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/tg/ - Traditional Games


File: Ersatz_Cognis.jpg (118 KB, 1205x633)
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Your hand trembles slightly as you enter the activation codes. Your contact assured you that they were valid but if they failed you now, well you wouldn’t really be in a position to hold them accountable.

[Access Codes Accepted]
Several screens around the cockpit light up, lines of code scrolling across them as the mech’s OS boots up.
[RB-001 COGNIS: Main System Commencing Start Up]

As the external cameras come online the front of the cockpit comes alive with a panoramic view of the hanger the mech is currently standing in. Outside you can see the corpse of the guard you had to kill on your way in. Three other guards rush in through a side door, upon seeing their fallen comrade one of them presses a hand to his head set. Within seconds the base alarm starts to wail.

There’s no going back now. They know what you’ve done. They will not stop until you’re dead. For a moment your resolve falters, you consider that perhaps stealing the Cognis was not the wisest move, but then you remember why you are here…
(cont)
>>
File: cockpit1stGen.jpg (37 KB, 413x254)
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Main Character select:

Name and Gender
>Write In and roll 1d100 (I will ignore blatantly stupid names and anything that isn’t male or female.)

Who are you?
>A Soldier; better personal combat skills, starts with an assault rifle, pistol, knife and body armour.
>A Technician; better repair and hacking skills, starts with a small personal camera drone, and pistol.
>A Pilot; better mech combat skills, slight bonus to tech relating to mechs. starts with a pistol.
>A Tactical Espionage Operative; better stealth skills, starts with a silenced pistol, knife, camo fatigues and cardboard box.
>A Corporate Exec (hard mode); inferior mech and personal combat skills, but comes with high social skills. Starts with a hold out pistol, snappy business wear, a briefcase full of gold bullion and an experimental weapon for the Cognis.

Why did you steal the Cognis?
>Revenge (Somebody very powerful wronged you, now you’re gonna get some payback.)
>Greed (This mech is a game changer, sell it to the highest bidder and you’ll be set for life!)
>A Mission (You serve another power and will use the Cognis to further its agenda.)
>Guilt (Some bad things were done in order to make this mech and you were part of it.)
>>
Rolled 49 (1d100)

>>40700062
Isaac Greene
Male
>A Tactical Espionage Operative; better stealth skills, starts with a silenced pistol, knife, camo fatigues and cardboard box.
>A Mission (You serve another power and will use the Cognis to further its agenda.)
>>
Rolled 88 (1d100)

>>40700062
Eris Vandal
Female
Pilot
Revenge
>>
>>40700062
Don't care about gender or name.

>A Tactical Espionage Operative; better stealth skills, starts with a silenced pistol, knife, camo fatigues and cardboard box.
>Greed (This mech is a game changer, sell it to the highest bidder and you’ll be set for life!)
>>
Rolled 100 (1d100)

>>40700062
Sergei Boystov
Male
Soldier
Greed
>>
>>40700413
Well shit, can't argue with that roll.
>>
>>40700413
Well, we're a guy. Called Sergei.

I'm okay with this.
>>
>>40700062
>>40700109
Backing the pilot.
>>
Hey guys just to clarify. Name and gender are based on the roll. Class and motive are still down to votes. Sorry if that wasn't obvious.
>>
>>40700467
Nah, we got it.
>>
>>40700062
>>40700467
Pilot
Greed
>>
>>40700413
Dice gods have spoken.
>>
>>40700464
>>40700467
In that case Sergei is fine but I still want Pilot/Revenge
>>
>>40700413
this
>>
Sergei wins the roll

As for character and motives:
TEO:2
Pilot:5
Soldier:2

Pilot wins.

Revenge:4
Mission:1
Greed: 4

Tie between revenge and greed, rolling to break and... greed is good.

