The Battle of Pluto
Despite being outnumbered nearly 2.5 to one, the alien Tri-Thrusters and the Command Pod w/space boosters speed up their attack profile and begin to ‘merge’ with 272 Veritechs, 64 space fighters, and 39 UCAV’s that comprise of the UES Macross’ air group.
Seven Tri-thrusters collide with the human aerospace craft and mecha. At the velocities involved it is more then enough to outright destroy both alien and human aerospace craft. Pieces of veritechs, Tri-Thrusters, and the bodies of tri-thruster pilots scatter in all directions. None of the collisions looked to be deliberate.
With more human craft then alien, many of the alien craft are targeted by more then one human craft, in some cases
Archer misses with his GU-11 burst and is subsequently hit by the triple burst of the Tri-Thrusters nose mounted cannon. The VF-1 sustains some minor damage to the fuselage and moderate damage to the right intake/upper leg.
Archer then manages to get into the Tri-Thrusters ‘kill slot'...
-20 MDC to main body
-40 MDC to right upper leg
Next melee Archer can attack on action #1 without getting fired upon (no dodge needed on action#1).
Archer and the Tri-Thurster are face to face and can fire on one another after action #1.
16:38, Today: Darkside Trooper rolled 13 using 1d20 with rolls of 13. tri-thruster shoot archer +5.
16:39, Today: Darkside Trooper rolled 6 using 3d4 with rolls of 1,1,4. dng to Archer.
16:40, Today: Darkside Trooper rolled 140 using 3d100 with rolls of 51,61,28. hit locations.
16:48, Today: Darkside Trooper rolled 146 using 3d100 with rolls of 82,22,42. Archer tri thruster skill roll 70, 50, 73.
FAIL
PASS
PASS
Jack’s burst with his GU-11 misses, and he manages to jink his VF-1J at the last second to avoid the burst of energy weapons fire from the Tri-Thruster's nose cannon.
Aksa & Phiri find that the ‘nearest enemy’ to them is the same Tri-Thruster that lined up on O’Neil. While Aksa’s GU-11 cannon fire misses, Phiri manages to hit the crafts fuselage with the FRS.1DS’s head lasers.
O’Neil’s VF-1J, Aksa’s FRS.1DS, and alien Tri-Thruster spin around to face each other. The Tri-Thruster finds itself facing two opponents....
17:06, Today: Darkside Trooper rolled 9 using 1d20 with rolls of 9. tri-thruster shoot O'Neil +5. Dodged
17:08, Today: Darkside Trooper rolled 36 using 1d100 with rolls of 36. O'Neil tri thruster skill rolls 70, 50, 73. Dog tail PASS
17:08, Today: Darkside Trooper rolled 135 using 2d100 with rolls of 43,92.
Reversal PASS Evasive FAIL
Of the three AAM-1 Arrows launched by Pak only one hits. Jennsen also launches all three of his AAM-1 Arrow missiles as well. Of those fired by Jennsen only one hits, hitting the same Tri-Thruster as his wing man (Pak) did.
This particular Tri-Thruster takes serious damage from the two missile hits but appears to remains still in the fight as it goes after Oggy 12. Oggy 12 then ends up with the Tri-Thruster on her tail, as Pak fails to get on the Tri-Thruster’s tail...and doesn’t have an immediate angle of attack.
[Private to Gun Ho Pak: If you want to get on the tail of the Tri-Thruster on Oggy 12’s tail you will need to make a dog tail roll (each attempt costs an action) until you pass. After you pass you can make strike rolls against the enemy.]
Jennsen, having going defensive as the merge began, quickly realizes that he doesn’t have an enemy mecha on his tail, and finds himself in a position to assist another member of the squadron who does have an enemy craft on their tail.
Oggy12’s wingman, Espada 10 also ends up with a Tri-Thruster on his tail and is unable to assist Oggy 12.
[Private to Douglas Jennsen: If you want to get on the tail of the Tri-Thruster on either Oggy 12’s or Espada 10’s tail you will need to make a dog tail roll (each attempt costs an action) until you pass. After you pass you can make strike rolls against the enemy.]
OOC: Pak and Jennsen can post ASAP (your not getting shot at). I will be getting subsequent posts up for the Tri-Thrusters engaging everyone else.
If you still have AAM-1 Arrows, Don't forget that they have infra red guidance (just don't miss you might hit a friendly), and can be used in the optional high speed attack profile for an additional bonus to strike.