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Simulator: Ambrose and O'Neill.

Posted by Darkside TrooperFor group archive A
Darkside Trooper
GM, 799 posts
Thu 13 Dec 2018
at 05:24
  • msg #1

Simulator: Ambrose and O'Neill

The simulator starts up with both Ambrose and O'Neill's Jet mode veritechs already in the vacuum of space traveling at 3 kilometers per second (this is basically 73% of max thrust). The simulator pods can have various setting set to on or off, thus both pilots are essentially flying their assigned veritech. The only real difference is when looking out the 'window' of the cockpit the other veritech is painted as if in its factory paint scheme sans unit markings.

A flight controller calls out the situation:

"Oggy Three, Vermillion Seven be advised you have six bogies headed towards you. Range is 400 kilometers and closing rapidly. Your cleared to engage. Out"

OOC: Equipment sheets have been updated with missiles and gun pods. All damage incurred to you will be to the main body.

This first melee is going to be firing missiles at BVR (beyond visual range). Make a weapon systems roll until you pass (each attempt is a melee action), then use the remaining melee actions to fire your AAM-1A Arrow missiles.


[Private to Aksa Tikkanen: Yeah you get to observe, please don't post anything.]
Jack O'Neil
player, 282 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Thu 13 Dec 2018
at 19:05
  • msg #2

Simulator: Ambrose and O'Neill

"Vermillion Seven, moving to engage" Jack immediately shift his Veritech towards the targets and begins to try and get a lock on. "Oggy, you with me?"

Once target have been affirmed, which too to long for his taste, Jack immediately fire off 2 AAM missiles from his left wing towards two different targets. "Missiles away!" and stands ready to avoid the incoming fire.

Action 1: weapon system fail
Action 2: weapon system fail
Action 3: weapon system success
Action 4: Fire AAM missile unat 20 DMG: 170
Action 5: Fire AAM missile unat 21 DMG: 130

Auto dodge 1: 22
Auto dodge 2: 28
Auto dodge 3: 16
Auto dodge 4: 27
Auto dodge 5: 33
Ethan Ambrose
Player, 126 posts
2nd Lieutenant (OF-1a)
UN SPACY (ex RAN)
Fri 14 Dec 2018
at 17:23
  • msg #3

Simulator: Ambrose and O'Neill

"Flight 3 copies inbound boggies, we are engaging!" Ethan acknowledges flight control.

"Vermillion Seven, maintain heading and engage inbound boggies at range! Maintain attack formation, Let's get it on" Ethan immediately acquires targets and launches 4 Arrow missiles at 4 boggies. "Good lock, Arrows away"

Action 1: Weapon System 55
Action 2: Unat 3; Dmg: 80
Action 3: Unat 22; Dmg 110
Action 4: Unat 18; Dmg 80
Action 5: Unat 15; Dmg 130

Auto dodge 1: 15
Auto dodge 2: 18
Auto dodge 3: 32
Auto dodge 4: 34 (Nat 20)
Auto dodge 5: 17


"Control, 6 Arrows away, closing boggies"
Darkside Trooper
GM, 810 posts
Sun 16 Dec 2018
at 16:50
  • msg #4

Simulator: Ambrose and O'Neill

After attaining a good lock on, both pilot launch multiple missiles at multiple targets. Vermillion 7 launches a pair of missiles simultaneously, both of which hit. Oggy 3 launches a total of four missiles simultaneously, only two of the missile hit.


The remaining Bogies (7 and 9) attempt their own radar locks and fire now that they are in range.

Bogey 7 locks onto both veriteh and fires a pair of missiles, one at each target. While the lock is good, one missile fails to track, but Oggy 3 receives threat warning that there is an inbound missile. Bogey 7 then fires a third missile, this one IR guided and at Vermillion 7.

08:49, Today: Darkside Trooper rolled 19 using 4d20 with rolls of 3,1,10,5.  Bogey 7 dodge.08:36, Today: Darkside Trooper rolled 4 using 3d6 with rolls of 2,1,1.
08:27, Today: Darkside Trooper rolled 5 using 1d20 with rolls of 5.  Bogey 7 missile at V7 +2.
08:27, Today: Darkside Trooper rolled 11 using 2d20 with rolls of 6,5.  Bogey 7 missile at V7 & O3 +5.
08:26, Today: Darkside Trooper rolled 57 using 1d100 with rolls of 57.  Bogey 7 wpn sys (45%).
08:26, Today: Darkside Trooper rolled 43 using 1d100 with rolls of 43.  Bogey 7 wpn sys (45%).

Action 1: Wpns Lock (PASS)
Action 2:
Missile @ Oggy 3, unat  10 w/SARH, unat 07 w/IR (40 MDC if a hit)
Missile @ Vermillion 7 (MISS)
Action 3: Wpns Lock (FAIL)
Action 4: Missile @ Vermillion 7, unat 07 w/IR (40 MDC if a hit)


Bogey 9 also locks onto both veritechs. In this case both pilots receive warning tones of an inbound missile. Bogey 9 follows up with IR guided missile at Oggy 3.

