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Robotech - Tales of the UEEF (Main)

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Actually with the burst, it is not 12, but a 30. The burst does 1d4x10 damage, and should be your go-to attack with the EU-11, unless there is a very good reason for you to do a more controlled amount of damage.

That means you manage to kill the Armored Scout, and it explodes as your burst tears into its eye.

Orikanyo Orikanyo is up

23 - Grumpy -80 [4] <====
18 - Alex [4]
13 - Pyrrah -36 [4]
8 - Shock Trooper 8 heavily damaged [3]
8 - Shock Trooper 9-10 [3]
7 - Armored Scout 6 [3]
3 - Charlise -22 [3]
 
"Oh no you don't boy, die!" grumpy lined up his synchro cannon for another test fire on the armored scout.
 
Grumpy's cannon shot goes off straight and true, but the Scout manages to suddenly evade out of the way and takes no damage.

Alex turns his Valkyrie and unleashes a spray of fire from his GU-11 Gun Pod at the damaged Shock Trooper, and manages to rip apart the last shreds of armor and kills the mecha.

Psychie Psychie is up

23 - Grumpy -80 [5]
18 - Alex [5]
13 - Pyrrah -36 [4] <====
8 - Shock Trooper 9-10 [3]
7 - Armored Scout 6 [4]
3 - Charlise -22 [3]
 
Pyrrah turns her Beta about and targets Shock Trooper 9 with her triple gun pods. Taking careful aim at the eyepiece, she squeezes the trigger.
Called Shot for the eye.

Inside the Beta
Number of Attacks: 8
Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
Parry: +15
Dodge: +13 / +15 in Flight
Roll with Punch: +11
Initiative: +5
Perception: +8
Critical Strike on a Natural 19-20

Beta Armor Stats
Main Body: 515
Left Arm Shield: 375
Right Arm Shield: 375

Missiles
MM-20 (2): Short HEAP 2d6x10 - 40
MM-16: Short Plasma/Heat 2d6x10 - 16
Booster Pack: Short Plasma/Heat 2d6x10: 10
Wings: Medium Multi-Warhead 5d6x10: 6 / 3
 
The energy pulses lance deep into the eye of Pyrrah's target and pulps the pilot inside.

In response, the Shock Trooper fires at Pyrrah. This will hit unless you dodge.

Armored Scout 6 kicks in its boosters once more and accelerates, this time at Pyrrah. It will ram you unless you dodge.

Psychie Psychie needs to make a defense roll, and D. Rex D. Rex is up with his attack.

23 - Grumpy -80 [5]
18 - Alex [5]
13 - Pyrrah -36 [6]
8 - Shock Trooper 10 [4]
7 - Armored Scout 6 [5]
3 - Charlise -22 [3] <====
 
Pyrrah is able to bank out of the way of both the plasma bursts and the charging Armored Scout.

D. Rex D. Rex is up


23 - Grumpy -80 [5]
18 - Alex [5]
13 - Pyrrah -36 [6]
8 - Shock Trooper 9-10 [4]
7 - Armored Scout 6 [5]
3 - Charlise -22 [3] <====
 
VAF-6I Alpha Fighter w/ Super Module



Current Mode: Fighter



· Head – 75

· Sensor Pod – 45



· Hands (R) – 45

· Hands (L) – 45

· Forearms (R) – 120

· Forearms (L) – 120

· Upper Arms (R) – 90

· Upper Arms (L) – 90

· Shoulders (R) – 100

· Shoulders (L) – 100



· Upper Legs (R) – 120

· Upper Legs (L) – 120

· Lower Legs (R) – 180

Lower Legs (L) – 180



· Wings (R) – 150

· Wings (L) – 150

· Tail Stabilizers (R) – 100

· Tail Stabilizers (L) – 100



· Main Body – 398/420

· Reinforced Pilot’s Compartment – 150



Mini Synchro Cannon: offline, 3d6x10 per

2x Nose Lasers: Active, 2d4 per, +2strike.



Missiles remaining: 56/70, 2d6x10 per

Mini-missiles remaining: 8, 1d4x10 per




Level: 2
Xp: 4,000

Hit Points: 30
SDC: 50

Number of Attacks: 5
Strike: +4 (+5 with rifles and energy rifles)
Parry: +8
Dodge: +8
Roll with Punch: +3
Perception: +13
Initiative:

In the Alpha
Number of Attacks: 6
Strike:
+6 in HtH
+8 With EU-13 Gun Pod
+5 with MSC
+4 Aimed shot (Sniper)
Parry: +10
Dodge: +10 on Ground, +12 in Flight (any mode)
Roll with Punch: +5
Perception: +13
Initiative: +2

Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.

