Lancer: Fires of Rubicon — IC

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KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

// Activating Assault A //

Mechanics
Move: O31
Quick Action: Lock-On to Halitrephes
Quick Action: Skirmish with Drill Bit Rifle

Drill Bit Rifle Drill Bit Rifle [1d20+1]=11+1=12+[1d6]=1 13 vs Halitrephes, hit. [1d6]=3 3 damage to Halitrephes.

// End of Activation //



Battle.PNG
Activations Left

Titania
Horizon Tempest

// Player Turn! //
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

DEFCON steadies his mech before unleashing a hail of missiles and explosive shells. With his ammo tubes dry he moves forward, taking cover behind Halitrephes.
Mechanics
Full Action: Barrage
Howitzer: targeting M41 (should hit Demolisher A while avoiding 47-STATC if I'm right)
[1d20-1]=14-1=13 vs Evasion = hit? for [2d6]=6 explosive damage

Rocket Propelled Grenade: targeting M41 (should hit Demolisher A while avoiding 47-STATC if I'm right):
[1d20]=2 vs Evasion = Miss.

Missile Rack: targeting N42
4 vs Evasion = miss
[1d20]=4[1d3+1]=3+1=4

Missile Rack: targeting N42
20vs Evasion = crit for 3 explosion damage
[1d20]=20[1d3+1]=2+1=3
[1d3+1]=1+1=2

Move to Q41
Combat Sheet
DEFCON
Horizon Tempest
Male Human LL0
Age: 32
Height: 6'1"
Weight: 160lbs

Mech
Mech Stats
Mech Frame: GMS-Everest
Mech Attributes: H - 0 | A - 1 | S - 0 | E - 1
Structure: 4/4
HP: 10/10
Armor: 0
Stress: 4/4
Heatcap: 7/7
Repcap: 5/5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
-Rocket Propelled Grenade - (10) (1D6+1 Explosive) (Blast 1, Loading, Ordnance)

Flex Mounts
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)

Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)

Abilities

-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.

Per Turn
-Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone.
-Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.

Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine)
-Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)

Once Per Scene
-Initiative - [ ] 1/scene the Everest may take any quick action as a free action.

Core Powers
-Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.

Pilot
Pilot Stats
HP: 9/9
Evasion: 8
E-Defense: 8
Armor: 1
Speed: 4

Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street

Weapons
-Medium Signature- (5) (2 Kinetic) (Properties)
-Light Signature- (3) (1 Energy)

Combat Usables

Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)

Once Per Scene
None
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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

Once the rest of her team moves into view, Rhiannon sees her time to shine. Coming in from behind, she finds a distant, lone target and locks on, firing her powerful rifle directly at the unsuspecting foe.

Mechanics
Standard Move: Move to S41

Full Action: Barrage with Cyclone Pulse Rifle on Assault A
Attack: [1d20]=14+[1d6]=6 = 20 = hit
Damage: [6d6k3+3]=14+3=17 kinetic damage

Combat Block
Rhiannon
Titania
Female Nythal LL0
Age: 19
Height: 4' 2" (127 cm)
Weight: 67 lbs (30 kg)

Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 2 | S - 0 | E - 0
Structure: 4
HP: 10/10
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: 0
Tech Atk: 0
Limited Bonus: 0
Speed: 5
Evade: 10
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded

Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded

Abilities
Per Turn
- N/A

Limited Use
- N/A

Once Per Scene
- Initiative [_] - may take any quick action as a free action

Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.

INFILTRATOR
Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).

SKIRMISHER
Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.

ACE
Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.

TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.

EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.

STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Pilot
Pilot Stats
HP: 9/9
Evasion: 1
E-Defense: 8
Armor: 8
Speed: 4

Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)

Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm

Combat Usables

Limited
- N/A

Once Per Scene
- N/A
Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.

SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.

SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
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KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

Sounds can be heard from the other two rooms as the doors (Q25/P26 and H34/H36) zip open.

<Turn your shit on and jet! The UGC brought real pilots!>


BEGINNING OF COMBAT ROUND 2



Battle.PNG
bat2.PNG
Status.PNG


// Activating Assault F //
Mechanics
Move: J36
Quick Action: Tech Attack versus 47-STATC
Quick Action: Skirmish with Drill Bit Rifle

Drill Bit Rifle Drill Bit Rifle [1d20+1]=11+1=12 12 versus Deliverance, hit. 6 Kinetic Damage to Deliverance.

Tech Attack Tech Attack [1d20+1]=7+1=8 8 versus 47-STATC, misses.

// End of Activation //



Activations Left
47-STATC
Deliverance
Halitrephes
Horizon Tempest
Nautilus
Titania

Assault C
Assault D
Assault E
Demolisher A

// Player Turn! //
You do not have the required permissions to view the files attached to this post.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
A Wan Smile
Posts: 5993
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

"Bah, more kuusyo," Antayes mumbles to himself.

<Beware, Echo-3. They are performing a pincer strike,> he transmits over the comms. Time to cut off one head of this snake.

