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Robotech - Tales of the UEEF (Main)

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"True, lets go with whatever is the safest and allows us in with minimal issue." the man quickly added for continueing.

Sensory equipment to try and find an opening or airlock.
 
"We can take the airlock to our three-thirty, sir. Beyond that airlock is a maintenance-accesses corridor, it runs parallel to the primary ammunition battery and the main security access to the factory. We can sneak around in a U and end up on the east-side where the defenses are weakest." Olsen told grumpy.
 
While you look around for a airlock large enough for your mecha, a few things come to mind. If this station is geared to fit the 40 foot tall Zentraedi giants, something as small as a person in armor will probably be able to slip past the sensors fairly easily. Each of your mecha comes equipped with a suit of Cyclone powered armor, so if you want (or need to) dismount and go into a small area, you have the extra firepower and armor of the lightweight mecha around you. The downside is that you have many miles of station to go through, and the top speed of the bikes is less than 200 mph. It is, of course, up to you if you want to try and slip in with the Cyclones.

It doesn't take long before you are able to spot a pair of airlock doors not too far from you; one looks to be a small port that might be able to fit one or, at most, two of your mecha, at one time. The other airlock is much bigger, capable of deploying dozens if not hundreds of mecha in a matter of moments. The upside to that airlock is that it will be able to fit all of you at once. The downside is that it will take a long time for the lock to cycle if there is pressure on the other side of the inner door.

Where do you go?
 
"In the larger one we can fit all of us... but we have a larger chance of being tagged by what auto defences are in play. The smaller one might help us undetected get in but it can be slower to... Then again, either way were likely going to have to sneak in with our cyclones... The less we have to fight while inside the less the defences will be on our ass.

Much different than sneaking into an invid hive.. No damn desernable weakpoint on these drones.. Alex can you find anything on radar near those enterances? Maybe we can spoof the scanners so we can get inside eh? God knows were already messing with the thing."
 
"LT. Sir, VF-080 requests permission to speak and volunteer for taking the stealth approach, sir!" He waits for the permission as since Grumpy seems to be the commander now, he can't be a lone-wolf right now, because that will get his superior mad at him, and he is a military man through and through, he will follow orders and wait for speaking permission, even if he has to stand in the same spot for three days keeping his mouth shut, not moving a muscle, besides that is what military bearing is all about. If he can get permission to go off on the stealth mission alone then he will sneak behind enemy lines and recon the area for the team and report back.
 
Alex lets out a chuckle. "Warhammer, you certainly are enthusiastic, I'll give you that. A quick run of the numbers would hint that the smaller airlock would be much faster. The large one would take a long time to cycle. Which one would you guys like to hit?"
 
"We can afford the time to cycle the larger airlock if it means we don't get split up. That's my input; take it for what it's worth." Amanda eyes the radar to make sure that there are no targets coming their way.
 
"No, Sir. VF-080 is just willing to get the mission done. But if we do not wanna get the squad split up, why not go with Scorch's plan?" He said as he waited for the decision from the lead unit. Whatever the decision he was gonna get the mission done at any cost.
 
"In the end we have 24 hours to hit the target, I doubt we will find the large airlock to but much of a waste. Lets go for the big one, less we're seperated the better. This is a chance for an opportune catch, not a suicide mission. It will be a large boon for us to gain this factory, but but it isn't a target we should take risks going alone into.

These robotic drones are like bees, they swarm, and since we're in a numbers match we should keep ours high as much as we can. Not that I plan a full scale tango with them, but we'll see what we can do once inside, we shouldn't make such plans hastily." Just who the hell was this new guy, suddenly going up to him going all full bore for the suicide mission.

Whatever.

"We take the big airlock, cycle or not we will have to go through on cyclones. It will take time but dountless we'll find traversing this easier.

Wish we could just blow a hole... But no telling how much ordinance that would take, and would definitly rattle the nest."
 
Alex nods. "Ok, boss man. Cyclones it is. I will stay with the Valk and try and guide you from here, since the bird doesn't have two sets of the ride armor in it. I can also guard the fighters while you are running ahead. Well, lets get moving. We have plenty of time, but that is still ticking away from us."

Heading over to the larger airlock, you are able to unlock the outer door, and it slides open to reveal a large chamber hundreds of feet across. Inside are dozens of Regult class battle pods sitting open and ready to take on a pilot. Along the sides of the room are a number of equipment lockers with emergency spacesuits hanging in them, and weapon racks with hundreds of Zentraedi scale assault rifles and missile launchers. As of now, there is no sign of any drones in here with you.

The three Valkyries are all currently loaded with the VR-041 Saber Cyclone. There are cargo saddle bags available for each of the suits, and in cycle mode, you can mount a total of three of these cargo bags; one on either side of the rear wheel and one right behind the rider on the rear of the bike. Each saddle bag can hold six mini missiles for your shoulder launchers or six power packs for your hand-held weapons. When you transform your cycles into their power armor mode, the saddle bags drop off and will have to be recovered later on.

