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UEEF - The Shadow Chronicles - IC Thread

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Brac sees the Garn open up with its weapon and cuts the wheel, attempting to dodge out of the way.

[Dodge: 9]
 
Brac tries to work the controls to avoid getting hit, but the Garn is on target and tags your Silverback for 30 MD damage. Its not serious yet, but any damage is not good.

Psychie Psychie is up

25 - Tisiphone [1]
24 - Valriya [1]
18 - Garn 1 seriously damaged [1]
17 - Bigs <====
15 - Garn 2
12 - Jake
11 - Garn 3
7 - Ian
6 - Garn 4
5 - Brac -30 MD [1]
 
Bigs shouts out, "Hey! No one shoots at one of my friends, you asshole! Chew on this!" She then lines up a missile shot with four of her HEAP minis at Garn 1, hoping to remove it from the fight.

A hit for 110 points of Mega Damage
In the Cyclone
Number of Attacks: 7
Strike: +11
Parry: +13
Dodge: +13 Auto Dodge
Roll with Punch: +8
Initiative: +5
Critical Strike on a Natural 19-20

Nova Cyclone
Main Body MDC: 170
80mm Beam Cannon: 4,000 ft range, 3d6 MD / 1d4x10+6 MD for a 3 round burst; 90 / 90
HEAP Mini Missiles: 1 mile range, 1d4x10 MD; 6 / 2
Plasma Mini Missiles: 1 mile range, 1d6x10 MD; 6 / 6
 
The missiles fly out and hit the Garn, and the damaged armor is not sufficient to withstand the impact and is destroyed.

Rykon Rykon is up

25 - Tisiphone [1]
24 - Valriya [1]
17 - Bigs [1]
15 - Garn 2 [1]
12 - Jake <====
11 - Garn 3
7 - Ian
6 - Garn 4
5 - Brac -30 MD [1]
 
Jake levels his targeting locks on Garn 3. "Let's see how these cyclones fair. Missiles out."

Edit: Ignore the first two rolls, forgot we were in cyclones. Using a 4 missile salvo from the GR-101. Whiff
 
Last edited:
Edit: Ignore the first two rolls, forgot we were in cyclones. Using a 4 missile salvo from the GR-101. Whiff
You can keep the strike roll from the first roll and go ahead and roll damage.
 
Garn #3 did not like the fact that Jake just shot his buddy with some missiles, so he decides to try and shoot you with its blaster. It will hit unless you dodge.

Rykon Rykon has a defense to roll. Don't forget that the Cyclones get an auto dodge in their mecha mode.

25 - Tisiphone [1]
24 - Valriya [1]
17 - Bigs [1]
15 - Garn 2 [1] light damage
12 - Jake [1]
11 - Garn 3 [1]
7 - Ian
6 - Garn 4
5 - Brac -30 MD [1]
 
Jake tries to dodge out of the way, but the Garn is able to track on you and scores a minor hit for 20 MD.

jaydude jaydude is up

25 - Tisiphone [1]
24 - Valriya [1]
17 - Bigs [1]
15 - Garn 2 [1] light damage
12 - Jake -20 MD [2]
11 - Garn 3 [1]
7 - Ian
6 - Garn 4
5 - Brac -30 MD [1]
 
Noticing the damage that Garn 2 had already sustained, Ian aimed his Nova's beam cannon at it and fired off a single shot.

[I don't actually know what bonus I get, but with a nat20, I'm going to just assume it hits. 26 Mega Damage.]

M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 2 each
* Rear Thrusters (2) - 25 each
* Thruster Missile Launchers (2) - 30 each
* Front Hover Jet - 20
** Main Body - 170

Battloid/ Armor Mode:
Helmet/Head - 55
* Main Hover Jets (2; back) - 45 each
* Main Vectored Thruster (I, lower back) - 25
* Thruster Missile Launchers (2) - 30 each
Forearm Shields - 60 each
Beam Cannon (1, handheld) - 50
Armored Forearm Missile Launchers - 30 each (both on one arm)
Legs (2) - 50 each
** Main Body - 170
* Destroying one hover jet reduces the maximum speed of the Cyclone by 33%, and the pilot must operate the vehicle in Battloid mode. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless, but the CVR-3 body armor should keep the character alive for a while.

Weapon Systems:
1. 80mm Beam Cannon: This large-bore laser rifle is the Nova's main weapon. It sits on top of the forearm and is powered by a Protoculture magazine that attaches to the back of the weapon. It was designed specifically for space combat, though it can be used underwater and in an atmosphere. This weapon is the precursor to the EP-37 pulse beam rifle. It fires single shots as well as three-shot bursts.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 30 pounds (13.5 kg).
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. for a single blast, 1D4x10+6 M.D. for a three round burst.
Rate of Fire: Each blast or burst uses one of the pilot's attacks.
Payload: 90 single shots or 30 three-round bursts per Protoculture magazine.
Bonus {for Cyclones): + 1 to strike for a single shot, no bonus for bursts.

