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02:41, 3rd May 2024 (GMT+0)

Launch Day: The Battle of Macross Island.

Posted by Darkside TrooperFor group archive 1
Darkside Trooper
GM, 192 posts
Sun 8 Apr 2018
at 21:53
  • msg #1

Launch Day: The Battle of Macross Island

While waiting for take off the veritech pilots are given flight assignments and flight leads are selected. As this is done veritechs are taking off from the other end of the runway two.

Claudia Grant:
"Knight Four, Reindeer Eighteen and Vermillion Seven after take off make your altitude one thousand two hundred and fifty feet and maintain a holding pattern. Use frequency 181.5 for flight communications. Use this frequency for squadron communications."

"Knight Four you have command of the flight."


After a few more minutes the veritechs on runway two begin to take off by two's.

Claudia Grant:
"Reindeer Eighteen and Knight Four your cleared for simultaneous take off."
When these two veritechs are about halfway down the runway, the controller gives a third veritech clearance to take off.
Claudia Grant:
"Vermillion Seven your cleared for take off, form up with Knight Four and Reindeer Eighteen who just passed you."



After reaching their assigned altitude the three veritech pilots maintain a formation of three. The three pilots are able to look into the cockpits of the other two veritechs....

Knight Four is a USMC VF-1A whose pilot is wearing a Woodland MARPAT cover on his/her helmet.

Reindeer Eighteen is a Finnish Air Force FRS.1 whose female pilot is wearing an aviation headset and sunglasses. Obviously the pilot should be wearing a standard issue flight helmet but probably was unable to get one during the confusion of take off.

Vermillion Seven is a JASDF VF-1J whose pilot is wearing a yellow helmet with markings on it with a white skull and cross bones. This is the same helmet as worn by VF-84 Jolly Rodgers, a US Navy Veritech squadron.


OOC: Please make one post. If you have not yet finished updating your equipment sheet please do so.
Meiko Levina
player, 72 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 8 Apr 2018
at 23:59
  • msg #2

Re: Launch Day: The Battle of Macross Island

Claudia Grant:
"Knight Four, Reindeer Eighteen and Vermillion Seven after take off make your altitude one thousand two hundred and fifty feet and maintain a holding pattern. Use frequency 181.5 for flight communications. Use this frequency for squadron communications."

"Knight Four you have command of the flight."


An American accented female voice transmits on channel.

"Roger tower, Knight four has command. Are we cleared for transformation Tower?"

"Proud to fly with you Reindeer One-Eight, Vermilion Seven.  Adjust comms now."

She tunes to 181.5.

"Lightning, Knight 4, radio check."

After a few more minutes the veritechs on runway two begin to take off by two's.

Claudia Grant:
"Reindeer Eighteen and Knight Four your cleared for simultaneous take off."
When these two veritechs are about halfway down the runway, the controller gives a third veritech clearance to take off.
Claudia Grant:
"Vermillion Seven your cleared for take off, form up with Knight Four and Reindeer Eighteen who just passed you."


"We will Form a Victor formation on me, Reindeer take left, Vermillion right."

After getting visual of each other the camo headed pilot nods to them, and goes back to HUD to try to evaluate the situation.
Jack O'Neil
player, 48 posts
Lieutenant j.g./OF-1a
USN
Mon 9 Apr 2018
at 14:41
  • msg #3

Re: Launch Day: The Battle of Macross Island

"Copy Tower, Vermilion Seven standing ready to launch" Jack reply as he taxi out to his position. "Rodger, changing comms now. Pleasure to fly with you too, Knight Four"

While Jack waits for his turn to take off he tries to make himself at 'home' in the new VF and still somewhat cursing the other pilot who had taken his already adjusted VF.

"Rodger, taking off now tower" he replies before hitting the thrusters and taking to the sky to join his new partners. "Taking the right position Knight"
Aksa Tikkanen
player, 93 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 9 Apr 2018
at 15:18
  • msg #4

Re: Launch Day: The Battle of Macross Island

"Reindeer One Eight copies." Aksa replies to the tower controller and maneuvers her VF-1 into position.

"181.5 copy." She notes, then switches over and participates in the radio check.

As she waits for launch clearance she double checks her seat straps and console presets. She switches to another radio frequency momentarily. [Language unknown: "Utca'taus Dersanwas, o. Leesha vorhismen, Os n noev-maio ac, ulstmameek olle ti iv el ROM, i, beur i ant k il iv areartkor but. Acfo Eenverpre!"]

Once cleared she maintains formation with Knight 4 thru launch and climb out.

Once joined by Vermilion 7 and informed of the formation positions she nods at the wing-lead and slots in onto Knight 4's left wing.

"On your left wing, level One two five zero feet." She notes and then begins scanning the sky for bandits and ally alike, looking for a decent way into the fight.

[Private to GM:
Roll of 74 v 68 Mil Tactics : FAIL
Roll of 49 v 63 Theater Warfare: Aerospace : PASS
]
This message was last edited by the player at 17:39, Mon 09 Apr 2018.
Darkside Trooper
GM, 193 posts
Tue 10 Apr 2018
at 03:06
  • msg #5

Re: Launch Day: The Battle of Macross Island

Far off in the distance (several kilometers) a large number of cross crossing contrails can be seen. This is obviously a large dogfight between the veritech's and conventional aircraft launched from Macross Island and the UES Prometheus.

The skies above Macross Island itself is filled with aircraft circling at various altitudes.  In addition to the last 20 or so veritech launched there are quite a few A-10D Super Warthogs, AV-8B Harrier's, and Mitsubishi F-2's orbiting the island. A few ES-11C Cat's Eye's can be seen as well as an EA-6B or two.

There are also a number of Mi-35M Hind E's, and other helocopters flying at a lower altitude.

Below the UES Daedalus can be seen 'beaching itself' and disgorging mecha and vehicles near the harbor.

[Private to Aksa Tikkanen:
You realize that the aircraft above Macross Island have been "stacked & racked", to deal with any additional threat coming from any point of the compass.
]
This message was last edited by the GM at 03:19, Tue 10 Apr 2018.
Claudia Grant
NPC, 4 posts
Captain/OF-2
USAF
Tue 10 Apr 2018
at 05:12
  • msg #6

Re: Launch Day: The Battle of Macross Island

"All aircraft orbiting Macross Island. Be advised we have a submerged enemy amphibious assault force approaching from an easterly direction. Size is unknown but two scout helicopters were destroyed ten kilometers from the island seven minutes ago by surface to air energy weaponry."

"Maintain your current altitude and orbit. As you pass by the east side of the island search for any targets coming out of the water."

Darkside Trooper
GM, 196 posts
Tue 10 Apr 2018
at 05:52
  • msg #7

Re: Launch Day: The Battle of Macross Island

When the inbound alien amphibious assault force is spotted it isn't from the eastern side of the island. Instead sighting are shouted out over the radio simultaneously reporting alien mecha coming from all points of the compass around the island.

"All flights engage!"

[Private to group Russian:
"Fire at will!"
]

"Weapons Free! I say again weapons free!"

"Let's get 'em boys!"

[Private to group Japanese:
"It's a lightning attack!"
]

The majority of the alien mecha could best described as 'headless and wingless ostriches'. Some of which have missile launchers mounted on top. A few look like they have a radar on top and are bristling with antennas. There is a second type of alien mecha with an rectangular body a large top mounted cannon and arms with cannons.


Literally right in front of them, Knight Four, Vermillion Seven and Reindeer Eighteen see a group of 'headless ostriches' storming the beach near the north end of the island.

A flight of four A-10D Super Warthogs dive down at this group of mecha.

Each A-10D launches several maverick missiles at the headless ostriches. The headless ostriches fire upward into the air at the A-10D's with energy weaponry. One of the A-10D's loses a wing from the odd alien mecha with a top mounted gun and rolls over, crashing into the city below. The remaining three A-10D's continue their dive and line up for a strafing run as the two 'headless ostriches' with missile launchers fire their missiles at targets in the direction of the air field.....

OOC: You guys get two actions to fire on two separate enemy mecha below as you strafe them.

You of course don't know the terms 'Battle Pod', 'Arty Pod', 'Scout Pod' and 'Officer Pod' yet. These terms will be created after the battle.

Skill rolls (military tactics, theater warfare: ground), and a really high perception roll will tell you for sure what role an enemy mecha is capable of.

Don't forget to make dodge rolls either!

Target list for you guys.
  • 12 'headless ostraches'
  • 01 of the ones with a top mounted gun (it just took out an A-10D)
  • 01 'headless ostraches' with what looks like a radar on top
  • 02 'headless ostriches' with missile launchers on top (current firing at the air field)


[Private to Aksa Tikkanen: 23:00, Today: Darkside Trooper, on behalf of Aksa Tikkanen, rolled 72 using 5d20 with rolls of 20,11,16,6,19.  energy weaponry blasts at you +4.
NAT 20!!!!!!!!!
unat 15
unat 21
MISS
unat 24
]

[Private to Jack O'Neil: 23:03, Today: Darkside Trooper, on behalf of Jack O'Neil, rolled 53 using 5d20 with rolls of 10,20,1,13,9.  energy weaponry blasts at you +4.
unat 14
NAT 20!!!!!!
MISS
unat 17
unat 13
]

[Private to Meiko Levina: 23:04, Today: Darkside Trooper, on behalf of Meiko Levina, rolled 45 using 5d20 with rolls of 12,15,6,3,9.  energy weaponry blasts at you +4.
unat 16
unat 21
MISS
MISS
unat 13
]
This message was last edited by the GM at 06:09, Tue 10 Apr 2018.
Meiko Levina
player, 75 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Tue 10 Apr 2018
at 15:11
  • msg #8

Re: Launch Day: The Battle of Macross Island

"Let's pave the road.  Everyone hit that thing with that upright barrel, and pick another target on your path, then we bank left and come around to hit them again.  Use nose cannons if you got em!  GO!"


She aims for the thing that hit the A10, and a random other pod.

As the fire comes in, Meiko shows her skill as an atmospheric pilot, twisting while she lays in her targets.

Dodges (Auto):
1.  30 unnat - miss
2.  21 unnat (Tie to defender?)
3.  15 - miss

Attacks:

1.  14 - 20mm Cannon - Target 1 (shot A-10 shooter) - 50 MDC
2.  15 - 20mm Cannon - Random pod - 30 MDC

Other Actions

1. Military Tactics - 32 Pass
2. Sensory Instruments - 92 Fail

Meiko gets an additional melee.. which is GU-11, but does that work with nose cannons as well?


[Private to GM: 10:09, Today: Meiko Levina rolled 6 using 2d3+2, unique dice with rolls of 3,1.  Damage Target 2 Strafe.

10:09, Today: Meiko Levina rolled 5 using 2d3+2, unique dice with rolls of 2,1.  Damage Target 1 Strafe.

10:02, Today: Meiko Levina rolled 25 using 2d20+2, unique dice with rolls of 11,12.  Two attacks.

09:54, Today: Meiko Levina rolled 38 using 3d20+5, unique dice with rolls of 19,10,4.  3 Dodge rolls.
]
This message was last edited by the player at 16:10, Tue 10 Apr 2018.
Aksa Tikkanen
player, 98 posts
Captain/OF-2
FAF (Finnish Air Force)
Tue 10 Apr 2018
at 15:30
  • msg #9

Re: Launch Day: The Battle of Macross Island

OOC: Okay, Guess I'll be the Crashtest Dummy; lets see how this goes.

Dodges (Auto):

1: 20 NAT!! Not today sucker!
2: 18 Unat: DODGE
3: 21 Unat: DODGE
4: 14 Unat: HIT


Actions:

1: 16 Unat At a 'Regular' Unit w/ GU-11
2: 24 Unat At what looks like a 'Recon' Unit w/ GU-11
3: 75 v 68 Mil Tactics: FAIL
 - Perception: 20 Unat PASS?
4: 78 v 58 Weap Sys: FAIL
5: Holding for Dodge(s) vs trailing fire on climb out


Damage:

Target 1: 50 (Regular Unit)
Target 2: 50 (Recon Unit)



Aksa rolls into attack and then all hell breaks loose. Slamming her controls wildly she moves to evade the incoming fire, and does well to start but still eats some of the enemy incoming. Felt the heat of that first one... she blinks, then lights off with few choice expletives in her native tongue as she is struck.

"My turn!." She snarls and depresses the firing stud loosing two short bursts at two targets, including one that looks like it's wearing a radar or some such.

As she passes over the targets she snaps her head back to get a better look at the enemy. "Damn things look like eggs. Definitely NOT AUL" She comments over open channel to no one in particular.

She switches the Chaff/Flare's to automatic, just in case. She briefly growls under her breath as her attempt to fire-link her weapons doesn't go as easily as planned.

