Update for VR
((Triggerhappy submitted his turn first, so he won initiative for this turn. Not that it was ever used.))
BFett
BFett wrote:Once within hacking range BFett attempts to hack the maneuvering thrusters of his opponent's casket. If his weapons come within range BFett fires both his neutron gun and his particle gun at his opponent.
BFett attempts to keep some of the tallest buildings in front of him between himself and his opponent as he eases his casket forward.
You watch Triggerhappy, fully expecting him to come charging blindly at you like a bull, guns blazing. As soon as he's within range, you plan on shutting down his thrusters so he crashes into the ground. The young upstart is so full of himself it's maddening - you want to give him a taste of what real combat is like.
Soon, though, you realize - Trigger isn't charging you. In fact, he's firing - a railgun round passes several feet above your left pincer - a near miss. He's done no damage, but you see him starting to bank to your left, taking his CASKET down in between a couple of run-down buildings. You fly towards him, cautiously watching where he disappeared and keeping the buildings between you.
You wonder where he went.
Your PDA beeps, updating you with data from his current location. It looks like he's ... underground? It's certainly a surprise to you... you start to think about what you'll do about it.
Triggerhappy
Triggerhappy wrote:Mentally prepare to get REKT.
If BFett does not immediately begin evading, take a careful shot with my railgun. Skip shooting if the enemy is evading right away.
I then loose altitude and use buildings as cover between me and BFett while I figure something out.
I notice an underground entrance to the city Metro network. Too small to fly into, however.
Perfect.
Land right by the entrance. Take a moment to disable and lock down my ship.
Get out of the CASKET and head into the dark Metro.
Walk deeper into the Metro for a while.
Inside, enter the abandoned, rundown, dark hallway deeper in the network, leading into several side rooms.
If I can find a string/wire in the ruins, position it as a simple tripwire across the darker part of the hallway at ankle level.
Enter one of the side rooms, take cover, and wait.
You're pretty sure you're doomed in this scenario. You can't see that you have much hope against someone that's already completed two missions, but you're going to give it the best shot you can.
Curiously, BFett doesn't actually start moving - it's as though BFett expects you to charge him. This leaves him open, you realize, and you set to work on lining up a careful railgun shot. After some meticulous aiming, you fire - and according to your cameras, the shot goes wide, just barely missing him. It's a bit of a disappointment to you, but then, you aren't sure you really expected to be able to hit him anyway.
Your next order of business is finding cover. Taking your CASKET a bit lower to the vine-ridden ground, you start looking about, hoping to find some kind of place where BFett can't immediately get at you. You know your delicate CASKET computer won't stand up to a single hack from BFett's ship, so you'd like to be able to get out. And - fortunately - you're in luck. Over between a couple buildings on your right, you soon locate the entrance to a subway station - a metro. You cautiously fly your ship down to the entrance and set it down, landing with a jolt. Feeling somewhat shaken, you unfasten your seat belt as quickly as you can, hitting the buttons to open the canopy. Then, you shut off your ship, powering it down completely before you climb out. It isn't long after that before you've slid down the side of the CASKET, all your gear in hand, and are on foot.
The gaping maw of the metro's entrance looms before you, dark and foreboding, wrapped with vines and lined with cracks in the stone. All is silent but for the chattering echoes of some distant animal.
You enter the darkness, quickly jogging down the flight of steps, and turn on your helmet lamps to light the way. It's incredibly dark in here, and poorly kept. Water pools in deep puddles at the base of the stairs, the concrete about it stained dark brown from age and neglect; you step through these and head to the right, leaving a trail of footprints behind you. You might manage to last a while, but your footprints will give you away. You're all right with this.
After some traveling, you manage to find a darkened hallway through a set of fallen doors that leads into what was once a bathroom. The urinals are dry and cracked; in one of them you even find the nest of some small animal. You reach around your riot shield and prod the old straw nest with your pistol, but see no motion. Whatever lived here was dead. Behind you, the mirrors on the wall are in surprisingly good condition; your helmet lamps shine brightly back into your face, almost blinding you for a moment before you turn away, looking back to the doorway. There's still no sign of BFett, but you know he'll be able to see you on his PDA when it updates. He'll find you.
You just have to wait.
Blake
Black--Snow wrote:Attempt to modify my pistols with rails to speed up the projectiles fired.
((I assume this won't be an issue since it's VR, double rolls that is))
((On that note, what constitutes a double roll/use of two "Creations" in a part kit?))
Also attempt to widen the barrel, magazine and other firing components to allow for larger projectiles.
Create projectiles for the expanded weapons.
Fire the pistols at CASKETS (Different points, to test) and at the walls. Ask CHIARA for test enemies with different armour (none to ultraheavy) and shoot them too
((If this uses multiple rolls, just split it into different turns I suppose, but I don't want to trouble you too much. :3))
((Also, Tal, are you able to tell me exactly which rolls I failed?))
((I'll disable the roll restrictions for this VR session - at least until the two of you start shooting at each other.
I considered the pistol rolls as taking one roll per pistol to do the things you mentioned. It gets fuzzy around handiwork things, but as long as you don't try exploiting rules it should all be fine. Common sense, you know?))
You pull out one of your pistols and take it over to one of the mobile workstations that sit nearby, looking it over. It's a pretty utilitarian thing - six-round magazine, powerful barrel - but you'd like to make it a little stronger. There's a tier 1 weapons partkit sitting nearby - you walk over to it and pull out some materials you think will be handy, and get to work, starting with crafting some rails. You think you'll also widen the barrel, when you get to that...
