Posting mode: Reply
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??

  • File: 1332203177.jpg-(28 KB, 400x383, 1331625446626.jpg)
    28 KB TG Quest 71: The OP Fucks Up Edition MetaQuest OP 03/19/12(Mon)20:26 No.18385365  
    Grumble mumble fumble...


    TG QUEST!!!!


    Engineering list: http://pastebin.com/7hTAHGyg
    The Summary: http://pastebin.com/3ATuVKRQ
    Inventory/Forces: http://pastebin.com/HGsJUZZb

    Short Summary: Currently trying to resolve the matter of the 8-bit dystopia, you have deployed a small force to assist Dr. Light's Resistance in assaulting the three mega-corporations that run the planet. Despite heavy resistance, you have managed to press towards WilyCorp HQ with the aid of Mad Dog and Scorpion of Contra fame. The enemy has managed to disable and even destroy a few of your Baneblades, but you beamed them out and replaced them with fresh ones. As you face down Air Man, a robot master made only deadly by being upgraded with Iron Men technology, your forces on the field are:
    15 Securitrons
    Char in the Hyaku Shiki
    Crowe in the Brasta
    5 Baneblades
    >> Anonymous 03/19/12(Mon)20:26 No.18385377
    >> Anonymous 03/19/12(Mon)20:27 No.18385392
    Could use 10 more Securitrons as a buffer.
    >> Anonymous 03/19/12(Mon)20:29 No.18385415
    You forgot to include the Behemoth with Soulchipped pilot that's doing vehicle repairs.

    What's the status on the Phoenix choppers from the Hercules?

    And how effective were Crowe's and Char's attacks from last thread?
    >> Potential Writefag 03/19/12(Mon)20:30 No.18385431
    Char, beam rifle Air Man. Baneblades, main cannons all around the ground at Air Man's feet. Don't give him a chance to blow the shells back at you; kill him with shrapnel from the point-blank explosions of your shells. Brasta, net launcher at Air Man.

    Indirect fire and splash damage is our friend against that giant blower he's got in his body.
    >> Anonymous 03/19/12(Mon)20:33 No.18385479

    Please follow up the Hyaku + Brasta's moves from the previous thread. Plan was to use Clay Bazooka (Char) when the net rounds pinned down Air Man. Hopefully it smothers him and clogs up the fan.
    >> Anonymous 03/19/12(Mon)20:34 No.18385494
    We still have a 79 and 49 with net and birdlime from last thread that needs to get resolved.

    Once we see the effects of those rolls, we can formulate our next move.

    If we can decrease Air Man's mobility, we can use the beach sand to clog up his air systems, then take him out.
    >> Anonymous 03/19/12(Mon)20:36 No.18385513
    Possible Taunts for Airman:
    >> MetaQuest OP 03/19/12(Mon)20:41 No.18385571
         File: 1332204077.jpg-(231 KB, 700x800, Youcannotdefeathim.jpg)
    231 KB

    The Brasta's Net covers Air Man and the area around him with heavy steel cables, but the weapon designed for use against giant monsters and war-machines leaves Air Man able to move and twist through the gaps in the netting. However, it does force him to stop and free himself, allowing Char's birdlime to splatter all over the blowhard bot, causing sparks to fly as Air Man's main fan temporarily jams. This does not destroy the robot though, only slows him down as he hunches over and jams his arms into his torso, activating some form of self-repair or maintenance system.
    >> Anonymous 03/19/12(Mon)20:43 No.18385596

    Char, fire another round of birdlime, or if you have one loaded already, a glue round from your bazooka.

    Both Al'Kesh crews, beam up that beach sand from before, and beam it out over Air Man. Cover him in mud and silt.

    All Baneblades, concentrate all firepower on Air Man.
    >> Anonymous 03/19/12(Mon)20:43 No.18385604
    Well, that'd be when you hit him with an Orbital strike and sodomise him with Baneblade cannons, yes?
    >> MetaQuest OP 03/19/12(Mon)20:44 No.18385622
    rolled 8 = 8

    I did forget, my bad. The first batch of choppers probably won't be ready for the Air-Man battle, but will be for the next.

    A hellish cannonade of lasers, shells, particle beams, and missiles fly towards Air Man as one of the tank commander tries to shout something over the din of battle. Unfortunately those words are lost in the ensuing explosions.
    >> Anonymous 03/19/12(Mon)20:46 No.18385649
    rolled 71 = 71

    Free reroll in return for being 26 minutes late y/n?
    >> Anonymous 03/19/12(Mon)20:50 No.18385714
    FUCK YOU /tg DICE!
    >> MetaQuest OP 03/19/12(Mon)20:55 No.18385787
    Air Man and the area around him vanish as a cloud of debris flies into the sky at the incredible pounding the road receives. With a crack like thunder, the road in front of the column actually splits under the barrage, huge chunks of pavement falling to a layer of the undercity below.
    Then a roaring whirlwind erupts from the debris, flying up from the crater below to buzzsaw through one of your Baneblades, coring the tank and causing its ammunition stockpiles to detonate, erasing any hope of salvage or repair. The whirlwind soars into the sky then turns, aiming directly for the Hyaku Shiki!

    Hmmm. Kind of. Select one task during this thread and you may roll twice, taking the better result. You must decide before I roll whether to us this or not.
    >> Anonymous 03/19/12(Mon)20:58 No.18385825
    Char, Go go power Newtype to not die.

    We're gonna need another Baneblade down there. Damn, that Air man is ridiculously powerful if it can wreck a baneblade like that!

    I vote "Alpha strike vs. Dr. Grimm" or "Dr. Grimm rolls to detect us as we tunnel towards him".
    >> Anonymous 03/19/12(Mon)20:59 No.18385836
    Baneblades are hard as shit to manufacture, and we just lost one permanently.

    Al'Kesh, beam the Hyaku Shiki out, and beam him back down in a safe area.

    ANON, can sensors penetrate the whirlwind and locate Air Man inside?
    >> Anonymous 03/19/12(Mon)20:59 No.18385837
    I say to use the reroll RIGHT NOW. We can't lose the baneblades, and especially not the Hyaku.
    >> Anonymous 03/19/12(Mon)21:00 No.18385849

    Load up the Mikasa with the KI, Prawns and Securitrons. Probably also some White Mages and Aurors and other magic troops. We have to hurry over to Dr Light and drill our way to him before Wily's posse of Robot Masters kills him first.
    >> Anonymous 03/19/12(Mon)21:01 No.18385865
    Char: NEWTYPE FLASH NOW. Duck to a building and GTFO.
    >> Anonymous 03/19/12(Mon)21:02 No.18385875
    Dr. Light is destined to die in this canon, isn't he?
    Thus, it'd be a major dumb move to save him. It would be even MORE of a dumb move to risk our troops doing so.
    >> Codeki 03/19/12(Mon)21:03 No.18385903
    No, he's not. We have to keep him safe.
    He leads the resistance.
    >> Anonymous 03/19/12(Mon)21:03 No.18385904
    He's _NOT_ supposed to die.
    >> Anonymous 03/19/12(Mon)21:05 No.18385944
    Why exactly are we using the Mikasa, when we could simply beam the troops down to Light's base?

    Why are you sending troops into harm's way when we could just extract Light and set him down in another area?
    >> Anonymous 03/19/12(Mon)21:07 No.18385974
    Light's hideout is beyond teleporter and sensor range.
    >> Anonymous 03/19/12(Mon)21:08 No.18385996
    Oh, that's patently false, since we were able to scan Light's hideout when we met him.
    >> MetaQuest OP 03/19/12(Mon)21:09 No.18386011
    rolled 44 = 44

    An ordinary mobile suit pilot would be destroyed along with his mech in circumstances such as Char found himself in, but the Red Comet is no ordinary pilot. The Hyaku Shiki jets upward and over Air Man at the last second, avoiding a potentially catastrophic collision as the metal whirlwind drills through a building behind him. The massive golden form then shimmers as it is teleported away by an Al'Kesh.
    >> Anonymous 03/19/12(Mon)21:11 No.18386047
    Air man can Drill.
    ... Using Air.
    Guys what.

    Is it possible to, telefrag Air man - either by teleporting away bits of him, or teleporting hazardous things into him?
    >> Potential Writefag 03/19/12(Mon)21:14 No.18386095
    >using air to drill

    He's got all sorts of debris and shit to whirlwind with him. That can make it as cutty as he wants.

    And that's not putting any energy blades or shit into his tornado move here (see Kagura from Inuyasha for an example; Dance of the Dragon ftw.)

    Anyone got energy weapons or high-power kinetics ala railguns here? If so, fire those!
    >> Anonymous 03/19/12(Mon)21:14 No.18386099
    Beam Char and the Hyaku Shiki near the Behemoth for repairs.

    Also, the Hercules Creation Engine needs to be overhauled if it's taking this long to manufacture reinforcements.
    It's able to make vehicles in seconds, not minutes.

