• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Robotech - Tales of the UEEF (Main)

OOC
Here
Characters
Here
Lore
Here
Critical Fail with the Mini Synchro cannon. Shall I wait on the results of its malfunction before firing the missiles?
 
A few minor corrections to make to your post. First, the Alpha does not carry Medium range missiles; they are equipped with 60 Short Range and 8 Mini Missiles, and the Super Alpha pack adds another 10 Short Range.

Second, your missile salvo is great, but you'll have to wait for your initiative number to come back around for that. Remember, when firing missiles, 1, 2 or 3 missiles can be dodged, but when you launch 4 or more as one attack, that cannot be dodged. If you are ever the target of such an attack, you do have some options. First, your mecha comes equipped with 12 Chaff/Flare packs that can confuse missiles with a 75% chance of successfully spoofing them and making them fly off target and miss you. The second option is to use an attack action to try and shoot them down. You can only shoot at one missile in the attack, but there is a chance that some or all the missiles will be destroyed by the resulting explosion.

If you are using a projectile weapon like a Gun Pod, that gives you this chance for success:
On a percentile roll, a 1-30% destroys 1d4 missiles in the volley
On a 31-60%, that takes out half of the attack
On a 61-100%, all the missiles are taken out.

If you fire a missile vs missile (like one of the Alpha's eight mini missiles), that gives you a flat 75% chance to wipe out all the incoming swarm.

Finally, you can make a Roll with Punch/Impact attempt (d20) to take half damage.

Ok! Lets get on with the results of your '1'!

Charlise pulls the trigger on the Synchro Cannon, and immediately, there is a half dozen red lights flashing on your control board, indicating a overheat warning on the main gun. It shuts itself down to try and avoid any damage, but there is a chance that the ten missiles in the Booster Pack will detonate from the heat spike!

D. Rex D. Rex , please give me a d100 roll.
 
You are in luck. The Cannon has shut down fast enough to keep you from having to eject the Booster Pack. Luckily, it all happened so fast that you didn't use up two attacks. But right now, the Synchro Cannon is shut down, and will require a Weapon Systems roll to bring it back on line to fire again. The rest of your weapon systems are still fully functional.

Orikanyo Orikanyo is up with

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 [1]
 
"Charlise you okay in there? That cannon doesn't look good." Grumpy checks up on his rookie before lining up a shot from his cannon on the enforcer 1.
 
Grumpy lines up a shot, but the heavy recoil of the weapon throws off your aim, and the shot is a clean miss.

The Enforcer that you were firing on returns fire with a shot of its own against Grumpy. The shot will hit unless you dodge.

Alex maneuvers around and lines up a attack with his own cannon on the Enforcer, and the beam pierces the eyepiece easily and the Invid unit explodes.

Shock Troopers 1-5 spread apart a bit, and they also aim at Grumpy, trying to take you out of the fight. They will hit unless you dodge.

Orikanyo Orikanyo has a dodge roll to make, and Psychie Psychie is up

23 - Grumpy [2]
18 - Alex [2]
15 - Shock Troopers 1-5 [2]
13 - Pyrrah [1] <====
8 - Shock Troopers 6-10 [1]
7 - Armroed Scouts 5-6 [1]
3 - Charlise [1]
 
"Fuck fuck fuck*this user has been muted*" spoke a feminine voice, calm and robotic as it intrupted Grumpy mid curse.
 
Pyrrah lines up a shot at the first Shock Trooper with her triple gun pods, saving the Synchro Cannon for later. "C'mon, guys! Lets keep our heads in the fight! Charlie, you ok over there?"
Called Shot for the eyepiece, please.

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
 
Grumpy weaves his way through the plasma fire with ease, but just when you start to get cocky, a blast manages to catch you with a hard, direct hit for 80 MDC damage. The impact shakes your Valkyrie, but you are still in the fight.

Pyrrah's gun pods drill a hole in the eye of the Shock Trooper, killing it instantly. Good shot.

Shock Troopers 6-10 continue to pour fire on Pyrrah. Four of the five will hit unless you dodge.

Armored Scouts 5-6 try to blast Charlise. They will hit unless you dodge.

Psychie Psychie needs to dodge, and D. Rex D. Rex has a dodge to make and is up to fire back for action number 2.

23 - Grumpy -80 [2]
18 - Alex [2]
15 - Shock Troopers 2-5 [2]
13 - Pyrrah [3]
8 - Shock Troopers 6-10 [2]
7 - Armored Scouts 5-6 [2]
3 - Charlise [1] <====
 
When the red lights blared, Charlise gritted her teeth, thankfully it lead only to a weapon shutdown.

"I'm okay, weapon malfunction. Cannon offline." She said, her face red with embarrassment despite the red lights having gone away. She knew it wasn't her fault. But it wouldn't stop her from blaming her luck. She needed to work even harder now to keep from slowing down her team. She couldn't let them down.

With blasts incoming, she gunned her thrusters to full, to rocket her guardian behind another asteroid.
 
