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Futuristic UEEF Marines - OOC Thread

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A distress signal has been received, the source being a pair of large ships of alien design. They appear to be under attack by scores of mecha, swarming about, attacking the large ships and the very few defenders that are trying to repel the onslaught.

Pyrrah recognizes the large ships as Robotech Master carriers, capable of deploying hundreds of bioroids on their hover sleds each (even if there are much fewer deployed at the moment) all three of you can tell at a glance that the attacking force is the Invid, and the bioroid defenders are vastly outnumbered.
Sherwood Sherwood When you have the time, could you please explain this to me?

Is this the UEEF's first contact with the Robotech Masters for the UEEF to be treating them as if they were Karbarrans, Garudans, etc.? Why is the UEEF coming to the rescue of the Robotech Masters of all people? The UEEF is on their way to Tyrol, but if we have aliens (like our characters), do we not already know about the treachery the Robotech Masters are capable of?

(This is what I get for never having seen the UEEF Robotech cartoon series.) =)
 
There is a big difference between the upper levels of the Masters' hierarchy and the lower 'civilian' clones. In the series, there are a good number of Tyrolians that join up in the UEEF to fight against the Invid, giving rise to the Bioroid Interceptor Destroid, a melding of the technology of the bioroids and Earth tech, making it easier for the Tyrolians to adapt to the new mecha.

Right now, the two ships are under heavy attack, and they have detected the two human ships approaching and have called out, begging for aid to save them from the Invid attack. The captains of the two ships are responding to their cry for help, but are by no means lowering their guard.

Does that help answer your questions?
 
There is a big difference between the upper levels of the Masters' hierarchy and the lower 'civilian' clones. In the series, there are a good number of Tyrolians that join up in the UEEF to fight against the Invid, giving rise to the Bioroid Interceptor Destroid, a melding of the technology of the bioroids and Earth tech, making it easier for the Tyrolians to adapt to the new mecha.

Right now, the two ships are under heavy attack, and they have detected the two human ships approaching and have called out, begging for aid to save them from the Invid attack. The captains of the two ships are responding to their cry for help, but are by no means lowering their guard.

Does that help answer your questions?
Almost. Some of this, I remember. My previous bear, T'kar, piloted of the Bioroid Interceptor.

I guess what I mean to ask is, "where is the UEEF in their experience with the Robotech Masters and Tyrolians?" Do we already have Tyrolian allies?
 
Sherwood Sherwood I have to stop working on character for today but here is what I have so far.

I need to fill in ooc and ooc related skills, and 3rd skill for MOS, and complete combat attributes.
Questions:
We get 6 action points?
What pilot skills would be best for this scenario?
Anything I missed so far?
 
Almost. Some of this, I remember. My previous bear, T'kar, piloted of the Bioroid Interceptor.

I guess what I mean to ask is, "where is the UEEF in their experience with the Robotech Masters and Tyrolians?" Do we already have Tyrolian allies?
All the info that they are working with is from their Zentraedi allies, so their knowledge is somewhat limited and slanted from their own point of view. There has been no full out contact with the Tyrolians or the Robotech Masters yet.
Sherwood Sherwood I have to stop working on character for today but here is what I have so far.

I need to fill in ooc and ooc related skills, and 3rd skill for MOS, and complete combat attributes.
Questions:
We get 6 action points?
What pilot skills would be best for this scenario?
Anything I missed so far?
Yes, six action points at this time.
You will need to have at least the Pilot SIlverback and MECT in that vehicle. As a Karbarran, you are too large to operate the Cyclones. The skill of Combat Driving is a good extra to take, since it gives you a +1 to dodge in your vehicle mode.

Your combat stats need some work. With the Storm Team Basic Training, you start out with HtH Commando, and that gives you 4 actions per melee starting out, plus one more from Boxing, for a total of 5. Also, your OCC Skill list is currently blank. As a Marine Technical Officer, you get the following skills:
Basic Electronics (+5%)
Climbing ( + 10%)
Forced March
Intelligence ( +6%)
One Piloting skill of choice (+10%).
Sensory Equipment (+15%)
Swimming ( + 10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics: Advanced ( + 10%)
Military Etiquette (+20%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S. The best Hand to Hand skill always applies.