Writing.
>>
>>40700743
>OP dropped his trip
>>
File: Mission_1a.jpg (146 KB, 1583x1583)
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You are Sergei Boystov
You used to be a mech pilot in Surden Nevik’s military. You have no idea why you were assigned to be one of the test pilots for the Cognis. You were pretty average as pilots went, maybe it was just dumb luck that landed you this assignment. Either way it didn’t matter, what mattered was that it presented you with a unique opportunity…
You had always seen your life stretching out into nothing. Your pay was shit and you didn’t have good prospects for a promotion. You felt no real loyalty to Surden Nevik and the fat nobles that ruled it so when they put you in the seat of their super top secret uber-mech why wouldn’t you run off with it!?
Well the giant army that would come after you was certainly worth considering, speaking of which…
There was a squad of infantry rushing out onto the hangar floor, more worryingly two of them had RPGs. The hangar itself had three exits and was full of tanks and mechs. Fortunately these were all powered down for now, but they wouldn’t stay that way forever.
You check your weapons display. The Cognis was equipped with chin mounted dual Heavy Machine Guns, an Apex Combat Laser, Vertical Launch Missiles and of course: the railgun. Most of these were overkill at this point so that narrowed your choices.
[Tactical Combat Display Activated]
>Where shall we go?
>Go for the left exit.
>Go for the right exit.
How should we deal with the infantry? (For rolls best out of three)
>Gun em down (Roll 3d20)
>Step on them (Roll 1d20)
>Ignore em, we gotta GTFO (Move faster)
>>
Rolled 5, 14, 20 = 39 (3d20)

>>40701219
>>Go for the right exit.
>Gun em down (Roll 3d20)
>>
>>40701219
>>Go for the right exit.
>Gun em down (Roll 3d20)
>>
Rolled 15, 15, 16 = 46 (3d20)

>>40701239
Sounds good, seconding.
>>
Right side, and gun em down it is.

Writing...
>>
>>40701219
awwww yiss. Skirmishtype quest is back.
>>
File: Mission_1a2.jpg (132 KB, 1583x1583)
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Infantry are easy to underestimate, and at this range those RPGS might actually hurt. You activate the chin mounted HMGs and fire a burst. The high calibre rounds rip them to shreds before they have a chance to fire.

With those guys gone you open up the throttle. The Cognis lumbers towards the right exit with a satisfying rumble. As you make for the ramp you see two ground crews sprint across the hanger to their dormant mechs. The closest one looks like it’s about to come online while the furthest crew hasn’t quite reached theirs yet. Both mechs are… inferior to the Cognis but they could complicate matters if they become active. Your targeting computer tags the nearest one as an Alligator, and the furthest one as a Crocodile. The Alligator is the worst of the two but it’s about to become active. The Croc is more dangerous but it’s not gonna start up just yet.

[Tactical Combat Display Online]

We’re gonna keep moving towards the exit, but while we’re at it…
>Fire the laser at the nearest one. (Roll 3d20)
>Fire the Railgun at the nearest one.(Roll 1d20)
>Fire the Railgun at the furthest one, everything else is out of range. (Roll 1d20)
>Cheese it! (Move faster.)
>>
Rolled 11 (1d20)

>>40701785
>>Fire the Railgun at the nearest one.(Roll 1d20)
>>
>>40701785
BTW guys I forgot to mention the Railgun has limited ammo. You currently have 20 rounds.
>>
Rolled 3, 15, 11 = 29 (3d20)

>>40701785
>>Fire the laser at the nearest one. (Roll 3d20)
>>
Rolled 16, 12, 7 = 35 (3d20)

>>40701785
>Fire the laser at the nearest one. (Roll 3d20)
>>
Rolled 18 (1d20)

>>40701785
fire railgun at furthest one.
>>
Firing mah LAYZOR!

Writing...
>>
Rolled 78 (1d100)

>>40700062
>and cardboard box.
well just for that I'm gonna roll Solid Snake.
>A Tactical Espionage Operative; better stealth skills, starts with a silenced pistol, knife, camo fatigues and cardboard box.
>A Mission (You serve another power and will use the Cognis to further its agenda.)
METAL GEAR!?
>>
File: Mission_1a3.jpg (134 KB, 1583x1583)
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Lasers were tricky weapons to use. They had a potentially high damage output, but you had to keep them hitting the same place for the duration of the beam. With a static target this close though doing that was easy. You take aim at the gator’s torso and watch as the laser burns a hole right through it. The mech just kinda slouches in place, a shame, you were hoping for something more climactic, still with a hole like that the pilot was almost certainly fried.