08:49, Today: Darkside Trooper rolled 36 using 4d20 with rolls of 6,3,19,8.  Bogey 9 dodge.
08:44, Today: Darkside Trooper rolled 13 using 3d6 with rolls of 5,6,2.
08:43, Today: Darkside Trooper rolled 8 using 1d20 with rolls of 8.  Bogey 9 missile at V7 +2.
08:40, Today: Darkside Trooper rolled 6 using 3d6 with rolls of 2,2,2.
08:40, Today: Darkside Trooper rolled 12 using 3d6 with rolls of 4,2,6.
08:39, Today: Darkside Trooper rolled 16 using 2d20 with rolls of 7,9.  Bogey 9 missile at V7 & O3 +5.
08:38, Today: Darkside Trooper rolled 26 using 1d100 with rolls of 26.  Bogey 7 wpn sys (45%).
08:38, Today: Darkside Trooper rolled 87 using 1d100 with rolls of 87.  Bogey 7 wpn sys (45%).
08:36, Today: Darkside Trooper rolled 4 using 3d6 with rolls of 2,1,1.

Action 1: Wpns Lock (FAIL)
Action 2: Wpns Lock (PASS)
Action 3:
Missile @ Oggy 3, unat  12 w/SARH, unat 09 w/IR (120 MDC if a hit)
Missile @ Vermillion 7, unat  14 w/SARH, unat 11 w/IR (60 MDC if a hit)
Action 4: Missile @ Oggy 3, unat 10 w/IR (130 MDC if a hit)


OOC: Oggy 3 is technically the flight lead.

As an FYI for ALL of your missiles to benefit from the weapons lock they would have been launched simultaneously. I went and wrote up the combat resolution as such.

Jack, you had 1 action left. Ethan you had 3 actions left. I'm just going to consider those unused actions.

It's a new melee. If you have any questions, please ask in OOC or a PM.

Be aware  that even if you jam a radar guided missile these have a secondary IR tracking feature (just like your own AAM-1 Arrows).

Please include your die rolls, this way I will know if you have a for sure miss, a Nat 1, a Nat 20, or a crit hit. They do not have to be in order, I can see the date time stamp of the roll if I need to.

When rolling damage if it says to roll 3d6*10, roll a 3d6 and multiply by 10. Do not roll 30d6.

Jack O'Neil
player, 285 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Mon 17 Dec 2018
at 16:58
  • msg #5

Simulator: Ambrose and O'Neill

"Shit!" Jack grumble as he begins to take various evasive actions even as he continue to fire off missiles towards the remaining targets.

Action 1: Weapon System check success
Action 2: Fire a AAM-1a missile. unat 19 DMG: 120 MDC
Action 3: Fire a AAM-1a missile unat 18 DMG: 80 MDC
Action 4: Fire two Starstrike unat 15 missile DMG: 44 (22) MDC
Action 5: Fire two Starstrike unat 21 missile DMG: 30 (15) MDC
Action 6: Fire two Starstrike unat 17 missile DMG: 46 (23) MDC

Auto-dodge 1: 18
Auto-dodge 2: 30
Auto-dodge 3: 33
Auto-dodge 4: 21
Auto-dodge 5: 25
Auto-dodge 6: 25


[Private to Darkside Trooper: 16:11, Today: Jack O'Neil rolled 18 using 1d20+13 with rolls of 5.  autododge.
16:11, Today: Jack O'Neil rolled 30 using 1d20+13 with rolls of 17.  autododge.
16:11, Today: Jack O'Neil rolled 33 using 1d20+13 with rolls of 20.  autododge.
16:11, Today: Jack O'Neil rolled 21 using 1d20+13 with rolls of 8.  autododge.
16:11, Today: Jack O'Neil rolled 25 using 1d20+13 with rolls of 12.  autododge.
16:11, Today: Jack O'Neil rolled 25 using 1d20+13 with rolls of 12.  autododge.

17:26, Today: Jack O'Neil rolled 2 using 1d100 with rolls of 2.  weapon system.

17:41, Today: Jack O'Neil rolled 19 using 1d20+4 with rolls of 15.  Fire AAM.
17:41, Today: Jack O'Neil rolled 18 using 1d20+4 with rolls of 14.  Fire AAM.
17:43, Today: Jack O'Neil rolled 15 using 1d20+4 with rolls of 11.  Fire Starstrike.
17:43, Today: Jack O'Neil rolled 21 using 1d20+4 with rolls of 17.  Fire Starstrike.
17:43, Today: Jack O'Neil rolled 17 using 1d20+4 with rolls of 13.  Fire Starstrike.

17:45, Today: Jack O'Neil rolled 12 using 3d6 with rolls of 4,6,2.  AAM dmg.
17:45, Today: Jack O'Neil rolled 8 using 3d6 with rolls of 1,1,6.  AAM dmg.
17:47, Today: Jack O'Neil rolled 22 using 4d8 with rolls of 6,5,6,5.  Starstrike dmg.
17:46, Today: Jack O'Neil rolled 15 using 4d8 with rolls of 1,5,2,7.  Starstrike dmg.
17:46, Today: Jack O'Neil rolled 23 using 4d8 with rolls of 7,6,4,6.  Starstrike dmg.
]
Ethan Ambrose
Player, 128 posts
2nd Lieutenant (OF-1a)
UN SPACY (ex RAN)
Sat 22 Dec 2018
at 19:08
  • msg #6

Simulator: Ambrose and O'Neill

"Splash 4, other 2 returning fire" Ethan quickly chirps to Control.

"Let's finish these blokes off, Seven" Gritting his teeth Ethan gets ready for the dogfight.