Full-throttle ahead, Deliverance launches deeper into the fray, headed for the sole reinforcement to their north. She reaches out with one mighty, mechanized gauntlet, grabbing the incoming assault mech by its head and raising it meters off the cave-floor. Then, she winds back, the servos cranking to the tightest their specifications allow — then one notch tighter — and lances the miner's mech directly in its face.
Mechanics
Move
Move to O35.

Quick
Move to K35.

Quick
Grapple on Assault F. Hits 11 vs Evasion. I now have +1� on melee attacks against Assault F while grappling.
Grapple: [1d20]=11

Overcharge!
Heavy Melee Attack on Assault F. Crits 25 vs Evasion for 10 damage.
Heavy Melee Weapon Attack: [1d20]=20+[1d6]=5
Heavy Melee Damage (Crit): [4d6k2+1]=9+1=10
Combat Sheet
NO-SANCTUARY (Antayes Nhox)
Deliverance
Male Celestin LL0
Age: 33
Height: 6'10"
Weight: 270 lbs

Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H 1 | A 1 | S 0 | E 0
Structure: 4
HP: 10/14
Heat: 1/6
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
-Tactical Melee Weapon - Threat 1 // 1d6+2 Kinetic // No Properties, No Mods

Flex Mount
-Assault Rifle - Range 10 // 1d6 Kinetic // No Properties, No Mods

Heavy Mount
-Heavy Melee Weapon - Threat 1 // 2d6+1 Kinetic // No Properties, No Mods

Abilities
Per Turn
-Ability Name - (X/Turn)
N/A

Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining)

Once Per Scene
N/A

Core Powers
-Hyperspec Fuel Injector
NO-SANCTUARY
Pilot Stats
HP: 6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4

Skill Triggers: +2 Apply Fists to Faces, +2 Pull Rank, +2 Take Control, +2 Threaten

Weapons
-Medium A/C- Threat 1 // 2 Kinetic
-Medium Signature- Range 5 // 2 Explosive

Combat Usables

Limited
-Frag Grenades 2/2 Uses Left

Once Per Scene
N/A


 
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KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

// Activating Demolisher A //

Mechanics
Full Action: Barrage with Demolition Hammer

Hammer [1d20+1]=17+1=18-[1d6]=1 17 vs. 47-STATC, hits. 5 AP Explosive damage to 47-STATC, requesting HULL Save against Save Target 10 to avoid being knocked Prone. (10 damage, reduced to 5 due to Thin Atmosphere environment.

// End of Activation //


Battle.PNG
Activations Left
47-STATC
Halitrephes
Horizon Tempest
Nautilus
Titania

Assault C
Assault D
Assault E

// Player Turn! //
You do not have the required permissions to view the files attached to this post.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Post by FinalTemplar »

(No RP at current)
Mechanics
Saving throw: [1d20]=7 Fail.
Prone, take 5 damage.
Use move action to Stand.
Quick action boost, move to: R42, eating an Overwatch.
Skirmish @ Demolisher A.
Attack: [1d20]=5 Miss.
Combat Sheet
Phoenix
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165

Mech
Mech Stats
Mech Frame: Everest
Mech Attributes: H - 1| A - 0| S - 1| E - 0
Structure: 4
HP: 9/14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 9
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
(Mount 1)
- Thermal Rifle - (Range 5) (1d3+2 Energy) (Armor Piercing) (Mods)

(Mount 2)
-Pistol - (Range 5/Threat 3) (1d3 Kinetic) (Reliable 1) (Mods)
-Tac Knife - (Threat 1/Thrown 3) (1d3+1 Kinetic) (Thrown 3) (Mods)

Abilities
Per Turn
-Ability Name - (X/Turn)

Limited Use
-Ability Name - (X/X Uses Remaining)

Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.

Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [x]

Core Powers
-Core Power
Pilot
Pilot Stats
HP: 9/9
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4

Skill Triggers: "Apply Fists to Faces +2", "Charm +2", "Take Control +2", "Take Someone Out +2"

Weapons
- Bastard Sword - (Threat 1) (2 Kinetic) (Properties)
- Oversized Revolver - (Range 3) (1 Energy) (Sidearm)

Combat Usables

Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left

Once Per Scene
-Gear 1 []
-Gear 2 []
-Gear 3 []
COMP/COM Export (Optional)
» Deimos Alexander // PHOENIX «
  NHP Specialist, LL0
[ SKILL TRIGGERS ]
  APPLY FISTS TO FACES (+2), CHARM (+2),
  TAKE CONTROL (+2), TAKE SOMEONE OUT (+2)
[ GEAR ]
  Light Hardsuit, Medium A/C,
  Light Signature, SSC Sylph Undersuit,
  Sound System, Mag-Clamps
***
[ TALENTS ]
  Technophile 1, Crack Shot 1,
  Brutal 1
[ MECH ]
  « 47 SHOT TO ALIGN THE CAUSE »
  GMS EVEREST
  H:1 A:0 S:1 E:0 SIZE:1
  STRUCTURE:4/4 HP:14/14 ARMOR:0
  STRESS:4/4 HEAT:0/6 REPAIR:5/5
  ATK BONUS:0 TECH ATK:1 LTD BONUS:0
  SPD:4 EVA:8 EDEF:9 SENS:10 SAVE:10
[ WEAPONS ]
  MAIN MOUNT: Thermal Rifle
  FLEX MOUNT: Pistol / Tactical Knife
  HEAVY MOUNT: Anti-Materiel Rifle
[ SYSTEMS ]
  Servant-Class NHP, Custom Paint Job,
  Personalizations, Rapid Burst Jump Jet System,
  Stable Structure
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