OOC: Let me know if anything needs to be changed / added / discarded. Been a while since my last full blown combat post.
This message was last edited by the player at 17:42, Tue 10 Apr 2018.
Jack O'Neil
player, 51 posts
Lieutenant j.g./OF-1a
USN
Tue 10 Apr 2018
at 17:37
  • msg #10

Re: Launch Day: The Battle of Macross Island

Auto dodge 1: 9+13
Auto dodge 2: 1+13
Auto dodge 3: 2+13
Auto dodge 4: 16+13
Auto dodge 5: 2+13

Action 1: Target who him. Nat.20 (24) dmg:15(30 if double)
Action 2: Target the same pod. 12 dmg:12
Action 3: Military Tactics - fail
Action 4: Weapon Systems - success
Action 5: Reserved for dodge

"I'm hit! Those bastard have experience for sure!" Jack exclaim as his VF shakes from the impact from hit as he rolls back and forth dodging the other shoots and open fire once a opportunity present itself. "Payback!"

[Private to Darkside Trooper: 19:17, Today: Jack O'Neil rolled 9 using 1d100 with rolls of 9.  Weapon Systems.
19:18, Today: Jack O'Neil rolled 97 using 1d100 with rolls of 97.  Military Tactics.
19:20, Today: Jack O'Neil rolled 12 using 1d20+4 with rolls of 8.  nose laser.
19:20, Today: Jack O'Neil rolled 24 using 1d20+4 with rolls of 20.  nose laser.
19:24, Today: Jack O'Neil rolled 12 using 6d4 with rolls of 2,3,1,3,2,1.  nose dmg.
19:24, Today: Jack O'Neil rolled 15 using 6d4 with rolls of 2,4,1,4,3,1.  nose dmg.
]
Darkside Trooper
GM, 208 posts
Wed 11 Apr 2018
at 03:56
  • msg #11

Re: Launch Day: The Battle of Macross Island

Seven of the sixteen Maverick missiles launched by the A-10D's hit their targets. The rest are evaded as the headless ostrich mecha leap out of the way.  The seven headless ostrich mecha that do get hit (this includes the two missile launcher ones) are utterly blown to bits indicating that the 57 kg HEAP warhead on a Maverick missile is more then enough to destroy one of the mecha.

The remaining nine alien mecha fire upward as the three A-10D's and three veritechs make a gun run. The A-10's take some of the anti-air fire which includes some sort of airburst munitions that does a serious number on one of the A-10's engines, and blows away a quarter of a wing. The damaged A-10 stays in the air. Four of the headless ostrich mecha are destroyed in the A-10's attack run, with a fifth severely damaged. As the A-10's pull out of their attack run they bank and head out to sea.

Knight Four fires at what is probably a command mecha but its pilot is good and side steps out of the way of the burst of 20mm shells. The second target, one of the headless ostriches is hit by several 20mm rounds but looks like it's still in the fight. As she pulls out of the attack run she follows behind the A-10's.

[Private to Meiko Levina: Military tactics: On your next attack run you should probably use your ECM pods. It should degrade their targeting. You would make an ECM roll at the begining of the melee, and it will cose an action. ]

Reindeer Eighteen watches as several energy blasts bracket her cockpit narrowly missing her. Firing her GU-11 she puts a burst into one of headless ostriches that was damaged by an A-10. This enemy mecha crumples and collapses. She then fires at the 'recon unit' headless ostrich but it leaps out of the way. As she pulls out of her attack run alarms blare out that she took some hits.

[Private to Aksa Tikkanen: The unat 24 is what hits you as you pull out. The fact that you felt the energy impacts means they were particle beam cannons
-14 MDC to right wing
-14 MDC main body

Perception roll: There looks like there are two types of headless ostriches.
Most were these: http://mechajournal.com/wp-con...t-combat-mecha-1.jpg
Some were these: http://mechajournal.com/wp-con...t-Robot-TBP-2A-1.jpg and were firing the air-burst munitions
]

Vermillion Seven fires noses lasers at one of the headless ostriches and gets two pulse bursts into it. Simultaneously he takes a series of hard hits that almost causes him to lose control and crash into the island. As he pulls out of his attack run he feels his veritech taking more hits

[Private to Jack O'Neil:
Nat 20
-32 MDC to Nose (i.e.Reinforced Pilot's Compartment)
-40 MDC to Main Body

-21 MDC to right lower leg
-21 MDC to right upper leg

Weapon Systems: On your next melee your gun pod and nose lasers are linked.

The fact that you felt the energy impacts means they were particle beam cannons
]


The three veritechs follow the three A-10D's out to sea. Behind them of the sixteen alien mecha only four remain, and two of those are damaged. The A-10D's turn around for another attack run towards the island and line up on a different formation of alien mecha.

OOC: OK you guys each get two posts to coordinate the next attack run.
Aksa Tikkanen
player, 119 posts
Captain/OF-2
FAF (Finnish Air Force)
Wed 11 Apr 2018
at 15:39
  • msg #12

Re: Launch Day: The Battle of Macross Island

Aksa pulls out of her attack and looks over her damage, such as she can, and purses her lips. Was the damage minor? She manipulates her control surfaces and notes no change in flight characteristics. It seemed to be. She silences the alarms.

Instinctively she flies a buddy check around her two wing-mates to ascertain the extent of any hits they may have taken.

[Private to GM: Roll of 19 v 48 Aircraft Mechanics: PASS]

"Echo Tango's have a flak unit with ABM loads." She says evenly. "Standby Seven, Four, assessing your damage."

[Private to GM: She compares the damage appearance, (scoring, pattern, tearing, etc.) to what she took to see what caused the damage to Seven. Particle Beam, ABM, both?]



"If we are to return for a second pass, recommend we thin out the smaller three before working on the Command Unit. That Recon Unit has got to go as well." She says "Would a multi vector approach seem in order, make them split up between targets, instead of taking us all in a row or in a line?" She suggests.

"Their flak units have the thinner more streamlined appearance and larger, eye. Well, larger then the more common ones, but smaller then the Recon ones." She notes. She switches to the Tower Freq for a quick moment to report on the flak units.

Roll of 33 vs 68 Military Tactics: PASS
This message was last edited by the player at 15:48, Wed 11 Apr 2018.
Meiko Levina
player, 93 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Wed 11 Apr 2018
at 16:01
  • msg #13

Re: Launch Day: The Battle of Macross Island

"Good call Reindeer, that is what we will do.  I'm getting my ECM up and running right now as we circle back.  Sorry I didn't use it earlier."

She helps Reindeer by taking a look at her airbody as she circles, though her knowledge is minimal on the airframe, if anything sticks out... she will report it.

"If we come in nap of the earth, we should take less fire, you two up to that?"
Jack O'Neil
player, 54 posts
Lieutenant j.g./OF-1a
USN
Thu 12 Apr 2018
at 16:44
  • msg #14

Re: Launch Day: The Battle of Macross Island

"Crap! They shot particle beams from the cannons! Several damage to the right leg" Jack almost curse aloud once the info from the damage is received. "Still able to fly where you need me, Four!"
Darkside Trooper
GM, 224 posts
Fri 13 Apr 2018
at 06:41
  • msg #15

Re: Launch Day: The Battle of Macross Island

As the there veritechs turn around they see that the there are hundreds of enemy mecha assaulting the island.  Its a target rich (but dangerous) environment.

Energy beams, missiles, tracers from cannon fire and bursts of flack rise up to strike the aircraft and veritechs firing down at the enemy. Like wise tracers, missiles, and energy beams are fired downward.

Off to their relative right, the members of the flight can see that the UES Prometheus has taken at least one missile hit as smoke billows out from the side of the carrier.

[Private to Aksa Tikkanen:
Can't really compare damage when you can't see the hits on your own mecha.
There are a series of six impact point along the right upper/lower leg of Vermillion Seven's VF-1J. Another three blast points can be seen on the nose, and three more on the lower body.

Knight Four looks to be unscathed

Military Tactics:  Not sure what info your trying to gain. But I will point out if you guys split up your likely to lose each other due to all the other craft flying about.

There is WAY too much comm traffic for you to contact the tower, or even the SDF-1. All you can hope for is that they get your message.
]


[Private to Meiko Levina: There are six impact on Reindeer Eighteens right wing and six more on the underside of the body.

Please make a navigation skill roll.
]
Meiko Levina
player, 101 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Fri 13 Apr 2018
at 13:26
  • msg #16

Re: Launch Day: The Battle of Macross Island

Meiko looks over the massive furball, her lips pressing into a grim line.  She looks over Reindeer and then back around the battle.  They need to choose their targets, try to... help someone.

"One-Eight, you have about six impacts on your right wing and another set on your fuselage.  I don't see any other damage.  Looks like your armor held."

[Private to GM: 08:20, Today: Meiko Levina rolled 41 using 1d100 with rolls of 41.  Navigation 60%.]
Aksa Tikkanen
player, 125 posts
Captain/OF-2
FAF (Finnish Air Force)
Fri 13 Apr 2018
at 16:26
  • msg #17

Re: Launch Day: The Battle of Macross Island

"Good copy Four. My thanks." She replies regarding her once over.

"Seven, you have multiple hits to your right side, underside center fuselage, and along the side of your cockpit, but, I see no leaks or signs of internal system damage." She notes. "Four, you came away clean."

"NOE before stepping in(to attack) is a good call, just be careful...ground has a PK of 1." She adds with a smirk then regards the massive fur-ball developing. "No way we'll be able to rearm (unmolested) on the island now. Nearest alternate is Iwo (Jima)." She relays, just in case.

"I think we'll need to come in tighter to avoid getting washed away in that chaos. But, we can still make our run at different altitudes. Keeping the Vic...how does 500 ft vertical spacing on you lead; 18 up and 7 down sound?" She offers.


Aksa links her BK-27 and GU-11 before heading in.
[Private to GM:
Roll of 41 v 58 Weap Sys: PASS
]

OOC: PK of 1 = Probability of Kill: 100%
Meiko Levina
player, 103 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Fri 13 Apr 2018
at 17:09
  • msg #18

Re: Launch Day: The Battle of Macross Island

"Sounds good one-eight.  Victor with 500 ft vertical space confirmed, Four remains lead.  We'll try coming in nap on them.  And I doubt my luck will hold long.  I'll be bringing on my Echo Charlie Mike for this run, hopefully foul their targeting.  I'm linking both of my nose weapons on this run.  Saving the Gamma Uniform for probable Bravo fighting."

She links her nose lasers with her twinned 20mm.  Then flips on the ECM.

"When we split, split right, and pour it on, get out of their zone."
This message was last edited by the player at 17:18, Fri 13 Apr 2018.
Jack O'Neil
player, 57 posts
Lieutenant j.g./OF-1a
USN
Sat 14 Apr 2018
at 18:25
  • msg #19

Re: Launch Day: The Battle of Macross Island

"Copy Four! I'm ready to go whenever" Jack reply to the idea of the maneuver and while the damage around the right leg is concerning, the slim chance for the enemy to hit the same location again outweigh the need to play his part. "Should we aid the Promethus or concentrate on the enemies below?"
Darkside Trooper
GM, 228 posts
Sun 15 Apr 2018
at 06:23
  • msg #20

Re: Launch Day: The Battle of Macross Island

With the flight maintaining its previously dictated formation the three veritechs go 'NAP of the Earth' first staying just above the ocean surface and then popping up to avoid crashing into the hill/mountain of the island.

After the 'pop up' maneuver the three pilots see that they are on target as they see the topography matches the area of thier last strafing run. The destroyed hulks they just shot at are also a good indicatior.

Traveling inland they see the remaining four enemy mecha as well as three foot soldiers! The four mecha and three foot soldiers make short work of a pair of Mitsubishi F-2's and then turn their attention on the three veritechs coming up behind them.

Each of the three foot soldiers select a different target. The mean looking mecha that took out the A-10D fires on Reindeer 18. The rounder shaped headless ostrich fires on Knight Four. The more numerous type of headless ostrich fires on Vermillion 7.

OOC: If you do another strafing run its two attacks like before (on action 2 &3) and make dodges. If you change into guardian mode you will be able to use all your attacks/actions BUT you no longer get a free dodge. Please wait for the flight lead to post first.

21:57, Today: Darkside Trooper rolled 2 using 1d100 with rolls of 2.  enemy ECM.
PASS sucks to be you guys....only PP bonus is added to your strike rolls.