The other ground crew reaches the furthest mech and the pilot jumps in. Your sensors register its generator coming online. Meanwhile another crew has reached a mech across from the hanger. No point in worrying about him, you can’t get line of sight, but this other guy…

[Tactical Combat Display Online]

We’re gonna keep moving towards the exit, but while we’re at it…

>Fire the Railgun at the remaining mech, everything else is still out of range.(Roll 1d20)
>Forget it, leave them all behind. (Move faster.)
>Move for the top exit then hit him with the laser once he’s in range.(Roll 3d20)

>Railgun rounds remaining: 20
>>
>>40702404
>>Forget it, leave them all behind. (Move faster.)
>>
>>40702404
>Forget it, leave them all behind. (Move faster.)
gotta go fast
>>
>>40702404
>>Forget it, leave them all behind. (Move faster.)
I'm out!
>>
>>40702404
Gtfo

We're in this for the profit, not to make a statement. Hopefully the slagging of ONE mech will give the others pause.
>>
>>40702352
Lol
For that I'm gonna give you guys till the end of this song to make your decisions.

https://www.youtube.com/watch?v=K61jbtTEewA

Think fast Snake!
>>
>>40702470
I'm the guy who rolled Snake, I'm fine with just picking the box at some point.
>>
Time's up and it looks like a unanimous vote to run for it!

Writing.
>>
File: Mission_1a4.jpg (1.85 MB, 4267x4267)
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Time to get out of here. The base was waking up and if you stuck around any longer you’d only end up being overwhelmed. As you turn to walk up the ramp your HUD gives you a minor damage warning from the rear. Looks like your friend finally got off his ass and fired on you with his own laser. You were a harder target to hit though and so didn’t get the full burn.

Increasing the throttle you run up the ramp, breaking line of sight. You emerge out onto the base proper and glance at your radar screen as it picks out hostile contacts. The most immediate threat were the perimeter turrets, but there were several gunships parked on a nearby helipad. They could become very dangerous if they got airborne.

Threats aside your first priority was to get to the forest out past the base. Once there it would easier to lose any pursuers. Almost everything you had was out of range but the good news about being outside was that you now had room to fire your missiles. Missiles required target locks though and slowing down to paint targets would mean taking longer to escape.

[Tactical Combat Display Online]

Cognis Structural Integrity: 26/30
Railgun Rounds: 20/20
Missiles: 6/6

Where to go?
>Out the right side then follow then straight for the forest.
>Through the base out the top, gives us a chance to hit the helis.

What to shoot?
>Lock on to the nearest perimeter turret, it’s the only thing in range. (Roll 1d20)
>RUN!(move faster)

(Warning, this is a BIG picture)
>>
Rolled 20 (1d20)

>>40703060
>Through the base through the Helis, we'll just stomp through them as best we can
>Railgun the nearest tower. Those look big enough to cause us some serious hurt, best to knock them out.

Could we get just one picture with radiuses for about how long our ranges are on each weapon? Just so we have an eyeball distance idea?
>>
>>40703104
>>40703060
I'll go with the 20 guy.
>>
File: Walken-Cowbell.jpg (29 KB, 390x292)
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I've got a fever, and the only cure is more metal gear.

You have till the end of this song to post.
https://www.youtube.com/watch?v=HEGChKBOWjw
>>
Rolled 16 (1d20)

>>40703060
>Lock on to the nearest perimeter turret, it’s the only thing in range. (Roll 1d20)
>Through the base out the top, gives us a chance to hit the helis.
>>
Rolled 19 (1d20)

>>40703060
>Out the right side then follow then straight for the forest.
>Lock on to the nearest perimeter turret, it’s the only thing in range. (Roll 1d20)
Shit, I kinda want to destroy that radar dish or something
>>
>>40703060
>(Warning, this is a BIG picture)
For us.
>>
>>40703175
We should be able to take it out on our way out, I doubt it'll do much for us though... it might help disrupt coordination though.

Okay, action plan.
1) We stomp through as many helis as we can.
2) We blow up the turrets in our way
3) On our way out we take out the dish with the laser or the rail gun. Depending on how good the rail gun is, maybe just core the building with it.
>>
Where to go:

Through the base: 5
Out the Side: 1

Through the base it is.

