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Robotech - Tales of the UEEF (Main)

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After getting her bell rung hard by Shock Trooper 3, Amanda shakes her head to clear the cobwebs from her thoughts. Damn! Even though the armor, that hit stung! Time to get some payback! She takes aim at its eyepiece and fires another five round burst from her EP-37. "Suck on that, you slimy bastard!"
Payload
EP-37 - 100 / 90 - +4 magazines in reserve
GR-103 plasma mini missiles - 12 - 12 in reserve

Armor
CVR-3 - 90
Cyclone - 225 / 165

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
I presume you mean you are aiming at Shock Trooper 4? Number 3 has already been taken out.

Scorch's aimed weapon fire takes the Invid mecha right in the eyepiece for a spectacular kill. It shudders and falls to the deck.

ShadowWolves ShadowWolves is up with Warhammer.

Order of Battle
18 - Shock Trooper 1 light damage [2]
18 - Shock Trooper 2 [2]
13 - Grumpy -50 [3]
12 - Scorch -60 [4]
6 - Warhammer [2]
5 - Shock Trooper 5 eye damaged [1]
5 - Shock Trooper 6 [1]
 
"this is for my Squadron, you invid ****suckers! Lets see how you like the taste of 60MM rounds! " Garreth popped out of cover just enough to be able to aim and shoot, he thought his aim was true as he pulled the trigger back and held it down as he unloaded on the shocktroopers.

True aim roll
Aimed shot roll
Iniative roll
Cover roll
 
ShadowWolves ShadowWolves You only need to make one to-hit roll when making an aimed shot. Also, could you please give me a d4 roll for your damage? Just to confirm your target; you are aiming at the one Shock Trooper you hit before with the damaged eyepiece?
 
Shock Trooper 6 continues to pour on the fire on Warhammer. It will hit unless you can dodge it.

ShadowWolves ShadowWolves needs to declare a dodge

Order of Battle
18 - Shock Trooper 1 light damage [2]
18 - Shock Trooper 2 [2]
13 - Grumpy -50 [3]
12 - Scorch -60 [4]
6 - Warhammer [4]
5 - Shock Trooper 6 [1] <====
 
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Looks like everyone in the team has been hit by the Invid. Warhammer has been tagged by a 40 MDC blast.

Shock Troopers 1 and 2 don't seem to be phased by the deaths of their comrades. Or if they are, you can't tell by looking at them. They are still trying to blast Grumpy. The two of them fire, and will hit unless you dodge.

Orikanyo Orikanyo is up, and you need a dodge

Order of Battle
18 - Shock Trooper 1 light damage [3]
18 - Shock Trooper 2 [3]
13 - Grumpy -50 [3] <====
12 - Scorch -60 [4]
6 - Warhammer -40 [4]
5 - Shock Trooper 6 [2]
 
"Stop trying to shoot me you worthless insects!"

Autododge, aim for shock trooper 1's eye.
 
Thing was out. It seems that he lost his way, and it took him a while to find where the rest of his squadron went. But now, now he's coming back to them, and it seems they need some help, judging by the looks of it.
 
Grumpy makes his dodge look like Neo from The Matrix as he evades the Shock Troopers plasma blasts. The Invid never had a chance to hit him. In return, the aimed fire from Grumpy's weapon catches the Invid slug right in the face, sending a spray of green fluid spraying out into the hall.

Dropping down from the air vent that had successfully hidden the team so far, the Thing can see on his radar that you are in the middle of two different groups of targets that are racing down the hallway towards you: on one side, there are eight Primary Defense Drones running up at their top speed of 175 mph. On the other side, four more Invid Shock Troopers and three Garn Inorganics. They are probably tracking on one another, since the Cyclones are so small they barely register on the station's internal sensors at all.

Either group would be a tough match for your team of four Cyclones, especially with three of you damaged already! Escape and evasion are your best bet while the two different groups of mecha fight one another. But, with as focused as the rest of the squad is on the Invid right in their faces, they may not know about the incoming targets.

Both Red Shadow Claws Red Shadow Claws and Psychie Psychie are up

Order of Battle
18 - Shock Trooper 2 [3]
13 - Grumpy -50 [5]
12 - Scorch -60 [4] <====
12 - Thing <====
6 - Warhammer -40 [4]
5 - Shock Trooper 6 [2]
 
"Four down, two to go! Lets finish this mess up and get on the move!" Scorch raises up her rifle and fires another burst, this time at Shock Trooper 6, hoping to take out the eye.
Payload
EP-37 - 100 / 85 - +4 magazines in reserve
GR-103 plasma mini missiles - 12 - 12 in reserve

Armor
CVR-3 - 90
Cyclone - 225 / 165

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
The eye gets hit on number 6, but its armor is still holding strong.

