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Mission 1 - Into the Blue

GasMaskie

"Wait and Hope"
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Blue.

The color of the skies overhead, completely enveloping your field of vision. You can't remember just how many times you've simply lost track of things, looking up towards that endless canvas. And, for as long as you've remembered, you've always had a certain feeling in your chest. That you belonged up there, dashing through the air and gliding past clouds.


Blue Sky.jpg

Flight.

One of mankind's earliest dreams and envies. Man never stopped reaching out towards the sky. And so, planes were developed. First as a means to grasp that previously unattainable ideal - the ability to traverse the sky. And then refined, as a tool of war. Aerial supremacy. Bombing from overhead. Invaders falling from the sky in droves. Ground-based combat never became obsolete, of course. But aerial combat quickly became an integral part of any sort of conflict moving forward. Legendary aces were born from the ashes of war. And with their skills, they pushed their planes to the limit.

How much could they load onto a warplane?
How much armor plating could you bolt on before it couldn't fly?
How can a pilot's skills be better expressed?

The end result: the Aerial Cavalry. In one moment, a plane. In the other, a metallic giant. Shifting between Silhouette and Stance Mode, these new warplanes pushed the limits of aerial combat further. From glorious close-range duels to the ability to weave through urban settings at high speeds with tight-turns, ACs made the ace pilots of yesteryear nuggets compared to the new stock being bred by these shapeshifting mecha.

In the middle of your thoughts, you feel a sharp kick to the back of your seat that properly jostles you back to reality. Tearing your gaze away from the sky, you notice the thick glass canopy and the metal framework running through it. You instinctively bring a hand to your face, only to meet the visor of your helmet and the thick oxygen mask. Blinking, you take a firmer grip of the two control sticks. You're not in any sort of combat at the moment, but flight logs will be reviewed. In response, you let out a barely audible grunt of discontent.

"Hey, I know this is a routine patrol, but pay attention. You're making us look like a bunch of nuggets." A feminine voice comes through on your headset. You don't bother glancing back. The woman's sitting right behind you - Lise Hartmann. As someone who was hired at the same time as you, she's just as new and untested to the company as you are. And, due to the only AC currently available being a two-seater, she's your WSO for this operation.

It takes a moment for you to recall the briefing - but as new hires for Orthrus Security Solutions, the two of you were assigned to their Hound Squadron. Far from the front lines of the ongoing Eastern-Western War, you're currently patrolling the airspace over a base in the Leciellan countryside. As the other three pilots in the flight bank left and your AC follows suit, you're afforded a view at the tilled fields of green below.


Hound 1 "Hunter"
<< Nice and easy. We've got about an hour left of flight time before we're due back. The top brass already know what you're capable of Hound 3, so this patrol's just here to get you acclimated to flight. Been a while for both of you, hasn't it? >> A male's voice comes through clear on your headset. Stern, and yet jovial - your current superior.

Hound 2 "Watchman"
<< Prinz's performance, I can vouch for - she's a graduate from the Royal Altian Officer Academy after all. Been a while since I've been back home, but they breed more than just over-decorated COs there. 'Least, that's how it was when I earned my wings there. >> The next voice you hear is an older male's voice. You briefly recall hearing something before - "Always fear the old soldier in the young man's war".

Hound 4 WSO | "Prinz"
<< Full marks, from there, yes. And as I assured the interviewer, I'm far more than just my bloodline. That being said, I would have preferred a support role on the ground - but he needs an WSO for this flight, and none of the other new hires can keep up. >>

Hound 3 "Stingray"

<< As silent as a field mouse over there. Heard that he really tore up the AC he was in during those wargames with the Western Coalition's wings. I'm sure that the ground crew really gave you an earful after that, didn't they? >> A woman's voice chimes in. Only a few years older than you or Lise, as you can recall.

The operation in question comes to mind. With most of their forces abroad, OSS was briefly contracted by the Western Coalition to serve as the aggressor squadron for one of their air combat practices. To cut a long story short, you came back with the AC's internals twisted up and mangled by your piloting and your co-pilot out cold. It earned you a strange reputation - with more than a few seasoned pilots often asking you if you've even got blood in your veins.

