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Dice Robotech - Southern Cross Adventure - OOC

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Btw! If a crit is double damage, what does a crit do for initiative?



Lol, though I must be prepared. My dice may be trying to put me into a false sense of security, and will fail all my strike rolls :p to build me up only to break me down.
 
Lol That's 'Psychie' in this game, but I do appreciate the help!

Heh! That's what I get for typing-while-distracted! My brain works like everyone else's! I'll put this in OOC where I feel it belongs. =)

Here's the rule per Robotech: Shadow Chronicles (page 192 under W.P. Paired Weapons): "W.P. Paired Weapons is designed for melee weapons like knives, swords, clubs, etc., not guns. When shooting two guns at once there is a penalty of -2 to strike with the regular hand and -6 to strike with the off-hand."
 
With a software-assisted machine doing the firing... would it make more sense to just do -3 on each? I wouldn't know what the control interface of a robotech mecha would look like.
 
Hmmm. I wouldn't think so as it's the human brain doing the work and the rule stems not from mecha combat, but on S.D.C.-based combat. Anyone who has tried to, say, shoot two pistols simultaneously probably understands that, unless you fire very slowly (i.e. make Called Shots), you are not using that front sight with both guns, but instead one, while hoping the second pistol follows the first.

Doing this inside a mech, of course, probably brings its own challenges into play, which can be debated, but for the sake of simplicity, why not just follow the rules as they are in personal combat, I say. Palladium rules, while intricate and detailed, can bog a group down even faster than Pathfinder 1.0 (which is derided as "Mathfinder" for good reason). =)

But yeah. Keep it simple, please. =)
 
We will go ahead and stick with the -4 on both shots that I came up with for both shots for now. Hopefully we will hear from Gundam Watcher 27 Gundam Watcher 27 soon or we'll have Ryuko delay and move onto the next character.
 
Psychie Psychie , what's the status of the actual equipment? I think it was only eight power armors in the room. One seemed close to being completely destroyed, but what of the others?

Taking on unarmed/unarmored Zeeks with MD weapons seems relatively simple, so I'd rather keep them from accessing heavy weapons/armor.
 
With the shots, another two of the Zentraedi ace pilots are killed, holes being blasted right through them.

Psychie Psychie Wait, please. I'm lost. Two targets got hit with one d20 roll from guns? Not one d20 roll per target? Is this a House Rule or do the Ajax's ion cannons do area-of-effect in your game like missiles or something? (See Robotech: Shadow Chronicles, page 192).
 
Psychie Psychie Wait, please. I'm lost. Two targets got hit with one d20 roll from guns? Not one d20 roll per target? Is this a House Rule or do the Ajax's ion cannons do area-of-effect in your game like missiles or something? (See Robotech: Shadow Chronicles, page 192).
You are absolutely right. I forgot to have Gundam Watcher 27 Gundam Watcher 27 roll for the second hit! Bonus points to you for catching that.
Gundam Watcher 27 Gundam Watcher 27 would you please make a second attack roll? One is needed for each weapon.
@Psychie, what's the status of the actual equipment? I think it was only eight power armors in the room. One seemed close to being completely destroyed, but what of the others?
The other seven are in pretty good shape, having only minor damage done to them. It will take longer than a few melee actions to get into them, though.
 
Is there a target where I can hit both a machine and a technician/pilot with our of our AoE shells?
 
Yes. There are pairs of technicians working loading each of the eight suits of armor. But we need to hold off on your action until we resolve the second shot from Ryuko. Sorry.
 
Are there any rules for covering a neighbor with shields?

Edit: Additional question... if one tries to escape, would it be mechanically feasible to take them out by ramming them in transport mode to run them over/crush them against a wall?
 
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I would allow you to use an action to try a Parry, but it would cost you an action to do so.

For the ram attack, there is damage rules for it.
Body Block/Ram: 2d6 M.D. per 20 mph (32km) of speed. Uses two attacks and has a 60% chance of knockdown against targets up to 50% bigger. Victims of a successful knockdown lose initiative and two melee attacks.
 
What opportunities for additional havoc remain if any? Are any of the soon-to-be hostile targets grouped? Any of them near ammunition stores or open power armor units?
 
There is a stack of mini missiles near two of the remaining FPAs, and two pallets of grenades that are getting loaded into the MPAs next to the four of them. If they are targeted, it could go a long way in taking out all of them.
 
For best results, would the Ajax's ion cannons, head lasers, or short-range missiles be most effective? If missiles, about how many?
 
D. Rex D. Rex Unless Psychie's playing it differently, a Strike roll is necessary, and a Natural roll of 5 or higher is all that's needed to nail the target. =)

Psychie, from your explanation, I'm gathering that 1 missile is enough (its 20 M.D. minimum is enough to take out any mini-missile), but if I'm misunderstanding, let me know and I'll have Gabi fire more. Thanks for rolling for me!
 

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