2. GR-101 Mini-Missile Delivery System (2): These two missile pods hold four mini-missiles each and are located on the front of the rear thrusters. They can be fired in either mode and provide the VR-021 with good striking power. In hovercycle mode, they are located behind and to the sides of the rider.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of 2, 4, 6 or all 8.
Payload: Eight mini-missiles total (four in each missile pod).

3. GR-95 Mini-Missile Delivery System: Located on either side of the off-hand forearm shield is a mini-missile pod containing two missiles. It is similar to the other cyclone forearm mini-missile launchers, except that it is more of an enclosed system to ensure that the missiles are not damaged by the rigors of combat in space or other hostile environments. Otherwise, they function exactly like the GR-97. Note: May replace these mini-missile launchers with any of the modular weapons
available to the Cyclone.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Four pounds (1.8 kg) for each of the two launchers, and each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of two, three or all four.
Payload: Four, two mini-missiles per launcher.

4. Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S.: 20-30 is the most common range.
Hand to Hand Damage:
Punch/Forearm Strike: 1D6 S.D.C. + P.S. damage bonus.
Power Punch: 1D4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: 1D6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P .S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 50% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.
 
OOC the nat 20 is a solid hit, doing double damage rolled, for 52 MD, not 26.

The shot files out from the Nova's arm cannon with pinpoint accuracy, slamming right into one of the weakened parts of the Garn's armor and gouging out a hefty chunk. It is still up, but it is certainly feeling the effects of the pounding.

Garn 4 fires a burst at Brac in his Silverback, but it is a clean miss as the Storyteller rolls a 2.

WlfSamurai WlfSamurai is up with Brac.

25 - Tisiphone [1]
24 - Valriya [1]
17 - Bigs [1]
15 - Garn 2 [1] moderate damage
12 - Jake -20 MD [2]
11 - Garn 3 [1]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [1]
 
Brac rights the Silverback and turns back toward the enemy. He swears at the damage to his brand new ride and makes a mental note of where it took the hit.

As he drives, he keys the targeting computer and locks onto the enemy. He grips the weapon controls and as soon as his HG-140 rail gun is aimed, he fires at the damaged Garn. The massive double-barreled gun comes to life and blasts a 10-round burst of armor-piercing sabot.

[Firing a 10-round burst. 11 to hit, 20 MD.]
 
Brac's rail gun burst hits the Garn, adding to the level of damage done to it.

Random Word Random Word is up with Tisiphone

25 - Tisiphone [1]
24 - Valriya [1]
17 - Bigs [1]
15 - Garn 2 [1] moderate damage
12 - Jake -20 MD [2]
11 - Garn 3 [1]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
Tisiphone corrects for the jinking Silverback and the impact of enemy fire as best she can, trying to keep as many rounds of the full auto burst on the target Brac has painted.
 
The damaged Garn stumbles, and is barely holding on. Another good tap to its armor will be enough to destroy it.

Mineczka Mineczka is up with Valriya

25 - Tisiphone [2]
24 - Valriya [1] <====
17 - Bigs [1]
15 - Garn 2 [1] critical damage
12 - Jake -20 MD [2]
11 - Garn 3 [1]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
Seeing the Garn still standing, Valriya kept her gun trained on it, hoping to take it down before it causes more damage to her allies.

3-round burst, H-260 once more!


Ignore the +12, It's +10, typo! QwQ
 
Clean miss! The Garn is still up.

Psychie Psychie is up

25 - Tisiphone [2]
24 - Valriya [2]
17 - Bigs [1] <====
15 - Garn 2 [1] critical damage
12 - Jake -20 MD [2]
11 - Garn 3 [1]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
Bigs will take a shot at the damaged Garn with her Beam Cannon, hoping that she can take it out before it can act.

Ignore the first damage roll. I forgot to change the faces from 20 to 4. So I actually rolled a 19 to hit and 46 MDC damage.
In the Cyclone
Number of Attacks: 7
Strike: +11
Parry: +13
Dodge: +13 Auto Dodge
Roll with Punch: +8
Initiative: +5
Critical Strike on a Natural 19-20

Nova Cyclone
Main Body MDC: 170
80mm Beam Cannon: 4,000 ft range, 3d6 MD / 1d4x10+6 MD for a 3 round burst; 90 / 87
HEAP Mini Missiles: 1 mile range, 1d4x10 MD; 6 / 2
Plasma Mini Missiles: 1 mile range, 1d6x10 MD; 6 / 6
 
Bigs manages to connect with her blast, punching a hole right through it and causing the Garn to blow up.

Rykon Rykon is up

25 - Tisiphone [2]
24 - Valriya [2]
17 - Bigs [2]
12 - Jake -20 MD [2] <====
11 - Garn 3 [1]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
The missiles fly out, but don't manage to connect with the Garn.

It doesn't like the fact that Jake just shot at it, and it returns fire at him. The attack will hit unless you dodge.