What to shoot:

Turret: 5
Run: 0

Hit the turret

Our course is decided, writing...
>>
If we take down the radar dish, we should probably laser it. Hopefully it'll melt onto the base and make repairing it even harder.
>>
>>40703060
Jesus h. christ those are big guns. Why do they have goddamn artillery towers on the edges of this base? (assuming those guns are to scale, and I have no reason to suspect otherwise given the art style elsewhere).

Are mechs common enough that they need those rather than anti-personel weaponry?
>>
File: Mission_1b5.jpg (1.88 MB, 4267x4267)
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Your targeting computer chimes as you get a lock on the nearest turret, shortly before a round from its main gun impacts your main hull. Warnings flash on your HUD but so far nothing serious, still those things hurt. As you move forward you also start to hear radio chatter, looks like they forgot to tune you out of the system.

“…I need you to mobilise everything! We cannot let the Cognis escape.!”

“Sir most of our assets are not combat ready and it will take us some time to get them running.”

“FUCK! If we lose the Cognis ALL our careers are going down the shitter!”

“…well Unit 02 is coming back in from today’s field trials.”

“Proxy? …I’ll take it, give the pilot the order to engage.”

“Sir Unit 02 is not fully operational yet. Cognis will outclass it in combat.”

“It doesn’t need to win, just delay…”

[Tactical Combat Display Online]

Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 6/6

Change of plans?
>Out the right side then follow then straight for the forest.
>Through the base out the top, gives us a chance to hit the helis, but we’ll be fighting that thing.

What to shoot?
>Fire the Missile! (Auto hit for locked targets.)
>Railgun the Turret (Bonus to roll for target lock)
>Lock onto the nearest helicopter.(Roll 1d20)
>RUN!(move faster, harder to hit)
>>
>>40703858
>>Through the base out the top, gives us a chance to hit the helis, but we’ll be fighting that thing.
>Fire the Missile! (Auto hit for locked targets.)
>>
Rolled 14 (1d20)

>>40703858
Change of plans. We can take down any helis that come after us after the fact. Right now we need to make a full break for it.

>Right side escape. We can't afford to wait, and we'll deal with anything that comes after us. We're trying to SELL this thing, that means it needs to be as intact as possible.
>Fire the railgun, the missiles will be necessary for harder airborn targets I think.
>>
>>40703959
Also if we can get behind the wall it'll block further artillery towers from hitting us if we keep close. Then we make a full sprint break for the tree line.

Well, I guess it depends. How much do you guys want to damage their capacity to follow?

I think we're better off making a full break for it rather than tempting fate.

We're not here for revenge, we're here to make a buck. We need the Cognis as intact as possible, and they apparently want to delay us long enough to get everything together to attack us with. We can be beyond their operations range I bet before they can grab us (I mean, we're not stupid enough to try a smash and grab with a mech that doesn't have long range operational capacity right?)
>>
>>40703858
>Cognis Structural Integrity: 20/30
also pointing this out.

ONE DAMN SHOT took out a 3rd of our HP. We need to avoid those damn things as much as possible.

I say we get out the door, make a blitz straight to the side, then break for the trees once we're outside the artillery tower range.

Or we stick REALLY close to the wall so the tower can't get a bead on us, and just hoof it for the forest the moment that we reach the corner.
>>
Second burst, same as the first.
Posting closes when this song ends:
https://www.youtube.com/watch?v=HEGChKBOWjw
>>
Rolled 1, 1 = 2 (2d2)

So far seems tied. I'll be rolling a d2 for each choice.

1:right side/Missile
2:Top/ Railgun

Writing...
>>
A hatch near the back of the Cognis opens up and missile roars upward. It’s a fat piece of ordinance designed to do terrible, terrible damage. The turret doesn’t get another shot in as the missile comes down on it, blasting it apart.

No time to celebrate your little victory, your sensors pick up enemy mechs leaving the hangar behind you.

The base radio chatter stops abruptly as your comm system brings up a secure transmission.

“Sergei, it’s me.”

Ah your partner in crime. Of course you couldn’t have pulled this off by yourself.

“It’s like a hornet’s nest in here, looks like there’ll be a metric fuck ton of stuff coming your way. I can do something to help but there’s a lot of potential targets here and I can only hit one.”