Action 1: Weapon System 76 Fail
Action 2: Weapon System 46
Action 3: Fires 2 Arrows at remaining two boogies: unat 19, unat 22; Dmg 140, 110
Action 4: Weapon System 39; searching for more targets and accessing current targets
Action 5: Ready to attack
Action 6: Ready to attack


13:47, Today: Ethan Ambrose rolled 23 using 2d20 ((10,13)).

Auto-dodge 1: 31
Auto-dodge 2: 18
Auto-dodge 3: 26
Auto-dodge 4: 29
Auto-dodge 5: 27


13:59, Today: Ethan Ambrose rolled 61 using 5d20 ((17,4,12,15,13)).

"Control, Arrows away on remaining two bandits, any more lads for us inbound?"  Ethan reports as he accesses the current dogfight and looks for reenforcements.

OOC: Sorry, I had this all typed up but forgot to hit send.
Darkside Trooper
GM, 818 posts
Sat 5 Jan 2019
at 01:45
  • msg #7

Simulator: Ambrose and O'Neill

Jack attains a weapons lock and fires two arrows, one at each bogey. Ethan likewise does the same but it takes him a bit longer to attain a weapons lock.

The missiles fired by the veritech and the 'drones' cross paths seeking their targets...

Jack's first missile hits Bogey 7, destroying it. Jack's second missile, and one of Ethan's missile simultaneously hit and destroy Bogey 9.  Neither pilot really has a chance to witness the destruction of either Bogey 7 or Bogey 9 as they are too busy evading the missiles coming at them...

Jack manages to evade the two missiles that had locked onto him.

Ethan also manages to evade the three missiles that had locked onto him.


The flight controller's voice is heard again as the simulation ends. "Good job Oggy 3 and Vermillion 7!"

"Please stand by for a different simulation."


[Private to Aksa Tikkanen:
In the control booth the controller looks over at Major Tikkanen
"Ma'am, you wanna toss Lieutenant Archer at them? Or wait for the other two to finish up?" 
]
Aksa Tikkanen
player, 629 posts
OF-3 / MAJ 'Vixen'
CO HavLLv 11
Sat 5 Jan 2019
at 04:13
  • msg #8

Simulator: Ambrose and O'Neill

PM

[Private to Darkside Trooper: Aksa looks at her watch then rubs her chin. "Tell you what, put them into a patrol pattern, join them up with the others when they are done, then say, after twenty or so minutes when they are board, tired, and antsy, chuck an 8 ship flight at 'em from behind. Mix of those muna... eggs, and those more angular ones. Once they are close to rolling them up, then put Archer into play." She says, sipping her coffee. "You good with that Lt.?" She asks the stealth monster.]
Jack O'Neil
player, 290 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Sun 6 Jan 2019
at 17:04
  • msg #9

Simulator: Ambrose and O'Neill

With a sigh Jack leans back in his seat and stretch his arms while watching a replay of the battle.

"Nice shooting man. Too bad a real battle can't be this easy huh?" Jack calls out to Ethan.
Ethan Ambrose
Player, 130 posts
2nd Lieutenant (OF-1a)
UN SPACY (ex RAN)
Sun 6 Jan 2019
at 19:01
  • msg #10

Simulator: Ambrose and O'Neill

Leaning back in his simulator seat, Ethan relaxes with a smile.  Always enjoying a little time in the seat without the danger.

"Good shootin' yourself mate, always fun demolishing a few enemy bytes"  Ethan acknowledges Jack.

"I am sure our peace will come to an end, but I reckon we are better prepared then our last show.  I think we will have a good flight to take to the fight."
Jack O'Neil
player, 291 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Sun 6 Jan 2019
at 21:04
  • msg #11

Simulator: Ambrose and O'Neill

"I agree. All training will be usefull but one is never truly ready for war. By the way, how are you adjusting to flying in space?" Jack flex his fingers in relief. "That will the hardest part for many to change to"
Ethan Ambrose
Player, 131 posts
2nd Lieutenant (OF-1a)
UN SPACY (ex RAN)
Tue 8 Jan 2019
at 07:09
  • msg #12

Simulator: Ambrose and O'Neill

"Space flight has been a bloody pain in the ass, when we got here and then recovered those 'xtra veritechs.  But a few extra patrols, and some runs on the island have got me feelin' grand for our next walk about in space"
Jack O'Neil
player, 292 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Thu 10 Jan 2019
at 18:46
  • msg #13

Simulator: Ambrose and O'Neill

"Yeah, remember when I joined the Skulls and we were getting used to the whole thing in space. Heh, I wonder how much headache I gave the Commander those days" Jack chuckle lightly and shift in his seat. "All training is good training, might actually give us a better chance this time around"
Darkside Trooper
GM, 836 posts
Thu 24 Jan 2019
at 06:14
  • msg #14

Simulator: Ambrose and O'Neill

After being off for a short time, the two simulators turn back on for the next simulation. For this simulation it appears that neither veritech (currently in jet mode) is loaded with missiles.

The controllers voice is then heard over the ‘radio’. “Ok guys listen up this is going to be a dogfight against a pair of bogies. Good Luck!”

Directly to their front both Ambrose and O’Neil can see the glow of a pair of objects rapidly approaching. There isn’t much time to react as the ‘merge’ (when both groups of craft pass by each other) occurs.

OOC: As an FYI, Ambrose is the flight lead
Please post the following so I can figure out where you are at after ‘the merge’
  • A perception roll (to ID what your facing)
  • One strike roll (this is a head on shot at one of the two badguys)
  • One dodge roll (they will be shooting at you head on)
  • Make a ‘dog tail roll’ (Pilot VT @-15%)

Also check out the Dog fighting rules in house rules thread
link to a message in this game

Jack O'Neil
player, 303 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Thu 24 Jan 2019
at 11:21
  • msg #15

Simulator: Ambrose and O'Neill

"Copy, let's do this" Jack acknowledge and get ready for upcoming sortie.

