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Welcome back to titanic tournament, some some stuff happened and I can run today. So previously we wrapped up an encounter with some other pilots in order to sell the excess gear you had.

Despite Rickert's burning hatred for most nobles he pulled off the encounter and made out considerably richer.
>>
Current status

PC: Rickert Volgunsen
Current Titan funds: 85 credits
Current tournament status: 1st round Pilot 13pts.
Titan: Algol- The Devil Star

HP: 100

Traits-

Titan:
Monstrous strength (+4 to melee damage and strength checks)
Unrelenting might (Bo3 when making melee and strength checks instead of Bo2)

Pilot:
Super soldier (+2 to offensive rolls)
Artful dodger (+1 to defense rolls)
Sharp shooter (Bo3 for shooting rolls)

Armament (6 slots)+holster (current)

2 shoulder:

2 torso:

2 arm:

1 Holster:

Equipment (4 slots) (current)

1.

2.

3.

4.

Current loot:

Hector The Bright Warrior- Delta class Titan (30% repaired)

Precious metals and jewels- 10 credits

Titan parts-
Weapons
>Mastercrafted Laser blaster (5d6+2 energy weapon, two handed, upgradeable)
>Durendal (2d10+3 melee damage, two handed, re-roll damage, armor piercing, upgradeable)
>Rocket Hammer (2d8+3 melee damage, two handed re-roll damage, upgradeable)
>Railgun (2d10+3 ballistic damage, re-roll damage, charge attack, shoulder mounted)
>Titan double barrel scatter cannon (2x3d6 ballistic damage, two-handed, double barreled)
>Ice blaster (4d6 energy damage, two handed, freezing blast)
> 2x Plasma mortar (3d6+2 energy weapon, torso mounted)
>2x Long barrel laser cannon (1d10+2 energy weapon, shoulder mounted)
>1x Heavy Autocannon (3d6 ballistic damage shoulder mounted)

Equipment
>Nano Forged Adamantium plate (+5 universal damage resistance
>Heavy Duty Capacitors (+2 damage for energy weapons)
>Heavy Thrusters (fast movement, and jumps possible)
> Super Heavy armor (+50hp)
>Heavy shield (+2 to defense rolls)
>Massive reactor core (Bo2 for energy damage, stacks with heavy duty energy capacitors)

Kaiju Parts-
>Lightning claws (Titan unarmed melee upgrade)
>Adamantine Scales (armor material, decoration)
>Lightning fangs(weapon material, decoration)
>Thunder tail Blade (weapon material)
>2x Lightning spikes (weapon material)
>Thunder cannon organ (weapon material)
>Static shield organ (equipment material)
>Sensor scrambling organ (equipment material)
>Kaiju regenerating organ (equipment material)

Ships (operable)
20 heavy cruisers
5 Battleships
1 dreadnaught
>>
>Rickert returns to home base and sleeps
>He awakens the next day

You settle into your comfy chair to begin planning your next move.

Its been 3 days after the match ended, which means there are 4 days and 3 weeks left before the third match.

Plenty of time to get some good work done.

What do you do next?

>Go to the artisans (buy equipment/weapons, commission gear)

>Go to Polaris (indicate which level you want to visit)

>Look for work (Titan bounty hunting, kaiju big game hunting, Merc work)

>Hang out with friends/contacts

> "Flashback"
>>
Made a mistke with the pilot traits

Traits-

Pilot:
Super soldier (+2 to offensive rolls)
Artful dodger (+1 to defense rolls)
Sharp shooter (Bo3 for shooting rolls)
Menacing Presence (+2 to intimidation rolls)
>>
>>2478385
>>Look for work (Titan bounty hunting, kaiju big game hunting, Merc work)
Not taking the mystery box just yet.
>>
>>2478362
You forgot the intimidation trait and we traded all our ships for more dreadnaught.

>>2478385
>Look for work (Titan bounty hunting, kaiju big game hunting, Merc work)

>>2478419
Oh. I guess you didn't forget. Except for the ships.
>>
>>2478487
>>2478479

>looking for work

You turn on your encryption protocols and start dredging the Imperial service for possible work.

With Hector still on board you can almost reach the point for upgrading Algol to the next titan class. Any hope of making it to the final round will surely require Algol becoming an Alpha class titan, so getting to work on making him a beta class needs to happen as soon as possible.

That and encountering one of Arnheimer's pilots will require more strength than what Algol can currently field at the moment.

Not important right now but goals, are meant to be met after all.

So what's on display today?

Titan hunting

>A titan belonging to a noble family has been hijacked and they are paying good money to have it retrieved. Payment: 40 credits (no loot)

>A blood fued as resulted in a small scale titan war happening. A noble family is trying to hold off the invading force but they have their hands full protecting their civilian populations. Payment: 15 (loot)

Kaiju hunting

>A kaiju has been besieging a planet for weeks. They need someone to kill it before it causes any more devestation. Payment: 30 credits (mediocre loot)

>A Beta class titan has appeared and a troop of hunters is being assembled. They need another hand to take this one on. Payment: 30 (superior loot)

Mercenary work (Rickert in armor)

>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)

>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
>>
>>2478597
Ok.
The first titan hunt option I don't feel like there is a real time restriction to it. We could do that later if it's still available.
The second? It could be very profitable if we get to keep the opposing nobles titan. Can we ask them if we can legally claim the opposing nobles titans if we can defeat them, and can the give some details about said titans?

Kaiju hunting sounds good. First is like to see if there is any info on the same thing. The beta class titan I'm feeling kind of meh about. Maybe we if they don't find another piloted can join them later?

I vote we do the mercenary work with the major favor.
>>
>>2478659
You can do one of each type of mission but if you do one the other is unavailable.

>beta class titan
That was a mistake I made it's supposed to be a Beta class Kaiju.
>>
>>2478666
Does that mean we can keep defeated titans for the blood fued mission?
>>
>>2478676
The family being attacked is claiming the actual titan as collateral for getting their planet attacked, but whoever takes the titan out gets all the weapons and equipment.
>>
>>2478697
Sold
>>
>>2478697
How much does it typically cost to mod a kaiju so it can be controlled?
>>
>>2478708
Fuck man. Depends on the beastie. A delta class kaiju provided its relatiely intact, would need to be immediately worked on, to repair the damage and install the cybernetics. I'd say around the same as a titan but less. Maybe 80 or 90 credits.

A Beta class kaiju though would be very expensive just like making a beta class titan. so around the ballpark of 200 to 250 credits since the beta class and up kaiju tend to have a nasty tendency to start becoming active again on their own and reviving.
>>
>>2478720
Too expensive. I guess they are better off dead.
>>
>>2478702
So just to be clear you vote for blood feud titan hunt mission?

If so I'll write up the update when you confirm.
>>
>>2478778
Yes
>>
>>2478799
>blood feud it is.

Looking at your current options, the bounty oto stop a blood feud sounds better. Loot in your opinion will make up for the lower base reward, If nothing else you can sell all of the titan gear yourself and make a tidy profit.

That and the feud is basically turning into a massacre.

Based on the preliminary report the imperial authorities posted this feud is a textbook violation of the edict

>Report

>House Wallers (the agressor) challanged house Yarros (the innocent party) to a duel for owner ship of a valuable trade lane, while threatening a trade war if Yarros did not agree to accept the challenge.

>Yarros accepts the duel and defeats Wallers' champion, winning the duel handily.

>Waller refuses to abide by the terms of the duel and challenges Yarros again threatening a real war if they do not accept.

>Yarros accepts and Wallers is defeated again.

>Wallers sends all of their military and titan forces to assault the Yarros homeworld, resulting in this bounty being placed and Imperial authorities investigating.

>Wallers has been condemned by Imperial authority, the hand of the emperor is moved. Death is imminent, may god have mercy on the souls of the guilty. The warrant is signed.

>Yarros is willing to allow any pilot who to take all of the gear the enemy titan has as a reward but wishes to keep the titan to pay for the damages caused.

>Target profile

Name: Roman Wallers
Titan: Iron Glory
Class: Delta

Traits
Sharp shooter (bo3 shooting)
Talented marksmen (+2 to shooting rolls)

6 weapon slots
2x combustion rays (3d6+3 energy damage shoulder mounted weapons, armor piercing)
2x shock cannons (3d6, paralyzing charge)
1x fusion lance (???)

4 Equipment slots
1x heavy armor (+25HP)
1x heavy shield (+2 to defense rolls)
1x force shield (+4 to escape grappling rolls)
1x magnetic mitts (titan can recall attuned weapon to hands)

House Waller is using its remaining titan to batter the Yarros homeworld while also blockading it with normal naval forces. War crimes and civilian casualties are mounting. You need to get there now before the entire planet gets genocided.

>you go to kick this asshole upside his pompous head.
>>
>>2478869
Before entering battle

Pick your loadout

Armament (6 slots)+holster (current)

2 shoulder:

2 torso:

2 arm:

1 Holster:

Equipment (4 slots) (current)

1.

2.

3.

4.

Weapons
>Mastercrafted Laser blaster (5d6+2 energy weapon, two handed, upgradeable)
>Durendal (2d10+3 melee damage, two handed, re-roll damage, armor piercing, upgradeable)
>Rocket Hammer (2d8+3 melee damage, two handed re-roll damage, upgradeable)
>Railgun (2d10+3 ballistic damage, re-roll damage, charge attack, shoulder mounted)
>Titan double barrel scatter cannon (2x3d6 ballistic damage, two-handed, double barreled)
>Ice blaster (4d6 energy damage, two handed, freezing blast)
> 2x Plasma mortar (3d6+2 energy weapon, torso mounted)
>2x Long barrel laser cannon (1d10+2 energy weapon, shoulder mounted)
>1x Heavy Autocannon (3d6 ballistic damage shoulder mounted)

Equipment
>Nano Forged Adamantium plate (+5 universal damage resistance
>Heavy Duty Capacitors (+2 damage for energy weapons)
>Heavy Thrusters (fast movement, and jumps possible)
> Super Heavy armor (+50hp)
>Heavy shield (+2 to defense rolls)
>Massive reactor core (Bo2 for energy damage, stacks with heavy duty energy capacitors)
>>
>>2478879
Shoulders: Railgun, Heavy Autocannon
Torso: 2x Plasma mortar
Arms: Ice blaster
Holster: Durendal

Equipment: Nano Forged Adamantium plate, Heavy Thrusters, Heavy shield, Super Heavy armor

Does the Super Heavy Armor affect the Heavy Thrusters? Does the Ice Blaster stack and how long does the status effect last? How does the Railgun charge attack work?
>>
>>2478910
>Super heavy armor affect thrusters
No logically they should but for the purpose of play no

>Ice blaster
The effect lasts for 2 rounds of combat and it does not stack, once the affect wears off the target is safe for 1 round then you can apply it again.

>charge attack
If you abstain from shooting or refrain from using the railgun for a shooting turn on the next ruen it will have an additonal +1d10 damage which like the rest is re-rollable

Also I once again forgot something. Durendal can use a charged attack. same rules apply
>>
Now that I think about it, it might have been smarter to to switch to all ranged Energy Weapon, pick the Heavy Duty Capacitors and the Massive reactor core. Oh well. The load out can be saved for the Beta Kaiju attack.
>>
>>2478968
So this is the loadout you want? Just to confirm.
>>
>>2478975
the one with the sword? well until someone else comes, yes.
>>
>>2478979
I think you will be the only one at least until maybe later tonight or tomorrow.

>>2478910
So this is the loadout
>>
>>2478997
yes
>>
>>2478910
>>2478879
second
>>
Rolled 8, 4, 20, 11, 2 + 2 = 47 (5d20 + 2)

>you arrive at the designated planet

From a safe distance you survey the orbital space around the Yarros homeworld.

The blockade is small, or at least small enough that you can plow through with your fortress.

You command your space station sized cargo vessel to breach through the blockade, tossing aside the naval vessals like child's toys. Cracking them up and breaking them into pieces with the impact.

Once you reach outer orbit, You descend from within Algol, Crashing into the planets surface, specifically the section that looks like its been completely destroyed.

What was most likely a green and habitable land was now molten rock, slag and ash. Posionous fumes and toxix gas dominated the local atmosphere and the scattered remains of settlements can be seen all around in the distance.

>Deep within you feel a cold hand wrap around your heart.

No time to think about the damage to this world. You need to eliminate the target as soon as possible, without the titan the navy will flee at the prospect of fighting a titan.

You just hope you can reach the crazy bastard in time to stop any more innocent deaths.

>You arrive in the burning ruin of a city the rogue titan in the center another destroyed titan mostly melted at the rogue's feet.

The target is a huge ugly machine. A round jutting head that comes out of the chest, with huge oversized arms and round clumn like legs.

its grey-black armor has numerous kill markings etched across it. Each is a skyscrapper. A symbol for cities destroyed due to bombarment.

Sick bastard.

"Oh. Here to avenge your king? Another poor scion of Yarros to die by my hand? You have no chance child, if you surrender noe I may allow you to live, only I shall still exterminate this worthless world of course. Can't let anyone think I'm going soft now."

Your blood boils. The heat from before burns the inside of your head. Algol anger manifests in deep mechanical rumblins that shakes the earth and kicks up a storm of ash and fire. Great heaps of ash swirl around Algol, seeming to wreath him in a cloak of black.

"Under the authority of the emperor, you have violated the edict, committed crimes against all of mankind, and abused your power without remorse. Your death warrant is signed, and I am your executioner."

The ugly titan rumbles with distorted laughter.

"You think you can kill me? Try fool!"

The insane pilot offers no more banter and opens up on you with his weapons.

>Roll 5d20+3 Bo2 beat my rolls remember this guy rolls Bo3 for shooting so he's gonna roll 3 times
>>
Rolled 20, 8, 9, 9, 11 + 2 = 59 (5d20 + 2)

>>2479052
second
>>
Rolled 2, 2, 11, 14, 5 + 2 = 36 (5d20 + 2)

>>2479053
One last time
>>
Rolled 13, 5, 6, 9, 13 + 3 = 49 (5d20 + 3)

>>2479052
damn. 2 20's.
>>
Rolled 7, 12, 7, 5, 6 + 3 = 40 (5d20 + 3)

>>2479052
>>
Rolled 2, 7, 7, 15, 17 + 3 = 51 (5d20 + 3)

>>2479052
>>
Rolled 4, 12, 16, 10, 3 + 3 = 48 (5d20 + 3)

>>2479052
>>
>>2479076
>2, 7, 7,
owo for soem reason I thought this was on hitarus
>>
Rolled 5, 4, 5, 5, 3, 1, 3, 1, 2, 6, 2, 3 + 3 = 43 (12d6 + 3)

>>2479067
>>2479072
>>2479076
With these rolls you take everything else, but luckily avoid the fusion lance.

>Rolling for damage you take I'm ginna just roll all the 6s as once
3d6+3x2, 3d6+3, 3d6x2, 3d6
>>
oops. forgot it was Bo2

bad guy: 22, 10, 22, 16, 13
us: 16, 15, 10, 12, 16

ouch. he's got 2 crits on us and a normal hit. this is gonna hurt.
>>
>>2479093
Crits also count as double successes
>>
oof. this is gonna hurt.
>>
>>2479088
>but luckily avoid the fusion lance
Fuck I hope we can still pulll it out of the bag
>>
>>2479088
17x2+12+6x2+11=69-5-5
>150-59=91HP

Wallers opens up with all of his ranged weapons, and at right moment he fires just as you move. But you are fast, fast enough to avoid that long barreled rifle like weapon. The lance of energy it releases emits a light so intense it destroys all shadow and darkness in the area. Its like someone decided to shove the sun into your face.

The damage is severe when it finally registers, all of your extra armor has been expended.

