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File 169404244903.png - (858.87KB , 1411x1073 , Mech1.png )
1071850 No. 1071850 ID: ed041d

Clark IV, a world under fire.

The Interstellar Transit Authority currently holds the planet under martial law. The planet has seen a turbulent past century, guerilla fighters have been holding it hard and there has been no progress in taking hold.

Mercenary companies have been brought in to step in as a force multiplier, but they are beholden to no one but whoever pays the most.

Corporate entities have also begun to set their eyes on the planet below.

It is hell.
Expand all images
>>
No. 1071851 ID: ed041d
File 169404249552.png - (883.59KB , 1411x1073 , Mech2.png )
1071851

A freighter ship exits drop over the planet.

:StaticIcon:: Prepare for drop.
>>
No. 1071852 ID: ed041d
File 169404251494.png - (890.90KB , 1411x1073 , Mech3.png )
1071852

>>
No. 1071854 ID: ed041d
File 169404256786.png - (86.15KB , 564x523 , Mech4.png )
1071854

:StaticIcon:: Vitals are still good, you there 637?

:StaticIcon:: If so, good.
>>
No. 1071855 ID: ed041d
File 169404261618.png - (160.15KB , 977x919 , Mech 5.png )
1071855

:StaticIcon:: We've got a long busy road ahead of us.

It begins...
>>
No. 1071856 ID: ed041d
File 169404272055.png - (79.10KB , 615x420 , Pilots.png )
1071856

>>
No. 1071857 ID: a7a180

Fox.
>>
No. 1071858 ID: 681cb5

Lady fox
>>
No. 1071859 ID: d3bf48

Fox Female!
>>
No. 1071860 ID: 809e5e

FOX, COME IN, OVER.
>>
No. 1071861 ID: 423004

booba fox
>>
No. 1071867 ID: 15a025

Wolf reporting in!
>>
No. 1071887 ID: 99204e

Starwolf > starfox
>>
No. 1071895 ID: e5709d

Vore Vixen
>>
No. 1071898 ID: 48d6bf

Wulf it up.
>>
No. 1071900 ID: 5b5b7a

booba fox

With extra booba
>>
No. 1071902 ID: 0fbdcd

Foxy lady.
>>
No. 1071906 ID: ed041d
File 169409934589.png - (44.70KB , 451x452 , Pilot F.png )
1071906

The Vote has decided Fox

cosmetic chosen.
>>
No. 1071907 ID: ed041d
File 169409940198.png - (62.41KB , 502x396 , Mech6.png )
1071907

:HandlerIcon: Good to see you're in tact 637-Fox.
>>
No. 1071908 ID: ed041d
File 169409945926.png - (46.57KB , 406x406 , Handler.png )
1071908

That is the sound of your Handler, Hannibal.

He's a bit of a straightforward sort and works with Kowalski-Wayne Mercantile, the company that currently owns you.

Work with him and you'll have your own life again in no time.
>>
No. 1071909 ID: ed041d
File 169409952684.png - (57.52KB , 829x455 , Mech Build 1.png )
1071909

:HandlerIcon: You're currently outfitted with a standard August Model mech, we can buy parts later, we need to deal with the rebellion first, that means getting to Central City.

:HandlerIcon: You're also outfitted with a default loadout, I wish I could have gotten you something better but this was the best we could do on short notice.
>>
No. 1071910 ID: ed041d
File 169409956563.png - (20.96KB , 302x263 , Mech7.png )
1071910

637 rushes forward, aiming ahead to get into the action!
>>
No. 1071911 ID: ed041d
File 169409961524.png - (57.72KB , 660x356 , Mech8.png )
1071911

3 Box series Walkers stand in your way. 2 Missile sets and 1 shielded.

What is your first action?
>>
No. 1071912 ID: fb8a42

Ask Hannibal if I can have action figures of these walkers oh my goooooood
>>
No. 1071913 ID: 809e5e

[ MERCY ] they're cute and should join us.
>>
No. 1071919 ID: a7a180

Flank speed. Lock on to missile walkers with missiles, prepare to strafe gunner.
>>
No. 1071924 ID: f8083d

You won't go far under heavy missile fire, so you should take out one of those first. See if you can find any cover too, preferably cover that will also hamper missiles.
>>
No. 1071929 ID: 59fbfe

Activate multi-lock with the shoulder missiles and wipe them all out simultaneously. Strafe and pew pew with the rifle while doing so.
>>
No. 1071930 ID: 4819de

>>1071911
Box Walkers are durable little buggers-but they're sure as hell not maneuverable. Body-tackle the middle one with a shield to send it back a bit, then use your booster kit to quickly position ourselves behind it, using it's shield for our favor. Than all we have to do it gun the rest down.
>>
No. 1071965 ID: ed041d
File 169418086383.png - (69.23KB , 496x466 , Mech9.png )
1071965

The vote is to strafe and fire missiles.

