 1457772389939-0.jpg (2.95 MB,2920x1643,2920:1643,Katyusha.jpg)

File: 1457772390190-1.jpg (1.12 MB,1094x1000,547:500,NemosOrgan.jpg)

>Name: Atsuko Cheng

>Faction: Heaven's Touch

>Fluff: Atsuko Chenge is the child of an unlikely relationship, her mother a Valkyrie who fell in love with a man of the The Fire Lords. Alas, there are no men Heaven's Touch, and so to marry this man her mother had to leave the company of her sisters. In time, and with heavy hearts, they had to leave her at the doorstep of Heaven's Touch, that she might train herself to become a woman and a warrior as her own mother did. As a young child, her spirit bore the fiery passion of of her father while her soul was instilled with the faith of her mother, and her body bears the union of both. It was this passion and dedication that ultimately set her on the path to become a very specific type of Valkyrie pilot.

For it was not of any flying suit, nor even of the God's Gun, that she was besmitten with a desire to wield. But it was upon a mass that she heard the music coming forth from the the shining pipes of "St. Katyusha", that her heart was fueled with a fire to become the one that sang the war tunes of the mecha. And so she begged her teachers to let her study the lessons both musical and real, practiced and trained day in and day out until making music of the keyboard was natural to her, and nearly lived and slept within the confines of the machine she dreamt of piloting, where she would live in.

And now that day has finally arrived, and a new Valkyrie pilot is raised into the world. Not of any flighty or speedy craft, but of the zealous and righteous might and voice that is St. Katyusha!

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: St. Katyusha

>Fluff: Though not nearly as famous nor as loud as the God's Gun, St. Katyusha is the lesser known but formidable artillery suit, which sits next to the center piece of Heaven's Touch. Not of a giant and mighty cannon, but of something else entirely. Upon the back of this massive arachnoid mobile suit stands tall and proud a 61 gleaming pipes arranged as though a cathedral organ. For each pipe is actually a missile launcher, and the firing mechanism of each linked to a keyboard within the cockpit of the suit. Each press of a single note launches micromissiles and rockets shaped and built in such a way as they travel through the air they scream a specific tune. So it is that the firing of the suit is done in such a way that they bring forth a symphony of destruction, bringing praise to our God.

The pilot must be trained not only in the science of piloting such a machine but also the art of musical praise, for the St. Katyusha is as much a weapon of morale as it is of destruction. Valkyries are more willing to charge a foe after they have been showered with the music of St. Katyusha, while enemies hear the approaching hymn and tremble with fear before the scions of our God.

This is the primary and for now, only armament. Whatever part of the suit that does not contain the cockpit and is not responsible for motion is dedicated to the artillery superweapon. Targeting and communication systems, ammunition synthesis devices and ammunition storage, and the reloading mechanism all made to ensure if the pilot so wished they could play a symphony for many hours before even needing to reload.

Although it is different from the normal Valkyrie suit, a huge, bulking, and slow machine that can barely lumber across the landscape and ambulate difficult terrain thanks to its many legs it is nonetheless a revered one and an honor to pilot much like the God's Touch. It's primary strategy is to stay well behind the front lines, and provide medium to long range support of allies from afar.

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

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25000

File: 1457772415838-0.jpg (57.73 KB,500x378,250:189,mel_exh.jpg)

File: 1457772415839-1.png (387.59 KB,899x623,899:623,Exorcist05.png)

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95eced No.25002

File: 1457773890293-0.jpg (49.73 KB,728x948,182:237,977ebe7c1c7107ed74fe1ff31c….jpg)

File: 1457773890366-1.jpg (35.14 KB,564x564,1:1,5fd259d416c4a331f2e98b4262….jpg)

———-

Pilot

———-

Name: Moira Ellison

Faction (If belonging to one): None, Mercenary

Fluff: 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”.

———-

Mecha

———-

Name: Stumpmeister

Fluff: “Ugly as hell”. “Hideous and sick-looking”. “Asymmetrical and tumorous”. “Goofy and nauseating to look upon”. “A walking assault on the eyes”. “An eyesore”. All of these phrases have been, at one point or another, been used to describe Moira's mecha Stumpmeister. These descriptions are accurate, but they have a tendency to focus on the – correctly noted – aesthetic limitations of the mecha while usually failing to omit the frankly effective capacity of Stumpmeister to mount nearly every sort of weapon system without much regard to size, spacing, technical feasibility, awkward gait, or other standard technical issues. This makes Stumpmeister exceedingly modular while also being extremely unpleasant to look upon: it has a tendency to baffle the opposition into questioning the sanity, skill, or aesthetic sensibility of the pilot. Indeed, this effect translates into actual results: sometimes the Stumpmeister's ocular assault affords Moira something of an advantage in attacking first. Ultimately, despite the ugly nature of the machine, Stumpmeister is a mecha every pilot loves because is is simply effective while being unconcerned with looks – truly it is 'an ugly wife that is a treasure in the home'.

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95eced No.25003

File: 1457784535946-0.jpg (72.86 KB,736x1046,368:523,0fce75fba081fbc0bb4c45ea26….jpg)

File: 1457784535974-1.jpg (184.5 KB,736x1040,46:65,53b6b532d0971f1c790843c6d4….jpg)

>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.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25006

File: 1457804865363-0.jpg (989.39 KB,1500x732,125:61,Desert_sand_ghosts_picture….jpg)

File: 1457804865388-1.jpg (273.34 KB,1280x892,320:223,mecha_mante_by_ptitvinc-d8….jpg)

>>24993

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 [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25008

File: 1457807623861.jpeg (22.89 KB,350x281,350:281,image.jpeg)

>Name: Franz

>Faction (If belonging to one): None, works as a mercinary for hire.

>Fluff [How's your pilot different from everyone else?]: Franz used to be a member of the Reach's military, until he realized the pay was shit. Franz has roamed the countryside ever since, working as a mech pilot for hire. He's been nearly everywhere, except for the Reach, who now despise him as a traitor.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: The Firehawk

>Fluff [How's your mecha different from every other one?]: Used by Franz as a heavy artillery mech, this walking pile of guns can fire anything from small caliber anti infantry bullets, to mech destroying heavy shells.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25025

updates sometime later this week

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95eced No.25032

>>24997

Pilot:

>Name: Nemo

>Faction: Ungorian Freehold

>Fluff:

"Nemo" as he is refered to in military paperwork is an experienced mecha operator trained and employed by the Ungorian Freehold. Specializing in all operations that require the element of surprise Kapitän has taken part in numerous ambushes, convoy raids and shock and awe operations located along coasts and in the open sea. Dedicating his life to the safety of the Freehold against all maritime threats Nemo never looses his cool, well aware that any mistake could lead to an agonizing death.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25038

>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 [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>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.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25041

>>24993

>>25006

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 [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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 wrist mounted machinegun, and two sawblades.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25042

File: 1457822210140.jpg (1.35 MB,1920x1200,8:5,Timberwolf Mech.jpg)

>>25038

Pic of Sparks back in it's heyday

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95eced No.25051

File: 1457839372734.jpg (459.58 KB,1024x1339,1024:1339,CelticCoatOfArms.jpg)

TAKE A RIDE ON THE HYPE TRAIN Clap clap

Pilot:

