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Robotech: Army of the Southern Cross - IC Thread

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With a quick move, Miya manages to get her other arm shield up and in the way of the attack. Your shield takes a total of 70 MDC.

From its position in the air, the Commanchero helicopter circles around and ripple fires off a series of mini missiles from one of its weapon pods, hitting Battle Pod 2 and destroying it.

Back to the top with Sherwood Sherwood

Current Initiative numbers:
26 - Bishop 0/80/0 [3] <====
18 - Battle Pods 3 [2]
16 - Barnes [3]
15 - Miya 70/0/130 [2]
10 - Battle Pods 4 [4] critical damage
10 - Battle Pods 5-6 [3]
9 - Comanche-2 [3] moderate damage
 
Are any of the Battle Pods grouped within 50 feet of one another? Might be able to hit more than one with an MPAT round.

Second question. Will I be able to fire the main gun then shift into Battloid mode after?
 
Yes, Battle Pods 4-6 are in a tight group and can all be hit by the same MPAT shell.

Yes, I will let you fire then shift modes, so long as you are only shifting once in an action.
 
Steven sees an opportunity to hit multiple targets at once, and he shifts his point of aim to the tight group of Battle Pods. "MPAT going down range! On the way!" and he fires, hoping to do sizable damage to all three of them at once.

As soon as the recoil fades from the cannon shot going off, Steven toggles the switch to shift his mecha into its battloid mode to make his shields available to defend against counter attacks.

17 to hit, doing 40MDC damage
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 / 395
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 / 8

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.
 
Bishop's shell goes out and explodes in the middle of the three pods, destroying #4 since it was already badly damaged, and scarring the armor of #5-6.

Battle Pod 3 fires a shot at Bishop while leaping backwards into the trees, but it fails to track on you and it only hits empty sky.

GunMan2 GunMan2 is up

Current Initiative numbers:
26 - Bishop 0/80/0 [4]
18 - Battle Pods 3 [3]
16 - Barnes [3] <====
15 - Miya 70/0/130 [2]
10 - Battle Pods 5-6 [3] light damage
9 - Comanche-2 [3] moderate damage
 
Miya grins from behind Maru's controls. "Nicely done, Steven! That's taking their attention away from the convoy!"
 
Barnes deciding to take it easy on the APFSDS and switch to MAPT himself. "Let end this fight before any enemy reinforcements arrive" He aims at the battle pods and fires at them.
 
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The MPAT shell detonates in between Pods 5 and 6, doing more damage to them, but they are not destroyed yet.

Purr Purr is up

Current Initiative numbers:
26 - Bishop 0/80/0 [4]
18 - Battle Pods 3 [3]
16 - Barnes [4]
15 - Miya 70/0/130 [2] <====
10 - Battle Pods 5-6 [3] serious damage
9 - Comanche-2 [3] moderate damage
 
Kitty realizes that she has a gamble to make - does she have Maru remain in Battloid mode to keep the use of her shields while the Battle Pods carry on or does she transform into Tank mode and follow up the carnage her squadmates have begun? With only moments to act, she throws caution to the wind as it were and goes the path of her teammates.

Switching to MPAT rounds (if they were not already prepared), Kitty transforms Maru into its Tank mode and tries to put the round right where it might take both of the Battle Pods out of the fight or barring that, get them to run for the hills. Kitty is not one to believe in luck - she believes in herself, her development as a cloned creature, her skills and training, teamwork, strategy, and things she can in herself improve. That doesn't stop the extremely young Meltrandi from wishing for a little.

"They have suffered two MPAT rounds!" She declares over the squad channel, "Let us see if the third time is the charm - blow them off the face of the Earth, Maru!"

-1 MPAT round
 
The two Pods see the shot coming and try to dodge, but only Pod 6 manages to evade the shot, and Pod 5 explodes.

Pod 6 leaps into the wood line and is out of sight of the ground forces, but not of the Commanchero. It fires a quartet of mini missiles at the fleeing Zentraedi unit, and a bright explosion of flame and shrapnel goes flying up, marking the end of the Pod.

