A Game of Supers (The Gamer/Original Superhero Setting)

[X] 'Shield Type'. Capable of producing energy shields from thin air, up to a distance of 12 feet away from it. Interfaces with shield technology to power up nearby personnel shields, as well as fuse them together to create broader or thicker defenses.
[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.
[X] 'Melee Type'. Designed as a frontline combatant and siege breaker, this units secondary mechanisms are composed of mobility, strength and defense enhancers, as well as a customizable laser melee weapon. Interfaces with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges.
[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.

Shield does 2 things. 1) it boosts the defenses of all our mechs and acts as a tank. 2) it make our mooks not squishy. it is an essential force multiplier for our minions.

Stealth also does 1 essential thing and probably 1 useful combat stat. 1) info gathering. essential of course. 2) long range firepower. bit of an assumption but i assume it has a big as sniper-cannon.

Melee. this is our heavy combat rig. get in the front line, wreck shit, and take a beating if needed. this is our mech. can also be fairly non-lethal if needed via grabs and blunt force.

restraint. non lethal option and option for dealing with assholes we cant hurt. presumably mid range (in comparison to melee and sniper) firepower.

hyper mobility would be great if we could get all of our mechs as it, but while one hyper mobile mech has utility, being able to properly fight in a formation is more valuable in my opinion. the melee mech has improved agility and armor so i think its a better all-rounder than this one.

Heavy weapons. i think we can all agree that we dont need a ton of collateral damage. we dont need this.

Light weapons. our job is not to fight a small army, but powerful individuals. we have melee for that, and restraint for the non-lethal applications of this mech. no needed.

Anti-tracking. nice support mech. but i prefer mook/defensive support (shield) and info gathering over escape support. if we need this to get away from common trackers, it would be a requirement, not an option.

remember. its not just the mechs we need to think about, but our mooks too.
 
[X] 'Melee Type'. Designed as a frontline combatant and siege breaker, this units secondary mechanisms are composed of mobility, strength and defense enhancers, as well as a customizable laser melee weapon. Interfaces with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges.

We are going to want a Melee type bot system for Medea to use personally. It is pretty much what 99% of her skillset is suited for from weapons to the ability to ambush in close quarters via disguise to manipulation and it apparently provides both defense and offense. This moves Medea from 'dangerous normie' to 'dangerous cape' basically and makes her knife-fighting and muay thai relevant against everybody again.

[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.

Roberta can use the 'Restraint' types. She wants to be aggressive and a lot of the friendly-fire aspects of the restraint weapons are mitigated by blade or physical augment of the melee system. Restraint is also the best mode of AoE given our goals.

[X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.

Should be helpful for Clara- I think mobility will suit her pretty well.

[X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.

Susan will like this setup because it exposes her to the least risk, but really we want this because Medea is going to want to figure out or use this technology most of all if she ever has to ditch Inscrutable and work solo. At the same time, it's useful in and out of combat with the sight impairment and jamming. It's crucial for the 'Hunter' operations because we need minimal police response and backup for our targets.

Making Medea the 'Melee' captain and putting 'Anti-Tracking, Impairment, and Mobility' as basically the support for Medea also frankly puts most of the burden of actually getting shit done on us, which I think is probably a good plan. If someone else flakes out and runs or lashes out at civilian targets or turns on us, it's a problem but not insurmountable. If one of the others has a more serious weapon setup, friendly fire and treachery becomes more of an issue.

For targets, I would remember that Rampage is considered a tier above most of the local capes and not rely on this tech to deal with him. Swordmaster is too unpredictable and Light Mistress seems almost memetically competent. We probably want to either set up an ambush for Shadow Crusader, (seems mostly mundane with a special ability Medea can trump), or go after Mystic Mind since we know where she lives and her powerset is among the most interesting to us. The fact she tends to use fire and ice also means we can set up some specific countermeasures for her attacks fairly easily such as fire extinguishers. We may want to set up a few traps for Shadow Crusader with a fallback plan aimed at taking out Mystic Mind if she doesn't take the bait.
 
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[X] 'Shield Type'. Capable of producing energy shields from thin air, up to a distance of 12 feet away from it. Interfaces with shield technology to power up nearby personnel shields, as well as fuse them together to create broader or thicker defenses.
[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.
[X] 'Melee Type'. Designed as a frontline combatant and siege breaker, this units secondary mechanisms are composed of mobility, strength and defense enhancers, as well as a customizable laser melee weapon. Interfaces with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges.
[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.

Shield does 2 things. 1) it boosts the defenses of all our mechs and acts as a tank. 2) it make our mooks not squishy. it is an essential force multiplier for our minions.