[Tactical Combat Display Online]

Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 5/6

How do we want our friend to help?
>Sabotage the Heliport. (No helicopters will come after you.)
>Sabotage the Hanger. (no more mechs and ground units that will come for you.)
>Sabotage the turret power grid. (Shut down the turrets.)
>Hack the turrets. (Will take longer than Sabotage but it will turn the turrets to your side.)
>Sabotage Comms. (Everything takes longer to mobilise but they WILL still be coming for you.)

What to shoot?
>Lock on to the nearest helicopter. (Roll 1d20)
>Railgun the nearest helicopter. (Roll 1d20)
>RUN!(move faster, harder to hit)
>>
>>40704577
>>Hack the turrets. (Will take longer than Sabotage but it will turn the turrets to your side.)
>RUN!(move faster, harder to hit)
>>
File: Mission_1b6.jpg (1.88 MB, 4267x4267)
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>>40704577
Silly me, forgot the pic. While I'm at it here's a new song to count things down:
https://www.youtube.com/watch?v=LK_v8QGUDoI&list=PLEC8EDCA78C3EBBA4
>>
>>40704577
>>Hack the turrets. (Will take longer than Sabotage but it will turn the turrets to your side.)
Have them target the Heliport when they can
>RUN!(move faster, harder to hit)
>>
>>40704577
>>Hack the turrets. (Will take longer than Sabotage but it will turn the turrets to your side.)
>>
Rolled 10 (1d20)

>>40704577
>Hack the turrets. (Will take longer than Sabotage but it will turn the turrets to your side.)
>Lock on to the nearest helicopter. (Roll 1d20)
>>
>>40704577
>>40704596

>Hack the Turrets
>RUN! Specifically run so we STOMP the helicopters!
>>
>>40704671
Can't do that I'm afraid. The helipads are on raised platforms and your mech doesn't have jump jets.
>>
>>40704697
Oh, then change it to hack the turrets and then move so we're staying near the edge of the building. Ready our laser beam to fire at the mech in the north hangar bay the moment it steps into range.
>>
>>40704697
>and your mech doesn't have jump jets.
OTTTAAACCOOOOOOOOOOOOOONNNNNNN
>>
Looks like the consensus is "Hack and Run"

Writing...
>>
File: Mission_1b7.jpg (1.87 MB, 4267x4267)
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“I can hold out a little longer, hack the turrets, I need all the help I can get!”

“You got it Sergei, I bought a nice little piece of malware for precisely this occasion.”

Your sensors notify of more ground units exiting the hangar, an armoured fighting vehicle and main battle tank this time. The tank is especially dangerous, a hit from it’s main gun won’t kill you but it’ll make everyone else’s job a lot easier.

Meanwhile a gunship manages to take off. Alarms go off in the cockpit as it achieves a missile lock.

[Tactical Combat Display Online]

Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 5/6

What to do?
>Fire your laser at the helicopter. (Roll 3d20)
>Railgun on the helicopter. (Roll 1d20)
>RUN!(move faster, harder to hit...but not against missiles.)
>>
Rolled 13, 19, 12 = 44 (3d20)

>>40705028
>Fire your laser at the helicopter. (Roll 3d20)
>>
Rolled 12, 16, 20 = 48 (3d20)

>>40705028
>>Fire your laser at the helicopter. (Roll 3d20)
weeellll
>>
Cus I'm lazy here's more Front Mission:
https://www.youtube.com/watch?v=1RHLGrKVuVI&list=PLEC8EDCA78C3EBBA4&index=2
>>
Rolled 13, 1, 5 = 19 (3d20)

>>40705028
Lazer'em
>>
Holy shit lost track of time. Layzors it is, writing...
>>
File: [Judges Internally].gif (1.75 MB, 331x240)
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>>40705244
>>
File: Kou Uraki.jpg (36 KB, 500x375)
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Rolled 2, 3, 16 = 21 (3d20)

>>40701219
>You have no idea why you were assigned to be one of the test pilots for the Cognis. You were pretty average as pilots went, maybe it was just dumb luck that landed you this assignment.
So we're Kou?
>Your pay was shit and you didn’t have good prospects for a promotion. You felt no real loyalty to Surden Nevik and the fat nobles that ruled it so when they put you in the seat of their super top secret uber-mech why wouldn’t you run off with it!?
Okay, we're a morally questionable Kou.
>>40702404
>the pilot was almost certainly fried
A pile of hamburger?
>>40705028
>Fire your laser at the helicopter. (Roll 3d20)
Choppers are fragile.
>>40705334
Better than me. I heard "test pilot" and "average as pilots went" and immediately cued this up:
https://www.youtube.com/watch?v=2H35ZwEVTbo
>>
As satisfying as it is to put kinetic slugs through military hardware, the laser really is the best tool for this job. The pilot doesn’t really seem to be on his game, probably too busy waiting for that target lock. You swear you see his missile launch a split second before the chopper explodes in a massive fireball, taking the missile with it. Maybe the laser could be satisfying too.