Dashing to the side, you open fire with your ranged weapons, circling around the Box Walkers, you lock 6 missiles onto the two artillery Boxes.
>>
No. 1071967 ID: ed041d
File 169418094971.png - (141.17KB , 1068x492 , Mech10.png )
1071967

Lacking defenses the two artillery Boxes are handled easily. The Shield Box however starts to track you and opens fire back, your own machine gun rounds pinging off the shield.

How will you handle this?
>>
No. 1071970 ID: 59fbfe

He has a shield. Luckily, we have a sword.

Use BOOSTER KIT to close the distance and sword him directly in the shield. That should knock it off-balance enough for us to swing our gun-arm right into the cockpit and pointblank it.
>>
No. 1071973 ID: a7a180

Negate shield and ventilate.
>>
No. 1072016 ID: 273c18

>>1071970
Agreed. Do the cool shit.
>>
No. 1072018 ID: e5709d

Start with a feint. Shoot at his legs and run cautiously, then when you're sufficiently close hit the booster and charge in.
>>
No. 1072023 ID: dd3fe0

>>1071970

Remember, the idea is to attack from an angle that will make him have to raise or angle the shield to deflect or block your sword arm that makes an opening to let you use the gun. With the gun arm, you just need a quick bypass angle, since it has range!
>>
No. 1072112 ID: ed041d
File 169437304197.png - (53.73KB , 431x265 , Mech11.png )
1072112

The Command is to boost and swing the blade.

You boost forward and cut through the last Box, it doesn't take long before it explodes.

You now have an idea of how you will handle shields in the future, Shielded Enemies are weak to Melee, remember this!
>>
No. 1072113 ID: ed041d
File 169437315306.png - (47.86KB , 395x534 , Mech12.png )
1072113

You look out to Central City, you have gotten much closer, helicopters of Guerilla fighters hover in the air.

:HandlerIcon: Alright 637, you're near the City. Reports are coming in that there is an Enemy Mech in the center holding off ITA Forces. Your job is to engage it.

Do you wish to Respond, if So, What do you say?

Or do you wish to just boost into the city and find the enemy Mech?
>>
No. 1072114 ID: a7a180

OK buddy.
>>
No. 1072119 ID: e5709d

Use [Chat] and type 'Heading to location.'
Find a way to climb the skyscrapers so you can get a height advantage and kill any nearby air support.
>>
No. 1072134 ID: 59fbfe

>>1072119
This. Try to avoid confrontation as much as is possible, but shoot any helicopters in your way out of the sky while we climb.

At the top, try and spot the enemy mech and see how they fight, we should get an idea of their build.
>>
No. 1072141 ID: 8d6244

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072142 ID: 8d6244

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072143 ID: 8d6244

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072144 ID: 8d6244

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072146 ID: ab825b

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072147 ID: 423004

Take the high ground and use the rifle to swat any helicopter out of the sky.
>>
No. 1072148 ID: f72b35

>>1072134
Do this.

>>1072141
>>1072142
>>1072143
>>1072144
>>1072146
>>1072147
Whoever you are, don't spam the same message over and over. You're going to get yourself banned if you continue this behavior.
>>
No. 1072156 ID: 273c18

>>1072148
I think the first four are a mistake considering they have the same time stamp (maybe internet troubles) and the next two have different IDs so they're just memeing while supporting the suggestion.
>>
No. 1072184 ID: 195ecb

~Im a thinker I can break it soun...~
>>
No. 1072189 ID: ed041d
File 169448311330.png - (29.43KB , 299x287 , Mech13.png )
1072189

You boost to the rooftops of Central City, sending a single message back to your Handler.

:PilotIconF: Heading to Location.

:HandlerIcon: Good to hear you aren't brain dead, Fox.
>>
No. 1072190 ID: ed041d
File 169448314393.png - (76.01KB , 619x446 , Mech14.png )
1072190

You land and approach the city's heart, following the sound of gunfire, you look down and see the enemy mech.
>>
No. 1072191 ID: ed041d
File 169448324447.png - (83.87KB , 591x616 , Mech15.png )
1072191

:HandlerIcon: Huh, didn't expect a Hex build on hand, the Monarchy of Clark shouldn't have that kind of technology on hand.