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Here is the Saber Cyclone reprinted for your convenience. Choose which one of the sidearms you want with your mecha.
Combat training bonuses for the Cyclone
+1 attack per melee round at levels 1, 4, 8, and 12. +1 on initiative, +1 to strike, +2 to parry,+2 to disarm, +1 to pull punch, +2 to roll with punch, +2 to automatic dodge
CVR-3 Body Armor. This standard pilot and infantry body armor is a necessary component of the Cyclone. Without the armor, the cycle cannot turn into Battloid mode.

M.D.C. for male armor:
Helmet – 50
Arms (2) – 35
Legs (2) – 50
Main Body – 120

M.D.C. for female armor:
Helmet – 50
Arms (2) – 30
Legs (2) – 40
Main Body – 90

VR-041H Cyclone
M.D.C. by Location – Motorcycle mode
Headlights (2) – 1 each
*Tires (2) – 6 each
Armored Pannier/Saddlebags (3) – 10 each
Vectored Thrust Nozzle (rear) – 32
Main Body – 225

Battloid/Armor mode
*Tires (2, back mounted) – 6 each
Main Vectored Thruster ( 1, lower back) – 35
Secondary Vectored Thrusters (2, in wheel hubs) – 12 each
Forearm Shields/Weapon Hardpoints (2) – 65 each
Legs (2) – 75 each
Head – 50
**Main Body – 225
*Destroying either tire reduces all bonuses and speed in motorcycle mode by half. Destroying both tires renders the Cyclone unrideable. If the back tire is lost while moving in cycle mode, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -25% or lose control and crash. If the front tire is lost while moving, the pilot needs to make a Pilot: Veritech/Cyclone skill roll at -40% or lose control and crash. Losing both tires makes driving impossible.
**Depleting the M.D.C of the main body destroys the Cyclone, rendering it useless.

Speed
Cycle Mode: Maximum speed is 160mph (256kph). Cruising speed is usually around 80mph(128kph), and the mecha can also hover stationary. Use of the rear thruster can increase maximum speed by 60mph (96kph) for short periods of time (1d6 minutes), as well as allowing the Cyclone to jump up to 40 feet (12.2m) across or 20 feet (6.1m)high.

Battloid Mode
The Cyclone mecha enhances the pilot’s natural speed. The running speed of the Cyclone is the pilot’s running speed plus 25%. The vectored thrusters allow the pilot to hover up to 30 feet (9.1m) or skim along the ground or the surface of water, or up to 100 feet (30.5m) at 60mph(96kph). The Cyclone in battloid mode can leap up to 20 feet (6.1m) high and across unassisted by thrusters. Leaps of 100 feet (30.5m) high or across can be made when assisted by the thruster.

Physical Strength: The VR-040 series cyclone gives the wearer an Augmented Strength 8points higher than his own P.S. attribute, and increases P.P. by two points. (This only applies in Battloid mode.)

Cargo: Two lightly armored, hard-sided saddlebags can be mounted to the Cyclone, as well as a top box mounted behind the rider. Each saddlebag is 18 inches high, 20 inches wide and 18 inches deep and can carry 100 pounds. The top box is 14 inches in all dimensions and can carry 50 pounds. These boxes are watertight, lockable, and easily detachable. They automatically drop off when the Cyclone transforms and must be recovered afterward or are lost.

Weapon Systems
1. GR-103 Mini-Missile Delivery System. These two missile pods hold six mini-missiles each and help to give the Cyclone a needed long range punch.
Range: One mile
Mega-Damage: Varies upon missile type, but usually 1d4x10 M.D.
Rate of Fire: One or in volleys of two or four
Payload: 12 mini-missiles total

2. Close Assault and Defense System (CADS-1) (2). The CADS-1 system consists of two retractable blades made of steel laced ceramic mounted in the forearm shields of the VR-041(wheel covers in cycle mode). The blade sare 3.2m long and when active, are surrounded by a high-frequency energy field that makes the blades vibrate thousands of times a second. The blades can slice though just about anything.
Weight: 25 pounds
Mega-Damage: A slashing blow deals 2d6M.D., a punch deals 3d6 M.D., and a power punch does 6d6 M.D. and takes two attacks.

3. Handheld Weapons. The VR-041 is usually issued with a GallantH-90 Modular Side Arm, EP-37 Pulse Beam Rifle, or the H-260 Valiant.

4. Hand to Hand combat bonuses. As standard for Cyclones plus the following bonuses: +1 on initiative, +2 to parry, +1 to disarm, and +2 to pull punch.