Storm Team Basic Training gives you:

This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the Expeditionary Force Marine special forces.

Detect Ambush (+15%)
Hand to Hand: Commando
Intelligence ( + 10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Piloting skills of choice (+10%, where applicable).
Wilderness Survival (+10%)
W.P. Knife

You also get to choose a Natural Aptitude Bonus.

Applicable to all species.
Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mecha and spaceship cannons. Furthermore, the usual penalties for being off balance, moving, etc. are half. Does not apply to missiles.
Natural Veritech Ace: +5% to Pilot Veritech skill and + 7% to Veritech Piloting Specialty ( one specific Veritech which the character pilots better than any other, his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type
High Perception and Solid Gut Instincts: +1d4 on Perception Rolls. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Quick Reaction Time: +1D4 on initiative. Roll 1d4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.
Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.
Quick Reflexes: + 1 attack per melee and + 1 to dodge.
Fearless: +1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.
Charismatic Charmer: +1d4+2 to M.A., this character is especially likable and affable.

I believe that everyone so far has taken the Fast Learner and Jack of Many Trades one to get the extra skills, but the Quick Reflexes one is also a good one to pick for the extra action per melee round.

Also, don't forget that your Iq of 24 gives you a one time bonus of +10% to all your skills.
 
You don't have to wait. I'm putting it together in the middle of packing for moving houses. I'll jump in when I get done.
I hope you really enjoy your new home, Jake!

For me, the act of moving is both no small amount of work and a lesson in appreciation for all that I have earned and own. One moving tip I like to use: label each box with a very brief description and destination you want it to be in in the next home. I.e. "RPG books - Bedroom #2." Talk about a big time-saver!
 
Sherwood Sherwood

Hey! C'osmo would like to access the Normandy's database to see if he can provide deck plans for those ships the Invid have boarded to the Dragon Slayers? That way, the squad will have a strong idea of where they are going, where civilians might be hiding, and what the Invid are up to?

Could he roll his Computer Operation or some other Skill to make this happen?
 
C'osmo is not able to recover an exact deck plan, but you do find some general info. Most of the ship is built with a ceiling height of 25 feet; too small for a Zentraedi, but large enough for your Silverback to enter without any problems. There are six independent mecha bays spread over four decks, with enough room to be able to carry over 350 of the bioroids and their flying sleds that the Robotech Masters use as their primary mecha.

The ships are atmosphere capable, and some are equipped with a fold space engine. As far as you can tell, these ships are not armed with anything other than point defense guns designed to keep smaller targets at bay.

At this point there is no way to tell how many passengers ate on each ship.
 
Eonivar Eonivar Purr Purr Psychie Psychie cthuluneedsahug cthuluneedsahug

A quick refresher on the Called Shot rule.

If you are trying to nail something in a specific spot, such as the weak eyepiece of an Invid Shock Trooper instead of the main body, this is a Called Shot. These are aimed attacks that uses up two of your actions instead of just one, and you have to use a direct fire weapon and not a rocket or missile.

Any roll made to hit that does not say that you are going for the Called Shot will be defaulted to a standard attack.
 
Sherwood Sherwood

Onni the starship boarding skill, would that cover familiarity with being able to hack into to enter or enter into a Robotech Master Shuttle?
 
C'osmo is not able to recover an exact deck plan, but you do find some general info. Most of the ship is built with a ceiling height of 25 feet; too small for a Zentraedi, but large enough for your Silverback to enter without any problems. There are six independent mecha bays spread over four decks, with enough room to be able to carry over 350 of the bioroids and their flying sleds that the Robotech Masters use as their primary mecha.
Thanks!

At this point there is no way to tell how many passengers ate on each ship.
But whatever they had, I hope it was good because with the Invid present, this might be their last meal! (I couldn't resist! You mean "are" right?) (Feel free to tease me in good spirits when I typo too! Don't let me off the hook!)

A quick refresher on the Called Shot rule.
Are you using the book rules where only single "sniper-style" shots are allowed and not bursts or wild shots?

Also, most Called Shots come with a -3 minimum penalty to the total Strike roll. Yes?

