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Robotech - Tales of the UEEF (Main)

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We would need to stop to fire once we get in weapon range, wouldn't we?

And aren't the scouts and armored unarmed? So they would need to close the gap first? I remember in dnd you could only move so far per turn, I'm not sure how movement works in palladium.
 
The Armored Scouts do have ranged weapons on them; it is the regular Scout that is only equipped with claws. All of the Invid units have MDC armor on them, but the most delicate part of the body is the eyepiece. As long as you are eye to eye with them, you can make an Aimed Shot at that target and take them out with a relatively minor hit.

Movement is very loose in this game. I play that you can move and fire in the same melee action, and even with the long range of your cannons (8,000 feet for the Alpha's, and 12,000 feet for the Beta), they are going to be closing on you to get into range of their weapons at the same time you are flying towards them. Even at 'low' Mach speeds, it doesn't take long to close that distance.
 
Bump for Orikanyo Orikanyo

23 - Grumpy <====
18 - Alex
15 - Armored Scouts 1-2
13 - Pyrrah
10 - Armored Scouts 3-4
7 - Armroed Scouts 5-6
3 - Charlise
 
Sorry got busy with stuff.

"Alright folks! light em up! All cannons, FIRE!! And think of an actually cool name for these things." Grumpy added in on the last part before lining up his shot and firing on the eyepiece of the first scout.
 
The squad races in at high speed, and just before your weapons are in range, the Invid spot you and turn to attack. Grumpy lets fly with a shot from the cannon and it punches deep into the heart of the Armored Scout and it explodes.

Alex lines up his attack with the Synchro Cannon on Invid 2, and he gets his kill with a whoop.

Psychie Psychie is up next

23 - Grumpy
18 - Alex
13 - Pyrrah <====
10 - Armored Scouts 3-4
7 - Armroed Scouts 5-6
3 - Charlise
 
Taking careful aim, Pyrrah lines up her attack against the hated Invid.
Total of a 16

Inside the Beta
Number of Attacks: 8
Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
Parry: +15
Dodge: +13 / +15 in Flight
Roll with Punch: +11
Initiative: +5
Perception: +8
Critical Strike on a Natural 19-20

Beta Armor Stats
Main Body: 515
Left Arm Shield: 375
Right Arm Shield: 375

Missiles
MM-20 (2): Short HEAP 2d6x10 - 40
MM-16: Short Plasma/Heat 2d6x10 - 16
Booster Pack: Short Plasma/Heat 2d6x10: 10
Wings: Medium Multi-Warhead 5d6x10: 6
 
Psychie Psychie you forgot to give me a damage roll, but since it is in the eyepiece, even with your minimum damage it is enough to kill the Armored Scout.

Thanks to the surprise round, D. Rex D. Rex is up

23 - Grumpy
18 - Alex
13 - Pyrrah
10 - Armored Scout 4
7 - Armroed Scouts 5-6
3 - Charlise
 
VAF-6I Alpha Fighter w/ Super Module



Current Mode: Fighter



· Head – 75

· Sensor Pod – 45



· Hands (R) – 45

· Hands (L) – 45

· Forearms (R) – 120

· Forearms (L) – 120

· Upper Arms (R) – 90

· Upper Arms (L) – 90

· Shoulders (R) – 100

· Shoulders (L) – 100



· Upper Legs (R) – 120

· Upper Legs (L) – 120

· Lower Legs (R) – 180

Lower Legs (L) – 180



· Wings (R) – 150

· Wings (L) – 150

· Tail Stabilizers (R) – 100

· Tail Stabilizers (L) – 100



· Main Body – 420

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: Active, 3d6x10 per

2x Nose Lasers: Active, 2d4 per, +2strike.



Missiles remaining: 70, 2d6x10 per

Mini-missiles remaining: 8, 1d4x10 per




Level: 2
Xp: 4,000

Hit Points: 30
SDC: 50

Number of Attacks: 5
Strike: +4 (+5 for rifles and energy rifles)
Parry: +8
Dodge: +8
Roll with Punch: +3
Perception: +13
Initiative:

In the Alpha
Number of Attacks: 6
Strike:
+6 in HtH
+5 with MSC
+7 with EU-13
+4 Aiming ( w/ sniper)
Parry: +10
Dodge: +10 on Ground, +12 in Flight (any mode)
Roll with Punch: +5
Perception: +13
Initiative: +2
Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.