Rykon Rykon has a defense to roll

25 - Tisiphone [2]
24 - Valriya [2]
17 - Bigs [2]
12 - Jake -20 MD [3]
11 - Garn 3 [2]
7 - Ian [1]
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
Jake is just barely able to dodge the blast, leaving a nasty gouge in the floor where you were standing.

jaydude jaydude is up

25 - Tisiphone [2]
24 - Valriya [2]
17 - Bigs [2]
12 - Jake -20 MD [4]
11 - Garn 3 [2]
7 - Ian [1] <====
6 - Garn 4 [1]
5 - Brac -30 MD [2]
 
Seeing Garn 3 concentrating on Jake, Ian decided to fire off six of his mini-missiles at it; the two from the launcher on his mecha's right forearm, and the four from one of the launchers above his rear thrusters.

[150 M.D.]

M.D.C. by Location:
Hovercycle Mode:
* Headlights (2) - 2 each
* Rear Thrusters (2) - 25 each
* Thruster Missile Launchers (2) - 30 each
* Front Hover Jet - 20
** Main Body - 170

Battloid/ Armor Mode:
Helmet/Head - 55
* Main Hover Jets (2; back) - 45 each
* Main Vectored Thruster (I, lower back) - 25
* Thruster Missile Launchers (2) - 30 each
Forearm Shields - 60 each
Beam Cannon (1, handheld) - 50
Armored Forearm Missile Launchers - 30 each (both on one arm)
Legs (2) - 50 each
** Main Body - 170
* Destroying one hover jet reduces the maximum speed of the Cyclone by 33%, and the pilot must operate the vehicle in Battloid mode. Destroying two thrusters makes it impossible to fly in Earth-like gravity, and it can only be flown in space or underwater at 10% of its top speed. To shoot out a hover jet or any item marked by a single asterisk, the attacker must make a successful "Called Shot" with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11 to strike. These penalties also apply to targeting the head and other small targets.
** Depleting the M.D.C. of the main body destroys the Cyclone, rendering it useless, but the CVR-3 body armor should keep the character alive for a while.

Weapon Systems:
1. 80mm Beam Cannon: This large-bore laser rifle is the Nova's main weapon. It sits on top of the forearm and is powered by a Protoculture magazine that attaches to the back of the weapon. It was designed specifically for space combat, though it can be used underwater and in an atmosphere. This weapon is the precursor to the EP-37 pulse beam rifle. It fires single shots as well as three-shot bursts.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Weight: 30 pounds (13.5 kg).
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. for a single blast, 1D4x10+6 M.D. for a three round burst.
Rate of Fire: Each blast or burst uses one of the pilot's attacks.
Payload: 90 single shots or 30 three-round bursts per Protoculture magazine.
Bonus {for Cyclones): + 1 to strike for a single shot, no bonus for bursts.

2. GR-101 Mini-Missile Delivery System (2): These two missile pods hold four mini-missiles each and are located on the front of the rear thrusters. They can be fired in either mode and provide the VR-021 with good striking power. In hovercycle mode, they are located behind and to the sides of the rider.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Aircraft.
Weight: Each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per type of mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One or in volleys of 2, 4, 6 or all 8.
Payload: Eight mini-missiles total (four in each missile pod).

3. GR-95 Mini-Missile Delivery System: Located on either side of the off-hand forearm shield is a mini-missile pod containing two missiles. It is similar to the other cyclone forearm mini-missile launchers, except that it is more of an enclosed system to ensure that the missiles are not damaged by the rigors of combat in space or other hostile environments. Otherwise, they function exactly like the GR-97. Note: May replace these mini-missile launchers with any of the modular weapons
available to the Cyclone.
Primary Purpose: Anti-Mecha/Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Weight: Four pounds (1.8 kg) for each of the two launchers, and each missile weighs about five pounds (2.25 kg).
Range: One mile (1.6 km).
Mega-Damage: Per mini-missile, but usually loaded with HEAP (High Explosive Armor Piercing) missiles which inflict 1D4x10 M.D. per missile.
Rate of Fire: One at a time or in volleys of two, three or all four.
Payload: Four, two mini-missiles per launcher.

4. Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Attacks per Melee: See bonuses, below.
Augmented P.S.: 20-30 is the most common range.
Hand to Hand Damage:
Punch/Forearm Strike: 1D6 S.D.C. + P.S. damage bonus.
Power Punch: 1D4 M.D., but counts as two melee attacks.
Kick or Stomp Attack: 2D6 S.D.C.
Power Kick: 1D6 M.D., but counts as two melee attacks.
Jump Kick or Leap Kick: 3D6 S.D.C. + P .S. damage bonus.
A power leap is not possible. Counts as two melee attacks.
Flying Leap Kick: 5D6 S.D.C. + P.S. damage bonus, but counts as three melee attacks.
Body Block/Ram: 2D6 S.D.C. (P.S. damage bonus does NOT apply) on a body block/ram per 20 mph (32 km) up to 140 mph (224 km). There is a 01-65% chance of knocking down an opponent of equal size or up to 50% larger, or smaller, off their feet. In any case, the victim of knockdown loses initiative and two melee attacks. This attack counts as two of the Cyclone's melee attacks.
 

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