Once the battle commence he immediately falls back into routine work, though he seems not to be in his best state. "Vermillion 7, target lock on. Moving to engage. Firing!"

Perception: 9 10:37, Today: Jack O'Neil rolled 9 using 1d20+3 ((6)).
Attack: 23 10:43, Today: Jack O'Neil rolled 23 using 1d20+4 with rolls of 19.   fire nose laser. 16:06, Today: Jack O'Neil rolled 18 using 6d4 ((1,4,4,4,3,2)). DMG: 18
Dodge: 26 10:44, Today: Jack O'Neil rolled 26 using 1d20+13 ((13)).
Pilot: 72 fail 11:12, Today: Jack O'Neil rolled 72 using 1d100 ((72)).
This message was last edited by the player at 17:15, Thu 24 Jan 2019.
Darkside Trooper
GM, 838 posts
Thu 24 Jan 2019
at 13:30
  • msg #16

Simulator: Ambrose and O'Neill

FYI: You guys don’t have missiles. Jack can you edit your post?
Ethan Ambrose
Player, 132 posts
2nd Lieutenant (OF-1a)
UN SPACY (ex RAN)
Thu 24 Jan 2019
at 20:21
  • msg #17

Simulator: Ambrose and O'Neill

"Roger control, we are ready"

"Back to the fight Jack, let's go get 'em" Letting his wingman know the fights on, Ethan gets to business.

Perception: 10

15:05, Today: Ethan Ambrose rolled 8 using 1d20 ((8))

Attack 1: GU-11 Long Burst unat 13; Dmg 260

15:09, Today: Ethan Ambrose rolled 9 using 1d20 ((9))
15:12, Today: Ethan Ambrose rolled 26 using 4d8 ((8,4,7,7))

Auto-Dodge: 26

15:16, Today: Ethan Ambrose rolled 12 using 1d20 ((12))

Pilot Veritech: 59 Fail Needed- 54 (69-15)

15:19, Today: Ethan Ambrose rolled 59 using 1d100 ((59))
Darkside Trooper
GM, 844 posts
Fri 25 Jan 2019
at 06:16
  • msg #18

Simulator: Ambrose and O'Neill

As Ambrose and O’Neil begin the merge both pilots open fire and briefly see flashes of light coming from the enemy bogies.

O’Neil attempts to light his bogey up with his VF-1J’s nose lasers but it evades. Likewise, the weapons fire from the bogey is evaded. Jack tries to maneuver and get behind the bogies tail but fails to do so. The bogey vectors off and away from Jack and begins to have a more pressing issue: The OTHER bogey lines up into Jack’s ‘kill slot’ and opens fire!

Ambrose fires his GU-11 and watches as the round fail to connect. His bogies burst of GU-11 fire is well off the mark. Ambrose then completely loses sight of his bogey as it maneuvers away from him but then sees it latching onto O’Neil’s tail. Ambrose finds himself in a position to either try to get on the bogey tailing O’Neil, or to try and tail the other bogey.

[Private to Ethan Ambrose: Perception roll: The aggressors are another pair of VF-1’s!]

OOC:
Jack make an Evasive action or Reversal roll.
If going evasive make dodge rolls (just in case you fail)
If doing a reversal (i.e. flip around to face the enemy) make both strike rolls and auto dodge rolls.

Ambrose, make a dog tail roll to try and get on the bogey tailing Jack, or try to dog tail the other bogey.

Jack O'Neil
player, 306 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Fri 25 Jan 2019
at 18:10
  • msg #19

Simulator: Ambrose and O'Neill

"Focus on the other enemy! I got this and if worse we can still turn this around if you finish your fast!" Jack keep his calm even as he immediately begins pushing the throttles and tries to shake the enemy off his back.

Evasive Action: 68 success
Dodge 1: 22
Dodge 2: 33
Dodge 3: 19
Dodge 4: 27
Dodge 5: 16


[Private to Darkside Trooper: 18:54, Today: Jack O'Neil rolled 68 using 1d100 ((68)). success
18:59, Today: Jack O'Neil rolled 22 using 1d20+14 with rolls of 8.  Dodge.
18:59, Today: Jack O'Neil rolled 33 using 1d20+14 with rolls of 19.  Dodge.
18:59, Today: Jack O'Neil rolled 19 using 1d20+14 with rolls of 5.  Dodge.
18:59, Today: Jack O'Neil rolled 27 using 1d20+14 with rolls of 13.  Dodge.
18:59, Today: Jack O'Neil rolled 16 using 1d20+14 with rolls of 2.  Dodge.
]
Darkside Trooper
GM, 849 posts
Sat 2 Feb 2019
at 03:51
  • msg #20

Simulator: Ambrose and O'Neill

Going evasive, Jack evades the weapons fire coming from his 6 O’clock and then manages to break contact and re-orientate himself to face his opponent. The two veritechs are now facing towards each other and able to fire on one another.

Ambrose (being NPC'd) manages to get on the tail of the other opposing VF-1....