You don’t have time to stare at the explosion though (sorry you’re not cool enough to just not look.) as a second gunship takes off. As far as you’re concerned the base’s helicopter wing might as well be clay pigeons at this point, on the other hand the local ground forces were getting closer and there was a turret up ahead. Fortunately they were still both out of range.

[Tactical Combat Display Online]

Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 5/6

What next?
>Fire your laser at the second helicopter. (Roll 3d20)
>Railgun on the helicopter. (Roll 1d20)
>RUN!(move faster, harder to hit)
>>
File: Mission_1b8.jpg (1.87 MB, 4267x4267)
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Dammit, forgot the pic again.
>>
Rolled 20 (1d20)

>>40705586
I wanna see what the railgun can do.

Railgun the copter.
>>
Rolled 3, 10, 20 = 33 (3d20)

>>40705586
>Fire your laser at the second helicopter. (Roll 3d20)

>>40705605
pic got deleted
>>
>>40705613
Agree on laser the helicopter, leave the ground forces for the turrets
>>
>>40705586
>>RUN!(move faster, harder to hit)
>>
>>40705399
>>40705613
Weird. I refreshed my page and can still see it. They are a bit on the large side. I can still reduce the quality a bit to reduce the file size.

Anyway. Let's listen to this guy's song twice before the next round of posting.
>>
>>40705586
>RUN!(move faster, harder to hit)
>>40705665
>someone is actually willing to SHUT UP AND LISTEN TO MY SONG
Fuck yeah.
>>
K time to resolve.
We're tied so ima roll a d2
1: Laser.
2: Run

Writing...
>>
>>40705612
I'm going to second this. If only because I'm hoping it'll go right on through and keep going.
>>
File: Mission_1b9.jpg (1.86 MB, 4267x4267)
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((Dammit, fucked up the dice syntax, nvm rolling IRL.))

You really can’t allow yourself to be overrun. Punching the throttle you push the Cognis towards the tower and the forest beyond. The tower lines up it’s gun and fires. The shot lands behind you, clearly it was trying to lead you but misjudged your speed. A glance at your rear view camera shows the gunship closing in and spraying the dirt right behind you with cannon fire. Really? He comes at you with that pea-shooter?

Meanwhile you hear your friend cursing over the comms.

“Stupid auto-hack thing it’s stuck at 99% complete!”

[Tactical Combat Display Online]

Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 5/6

What to do?
>Show the helicopter how it’s done, walk backwards and return fire with your HMGs! (Roll 3d20)
>Attack the helicopter with another weapon (Laser,Railgun, Missile(this requires a lock first). (Roll 3d20 for laser, 1d20 for everything else.)
>Keeping running!(move faster, harder to hit)
>>
Rolled 1, 10, 20 = 31 (3d20)

>>40706054
>Show the helicopter how it’s done, walk backwards and return fire with your HMGs! (Roll 3d20)
>>
>>40706054
Fuck firing, let's keep running. Their guns do jack shit, but we're just LUCKY that the giant artillery tower missed us.

>Keep running. Can we do some kind of 'random walk' maneuver that makes it hard to judge where to aim at us?
>>
>>40705713
All that burning love just reminds me of the Kongou.
We'll do the next turn if you can all survive listening to this: https://www.youtube.com/watch?v=YnheOlgK5uo

>:3
>>
>>40706120
You're already getting a buff from running and being a pilot. You can assume that something like that is being factored in.
>>
>>40706054
>Keeping running!(move faster, harder to hit)
>>
>>40706162
We're a soldier not a pilot?
>>
>>40706183
Pilot won as did Greed
>>
>>40706054
>Keeping running!(move faster, harder to hit)
We do NOT want to get hit by that tower.
>>
Okay let's continue, seems not even I can handle 15 whole minutes of the fucking Kongou desu.

