The Hydora Campaign

20(roll) + 2 = 22


"Keep it tight and precise, like you have," Michael says, breaking into the conversation. "Let's not get sloppy. Cypher, keep an eye on our new friends and get all the data you can back to Command."
 
ooc you forgot to add the +3 to initiative from the Valkyrie, giving you a 25.


Cypher gives you a snappy salute. "You got it cap'n. All data is being uploaded to Command as we speak."


25 - Firefly <-----


23 - Smurfette (2)


21 - Ghost (2)


15 - Cypher (2)


13 - Spooky (1) <-----


10 -Armored Scouts 1-3 (1)


7 - Wolf (1), Shogun (1)


3 - Shock Troopers 1-5 (1)
 
Firefly shifts in to battloid and aims with his beam canon. Satisfied, he pulls the trigger and unloads a five-round-blast at one of the shock troops.

Attack: 14 + 6 = 20
 
You are still forgetting to add in the bonuses from the Valkyrie training, giving you an additional +3 to hit.
With unerring accuracy, the shots from your beam cannon fly out and score deep wounds in the side of the Shock Trooper, but its armor holds it together and it is still in the fight.


25 - Firefly (1)


23 - Smurfette (2)


21 - Ghost (2)


15 - Cypher (2)


13 - Spooky (1) <-----


10 -Armored Scouts 1-3 (1)


7 - Wolf (1), Shogun (1)


3 - Shock Troopers 1(damaged), 2-5 (1)
 
Spooky


Hot off her exhilarating launch into the pincer command units, Spooky veers off rapidly. Vectors flash past and she lines up on the shock troopers. Another ten missiles launching...
 
With just a touch of overkill, the missiles vaporize the Shock Trooper, leaving just another cloud of expanding gasses.


The three Armored Scouts dip and weave through the fight, and this time, they turn on Wolf, firing a spray of plasma disks at his Valkyrie. Dodging is a free action in your jet, and with your bonuses being so high, as long as you don't roll a 1 on a dodge attempt, you'll evade the attacks.


25 - Firefly (1)


23 - Smurfette (2)


21 - Ghost (2)


15 - Cypher (2)


13 - Spooky (2)


10 -Armored Scouts 1-3 (2)


7 - Wolf (1), Shogun (1) <------


3 - Shock Troopers 1(damaged), 2-5 (1)
 
Swooping around, Shogun switches to Guardian mode and brackets the Shock Trooper Firefly had winged with one of his own beam cannons, even as it rolls out of formation, training shattered armor plating and the strange purple fluid that passes for blood with the Invid. He pulled the triggers, leading the alien's flight pattern, and watched hopefully as the energy pulses flashed through the void between them.

19 (Die roll) + 7 (Strike bonus) + 2 (Training bonus) = 28
 
The attack on the damaged Shock Trooper is just enough to puncture the inner compartment, venting the cockpit into open space.


Cypher lets out a excited 'Whooop!', then swears. "Shit. Our two big targets have passed the outer line of Chimera fighters, and are broadcasting to the Zentraedi ships that they need to "Engage the aliens, or they, too, will be purged." Commander Azonia is trying to talk them out of attacking us, but they aren't listening. It looks like we are going to have a fight on our hands."


25 - Firefly (1)


23 - Smurfette (2)


21 - Ghost (2)


15 - Cypher (2)


13 - Spooky (2)


10 -Armored Scouts 1-3 (2)


7 - Wolf (1), Shogun (2) <------


3 - Shock Troopers 2-5 (1)
 
"Firefly from Shogun, sorry for the kill-steal. But it's looking like we're getting about three hundred-plus new playmates.", Shogun said into the squad-wide comm.


Inside his helmet, he sighed sadly. Would this just be another commencement of yet more hostilities? Were the Robotech Masters truly so blind as to fire upon those who would seek alliance with those with them? He shook his head and searched around for another target.

Sherwood, I thought I'd used three actions, or did you count the leap dodge?
 
In the Valkyries, a dodge does not use up an action, so you can do so each time you are attacked for free.
 
"Haha they are dropping like flies" he sees the disks flying at him "Nice try but you may just need to try harder next time if there is a next time"


He switchs his Valkeryie to battloid mode and gets in closer.Then he shoots 4 missles from the short range Missle launchers at the one of the armored scouts

6+12=18 Cant touch this




2+7=9
 
Wolf is able to easily evade the Invid attacks, but when you return fire, the four missiles go wide and self detonate to avoid hitting a friendly target.


The four remaining Shock Troopers pour on the fire onto Wolf, hoping to hit the wildly dodging battloid. Your last Dodge roll still applies, so if I beat a 18 I'll roll damage. With their strike bonuses, one actually manages to score a hit, and you take 36 points of damage to your main body.


Cypher calls out, "Those two big bogies are engaging fighters from the Excellion, and are on an intercept course with the John Stennis. They are slowing to launch their Bioroids, and we are to move in and disable the engines on the designated ship. Fleet Command hopes that if we give them a black eye that will convince them to back off, but there is little chance of that."