But you can still fight and your moving at a breakneck pace now. Strafing the psychotic pilot.

what do you do?

>return fire with everything you got

>Deny him his ranged weapons close in on the kill

>Punch to end all punches (strength attack)

>Steal that huge gun (strength attack)
>>
>>2479120
>Deny him his ranged weapons close in on the kill
No more dakka for you boi. Can we get off a shot with the ice blaster, close the distance and cut off one of his arms with the Durendal?
>>
>>2479127
Not before he fires at you again. You either close the distance and start melee combat right now or take the shot and dodge the counter fire then move in.

This bastard is a good shot, and he will be trying to unload as best as he can.
>>
>>2479131
ok. voting for making him a cripple and keep close to him.
>>
>>2479120
>Deny him his ranged weapons close in on the kill
>>
Rolled 1, 9 + 2 = 12 (2d20 + 2)

>>2479127
>>2479139
Accepted

>Roll 1d20+2 for melee Bo2 beat the other guys rolls Bo2
>>
Rolled 18 + 2 (1d20 + 2)

>>2479174
Why a +2 or d20?
>>
Rolled 15 + 2 (1d20 + 2)

>>2479174
>>
>>2479177
what do you mean? All the combat in this quest are d20 rolls

If you're asking about his +2 he has heavy shields which boost his defense by +2

If you're asking about your roll it's a +2 because of your super soldier trait.
>>
Rolled 17 + 2 (1d20 + 2)

>>2479193
Shouldn't Titan Melee checks also be Bo3 from Algol's Unrelenting Might?
>>
>>2479201
ah yes, I skimmed it and only noticed the strength part. My apologies.

If you haven't been on this quest before, I can be very scatter brained at times.
>>
>>2479204
No worries. You've been doing good work.
>>
Rolled 8, 10 = 18 (2d20)

>>2479177
>>2479183
>>2479229
You beat all enemy rolls handilly, and get a second hit on top because of his nat 1.

>roll 1d20+2 Bo3 again beat his defense roll which for this attack is just a 1d20 Bo2
>>
Rolled 2 + 2 (1d20 + 2)

>>2479237
>>
Rolled 7 + 2 (1d20 + 2)

>>2479237
>>
samefagging allowed for votes.
>>
Rolled 13 + 2 (1d20 + 2)

>>2479237
>>
Rolled 6 + 2 (1d20 + 2)

>>
>>2479283
You hit again

Now roll 2 seperate 2d10+7 rolls Bo2 for both
>>
Rolled 16, 15 + 7 = 38 (2d20 + 7)

>>2479306
>>
Rolled 20, 18 + 7 = 45 (2d20 + 7)

>>2479306
>>
Rolled 1, 9 + 7 = 17 (2d20 + 7)

>>2479306
>>
Rolled 17 (1d20)

>>2479332
>20+18+7+7=52
>125-52=73 HP
The bad guy is bloodied

>updating

No time. No time! Must move! Dash! Kill!

Algol's monstrous strides and the roar of your thrusters propels you with such speed you outrun the sound of you own earthshattering footsteps.

Before bastard can fire again you lunge and pierce him with Durendal, the powered edge penetrating the heavy armor with ease. The force of your charge is too much for Wallers to stand his ground.

He stumbles backwards, barely staying upright. With his back bent and arms flailing, none of his weapons can hit you.

You follow up your lunging stab with a cruel horizontal slash that opens the enemy titan even more, gouts of lightning and shards of superheated metal explode from the gouges you create.

"You swine! You will pay for this!"

The bastard rapidly backpedals in hopes of creating distance. If he gets the chance he can hit you with another barrage.

>Roll 1d20+2 Bo2 to close distance beat his roll. 1d20
>>
Rolled 11 + 2 (1d20 + 2)

>>2479411
>>
Rolled 4 + 2 (1d20 + 2)

>>2479411
>>
Rolled 15 + 2 (1d20 + 2)

>>2479411
Swoosh
>>
Rolled 11, 11, 19, 2, 17 + 2 = 62 (5d20 + 2)

>>2479461
>>2479465
He creates enough distance to fire his guns.

>roll 5d20+3 Bo2 and beat his rolls which are 5d20+2 Bo3
>>
Rolled 18, 14, 17, 5, 17, 6, 10, 2, 15, 2 + 2 = 108 (10d20 + 2)

>>2479479
for the second and third as a 10d20+2 roll
>>
Rolled 4, 12, 9, 17, 6 + 3 = 51 (5d20 + 3)

>>2479479
>>
Rolled 11, 17, 3, 7, 7 + 3 = 48 (5d20 + 3)

>>2479479
>>
>>2479479
>>2479483
So 20, 16, 21, 17 and 19 to avoid being hit and our bests are 14, 20, 12, 20 and 10
>>
Rolled 2, 1, 4, 2, 2, 3 + 2 = 16 (6d6 + 2)

>>2479484
>>2479491
Bad guy
>20 non crit,16,21,7,19
you
>14,20,12,20,10

You take 3d6+2, 3d6, and 3d10+5

i'm starting with the 3d6 damage as 6d6+2
>>
Rolled 4, 6, 1 + 5 = 16 (3d10 + 5)

>>2479510
now the 3d10+5
>>
>>2479510
Don't forget to subtract damage from the plating.
>>
>>2479510
>>2479512
>9+7+16-5=27
91-27=64

Also make a strength roll beat a dc 12 Bo2
>>
Rolled 1 + 4 (1d20 + 4)

>>2479516
>>
Rolled 20 + 4 (1d20 + 4)

>>2479519
Fuck
>>
>>2479520
Yes! I knew this was going to happen!

This fucking dice is just ramping up the drama I tell you!
>>
>>2479520
>>2479519
>>2479516
HAHAHAHAHAHA!
>>
>>2479520
But yeah you pass with the crit.

>update

You try to accelerate to keep within Wallers guard, but you transfered all of your momentum into him. Even with all your strength your charge ironically allows him to retreat far enough to shoot you.

Another hell of light comes at you, but this time you are prepared. Despite his skill the attack is much less successful. You are damaged but not lethally.

You vaguely notice that his shock cannons electrically charged shots are mucking about with your systems, but you don't let up. Algol's systems are too strong to lock up when he's on the move.

You continue your headlong charge at Waller, the red mist getting denser behind your eyes.

what do you do?

>shoot

>Melee

>Paaaawnch

>Steal fancy gun
>>
File: Punch-Anime.gif (223 KB, 320x232)
223 KB
223 KB GIF
>>2479542
>Paaaawnch
Wham bam shang a lang!
>>
>>2479564
anyone else want to vote? Because if not I'll go with this.
>>
Rolled 8, 5 = 13 (2d20)

>>2479564
>punch

Roll 1d20+4 Bo3 beat his rolls. 1d20 Bo2
>>
Rolled 8 + 4 (1d20 + 4)

>>2479620
>>
Rolled 9 + 4 (1d20 + 4)

>>2479620
How many times can we punch him?
>>
Rolled 6 + 4 (1d20 + 4)

>>2479620
>>
>>2479638
It's one big ass punch or if you want to for flavor many heavy punches. The damage will be the same just it changes the update.

>huge punch
or
>beat down
>>
>>2479648
beat down
>>
>>2479648
>beat down
>>
>>2479654
>>2479659
Beat down it is

Roll 2d20+4
>>
Rolled 16, 5 + 4 = 25 (2d20 + 4)

>>2479672
>>
Rolled 1, 4 + 4 = 9 (2d20 + 4)

>>2479672
>>
>>2479685
>25 damage
>73-25=48HP

>Waller is knocked down

>update

No time. No time. You have to get close and kill this bastard.

You charge once more, dodging another energy weapon assault. When you get with in range your attack is not with your sword.

You momentarily reverse your grip on the sword, letting the blade drag across the gound and punch.

Your punches are slow, but soon there frequency increases. One, three, sevem, twelve. Your rain of armor pulping strikes whips the titans ugly jutting head back an forth like a slender tree in a hurricane. The breeze coming off Algol's knuckles causes a dust storm to kick up, but you don't stop until you knock him over.

Waller slides across the ground, unable to attack or react.

Now is your chance.

what do you do?

>Unload. Everything.

>hack him to pieces

>continue this pummeling on the ground
>>
>>2479723
>hack him to pieces
>>
>>2479723
>continue this pummeling on the ground
ORA!
>>
>hack him to pieces
>>
Rolled 7, 15 = 22 (2d20)

>>2479725
>>2479732
You attack with your sword again

>roll 1d20+2 Bo3 beat this roll 1d20 Bo2
>>
Rolled 2 (1d20)

>>2479755
>>
Rolled 13 + 2 (1d20 + 2)

>>2479755
>>
Rolled 3 + 2 (1d20 + 2)

>>2479755
Wish we kept punching
>>
>>2479760
>>2479779
>>2479784
Hmmmmm. Its a tie. But he's on the ground and you have the higher bonus.

I will give you this one if only barely. If a tie should happen the victor is whoever has the higher bonus. If the bonus is the same then defender wins by default.

roll damage 3d10+7 re-roll damage you didn't use your sword last round because you strength attacked so the sword got a little boost.
>>
Rolled 9, 9, 9 + 7 = 34 (3d10 + 7)

>>2479795
>>
Rolled 7, 6, 10 + 7 = 30 (3d10 + 7)

>>2479795
>>
>>2479829
nice
>>
Rolled 19, 8, 6 = 33 (3d20)

>>2479829
>>2479830
>9+9+10+7=35
>48-35=13HP

You don't allow Waller even a second to recover, you on him with Durendal before he can even stop skidding. The warm up period for Durendal is over as well, the blade is glowing with raw power. You hack at him with the energised blade, carving letahl rents into Waller's titan.

But it isn't enough he yet lives and before you can finish him he swings his gun at you. You dodge the blunt strike but his intent wasn't to hit you, it was to line up a shot.

The barrel of his long barreled weapons partially overwhelms Algol's sensors

Dodge the final attack
>roll 1d20+3 Bo2 against his 1d20 Bo3
>>
Rolled 7 + 3 (1d20 + 3)

>>2479853
>>
Rolled 11 + 3 (1d20 + 3)

>>2479853
Dodge!?
>>
Rolled 8, 8, 3 + 5 = 24 (3d10 + 5)

>>2479877
>>2479882
You eat one to the face.

Rolling damage
3d10+5
>>
>>2479888
>64-24=40HP

And you take it right to the head. The ray of bruning light damn near takes off Algol's head but it remains intact.

>You take a -1 to all rolls due to damage to visual systems.

What do you do

>shoot

>melee

>strength (choose what kind)
>>
I'm turning in for the night. See you anons around 6PM EST tomorrow.

Vote in the meantime
>>
>>2479896
Shoot everything
>>
>>2479896
shoot
>>
>>2479896
>Shoot
I like that. A blind, almost headless titan, firing everything in wild abandon
What a sight that must be
>>
>>2480143
When we defeat him I want to pry out his control box thing from the titan and find some fuck that can watch it for us. I have plans for him but only if he's still alive.

Then. I want to fly up into space and intimidate all the ships of House Waller to surrender or we will find a legal way to being ruination to their home world.

Actually, because they broke the edict, does that mean their house and any titan they might have is up for fair game? Because if that is the case then I want in on the action. Are there anymore active titans from house Waller planetside?
>>
>>2480335
>intimidate the fleet
If you defeat Waller the fleet will retreat automatically. Anyone who can defeat their king is too much to handle in their minds.

>more Waller titans
Nope. the Waller family had 3 originally but two were defeated and taken by house Yarros as part of the duels.

>ruination of the Waller homeworld
Not in your hands. Your responding to a bounty to help house Yarros, but the Imperial authorities legally give you the right to beat Wallers ass and kill him. Once this crisis is over some Imperial titans are gonna show up and dissovle house Waller. And by Dissolve I mean its gonna be like the open scene to Bardock father of goku where the giant apes destroy the planet.
>>
>>2479896
>Melee

Strip him of his Titan with the uttermost violence!
For we are Argol, the Devil Star!
>>
>>2480363
I'll back this
>>
>>2479896
>>shoot
Giv' em the dakka
>>
Rolled 17, 13, 13, 14, 6 = 63 (5d20)

>>2479932
>>2479978
>>2480143
>>2480629
Payback time with some heavy artillery

>roll 5d20+1 for your guns I'll roll defense for Wallers
>>
File: dakka city.png (1.21 MB, 1280x668)
1.21 MB
1.21 MB PNG
Rolled 20, 2, 3, 2, 13 + 1 = 41 (5d20 + 1)

>>2481067
Any chance we can get our shoulders to look like this?
>>
Rolled 8, 4, 16, 7, 20 = 55 (5d20)

>>2481067
Remember Bo3 for you Bo2 for wallers
>>
Rolled 5, 8, 3, 9, 1 + 1 = 27 (5d20 + 1)

>>2481067
>>
Rolled 14, 14, 5, 12, 8 + 1 = 54 (5d20 + 1)

>>2481067
>5d20+1
>>
Rolled 8, 1, 16, 20, 3 + 1 = 49 (5d20 + 1)

>>2481067
pew

>>2481070
>20
that'll do it.
>>
>>2481104
You took a -1 due to taking that suprise fusion ray to the face earlier.
>>
>>2481108
is he downed yet?
>>
>>2481067
>>2481071
Best rolls for wallers is
17,13,16,14,20
>>2481070
>>2481093
>>2481104
best rolls for you were
>20,15,6,13,14
but you also got a nat one and wallers also got a nat 20

>nat 20 battle
you have the higher bonus, I stated before equivalent rolls favor the one with the higher bonus. You get both successes, but no crit damage

>nat 1
Instead of 2 successes its one

>results
You get two attacks out
1 attack with a railgun and 1 with the heavy auto cannon

roll 3d10+3 (because of charge) with re-roll and a basic 3d6
>>
Rolled 10, 10, 4 + 3 = 27 (3d10 + 3)

>>2481119
>>
>>2481121
just with that
>27 damage
> wallers health 13-27=-14
>a railgun slug right through the cokmand chamber
>he ded as fuck boi
>>
Rolled 5, 4, 7 + 3 = 19 (3d10 + 3)

>>2481119
Bo2 railgun dmg?
>>
Rolled 2, 4, 3 + 3 = 12 (3d10 + 3)

>>2481119
>>
Rolled 6, 6, 3 = 15 (3d6)

>>2481123
>>
>>2481123
On instinct you punch the fusion weapon away and grab Wallers titan by the shoulders.

He attempts to kick you away with both legs, hoping to stike you hard enough to escape and create distance.

Algol's grip is unbreakable however and you pull the titan forward. With herculean effort Algol shoulder checks the enemy titan then fires the railgun, whose battery has been primed since you first charged in.

The clap of thunderevacuates all the ash and dust around as the hypersonic slug, impales Iron Glory right throigh its chest right beneath its jutting head.

The light dies from its misshapen eyes before it collapses into a limp pile of mettalic limbs.

You pass out from within Algol.

>congratulations you defeated Roman Wallers and saved the planet from genocide
>you are rewarded 15 credits and all the weapons and equipment on the titan Iron Glory

Weapons
>2x combustion rays (3d6+3 energy damage shoulder mounted weapons, armor piercing)
>2x shock cannons (3d6, paralyzing charge)
>1x fusion lance (???)

Equipment
>1x heavy armor (+25HP)
>1x heavy shield (+2 to defense rolls)
>1x force shield (+4 to escape grappling rolls)
>1x magnetic mitts (titan can recall attuned weapon to hands)

>When you wake up, the enemy fleet is gone and you return to your vessel to rest and allow Algol to repair.
>>
>>2481159
Was kind of hoping we could personally punch the King, but this is fine. can we get a look at the fusion lance?
>>
Between nearly dieing and having to climb out of Algol. you feel like hammered shit.

