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Macross City: Churchill Avenue.

Posted by Darkside TrooperFor group archive 2
Darkside Trooper
GM, 343 posts
Tue 5 Jun 2018
at 04:40
  • msg #1

Macross City: Churchill Avenue

Knight 4 and Vermillion 7 land on opposite sides of Churchill avenue (Knight 4 on the right and Vermillion 7 on the left) each taking partial cover behind different buildings. To the left of Vermillion 7 and on JFK avenue is reindeer 18. To the right of Knight 4 is Knight 7.

The avenue is partially obscured by smoke from the wreckage of several Centaur Hover Tanks tried to defend the city. Most of their guns are facing out of the city. Mixed in with the destroyed hover tanks are civilian cars and trucks. Several dozen civilians can be seen trying to run out of the city. Human infantrymen can be seen trying to maintain order while at the same time ineffectively firing back at the alien invaders.

Thought he smoke the two veritech can easily see a single headless ostrich mecha about 350 meters away advancing towards them that seems preoccupied in mowing down civilians and their vehicles. About 200 meters away at the end of the block are a pair of giant alien infantrymen using building as cover. These two aliens begin firing on the veritech opposite to them.

OOC: When you fire your going to be in partial cover, unless you are firing both gun pods and thus completely exposing yourself. You guys are facing down the 'long' side of the blocks.

To make things simple Macross city was planned with city blocks being 100 meters wide (330 ft), and 200 (660) meters long. Most streets are only two lanes wide.


Bonus/Penalties to keep in mind:
  • -3 to strike anything in partial cover.
  • -3 to strike due to smoke make a perception roll and get a 12 or higher to negate this. An RSE/RSI roll can alternatively be made (costs an action). EVERYONE already succeeded these rolls for this melee.

Meiko Levina
player, 191 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Tue 5 Jun 2018
at 17:06
  • msg #2

Macross City: Churchill Avenue

"Vermillion Seven, take out that giant on the left, I got the one on the right, then we concentrate fire on that ugly mecha."

True to her word, Knight 4 will fire on her Giant on the right, using her right hand GU-11 from cover, then move into the open to fire both GU-11 at the Ostrich Mecha thing.

ACTION 1:  Shoot R Hand Giant - 19 (Nat 18) - HIT - 50 MDC Damage
ACTION 2:  Shoot R Hand Giant - 2 (Nat 1) - MISS
ACTION 3:  Shoot R Hand Giant - 3 (Nat 2) - MISS
ACTION 4:  Shoot R Hand Giant - 14 (Nat 13) HIT - 40 MDC Damage
ACTION 5:  Shoot Ostrich Mecha - L GU11 - 12 (Nat 8) HIT - 70 MDC Damage
                                                  R GU11 - 12 (Nat 8) HIT - 20 MDC Damage

ACTION 6:  Shoot Ostrich Mecha - L GU11 - 23 (Nat 19) - HIT 70 MDC Damage
                                                  R GU11 - 8 (Nat 4) - HIT? 80 MDC Damage


She hopes she shot that ugly blue giant enough to put him out of action.  She wanted to get that damn ostrich thing off the civvies!
Jack O'Neil
player, 107 posts
Lieutenant j.g./OF-1a
USN
Tue 5 Jun 2018
at 20:07
  • msg #3

Macross City: Churchill Avenue

"Rodger that!" Jack reply even as he leans out from his cover and aim his already used GU-11 towards the giant on the left, for now he only use his earlier gunpod and if the footsoldier dies fast Jack will turn his attention towards the giant ostrich.

Action 1: Fire GU-11 (short) 20 (Nat 18) dmg: 100
Action 2: Fire GU-11 (short) 22 (Nat 20) dmg: 120 (240)
Action 3: Fire GU-11 (short) 13 (Nat 11) dmg: 80
Action 4: Fire GU-11 (short) 13 (Nat 11) dmg: 90
Action 5: Fire GU-11 (short) 12 (Nat 10) dmg: 80
Darkside Trooper
GM, 350 posts
Mon 18 Jun 2018
at 02:54
  • msg #4

Macross City: Churchill Avenue

Vermillion 7 fires on the Giant infantrymen down the street and actually sees the 55m rounds from his GU-11 tear into the giants chest and then take off its head. The Naval aviator then focuses his fire on the headless ostrich mecha (still firing on fleeing civilians). The pod part of the headless ostrich mecha explodes, leaving just the backward jointed legs standing in the street.

Knight 4 fires on the opposite giant infantrymen and knocks him down and out of sight. With no target Meiko also fires on the headless ostrich mecha but instead watches as her rounds take a chunk out of a building.

Both veritechs then fire on the giant infantryman who was knocked down by Knight 4 and perforate it with 55mm shells. At the same time a large cloud of smoke and dust fills the street as a building to the left about 300 meters down the street collapses.