Sherwood Sherwood is up

Current Initiative numbers:
26 - Bishop 0/80/0 [4] <====
18 - Battle Pod 3 [3]
16 - Barnes [4]
15 - Miya 70/0/130 [3]
9 - Comanche-2 [4] moderate damage
 
Steven grins as he tracks the last remaining Battle Pod with his gun pod. This won't kill it, but it will be a good start! He then takes aim and fires, trusting that he'll score a good hit.
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 / 395
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 / 8

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.
 
The Battle Pod is going full defensive, and is able to evade out of the way of the gun pod blast. It is now running at top speed through the trees and is out of sight.

You still have a radar track on it, even though the signal is being scattered by a bunch of strange echos and returns. Even with as fast as the pod is, you still have a chance to take it out, even though it will be at a penalty since you are firing through lots of trees and the pod is dodging frantically. Your other option is to see if Comanche-2 can take it out before it flees.

GunMan2 GunMan2 is up

Current Initiative numbers:
26 - Bishop 0/80/0 [5]
18 - Battle Pod 3 [4]
16 - Barnes [4] <====
15 - Miya 70/0/130 [3]
9 - Comanche-2 [4] moderate damage
 
"Good dam Bishop, that guys seems to be more skilled than his comrades. Lets turn up the HEAT" As he said that he changes ammo to HEAT and aims for that nimble battle pod "Time to put you to rest buddy" Said Barnes
 
You pull the trigger, but nothing happens for a moment, then several red lights pop up on your control panel showing a misfire. No damage was done to your cannon, but the HEAT round is automatically ejected to keep it from exploding in the chamber.

Purr Purr is up.

Current Initiative numbers:
26 - Bishop 0/80/0 [5]
18 - Battle Pod 3 [4]
16 - Barnes [5]
15 - Miya 70/0/130 [3] <====
9 - Comanche-2 [4] moderate damage
 
Barns looked at it like it was the most normal thing in the world "I guess i dodged a bulled there. Might switch to battleoid mode just to let the cannon rest." He then sends Kitty a com "Send that guy packing please or should we capture him as he might be one of the elites based on his moves"
 
"Copy, Barnes," Kitty returns coolly. "Switching to thermograph." There was no doubt in Kitty's mind that the Battle Pod would be the hottest thing this side of the jungle, but as her vision turned to blues, reds, purples, and everything else in that spectrum, Kitty knew from her clone-training that she would have to act fast because Battle Pods were known for their speed.

Smoothly in such a way that only long hours of practice provides, Kitty switches ammunition and comes over the general radio so both Dorsey and the Commanchero can hear her. "Sergeant? We've one undamaged Battle Pod retreating with electronic interference - it may have the help of a recon pod? Sending an AFPSDS round after it!" Kitty readied herself for the kick Maru would send when the 105mm cannon spoke for the second time this round.

-1 APFSDS
-1 MPAT
 
Miya's cannon roars and the sabot round flies out, but what you don't see is any sign that the pod is destroyed. You either missed or only scored a glancing blow on it and the Zentraedi mecha has survived the attack.

A signal comes over the radio of, "Comanche-2 here. Target is now out of sight. Shall we try and pursue and continue to engage?"

The response from MSG Cooper is, "Negative. You might fly into a trap and get taken out yourself. Besides, we have the rest of the convoy to escort. All units, status report."

One by one, the various mecha and infantry carriers check in, showing that there has not been any casualties in their ranks, and the Destroids have suffered only minor damage. That's the good news. The bad news is that there has been some damage done to the convoy, including the loss of one of the transport trucks that was literally lifted away and hauled off by a pair of Male Powered Armor! Along with that, one of the fuel tankers is a burning wreck, having taken a hard hit, but at least the loss of life is minimal.

Cooper gives orders that the convoy needs to be back on the move quickly to avoid any other attacks at this spot. As the convoy gets ready to move out once more, Dorsey says to Miya, "Make sure you send a copy of your transmission to the construction company to the GMP. If this Sanchez fellow is involved in the timing of this attack, I want to make sure that the investigators get everything they can to work with." Speaking of the construction crew, you can see that once the energy blasts and bullets started flying, they made themselves scarce very quickly.
 