    Can the the Al'Kesh crew get a lock on dust? Flour, sawdust, wheat, anything? ANON, can you detect anything that will cause a dust explosion within the transporter range of the Al'Keshes?
    >> Anonymous 03/19/12(Mon)21:15 No.18386113
    It looks like Air Man is vulnerable while the tornadoes are out. We can use this window of opportunity to teleport stuff into him.
    >> Anonymous 03/19/12(Mon)21:15 No.18386120
    Light is faster than Air!
    Use Lasers to defeat the Air man!
    >> Anonymous 03/19/12(Mon)21:20 No.18386186
    Dr. Light isn't even under attack, god damn.
    Why the hell are we formulating a plan to rescue him from an attack that isn't happening?
    >> Codeki 03/19/12(Mon)21:22 No.18386232
    MetaOP accidentally said he would be in the IRC channel. They're metagaming.
    >> MetaQuest OP 03/19/12(Mon)21:35 No.18386444
    The Hyaku Shiki appears next to the Behemoth as the choppers finish construction and fly out to reinforce the assault column. (Sorry for the mixup on build times)

    The Al'Kesh attempts to beam rubble on top of Air Man, but by the time the ship manages to, Air Man has already flown out from under the debris. The robot surrounded by a whirlwind turns and dives towards the Brasta, but Crowe manages to roll to the side enough that the mech only suffers a man-size hole through its left wing rather than being cored and destroyed.
    >> Anonymous 03/19/12(Mon)21:37 No.18386469
    Damn son.

    We'd better get our Mech assets out of the air and into some type of ground cover. No surprise that Air man is the king of the Air.

    How the hell are we meant to stop him? We've tried nets and glue and telefragging.
    We should try the Net+Glue trick again, then hit him with orbital fire.
    Anyone know any magic that can STOP a robot in time long enough for us to target him?
    >> Anonymous 03/19/12(Mon)21:41 No.18386522
    Crowe and Char, switch to energy weapons. Use beam rifles, we only need to clip him.

    Hercules, create a pair of Hornet Attack Helicopters with the Rapier Laser Rifle and Soulchip pilots, your best snipers. Have them beamed to the battle area and snipe Air Man while he's busy with everyone else.
    >> Potential Writefag 03/19/12(Mon)21:46 No.18386591
    +1 to this plan. Stay at range so you have time to dodge.

    Also, let's try not to Metagame, guys. It's just rude.
    >> MetaQuest OP 03/19/12(Mon)22:03 No.18386825
    rolled 18 = 18

    The Hercules manufactures more choppers and sends them out as Air Man turns to engage the helicopters already in the field. Machine gun bullets whirl around the vortex around Air Man to no effect. As the whirlwind breaks apart one of the Phoenixes by simply slamming through it, Char and Crowe attempt to lock on weapons...
    >> Anonymous 03/19/12(Mon)22:05 No.18386861
    Any resistance members have any idea how to fight this asshole?

    Farseers, I want you to DOOM Airman, and pick out whichever available forces you think are the most likely to kill him.

    What the fuck do we have that we haven't already deployed? We've got all our best shit down there.
    >> MetaQuest OP 03/19/12(Mon)22:06 No.18386872
    Air Man flies around the remainder of your first batch of attack helicopters, creating chaotic air currents that cause the vehicles to wobble unsteadily at first, then slam into nearby skyscrapers, exploding on impact. Char and Crowe's particle beams sail into the sky, missing Air Man by several meters as he wheels around to engage the new choppers just teleported into the field.
    >> Anonymous 03/19/12(Mon)22:06 No.18386880
    rolled 88, 80, 100, 65, 54, 83, 53, 75, 40, 1 = 639

    Here you go, MetaOP. 10 new dice. You can use one of these instead of that obviously loaded dice you're currently using.
    >> Anonymous 03/19/12(Mon)22:08 No.18386905
    Hang on bro that 10th one is, um, my Girlfriend's dice, so you can't use it.
    >> MetaQuest OP 03/19/12(Mon)22:10 No.18386948
    You expect me to believe you have a girlfriend?
    >> Anonymous 03/19/12(Mon)22:13 No.18386995
    rolled 100 = 100

    Lemme roll Bluff.

    Yeah, I totally do.
    >> MetaQuest OP 03/19/12(Mon)22:15 No.18387039
    I'm going to have to cut tonight's quest short, I have a job interview tomorrow and I'm still not ready. Sorry guys. But I can pick this up tomorrow at 7 and we can finish the thread then.
    >> MetaQuest OP 03/19/12(Mon)22:16 No.18387054
    Holy shit, she's totally hot too!
    >> Anonymous 03/19/12(Mon)22:17 No.18387061
    >Roll Bluff to convince others of your love life
    >They immediately wallow into deep sorrow at how poor their own love life is, and stop whatever they're doing to go find a girlfriend
    >> Anonymous 03/19/12(Mon)22:20 No.18387092
    Alright, we'll keep the thread light on till tomorrow night.
    >> Anonymous 03/19/12(Mon)22:26 No.18387162
    What love life? I'm a regular on /tg/.
    >> Anonymous 03/20/12(Tue)01:07 No.18389355
    So, we're going to hit Air Man, hopefully, with the Rapier lasers from the pair of Hornets. If they hit, they may do enough damage that Char and Crowe can get in a second strike.
    >> Anonymous 03/20/12(Tue)08:27 No.18391377
    >ITT: We can't defeat Air Man

    don't mind me, just giving the thread a gentle bump.
    >> Anonymous 03/20/12(Tue)12:53 No.18393026
    >> Anonymous 03/20/12(Tue)16:59 No.18394882
    >> Anonymous 03/20/12(Tue)20:14 No.18397025
    Welp. MetaOP's an hour late. Anyone have suggestions on how to deal with Grimm besides using the Mikasa to drill to the core of the planet and hitting him with a shot from the Absolute Zero Cannon?
    >> MetaQuest OP 03/20/12(Tue)20:17 No.18397053
    rolled 3 = 3

    Oh right... 7...
    Er... um... wizards... ate... my.. dog... house... car?

    On the bright side, I got the job.

    Your laser armed choppers close in on Air Man...
    >> Anonymous 03/20/12(Tue)20:19 No.18397072
    >> Anonymous 03/20/12(Tue)20:20 No.18397085
    >> Anonymous 03/20/12(Tue)20:21 No.18397100
    What the fuck?! What the fucking fuck?

    Hercules, construct an additional flight of 3 Soulchipped Hornets with Rapiers. Don't bother with shields or armor; just pump them out cheap.
    Get them into the fight again.
    >> Anonymous 03/20/12(Tue)20:21 No.18397103
    rolled 35, 49, 28, 41, 71, 16 = 240

    Dude bro I said you could use my dice
    Why you gotta use your shitty loaded dice bro.

    I mean check this shit

    Dude use THESE SIX ROLLS instead.
    >> MetaQuest OP 03/20/12(Tue)20:25 No.18397149
    rolled 72 = 72

    No sooner does the new batch of choppers materialize than they are annihilated by a whirlwind the size of a skyscraper. The Resistance members have by this time, all taken cover and began attempting to move forward while your forces distract Air Man, the vast majority of them having absolutely nothing to offer in the struggle against the master of the sky.

    A downed chopper slams into one of your super-tanks, and another, Air Man using your own forces as ammunition while the Behemoth hastily mitigates the damage with its repair functions.

    Crowe and Char swing around to attempt another net/Birdline combination. as Air Man dives towards your Baneblades...
    >> Anonymous 03/20/12(Tue)20:26 No.18397158
    Oh, It's on like Donkey Kong now!

    Also, which idiots thought it was a good idea to send HELICOPTERS to fight AIR MAN?!
    >> Anonymous 03/20/12(Tue)20:27 No.18397166
    But the Tank commander HITS AIR MAN WITH HIS SWORD, and Air Man is stunned.

    Fill him with Nets, Glue, Teleported sand, drive the tank away, then hit Air man with an orbital strike.
    >> Anonymous 03/20/12(Tue)20:28 No.18397177
    Those choppers were supposed to snipe Air Man from the edge of the battlefield.
    It's just that the 3 made sure that Air Man detected them as they beamed in and hit them first.

    Besides, they're Soulchipped, it doesn't matter if they survive.
    >> Anonymous 03/20/12(Tue)20:34 No.18397236
    Once Air Man is slowed, have Crowe and Char hit him with beam rifle shots.
    If the Hornets can beam in in time, have them hit Air Man with Rapier laser shots.
    >> MetaQuest OP 03/20/12(Tue)20:34 No.18397242
    rolled 57 = 57

    The Brasta's net flies through the whirlwind that contains Air Man, its vast size making evasion all but impossibly as the robot master is forced to concentrate on freeing himself. That distraction is all Char needs to fire his birdlime launcher against, splattering the robot master with the quick hardening material. Air Man cannot move for a few brief moment as the Baneblades' turrets swing around, giving Air Man a parting volley as they attempt to move on, this time joined by a trio of newly created attack choppers.

    You have no ships in position for an orbital strike, though this can be rectified in a short amount of time if you give the order.
    >> Anonymous 03/20/12(Tue)20:35 No.18397252
    may as well have any baneblades nail him with sponson-mounted lascannons, too.

    We need this fucker gone.
    >> Anonymous 03/20/12(Tue)20:35 No.18397255
    No, do not use an orbital strike.

    Have Crowe, Char, and the three Hornets hit Air Man with their beam rifles and Rapier lasers.
    >> Anonymous 03/20/12(Tue)20:37 No.18397269
    rolled 9, 45 = 54

    >> MetaQuest OP 03/20/12(Tue)20:39 No.18397291
    rolled 33 = 33

    Rapier lasers trace over Air-Man's form, causing his armor to glow red with heat as Char and Crowe take aim.

