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.