Mecha Space Pirate Quest 18.5

Rolled 9, 3 = 12 (2d10)

Welcome back, swashbucklers, to part two of Mecha Space Pirate Quest's 18th installment! As always, you are Roarke S. Starwind, Admiral of the Iron Kestrels space pirate fleet, master of the starship Rhinehawk, and pilot of the Knuckle Kaiser.

Previous Threads: suptg.thisisnotatrueending.com/archive.html?tags=Mecha Space Pirate Quest, Collective Game, mecha
Master Pastebin: pastebin.com/sSHs0QmF
Upgrade Menu: pastebin.com/QQQzkFZe
List of Moves: pastebin.com/HSdyCe2y
Rogues' Gallery: pastebin.com/E9ZcDLfG

Last time, we left off in mid-combat. You've already rendered two Bluegills unable to fight, and have just ripped the sword arm off a third. Red Siren, behind you, is still facing down two after slicing open a third with her wrist-mounted continuous-beam guns. Although she's outnumbered, she has two holographic shadows flickering around her in an elaborate martial dance that make it look as though the opposite is the case.

Your opponent considers his options. His Bluegill, one-armed and no longer holding a weapon capable of penetrating the armor Karen has put her heart into perfecting for you, standing against the Knuckle Kaiser, which towers over it like a monster out of ancient legend, its triangular-toothed, sharklike grin mere meters from the blank faceplate of the UJCIDF mech, flexing its gigantic armor-rending claws.

The Bluegill throws down its beam gun, which bounces off and floats away into space, holds its remaining hand up, and goes to sit down quietly at the base of one of the transport ship's fins, somehow looking very, very ashamed of itself.

[Continued, rolling initiative for two new challengers, both have +3]

Other urls found in this thread:

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...But before that, you need stats for these guys, don't you?

UJCIDF PUMPKINSEED
Medium Striker Torso: C/S/K 8, 4 tons
Medium Striker Head: C/S/K 4, 2 tons
Medium Striker L. Arm: C/S/K 5, 2 tons
Left Hand: 2 CP, 1 Space, 1 Kill, 0.5 tons
Medium Striker R. Arm: C/S/K 5, 2 tons
Right Hand: 2 CP, 1 Space, 1 Kill, 0.5 tons
Medium Striker L. Leg: C/S/K 5, 2 tons
Medium Striker R. Leg: C/S/K 5, 2 tons

Armor: Heavy Striker (5 SP, 5 CP, 2.5 tons) on all locations

Main Sensors (Head): 4 CP, 1 Space, 2 Kills, 1 ton
Backup Sensors (Torso): 2 CP, 2 Spaces, 2 Kills, 1 ton

Options: Torso Cockpit with Environment Pod (2 CP, 2 Spaces), Torso Storage Module (1 CP, 1 Space), Liftwire (0.3 CP), Spotlights (0.2 CP)

Armament: The Pumpkinseed always has a fold-out vibro-gladius in its right arm. Normal Pumpkinseeds will also have a small shield on the left arm, along with a handheld version of a Medium Beam Gun, Rocket Pod, or Rocket Launcher. Another variant, the Cannon Pumpkinseed, also exists, but in keeping with the modular nature of Jovian mecha this one is simply a normal Pumpkinseed that trades the shield and the ranged option for a Heavy Cannon.
Arm-Mounted Sword: WA +1, 5K, 4 CP, 4 Spaces, 2.5 tons
Arm-Mounted Small Shield: DA -1, SP 6, 7.5 CP, 3 tons
Handheld Medium Beam Gun: Range 350m, WA +1, 3K, Infinite Ammo, 5 CP, 4 Spaces, 1.5 tons
Handheld Rocket Launcher: Range 350m, WA 0, 4K, 10 rockets (can be fired singly or in a salvo), 4 CP, 4 Spaces, 1.5 tons
Handheld Rocket Pod: Range 250m, WA -1, 2K, 20 rockets (can be fired singly or in a salvo), 4 CP, 4 Spaces, 1.5 tons
Handheld Heavy Cannon: Range 450m, WA 0, 9K, Ammo 10, 3 Reloads, 12 CP, 9 Spaces, 4.5 tons

Thrusters & Speed: 5 per leg, 1 in the torso. Moves 350 meters per turn in flight, or can run 250m. 11 CP.
Total Weight: 39 tons
Total Cost: 103 CP

Is that what a pumpkinseed looks like?
Man fuck those guys, that shield throw was some bullshit.