[Private to Meiko Levina: 22:17, Today: Darkside Trooper rolled 43 using 5d20 with rolls of 2,15,7,16,3.  Zent Foot soldier shoot Knight Four +2.
Action 1: MISS
Action 2: unat 17 (39 dmg)
Action 3: MISS
Action 4: unat 18 (29 dmg)
Action 5: MISS

23:03, Today: Darkside Trooper rolled 32 using 5d20 with rolls of 4,2,15,9,2.  Pod type II shoot at Knight 4 +8.
Action 1: MISS
Action 2: MISS
Action 3: Unat 23 (27 MDC to 30 ft area)
Action 4: Unat 17 (36 MDC to 30 ft area)
Action 5: MISS

If you want to use ECM your 1st action needs to be an ECM roll)
]

[Private to Aksa Tikkanen: 22:21, Today: Darkside Trooper rolled 54 using 5d20 with rolls of 15,11,5,12,11.  Zent Foot soldier shoot Reindeer 18 +2.
Action 1: unat 17 (23 dmg)
Action 2: unat 13 (16 dmg)
Action 3: MISS
Action 4: unat 14 (20 dmg)
Action 5: Unat 13 (17 dmg)

22:31, Today: Darkside Trooper rolled 58 using 4d20 with rolls of 16,8,15,19.  O-pod arm weapons (upper & lower) at Reindeer 18 +5.
22:30, Today: Darkside Trooper rolled 18 using 1d100 with rolls of 18.  O-pOd WS to link arm weapons.
22:29, Today: Darkside Trooper rolled 11 using 1d20 with rolls of 11.  O-POd BFG at Reindeer 18 +5.
Action 1: Unat 16 (130 MDC, O-Pod BFG)
Action 3: Unat 21 (50 MDC, 50 MDC 40ft area)
Action42: Unat 13 (114 MDC, 38 MDC 40 foot area)
Action 5: Unat 20 (96 MDC, 62 MDC 40ft area)
Action 6:Unat 24 (118 MDC, 22 MDC 40ft area)
NOTE: On actions 2-6 1st dmg is the rail cannons, 2nd dmg are ABM muntions.
]

[Private to Jack O'Neil: 22:25, Today: Darkside Trooper rolled 53 using 5d20 with rolls of 20,2,7,19,5.  Zent Foot soldier shoot Vermilion 7 +2.
Action 1: NAT 20!!!!!!!!!! (32 MDC)
Action 2: MISS
Action 3: MISS
Action 4: unat 21 (11 MDC)
Action 5: MISS

23:11, Today: Darkside Trooper rolled 55 using 5d20 with rolls of 9,4,19,4,19.  anti-air lasers at Vermilion 7 +8.
Action 1: unat 17 (29 MDC)
Action 2: MISS
Action 3: unat 26 (19 MDC)
Action 4: MISS
Action 5: unat 26 (29 MDC)
]
Meiko Levina
player, 107 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 15 Apr 2018
at 21:20
  • msg #22

Re: Launch Day: The Battle of Macross Island

AUTO DODGES

Auto Dodge 1 - 17 vs 19 DODGED
Auto Dodge 2 - 18 vs 18 TIE - DODGED

Attacks/Actions

1.  Activate ECM 55 - Failed
2.  Attack 1 - Strafing/return fire to rounder ostrich mecha  12 - 60 MDC Dam
3.  Attack 2 - Strafing/Mean Mecha  13 - 50 MDC Dam

(Further Actions reserved)


Meiko bores in near Nap and strafes her two targets in line and banks out right as planned, trying to keep it low and out of target range.

She has no success trying to split her attention between jamming and firing, doing poorly at both.

"Damage reports!" She calls as they dodge right.
This message was last edited by the player at 14:08, Mon 16 Apr 2018.
Aksa Tikkanen
player, 135 posts
Captain/OF-2
FAF (Finnish Air Force)
Sun 15 Apr 2018
at 22:42
  • msg #23

Re: Launch Day: The Battle of Macross Island

Dodges (Auto):

Unat 25 v 16&17: DODGE
Unat 30 v 21&13: DODGE
Unat 24 v 13: DODGE
Unat 31 v 20&14: DODGE
Unat 27 v 24&13: DODGE


Attacks / Actions:

Priority Order: Recon Unit > Flak Unit > Command Unit > Common Unit > Foot Soldiers
(Aksa will attack highest priority target until destroyed then will move on down the line.)

Action 1: Step Into Attack
Attack 2: MISS
Attack 3: Unat 14 (+2) Damage: 30 GU-11 / 40 BK-27: 70 Total
Action 4: Going Evasive: 17 v 73-12% Pilot Aerospace Veritechs: PASS
Action 5: Reserved



Aksa steps into her attack and dodges about wildly as it's obvious the angry bear has decided to target her. She returns fire with short bursts in the process, but her evasions horribly impact her aim. The fact her targeting computer is being jammed up doesn't help all that much either. Once completed with her run she 'splits right' as requested going evasive as she does so.
Jack O'Neil
player, 58 posts
Lieutenant j.g./OF-1a
USN
Mon 16 Apr 2018
at 15:28
  • msg #24

Re: Launch Day: The Battle of Macross Island

Auto dodge
Action 1: 33 (Nat 20!!)
Action 2: 14
Action 3: 15
Action 4: 24
Action 5: 15

Fire at Footsoldier
Action 1: 23 (Nat 20) Nose laser: 16 (32) + 60 (120) from GU-11 = 152
Action 2: 22 GU-11 (short/heap): 5 (50) + 6 from Nose laser (single burst) = 56

Pushing his VF to keep up with the others Jack throw his plane left and right to avoid the incoming fire from the enemy and is mostly successful and target the foot soldiers in front of him before turning to the right along with the others.
This message was last edited by the player at 17:23, Tue 17 Apr 2018.
Darkside Trooper
GM, 233 posts
Sun 22 Apr 2018
at 00:14
  • msg #25

Re: Launch Day: The Battle of Macross Island

The three veritechs attempt to evade the incoming fire while they strafe the enemy mecha and 25-30 foot tall foot soldiers.

Knight Four avoids a stream of tracers fired form a alien foot solider but then flies into a could of flack. There are many loud bangs and clangs as the left underside of the VF-1A goes through the cloud of flack.

Knight Four's return fire hits the rounder headless ostrich damaging it, and takes off one of the arms of the mean looking mecha.

[Private to Meiko Levina:
-27 MDC to each of the following hit locations, yeah flying thorugh flack sucks

VF-1A Head
VF-1A Head Laser (it's destroyed)
L. Forearm
L. Upper Leg
L. Lower Leg
L. Foot/Vectoring Thrust Nozzle
L. Wing
Main Body
Reinforced Pilot's Compartment
]

Reindeer 18 avoids all incoming enemy fire and damages the alien recon mecha.

Vermillion 7 is struck by two sets of laser blasts as he strafes the alien foot soldiers. The first foot soldier goes down in  hail of 55mm HEAP and laser fire and is defiantly killed as limbs are blown off and fly into different directions. The second foot solider is knocked down by the 55mm HEAP shells that hit, but gets back up.

[Private to Jack O'Neil:
-6 MDC to right wing
-14 MDC to main body
-12 MDC to left wing
-17 MDC to main body
]


Vectoring to the right and flying down the coastline the three veritech pilots see a large number (way too many to count) of destroyed alien mecha. The area is obscured by smoke but at least five alien foot soldiers are in the process of 'bailing out' of their mecha. Six more can be seen pulling a giant sized rifles off the legs of their destroyed mecha. The two A-10D's from before (one is easily identified because one of the engines is trailing a lot of smoke), carry out a strafing run as the come from the sea and mow down four of the alien foot soldiers. The rest of the lain foot soldiers are too focused on firing ont he A-10D's as the fly over Macross City (where it appears that the surviving alien mecha have moved into) and don't notice the three veritechs.....

OOC: There are 7 alien foot soldiers firing at the A-10D's.
Meiko Levina
player, 111 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 22 Apr 2018
at 07:16
  • msg #26

Re: Launch Day: The Battle of Macross Island

"Damage Reports, one-eight, Seven!  I hit something, flak I guess.. seems to by flying OK.. someone check my... oh... Giants.. bogeys, 12 o'clock.  Let's give friendlies a hand.
Jack O'Neil
player, 59 posts
Lieutenant j.g./OF-1a
USN
Sun 22 Apr 2018
at 20:14
  • msg #27

Re: Launch Day: The Battle of Macross Island

"Hits taken to wings and main body, some concerns about the right leg ! Still able to fly, lead! What is the plan?"
Aksa Tikkanen
player, 138 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 23 Apr 2018
at 00:38
  • msg #28

Re: Launch Day: The Battle of Macross Island

"I took no hits that pass." She replies.

Aksa maneuvers to assess the hits to her wing-man, 7 first, then 4, paying close attention to 7's right leg/engine. Again, looking for leaks or any sign that something critical took damage.

"Hold still 4." She growls as 4 becomes target fixated.

She also makes sure her weapons systems are squared away and linked before any attack on new targets.

[Private to GM: Roll of 20 v 58 Weapon Systems: PASS]
This message was last edited by the player at 00:40, Mon 23 Apr 2018.
Darkside Trooper
GM, 253 posts
Mon 23 Apr 2018
at 01:03
  • msg #29

Re: Launch Day: The Battle of Macross Island

The three veritechs fly over the groups of alien foot soldiers without firing a shot and are soon back over the ocean.

Reindeer Eighteen does not see any significant damage done to either Vermilion Seven, or Knight Four. But then Knight Four's head laser falls off....

OOC: With you guys flying at 300+ MPH you should have used your posts to shoot up the Zents. But since you didn't you just flew over them.

Also linking weapons needs to be done at the beginning of a melee, and it takes up an action. If you did roll and passed you can hold onto it, but it will still eat up an action.

This message was last edited by the GM at 01:17, Mon 23 Apr 2018.
Aksa Tikkanen
player, 143 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 23 Apr 2018
at 15:46
  • msg #30

Re: Launch Day: The Battle of Macross Island

"Reindeer 18 to..." She calls into the tower and over all net to report the location of the enemy dismounts, maybe someone else can pick up the spare, or drop some arty on them. She also reports the remains of the enemy command element entering the city.

"Seven, nothing major, but your armor is getting chewed up." She notes. "Definitely driving it like you stole it." She sasses in a dry tone.

"Four, armor took most of it, nothing criti...um." There is a pause, long enough for an ''Um' what?' or some-such from Four. "I take that back; your head laser just fell off." She notes. "If your panel hasn't already done it, better safe that weapon."

The housekeeping done Aksa looks for more targets of opportunity, preferably any they can get the drop on, or who may be harassing a friendly, or both. She also takes a quick look over the Prometheus (if able) to see if she can see where the missile that hit her came from.

PERC 21 (what a waste of a Nat 20...>.<)
This message was last edited by the player at 15:48, Mon 23 Apr 2018.
Darkside Trooper
GM, 264 posts
Mon 23 Apr 2018
at 16:23
  • msg #31

Re: Launch Day: The Battle of Macross Island

The situation over on/at the Prometheus seems to have not really changed other then more smoke billowing out from the ultra sized carrier. The general tac net is still filled with confusion and it’s hard to know if there is/was response to the enemy positions being identified.

[Private to Aksa Tikkanen: Through the smoke you can see some sort of battloid/robot on the deck. It DOES NOT look like anything you’ve seen before.

So that’s what you get for rolling a nat 20. See what no one else sees.
]
Jack O'Neil
player, 64 posts
Lieutenant j.g./OF-1a
USN
Mon 23 Apr 2018
at 16:52
  • msg #32

Re: Launch Day: The Battle of Macross Island

"The enemy is sure packs a punch, this could prove dangerous unless we are careful" Jack reply as he look worried towards the giant ships. "Do we have a general plan how to proceed? A close fight is not something I would like to do, so another quick run?"
Meiko Levina
player, 123 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 23 Apr 2018
at 17:25
  • msg #33

Re: Launch Day: The Battle of Macross Island

Aksa Tikkanen:
"Four, armor took most of it, nothing criti...um."

"Proceed, One Eight."

Aksa Tikkanen:
"I take that back; your head laser just fell off." She notes. "If your panel hasn't already done it, better safe that weapon."

"That explains that."
A short pause while it can be assumed that Four flips a switch.
"Be conscious of ammo on targets of opportunity and lets find some more, I hate we missed that last one.  Seven, Check out One Eight while I look for a new target."

Businesslike.

Updating w/ permission

She sets another channel that should be area comm.

"This is Knight 4 to the pair of Alpha-One-Zero's, one with a smoking Engine.  Care to work together?"

She gives them their channel/freq if they reply.

[Private to GM:
12:24, Today: Meiko Levina rolled 38 using 1d100 with rolls of 38.  Military Tactics 55%.

12:24, Today: Ethan Ambrose rolled 1 using 1d4 with rolls of 1.


She is trying to evaluate how their strikes might be best used.  I think linking up and coordinating with other flights might help?
]
This message was last edited by the player at 19:45, Mon 23 Apr 2018.
Aksa Tikkanen
player, 144 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 23 Apr 2018
at 18:30
  • msg #34

Re: Launch Day: The Battle of Macross Island

Meiko Levina:
"Seven, Check out One Eight while I look for a new target."


"Already found one. A battloid of some kind on the top of the Prometheus. It's not one of ours." She says (rolling the R in the name) as she starts a slow bank in that direction.
This message was last edited by the player at 18:34, Mon 23 Apr 2018.
Meiko Levina
player, 126 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 23 Apr 2018
at 18:36
  • msg #35

Re: Launch Day: The Battle of Macross Island

"Sounds like he is looking for a party, One-Eight.  Let's give him one.  Form up on me and we will give our visitor some shiny presents."