    "You're no lord of the wind!" Char states as he fires a blast from his beam rifle, the mech-scale weapon striking and slagging off the robot master's outer layer of armor.

    "Finally, our luck is changing!" Crowe says, firing a full volley from the Brasta's own weapons systems. Immobile as he is, Air Man suffers even more damage, his inner armor shredding, superstructure revealed.

    "FIRE!" the tank commander yells, and a volley of cannon shots and bolter shells tear into the already badly damaged machine. When the smoke clears, Air Man still stands... but sparks fly from his now skeletal form, his inner machinery plainly visible as self repair systems strain to undo the catastrophic damage inflicted.
    >> Anonymous 03/20/12(Tue)20:41 No.18397312
    Well, keep shooting.
    Resistance dudes, now would be a good time to fire the weapons, yes?
    >> Anonymous 03/20/12(Tue)20:44 No.18397357
    Continue firing!
    Al'Kesh crews, beam up some more of that birdlime and dump it on Air Man again; we can't let him loose!
    >> Anonymous 03/20/12(Tue)20:45 No.18397386
    Needs teleport shenanigans.


    Can the Antaeus materialise a Box or a Cage over Air man, and weld it to the ground?
    Can it somehow DEMATERIALISE Air man?
    If so, do that.
    >> MetaQuest OP 03/20/12(Tue)20:47 No.18397416
    rolled 63 = 63

    Another volley of weapons fire lances towards Air Man, but the robot moves with unnatural speed for a machine as badly damaged as it is. It evades most of the lasers, shells, and even missiles directed against it as it races towards the Hyaku Shiki. Char raises a hand and attempts to nail it with birdlime as the order is given...
    >> Anonymous 03/20/12(Tue)20:48 No.18397424
    Can I ask people to please not roll? It's just courting disaster.

    Anyway, pour on the firepower, concentrate towards his legs if we can; any major reduction in mobility that can't be repaired in a matter of minutes will mean victory for us, but take care that our forces don't expose themselves to too much risk in doing so.
    >> Anonymous 03/20/12(Tue)20:48 No.18397439
    You can certainly make the request.
    Roll a d20 diplomacy check to see if your request was successful.
    >> MetaQuest OP 03/20/12(Tue)20:53 No.18397504
    The birdlime splatters all over Air Man's form, this time encasing him in the goop. It swiftly hardens, apparently trapping the robot before not a second later Air Man detonates in a gigantic explosion that send the Hyaku Shiki sailing back through the air, its legs mangled and destroyed. The golden mobile suit crashes hard against a skyscraper. Char immediately contacts you.

    "This is Lt. Quattro... I'm just scratched, but the Hyaku Shiki's been disabled. Requesting transport back aboard ship."

    "Goddamn!" Mad Dog mutters over the radio as far away he and his men emerge from a crater, weapons in hand. The famous fighter chomps on a cigar. "Been fighting Masters for years and never seen anything like that. Hooah. This'll be a fun ride!"
    >> Anonymous 03/20/12(Tue)20:56 No.18397540
         File: 1332291362.jpg-(39 KB, 567x220, jc4.jpg)
    39 KB
    >> Anonymous 03/20/12(Tue)20:56 No.18397548
    "Understood, Lieutenant.
    "Al'Kesh 1, please beam the Hyaku Shiki and Lieutenant Quattro back to the hangar on the Storm for repairs.
    "Al'Kesh 2, lock on to all remains of Air Man and beam them directly to containment on the Storm.
    "All other units, continue assisting local Resistance forces."
    >> Anonymous 03/20/12(Tue)20:57 No.18397561
    We have a Behemoth on-station already doing repairs. The Baneblades are still needed to assist in the Resistance's attack. Since we moved Light's timetable up, they aren't as strong as they're supposed to be and need our assistnace.
    >> Anonymous 03/20/12(Tue)20:58 No.18397578
    Oh. Right. Cancel that then.

    Still need to beam up Air man's parts and get Notchar an evac and repair.
    >> MetaQuest OP 03/20/12(Tue)21:03 No.18397660
         File: 1332291814.jpg-(14 KB, 300x382, Santaclausofrobots.jpg)
    14 KB
    Air Man's parts are scattered around about a mile with many parts simply being vaporized. The probably of both containment and salvage is extremely low.

    Your remaining 4 Baneblades begin to rumble towards WilyCorp HQ once more as you receive a panicked transmission on the Resistance's comm channel.

    "This is Dr. Thomas Light! WilyCorp has found our base and is launching an assault! All allies and friends of freedom, please help us! They're smashing through our defenses like they weren't even there!!!"
    >> Anonymous 03/20/12(Tue)21:05 No.18397682
    What happens to him in the Canon?
    Does he live, or does he get killed here?
    >> Anonymous 03/20/12(Tue)21:05 No.18397692
    Shit, is Heatman along the attacking forces?
    >> Anonymous 03/20/12(Tue)21:06 No.18397703
    Now, I know Dr. Light has already built Project M, and Megaman is busy fighting Elec Man.
    But that doesn't mean he's out of options.
    For, if Rockman is unavailable, then Dr. Light still has...
    >> Anonymous 03/20/12(Tue)21:07 No.18397717
    rolled 4 = 4

    ... A ROLL!
    >> Anonymous 03/20/12(Tue)21:08 No.18397736
    Al'Kesh 1 and 2, latch on to that signal.
    ANON, give us a scan of the area.

    Al'Kesh crews, beam down 200 Securitrons to aid Light in his defense.
    Then 10 Baneblades.
    Hercules, construct 4 Scarabs with Nano-Repair modules and Soulchips. 2 Scarabs with Recyclers and Soulchips. And 3 Phoenix helicopters with twin Scalpel machine guns, Soulchip, and Deflector shields.

    "Message acknowledged, Dr. Light. Reinforcements are enroute."
    >> Anonymous 03/20/12(Tue)21:11 No.18397801

    Get Dr. Light aboard our ships, and bring his stuff with him!
    >> Anonymous 03/20/12(Tue)21:12 No.18397813
    Withholding suggestion because I don't know what the best way to maintain the canon is.
    >> Anonymous 03/20/12(Tue)21:22 No.18397956
    Proceed with salvaging teh Air Man wreck.
    >> Anonymous 03/20/12(Tue)21:30 No.18398056
    We can salvage Air Man later; right now all of our teleporter cycles need to be concentrating on keeping Light alive. He's not supposed to die yet.

    We can use the the Asgard teleporters to put our units on the ground to buy us time to beam out Light and his Resistance members from their base.
    Then we can use the teleporters to simply beam out Wily's forces, perhaps depositing them in space, or disabling the safety interlocks and rematerializing them inside of the ground.

    Asgard beaming technology is good at that kind of massive teleporter fuck-you.
    That's how the Asgard deal with bitches that don't got teleport jamming fields in place.
    >> Anonymous 03/20/12(Tue)21:33 No.18398112
    We need to reinforce Light NOW. If he dies, than this place is irrecoverably fucked. Grimm wins.

    And we are NOT letting that fucker win.
    >> MetaQuest OP 03/20/12(Tue)21:36 No.18398162
    Your Baneblades and choppers deploy and easily smash apart the cordon of warbots and Sniper Joes on the surface as the 100 Securitrons are beamed in groups to Dr. Light's lab. The good doctor looks disheveled and nervous as he commands his few assistants in manning the few remote control defenses that remain between the base and the enemy.

    Security cameras show a virtual horde of combat robots marching towards Dr. Light's base through the underground Pipes, barely slowed by the defenses in place as they smash through them. Dr. Light starts as he sees your forces, then swiftly realizes they are the promised reinforcements.

    "Here..." he says, bringing up a map of the surrounding area as ANON completes its scan and does the same. "They've breached the number five Pipe with high explosive and are have since overrun Pipes four through seven. I've managed to seal off some of the entryways, so it looks like they're going to be coming through here, here, and here," Dr. Light says, pointing out a large cargo access shaft, a personnel hatch, and a large ventilation tube all connecting to the pipes. "Lucca and myself can't handle them all!"
    >> Anonymous 03/20/12(Tue)21:40 No.18398208
    ANON, can our Asgard teleporters get a lock on those areas of the Pipes?

    We can start beaming Wily forces out and disposing of them in order to thin their numbers before they hit our defenses.

    Ask Light if he and his assistants can be beamed with their equipment. Is there anything here that they actually need to stay for?
    >> Anonymous 03/20/12(Tue)21:40 No.18398214
    Get the Alkesh ready to beam up Light and all their equipment.

    "Forget that. Bring your equipment. We're getting you out of here."
    >> MetaQuest OP 03/20/12(Tue)21:43 No.18398251
    You cannot mass beam out the enemy due to Pipe interference, but occasionally they will pass through areas clear of whatever is in the tunnels blocking your teleporters. If your Al'Kesh crews pay attention and track the enemy, you can take out a few groups here and there when they stray from safety.

    "But the lab..." Dr. Light murmurs, pain evident on his face. "...all my work..."
    >> Anonymous 03/20/12(Tue)21:44 No.18398262
    "We can beam up your lab. No worries, doc"
    >> Anonymous 03/20/12(Tue)21:45 No.18398276
    ANON, please verify that Light's Lab can be beamed out in its entirety.
    We'll do a site-to-site once we identify an appropriate destination.
    >> MetaQuest OP 03/20/12(Tue)21:46 No.18398306
    The vast majority of it can, but certain components cannot be removed from the subterranean area lest they cause a structural collapse.
    >> Anonymous 03/20/12(Tue)21:46 No.18398312
    Let's just bring up the lab components into the Alkesh and then transport him up to the bigger ships.