Majority vote for running.
Writing.
>>
Rolled 14, 7, 6 = 27 (3d20)

>>40706054
>Show the helicopter how it’s done, walk backwards and return fire with your HMGs! (Roll 3d20)
>>
>>40706306
I got 8 minutes.
>>
File: Mission_1b10.jpg (1.89 MB, 4267x4267)
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There’s no time for show boating, you keep moving. You run past the tower and come face to face with Unit 02. You had always been semi-aware of it, it was a big signature on your radar, but there wasn’t really time to think about it due to more immediate threats. Well now it was the immediate threat.

Looking at Unit 02 (codenamed Proxy) you could see that it had a similar chassis to the Cognis. It had the same chin mounted HMGs, but instead of a laser it had a solid munitions cannon, it was also missing it’s primary weapon along with some of it’s armour. It’s just as well. Proxy was meant to be a refinement of Cognis; you’d be in deep shit if it was fully operational.

Your friend must have finally come through for you because one of the base turrets suddenly opens fire on one of your pursuers while the closest one starts to track the helicopter chasing you. The alarm sounds as the helicopter locks on but you figure the tower is about to take it out… still there’s something to be said for doing things yourself.

[Tactical Combat Display Online]
Cognis Structural Integrity: 20/30
Railgun Rounds: 20/20
Missiles: 5/6

What to do?
>Attack the helicopter with a weapon of your choice.(Roll 3d20 for HMGs or Laser,1d20 for Railgun or Missile, missile needs a lock first.)
> Attack Proxy with a weapon of your choice.(Roll 3d20 for HMGs or Laser,1d20 for Railgun or Missile, missile needs a lock first.)
>Run right past Proxy and bum rush the treeline. (move faster, harder to hit)
>>
>>40706663
>Run right past Proxy and bum rush the treeline. (move faster, harder to hit)
>>
Rolled 3 (1d20)

>>40706663
>>40706663
>Attack Proxy with a weapon of your choice.(Roll 3d20 for HMGs or Laser,1d20 for Railgun or Missile, missile needs a lock first.)
Railgun to the face!
>dat Kou
Well played, OP. Well played.
>>
Rolled 20 (1d20)

>>40706663
>Attack Proxy with a weapon of your choice.(Roll 3d20 for HMGs or Laser,1d20 for Railgun or Missile, missile needs a lock first.)
Railgun to the face!
>>
Rolled 6, 11, 16 = 33 (3d20)

>>40706663
>Laser the legs of the Proxy,

we don't need to kill it, and it's a combat build like ours, just not fully operational. So let's laser the leg joints of at least ONE of the Proxy's legs if at all possible. Knock out it's ability to maneuver and get around.
>>
I don't know why I picked this one. Maybe I just wanted something completely different. Ima listen to this twice then we go on with the game.
https://www.youtube.com/watch?v=wZvUyXa5exo&index=7&list=PLpTiDdAF70fJoLo1VLil5W7YcETW45Zou
>>
>>40706713
Vote for busting out our railgun
>>
>>40706713
>>40706663
What this guy said
>>
>>40706663
Huh. I like your MS paint shit.
>>
>>40706895
Bitch please. I use illustrator.

Anyway. Voting is closed. Railgun to the face it is!
>>
File: Mission_1b11.jpg (1.9 MB, 4267x4267)
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Your hull shudders from a missile impact as the helicopter shoots you from behind. You don’t have to worry too much though; the tower takes it out soon afterwards, blasted auto-targeting systems taking their sweet time…

Proxy takes a shot with it’s cannon but misses. The other pilot was probably too nervous to line up a decent shot. You decide to show him how it’s done. Manoeuvring to the side you swing your railgun round and fire at his centre. The slug punches through the torso and blows out the back, continuing on for a few score meters before hitting the ground, throwing up a huge spray of dirt.

With a giant hole in Proxy just slumps to the ground, a smoking wreck. There’s now nothing between you and the forest.