You continue to fly in a tight formation with the rest of Hound Squadron as your mind briefly drifts to the near past and the life that you left behind. Once upon a time, before becoming a soldier of fortune in the skies above, you were:

  1. An impoverished patrician. Once part of an esteemed noble family, recent turns in fortunes and the seizures of assets as the Eastern-Western War came into full swing resulted in the loss of both estate and status. Though many in your long lineage have served in militaries, you're only the second pilot after your grandather; who taught you from a young age the basics of aviation. Said grandfather was also a notorious ace in his heyday, and the OSS saw the shadow of his wings in you.
  2. An academy washout. More specifically - you were from a middle class family in the United Federation of Esora. While you graduated from the Esoran Military Academy, you were ultimately passed over for a position as an officer without proper connections or significantly high marks in other areas. Naturally, you're still a little bitter about the whole affair, but mercenary piloting is the next best thing. Despite the chip on your soldier, you were still one of the more notable cadets PMCs had their eyes on.
  3. A veteran. Hailing from a smaller country, you actually piloted an AC at a younger age than most. While everyone had their eyes on the growing hostilities between the Western Coalition and the Alliance of the East, you were trained as a child to fire a rifle on your local despot's orders. Of course, foreign intervention eventually arrives and atrocities are swept under the rug - you were one of the lucky ones who survived into young adulthood. War's all you know, and the OSS were nonetheless impressed by your skills.
 
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>An academy washout. More specifically - you were from a middle class family in the United Federation of Esora. While you graduated from the Esoran Military Academy, you were ultimately passed over for a position as an officer without proper connections or significantly high marks in other areas. Naturally, you're still a little bitter about the whole affair, but mercenary piloting is the next best thing. Despite the chip on your soldier, you were still one of the more notable cadets PMCs had their eyes on.


You keep your eyes open even as you trawl through your mind for the remnants of your past. You can recall the taste of the slop at the mess hall, the early morning fomrations, and the rigors of drills. If there's one thing that you brought back from your time there, it was the discipline that was trained right into your very core. Of course, things didn't work out like you had ideally expected at the time. The vacant officer positions were snapped up first by the children of notable politicians. And then the truly exceptional.

The only thing you had to your name was your piloting skills - but you'd need to spend even more time trying to earn your wings through regular service. The myth of military exceptionalism and meritocracy faded in those last few months before graduation, and that youthful idealism was replaced with a chilling bitterness. At the very least, when it came to base time - OSS was far less strict. And, it was ultimately your skill in an AC and nothing else that earned you the right to sit where you are.

Your eyes move towards the control panel as you monitor the current altitude. The rest of Hound Squadron has pulled up slightly, and you follow in formation. Although your aspirations were dashed and you lacked the same sort of airs as your WSO, you can't find it in yourself to hold it against her. If anything, despite the differences in your upbringings and resources, she ultimately ended up in the same plane as you.Though, as far as socializing went, you hardly spoke a word to her on base. Or with others for that matter.


Hound 2 "Watchman"
<< You know, I am a little curious about the young lass's callsign. Prinz? There's bound to be a story behind that. >>

Hound 4 WSO | "Prinz"

<< Ugh. I'd... rather not get into that now. >>

Hound 3 "Stingray"

<< Fourth in line to Granbourg's throne. It's not like we don't have enough spare heirs in the company, but you're probably the most notable... even if your country lies in the Buffer Zone. >>

With the radio chatter coming through clear, you consider the woman's words. The small conglomeration of states, Granbourg being the most significant, made up the Buffer Zone region between the Western Coalition's territories and the Central Union just an ocean away. Having lost several conflicts with both the Leciel Republic and the Kingdom of Altia, Granbourg eventually became a husk of its former glory - much of the nation-states that made up the Buffer Zone were initially Granbourg's. Ultimately, they're considered an ally of the Western Coalition, but they shared no love for those that had snatched victory away from them.