    If *all* of the lab isn't possible then we bring only the absolute necessary stuff as he tells us to.
    >> Anonymous 03/20/12(Tue)21:47 No.18398327
    Alright, let's do it then. I hope the load-bearing lab components don't have important material in them. If they do, we find a way to get some of it out, or we destroy it to prevent capture.
    >> Anonymous 03/20/12(Tue)21:48 No.18398342
    >certain components cannot be removed from the subterranean area lest they cause a structural collapse.
    You mean collapse onto the WilyCorp robots that we don't particularly care about, nor does the Canon?
    I'm not see the problem here.

    Will there be Canon contamination if we collapse this area?
    >> Anonymous 03/20/12(Tue)21:48 No.18398355
    Alternatively, we beam out the load-bearing components LAST after all the equipment and staff are evacuated. We use the structural collapse to our advantage to confound Wily's forces.
    >> Anonymous 03/20/12(Tue)21:50 No.18398373
    deploy more forces.

    'we'll keep evacuation as a last resort. But we have to make sure you and your work don't fall into Wily's hands. We'll bring as much of your work with you as possible.'

    OOC: We need to make sure Megaman is built, on way or another.
    >> Anonymous 03/20/12(Tue)21:52 No.18398406
    Megaman is already built, and has been deployed, and is currently fucking up Elec Man.
    >> Anonymous 03/20/12(Tue)21:53 No.18398425
    Let's get Light out of there, then have him identify critical components that he needs.

    Then when the enemies invade, we collapse the whole thing on their heads.

    We can help him set up shop someplace else.
    >> Anonymous 03/20/12(Tue)21:55 No.18398445
    >>'we'll keep evacuation as a last resort.

    We keep Light out harm's way right now. We better evacuate the people and the equipment while we can.
    >> MetaQuest OP 03/20/12(Tue)21:55 No.18398461
    rolled 40 = 40


    "You mean... you can move the entire lab?" Dr. Light murmurs. "That's amazing..."

    ANON: "Now scanning for a suitable location."
    >> Anonymous 03/20/12(Tue)21:56 No.18398475

    We could also try to teleport debris to bury the incoming enemy forces. Such as huge quantities of sand or gravel. I dunno how strong those robots are, but those robots are probably going to be slowed by a ton if we bury them in solid sand/gravel.
    >> Anonymous 03/20/12(Tue)22:06 No.18398622

    I'd suggest a more effective tactic.

    How much reserve promethium do we have for the Baneblades to keep them fueled up? Wily's forces are going downhill. Flood the Pipes from above, give it a minute or so to get a decent amount of vapor, and I'm betting Wily's own machines will provide the spark needed for an impromptu FAE to seal them.

    But let's get the Doctor, Lucca and his lab equipment out of harm's way first. After that, we can make ourselves a little "underground pipeline accident".
    >> MetaQuest OP 03/20/12(Tue)22:06 No.18398623
    rolled 78 = 78

    "Fifth barrier breached!" Lucca yells from her post at a command console. "They're at the final defensive line!"

    Dr. Light winces. "...all right."

    ANON: "Scanning still in progress."

    On the monitors of the lab, an overhead map of the area shows an alarming number of red dots moving towards the green that indicate the base staff and your Securitrons.

    The Al'Kesh crew manages to teleport out a squad of some heavy attack bot as they pass a section of the Pipes the transporters are able to pierce. The robots fall from the heavens a few miles above WilyCorp airspace.
    >> Anonymous 03/20/12(Tue)22:09 No.18398669
    Wily: "Haha! My attack bots are almost upon him!"

    Us: "Hey Wily, did you lose these?"

    >> Anonymous 03/20/12(Tue)22:15 No.18398748
    Time to go.
    >> MetaQuest OP 03/20/12(Tue)22:28 No.18398901
    rolled 41 = 41

    "Location found. Beginning transport..."

    Dr. Light and his assistants barely shimmer away when a series of explosions rock the lab, a hole in the wall blasting open to let in a swarm of Sniper Joes that immediately begin opening fire on the Securitrons. Pieces of the laboratory complex vanish all around them as rockets fly from your robots' shoulders and into the enemy horde.

    "HALT, CRIMINAL SCUM!!!" one demands in its reprogrammed voice as gatling lasers cut down the first wave of Wilybots to enter. A series of beam blasts tear into your Securitrons in retaliation, several falling smoking the ground as one pauses before shouting. "...THEN PAY WITH YOUR BLOOD!!!"

    Another explosion heralds the breaching of the main door as more robots entry the fray, gradually pushing your robots to circle up back to back, delivering a withering hail of fire until the last computer is out, and they too begin to shimmer out of existence. When they vanish, the WilyCorp forces storm the interior of the building, desperately searching for their quarry.

    What they get is a few hundred tons of steel and concrete falling on top of them as the very last component, the massive underground generator that powers the lab, is teleported away, causing a chain reaction that caves in the area.
    >> Anonymous 03/20/12(Tue)22:32 No.18398954
         File: 1332297170.jpg-(41 KB, 347x347, u mad - loli.jpg)
    41 KB
    I would love to fill up Wily's datanet with U MAD and Maximum Overtroll.jpegs, but that would be unprofessional.

    Anyway, doing a final sweep, make sure to beam up any of our Securitrons and their debris, and get our forces out of there. Then see how Light's Lab is doing in its new location.
    >> Anonymous 03/20/12(Tue)22:33 No.18398965

    Did we beam Light+lab to someplace else on the planet, or are they aboard our ships?

    If the latter, we should find a safe location for them immediately. Too much exposure will blow our hastily constructed "we are actually aliens lol" cover.

    Although if we get caught we could say that technically we ARE aliens, since we're not from this world, even though we're humans.
    >> Anonymous 03/20/12(Tue)22:38 No.18399039
    Given that this feat is at minimum decades beyond what Wily or Robotnik would be capable of, it might not be difficult to have our story be believed.
    However, I'm pretty sure the 'stealth' portion of our mission has ended.
    >> Anonymous 03/20/12(Tue)22:40 No.18399059
    True enough.

    If our cover gets blown, I'd like to pass us off as a secondary enclave of humanity that escaped Earth and has been building up in secret to take the fight to the aliums.
    >> MetaQuest OP 03/20/12(Tue)22:44 No.18399120
         File: 1332297847.jpg-(26 KB, 602x452, AI1.jpg)
    26 KB
    ANON located an abandoned building for them across the city. Out of the 100 Securitrons deployed, you lost fifteen.

    ANON: "While scanning for Light's new base, I have detected something you may wish to look at. An unknown bio-signature moving at incredible speed towards RoboDyne Headquarters."

    ANON pauses.

    "In addition, I have intercepted a transmission from WilyCorp. In the confusion of the assault, it seems a masked figure wielding a sword has slipped past the perimeter guards for the HQ. Mad Dog and Scorpion are almost to the HQ now."
    >> Anonymous 03/20/12(Tue)22:46 No.18399149
    >>Sonic is heading to RoboDyne
    >>Ryu is heading to WilyCorp

    Now, what of the lovely Miss Fio Germi and the Sparrows/Falcons.......
    >> Anonymous 03/20/12(Tue)22:47 No.18399156
    >An unknown bio-signature moving at incredible speed towards RoboDyne Headquarters.
    Alright, that's Sonic. Robotnik can deal with him. I hope they kill each other.

    >In the confusion of the assault, it seems a masked figure wielding a sword has slipped past the perimeter guards for the HQ
    Ryu also made it into Wily HQ.
    Not our problem.

    ANON, are you able to pick up the heat and power signature of Heat Man guarding the WilyCorp HQ?
    >> Anonymous 03/20/12(Tue)22:49 No.18399182
    First one is Sonic. He's heading to attack Robotnik of course.

    Masked swordsman could be Link. See if either of our people can get a visual on him.

    As for Sonic... we're already in an operation against serious opponents. He'll have to go it alone for right now. Besides, our only REAL goal over there is to take the subspace bomb and all tech based on it.

    Don't forget that this IS a canon dystopia. If we smash all the bad guys, then we'll be creating a reality distortion. We are only here to eliminate Dr. Grimm and recover non-canon technology he's introduced.
    >> Anonymous 03/20/12(Tue)22:49 No.18399187
    Remind Mad Dog and Scorpion that according to our intel, there's another Robot Master, Heat Man, guarding the main entrance to Wily HQ.

    We need to come up with a plan to take down Heat Man.
    >> MetaQuest OP 03/20/12(Tue)22:53 No.18399217
    "Right. So what's your plan?" Mad Dog asks. "It pisses me off to hold back when there's an enemy so close, but if it's tactics, it's tactics. What's the call?"
    >> Anonymous 03/20/12(Tue)22:53 No.18399222
    Remember that the goddesses said that it is the fate of this world for the "heroes" to triumph.
    Grimm's interference is specifically designed to prevent this inevitability from occurring.
    We should keep an eye on both Sonic and the forces attacking Wilycorp to see if Grimm throws any curveballs.
    ...Also keep an eye on Dr. Cossack if possible.
    I still have my eye on that one.
    >> Anonymous 03/20/12(Tue)22:55 No.18399235
    Well.... Remember that ridiculously powerful robot with the wind powers?
    There's another one that should be at least as powerful, only fire themed instead of air.
    We're going to get him out of the way for you so he doesn't reduce you to cinders.
    >> Anonymous 03/20/12(Tue)22:56 No.18399252
    He already knows about Heat Man. Knowledge of the Robot Masters is pretty well known.
    You're just making yourself look ignorant and stupid.
    >> Anonymous 03/20/12(Tue)22:56 No.18399253
    Heat Man has been upgraded with what seems to be promethium flamethrowers. That shit'll melt steel.