Closing in at around 7k feet away from the targets, she coasted to a halt. "Charlie to Pyrrah, breaking off." She said, and waiting for her peers confirmation before unlinking the Alpha from the beta.

She would drift a little bit away before switching the Alpha to guardian mode, she would then maneuver herself into position where she could get a good bead on the patrol.

Taking cover behind the nearest asteroid at that position, she readied her beam Cannon and began to carefully take aim at the eye of the leftmost scout. "How about Halberd, or Laser Lance?"

Aimed shot at Scout Eyepiece. She pulled the trigger.
 
Once more, the heavy weapon of the cannon fires out flawlessly and hits your mark, doing tremendous damage to the Invid and causing it to explode.

As your weapons begin to cycle up for another round, the asteroid suddenly seems to burst as dozens more Invid come flying out. There are ten Shock Troopers, ten Garn Inorganics, and two Enforcers. At this moment, you are about ten miles out from the asteroid, so if you want to disengage, you have one shot at it before you are in gun range of the Invid.

Orikanyo Orikanyo is up with action number one

23 - Grumpy
20 - Enforcers 1-2
18 - Alex
17 - Garn 1-5
15 - Shock Troopers 1-5
13 - Pyrrah
8 - Shock Troopers 6-10
7 - Armroed Scouts 5-6
3 - Charlise
2 - Garn 6-10
 
If Grumpy were to use his two photon torpedoes would he be able to blast a few within the radius easily?
 
Either group of the Inorganics are close enough to one another to be affected by the missile blast radius.
 
"Ah fuck here they come! Firing torpedos!" Grumpy flipped into position before firing his proton torpedoes into the first group of garm inorganics.
 
The massive warheads fly out at high speed and explode in the midst of the first bunch of Inorganics with devastating results. The blast wave boots all five out of the air at once!

The two Enforcers turn their main cannons on Grumpy, trying to burn you put of the sky. They will hit unless you dodge.

Alex aims his Synchro Cannon at the first Enforcer, and the heavy weapon smashes the delicate eyepiece and kills the slug inside.

Shock Troopers 1-5 all decide to target Pyrrah with their guns. They will hit unless you dodge.

Psychie Psychie is up next, and you and Orikanyo Orikanyo have dodge rolls to make.

23 - Grumpy [1]
20 - Enforcer 2 [1]
18 - Alex [2]
15 - Shock Troopers 1-5 [1]
13 - Pyrrah <====
8 - Shock Troopers 6-10
7 - Armroed Scouts 5-6
3 - Charlise
2 - Garn 6-10
 
Grumpy's instincts take over to evade the incoming shots.
 
Dodge roll coming up
Inside the Beta
Number of Attacks: 8
Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
Parry: +15
Dodge: +13 / +15 in Flight
Roll with Punch: +11
Initiative: +5
Perception: +8
Critical Strike on a Natural 19-20

Beta Armor Stats
Main Body: 515
Left Arm Shield: 375
Right Arm Shield: 375

Missiles
MM-20 (2): Short HEAP 2d6x10 - 40
MM-16: Short Plasma/Heat 2d6x10 - 16
Booster Pack: Short Plasma/Heat 2d6x10: 10
Wings: Medium Multi-Warhead 5d6x10: 6
 
The training that the two pilots have gotten is good enough to let you both dodge the spray of fire at you.

Psychie Psychie is up next with your attack action.
 
Pyrrah calls out, "Targeting the remaining Garn with a spread of medium range missiles. Launching!"
Sherwood Sherwood , I'm trying to hit as many of them I can with the missile strike.

Inside the Beta
Number of Attacks: 8
Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
Parry: +15
Dodge: +13 / +15 in Flight
Roll with Punch: +11
Initiative: +5
Perception: +8
Critical Strike on a Natural 19-20

Beta Armor Stats
Main Body: 515
Left Arm Shield: 375
Right Arm Shield: 375

Missiles
MM-20 (2): Short HEAP 2d6x10 - 40
MM-16: Short Plasma/Heat 2d6x10 - 16
Booster Pack: Short Plasma/Heat 2d6x10: 10
Wings: Medium Multi-Warhead 5d6x10: 6 / 3
 
The spread of missiles manage to catch the importance in a combined blast radius and they all explode like glass.

The last five Shock Troopers fire a spread of plasma fire at Pyrrah. Three of the five will hit unless you dodge.

The two Armored Scouts fire on Charlise. They will hit unless you dodge.