Red Shadow Claws Red Shadow Claws is up

Order of Battle
18 - Shock Trooper 2 [3]
13 - Grumpy -50 [5]
12 - Scorch -60 [6]
12 - Thing <====
6 - Warhammer -40 [4]
5 - Shock Trooper 6 - eye damaged - [2]
 
"Guys, we have more Invid coming over, and a bunch of Defense Drones, let's finish this quickly, and get out of the way of the fire." Things says as he pulls the trigger, trying to take out Shock Trooper 2.
 
The Shock Trooper gets hit hard, then it drops to the deck like a sack of potatoes.

ShadowWolves ShadowWolves is up with one target left.

Order of Battle
13 - Grumpy -50 [5]
12 - Scorch -60 [6]
12 - Thing [2]
6 - Warhammer -40 [4] <====
5 - Shock Trooper 6 - eye damaged - [2]
 
Warhammer, still recovering from the hit he took, gets back out of cover and goes for an aimed shot on the last shock trooper. He tries to make his aim true as he finds what he thinks is a good shot and pulls the trigger
Aimed Shot
True Aim
Cover
Damage
dodge

those are my rolls
 
ShadowWolves ShadowWolves the EP-37 is a d4 to damage, but no need to roll this time. The eyepiece was already damaged, and even at minimum damage, you'll take out the Invid Shock Trooper.

Moving out of combat time.

Now that the rush of battle is over, you can now see on your own radar screens the two different groups of targets coming at you that The Thing called out about. Being here will soon be very dangerous for the four of you. Lucky for you, there are several ways to escape: Back the way you came into the air duct, race across the hall and cut into the next air vent you see and hope you can get all of your gear in with you before the bad guys get there, or go full bore down the hall in front of you at top speed to get out of sight and hope that the Invid will be too occupied with the defense drones to bother chasing after you.

Any way you choose, make it quick.
 
"Alright we gotta move now! The drones will be here any second and we've got to many to quickly get in an air vent we gotta gun it.

Blizt it! Focus on evasion and keep as small a target you can. Risky but we gotta get the hell outta here!" Grumpy states as he points forwards down their path.

"Watch your backs and your armor I ain't losing anybody to this factory. Now, move it!"
 
With her rifle, Amanda fires a spread of blasts from her EP-37 up at the air vent across the hall from them to make a hole. Then, with a running leap, she kicks in her boosters and jets her way up and through the opening that she just blasted. "I'm good with the idea of not dying here! Lets go!"
Payload
EP-37 - 100 / 80 - +4 magazines in reserve - Bonus: +2 to strike for single shots, +1 for burst firing.
GR-103 plasma mini missiles - 12 - 12 in reserve
CADS - A slashing blow deals 2d6M.D., a punch deals 3d6 M.D., and a power punch does 6d6 M.D. and takes two attacks.

Armor
CVR-3 - 90
Cyclone - 225 / 165

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
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Grumpy stalled for a moment "...didn't mean gun the air vent, meant like gun it, in the sense of rush down the hall... But alright, up we go." Grumpy activated his own thrusters and leapt up.
 
With a bit of a nervous laugh, Scorch says, "Well, it worked, didn't it? Think of it as 'enthusiastically following orders'." With her saddlebags under her arm, she runs down the duct to make enough room for everyone to jump up into the vent with her. Then its back to cycle mode and down the air passage as fast as she dares to go.
Payload
EP-37 - 100 / 80 - +4 magazines in reserve - Bonus: +2 to strike for single shots, +1 for burst firing.
GR-103 plasma mini missiles - 12 - 12 in reserve
CADS - A slashing blow deals 2d6M.D., a punch deals 3d6 M.D., and a power punch does 6d6 M.D. and takes two attacks.

Armor
CVR-3 - 90
Cyclone - 225 / 165

Combat Bonuses - (on foot/in the Cyclone)
Number of Attacks: 6 / 8
Strike: +10 / +11
Parry: +13 / +17
Dodge: +14 / +16
Roll with Punch: +4
Initiative: +3 / +5
Perception: +6
Critical Strike on a natural 19 or higher
 
Everyone, give me a Pilot Ground Veritechs skill roll, please.
 
Skill roll (percentages haven't been updated, plum forgot)
 

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