25 - Firefly (1) <-----


23 - Smurfette (2)


21 - Ghost (2)


15 - Cypher (2)


13 - Spooky (2)


10 -Armored Scouts 1-3 (2)


7 - Wolf (2), Shogun (2)


3 - Shock Troopers 2-5 (2)
 
Spooky


Evangeline's voice cracks on the com links, each syllable full of spit and vinegar. "Is there a possibility of disabling launch bay doors as well. To further insure safe flight and low casualties on either side, I think both actions could be of use. Furthermore, be advised of the previous information given regarding Battloids. If preferred, layman's terms are available but by striking down command targets, routing and confusion may be sown in enemy ranks."


Her suit does a few more spins while she speaks. Her body still adjusting to flying using her lightening fast reflexes.
 
Shogun listened to Spooky's assessment, but raised his own objection, "Who's to say these ships have launch bay doors? These Bioroids are sealed suit mecha so there's small chance of there being any need to maintain a pressurized atmosphere in the launch bay. My concern is handing off these Invid to another squadron. Last thing I want is to be engaging a capital ship while being harried by two different interceptor groups."
 
Cypher calls up some more data on her terminal. "According to this, there are six launch bays in the main body of those transports. They are all heavily armored, and the only way to take them out is to disable the midsection of the ship. There is a flight of Chimera's and Veritechs coming this way to engage the Bioroids, and we're supposed to try and disable the engines of the ship on the left. All we should have to worry about is the self defense turrets on the ship. But lets take out the last of these bugs, and save your missiles for the engines of the ship."


25 - Firefly (1) <-----


23 - Smurfette (2) <-----


21 - Ghost (2) <-----


15 - Cypher (2) <-----


13 - Spooky (2) <-----


10 -Armored Scouts 1-3 (2)


7 - Wolf (2), Shogun (2)


3 - Shock Troopers 2-5 (2)
 
"Roger, Cypher, engaging last of the Invids now." Matching actions to words he targeted one of the shock trooper's eyepoints with his plasma lance. Time to kill bugs and hopefully avoid getting killed by the two inbound RM ships.

Roll of 8+7=15 total to hit. :(
 
Once more, the power of the Plasma spear does its work as the sensor eye is shattered, causing its destruction.


25 - Firefly (1) <-----


23 - Smurfette (2) <-----


21 - Ghost (3)


15 - Cypher (2) <-----


13 - Spooky (2) <-----


10 -Armored Scouts 1-3 (2)


7 - Wolf (2), Shogun (2)


3 - Shock Troopers 2-4 (2)
 
Taking the controls in the back seat of the Valkyrie, Cypher charges up the dual beam cannons on the wings, leaving the Plasma Spear for Shogun to use on his next attack. "Locking onto a Shock Trooper. Tracking, tracking, got a lock! Taking the shot!" A dual spray from the two gun pods fire out and manage to score deep hits in the sensor eye of the attacking mecha, causing a explosion. "Hell, yeah! Don't mess with Hydra, bitches!"


25 - Firefly (1) <-----


23 - Smurfette (2) <-----


21 - Ghost (3)


15 - Cypher (3)


13 - Spooky (2) <-----


10 -Armored Scouts 1-3 (2)


7 - Wolf (2), Shogun (2)


3 - Shock Troopers 2-3 (2)
 
Spooky


Locking targets as she speeds along, Spooky fires off a pair of missiles at the troopers. Ample fire support for now.
 
Shock Trooper 2 gets slammed by the dual missiles, but its armor is strong enough to survive the damage.


If I don't hear from Smurfette and Firefly soon, we'll have them delay and move on with the fight so everyone is not stuck waiting.


25 - Firefly (1) <-----


23 - Smurfette (2) <-----


21 - Ghost (3)


15 - Cypher (3)


13 - Spooky (3)


10 -Armored Scouts 1-3 (2)


7 - Wolf (2), Shogun (2)


3 - Shock Troopers 2 (damaged) -3 (2)
 
Parino Zairine


Twisting, dodging and moving through space, ships and gun fire was second nature to her. She focused on the bug in front of her, moving closer, trailing it as she adjusted her instruments to lock onto the eye of the beast. Once she was within range of her missiles she armed them. She held her breath, briefly wondered how Hiro was doing, then she fired. She breathed out as she moved out of the way of the blow-back, getting herself into position for another target or another run at this one if her missiles failed to destroy it properly.
 
The missile launch from Smurfette is enough to take out the damaged Shock Trooper, blasting it in half along the damaged lines in its hull.


The three Armored Scouts turn on the Female Powered Armor and fire, trying to take down the fast moving target.


25 - Firefly (1) <-----


23 - Smurfette (3)


21 - Ghost (3)


15 - Cypher (3)


13 - Spooky (3)


10 -Armored Scouts 1-3 (3)


7 - Wolf (2), Shogun (2) <-----


3 - Shock Trooper 3 (2)
 
"Having fun back there?", Shogun chuckled as his wife gets her second kill, but his humor is instantly sobered as he saw the Armored Scouts vectoring in on his Zentraedi team-mate, "Smurfette from Shogun, you have hostiles on your six, take evasive action!"


He gunned the engines, sweeping in behind the Invid pursuers and lined up the Plasma Spear for it's second shot before it would have to recharge. As the targeting reticule turned red, he depressed the trigger and a lance of energised plasma jetted from the weapon to surge toward his target.

13 (Die roll) + 8 (Strike bonus) + 2 (Training bonus) = 23
 
Ghost's hands are white on the the controls as he watches the scanner. Ohgodohgodohgod, not now. He follows Shogun, trying to line up his own shot.
 

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