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01:10, 3rd May 2024 (GMT+0)

Launch Day: The Battle of Macross Island.

Posted by Darkside TrooperFor group archive 1
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.

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