Adhoc vote count started by theguynamedwafer on Feb 6, 2024 at 7:48 PM, finished with 28 posts and 6 votes.
[X] Plan Setting Up For a Decisive Strike.
-[X] The Rose
-[X] Noriko's Grungust
-[X] Mazinkaiser
-[X] Shin Getter Robo
-[X] Shin Great Mazinger
-[X] Hi-Nu Gundam
-[X] Unicorn Gundam (Awakened)
-[X] Qubeley MK-III
-[X] Flame God Rayearth
-[X] Sea God Selece
-[X] Sky God Windam
-[X] Dragonar-3
-[X] Ptolemaios II
-[X] Macross Quarter
-[X] Main priority for the EVA units already inside Geofront is to stall Zeruel and make sure it does not get any further inside the Geofront.
--[X] Shinji draws the Angel's attention and goes into melee with it, while Rei attacks from range.
--[X] If possible, have Rei try and degrade the Angel's AT Field some more.
[X] Plan Setting Up For a Decisive Strike.
-[X] The Rose
-[X] Noriko's Grungust
-[X] Mazinkaiser
-[X] Shin Getter Robo
-[X] Shin Great Mazinger
-[X] Hi-Nu Gundam
-[X] Unicorn Gundam (Awakened)
-[X] Qubeley MK-III
-[X] Flame God Rayearth
-[X] Sea God Selece
-[X] Sky God Windam
-[X] Dragonar-3
-[X] Ptolemaios II
-[X] Macross Quarter
-[X] Main priority for the EVA units already inside Geofront is to stall Zeruel and make sure it does not get any further inside the Geofront.
--[X] Shinji draws the Angel's attention and goes into melee with it, while Rei attacks from range.
--[X] If possible, have Rei try and degrade the Angel's AT Field some more.
You are Shinji Ikari, and you take a deep breath to steady yourself as a series of explosions rock the roof of the Geofront.
The smoke and flames fade, and in their place you see the 14th Angel for the first time.
Zeruel's general body shape reminds you somewhat of Sachiel, but given that it did in minutes what it took Ramiel hours to do, you know to be on your guard.
Asuka, Toji, and the forces from the Solar Vanguard are coming down to help with Zeruel, but it will take time for them to get in. It's up to you and Rei to keep Zeruel from breaking into the lower levels for now.
"Rei, I'll get in close and draw its attention! You attack it from range!" You say to Rei.
"Understood. Shall I attempt to degrade the Angel's AT Field if an opportunity presents itself?" Rei asks monotonously.
"Yeah, that'd be nice." You respond.
You consider slinging your minigun on your EVA's back, only to realize that doing so would make walking and running extremely cumbersome. You opt to simply drop the weapon on the ground in a place out in the open in case you need it.
As Zeruel descends toward the ground, you draw your Progressive Katana and make ready to charge, while Rei readies a palette rifle.
Zeruel vs EVA-00 and EVA-01
Zeruel attacks EVA-01 with folding arms
vs
Armor DC 19 = 8 Ability + 8 Armor + 3 (AT Field)
Roll 1d10 + 14 Ability + 4 (The 14th Angel)
Roll 10
10 + 14 + 4 = 28
Shinji attacks with Progressive Katana
vs
AT Field DC 17
Roll 1d10 + 8 Ability + 1 (6 Will) + 4 (90% Synch Rate)
Roll 6
6 + 8 + 1 + 4 = 19
19 vs Armor DC 34 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 4 (Getter Ray Exposure)
Zeruel's armor decreases by 4 for the rest of combat due to the shredding ability of the Progressive Katana
Rei attacks with Palette Rifle
vs
AT Field DC 17
Roll 1d10 + 8 Ability + 1 (6 Will)
Roll 9
9 + 8 + 1 = 18
18 vs Armor DC 30 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 4 (Getter Ray Exposure) - 4 (Progressive Katana shred)
Zeruel's Armor decreases by 1 for the current round of combat
Result: EVA-01 takes 6000 damage (2000/8000), Zeruel takes minor damage from Shinji's attack, and minimal damage from Rei's attack
As you charge forward, you see the stumps on Zeruel's arms unfold and extend into what you realize are its real arms.
The extendable arms shoot forward, and you instinctually raise EVA-01's AT Field. Zeruel's arms clash against your AT Field for less than a second before they break through.
You instinctually flinch, which you're pretty sure is the only reason you don't lose your EVA's arms, Zeruel instead tearing large gashes in the side of your EVA.
Your sides erupt in burning agony, and you scream in pain, barely avoiding doubling over in your seat from having to endure the sensations.
"Lower the Synch Rate!" You hear Misato order.