A pair of headless ostrich mecha then appear, coming out of the smoke and dust. They fire on the veritechs and the veritechs fire back. Knight Four is struck twice by incoming fire, but takes down one of the alien mecha. Vermillion 7 is only hit once.

[Private to Meiko Levina: -26 MDC to main body
-32 MDC to Head
]

[Private to Jack O'Neil: -56 MDC to body ]


The two headless ostrich mecha are followed by a third headless ostrich, and a pair of giant infantrymen.

INIT//POSTING ORDER:
Knight 4 = 01 (nat 1)
Alien Grunt #1 = 02
Alien Grunt #1 = 04

Vermillion 7 = 14
Headless Ostrich Mecha = 15

19:29, Today: Darkside Trooper rolled 6 using 2d20 with rolls of 2,4.  Zent Grunts init.
19:29, Today: Darkside Trooper rolled 15 using 1d20 with rolls of 15.  Battle Pod init .
19:28, Today: Darkside Trooper, on behalf of Meiko Levina, rolled 1 using 1d20 with rolls of 1.  init +1.
19:28, Today: Darkside Trooper, on behalf of Jack O'Neil, rolled 12 using 1d20 with rolls of 12.  init +2.


Bonus/Penalties to keep in mind:
  • -3 to strike anything in partial cover.
  • -3 to strike due to smoke make a perception roll and get a 12 or higher to negate this. An RSE/RSI roll can alternatively be made (costs an action). EVERYONE already succeeded these rolls for this melee.


OOC: You should make only ONE strike roll when firing both GU-11's at the same target. If you do not have parried weapons you can fire at a second target but it would be considered a 'wild' strike.
Meiko Levina
player, 202 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Wed 27 Jun 2018
at 20:44
  • msg #5

Macross City: Churchill Avenue

Meiko shoots at the first of the ostrich things with both guns, dodges and weaves, and pops a few rounds on the second as well, if either target is down before she shoots, she will move up the line in order O1, O2, O3  She does not attack infantrymen, at the moment, unless all the strange mecha are down.  She shoots with twinned short bursts.


Action 1:  Fire on O1 - 10 = 190 MDC Damage
Action 2:  Fire on O1 - 19 = 170 MDC Damage
Action 3:  Dodge - 19
Action 4:  Dodge - 10
Action 5:  Fire on O2 - 7 = 90 MDC Damage

18 rolled on perception
This message was last edited by the player at 20:45, Wed 27 June 2018.
Centaur Hover Tank
Sat 7 Jul 2018
at 19:40
  • msg #6

Macross City: Churchill Avenue

One of the 'destroyed' Centuar Hover Tanks appears to only be disabled, and a 'mobility kill' as it traverses it's turret and fires at the headless ostrich mecha.

12:33, Today: Darkside Trooper rolled 10 using 1d20 with rolls of 10.  Disabled Centaur hover tank shoot pod +3.
Unat 13

12:33, Today: Darkside Trooper rolled 7 using 1d20 with rolls of 7.  Disabled Centaur hover tank shoot pod +3.
Unat 10

Alien Grunt 1
Sat 7 Jul 2018
at 19:56
  • msg #7

Macross City: Churchill Avenue

One alien grunt focuses his fire on Knight 4 with an energy rifle. The alien gets a single shot off before he shifts fire to the disabled Centaur Hover tank. Once the Centaur Hover tank is destoyed the alien shifts fire back to Knight 4.

12:50, Today: Darkside Trooper rolled 65 using 4d20 with rolls of 19,10,17,19.  grunt shoot Knight 4/CVHT +1.
12:52, Today: Darkside Trooper rolled 18 using 3d10 with rolls of 8,8,2.
12:52, Today: Darkside Trooper rolled 12 using 3d10 with rolls of 7,4,1.
12:52, Today: Darkside Trooper rolled 14 using 3d10 with rolls of 7,6,1.
12:51, Today: Darkside Trooper rolled 20 using 3d10 with rolls of 7,7,6.

Action 1: Unat 21 (Knight 4), 20 MDC
Action 2: Unat 12 (CVHT), 14 MDC
Action 3: Unat 17 (????), 12 MDC
Action 4: Unat 21 (????), 18 MDC

Alien Grunt 2
Sat 7 Jul 2018
at 20:04
  • msg #8

Macross City: Churchill Avenue

The second alien grunt fires on Vermillion 7 and as the Centaur Hover Tanks fires this grunt also shifts fire to destroy the disabled mecha. Once the disabled mecha is destroyed the alien grunt continues to fire on Vermillion 7.

12:58, Today: Darkside Trooper rolled 39 using 4d20 with rolls of 11,6,4,18.  grunt shoot Vermilion 7/CVHT +4.
13:01, Today: Darkside Trooper rolled 8 using 2d8 with rolls of 2,6.
13:00, Today: Darkside Trooper rolled 10 using 2d8 with rolls of 3,7.
13:00, Today: Darkside Trooper rolled 4 using 2d8 with rolls of 2,2.