>Name: Gwydion Couchcriu

>Faction (If belonging to one): People of the Forest

>Fluff [How's your pilot different from everyone else?]: The forest has always been home to Gwydion. When he was young, he would stay in the woods for days on end, living in the trees and caves of the more heavily wooded areas. His life was one of comfort, if not one of ease, for the forest always yielded plenty to those who worked hard enough to deserve it. It was on one of these outings that he found Avalon. Lost in a deep glen behind a cold waterfall, it sat for hundreds of years before a child of the forest discovered it. Now, a some years later, Gwydion is a man grown, and a skilled pilot, sworn to serve and defend the people of his nation. However, he is dissatisfied with the rule of the Council, and he thinks that the people don't have all that which they deserve.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Avalon

>Fluff [How's your mecha different from every other one?]: Avalon is a sleek mecha, and is well-cared for. Gwydion treats it like an extension of himself, as many pilots do, and keeps it in pristine condition. A biped, it boasts a human range of motion, as well as the discernible digits of a person, and is similar in appearance to the knights of forgotten history.. Avalon is a deep green, trimmed in gold paint, with a coat of arms painted on the right pauldron. It's powerful, with a solidly built power plant and high speed joints which allow for lightning fast movement, but is slightly more fragile than most other mechas.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25060

>>25051

>Name: Shingen Takeda

>Faction (If belonging to one):Fire lords

>Fluff [How's your pilot different from everyone else?]: Shingen Comes from a loooooong line of warriors. He is in possession of the Ignis dynastia a family heirloom though little remains of the original mecha since it has been upgraded and modified by every generation. Shingen has been trained from birth for the day his father steps down and he inherits the Ignis dynastia. While he has been trained to pilot it his younger siblings have been trained how to repair and upgrade the systems present as well as co-pilot the mecha. They work as a team with shingen as the commander but the others always able to take over should shingen be injured or killed so that the mecha is not lost.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name:Ignis Dynastia

>Fluff [How's your mecha different from every other one?]: The Ignis dynastia is an heirloom it has been refined and upgraded over countless generations since the firelords first established their kingdom. With flaming sword and flame thrower as its primary weapons it specializes in blinding its foes with flame and striking deep into the enemies flanks and cores alike with its sword. Sacrificing defensive power for high mobility and blinding speed the Ignis dynastia is a terrible foe to be reckoned with.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25062

File: 1457853354965-0.jpg (213.01 KB,750x1179,250:393,prospector.jpg)

File: 1457853354986-1.jpg (213.83 KB,1280x1216,20:19,Tank_Rail.jpg)

Pilot:

>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.

Thirty years into the job, and Picket would have most likely more than that; one of the countless miners to toil until they could finally work no more or lost themselves to the wilds, if not for his prospecting career one day unearthing a machine that would change his life. An ancient engine, from a time period even earlier than the mechs which dictate the flow of the world, the plucky miner spent his time in secret to repair it to the point of functionality. Partially succeeding in a bid to impress his liege enough for a change in job, the tyrant was convinced that his obsolete toy was of no use practical to his military, and rather then confiscating (as the usual practice for useful machines found by labourers) it decided to grant the prospector the mission of scouting the outter lands in his dinky contraption, with relatively little oversight provided he supplied himself.

Aged yet not too old for the job yet (a descriptor for perhaps both his machine and the prospector himself), Picket operates the Ironclad Steamer, having specially trained himself to rapidly switch between manning its rotating turret and driving its threaded means of locomotion. He still carries his old outfit and tools of trade in case they're needed, included a pick-axe, shovel, and various tools, strapped to the sides of the machine.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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.

Of course, while its simplicity is in many ways a blessing in that it allows the Steamer to be relatively easily repaired if it sustains damage in battle, it also leads to various other issues which hinder its performance. For instance, the Steamer was clearly meant to be crewed by multiple people, as evident from the far spacing of the driver's seat and the battle station within the turret, and though it is possible to remotely operate the turret from the driver's seat, the gun's optics become useless in this position and it greatly hinders the weapon's accuracy; its pilot would in these situations have to chose between manning the turret for maximum capabilities of the cannon, or manning the driver for a swift means of movement.

Furthermore, the Steamer's uncommon construction means that most weapons need to be specifically modified in order to be accepted into its turret and autoloader system, something which its owner has limited knowledge in doing.

Finally, there is no ejection seat or other such comforts of safety: if the machine is destroyed, you best get out of an exit hatch before it lights up, which if it has large amounts of ammo remaining, it will.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25063

File: 1457857740317-0.jpg (226.57 KB,950x2172,475:1086,cbbff19b5673e9068e45dbe36a….jpg)

File: 1457857740332-1.jpg (149.03 KB,892x895,892:895,zoids___ssz_001___swordfin….jpg)

Pilot:

Name: Captain Thaddius Calrith

Faction:The Ugorian Freehold

Fluff: Thaddius Calrith was found as a babe washed up on the shores of the Ugorian freehold after a violent storm that can only be assumed to have taken his birth parents lives. Taken in by a poor potters family he was raised on the hard streets of the Ugorian Capital. He ran with a small gang of pickpockets and vagabonds to supplement the meagre lifestyle of a potter. All while he grew up his eyes never left the sea as he felt the urge many Ugorians feel thrum through him the ocean called to him. When he came of age he signed unto the Ugorian navy finally sailing the world and completing the dream. All was not perfect in his new life as his common birth made any advancement had to be earned thrice over or simply not awarded at all. After many years he made captain, commanding a small scooner called "The Black Swallow". His command did not last long as on one of his first engagements he ran into the ferocious raiders of Preforia. Cutting his ship to shreds he was stranded with but a few of his men on a tiny rowboat. As fate often decrees when lost at sea only one grisly action could be taken to survive; Cannibalism. The last of his men had sacrificed themselves to keep Thaddius alive as he still drifted with no end in sight. He cursed the gods, he cursed himself and he even cursed the very sea which born him on its back. Longer he drifted till a great shape came bursting out of the water, consuming him down its black gullet. He came to not long after thinking himself in heaven or hell, but he had no been so lucky, instead he had been picked up by a sea going mech on autopilot, it had been assigned to gather survivors years ago and had continued on this eternal quest to save sailors from a long forgotten war. With this Mech at his disposal he vowed to avenge his crew and truly master the seas for Ugoria.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

Name: Holy Diver

Fluff : A sleek aquatic mech styled in the image of a swordfish. A swift vessel designed for quick hit and run attacks with its viscous sword and jaws. In addition to its melee capabilities it comes equipped with high pressure water cannons that can cut through the hardest of metals with enough effort, the water cannons also help manoeuvrability by firing quick spurts underwater to quickly change direction and effect velocity.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25079

File: 1457892052558-0.jpg (286.79 KB,736x904,92:113,X-Com Warrior.jpg)

File: 1457892052559-1.jpg (59.28 KB,736x628,184:157,Punished Bob.jpg)

>>24993

Pilot:

Name: Commander Bob

Faction (If belonging to one): Independent; The COM

Fluff [How's your pilot different from everyone else?]: His body is proof of a constant struggle against forces well entrenched in their machines of destruction giving him the gravitas of a hardened leader of warriors. Having discovered what would be become his base of operations in the years to come Commander Bob, or Commander for short, received his destiny. A prophecy cast on a silver screen depicts the past; what would happen in the Old World populated by machine gods and the destruction to come, revealing the ancient wisdom and purpose of these tools and instructions buried here long ago. Weapons, bombs, supplies, tools, skeletal metal limbs, and soldiers sealed in tubes with yet more miraculous things from the lost era with one goal in mind; preserve humanity and eliminate the threats of the mechanical titans.

