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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."
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