But at the very least you collected all the gear that mad bastard had and saved the planet. The cash bonus was also nice.

But all things considered it won't take long for Algol to heal, and there are plenty of other jobs to take. Hopefull you won't get rocked so hard this time around.

What do you do?

>find work?

Kaiju hunting

>A kaiju has been besieging a planet for weeks. They need someone to kill it before it causes any more devestation. Payment: 30 credits (mediocre loot)

>A Beta class titan has appeared and a troop of hunters is being assembled. They need another hand to take this one on. Payment: 30 (superior loot)

Mercenary work (Rickert in armor)

>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)

>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)

or

>Go to the artisans (buy equipment/weapons, commission gear)

>Go to Polaris (indicate which level you want to visit)

>Hang out with friends/contacts

> "Flashback"
>>
>>2481170
Sure

>Fusion Lance
3d10+5 energy damage, two handed, charge attack, armor piercing. Piercing shot

Piercing shot- Shot can penetrate a target and hit another. When firing a weapon with this trait roll for up to 3 targets.
>>
>>2481176
Rickert is technically an Artisan, but he would still have to hire another artisan to make something out of the Kaiju parts, yes?
>>
>>2481206
The problen is ultimately not ability but time, Rickert would have to spend all the time he has between matches to work on artisan stuff. He can outsource the work for the time being, but when the round ends and there is plenty of free time before the second round Rickert can begin working on his own construction projects.
>>
>>2481176
>A kaiju has been besieging a planet for weeks. They need someone to kill it before it causes any more devestation. Payment: 30 credits (mediocre loot)

I think killing this and then visiting the artisan would fit Rickert's personality best.
>>
>>2481176
>>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
>>
New Loadout for the Beta Kaiju:
>Shoulders: 2x combustion rays
>Torso: 2x shock cannons (is this the right place?)
>Arms: Ice blaster
>Holster: Fusion Lance
>Equipment: Heavy Thrusters, Heavy Duty Capacitors, Massive reactor core, >Nano Forged Adamantium plate
My plan is to attack the thing from a distance first with the Ice Blaster to debuff it, then with fire with the Fusion Lance.

>>2481189
I'm voting for the Beta Class Kaiju. Superior loot sounds better than none. Plus there will be three titans against this thing.
>>
>>2481176
>beta class titan
I made this mistake before but it should be

>A Beta class kaiju has appeared and a troop of hunters is being assembled. They need another hand to take this one on. Payment: 30 (superior loot)
>>
I'm down for either the
>A Beta class kaiju has appeared and a troop of hunters is being assembled. They need another hand to take this one on. Payment: 30 (superior loot)
or the
>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
but I'll stick with the beta kaiju first. if the homage mission gets another vote then I'll vote for that.
>>
Rolled 1 (1d3)

>>2481233
>>2481236
>>2481239
Roll off 1d3
1=kaiju besieging planet
2=assassinating imperial dissent
3=beta class kaiju hunt
>>
>>2481292
booooooo.
RIP no Superior loot from the Beta class kaiju
>>
>>2481299
We would be splitting the loot on the Beta anyways.
>>
>>2481311
but it would be beta loot for our soon to be beta titan.
>>
File: motherfucking gamera.jpg (1.19 MB, 800x1200)
1.19 MB
1.19 MB JPG
>>2481292
>you accept the mission to kill a kaiju that's been raising hell for some time now.

Beta class is nothing to take lightly, but looking at whose on the case right now from your screen, mostly some high end delta class titans you don't think they will need your help.

The Kaiju assaulting a planet however is troubling especially since no one has responded. You decide that you should lend your experience and strike down the beast before it causes any more damage.

>you go to the star system where the kaiju is currently rampaging

>Kaiju profile based on confirmed reports
>pic related

Class: Delta

Weapons
>2x kaiju claws (1d8+2 melee damage)
>1x Kaiju fangs (2d8+2 melee damage)
>1x plasma blaster breath (2d10+3 energy damage, re-roll damage, unique)
>Plasma flame breath (3d6+2 energy damage)

Equipment
>kaiju mega shell (+50HP)
>fusion organ (+4 energy damage)
>????
>????
>>
>>2481330
>choose your loadout

Armament (6 slots)+holster (current)

2 shoulder:

2 torso:

2 arm:

1 Holster:

Equipment (4 slots) (current)

1.

2.

3.

4.

Weapons
>Fusion Lance (3d10+5 energy damage, two handed, charge attack, armor piercing. Piercing shot)
>Mastercrafted Laser blaster (5d6+2 energy weapon, two handed, upgradeable)
>Durendal (2d10+3 melee damage, two handed, re-roll damage, armor piercing, upgradeable)
>Rocket Hammer (2d8+3 melee damage, two handed re-roll damage, upgradeable)
>Railgun (2d10+3 ballistic damage, re-roll damage, charge attack, shoulder mounted)
>Titan double barrel scatter cannon (2x3d6 ballistic damage, two-handed, double barreled)
>Ice blaster (4d6 energy damage, two handed, freezing blast)
2x combustion rays (3d6+3 energy damage shoulder mounted weapons, armor piercing)
>2x shock cannons (3d6, paralyzing charge)
> 2x Plasma mortar (3d6+2 energy weapon, torso mounted)
>2x Long barrel laser cannon (1d10+2 energy weapon, shoulder mounted)
>1x Heavy Autocannon (3d6 ballistic damage shoulder mounted)

Equipment
>Nano Forged Adamantium plate (+5 universal damage resistance
>Heavy Duty Capacitors (+2 damage for energy weapons)
>Heavy Thrusters (fast movement, and jumps possible)
> Super Heavy armor (+50hp)
>2xHeavy shield (+2 to defense rolls)
>Massive reactor core (Bo2 for energy damage, stacks with heavy duty energy capacitors)
>Heavy armor (+25HP)
>force shield (+4 to escape grappling rolls)
>magnetic mitts (titan can recall attuned weapon to hands)
>>
>>2481342
Shoulders:
>Heavy Autocannon
>Railgun
Torso:
>Plasma Mortar x2
Arm:
>Rocket Hammer
Holster:
>Laser Blaster
Equipment:
>Super Heavy Armor
>Nano Forged Adamantium Place
>Heavy Thrusters
>Magnetic Mitts

ITS HAMMER TIME
>>
>>2481352
Durendal (2d10+3, armor piercing) is better than the Rocket Hammer (2d8+3)

A Combustion Ray (3d6+3 armor piercing) is better than the Heavy Autocannon (3d6)

Magnetic Mitts will only be useful if we get disarmed.
>>
>>2481363
You can actually use it throw your weapon and retrieve it on your next turn.
>>
>>2481363
I'll go with this
>>
>>2481363
Hammers are a bit more effective against a turtle's shell, but dice-wise I can see where you are coming from. I was more going for the magnetic mitts with >>2481367 in mind, we like leaving our weapon behind and going in for fisticuffs a fair amount, and they would help us a lot with that.

No reason not to include the combustion ray, so I'll go ahead and make that change.
>>
>>2481342
I'm sticking to my heavy laser loadout >>2481239

>>2481352
The Durendal and Lance deal more damage compared to their others.
>>
>>2481367
Won't argue on the Magnetic Mitts then.
>>
>>2481363
>>2481370
>>2481378

so let me get this straight for you 3 the loadout is this

Shoulders:
>Combustion ray
>Railgun
Torso:
>Plasma Mortar x2
Arm:
>Durendal
Holster:
>Laser Blaster
Equipment:
>Super Heavy Armor
>Nano Forged Adamantium Place
>Heavy Thrusters
>Magnetic Mitts

If this then we can move on
>>
>>2481422
looks good.

Do we know what the upgrade paths for Durendal, the Hammer and the Lance are?
>>
>>2481422
can we swap out the Plasma Mortars with the Shock Cannons?
>>
>>2481427
Doesn't look like those are torso mounted
>>
>>2481433
They are torso mounted. I realise I didn't list it. The shock cannons are torso mounted you can replace the plasma mortars with the shock cannons.

>>2481426
Upgrade paths

Actually if you kill this kaiju you have some interesting upgrades you can make.

>You can fuse the thunder tail blade with Durendal.

>You can use the thunder claws to upgrade Algol's fists

>you can use the thunder spikes and thunder cannon organ to upgrade your hammer

>You can use the fusion organ to make a +4 energy damage equipment or upgrade the fusion ray or laser blaster

>You can use the kaiju mega sheel to make a +100 armor equipment if you combine it with the super heavy armor

>you can create a health regen equipment from the lightning kaiju organ

>You can make a stealth equipment with the static shield organ

>you can make a sensor scrambling equipment with the sensor scrambling organ

>the ??? may interest you after this
>>
>>2481422
Yes that looks reasonable.
>>
>>2481465
I like the damage of the mortars, so I'll vote to keep them.

Would love to kebab the turtle with Durendal, then make a joke about how we like our meat cooked before immolating the thing.
>>
>>2481422
this but
>shock cannons
instead of plasma mortars

okay let's do this

>writing update
>>
>>2481465
yep. swap the plasma mortars for the shock cannons.

>>2481474
Don't forget that the shock cannons offer a debuff if you fail the DC to resists. it's the trade off for slightly less damage.
>>
>>2481482
less damager?
The shock cannons are also 3d6 and the plasma mortars don't have an inherent + to damage or anything
>>
>>2481487
oh, wait really? I got a little confused when I saw the +2 for the Plasma Mortars in the OP
>>
>>2481487
Wait what does the +2 to plasma mortars mean then
>>
>>2481497
ah shit, I fucked that up didn't I?
>looks at previous posts from previous threads
Yup I fucked up. I have no idea why i put a +2 there.

Must have been accounting for the capacitor boost or something.
>>
Before I go and do anything else is there any qeustions before I write the update and start the hunt?
>>
>>2481510
How exactly does stealth work with fuckhuge mechs? How tall are they exactly? There have been some funky numbers thrown around and I'm trying to get a scale for these things.
>>
>>2481519
>stealth
Stealth in this case is cloaking, the kaiju you killed earlier could cloak in order to hide itself. These things are huge but all you need is to prevent your enemies ability to identify you, right before you attack with a bonus.

>scale of titans

XBOX HEUG

delta class are usually .75 miles tall to 1.5 miles tall

Beta class are 3 to 5 miles tall

Alpha class are in excess of 10 miles in height.

You are quite literally a walking mountain of metal weighing millions upon millions of tons.

These babies can besiege entire planets and wipe out world populations with enough time.

This is why the edict is such serious business.
>>
anything else. Is the load fine? Did I end up making another fuck up somewhere with stats?

Just want to clear the air before moving on.
>>
>>2481568
Seems good
>>
>>2481568
it's fine for now I guess.
>>
In orbit around the planet you can already tell that the beast has spent its sweet time tormenting the place.

Using the camera systems and observaton tech you have, the ruination visited on numerous cities can be picked up from high orbit.

Entire cities burnt to slag, and continents laid to waste. The world's upper atmosphere is plagued with drifts of ash that seem to be strangling the entire planet, covering it in a thick uniform blanket of grey.

Ugh. Whatever madman made these things deserved to burn in hell, and you intend to send this beast to meet its maker there in the fiery pit.

Once you are done arming Algol you approach one of the (relatively intact cities). You crash into the planet and cause a small earth quake, but to be honest you doubt this does much more than ruffle the ash on the ground.

These people most likely are starving waiting for evacuation in their remaining cities. The beast of course has been chasing the human population across the planet, feeding on radiation and radioactive materials from what you've read in the dossier.

Whether the creature's aggressive behavior is due to malice or instinct it's hard to tell, but you're here to plant Algol's cloven metal foot up it's ass.

>you arrive close enough to the city to be told that the beast is coming.

"Thank god you're here pilot, that thing is coming around again, its been burning and melting everything in its path, and our defenses won't hold put against it any longer. It's been destroying our few remaining power supplies and plants to feed itself. The repurposed planetary defense guns we use to fend if off don't have the power to fire anymore. Please kill it because if you don't..... we won't have much choice but to enact out last resort. If that thing breaks in, we refuse to die slowly burning and melting for hours."

You don't respond , but instead you turn toward the indicated direction of the beast.

You move away from the city. You don't want it it get caught in the crossfire.

You're far enough out now, but the beast from your orbital perch is indicated as being rather lethargic and moving slowly toward you. Must be conserving energy.

This gives you an idea

what do you do to prepare for the kaiju?

>make a pitfall trap to momentarily stop the creature

>dig a hole and hide with dirt on top of you. wait for it to approach and ambush it.

>don't make a trap, actively seek it out and take the initiative
>>
>>2481634
>>don't make a trap, actively seek it out and take the initiative
Don't let it dictate the terms
>>
>>2481634
>make a pitfall trap to momentarily stop the creature
>>
>>2481634
>don't make a trap, actively seek it out and take the initiative
>>
>>2481634
Scratch that. Let's go find it and flip it onto it's back.
>>
Rolled 12 (1d20)

>>2481640
>>2481649
>>2481657
>aggressive approach

No point in waiting for the beast. The creature may not even take a straight path to the city, and therefore ruin any trap you waste time on making.

You throttle your thrusters and begin sprinting toward the beasts location.

Dashing across the ash dunes you see the creature's outline in the distance, some reptillian shape that resembles a mountain sized turtle.

Getting closer to the creature you don't notice it speeding up or changing direction. In fact it seems to stop moving.

Flooping onto the ground the turtle beast retracts into its shell.

Just as you get into range with your guns, it suddenly charges from within its shell. Jets of plasma blazing from the openings in the shell.

https://www.youtube.com/watch?v=j51XdsXGjFQ

Roll 1d20 for initiative
I'm rolling for the kaiju
>>
Rolled 14 (1d20)

>>2481681
Let the battle begin!
>>
Rolled 6 (1d20)

>>2481681
>>
>>2481683
> 14>12 You attack first

what do you do?

>fire your ranged weapons

>attack with Durendal

> Throw Durendal at the beast tip first (strength)

>Stop the beasts movement by grabbing its shell (strength)
>>
>>2481698
>> Throw Durendal at the beast tip first (strength)
Can we skewer it into the ground?
>>
>>2481698
>>attack with Durendal
>>
>>2481702
If you succeed with the throw the sword will lodge itself and start doing bleed damage to the kaiju, if you crit succeed I'd say you would pin it.
>>
>>2481718
>attack with Durendal.
>>
Rolled 15, 15 = 30 (2d20)

>>2481724
>>2481718

attacking with Durendal

>roll 1d20+2 Bo3 vs 1d20 Bo2
>>
Rolled 7 + 2 (1d20 + 2)

>>2481758
Is this a ranged, melee or strength test?
>>
Rolled 18 (1d20)

>>2481758
>>
>>2481763
Melee
>>
Rolled 20 + 2 (1d20 + 2)

>>2481791
Then wouldn't it be +4?
>>
>>2481795
nice roll.
can we uhhh, switch to throwing durendal?
>>
>>2481799
I thought throwing was what we were doing.
>>
>>2481809
Nah we're slicing.
>>
>>2481817
Well if you guys couldn't have guessed from my query I'm voting for throw. For whatever that's worth.
>>
>>2481795
>crit
>roll 2d10+7 re-roll damage

>>2481799
sorry but no, but this is pretty good regardless
>>
Rolled 8, 3 + 7 = 18 (2d10 + 7)

>>2481835
>>
Rolled 2, 10 + 7 = 19 (2d10 + 7)

>>2481835
>>
>>2481840
38 dmg. Not bad.
>>
>>2481844
err, shouldn't it be 25 with 7+8+10?
>>
Rolled 20, 17 = 37 (2d20)

>>2481838
>>2481840
>8+10+7=25HP
>25x2=50HP

>150-50=100HP

The kaiju gets thrown badly. You get a followup attack

>roll 1d20+2 Bo3 against the kaiju's 1d20 Bo2
>>
Rolled 11 + 2 (1d20 + 2)

>>2481852
don't think we got a shot at beating that.
>>
Rolled 4 + 2 (1d20 + 2)

>>2481852
>>
Rolled 8 + 2 (1d20 + 2)

>>2481852
If we tie we win.
>>
Rolled 1 + 2 (1d20 + 2)

>>2481852
Well shut. How are we gonna beat a bat 20?
>>
>>2481866
well, for one we're glad that's the 4th roll, and two, it looks like we ain't.
>>
Its kinda funny that we got an extra attack from a Crit but the turtle perfect dodged the follow up.
>>
>>2481857
>>2481863
>>2481864

The spinning shell tears towards you at near hypersonic speed. The cone of air around it and the halo of plasma shooting out of the holes in the shell, gets dangerously close to hitting you.