These things may dwindle but The COM provides, arcane designs of production facilities might be found and translated with help.

Bob can not do this alone but trust must be earned in the spilled oil of machine gods.

The power of a thousand men with High-Ex bombs will not be denied.

Inventory [Decided by Fluff]:

Skills [Decided by Fluff]:

Flaws [Decided by Fluff]:

Mecha:

Name: X-1, The Key

Fluff [How's your mecha different from every other one?]: A highly mobile floating metal disk two meters in diameter with two circular impression on top where the pilot stands supported by gravity field and protected by an energy shield that prevent him from falling off or being damaged. The Key is designed to fit itself into the top of COM tanks, troop carriers, jets etc. once locked in the pilot can direct these vehicles with projected hard light controls. Durability, speed and the powerful defensive systems make up for the complete lack of weaponry on the X-1 when it has to function on its own and rely on whatever the pilot has on hand.

Heat Counter: [Chilly]

Weapons [Decided by Fluff]:

Upgrades [Decided by Fluff]:

Defects [Decided by Fluff]:

Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25145

File: 1457973862210-0.jpg (255.71 KB,950x891,950:891,eve-ventrue-chillin.jpg)

File: 1457973862229-1.jpg (741.82 KB,1920x984,80:41,sarayu-ruangvesh.jpg)

>>24993

>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 [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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95eced No.25153

>>24997

>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 one 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".

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

>Mecha: -

>Name: N/A

>Fluff: It doesn't exist

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style: [Will be determined based on Fluff]

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95eced No.25165

>>24995

and one last nation that I completely forgot about

Castellion - A far Northen realm, somewhat close to the Commune. They are a very secluded and secretive people, who traditionally dress in little but kilt and woad. Their mechas are similarly outfitted in daub colors, and hide amongst the same trees that their pilots do.

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95eced No.25174

>>24999

You find yourself in the outer gate of Heaven’s touch, the commandant telling you of a troublesome group of raiders in the Yellow sea that have been attacking Tarthian Traders traveling to Heaven’s Touch. Your orders are to find this group of raiders and destroy them. Show no quarter daughter of the Heavens.

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

Health: 500/500

>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

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95eced No.25175

>>25002

The life of a mercenary, it is a boring one as you journey from nation to nation, looking for work. This is where you find yourself now, on the road from Castellion to the Commune, in search of work.

Pilot

>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

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

>>25003

The Hidden valley, tucked away from all other nations on the world, them being ignorant of its existence. The people would like to keep it this way, they saw what those outside have done to the world before, and they’d like them to kindly keep the hell away. But here you are, one of quite a few younglings who are eager to see the world outside. What lies in wait beyond the mountains of home?

Pilot

>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

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95eced No.25176

>>25006

The Iron Gods have blessed you with an instrument of your wrath, truly, this is a sign from the heavens; you must go forth and do right by your people, for too long have they dwelt among the burning sands.

Pilot

>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

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.

>Fighting Style: Support/Assassin

>>25008

The Reach, thinking about that name brings a sour taste to your mouth. A corrupt shithole ruled by that asshole Arthus. It’s curious how you’ve come so far from home, but still you think of it. It doesn’t matter now. You’re here in Yellow King land, and you’ve got a score to settle.

Pilot

>Inventory: [Reach Military Uniform]

>Skills: [Seen the World] – Your travels have afforded you much of its people and their traditions and customs, and you receive a +5 to all conversations (excluding tribals)

>Flaws: [TRAITOR] – All Reachmen that meet you are honor bound to fight you.

Mecha

Health: 600/600

>Heat Counter: [Chilly]

>Weapons: + [Heavy Artillery (Back) –Explosive Damage 1d400 {cannot be used at close range} Cooldown 4 Turns]

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

>Upgrades: [‘Eavy Armor] – Firehawk has additional plating from its retrofitting after its discovery by the Reachmen. +100 Health

+ [Bipedal] – Bonus based on environment

>Defects: [Reach Transponder] – This baby was reach milsec, and they can track it.

>Fighting Style: Support/Offense

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95eced No.25177

>>25032

The glory of the Ungorian people shall be heard the world over, and those who seek to stand against it shall fall before your mecha, into the deep blue that shall become their grave. But now, you’ve got some reports of Preforian raiders off the coast targeting Commune food barges…

Pilot

>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

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

>>25038

These forest seem to go on forever, it’s a shame that such a resource as this goes to waste. Still, it’s way above your paygrade to worry about such things. You’ve been ordered to investigate a path through the Qualanti Forest for traders to pass to Heaven’s Touch. Your sensors are picking up some odd signal though…

Pilot

>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

>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.

Mecha

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.

>Fighting Style: Support/Scout

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95eced No.25178

>>25041

You’ve got the world before you, youngling. Elder Far Eyes always said to act in the best interest of those around, now that you’ve got the power of an Iron God at your fingertips, what will you do with it?

Pilot

>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

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

>>25051

The Fire lords are getting antsy, the Cultist are making rangings in the North, and Preforians are raiding Tribes on the coast. Something is coming, you can feel it on your skin, in your bones. Soon you will be forged in that crucible of all men. War…

Pilot

>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

Health: 350/350

>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

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95eced No.25179

>>25060

In the distance, one of the many volcanoes of the Fire Lords territory smolders softly. You see your siblings shining Ingis, his sword too smouldering softly. You remember the words of Ozai at the lord’s moot that previous week… “Sharpen your swords my bannermen, for soon they shall be whetted upon the mongrels of this world.” A soft rain begins, an omen you think, the god’s already weeping for the blood to be shed.

Pilot

>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

>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: [Faulty Cooling system] – With all the fire you play with, Ignis has lost much of the function of its cooling system. Thus it remains at Normal unless you are in frigid conditions.

>Fighting Style: Offense

>>25062

The Woods of the Reach are quiet as usual. You’ve heard nothing for days, either from command or from the wildlife, what an odd sight this is, a completely quiet forest. You take the time to make a camp fire and rest beneath the setting sun. That night you notice something peculiar: not one star shines in the sky.

Pilot

>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.

Mecha

>Heat Counter: [Chilly]

>Weapons: + [Smoothbore Cannon {Explosive/Slug Damage 1d200 roll} 20 Reloads]

>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

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95eced No.25180

>>25063

Those Preforian bastards, they’ll pay for what they did. You sit in your cockpit, your knuckles white as you recall the ordeal you went through not that long ago. Your radio picks up a transmission from Ungorian Military: Preforian raiders have been spotted harassing Commune food barges near the coast.

Pilot

>Inventory: [Piece of Flotsam, your old ship’s name] – 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

>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

>>25079

A base, all the way here up north. The Thought of it drives you mad. If only you could articulate that. You step haphazardly though the base, seeing to rows of tubed men and dusty tanks and planes. With these things, you could save the world, if only you knew how to use them…

Pilot

>Inventory: [Blaster] – An arcane weapon from X-CUM headquarters, +5 to personal combat.

>Skills: [For the COM] – You’ve been brainwashed into the*perfect* super soldier. +10 to all combat rolls.