Stealth also does 1 essential thing and probably 1 useful combat stat. 1) info gathering. essential of course. 2) long range firepower. bit of an assumption but i assume it has a big as sniper-cannon.

Melee. this is our heavy combat rig. get in the front line, wreck shit, and take a beating if needed. this is our mech. can also be fairly non-lethal if needed via grabs and blunt force.

restraint. non lethal option and option for dealing with assholes we cant hurt. presumably mid range (in comparison to melee and sniper) firepower.

hyper mobility would be great if we could get all of our mechs as it, but while one hyper mobile mech has utility, being able to properly fight in a formation is more valuable in my opinion. the melee mech has improved agility and armor so i think its a better all-rounder than this one.

Heavy weapons. i think we can all agree that we dont need a ton of collateral damage. we dont need this.

Light weapons. our job is not to fight a small army, but powerful individuals. we have melee for that, and restraint for the non-lethal applications of this mech. no needed.

Anti-tracking. nice support mech. but i prefer mook/defensive support (shield) and info gathering over escape support. if we need this to get away from common trackers, it would be a requirement, not an option.

remember. its not just the mechs we need to think about, but our mooks too.
[X] 'Melee Type'. Designed as a frontline combatant and siege breaker, this units secondary mechanisms are composed of mobility, strength and defense enhancers, as well as a customizable laser melee weapon. Interfaces with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges.

We are going to want a Melee type bot system for Medea to use personally. It is pretty much what 99% of her skillset is suited for from weapons to the ability to ambush in close quarters via disguise to manipulation and it apparently provides both defense and offense. This moves Medea from 'dangerous normie' to 'dangerous cape' basically and makes her knife-fighting and muay thai relevant against everybody again.

[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.

Roberta can use the 'Restraint' type. She wants to be aggressive and a lot of the friendly-fire aspects of the restraint weapons are mitigated by blade or physical augment of the melee system. Restraint is also the best mode of AoE given our goals.

[X] 'Shield Type'. Capable of producing energy shields from thin air, up to a distance of 12 feet away from it. Interfaces with shield technology to power up nearby personnel shields, as well as fuse them together to create broader or thicker defenses.

Clara is a sneak. We could double down on that with the stealth bot, but I think it might be worth considering the Shield system for her as it would give her confidence, the ability to escape or hold off an enemy even if she does get caught, and it makes her more useful in a fight in a way mobility does not.

[X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.

Susan will like this setup because it exposes her to the least risk, but really we want this because Medea is going to want to figure out or use this technology most of all if she ever has to ditch Inscrutable and work solo. It's also just about crucial for the 'Hunter' operations because we need minimal police response and backup for our targets.

For targets, I would remember that Rampage is considered a tier above most of the local capes and not rely on this tech to deal with him. Swordmaster is too unpredictable and Light Mistress seems almost memetically competent. We probably want to either set up an ambush for Shadow Crusader, (seems mostly mundane with a special ability Medea can trump), or go after Mystic Mind since we know where she lives and her powerset is among the most interesting to us. The fact she tends to use fire and ice also means we can set up some specific countermeasures for her attacks fairly easily such as fire extinguishers. We may want to set up a few traps for Shadow Crusader with a fallback plan aimed at taking out Mystic Mind if she doesn't take the bait.
I disagree with several of both of your points, but what I consider first and foremost, the Melee Mech. For I think you are both forgetting something BIG about the Melee Mech. It's less of a Bot, more of a Tank.
Each of them was as tall as a truck and as broad and long as a tank
How do you expect us to do any of our Krav Magra Bull Shit while in a giant tank that is nowhere near as agile as we are?
 
I disagree with several of both of your points, but what I consider first and foremost, the Melee Mech. For I think you are both forgetting something BIG about the Melee Mech. It's less of a Bot, more of a Tank.

How do you expect us to do any of our Krav Magra Bull Shit while in a giant tank that is nowhere near as agile as we are?
Muay Thai is a striking art and involves all parts of the body such as knees and elbows. Balance and leverage are important, but not as crucial as in say judo, and it's explicitly noted that Medea can parlay her Muay Thai mastery into targeting weaknesses in other ways. Sure, it's remotely possible you can use that in sniping, but 99.99% of her combat skillset is for melee and it's a lot more likely she can use that skillset in piloting a humanoid mech. Said mech is also explicitly equipped with a laser knife, our Knife Combat is at mastery.

The simple fact is that none of these robots are gonna be all that subtle, another reason I am dubious as hell on the 'Stealth' robot. These things are about as subtle as a brick to the face and I have no idea how the 'Stealth' option is even supposed to work unless we are sortying our guys far from the robots. Better to go with the more combatitive options than try to make a sledgehammer into a scalpel.