Taking your sword you counter charge the kaiju jumping into the air assisted by your prodigous jumping power and thrusters. Taking aim you Strike it right before it can slam into you with a massive overhead slash.

The creature is stopped dead and it falls to the earth with its limbs once more outside the shell.

Before you can capitalize on your attack, the creature 's belly opens up.

The light of a sun blazes from below you.

>roll 1d20+1 Bo2 beat 1d20 Bo2 or take 5d10+10 energy damage
>>
Rolled 17, 3 = 20 (2d20)

>>2481909
kaiju attack
>>
Rolled 6 + 1 (1d20 + 1)

>>2481909
>>
Rolled 6 + 2 (1d20 + 2)

>>2481909
>>
Rolled 6 + 1 (1d20 + 1)

>>2481909
>>
>>2481909
>>2481912
>>2481913
>>2481917
Thanks Satan!
>>
Rolled 1 + 1 (1d20 + 1)

>>2481909
Oh shoot
>>
Rolled 7, 8, 8, 8, 3 + 10 = 44 (5d10 + 10)

rolling damage

>>2481912
>>2481913
>>2481917
hmmm. The number of the beast. Quite fitting.
Remember kids deamons are bad news so alert your local commissar to any nearby cultists.
>>
Technically it is divine because of those +1s.
>>
>>2481924
>666
This gon be gooooood

>>2481925
666. 777. either one is fine.
>>
>>2481925
you could say we were unfortunately fortunate
>>
>>2481924
39 damage.

>>2481928
We are the Devil Star so God must not like us.
>>
>>2481924
>44-5 damage
>150-39=111HP

You take durendal and use the flat of the massive sword to try and block the attack,

The blast of nova-like magnitude strikes Algol enough that you are propelled upward.

Despite this you hold, by god you hold like a champ. The blast damages you but to be honest it feels like a love tap compared to what Wallers did no more than maybe five days ago.

The fiery attack finally fades and the beast now flips back onto its belly before standing up.

"Alright asshole if that's your best shot than I think I'm gonna have some fun turning you into kaiju soup."

what do you do?

>Alpha strike with all your ranged weapons

>Descend and start swinging Durendal

>Do your Vlad Tepes (whoever the hell that is) Impression with Durendal.

>COME ON AND SLAM (pile driver from fucking space)

note: I know who Vlad Tepes is but Rickert does not considering he's extremely removed from any relevance in this time period.
>>
>>2481945
>COME ON AND SLAM (pile driver from fucking space)
https://www.youtube.com/watch?v=s05JXXALMr0
FOR THE EMPEROR!
>>
>>2481945
>Do your Vlad Tepes (whoever the hell that is) Impression with Durendal.
imagine if we had the hammer now fellas.
>>
>>2481945
>COME ON AND SLAM (pile driver from fucking space)
>>
>>2481956
But then we wouldn't be Vlad Tepes
>>
>>2481963
yeah, we'd be like a cooler, bigger version of Reinhardt though, which is arguably cooler
>>
>>2481969
If you had the hammer and threw it you would thor.
>>
>>2481975
also a sick option, let's upgrade the rocket hammer with Kaiju parts to make it better and possibly electrified to really make us Thor.
>>
>>2481975
if we upgrade the hammer with lightning then we could call it tveirmund Mjölnir.
>>
Rolled 9 + 2 (1d20 + 2)

>>2481952
>>2481957
>slamming comming down from orbit.

>roll 1d20+4 B03 vs 1d20+2 Bo2
>>
Rolled 11 + 4 (1d20 + 4)

>>2482014
https://www.youtube.com/watch?v=bU1QPtOZQZU
>>
Rolled 15 + 4 (1d20 + 4)

>>2482014
>>
Rolled 12 + 2 (1d20 + 2)

>>2482014
>>
Rolled 8 + 4 (1d20 + 4)

>>2482014
Meteor Drop time.
>>
>>2482018
19>14
You drop like the meteor that killed the dinosaurs (you probably close to around the same weight too)

The overgrown monster movie reject made a grave mistake bringing you up so high. This just means you can fall on him harder.

So you start flaring your thrusters until you can't go any higher. Then you throttle as hard as you can toward the kaiju.

Like an unbelieveably pissed off asteroid about to destroy the planet, you are weathed in the flames of re-entry.

And like an asteroid you drop on top of the kaiju with enough force to cause the land beneath to scatter to the winds.

>roll damage 3d10+4 re-roll damage
>>
Rolled 6, 4, 2 + 4 = 16 (3d10 + 4)

>>2482038
>>
Rolled 3, 6, 6 + 4 = 19 (3d10 + 4)

>>2482038
>>
>>2482041
>>2482045
The Devil is doing Hell damage+4 (22)
>>
>>2482046
BY LUCIFERS TAINTED NUT SACK!
>>
>>2482045
>>2482041
>6+6+6+4=22
>100-22=78

The kaiju takes a decent hit and gets thrown by the impact.

What do you follow up with? also just so you know. Durendal is charged along with your railgun.

>Alpha strike

>Swing that sword

>ORA!

>SMASH!
>>
>>2482054
>>Alpha strike
Pause the melee action for some dakka.
>>
>>2482054
>thrown
>not in-bedded a mile into the planets crust
>Alpha strike
>>
>>2482054
scratch that.
>ORA!
because I really want this thing stuck in the ground.
>>
>>2482058
The turtle bastard dodged just enough to avoid getting his shell cracked open, but since he's being tossed like a dwarf, he's in trouble.

(also it's you players fault for not criting when needed, if you had crit I would have had him in-bedded but you just had to not crit)
For shame anons
>>
Rolled 2 (1d2)

>>2482057
>>2482061
roll off
1d2
1=alpha strike
2=ORA!
>>
Rolled 15 (1d20)

>>2482095
roll 1d20+4 Bo3 beat 1d20 just one
>>
Rolled 11 (1d20)

>>2482095
can I get a shitty jojoke in consolation?
>>2482099
>>
Rolled 3 + 4 (1d20 + 4)

>>2482099
>>
>>2482099
>>2482100
if no one rolls a 12 or higher, it looks like this will end in a tie.
>>
Rolled 13 + 4 (1d20 + 4)

>>2482099
>>
>>2482115
there we go
>>
>>2482115
17>15
you unleash a barrage of powerful punches

roll 4d8+4 re-roll damage
>>
Rolled 2, 1, 6, 3 + 4 = 16 (4d8 + 4)

>>2482121
>>
Rolled 2, 8, 7, 7 + 4 = 28 (4d8 + 4)

>>2482121
>>
Rolled 11, 7 = 18 (2d20)

>>2482127
>28 damage
>78-28=50HP
>Kaiju is nearing its death, its pissed now

Your orbital slam harms the beast. Algol's elbow grazes the piece of shit but still puts cracks in its shell.

With the kaiju sent flying, you don't alow it to escape. This time you follow through on your assault.

You momentarily release Durendal to unleash a massive string of punches on the kaiju. Each punch ripples through the beasts armored flesh, even the armored belly of the beast ripples and cracks under the storm of punches, gouts of blood and fragments of bone belt Algol, but you don't relent until you land a massive right hook into the creaures skull.

Despite the beating the turtle monster doesn't go down, it digs its claws into the earth and its body is wreathed in flame. its clawed hand glowing with raw power.

It lunges.

>roll 1d20+1 Bo2 to dodge beat 1d20 Bo2
>>
Rolled 13 + 1 (1d20 + 1)

>>2482154
>>
Rolled 14 + 1 (1d20 + 1)

>>2482154
>>
>>2482155
>>2482156

It fiery claw is slow, far slower than what you expected. Its wounds must be slowing it down, and using up so much energy will only serve to slow itself even further.

Now its open for a counter.

What do you do?

>point blank this bitch.

>Draw blood with Durendal

>CROSS COUNTER!
>>
>>2482166
>CROSS COUNTER!
https://www.youtube.com/watch?v=ndaP9iieaok
>>
>>2482166
>CROSS COUNTER!
>>
Rolled 10 (1d20)

>>2482177
>>2482168

The kaiju's wide punch leaves a damn big opening. The kind that you know how to exploit.

You step in and heave Algol's left fist into the creature's face.

>roll 1d20+4 Bo3 vs 1d20
>>
>>2482189
dice+1d20+4
We're punching this thing to death. feels good.
>>
Rolled 9 + 4 (1d20 + 4)

>>2482189
oops
>>
Rolled 11 + 4 (1d20 + 4)

>>2482189
>>
Rolled 4 (1d20)

>>2482189
>>
>>2482200
>>2482209
Counter hits

>roll 3d10+4
>>
>>2482225
Bo2 or first?
>>
Rolled 10, 8, 5 + 4 = 27 (3d10 + 4)

>>2482225
>>
>>2482231
>27
>50-27=23HP

The Kaiju is on its last legs that punch staggered the beast just one more good push.

what do you do?

>GUNZ

>SWORD!

>FINISHER!
>>
>FINISHER!
>>
>>2482245
>FINISHER!
Go Kratos on its ass! Gouge out its eyes with Algols thumbs and snap itsneck!
>>
>>2482245
>FINISHER!
>>
>>2482245
>>FINISHER!
>>
Rolled 1 - 2 (1d20 - 2)

>>2482246
>>2482248
>>2482249

Finish it!

>roll 1d20+4 Bo3 vs 1d20-2 (because this turtle is punch drunk)
>>
Rolled 6 + 4 (1d20 + 4)

>>2482254
Hahaha that crit fail!
>>
Rolled 13 + 4 (1d20 + 4)

>>2482254
I rolled over and gave up.
>>
Rolled 2 + 4 (1d20 + 4)

>>2482254
>>
>>2482267
17>1
you beat his roll of a crit fail which means auto double attack

>roll 2 seperate rolls of 2d20+4 re-roll damage
>>
>>2482254
The Turtle needs to knock itself out with that roll.
>>
Rolled 12, 9 + 4 = 25 (2d20 + 4)

>>2482285
>>
Rolled 13, 8 + 4 = 25 (2d20 + 4)

>>2482285
>>
Rolled 16, 18 + 4 = 38 (2d20 + 4)

>>2482285
>>
Rolled 9, 20 + 4 = 33 (2d20 + 4)

>>2482285
>>
File: Beatdown imminent.gif (1.23 MB, 350x199)
1.23 MB
1.23 MB GIF
>>2482293
>>2482300
12+13+4=29
>>2482304
>>2482310
20+18+4=42
42+29=71 damage
23-71=-48 HP
>You completely take this kaiju apart in a fist fight for the ages.

https://www.youtube.com/watch?v=YGCsFwyra-E

Your counter punch breaks the creatures concentration, its fiery claw dissapating as its scaly head whips back.

It involuntarily steps back and that's the last nail in it's oversized coffin.

You follow up your counter with a right hook fast enough that it breaks the speed of sound. The sonic boom pairing upw ith the sound of breaking bones in the Kaiju's abused head.

The beast steps back and you unleash a body blow that snaps the turtle's shell open, expsoing its fiery plasma innards.

The growing flame within flare's in what can only be a suicide attack. You shift the weight in Algol's stance and dash forward body low fist following close behind.

With all the might Algol can muster your body shot pierces the growing ball os plasma and shoots out the back of the kaiju's back. You can see through the beast now.

You step forward and bend at the knee slightly, the beast's chin has lowered already. The uppercut you bring shatters its jaw and sends its fangs flying like shrapnel.

ONCE MORE WITH FEELING!

The creature's body is being driven back, how its standing is a mystery, but you will not allow it to possibly pull a fast one on you. You step forward and loose another jaw busting uppercut, a second almost instantaneous straight crumbles the creature's head a crater forming at the top of its head.

You shoulder tackle the beast sending it's broken body sailing still upright.

ONE LAST PUNCH

The earth beneath Algol explodes, and your thrusters roar with enough force tosend you beyonf the sound barrier once more. You draw your fight back for the grandaddy of all punches.

Night, night monster. The world is happy to go on without you,

Your final punch pulps the head with such force the bone shards go for miles, tiny pebble like fragments floating on the breeze all around. Where the creature's head once was is now completely gone.

Naught but a shredded stump.

Good God you love your job.

>Ding Ding!
>Winner by knockout ALGOL!

>Pilot trait gained
>Pugilist (Bo4 for strength rolls involving striking)
>>
>>2482340
Didn't think it was possible. Cool. Now what to do with the surplus monster teeth. Maybe make a giant necklace?
>>
>>2482340
Right now I want to craft Algol a pair of Rocket powered cestus/gauntlets for Rocket Punches and Hell and Heaven.

https://www.youtube.com/watch?v=VWqkZZ2KpTA
>>
>>2482356
https://youtu.be/20sxmjOzlIU
Rocket propelled punches are the way to go.
>>
>>2482340
>loot gained
>Kaiju parts!

>2x kaiju claws (weapon material)
>1x Kaiju fangs (weapon material)
>1x plasma blaster breath organ (weapon material)
>Plasma flame breath organ (weapon material)

>Kaiju mega shell (equipment material)
>Fusion organ (Equipment material)
>Plasma core (unique weapon/equipment material)
>Massive Kaiju heart (Unique equipment material)
>>
From within your fortress you relax. The fight with the Kaiju was satisfying and the money came through okay. The planet has to be evacuated, but at least the remainder of the population has been spared and can relocated elsewhere.

But you have noticed that your fight with the reptillian beast has not gone unnoticed. Recordings of your confrontation with not only the monster but Waller has also surfaced online. Within the current sector, your recent fights dominate the net for the time being.

The exposure you fell may only bring you unwanted attention, but ultimately it can't be helped. With this line of work, you can't go 5 minutes after doing something moderately impressive with everyone and their brother taking note.

Still no time for daudling there's possibly one more job on the table.

>work

Mercenary work (rickert in armor)

>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)

>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)

or

>Go to the artisans (buy equipment/weapons, commission gear)

>Go to Polaris (indicate which level you want to visit)

>Hang out with friends/contacts

> "Flashback"

That's all tonight won't be back until maybe 9 or 10PM EST tomorrow.

Thanks for playing.
>>
>>2482359
More claws are always welcomed
Fangs could be used for the hammer hear or give Algol some teeth (scary)
Maybe the plasma blaster breath weapon can be combined with a plasma mortar or some other weapon?
No clue with for the plasma flame breath. It it's welcomed
The mega shield will go great with the super heavy armor
Maybe the fusion organ can be combined with the capacitor as they're both damage dealing weapons?

The hell are we supposed to do with a heart? Graft it into Algol?
>>
Idea for a unique set of equipment:

Castor and Pollux: matched pair of energy channeling rocket gauntlets.
>>
>>2482371
>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
One more and we'll have enough. I think. I need to check.

See you tomorrow
>>
>>2482383
Remember Beta upgrade will only happen after the next round.

>Go to the artisans
>>
>>2482390
Oh ok. Still. If we manage to successfully complete the last mission, we'll have earned 160 credits.

