>>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