Action 1: Unat 14 (Vermillion 7), 40 MDC, plus knock down & lose action 2
Action 2: Unat 8 (CVHT), 100 MDC (CVHT is dead)
Action 3: MISS
Action 4: Unat 20 (Vermillion 7), 80 MDC, plus knock down & lose next action

Headless Ostrich 1
Sat 7 Jul 2018
at 20:15
  • msg #9

Macross City: Churchill Avenue

The closest headless ostrich mecha moves to evade the pair of hand held auto cannons the gray reconfiguring mecha is firing. The alien mecha evades the first pair of twin bursts, but takes the full brunt of the second pair of twin bursts.

The alien mecha crumples to the ground with numerous holes going through the front of the hull and about 10 holes coming out the back of the hull.

Action 1: 13:06, Today: Darkside Trooper rolled 20 using 1d20 with rolls of 20.  Pod 1 dodge Kn4 (need 10 or better) +5. NAT 20!!!! = PASS

Action 2: 13:06, Today: Darkside Trooper rolled 9 using 1d20 with rolls of 9.  Pod 1 dodge Kn4 (need 19 or better) +5. Unat 14 = FAIL

Darkside Trooper
GM, 358 posts
Sat 7 Jul 2018
at 20:17
  • msg #10

Macross City: Churchill Avenue

OOC: OOPS I posted too soon for the first Battle Pod.

Vermilion 7 your up to post

Jack O'Neil
player, 115 posts
Lieutenant j.g./OF-1a
USN
Sat 7 Jul 2018
at 21:17
  • msg #11

Macross City: Churchill Avenue

"Crap!" Jack grunt even as he continue to fire rounds from his first GU-11 towards the alien ostrich nearest him, he then shifts from using the building as cover and fire towards his enemies.

23:06, Today: Jack O'Neil rolled 13 using 1d20 ((13)). Perception

Action 1: Dodge: 23:12, Today: Jack O'Neil rolled 21 using 1d20+9 with rolls of 12.  Dodge.
Action 2: Fire GU-11 at nearest alien ostrich. 13  DMG: 80
Action 3: Dodge: 23:12, Today: Jack O'Neil rolled 11 using 1d20+9 with rolls of 2.  dodge.
Action 4: Fire GU-11 at nearest alien ostrich: 9 DMG: 50
Action 5: Dodge: 23:12, Today: Jack O'Neil rolled 29 using 1d20+9 ((20)).

Headless Ostrich 2
Sat 7 Jul 2018
at 21:54
  • msg #12

Macross City: Churchill Avenue

The second headless ostrich mecha focuses it's fire on Vermillion 7. The alien mecha gets a single shoot off before the first low velocity HESH round fired by the disabled Centaur Hover Tank hits it. The HESH round blows away the front section of the forward hull of the alien mecha AND the head and arms of its pilot. The destroyed alien mecha falls backwards.

Action 1: 14:42, Today: Darkside Trooper rolled 19 using 1d20 with rolls of 19.  Pod 2 shoot Vermilion 7 +1. FAIL
This message was last edited by the GM at 21:55, Sat 07 July 2018.
Headless Ostrich 3
Sat 7 Jul 2018
at 22:06
  • msg #13

Macross City: Churchill Avenue

The third headless ostrich mecha also fires on Vermillion 7. Aware of the seemingly disabled mecha now firing on the alien mecha evades the incoming round and then fires on Vermillion 7 again. The two mecha trade shots without either hitting the other......

15:03, Today: Darkside Trooper rolled 16 using 1d20 with rolls of 16.  Pod 3 shoot Vermilion 7 +1.
15:03, Today: Darkside Trooper rolled 19 using 1d20 with rolls of 19.  Pod 3 dodge V7 (need 9) +5 (action 4) .
15:01, Today: Darkside Trooper rolled 8 using 1d20 with rolls of 8.  Pod 3 shoot Vermilion 7 +1.
14:59, Today: Darkside Trooper rolled 14 using 1d20 with rolls of 14.  Pod 3 dodge CVHT round +4 (need 10).
14:58, Today: Darkside Trooper rolled 12 using 1d20 with rolls of 12.  Pod 3 shoot Vermilion 7 +1.
14:58, Today: Darkside Trooper rolled 10 using 1d20 with rolls of 10.  Pod 3 perception.

Action 1: Unat 15 (DODGED)
Action 2: DODGED CVHT round
Action 3: Shoot V7 Unat 09 (DODGED)
Action 4: DODGED
Action 5: Shoot V7 Unat 17 (DODGED)

Darkside Trooper
GM, 360 posts
Sat 7 Jul 2018
at 22:41
  • msg #14

Macross City: Churchill Avenue

After getting two bursts off with her GU-11 and destroying the first Headless Ostrich mecha Knight Four takes cover and stays in cover a bit longer as one of the alien grunts lay down suppressive fire.