>Flaws: [Mentally Retarded] – Your protective suit wasn’t seal correctly, so a part of your brain degraded while the rest remained, thus making you mentally retarded, being able to communicate only in grunts and shouts. The radiation from COM headquarters is gone though.

+ [Secret Base] – This isn’t your base, you weren’t meant to find it. The people in charge of it are angry, and they are coming for you.

Mecha

Health: 500/500

>Heat Counter: [Chilly]

>Weapons: None – gonad’s get rimmed

>Upgrades: [Bullet Proof permeable casing] – An extremely hardy and bullet proof substance surrounds the top of the X-1, it stops most rounds from entering the flesh of the pilot, but has a limit of what it can stop. That limit being 400 points of damage. (Shields aren’t real matey)

[Floats] – No terrain penalty

>Defects: [COM Only] – Your mecha only reacts with COM vehicles, and can only be fixed with COM parts.

>Fighting Style: Support?

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95eced No.25181

File: 1458004055974.jpg (6.68 MB,2500x1692,625:423,turn 1.jpg)

>>25145

Karn, the bastion of freedom in this new, harsh and cruel world. You are sworn to defend it, but honestly, if they’d put their arms away and became pacifist, you’d be quick to join the hordes of barbarians that harry their borders. The thought is distracted by a radio transmission. A scouting party for the recent expansion has encounter heavy resistance and requires support. You and your infantry detachment are the closest to the distress signal. What will you do?

Pilot

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

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

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

>>25153

God, these mechas and their arrogant pilots, you’ll show them, you’ll show them all. What you need to do now is get out of this god-forsaken cult country, you can hear the sermons this far away from the city.

“Pilot”

Inventory: + [Mechanic’s Torch] – For cutting metal

+ [10mm pistol] – For killing pilots

+ [The “Luch” series Jet pack] – guaranteed to fly off at a moment’s notice or your money back :^)

Skills: [Mech Disassembly] – You’re very good at taking mech’s 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.

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95eced No.25182

File: 1458004066869-0.jpg (199.66 KB,800x925,32:37,1454197470066.jpg)

File: 1458004066869-1.jpg (159.04 KB,758x1053,758:1053,153125235236.jpg)

>>24997

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 :

>Flaws :

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 :

>Upgrades :

>Defects :

>Fighting Style :

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95eced No.25183

Dice rollRolled 34, 29, 1, 72, 15, 16, 70, 23, 40, 32, 42, 100, 4, 30 = 508 (14d100)

FUCKING LET LOSE CUNTS

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95eced No.25184

>>25183

also dice range

Roll chart is as follows

1-5: You're fucked

6-10: You're kinda fucked

11-19: You fucked up, but not that bad

20-29: You did what you needed to do, but in the worst way possible

30-39: You did what you needed to do, but in a very mediocre way

40-59: Average, plain, boring, safe average

60-79: Damn Good, like eggs on steak

80-95: Damn son, cool down, you're on fire

96-99: Something, somewhere got shrek't, and you got a shiny new toy

100: "Hey, who left this ICBM here?"

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95eced No.25185

>>25175

>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

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95eced No.25186

Dice rollRolled 100, 68 = 168 (2d100)

>>25185

1,2. Its time for the world to know of the us valley-goers. We're going to show them the superior ways of our society! But first ive got to fix the heavy part of my mecha. Time to head towards the reach to get this thing fixed.

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95eced No.25187

>>25174

>Name: Atsuko Cheng

>Faction: Heaven's Touch

>Fluff: Atsuko Chenge is the child of an unlikely relationship, her mother a Valkyrie who fell in love with a man of the The Fire Lords. Alas, there are no men Heaven's Touch, and so to marry this man her mother had to leave the company of her sisters. In time, and with heavy hearts, they had to leave her at the doorstep of Heaven's Touch, that she might train herself to become a woman and a warrior as her own mother did. As a young child, her spirit bore the fiery passion of of her father while her soul was instilled with the faith of her mother, and her body bears the union of both. It was this passion and dedication that ultimately set her on the path to become a very specific type of Valkyrie pilot.

For it was not of any flying suit, nor even of the God's Gun, that she was besmitten with a desire to wield. But it was upon a mass that she heard the music coming forth from the the shining pipes of "St. Katyusha", that her heart was fueled with a fire to become the one that sang the war tunes of the mecha. And so she begged her teachers to let her study the lessons both musical and real, practiced and trained day in and day out until making music of the keyboard was natural to her, and nearly lived and slept within the confines of the machine she dreamt of piloting, where she would live in.

And now that day has finally arrived, and a new Valkyrie pilot is raised into the world. Not of any flighty or speedy craft, but of the zealous and righteous might and voice that is St. Katyusha!

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: St. Katyusha

>Fluff: Though not nearly as famous nor as loud as the God's Gun, St. Katyusha is the lesser known but formidable artillery suit, which sits next to the center piece of Heaven's Touch. Not of a giant and mighty cannon, but of something else entirely. Upon the back of this massive arachnoid mobile suit stands tall and proud a 61 gleaming pipes arranged as though a cathedral organ. For each pipe is actually a missile launcher, and the firing mechanism of each linked to a keyboard within the cockpit of the suit. Each press of a single note launches micromissiles and rockets shaped and built in such a way as they travel through the air they scream a specific tune. So it is that the firing of the suit is done in such a way that they bring forth a symphony of destruction, bringing praise to our God.

The pilot must be trained not only in the science of piloting such a machine but also the art of musical praise, for the St. Katyusha is as much a weapon of morale as it is of destruction. Valkyries are more willing to charge a foe after they have been showered with the music of St. Katyusha, while enemies hear the approaching hymn and tremble with fear before the scions of our God.

This is the primary and for now, only armament. Whatever part of the suit that does not contain the cockpit and is not responsible for motion is dedicated to the artillery superweapon. Targeting and communication systems, ammunition synthesis devices and ammunition storage, and the reloading mechanism all made to ensure if the pilot so wished they could play a symphony for many hours before even needing to reload.

Although it is different from the normal Valkyrie suit, a huge, bulking, and slow machine that can barely lumber across the landscape and ambulate difficult terrain thanks to its many legs it is nonetheless a revered one and an honor to pilot much like the God's Touch. It's primary strategy is to stay well behind the front lines, and provide medium to long range support of allies from afar.

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

Health: 500/500

>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

Stat Post

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95eced No.25189

File: 1458005158914.jpg (159.61 KB,600x337,600:337,fantasy ocean clouds lands….jpg)

Dice rollRolled 76, 10 = 86 (2d100)

>>25183

—–

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

—–

Thaddius grinned as Holy Diver sped him through the water at break neck speeds. His blood was pumping through his body, the salve forming is his mouth as he could almost taste those bastards blood on his tongue already.

—–

1. With reckless speed Thaddius urges Holy diver towards the Preforian raiders. +10 [Maneuverable form]

2. Keeping up speed unleash a salvo of Water Cannons to soften them up when spotted. +15 [Revenge]

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95eced No.25190

Dice rollRolled 79, 78 = 157 (2d100)

>>25183

>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

>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.