[Private to GM: 13:34, Today:
Meiko Levina rolled 29 using 1d100 with rolls of 29.  Military Tactics 55%.
13:34, Today: Meiko Levina rolled 35 using 1d100 with rolls of 35.  Navigation 60%.

Best way to approach and give this fellow the most surpise for our buck?  I am thinking low and pop up on him?
]
Jack O'Neil
player, 65 posts
Lieutenant j.g./OF-1a
USN
Tue 24 Apr 2018
at 13:09
  • msg #36

Re: Launch Day: The Battle of Macross Island

"One Eight looks fine, armor is holding so far" Jack reply as he look towards his teammate VF before turning his attention back to Knight. "Rodger that, forming up on your right lead!"
Darkside Trooper
GM, 273 posts
Sun 29 Apr 2018
at 22:08
  • msg #37

Re: Launch Day: The Battle of Macross Island

The three veritech vector towards the UES Prometheus. Whatever Reindeer 18 saw near the stern can't be seen any more due to the smoke rising form the flight deck additional smoke billows out from amidships as well.

The GUARD frequency is filled with way too much radio chatter to be of use to contact the Prometheus itself.

Knight Four lays out a quick and dirty plan do go to Guardian mode, get to sea level and approach the UES Prometheus by the stern to stay out of sight of the alien mecha on the deck then pop up to attack.

A pair of Australian VF-1J's form up along side Knight Four, Reindeer 18, and Vermillion 7. The frequency that the three veritech are using is quickly passed to the Australian veritechs  and the plan is relayed to Oggy Three and Oggy Five. Other then that there isn't much time for anything else but to drop to sea level and go into guardian mode.


The five veritechs approach the stern of the UES Prometheus. As they get closer it's apparent that there is at least seven of the alien battliod present. The battliods have some sort or cannon mounted to one shoulder. They are scattered across the flight deck and firing weapons at the command island where they are being fired upon by some rockets. One of the battliods is firing downward at something unseen on on of the large aircraft elevators.

The remains of several ADR-03 Cheyenne, and MBR-07 Spartan destroids, (well most of the platoon assigned to the UES Prometheus) lies destroyed on the flight deck. It looks like before being taken out they did whittle down the alien mech force as the remains of three alien battliods and four of the headless ostrich mecha also lay on the deck destroyed. There are no destroyed aircraft on the flight deck indicating that the massive super carrier got all of her aircraft off.

OOC: Ok post ONE attack/action, and then make an initiative roll.
This message was last edited by the GM at 01:10, Sun 13 May 2018.
Aksa Tikkanen
player, 160 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 30 Apr 2018
at 01:35
  • msg #38

Re: Launch Day: The Battle of Macross Island

The Australian pilots see that Reindeer Eighteen is a Finnish Air Force FRS.1 whose female pilot is wearing an aviation headset and sunglasses. Obviously the pilot should be wearing a standard issue flight helmet but probably was unable to get one.


Aksa selects a target, the one firing onto the elevator.

"I'm on the one by the elevator, Four, after your ambush, please do your best to jam them up." She calls out.

Aksa then commits to the attack, swings around the left of the carrier, still skimming  the surface of the ocean, and fires a long burst at an upward angle at her target so any misses wont hit the carrier, she hopes.

Unat 24 at Elevator Boy
Damage: 110

Unat 7 Init
This message was last edited by the player at 03:00, Mon 30 Apr 2018.
Jack O'Neil
player, 73 posts
Lieutenant j.g./OF-1a
USN
Mon 30 Apr 2018
at 13:54
  • msg #39

Re: Launch Day: The Battle of Macross Island

Vermillion Four comes right beside Knight and Reindeer  the other two VF with the pilot wearing a a yellow helmet with markings on it with a white skull and cross bones.

As they make their ambush on the enemy on the Prometheus Jack immediately target the one who has the most back turned against him and fire a Long burst with his GU-11.

"Can you handle the elevator alone Reindeer? I don't believe the crewmen like their visitor"

Fire 13
dmg: 200


[Private to Darkside Trooper: 15:50, Today: Jack O'Neil rolled 13 using 1d20+5 with rolls of 8.  gu-11.
15:52, Today: Jack O'Neil rolled 20 using 4d6 with rolls of 6,6,5,3.  gu-11 dmg. total: 200
]

perception: 20
[Private to Darkside Trooper: 15:54, Today: Jack O'Neil rolled 20 using 1d20+5 with rolls of 15.  Perception .]

Init: 24 (nat 20)
16:18, Today: Jack O'Neil rolled 24 using 1d20+4 ((20)).
This message was last edited by the player at 14:19, Mon 30 Apr 2018.
Meiko Levina
player, 133 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 30 Apr 2018
at 20:06
  • msg #40

Re: Launch Day: The Battle of Macross Island

Meiko pops up in Guardian alongside R-18 and adds firepower onto the mecha shooting down in the elevator, hoping that between them they can take it out, using a long burst on her GU-11.

Attack on Elevator mech - 23 Unnat (19 rolled) 150 MDC Dam



Unnat 9 initiative
Next action will be ECM use.  =)  Unless I could have done it prior to attack?


[Private to GM:
15:04, Today: Meiko Levina rolled 15 using 4d6 with rolls of 5,6,2,2. *10 MDC GU-11 Long Burst.
15:01, Today: Meiko Levina rolled 9 using 1d20+1 with rolls of 8. Initiative.
15:00, Today: Meiko Levina rolled 23 using 1d20+4 with rolls of 19. GU-11 long burst.
]
Ethan Ambrose
Player, 8 posts
Mon 30 Apr 2018
at 20:36
  • msg #41

Re: Launch Day: The Battle of Macross Island

Seeing three veritechs vectoring toward Prometheus, Oggy Three and Five join the formation from the left.  Once communications are established, we press the attack on the enemy battloids onboard the Prometheus

Ethan targets the battloid firing on the elevator.

"Alrighty mates, Oggy Three's engaging the target firing on the elevator."

Ethan unleashes a short burst from his GU-11.

Unat 5 GU-11 at battloid; 110 damage

Unat 6 Init

Darkside Trooper
GM, 281 posts
Sun 13 May 2018
at 02:37
  • msg #42

Re: Launch Day: The Battle of Macross Island

The five veritechs commence an attack on the alien mecha. Knight Four, Reindeer 18, and Oggy Three stay low, but at an angle where they can fire upward at the alien battliod firing down at the MBR-07 Spartan on the aircraft elevator. The Spartan is half in/out of the hanger and firing upwards. The remains of two of the egg shaped alien mecha lie in ruin on the elevator.

Reindeer 19, Knight Four, and Oggy Three fire on the alien battloid. Reindeer 18, and Knight Four, bothget good hits in with thier GU-11's Oggy Three manages to sticch the hull of the UES Prometheus with 55mm shells. The MBR-07 Spartan fires on the alien battliod with the cannon from it's gun cluster.Whether it the previous damage done to it had an impact is unknown as the alien battliod falls backwards.

Vermillion Seven, and Oggy Five stay high, and both fire into the alien battliod that is firing into the 'command' island of the UES Prometheus. With it's back turned the alien battliod doesn't see that attack and falls forward, full of 55mm holes.


With the element of surprise gone the remaining five alien battliods turn to attack their attackers. Two fire on Vermillion Seven and Oggy Five as these tow veritechs are visible. Three other run to the edge of the deck so they can fire down at Knight FOur, Reindeer 18 and Oggy Three.

OOC: What the alien battliods look like: http://mechajournal.com/wp-con...le-Power-Armor-1.jpg

Posting/Init Order: Please make sure you look at my house rules for initiative. Once you read them this list will make sense.
MPA 5 = 04 (shooting at Oggy 3)
MPA 3 = 06 (shooting at Vermillion 7)

MBR-07 SPartan (NPC) = 06
Oggy 3 = 06
Reindeer 18 = 07
Knight 4 = 09
Oggy 5 (NPC) = 14

MPA 1 = 16 (shooting at Knight Four)
MPA 4 = 17 (shooting at Oggy 5)
MPA 2 = 19 (shooting at Reindeer 18)

Vermillion 7 = Nat 20

19:19, Today: Darkside Trooper rolled 62 using 5d20 with rolls of 16,19,6,17,4.  Init MPA's.
19:25, Today: Darkside Trooper rolled 15 using 5d5, unique dice with rolls of 2,1,5,3,4.  1= K5, 2= RD18, 3= O5, 4= O3, 5=V7.

MPA 5 and MPA 3
Sun 13 May 2018
at 03:21
  • msg #43

Re: Launch Day: The Battle of Macross Island

Two of the alien battliods turn around and fire on Oggy 3 and Vermillion 7. They ignore the small arms fire coming from the command island. The shoulder mounted cannon on each alien battliod glows blue for a brief second before firing a ball of plasma at extreme velocity. Each alien battliod fires a total of six balls of plasma at a separate target....

MPA 5 (shooting at Oggy 3)
19:56, Today: Darkside Trooper rolled 69 using 6d20 with rolls of 16,17,13,2,15,6.  MPA 5 shoot Oggy 5 + (re roll no unique die).
19:58, Today: Darkside Trooper rolled 49 using 7d10 with rolls of 4,9,9,4,9,7,7.
19:58, Today: Darkside Trooper rolled 38 using 7d10 with rolls of 4,6,1,6,7,4,10.
19:58, Today: Darkside Trooper rolled 38 using 7d10 with rolls of 8,9,3,4,4,3,7.
19:58, Today: Darkside Trooper rolled 37 using 7d10 with rolls of 7,4,9,3,6,4,4.
19:58, Today: Darkside Trooper rolled 39 using 7d10 with rolls of 10,1,3,7,7,3,8.

Action 1: unat 22 (39 MDC to right forearm)
Action 2: unat 23 (37 MDC to left lower leg)
Action 3: unat 19 (38 MDC to left wing)
Action 4: MISS
Action 5: unat 21 (38 MDC to left wing)
Action 6: unat 12 (49 MDC to right lower leg)


MPA 3 (shooting at Vermillion 7)
20:12, Today: Darkside Trooper rolled 82 using 6d20 with rolls of 3,18,18,13,19,11.  MPA 3 shoot Vermillion +6.
20:13, Today: Darkside Trooper rolled 41 using 7d10 with rolls of 1,6,6,6,8,7,7.
20:13, Today: Darkside Trooper rolled 35 using 7d10 with rolls of 8,7,1,4,4,2,9.
20:13, Today: Darkside Trooper rolled 35 using 7d10 with rolls of 5,1,1,10,5,4,9.
20:13, Today: Darkside Trooper rolled 42 using 7d10 with rolls of 2,5,9,4,9,10,3.
20:13, Today: Darkside Trooper rolled 39 using 7d10 with rolls of 8,1,3,4,7,6,10.

Action 1: MISS
Action 2: unat 24 (39 MDC to right lower leg)
Action 3: unat 24 (42 MDC to main body)
Action 4: unat 19 (35 MDC to main body)
Action 5: unat 25 (35 MDC to left lower leg)
Action 6: unat 17 (4 MDC to left forearm)

MBR-07 Spartan
Sun 13 May 2018
at 03:34
  • msg #44

Re: Launch Day: The Battle of Macross Island

Now that its pilot has received some much needed back up the MBR-07 Spartan grabs the massive blast door that leads to the interior of the UES Prometheus' hanger deck and begins to manually close it.

OOC: The following characters can post (doesn't matter the order). Please refer to the below PM's for info. PM me if you have questions.
Oggy 3
Reindeer 18
Knight 4


[Private to Ethan Ambrose: If you dodge on action 1 by lowering your altitude you can avoid all the incoming enemy fire from the MPA shooting at you. But this will actually make the mecha shift fire on any other target that presents itself (i.e. other PC's).]

[Private to Aksa Tikkanen: You do not have a clear line of fire at anything on action 1. From action 2 onward you can fire on MPA 1, 2 or 4. If you want to shoot at MPA 3, or 5 you will have to raise your altitude above that of the deck. BUT this will put you in the line of fire of those two mecha who might shoot at you if they no longer have a target.]

[Private to Meiko Levina: You do not have a clear line of fire at anything on action 1. From action 2 onward you can fire on MPA 1, 2 or 4. If you want to shoot at MPA 3, or 5 you will have to raise your altitude above that of the deck. BUT this will put you in the line of fire of those two mecha who might shoot at you if they no longer have a target.]
Ethan Ambrose
Player, 16 posts
Sun 13 May 2018
at 18:14
  • msg #45

Re: Launch Day: The Battle of Macross Island

In seeing MPA 5 firing on me, Oggy 3 drops below line of site to avoid attacks and jinks away from other veritechs then goes vertical to attack MPA 5. Attacking with head lasers, and 3  short-burst from GU-11.