~~~
Your first attempt at adding rails to your pistol didn't go as well as you would've liked. One of your pistols is functionally the same as it was before. Your second attempt, however, was much better. Your pistol is no longer a mere pistol - it's now a railpistol, with a widened, lengthened barrel, and two accelerators mounted on the side. You had to lengthen the stock somewhat in order to fit a generator to power the thing, extending it over your hand. After that, you crafted a new addition to the casing. It's an odd looking weapon, but somehow attractive and graceful.
After looking it over for a moment, you turn and fire it at the nearest CASKET - the one belonging to Foreigner. It very nearly punches a hole in the armor. Your other pistol - the one you failed to upgrade properly - doesn't do as well - the bullets leave dents, but nothing special, mostly impacting and ricocheting away. You fire several more times at Foreigner's CASKET, and after several repeated shots in the same location, are able to punch a hole.
"CHIARA?" you ask. "Can I get some targets in here? Multiple armor levels, I suppose, but I don't want to trouble you too much."
She seems quite willing to help.
"Of course. It's no problem."
Over on your left, several generic, white-suited soldiers appear. They look around curiously, and then seem to notice you. Immediately they shift to more battle-ready stances, guns aimed and loaded. You cringe, expecting them to shoot - but they don't fire. They don't actually seem fully intelligent. They're animated dummies.
You fire at the soldier on the left a few times with your non-upgraded pistol - the soldier that isn't wearing any armor. It takes you a couple shots to actually manage to hit, but when you do, it easily pierces the thin clothing he's wearing; you see blood trickle down his chest. After a couple more shots, he falls backwards and disappears. Another soldier materializes and takes his place. You try with your other pistol - the more powerful one - and on hit, it punches a much larger hole. The man shouts and crumples forwards, and another takes his place.
The lightly-armored soldier is a little tougher for your original pistol, you find, but the newer pistol seems to punch through it with ease. This pleases you.
Fawkes
F4wk35 wrote:"Back here again? Thanks CHIARA!" Even if she's not physically around, I give her a big smile anyway.
I then make my way around the Tier1 Weapons kits scattered around, getting a rough overview over the available parts.
I then walk to a Crafting-station and start building Weapon:
Based on the Technology of a usual Gauss-Rifle, I try to make a Higher-powered Gauss-Rifle with much higher Penetration-power. For this I first disassemble a normal Gauss.
Weight is a secondary concern as long as one can carry it around. If one can't shoot it standing, no problem as long as it works when set upon something or with an exoskeleton.
I will build the bipod (I assume it will be much longer than the normal Gauss, so for better handling I intend to put on a bipod) with magnetic clamps so it can be better used from a CASKET's cockpit.
I will also try to get some dampeners inside to reduce recoil.
Ammo-wise, I fashion a set consisting of 10 sufficiently sized stakes complete with magnetic holders on the side of the gun. See if I can construct it in a way that allows for easy assembly/disassembly from/in 2 or 3 parts and also look for a case to put it into.
After each step in the construction, describe the process in easy wording so I can replicate it later if needed. Ask CHIARA to record it all.
"CHIARA? If I manage to injure myself with that thing during the tests...please reset my physical condition to OK after...5 seconds, please."
Once finished with construction, take a few shots at differently armored CASKET (and perhaps a HAMMER designed/armored after the one we brought back) to see the effects.
When Blake asks for the human-sized targets, say to CHIARA: "Please generate Dummies for the start. I don't think we want to have some virtual enemies lurking around here freely."
((In case, that the multi-roll-rule is in use during the testing-simulation, please interrupt it before the second Handiwork roll. If the rule is not in use, happy crafting ho!
))
"Back here again?" you ask. Then, trying to make sure you sound grateful, you smile and say, "Thanks CHIARA!"
She doesn't respond. Perhaps she feels it wasn't necessary.
You make your way around the low tier weapons kits scattered around, getting a rough look at all the parts. There's a lot out here - miniature generators, particle emitters, laser cores, rails, plenty of sheet metal for crafting barrels, blades, stocks and cases - it's a veritable dreamworld for the inventive mind. You grab some of the parts - rails, metal plates, a generator, poles - and head over to a workstation to get to work.
~~~
After some amount of work, your project is finished: a high-powered, man-wielded Gauss cannon that makes the regular Gauss rifle look like a cheap toy. Of course, the thing you've built
is astonishingly heavy - but not heavy enough that you can't move it about, and you've even crafted a handy tripod to mount it on. You set it up, aiming it towards the nearest CASKET - Foreigner's. It seems to be the popular target. Blake has already poked a few holes in it.
"CHIARA?" you ask. "If I manage to injure myself with that thing during the tests...please reset my physical condition to OK after...5 seconds, please."
"All right."
When you pull the trigger, there's a sharp, loud clap; a fireball bursts from the barrel of your gun as the round superheats the air, and a shower of sparks as it slams into Foreigner's CASKET, punching a hole straight through the metal. You hear a hissing noise coming from within - sounds like you hit a fuel line or something.
((I counted crafting the entire thing as a single roll. CHIARA can't help you re-craft it on missions, though. VR is VR. Mission is experience. This does help you learn the ropes of crafting, though.))