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UEEF - The Shadow Chronicles - IC Thread

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With a twist of the joystick, Jake manages to evade the incoming fire.

Armored Scouts 6-10 target Andrew and Victor. Four of the five will hit unless Andrew can dodge.

Mirgris Mirgris has a delayed action available to dodge if you want.

Current Initiative Order
20 - Bigs (Alpha 1) [5]
19 - Ian (Beta 1) [5]
18 - Andrew (Alpha 2) [4] delay
16 - Ursa Major (Beta 2) [4]
16 - Armored Scout 3 [4] eye damaged
16 - Armored Scout 4-5 [3]
15 - Jake (Alpha 3) [5]
11 - Springer (Beta 3) [5]
12 - Shock Trooper 7-10 [3]
8 - Armored Scouts 6-10 [3]
 
With a twist of the joystick, Jake manages to evade the incoming fire.

Armored Scouts 6-10 target Andrew and Victor. Four of the five will hit unless Andrew can dodge.

Mirgris Mirgris has a delayed action available to dodge if you want.

Current Initiative Order
20 - Bigs (Alpha 1) [5]
19 - Ian (Beta 1) [5]
18 - Andrew (Alpha 2) [4] delay
16 - Ursa Major (Beta 2) [4]
16 - Armored Scout 3 [4] eye damaged
16 - Armored Scout 4-5 [3]
15 - Jake (Alpha 3) [5]
11 - Springer (Beta 3) [5]
12 - Shock Trooper 7-10 [3]
8 - Armored Scouts 6-10 [3]

1+15=16 (natural 1)
[Dodge Dice roll to be inserted here]
 
This time, two of the Invid were able to track on Andrew and Victor, scoring 20 MDC damage on each of you.

Shock Troopers 7-10 target Bigs and Ian, and they manage to hit you, doing 70 MDC damage to Bigs, and 60 MDC to Ian.

Finally, Armored Scouts 6-10 light up Jake and Springer. Jake takes 30 MDC, and Springer takes 60 MDC.

Round 2, Psychie Psychie is up

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD <====
19 - Ian (Beta 1) -60 MD
18 - Andrew (Alpha 2) -20 MD
16 - Ursa Major (Beta 2) -20 MD
16 - Armored Scout 3 eye damaged
16 - Armored Scout 4-5
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 7-10
8 - Armored Scouts 6-10
 
Bigs cringes a bit as she feels the blasts hit her Alpha, her eyes quickly running across the instruments to see if there is any critical damage done. Seeing none, she breathes a little easier. "Ian, hit those bastards with some missile action, and I'll try to stay on top of keeping us from getting hurt."

OOC delaying action to dodge
In the Alpha
Number of Attacks: 5
Strike: +9 / +10 with Gun Pod
Parry: +13
Dodge: +13 on the Ground, +15 in Flight
Roll with Punch: +8
Initiative: +5

Main Body: 420 / 350
Missile Payload
Short Range HEAP: 60 / 56
Mini Fragmentation: 8
 
Bigs holds her action to be able to defend against more incoming fire.

jaydude jaydude is up

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD delay
19 - Ian (Beta 1) -60 MD <====
18 - Andrew (Alpha 2) -20 MD
16 - Ursa Major (Beta 2) -20 MD
16 - Armored Scout 3 eye damaged
16 - Armored Scout 4-5
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 7-10
8 - Armored Scouts 6-10
 
Ian let out a grunt of pain when the shots of the Invid struck home, before shaking his head to clear the pain. He quickly decided not to yell at Bigs for it; she'd otherwise dodged more than well enough so far.

"Way ahead of you!" he responded to her, as he fired off the contents of one of his wing-mounted mini missile pods at Shock Trooper 7.

M.D.C. by Location
Head – 75
Back Mounted Sensor Pod – 100
Hands (2) – 100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80mm Pulse Beam Cannons (3) – 100 each
Forearm Shields (2) – 375 each
Forearm Ion Blasters (6; three each arm) – 15
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
Wings (2) – 170 each
Main Body – 455/515
Reinforced Pilot’s Compartment – 170

Armaments:

MM-20 Missile Delivery System (2)
40/40 HEAP missiles

MM-16 Missile Delivery System (2)
12/16 HEAP missiles

Bomb Bay
8 medium bombs

Wing Mounted Hardpoints (6)
5/6 mini-missile pods
 
Last edited:
jaydude jaydude One of the wing mounted mini missile pods has a total of six minis in it, each one doing 1d6x10 MD. One pod by itself would probably be enough to take out the Shock Trooper. Do you want to cut back the number of missiles you launch, or stick with the 12? You can keep your to-hit roll.
 
jaydude jaydude One of the wing mounted mini missile pods has a total of six minis in it, each one doing 1d6x10 MD. One pod by itself would probably be enough to take out the Shock Trooper. Do you want to cut back the number of missiles you launch, or stick with the 12? You can keep your to-hit roll.
Thanks for the advice. If that's what you recommend, I'll only launch the contents of one missile pod.
 
Ok. Don't forget to edit your ammo sheet to keep track of the missiles launched. You've hit; go ahead and roll damage of 6d6x10 for the bunch.
 
[Rolling damage. 260 total.]