Hound 2 "Watchman"
<< Well, you'd think she'd be "Prinzessin". Might be a little long but it makes more sense, don't it? >>

Hound 1 "Hunter"
<< While we're on the topic of callsigns, what about Hound 4's? At the very least you two have flown on a handful of ops together, so you probably have an idea, don't you Prinz? >>

Hound 4 WSO | "Prinz"

<< His callsign? Well, he doesn't really talk much, but... >>

You adjust your headset briefly as you consider your own callsign. As far as things go for the OSS, it's as good as your real name. Your employers keep the names of their soldiers, both ground pounders and pilots, under a tight lock and key. A sort of equality you can't find in national armies - performance is what matters at the end of the day. Even Lise's heritage wouldn't have carried her far here if she wasn't as competent as she is.

As for your callsign , it was one of the few things that carried over from your time at the Esoran Military Academy. A nickname, granted by an instructor who saw great potential in you - and ultimately the one who nudged you towards mercenary work.



Your callsign is...
  • Reaper (+2 STR, +1 ACM)
  • Archer (+2 GUN, +1 EVA)
  • Hitman (+2 EVA, +1 ACM)
  • Zero (+2 ACM, +1 END)
  • Joker (+2 EVA, +1 END)
  • Esper (+3 TEC)
  • [Write-In along with any of the listed bonuses]

MechanicsThis quest will operate on a simple d20 system, with different options during combat being modified by the values that our ace in the making has. The six stats we'll be using for Beyond the Blue are:
Strike (STR): Close-quarters combat modifier.
Gunskill (GUN): Long-range combat modifier.
Air Combat Manuevering (ACM): Affects movement into and during combat.
Evasion (EVA): Evasive and defensive manuevering
Endurance (END): Overall durability and ability to keep flying through damage.
Technical (TEC): Certain weapons and system usage.
As for the (currently unnamed) Hound 4's current stats:
STR: 2
GUN: 2
ACM: 2
EVA: 2
END: 2
TEC: 2
 
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>Joker

"Gotta say, you may be lacking in everything else, but your skills in the simulators... makes you one of those rare wild cards..." You can briefly hear the words of your former instructor echo through your mind. You turn your mic on for a brief moment, if only to test your own communication systems. Though, With your WSO behind you, you honestly couldn't care one way or another if you couldn't speak up.

Hound 4 "Joker"
<< ... >>

Hound 1 "Hunter"

<< One of those ironic callsigns, isn't it? Well, even the most innocuous of names can end up being infamous out here in the clouds. >>

Hound 4 WSO | "Prinz"

<< Joker's... doesn't really do humor. But, the way he flies - it's like seeing a jester dance around. During that joint exercise, his AC was untouchable. Maybe that's why? >>

You've never been particular chatty - to the point where your parents took you to a doctor when you were younger. It's not that you're unable to speak... but you really don't see any point in doing so most of the time. From the aviation records you've read, it always seemed like the chattiest pilots had the most gruesome legacies. Their last words, gurgles, screams. Grisly reminders of the inevitable failures that may occur with an ejection system - or a particularly vengeful enemy turning them into airborne patties.

The patrol continues on like normal. Perhaps in a few months of flying, they'll transfer you to a seaborne squadron for some patrols overseas. Nailing potshots on pirate vessels isn't exactly difficult, but any practice with weapons and manuevering is preferable to uneventful patrols like these. As you keep in a tight formation, there's a simultaneous appearance of an unknown on the radar. You squint as you glance over to the display rendered within your visor's HUD.

Hound 1 "Hunter"
<< A bogey. AWACS, this is Hound 1, we've got an unidentified vessel approaching. Attempting to make radar contact. >>

AWACS "Control"

<< Roger, Hound 1. Maintain current formation and follow the standard operating procedure - this far in-land, it's probably a Western Coalition plane. >>

You remain in the rear while Watchman and Stingray cover the flanks. Box formation. Your attention remains fixed on Hound 1's AC - a Crusader.F3 from Altia. Barring the OSS logo on the tailfins, its gray color is uniform with the rest of the planes in the flight. You ascend slightly, managing to catch a glance at the bogey approaching. You hear a gasp behind you as you begin to make out some of the craft's distinguishing features.