OOC: Ambrose has not posted and is being NPC’d. Jack please make 5 actions, 5 auto dodge rolls, but keep in mind that your opponent is in position to fire on you as well.
Jack O'Neil
player, 309 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Sat 2 Feb 2019
at 17:38
  • msg #21

Simulator: Ambrose and O'Neill

Feeling please that he is no longer being hunted Jack opens fire with his nose laser and while he knows that several of them will miss he can feel the grin on his face.

Action 1: Fire nose laser unnat 7 DMG: 4 MDC (single burst)
Action 2: Fire nose laser unnat 22 DMG: 17 MDC (double burst)
Action 3: Fire nose laser unnat 24 DMG: 7 MDC (single burst)
Action 4: Fire nose laser unnat 21 DMG: 3 MDC (single burst)
Action 5: Fire nose laser unnat 5 DMG: 7 MDC (single burst)

Dodge 1: 18
Dodge 2: 23
Dodge 3: 26
Dodge 4: 29
Dodge 5: 23


[Private to Darkside Trooper: 18:29, Today: Jack O'Neil rolled 7 using 1d20+4 with rolls of 3.  fire nose laser.
18:29, Today: Jack O'Neil rolled 22 using 1d20+4 with rolls of 18.  fire nose laser.
18:29, Today: Jack O'Neil rolled 24 using 1d20+4 with rolls of 20.  fire nose laser.
18:29, Today: Jack O'Neil rolled 21 using 1d20+4 with rolls of 17.  fire nose laser.
18:29, Today: Jack O'Neil rolled 5 using 1d20+4 with rolls of 1.  fire nose laser.

18:32, Today: Jack O'Neil rolled 17 using 6d4 with rolls of 4,2,2,2,4,3.  dmg nose.
18:32, Today: Jack O'Neil rolled 4 using 2d4 with rolls of 3,1.  dmg nose.
18:32, Today: Jack O'Neil rolled 7 using 2d4 with rolls of 4,3.  dmg nose.
18:32, Today: Jack O'Neil rolled 3 using 2d4 with rolls of 1,2.  dmg nose.
18:32, Today: Jack O'Neil rolled 7 using 2d4 with rolls of 4,3.  dmg nose.

18:27, Today: Jack O'Neil rolled 18 using 1d20+13 with rolls of 5.  autododge.
18:27, Today: Jack O'Neil rolled 23 using 1d20+13 with rolls of 10.  autododge.
18:27, Today: Jack O'Neil rolled 26 using 1d20+13 with rolls of 13.  autododge.
18:27, Today: Jack O'Neil rolled 29 using 1d20+13 with rolls of 16.  autododge.
18:27, Today: Jack O'Neil rolled 23 using 1d20+13 with rolls of 10.  autododge.
]
Darkside Trooper
GM, 851 posts
Sat 2 Feb 2019
at 23:36
  • msg #22

Simulator: Ambrose and O'Neill

Jack sees his opponent in guardian mode headed straight for him and firing the mecha’s GU-11. Jack’s first burst of laser fire is off the mark while the next hits, but doesn’t do much in the way of damage. The opposing veritech’s GU-11 fire is evaded by Jack.

Jack watches the other veritech transition to battled mode and then it almost looks like the pilot was trying to ram him!

Jack turns around to find his opponent has done the same.


EDIT/ADDED:
Ambrose fights to stay in the 6 O'clock of his opponent, but watches in vain as the other veritech breaks away and spins around to face him.

OOC: Pretty much the same as before (strike roll for each action, and auto dodges). I forgot to tell you to roll a dogtail at the end of the melee, so instead of rolling for you I just had you turn around and able to face the other guy. That said please add a dodgtail at the end of the melee so as to ‘set up’ the next melee.
This message was last edited by the GM at 21:50, Sun 03 Feb 2019.
Jack O'Neil
player, 311 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Tue 5 Feb 2019
at 15:20
  • msg #23

Simulator: Ambrose and O'Neill

Gritting his teeth Jack push his throttle and open fire with his GU-11 while beginning to get into position to chase the opponent down.

Dogtail pilot skill. success 58%

Action 1: Fire GU-11 unnat 23 DMG: 80 MDC (short)
Action 2: Fire GU-11 unnat 14 DMG: 50 MDC(short)
Action 3: Fire GU-11 unnat 23 DMG: 110 MDC (long)
Action 4: Fire GU-11 unnat 19 DMG: 40 MDC (short)
Action 5: Fire GU-11 unnat 24 DMG:150 MDC (long)

Auto dodge 1: 18
Auto dodge 2: 33 nat. 20
Auto dodge 3: 16
Auto dodge 4: 23
Auto dodge 5: 16

[Private to Darkside Trooper: 15:57, Today: Jack O'Neil rolled 58 using 1d100 ((58)).

16:08, Today: Jack O'Neil rolled 23 using 1d20+5 with rolls of 18.  Fire GU-11.
16:08, Today: Jack O'Neil rolled 14 using 1d20+5 with rolls of 9.  Fire GU-11.
16:08, Today: Jack O'Neil rolled 23 using 1d20+5 with rolls of 18.  Fire GU-11.
16:08, Today: Jack O'Neil rolled 19 using 1d20+5 with rolls of 14.  Fire GU-11.
16:08, Today: Jack O'Neil rolled 24 using 1d20+5 with rolls of 19.  Fire GU-11.