// Activating Assault C //

Mechanics
Full Action: Full Tech (2 Tech Attacks vs. Halitrephes)
Move to T30

Tech Attack 1: [1d20+1]=6+1=7 7 Vs. E-Def, Miss
Tech Attack 2: [1d20+1]=2+1=3 3 Vs. E-Def, Miss

// End of Activation //


Battle.PNG
bat2.PNG
Status.PNG

Activations Left
Halitrephes
Horizon Tempest
Nautilus
Titania

Assault D
Assault E

// Player Turn! //
You do not have the required permissions to view the files attached to this post.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

<Tubes are dry, reloading> DEFCON reports, as he activates the Horizon Tempest's autoloaders. As the mech's missiles and guns are reloaded, he moves past MEDUSA in Halitrephes, taking cover behind the larger rocks in the cavern. With sensors showing one of the enemy mechs on the other side of the rocks, he lines up one of Tempest's grenade launchers and slings a grenade in their direction.

Mechanics
Full Action: Stabilize - reload all weapons

Move to R34

Initiative 1/scene the Everest may take any quick action as a free action.

Free Action: Pattern-B Hex Charges - Frag Grenade to T28
Assault C must make an Agility save, 1 explosive damage on fail, half (1 or 0?) on pass.

[1d6]=1
Combat Sheet
DEFCON
Horizon Tempest
Male Human LL0
Age: 32
Height: 6'1"
Weight: 160lbs

Mech
Mech Stats
Mech Frame: GMS-Everest
Mech Attributes: H - 0 | A - 1 | S - 0 | E - 1
Structure: 4/4
HP: 10/10
Armor: 0
Stress: 4/4
Heatcap: 7/7
Repcap: 5/5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
-Rocket Propelled Grenade - (10) (1D6+1 Explosive) (Blast 1, Loading, Ordnance)

Flex Mounts
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)

Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)

Abilities

-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.

Per Turn
-Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone.
-Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.

Limited Use
-Pattern-B Hex Charges - (2/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine)
-Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)

Once Per Scene
-Initiative - [X] 1/scene the Everest may take any quick action as a free action.

Core Powers
-Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.

Pilot
Pilot Stats
HP: 9/9
Evasion: 8
E-Defense: 8
Armor: 1
Speed: 4

Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street

Weapons
-Medium Signature- (5) (2 Kinetic) (Properties)
-Light Signature- (3) (1 Energy)

Combat Usables

Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)

Once Per Scene
None
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

The grenade seems to harmlessly deflect off of the Assault Mech, not having nearly as much explosive power as it should (1 damage, reduced to 0 from Armor).

// Activating Assault D //

Mechanics
Move and Boost: P24
Quick Action: Skirmish with Drill Bit Rifle

Rifle: [1d20+1]=13+1=14-[1d6]=4 10 vs. Evasion against Halitrephes. 6 (reduced to 5) Kinetic damage to Halitrephes.

// End of Activation //


Battle.PNG
Status.PNG

Halitrephes
Nautilus
Titania

Assault E

// Player Turn! //
You do not have the required permissions to view the files attached to this post.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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greysigil
idk, that's pretty grey
Posts: 274
Registered for: 3 years 9 months

Post by greysigil »

Ezra sighs deeply as his hail remains unanswered. "Well, fine then. If it is blood they want, blood they shall have."

<Returning fire.> He says over the comms, his voice a few degrees colder.

Halitrephes brings its Heavy Machine Gun to bear, and fires at the closest exposed hostile, the heavy rounds and needles from its nexii tearing through its armor.
Mechanics
Barrage with Flex Mount and Heavy Mount, Targeting Assault D
Flex Mount
Light Nexus 1: [1d20]=8 8 VS E-Def, [1d3]=2 2 Kinetic
Light Nexus 2: [1d20]=16 16 VS E-Def, [1d3]=1 1 Kinetic

Heavy Mount
Heavy Machine Gun: [1d20]=18 - [1d6]=4 14 VS Evasion, [2d6+4]=10+4=14 14 Kinetic

Overcharge for 1 Heat
Skirmish with Heavy Mount, Targeting Assault D
Heavy Machine Gun: [1d20]=20 - [1d6]=1 19 VS Evasion, [2d6+4]=7+4=11 11 Kinetic
Combat Sheet
(Medusa)
(HALITREPHES)
Male Human LL-0
Age: 27
Height: 5' 10"
Weight: 167 Lbs.

