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Robotech: Army of the Southern Cross - IC Thread

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With a flick of a switch, Steven drops his Spartas down into Tank mode and raises up his main gun to aim at Male Powered Armor 1. "Silver bullet downrange! On the way!"

OOC aaaaand I crapped out with a fumble. Shit. Do I lose the shell, or is it stuck in the barrel?
Combat Bonuses
On Foot / In the Tank

Number of Attacks: 4 / 5
Strike: +7 / +10 with cannons and long-range weapons, +12 with EU-11, +10 in HtH
Parry: +11 / +15, +1 with Shields
Dodge: +9 / +12
Roll: +3 / +6
Initiative: +1 / +3
Pull Punch: 0 / +4
Horror Factor: +3
Maintain Balance: +2
Perception: +6
Critical Strike From Behind

Tank Armor
Main Body: 475
Left Shield: 500
Right Shield: 500

Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10+20 M.D.
9 shells /

High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 M.D.
9 shells

Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 to a 50 foot (15.2m) radius
9 shells

Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
9 shells

High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D+10. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
9 shells

Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
3 shells

Rate of Fire: Three times per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.
 
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Steven lines up his first war shot of the day and pulls the trigger, but in his haste to get the first round off, he forgot to undo the safety and nothing happens! So no, you do not lose the APFSDS round, but you still lose the action you tried to use.

The two Male Powered Armor units see Bishop leaping forward and doing . . . something that doesn't seem to do much, but you are a valid target, and they both open fire at you with their shoulder mounted particle beam cannons. They will hit unless you dodge, and since you are in Tank mode, you cannot Parry.

Battle Pods 1-3 move forward and target Miya with their guns, and they, too, will hit unless you can defend yourself.

Purr Purr and Sherwood Sherwood have a defense to declare.

Current Initiative numbers:
26 - Bishop [1]
22 - MPA 1 and 2 [1]
18 - Battle Pods 1-3 [1]
16 - Barnes
15 - Miya
10 - Battle Pods 4-6
9 - Comanche-2
 
Cursing his stupidity for forgetting to take the bloody safety off, Steven kicks in the boosters to try and dodge out of the way.

Total of a 30 on the roll.
 
The leap-dodge is successful, but at the cost of burning up another one of your attack actions for the round.

Purr Purr , what defense, if any do you use for your attacks?

Current Initiative numbers:
26 - Bishop [2]
22 - MPA 1 and 2 [1]
18 - Battle Pods 1-3 [1]
16 - Barnes
15 - Miya
10 - Battle Pods 4-6
9 - Comanche-2
 
Hours of relentless practice lets Miya get her shields up in front of her body to save her mecha's precious main body from damage. Instead, your arm shields take the three hits for a total of 130 MDC. You can split the damage up between the two shields or take the damage on just one.

Purr Purr how do you want to have your hit recorded?

GunMan2 GunMan2 is up with Barnes

Current Initiative numbers:
26 - Bishop [2]
22 - MPA 1 and 2 [1]
18 - Battle Pods 1-3 [1]
16 - Barnes <====
15 - Miya
10 - Battle Pods 4-6
9 - Comanche-2
 
Barnes will take aim wit the heaviest Cannon he has which is MCR-68A1 105mm Cannon and aims it at the Battle pod 1 and fires.
 
You have a total of +10 to hit with the main gun, so go ahead and roll. Also, what kind of round do you use?

Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10+20 M.D.
9 shells /

High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 M.D.
9 shells

Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 to a 50 foot (15.2m) radius
9 shells

Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
9 shells

High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D+10. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
9 shells

Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
3 shells

Rate of Fire: Three times per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.
 
GunMan2 GunMan2 What I usually do when rolling to-hit is to also include the damage roll just in case I do hit. If the roll is a miss, Psychie disregards the damage. Awesome roll, btw!
 
With a well-aimed shot, Barnes fires off a sabot round that hits the Battle Pod dead square center mass, which must have hit a sensitive spot because the round punches all the way through the relatively thin armor, killing the operator instantly in a ball of fire.