>>2482371
Changing my vote to artisans. We can probably do the last job after we commission that regeneration organ equipment.
>>
>>2482371
>>Go to the artisans (buy equipment/weapons, commission gear)
>>
>>2482371
>Go to the artisans (buy equipment/weapons, commission gear)
>>
>>2482390
>>2482828
>>2483008
>>2483718

>you return to polaris to take stock of what the artisans have

Floating through space toward the cluster of artisan ships, you take stock of what you have on hand. The kaiju parts are burning some deep holes in your pockets, especially now since you added the second batch of kaiju bits.

Signaling the formation of ships, you take stock of what they have or what services they can provide

Weapons
>Titan Caestus (1d8+2 melee damage, one handed, upgradeable, boosts strength attacks) Cost: 20 credits
>Chain Blade (2d8+2 melee damage, multi-attack (2), upgradeable) Cost: 20 credits
>Assault cannon (4d6+2 ballistic damage, two handed, special ammo, upgradable)
>Plasma Blaster (6d6+2 energy damage, armor piercing, burning damage, upgradable)
>Gatling cannon (3d6 ballistic damage, shoulder mounted, multi attack (2) )
>Quake cannon (3d8 ballistic damage, torso mounted, shield breaker, armor piercing)

Equipment
>Adamantium Servo Motors (+2 to melee damage) Cost: 10 credits
>Magnetic rail supercharger (+2 to ballistic damage) Cost: 10 credits
>Internal Alchemical arsenal (legendary equipment- specialized ballistic ammo in battle) Cost: 30 credits
>Super heavy thrusters (+1 to defense due to dodging, allows titan to re-roll initiative) Cost: 30 credits
>Atomically forged Adamantium armor plating (+10 universal damage resistance, resists armor piercing by 1/2) Cost: 30 credits

Commission
>Write in. Make a suggestion based on the weapons you have and what Kaiju parts you possess or just general upgrades to weapons/equipment
>>
>>2484690
forgot prices for these weapons

>assault cannon Cost: 15 credits
>Plasma Blaster Cost: 25 credits
>Gatling cannon Cost: 15 credits
>Quake cannon Cost: 15 credits
>>
How much for the Lightning Claws unarmed attack upgrade, enhance the Heavy Duty Capacitors, Super Heavy Armor, and Heavy Thrusters with the Kaiju parts?
>>
>>2484831
>lightning claw fist upgrade
cost: 20 credits, lightning claws
Product: Titan trait- Storm Devil Claws (1d10 damage per fist add both melee bonus damage and energy bonus damage)

>Heavy duty capacitor upgrade
Cost: 20 credits, Fusion organ
Product: Fusion engine (+4 energy damage for energy weapons)

>Super heavy armor upgrade
Cost: 30 credits, kaiju mega shell
Product: Mega titan armor (+100HP)

>Heavy thruster upgrade
no upgrade applicable with monster parts at the moment.
>>
>>2484852
How much to give Algol a mouth, teeth and a breath attack?
I want to commission the regen organ.
>>
>>2484852
would using lightning spikes or the thunder cannon organ give the two handed warhammer a lightning bonus attack? would the latter give the warhammer the option to shoot lightning from its head?
>>
>>2484861
>regen organ equipment
cost: 30 credits, kaiju regenerating organ
Product: Regenerating armor core (+10 HP per turn in battle up to your base health)

>Breath attack
Cost: 15 credits, plasma flame breath organ
Product: Titan trait- Devil breath (3d6 energy damage, usable in melee combat)

>mouth and teeth
Cost: 10 credits, kaiju fangs
product: Titan trait- Devil Fangs (1d8 melee damage +melee bonus damage)

>>2484895
>Hammer upgrade (spikes + thunder cannon)
Cost: 50 credits, 2x lightning spikes, thunder cannon
Product: Master crafted thunder hammer (named weapon) (3d10+melee bonus+energy bonus damage, re-roll damage, armor piercing, paralyzing charge, charge attack, 3d6 energy ranged attack)
>>
>>2484916
That, is one sexy hammer.

Voting for the regen organ, the mouth and breath attack. not sure about the ultra hammer of whoop ass yet.
Can the Adamantine Scales and the Nano Forged Adamantium plate be combined?
>>
>>2484852
Can we use the spare Kaiju regeneration organs to speed up the repairs of badly damaged titans?(see Hector)
>>
>>2484916
Can the Massive Kaiju Heart be used to reduce Beta upgrade cost?

>>2484936
Regen armor core seems smart.

I'd rather upgrade to Storm Devil Claws and then get the Fusion Engine should be more damage output than getting Devil Fangs/Devil Breath.

>>2484939
Hector is being sacrificed to reduce the cost of upgrading Algol.
>>
>>2484957
I think this anon >>2484939 is trying to see if a equipping Hector with the regen mod would increase his value and potentially lower the cost for the beta build even further.
I totally forgot about the heart! it was listed under weapon/equipment material. any idea what it could be used for?
>>
>>2484963
The idea is a quick repair station. Instead of using it to make a piece of equipable gear. We use it to create a repairing station to speed up repairs. Presumably, it can even help with repairing gear and allowing faster equipment installations.

We only need 1 organ to create a piece of gear. I bet can we use it create a very nice upgrade for our work station.
>>
>>2484939
>slap the regen equipment to speed hector along?
Yes. That's very clever of you anon, it would probably reduce the repair time to get Hector back to 100% to after the third match

>>2484957
>>2484963
>the kaiju heart
Its a material that when forged into a piece of equipment or placed into a weapon will give it a TEMPORARY SUPER MODE that can either be used to make a super attack (weapon) or boost the titans overall abilities by +2 for 3 turns (equipment)
>>
>>2484979
I'm not a fan of a repair station as the titans and equipment would slowly repair themselves, as a regenerative organ would be a major boon in combat.

>>2484981
what if we combined the heart with the regen organ equipment?
>>
>>2484993
>combine super heart with regen organ?
No they are considerably different pieces of equipment in terms of effects. Don't worry when you jump up to beta class, there will be more slots to place your hard earned prime gear into.
>>
Any consensus on what you want to buy?
>>
>>2484993
See >>2484981

Not to mention by employing a repair station we could make much riskier modifications to equipment. Things that would greatly improve performance in exchange for greatly increased wear. If we have a quick repair station onboard we can easily repair it as if it were nothing. Not to mention the ability to quickly repair disabled titans we capture instead of waiting forever for them to repair themselves on their own or paying someone else to.

We could save a ton of money and allow for special modifications.

>>2484999
How about attaching a regen organ to extra armor plating? Creating self repairing armor.

Regen Organ+Gatling gun= unending bullet storm from hell.

Regen Organ+Ammo box=refilling Ammo.

Regen Organ is basically an ultimate utility item. You can attach it to SO much shit for upgrading.

>>2484999
Here's an example Turbo Gauss Cannon uses SUPER blast. Suffers severe damage or disability until it cools down. If you use the regen organ it will nullify the downtime before its functional again.

Or you attach it to some thrusters and redline them. The Regen Organ repairs the thrusters and allows for heavy use with ease. Hell if you use a regen organ as the base and attach enough thrusters you can create a jetpack.

Attach a regen organ to a charge pack on Gauss Weaponry allowing for speedy charge ups. Especially when you attach a Reactor Organ and redline said organ to speed up the recharging or allow SUPER charging.
>>
>>2485069
wat
>>
>>2485069
Just so you know you don't have to worry to much about wear and tear on your titan and equipment since this quest is in general loose on managing your assets.

Also you don't need to worry about ammo or running out of it. That will never be a problem.

Also the super boost doesn't apply any kind of penalty its just that you can't use it constantly.

If you upgrade the regen equipment piecee you can eventually get full regen up to your full health rather than just your base health
>>
>>2485096
So it looks like we're set to getting the regen organ, and I didn't hear any opposition towards getting the mouth full of teeth and the breath attack?
>>
>>2485090
I think our friend is just thinking a little out of the box, it's not like I set a lot of rules in regards to upgrades
>>
>>2485110
I oppose getting the teeth and breath attack.
>>
>>2485111
I will admit that the possibility to reduce the cool down time of weapons would be interesting, but in a battle? come on. It'll make fighting through waves of titans easier.

>>2485123
may I ask why?
>>
All those who want to buy something. Post what you want in green text with the price of credits and materials (if they need any).

Voting will be open until I come back tommorrow, around 5 or 6PM EST

Debate and talk amongst yourselves friends.
>>
>>2485128
>may I ask why?
While they are cool in concept, getting both doesn't actually give us much for their costs.

I'd rather buy Storm Devil Claws (cost: 20 credits, lightning claws) which will increase the damage output of our current most accurate attack (Bo4 Punching).
>>
>>2485138
>regen organ equipment
cost: 30 credits, kaiju regenerating organ
Product: Regenerating armor core (+10 HP per turn in battle up to your base health)
>lightning claw fist upgrade
cost: 20 credits, lightning claws
Product: Titan trait- Storm Devil Claws (1d10 damage per fist add both melee bonus damage and energy bonus damage)
>>
Oh also just to make sure you know how much funding you have.

you started with 85 then 15 and with the kaiju you got 30
>current funds: 130 credits
>>
>>2485138
>regen organ equipment
cost: 30 credits, kaiju regenerating organ
Product: Regenerating armor core (+10 HP per turn in battle up to your base health)
>lightning claw fist upgrade
cost: 20 credits, lightning claws
Product: Titan trait- Storm Devil Claws (1d10 damage per fist add both melee bonus damage and energy bonus damage)
>>
>>2485198
seconding
>>
>>2485138
>Regen Organ Equipment
Cost: 30 Credits, Kaiju Regenerating Organ
>Hammer upgrade (spikes + thunder cannon)
Cost: 50 credits, 2x lightning spikes, thunder cannon
>lightning claw fist upgrade
cost: 20 credits, lightning claws
Product: Titan trait- Storm Devil Claws (1d10 damage per fist add both melee bonus damage and energy bonus damage)
>>
>>2485138
>regen organ equipment
cost: 30 credits, kaiju regenerating organ
Product: Regenerating armor core (+10 HP per turn in battle up to your base health)

>lightning claw fist upgrade
cost: 20 credits, lightning claws
Product: Titan trait- Storm Devil Claws (1d10 damage per fist add both melee bonus damage and energy bonus damage)

>Breath attack
Cost: 15 credits, plasma flame breath organ
Product: Titan trait- Devil breath (3d6 energy damage, usable in melee combat)

I would also like to suggest a commission, if the rules permit it.

Would it be possible to combine the sensor scrambling organ (Already suggested as sensor scrambling equipment) with the heart for some sort of anti-sensor pulse which could be used to effectively blind enemies for a round or two? If so, how much would it cost?
>>
>>2485833
Hey I forgot about the stealth organ

>>2485138
How much for the stealth organ?
>>
>>2485914
>Stealth field equipment
Cost: 40 credits, 1x static shield organ
Product: Stealth field generator (allows for sneak attack before initiative is rolled, enemies take -3 to rolls)

>>2485833
>heart+sensor scrambler
The scrambling equipment would need the static shield combined with it for something like that. They wouldn't be blind but the penalty rhwy wouls suffer would be bigger a -2 rather than a -1 which is significant.

>super sensor scrambler
Cost: 40 credits, sensor scrambling organ, static shield organ
Product: sensor disrupter array (enemies take a -2 to all rolls during combat
>>
>>2486157
With both the regen and the -2 to all rolls, I think we could be quite difficult to kill. Add the super sensor scrambler to my requests.

I assume that the stealth field equipment penalty would wear off once initiative is rolled, that is why I am going for the -2 rather than the -3.

Stealth field is more in keeping with the initial design, I think that the scrambler would be better given that we are less focused on an alpha strike now.
>>
okay so tally for the stuff you gys want to buy

>regenerating armor core
>>2485170
>>2485198
>>2485371
>>2485778
>>2485833

>Storm devil claws
>>2485170
>>2485198
>>2485778
>>2485833
>>2485371


>upgraded hammer
>>2485778

>breath attack
>>2485833

>Sensor disrupter array
>>2486170

Unanimous decision for the regen and claws for 50 credits

130-50=80 credits

we have 3 more items that were voted on, any other takers who want to support? The first item that gets at least 3 votes will be purchased.

If you guys vote to just move on that is also okay.

>Work

which mercenary mission do you want to take on?

>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)

>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
>>
>>2486207
I would vote against the hammer given that we have gone for the claws.

As for my suggestions, I would take the array over the breath attack if people are worried that we are spending too much.

Once that is done
>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)
>>
>>2486207
>>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
>>
>>2486207
>Hostage resue mission on pirate asteroid base. Single man mission. Find the captive. Payment: 30 credits (Favor)
>>
>>2486207
>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
Major favor for major gains

>sensor disrupter array
>>
>>2486207
I'll switch my vote to Sensor Disrupter Array since I'm clearly the only one who likes the hammer, and
>Someone hasn't payed homage to the emperor and is planning some shit. Kill them all. Payment: 30 credits (Major favor)
>>
>>2486258
>>2486299
>>2486301
going on the imperial sedition mission

also you purchase
>regenerating armor core
>Storm devil claws
>Sensor disrupter array
130-(30-20-40)=40
>40 credits left

>writing
>>
>>2486312
It looks like we're back some credits. We'll need to do something to make up For all the cash we're burning. Perhaps a dual or some betting might make the small difference.
>>
File: Agent Argyle.jpg (43 KB, 1024x532)
43 KB
43 KB JPG
The additions to algol take time, enough time that you most likely won't be able to take a new job. About 20 days until the next match, algol will be ready near 5 days out.

It's worth it though, the greater power in fisticuffs and the regenerating armor will serve you well in a protracted fight. The sensor jammer is icing on the cake.

You recline in your chambers, enjoying a hardy drink. Maybe you'll call up Neil and share some brewskis with him, meet his wife and children or something like that.

Your peace and quiet is broken when your console lights up and rings. Not just any ring, a sharp electronic ring followed by the sound of your encryption systems coming online.

You leap from your seat and glare at the now red screen. A name you are all too familiar with pops up for the first time in nearly two decades.

"Mr Volgunsen. It's agent Arglye. I hope I have not called you at an inopportune time, but I have an offer you may be interested in."

The same smug, slightly bland voice of agent Argyle had years ago worms into your head. Lord knows what he wants.

"What do you want dog? I can't imagine you have much to say to me. Don't you have toadies or contractors to do wet work for you?"

Arglye chuckles softly before he speaks with his characteristic smarm.

"Mr. Volgunsen I assure you the offer I'm making is perfectly reasonable and ethical. An upjumped noble has been building a new titan without the blessing of the emperor, and on top of that we have evidence that said noble is planning on attack a tournament location with a handful of conspirators. Perfectly acceptable targets, no funny business, I just wanted to make sure that this assignment was taken by the right kind of operator."

"I'm unmoved Argyle. The last time I worked for you I was removing a political rival of yours. He may have been committing a crime punishable by death, but I do not appreciate being a patsy for your internal squabbles."

You can almost feel Argyle raising his hands in mock defence.

"Mr Volgunsen I would never use you as a patsy, if I wanted to use you for my personal gains I would make sure to let you know, right after I secured your cooperation."

You snort

"I can assume cooperation in this context is anything but?"

"Yes." Argyle deadpans.