Vermillion 7 exchanges fire with the third Headless Ostrich mecha, and is simultaneously fired upon by one of the alien grunts who is carrying an alien sized shotgun.

The Centaur Hover Tank takes out the second Headless Ostrich mecha and is then destroyed by one of the alien grunts. The alien grunt then fires on Vermillion 7 and misses. The alien grunts third shot doesn't miss and hits  Vermillion 7's left lower leg. Vermillion 7 spins around and the mecha falls onto it's left side as the armor casing around the lower left leg is blown away. The machinery and engine are clearly visible and smoking.

Lying on the ground Vermillion 7 then rolls out of the way of the particle blasts fired from the third Headless Ostrich mecha.

[Private to Jack O'Neil:
-80 MDC to L. Lower Leg (I looked and it only had 5 MDC left, you are now -3 to dodge when on the ground, but no penalties if hovering/flying in either battliod or guardian mode)
]

Popping back out of cover, one of Knight Four's gunpods is struck by a energy blast from the alien grunt. Knight Four then finishes off the third Headless Ostrich mecha, which falls over to the right and into a building. This kicks up even more dust and debris, which makes visibility with the naked eye impossible.

[Private to Meiko Levina:
-14 MDC to gun pod with the most ammo
]


The three Headless Ostrich mecha were visually seen as destroyed before the dust obscured your vision. In two cases it appears like the pilots are good and dead.

Both alien grunts remain unscathed, and despite the dust making it impossible to see are still firing on both veritechs.

OOC: Please make an initiative roll and PM me. I will then post the posting order.
Darkside Trooper
GM, 363 posts
Thu 12 Jul 2018
at 01:50
  • msg #15

Macross City: Churchill Avenue

With the street filled with dust, and making it impossible to see with the naked eye, the two veritech pilot have to resort to using their radar to pick out targets.

One target's location is roughly known as evident by the energy blasts that are fired in the direction of Knight 4. All of the energy blasts are well off the mark. No other weapons fire is seen or detected.

OOC:
You two rolled better then the grunts so they had to "post" first.

You can shoot at Grunt 1 @-10 to strike, or make an RSE roll to find the Zents on radar to receive full bonuses. If your going to make an RSE roll, roll and PM me so I can make a post giving you info.

Meiko Levina
player, 205 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Thu 12 Jul 2018
at 20:50
  • msg #16

Macross City: Churchill Avenue

Meiko checks her sensors then smiles grimly to herself as she targets each of the mecha sized infantry in turn, from closest to farthest, attributing the tactic the Chesty Puller.  If she picks off the rear first, the others will not know what is coming.

She does five short bursts, or until they are all down using the damaged GU-11.

Action 1:  Short Burst GU-11, closest enemy to farthest.  unnat 18 - 110 MDC Damage
Action 2:  Short Burst GU-11, closest enemy to farthest.  unnat 7 - 110 MDC Damage
Action 3:  Short Burst GU-11, closest enemy to farthest.  unnat 9 - 80 MDC Damage
Action 4:  Short Burst GU-11, closest enemy to farthest.  unnat 14 - 60 MDC Damage
Action 5:  Short Burst GU-11, closest enemy to farthest.  unnat 16 - 70 MDC Damage


"Roger One-Eight, Standby."
Jack O'Neil
player, 117 posts
Lieutenant j.g./OF-1a
USN
Sun 15 Jul 2018
at 09:21
  • msg #17

Macross City: Churchill Avenue

"They are pulling back!" Jack report once he have manage to keep his Veritech hovering over the ground. "Parts of my left leg is totally destroyed now, cannot walk properly without hovering for now"

Peeking around the building he take aim and fire towards the retreating hostiles with short bursts, aiming at the closest and then shifting towards farther away if they are destroyed.

Use RSE: 5. Success
Action 2: Fire GU-11 at closest target 20 (unnat) DMG: 60 MDC
Action 3: Fire GU-11 at closest target 20 (unnat) DMG: 100 MDC
Action 4: Fire GU-11 at closest target 11 (unnat) DMG: 90 MDC
Action 5: Fire GU-11 at closest target 14 (unnat) DMG: 60 MDC

This message was last edited by the player at 06:45, Mon 16 July 2018.
Darkside Trooper
GM, 367 posts
Sat 21 Jul 2018
at 22:26
  • msg #18

Macross City: Churchill Avenue

Knight 4 and Vermillion 7 make short work of the alien grunts. Knight 4 manages to take one out and damage another. Vermillion 7 takes out one and fineshes off the one Knight 4 had damaged.