Without the scout being in a good position, she did not believe trying to shoot at it would be wise. The shock trooper became the more obvious target.

Not wanting to waste any more missile. She raised her gunpod, took aim, and opened fire on the the eyepiece of the Shocktrooper.
 
A nasty twist of fate happens as you try to fire. A overheat happens, and the Gun Pod stops firing. Luckily, you know how to clear it easier than the experimental Mini Synchro Cannon, and it cycles back up and will be ready to fire on your next action.

Orikanyo Orikanyo isup

23 - Grumpy -80 [5] <====
18 - Alex [5]
13 - Pyrrah -36 [6]
8 - Shock Trooper 9-10 [4]
7 - Armored Scout 6 [5]
3 - Charlise -22 [4]
 
"Quit trying to scout out the depths of my *censor* you *censor*ing *repeated censors*" The coms light up as the man fires once more on the scout. It appears he is quite talkative during a fire fight.
 
The Armored Scout stands no chance against the raw power of the cannon. It hits it and punches a hole straight through to the other side and on out. Needless to say, it doesn't survive that.

Alex tries to line up a shot with his gun pod on the last Shock Trooper, but doesn't have a good line on the eye. So instead, he launches a salvo of five short range missiles that punch into it and cause it to detonate in a bright flash of light.

At the moment, the sky is clear of any enemies. Moving out of combat time.

Throttling back, Alex says, "Eagle Eye, are you reading any other enemies in the area? Our combat zone is clear."

"Negative, Storm Dragons. The only thing flying about out here is us."

"Copy that."
 
The enemies were killed. No blips shown up on the radar, no blasts or incoming hazards. Time to timber stock. Her hands were steady on the controls, but once she removed them, she noticed a slight tremble in her fingers. She felt warm despite the climate control and she was breathing a little heavier than usual. Just the adrenaline. Just the adrenaline, she told herself. She wasn't cracking under pressure or anything. Though knowing why didn't exactly help. First things first, report. Words always seemed to come easier in reports.

"This is Charlise. Only Minor damage to the main body. Both energy weapons had overheated. Would like to request to run a diagnostic once we know for sure the area is cleared." She said, and would also then try to reboot the synchro cannon if the system deemed it safe. She didn't want to take the chance to fire it again she made sure there was nothing wrong with the Alpha.

But right now, she still had missiles and the gunpod. While Eagle Eye said skie were clear... their sensors didn't pick up the ambush. And that worried her. And made her feel incredibly stupid for not anticipating or looking for an ambush. She wasn't quite comfortable letting her guard down yet.
 
Alex looks about, and calls out, "Well, that wasn't too bad. What is the plan now? Do we move in and check the rest of that asteroid base and see if there is anyone alive in there besides Invid? We still have some patrol area to go over."
 
Pyrrah calls out, "I took damage from a minor hit, but I'm still good to go. I suggest we try to contact any residents of those domes and see if there is anyone inside willing to talk with us. If we get an answer back, we can then reevaluate our options on what to do next."
 
"Eagle Eye, with you being this close, can you get anything else on your scanners regarding the ship or the station, too?" She asked, flipping between a few of her vision settings to see if there were any signs of production or slaves.

Or if there were more inside and this whole area was just a trap for would be liberators.
 
"Looks like I got hit the worst." Grumpy sighed checking his status. "Lets finish this patrol, let command know about this location." The man shook off the addrenaline and pressed forward. "We should clear before any further enemies come at us."
 
The Raven shuttle team is quiet for a moment as their advanced sensors probe the asteroid base. "Wait one, Storm Dragons. We are picking up a low power signal from the asteroid. Running it through our computers to clean up the message. We'll patch you in." It takes a few moments, but then you see that it is a text transmission that is very short. It looks like a S.O.S. signal. "This signal didn't start to broadcast until after the Invid launched and were destroyed. We know that the Invid don't use radio, so whomever that is sending this is probably a native of the system. We are uploading our sensor take to the MacArthur now."
 