'But instead of cars of something similar, the vehicles inside were in fact advanced military robots that were designed to be piloted from the inside, eight in total. Each of them was as tall as a truck and as broad and long as a tank. Their design was only slightly humanoid, with two "legs" ending in threads, two "arms" that were more like weapon platforms and a stocky "head". Everything was very blocky and reliable looking.'

Beyond that, the secondary systems appear to be more in the human-size range and we will probably use those more than anything in addition to using troops with those secondary systems.

'Looking at the specification, you saw that in general, the robots were all pretty similar, with the same average levels of resilience and mobility, as well as the fact that their secondary tools all had the ability to interface with the proper personnel-type equipment, which would be provided to the gang members that would serve as extra manpower for the operations, fifteen per robot.

The main differences between the robots were in those "secondary tools", which were in fact the main utilities of the robots. Looking over them, you had to decide which four robots your group would be taking into battle.
'

We've essentially moved out of squad-level combat and are now fielding a platoon from our robots. Another reason I'm not keen on giving our fellow minions loads of superior ranged weaponry to induce friendly fire incidents.
 
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Muay Thai is a striking art and involves all parts of the body such as knees and elbows. Balance and leverage are important, but not as crucial as in say judo, and it's explicitly noted that Medea can parlay her Muay Thai mastery into targeting weaknesses in other ways. Sure, it's remotely possible you can use that in sniping, but 99.99% of her combat skillset is for melee and it's a lot more likely she can use that skillset in piloting a humanoid mech. Said mech is also explicitly equipped with a laser knife, our Knife Combat is at mastery.

The simple fact is that none of these robots are gonna be all that subtle, another reason I am dubious as hell on the 'Stealth' robot. These things are about as subtle as a brick to the face and I have no idea how the 'Stealth' option is even supposed to work. Better to go with the more combatitive options than try to make a sledgehammer into a scalpel.

'But instead of cars of something similar, the vehicles inside were in fact advanced military robots that were designed to be piloted from the inside, eight in total. Each of them was as tall as a truck and as broad and long as a tank. Their design was only slightly humanoid, with two "legs" ending in threads, two "arms" that were more like weapon platforms and a stocky "head". Everything was very blocky and reliable looking.'
Muay Thai is a striking art, but simply because you learned how to use your elbow doesn't mean you learn how to operate a mechanical arm to do the same thing. The only way Martial Arts Experience will be at all useful is if you control the Robot Pacific Rim Style, which I rather doubt, considering it's described as "only slightly humanoid". For example, a lot of Martial Mojo is foot-work.... something completely inapplicable considering that the Mech has Treads for feat.
Her Muay Thai Mastery explicitely applies to all forms of physical assault. It helps her just as much with a Sniper Rifle as it does her Fist, and yes it'll help with this robot but it'll also help with any other robot.

She is good with a Knife in her Hands. Said skill does not translate to operating a Knife that might very well be bolted to the robot appendage that you operate via buttons and joysticks and levers. Maybe if she pried the knife off the mech she could use it then (assuming said knife was still functional, and wasn't too heavy), but getting the Melee Mech just for it's Knife isn't worth it.

These mechs can be somewhat subtle, but their non-subtle-ness is why I chose the ones I did. Hypermobility can fly into the city at super speeds and as such can get far closer to any prospective target far faster than any other option. The Small-Arms Mech is explicitely loaded out to be able to operate at any range. As such, it presumably contains a Sniper Rifle, and we could take pot-shots from far far away. Even if it doesn't, it also explicitely is capble of interfacing with our weapons to improve accuracy, thus we can use it to make our sniper-shots more accurate anyways. If it must get close, it is still better at dealing with every target other than Rampage, for it has a wide variety of ranged options that are both lethal and non-lethal, compared to Melee's close-range-only options, since it's not like your average Cape can shrug off a bullet. The Stealth Bot is explicitely made to be stealthy, so even if you are dubious unless you suspect Boss Lady to be buying crappy gear it works, and is capable of doing the precise close up shit if and when we need it, as well as being the one explicitely good at Assassination.
1) it is the second most mobile mech.
2) i did not mention doing our bullshit. only that our bullshit would make it the most effective mech for us to use as we are first and foremost a melee user.
We would not be able to use our Bullshit, since none of our Martial Arts Skills apply themselves to piloting a "only slightly humanoid" mech.
 
We are not going to be using the mechs as much more than delivery platforms in any case. The main thing is the 'secondary equipment' which interface with personnel-type equipment which will also be provided.