The dust and debris begins to settle allowing both veritech pilots to survey the city street. It is in ruins. Several Russian made BMPs and four Centaur Hover Tanks are smoldering. The downed alien mecha and giant sized infantrymen lie scattered about destroyed or dead.

[Private to Meiko Levina:
You only fired off 4 bursts with your GU-11. One attack was used to make the RSE roll.
]

Knight 1:
"All team leads check in with a status update."


OOC: Your technically no longer in combat (at least until I make a post with more bad guys showing up). Feel free to describe how shot up your VT is in your next post.
Jack O'Neil
player, 121 posts
Lieutenant j.g./OF-1a
USN
Sun 22 Jul 2018
at 09:40
  • msg #19

Macross City: Churchill Avenue

"Vermillion 7 reporting. Left leg as good as destroyed, machinery visible but can still hover and walk. Right leg is heavily damage but not to serious as of yet and both wings are damage, main body is also heavily damage" Jack reply once he have searched the road to be sure there is no hostile before leaning behind cover again. "First gunpod is as good as empty but the second one is still unused. I don't believe the VF can handle another fire fight without some major destruction of it happening"
Meiko Levina
player, 208 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Thu 26 Jul 2018
at 15:33
  • msg #20

Macross City: Churchill Avenue

"Knight One, this is Knight Four.  I have 4 Valkyries total, and they are pretty ravaged,
but still mostly operational and with some ammunition remaining.  Armor is thin all around, and two of mine are losing operational parts.  No casualties.  We still have fight left, but one more round and I will start losing units, likely.  My pilots are still sassy."

Knight 1
Fri 3 Aug 2018
at 13:45
  • msg #21

Macross City: Churchill Avenue

The dust continues to settle making it easier to see with every second. Civilians, accompanied by some military personnel on foot can be seen headed for the shelter which is apparently located underneath Churchill and Charles De Gaulle avenues.

"Knight 4, Reindeer 18 I want your teams to stay in place, myself and Knight 3 will remain as well to your right on Charles De Gaulle Avenue."

"Everyone else head back to the Prothy, to rearm then come back here. Anyone whose bird is too busted up to continue can stay on the Prothy."

This message was last edited by the GM at 13:47, Fri 03 Aug 2018.
Meiko Levina
player, 210 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Fri 3 Aug 2018
at 15:03
  • msg #22

Macross City: Churchill Avenue

"Roger Knight 1, Knight four and Vermilion Seven has Churchill Avenue as a post."

She switches to team channel.

"Seven, we need to hold this position until we are relieved.  You good with that?"
Jack O'Neil
player, 122 posts
Lieutenant j.g./OF-1a
USN
Fri 3 Aug 2018
at 20:51
  • msg #23

Macross City: Churchill Avenue

"I can manage 4, litterly on the last leg so better be careful though"
Darkside Trooper
GM, 378 posts
Mon 6 Aug 2018
at 02:23
  • msg #24

Macross City: Churchill Avenue

The two veritech's hold their position as more civilians stream by heading for the fallout/evacuation shelter. Rumor has it that they were designed to withstand anything but a direct hit from a 100kiloton nuclear warhead or an energy weapon fired from a vessel in orbit.

A trio of USMC Expeditionary Fighting Vehicles accompanied by a LBR-08 Masamune with USMC marking's arrive and get in hasty defensive positions.

A pair of ARH-34 Snoops from the British Royal Marines circle above, acting as a warning for any alien mecha that may be approaching.

Those that flip through the radio frequencies they have access to can hear that the fighting is still fierce on other parts of the island. In every direction there are angry black plumes of smoke rising into the sky, funeral pyre's for both human and alien mecha.

A radio transmission reports that the nearby shelter has been sealed, and considering what happens next it was done just in time.

[Private to Jack O'Neil:
You get some radio chatter from the battle in space. Space Battle Group TWO has formed up with the SDF-1 but it doesn't sound like it's going very well.
]


After approximately 19 minutes the SDF-1 can be seen lowering itself from orbit and begins to hover above the island. What happens next begins with a bright light emanating from the SDF-1. All of the electronic instruments go blank. The back up analog instruments go haywire. Then everyone begins to develop double, then triple vision. Then it feels like being in two (or three?) places as once.

Once the disorientation ends the veritech pilots realize that they are weightless. Instruments confirm that they are in zero gravity. The outer cameras (the only way to see outside when in battliod mode unless you retract the cockpit blast shield) are frosted over, making it impossible to see outside. On the inside of the cockpit, the cockpit canopy has a slight layer of frost. It also begins to get real cold as the veritech wasn't previously operating in the vacuum of outer space and didn't have the heating system in on, in fact it had the cooling system on.

[Private to Meiko Levina:
Your character has operated a veritech in space, thus you know all the theories of maneuvering in space, and are prepared for the weightlessness.