M.D.C. by Location
Head – 75
Back Mounted Sensor Pod – 100
Hands (2) – 100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80mm Pulse Beam Cannons (3) – 100 each
Forearm Shields (2) – 375 each
Forearm Ion Blasters (6; three each arm) – 15
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
Wings (2) – 170 each
Main Body – 455/515
Reinforced Pilot’s Compartment – 170

Armaments:

MM-20 Missile Delivery System (2)
40/40 HEAP missiles

MM-16 Missile Delivery System (2)
12/16 HEAP missiles

Bomb Bay
8 medium bombs

Wing Mounted Hardpoints (6)
5/6 mini-missile pods
 
The missiles track on the target with precision, and the six plasma warheads blast the Shock Trooper to a flaming mess. One more down.

Mirgris Mirgris is up with Andrew

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD delay
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD <====
16 - Ursa Major (Beta 2) -20 MD
16 - Armored Scout 3 eye damaged
16 - Armored Scout 4-5
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 8-10
8 - Armored Scouts 6-10
 
The missiles track on the target with precision, and the six plasma warheads blast the Shock Trooper to a flaming mess. One more down.

Mirgris Mirgris is up with Andrew

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD delay
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD <====
16 - Ursa Major (Beta 2) -20 MD
16 - Armored Scout 3 eye damaged
16 - Armored Scout 4-5
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 8-10
8 - Armored Scouts 6-10

Andrew Starts firing a five round burst at the third armored scout which is already damaged seeking to destroy it quickly so as to lower their fire power they can bring to bear.



[20 to hit]
[10 Damage]
 
Andrew's Called Shot on the damaged eye of the Armored Scout is successful, and a spray of high energy pulses rip into the organic matter that was the pilot, sending it falling from the sky.

D. Rex D. Rex is up

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD delay
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD [2]
16 - Ursa Major (Beta 2) -20 MD <====
16 - Armored Scout 4-5
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 8-10
8 - Armored Scouts 6-10
 
Using three actions to launch of volley of twelve missiles at shock troopers 8-10 at 4 missiles each.

I roll to strike once?
 
Using three actions to launch of volley of twelve missiles at shock troopers 8-10 at 4 missiles each.

I roll to strike once?
It is actually 4 actions, since you are aiming at three targets and it is 'number of targets +1' actions to do this. As long as that is ok, you can go ahead and roll three different sets of damage, one for each target.
 
It is actually 4 actions, since you are aiming at three targets and it is 'number of targets +1' actions to do this. As long as that is ok, you can go ahead and roll three different sets of damage, one for each target.
Let's make that two enemies and eight missiles. So I can save an action for a dodge.

Damage 1: 300
Damage 2: 310
 
The missiles launched by Ursa Major blast the two Shock Troopers out of the sky.

Armored Scouts 4-5 try targeting Bigs and Ian. They will hit unless you dodge. Psychie Psychie has a held action that you can use if you wish.

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD delay
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD [2]
16 - Ursa Major (Beta 2) -20 MD [3]
16 - Armored Scout 4-5 [1]
15 - Jake (Alpha 3)-30 MD
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 10
8 - Armored Scouts 6-10
 
Going for a dodge.
In the Alpha
Number of Attacks: 5
Strike: +9 / +10 with Gun Pod
Parry: +13
Dodge: +13 on the Ground, +15 in Flight
Roll with Punch: +8
Initiative: +5

Main Body: 420 / 350
Missile Payload
Short Range HEAP: 60 / 56
Mini Fragmentation: 8
 
Bigs uses her skill to maneuver away from the incoming fire successfully.

Rykon Rykon is up

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD [1]
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD [2]
16 - Ursa Major (Beta 2) -20 MD [3]
16 - Armored Scout 4-5 [1]
15 - Jake (Alpha 3)-30 MD <====
11 - Springer (Beta 3) -60 MD
12 - Shock Trooper 10
8 - Armored Scouts 6-10
 
Jake's Called Shot to the eye takes out the Shock Trooper.

Springer targets 3 of the Armored Scouts in group 6-10 with his mini missiles, taking them out of the fight.

Armored Scouts 9-10 aim at Jake and Springer. They will hit unless Rykon Rykon or Springer dodges.

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD [1]
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD [2]
16 - Ursa Major (Beta 2) -20 MD [3]
16 - Armored Scout 4-5 [1]
15 - Jake (Alpha 3)-30 MD [2]
11 - Springer (Beta 3) -60 MD [4]
8 - Armored Scouts 9-10
 
Jake turns the pair in a sharp curve designed to keep the Invid from being able to track on you, but perhaps they anticipated what you were about to do, and swerved to keep on target. Upon seeing this, Springer hits his Beta's emergency stop maneuver, flipping both of the leg thrusters forward to drop your speed down to near zero in a matter of moments, yanking you out of the line of fire of the Armored Scouts.

Back to the top of the order with Psychie Psychie

Current Initiative Order
20 - Bigs (Alpha 1) -70 MD [1] <====
19 - Ian (Beta 1) -60 MD [1]
18 - Andrew (Alpha 2) -20 MD [2]
16 - Ursa Major (Beta 2) -20 MD [3]
16 - Armored Scout 4-5 [1]
15 - Jake (Alpha 3)-30 MD [3]
11 - Springer (Beta 3) -60 MD [5]
8 - Armored Scouts 9-10 [1]
 
Targeting both Armored Scouts 4 and 5 with three missiles each, Bigs fires, then starts to swear as they go off target.
In the Alpha
Number of Attacks: 5
Strike: +9 / +10 with Gun Pod
Parry: +13
Dodge: +13 on the Ground, +15 in Flight
Roll with Punch: +8
Initiative: +5

Main Body: 420 / 350
Missile Payload
Short Range HEAP: 60 / 50
Mini Fragmentation: 8
 

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