Mech
Mech Stats
Mech Frame: GMS SAGARMATHA
Mech Attributes: H - 2 | A - 0 | S - 0 | E - 0
Structure: 4
HP: 7/14
Armor: 1
Stress: 4
Heat cap: 0/6
Repair cap: 4
Grit Bonus (Atk): +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1

Weapons

Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)

Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)

Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)

Abilities

Per Turn
-Spaceborn Eva - (Unlimited)
--You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
-Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn.
-Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn.
-Ability Name -

Limited Use

-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
-Ability Name - (X/X Uses Remaining)

Once Per Scene
-Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint"
-Ability Name - [ ]

Core Powers
-Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Pilot
Pilot Stats
HP:6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 5

Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2

Weapons
-Laser Pistol (Light Signature)- (Range 3) (1 Energy Damage) (Sidearm)
-Sniper Rifle (Heavy Signature)- (Range 10) (4 Kinetic) (Ordinance, Loading)

Combat Usables

Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left

Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
Last edited by greysigil on Mon Nov 13, 2023 9:12 pm, edited 2 times in total.
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
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KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

The Assault attempts to brace against the incoming spread of bullets but the onslaught is too much for the mech to handle as it deactivates in a series of whirring noises.


// Activating Assault E //

< Shit, they got Panner! Make sure they don't see the light of day ever again! >

Mechanics
Move: P22
Quick Action: Skirmish with Assault Rifle
Quick Action: Tech Attack

Assault Rifle: [1d20+1]=4+1=5-[1d6]=6 -1 versus Evasion, miss. Reliable 2, 2 kinetic damage to Halitrephes (reduced to 1 due to armor.)

Tech Attack: [1d20+1]=15+1=16 16 versus E-Defense, hit. 2 heat + inflict <IMPAIRED> to Halitrephes.

// End of Activation //


Battle.PNG
Status.PNG

Activations Left

Nautilus
Titania

// Player Turn! //
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
User avatar
BartNL
Swampperson Prime
Posts: 897
Registered for: 5 years 7 months
Location: Neverland
Contact:

Post by BartNL »

<Nemo opening heavy machine gun fire.>
Mechanics
Quick Action: Use heavy machine gun vs. Demolisher:
Quick Action: Use heavy machine gun vs. Demolisher: (if Demolisher is destroyed by first attack, move and attack Assault F)
[1d20]=20[1d20]=20
[2d6+4]=9+4=13 [1d6]=2[1d6]=4 for 13 damage
[2d6+4]=9+4=13
[1d6]=5[1d6]=5 For 14 damage
Move Action: Move to O41
Take 1 heat
Last edited by BartNL on Wed Nov 22, 2023 10:44 am, edited 1 time in total.
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

// Update //

Nautilus lays down a barrage of fire into the demolisher. It attempts to block some of it with its massive hammer, but the hammer is knocked from its hands before the demolisher slumps over, having multiple holes punched through it.

// Titania turn! //
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

As the fighting rages on around her, Eydis engages the reloading protocols for Titania, preparing another round for her rifle.

Mechanics

Full Action: Stabilize to reload (other benefits can't help atm)

Combat Block
Rhiannon
Titania
Female Nythal LL0
Age: 19
Height: 4' 2" (127 cm)
Weight: 67 lbs (30 kg)

Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 2 | S - 0 | E - 0
Structure: 4
HP: 10/10
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: 0
Tech Atk: 0
Limited Bonus: 0
Speed: 5
Evade: 10
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded

Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded

Abilities
Per Turn
- N/A

Limited Use
- N/A

Once Per Scene
- Initiative [_] - may take any quick action as a free action

Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.

INFILTRATOR
Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).

SKIRMISHER
Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.

ACE
Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.

TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.

EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.

STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Pilot
Pilot Stats
HP: 9/9
Evasion: 1
E-Defense: 8
Armor: 8
Speed: 4

Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)

Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm

Combat Usables

Limited
- N/A

Once Per Scene
- N/A
Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.

SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.

SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

No Updates to Map and Such.

Activations Left
Halitrephes
Horizon Tempest
Nautilus
Titania
47-STATC
Deliverance

Assault C
Assault E
Assault F

// Player Turn! //
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
A Wan Smile
Posts: 5993
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Continuing his assault on the mech he has detained, Antayes commands the Deliverance to unleash a flurry of pierces and strikes.