You also feel like the pressure is dropping, this is then accompanied by the cockpit decompression warning alarm. The good news is that your veritech's reaction mass storage reads at 62%.
]

[Private to Jack O'Neil:
Your character has operated a veritech in space, thus you know all the theories of maneuvering in space, and are prepared for the weightlessness.

The life support system indicates there is no O2 available, meaning the only air you have is what's currently in the cockpit. The good news is that your veritech's reaction mass storage reads at 58%.
]

OOC: Please make one post as you 'adjust' to your new surroundings.
Meiko Levina
player, 215 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 6 Aug 2018
at 14:58
  • msg #25

Macross City: Churchill Avenue

"Shit... what..."

She takes stock of her instruments and starts reacting as she swears, switching to zero-G and vacuum settings as she was trained to do without thinking about the how.

"All units, This is Knight four, change to Zero-G and Vacuum operational modes... then report."

She ponders a moment.

"Test transformation to Gerwalk once you seal.  Sound off if you need help."

She then seals her suit, in case, and toggles transformation to Gerwalk mode.. hoping everything holds together.
Jack O'Neil
player, 126 posts
Lieutenant j.g./OF-1a
USN
Mon 6 Aug 2018
at 17:10
  • msg #26

Macross City: Churchill Avenue

"Is..is this space?!" Jack mutter in disbelief once he is able to look around himself. "Alright, Jack. Remember the training"

"Vermillion 7 here, changing now Knight Four. We better hurry though, limited oxygen" Jack then begins sealing and following his training to ensure that his transformation is done safety.

18:32, Today: Jack O'Neil rolled 25 using 1d30 ((25)). success
This message was last edited by the player at 16:33, Tue 07 Aug 2018.
Meiko Levina
player, 219 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Mon 6 Aug 2018
at 18:39
  • msg #27

Macross City: Churchill Avenue

"Knight 4 has a leak.. losing atmosphere.  Reindeer One eight assume command..."

Ok, she is going to try to find her leak.  She has material as long as she stays calm.  She can try spitting, or just looking for where the 'frost' of her breath is drifting.  She has a soldering kit in a pocket.. and meal bars... the wrappers would at least stop small holes until she is able to make a more permanent repair.
Darkside Trooper
GM, 389 posts
Wed 8 Aug 2018
at 04:26
  • msg #28

Macross City: Churchill Avenue

For those who transitioned to jet or guardian mode the city street is a junkyard of float debris, vehicles, human bodies, armored vehicles, destroyed alien mecha, alien bodies etc etc.

Vermillion 7 and Knight 4 can see the USMC LBR-08 Masamune destroid flailing about, and is floating up and away from the city. The mecha is from 1st UN Spacy Marine Expeditionary Regiment stationed on the UES Daedalus

The SDF-1 can be seen through the frosted canopy. The massive vessel is rabidly approaching the city/island. Lancing relative 'upwards' from the city are energy blasts probably from surviving alien mecha.

[Private to Jack O'Neil:
There is no way to figure out how much oxygen you have in your cockpit. But at least it isn't getting stale yet. You also notice that your reaction mass storage reads at 53% now. 
]

[Private to Meiko Levina:
Spitting and the frost of you breath indicates the breach is behind your ejection seat. There's no way to get to it.... Looking outside you can see something venting from Vermillion 7's left lower leg. The leg is missing all of it's armor so you can tell its a reaction mass tank.
]
Meiko Levina
player, 223 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Wed 8 Aug 2018
at 15:06
  • msg #29

Macross City: Churchill Avenue

Meiko snugs her mask and hopes her O2 holds out long enough... and that the tent behind her seat isn't also holed.

Great.

"Vermillion Seven, you are venting from you left leg, you might want to dump your port reaction tank.  One-Eight, you see that Masamune?"

"Knight 1, rendezvousing with you and heading for SDF-!.  Losing Oh-Two from behind my seat.  Add me to your.. intent, Wizzo.  Lightning out."

A bit of humor has crept into her voice.
Jack O'Neil
player, 132 posts
Lieutenant j.g./OF-1a
USN
Wed 8 Aug 2018
at 16:19
  • msg #30

Macross City: Churchill Avenue

Having now shifted into the Gerwalk mode Jack finally look around in a growing horror.

"Copy Knight 4, dumping left port reaction tank. Air is slowly going stale"

[Private to GM: OOC: Should I make a roll or something for dumping the port reaction tank at the left leg?]
Darkside Trooper
GM, 394 posts
Sat 11 Aug 2018
at 20:16
  • msg #31

Macross City: Churchill Avenue

Those capable of seeing out of their cockpits (i.e. in jet or guardian mode) can visually see the SDF-1 rapidly approaching the island. Attached to the port side of the vessel is one of the ARMD platforms. The massive vessel passes over the city and impacts a sheet of ice that used to be ocean.