    Long range engagement is the best option. He'll be proof against any kind of heat-based attack including lasers. Best way to take him out would be to explode his promethium tank, but if we can puncture it then he can't use his weapons without risking an ignition.

    So, try to snipe a hole in his fuel tank. That'll force him to undergo a field repair. We can use that time to bring up our forces and hit him with eleven barrels of hell.
    >> Anonymous 03/20/12(Tue)22:57 No.18399269
    Will a reality disruptor beam affect Heat Man?
    >> Anonymous 03/20/12(Tue)22:57 No.18399280
    He may know about Heat Man, but I just want him to grasp how much more powerful Heat Man is after the applied upgrades.
    >> Anonymous 03/20/12(Tue)22:59 No.18399299
    That's what the goddesses say. Can we trust beings of goodness when they say that goodness will triumph?

    Of course, if we do carry the day, then this canon will be considered "finished" and we'll be able to recruit/loot. Having Megaman and Dr. Light on our team would be so useful.
    >> Anonymous 03/20/12(Tue)22:59 No.18399304
    Hmmm... Would summoning a Large Water Elemental be an effective strategy?
    >Drench (Ex)
    >The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

    Like technically Heat Man's flames are still fire aren't they?
    >> Anonymous 03/20/12(Tue)23:00 No.18399310
    We could try sniping Heat Man from a distance.
    3 Puma's with Arclight EMP guns and a flight of Phoenix's with dual Rapiers sniping from a distance might work.

    We could also try dumping a huge amount of gas heat insulators into the area.

    The problem is his speed and ability to generate temperatures reaching that of the surface of the sun.
    We don't have a robot that can move fast enough to keep up with Heat Man, so going into melee is right out.
    >> Anonymous 03/20/12(Tue)23:01 No.18399329
    I don't see why we wouldn't, since they were here from the start.
    That reminds me, has Tosh contacted them to ask what they want done with the Stones now that we have all three?
    >> Anonymous 03/20/12(Tue)23:02 No.18399354
    >has Tosh contacted them to ask what they want done with the Stones now that we have all three?
    Yes, they said to hold on to them.
    >> Anonymous 03/20/12(Tue)23:03 No.18399359
    Hmmm... Beaming shitloads of water onto him or somehow removing all the oxygen from his surroundings won't extinguish him, would it?
    >> Anonymous 03/20/12(Tue)23:03 No.18399371

    >> Anonymous 03/20/12(Tue)23:07 No.18399407
    Water is unlikely to be effective, except the bubble weapon from Bubble Man.

    The main purpose of flooding the area in a dielectric gas is to insulate him and prevent his fires from being effective or traveling far.

    In this fight, it might be best to send only Soulchipped soldiers. They can't die, since they're already dead.
    >> Anonymous 03/20/12(Tue)23:08 No.18399421
    He probably has an oxygen tank for his flames, and promethium burns hot enough to stay lit underwater, like magnesium does.
    >> Anonymous 03/20/12(Tue)23:08 No.18399425

    Well, here's what we can assume what Heat Man X (unofficial nickname, NOT REAL NAME!) can do:

    -Create flames from all manner of visible orifices (and probably a lot of hidden ones) that burn hotter than the sun. From there, he can probably shoot them as a flamethrower would and wreathe himself in said flames, causing non-energy ordnance to melt. He may also be able to cause fire pillars to erupt from the ground. We can assume that his flames are hot enough to burn/melt most of anything we can throw at him fairly instantaneously.

    -Heat-proof armor/shielding. It's a bad idea to use fire-based attacks for obvious reasons. Also, energy weapons which rely on melting armor may also have a greatly reduced effect on him. We can also probably assume that Heat Man X is very heavily armored against concussive/kinetic damage.

    -May be vulnerable to cold-based attacks. Weapons which flat-out disintegrates matter, issues out immense kinetic force, or relies on generic magic damage may also work.

    -Teleporter hax may not work for [plot] reasons.
    >> Anonymous 03/20/12(Tue)23:13 No.18399486
    If we had a Romulan or Klingon Disruptor weapon, that would be ideal. Or a Wand of Disintegrate and a Scroll of Timestop.

    But we don't.
    >> MetaQuest OP 03/20/12(Tue)23:14 No.18399509
    The blue blur has reached Robodyne HQ. Gunfire and explosions have been detected from the building.

    The Resistance assault group has paused in its advance, waiting for you to tell them either to advance or hold until Heat Man is dealt with.

    Your Baneblades and the Brasta have caught up with your Resistance allies by now.
    >> Anonymous 03/20/12(Tue)23:15 No.18399517
    Do Immovable Rods function as I hope they do?

    We should grab a few next time we can requisition things and test it out.

    Our black-hole guns should work quite nicely on him.

    Also, if he's so heavily built to protect himself against his own fire, gravity-based weaponry should work fantastically. We can have Agrias bury him under the ground and he'd be stuck.
    >> Anonymous 03/20/12(Tue)23:19 No.18399563
    The problem with that is the Delta Greens were just deployed. Sure, we could send them in again, but we would be putting them in a lot of danger.

    ANON, have the White Mages reported that their magical reserves are back up?
    I've got an idea.
    >> Anonymous 03/20/12(Tue)23:22 No.18399602
    Would a reality disruptor beam affect Heat Man?
    >> Anonymous 03/20/12(Tue)23:23 No.18399615
    Unlikely, given the description of how they operate.
    >> Anonymous 03/20/12(Tue)23:23 No.18399617
    Flamer units excel at mass extermination. If the resistance advances, they'll get massacred.

    We need to deal with Heat Man ourselves. Maybe Dr. Light if has some useful information?

    Strategy: Let's try the net trick we did with Air Man. Have Engineering put together some tough nets from flame-resistant materials, and toss them on HM. While he's weighed down, we snipe the fuck out of his fuel tank(s). A leak will force him to stop using flames or risk exploding. He'll either hunker down for field repairs or retreat. If the former, wail on him with every non-heat based weapon we have.
    >> Anonymous 03/20/12(Tue)23:24 No.18399630
    Depending on how much Iron Man technology is in him, which appears to be a lot. Promethium flamers, upgraded systems, etc.

    A Reality beam bombardment might lock up his systems.
    >> Anonymous 03/20/12(Tue)23:25 No.18399636
    I wonder if our D&D Abjurers can summon/conjure up a certain type of monster/being that's immune to fire or sustains itself on fire.

    If this is possible, and said monsters/beings can deliver nasty non-fire/non-physical attacks, then we might have the perfect shock trooper to face off against Heat Man X.
    >> Anonymous 03/20/12(Tue)23:28 No.18399674
    Devils, if they're willing.

    Immune to fire. A Pit Fiend rampaging around The City would be quite a sight, and would probably cause reality distortions if too many people saw it.
    >> Anonymous 03/20/12(Tue)23:34 No.18399755
    An Abjurer could summon a Flame Elemental, but that really has no means of attack beyond burning things.
    They could summon Bearded Devils though, which have immunity to fire and are relatively small.
    Worth it?
    >> Anonymous 03/20/12(Tue)23:35 No.18399758

    Looking up the D&D spell list for wizards, our currently 11th level Abjurers could summon Bone Devils to square off against Heat Man X. Bone Devils are completely immune to heat, but they may be prone to attacking other things if not well-controlled. They are also capable of summoning Lemures or other Bone Devils, which might prove tricky if we manage to lose control of one.

    Alternatively, we could see if one of our Abjurers has Limited Wish memorized (if not prohibited by OP). This could be used to "wish" Heat Man X away (i.e. asploding him from the inside, rupturing fuel tanks and/or vital systems, or polymorphing him into a harmless creature).
    >> Anonymous 03/20/12(Tue)23:38 No.18399797
    Of course the problem is that Heat Man is still presumably a very durable robot.
    Even if he can't burn them, that doesn't mean that their attacks are powerful enough to damage his chassis.
    Like he might be able to just wait them out.
    >> Anonymous 03/20/12(Tue)23:42 No.18399857
    Unless they can get inside. He still has joints and such, if we can get a water elemental inside his fuel supply, or even inside it's body we might be able to have an Abjurer use Freezing Sphere to freeze the Elemental and using the ice to pop him apart. The Elemental of course allowing itself to be frozen because as a summoned creature if killed it just pops back to it's home plane of existance.
    >> Anonymous 03/20/12(Tue)23:42 No.18399861
    Usage of Mass Rifles might get around the problem, especially if we buff and ReRaise the soldiers involved, and have the Soulchipped vehicles run interference and distract Heat Man.
    >> Anonymous 03/20/12(Tue)23:43 No.18399865
    ...Maybe... Maybe we can also do the thing where we just teleport a shitload of dirt onto Heat Man?
    Smother his flames?
    >> Anonymous 03/20/12(Tue)23:44 No.18399880
    >A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.
    So we'd have to make a big puddle or something.
    >> Anonymous 03/20/12(Tue)23:45 No.18399898
    And Heat Man is burning some serious shit. I think he'd be able to evaporate any water before it got close to him.