[Tactical Combat Display Online]

Cognis Structural Integrity: 14/30
Railgun Rounds: 19/20
Missiles: 5/6

What to do?
>Kick Proxy while it’s down… literally.
> Double Tap Proxy with a weapon of your choice.
>He’s down for the count, and there’s still enemies on our tail. Run for the forest. (move faster, harder to hit)
>>
>>40707240
>>He’s down for the count, and there’s still enemies on our tail. Run for the forest. (move faster, harder to hit)

run like hell, mission is escape not level the base.
>>
>>40707240
>He’s down for the count, and there’s still enemies on our tail. Run for the forest. (move faster, harder to hit)
>>
>>40707240
>Break for the forest, we got nothing else to do
>Ask our buddy to have the artillery towers fire on the enemy mechs, the helipads, the radar center, and the main hangar, in that order of priority. Have them avoid firing on their source of power, but otherwise start to total this place. Make it so that they have to worry about their own survival FAR more than attacking us.
>>
Have some remixed Knights of Sidonia:
https://www.youtube.com/watch?v=7O1onROJRgY&index=14&list=PLpTiDdAF70fJoLo1VLil5W7YcETW45Zou

Only one play through this time. We're pretty much at the end of the session.
>>
Alright, run it is. Writing.
>>
File: Last_Shot.jpg (36 KB, 746x652)
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You decide that you don’t have time to lord it over your defeated sister mech. You turn towards the forest and run at a full speed. Behind you the hacked turrets start opening fire on the rest of the base. All active enemy units are forced to break off their pursuit and engage their own base defences.

As you move towards the treeline the blasted shell of Proxy shudders and begins to rise to its feet. Somehow it manages to raise its cannon and fire on you. Fortunately the shot goes wide and by the time it fires again you are already out of range. Son of a bitch… still you guess it wouldn’t be much of a super mech if it couldn’t take a hit from a railgun, you’ll let this one slide for now.

As you enter the forest the enemy contacts recede to the edges of your radar screen, in another few moments they’re gone. You sit back in the pilot’s seat and breathe easy, savouring a well-earned respite.

You’ve done it. You’ve stolen the Cognis, but now came the hard part: getting out of Surden Nevik and finding a prospective buyer. The latter shouldn’t be too hard. Cognis was more than just a giant warmachine, indeed anyone could make a giant mech bristling with guns. Cognis had certain… strategic capabilities that made it incredibly dangerous to the powers that be and that was certainly something people would pay through the nose for…

((And that concludes the first session. Thank you everyone for participating. I've stayed up far longer than I planned running this, but I'm gonna stay up a little longer for Q&A. I learned a few things running this. Hopefully your feedback will help me learn more.))
>>
>>40707597
Thanks for running! We going to get more mecha action? How about repairs?


Are you OPFOR?
>>
>>40707597
So why the giant guns on turrets rather than just some AP guns with anti-personnel capabilities? Are mechs really so common?

Also, can we get an idea of where Surden Nevik is and the world around it?
>>
>>40707620
You'll get a chance to repair don't worry.

Nope I'm not OPFOR. I'm a new QM, this is my first quest.
>>
>>40707597
Do you have a twitter? When are you running again?
>>
>>40707645
The turrets had a combination of missile launchers and an anti-armour cannon. The cannons carried by the MBTs are actually even more powerful, fortunately you out ran the tanks.

Yes mechs are quite common. As you saw there were many in the hangar. Cognis is a lot more powerful than the average mech but it can't take on a whole squad at once.

More about the world will be revealed in later sessions as you get to choose your next move.

>>40707677
I'll see about setting up a twitter soon. I was going to run tomorrow but right now I'm so burned out I'm gonna run the next session on Monday 6-7pm GMT.
>>
>>40707597
can we know a little more about our companion? Or what is it that makes the Cognis so special?
>>
>>40707867
Naturally I'm gonna be a fucking tease and hold back on some of these details, but I will say this: all of the mechs in this world setting have a certain drawback that limits their deployment. Cognis and Proxy do not suffer from this. Cognis's railgun also isn't just a run of the mill railgun.

You'll get to meet your partner in the next thread. Like Sergei they were part of the Cognis project and like him they wanted to be a trillionaire, so freakin bad.
>>
>>40707963
what? Does it have some kind of gyro system that let's it not fall down as easily or traverse a vareity of terrain that other mechs cannot or something?

Like we're going into the trees and we're big huge. so we must be able to traverse it, is reaching the trees mean the others can't follow us because they need relatively flat terrain?



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