Those who manage to get their radars up and running pick up a massive object (transponder says its the SDF-1) traveling overhead and then crashing where the ocean used to be but radar now indicates that it's a solid object.

The GUARD frequency is filled with calls of help and combat as remaining alien mecha attack human mecha still trying to figure out what's going on.

Vermillion 7 vents the reaction mass from his damaged leg, and then sees a pair of alien ostrich mecha firing on Knight 4
[Private to Jack O'Neil:
Reaction mass storage reads at 34%.
]

Knight Four vectors above the city to get clear of all the floating debris and rendezvous with Knight 1. The VF-1A is then immediately fired upon by a pair of alien ostrich mecha.
Headless Ostrich mecha
Sat 11 Aug 2018
at 20:18
  • msg #32

Macross City: Churchill Avenue

The two alien mecha appear to be quite at home in the vacuum of space and zero gravity. Both focus their fire on Knight 4. The leg are swept back and the alien mecha appear to be using a pair of engines on either side of the body to manuver.

Headless Ostrich 1
12:42, Today: Darkside Trooper rolled 58 using 4d20 with rolls of 20,12,11,15.  Pod 1 shoot Knight 4 w/PBCs +5 .
13:05, Today: Darkside Trooper rolled 44 using 6d10 with rolls of 7,5,8,7,9,8.
13:05, Today: Darkside Trooper rolled 31 using 6d10 with rolls of 1,10,1,5,9,5.
13:05, Today: Darkside Trooper rolled 27 using 6d10 with rolls of 4,5,9,6,1,2.
13:05, Today: Darkside Trooper rolled 39 using 6d10 with rolls of 9,8,3,8,8,3.
14:14, Today: Darkside Trooper rolled 50 using 4d20 with rolls of 4,18,11,17.  Pod 1 dodge +6.
Action 1: NAT 20, 78 MDC
Dodge, FAIL
Action 2: Unat 17, 27 MDC
Dodge, unat 24
Action 3: Unat 16, 31 MDC
Dodge, unat 17
Action 4: Unat 20, 44 MDC
Dodge, unat 23


Headless Ostrich 2
12:42, Today: Darkside Trooper rolled 34 using 4d20 with rolls of 5,12,10,7.
13:05, Today: Darkside Trooper rolled 36 using 6d10 with rolls of 6,6,7,5,7,5.
13:05, Today: Darkside Trooper rolled 26 using 6d10 with rolls of 6,6,2,2,1,9.
13:05, Today: Darkside Trooper rolled 23 using 6d10 with rolls of 8,3,3,3,1,5.
14:14, Today: Darkside Trooper rolled 47 using 4d20 with rolls of 7,7,19,14.  Pod 2 dodge +6.
Action 1:MISS
Dodge, unat 13
Action 2: Unat 17, 23 MDC
Dodge, unat 13
Action 3: Unat 15, 26 MDC
Dodge, unat 25
Action 4: Unat 12, 36 MDC
Dodge, unat 20

This message was last edited by the GM at 21:17, Sat 11 Aug 2018.
LBR-08 Masamune
Sat 11 Aug 2018
at 20:20
  • msg #33

Macross City: Churchill Avenue

The nearby LBR-08 Masamune, takes aim at one of the headless ostrich mecha and fires it's GU-12 gun pod. After firing the destroid spins backwards and slams into a building. The pilot manages to grab onto a steal beam and is able to fire thrice more in succession from a static position.

12:54, Today: Darkside Trooper rolled 9 using 1d20 with rolls of 9.  LBR-08 Masamune shoot GU-12 +4.
12:54, Today: Darkside Trooper rolled 4 using 1d20 with rolls of 4.  LBR-08 Masamune shoot GU-12 +4.
12:51, Today: Darkside Trooper rolled 7 using 1d100 with rolls of 7.  LBR-08 Masamune control roll.
12:50, Today: Darkside Trooper rolled 3 using 1d20 with rolls of 3.  LBR-08 Masamune shoot GU-12 +4.
Action 1: Fire GU-12, MISS
Action 2: Control Roll PASS
Action 3: Fire GU-12, MISS
Action 4: Fire GU-12, Unat 13, 170 MDC (well this'll kill one of the Pods)
Action 5: Fire GU-12, MISS

Jack O'Neil
player, 138 posts
Lieutenant j.g./OF-1a
USN
Sun 12 Aug 2018
at 16:55
  • msg #34

Macross City: Churchill Avenue

"They are still with us! Engaging!" Jack can feel himself becoming more hyperactive as the stress is to much, thankfully his training manage to keep his wits together. Targeting the headless ostrich mecha that LBR-08 Masamune is not firing at Jack fire in shorts burst and then throws away his first GU-11 and continue with the other.