"Cracky, what are these things, Oggy 3 is going vertical"

10:36, Today: Ethan Ambrose rolled 47 using 4d20 ((12,6,15,14)).

Fire at MPA 5
Action 1: unat 29 Dodge
Action 2: unat 14; 70 damage (GU-11)
Action 3: unat 6; 50 damage (Head Lasers)
Action 4: unat 17; 150 damage (GU-11)
Action 5: unat 16; 90 damage (GU-11)


After rising above the flight deck and sending a barrage at MPA 5, Oggy 3 assesses the situation and begins to roll over the top to find a new target.
Aksa Tikkanen
player, 173 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 14 May 2018
at 17:17
  • msg #46

Re: Launch Day: The Battle of Macross Island

Aksa keeps her bird low, and more over, under cover. As Oggy 3 goes vertical she shifts towards the rear of the Prometheus (shooting and scooting). From a hull down cover position she unmasks just enough to bring her GU-11 to bear and opens fire on target (MPA-2) with a pair of long bursts. If any other targets look like they have been drawn to the movement of Oggy 3's climb she'll 'sucker punch' it with a long burst as well.

Not pushing her luck after her gunfire she ducks back down below the deck and pulls tight to the Prometheus' hull so she is in defilade.

Action 1: Scoot (In Defilade)
Action 2: UNAT 17 Fire on MPA-2 From Cover: Long Burst
Action 3: UNAT 14 Fire on MPA-2 From Cover: Long Burst
Action 4: UNAT 20 Fire on MPA-1 or 4 From Cover: Long Burst (whichever may be tracking Oggy 3, if both are, she fires on the one closest to her.)
Action 5: UNAT 14 (Dodge) Ducks back under complete cover.

OOC Note: If by some small miracle she manages to hit, and eliminate her target on the first shot (prior damage taken etc.) She will shift the next attack(s) to other targets down the line based on threat (threat to her > threat to ally > closest in proximity to her)

Damage: [Private to GM: (Never know, if enemy behind cover, damage might just chew thru it all...)]
Action 2: 150
Action 3: 220
Action 4: 70
This message was last edited by the player at 20:16, Mon 14 May 2018.
Meiko Levina
player, 140 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 14 May 2018
at 19:54
  • msg #47

Re: Launch Day: The Battle of Macross Island

Meiko starts out low, and stays low but her first order of business is getting her ECM online.
She is prioritizing targets she can shoot 'safely' with long bursts with her GU.

She notices what Reindeer 14 was doing and syncs movements with her, popping up when she does, and dropping back under the hull as well.




Action 1:  ECM Jamming  29 - Success!
Action 2:  Fire on MPA-1 from cover Unnat 20
Action 3:  Fire on MPA-4 from cover Unnat 6
Action 4:  Fire on MPA-4 from cover 24 - Natural 20
Action 5:  Dodge. (Full cover?)  Unnat 18

Note:  If a target is already down, Meiko will switch to one of the available she can see.  In order 2,4,1.  If she can help an ally, she will shift fire as well.

Damage:
Action 2: MPA 1 - 150 MDC
Action 3: MPA 4 - 180 MDC
Action 4: MPA 4 - 160 MDC - Natural 20
Oggy 5
Thu 17 May 2018
at 03:08
  • msg #48

Re: Launch Day: The Battle of Macross Island

Oggy 5 stays with his wing man, (Oggy 3) and also fires on the same target. "I'm with you Oggy 3"

Action 1: Dodge, unat 26
Action 2: MISS
Action 3: unat 15 (30 MDC)
Action 4: unat 15 (80 MDC)
Action 5: unat 14 (40 MDC)

Bad guys
Thu 17 May 2018
at 04:42
  • msg #49

Re: Launch Day: The Battle of Macross Island

Two of the alien battliods run towards the edge of carrier deck (MPA 1 & 2) in pursuit of the two bird like mecha that vectored to the rear of the large sea vessel. A third (MPA 4) stands it ground and fires at Oggy 5.


The first alien battliod (MPA 1) fires a shoulder mounted plasma cannon at Oggy 5. Upon getting to the edge of the vessel it fires downward alternating it's fire at Knight Four and Reindeer 18 with a chest mounted cannon that is apparently a fully automatic grenade launcher.

20:53, Today: Darkside Trooper rolled 20 using 6d6 with rolls of 4,3,6,4,1,2.  dmg Reindeer 18 (nat 20).
20:46, Today: Darkside Trooper rolled 257 using 6d100 with rolls of 30,74,7,19,64,63.
20:45, Today: Darkside Trooper rolled 18 using 6d6 with rolls of 5,2,2,5,2,2.  dmg K4.
20:41, Today: Darkside Trooper rolled 45 using 4d20 with rolls of 17,20,5,3.  Fire GL at K4 (odd) & R18 (even) +9.
20:38, Today: Darkside Trooper rolled 11 using 1d20 with rolls of 11.  MPA 1 dodge +7.
20:38, Today: Darkside Trooper rolled 7 using 3d4 with rolls of 4,1,2.
20:38, Today: Darkside Trooper rolled 8 using 1d20 with rolls of 8.  MPA 1 shoot Oggy 5 +6.


Action 1: Run to edge of carrier deck/shoot Oggy 5, unat 14 (70 MDC, left forearm)
Action 2: Dodge, unat 18
Action 3: Shoot Knight 4, nat 17
50 MDC to Main body
20 MDC to left wing
20 MDC to left fore arm
50 MDC to left lower leg
20 MDC to to left wing
20 MDC to to left wing
Action 4: Shoot Reindeer 18, NAT 20!!!!
Action 5: Shoot Knight 4, MISS
Action 6: Shoot Reindeer 18, MISS
80 MDC to right vertical stabilizer (main body)
60 MDC to right wing
120 MDC to right wing (main body)
80 MDC to right fore arm
20 MDC to right fore arm (right upper arm)
40 MDC to right lower leg



The second alien battliod (MPA 4) stands it's ground, fires on Oggy 5 with its shoulder mounted cannon, and tries to avoid any incoming fire.

21:03, Today: Darkside Trooper rolled 61 using 6d20 with rolls of 5,18,14,4,5,15.  MPA 4 actions.

Action 1: Shoot Oggy 5, unat 8 (100 MDC to lower right leg)
Action 2: Shoot Oggy 5, unat 21 (100 MDC to lower left leg)
Action 3: Dodge, unat 21
Action 4: Dodge, FAIL
Action 5: Dodge, unat 12
Action 6: Shoot Oggy 5, unat 18 (80 MDC to lower right leg)



The third alien battliod (MPA 2) follows the first. After trying to evade incoming fire it fires its own grenade launcher at Reindeer 18 and Knight Four.

21:31, Today: Darkside Trooper rolled 551 using 12d100 with rolls of 62,62,96,71,15,36,1,21,55,37,84,11.
21:25, Today: Darkside Trooper rolled 17 using 6d6 with rolls of 6,2,2,3,3,1.  dmg Reindeer 18.
21:25, Today: Darkside Trooper rolled 25 using 6d6 with rolls of 4,5,5,5,5,1.  dmg Reindeer 18.
21:24, Today: Darkside Trooper rolled 26 using 3d20 with rolls of 5,4,17.  MPA 2 fire GL r18, k4, r18.
21:22, Today: Darkside Trooper rolled 11 using 2d20 with rolls of 4,7.  MPA 2 dodges +7.
21:21, Today: Darkside Trooper rolled 71 using 2d100 with rolls of 11,60.
21:21, Today: Darkside Trooper rolled 10 using 3d4 with rolls of 4,3,3.
21:21, Today: Darkside Trooper rolled 11 using 1d20 with rolls of 11.  MPA 2 shoot Oggy 5 +6.


Action 1: Run to edge of carrier deck/shoot Oggy 5, unat 17 (100 MDC, main body)
Action 2: Dodge, FAIL (HIT)
Action 3: Dodge, unat 14 (EVADED)
Action 4: Shoot Reindeer 18, Nat 5
40 MDC to left wing
50 MDC to left wing
50 MDC to gun pod
50 MDC to left wing (main body)
50 MDC to left forearm
10 MDC to main body
Action 5: Shoot Knight 4, MISS
Action 6: Shoot Reindeer 18, nat 17
60 MDC to right forearm
20 MDC to right lower leg
20 MDC to nose/Pilot Compartment
30 MDC to Main body
30 MDC to right vertical stabilizer
10 MDC to right forearm


OOC: Vermillion 7 your up. Let's hope you can do some damage to the MPA's shooting up Reindeer 18.
Jack O'Neil
player, 86 posts
Lieutenant j.g./OF-1a
USN
Thu 17 May 2018
at 18:51
  • msg #50

Re: Launch Day: The Battle of Macross Island

"Let's do this" Jack mutter to himself as begins dive towards the alien Battliod  (MPA 1) that is huncing over the deck shooting towards Reindeer, seeing the amount of fire coming towards him he knows he can't dodge them all but hopefully he have dodge enough to stay alive.

While dodging back and forth he fire Two Long Burst with his GU-11 and a Long burst with his nose laser

Action 1: Dodge UNAT 16
Action 2: Fire GU-11 UNAT 17
Action 3: Nose laser UNAT 9
Action 4: Fire GU-11 UNAT 18
Action 5: Dodge UNAT  24


DMG:
Action 2: 110
Action 3: 14
Action 4: 130

This message was last edited by the player at 20:19, Sat 19 May 2018.
Darkside Trooper
GM, 299 posts
Tue 22 May 2018
at 04:20
  • msg #51

Re: Launch Day: The Battle of Macross Island

The veritechs and alien battliods engage each other. At close range some of the shots fired are inaccurate but yet still hit due. The alien battliods are also fired upon by small arms fire from the shipboard security force from the command island. Most of this is ineffective except several 40mm rifle grenades, but there is least a few 50 caliber, and 40mm machineguns being fired from the command island.


Vermillion 7 ignores the incoming fire from an alien battliod (Tango 3) firing from amid ships and instead engages one of the alien battliods (Tango 1) firing down at Reindeer 18 and Knight 4. The gloss white with red trim veritech ends up getting struck by four plasma blasts. The hits are not all that bad and Vermillion 7 manages to take out Tango 1, but this is before hitting both Reindeer 18 with a chest mounted cannon that turns out to be a fully automatic grenade launcher.

[Private to Jack O'Neil:
-39 MDC to right lower leg
-24 (42 MDC to main body
-35 MDC to main body
-35 MDC to left lower leg
]

Tango 2 fires at Oggy 5 with a shoulder mounted plasma cannon, the blast of superheated gas is evaded. As soon as Tango 2 reaches the edge of the carrier deck to fire down at Reindeer 18 and Knight  4 as burst of 55mm shells from Reindeer 18's GU-11 tears into the Tango 2. Despite obviously taking heavy damage, Tango 2 evades the next burst of GU-11 fire from Reindeer 18 and fires with a chest mounted cannon that turns out to be a fully automatic grenade launcher at Reindeer 18 and Knight 4.

The MBR-07 Spartan, manages to close the door to the interior of the UES Prometheus' hanger deck. The large destroid then leaps up, grasps the edge of the carriers deck and lifts itself up.

Oggy 3 evades a ball of plasma fired by Tango 5, and then focuses fire on the alien battliod. The two mecha human and alien exchange weapon fire, both taking hits. Oggy 3 is struck by three of plasma blasts fired by Tango 5. Tango 5 is stuck by three bursts from Oggy 3's GU-11 and falls over on its side.

[Private to Ethan Ambrose:
-37 MDC to left lower leg
-76 MDC to left wing
]

Reindeer 18 ducks under the lip of the carrier deck to avoid any incoming files then pop up to put a burst of GU-11 shells into Tango 2. The Finnish pilot tries to put a second burst into Tango 2 but the alien battloid evades it. A third burst connects with Tango 2 just as Tango 2 begins firing a chest mounted cannon that turns out to be a fully automatic grenade launcher. Reindeer 18's FRS.1 is pelted by grenades from both Tango's 1 & 2. The veritech takes a considerable beating but somehow manages to stay aloft as the right vertical stabilizer and BOTH wings are blown away. Various alarms blare out and the computer calmly tells Aksa the damage done in a monotone voice in Finnish as she struggles to stay aloft and not crash into the side of the UES Prometheus, or down into the ocean.

