• 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.

Dice UEEF: The Shadow Chronicles - OOC Thread

Main
Here
Characters
Here
Lore
Here
Sherwood Sherwood You wouldn't mind me giving the two other Red Devil pilots names and all (for a little flavour for Valriya of course~ ^^) would you~? ♥
The pilot killed in action was Alex Kroger, and the other pilot is Amanda Kay.
 
Heyyo!

I'm that new one Sherwood is talking about~ I apologize beforehand for any calculation mistakes, as this is a new experience playing the Palladium system, but, will do my best! ^^
Only saw this now, but in any case, welcome to the game! And no worries about being new; this game's been going on for a while, but it's still my first experience with Palladium as well.
 
Welcome to the madness that is our group. I would have warned you to run away, but now that you've posted here, it is far too late. You shall be assimilated!
I wouldn't be so sure. I've been gaming with some of you people for years, and I like to think I'm still relatively sane.
 
I wouldn't be so sure. I've been gaming with some of you people for years, and I like to think I'm still relatively sane.
That is the first mark of you insanity; denial of your own madness.
 
Ooh, this is a tricky one - is there anything canon I should know about Tisiphone's home world, or should I just make a bunch of things up?
I am running the Paraxians as a mix of high and low technology: Advanced cloning and reproductive tech and amazing flying cities mixed with archaic looking weapons and armor. You can be somewhat creative with your descriptions.
 
Is our advanced technology something we fully understand, or is it god-granted magic and rituals handed down over generations with context lost? Do we know how to build and maintain antigravity systems and cloning labs, or are they just leftover from whoever designed us?
 
Most of the tech you deal with on a daily basis is quasi-magic that 95% of the population doesn't understand. The cloning chamber is a true mystery, along with the antigrav stuff.
 
It now dawned on me, Valriya is the only squad member in the team with medical training.... (Nobody else has First-Aid or Paramedic. xD)

Gets ready to have to change her callsign from Devana to Doc.... XD
 
Let's face it, we're fighter pilots in a world with megadamage weapons. Odds are good if something goes really wrong for one of us the best medic in the galaxy can't piece together what's left. If we miraculously survive a mission killing strike then we've got hard vacuum in space, high velocity impact on a terrestrial world, or crushing pressure to look forward to on a gas giant. A medic is awfully nice on the ground, though, assuming we aren't being shot at with megadamage weapons.
 
Very true. It is very rare for someone to survive a hit outside your armor without a real lucky roll on the die.
 
This thing?

Super Valkyrie
MVAS-1 FASTPack and Modular Armor System: The Super Valkyrie upgrade is a bolt-on modular armor and FASTPack system designed to increase the Valkyrie’s effectiveness and survivability in space.
MDC by Location:
Forearms (2) – 100 each
Lower Legs (2) – 125 each
FASTPack Thursters and Missile Packs (2) – 150 each
These numbers are in addition to the regular MDC of an unarmored Valkyrie.

Weight: 8 tons
Speed: The FASTPack increases all flying speeds by 50%, and can reach speeds capable of entering orbit.
Bonuses: +1 to parry and +4 to dodge in all modes while in space. This bonus is in addition to any skill bonuses.
Penalties: While designed for space, it can be used in the atmosphere. The Super Valkyrie is awkward, and due to the increased weight of the FASTPack and drag, it reduces all combat bonuses by 25%.

Weapon Systems
MDS-L-46 “Hailstorm” Missile Pack: The Hailstorm Missile Pack adds an additional 46 short range missiles to the Valkyrie.
Range: dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD
Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: 46 missiles. Twenty in each thruster pack and three in each forearm.

Optional NP-BP-02 Beam Cannons: This replaces one of the missile launcher pods on the back of the Valkyrie with a pair of Particle Beam Cannons, reducing the overall missile payload of the Super Valkyrie to 26.
Range: 4,000 feet
Mega Damage: 4d10 per double blast
Rate of Fire: Equal to the combined hand to hand attacks of the pilot.
Payload: Effectively unlimited.