Purr Purr is up. Also, how do you wish to have the 130 MDC damage split between your shields?

Current Initiative numbers:
26 - Bishop [2]
22 - MPA 1 and 2 [1]
18 - Battle Pods 2-3 [1]
16 - Barnes [1]
15 - Miya <====
10 - Battle Pods 4-6
9 - Comanche-2
 
"Oof!" Kitty grunts as the impact from the Male Power Armor's particle beam strike is successfully absorbed.

She smiles as she handles Maru's controls and watches the Battle Pod Chris causes to brightly explode. "Beautiful shot, Chris! What a show for the replay cameras!" She refers to the Spartas's gun cameras often reviewed during debriefings.

Kitty aims her EU-11 rifle at the Battle Pod closest to the convoy and fires a full energy burst at it. Hmm, Miyazaki thinks. The others are already in Tank mode causing as much damage as they can. I think I'll protect and see if the enemies run out of steam then switch to Tank Mode and wreak havoc. The lives of the humans in those vehicles must come foremost.
 
Battle Pod 4 is the one closest to the convoy, so that is Miya's target of choice. It tries to dodge out of the way, but Miya is able to track on it with her gun pod and score a solid hit.

Pods 4-6 target the Commanchero helicopter with their particle cannons, but of the three, only one manages to connect with it, but its armor is holding on. In response, the chopper swoops over and fires a salvo of five short range missiles at MPA 1, and the resulting explosion rips the Zentraedi unit in two, taking another opponent out of the fight.

Sherwood Sherwood is up once more with Bishop

Current Initiative numbers:
26 - Bishop [2] <====
22 - MPA 2 [1]
18 - Battle Pods 2-3 [1]
16 - Barnes [1]
15 - Miya 0/0/130 [1]
10 - Battle Pods 4 [2] moderate damage
10 - Battle Pods 5-6 [1]
9 - Comanche-2 [2] moderate damage
 
Still in his Tank mode, Steven aims his main gun up at the second remaining Male Powered Armor and calls out, "Sabot round, downrange. Let's see if this works this time." He then squeezes off the round.

18 total to hit, 80 MDC if it hits
Combat Bonuses
On Foot / In the Tank

Number of Attacks: 4 / 5
Strike: +7 / +10 with cannons and long-range weapons, +12 with EU-11, +10 in HtH
Parry: +11 / +15, +1 with Shields
Dodge: +9 / +12
Roll: +3 / +6
Initiative: +1 / +3
Pull Punch: 0 / +4
Horror Factor: +3
Maintain Balance: +2
Perception: +6
Critical Strike From Behind

Tank Armor
Main Body: 475
Left Shield: 500
Right Shield: 500

Armor-Piercing Fin-Stabilized Discarding Sabot (APFSDS). A round that uses a dart made of depleted uranium or tungsten to pierce enemy armor.
Range: 4 miles (6.4km)
Mega-Damage: 3d6x10+20 M.D.
9 shells / 8

High Explosive Anti-Tank (HEAT). A shell with a shaped charge warhead.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 M.D.
9 shells

Multi-Purpose Anti-Tank (MPAT). A HEAT round with an added proximity fuse to allow it to engage slow, low flying aircraft such as helicopters and for air bursts over targets.
Range: 2.2 miles (3.52km)
Mega-Damage: 2d6x10+10 to a 50 foot (15.2m) radius
9 shells

Canister. A shell filled with tungsten shot that acts like a giant shotgun shell for use against building, dug-in infantry, and thin-skinned vehicles.
Range: 2,500 feet (762m)
Mega-Damage: 1d8x10 M.D. to everything within a 25 foot (7.62m) area up to half range, 1d4x10 to everything within 50 feet (15.24m) area at full range.
9 shells