>Fighting Style: Support/Scout

1. Keep mapping the area, look for the best route for traders to come by.

2. Dammit Sparks' sensor better not be acting up again. See if I can pin down those signatures, or fix the sensor suite.

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95eced No.25192

Dice rollRolled 100, 58 = 158 (2d100)

>>25183

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

1. If something is coming, I want to know what it is. Although my mech is no scout, I'm adept at moving about the woods quickly. The same principles that apply to running through the woods should still apply when scouting in a mech. Alternatively, I could pilot my mech to a secluded spot and manually scout out an area for a few miles around it. I'd cover more ground by staying in my mech, but I might miss something. On the other hand, if I "dragooned" it, I would cover less ground, but be more thorough. I'll start by scouting along our border with the Fire Lords. I'll use whichever of my tactics would be more convenient for the situation. (+5 Forest)

2. As incompetent as I feel the council will be when the storm comes, I trust them in peacetime. I will take Avalon to their meeting place, and see if they have anything for me to do to prepare. (+5 Forest)

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95eced No.25193

Dice rollRolled 23, 14 = 37 (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 decides that she's short of money – again – and so she continues on her way to the Commune for check the job postings. [Jobs]

2. Moira also decides to talk to any of the merc crews to see if they have any surplus equipment kicking around. Moira is fairly accustomed to borrowing equipment given that she often gets herself into debt with the other mercs; a working relationship of debtor and debtee is noted. Naturally she leans on her feminine wiles where required – flirting isn't off the table, but nothing beyond that. [Borrow equipment]

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95eced No.25194

File: 1458005849574.jpg (6.68 MB,2500x1692,625:423,turn 1.jpg)

fixed map

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95eced No.25195

File: 1458006632851.jpg (367.09 KB,700x1126,350:563,Icarus.jpg)

Dice rollRolled 89, 55 = 144 (2d100)

>>25181

>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".

>Inventory:

+ [Mechanic’s Torch] – Cuts Metal Good

+ [10mm Pistol] – Kills People Good

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

>Skills:

[Mech Disassembly] – You’re very good at taking mech’s 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. The wild hills and forests here are fairly inhospitable to the biggest and least agile of mechs - I should be able to avoid any fight I don't think I can win, and search for ancient technology or recent salvage unmolested.

I suppose I should keep half an eye out for wandering mecha-cultists, though. Those lunatics aren't likely to range this far, but explorers might come across me when I stop to camp somewhere - and if I can't find salvage, meeting up with other people fleeing their madness might need protection. Either way, it pays to be alert while near the territory of people who put their faith in crazy gods and even crazier machines.

2. I've been working on a grip to keep mechs from throwing me off while I take them to pieces. These magnets seem to have the dual benefit of attaching to the metal of their plating and screwing with the circuits underneath. I wonder what I can do with that.

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95eced No.25197

Dice rollRolled 96, 20 = 116 (2d100)

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 ) Seek out traders, the Sun Spider requires better maneuvering gear.

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95eced No.25200

Dice rollRolled 5, 24 = 29 (2d100)

>>25176

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.

>Fighting Style: Support/Assassin

1&2. Search the desert for something of interest. Either ruins to collect old machines, parts, or maybe a caravan of outsiders to raid.

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95eced No.25201

File: 1458008887776.jpg (158.26 KB,399x291,133:97,Phalanx_North_American_SNE….jpg)

Dice rollRolled 96, 78 = 174 (2d100)

>>25183

>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.

~Mecha~ Engine!

>Name: The Ironclad Steamer

>Heat Counter: [Chilly]

>Weapons: + [Smoothbore Cannon {Explosive/Slug Damage 1d200 roll} 20 Reloads]

>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!)

1. - Lets take a look at that Steamer: how's the condition of her ram? See if I can't fix it so it's worthy of jabbing into the hides of ne'er-do-wellers. (+10 to repair!)

2. - Huh, I reckon something mighty odd is acting up this day if there ain't a single start in the sky shining: probably a bad omen. Lets scope out our surroundings in the Steamer to see if there ain't something my eyes missed seeing. Rally back to the campfire! (+10 to exploration!)

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95eced No.25202

File: 1458009230876.jpg (2.14 MB,4003x2801,4003:2801,20091010.jpg)

Dice rollRolled 64, 76 = 140 (2d100)

>>25187

>>25174

1. Rally some fellow sisters who will join my quest. I shall need eyes and ears in the heavens to keep track of these treacherous raiders.

2. Search out an appropriate high peak that can overlook the road between Tarth and Heaven's Touch. I must be able to watch the roads like a hawk, such that I can see friend and foe more clearly.

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95eced No.25209

Dice rollRolled 1, 49 = 50 (2d100)

>>25183

Pilot:

Name: Commander Bob

Faction (If belonging to one): Independent; The COM

Fluff [How's your pilot different from everyone else?]: His body is proof of a constant struggle against forces well entrenched in their machines of destruction giving him the gravitas of a hardened leader of warriors. Having discovered what would be become his base of operations in the years to come Commander Bob, or Commander for short, received his destiny. A prophecy cast on a silver screen depicts the past; what would happen in the Old World populated by machine gods and the destruction to come, revealing the ancient wisdom and purpose of these tools and instructions buried here long ago. Weapons, bombs, supplies, tools, skeletal metal limbs, and soldiers sealed in tubes with yet more miraculous things from the lost era with one goal in mind; preserve humanity and eliminate the threats of the mechanical titans.

These things may dwindle but The COM provides, arcane designs of production facilities might be found and translated with help.

Bob can not do this alone but trust must be earned in the spilled oil of machine gods.

The power of a thousand men with High-Ex bombs will not be denied.

Inventory: [Blaster] – An arcane weapon from X-CUM headquarters, +5 to personal combat.

Skills: [For the COM] – You’ve been brainwashed into the*perfect* super soldier. +10 to all combat rolls.

Flaws: [Mentally Retarded] – Your protective suit wasn’t seal correctly, so a part of your brain degraded while the rest remained, thus making you mentally retarded, being able to communicate only in grunts and shouts. The radiation from COM headquarters is gone though.

+ [Secret Base] – This isn’t your base, you weren’t meant to find it. The people in charge of it are angry, and they are coming for you.

Health: 500/500

Name: X-1, The Key

Fluff [How's your mecha different from every other one?]: A highly mobile floating metal disk two meters in diameter with two circular impression on top where the pilot stands supported by gravity field and protected by an energy shield that prevent him from falling off or being damaged. The Key is designed to fit itself into the top of COM tanks, troop carriers, jets etc. once locked in the pilot can direct these vehicles with projected hard light controls. Durability, speed and the powerful defensive systems make up for the complete lack of weaponry on the X-1 when it has to function on its own and rely on whatever the pilot has on hand.

Heat Counter: [Chilly]

Weapons: None – gonad’s get rimmed

Upgrades: [Bullet Proof permeable casing] – An extremely hardy and bullet proof substance surrounds the top of the X-1, it stops most rounds from entering the flesh of the pilot, but has a limit of what it can stop. That limit being 400 points of damage.

[Floats] – No terrain penalty

Defects: [COM Only] – Your mecha only reacts with COM vehicles, and can only be fixed with COM parts.

Fighting Style: Support

Perhaps some radiation still lingers in the deep sections of the base or from some device, what radiation caused perhaps radiation can fix? Worst comes to worst I will have to subject others to similar treatment and make a force of mentally disabled super soldiers the likes of which this dark age has not seen in many years. Yet the time for battle approaches it seems so..