Action 1: Fire GU-11 at Headless Ostrich mecha: 11 DMG: 60 MDC
Autododge: 26

Action 2: Fire GU-11 at Headless Ostrich mecha: 13 DMG: 40 MDC
Autododge: 19

Action 3: Fire GU-11 at Headless Ostrich mecha: 15 DMG: 30 MDC
Autododge: 22

Action 4: Fire GU-11 at Headless Ostrich mecha: 21 DMG: 110 MDC
Autododge: 22

Action 5: Fire GU-11 at Headless Ostrich mecha: 19 DMG: 30 MDC
Autododge: 29

Meiko Levina
player, 226 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Wed 15 Aug 2018
at 15:19
  • msg #35

Macross City: Churchill Avenue

"Knight 4, two bogeys engaging me."


She opens up with both of her GU-11's in Guardian... long bursts all.



Action 1:  Fire GU-11 LB at Ostrich 1, switch to Ostrich 2 if down.  14
GU11 1+2 Damage:  200 MDC
Autododge: 26

Action 2:  Fire GU-11 LB at Ostrich 1, switch to Ostrich 2 if down.  24 (NAT 20)
GU11 1+2 Damage:  440 MDC
Autododge: 13

Action 3:  Fire GU-11 LB at Ostrich 1, switch to Ostrich 2 if down. 9
GU11 1+2 Damage:  310 MDC
Autododge: 24

Action 4:  Fire GU-11 LB at Ostrich 1, switch to Ostrich 2 if down.  14
GU11 1+2 Damage:  330 MDC
Autododge: 24

Action 15:  Fire GU-11 LB at Ostrich 1, switch to Ostrich 2 if down.  18
GU11 1+2 Damage:  220 MDC
Autododge: 20

Darkside Trooper
GM, 404 posts
Sat 18 Aug 2018
at 21:34
  • msg #36

Macross City: Churchill Avenue

The LBR-08 Masamune, not equipped to maneuver in the vacuum of space doesn't strike either headless ostrich mecha.

Knight 4 opens up with both GU-11's on a headless ostrich firing on her. As the nose cone of her veritech is blown off (destroying the radar too), the stream of high explosive armor piercing rounds from both GU-11's destroys the outer shell of the alien mecha causing its giant sized pilot to tumble away in space, armor venting from numerous places.

[Private to Meiko Levina:
-78 MDC to main body (nosecone is gone, along with the radar)
-23 MDC to right lower leg
]

Vermillion 7 fires on the other headless ostrich mecha but misses.  His second burst misses as well. But not Knight 4's dual burst of fire. As the alien mecha's particle beam hit Knight 4 in the right leg, it explodes into a short lived fireball then becomes an expanding cloud of debris.

Several of the larger Russian built SuP-52 veritechs pass by, launching missiles at other alien mecha rising up above the city. For those who look towards the SDF-1, more veritechs can be seen launching from both the rear facing launch/recovery bay, and the launch bays located amidships.

A radio transmission is broadcast over all squadron frequencies:
Misa Hayes:
"All veritech's still operating in Macross City reinforcements are inbound. Disengage if possible, and retrieve any disabled mecha in your vicinity."


OOC: You guys can stay and fight if you want......but I will not guarantee your characters survival.
Meiko Levina
player, 227 posts
1st Lieutenant/OF-1a
Knight 4 - Lightning
Sun 19 Aug 2018
at 01:37
  • msg #37

Macross City: Churchill Avenue

After vaporizing the two enemy mecha between her and safety, she increases thrust to try to get her bird in a berth as fast as possible.

"Knight Four inbound SDF-1, lost my radar."

"Need a pressurized bay."

She will do so as quickly and efficiently as possible.
Jack O'Neil
player, 143 posts
Lieutenant j.g./OF-1a
USN
Sun 19 Aug 2018
at 06:43
  • msg #38

Macross City: Churchill Avenue

"Vermillion 7, returning back to SDF-1 now" Jack reply once both aliens are dead and turns to the LBR-08 Masamune. "Masamune need some help back to SDF-1?"
Darkside Trooper
GM, 418 posts
Sun 19 Aug 2018
at 07:12
  • msg #39

Macross City: Churchill Avenue

The LBR-08 Masamune responds with a thumbs up. The pilot probably doesn't have the ability to transmit, but he/she obviously received the radio transmission.
Jack O'Neil
player, 146 posts
Lieutenant j.g./OF-1a
USN
Sun 19 Aug 2018
at 08:21
  • msg #40

Macross City: Churchill Avenue

Grining sligly Jack gives a thumps up back to the Masamune and move behind it, placing the GU-11 back on it's original position so he have to arms ready. Once that he is done Jack make sure he have a good grip on the Destroid and push more power into the thrusters and heads towards the SDF-1.

"SDF-1, Vermillion 7 here. I have LBR-08 Masamune with me, same landing area?"
Darkside Trooper
GM, 449 posts
Thu 23 Aug 2018
at 05:13
  • msg #41

Macross City: Churchill Avenue

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