:HandlerIcon: It's probably repurposed from some industrial equipment. I'll see what I can dig up.

You aren't certain of the build yet but you do see 2 W2 Shotguns, and 2 8 Tube Launchers on its back. It has both long range and short range cover.

How will you handle this?
>>
No. 1072194 ID: a7a180

Take the high ground and use the rifle to swat any missiles out of the sky.
>>
No. 1072197 ID: dd3fe0

Any way to get it to use up it's missiles? How are your antimissile point defense systems?
>>
No. 1072198 ID: 273c18

>>1072191
Engage at medium range with the rifle.
>>
No. 1072199 ID: 423004

we've yet to be seen, make an explosive entrance with a missile or two!
While it's occupied with dodging the missile fire; close in to a medium distance just outside of its shotguns effective range, and open fire with the rifle! Stay in motion an apply pressure!
>>
No. 1072226 ID: 0fbdcd

Quad legs mean it will be hard to stagger, and the dreaded Double Zimmies mean we can't get close to it in a confrontation.

However... we are above it. Way above it, and not yet spotted. I say we engage Goomba Stomp maneuver. Try and crush its torso right through the joint where it meets the legs by landing directly on its head. If that doesn't OHKO it, it should very much leave it stunned for a follow-up with the sword.
>>
No. 1072240 ID: 0bf2fd

>>1072191
Set up where you are and aim very carefully at the head and fire with the rifle.
>>
No. 1072253 ID: bada8c

Saturat with missles and engage with rifle.
>>
No. 1072291 ID: ed041d
File 169461648241.png - (56.46KB , 347x466 , Mech16.png )
1072291

You opt to leap down and open fire, keeping at a medium range.
>>
No. 1072292 ID: ed041d
File 169461665699.png - (48.52KB , 561x383 , Mech17.png )
1072292

:HandlerIcon: Alright got the build 637. That's a Odyssey series by Olympus Tech. It's a heavier build and uses those 4 legs to keep stable, apparently it's an industrial mech meant to carry heavy loads around factories. Keep at it and avoid those missile racks and you should be fine.

You're zipping around, doing so damage, perhaps you can throw it off balance, do you want to is the question? And even if you did, how would you do so?
>>
No. 1072297 ID: 59fbfe

We have the range on his shotguns and appear to have the speed on his missiles. Unless he does something to surprise us, no reason not to just circlestrafe until it's dead. We're paid to kill, not to be flashy.
>>
No. 1072298 ID: 9059a7

So mechs have a really high center of balance. You should cause lots of explosions from one direction, very near it. Shoot a missile right as it arms itself near the end of the early boost phase, right after it launches.
>>
No. 1072303 ID: 1cf36f

You always want to throw them off balance. Concentrate on a legs until they fall apart.
>>
No. 1072310 ID: 0bf2fd

>>1072292
Its a quad, you wont be able to throw it off balance unless you trash one or two of its legs first.

Stay at a distance, keep mobile, aim for the joints as much as possible. It is an industrialmech below the outer armor. The joints should be relatively weak compared to battlemechs.
>>
No. 1072311 ID: 273c18

>>1072292
If part-specific damage works, you could aim for its missile packs so that it explodes itself?
>>
No. 1072355 ID: d9ed37

>>1072311
That's a good idea, especially since it's basically stationary. We should be able to hit them.
>>
No. 1072358 ID: e5709d

Keep the fight steady until he has to reload his shotguns, then dash in and slice two legs.
>>
No. 1072360 ID: ed041d
File 169470160455.png - (24.44KB , 380x181 , Mech18.png )
1072360

You raise the machine gun and open a burst fire as the Odyssey opens up a missile rack.
>>
No. 1072361 ID: ed041d
File 169470163153.png - (43.37KB , 384x310 , Mech19.png )
1072361

You strike the warheads and take it out, even damaging the head unit a bit.

What will you do next?
>>
No. 1072362 ID: e5709d

You've permanently weakened his long range DPS and accuracy, so just hang back and continue shooting.
>>
No. 1072363 ID: 4d4361

Use your own missiles to finish this, you command the long range now.
>>
No. 1072364 ID: d3df89

>>1072363
>you command the long range now.
No we don't. Not yet, anyways. The enemy still has one missile rack on its other shoulder. If we can destroy that, then we'll have long range command.
>>
No. 1072374 ID: 0bf2fd

>>1072361
So... sidenote, is it possible to set the missiles to a delayed fuse activation so our own missiles don't blow up if they get hit like that guy's did? Like set it up so they only arm a half second after the motor activates.