Mechanics
Combat Sheet
NO-SANCTUARY (Antayes Nhox)
Deliverance
Male Celestin LL0
Age: 33
Height: 6'10"
Weight: 270 lbs

Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H 1 | A 1 | S 0 | E 0
Structure: 4
HP: 10/14
Heat: 1/6
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
-Tactical Melee Weapon - Threat 1 // 1d6+2 Kinetic // No Properties, No Mods

Flex Mount
-Assault Rifle - Range 10 // 1d6 Kinetic // No Properties, No Mods

Heavy Mount
-Heavy Melee Weapon - Threat 1 // 2d6+1 Kinetic // No Properties, No Mods

Abilities
Per Turn
-Ability Name - (X/Turn)
N/A

Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining)

Once Per Scene
N/A

Core Powers
-Hyperspec Fuel Injector
NO-SANCTUARY
Pilot Stats
HP: 6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4

Skill Triggers: +2 Apply Fists to Faces, +2 Pull Rank, +2 Take Control, +2 Threaten

Weapons
-Medium A/C- Threat 1 // 2 Kinetic
-Medium Signature- Range 5 // 2 Explosive

Combat Usables

Limited
-Frag Grenades 2/2 Uses Left

Once Per Scene
N/A
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

// Activating Assault C! //

Mechanics
Move: T34
Quick Action: Skirmish with Assault Rifle
Quick Action: Tech Attack

Skirmish: [1d20]=5 6 vs. Evasion, Miss. Reliable 2, 2 damage to Halitrephes (before armor).

Tech Attack: [1d20]=17 18 vs. E-Def, Hit. 2 Heat, Impaired to Halitrephes.

// End of Activation //



Battle.PNG
bat2.PNG
Status.PNG

Activations Left
Halitrephes
Titania
47-STATC
Nautilus
Horizon Tempest

Assault E

// Player Turn! //
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

DEFCON, with his mech reloaded, unleashes a another torrent of explosives at the opposing mechs, obliterating one of them as the explosions rock the cavern.

Mechanics
Start in R34 as per the move in my last post.

Full Action: Barrage
Howitzer: targeting Assault E

12 vs Evasion = hit? for 6 explosive damage

[1d20]=14[2d6]=6
[1d6]=2

Rocket Propelled Grenade: targeting O23 (soft cover due to obstruction)

Crits for 7 explosive damage.

[1d20]=20[1d6]=6[1d6+1]=6+1=7

Overcharge: gaining 2 heat
[1d3]=2

Missile Rack: targeting O23 or Assault C if Assault E is dead
18-3=15 vs Assault E Evasion = hit for 3 explosive damage.
or
18 vs Assault C Evasion = hit for 3 explosive damage.

[1d20]=18[1d6]=3[1d3+1]=2+1=3

Missile Rack: targeting O23 or Assault C if E dead
16-4=12 vs Assault E Evasion = hit for 3 explosive damage.
or
16 vs Assault C Evasion = hit for 3 explosive damage.

[1d20]=16[1d6]=4[1d3+1]=2+1=3

Move: Move to Q31
Combat Sheet
DEFCON
Horizon Tempest
Male Human LL0
Age: 32
Height: 6'1"
Weight: 160lbs

Mech
Mech Stats
Mech Frame: GMS-Everest
Mech Attributes: H - 0 | A - 1 | S - 0 | E - 1
Structure: 4/4
HP: 10/10
Armor: 0
Stress: 4/4
Heatcap: 2/7
Repcap: 0/5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
-Rocket Propelled Grenade - (10) (1D6+1 Explosive) (Blast 1, Loading, Ordnance)

Flex Mounts
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)

Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)

Abilities

-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.

Per Turn
-Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone.
-Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.

Limited Use
-Pattern-B Hex Charges - (2/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine)
-Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)

Once Per Scene
-Initiative - [X] 1/scene the Everest may take any quick action as a free action.

Core Powers
-Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.

Pilot
Pilot Stats
HP: 9/9
Evasion: 8
E-Defense: 8
Armor: 1
Speed: 4

Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street

Weapons
-Medium Signature- (5) (2 Kinetic) (Properties)
-Light Signature- (3) (1 Energy)

Combat Usables

Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)

Once Per Scene
None
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

Assault E is promptly turned into swiss cheese metal bits.

Activations Left
Titania
47-STATC
Nautilus
Halitrephes

//Player Turn!//
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
User avatar
greysigil
idk, that's pretty grey
Posts: 274
Registered for: 3 years 9 months

Post by greysigil »

HALITREPHES turns to face the remaining hostile, hesitating for a single heartbeat before firing its heavy machine gun and nexus.
Mechanics
Full action: Barrage with HMG and Hunter-Killer Nexus

Hunter-Killer
[1d20]=9 9 VS E-Def, [1d6]=2 2 Kinetic

HMG
[1d20]=8 - [2d6k1]=3 5 VS Eva, miss

Overcharge: [1d3]=2 +2 heat, to 5/6

Skirmish: HMG
[1d20]=1 - [2d6k1]=5 -4 VS Eva, miss
Combat Sheet
(Medusa)
(HALITREPHES)
Male Human LL-0
Age: 27
Height: 5' 10"
Weight: 167 Lbs.