Optional NP-BP-10 Mini-Missile Packs: This replaces one of the standard missile launcher pods on the back of the Valkyrie with a Mini-Missile Launcher with an increased missile payload.
Range: One mile
Mega Damage: Typical payload is either HEAP missiles that do 1d4x10 MD per warhead, or Plasma that do 1d6x10 MD
Rate of Fire: Volleys of 1 to 9 missiles at a time
Payload: 30 Mini-Missiles per individual launcher

Optional NR-BP-E7 FAST "Recon" Packs: These replace both booster packs with an advanced AWACs radar dome.
PRIMARY PURPOSE: Enhanced Reconnaissance
RANGE: 600 miles (960 km)
DETECTION CAPABILITIES: The radar of the radome can detect and track up to 800 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The VF's onboard computer can only track 250 of these contacts simultaneously, but the telemetry from the radome can be transmitted via laser communications to a command ship for further analysis.

So... is the choice between the MDS-L-46, NP-BP-02 particle cannons, and NP-BP-10 mini-missile launchers? Oh, no, I see. We always have the MDS-L-46, but half of it can be replaced with the NP-BP-02 and the other half the NP-BP-10. Presumably we can't take two NP-BP-02's and fire them both with one attack. I don't understand why anyone would ever want the NP-BP-10. It trades 20 SRMs with 2d6x10 damage and a RoF of up to 20 for 30 mini-missiles with much less range, half or less the damage, and a max RoF of 9. That just seems terrible.

I think the particle cannons are useful for Tisiphone given her silly number of hand to hand attacks. Oh, but it's super short range at only 0.75 miles, and only deals 4d10 damage instead of 2d6x10. Its only big advantage is it doesn't run out of ammo. Wait, do we have the GBP-1S armour add-ons and the MDS-L-70 missile packs as well as the FAST Pack? Wow that's a lot of missiles. Oh, and 4d10 is way less damage than the standard 55mm cannons we have at 2d6x10 like the missiles, so really the only perk of the particle cannons is the not running out of ammo thing. It's looking like the base package is the best one by far unless you're afraid of running out of ammo.

So we have 4x3=12 medium missiles on our hard points, 70 in the bolt-on armour plates, 36 more on the FAST Pack, and 25 bursts from the autocannon? It's hilarious to me that our hardpoints account for only ~10% of our weapons payload, so that's probably wrong.
 
You ae not getting both the Armored Veritech and the Super Veritech. You guys are only getting the Super Pack, with your choice of either 2 pods of 20 Short Range Missiles each for a total of 46 (3 missiles are attached to each arm), or you can replace one or both of the pods for a pair of Particle Beam Cannons or 30 Mini Missiles.

I would suggest that you go with both Short Range Missile pods for the 46 missiles there, and then go with a mix of at least one hard point with a pod of 15 mini missiles and the others go with Medium Range for the added punch and range.
 
Oh, I see, because the hardpoints have the much better trading ratio of 3:15 instead of the awful 20:30 on the booster packs. Oh, that's because it's 3 MRMs to 15 minis, as opposed to 20 SRMs to 30 minis. And MRMs are 8x the range of SRMs, and LRMs are 10x the range of MRMs, wow. Okay. And we don't want to hit targets 500 miles away? Because that sounds like a half decent space weapon. 2x 500 mile 6d6x10 missiles sounds nicer than 3x 40 mile 4d6x10. I mean, not to Tisiphone, who considers beyond visual range weaponry a sin, but for normal people.

Edit: Unless we can have these medium missiles, because these things are scary
Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.
 
If you were to go with a full run of the Multi-Warhead missiles, you can get a total of 12 of them.
 
Would it be bad to carry 8x 500 mile range missiles? Are we not able to acquire and engage targets at 500 miles, even with the Raven? In space 500 miles seems really close. I guess if you're outnumbered 60:1 by people who think claws are the ideal armament for a space fighter (Tisiphone approves) you care less about being able to blow up 8 of them 500 miles away and more about blowing up 60 of them 1 mile away.

Either way, Tisiphone is likely taking whatever payload her wing commander assigned her.
 
If you want to go with the heavy missiles with the 500+ mile range, you can do so, and use the targeting and tracking info from the Raven's radar to target your foes, go for it.
 
More asking out of curiosity. Tisiphone, if given the chance, would replace all her armaments with melee weapons, so she's much more likely to take 60 mini missiles than 12 medium missiles if given the choice.
 
Having all those minis will give you the ability to really 'hose the foes' with missiles. Just don't overdo the number you launch, and remember, any number of missiles of 4 or more will not miss their target unless you roll a natural 1-4 on the 20 sided die, or the enemy uses an action to try and shoot them down.
 

Users who are viewing this thread

Back
Top