16:11, Today: Jack O'Neil rolled 5 using 2d8 with rolls of 1,4.  gu-11 dmg.
16:11, Today: Jack O'Neil rolled 8 using 2d8 with rolls of 4,4.  gu-11 dmg.
16:12, Today: Jack O'Neil rolled 11 using 4d8 ((6,1,2,2)).
16:13, Today: Jack O'Neil rolled 4 using 2d8 with rolls of 1,3.  gu-11 dmg.
16:14, Today: Jack O'Neil rolled 15 using 4d8 with rolls of 2,5,2,6.  gu-11 dmg.

15:59, Today: Jack O'Neil rolled 18 using 1d20+13 with rolls of 5.  autododge.
15:59, Today: Jack O'Neil rolled 33 using 1d20+13 with rolls of 20.  autododge.
15:59, Today: Jack O'Neil rolled 16 using 1d20+13 with rolls of 3.  autododge.
15:59, Today: Jack O'Neil rolled 23 using 1d20+13 with rolls of 10.  autododge.
15:59, Today: Jack O'Neil rolled 16 using 1d20+13 with rolls of 3.  autododge.
]
Darkside Trooper
GM, 854 posts
Wed 6 Feb 2019
at 02:25
  • msg #24

Simulator: Ambrose and O'Neill

Jack opens up with his GU-11, as does his opponent. None of Jack’s cannon fire hits, but neither does his opponents. The two veritech’s dance, trying to get on the other’s 6 O’clock. Jack in jet mode and his opponent in battliod mode.

Neither pilot is able to gain the upper hand and remain facing one another…..

OOC: Jeez this is like a dogfight against a boss (or real person) in an Ace Combat game!
Jack O'Neil
UN SPACY, 313 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Wed 6 Feb 2019
at 17:16
  • msg #25

Simulator: Ambrose and O'Neill

Muttering to himself Jack continue to try and press whatever advantage he can get, knowing that if he stays still long he is a goner.

Pilot skill check: Dogfight 60 success

Action 1: Fire GU-11 nat 20 DMG: 480 (240) MDC(long)
Action 2: Fire GU-11 unnat 13 DMG: 100 MDC (short)
Action 3: Fire GU-11 unnat 7 DMG: 30 MDC (short)
Action 4: Fire GU-11 unnat 11 DMG: 90 MDC (short)
Action 5: Fire GU-11 unnat 10 DMG: 90 MDC (short)

Auto Dodge 1: unat 26
Auto Dodge 2: unat 18
Auto Dodge 3: unat 14
Auto Dodge 4: unat 16
Auto Dodge 5: unat 25

OOC: That is what making this so fun XD

[Private to Darkside Trooper: 15:55, Today: Jack O'Neil rolled 60 using 1d100 ((60)).

15:57, Today: Jack O'Neil rolled 25 using 1d20+5 with rolls of 20.  Fire GU-11.
15:57, Today: Jack O'Neil rolled 13 using 1d20+5 with rolls of 8.  Fire GU-11.
15:57, Today: Jack O'Neil rolled 7 using 1d20+5 with rolls of 2.  Fire GU-11.
15:57, Today: Jack O'Neil rolled 11 using 1d20+5 with rolls of 6.  Fire GU-11.
15:57, Today: Jack O'Neil rolled 10 using 1d20+5 with rolls of 5.  Fire GU-11.


16:08, Today: Jack O'Neil rolled 24 using 4d8 with rolls of 6,3,8,7.  gu-11 dmg.
16:10, Today: Jack O'Neil rolled 10 using 2d8 with rolls of 6,4.  gu-11 dmg.
16:10, Today: Jack O'Neil rolled 3 using 2d8 with rolls of 2,1.  gu-11 dmg.
16:10, Today: Jack O'Neil rolled 9 using 2d8 with rolls of 3,6.  gu-11 dmg.
16:10, Today: Jack O'Neil rolled 9 using 2d8 with rolls of 3,6.  gu-11 dmg.

15:59, Today: Jack O'Neil rolled 26 using 1d20+13 with rolls of 13.  autododge.
15:59, Today: Jack O'Neil rolled 18 using 1d20+13 with rolls of 5.  autododge.
15:59, Today: Jack O'Neil rolled 14 using 1d20+13 with rolls of 1.  autododge.
15:59, Today: Jack O'Neil rolled 16 using 1d20+13 with rolls of 3.  autododge.
15:59, Today: Jack O'Neil rolled 25 using 1d20+13 with rolls of 12.  autododge.
]
This message was last edited by the player at 19:26, Wed 06 Feb 2019.
Darkside Trooper
GM, 860 posts
Thu 7 Feb 2019
at 04:24
  • msg #26

Simulator: Ambrose and O'Neill

Jack opens up with his GU-11 just as the other veritech discharges smoke. The simulated GU-11 shells turn the simulated veritech into a simulated rapidly expanding cloud of debris.

Ambrose is still tangling with the other veritech......
Jack O'Neil
UN SPACY, 316 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Thu 7 Feb 2019
at 16:48
  • msg #27

Simulator: Ambrose and O'Neill

Grinning pleased with the destruction of the enemy VF Jack turn his attention to the last opponent and heads over to that fight.

"Hang on, almost there man" Jack says once he is drawing closer and begins to open fire.

Pilot skill: Dogtail 88% fail

Action 1: Fire GU-11 21 DMG: 180 MDC (long)
Action 2: Fire GU-11 25 (nat 20) DMG: 540 MDC (270)(long)
Action 3: Fire GU-11 7 DMG: 70 MDC(short)
Action 4: Fire GU-11 19 DMG: 90 MDC (short)
Action 5: Fire GU-11 17 DMG: 100 MDC (short)

Auto dodge 1: 28
Auto dodge 2: 24
Auto dodge 3: 20
Auto dodge 4: 33 (nat 20)
Auto dodge 5: 29

[Private to Darkside Trooper: 17:33, Today: Jack O'Neil rolled 88 using 1d100 ((88)).