Anyway, keep firing at the missiles and head. Even if the shots mostly miss, you would still be suppressing the guy and making it hard to see.
>>
No. 1072402 ID: ed041d
File 169478780229.png - (24.50KB , 272x198 , Mech20.png )
1072402

You aim for the second missile rack with your own.
>>
No. 1072403 ID: ed041d
File 169478785161.png - (22.57KB , 273x197 , Mech21.png )
1072403

And take it out completely, along with the head unit, the Odyssey is now [IMPAIRED] in vision.

What will be your next action?
>>
No. 1072407 ID: 3f367a

To defeat the enemy mech, shoot it until it dies.
>>
No. 1072408 ID: 0bf2fd

>>1072403
Ask Hannibal whether the enemy's cockpit is augmented to allow them to see behind them (things such as a backup cam, for instance). Also ask if its arms can swivel to point behind it.

If they can't, flank around behind it and then stab the fuck out of its head with your sword. If you miss, grapple with it.
>>
No. 1072426 ID: e5709d

Carefully incapacitate the mech from behind, then extract them for salvage.
>>
No. 1072427 ID: a9af05

>>1072408
Its head is missing. But we can stab straight down where the head used to be. We might hit the pilot in the cockpit by doing that!
>>
No. 1072429 ID: 0bf2fd

Where is the pilot in that thing?
>>
No. 1072478 ID: ccf1fb

Take out one of the shotgun to create a blind spot
>>
No. 1072560 ID: ed041d
File 169499020984.png - (21.20KB , 210x182 , Mech22.png )
1072560

You strike forward and the Odyssey takes a shot with its shotguns, taking out your right arm.

Thankfully your beam blade is still functional on your left, digging it down the unarmored neck joint you strike near the cockpit. Even if you didn't hit the pilot you more than likely seared them to deal just from ambient heat.

It ceases function and limply lowers its arms.

:HandlerIcon: Good job 637, the ITA can take the rest of the city from here. We've established ourselves and can begin work for KW Mercantile. A garage will be open for us soon.

Do you have anything you want to say before the mission ends?
>>
No. 1072561 ID: a7a180

OW, MY FUCKING ARM!
>>
No. 1072571 ID: e5709d

"Get me a @#$%ing sidekick."
>>
No. 1072573 ID: dd3fe0

So, military force work best in groups, not lone wolves. I want to be part of a Mech lance. Or at least have a wingman.
>>
No. 1072583 ID: b6d09f

Don't need to say much, though he's been guiding you and complimented your work so you should at least be polite and say "thank you".
>>
No. 1072650 ID: 4f2900

Check the garage for a replacement arm.
>>
No. 1072688 ID: ed041d
File 169513686834.png - (25.84KB , 273x412 , Mech23.png )
1072688

:PilotIconF: Thank you.

:HandlerIcon: You'll be picked up shortly 637, from there we can handle repairing your Mech shortly.

Overhead are a few ITA airships, the city will be under control shortly.
>>
No. 1072689 ID: ed041d
File 169513702614.png - (41.47KB , 226x310 , Mech24.png )
1072689

Soon you're loaded into a mobile garage and your Mech is shut off, you are free for now.

:HandlerIcon: Take it easy for now, repair work will begin shortly but we may need to just replace the arm.

You are now free to take some time.

You can check your CONTACTS for any potential names you may know.

You can hit the SHOP for parts and weapons.

There will be a BOUNTY BOARD for jobs.

Or you can hit the CLARK INTRANET for information on the situation.

What do you want to do?
>>
No. 1072702 ID: 575bce

Go surf the net.
>>
No. 1072715 ID: 32a74c

Shop for parts.
>>
No. 1072718 ID: 0bf2fd

>>1072689
Take your helmet off, lets see your face
>>
No. 1072720 ID: e5709d

Contracts first, then buy a loadout based on the job.
>>
No. 1072848 ID: ed041d
File 169530423631.png - (24.83KB , 175x239 , Mech25.png )
1072848

>>1072718

You remove the helmet, you're in a safe location so it's not exactly needed. You are a typical red fox though with some minor scarring on the right side of your face, as well as some minor cybernetic implants around your head.

You don't feel much these days, but a job is a job.

:HandlerIcon: Take it easy Fox, we need you in tip top shape.
>>
No. 1072849 ID: ed041d
File 169530469773.png - (22.84KB , 800x182 , Mech26.png )
1072849

You scroll over to the contract screen, from there you can pick out jobs to work.