No problem at all. End of the year is really busy for me, as a teacher, and we are moving on top of it. But, I am moving in my girlfriend so this move is a good one.
Hey, Jake! Thank you for being a teacher! It is thanks to my many Special Education teachers that I'm where I am today. =)
 
Sherwood Sherwood

Onni the starship boarding skill, would that cover familiarity with being able to hack into to enter or enter into a Robotech Master Shuttle?
You can give the skill a roll and see, but yes, if you are successful, it will grant you some benefit to not blasting your way in.
 
But whatever they had, I hope it was good because with the Invid present, this might be their last meal! (I couldn't resist! You mean "are" right?) (Feel free to tease me in good spirits when I typo too! Don't let me off the hook!)
The perils of posting on my phone are the typos that Dannigan spot! Oh, woe is me! lol
Are you using the book rules where only single "sniper-style" shots are allowed and not bursts or wild shots?

Also, most Called Shots come with a -3 minimum penalty to the total Strike roll. Yes?
I had forgotten the -3 penalty, but yes, only a single shot and not a burst or wild shot.
 
The perils of posting on my phone are the typos that Dannigan spot! Oh, woe is me! lol
I know, right? Man! If I am going to typo, it's going to be on my phone! (I'm actually not posting about the vast majority of typos that I'm spotting; for example - there are a few just in the posts of the last 24 hours here - I just like joking about the ones that really stand out in the hopes to bring more smiles here.)

I had forgotten the -3 penalty, but yes, only a single shot and not a burst or wild shot.
Thanks for clarifying. Now we know! =)

BTW, Happy Easter for those that celebrate the day!
You too! 8D
 
FYI You may all want to refresh my last post IC, as I added a bit more to Onni's explanation of Boarding and use of Protoculture devices in the shuttle.
 
Pyrrah recognizes the large ships as Robotech Master carriers, capable of deploying hundreds of bioroids on their hover sleds each (even if there are much fewer deployed at the moment) all three of you can tell at a glance that the attacking force is the Invid, and the bioroid defenders are vastly outnumbered.

Onni makes sure his vehicle mounted computer and tools are attached to his cyclone and looks at the readout for the shuttle and tries to remember if his boarding training included Robotech Master Shuttles.
Eonivar Eonivar Sorry, I'm confused. What shuttles?

As far as I can tell, there are 4 starships involved in this battle. The Normandy, the Discovery, and the two Robotech Master carriers we are here to rescue. (Where the Invid mecha came from is completely unknown to me.)

"Please be mindful that we will have to approach the target shuttles from a distance, though a battle in space. We will probably want to pick a good vector and try to approach without power. That way in the vastness of space we will just look like debris. If we power up too soon, the invid will see our protoculture and attack us, and while we should have cover and escort, it would be easier to come in silently and use the battle as cover. If do get discovered, we power up and make our way as fast as we can to the shuttle, just remember to be aware of your velocities so you do not splatter on impact with the target, use your breaking thrust.
Do what? We've been ordered to follow the Fire Cats Alpha squadron who are running interference for us, to get us inside the refugee ships as soon as possible. Right?

Pyrrah's team of Strike Marines are getting a different set of orders than hull defense. "Lieutenant Pyrrah, we have reports that several of the Invid have boarded one of the ships. Get in there and clear them out without causing massive amounts of collateral damage. The Fire Cats (one of the Alpha squadrons) will help clear you a path to the target ship. These ships are filled with refugee civilians, so watch your fire and be careful. Standby to launch."
Or am I just missing something really big again? Sherwood Sherwood Psychie Psychie
 
Sorry, I'm confused. What shuttles?
Ooops that is my bad, for some reason I thought the CARRIERS we’re called shuttles…I will fix this in my posts

UPDATE: I have fixed my post.
 
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Do what? We've been ordered to follow the Fire Cats Alpha squadron who are running interference for us, to get us inside the refugee ships as soon as possible. Right?
Note that Onni is aware of the escort, his idea is a suggestion...in the end its Pyrrah's call on how they approach.
 
Note that Onni is aware of the escort, his idea is a suggestion...in the end its Pyrrah's call on how they approach.
Huh! I didn't think 2ndLt Pyrrah had the option - it read like an order from the Normandy to me.

Sherwood? Could you clear this up for us?

Eon, thanks for clearing up the confusion! I was really lost there for a moment! =)
 

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