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)]