"Look at the dossier I've sent, if you read it you'll be more interested in what I'm saying, Mr. Volgunsen"

>dossier
>Target: Malkier Teliri
>operation specifications:
>2 years ago Teliri was detected moving large amounts of material typically needed in vast quantities to construct a titan
>Once it became clear that this was a secret project further investigation was warranted
>5 months ago agents (redacted) and (redacted) extracted and revealed Teliri's plan
>assault one of the tournament grounds in the aftermath of the final match.
>Catching the pilots by surprise after taking substantial damage would allow Teliri and a handful of cohorts to kill and abscond with all of the titans
(cont.)
>>
>>2486415
>Further infiltration confirms that the beta class titan is nearing completion and that Teliri intends to strike soon once the 4th match of the 1st round is underway.
>Infiltrate Teliri's base
>Assassinate Teliri before he can get into his titan
>destroy the facility and signal our agents once it is done
>standard payment in 30 imperial credits
>"We shall be in your debt."

You look carefully at the report.

"What do you mean that you will be indebted to me?"

Argyle remains silent before he speaks, this time completely without emotion.

"You will have my personal power at your disposal, anything within reason, but you know how far my reach is. Information, resources, access to exotic equipment much is within m grasp."

"Do you agree mr Volgunsen?"

>do you agree?
yes or no
>>
>>2486431
We will go there. If we agree that the nature of this threat is as he says it is, we will act.
>>
>>2486431
First question: if I am successful, can I keep his titan? After I get the emperor's blessing?
>>
>>2486431
>yes
Seems good
>>
>>2486439
>Argyle snorts amusedly

"You know I can't let you walk off site with a beta class and call it a day. This operation was in place before I contacted you, if you want materials for your metal abomination I can get you that, but do try to keep your greed in check."
>>
>>2486457
Busy at thhe moment but I'm voting yes.
But if not the beta titan than I want a delta if I find one. And all their stuff if I can help it.
>>
>>2486431
>yes
>>
"You've piqued my interest Argyle. I accept your offer."

Argyle does not respond. Instead your console recieves a data packet. Coordinates to the insertion site and some more details about the asteroid fortress being used as the construction rig.

Looks like you'll be in your armor for this one. Heavy security details, power armor presence and Teliri himself is under strong guard. This will require a lot of brute force and speed to reach him in time before he can scramble to the titan.

This isn't some skirmish in front of a crowd, a one man assault on a asteroid fortress of this size will demand as much firepower as humanly possible

Name:Rickert Volgunsen
Armor: XIV Cataprhact armor

HP: 1000 (base)+ (optional)

Traits:
Scarred veteran (+4 to offense and defense rolls)
Elite heavy gunner (Bo4 for shooting rolls)
Elite vanguard (Bo4 for melee rolls)
Brutal fighter (crits on roll of 18 and up)

Armament (10 slots)

2 Shoulder:

2 arm:

2 melee:

2 primary weapon:

2 ordinance:

Equipment (6 slots)

1.
2.
3.
4.
5.
6.
7.
8.

>On your way to the insertion site what is your loadout

Shoulder weapons (doubles can be taken)
>9 tube missile pod (3d8+2 ballistic damage, multi target 3)
>Rail gun (6d6+2 ballistic damage, 3x critical)
>Fusion ray (6d10 energy damage, armor piercing)

Arm (doubles can be taken)
>Twin barrel autogun (3d6+2 ballistic damage, special ammo)
>Scatter gun (2d10+2 ballistic damage, multi target 2)
>Triple barrel laser gauntlet (3d8+2 energy damage, re-roll damage)

Melee
>Power hammer (4d10+5 melee damage, re-roll damage, armor piercing)
>Vibro sword (4d8+4 melee damage, x2 energy bonus damage, charge attack (2))
>Lightning axe (4d8+4 meele damage, -2 to enemy rolls if you hit them, 3d8 energy attack)

Primary weapons
>Laser assault gun (6d6+5 energy damage, armor piercing, re-roll damage)
>Missile launcher (6d8+2 ballistic damage, multi target 3, special ammo)
>Particle cannon (10d6+10 energy damage, x2 bonus damage ,recharge 1 round)

Ordinance
>Quake bomb (4d10+5 ordinance, enemies must make roll to not be knocked over)
>Thermo flash bomb (enemy must make roll to dodge or take -3 due to paralyzed cameras)
>Shatter grenade (6d4 ordinance, multi target 4)
>Plasma detonator (4d10+10 ordinance, burning damage (2 stacks), re-roll damage)
>fusion bomb (10d10+10 ordinance, multi target (all), re-roll damage, armor piercing, max capacity (3) )

equipment
>Master crafted jump jets (near flight in battle, extreme movement)
>Admantium frame and servos (+5 melee damage)
> Overcharged plasma core (+5 energy or ballistic damage)
> Master crafted force field (+10 damage resistance)
>Stealth field (enemy has -2 to hit rolls against you)
>Heavy armor plating (+200HP)
>Weapon linked targeting system (+1 roll for best of shooting rolls)
>Reactor supercharger (+2 to rolls for 3 turns or +5d10 to damage roll for weapon, after use must recharge for 5 turns)
>Adamantium fiber internal muscle system (Bo4 for strength rolls)
>>
>>2486616
>6 slots for equipment I out down 8
There are only 6 slots for this suit, I was contemplating how many to put down but the correct numbe ris six.
>>
>>2486626
So only six slots for Armament and Equipment?
>>
>>2486634
for equipment
>>
>>2486616
>>Rail gun (6d6+2 ballistic damage, 3x critical)
>>Fusion ray (6d10 energy damage, armor piercing)
>Twin barrel autogun (3d6+2 ballistic damage, special ammo)
>Triple barrel laser gauntlet (3d8+2 energy damage, re-roll damage)
>Power hammer (4d10+5 melee damage, re-roll damage, armor piercing)
>Particle cannon (10d6+10 energy damage, x2 bonus damage ,recharge 1 round)
>Shatter grenade (6d4 ordinance, multi target 4)
>Master crafted jump jets (near flight in battle, extreme movement)
>Admantium frame and servos (+5 melee damage)
> Master crafted force field (+10 damage resistance)
>Stealth field (enemy has -2 to hit rolls against you)
>Heavy armor plating (+200HP)
>Adamantium fiber internal muscle system (Bo4 for strength rolls)
>>
>>2486638
>>Missile launcher (6d8+2 ballistic damage, multi target 3, special ammo)
>Lightning axe (4d8+4 meele damage, -2 to enemy rolls if you hit them, 3d8 energy attack)
Forgot that we have 2 primaries, melee and ordinance >Thermo flash bomb (enemy must make roll to dodge or take -3 due to paralyzed cameras)
>>
>>2486616
Shoulders: doubles
>Rail gun (6d6+2 ballistic damage, 3x critical)

Arms: doubles
>Triple barrel laser gauntlet (3d8+2 energy damage, re-roll damage)

Melee:
>Vibro sword (4d8+4 melee damage, x2 energy bonus damage, charge attack (2))
>lightning axe (4d8+4 meele damage, -2 to enemy rolls if you hit them, 3d8 energy attack)

Primary Weapon:
>Missile launcher (6d8+2 ballistic damage, multi target 3, special ammo)
>Particle cannon (10d6+10 energy damage, x2 bonus damage ,recharge 1 round)

Ordianace:
>Quake bomb (4d10+5 ordinance, enemies must make roll to not be knocked over)
>fusion bomb (10d10+10 ordinance, multi target (all), re-roll damage, armor piercing, max capacity (3) )


Equipment:
>Master crafted jump jets (near flight in battle, extreme movement)
> Overcharged plasma core (+5 energy or ballistic damage) (energy)
> Master crafted force field (+10 damage resistance)
>Stealth field (enemy has -2 to hit rolls against you)
>Weapon linked targeting system (+1 roll for best of shooting rolls)
>Reactor supercharger (+2 to rolls for 3 turns or +5d10 to damage roll for weapon, after use must recharge for 5 turns)
This is my loadout
>>
>>2486616
Question: could we replace the armament slits for heavy armor plating if we want to just hulk out and tank?
>>
>>2486693
This is a logical precaution that is frequently used in real life, so I will allow it.

If you want you can trade a shoulder mounted and a primary weapon for one or two extra heavy armor pieces. As in you can trade one or both for one piece of armor each.
>>
>>2486713
I can't tell you how tempted I am to go for a full ham fist loadout.
>2 heavy armor plating for +400 hp
>replace melee with super power fists
>remove Overcharged plasma core and Weapon linked targeting system
>replace them with Admantium frame and servos & Adamantium fiber internal muscle system
>become the living Avatar of War. The reincarnation of Ares.
>>
>>2486745
>power fists?
I can do that

New melee option
>Ceastus (4d10+5 melee damage, re-roll damage, used in strength attacks)
>>
>>2486745
>avatar of war
Rickert would feel really uncomfortable being called that because it's closer to his wartime persona then he would like to admit.
>>
>>2486761
Kind of like Kratos story wise?
>>
>>2486766
That depends you wanna hear the backstory I made for Rickert so far?
>>
>>2486769
Kinda, but something tells me you want to show it first before telling.

Can we include body spikes to the armor as aesthetics or would they take up a slot?
>>
>>2486773
>scary aesthetics
Already down pat. This suit is Rickert's war suit back when he was a colonel in the war. Its very devilike with slight horns, clawed hands, and glowing eyes. It's black with red accents and the helmet kinda looks like a skull. Some minor spikes are also present along the arms and pauldrons.
>>
load out vote

>>2486638
for this loadout

>>2486675+>>2486745 (1 vote)
For this loadout

any other votes? if so then those who voted talk it out.
>>
>>2486638
Wanna replace the melee weapons with a pair of power Ceastus?
>>
>>2486797
>>2486745
Change the reactor to Heavy Armour plating and one of the melee weapons to the hammer then I'm down to keep the rest of yours the same.
>>
>>2486797
Would we get a pair or a single Ceastus for a melee slot?
>>
>>2486823
a single ceastus for one melee slot.
>>
>>2486822
Would you be willing to part with the melee weapons in favor of dual wielding Ceastuss? If not then im find with the armor, reactor and hammer adjustments.
>>
>>2486837
Sure
>>
>>2486837
>>2486883

Please post your chosen loadout.
>>
>>2486745
This then
>>
Shoulders: doubles
>Rail gun (6d6+2 ballistic damage, 3x critical)

Arms: N/A
(empty for extra armor) 2x heavy armor plating (+400HP)

Melee:
>2xCeastus (4d10+5 melee damage, re-roll damage, used in strength attacks)

Primary Weapon:
>Missile launcher (6d8+2 ballistic damage, multi target 3, special ammo)
>Particle cannon (10d6+10 energy damage, x2 bonus damage ,recharge 1 round)

Ordianace:
>Quake bomb (4d10+5 ordinance, enemies must make roll to not be knocked over)
>fusion bomb (10d10+10 ordinance, multi target (all), re-roll damage, armor piercing, max capacity (3) )


Equipment:
>Master crafted jump jets (near flight in battle, extreme movement)
> Adamantium frame (+5 melee damage)
> Master crafted force field (+10 damage resistance)
>Stealth field (enemy has -2 to hit rolls against you)
>Adamantium fiber internal muscle system (Bo4 for strength rolls)
>Reactor supercharger (+2 to rolls for 3 turns or +5d10 to damage roll for weapon, after use must recharge for 5 turns)

Is this okay?
>>
Shoulders:
>Rail gun (6d6+2 ballistic damage, 3x critical)

Arms: doubles
>Triple barrel laser gauntlet (3d8+2 energy damage, re-roll damage)

Melee: 2x
>Ceastus (4d10+5 melee damage, re-roll damage, used in strength attacks)

Primary Weapon:
>Missile launcher (6d8+2 ballistic damage, multi target 3, special ammo)
>Particle cannon (10d6+10 energy damage, x2 bonus damage ,recharge 1 round)

Ordianace:
>Quake bomb (4d10+5 ordinance, enemies must make roll to not be knocked over)
>fusion bomb (10d10+10 ordinance, multi target (all), re-roll damage, armor piercing, max capacity (3) )


Equipment:
>Master crafted jump jets (near flight in battle, extreme movement)
> Master crafted force field (+10 damage resistance)
>Stealth field (enemy has -2 to hit rolls against you)
>Admantium frame and servos (+5 melee damage)
>Heavy armor plating (+200HP)
>Adamantium fiber internal muscle system (Bo4 for strength rolls)
Updated. Do we want to replace one of the priamry weapons and a shoulder mounted railgun with more Heavy armor plating for a total health pool of 1600?
>>
>>2486907
That looks good to me
>>
>>2486907
Looks good
>>
>>2486911
>>2486934
>>2486907
You arrive on your shuttle at the insertion point. Outside the asteroid fortress you are greeted by two lone operative who show you a pod disguised as asteroid debris.

The two agents salute before one ushers you into the cockpit of the pod.

"We have no agents on the inside so your clear to blow the facility at your leisure, also take care to ensure that the secondary target is retreived. The explosion won't damage it, but you need to make absolutely sure the principal target doesn't get a chance to climb inside of it. Your payment will be submitted to your account the moment the mission is complete. You have blank check to kill any hostile in your path, don't worry about civilian casualties, we triple checked the personnel manifests for any unacceptable targets and they came back clean. Bossman told us you don't like messy ops."

You say nothing and climb inside the pod. Checking all of the instruments, and then the 3-d map for your insertion point. The facility has been thoroughly mapped. All the leg work in casing the place has been done, now they just need you to be the muscle.

You start up the pod and drift toward the fortress. It takes hours of meandering to reach it but you must maintain cover if you want to avoid being killed by point defenses.

Once you're close enough you exit the pod and use your thrusters to quickly jet over to an acess port that leads to a main elevator shaft.
From there you can make a mad dash toward the command center where you can pinpoint where Teliri is.

You grasp the metal port and deliver a shattering punch that tears the simple metal barrier open. The sudden surge of air doesn't slow you down for a second as you rush inside and magnetically lock onto the ground with your armored feet.

Alright then.....

MISSION START!

https://www.youtube.com/watch?v=yu0DD9szhpo

>And that's all for tonight, but I'll be back by 2-3PM EST tommorrow to complete this mission then wrap up the thread

Hope you anons have a nice evening.
>>
>>2486983
You too
>>
>>2486983
>destroy the facility and signal our agents once it is done
I'm a big fucking loot who're and this peeved me. It seemed like a waste to destroy everything and not seize all the assets in the name of the emperor.
>>
>>2486983
Activate stealth field and hope they chalk it up to a piece of debris puncturing the hull
>>
>>2478288
The fuck are the rules to this game?

Where the fuck are the links to the archived turns?

Get your shit together mother fucker.
>>
>>2487813
Previous threads are here:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Rickert
>>
>>2487813
>rules
Combat is done by rolling d20s to confirm hits
both you and your target roll opposing rolls
>on a tie whoever has the higher bonus wins if even then its tied defender wins by default
>Crit fail and crit successes count as two fails or successes, although this comes into play when you are making multiple attacks
>Crit successes give double damage to the attack that rolled the 20, although I may allow you to chose the weapon you crit with if it strikes me.
>Crit failure on a dodge will usually result in a free follow up attack for the aggressor although the defender can still dodge
>You may or may not roll initiative but when you do it's a flat 20 with no bonus
>rolls for named characters or harder enemies is on a Bo2 and above basis your PC also follows this rule.
>You select combat actions that usually boils down to using ranged weapons, melee weapon, or unarmed strength attacks or a unique option that I may throw in, or a write in of some kind.
>I track health in battle and I call for damage rolls, although some anons do keep track and post health stuff which is useful if I make a mistake.
>No combat rolls are still d20 rolls with bonuses and re-rolls, although I won't keep track of Rickerts non combat stats unless its really necessary.
>At the beginning of the thread I post an update on Rickert's status including his skills, weapon/equipment, and loot.
>It's recommended you read the previous threads, although you make a good point about showing previous threads when the current thread starts, I'll try to do that from now on.
>>
>>2487759
You don't have a lot of time to loot the place, and unfortunately while Teliri is the principal pilot there are back ups who are meant to use the titan and get away with it as part of an escape plan. Not much time to dawdle and the facility is crawling with security.