Two familiar machines come zipping up over the edge of the ship from where its small twin catapults are located. Larger than the Bluegill, but built along similar lines, they have a graceful, long-limbed look to them that epitomizes the aesthetic of Bahamutcorp space-combat mecha. Their heads are shaped like old-fashioned frogmouth jousting helmets, the shallow V of the 'eyeslit' glowing orange. Like the Bluegills, they're painted a pale bluish green, with division and serial number in white on their pauldrons.

One of them is the cannon variant, lacking a forearm shield and instead toting a huge rifle. While the other actively climbs up towards you and charges into melee range, the second (the one who beat your initiative) jets upwards to a height that puts it roughly 350m from you.

However, forewarned is forearmed, and your arms and reach outmatch that of the melee Pumpkinseed charging you, allowing you to attack first. The Cannon Pumpkinseed is no threat this turn, spending both Actions on movement.

>[What do, Roarke Starwind? You might as well feed me 1d10+14s since you're going to attack.]

Look at the bright side. At least they haven't developed giant wheels for bluegills to ride in when fighting in gravity conditions.

Not quite. For one, they're green, they've got sort of a swallowtail-shaped backskirt covering a torso thruster and fin-shaped thruster cowls at various places on the legs. Their shield also isn't large and round, but more of a pillbug-shaped gauntlet-and-bracer cover on the left arm. Plus they have swords instead of large maces. They're also green.

Otherwise, yeah, pretty similar.

>implying they haven't

Rolled 6 + 14 (1d10 + 14)

Disarm the sword knight. Since he isn't using a heavy cannon he can't do anything to us without the sword. Two punches out of 8 is enough to destroy it. Then we move on to the cannon knight. Still keeping with our no casualty stance.

Show this melee mech why our mech is called the Knuckle Kaiser and not after some fruit.

Rolled 3 + 14 (1d10 + 14)

Well, the right arm is the one we want gone due to the built in sword, though with experience from before, we should keep ourselves positioned out of cannon seed's line of fire.

Rolled 6 + 14 (1d10 + 14)

Man, that suddenly looks like some /ss/ shit.

"Disarm" them. Get it? DIS ARM? Heh. Yeah. Great at jokes and shit.

Rolled 7 + 14 (1d10 + 14)

Can we finally get our hot blood flowing? Gotta test these pirate hunters out. We'll be fighting a whole bunch of them in upcoming war.

Rolled 2 + 14 (1d10 + 14)

disable the right arm, use the rest of him as a shield

Rolled 9 + 14 (1d10 + 14)

Destroy the sword arm and then grapple can the cannon! We are too slow to get there without spending both turns (right?).

well if I recall our grapple hook is likely long enough to bind them and if bound they cannot use their cannon.

>Ruin Sentinel /ss/

doujins when!?

Grapple-chan can reach 400 meters and likes yoga so is flexible enough to disable one of the cannon hand. Just gotta roll high on that pin. I believe in you Grapple-chan!

Rolled 7, 10, 8, 10 = 35 (4d10)

Well, there go my sides again.

If you destroy the right arm, what are your supplementary targets?

Like the Bluegills, these guys are B-Class Mooks with +11 after taking their mech's weight into account.

>grapple-chan desperately wants to wrap around another mechs cannon

The head. One punch is enough to destroy it. Also makes them look like a fool.

...

We get a free second hit on the same location whenever we land a punch, bro. We just tore off its right arm already, it looks like. Plus, I like grappling the sword one or using our hookshot on the cannon one better.

The Einerad was apparently pretty strong too. The wheel could withstand beam weapons and was often used to just run other mechs over.

I first played through the Painted World on a very small TV with awful contrast. Bonewheels were the worst part of everything, because they're hard to see at a distance and like dark places. At least I always made heavy meleeists with greatswords and such, if I'd been a caster it would have been a real "pick up the soap, Chosen Undead" scenario.

We can hit the melee pumpkin 4 times in one action. Two to destroy arm, One to destroy head.

I'm assuming we are using the last action to grapple the cannon guy since we don't have enough speed to reach him in one action otherwise.

Should we be on the lookout for wheel mechs now Wong?
Is clemmy's mech just a wheel skeleton with stilettos?

This is incorrect. You may attack twice with your punch per Action because it has the Quick property. If it hits with either of those, you get a free second hit at that location. You don't get to turn that free second hit into a grapple attack, using the grapple once is itself an Action.