Mech
Mech Stats
Mech Frame: GMS SAGARMATHA
Mech Attributes: H - 2 | A - 0 | S - 0 | E - 0
Structure: 4
HP: 6/14
Armor: 1
Stress: 4
Heat cap: 3/6
Repair cap: 4
Grit Bonus (Atk): +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1

Weapons

Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)

Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)

Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)

Abilities

Per Turn
-Spaceborn Eva - (Unlimited)
--You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
-Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn.
-Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn.
-Ability Name -

Limited Use

-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
-Ability Name - (X/X Uses Remaining)

Once Per Scene
-Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint"
-Ability Name - [ ]

Core Powers
-Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Pilot
Pilot Stats
HP:6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 5

Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2

Weapons
-Laser Pistol (Light Signature)- (Range 3) (1 Energy Damage) (Sidearm)
-Sniper Rifle (Heavy Signature)- (Range 10) (4 Kinetic) (Ordinance, Loading)

Combat Usables

Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left

Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Post by FinalTemplar »

Phoenix dashes around the battlefield, moving with a graceful elegance, and as he gets to where he needs to be, he spins and aims at the last remaining hostile. "You are not worthy as my opponent." He says, blasting it with his energy rifle.
Mechanics
Move action: Move to O35 (Free boost from core or w/e).
Standard Action: Attack vs Assault C
To Hit vs EVA: [1d20]=13
Damage vs Assault C: [1d3+2]=3+2=5 (AP damage) 
Combat Sheet
Phoenix
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165

Mech
Mech Stats
Mech Frame: Everest
Mech Attributes: H - 1| A - 0| S - 1| E - 0
Structure: 4
HP: 9/14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 9
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
(Mount 1)
- Thermal Rifle - (Range 5) (1d3+2 Energy) (Armor Piercing) (Mods)

(Mount 2)
-Pistol - (Range 5/Threat 3) (1d3 Kinetic) (Reliable 1) (Mods)
-Tac Knife - (Threat 1/Thrown 3) (1d3+1 Kinetic) (Thrown 3) (Mods)

Abilities
Per Turn
-Ability Name - (X/Turn)

Limited Use
-Ability Name - (X/X Uses Remaining)

Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.

Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [x]

Core Powers
-Core Power
Pilot
Pilot Stats
HP: 9/9
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4

Skill Triggers: "Apply Fists to Faces +2", "Charm +2", "Take Control +2", "Take Someone Out +2"

Weapons
- Bastard Sword - (Threat 1) (2 Kinetic) (Properties)
- Oversized Revolver - (Range 3) (1 Energy) (Sidearm)

Combat Usables

Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left

Once Per Scene
-Gear 1 []
-Gear 2 []
-Gear 3 []
COMP/COM Export (Optional)
» Deimos Alexander // PHOENIX «
  NHP Specialist, LL0
[ SKILL TRIGGERS ]
  APPLY FISTS TO FACES (+2), CHARM (+2),
  TAKE CONTROL (+2), TAKE SOMEONE OUT (+2)
[ GEAR ]
  Light Hardsuit, Medium A/C,
  Light Signature, SSC Sylph Undersuit,
  Sound System, Mag-Clamps
***
[ TALENTS ]
  Technophile 1, Crack Shot 1,
  Brutal 1
[ MECH ]
  « 47 SHOT TO ALIGN THE CAUSE »
  GMS EVEREST
  H:1 A:0 S:1 E:0 SIZE:1
  STRUCTURE:4/4 HP:14/14 ARMOR:0
  STRESS:4/4 HEAT:0/6 REPAIR:5/5
  ATK BONUS:0 TECH ATK:1 LTD BONUS:0
  SPD:4 EVA:8 EDEF:9 SENS:10 SAVE:10
[ WEAPONS ]
  MAIN MOUNT: Thermal Rifle
  FLEX MOUNT: Pistol / Tactical Knife
  HEAVY MOUNT: Anti-Materiel Rifle
[ SYSTEMS ]
  Servant-Class NHP, Custom Paint Job,
  Personalizations, Rapid Burst Jump Jet System,
  Stable Structure
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

Attempting to repeat her earlier success, Eydis maneuvers past Halitrephes and once more lines up her sights, this time at the last remaining of the enemy mechs. Unfortunately, her confidence since the last shot causes her to rush, and her shot goes wide.

Mechanics
Standard Move: Move to R36

Full Action: Barrage with Cyclone Pulse Rifle on Assault C
Attack: [1d20]=2+[1d6]=5 = miss


Combat Block
Rhiannon
Titania
Female Nythal LL0
Age: 19
Height: 4' 2" (127 cm)
Weight: 67 lbs (30 kg)

Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 2 | S - 0 | E - 0
Structure: 4
HP: 10/10
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: 0
Tech Atk: 0
Limited Bonus: 0
Speed: 5
Evade: 10
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1

Weapons
Main Mount
- Assault Rifle - Range 10 | 1d6 Kinetic Damage | Reliable 2 | Unmodded

Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded

Abilities
Per Turn
- N/A

Limited Use
- N/A

Once Per Scene
- Initiative [_] - may take any quick action as a free action

Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.

INFILTRATOR
Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).