17:35, Today: Jack O'Neil rolled 21 using 1d20+5 with rolls of 16.  Fire GU-11.
17:35, Today: Jack O'Neil rolled 25 using 1d20+5 with rolls of 20.  Fire GU-11.
17:35, Today: Jack O'Neil rolled 7 using 1d20+5 with rolls of 2.  Fire GU-11.
17:35, Today: Jack O'Neil rolled 19 using 1d20+5 with rolls of 14.  Fire GU-11.
17:35, Today: Jack O'Neil rolled 17 using 1d20+5 with rolls of 12.  Fire GU-11.

17:45, Today: Jack O'Neil rolled 18 using 4d8 with rolls of 2,5,5,6.  gu-11 dmg.
17:45, Today: Jack O'Neil rolled 27 using 4d8 with rolls of 8,8,6,5.  gu-11 dmg.
17:47, Today: Jack O'Neil rolled 7 using 2d8 with rolls of 6,1.  gu-11 dmg.
17:47, Today: Jack O'Neil rolled 9 using 2d8 with rolls of 8,1.  gu-11 dmg.
17:47, Today: Jack O'Neil rolled 10 using 2d8 with rolls of 7,3.  gu-11 dmg.

17:33, Today: Jack O'Neil rolled 28 using 1d20+13 with rolls of 15.  autododge.
17:33, Today: Jack O'Neil rolled 24 using 1d20+13 with rolls of 11.  autododge.
17:33, Today: Jack O'Neil rolled 20 using 1d20+13 with rolls of 7.  autododge.
17:33, Today: Jack O'Neil rolled 33 using 1d20+13 with rolls of 20.  autododge.
17:33, Today: Jack O'Neil rolled 29 using 1d20+13 with rolls of 16.  autododge.
]
Darkside Trooper
GM, 866 posts
Fri 8 Feb 2019
at 04:50
  • msg #28

Simulator: Ambrose and O'Neill

OOC: Still waiting on Ambrose to post.
Darkside Trooper
GM, 877 posts
Mon 11 Feb 2019
at 01:11
  • msg #29

Simulator: Ambrose and O'Neill

O’Neil tries to get behind the gunship grey veritech that is firing on Ambrose, but is unable to do so and the bursts from his GU-11 fail to hit anything.

Ambrose fails to evade the incoming fire from the gunship grey veritech and ends up breaking apart after being hammered by five bursts of GU-11 fire.

OOC: O’Neil if you had passed your dog tail you would have taken out the gunship grey veritech. Please make a dog tail roll.

Ambrose has had a week to post. In the interest of keeping the game going I had the other player take him out.

Jack O'Neil
UN SPACY, 321 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Mon 11 Feb 2019
at 17:23
  • msg #30

Simulator: Ambrose and O'Neill

"Shit. Oggy Three is down" Jack grumble even as he continue to press his veritech to the limit to get behind to gunship and take it down quickly.

Pilot skills: Dogtail 31 success

Action 1: Fire GU-11 12 DMG: 90 MDC (short)
Action 2: Fire GU-11 21 DMG: 90 MDC(long)
Action 3: Fire GU-11 8 DMG: 140 MDC (short)
Action 4: Fire GU-11 13 DMG: 60 MDC(short)
Action 5: Fire GU-11 17 DMG: 30 MDC (short)


Auto dodge 1: 30
Auto dodge 1: 24
Auto dodge 1: 15
Auto dodge 1: 18
Auto dodge 1: 25

[Private to Darkside Trooper: 18:00, Today: Jack O'Neil rolled 31 using 1d100 ((31)).

18:03, Today: Jack O'Neil rolled 12 using 1d20+5 with rolls of 7.  Fire GU-11.
18:03, Today: Jack O'Neil rolled 21 using 1d20+5 with rolls of 16.  Fire GU-11.
18:03, Today: Jack O'Neil rolled 8 using 1d20+5 with rolls of 3.  Fire GU-11.
18:03, Today: Jack O'Neil rolled 13 using 1d20+5 with rolls of 8.  Fire GU-11.
18:03, Today: Jack O'Neil rolled 17 using 1d20+5 with rolls of 12.  Fire GU-11.

18:05, Today: Jack O'Neil rolled 9 using 2d8 with rolls of 1,8.  gu-11 dmg.
18:05, Today: Jack O'Neil rolled 9 using 2d8 with rolls of 1,8.  gu-11 dmg.
18:05, Today: Jack O'Neil rolled 14 using 2d8 with rolls of 8,6.  gu-11 dmg.
18:05, Today: Jack O'Neil rolled 6 using 2d8 with rolls of 4,2.  gu-11 dmg.
18:05, Today: Jack O'Neil rolled 3 using 2d8 with rolls of 1,2.  gu-11 dmg.