Psychie Psychie has a dodge roll to make, and D. Rex D. Rex is up and hasa defense roll to make, too.

23 - Grumpy [1]
20 - Enforcer 2 [1]
18 - Alex [2]
15 - Shock Troopers 1-5 [1]
13 - Pyrrah [1]
8 - Shock Troopers 6-10 [1]
7 - Armroed Scouts 5-6 [1]
3 - Charlise <====
 
Depending on the type of attack, and what mode your mecha is in, you can try to parry the attack and take the damage on your arms or shield (If possible). The best thing to do is dodge if you can.
 
True enough, Pyrrah gets hit by two of the blasts, and you take a total of 56 MDC to your main body.

D. Rex D. Rex is up

23 - Grumpy [1]
20 - Enforcer 2 [1]
18 - Alex [2]
15 - Shock Troopers 1-5 [1]
13 - Pyrrah [1]
8 - Shock Troopers 6-10 [1]
7 - Armroed Scouts 5-6 [1]
3 - Charlise <====
 
VAF-6I Alpha Fighter w/ Super Module



Current Mode: Fighter



· Head – 75

· Sensor Pod – 45



· Hands (R) – 45

· Hands (L) – 45

· Forearms (R) – 120

· Forearms (L) – 120

· Upper Arms (R) – 90

· Upper Arms (L) – 90

· Shoulders (R) – 100

· Shoulders (L) – 100



· Upper Legs (R) – 120

· Upper Legs (L) – 120

· Lower Legs (R) – 180

Lower Legs (L) – 180



· Wings (R) – 150

· Wings (L) – 150

· Tail Stabilizers (R) – 100

· Tail Stabilizers (L) – 100



· Main Body – 420

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: Active, 3d6x10 per

2x Nose Lasers: Active, 2d4 per, +2strike.



Missiles remaining: 70, 2d6x10 per

Mini-missiles remaining: 8, 1d4x10 per




Level: 2
Xp: 4,000

Hit Points: 30
SDC: 50

Number of Attacks: 5
Strike: +4 (+5 with rifles and energy rifles)
Parry: +8
Dodge: +8
Roll with Punch: +3
Perception: +13
Initiative:

In the Alpha
Number of Attacks: 6
Strike:
+6 in HtH
+8 With EU-13 Gun Pod
+5 with MSC
+4 Aimed shot (Sniper)
Parry: +10
Dodge: +10 on Ground, +12 in Flight (any mode)
Roll with Punch: +5
Perception: +13
Initiative: +2

Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.

Charlie pulls back on the stick, to try and duck under the fire behind the asteroid she was taking cover by.
 
Your dodge effort is a good one, and you soon your Alpha out of the way with ease.

You still have your attack roll to make. Go for it!
 
VAF-6I Alpha Fighter w/ Super Module



Current Mode: Fighter



· Head – 75

· Sensor Pod – 45



· Hands (R) – 45

· Hands (L) – 45

· Forearms (R) – 120

· Forearms (L) – 120

· Upper Arms (R) – 90

· Upper Arms (L) – 90

· Shoulders (R) – 100

· Shoulders (L) – 100



· Upper Legs (R) – 120

· Upper Legs (L) – 120

· Lower Legs (R) – 180

Lower Legs (L) – 180



· Wings (R) – 150

· Wings (L) – 150

· Tail Stabilizers (R) – 100

· Tail Stabilizers (L) – 100



· Main Body – 420

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: Active, 3d6x10 per

2x Nose Lasers: Active, 2d4 per, +2strike.



Missiles remaining: 70, 2d6x10 per

Mini-missiles remaining: 8, 1d4x10 per




Level: 2
Xp: 4,000

Hit Points: 30
SDC: 50

Number of Attacks: 5
Strike: +4 (+5 with rifles and energy rifles)
Parry: +8
Dodge: +8
Roll with Punch: +3
Perception: +13
Initiative:

In the Alpha
Number of Attacks: 6
Strike:
+6 in HtH
+8 With EU-13 Gun Pod
+5 with MSC
+4 Aimed shot (Sniper)
Parry: +10
Dodge: +10 on Ground, +12 in Flight (any mode)
Roll with Punch: +5
Perception: +13
Initiative: +2

Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.

Charlie readies her synchro cannon as she peeks the nose of her Alpha from the asteroid. She takes aim at the eyepiece of the remaining enforcer.


She would reengage her thrusters, taking her alpha behind another asteroid for cover.
 
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