'Looking at the specification, you saw that in general, the robots were all pretty similar, with the same average levels of resilience and mobility, as well as the fact that their secondary tools all had the ability to interface with the proper personnel-type equipment, which would be provided to the gang members that would serve as extra manpower for the operations, fifteen per robot.'

It's not just the robot. It's the robot along with two squads of 'themed' minions who also have equipment that is boosted by the robot.

'Hyper Mobility + Anti-tracking + Stealth' has some potential in combining jet bikes, cloaking devices, and anti-tracking tools but I'm not convinced it's worth the loss of firepower. The normal mechs should be pretty mobile already and would be more protected than jet bikes.

A mook parade of melee fighters combined with shielders and restraint-types might not sound ideal but I trust it more than a serious firing range with us in the middle.

We could do 'Hyper mobility + Anti-Tracking + Heavy + Melee' and just go full brute squad but I just don't think Stealth is really worth it and I'm assuming we're kinda pretending each of our team members are in charge of their squad- I don't trust any of them with two squads of energy-cannon toting dudes. Anti-Tracking is still more useful than Stealth in that case, stealth could be useful for small numbers of people but with sixty four people involved in the operation I think it'll fail to help.
 
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We are not going to be using the mechs as much more than delivery platforms in any case. The main thing is the 'secondary equipment' which interface with personnel-type equipment which will also be provided.

'Looking at the specification, you saw that in general, the robots were all pretty similar, with the same average levels of resilience and mobility, as well as the fact that their secondary tools all had the ability to interface with the proper personnel-type equipment, which would be provided to the gang members that would serve as extra manpower for the operations, fifteen per robot.'

It's not just the robot. It's the robot along with two squads of 'themed' minions who also have equipment that is boosted by the robot.

'Hyper Mobility + Anti-tracking + Stealth' has some potential in combining jet bikes, cloaking devices, and anti-tracking tools but I'm not convinced it's worth the loss of firepower. The normal mechs should be pretty mobile already and would be more protected than jet bikes.

A mook parade of melee fighters combined with shielders and restraint-types might not sound ideal but I trust it more than a serious firing range with us in the middle.

We could do 'Hyper mobility + Anti-Tracking + Heavy + Melee' and just go full brute squad but I just don't think Stealth is really worth it and I'm assuming we're kinda pretending each of our team members are in charge of their squad- I don't trust any of them with two squads of energy-cannon toting dudes. Anti-Tracking is more useful.
I read "Personnel-Type Equipment" as equipment WE, the Personnel, use. No extra minions, just a lot of neat gadgets. This is supported by the notes that the Bots can interface with said equipment, each bot coming with a description of equipment it can interface. For example, the Melee Bot can "Interface with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges."
 
I read "Personnel-Type Equipment" as equipment WE, the Personnel, use. No extra minions, just a lot of neat gadgets. This is supported by the notes that the Bots can interface with said equipment, each bot coming with a description of equipment it can interface. For example, the Melee Bot can "Interface with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges."
...It's pretty clear I thought?

'Looking at the specification, you saw that in general, the robots were all pretty similar, with the same average levels of resilience and mobility, as well as the fact that their secondary tools all had the ability to interface with the proper personnel-type equipment, which would be provided to the gang members that would serve as extra manpower for the operations, fifteen per robot.'

So they have secondary tools for each robot to make them 'special'- and those secondary tools boost human-scale equipment of a specific type. Each robot comes with fifteen gang members with the boosted equipment type.

On second thought, mobility might be more useful than shields, so I'm switching my vote for that. Clara might not make the best leader for a bunch of jet-bikers but no moreso than any other group...
 
...It's pretty clear I thought?

'Looking at the specification, you saw that in general, the robots were all pretty similar, with the same average levels of resilience and mobility, as well as the fact that their secondary tools all had the ability to interface with the proper personnel-type equipment, which would be provided to the gang members that would serve as extra manpower for the operations, fifteen per robot.'

So they have secondary tools for each robot to make them 'special'- and those secondary tools boost human-scale equipment of a specific type. Each robot comes with fifteen gang members with the boosted equipment type.

On second thought, mobility might be more useful than shields, so I'm switching my vote for that. Clara might not make the best leader for a bunch of jet-bikers but no moreso than any other group...
Nowhere does it say it's providing 15 gang members, it says it provides 15 pieces of "personnel-type equipment", which would be provided to the gang members (That's Us) that would serve as extra manpower.
 
We're the 'extra manpower'? That doesn't make any sense, there's four of us. I think you're misconstruing it but that's damn important.

@Kinni are we getting command of extra gang members for this operation or is it just us four?
 