12 *Grunting Intensifies* Prepare combat traps for the people coming to get me, this base is far too valuable for them to just blow up so I must become the night. Get the front layout of the base memorized or the map in my hands, grenades in places that I can blast from a dozen fortified points through the halls and barracks of the base. If there is armor to fit my super soldier body then find some and get decked out in whatever I can get my hands on.

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95eced No.25213

Dice rollRolled 74, 88 = 162 (2d100)

1/2 - Well we can't just hang em out to dry, can we boys? Get the grass off your ass lads, we've got some dirtmunchers to strafe! Jensen, Morales, take your squad and trail us southwest, keep it staggered in case they've got arties. Horace, Miles, Brennan, the rest of you are on me. Keep the flanks clear, for gods' sake, we're not getting pincered again! I'll bloody them with the Ostial, see if we can't get em to rout.

>>25183

>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

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.25214

>>25213

Skills: [Bloodlust] - You crave the thrill of battle, and preform most admirably in it; +5 to combat rolls

Flaws: [Gay] - You like the big pink long ding dong

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95eced No.25215

>>25214

>>25213

Flaws: [Gay] - You like the big pink long ding dong

[Trans] - More then meets the eye

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95eced No.25216

>>25214

>>25215

i'll cut u nigger

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95eced No.25217

File: 1458057320417.jpg (54.93 KB,640x303,640:303,36 - a4x1n0A.jpg)

>>25216

Reported and ignored

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95eced No.25219

Dice rollRolled 85, 1 = 86 (2d100)

>Name: Shingen Takeda

>Faction (If belonging to one):Fire lords

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

>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

>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: [Faulty Cooling system] – With all the fire you play with, Ignis has lost much of the function of its cooling system. Thus it remains at Normal unless you are in frigid conditions.

>Fighting Style: Offense

The fire Lord has spoken and the Takeda clan obeys.

1. Shingen takes the dynastia out for warm up runs and basic combat routines getting more and more comfortable with the mecha. By now it is more an extension of his own body than a weapon to be controlled but it always pays to practice more.

2. The coolant systems have been giving us issues for a few generations now. Repairs need to be conducted and parts found to upgrade it. Start the search for a better cooling system. Examine the other fire nations mecha as well it's possible someone already has a better style we can copy and build from scratch.

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95eced No.25223

File: 1458073539957.jpg (37.01 KB,752x375,752:375,1439089604760.jpg)

>>25219

>>25209

>>25192

>>25186

This is gonna be a fun game already

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95eced No.25225

Dice rollRolled 93, 84 = 177 (2d100)

>>25177

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. While Deep Blue was already a fearsome mecha Nemo would continue to improve upon its design, further spending time working on the propulsion mechanisms. They were important for both striking the enemy before he knew what was happening and retreating before they would be able to react. Improving upon this technology was essential.

2. It was time for Nemo to go on his first patrol after havin Deep Blue refitted. Utilizing the advantage of his long range scanners he would be sure to keep an eye out for potential enemies of the Freehold.

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95eced No.25268

File: 1458120983204.jpg (96.76 KB,400x300,4:3,65920255.jpg)

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95eced No.25391

File: 1458400046156.jpg (6.68 MB,2500x1692,625:423,turn 2.jpg)

>>25186

1/2. The people of the valley would very much like to remain unknown to the world at large, they saw what the full humans did to the world that came before, and would like nothing to do with them. But still you persist in your efforts to tell the world of them. As you set off to leave, you find that all before you are oddly quiet, your own mother dare not even make eye contact with you. You leave the valley without a word, and you set out on your long trek. As you leave the high mountains behind you, you suddenly feel the earth shake beneath your feet, the ground opens up beneath you as your mech falls into an all-encompassing blackness. You finally hit the ground several second later. A sinkhole? It's only a few seconds after that that you notice the rifling carved into the walls, then the loudest sound you've ever heard shakes all around you as you are shoot out of the massive cannon into orbit. You drift for what seems like hours before your mecha begins falling to earth, but not before you catch a glimpse of a large object in orbit, it seems to have flashing lights and other things. A god perhaps? The next few minutes of reentry are by far the most terrifying of your life, as warning signs flash all around your mech as the very hull threatens to either break up or melt around you, but it holds firm. You finally splash down into a lake, god knows where, but your external sensors says that the temperature is hot. Very hot. You also cannot hear. Bummer

Gain Flaws: [Deaf] - What did you say? (Last three turns since you ruptured your eardrums.

>>25189

1/2. You reach the Preforians, only for them to ignore your pathetic attack and continue to attack the ships. You see yet another barge sunk and the corpses of the dead drift quietly to the bottom. It's making you hungry.

>>25190

1/2. You travel though the forest, reaching the edge of the yellow sea, your sensor suite still giving off a very odd signal. Its only when you step on the sands themselves that you see it. A massive worm, longer then the great wall that surrounds Tarth. Then, as soon as it surfaces, it is gone.

Gain Inventory: [Trade Route Data]

>>25192

1. You begin your journey to the fire lord's borders, and it is thankfully uneventful. You arrive at the Obsidian Mountains that mark the beginnings of their kingdom. It is then that you notice the smoke on the horizon, in your own lands. You quickly set off to search for the signal, hoping it is merely just a rouge forest fire. The scene you find is very much not the case. Fire Lord Mechs and Cultist mechs, but none of them have any visible battle damage, it appears that their reactors were detonated remotely. You exit your mecha to inspect the scene, only to find a small data parcel in the hands of a dying fire lord pilot. He resists your grip at first, but soon expires as you take the data slate from him.

Gain Inventory: [Fire Lord Data Slate] [Encrypted]

2. You meander into the council's square, asking for assignment. They representative tasks you with supporting an infantry group that is set to expand your nation's borders.

>>25193

1/2. Your mech sinks into a particularly large patch of quick sand, and it takes you all day to get the blasted thing out. When you finally get free, you discover that you are all alone now.

>>25195

1. While scrounging through the jungle, you stumble across an ancient suit of power armor, light and limber, it’s not much more than an exoskeleton at the moment, but that’s not to say you can fix it up. That night, you sleep in the roast of a giant bird, who has long abandoned its nest, with your exoskeleton beneath you in a harness. In the distance, you hear singing.

2. Work on the grip goes well, but the magnets you have now are only so strong, and if a pilot really wanted to, they could throw you off without much trouble.

>Item Construction: [Magnetic Grip] (2/5) - + 5 to mecha attack rolls.

>>25197

1/2. You come across a band of merchants from the yellow sea, having freshly scavenged an ancient mecha with just the thing you’ve been looking for (A set of maneuvering thrusters) , and they’ll even put it on for you, they just want one thing from you. A small raiding party has been following them, and they’d like you to “persuade” them to give up their trade.

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95eced No.25392

>>25200

1/2. You meander through the pale wastes for the better half of a day, about to give up your search: Then you hear it, a rumbling, soft at first, then rising in pitch till it reaches a terrifying crescendo. The sand disappears beneath your feet and a giant black hole grows ever larger. Soon you disappear into the blackness. When you finally come to a rest, you find yourself in a large black cavern, warm and rumbling softly.

>>25201

1. You set to work examining the ram, it is looking mighty good, no doubt on account of your constant love and care, what’s more, you find a heap of scrap nearby that allows you to weld on a set of menacing spikes that could most definitely pierce armor or people.