"Beautiful Ravens, keeps your eyes open and we'll do our part when Macarthur gives us the go." No doubt they will, they were already here anyways...
 
After waiting for a minute, the Raven comes back on the air. "This is Eagle Eye. Sure enough, the MacArthur wants to try and establish friendly contact with the natives. We are closing in, and will keep a close watch on the airspace around all of us while your team moves in. Wait one. The message is changing. Lookie here. We have a set of coordinates being sent out that match the location of one of the domes."

As you watch, Alex calls out, "Heads up, guys! The outer airlock on that dome just opened up. I would have to guess that we are being given an invitation to come inside." Looking down, you can see that indeed, the outer doors have opened, and the space inside is large enough to accommodate a couple of Veritechs in Battloid mode, or the Beta in its Guardian mode, since Pyrrah has missiles still attached to her wings and cannot shift into Battloid without ejecting them.

The pilot on Eagle Eye says, "Storm Dragons, we are going to keep our distance at fifty miles, and I would appreciate it if one of your team could stay outside to play shotgun for us in case of any other Invid showing up."

Alex says, "I am willing to sit out here and keep watch over you while everyone goes inside. Just give a holler if you need me to make a dramatic rescue."
 
Pyrrah gently works the controls of the Beta and turns her Veritech around to face the asteroid. "Grumpy, I'm ready to move in."
Inside the Beta
Number of Attacks: 8
Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
Parry: +15
Dodge: +13 / +15 in Flight
Roll with Punch: +11
Initiative: +5
Perception: +8
Critical Strike on a Natural 19-20

Beta Armor Stats
Main Body: 515 / -36
Left Arm Shield: 375
Right Arm Shield: 375

Missiles
MM-20 (2): Short HEAP 2d6x10 - 40
MM-16: Short Plasma/Heat 2d6x10 - 16
Booster Pack: Short Plasma/Heat 2d6x10: 10
Wings: Medium Multi-Warhead 5d6x10: 6 / 3
 
"Alright Alex, mind yourself and don't through out your back." The man spoke up, fileing in on his position in the airlock. "Eyes on the prize, if this is a trick we act immedately alright? If not, remain calm and lets play it nice and cool..."
 
Following the Captain, she guided her alpha to the airlock, switching to battleoid mode before landing, staying behind and to the left of him in case she needed to open fire. Though she hoped it would not come to it...

"On your 8, Ca-Grumpy. I'll act accordingly." Nice? She could act nice easily enough. But cool... well... she would just follow his lead... or try to.

"But, um, sir... what is the prize? Are we to occupy, help, or just investigate?" She asked.
 
With Grumpy and Charlise in the airlock, the outer door closes and the hiss of atmosphere pressurizing the chamber can be heard through your external microphones. You also notice that there are two sets of controls for the airlock. One set is down at the ground, while the second set is roughly thirty feet up, just high enough for a full sized Zentraedi to operate. Four minutes later and the inner door opens to reveal a large chamber, about a hundred feet across and fifty feet high. Waiting for you inside the chamber are three Karbarrans wearing MDC bodysuits, with their helmets in hand. They do not have any firearms, but instead two of the three are carrying shovels and the third has a large pick.

The interior of the chamber shows that it used as a raw ore depository, and there are a pair of forklift-style vehicles in here, along with several storage bins with piles of rocks in them. Leading off from this chamber are four exits; two are large airlock doors forty feet high and wide that lead off to two of the other domes of the place, and two are smaller doors that are to scale with the burly Bearmen that connect to smaller chambers in this dome.

A quick check of the outside air shows that it is somewhat toxic to humans and Paraxians, but the Bearmen obviously have adapted to the mix. Prolonged exposure to this air without a filter will be lethal after about an hour of being breathed, but you are fortunate in the fact that your CVR-3 armor is fully sealed for operation in hard vacuum, giving you forty eight hours of air before you need a fresh power cell and air filter.

Once the two mecha are through to the inner chamber, one of the Bearmen touches a control on its wrist and the airlock doors close behind you and begin to cycle once more to let Pyrrah's Beta in. It takes a total of eight minutes to pump out the air to allow the outer doors to open and then repressurize the lock to open the inner door to allow the Beta through.

As Pyrrah maneuvers her Veritech in, the three Karbarrans back up to keep from getting smashed under foot. Once the three of you are now positioned in the larger room, the Bearmen stand to the side and wait for your next move.
 

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