[X] 'Shield Type'. Capable of producing energy shields from thin air, up to a distance of 12 feet away from it. Interfaces with shield technology to power up nearby personnel shields, as well as fuse them together to create broader or thicker defenses.
[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.
[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.
[X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.

I'm not a fan of offensive specialised gear, seems unnecessarily dangerous to our surroundings. The people we're up against don't tend to be overly durable so I don't think we need more than normal weapons. Therefore going more utility focused. Shield, since our foes tend to dish out more than they can take and it'll help keep our mooks safe and relevant. Stealth and Mobility seem generally useful, especially since I think ambush tactics are our best bet for doing this safely and cleanly. Restraint is likewise to keep things from getting too messy. Also figure it'd pair well with Shields for the more dangerous enemies.
Adhoc vote count started by Grigori on Jul 27, 2018 at 3:59 AM, finished with 51 posts and 8 votes.

  • [X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.
    [X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.
    [X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.
    [X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.
    [X] 'Light Weapon Type'. Designed as an anti-personnel unit, this model is equipped with a variety of ballistic weapons, covering all ranges, with both lethal and non-lethal options. Interfaces with personnel level ballistic weapons to allow for more precise targeting and unit command.
    [X] 'Shield Type'. Capable of producing energy shields from thin air, up to a distance of 12 feet away from it. Interfaces with shield technology to power up nearby personnel shields, as well as fuse them together to create broader or thicker defenses.
    [X] 'Melee Type'. Designed as a frontline combatant and siege breaker, this units secondary mechanisms are composed of mobility, strength and defense enhancers, as well as a customizable laser melee weapon. Interfaces with personnel enhancing belts, allowing for greater enhancement, and temporary supercharges.
    [X] Part 1 – Hunting
 
[X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.

[X] 'Light Weapon Type'. Designed as an anti-personnel unit, this model is equipped with a variety of ballistic weapons, covering all ranges, with both lethal and non-lethal options. Interfaces with personnel level ballistic weapons to allow for more precise targeting and unit command.

[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.

[X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.

That should be a nice assassination squad.
 
[X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.

[X] 'Light Weapon Type'. Designed as an anti-personnel unit, this model is equipped with a variety of ballistic weapons, covering all ranges, with both lethal and non-lethal options. Interfaces with personnel level ballistic weapons to allow for more precise targeting and unit command.

[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.

[X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.
 
Post 23
A. N: Holy shit, this took a lot of work...

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[X] 'Hyper Mobility Type'. Designed to allow mobility under any environments or conditions, this model is equipped with multiple different propulsion jets, some allowing for unparalleled 3d mobility while others granted supersonic straight line speed. Interfaces with jet cycles, allowing the creation of a platform for transporting other units.

[X] 'Restraint Type'. Equipped with a variety of functions designed for limiting mobility, some anti-personnel and some anti-vehicle, all depending on the matter generator, which was programmed to create nets, slick substances, road blocks and similar. Interfaces with specific anti-mobility tools, allowing for greater strength and range.

[X] 'Stealth Type'. Capable of both light and thermal cloaking, as well as equipped with sound suppression systems and close range weapons, this unit was designed for both intelligence gathering and assassination roles. Interfaces with personnel cloaking devices, allowing for longer operation, as well as long range sensing.

[X] 'Anti-Tracking Type'. Capable of a variety of jamming tools, as well as sight impairing ammunition such as smoke bombs. Ideal for hit-and-run operations. Interfaces with specific anti-tracking tools, allowing for better control and focusing.

There were many different opinions about what to use, but in the end the four of you settled with a combination of Mobility, Restraint, Stealth and Anti-Tracking types. That lineup was a little light on direct combat power, but it was a combination extremely well-suited for hit-and-run style attacks.

You sent word of the group's decision, and soon after that, the other mechs were moved out of the basement by strange floating robots. And then the forty-eight rank-and-file members came, along with their provided equipment.

It was time for some testing to figure out the exact specifics of the capabilities of their mechs, so that you could make accurate plans. The minions were equally distributed between the four mechs, so that there were twelve minions with interface personnel equipment for each mech.

The rest of the day, along with the a good portion of the Sunday, was spent in that testing. You took the time to call your father, telling him you were going to spend the weekend with friends. You could tell that he was a bit dissatisfied with you not having even asked permission, but you could deal with the consequences later.

During the tests, all four of you used all four of the mechs, just to see which types you were better with, and to make sure anyone could make use of any of them should a change be necessary.

The hyper-mobility type wasn't very maneuverable at top speeds, but it already had a fair amount of maneuverability when using the '1/4' jets (which allowed speeds of around 625km/h), the '1/10' (250km/h) jets allowed enough maneuverability to be used in urban areas, while the '1/20' (125km/h) jets allowed enough maneuverability for close quarters combat.