SKIRMISHER
Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.

ACE
Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.

TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.

EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.

STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Pilot
Pilot Stats
HP: 9/9
Evasion: 1
E-Defense: 8
Armor: 8
Speed: 4

Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)

Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm

Combat Usables

Limited
- N/A

Once Per Scene
- N/A
Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.

SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.

SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
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BartNL
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Post by BartNL »

<Continue fire.>
Mechanics
Move to R40
Full Action: Barrage Heavy Machine gun & PROTOTYPE WEAPON I
Heavy Machine gun
Prototype weapon 1 vs Assault C [1d20]=1[1d6+2]=4+2=6 3/5 charges remaining. Critical miss
Heavy machine gun vs Assault C [1d20-1]=6-1=5[2d6+4]=6+4=10 Probably also miss at 5, otherwise 10 dmg.
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KupoTheMagus
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Post by KupoTheMagus »

We begin the next round; player turn!

Battle.PNG

Activations Left

Deliverance
47-STATC
Horizon Tempest
Nautilus
Titania
Halitrephes

Assault C
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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greysigil
idk, that's pretty grey
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Post by greysigil »

Ezra grits his teeth and pushes HALITREPHES forward, taking a controlling position directly in the path of escape for this last miner. He makes it a point to aim to disable the mech, not kill the pilot, before firing its Heavy Machine Gun and Hunter-Killer Nexus.
All this bloodshed better be worth it.
Mechanics
Full action: Barrage with HMG and Hunter-Killer Nexus

HMG
[1d20]=20-[1d6]=1 19 VS Eva, Hit
[2d6+4]=5+4=9 9 Kinetic Damage

Hunter-Killer Nexus
[1d20]=15 15 VS E-Def, Hit
[1d6]=5 5 Kinetic Damage
Combat Sheet
(Medusa)
(HALITREPHES)
Male Human LL-0
Age: 27
Height: 5' 10"
Weight: 167 Lbs.

Mech
Mech Stats
Mech Frame: GMS SAGARMATHA
Mech Attributes: H - 2 | A - 0 | S - 0 | E - 0
Structure: 4
HP: 6/14
Armor: 1
Stress: 4
Heat cap: 5/6
Repair cap: 4
Grit Bonus (Atk): +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1

Weapons

Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)

Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)

Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)

Abilities

Per Turn
-Spaceborn Eva - (Unlimited)
--You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
-Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn.
-Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn.
-Ability Name -

Limited Use

-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
-Ability Name - (X/X Uses Remaining)

Once Per Scene
-Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint"
-Ability Name - [ ]

Core Powers
-Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Pilot
Pilot Stats
HP:6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 5

Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2

Weapons
-Laser Pistol (Light Signature)- (Range 3) (1 Energy Damage) (Sidearm)
-Sniper Rifle (Heavy Signature)- (Range 10) (4 Kinetic) (Ordinance, Loading)

Combat Usables

Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left

Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
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KupoTheMagus
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Post by KupoTheMagus »

With the last of the rebel frequencies sent off line, the cavern goes quiet, save for the mechs of Echo-3.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
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Post by ratwizard »

<Ah, the silence of victory,> Antayes sighs over comms, positioning Deliverance closer to the others. <Hold on there, Medusa, you appear to have missed one.>

He hefts a heavy partisan over the mech's shoulder, sauntering toward the final unconscious miner-pilot with a calm sense of malice.
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Fialova
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Post by Fialova »

<All of this, when they could have just talked,> Eydis says, rolling her eyes behind her helmet at the sight of the destroyed mechs before them. <We should check the cockpits for survivors, I guess. Maybe they will be more open to conversation now that their defenses are gone.> What could have compelled them to rebel when they knew a force would be sent to put them in check? It's not like mining rigs are built for real combat. She makes her way next to Demolisher A after speaking, aiming to check for a surviving pilot.
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Namelessjake
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Post by Namelessjake »

<Well fought Echo-3> Yuri says over the radio as the cavern falls silent. He initiates the Horizon Tempest's reload protocol regardless - not wanting to be caught with empty missile racks if any more enemies lurk deeper in the mine.

<Agreed. Let's make sure we're done here, but I think we can chalk this up as mission accomplished> DEFCON says in reply to Eydis.
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BartNL
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Post by BartNL »

<Deliverance, stand down! I don't think that was a mistake, and if so, it might yet prove valuable.>Nemo loudly calls over the coms; while still calm, Nemo does not sound nearly as reserved as usual.
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greysigil
idk, that's pretty grey
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Post by greysigil »

<Indeed. Hold our teeth to his throat, see if he tells us anything. If not--> Ezra shrugs HALITREPHES' shoulders. <We bite down.>
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ratwizard
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Post by ratwizard »

Antayes' brow furrows as Nemo's command rings out. These cretins expended two chances to walk in the light, and yet Echo-3 seeks to give them a third? He scoffs. Too forgiving of a society and the rule of law crumbles to dust.