:HandlerIcon: We're not the only mercenary on the planet but we do have a decent first call on a lot of these gigs, if you don't grab one it may not be available as there are other mercenary forces. Some of them not so willing to work with us. The jobs being handed to us are worth at least 10 Tokens each, not big scratch but enough, we got 15 from the last job.

Cleanup - Old Tunnels
:HandlerIcon: The start of where this whole rebellion began. There are some automated defenses in the tunnels still operational, the Contact wants them gone.

Assassination - Eliminate
:HandlerIcon: Typical smash and grab, find the Walker Squad and handle them. Supposedly they've got a expansion unit for one of the Boxes.

Escort - Recon Survey
:HandlerIcon: Seems one of the ITA contacts has a rig set up, it's trawling through some of the old deserts scanning for Ruins. Your job is to keep it in tact.

Recon - Temple Ruins
:HandlerIcon: Reports of an enemy mech in the area, keep an eye out and try to survey these old Ruins for a Research Group with the ITA. Straightforward enough.

What job are you thinking of taking?
>>
No. 1072851 ID: f8083d

I like the escort but fear we may be a bit underleveled for that. Let's try the recon.
>>
No. 1072852 ID: 219cd1

We are go for recon.
>>
No. 1072868 ID: 9e0893

We're solo so our best bet is recon work.
>>
No. 1072894 ID: 0bf2fd

If we do recon, we should get some cheap camo netting to drape over the mech to break up its silhouette.
>>
No. 1072959 ID: ed041d
File 169548241303.png - (112.71KB , 631x369 , Mech27.png )
1072959

The vote is for Recon.

With that in mind you hit the shop, you currently have 15 trade tokens for the mercenary network, these tokens are used by almost every major supplier and can be exchanged for actual money. Mercs make use of them for easy trade supplies in refitting their mechs.

The shop has 3 units in stock.

Mechs are comprised of 4 pieces (Head, Torso, Arms, Legs) and the cost for these individual pieces varies.

There is the KRIEG heavy mech, it trades speed for armor and weapons handling, you want to wield the biggest guns, this is your mech. The parts cost 4 tokens each, overall the mech would be 16 tokens.

Next is the Ryu mech, a decent middle class unit that doesn't exceed in any field but makes up for it by sheer versatility, the parts cost 3 tokens each, for a total of 12 tokens.

Final in stock is the Critical model light mech, these units are used for scouting and recon work due to their speed, but can't field any heavier weapons than lightweight materials like sub-machine guns or light blades. The parts go for 2 each for a total of 8 tokens.

Also in stock are some new weapons. Weapons can be swapped between positions easily, though blades and melee weapons can only be fielded on the left arm. There are currently no new special additions like new booster packs or energy shield units.

HAND
* Machine Gun - 2 Tokens
* Sub-Machine Gun - 1 Token
* Shotgun - 2 Tokens
* Rail-Rifle - 4 Tokens
* Heavy Machine Gun - 3 tokens

SHOULDER
* Missile - 2 Tokens
* Turret Launcher - 2 Tokens
* Mortar - 3 Tokens
* Kinetic Shield - 1 Token
>>
No. 1072960 ID: ed041d
File 169548245732.png - (54.75KB , 829x455 , Mech Build Blank.png )
1072960

:HandlerIcon: Pick carefully and get yourself set up, if you want to do this job, we're gonna need something good.

Use this blank sheet to determine loadout, remember you have only 15 tokens currently available.
>>
No. 1072967 ID: a7a180

>Ryu arms
>Rail rifle
>Kinetic shield (Sword arm)

if Ryu parts are a straight upgrade over standard, buy the torso and legs too.
>>
No. 1073169 ID: ed041d
File 169565017922.png - (57.46KB , 829x455 , Mech Build 2.png )
1073169

> You have spent 8 Tokens, you have 7 left.

The Mech is outfitted with the Ryu arms, which are not a straight upgrade but more of a sidegrade. The August and Ryu are comparable but ultimately are more cases of speed and armor, the Ryu is lighter but boasts better handling for weaponry, while the August is slightly slower but more defensible.
>>
No. 1073170 ID: ed041d
File 169565024053.png - (81.14KB , 1161x387 , Mech28.png )
1073170

The mech mission is loaded, you are deployed in a large tunnel complex.

:HandlerIcon: Good luck down there 637, any last words before our contact cuts off?
>>
No. 1073175 ID: f0963a

Hey, where’s my sword? This shield’s supposed to be a fold down model!
>>
No. 1073268 ID: 86980a

"All's good, let you know what's up with this place in a bit."


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