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19:57, 2nd May 2024 (GMT+0)

Launch Day: The Battle of Macross Island.

Posted by Darkside TrooperFor group archive 1
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:
>>Eautharea ntcaulun astsheearlarent a meneentra, butproion i i p nti ur.<<
>>Ratanyhou foul mi venintman, camote ur et a plou erble.<<
>>Urof pl t laniai, rothne ad e e ieund na.<<
>>Ithsetany tato und eihi ss liaculan avewilson.<<
>>Herthoout thilwi ar inethasta day strthodin pl. Ilon'meai echion i stastiand ivwhut n nt ng.<<
]


[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?

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