He steadies his emotion, knowing it is unbefitting for an officer — now lancer — of his station. <Very well, you shall have your prize.>

Deliverance's partisan lances out, breaking through the ruined mech's frontal compartments. NO-SANCUTARY tears his mech's weapon away with a portion of twisted steel and servos with it, leaving the unconscious pilot exposed.
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KupoTheMagus
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Post by KupoTheMagus »

Now that the cockpit is exposed, inside is a roughly early 20s male; long brown hair, scruff on the face, wearing a miner's jumpsuit. Tattered gloves cover his hands. The force of the last impact has left him bleeding from the mouth, with indications of bruised ribs and a broken nose.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
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Post by ratwizard »

Antayes' notices the bodily damage to the pilot and he beams proudly at his work. <Go on. Rouse him. Ask your questions. His end comes soon.>

He puts Deliverance on standby, close enough to watch from his own cockpit.
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FinalTemplar
Omae Wa Mou Shindeiru
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Post by FinalTemplar »

Phoenix takes a few steps forward in his mech, making sure he has a clear line of sight to the miner, listening intently to the conversation.
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Fialova
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Post by Fialova »

<Hey, what the fuck, guy?> Eydis asks, as his battered body comes into view on her screen. Flying closer, she shakes her head in the cockpit seeing his sorry state. <Why'd you come right out the gates attacking us? We came here to talk to you, now your friends are all dead.>
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KupoTheMagus
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Post by KupoTheMagus »

The young man, clearly disoriented, stumbles out of the cockpit nearly falling.

"It's... what we were paid for. Commander's got a tight grip. Er... had."
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
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Post by ratwizard »

Following orders to the death, Antayes notes to himself. It would be an admirable stance, were it toward anything remotely worthy. Instead, these striking miners are clearly spoiled radicals, motivated solely by greed and self-interest.
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Namelessjake
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Post by Namelessjake »

<Our job was to get them back to work or get rid of the problem. Let's wrap this up> Yuri says to the rest of the squad as she continues to provide overwatch while the others interrogate the surviving miner.
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greysigil
idk, that's pretty grey
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Post by greysigil »

<I have only two questions. First: what is this that you are mining? And second: who offered to buy it for more than you were originally contracted for?> Ezra broadcasts, HALITREPHES standing stock still.
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KupoTheMagus
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Post by KupoTheMagus »

"No one in particular. At least as far as we were concerned, this was all the boss' idea. As for the crystals themselves? Well, your precious academy should know about it."

For those looking at the rebel...
He shifts a bit in the cockpit, as the pool of blood under him fills a bit more.


"Rubian. The life crystal. A cleaner alternative to gas energy."
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
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Post by ratwizard »

<Thieves and radicals,> NO-SANCTUARY transmits to Echo-3. As I suspected. <Only a fool dies with his plunder still in-hand. Had they anything between their ears other than rot, they would have surrendered upon our approach and lived another day.>

Turning on his radio outbound, he speaks to the surviving miner, his voice more grave and respectful than before. <Would you prefer a swift end to your suffering?>
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Fialova
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Post by Fialova »

Eydis rolls her eyes as the plot - as mundane as it is - is revealed. So they decided to fight a lancer corps for a few extra creds for their hard work? Who thought that was a good idea? And how did they convince so many laborers to go along with it? They could still be alive and getting an honest wage, and instead their bodies and mechs decorate the floor. Idiots.
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Namelessjake
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Post by Namelessjake »

<Not the first time I've seen something like this, and I doubt it'll be the last> Yuri replies to Antayes over the radio, making no move to intervene in the Celestin's proposed mercy killing. <The world is full of people desperate enough to put it all on the line for a few credits>
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greysigil
idk, that's pretty grey
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Post by greysigil »

Ezra shakes his head in his cockpit. <I had meant more in a "what is this shit to you all, personally" way, but you seem to have answered that too. A shame, really, I wish it had not come to this. Any last words, a last plea to your case? Can't guarantee it'll do you any good, but it's worth asking anyways.>
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KupoTheMagus
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Post by KupoTheMagus »

The man uncomfortably shifts one more time as he closes his eyes.

"Anywhere... is better than this corporate... wasteland hell."
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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ratwizard
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Post by ratwizard »

Antayes nods, imperceptible to the others. <Very well. I deliver you now to Reth. May He find your soul, and Ogenta light your path to eternal rest.>

With a cranking of gears, Deliverance raises her mighty partisan on high, and ushers it through the man's heart.
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Namelessjake
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Post by Namelessjake »

<Well, let's head back topside and report in> Yuri says beginning to move the Horizon Tempest away from the dead miner and back towards the elevator. <A successful first mission for Echo-3!> He says with a smile.
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greysigil
idk, that's pretty grey
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Post by greysigil »

"May you find more peace in death than you did in life." Ezra says, his words confined to his cockpit.

<Agreed, no point in lingering any longer.> He broadcasts to his allies, lumbering HALITREPHES back to the elevator after Horizon Tempest.
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