[Language unknown:
>>Cahaho ansemodi molaolwast it werhisons, estvorion m si t lat ti.<<
>>Prmipa ch ck tioentill, linbutnte p hi t ekich utho.<<
>>Re sanil i anyardome, eibehe el ac i reaho ncnd.<<
>>Fiwani ertra ut ndsom os thstisto nickek.<<
>>Antencsta tillpe p oersetenc po setthuhas he. Chre'ento theuretho ul aveconent wheainres na the ieev.<<
]


[Private to Aksa Tikkanen:
Right vertical stabilizer is gone
Right wing is gone
-80 to right forearm (not working)
-20 to right hand (not working)
-40 to right lower leg
Left wing is gone
-50 to gun pod
-50 to to left forearm
-114 to Main body
]

Knight 4 activates the jamming pods on her VF-1A before firing on Tango 1, hitting the alien battliod with 55mm shells. She then switches targets and fires on Tango 4, which is firing on Oggy 5. The first burst fired at Tango 4 is evaded, but the second burst is on target. The 55mm HEDP rounds cause the alien battloid to fall forward into the ocean. At the same time that the first burst aimed at Tango 4 is evaded, Tango 1 firing from a chest mounted cannon that turns out to be a fully automatic grenade launcher pelting Knight four with several grenades. The hits sound like a bunch of bangs and whomps. Knight 4 then takes cover underneath the lid/edge of the carrier deck.

[Private to Meiko Levina:
-50 MDC to Main body
-60 MDC to left wing
-20 MDC to left fore arm
-50 MDC to left lower leg
]

Oggy 5 evades the evades the plasma blasts fired by Tango's 1, 2, & 4. She then fires on Tango 5 but misses just as a plasma blast from Tango 4 strikes Oggy 5's cockpit. The Australian pilot is immolated, probably before she even realizes it. With the cockpit of Oggy 5 a slagged  ruin, the veritech drops into the ocean. Within a few seconds the mecha slips beneath the waves...


Vermillion 7 and Oggy 3 can clearly see that Tango 3 is undamaged. Tango 2 is still active, but appears to have suffered substantial damage. Tango 5 is lying on it's side with smoke rising from several places. Tango 1 lies on it's back, also smoking. Tango 4 has fallen into the ocean.


Reindeer 18 and Knight 4, both below the lip of the carrier deck can't see what's occurring on the carrier deck itself.

OOC: Make sure you update your MDC and ammo levels.

Posting/Init Order:
Tango 1= 01
Tango 5 = 01

Knight 4 = 02
Tango 3 = 03
MBR-07 Spartan (NPC)
Oggy 3 = 05
Vermillion 7 = 15
Reindeer 18 = 15

Tango 2 = 17
Darkside Trooper
GM, 300 posts
Tue 22 May 2018
at 04:54
  • msg #52

Re: Launch Day: The Battle of Macross Island

Although two of the alien battliods (Tango's 1 & 5) are smoking from several places it appears that their pilots are quite alive. The chest on each battliod flips forward and the operators climb out, apparently intent on still fighting.....


After getting out of the downed alien battliod and taking cover behind it, the operator of Tango 1 aims a giant sized automatic pistol at Vermillion 7's cockpit and fires.

21:31, Today: Darkside Trooper rolled 13 using 2d20 with rolls of 2,11.  Tango 1 dodges +4.
21:31, Today: Darkside Trooper rolled 32 using 3d20 with rolls of 9,9,14.  Shoot Vermilion 7 cockpit (no bonus/penalty).
21:30, Today: Darkside Trooper rolled 1 using 1d2 with rolls of 1.  Tango 1 shoot 1=Vermillion 7, 2=Oggy 3.
Action 1: Climb out of mecha/dodge, dodge is FAIL
Action 2: Seek cover behind mecha/dodge, unat 15 to dodge
Action 3: nat 9
Action 4: nat 9
Action 5: nat 14



After exiting the alien battliod, Tango 5 whose armor looks damaged also fires on Vermillion 7's cockpit but with a short and slender laser rifle that is less then half the size of the previously seen laser rifles.

21:43, Today: Darkside Trooper rolled 37 using 2d20 with rolls of 19,18.  Tango 5 dodges +4.
21:39, Today: Darkside Trooper rolled 47 using 3d20 with rolls of 12,20,15.  Tango 5 Shoot Vermilion 7 cockpit +1.
21:36, Today: Darkside Trooper rolled 1 using 1d2 with rolls of 1.  Tango 5 shoot 1=Vermillion 7, 2=Oggy 3.

Action 1: Climb out of mecha/dodge, unat 23
Action 2: Seek cover behind mecha/dodge, unat 22
Action 3: Unat 13
Action 4: Nat 20!!!!!!!
Action 5: Unat 16


OOC: Knight 4 your up. You can stay hidden under the carrier and sit out the melee. If you decide to engage it will take one action to pop up and be in a potion to shoot (basically start shooting on action 2). Yes you can be in 'partial cover' like last time.
Meiko Levina
player, 152 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Tue 22 May 2018
at 13:27
  • msg #53

Re: Launch Day: The Battle of Macross Island

Remembering that Vermillion Seven was up there alone, Meiko pops fully out to engage.

"Seven, hold tight, Knight Four engaging fully!  Take down the last of those mecha then get those damn giant mothers!"

Action 1:  Move into position to help cover Vermillion 7, coming out at a different location then she went into cover.
Action 2:  Fire on Tango-3 Unnat 21
Action 3:  Fire on Tango-5  Unnat 16
Action 4:  Fire on Tango-5 (20 mm) Unnat 15
Action 5:  Fire on Tango-3  Unnat 13

Note:  If a target is already down, Meiko will switch to one of the available she can see.  In order 2,5,1.  If she can help an ally, she will shift fire as well.

Damage:
Action 2: Tango 3 - 100 MDC
Action 3: Tango 5 - 120 MDC
Action 4: Tango 5 - 80 MDC
Action 5: Tango 3 - 120 MDC
This message was last edited by the player at 15:41, Tue 22 May 2018.
Tango 3
Wed 23 May 2018
at 02:18
  • msg #54

Re: Launch Day: The Battle of Macross Island

Tango 3, thus far undamaged fires it's chest mounted automatic grenade launcher at the MBR-07 Spartan, then moves to evade any incoming fire. The alien battliod then fires it's shoulder mounted plasma cannon twice in succession, once at Vermillion 7 and then at Knight 4. Moving to evade incoming fire again, Tango 3 fires the plasma cannon at Oggy 3.

19:14, Today: Darkside Trooper rolled 32 using 2d20 with rolls of 12,20.  Tango 3 dodge +7.
19:14, Today: Darkside Trooper rolled 7 using 3d4 with rolls of 3,3,1.
19:14, Today: Darkside Trooper rolled 11 using 1d20 with rolls of 11.  Tango 3 shoot Oggy 3 +6.
19:13, Today: Darkside Trooper rolled 8 using 3d4 with rolls of 2,3,3.
19:13, Today: Darkside Trooper rolled 20 using 1d20 with rolls of 20.  Tango 3 shoot Knight 4 +6.
19:12, Today: Darkside Trooper rolled 9 using 3d4 with rolls of 2,4,3.
19:12, Today: Darkside Trooper rolled 20 using 1d20 with rolls of 20.  Tango 3 shoot Vermillion 7 +6.
19:11, Today: Darkside Trooper rolled 9 using 3d4 with rolls of 4,1,4.
19:11, Today: Darkside Trooper rolled 10 using 1d20 with rolls of 10.  Tango 3 shoot Spartan +6.
19:07, Today: Darkside Trooper rolled 6 using 3d3, unique dice with rolls of 2,1,3.  Tang 3 shoot 1=K4, 2= V7, 3=O3.


Action 1: Shoot MBR-7 Spartan, unat 16 (90 MDC)
Action 2: Dodge, unat 19
Action 3: Shoot Vermillion 7, NAT 20 (180 MDC)
Action 4: Shoot Knight 4, NAT 20 (160 MDC)
Action 5: Dodge, NAT 20
Action 6: Shoot Oggy 3, unat 17 (70 MDC)

Spartan
Wed 23 May 2018
at 02:39
  • msg #55

Re: Launch Day: The Battle of Macross Island

The MBR-07 Spartan moves to evade Tango 3 and simultaneously fires its chest mounted mortar while charging at Tango 2. Once in range the massive destroid begin to punch Tango 2. While punching the top mounted 20mm cannons fire on Tango's 1 & 5.

19:35, Today: Darkside Trooper rolled 7 using 2d3+2 with rolls of 3,2.
19:34, Today: Darkside Trooper rolled 6 using 2d3+2 with rolls of 3,1.
19:34, Today: Darkside Trooper rolled 8 using 2d3+2 with rolls of 3,3.
19:34, Today: Darkside Trooper rolled 5 using 2d3+2 with rolls of 1,2.
19:33, Today: Darkside Trooper rolled 59 using 5d20 with rolls of 3,15,
19:33, Today: Darkside Trooper rolled 59 using 5d20 with rolls of 3,15,12,15,14.  Spartan gunner strikes +4.
19:32, Today: Darkside Trooper rolled 7 using 3d20 with rolls of 4,1,2.  Spartan punches +6.
19:32, Today: Darkside Trooper rolled 12 using 1d20 with rolls of 12.  Spartan dodge.


Spartan Pilot
Action 1: Dodge/charge Tango 2, Unat 14
Action 2 &3: Power punch Tango 2, MISS
Action 4: Punch Tango 2, MISS
Action 5: Punch Tango 2, MISS

Spartan Gunner
Action 1: Fire 180mm mortar at Tango 3, MISS
Action 2: Fire top mounted 20mm guns @ Tango 1 (alt Tango 5), Unat 19 (50 MDC)
Action 3: Fire top mounted 20mm guns @ Tango 1 (alt Tango 5), Unat 16 (80 MDC)
Action 4: Fire top mounted 20mm guns @ Tango 1 (alt Tango 5), Unat 19 (60 MDC)
Action 5: Fire top mounted 20mm guns @ Tango 1 (alt Tango 5), Unat 18 (70 MDC)


OOC: I'm sorry the Spartan crew is clumsy.

Vermilion 7, Oggy 3, and Reindeer 18 can all post. But please don't wait for someone else to post.

Aksa Tikkanen
player, 186 posts
Captain/OF-2
FAF (Finnish Air Force)
Wed 23 May 2018
at 13:34
  • msg #56

Re: Launch Day: The Battle of Macross Island

"PERKELE!!!!" Aksa exclaims as her VF is savaged by incoming fire. Her training kicks in as she attends to the first part of the maxim 'Aviate, Navigate, Communicate' and keeps her VF from running into 'terrain'.

Knight 4's ascent a few seconds later leaves her no time to dilly-dally and she follows suite as she switches her gunpod to her good hand. "18 Engaging. TULTA MUNILLE!!" She communicates, punctuating that with a time honored Finnish Battlecry.*

Unmasking, she slews her GU-11 around and takes aim at the same target Knight-4 has engaged, she pauses for half beat because the damn fool Spartan trying to melee might cause a Blue-on-Blue. "Fucking moron!" She curses while letting loose a long burst. Seeing her hits are clean and solid she switches to Tango-2 in the hopes of taking that one out of the fight as well, firing a long burst at it in turn.

OOC: IF Tango-3 is still standing she will abort fire on Tango-2 and will follow up against Tango-3 with another long burst, if Tango-3 is dropped by her first burst, she will then move on to Tango-2. (This course of action will supersede whats written in the flavor text.)

Action 1: Change Hand and Unmask
Action 2: Unat 27 (HIT) Long Burst at Tango-3
Action 3: Unat 16 (???) Long Burst at Tango-2
Action 4: Nat 1 (FAIL) Dodge
Action 5: Nat 1 (FAIL) Dodge


Damage: 150 to Tango-3 (OOC Assuming the MPA has 250 MD as seen in the book, then this, added to Knight-4's previous 100, should do it.)
Damage: 90 at Tango-2 (Or to Tango-3)


*

Spoiler text: (Highlight or hover over the text to view)
During the Winter War (1939-1940) when the Soviets invaded Finland, the Finnish used the fearsome battle-cry Tulta Munille! (meaning “Fire at their Balls!“) to instill fear in the Soviet troops. The rifles used by the Finns in the Wither War had significant muzzle rise when fired so the Finnish soldier was told to aim low (at the balls) and let the barrel rise carry successive shots into center mass.

This message was last edited by the player at 14:32, Wed 23 May 2018.
Ethan Ambrose
Player, 21 posts
Wed 23 May 2018
at 20:16
  • msg #57

Re: Launch Day: The Battle of Macross Island

Rising high above the flight deck after unleashing fury on Tango 5 and seeing Tango 5 fall to its side, Oggy 3 sees an untouched battloid (Tango 3) just begging for attention!  As Oggy 3 rolls over to attack Tango 3, he sees Oggy 5's cockpit burst in fire and he hears Amelia's short scream before her radio goes dead.

"AMELIA!!! You bloody bastards are going to pay for this!"

"Oggy 3 engaging new battloid"

Oggy 3 lets 1 long burst and 2 short bursts rip from his GU-11 and fires his head lasers at Tango 3.  During the attack Tango 3 fires at Oggy 3, Ethan moves to avoid the attack.

OOC: Until Tango 3 goes down, that is my target.  If Tango 3 goes down I am switching back to Tango 5.