So for instance, you could make two attack rolls (potentially four hits) on the melee Pumpkinseed, and use your second Action to launch your harpoon at the cannon Pumpkinseed.

no user, she has TWO wheels. also we should totally make wheels of our own.

The upgrade to the mech in the picture is a mech that has the wheel built in so people couldnt take it away.

That's what I said though.

Since Thunderbird is late.

drive.google.com/file/d/0B6iimHE85EZZdTkwcHVxT2ZxWXc/view?usp=docslist_api

>Shota in the doujin manages to turn the tables on the sentinel that is on him, and slips away

>panting, he turns the corner and two more sentinels staring him down with knowing smiles

Want.

Rolled 2, 5 = 7 (2d10)

'(Take on me!)'

'TAKE ME OOOOOOOOOOOOON~'

'(Take on me!)'

This Pumpkinseed has the most common vibro-gladius shape employed by the UJCIDF, the so-called Big Bowie. As you might expect, it looks like a big, wide knife proportionately sized like a sword, with a shallow hook at the tip. With a flawlessly practiced four-step it whips its right arm down towards you, the blade extending to its deployed configuration as it does.

You don't wait for it, you turn your mech's body sideways, tighten the electromagnetic clamps holding your feet to the deck, and as his arm moves past you you grab it with both of yours and flip the smaller machine head over heels so that it slams down on its back on the deck, before you lean in and clamp your left fist's fingers around its shoulder, activating the rippers in your palm and fingers to shred the metal. The arm comes off, and just as the Cannon Pumpkinseed reaches its desired altitude you point your right arm at it and fire the grappling harpoon.

'I'll be gone...' Murmurs A-Ha as the smart microdrones wrap the cable several times around the Cannon Pumpkinseed's wrist, jerking its arm out straight towards you and ruining its attempts to shoot.

The Cannon Pumpkinseed doesn't hesitate, it fires all of its thrusters in a frenzy and jerks around like a bee caught in a spiderweb, doing its best to pull free (in other words, two Escape attempts, if the first one succeeds it will do a cannon shot at you instead, opposed Reflexes+Mecha Fighting - mech's weight penalty basically)

'In a day or twoooo~~~~~~'

[Rolling against and If the first Escape attempt succeeds the second user has your escape roll]

And nope. He's still grappled, and it's your move. What do, space warrior?

> Shota manages to summon NPC phantom bellclaire, she just stands there and watches

Technically speaking he should laboriously climb down from that balcony you 'fight' the first one on only to find the other two waiting for him below.

Beat him up with his buddies arm.

Rolled 5 + 14 (1d10 + 14)

Grapple-Chan is stronk. Is it 50m or 100m per point we beat them by?

Pull the cannon mech in. We have a chance to get him towards us in just one action. If you guys want to look like a cool cat, we can pull with the last action. OR if we are in range. Charge and DROP KICK.

Yeah, but what sort of an moron would drop down into a hole after they're exhausted, right?

We're all fucking idiots. Dammit.

Rolled 8 + 11 (1d10 + 11)

So, you wish to perform the Grapple Drag maneuver? Opposed Mecha Fighting roll, +1 for every weight category you have over him (so since you're at 59.5 and he's at 39, you get +2). For each point you beat the enemy by, you drag him 100m closer. If he enters your melee range (he's 350m away, so you need to beat his roll by 3 to get him adjacent to you) you get a free Ram or Dropkick attempt.

Or I could get beaten to it. Your total there is 21, let's see how well this pilot does...

150m away now. Do you wish to use your second action on another try?

Rolled 8 + 14 (1d10 + 14)

Another try!

Rolled 10 + 11 (1d10 + 11)

>[ESTUS INTENSIFIES]

Can't he not resist since we have 3 points higher of a modifier and we rolled an 8?

He has no way to beat that a 24. We got him boys! He goes barreling towards us so fast that our drop kick destroys his arm. 8K damage

Rolled 9 + 11 (1d10 + 11)

24 (you get +2 from your weight difference) versus 21! Poor. Little. Pumpkinseed.

I'm assuming you want to dropkick, so gimme another! This one should be 1d10+12 because of the -2 WA on dropkicks.

Rolled 1 + 12 (1d10 + 12)

Rolled 10 + 12 (1d10 + 12)

I wonder what's going through his mind.

The Pumpkinseed pilot still gets a chance to dodge, and is rolling amazingly well.