Last edited:
As Charlise evades, one of the Invid manage to score a hit along your side for 22 points of damage. Minor hit, but it does add up.

You still have your attack action to perform, since the dodge roll is free.

23 - Grumpy -80 [2]
18 - Alex [2]
15 - Shock Troopers 2-5 [2]
13 - Pyrrah [3]
8 - Shock Troopers 6-10 [2]
7 - Armored Scouts 5-6 [2]
3 - Charlise -22 [1] <====
 
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 – 398

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: Offline, 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.

Charlise let out a squeak as one of the blasts clipped the side of her mecha. Thankfully she avoided the brunt of it. As much as she wanted to return fire in the scouts, it was still the shock troopers that were causing the most trouble.

Peeking from behind the asteroid, she turned her sights to the larger cluster of shock troopers (6-10), "Sixteen spread on shocktroopers!" she exclaimed. "Firing!"




Total damage: 111, halved to to 55.
 
Last edited:
As Charlie pulls the trigger, she becomes aware of two different things. Live combat does not work quite the same as the simulators, and two, she fired a whole metric shit-ton of missiles and has reinvented the term 'overkill'. Even with her missile barrage being slightly off target, the amount of damage done is incredible. The four Shock Troopers in group 1 never stood a chance against that level of firepower.

Orikanyo Orikanyo is up

23 - Grumpy -80 [2] <====
18 - Alex [2]
13 - Pyrrah [3]
8 - Shock Troopers 6-10 [2]
7 - Armored Scouts 5-6 [2]
3 - Charlise -22 [2]
 
"Good work Charlise thats what we're about!" Grumpy cheered, finally getting the censor off his mic.

"Firing!"

grumpy lines up a shot with his cannon on shock trooper 6's eye piece.
 
Even without the Called Shot at the eye, you do so much damage with the new Synchro Cannon that it would have punched through the thickest armor on the hull!

Alex lines up a shot on Shock Trooper 7 with his own Synchro Cannon, and that one also is destroyed. He lets out a whoop of joy. "Damn! These things pack a punch! Look at that damage!"

Psychie Psychie is up

23 - Grumpy -80 [4]
18 - Alex [4]
13 - Pyrrah [3] <====
8 - Shock Troopers 8-10 [2]
7 - Armored Scouts 5-6 [2]
3 - Charlise -22 [2]
 
"Good testing, keep it up and crush the rest of these bugs!"
 
Pyrrah laughs. "Well, I suppose I should try out this new pea shooter and see what it can do. Lining up on Invid Shock Trooper eight!"
Standard attack aimed for a main body shot.

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
 
Pyrrah lines up a shot and fires, scoring a solid hit on the side of the Shock Trooper. It is badly damaged, but the Invid unit manages to turn out of the way just enough to keep from getting lethal damage.

The last three Shock Troopers open up with their weapons on Pyrrah. They will hit unless you dodge.

The last two Armored Scouts each pick one of the Valkyries and accelerate up to Mach speed, trying to ram!

D. Rex D. Rex is up, and Orikanyo Orikanyo and Psychie Psychie have defense rolls to make.

23 - Grumpy -80 [4]
18 - Alex [4]
13 - Pyrrah [4]
8 - Shock Trooper 8 heavily damaged [3]
8 - Shock Trooper 9-10 [3]
7 - Armored Scouts 5-6 [3]
3 - Charlise -22 [2] <====
 
Pyrrah is able to evade two of the three, but in the process, gets lit up by the third for 36 points of damage.

When the two Armored Scouts try their kamikaze run, both pilots are able to tip their mecha out of the way before being slammed into. The Invid mecha shoot past the two of you and begin to spin around to make another pass.

D. Rex D. Rex is up

23 - Grumpy -80 [4]
18 - Alex [4]
13 - Pyrrah -36 [4]
8 - Shock Trooper 8 heavily damaged [3]
8 - Shock Trooper 9-10 [3]
7 - Armored Scouts 5-6 [3]
3 - Charlise -22 [2] <====
 
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 – 398

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: Offline, 3d6x10 per
EU-13 Gunpod: Active, 4d4 +3Strike
2x Nose Lasers: Active, 2d4 per, +2strike.



Missiles remaining: 54, 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.

At least she got them! She told herself. Encouraged by the cheer of her Captain, she made her next move.

While the shock troopers still could be considered a bigger threat, the scouts on their suicide run worried her more. If they picked up enough speed, they could do quite some damage. She would need to keep that from happening.

With tap of the thrusters, she left the cover of the asteroid to occupy the previous flight path of one of the scouts (5).

She brought up the barrel of her gun pod, aiming at the scout and waiting for it slow down and turn around. She would then fire off a single shot at its eyepiece.
 
From your training, you would know that the eyepiece on the smaller Invid mecha (Shock Trooper and lower) take 20 MDC to destroy and kill the pilot. A single shot of 4d4 cannot do enough to do a 'one shot-one kill' on them. If you want, I'll let you make it into a burst from your gun pod for the 1d4x10 shot instead. Just edit your post and make a single d4 die roll.
 

Users who are viewing this thread

Back
Top