You were contacted to blow the place to kingdom comen and assassinate the target then climb inside the titan to escape with it.

To be honest there are no other titans here and there's nothing here that would be worth looting to Rickert. He has high standards for equipment and his fortress is fully furnished with everything he wants or needs on a personal level.

>the emperor
The emperor is the single richest person in the known universe, blowing this place is no loss for the big E. This is mostly to make sure all the conspirators die before they can get any warnings out to there fellows, right now multiple operations are going on to take down Teliri's confederates.
>>
>>2486983

The port you smashed through is near the bottom of the facility, while the commander center is near the top, the 3-d map provided to you indicates that there are three major elevator shafts and several hallways that will give you a straight shot to reach it.

Best to be quick about this, locking down the station will take time but if they get the chance your progress will slow down to a crawl and even with your experience you don't have the kind of time or the durability to survive fighting the entire station security force.

But you'll need to find the main reactor room and begin destroying the main cooling and regulatory equipment before you can leave. Starting the reactor explosion will be dangerous but the sudden catastrophic meltdown will throw the entire facility into a frenzy and distract them from your movements. They'll be to bust trying to evacuate to get in your way.

Luckily Teliri won't be able to immediate;y board the beta class, delta class titans are hard to board, but a beta will be an order of magnitude more difficult. You don't need to worry about Teliri escaping immediately.

Alright you have your orders and a solid gameplan what do you do?

>head for the command center and locate Teliri

>Go for the reactor, it's closer and the facility will be too chaotic to get in your way, although Teliri may be harder to find.
>>
>>2488033
>head for the command center and locate Teliri
>>
>>2488033
>>head for the command center and locate Teliri
>>
>>2488033
>head for the command center and locate Teliri
>>
Rolled 4 (1d20)

>>2488052
>>2488067

>you decide to move your ass to the command center, killing Teliri takes top priority

Command center first, best to find and kill the target before anything else, if he lives or escapes this op would be for nothing.

You charge your way through the nearest door way and start moving through a large hallway. Technicians and staff dive out of your way and some take the time to shoot at you with side arms, but the puny bullets plink off of your armor uselessly. Following your map you reach the first elevator shaft.

You pry open the door to see that the elevator is massive, based on its size it must be a heavy freight elevator of some kind. No doubt it could easily haul thousands of tons of equipment across the facility.

When the security descends from above you realize that the elevator is meant to support power armor and large amounts of soldiers. Damn clever to make the elevators so large so they could stack up so much manpower

>rolling for encounter size
>>
Rolled 1 (1d20)

>>2488113

>You are attacked by 3 squads of power armor infantry

Descending from above like a flock of carrion birds and smashing into the elevator floor is a group of 9 soldiers. They say nothing and their array of energy and ballistic weapons light up as they close in on you keeping low and constantly shifting positions.

>squad 1 300HP 3x5d10 damage, +1 to rolls
>squad 2 300HP 3x 5d10 damage, +1 to rolls
>squad 3 300HP 3x 5d10 damage, +1 to rolls

3 squads of 3 power armored infantry, bearing blue and yellow markings.

Time to get to work.

>roll intiative

what do you do?

>Start shooting

>melee fisticuffs

>strength attack (write in)
>>
>>2488139
>npc's roll a 1
Hurray! Can we ignore them in favor od reaching the command center?
>>
Rolled 2 (1d20)

>>2488139
>melee fisticuffs
>>
>>2488139
Do any of then have thrusters
>>
Rolled 5 (1d20)

>>2488139
Power though them like a train
>>
>>2488166
hmmmmm. you know what yeah.

>Make a roll and if it beats 10 just power through Bo3.

>>2488179
they do, most armors have thrusters as a standard loadout choice mobility is life after all.
But in this case you take them by surprise and when you burst through them they all get clumped together and kocked away.
>>
Rolled 14 (1d20)

>>2488139
>>
Rolled 7 (1d20)

>>2488210
>success!

The squads advance on you but they are too tightly packed together. You drop your shoulder and charge at the lead suit.

Your thrusters and suit are heavier, and you partially magnetically lock your feet on and off to give yourself more traction with each footstep when you collide.

You hit the poor bastard so hard he ends up slamming into his comrades, who in turn kock over their comrades.

The bumbling soldier end up in a metal heap, and you end up using your magnet boots and trhusters to start running up the wall toward the top floor.

The soldiers beneath take potshots and attempt to follow you but you leave them in your dust as you reach your destination.

Major hallway leading to the next elevator after that its just one more before you reach the command center, you're making good time if you keep this up.

>rolling for encounter
>>
Rolled 4 (1d20)

>you encounter 2 infantry platoons

Well shit.

You duck into a nearby room when a hundred or so guns open up on you. Some emplaced guns also seem to be present because you can hear some heavy ordinance being fired.

Alright, gotta keep moving, just need to move room to room to get around the soldier then get to the elevator.

>roll initiative
>>
Rolled 10 (1d20)

>>2488232
>>
>>2488237
>success you make first attack

If seems that the infantry know that rooms connected to the hallway provide a way around, because your visor shows that they are already setting up for you to move through them.

Can't be helped time to get stuck in.

what do you do?

>start shooting

>Fisticuffs

>Strength attack (write in)

enemy stats
>platoon 1 400HP 1d100 damage +2 to hit
>platoon 2 400HP 1d100 damage +2 to hit
>>
>>2488249
>Strength sort of
So are we planning to bulldozer through all the rooms to reach our destination and all the troopers anticipated that? Is that the problem?
>>
>>2488284
yup. they are guarding the hallway and are setting up in the various rooms. They intend to hold you as best as possible until reinfocements arrive. Your best option at the moment is to hack and blast your way through them.
>>
Rolled 12 (1d20)

>>2488249
>move room to room to get around the soldier
>NOT moving through next door rooms
Ooooh. I think I get it. Yeah can we go through everything to reach our destination?
https://youtu.be/tqtqEZqGg5A
Be it via charging or punch through walls enhanced with the Master crafted jump jets?
What's the STR mod?
>>
>>2488249
>>Strength attack (write in)
>>
>>2488305
guess hitting enter decided to post before I could write in. Can we punch through a wall to kill a guy then go to town with melee weapons?
>>
>>2488299
Your strength rolls at the moment are 1d20+4 Bo4
>>
>>2488307
>>2488299
Strength attack juggernaut wall smashing

>trying to get past your enemies rathe rthan fight them. Smart.

>roll 1d20+4 Bo4 Beat a DC:16 to crash through the walls.
>>
Rolled 2 + 4 (1d2 + 4)

>>2488323
>>
Rolled 5 + 4 (1d20 + 4)

>>2488323
Let me try this again
>>
Rolled 7 + 4 (1d20 + 4)

>>2488323
>>
Rolled 4 + 4 (1d20 + 4)

>>2488323
>>
>>2488325
>>2488327
>>2488333
>>2488342
Well shit
>>
>>2488344
first one doesnt count it was a 1d2 roll
>>
Rolled 9 + 4 (1d20 + 4)

>>2488323

Lets just say that the walls were far harder than expected if this fails.
>>
>>2488327
>>2488333
>>2488342
>>2488347
>Hard Wall
>>
Rolled 15, 13 + 1 = 29 (2d20 + 1)

>you fail to bypass the soldier by busting through walls

The walls to these rooms seem somewhat thin, and since you were able to avoid the last obstacle with a charge, maybe it will work again?

When you burst through the first wall you are met by a hail of gunfire and laser. Several tons of bulets and lasers.

>roll 1d20+4 Bo3 to dodge beat my 2 1d20+1 rolls
>>
Rolled 11 + 4 (1d20 + 4)

>>2488353
DODGE!
>>
Rolled 4 + 4 (1d20 + 4)

>>2488353
>>
anyone want to roll the last one?
>>
Rolled 11 + 4 (1d20 + 4)

>>2488353
>>
>>2488382
We are the defenders and we had the higher mod. Did we win?
>>
Rolled 95 (1d100)

>>2488409
the first group rolled a 15+1 meaning they rolled 16 they beat you.

>rolling for damage 1d100
>>
>>2488410
>95-10=85
>1400-85=1315HP

You weave through much of the fire and your force field halts some of the damage from reaching you but you take some light hits. Nothing serious but every bit counts if this mission turns into a meatgrinder.

You reposition into another room, where you aren't being pelted with fire from all sides.

what to do?

>start shooting

>Fisticuffs

>Strength attack (write in)
>>
>>2488416
Same as the last. Run through with jetpack powered thrust.
>>
>>2488416
>>Fisticuffs
>>
>>2488416
>Fisticuffs
>>
>>2488486
>>2488481
>fisticuffs

>roll 2d20+4 Bo4
>>
Rolled 19, 14 = 33 (2d20)

>>2488491
>rolling for defenders 2 2d20 rolls
>>
Rolled 12, 1 + 4 = 17 (2d20 + 4)

>>2488491
>>
Rolled 17, 3 + 4 = 24 (2d20 + 4)

>>2488491
>>
Rolled 6, 17 + 4 = 27 (2d20 + 4)

>>2488495
Well....shit
>>
Rolled 10, 8 + 4 = 22 (2d20 + 4)

>>2488491
>>
>>2488498
>>2488499
>the crit fail counts as two failures and ate up the success rolls
>>2488495
>>2488497
here

but you two more so you hit.
Do you want to hit both plattons or just one?

roll 2 seperate 4d10+5 damage also re roll damage for both
>>
Rolled 8, 7, 5, 3 + 5 = 28 (4d10 + 5)

>>2488503
>>
Rolled 5, 7, 9, 9 + 5 = 35 (4d10 + 5)

>>2488503
>>
Rolled 1, 4, 1, 5 + 5 = 16 (4d10 + 5)

>>2488503
second attack
>>
Rolled 2, 9, 4, 5 + 5 = 25 (4d10 + 5)

>>2488503
>>
>>2488508
>>2488509
8+7+9+9+5+5=43 damage

>>2488510
>>2488512
2+9+4+5+5+5=30HP

do you attack one target or both targets?
>>
>>2488523
One
>>
>>2488523
one
>>
>>2488523
One
>>
>>2488541
>>2488536
>>2488545

>platoon 1 400-73=327HP

to speed up the combat Il'll have you guys make a series of roll until one of the units are dead, but since your objective is to get passed them not kill them you can make another attempt at bypassing them since you just killed a large number of soldiers just now.

what do you do?

>shoot

>melee

>strength bypass
>>
>>2488547
>>strength bypass
>>
>>2488547
>strength bypass
I think we forgot to factor in the enemies -2 to hit us due to the stealth field
>>
>>2488547

>strength bypass
>>
>>2488550
>>2488557
>>2488558

roll 1d20+4 Bo4 beat 16
>>
Rolled 16 + 4 (1d20 + 4)

>>2488564
>>
Rolled 11 + 4 (1d20 + 4)

>>2488564
>>
Rolled 9 + 4 (1d20 + 4)

>>2488564
>>
Rolled 1 + 4 (1d20 + 4)

>>2488564
>>
>>2488579
Well fuck. That s my second 1 today.

>>2488564
I wonder who we're fighting next.
>>
>>2488579
oh no
>>
Rolled 15 (1d20)

>>2488569
>success!

You decide to take a less direct approach and instead you ram your way through the door in each room to make your way out.

You of course splatter and crush the soldiers who get in the way. Room by room you rush your way through them, crushing them undefoot and swiping them with your massive metal fists.

They have no way of halting you and once more you charge down the hallway undaunted until you force your way into the second elevator

>roll for encounter

>>2488579
not counting this since I saw the success first but be careful with rolling.
>>
Rolled 17 (1d20)

>>2488591
> elite guard squad
>3x 500HP 3x1d50 damage +2 to rolls

This second group of soldiers is smaller, but each looks like a veteran, you are familier with the unit markings on one of them. 678th Shaardan heavy infantry regiment. You remember fighting them on their homeworld during the war. Must have went mercenary.

>roll initiative
>>
>>2488591
If we have a roll that beats the check, do we have to keep rolling or can we not use up the rest in case we get a one like that?
>>
Rolled 1 (1d20)

>>2488605
>>
Rolled 13 (1d20)

>>2488605
>>
>>2488606
yeah sure no point in wasting time.

>>2488608
uh oh looks like they lock you down hard. You cant walk away from this one. Kill or be killed.

what do you do?

>shoot

>melee

>strength (write in)

I will also fast track this round so which ever choice you make, we'll do 5 rounds quickly.
>>
>>2488608
Too many 1 in thr bitch
>>
>>2488617
>>shoot
I don't trust our rolls
>>
>>2488617
>shoot
>>
>>2488617
Shoot everything
>>
Rolled 9, 17, 18, 15, 16, 3 + 2 = 80 (6d20 + 2)

>>2488631
>>2488623
>>2488620

>make 4d20+4 Bo4 rolls for shooting

select targets

>trooper1
>trooper 2
>trooper 3
they are thr same mechanically so just choose one
>>
Rolled 15, 12, 18, 1 + 4 = 50 (4d20 + 4)

>>2488636
Trooper 1
>>
>>2488637
aight I'm going to stop rolling since that's two 1's now.
>>
Rolled 6, 1, 8, 11, 20 + 4 = 50 (5d20 + 4)

>>2488636
Don't they suffer a -2 to hit?
Trooper 1
>>
>>2488640
you are correct sir

>>2488637
>>2488640
18,20 the crits are successes but only 1 and no double damage
>>
Rolled 8, 18, 11, 6 + 4 = 47 (4d20 + 4)

>>2488636
>>
Rolled 5, 14, 13, 15 + 4 = 51 (4d20 + 4)

>>2488639
I got the same issue. I rolled a 1 and a 20, but thank God they canceled each other out.

>>2488636
I have a need for speed.
>Stealth field (enemy has -2 to hit rolls against you)
Not sure if it's passive, it needs to be activated, or you're already applying the mods.
Re-rolling because 1 too many d20's.
>>
>>2488643
18, crit on railgun and 2 successes for a total of 4

also the defender are taking a -2 so there rolls are as they are with no bonus because you are invisiblessed.
>>
Rolled 19, 14, 17, 6 + 4 = 60 (4d20 + 4)

>>2488642
I keep fucking forgetting we crit on 18's and up. Can we use the rocket launcher as primary?
>>
>>2488649
you are duel wielding your primaries right now, your armor is huge man.

roll 6d6+2, 6d6+2, 6d8+2, 6d10+10
>>
Rolled 2, 5, 2, 2, 3, 4 + 2 = 20 (6d6 + 2)

>>2488636
Enemy defense
17, 18, 16

Us
23, 22, 22, 1

>>2488654
Rolling
>>
Rolled 1, 3, 1, 2, 2, 4 + 2 = 15 (6d6 + 2)

>>2488654
>>
Rolled 3, 5, 7, 3, 8, 8 + 2 = 36 (6d8 + 2)

>>2488654
So what was that about the missile launcher having special ammo?
>>
Rolled 3, 5, 4, 7, 4, 3 + 10 = 36 (6d10 + 10)

>>2488654
If these are the elite guards then I think we are close.
>>
Railgun: 60 dmg
Railgun: 45 dmg
Middle launcher: 72 dmg
Particle cannon: 72 dmg but not sure if it needs a re-roll since the particle cannon is 10d6, not 6d10
>>
Rolled 6, 3, 1, 3, 1, 4, 4, 1, 2, 3 + 10 = 38 (10d6 + 10)

>>2488704
10d6 averages to 33 while 6d10 averages to 35
>>
Rolled 12, 9, 14, 13, 4, 18, 9, 7, 9 = 95 (9d20)

>>2488685
your choice

Armor slayer rounds- -2 to enemy defense rolls (permanent)

Volcano rounds- +d4 damage heat damage on successful hit per weapon (max 6d4)

Shatter rounds- Hit two opponents in combat at once.