    I like burying him (he has to be extremely heavy) or the net+snipe idea.
    >> Anonymous 03/20/12(Tue)23:47 No.18399919
    Use teleporters to carve out a decent sized hole, then teleport in a bunch of water to fill it?

    Also, if we do send the Abjurers into this, they're going to want to GET EQUIPPED with Mage Armor, Mirror Image, Blur, and Protection from/Immunity to Fire to maximize their survivability. If anything they can run around and spam Disintegrate
    >> Anonymous 03/20/12(Tue)23:47 No.18399925
    Also unfortunately, Earth Elements don't seem to have any special resistance to fire, so that's out.
    >> Anonymous 03/20/12(Tue)23:48 No.18399938
    Given our luck, I'd say Disintegrate is just a waste of spell slots against something that isn't inanimate.
    >> Anonymous 03/20/12(Tue)23:49 No.18399943
    No they can't. They spent most of their spells for the day in the MetPharm building.
    The idea of using an elemental is simply unfeasible, because Heat Man isn't going to stay still and he can simply evaporate any water elementals that come after him, and anything immune to fire can't damage his chassis.
    >> Anonymous 03/20/12(Tue)23:49 No.18399954
    He's got to Roll a Nat 1 on his fort save eventually.
    >> Anonymous 03/20/12(Tue)23:50 No.18399962
    I think you messed up.
    11th level abjurers don't have 7th level spells yet.
    And they won't get them until their 13th level.
    >> Anonymous 03/20/12(Tue)23:51 No.18399974
    Yeah but according to my calculations of how many spells we used, we pretty much only have one 6th-level spell slot left.
    >> MetaQuest OP 03/20/12(Tue)23:54 No.18400006
    OK... Well it seems you guys are having trouble figuring out how to deal with the Heat, so I'm going to take off for a while and let you guys figure out what your plan is. I'll be back much later tonight.
    >> Anonymous 03/20/12(Tue)23:57 No.18400030
    You don't understand OP
    We are the heroes
    He is the fire
    This is the meltdown
    Of our desires
    Our fight for justice
    Turns to ashes
    >> Anonymous 03/20/12(Tue)23:59 No.18400063
    The only really feasible plan is to combine
    We construct a couple of Pumas and Hornets or Phoenixes, have them attack Heat Man and keep him occupied.
    Meanwhile a group with Mass Rifles (either Sandmen or Delta Greens again) are given Protection From Fire, Shell, Haste, and ReRaise. They get into position, and fire on Heat Man with their Mass Rifles.

    The only summoned elemental that might be of use would be an Air Elemental to lift Heat Man into the air, not giving him any kind of leverage, and making him into an easy target.
    >> Anonymous 03/20/12(Tue)23:59 No.18400066
    1. Flame resistant net trap.
    3. Repeat 2 until success.


    1. Dig deep hole with teleporters.
    2. Get Heat Man into it. Maybe dig the hole under his feet.
    3. Fill it full of water. Repeatedly as necessary to counter evaporation.
    4. Electrify water?
    >> Anonymous 03/21/12(Wed)00:00 No.18400076
         File: 1332302453.jpg-(742 KB, 1200x1644, Jarate.jpg)
    742 KB
    ...I kind of want to send BLU Sniper out there to attempt Jarate even though it will probably fail.
    >> Anonymous 03/21/12(Wed)00:01 No.18400081
    Well, if we're done with being stealthy, we could try to hold Heat Man down with nets and/or solid debris. Then fire off one of the smaller capital-grade weapons we have on his position.

    Or I dunno, teleport him into orbit on a remote planet where he won't be causing any trouble. Or into the sun.
    >> Anonymous 03/21/12(Wed)00:03 No.18400098
    He probably has teleport-blocking devices built in.
    >> Anonymous 03/21/12(Wed)00:05 No.18400121
    Does XCOM and/or the Techwizards have any anti-fire spells or devices?
    >> Anonymous 03/21/12(Wed)00:06 No.18400125
    I'd hate to risk our Chozo Hybrid Suits and Samus, but if they have Varia we might need to send them/ask if she can help.

    And then Rock's arm cannon does 4 damage to Heatman, which is only beat by Bubble Lead at 10.
    >> Anonymous 03/21/12(Wed)00:06 No.18400126
    flame-freezing charms courtesy of the aurors?
    >> Anonymous 03/21/12(Wed)00:07 No.18400143
    Digging a hole requires that Heat Man not detect the transporter energy signature and not using his superhuman robot reflexes to simply jump out of the way.
    So that plan is useless.

    As for 1, it's not very descriptive. In fact, it has no details at all, and is not useful as a plan.
    >> Anonymous 03/21/12(Wed)00:08 No.18400146
    They didn't really work on that Angry Sun.
    But maybe they will at least slightly weaken the flames?
    ...We still shouldn't engage him in melee though.
    >> Anonymous 03/21/12(Wed)00:09 No.18400157
    ...We could summon up some Bearded Devils, and then shoot Heat Man when he's busy killing them?
    >> Anonymous 03/21/12(Wed)00:10 No.18400171
    If Heat Man's armor weighs him down so he isn't as agile as the other Robot Masters, we could attempt to teleporter-dig a *very* deep hole underneath him (as in "hey we're going to dig to the center of the Earth and give up halfway"). Then teleport arresting debris/nets onto him, and then collapse the hole underneath him. Then teleport other very very very heavy stuff at the top of the hole and let it fall onto him when Heat Man eventually reaches the bottom.

    That may solve the immediate problem of Heat Man. Although it may not kill him, resulting in us facing off against him later on when we're going to face-off against Dr. Grimm.

    >10,418 saditu

    >> Anonymous 03/21/12(Wed)00:11 No.18400183
    Id say our best bet is dumping basically a ton of dirt on him. He's so hot he'd end up vitirfying it and encasing himself in glass.
    >> Anonymous 03/21/12(Wed)00:13 No.18400209
    ...And when he's punching through the glass we can just throw another load of dirt on him!
    Eventually he's bound to run out of fuel probably.
    ...I think we'd win an award for laziness in that case though.
    >> Anonymous 03/21/12(Wed)00:13 No.18400213
    Nothing in the games or his stats suggest that he is any less agile than, say Metal Man or Air Man.

    Asgard beam transporters are fast, but not faster than a Robot Master's reflexes. Especially one that's been upgraded by Iron Men technology.
    We already tried this tactic against Air Man and it failed miserably.
    >> Anonymous 03/21/12(Wed)00:15 No.18400225
    Well what can we do?
    I'm pretty sure he's even better at burning things than the Angry Sun, and that dude flambeed our forces.
    >> Anonymous 03/21/12(Wed)00:16 No.18400241
    The plan here

    Because no one else has come up with a plan that's at all realistic with the our current forces and capabilities.
    >> Anonymous 03/21/12(Wed)00:18 No.18400249
    Alright lets go with that then.
    >> Anonymous 03/21/12(Wed)00:21 No.18400272
    We could mainly have an Abjurer use http://www.d20srd.org/srd/spells/pyrotechnics.htm to turn Heat Man's flames into (much less deadly) smoke and fireworks.
    Although he's kind of constantly producing flames and they might count as magical.
    >> Anonymous 03/21/12(Wed)00:30 No.18400372
    I don't see it being too useful, since Heat Man can just restart his flames, and the damage is unlikely to be enough to take him out.
    The upgraded Air Man was able to weather a Beam Rifle shot, meant to take out Mobile Suits in one shot. I doubt that 6 damage is going to seriously impair Heat Man.
    >> Anonymous 03/21/12(Wed)00:33 No.18400403
    True enough, so lets go with plan >>18400063
    a.k.a. shoot the fuck out of him?
    Because I like that plan.
    >> Anonymous 03/21/12(Wed)00:36 No.18400428
    It's "Distract the fuck out of him using expendable vehicles he can't afford to ignore, and shoot the fuck out of him with troops that with auto-rez when killed."
    >> Anonymous 03/21/12(Wed)00:38 No.18400449
    Even better.
    Speaking of 'can't be killed' too bad the BLU team is more or less useless in this situation.
    Although maybe we can give Sniper a Mass Rifle?
    >> Anonymous 03/21/12(Wed)00:39 No.18400458
    Actually, I'd like to make one change:
    take the mass rifles from Sandmen, and hand them over to BLU Team.
    We deploy all of BLU Team, they go in and the Delta Greens use their attack as cover for their own.
    >> Anonymous 03/21/12(Wed)00:41 No.18400480

    Just remember that while BLU team can respawn, mass rifles not be as easy to reproduce. They may be destroyed by the flames that Heat Man uses.
    >> Anonymous 03/21/12(Wed)00:42 No.18400494
    That's a good point.
    But are they capable of sniping?
    >> Anonymous 03/21/12(Wed)00:59 No.18400616
    The Sniper is, yeah.
    >> Anonymous 03/21/12(Wed)01:08 No.18400664
    I meant the Mass Rifles.
    Like I was under the impression that they were by design more like Assault Rifles.
    >> Anonymous 03/21/12(Wed)01:12 No.18400696
    Well, they fire mini black holes, right? I don't imagine you have to be too accurate with things like that.