When you realized that, it made things a lot more interesting. After all, those numbers easily exceeded those of military grade jets, at least the public ones. You had no information on the special classified units, but the mech you had should at least be comparable to them, which was amazing to think about.

It wasn't all good news, though. Such incredible speed meant that any impacts while moving, even at CQC speed, would cause huge damage to the mech. As such, ramming was not an option. There was even a special system that would automatically decelerate the mech when an impact was incoming.

In terms of combat, it was mostly a harassment unit, equipped with small caliber Gatling guns, and which could deliver blows from the arms capable of denting cars, but only at extremely slow speeds. Every other mech, except the Stealth Type, had that.

As for the jet cycles, each of them had a maximum speed of 300 km/h, with a controlled speed of 200 km/h. While inside, the gang members would be unaffected by bullets, but have no way of actually attacking. Each light cycle could carry a maximum weight of 300 kg, so they could be used as supply carriers.

While interfacing, the whole ensemble could fly at a maximum speed of 250 km/h at limited mobility, but the combined energy shield could stand up to anti-materiel weapons fire and was rated to take at most 10 tons of weight. The area of the platform was 50/m².

All things considered, Susan was the best at using that mech, but not by a large margin.

The restraint type was quite complex. It had a cannon on each arm, to shoot the anti-personnel ammunition, a bigger cannon on the chest for shooting the anti-vehicle ammunition, and an even bigger cannon on the back, for the heavier duty anti-vehicle ammunition (which was far stronger, but had severe limitations on its production).

Each cannon had their own selection of settings for firing. The smallest ones had Net (throwing nets that had a certain degree of durability against knives), Stun (shooting solid balls with low penetration power, but that were very painful to be hit by) and Slip (some sort of watery substance that reduced the friction of the ground).

The medium ones had Crash (specialized nets designed to bind themselves to the ground and capable of holding down cars), Havoc (large metal balls that exploded into a gooey substance that jammed most mechanisms) and Barrier (mini street blocking barriers designed to break any vehicles that tried to cross them).

Finally, the large ones had Englobe (a semi-liquid sphere that closed around the target and that none of the supers in the city had the capacity to escape from), Chaos (small mines that could be set to trigger on contact or be triggered remotely, capable of releasing destructive sound waves that could be modulated from simply causing incapacitation on humans, all the way to destroying buildings at close range) and Dust (an explosion of special particulate matter that quickly spread through an area and caused difficulty breathing on all those who inhaled it).

The range for each of the cannons was upwards of 15 meters, and they had trouble aiming at short range. The auxiliary equipment consisted of 12 masks designed to allow their users to circumvent the effects of the Dust ammunition. Along with twelve bazooka style launchers, and a mechanism that could fill them with one type of ammunition each, but just the small and medium types (12 shots small or 6 shots medium). Each of the bazookas had a max range of eight meters.

The interface with the mechs increased the range of the bazookas to twelve meters, and allowed their shots to be 50% more effective while the mech was in "interface mode" (without attacking).

You were the one best suited for controlling that mech.

The stealth type mech was very simple in comparison. Not only could it become pretty much invisible and inaudible, but it was also capable of entering a "compressed" state, which reduced it to a sphere small enough to navigate corridors inside buildings. Though it wasn't able to use any weapons in that state.

Outside of that state, it had access to a vibrational knife, which had enough power to cut through skin even at its lowest levels of power, with the higher levels being able to cut through walls, but they could not be cloaked at that point. Besides that, there was also an inbuilt taser, powerful enough to affect even resilient metahumans such as Rampage, though it worked better on normal people.

The mech's passive sensing was capable of covering an area of fifty meters around itself, but that distance was halved it there were walls in the way. The more active sensing suite was composed of sonic sensing, thermal sensing and electromagnetic wave sensing, and could reach a distance of two hundred meters, with the more of those used, the better the information gained, but also the higher the chance of discovery became.

The personal class cloaking units didn't have any special sensors, only allowing their users to see what they could already see with their eyes. However, they did include special frequency radios capable of transmitting information to the mech without any risk of detection.

Besides that, as long as at least one of them was at passive sensing range of the mech, they could be used to extend the range of the sensors. 25 meters for the passive sensors and 100 meters for the active ones. And they could be chained together.

Clara was the best at using that mech, which was exactly as everyone else expected.

Finally, there was the anti-tracking type, which was actually very similar to how the restraint type worked. It also had cannons for shooting a variety of ammunition, except there were only two of them, on the arms, and both of the same size. The mech also had special capabilities to not be affected by its own ammunition.