High Yield Incendiary (Plasma). An extremely lethal anti-personnel round filled with super heated plasma.
Range: 1.5 miles (2.4km)
Mega-Damage: 2d8x10 M.D+10. to everything in a 25 foot (7.6m) area from the initial blast. Sets all combustible substances ablaze and continues to burn, doing an additional 4d8 M.D. per minute for 1d6+1 minutes.
9 shells

Smoke. These shells emit billowing clouds of thick smoke and are used primarily for cover and to mark target zones. They come in black, white, red, green, and yellow, and make a cloud big enough to obscure an area 100 feet (30.5m) across.
Range: 4,000 feet (1,219m)
Damage: none
3 shells

Rate of Fire: Three times per melee round
Payload: 48 rounds
Note: Typical loadout for the Hover Tank is nine shells of each kind except for the smoke rounds. Those have three rounds, unless something different is required for the mission.
 
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This time, Steven remembers to take the safety off the cannon and it roars with the satisfying recoil that you have gotten used to in training. The round flies straight and true and strikes the Powered Armor square in the chest, but its thick armor hold up under the attack and it is still active, even as damaged as it is.

In response, the MPA targets Steven with a ten-round burst from its chest mounted grenade launcher. They will hit unless you dodge.

Battle Pods 2 and 3 turn on Barnes, and both fire off blasts of superheated plasma from their twin main guns. They will hit unless you dodge, and then you are up with your action.

Sherwood Sherwood and GunMan2 GunMan2 have a defense to declare, and GunMan2 is up.

Current Initiative numbers:
26 - Bishop 0/80/0 [3]
22 - MPA 2 [2] moderate damage
18 - Battle Pods 2-3 [2]
16 - Barnes [1] <====
15 - Miya 0/0/130 [1]
10 - Battle Pods 4 [2] moderate damage
10 - Battle Pods 5-6 [1]
9 - Comanche-2 [2] moderate damage
 
Steven will go ahead and take the hit. His armor can take it.
 
Ok. The grenades explode and rattle you around in the control seat a bit, and you take a total of 80 MDC to your torso.
 
Barns feeling lucky will try to shoot the MPA 2 with another round of piercing
 
GunMan2 GunMan2 Your attack will hit, but did you want to go ahead and dodge your incoming fire, or go ahead and let your armor take the damage?
 
The sabot round flies out and slams into the chest plate of the Male Powered Armor and shatters off huge chunks of the heavy metal and dropping the mecha unit down into the dirt. Also, your leap dodge is more than enough to be able to evade the Battle Pods' weapon fire, keeping your tank's armor pristine.

Purr Purr is up

Current Initiative numbers:
26 - Bishop 0/80/0 [3]
18 - Battle Pods 2-3 [2]
16 - Barnes [3]
15 - Miya 0/0/130 [1] <====
10 - Battle Pods 4 [2] moderate damage
10 - Battle Pods 5-6 [1]
9 - Comanche-2 [2] moderate damage
 
Miyazaki focuses again on Battle Pod 4 with a burst from her EU-11 rifle.

"Malcontent, these humans are under my protection! You will not harm them!"
 
Miya's shot lances out and hits Battle Pod 4 again. The Zentraedi unit has taken critical damage from the two shots, but it is just barely functional.

Pods 4-6 continue to fire their heavy weapons, targeting Miya. Two of the three will hit unless you dodge or parry.

Purr Purr has a defense to declare

Current Initiative numbers:
26 - Bishop 0/80/0 [3]
18 - Battle Pods 2-3 [2]
16 - Barnes [3]
15 - Miya 0/0/130 [2]
10 - Battle Pods 4 [3] critical damage
10 - Battle Pods 5-6 [2]
9 - Comanche-2 [2] moderate damage
 
Seeing the barrage about to be levelled at her, Miya attempts to Parry with the additional benefit of an Action Point. Miya lowers Maru's center of gravity and takes on a "back stance" in order to make best use of her left shield.

"All right, Maru!" she tells her Spartas with an apprehensive pat on the controls. "Show the good Destroid pilots and non-believers just what a good protector you are!"
 

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