>>2488704
eh the missile launcher and particle guns shouldnt get the 2x but I'll let it slide since you crit 3 times.

>trooper 1 500-259=241
>trooper 2 500-72=428
>trooper 3 500-72=428

They attack roll 9d20+4 B04 beat my rolls
>>
Rolled 15, 1, 18, 15, 1, 5, 9, 8, 7 + 4 = 83 (9d20 + 4)

>>2488724
>>
Rolled 20, 20, 19, 14, 14, 20, 3, 4, 6 + 4 = 124 (9d20 + 4)

>>2488724
>>
>>2488769
HOLY SHIT!
>>
>>2488744
Ywt again all those ones omg
Lest my 20s will cancle those out
>>
Rolled 19, 20, 20, 10, 11, 18, 19, 9, 7 + 4 = 137 (9d20 + 4)

>>2488724
>>
Rolled 17, 14, 2, 20, 4, 2, 10, 12, 6 + 4 = 91 (9d20 + 4)

>>2488724
>>
Rolled 8, 16, 15, 10, 5, 7, 17, 14, 10 + 4 = 106 (9d20 + 4)

>>2488724
>>
>>2488785
>>2488769
WE'RE BACK BABY!

>>2488775
>them
https://youtu.be/3fqYMRCyq_g
>>
>>2488777
you rolled 3 20s and another crit on top of that

>instant parry kill on one of the soldiers and a counter attack
>>2488786
and another counter

alright you melee counter twice
pick who gets punched and roll 4d10+5 twice with re-rolls
>>
>>2488775
Can we roll intimidation?
>>
>>2488794
nope they fight to the death primarily because you are in their base and they are hopped up on combat drugs right now.
>>
Rolled 10, 10, 5, 8 + 5 = 38 (4d10 + 5)

>>2488792
Guessing we parry killed Trooper 1 who was worst off. Time to punch Trooper 2 down.
>>
Rolled 3, 2, 5, 3 + 10 = 23 (4d10 + 10)

>>2488792
What about mah and grits? They don't count because they overlap with the others?
Rolling...punching trooper 1

Don't forget about the...
Admantium frame and servos (+5 melee damage)
>>
>>2488801
you can pick who you kill
>>
>>2488792
>instant parry kill on one of the soldiers and a counter attack
Oh. I miss read that. Instant kill #2 or 3, then counter attack #1.
>>
Rolled 7, 9, 5, 2 + 10 = 33 (4d10 + 10)

>>2488792
>>
>>2488805
Will agree.
>>
Rolled 4, 5, 5, 2 + 10 = 26 (4d10 + 10)

>>2488802
>>
>>2488801
>>2488802
>>2488802
>>2488812
>>2488841
10+10+5+8+10=43 for trooper 1
7+9+5+2+10=33
>trooper 2 is dead
>tooper 1 241-(43+33)=165

>your turn again

what do you do?

>shoot

>melee

>strength (write in)
>>
>>2488866
Strength
Beat #3 with #1's corpse. It always works.
>>
>>2488866
Strength
Beat #3 with #1's corpse. It always works.
>>
>>2488866
Strength
Rickert's style has long been the weaponization of his enemies. Hit 3 with 1.
>>
Rolled 4, 5 = 9 (2d20)

>>2488936
>>2488914
Make 2 rolls first to over power 1 anf then to hit 3

>for strength roll 1d204 Bo4
>for hit 1d20+4 Bo4

I'll roll 2d20 for both
>>
Rolled 10 + 4 (1d20 + 4)

>>2488954
STR
>>
Rolled 20 + 4 (1d20 + 4)

>>2488954
HIT
>>
>>2488959
what the fuck is with your luck? Are you pulling a John Banes and stealing everyone's luck or something?
>>
Rolled 6, 15 + 4 = 25 (2d20 + 4)

>>2488976
I don't know, maybe? I was rolling a bunch of 1's not too long ago.
STR/HIT
Cross my fingers
>>
Rolled 11 + 4 (1d20 + 4)

>>2488976
Rickert has always been lucky. You don't survive the most devastating military disaster in resent history by just being really good.
>>
>>2488986
>>2488976
Algol didn't get nicknamed "The Devil Star" for nothing.
>>
>>2488986
>military disaster
I can't remember what did I say about the nemean gulf war other than it was terrible?
>>
>>2488957
>>2488959
you successfully grab one and hammer 3 with him

>roll 4d10+10 twice with re rolls this will be x3 due to the size difference in your suits.
>>
Rolled 1, 9, 6, 5 + 10 = 31 (4d10 + 10)

>>2489013
Is that 3x a damage modifier?
>>
Rolled 1, 3, 4, 7 + 10 = 25 (4d10 + 10)

>>2489013
Oh a reroll up to three. I get it.
>>
>>2488997
Jumped to a conclusion.
>>
>>2489021
>>2489018
no you had it right the first time as in 3x the damage
>>
>>2489028
That's okay, but the Nemean gulf war was a disaster. It was a war that ended in stalemate that had billions die and worlds consumed but in the end no meaningful resolution was reached. The borders didn't even get changed afterwards so it was all for nothing. This is one of the reasons why Rickert is so bitter about it although there are some more personal reasons behind the chip in his shoulder.
>>
two more damage rolls please.
>>
Rolled 5, 4, 10, 10 + 10 = 39 (4d10 + 10)

>>2489013
>>
Rolled 5, 2, 1, 2 + 10 = 20 (4d10 + 10)

>>2489060
Wham
>>
Rolled 9, 9, 1, 7 + 4 = 30 (4d10 + 4)

>>2489060
>>
>>2489018
>>2489021
>>2489065
>>2489069
>5+9+10+10+10=44x3=132
>5+3+4+7+10=29x3=87
>132+87=219
>165-219=dead
>428-219=209HP

one guard left and the attack was so sfierce he can't retaliate

make another attack. What do you do?

>alpha strike

>melee

>strength (write in)
>>
>>2489102
Tear his arms off. RIP AND TEAR!
>>
Rolled 11 (1d20)

>>2489116
>roll 1d20+4 bo4 beat his roll
>>
Rolled 2 + 4 (1d20 + 4)

>>2489181
>>
Rolled 17 + 4 (1d20 + 4)

>>2489181
>>
Rolled 19 + 4 (1d20 + 4)

>>2489181
>>
>>2489202
crit

.roll 8d10+20 for damage re-roll
>>
Rolled 10, 1, 10, 9, 9, 2, 2, 9 + 20 = 72 (8d10 + 20)

>>2489206
>>
Rolled 4, 2, 6, 2, 6, 7, 7, 4 + 20 = 58 (8d10 + 20)

>>2489233
>>
>>2489233
>>2489238
10+2+10+9+9+7+7+9+20=83x2=166
>165-166=-1 you kill him

>all guards dead and in good time you reach the command center after climbing the third elevator and find Teliri there

>writing update
>>
The guards are on you in seconds, giving absolutely no time for you to react. They unleash volleys of gunfire and energy weapons and force you to dodge.

Weaving between salvos of rockets, shells, and beams you return fire, your railguns puncturing the armor of the lead soldier, followed by a barrage of missiles and the concetrated particle blast.

The air around crackled with energy and you and your opponents sash about bounding off of walls and cirlcing each each other try to gain a better ground climbing the shaft of the elevator to gain a height advantage.

When the three soldiers open fire they rush you drawing close in a bid to hit you at point balnk range. This was a mistake, athough they have melee weapons you excel in close combat.

The second soldier finds this out regretably when you drive your fingers into his eye socket thereby impaling his brain. The follow up punch tears his head clean off.

The wounded one does escape you either, he hesitated after you dodge is fire. a solid punch to the injured side of his armor crumples it no doubt shattering his ribs, then a hook to the head makes him go limp in the air.

You drag the unconcious soldier with you while still circling the elevator shaft. Despite his best efforts the third soldier can't hit you.

You charge forward, twisting though the gunfire to slam the crippled soldier against his comrade. The warrior in your hands crumbles under the force of the attack, and sends the third warrior flying into one of the walls.

You follow and magnetically lock yourself with your feet on either side of the stunned soldier, pinning him in.

Grabbing both arms you pull with all of your might, straining the reinforced innards of your armor until the mettalic arms of the enemy suit tear off.

You beat him until his helmet collapses for good measure before moving on. Wouldn't want him showing up again somehow,

Soon enough you reach the top of the elevator and then rush through the next major hallway.

No significant resistance, the final elevator also possesses no significant defender but automated turrets which you dispatch with ease. You must be moving so fast that security can react quick enough to catch you.

At the top fo the elevator the hum of your particle gun is followed by the armored door bursting outward onto the command center.

Lo and behold the relatively small chamber has only technicians and the ringleader himself. Teliri sits at a command throne and before he can so much as get up you cross the room in maybe 10 strides before crushing his entire right arm in your randing grip.

You inject nano machine into his body and scan his body using your helmet to make absolutely sure this is no body double or clone. The results come back clean. This is the real deal. The technicians have already decided to flee so it's just you and Teliri now.

>Do you have anything you want to say to this guy before you off him?
>>
>>2489292
>The wounded one does not escape you either, he hesitated after you dodged his fire.
Dammit this is what I get for rushing
>I know there are also other mistakes in this post
>>
>>2489292
Keep him alive as a living meat shield as we make our way to the beta titan. I'm hopping keeping him alive would dissuade and of his goons of attacking up.
And just to be safe, tear off his shirt and stuff his mouth with it.

So if we are in the command center, can we put the whole place on lockdown and have ALL the automated defense systems inside set to kill on site?
>>
>>2489311
Oh yes Rickert had a gameplan for what to do upon entering the command center

>use a nano machine spike and virus cocktail to infect and destroy the security system of the base. Then cause the facilities life support to go down and overload the power feed to the titan.

The reavtor will over tax itself and when the reactor asks for permission to shut down from the command center it will instead recieve nothing and melt down.

Rickert vacates while half the crew is chokcing to death from lack of air and the other half gets killed by automated defenses before hi jacking the titan.
>>
>>2489326
>close door to titan
>take a moment to yell like insanities at Teliri until he passes out
>break his legs and proceed to destroy the whole place
>>
>>2489326
Destroy the asteroid base with the beta class titan. What kind of weapons does it got?
Kind of wished if it would be ok to keep a few of it a weapons.
>>
>>2489333
>yell like insanities
can you clarify what this means?
>>
>>2489337
https://youtu.be/8Pqj1dzzL2g
>>
Okay.
>update ahoy

Teliri glares at you despite his crushed arm. You raise him up to eye level, close enough that the light of your helmet's eyes turn his face crimson.

You contemplate taunting him with some pithy remark or threatening him or mocking him. But you look back at your service days and remember there was a soldier in your regiment that would always be screaming and growling at the enemy. You can't for the life of you remember his name but you remember that it unerved the enemy after the while. Facing down an enemy who might as well be a rabid beast is disturbing even for the hardened.

You you start incoherently screaming and yelling at Teliri. You don't stop at any point while he's with you. Even when you hack into the stations primary systems and turn off all the life support systems, the artificial gravity, and the make the reactor go critical.

Even when you spend an hour getting inside the titan while the staff of the station panic and run around like decapitated chickens, you never at any point stop screaming obsecnities and incoherent gibberish at him. Also you break both of his legs and his other arm.

Once inside the titan you tear your way out of the station like its a cardboard box, ripping yourself out and spliting the station in two. The reactor at that point blows and melts half of the station, the weapons on the titan finishes off the other half.

Floating through space from with the titan, still screaming and now foaming at the mouth, Teliri is also screaming and gibbering although is also crying and pissing himself.

When you rendevous with the agents not very far away, you recieve a transmission from Argyle. You stop screaming to speak with him, not like it matters anyway, teliri passed out a little while back.

"Very impressive Mr. Volgunsen, 2 hours and 40 minutes to infiltrate and destroy the entire facility, I speculate that this might be a record."

You remain silent and contemplate something for a moment.

"Argyle you said that I would be granted a favor correct?"

Argyle groans immediately

"I will repeat myself Mr. Volgunsen, You are not taking the beta titan with you. It's evidenc in this case, and it would look very poorly on my division id I just let walk away with it after we spent so much time investigating."

You groan inwardly but decide to take a slightly different approach.

"What if I were to just take some og the equipment off the machine? A weapons and a piece of equipment for my trouble and we'll be even?"

Arglye grumbles for a time before he speaks again.

"I.....can accept that offer. That's you favor and we're even if you take it."

>do you take 1 weapon and 1 equipment from the beta titan? or keep the major favor for later?

Yes or no

(that's the end of this thread)

Vote on this issue and we'll pick the loot and return to Polaris afterwards, thanks for playing anons.

The next thread will be saturday the 28 of april at 3pm EST
>>
>>2489383
Take the equipment.
>>
>>2489383
Major favor for later. We already have too much shit, lets bank it for later when we need something urgently
>>
>>2489383
I'm for banking as well.

Though, could we have a look at the loadout? And what is the big difference between delta class stuff and beta class gear?
>>
>>2489443
>beta titan stuff
Beta class and up also use the same equipment and weapons that delta class use so the loadout of a beta class could be the same as yours, but they have more slots for equipment and weapons.

However Beta and Alpha class are big enough that they can fit weapons and equipment that can take double the amount slots or triple, really massive stuff that only Beta class and up are strong enough to carry around and use.

>the loadout
just two things but its the things you want

weapon
>Gungnir (10d10+10 melee damage, Two handed (beta class), armor piercing, charge attack. x3 crit throwing damage, shield breaker)

equipment
>Sleipnir engines (thrusters (beta class) that can allow you to move with devestating speed, +5 to melee damage, +2 to defense rolls, allows for fast movement and high jumping for a beta class titan)
>>
>>2489684
I'm >>2489443 and yeah, I'm changing my mind and would like the super thusters and the spear that can turn delta titans into shish kebeb on a throw.
>>
>>2489383
voting to keep the favor for now
>>
>>2489693
we might not have the strength yet (we're at +4, so we're one point of strength away) to actually wield the thing it's a two handed beta class weapon. now if it were a one handed beta class weapon that might be another story.
>>
>>2489811
The main reason I now want the stuff is because the thrusters have a defense bonus. The one dice bonus we are still lacking in. If I have to wait till we make Algol HUGER so be it.

Plus our choices so far made Rickert out to be a disciple of the Church of Speed and Mobility. (And fuck you I punch you in the face!)
>>
>>2489861
>(And fuck you I punch you in the face!)
...you sir make a very compelling argument and point.
Voting to take the weapon and equipment
>>
>>2489428
>>2489693
>>2489892
3 for take the stuff

>>2489431
1 for bank the favor

taking the stuff wins

>you have acquired new loot

weapon
>Gungnir (10d10+10 melee damage, Two handed (beta class), armor piercing, charge attack. x3 crit throwing damage, shield breaker)

equipment
>Sleipnir engines (thrusters (beta class) that can allow you to move with devestating speed, +5 to melee damage, +2 to defense rolls, allows for fast movement and high jumping for a beta class titan)

if you get the next strength trait for Algol which is
>Titanic strength (+6 to melee damage and strength rolls)

You can lift and use a gear from the class above you (beta gear on a delta, alpha gear on a beta, etc.)

If you show up with Gungnir in hand along with magnetic mitts most competiton in the first round will shit themselves or try to run away.
>>
>>2489900
>Sleipnir engines plus magnetic mitts plus regen organ or static field equals woop ass
>>
>>2489900
Is the noble worth more alive or dead? Would he have any other contacts in need of killing?
>>
dead quest?
>>
>>2506672

Nope, new Thread:
>>2511348




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