It's not an AC - not with how large it is. It's a airliner with ornamentation. You can't quite make out the emblems on it, but you do notice something else - smoke. Rolling off the wings and streaming from what look to be strained engines. Usually, you'd expect something like that to be flanked with a squadron of ACs for protection. As you continued your approach, the damage on its thicker amror plating was apparent - massive patches had been gouged out, likely from explosive armaments. Curious, you sharply rap your knuckles on the console to get your co-pilot's attention.

"...That's the Diedrich Vogel... The king's transport!"

Hound 1 "Hunter"

<< Unidentified aircraft, you're currently flying over the restricted airspace of the Leciel Republic. Identify yourself. >>

???

<< Tch, that emblem. Mercenaries? There's no other choice... This is Acting Captain Rosengard of the Gransbourg Royal Guard. Our escort detail's been shot down enroute. Requesting emergency assistance! >>

AWACS "Control"

<< IFF and authenticating registration... Confirmed, this is the Diedrich Vogel. And... three more bogeys just appeared on radar. Estimated approach vector... zone will be hot in a few minutes. >>

Hound 1 "Hunter"

<< Some attitude. Hound Squadron, looks like we'll be playing babysitter. Expect a good bonus at the end of this. >>

Hound 4 WSO | "Prinz"

<< ...Acting Captain Rosengard, was it? Is the king...? >>

Diedrich Vogel
<<
Wait, that voice... Princess Lise? >>

Hound 2 "Watchman"

<< To think someone'd be brazen enough to chase down a head of state's transport. I've got a bad feelin' about this... >>

You grit your teeth as the radio chatter comes through. As the rest of your planes bank left towards the armored vessel, you spot a glint in the distance and smack the console to get Lise's attention. She snaps to attention at the noise and notices the brief flash just before everything goes sideways. You instinctively pull the nose of the trainer upwards and feel the g-forces push you further into your seat as you break formation with a sudden burst of speed.

A black rod lances through the air at unimaginable speeds, ripping through the calm of the skies. The flames are intially all you can make out in that split second manuever as it tears through space. A scream escapes your co-pilot's mouth, echoing over the comms as the projectile suddenly shreds through Hound 1's cockpit. You don't even hear him make a noise over the radio - there's just the muffled explosion and an -OFFLINE- appearing where his callsign was in your display.




Hound 3 "Stingray"
<< Hunter? Those bastards! Gahhh-!"
Pilot: Hound 4 " Joker"
AC: AF-07T Kite (Trainer)
AC Mode: Silhouette
STR: 2
GUN: 2
ACM: 2 (+1)
EVA: 4
END: 3
TEC: 2

Loadout:
1x Knife
1x Standard Gunpod


Hound 3's plane veers off as her AC narrowly avoids an unguided missile. As the hostiles switch to a wide formation, you spot the remains of the Crusader falling down towards the idyllic countryside. Fixing your gaze on the radar, you quickly spot the three hostiles. Three Esoran ACs... though, their jetblack coloration and covered cockpits don't match any of UFE's livery. And, judging by the large gunpod on the center AC, it's a Sniper-type.

Hound 2 "Watchman"
<< Shit! Engaging! I'll take the sniper! Hound 3 and 4, intercept them and keep them away from the VIP! >>

The veteran begins to make a straight beeline for the sniper in his Attacker-type AC - a Buster A.4. Armored and bristling with armaments, it can withstand enough punishment and deal just as much. Though, it'd be an easy target for the other two hostiles - both Fighter-types. Nimble and close-quarters combat oriented. You recall the trainer plane's specs - it's a variant of the AF-07 Kite, a last generation Esoran Fighter. Gripping tight on the controls, your crosshairs lock onto one of the black ACs, courtesy of your WSO.