Those cannons also shot specialized types of ammunition, those being: Smoke (short range [10 meters diameter] smoke bombs), Dark (a large scale [100 meters diameter] mist covering that also baffled sensors), Astro (a light sphere that exploded with brightness enough to cause temporary blindness on all who didn't have sufficient eye protection), Sonic (a bomb of sound of long duration, which made it almost impossible to focus while in its range), and finally Pulse (a pulse bomb designed to destroy any and all electronics in range [12 meters diameter]).

Any of those shots could be accurately set to explode on any unobstructed spot in an area of 100 meters around the mech. The auxiliary equipment consisted of 12 grenade launchers, three Smoke, three Dark, two Astro, two Sonic and two Pulse. Each of them had a range of thirty meters normally, but while in a range of eighty meters around the mech, their range was tripled. They also had special helmets that protected them from the effects of the ammunition.

Roberta was the best at using that one, surprisingly enough.

And that was all. All that was needed now was making the plans and executing them. Speaking of that, what would be your plans?

[] Attacking Rampage first:
-[] Ambushing him after his fun (Tuesday through Saturday – 21:00).
-[] Attacking him at home (Any day – 23:00).
-[] Calling him offering a job to set up an ambush (Location and Time Negotiable).
-[] Offering him a job to distract one of the heroines, ambushing both at once (Time and Location dependent of the heroine of choice).
-[] Something else? (Write-in).
[] Attacking Mystic Mind first:
-[] Attacking her at home (Any day – 18:00).
-[] Luring her out of the trailer.
--[] Write-In a plan for doing such.
-[] Something else? (Write-in).
[] Attacking Swordsmaster first:
-[] Causing a commotion at the commercial zone, ambushing her response (Any day – 16:00 – 23:00).
-[] Something else? (Write-in).
[] Attacking Shadow Crusader first:
-[] Causing a commotion at the periphery zone, ambushing her response (Any day – 20:00 – 05:00).
-[] Something else? (Write-in).
[] Write-in specific combat plans (Optional).

Do you want to take control of a different mech for the operation?

-[] Yes. The Hyper-Mobility Type.
-[] Yes. The Stealth Type.
-[] Yes. The Anti-Tracking Type.
-[] No.

Despite the operation, and the need to be prepared for unforeseen situations, you still had time to get some more training done. What would you do? (Choose 1)

[] Focus on raising the level of a specific skill (Write-in)
-[] Write-in any special methods for training the skill (Optional)
[] Learn another martial art.
-[] Aikido
-[] Jeet Kune Do
-[] Karate
-[] Write-in
--[] Write-in any special methods for training the skill (Optional)
[] Now that you have weapons, it would be good to gain skill with them.
-[] Learn baton combat
--[] Write-in any special methods for training the skill (Optional)
[] Learn a useful miscellaneous skill.
-[] Sleight of hand
-[] Urban tracking
-[] Write-in
--[] Write-in any special methods for training the skill (Optional)
[] Write-in.
 
[X] Attacking Shadow Crusader first:
-[X] Causing a commotion at the periphery zone, ambushing her response (Any day – 20:00 – 05:00).

Do you want to take control of a different mech for the operation?
-[X] No.

[X] Focus on raising the level of a specific skill.
-[X] Shadow Boxing
 
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The personal class cloaking units didn't have any special sensors, only allowing their users to see what they could already see with their eyes. However, they did include special frequency radios capable of transmitting information to the mech without any risk of detection.
Do they also have the cloaking that allows them to turn practically invisible and inaudible?
Any of those shots could be accurately set to explode on any unobstructed spot in an area of 100 meters around the mech. The auxiliary equipment consisted of 12 grenade launchers, three Smoke, three Dark, two Astro, two Sonic and two Pulse. Each of them had a range of thirty meters normally, but while in a range of eighty meters around the mech, their range was tripled. They also had special helmets that protected them from the effects of the ammunition.
Does the helmet help them see through the smoke and stuff?
 
Alright, refresher on our targets.
The info folder was pretty similar to the tools one. There was an explanation file, and folders for each of the superhumans in the city, with the exception of Inscrutable herself. You nodded as you looked at the files, the information contained in them was a lot broader and more complete than what you had managed to acquire through your original research.

There was information about the places where they were commonly sighted, as well as their activities, including the sort of places and situations where Mystic Mind would usually attack, and the places and types of crime that would attract the response of the heroes fastest.

Rampage and Mystic Mind had their living locations marked (a small apartment on the commercial zone for the former, and a trailer that spent most of the time on the periphery for the latter). While the two heroines were a lot more circumspect, with Swordsmaster's home being "somewhere in residential zone, north section", while Shadow Crusader's was an even more vague "probably in the periphery zone".