18:02, Today: Jack O'Neil rolled 30 using 1d20+13 with rolls of 17.  autododge.
18:02, Today: Jack O'Neil rolled 24 using 1d20+13 with rolls of 11.  autododge.
18:02, Today: Jack O'Neil rolled 15 using 1d20+13 with rolls of 2.  autododge.
18:01, Today: Jack O'Neil rolled 18 using 1d20+13 with rolls of 5.  autododge.
18:01, Today: Jack O'Neil rolled 25 using 1d20+13 with rolls of 12.  autododge.
]
Darkside Trooper
GM, 879 posts
Mon 11 Feb 2019
at 18:08
  • msg #31

Simulator: Ambrose and O'Neill

O’Neill is unable to hit his opponent, but his opponent has the same problem.

The two veritechs continue thier deadly ‘dance’.
Jack O'Neil
UN SPACY, 322 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Mon 11 Feb 2019
at 18:56
  • msg #32

Simulator: Ambrose and O'Neill

"Oh come on!" Jack swore to himself as the dance begins anew and yet he can't shake the growing grin on his face, but when he notice when the ammo of the GU is empty the grin falter.

Pilot skill: Dogtail 93 fail

Action 1: Fire Jet laser 12 DMG: 4 MDC (short)
Action 2: Fire Jet laser 22 DMG: 4 MDC (short)
Action 3: Fire Jet laser 23 DMG: 5 MDC (short)
Action 4: Fire Jet laser 15 DMG: 2 MDC (short)
Action 5: Fire Jet laser 18 DMG: 8 MDC (short)

Auto dodge 1: 30
Auto dodge 2: 29
Auto dodge 3: 27
Auto dodge 4: 22
Auto dodge 5: 17

[Private to Darkside Trooper: 19:42, Today: Jack O'Neil rolled 93 using 1d100 ((93)).

19:44, Today: Jack O'Neil rolled 12 using 1d20+5 with rolls of 7.  Fire GU-11.
19:44, Today: Jack O'Neil rolled 22 using 1d20+5 with rolls of 17.  Fire GU-11.
19:44, Today: Jack O'Neil rolled 23 using 1d20+5 with rolls of 18.  Fire GU-11.
19:44, Today: Jack O'Neil rolled 15 using 1d20+5 with rolls of 10.  Fire GU-11.
19:44, Today: Jack O'Neil rolled 18 using 1d20+5 with rolls of 13.  Fire GU-11.

15:42, Today: Jack O'Neil rolled 4 using 2d4 with rolls of 3,1.  jet laser dmg.
15:42, Today: Jack O'Neil rolled 4 using 2d4 with rolls of 2,2.  jet laser dmg.
15:42, Today: Jack O'Neil rolled 5 using 2d4 with rolls of 4,1.  jet laser dmg.
15:42, Today: Jack O'Neil rolled 2 using 2d4 with rolls of 1,1.  jet laser dmg.
15:42, Today: Jack O'Neil rolled 8 using 2d4 with rolls of 4,4.  jet laser dmg.

19:54, Today: Jack O'Neil rolled 10 using 2d8 with rolls of 5,5.  gu-11 dmg.
19:54, Today: Jack O'Neil rolled 15 using 2d8 with rolls of 7,8.  gu-11 dmg.
19:54, Today: Jack O'Neil rolled 8 using 2d8 with rolls of 2,6.  gu-11 dmg.
19:54, Today: Jack O'Neil rolled 14 using 2d8 with rolls of 7,7.  gu-11 dmg.
19:54, Today: Jack O'Neil rolled 6 using 2d8 with rolls of 1,5.  gu-11 dmg.


19:43, Today: Jack O'Neil rolled 30 using 1d20+13 with rolls of 17.  autododge.
19:43, Today: Jack O'Neil rolled 29 using 1d20+13 with rolls of 16.  autododge.
19:43, Today: Jack O'Neil rolled 27 using 1d20+13 with rolls of 14.  autododge.
19:43, Today: Jack O'Neil rolled 22 using 1d20+13 with rolls of 9.  autododge.
19:43, Today: Jack O'Neil rolled 17 using 1d20+13 with rolls of 4.  autododge.
]
This message was last edited by the player at 14:44, Tue 12 Feb 2019.
Darkside Trooper
GM, 883 posts
Tue 12 Feb 2019
at 15:03
  • msg #33

Simulator: Ambrose and O'Neill

Unable to get on each other’s six the two veritech continue to face off. Both seems to be either out of GU-11 ammo or seriously low. Without any more ammo in his GU-11, O’Neill is now only firing his nose lasers. His opponent must be low on GU-11 ammo as he alternates between his nose cannon and the GU-11.

O’Neill scores a hit on the USAF VF-1A with his nose lasers, which cause little or no real damage. O’Neill scores a second hit with his lasers, but doesn’t actually see the second hit on the other veritech. The simulators screen seems to explode inward before turning off.

OOC: I regret to inform you that Jack Archer hosed your pilot compartment on action #5 (his strike roll was 22, and your dodge was a 17) with a burst of GU-11 fire that did 170 MDC. Cockpit canopy has 35 MDC and the pilot compartment has 140 MDC. Even though the pilot compartment only has 5 MDC left you'd still be dead from all the glass shards, and fragments that flew about.

Post here:
link to a message in this game
Jack O'Neil
UN SPACY, 323 posts
2nd Lieutenant/OF-1a
UN SPACY Fleet (ex USN)
Tue 12 Feb 2019
at 15:14
  • msg #34

Simulator: Ambrose and O'Neill

"Fan i helvete" Jack grumble loudly as the screen goes white and the simulator opens, wearing a displease grimace he removes himself from the seat and begins a few stretching exercises while removing the sweat on his forehead.
This message was last edited by the player at 15:17, Tue 12 Feb 2019.
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