Oh. Thanks, user. Good talk

I'll throw +2 on there and use it as a dodge roll. It doesn't matter what the attacker in this case had because you rolled a 10 and your bonus is bigger.

that pilot must be screaming I WILL NOT JOB inside that cockpit of his.

Don't these guys have no chance at all of beating us? Why are we spending so much time on this fight?

I'm sure the biggest thought going through his head right now is "AAAAHHHHHH FFFFFUUUUUUUUUUCK!".

They dont get paid to not fight and its hard to kidnap people with giant robots buzzing around you.

Rolled 1, 4 = 5 (2d10)

"KYAAAAAAA~!" Echoes over the comms, "D-DON'T TANGLE MEEEEE!"

You begin retracting the cord, while the high-pitched, feminine voice from the Cannon Pumpkinseed temporarily drowns out A-Ha.

"NOOOO DON'T PULLLLL!" The pilot wails. She's thrashing around as best she can, but the Kaiser is just too strong. It takes effort and all your attention, the UJCIDF mech named after a sunfish is fighting like a big gar.

"MISTER STARWIND DOOON'T I DON'T WANNA GET SMASHED I'LL SHOW YOU MY T-T-TITS ON V-V-VIDCOMM OR WHATEVER YOU WAAAAANT!" She wails as you drag her into melee range.

You try to kick her, but she zips right out of the way at the end of her now-quite-short tether as you spot motion out of the corner of your eye.

"LET GO OF HER YOU BASTARD!" Roars a tomboyish but still distinctly female voice, presumably from the melee Pumpkinseed you disarmed. Its right arm might be nothing but some sparking cables emerging from its shoulder now, but its left arm still works fine, and it's dropped its rocket pod to grab one of the discarded handheld swords the Bluegills held, charging at you clumsily and flipping the sword around into a reverse grip to try and cut the cord. You tag her elbow with the tip of your shield and casually send her sprawling in zero-g, although she still has the sword in her left hand. The Bluegill is still huddled, covering its face with its remaining hand. That's its sword the Pumpkinseed nee-san has.

>[The Cannon Pumpkinseed is going to try, again, what it did last turn, making two escape attempts and if the first succeeds it will try shooting you with the second. You know what to roll, lads! Also, the picture is just one I grabbed off google, you don't really know what she looks like. +11 to both rolls, for her.]

Rolled 6 (1d10)

Hey Wong sorry I missed yesterday.

oh jeez, that made me laugh. can we later find their address and send them starwind themed merchandise?

The maximum mecha complement of this vessel is 20. It might not be carrying its full load, but it can definitely take more than the eight machines you've seen emerge from it so far. In fact, it should be somewhat ominous that two have been emerging every turn and you didn't see any more this time.

What are the mechanics involved in beating a motherfucker with another motherfucker?

Rolled 10 + 14 (1d10 + 14)

Damn. We are on TV so we can't seed the pumpkin. We can still fondle her good though.

Punch the melee mech's last arm. Then if we do punch the cannon mech's arms.

Free tits you say?

NO! Focus! We're here for kidnapping!

Hm, really it should be something like making a WA+0 Mecha Fighting roll against both enemies, and if sucessful against both it's the same as if one rammed the other.

can we flirt with the tangled mech while we finish disarming her? i think it will be fun.

Rolled 3 + 14 (1d10 + 14)

I suggest we recruit her. Her reactions pretty fun

It's okay Sleepy! Also, poor Cannon Girl has failed to extract herself from your villainous clutches.

Meaning that now it's your turn to decide what you want to do and roll for it.

You say that like those two things are mutually exclusive.

The real question is - does tit girl give upgrades?

Yes, but I'm telling you now there's no upgrade for sleeping with her beyond the satisfaction of defiling military girls.

Give it your all, Roarke Starwind!

Rolled 4 + 14 (1d10 + 14)

Reel her in and dropkick? Or just dropkick?

Checking out the rules for this anime mech fighting game and the very second fucking weapon I see is a goddamn boomerang. Not even a mecha sized one, just a regular boomerang.

Oops, meant to include you I had to ignore Sleepy's roll since it wasn't formatted properly. Poor Sleepy.

Rolled 10 + 14 (1d10 + 14)

>Punch the melee mech's last arm. Then if we do punch the cannon mech's arms.

Can we also work on Catherine Zeta Jones? Sometimes we need girls that are quiet and just listen to you, you know?

eh, it's enough. hopefully it might also help us a little bit in recovering our tainted reputation.