12:00, Today: Ethan Ambrose rolled 56 using 5d20 with rolls of 17,5,8,16,10.

Fire at Tango 3
Action 1: unat 20; 120 dmg (GU-11)
Action 2: unat 5; 4 dmg (Head Lasers)
Action 3: unat 11; 90 dmg (GU-11)
Action 4: unat 19; 120 dmg (GU-11)
Action 5: unat 22 Dodge


While pushing the attack on Tango 3, Ethan notices his previous target (Tango 5) move and a humanoid like giant come out of the battloid.  "Bloody hell, they are giants!"
Jack O'Neil
player, 93 posts
Lieutenant j.g./OF-1a
USN
Thu 24 May 2018
at 20:59
  • msg #58

Re: Launch Day: The Battle of Macross Island

"Running low on ammo, better be careful" Jack mutter to himself as he bank back and forth avoid the most incoming fire, seeing a oppertunity he fire a Short burst towards Tango 3 almost praying it will finally end a enemy by now.

He then shifts his attention to those who have climbed out from the battleloids and fire a Short burst at Tango 5 and burst from his nose laser at Tango 1.

Action 1: Fire GU-11 at Tango 3. 22:39, Today: Jack O'Neil rolled 15 using 1d20+5 with rolls of 10.  gu-11. DMG: 90 MDC

Action 2: Fire GU-11 at Tango 5. 22:39, Today: Jack O'Neil rolled 20 using 1d20+5 with rolls of 15.  gu-11. DMG: 100 MDC

Action 3: 22:37, Today: Jack O'Neil rolled 19 using 1d20+11 with rolls of 8.  dodge.

Action 4: Fire GU-11 at Tango 1. 22:39, Today: Jack O'Neil rolled 23 using 1d20+5 with rolls of 18.  nose laser. DMG: 13 MDC

Action 5: 22:37, Today: Jack O'Neil rolled 30 using 1d20+11 with rolls of 19.  Dodge.

Tango 2
Fri 25 May 2018
at 03:51
  • msg #59

Re: Launch Day: The Battle of Macross Island

Tango 2 turns to face the MBR-07 Spartan. It looks like the alien battliod turns and then the chest mounted cannon explodes. The alien battloid falls on it's back.....

19:40, Today: Darkside Trooper rolled 1 using 1d20 with rolls of 1.  Tango 2 shoot Spartan +6.
Nat 1
Darkside Trooper
GM, 318 posts
Fri 25 May 2018
at 06:23
  • msg #60

Re: Launch Day: The Battle of Macross Island

Tango 2's chest explodes and the alien battliod falls backwards. The pilot of Tango 2 is plummeted by the MBR-07 Spartan's fists upon trying to exit the downed mecha. Its pretty clear that despite the lazy punches thrown by the Spartan pilot they both easily connect. While the armored head of the giant alien isn't compromised its clear the alien is taking a beating. The Spartan then effortlessly tosses the giant armored alien off the flight deck of the UES Prometheus and into the ocean.

Tango 3 fires it shoulder mounted plasma cannon at the MBR-07 Spartan. The ball of plasma hits, but doesn't even phase the destroid. The alien battliod then tries to evade incoming fire from all four veritechs. While Vermillion 7's burst is evaded the other three bursts hit. It's hard to tell just who ot the final hit in that destroys the alien battliod but gun camera footage will reveal it was Reindeer 18's burst.

Tango 5 fires on Vermillion 7 with a slender laser rifle blast that is evaded. At the same time a burst of GU-11 shells from both Knight 4, Reindeer 18, and Oggy 3 as well as 20mm shells from the Spartan's topside cannons blows off the aliens armored head. Later gun camera footage will indicate that Knight 4 got the kill.

Tango 1 first a giant sized auto pistol at Vermilion 7. The burst of shells hit and the pilot of Vermillion 7 hears a pair of sledge hammer like sounds hitting his cockpit. A third sledge hammer sound hits the cockpit canopy and creates a spider web of damage glass, the center point of which is right next to his head. At the same time Tango 1 is pounded by 20mm shells from Knight 4 & the Spartan. Vermillion 7 gets in a blast from his VF-1J's head lasers. Oggy 3 finishes off Tango 1 with a burst from his GU-11.

[Private to Jack O'Neil:
-7 MDC to Cockpit canopy
-25 to pilot compartment
]


In addition to the remains of the four alien battliods, the remains of three of the egg  shaped alien mecha as well as four ADR-03 Cheyenne Destroids, and a single MBR-07 Spartan Destroid lie scatter across the flight deck of the UES Prometheus.

The MBR-07 Spartan that tossed the giant alien into the ocean gives the for VT pilots a thumbs up then points to the hulks of destroyed mecha before picking up most of what remains of Tango 2's alien battliod off the side of the flight deck.

OOC: Post in whatever order you want.....you do not have comms with the Spartan on the flight deck.
Darkside Trooper
GM, 320 posts
Fri 25 May 2018
at 13:09
  • msg #61

Re: Launch Day: The Battle of Macross Island

OOC:Combat is over for now. Action 5 never happened so any ammo used on that action wasn’t used.
Meiko Levina
player, 168 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Fri 25 May 2018
at 14:04
  • msg #62

Re: Launch Day: The Battle of Macross Island

"This is Knight 4, we need to help clear the deck.  Everyone check your damage, I know we took a beating.  Check your ammo too.  Don't expect we have long before more Tangos arrive."

She tries to look over her status and shrugs to herself.  Nothing gone since she lost her head laser, but she was certain her armor was getting pretty thin.

GM made edit and changed 'nose laser' to 'head laser'
This message was last edited by the GM at 20:06, Fri 25 May 2018.
Ethan Ambrose
Player, 25 posts
Fri 25 May 2018
at 17:22
  • msg #63

Re: Launch Day: The Battle of Macross Island

Seeing that all Tangos are down, Oggy 3 changes to battloid mode and lands on the flight deck of the UES Prometheus.  Ethan throws a waving salute to the Spartan pilots, stows his GU-11 on his right forearm, and begins to drag Tango 3 to the fantail.

"Roger that, I'll take this hoon"

While clearing the flight deck, Ethan switches channels to check in or find out the status of his squadron.  Thinking to himself, "I need to let them know about the loss of Amelia, poor sheila."

"Left wing appears to be holding, Sachin is going to flip his wig! I'm going to owe him a couple longnecks for this one."
Jack O'Neil
player, 94 posts
Lieutenant j.g./OF-1a
USN
Fri 25 May 2018
at 17:52
  • msg #64

Re: Launch Day: The Battle of Macross Island

"Vermilion 7 here, armor is holding except around the legs and still some ammo left to keep this up" Jack reply as he land his VF on the deck of Promethus still in Guardian mode. "Should some of keep guard while the others clear the deck?"
Aksa Tikkanen
player, 202 posts
Captain/OF-2
FAF (Finnish Air Force)
Fri 25 May 2018
at 18:19
  • msg #65

Re: Launch Day: The Battle of Macross Island

Aksa settles her mecha onto the deck of the Supercarrier near the island. She straightens her glasses and headset, both having been knocked a bit off kilter, after that barrage she took earlier.

After returning the thumbs up, from within her cockpit, to the Spartan she takes a moment to look over her damage. She already knows her ammo state....Low.

"60 rounds of 55mm remain. Good on 27mm." She says without missing a beat.

She frowns at the state of her mecha. "Heavy damage to the fuselage, moderate damage to left leg, left arm INOP, flight surfaces...they clipped me." She informs dryly.

OOC: Her left and Right wings are gone.


She switches on the external loudspeaker so the folks on and in the Island can hear her. "Send up some gunpods please. We are very low on ammunition." She pauses, and then points to her headset. "Whats your tower-freq?" She adds. Yelling back and forth is going to get annoying fast...she mutters inwardly.

OOC: IIRC I think one or both of either Knight 4 or Vermillion 7 are stationed aboard the P-Chan, so you guys should have comms with their CAG/Tower, or at least know the freq.

Back on the radio. "My mecha can no long engage Jet Mode. Unless they have a spare VF and are willing to part with it..." She shrugs, leaving the rest unsaid as she shifts to Battloid Mode. She will stand watch, as with a bum arm, her mecha is ill suited for trash removal. "I'll post (guard)." She says in reply to Vermilion 7.
[Private to GM:
Roll of 76 v 52 Read Sensory Equipment: FAIL
]

"Maybe they'd be so kind as to load you up with missiles too." She snorts. To have kept hold of her missile racks up till now in the slim hope of getting loads later...she just shakes her head...

OOC: 'Left Unsaid': She's stuck in GERWALK or Battloid so will not be able to keep up with those who can still fly.

If Time Permits:
She does however take interest in the enemy small arms, and will look any specimens over with a mechanical eye on operation (what might look like, or be, a firing stud/trigger, safety, burst select, etc.) Since she, they, might have to scavenge these if they run dry in the field, having at least some familiarity, even if only the most basic, before picking one up would be immensely useful. She'll even take a few test shots (out to sea, and yes...she keeps the muzzle downrange at all times...), to get an idea of what kind of recoil, range, and other firing characteristic they might possess. (Of course, she will call that out beforehand so as not to startle anyone. She would also ensure that any such firing would not attract unwanted attention.)

This message was last edited by the player at 19:43, Fri 25 May 2018.
Darkside Trooper
GM, 323 posts
Fri 25 May 2018
at 20:27
  • msg #66

Re: Launch Day: The Battle of Macross Island

The mecha that are able to do so assist the Spartan from clearing the flight deck of the UES Prometheus. Another MBR-07 Spartan and a pair of ADR-03 Cheyenne are brought up topside. The four destroids are apparently all that is left of the platoon of 16 destroids assigned to the massive super carrier. Before the question can be asked one of the destroyed destroids is unceremoniously pushed off the side of the carrier as well.

Several aircraft tugs with bulldozer attached to the front are also brought up to the flight deck. These tugs as well a swarm of deck crewman begin to clear the flight deck of the smaller debris.

Either somebody heard or just did it but a tug is brought up with a trailer containing a rack of gun pods.


Knight 4 converses with the tower and receives new orders.

UES Prometheus flight control:
"Knight 4, be advised alien mecha have moved into Macross City and are hindering efforts to get civilians to shelters. We have some fresh gun pods being brought up. Once your flight is rearmed proceed to Macross City and link up with units operating there."


Oggy 3 checks in with his squadron and is instructed to stay with the flight he has joined.

Vermillion 7's MFD display turns on and Jack sees Misa Hayes who is apparently pretty pissed off and berates him in English.

Misa Hayes:
"Lieutenant O'Neil, what the hell happened? How did a civilian end up taking off in your assigned veritech?"


Reindeer 18 checks out the two alien side arms. Upon picking one up her veritech tries to interface and is of course unable to. No clearance to fire the alien weapons is given, but they look like they can easily be used by a human mecha with hands.

OOC: As Alksa pointed out, Knight 4 is from the Prometheus air group and has comms with the carrier and mecha. Didn't even think about this prior to the fight you guys had....my bad.

Gun Pods: Everybody roll a 1d4. If you roll a 1 you will get a GU-12, otherwise you get a GU-11.  YES you can keep your other gun pod provided you do not go to jet mode. If both hands work you can fire both gunpod at the same time. If you by chance have WP parried weapons you can effectively shoot at separate targets. If a hand is not working the spare gun pod can be stowed on an arm, but can't be fired.

Also designate on your equipment sheet which hand/arm has which gun pod. If oyu need help putting this on your sheet let me know.

GU-11 ammo roll any die.
Even = HEAP
Odd = APDS

GU-12 ammo roll a 1d10
01-03 = APFSDS
04-06 = HEAT
07-08 = MPAAT
09-10 = CAN

Jack O'Neil
player, 97 posts
Lieutenant j.g./OF-1a
USN
Fri 25 May 2018
at 21:18
  • msg #67

Re: Launch Day: The Battle of Macross Island

"Ma'm! I'm sorry but I have no idea, Commander Fokker asked to borrow my assigned Veritech after the flight show. I then arrived back at the airfield when the alarm rang and watch the Veritech take off without me" Jack reply to angry commander, while initially surprised by the call it was something he had somewhat expected to receive sooner or later. "So instead of being of no use on the ground I found another Veritech that no pilot was heading towards and decided to borrow it, I will of course face the consequences for it" he continue even as he guide his VF to pick up a new gun pod with fresh ammo.



22:49, Today: Jack O'Neil rolled 4 using 1d4 with rolls of 4.  gu-11 ammo.
22:44, Today: Jack O'Neil rolled 4 using 1d4 with rolls of 4.  GU-12?

Meiko Levina
player, 169 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sat 26 May 2018
at 15:44
  • msg #68

Re: Launch Day: The Battle of Macross Island

"Roger tower, Wilco.  We are a bit shot up so we may be slower on approach, but we understand the situation as critical.  I have clearance to show Guardian to the civillians now, I hope, tower?"