You decide to...

  • Intercept in Silhouette Mode with the gunpod. [GUN + ACM, DC: 12]
  • Switch to Stance Mode and force the target into melee. [STR + ACM, DC: 10]


Mechanics
Rolls will be done with a single D20, with the best of three rolls being averaged and compared against the stated DC. Modifiers based on Joker's stat values will be added to the result - so long as the end result is even or above the DC, it will count as a success. Further developments to Joker and his AC may affect re-rolling or automatic successes. Any such bonuses will be notified here before being added to his stats.

Aerial Cavalry Modes
Aerial Cavalry possess two modes - the standard warplane "Silhouette Mode" and the humanoid "Stance Mode". Current mode will be listed in the stat window, while options wiill denote when Joker will be able to shift between either mode for the turn. Depending on which mode Joker's AC is currently in, he'll receive a stat bonus. These bonuses may change over time depending on developments and conditions. If so, they'll be noted here.

Silhouette Mode: +1 ACM

Stance Mode: +1 EVA

 
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>Switch to Stance Mode and force the target into melee. [STR + ACM, DC: 10]
[Avg: 12 + 2: Success]

As you press in a button on each control stick, your WSO tenses up, bracing for the suddent high-speed shifting as your AC rushes towards the target. In a matter of seconds, the cockpit and nose are pulled back and folded away while your own seat adjusts - it leans forwards while also increasing the amount of legroom you receive. Gripping your control sticks, there's a seamless transition from the darkness of the ACs innards to panoramic camera view of the area on the glass canopy. Your HUD, on the other hand, relays the visual information from the head of the mech directly. What it sees, you see.

ML3Y.gif

You make your intentions known to your WSO as a panel on the ACs thigh slides open. A knife handle slides out and you draw it one fluid motion, rotating the manipulator 360 degrees to test its responsiveness. The crosshairs in your vision soon lock onto the black AC, and quickly descend. It seems to ignore you as you dip out of its field of view. The Kite you're in is lightly armed - with only a single gunpod and a knife for armaments. But, you're entirely sure that it's all you'll need. When the target passes overhead, you make your move.


Pilot: Hound 4 " Joker"
AC: AF-07T Kite (Trainer)
AC Mode: Stance
STR: 2
GUN: 2
ACM: 2
EVA: 4 (+1)
END: 3
TEC: 2

Loadout:
1x Knife
1x Standard Gunpod

"Give them hell, Joker!"

The Kite reorients itself as its wings tilt upwards. Its legs bend and the thrusters where its feet are align. Arms bent and close to the torso. For a split second, it's as if you've just landed on an invisible platform. But that second of stillness passes as you call upon the full brunt of the AC's engines. A sudden, high speed ascension only possible thanks to Stance mode. The sudden amount of Gs pushes you into your seat once more, but your attention remains focused solely on the hostile. As you come within striking range, yougrin the AC's arms out. The arm equipped with the knife stretches out and...

Sparks fly as you sense resistance against the blade. As you pass by the target, you instinctively invert the AC at the peak of your manuever and quickly roll over to return upright. It's only then that you can truly survey the effects of the strike. The black AC had rolled, but it was too late - there's a large line from the middle of the fuselage to a wing where your knife had struck. Smoke rolls off its surface as it shifts into Stance Mode, movement hampered by the damages of your blow.

It's almost like a funhouse mirror - you realize that the target is also an AF-07 Kite. And that, aside from the modified cockpit and coloration, the other major difference lies in its head unit. You've never seen this variant before - a single red camera lense rather than an array hidden behind a thin visor. Your enemy's movements almost seem slightly twitchy; it adjusts its stance as it hovers in the air before you with precision, only to shift a limb one way or the other in a rigid attempt to correct itself. It retrieves its own weapon - a large machete, as your WSO speaks up.

"Enemy lock-on. Looks like it's time to dance, Joker."