Light Mistress information was a surprise. You had thought that your research had simply not been thorough enough, but apparently she was simply incredibly secretive, using multiple routes of both escape and infiltration, and it didn't help that her criminal acts were too random to form a pattern.

Besides that, the other noteworthy point of information was the contact number that could be used to hire Rampage's services. However, it was noted that he tended to ask for advance payment for his jobs, and refused those that seemed too dangerous.

To sum up the more general information:

- Swordsmaster tended to respond more quickly to attacks on businesses, as well as attacks on the north area of the commercial zone. There, her response time was around 3-5 minutes, with it increasing the more distant the target was to the north zone.

- Shadow Crusader only appeared at night, but her response times were unreasonably fast, depending on the issue. If there was destruction and chaos anywhere in the periphery zone, she was guaranteed to appear in 1-2 minutes, while robbery and other "calmer" crimes caused her to be delayed, yet her slowest was around 4 minutes.

- Rampage was currently in one of his "rest" periods in between attacks, usually enjoying his time on bars, clubs and brothels in the commercial zone.

- Mystic Mind tended to not be too fat away from her trailer, which was under constant surveillance. Her behavior was pretty unpredictable otherwise.

- They had nothing on Light Mistress.

The boss would be expecting results, so within one week, it would be best if you managed to disable at least one of those four. That would give you enough time to get your rank-and-file ready and train for the operation.

Now, as for what the operation would be... That would depend on what mechs you chose, of course. There would be time to plan things out properly after that was decided.
The first and most straightforward one was Rampage, a brute with super strength, durability and the ability to create explosions from his hands. He was a thief who most often stole jewelry, but he also had a lucrative side job as a "distractor", attacking someplace to draw the attention of the heroes while his client did his own thing. He was the most successful of all the supers in the city, in the sense that he got to act all around the country and fought all kinds of battles.

...

The third was Mystic Mind. A rare type who possessed both psychic and magical abilities, she was much less impressive than that made it sound, being a small city villain. Her magical abilities were focused around flame, ice and earth spells, while her psychic abilities were mostly limited to telekinesis, though she could also read a person's mind via touch. She was apparently insane and her criminal acts ranged from random killings to acts of property destruction, all ordered by her "master", according to her.

Finally, the fourth was Light Mistress. Her power was the ability to turn light solid and form it into shapes she could manipulate. She was the most popular of the villains in the city, since her criminal acts tended to be more along the lines of threatening restaurants for free food and stealing parts of the sidewalk. Apparently she was the type who enjoyed the attention, including the fights against the heroes.
- Swordsmaster: Carries a variety of swords with special powers that only last for a short while. Has a fairly wide variety, but only uses a dozen at a time. The most consistent powers are a sword capable of heating or cooling things, another that can release highly controllable blades of wind, and one that creates shield pulses automatically when she gets hit. But you never know what kind of surprises she could be packing, from gravity manipulation to sonic blasts.

- Mystic Mind: She has both psychic and magic powers. The psychic ones are telekinesis (only of weights she could lift with her own strength) and touch-range mind reading. Her magical abilities are flame, ice and earth spells, which have a good bit of versatility, but are more focused on power.

- Rampage: Super strong, super durable, and capable of creating explosions from his hands, explosions capable of tearing down walls if he really focused.

- Light Mistress: Capable of shaping light into solid constructs she can freely manipulate. Think green-lantern ring, except much weaker.
@Kinni we are pretty much free on how we want to engage our tagets, as far as Rules of Engagement goes, but, if we DON'T feel like putting a bullet in their heads, what are we suppose to do with these guys after we knock them out? After all, our objective does say Disable, which implies that non-lethal is an acceptable course of action.
 
[X] Attacking Rampage first:
-[X] Offering him a job to distract one of the heroines, ambushing both at once (Time and Location dependent of the heroine of choice).
Do you want to take control of a different mech for the operation?
-[X] No.
[X] Now that you have weapons, it would be good to gain skill with them.
-[X] Learn baton combat
I don't mind this being the start of the trend that is our way of playing everyone against each other.
 
-[X] Offering him a job to distract one of the heroines, ambushing both at once (Time and Location dependent of the heroine of choice).
Problem, Rampage is likely gonna want payment up front, and might turn down the job if he thinks it too risky.



Edit: Before I make any plans that just don't work, @Kinni Can we use more than one units auxillery gear at once? Like, can we use the stealth projectors AND the Anti-Tracking Helmets simultaneously?

Also, relatedly, what are the limits of the Personnel Stealth Projectors? Can they be used mid-combat?
 
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