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05:05, 24th April 2024 (GMT+0)

Simulator: Ambrose and O'Neill.

Posted by Darkside TrooperFor group archive A
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.

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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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