Gallant H-90 Modular Energy Pistol
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415rifle M.D. rounds

H-260 Valiant Laser Assault Rifle
The H-260 is a man-sized, heavy laser assault rifle issued to Cyclone pilots and heavy infantry troops. It is accurate, durable and capable of burst firing.
Weight: 12lbs
Range: 2,000 feet
Mega-Damage: 2d6 M.D. singe shot, and 4d6 M.D. for a three shot burst
Payload: Energy clip provides 415 single M.D. blasts or 138bursts

EP-37 60mm Pulse Beam Rifle. This heavy laser rifle fires single shots and five round bursts. It is highly accurate and very durable, able to take all manner of abuse in the field and keep working. It is issued with the VR-052F as a standard assault rifle, and is stowed alongside the mecha while in cycle mode.
Weight: 22lbs
Range: 4,000 feet
Mega-Damage: 4d4 M.D. for a single shot. 1d4x10 M.D. for a five round burst.
Rate of Fire: Each blast or burst uses one melee attack
Payload: 100 single shots or 20 bursts
M.D.C. of the Weapon itself: 40 M.D.C.
Bonus: +2 to strike for single shots, +1for burst firing.
 
"I'll keep a good few mini missiles ready. help us against larger targets so we don't have to waste to much time. Our powered weapons should be good for the time. We need to get in, get out, god forbid we actually get stuck here for longer than expected...Lets hurry up and get ready." placing his saddlebags on with the stuff he wished, 18 extra mini missiles. "Unless somebody suddenly grows a couple feet and takes up one of those Zentraedi weapons, i doubt we'll be scavenging much."
 
Setting down in her Valkyrie in Guardian mode, Amanda presses the controls to eject the Cyclone from its storage compartment. Amanda will then go ahead and load two of her saddlebags with mini missiles, and the third pack will go to power cells for her EP-37. "We will do best to avoid a fight if at all possible. The Cyclones are going to be good for stealth, not hard-hitting combat. It will take us some time to get where we're going; the Cyclone's top speed is only 160 mph."
 
Switching to guardian mode and ejecting the cyclone cycle, Olsen goes about preparing, he decides to load the saddle packs with power cells as he is going to be the squad's support gunner and grabs the laser machinegun and straps into his cyclone armor and starts up the cyclone:
1- Main Battery switch on.
2- Alternate power unit switch on.
3- Fuel feed switch set to master.
4- engine start switch on:
'20%'
'40%'
'Alert! Primary Scanner not initialized, Dismiss? Dismiss. '
'60% Engine status nominal.'
'Welcome to the Saber Cyclone, please confirm identification:
2nd Lieutenant Garreth Olsen, Veritech C.A.S Pilot 0-8-0, Callsign: Warhammer, checking.
Primary Verification Complete, please enter authorization code:
Alpha-Whiskey-2-0-9-8-8-6-6-1, one moment, checking.
Authorization confirmed, welcome Lieutenant Olsen.'
'Upfront Controller Software initialized'
'UFC systems online. '
'Navigation systems initialized'
'Navigation systems online, syncing with friendly units.'
'Nav systems synced'
'Fire control systems initialized'
'Fire control systems online, syncing with operator weapon, please wait:
System synced to EP-37 60mm Pulse Beam Rifle.'
'C.A.D.S system initialized'
'C.A.D.S system online.'
'Final systems check:
Radar Warning Systems: online
Fire Control Systems: online
Navigation Systems: online
C.A.D.S system: online'
'All systems online: Cyclone bike, ready for use.'

"All right, let's get this thing started." He said as he shouldered his weapon at a slight angle, keeping his finger off the trigger and loading a power pack into the provided slot and racking the slide lever back and letting it slide into place as an ammo counter appeared in his heads-up display:
'Ammo count: 100/100'
He then put his weapon back down to a low-ready position but not where it could hurt anyone, but ready to fire if he were to bring it up to a normal-ready position. Since the weapon didn't magnetically attach to the front of his suit, he just had to carry it and store it on his side when he wasn't in battloid mode. Now all that was left to do was wait for the order to move out.
 
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With a low hum, the Cyclones start up with all systems green. At this point, you have a few options for how to proceed. Once you are out of the airlock, you can stick to the main corridors of the station. Option two is to look for a path through the air ducts. In the Cyclones, you are small enough to fit. Option three is to come up with some other path on your own.
ShadowWolves ShadowWolves Just an FYI, the EP-37 has only a 100 round magazine, not 250. Other than that, you are good to go.
 
Buttoned up tight in her armor, Amanda can feel her adrenaline flowing as she waits for Grumpy's orders. "How fast can we go in the air ducts? We're small enough to slip past most of the sensors here; why not use that to our advantage and stay out of the main corridors as much as possible?"
Payload
EP-37 - 100 - +4 magazines in reserve
GR-103's - 12 - 12 in reserve

Armor
CVR-3 - 90
Cyclone - 225

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
"Thats smart, we might be able to skirt past any defenses that might be heading down the main halls." Grumpy nodded as he gazed at a nearby vent shaft. "We have our directions to get to where we need to correct? We can sneak through by likely reading directions posted around here... Doubt evem the zentraedi get through this factory by memory alone."
 