    If they're no good at long range, we could get close but higher up. Maybe from a low rooftop or even from a helicopter?
    >> Anonymous 03/21/12(Wed)01:14 No.18400711
    >Maybe from a low rooftop or even from a helicopter?
    A Hornet could be equipped with a Soulchip pilot and a cloaking device. Sniper could get in and fire from an open cockpit.
    >> MetaQuest OP 03/21/12(Wed)01:17 No.18400739
    You assume correctly. The miniature black hole dissipates after a while, making the mass rifles short to mid range guns.
    >> Anonymous 03/21/12(Wed)01:28 No.18400802

    Fire-proof net to pin him, then drive a mass rifle team to firing range and open up on him.

    No matter how tough he is, nothing stands against a black hole bombardment.
    >> Anonymous 03/21/12(Wed)01:28 No.18400805
    Okay, so the plan seems to currently be:
    We construct 3 Pumas with Soulchips and Arclight EMP Guns and 3 Phoenixes with Soulchips and 1 with dual Rapiers 2 with dual EMP guns, Soulchip pilot, Deflector Shield, have them attack Heat Man and keep him occupied.
    Meanwhile BLU Team uses the Mass Rifles from the Sandmen (make sure that the Mass Rifles are tagged with transporter beacons, and that the Indefatigable has a constant lock on them. If anyone gets hit immediately beam the Mass Rifle out to prevent it being destroyed) and coordinate their attack with the Delta Greens, who are given Protection From Fire, Shell, Haste, and ReRaise from the Abjurers and the White Mages. They get into position, and fire on Heat Man with their Mass Rifles.
    Also give BLU Protection from Fire, Shell, and Haste if any of the casters can spare it.
    All troops involved are also to have the Aurors cast a Flame-Freezing Charm on them, to provide further protection from fire.

    The only summoned elemental that might be of use would be an Air Elemental to lift Heat Man into the air, not giving him any kind of leverage, and making him into an easy target.
    Have two Abjurers summon 4 Air Elementals, Medium. They will be used to support the troops by using their Whirlwind power to catch Heat Man if Crowe's netlauncher is ineffective.

    We lead off with Crowe firing his net at Heat Man, followed by the Puma's and the Phoenixes.
    >> Anonymous 03/21/12(Wed)01:40 No.18400908
    + 1 vote.

    We should also see if we can't get some kind of ice... beam...

    See if Samus is willing to lend a hand with this one.
    >> MetaQuest OP 03/21/12(Wed)01:51 No.18401007
    rolled 38 = 38

    Do realize that the transporter lock solution will not guarantee the rifle survives. There is still a failure chance based on reaction time.

    Your Hercules-constructed forces advance in front of the main column, Brasta taking the lead. In only a few short minutes, the towering metal form of WilyCorp HQ is in front of you, platoons of Sniper Joes and combat walkers assembled behind rapid-deployment fortifications put up around the main entrance. Beam cannons and missile launchers slide out from underneath hidden panels as a robot in the center of it all suddenly sheathes himself in roaring flame...
    >> Anonymous 03/21/12(Wed)01:54 No.18401027
    Baneblades and Securitrons, take care of the small-fry!

    Crowe, let's lead off with our plan.
    >> MetaQuest OP 03/21/12(Wed)02:15 No.18401169
    rolled 67 = 67

    Your 4 Baneblades begin to move up, as do their screen of 14 Securitrons. They will take a short while to catch up, however.

    The beam cannons and missile turrets protruding from the various hidden hardpoints on the WilyCorp building fire a moment after your forces appear, blowing two of the Phoenixes out of the sky as Brasta fires its mecha-sized Net at Heat Man. Heat Man's fire flares in intensity for a brief moment and the net melts around him, absolutely failing to entangle him. The Air Elementals fare better, rushing towards the robot in whirlwind form and carrying him into the sky. However, already one of the Elementals dies from exposure to the Heat Shield, its form twinkling away into motes of dust. You get the impression as Heat Man struggles in mid-air this solution is temporary.

    Extremely so.

    BLU team is swiftly beamed down into the fray while Heat Man is immobilized. They raise their borrowed Mass Rifles and take aim as the third Phoenix crashes into a platoon of Sniper JOEs, the Pumas already well on their way to being overwhelmed by the forces massed by Dr. Wily.
    >> Anonymous 03/21/12(Wed)02:17 No.18401180

    Baneblades should focus on fortified positions and walls blocking routes. Securitrons engage directly. As openings are made in the walls, have resistance forces enter them to flank the guarding forces and roll them up.

    Keep everyone out of Heat Man's range though. Anything he touches will die in a fire. Leave him to our planned attack.
    >> Anonymous 03/21/12(Wed)02:21 No.18401205
    Are the Delta Greens finished being buffed?
    If so, get them in there.
    While Al'Kesh 1 does that, Al'Kesh 2 can beam from the Hercules replacement forces. Hornets with Scalpels, Soulchip pilot, and ablative armor (cheaper than deflector shields).
    The Hornets don't have to last long, just long enough.
    >> Anonymous 03/21/12(Wed)02:21 No.18401206
    Can we get one of our ships in orbit for a strategic strike?

    I mean, we've already gone all out on this, no reason not to.
    >> Anonymous 03/21/12(Wed)02:25 No.18401228
    my god, this has been going on for 71 glorious episodes. You sir metaquest op are awesome for that tenacity
    >> MetaQuest OP 03/21/12(Wed)02:26 No.18401241
         File: 1332311203.jpg-(139 KB, 600x800, YouSAIDyouwantedtoLIGHTUPTHENI(...).jpg)
    139 KB
    rolled 20, 49 = 69

    More Hornets arrive to keep the main mass of enemies busy, but they aren't lasting long to the sheer numbers against them.

    Unused to the exotic weapons and finding it difficult to aim at the rapidly whirling form of Heat Man, only Soldier, Sniper, and, oddly enough Medic manage to hit, tiny dots of darkness crumpling Heat Man's heavy armor as if it wasn't there. The robot's Heat Shield sputters and vanishes, but not before two more of the summoned Elementals are consumed by its flame. The Robot Master falls from the sky, crashing into the ground like a meteor. When it stands, you are able to see that a mass rifle shot has taken off one of the robot's arms, and two more have created large, sparking holes in its main body.

    However, Heat Man is still active and now he is focused on your troops...
    >> Anonymous 03/21/12(Wed)02:33 No.18401291
    Not good.
    Hercules, if you've got the resources, make a pair of Behemoths with twin Scalpel machine guns, double-deflector shields, an extra layer of armor, and Soulchip pilots.
    Also drop a Scarab with a Recycler and another with a Repair module down there to keep the Behemoths fighting.

    Medic, if you've got an Ubercharge, now's the time to use it.
    >> Anonymous 03/21/12(Wed)02:34 No.18401300
    I don't think Medic can Uber unless he's got his MediGun.

    >Technical Mothfu
    I'm not sure that Moth-Fu will help Captcha, but we can give it a shot.
    >> MetaQuest OP 03/21/12(Wed)02:37 No.18401324
    rolled 39 = 39

    It's a character trait that has gotten me into... interesting situations, but I generally don't quit once I've started something.

    Heat Man turns into a whirling vortex of flame and in the blink of an eye closes the distance between himself and the BLU team.

    "Uuuuuh," Scout says, dropping his mass rifle and pointing to Spy. "He did it!"

    "You little swine!"

    Heat Man raises its remaining arm and the mass rifles immediately twinkle out of existence, leaving the BLU team just enough time to wince in anticipation of pain as a roaring sheet of fire coats the squad.

    "Fire, fire, FIRE!" Soldier screams.

    "I am on fire!!!" Medic sagely notes.

    "I'M BURNING! I'M BURNING!!!" Scout cries.

    "Ow, ow, if I can just..." Sniper begins, reaching for the Jarate at his belt. The jar shatters under the heat, the urine within evaporating in an eyeblink. "...aw, piss."

    As BLU dies, the Delta Greens are beamed down... but they immediately come under heavy fire, the baneblades and Securitrons STILL just a minute away now...
    >> Anonymous 03/21/12(Wed)02:42 No.18401356
    Fuck, that's a minute too long.

    Hercules, make a pair of Rhino ground assault vehicles, equip them with Warhammer artillery, ablative armor, and a Soulchip pilot.
    Al'Kesh 2, beam those Rhino's directly between the Delta Greens and Wily's forces.
    Al'Kesh 1, see if you can't beam some of Wily's troops into the air and drop them on their own positions.
    >> Anonymous 03/21/12(Wed)02:43 No.18401366
    Heat Man's hurt bad, but he's covering the regular forces.

    We gotta keep the infantry back until the Baneblades can put him down for good.

    Wily has to be shitting bricks at this point.
    >> Anonymous 03/21/12(Wed)02:47 No.18401389
    >teleport shenanigans

    Durr, why didn't I think of this?

    TELEPORT EVERYTHING. Seriously. Just grab all his unshielded units and throw them a mile into the sky. Take any munitions he's got laying about and throw them at Heat Man.
    >> MetaQuest OP 03/21/12(Wed)02:48 No.18401396
         File: 1332312507.jpg-(128 KB, 400x550, contra.cover.front.jpg)
    128 KB
    rolled 85 = 85

    Heat Man manages to summon his Heat Shield again with significant effort this time as the rest of the WilyCorp forces change their targets to the Deltas, who snap off one ineffectively volley at Heat Man before cloaking to avoid being massacred. Heat Man barely avoids the salvo of black holes, but manages to come out unscathed as he unerringly tracks the cloaked soldiers with his upgraded optics. After a few moments the Sniper Joes begin to fire on the DGs despite them being cloaked.