You can't actually do either since she's already in melee range. You dragged her into hug/punch distance last turn.

>kidnap and defile a merc defending a ship
>expecting this to improve your reputation

I'll tell you now that pilot isn't Catherine Zeta Jones since I don't know much about her. Quiet is fine, though. Again, no upgrades.

we don't need to do that. we could just kidnap her and have a nice dinner. then let her go on her merry way.

Consensus is on striking the arms, so I need at least a few more rolls.

>Merc

Rolled 10 + 14 (1d10 + 14)

She could be the queen of sheba, it doesn't make a bit of difference.

Rolled 5 + 14 (1d10 + 14)

Rolled 2 + 14 (1d10 + 14)

...And now I'm tempted to make her Catherine Zeta Jones. Although privately I decided after the Tarrasque battle that she and the somewhat hapless Bluegill Pilot Uno are dating.

Good job, Uno

Rolled 1 + 14 (1d10 + 14)

NO! Don't do this to me, your comrade!

>Again, no upgrades.
Implying groping a booty so smooth I can't believe it's not butter isn't an upgrade in and of itself.

Rolled 10, 3, 8, 9 = 30 (4d10)

>kyaa intensifies!
>+11!

Melee Pumpkinseed has lost its other arm, and Cannon Pumpkinseed is now missing its right arm. Typing now!

Dem rolls

Littlw late but still in time to fuck some mechs up

drive.google.com/file/d/0B6iimHE85EZZdTkwcHVxT2ZxWXc/view?usp=docslist_api

You're missing a decent chunk of your song as two women wail at you, and you can hear Red Siren laughing her ass off over the comms too, her Archen holding onto itself as she sits on the trio of scrapped but not destroyed Bluegills, mostly reduced just to torsos by now. Some people would pay fortunes to be sat on by Red Siren.

"I SAID LET HER GO YOU SON OF A BIIIIIITCH!" First, the mouthy one. She ducks your first punch, but stumbles over broken Bluegill parts on the second and takes your left fist right on the elbow. It cracks badly, and you lean a little to the left and pop her in the same spot with your right fist, the drills on the knuckles slicing through her servos like butter. You shove her chest and she goes stumbling backwards.

You're getting viddcomm requests from the Cannon Pumpkinseed, but you know that thing could do some damage if it got lucky with its big, heavy weapon.

"NOOOOO DOOOON'T SMAAAASH MEEEE I DON'T WANNA DIE A VIRGIIIIIIN" The Cannon Pumpkinseed kicks its legs, only tangling itself worse in the harpoon's cable, "I-I'LL DO ANYTHING YOU WANT JUST DON'T SMAAAASH MEEEE! I-ISN'T IT MEAN ENOUGH TO HAVE ME ALL WRAPPED UP LIKE THIS!? WHY WOULD YOU BULLY A CUTE GIRL!?"

You gently rip her machine's right arm off while she's squirming around. It frees her from the cable, but also leaves her disarmed unless she tries to copy her friend...who is yelling loudly at her for being a coward and a crybaby...and grab a sword in her left hand.

"W-wait I'm free? Thank you!" The one-armed Cannon Pumpkinseed throws her remaining arm around the Knuckle Kaiser, lifting one of her mech's heels almost to her mech's posterior.

The armless melee Pumpkinseed, meanwhile, is backing up as far as she can and lowering her head, "OUTTA MY WAY, I'M GOING TO KICK HIM TO PIECES!"

"NOOO DON'T YOU'LL HIT ME TOOOOO!" Clinging Pumpkinseed wails even more loudly.

Red Siren sounds like she's having trouble breathing through her gales of laughter.

[Continued]

this is great. we should recruit them.

MY

SIDES

Mr.Wong, pretty please can we keep the Manzai couple?

Probably shouldn't recruit people who give up that easy.

>taking the worst of the worst

I mean, i'm sure everyone will be laughing when their incompetence causes our actual pilots to die.

they can be bar bunnies. well, just the crybaby, the otherone is giving a fight, even if she is at a huge disadvantage.

We will hire them wrong, as a joke.

They'll wind up in the ass end of nowhere instead of with us!

Chill out, user. We ain't that blackhearted of a pirate to send rookies into battle without training them through "Roarke's Special Course", sponsored by Red Comet, three times more effective than its competitors.

Not sure how fucking them makes them better pilots.

It's so good, you'll hear bells!

Or we could just not pick up random idiots from the UJCIDF. That would be better.