"You can bet on that, sergeant!"

Miyazaki attempts to use her tank's electronics to get a better idea of where the interference is coming from. Perhaps from some of the construction vehicles?
 
Steven takes a few deep breaths as the adrenaline slowly fades from his system. That was . . . exciting, and not in a really good way. Real bullets and energy blasts flying about certainly make for a good wake-up call. He listens to the various members of the 3rd JSOG checking in and is relieved to hear that no one on the team is hurt.

Then his mind starts to go to the cold signature that they spotted from the video feed from the Commanchero. Why were they cold? Or should I ask, how were they so cold? He then says, "Sergeant, the targets we detected up in the front here were using some sort of freezers to keep their engine output from getting detected by heat scans, and now there is some sort of distortion on our sensors going on. They had to know we were coming, and had an ambush site all set up in advance. Permission to do a little exploring around?"
 
Kitty's senses remain on alert just like an animal in the wild.

"Sergeant, Steven, I am trying to electronically track the source of the disturbance. Perhaps in the construction vehicles? There has got to be at least one jammer out here. Trees do not perform this role."
 
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Barnes, hearing Kittie's plan decided to lend his aid. As a coms officer he got the better experience in finding out where the jamming was coming. Using an action he boosted the range of his devices maybe its a bit further than he though it is. "Kitty, ill be assisting in finding the signal. Lets see if we can avoid more ambushes. We lost more than enough already" He said in a more energetic tone, seems that this time the Zeeks got Barnes 'full' attention
 
With a bit of time on your hands, the three of you begin to try and get some info on the electronic mess that is playing havoc with your radar and other sensors. It does not take long to discover that the origin of the disruption is inside one of the large work trucks with the back bed covered up with a large tarp. Circling it, it is clear to all of you that this is the source. What do you do with it? Do you examine it as is, or do you dismount and check for traps that might be hiding under the tarp with the jammer?

While you are doing that, a handful of the dismounted infantry go take a peek at the hiding place of some of the enemy mecha, and they discover that there are small refrigeration units that have been hastily thrown together designed to be a outside heat sink to keep the idling power reactors from showing up on the thermograph. It was only due to a miscalculation on the Malcontent's part that the refrigerators kept the engines too cool, so they showed up as colder than the outside weather should allow.
 
Steven does not approach the truck, and makes sure that no one else does, either. "Let's check that for explosives. I have a feeling that if we don't, it will go up in flames and take any evidence with it. Sergeant Dorsey? Permission to dismount and investigate?"
 
"Excellent, Barnes!" Kitty cheers from inside Maru. "We found it!"

She transforms the tank into Battloid mode and begins studying the construction vehicle from afar by taking a slow walk circling around it, using all of the available sensors and visions (especially telescopic zoom) to see what she might see. She began recording everything using her tanks cameras.

"Team? If you were a bomb or other such sinister device, where would you be? Sanchez and his people are going to pay for this."
 
MSG Cooper replies instead with, "Negative, Bishop. Stay in your rig in case there are more hostiles in the area. We have skilled demo experts that will take a look."

With that, a squad of the infantry come running up, and two of the men in that group begin to investigate the truck to see if there are any explosives rigged up to take out anyone investigating the jammer. It does not take long before they come up with a MDC incendiary explosive that would have gone off if you had just pulled the tarp back before disarming it, and it would have most certainly have been deadly to whomever would have been caught in the blast. They continue to examine the truck and soon find a second explosive tied into the starter, so it would have gone off if someone had tried to start the truck. These Malcontents are some tricky bastards.

Cooper walks his Tomahawk up to get a closer look, then says, "Corporal Miya, call this in, and if you can, try to get a recovery team from the GMP to examine this jammer as is before anyone comes to move it. This looks a bit sophisticated for a bunch of half-assed mountain boys that don't know tech."
 

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