She moves to the rack of GU-11's and exchanges her one for two GU-11, double fisting.  She grins foolishly in the cockpit.  She'd tried this out in training and was eager to show the invaders how to dance, Marine style.

"This is Knight Four, All Valkyries on the Prometheus swap out gun pods and form up on me.  Is everyone capable of full flight, or will we have to slow to Guardian?

She then calls out to those she can see:

"Sitrep Reindeer 18, good shooting there."

"Sitrep Vermilion 7, good shooting!"

She pauses during conversation with Oggy 3... getting her display up for ID mid conversation.

"Sitrep Oggy... Three.  Glad to have you."

"Knight Four is fully operation with moderate armor damage, mostly left side.  Lost my nose laser, but to overcompensate I plan on showing these giants my two gun style.  I want to bring us in flying guardian, so I suggest picking up two each across the board."
Darkside Trooper
GM, 324 posts
Sat 26 May 2018
at 15:51
  • msg #69

Re: Launch Day: The Battle of Macross Island

OOC: FYI there are only 4 gunpods on the rack. So your only going to have 1 fully loaded gunpod and the one you’ve been using.
Aksa Tikkanen
player, 203 posts
Captain/OF-2
FAF (Finnish Air Force)
Sat 26 May 2018
at 17:28
  • msg #70

Re: Launch Day: The Battle of Macross Island

Aksa take a GU-11 from the rack and stows it, keeping her nearly dry pod handy. She snickers at the four Gunpods brought up, her illusion of American largesse well and truly shattered.

"Tower, any chance you can have a few more gunpods brought up? No guarantee we'll be able to rearm later." She asks.

OOC: I'd intended to sang a pair of GU-11's as well.


She pinches the bridge of her nose in frustration as Knight-4 asks the state of damage...literally minutes after she just told her.

Instead of cutting into her she just transforms back into GERWALK. She then forms up on Knight-4's left, so she can read the pilots name and rank which is written below the cockpit.

As she waits for the others to arm up and form up she digs into her cargo pockets and takes a bite of her sandwich, washing it down with a gulp from her water. Then returns both to their respective pockets.
This message was last edited by the player at 00:59, Sun 27 May 2018.
Meiko Levina
player, 171 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 27 May 2018
at 14:35
  • msg #71

Re: Launch Day: The Battle of Macross Island

OOC:The call to operate in Gerwalk was partially based on her report, sorry to ask twice.

As Aksa flies up beside Knight 4, she can probably read the lettering on the cockpit.

1LT M. Levina USMC
      "Lightning"


"Good call, Eighteen.  Thanks.  More GU-11's would be good if they will go with it.
 Are you keeping both GU's?  How is your flight speed in Guardian?


She looks over her boards a moment as rearm continues, she switches the used GU to left hand, and the new one to right.
Ethan Ambrose
Player, 28 posts
Sun 27 May 2018
at 20:28
  • msg #72

Re: Launch Day: The Battle of Macross Island

"Knight 4, Appreciate it Mate, Squadron wants me to go walk about with you for a bit.  Me left wing is a bit tore up, but I'm ready to give them bloody hell!"

As Oggy 3 finishes up disposing of Tango 3 overboard, Ethan aquires a GU-!! filled with 200 rds of HEAP from the wagon.  Ethan attaches the full GU-11 to his veritech's left forearm, and gets his used GU-11 back in his right hand.  After situating his weapons, Oggy 3 strolls over to the veritechs of his new found family for this most auspicious day.

"Knight 4, Ready mate!"
Aksa Tikkanen
player, 205 posts
Captain/OF-2
FAF (Finnish Air Force)
Sun 27 May 2018
at 23:40
  • msg #73

Re: Launch Day: The Battle of Macross Island

Aksa makes mental note of Knight-4's name and rank. Many things making more sense to her now then before.

"Yes." She nods regards the gunpod question. "It still has some fight left."

"Speed? Unless you're sporting FF-2001 D's, Same as you."
She quip's with a shrug and a smile.

"Tower give us any new orders?" She asks.
Meiko Levina
player, 173 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 28 May 2018
at 00:54
  • msg #74

Re: Launch Day: The Battle of Macross Island

"Good guess Reindeer Eighteen.  Tower says alien mecha have moved into Macross City and are hindering efforts to get civilians to shelters.  As soon as we are done rearming, we are to proceed to Macross City and link up with units operating there."

[Private to Darkside Trooper: Radio to tower:  What fequency to jump to talk to Macross City forces, can we start talking to them now?]
Aksa Tikkanen
player, 206 posts
Captain/OF-2
FAF (Finnish Air Force)
Mon 28 May 2018
at 01:29
  • msg #75

Re: Launch Day: The Battle of Macross Island

"Hmm...that being the case, we should head to a shelter nearest us. They'll be able to link us in and point us where they need us." She says.

"Besides, having them to our back means the enemy won't be." She adds.

Aksa tries to remember any Shelter Frequencies, fiddling with the radio, but gets nothing. Must have been changed, she figures.

[Private to GM: Roll of 78 v 48 Theater Warfare: Rescue and Recovery Operations: FAIL]
Meiko Levina
player, 175 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 28 May 2018
at 02:49
  • msg #76

Re: Launch Day: The Battle of Macross Island

"Once everyone is ready, and I have sitreps, then we will start that way.  Meanwhile I am trying to get tower to patch me through to whoever is in charge there, if it is possible.  Keep em coming Reindeer one-eight, you are a great help."

Her voice is steady, calm.

"Waiting on you Vermillion Sev-un.  Report."
Jack O'Neil
player, 101 posts
Lieutenant j.g./OF-1a
USN
Mon 28 May 2018
at 03:12
  • msg #77

Re: Launch Day: The Battle of Macross Island

"Sorry lead, had another report to make." Jack reply with a strained smile. "I'm running low on ammo to my gunpod have taken heavy damage to both legs but mostly my right one. The last shoot from the footsoldier have made pider web on my canopy, scary stuff. I will also take two Gunpods."
Meiko Levina
player, 177 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 28 May 2018
at 04:34
  • msg #78

Re: Launch Day: The Battle of Macross Island

"Take one, keep the other, Seven.  Use what you can and let's hope we aren't going to be throwing spitballs.  Let's form up and head for the city in one mike."
Darkside Trooper
GM, 330 posts
Tue 29 May 2018
at 01:49
  • msg #79

Re: Launch Day: The Battle of Macross Island

OOC: Yes I just deleted a few posts because two characters decided to have a pissing contest because they failed to read the mecha stats I have provided.
Meiko Levina
player, 183 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Tue 29 May 2018
at 13:22
  • msg #80

Re: Launch Day: The Battle of Macross Island

"Prometheus Tower, this is Knight 4.  Can you put me in contact with the forces in Macross City, we are almost done rearming and will be setting out shortly, I am hoping to coordinate in advance."
UES Prometheus
Fri 1 Jun 2018
at 02:10
  • msg #81

Re: Launch Day: The Battle of Macross Island

"Knight Four, link up with Knights One and Five. Coordinates should be showing up on your MFD now."
Darkside Trooper
GM, 335 posts
Fri 1 Jun 2018
at 02:57
  • msg #82

Re: Launch Day: The Battle of Macross Island

With a set of coordinates indicating to go to the north west edge of Macross city, the four veritechs lift off from the deck of the UES Prometheus. As they head back towards Macross Island in guardian mode a few F/A-18E's and Dassault Rafale's approach the super carrier.

Upon approach to Macross Island, the UES Macross can be seen rising into the sky, and continuing to rise up into the upper atmosphere. The island itself is partially obscured by smoke that is punctuated by weapons fire going upward.

Upon getting near the designated coordinates the flight can see several veritech's making strafing runs in guardian mode. Several more veritech are at the city's edge, and are using the buildings as cover as they engage enemy mecha.

The closest veritech's on the ground is a VF-1S painted in the classic 'woodland' camouflage pattern, and a VF-1A painted in the newer digital woodland camouflage pattern. Both are on either side of the same three story building and using it as cover.

[Private to Meiko Levina: The VF-1DS is Knight One piloted by your squadron CO, Major Jason "Pirate" Davis. The VF-1A is Knight Five, piloted by Captain Mike "Whinny" Weinrich.]

[Private to Jack O'Neil: Flipping through the radio frequencies loaded on your veritech you are able to listen in and find out that the SDF-1 is going into orbit to link up with Space Battle Group TWO.]
This message was last edited by the GM at 02:52, Sun 03 June 2018.
Aksa Tikkanen
player, 214 posts
Captain/OF-2
FAF (Finnish Air Force)
Fri 1 Jun 2018
at 03:39
  • msg #83

Re: Launch Day: The Battle of Macross Island

OOC: According to the MFD, are we where we are supposed to be? Or are we still en-route. Are we able to partake in the strafing runs on our way past?
Meiko Levina
player, 184 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Fri 1 Jun 2018
at 14:19
  • msg #84

Re: Launch Day: The Battle of Macross Island

"I confirm two friendly battloids from my squadron below, let's slow down and seek cover, probably going to battloid shortly.  everyone switch to channel ### on mark."

She gives them the proper vhf channel for communication, and on mark changes over.

 "Knight Four reports commanding Vermilion Seven, Reindeer one-eight, and Oggy Three.  Pirate, where do you need us?"
Jack O'Neil
player, 103 posts
Lieutenant j.g./OF-1a
USN
Fri 1 Jun 2018
at 20:27
  • msg #85

Re: Launch Day: The Battle of Macross Island

"Copy lead, changing channel on your mark" Jack reply as follow Knight Four towards the front line

As they land beside the other Veritech Jack is quick to change into battleloid mode and make sure that he is not visible for the enemy. "I heard that SDF-1 is about to link up with space group 2, any other news worth sharing?"
Knight 1
Sat 2 Jun 2018
at 09:05
  • msg #86

Re: Launch Day: The Battle of Macross Island

"Knight Four I want your flight to land in battliod mode, split up and move into the city along JFK avenue and Churchill avenue's. We're clearing the city street by street. Watch your fire, there are a lot of civies still trying to get to the shelters."
Meiko Levina
player, 185 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sat 2 Jun 2018
at 14:12
  • msg #87

Re: Launch Day: The Battle of Macross Island

Knight 4 lands in battloid mode and keys radio.  Her Valkyrie is dual wielding GU-11's.

"Roger Knight 1.  Ok folks, let's split into teams of two, Reindeer one-eight take Oggy Three and head down JFK, I will move down Churchill with Vermillion seven.  Let's move out."
Aksa Tikkanen
player, 215 posts
Captain/OF-2
FAF (Finnish Air Force)
Sat 2 Jun 2018
at 17:54
  • msg #88

Re: Launch Day: The Battle of Macross Island

"Copy." Aksa says then veers towards JFK Ave.

While she still has altitude and speed she checks her surroundings to spot any enemy, other friendlies, or civvies in the area. K-1 and K-5 were using that building for cover, cover from what?

Roll of 22 v 53 Read Sensory Equipment: PASS
Roll of 12 Unat: Perception

Transitioning to Battloid she brings her gun pod to a ready position and takes the right side of the street, keeping her mecha's more damaged locations closer to cover.

"Three, take left side. Bounding overwatch." She calls out, taking the first overwatch. She tries to form a mental picture of the area but can't, it's an area of the city she's unfamiliar with, and even if, battle damage has fouled many of the things one could consider a landmark.

Roll of 99 v 63 Navigation: FAIL
Jack O'Neil
player, 105 posts
Lieutenant j.g./OF-1a
USN
Sun 3 Jun 2018
at 09:35
  • msg #89

Re: Launch Day: The Battle of Macross Island

"Copy Knight, forming up behind you now" Jack reply even as he is already taking up the rear.

Read Sensory Equipment: 29/50 succes
Meiko Levina
player, 187 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 3 Jun 2018
at 15:33
  • msg #90

Re: Launch Day: The Battle of Macross Island

Knight 4 transforms to battloid and heads for Churchill avenue.

"Vermillion 7, If it gets hot and we need to advance we will be leapfrogging in a buddy system, but otherwise let's advance together to concentrate firepower on targets and allow for faster movement.  Mind the civilians, protecting them is why we are here."


10:31, Today: Meiko Levina rolled 25 using 1d100 with rolls of 25.  Navigation.


Meiko gets her bearings, and will get her and Vermillion 7 down Churchill, She will also check on the position of the other two in her flight and guide them in if necessary.
Ethan Ambrose
Player, 30 posts
Mon 4 Jun 2018
at 00:33
  • msg #92

Re: Launch Day: The Battle of Macross Island

Changing into battloid mode, Oggy 3 takes up position on the left side of the street checking the area for any 'big' contacts.

"Copy mate, I have your back", after looking around, "Not familiar with this part of macky"
Darkside Trooper
GM, 445 posts
Thu 23 Aug 2018
at 05:04
  • msg #93

Re: Launch Day: The Battle of Macross Island

EXP TALLIED FOR THREAD
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