Gain Weapon: [Spiked Ram {Ramming Damage 1d250 roll} Can only be used on a ram]

2. You set about exploring the nearby woods for any signs of things that may give credence to your bad omen, but instead you find something wonderful. A deactivated combat robot, humanoid in shape and in great condition. After strapping a spare fusion battery into its back, it reactivates and begins buzzing the line “Titus Model B3L1o, awaiting instructions meat bag.”

>>25202

1. A small group of paladins (Lightly Armored Infantry) join you for your quest, it is all the garrison can spare at the moment.

2. You find a great hill outside of the city that is in range of your missiles, and your sisters make their preparations to assault the camp. All stands poised on your order milady.

>>25209

1/2. You stumble around the base, trying to mentally map out its layout, when you feel that you have a good grasp of the layout of the entrance, you set to work building your first grenade trap near the entrance to deter any unwanted visitors. All seems to be going well, you’ve managed to set up a simple rig of three plasma grenades armed with a simple trip wire, but as you rise up triumphantly from your task, you notice the detonator pins in your fingers. You manage to get a half-shamble away from the IED before it detonates, but the pain you feel as you rise from the adjacent wall is all too telling of the severity of the situation. Your right arm is a stump below the midpoint of the humerus is a raw stump, the cauterization from the plasma kept you from bleeding to death, but you’ve lost god knows how long passed out on the floor, but before you can get up to check if you are indeed all together, you pass out from the pain again.

Gain Flaw: [No bilateral symmetry] – You’ve got one arm now, this makes life exponentially more difficult. -3 to all rolls.

>>25213

1/2. You give the orders to the militiamen and set out, War-hound striding the earth beneath it like an angry metal god, you arrive at a cliff overlooking the camp, unseen. It is heavily fortified, with several mechas and what appears to be tanks and armored cars, along with several rows of Quonset huts. Luckily for you, they appear to be sleeping, and sleeping off a heavy hangover. You give the signal for the attack while a solid volley into the mecha refueling station, causing the generator to go critical and waste the dormant mechas, along with most of the tanks and the huts. The few men that emerge from the fires are cut down by your supporting infantry. Confident in your victory, you leave the cleanup operations to the militiamen and take a moment to gather up some nearby morsels from the rain of gore from your attack.

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95eced No.25393

>>25219

1. You take the mech out for a spin, slicing up some troublesome boulders and serfs in your way, and just generally getting acclimated to the controls of the mecha. After several hours of practice, you retire to the hanger to allow your siblings to repair and retrofit your mecha.

Training: Basic mech piloting 2/5

2. As you bring the mecha into the hanger, you see your siblings bringing in some very advanced looking cooling block, much better than the shoddily repaired hunk of crap your ancestors have been using for generations. They install it into your mecha, and it appears to function perfectly! This is amazing, you can do some real damage now!

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

Lose Flaw: [Faulty cooling system]

>>25225

1. You pour over the technical data of your mech, looking for ways to improve its design and systems. You are panning under the dash when you see that certain things can be stripped out for additional speed, and thus you’re off planning ways to strip additional, unneeded pieces of the mecha to maximize speed without sacrificing too much of the armor.

Deep Blue

2. As you are drawing the plans up for the retrofit, your mind wanders to daydreams of cleansing degenerates and the filth from this world, and having the flag of the Ugorian Freehold fly over the soil of all of Praeteria. A radio transmission cuts the static in your mind, a group of Preforians have been spotted off the coast. With a jump and a shout, you’re away for your bout to slap up some louts. GO GET THEM YOU KRAUT!

You arrive to see another Ugorian Mecha, a fully aquatic model, it seems that its attempt to blast the preforains with its water cannons have it spinning in circles in the water, and the short band radio is full of Preforian laughter and phrases such as “Kos okht ile nafadak” and “Elif air ab tizak”. You see 5 of the Preforian mechs targeting a convoy of Commune Food barges.

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95eced No.25394

Dice rollRolled 60, 98, 40, 51, 72, 95, 42, 94, 71, 51, 38, 94, 35, 22 = 863 (14d100)

Turn Rolls

“This is world Ancillia Solus ad Perpetuam sending direct transmission to E~^!t3n~&*5 9r0%3T Station Beta Alpha Theta Omega, with the biyearly report of the world’s condition. The tribals continue to unite into primitive nation states, and furthermore, they have begun to utilize the mechanized robots on an industrial scale, arming them for warfare and other task. What follows is the report on the 14 currently existing states on Rigel, and what their current course of actions are.

State #1 – The “Fire lords”

A crackdown on dissidents to the current Emperor appears to be taking place, reasons for, unknown

State #2 – “The People of the Forest”

A small expansion has taken place, new territory has been added to the nation

State #3 – “G'ratgh's Acolytes”

A intercine Cult war has broken out, the nation is now poised against itself. Nature of the conflict seems to be a religious disagreement, and the sides are equal enough that the conflict could continue for some time.

State #4 – “The Reach”

A agricultural revolution has taken place, fueling expansion for several weeks.

State #5 – The “Frozen Men”

A cache of old war Robots have been discovered, they are all armed. Apparently this unit did not receive its activation signal

State #6 –

Karn has also discovered a cache of old war robots. This unit is a group of no less than 250 “Maximus” Class Subjugators

State #7 – The “Commune”

A satellite crash has occurred in Commune territory, as this transmission is received, they are already sending out parties to recover it.

State #8 - “Tarth”

An Ion storm lies over the city of Tarth, barring all communications to the city.

State #9 – The “Ugorian Freehold”

A good harvest has occurred, and with it, new settlements are constructed

State #10 – “The Hidden Valley”

A group of airborne raiders are assaulting the valley, but defense forces appear to be handling the situation.

State #11 – “Heaven’s Touch”

A group mutants from the Yellow sea are harrying the City in the Clouds. Horde is estimated to be 1500 individuals in size.

State #12 – “Hoffman’s Chosen”

The Cultist have uncovered a new Giant Mecha – Pre-War model Argarth Class Mobile Fortress. They are currently painting it in the visage of their “Savior” and repairing the Machine.

State #13 – “Preforia”

A cult has developed, they apparently worship the deity of Hoff.

State #14 – “Castellion”

A small expansion has taken place, they have added a small bit of Territory to their kingdom.

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95eced No.25395

>>25392

"Commandant! This is the St. Katyusha reporting in. We have sighted the raider camp outside the city and are within range.

Give us orders, Commandant! Shall we deliver our fiery judgement upon the camp of these vermin?"

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95eced No.25397

Dice rollRolled 29, 18 = 47 (2d100)

>>25391

—–

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

Thaddius grips the control sticks till they creak, his fists white with rage. They where mocking him. THEY WHERE MOCKING HIM!