You brace yourself as the black AC charges forward, flying in an erratic pattern - using the full range of its thrusters and wings to try and approach you from an unexpected angle. In other words...

Textbook dogfighting theory.

You...

  • Engage the target in close-range, hoping to shoot it down quickly with a sudden reversal (STR + EVA, DC: 9)
  • Focus on evading the enemy and manuever into a new position to line up a shot with your gunpod. (ACM + EVA, DC: 9)
 
>Engage the target in close-range, hoping to shoot it down quickly with a sudden reversal (STR + EVA, DC: 9)
[Avg: 12 + 2: Success]


Hound 4 "Joker"
<< ...! >>

Hound 4 WSO | "Prinz"
<< Going all in! >>


Your grip on the control sticks tighten as you decide to engage the target head on. You can hear the engines of your AC roar as you push them to the limit for a quick burst of acceleration, making a straight beeline for the black AC. And as expected, it adjusts its angle of attack as it swerves above you, legs kicking back and upwards as it dives towards you with its machete. As it comes within striking range it swings the blade down, but you're more than prepared for what would have been an attempt from your blind side.

The Kite's wings shift slightly as you ease off the thrusters, twisting as the AC falls back and nearly stalls. You watch as the blade's arc misses you entirely before you charge right back in, knocking the flat side of its machete away with your other arm as you attempt to drive your blade into its chest, where the cockpit would be. Sparks fly, but the AC has managed to stop your blade from delivering a lethal blow - you find it wedged right through its forearm instead. Though it attempts to break off to reposition itself, you release your grip on the knife and ball a manipulator into a fist.

Metal crushes metal as you slam a fist into its head, shattering the single-lens camera that serves as the cyclops's eye. You can hear a faint whirring as its machete-wielding arm moves to try and stab at you, but you roll the Kite to the side. Your other manipulator grips the knife from the hostile's damage limb and yanks it free. And in that split-second where its blade meets nothing but air, the Kite's engines howl as you grab one of its pauldrons and drive the knife right into the center of its chest. Sinking it all the way to the hilt, you bring a leg up and quickly kick off the pommel, sending the bogey plummeting towards the earth as it trails smoke and explodes.


AWACS "Control"
<< Splash 1 bandit. Nice work out there Hound 4. Two hostiles remaining. >>

The adrenaline coursing through your veins doesn't cease as you glance around for the others in your squadron. You spot Hound 2's attacker manhandling the sniper AC, bending the barrel of its long rifle with its grip before unloading its gatling gunpods' payload directly into its body. An explosion, followed by your AWACS announcing another confirmed kill just leaves one. And nearer to you, you spot Hound 3 engaged in a dogfight with the last bogey - it chases her unit down with a dogged persistance. Unlike your own downed foe, it seemed that this one still had air-to-air missiles left to spare.


Pilot: Hound 4 " Joker"
AC: AF-07T Kite (Trainer)
AC Mode: Stance
STR: 2
GUN: 2
ACM: 2
EVA: 4 (+1)
END: 3
TEC: 2

Loadout:
1x Standard Gunpod
Hound 3 "Stingray"
<< It's like they've got no blood! >>

The way Hound 3 flies truly displays her veterancy - though you can already imagine the system blaring out a [MISSILE ALERT] as she tries to shake her, a quick transformation into Stance Mode allows her to weave around its two missiles. As she tries to reverse the chase by manuevering under it, bullets fly out from the black AC's gunpod and lightly strike your comrade's left wing - not enough to disable it, but still hamper manueverablity. She shifts back into Silhouette Mode, but the bogey performs a high-g turn and quickly resumes the hunt.

Before you know it, your WSO's already locked on to the last bandit. You decide to oblige her as you pull the Kite forward to being intercepting the last enemy. With your knife buried in your last kill, it seems like you'll have to rely on the Kite's standard gunpod for this last engagement.


You...
  • Hover at your position, remaining in Stance Mode while you fire on the enemy [GUN, DC: 12]
  • Shift into Silhouette Mode and move in to intercept. [GUN + ACM, DC: 10]
 
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