    The Hercules manages a single Behemoth, which immediately begins to soak up turret fire while blasting apart a few unlucky JOEs with its heavy machineguns. However, even with this, the fire continues to pour on the DGs, and they lose several men, though nothing that your recon tanks can't handle.

    Then, with a cry of sheer exhilaration, two muscular men holding huge rifles burst from a nearby shot-out building and actually somersault OVER the first rank of Sniper Joes to fire wildly into their ranks. High-explosive rounds shatter armor, break apart inner structure, and cause havoc as the two soldiers begin to run, duck and jump all across the battlefield, all the while firing guns that seem to have limitless ammunition. If that weren't enough, the shots are bizarrely accurately given the constant movement and aiming from the hip.

    "Sorry, couldn't wait any longer, but our boys won't move up until Heat's down!" Scorpion calls.

    "Let's give 'em HELL!" Mad Dog roars.

    A low rumble shakes the area, signalling the baneblades are close...
    >> Anonymous 03/21/12(Wed)02:57 No.18401480
    Let's do these:

    >> beam some of Wily's troops into the air and drop them on their own positions.

    >>Just grab all his unshielded units and throw them a mile into the sky. Take any munitions he's got laying about and throw them at Heat Man.
    >> Anonymous 03/21/12(Wed)02:58 No.18401484
    Your complete lack of self-preservation is exactly the opening we needed, thank you two very much.
    >> Anonymous 03/21/12(Wed)02:59 No.18401492
    >Durr, why didn't I think of this?
    Actually, it would be because of the teleport interdiction field generator at WilyCorp still being online and operational, and Wily would keep most of his forces safely within the field.
    >> Anonymous 03/21/12(Wed)03:01 No.18401523
    Do the Baneblades have anything that ISN'T an explosion?
    Explosions will HEAL Heat Man, and that's not good.

    Get the Mass rifles out if they've gone down, get the Delta Greens out if they're being targetted.
    How are repairs going on Char's mech? We have an Antaeus, so Char's mech SHOULD be getting decent repairs.

    If possible, I'd like to try getting Protection from Fire, Wall, Haste, Shell, and the Flame-freezing charm, on some mech units. The VF-25s, for example. If it works, then we just got a lot of air support to use against Heat Man.
    >> Anonymous 03/21/12(Wed)03:02 No.18401534
    ...Maybe we ram the Heat Man?
    No that's awful.
    >> Anonymous 03/21/12(Wed)03:02 No.18401536
    The Contras just won this fight, didn't they? We owe them the best beer that the Meta has to offer.
    >> MetaQuest OP 03/21/12(Wed)03:06 No.18401566
    rolled 52 = 52

    The Al' Kesh begins teleporting any enemy troop that strays from the interdiction field's boundary in the chaos of battle up into the air. Even more havoc is caused as Mad Dog and Scorpion leap from cover to cover, firing as they go and almost defying the enemy to hit them.

    The Behemoth is destroyed by massed enemy fire, but it has done its job. The Baneblades roll into the open area in front of the WilyCorp HQ and begin to unleash eleven barrels of hell into the ranks of the foe. Robot parts fly into the air as lasers and missiles soar through the sky. The Securitrons roll forward, covering the Delta Greens as best they can. Eventually they all go down, 14 Securitrons no match for the hundred or so Sniper Joes still remaining, but they serve their role well. Heat Man turns towards the Baneblades, emitting a sheet of plasma that strikes the tank column and melts off the outer layer of their armor. Were it not for the repairs received, they probably would have been immobilized by the attack.

    Between that and the Contra assault, no enemy troops are left to focus on the Deltas. This buys the Delta Green enough time to get in position for another attack on Heat Man. The stealth troops fire again on the damaged robot. This time, the salvo hits the Robot Master dead on, tearing his frame apart and triggering an explosion that knocks the entire team to the ground as bits of the bot pelt everyone currently fighting.
    >> Anonymous 03/21/12(Wed)03:10 No.18401591
    ANON, do a scan, have we been able to destroy all reality distortions at WilyCorp HQ?

    Make sure to recover all Securitron parts; we might be able to repair them, and the least, we can recycle them once their designs are in the Creation Engine Database.

    Delta Greens, report in. What's your status? Stabilize your men and prepare for teleport extraction.
    Indefatigable, beam the Delta Greens directly to the Medbay on the Storm once they're stable.
    >> Anonymous 03/21/12(Wed)03:12 No.18401609

    That was most of the major distortions. We've given a serious reaming to Wily and Metpharm. Sonic is twice as dangerous as Robotnik is, so whoever loses there, we win.
    I'm curious as to how Bowser and Mario are doing in all this chaos - whether Grimm has fucked with either of them yet.
    That bit about child soldiers leads me to wonder where Ness and Pokey are.

    Reality distortion scans across the planet. See if anything appears over the background of Grimm's great grimness.
    >> MetaQuest OP 03/21/12(Wed)03:15 No.18401625
    ANON: "Scanning... the only distortions left in the area do not seem to be linked to Dr. Wily, and seem to be background results of Grimm's manipulations."

    Your Deltas are teleported back to the Indefatigable with no issue.
    "We're holding up, sir. That metal thing had its teeth taken out before we got there, remind us to buy BLU team a round. ...and remind us to not be present when they drink it."
    >> Anonymous 03/21/12(Wed)03:17 No.18401653
    Alright. Now that Heat Man is down, we can bring up the Resistance troops and get to urban combat. Baneblades should maintain an area of control around the tower to prevent enemy reinforcements from arriving.

    Primary objective is the destruction of the teleport interdictor. Once that's down, we can grab Wily himself, as well as any distortion-causing items.

    How's Mega Man doing? He'll be invaluable inside the tower.
    >> Anonymous 03/21/12(Wed)03:18 No.18401663
    It seems like we more or less won, and yet it doesn't feel like it's time for a boss battle.
    All psychic forces on high mental alert in case Grimm wants to have some more words with us.
    >> Anonymous 03/21/12(Wed)03:19 No.18401667
    "Yeah, don't worry. We'll break out the real stuff after this."
    Get everyone who doesn't have a pulse into the tanks for regeneration.

    As for the battle at WilyCorp HQ, make sure to round up all of our technology.

    The rest of the fight in the Tower is for the Resistance to finish.

    Which reminds me:
    "MOUSE! Got another job for you.
    "Use that network tap, see if you can't find Dr. Cossack. I think it's time that we offer him alternative employment."
    >> Anonymous 03/21/12(Wed)03:20 No.18401681
    >Primary objective is the destruction of the teleport interdictor. Once that's down, we can grab Wily himself, as well as any distortion-causing items.
    What? We already destroyed all the major reality distortions here, and we're not supposed to touch Wily.

    The rest of the fight has to take its natural course.
    >> Anonymous 03/21/12(Wed)03:22 No.18401702
    We still need to wipe his harddrives and his memory so he can't just build new Iron Men Robot Masters.
    Like... he still has all the schematics for the three Robot Masters we destroyed.
    >> Anonymous 03/21/12(Wed)03:23 No.18401722
    It's a bit of a shame Wily's getting his ass kicked the most.
    Reading the writefaggotry, he struck me as more of a
    than a
    >> Anonymous 03/21/12(Wed)03:24 No.18401731
         File: 1332314670.jpg-(42 KB, 500x464, arnval mk2.jpg)
    42 KB
    We already smashed Wily's WH40k dataslate. Metal Sonic is out of the running already, that's good.

    We have the possible chance to recruit Light and Cossack.

    At last,
    >> Anonymous 03/21/12(Wed)03:24 No.18401732
    Right. How many Baneblades died down there?
    Fix anything broke that can be fixed, have the Antaeus get to work rebuilding Securitrons.

    Scan the world for Reality distortions. Locate any of the same scale as Metal Man / Air Man.
    Have the Farseers determine how tangled the skeins are now, compared to when we first arrived - and have them see which enemy we should kill First, to maximise our chances of clearing this world.
    Have the Aurors scry for Bowser Man, Mario Man, and any relevant reality distortions. Hopefully Mario's journeying along the pipes and Bowser's still a fire breathing bioroid in a castle.
    Tosh, Goddesses - Any word on this world's fate so far?
    Cheryl, 0vercl0ck them magic users.

    At this rate, Wily's fortress will explode on its own merit without input.
    >> Anonymous 03/21/12(Wed)03:25 No.18401745
    I don't think we'll be recruiting Light.
    We're lucky Cossack was only mentioned twice in the writefaggotry.
    >> MetaQuest OP 03/21/12(Wed)03:26 No.18401766
    It being 3:30, it is time for the sleeps.

    Night all, next session will be Friday at 8. See you then!
    >> Anonymous 03/21/12(Wed)03:27 No.18401767
    Night, MetaOP.
    See you Friday!
    >> Anonymous 03/21/12(Wed)03:27 No.18401772
    Session over, gg.
    Everyone piss off.

    I'll add the event to the Metaquest Steam group calendar.
    >> Anonymous 03/21/12(Wed)03:30 No.18401793
    kk done.

    [Return] [Top]
    Delete Post [File Only]
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]