"Yeah, let's take the stealth approach, way better than running into battle pods. If we get lost we can always ask VF-075 for directions." He said as he prepared to move out and stay in a squad formation as he waited for the order to move out. "I don't think the zentradi are that stupid sir. Unless they have the minds of human infants, but I doubt that very much." He joked as he just sat and waited checking his hud for anything unusual.
 
With a decision made, the three of you move out. As you do so, Alex calls out over the radio, "I'll guide you as best I can from here, but with as big as the station is, you can expect to have some communication issues with me before too long. Hell, I already am having trouble getting anything in from the MacArthur. Your radios have only a 200 mile range in optimal conditions, but I expect that with all this mass around us, you won't be able to talk to me, but I should be able to hear me for a bit longer. Good luck out there, guys. Just make sure you come back in one piece, ok?"

Heading out into the corridor from the airlock, you can see that this part of the Factory is scaled for Zentraedi use. The hall is one hundred feet tall and four hundred feet wide, and it stretches out around the curve of the outer hull of the station and out of sight. Lighting is very dim emergency lights only, forcing you to rely upon your own Cyclone's headlights or the passive nightvision that has a effective range of 500 feet. This corridor is not clean looking, pristine construction like you would see in Star Trek, but it is more industrial, filled with pipes and conduits and other protrusions from the hull more reminiscent of the Nostromo from the movie Alien.

Traveling down the hall, you can hear a computerized voice making an announcement in Zentraedi. Both Scorch and Warhammer can understand it, but Grumpy has to rely upon his computer to translate the words into English. "Warning. Hull breech. Emergency condition five is now in effect. Intruder alert." It goes on to list a number of different bulkhead locations that have been penetrated, undoubtedly by the Invid since your entrance was made by way of an airlock. You may have more to deal with than the static defense turrets and computer controlled drones.

It does not take long before you find a air vent, located up towards the top of the hallway. In order to get through it, you'll have to transform into your Battloid mode and use your jump jet boosters to get up to it while carrying your cargo bags up with you once you get the vent grate out of the way, either by firing at it, or by using your CADS blades to cut your way in.
 
Wasting no time, Amanda transforms her cycle and jumps up to the air vent. Grabbing onto it with one hand, she pops the blades out of her other one and begins to saw away at the grate to make a hole large enough to be able to jump into.
Sherwood Sherwood do I need to make a roll for this?

Payload
EP-37 - 100 - +4 magazines in reserve
GR-103 plasma mini missiles - 12 - 12 in reserve

Armor
CVR-3 - 90
Cyclone - 225

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
"Good work Scorch, lets get moving and towards our objective, sooner we get this factory on our side the better." grumpy followed suit in prepareing for the lunch up to it. "Keep an eye out for company, the invid don't take kindly to other bugs in their territory, lets let the defences deal with them when we can, wear both out until we get our prize.

Who knows, maybe we'll gett outta this with some robot buddies helping us clear out the bug infestation. Theres some opptimism for yea.

Course, chances are Invid will fuck up everything and ruin this whole mission, but hey, at least we'll have metric tons of scrap."
 
There is no need to roll; its not like the vent will dodge out of the way. It takes a few moments for Amanda to be able to cut a large enough hole in the vent to be able to jump into. As you look in, the air duct is just large enough to let you stand upright in there, giving you plenty of room to be able to ride your cycles in single file. What is your marching order?
 
Jumping back down, Amanda tucks the saddlebags under her arms and jumps back up into the air duct. She then steps back out of the way and shifts her armor back to cycle mode to let the others jump up after her. "Grumpy, you want me to take point, or play Tail End Charlie?"
Payload
EP-37 - 100 - +4 magazines in reserve
GR-103 plasma mini missiles - 12 - 12 in reserve

Armor
CVR-3 - 90
Cyclone - 225

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
"heh, I'm the leader for one mission and you already think I'm gonna lead from the back? I didn't get this far without some playing chicken you know! I tested those damn shields that protect our ships myself." the man chuckled as he got hismelf up there, shifting to get to the front. "If something starts shooting at me though, watch your shots, i cvna't dodge from both sides yea know!" Grumpy smirked, joking abit as their world became alot smaller... But yet still fucking huge.

he remembered being in that one ship way back to talk with the Zentraedi, man, those unshrunk Zentraedis were huge!

Big weapons, big muscles, big boo-

Focus grumpy, your life and this squads upcoming merits depend on it!

get that Xenophilia under control for just one mission!

"Come on newbie lets get to huntin' this target down."
 

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