1. Aim at the joints of one of the mechs. Lets seem them laugh when they can't stand. [+15]

2. As quickly as possible move to the next target aiming for it's piloting core hopefully skewering the pilot but if not damaging core systems. [+15]

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95eced No.25398

File: 1458403464816.jpg (30.92 KB,603x444,201:148,drakeconfused.jpg)

>>25391

>explicitly state going to fix mecha before bringing any glory

>roll nat100 to get mecha fixed

>never told people will hate me for it

>now people hate me, im deaf, and mecha is in a volcano

>but it was a nat100

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95eced No.25399

Dice rollRolled 57, 75 = 132 (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. After extricating herself from the mud, Moira continues on her way Commune. However, just as she she finishes getting the mud off, Moira sees a falling satellite pass through the horizon. Instead of heading to the commune, Moira diverts to locate where the crash site of the satellite is. Sometimes she's good at locating ballistic trajectories, but sometimes not. A clatter of keystrokes to stumpmeister's computer gives her a rough location, and she diverts course to find it. [Find the wreckage]

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95eced No.25472

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

1. As I leave the representative's office, I can't help but wonder what I should do with the data-slate. Should I inform the council of the events, and hand over the slate, or should I keep it to myself, and try to figure it out? I know what I'll do. I'll see if any of my friends have knowledge of computers and encryption. I need someone who I can trust to decrypt that slate. It could contain answers to that massacre, or information that I can use to further my own ends somehow. After that, I'll head out.

2. It's time to join the infantry group. I love this forest and its people, and I want to protect them from the Fire Lords and our other neighbors.

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95eced No.25473

Dice rollRolled 5, 36 = 41 (2d100)

>>25472

1. +/- 0

2. +5 if in forest, +/- 0 if not in forest

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95eced No.25492

>>25398

>not going to fix your sue mech in one turn

>roll nat100 to "ime to head towards the reach to get this thing fixed."

>I told you in IRC several times that they didn't want people to know about them

>if you'd look at the map, you'd see its a blue square with black dots, which is shallow water

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95eced No.25494

File: 1458450157642.png (47.56 KB,700x512,175:128,multi_track_drifting_by_fl….png)

>>25395

"You have your orders soldier, these barbarians are to be shown no mercy."

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95eced No.25509

Dice rollRolled 44, 6 = 50 (2d100)

>>25391

>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.

>Fighting Style: Support/Scout

1.Wow, that was a bigass worm. Wooooooooow. Yeah found a way out of the forest, and achieved my mission. Not going to walk in the desert till that thing dies. To massed fire because fuck it's big. Head home to Tarth and hope that Ion storm clears.

2.On my way back keep an eye on the sensors. Sometimes you can get lucky and find something nice.

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95eced No.25510

Dice rollRolled 69, 7 = 76 (2d100)

>>25392

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.

>Fighting Style: Support/Assassin

1&2. Was I just eaten by a fucking sand worm? Iron Gods damnit! Well I am not going to become lunch so easily. Start making my way back to it's mouth and be prepared to shoot it's head from the inside. If it don't die it may be in enough pain to let me the fuck out.

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95eced No.25514

Dice rollRolled 4, 45 = 49 (2d100)

>>25393

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. Run by the scanners. Prioritizing by range of weaponry, engage those with the longest range weaponry first in order to be able to retreat beyond the remaining enemies' range. Attempt to utilize this to force them to commit to engaging Deep Blue giving the convoy the ability to slip past.

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95eced No.25534

File: 1458472800694.jpg (299.56 KB,800x561,800:561,icarus_completed.jpg)

Dice rollRolled 15, 66 = 81 (2d100)

>>25391

>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".

>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)

>Item Construction: [Magnetic Grip] (2/5) - +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. Life out here in the woods is rough enough without having to deal with those crazy mech-cultists, and just going by the singing that's them off in the distance feeling happy about something.

Anything that makes them that evangelical can't be good for the rest of the world. I'm going to head away from them and try and find a new campsite, practicing my maneuverability by weaving between the trees.

>Practice flying

2. When I stop for a night, I can try and tinker with my mag-grips. I feel like I made decent progress on them, so they might only need a few more iterations before they're working properly, and then I could get on with making a list of components i'll need to salvage to fix up this exoskeleton power armour.

>Tinker! (2/5) magnetic grip

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95eced No.25615

Dice rollRolled 59, 17 = 76 (2d100)

>>25392

>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)

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."

1.) After getting "Tidus" to man (or in this case, machine) the turret, continue scouting the forest: there ain't no way I'm gonna be selling a second fella when it's already hard as is for my old hide to control this metal beast. (+10 Exploration!)

2.) Afterward, start heading back towards HQ in the Reachlands; might be the radio is simply being messed with by all these trees, and once I'm on the field again I should be getting reception! Keeping our eyes peeled for any things of interest.

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95eced No.25622

Dice rollRolled 43, 26 = 69 (2d100)

>>25391

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 ) Head off in search of the raiders, make use of the trees to remain concealed before the battle. If possible, climb the trees to get the drop on them :v

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95eced No.25624

>Name: Atsuko Cheng

>Faction: Heaven's Touch

>Fluff: Atsuko Chenge is the child of an unlikely relationship, her mother a Valkyrie who fell in love with a man of the The Fire Lords. Alas, there are no men Heaven's Touch, and so to marry this man her mother had to leave the company of her sisters. In time, and with heavy hearts, they had to leave her at the doorstep of Heaven's Touch, that she might train herself to become a woman and a warrior as her own mother did. As a young child, her spirit bore the fiery passion of of her father while her soul was instilled with the faith of her mother, and her body bears the union of both. It was this passion and dedication that ultimately set her on the path to become a very specific type of Valkyrie pilot.

For it was not of any flying suit, nor even of the God's Gun, that she was besmitten with a desire to wield. But it was upon a mass that she heard the music coming forth from the the shining pipes of "St. Katyusha", that her heart was fueled with a fire to become the one that sang the war tunes of the mecha. And so she begged her teachers to let her study the lessons both musical and real, practiced and trained day in and day out until making music of the keyboard was natural to her, and nearly lived and slept within the confines of the machine she dreamt of piloting, where she would live in.

And now that day has finally arrived, and a new Valkyrie pilot is raised into the world. Not of any flighty or speedy craft, but of the zealous and righteous might and voice that is St. Katyusha!

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: St. Katyusha

>Fluff: Though not nearly as famous nor as loud as the God's Gun, St. Katyusha is the lesser known but formidable artillery suit, which sits next to the center piece of Heaven's Touch. Not of a giant and mighty cannon, but of something else entirely. Upon the back of this massive arachnoid mobile suit stands tall and proud a 61 gleaming pipes arranged as though a cathedral organ. For each pipe is actually a missile launcher, and the firing mechanism of each linked to a keyboard within the cockpit of the suit. Each press of a single note launches micromissiles and rockets shaped and built in such a way as they travel through the air they scream a specific tune. So it is that the firing of the suit is done in such a way that they bring forth a symphony of destruction, bringing praise to our God.

The pilot must be trained not only in the science of piloting such a machine but also the art of musical praise, for the St. Katyusha is as much a weapon of morale as it is of destruction. Valkyries are more willing to charge a foe after they have been showered with the music of St. Katyusha, while enemies hear the approaching hymn and tremble with fear before the scions of our God.

This is the primary and for now, only armament. Whatever part of the suit that does not contain the cockpit and is not responsible for motion is dedicated to the artillery superweapon. Targeting and communication systems, ammunition synthesis devices and ammunition storage, and the reloading mechanism all made to ensure if the pilot so wished they could play a symphony for many hours before even needing to reload.

Although it is different from the normal Valkyrie suit, a huge, bulking, and slow machine that can barely lumber across the landscape and ambulate difficult terrain thanks to its many legs it is nonetheless a revered one and an honor to pilot much like the God's Touch. It's primary strategy is to stay well behind the front lines, and provide medium to long range support of allies from afar.

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

Health: 500/500

>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

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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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