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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.
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