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Its smaller stature causes the assault to be aimed low, at your legs and lower half.
Your arms intercept its, parrying the first few strikes with your longer overall reach. Metal clashing on metal, claws on forearms. The crimson eye in the center flickers, wavering briefly while you match it strike for strike with your frame’s own Yi accelerators.
It’s not the only thing capable of close combat. Mismatched as you are, patchwork installation
slowing you down, you still feel unstoppable.
As you two battle it out over the next sixty seconds, it’s not an even match. The flaws in its design are clear to you. The claws may be deadly and sharp, backed up by speed and strength on par with you, but the lack of reach is decisive. Along with your minor flight ability through the thrusters, which gives you an advantage to exploit ruthlessly, pulling just out of melee repeatedly, but not far enough to let it disengage.
Boosters lift you into the air for a half second thrust, rising just enough to lash out with a kick powered by the inertia of all your mass, sending it sprawling away with serious damage.
Malak A <span class="mu-r">Structure 3/5</span>
You, meanwhile, have escaped with light scarring across the armor.
<span class="mu-b">Beta Structure remains at 8/10</span>
It’s certainly not down and out, but annoyingly persistent.
The longer-range gunnery duel seems to be roughly even with the Archangels focusing their remaining firepower on a single walker unable to dodge like you, and your allies dropping ineffective missile volleys out of the return fire entirely in favor of lasers and autocannon shells.
At least they are hitting more, now.
Another reactor within the camp turns on. Heat readings skyrocket enough that even you could detect it, and radiation readings characteristic of a larger, damaged reactor are evident.
First Blackout jamming, what now….
The Malak props itself up, again, preparing for another rush.
Thea’s eyes predict the six different projected paths it could be taking.
Voting.
>Finish this particular irritant.
-Hold at Close range. One more successful frenzy of kicks and punches.
-Pull to Medium range. Drop back, hit it with the laser.
>Make a run at the Archangels, take the fire off of your allies.
(mid-range attacks at them, while dodging the Malak’s ranged fire)
>Try to signal a retreat. Get out of the jamming, and then we bring in the other three lances waiting for signals. Or the Artillery.
>Rush the Camp, find the turning-on reactor. Stop it, and whatever the source of jamming is.
(Defense rolls only, trying to avoid the Malak’s ranged fire and whatever else is around)
>Write-in. Something else?
A/N
Thea’s hitting +3 for Spite and Metal this turn if you go for the combat options.
Close Combat combines attack and defense into 1 roll, and just takes the raw success numbers for damage, unless there's some other equipment to modify it (Like the Demon Claw, a weapon from the prior threads which this Malak doesn't have)