"Belay that order. A higher Synch Rate will increase the EVA's performance, and we need every advantage we can get in the current situation." You hear Gendo say coldly.
"Ikari!" Rei says in fright, finger on the trigger of her rifle but not firing.
"I...I'm fine..." You groan out, the faces of Aoi Hidaka, Kouji Kabuto, and the Getter Team flashing through your mind. "If they can do it...so can I!"
You charge forward in EVA-01, leveling the Progressive Katana and bringing it down on Zeruel in a simple, but effective two handed overhead strike.
Your katana clashes against Zeruel's AT Field, and after a second, the AT Field shatters, allowing you to carve into the Angel's skin, which turns out to be ridiculously tough despite the cracks running through it.
Despite the toughness of the Angel's skin, you're definitely able to do some damage to it, and when you're done, the number of cracks running across its skin have multiplied substantially.
As you step back, Rei fires, a volley of bullets from EVA-00's palette rifle hitting Zeruel in its center of mass. Unfortunately, all it seems to do is cause some minor dimpling where the bullets hit, a few cracks forming and almost as quickly mending themselves.
Opportunity check
DC 10 for Rei to be able to make an attempt
Roll 1d10 + 2 (focused on EVA-01) - 2 (Rei's concern for Shinji)
Roll 1
1 + 2 - 2 = 1
Result: Rei freezes up. Zeruel senses weakness and decides to attack her, with a -3 to Rei's defense DC
Zeruel attacks EVA-00
vs
Armor DC 18 = 8 Ability + 8 Armor + 1 (6 Will) + 4 (AT Field-60% Synch Rate) - 3 (Deer in the headlights)
Roll 1d10 + 14 Ability + 4 (The 14th Angel)
Roll 5
5 + 14 + 4 = 23
Result: EVA-00 takes 2000 damage (6000/8000 HP)
As you stare down Zeruel, katana at the ready in an unsteady defensive posture, you spare a glance at EVA-00.
You realize to your consternation that it's not moving.
"Rei? Rei!" You say in alarm.
Zeruel seems to sense an opportunity and turns toward EVA-00, it's eyes flashing.
EVA-00's AT Field flashes to life for an instant before it shatters, your ally being engulfed in a cross-shaped explosion. When the smoke clears, EVA-00 is badly singed, but otherwise operational.
"Ikari...I...I'm sorry. I saw you get hurt, and I...didn't know what to do..." Rei groans apologetically.
"Misato! Where are the reinforcements from the Solar Vanguard?!" You ask frantically as Zeruel turns its attention back to you. You are Mira Ayana, and the group that's chosen to stay on the surface bombards the Zeruel copies around the hole to distract them, you and your group make your move.
"We need to get in there, now!" Sumeragi says.
The Ptolemaios II and Macross Quarter surge forward, while Dancouga Nova bombards the last Zeruel copy guarding the hole to the Geofront tp get its attention.
Your group trails behind the two ships, and the last thing you see before descending into the Geofront is the Nahel Argama firing its Hyper Mega Particle Cannon at a pair of floating Zeruel copies.
Your descent into the Geofront doesn't take very long, and soon enough you see Zeruel facing down EVA-01 and EVA-00. EVA-01 is 'bleeding' from gashes in its side, while EVA-00 looks like it's badly burned. At the same time, EVA-02 and EVA-03 arrive via lifts from the surface.
"All units, attack Zeruel, quickly!" Jeffrey Wilder orders.
As the Ptolemaios II and Quarter fire on Zeruel, you, along with Windam, Shin Getter 1, and the Unicorn Gundam surge forward at the head of the group.
All out assault on Zeruel-Ptolemaios II, Quarter, Rose, Sky God Windam, Shin Getter 1, and the Awakened Unicorn Gundam attack
Light Newman uses Scan!
Sumeragi uses Scan! Ptolemaios II attacks with GN missile and beam barrage
vs
AT Field DC 17
Roll 1d10 + 8 Ability + 3 (8 Will) + 2 (Dragonar 2 EWAC) + 2 (GN Particles)
Roll 3
3 + 8 + 3 + 2 + 2 = 17
17 vs Armor DC 28 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 4 (Getter Ray Exposure) - 4 (Progressive Katana shred) - 1 (bullet damage) - 1 (Scan)
Minor damage! No change to AT Field or Armor DC
Macross Quarter attacks with beam cannons
vs
AT Field DC 17
Roll 1d10 + 8 Ability + 3 (8 Will) + 2 (Dragonar 3 EWAC)
Roll 2
2 + 8 + 3 + 2 = 15
Rose attacks with Energy Whip
vs
AT Field DC 17
Roll 1d10 + 8 Ability + 3 (8 Will) + 3 (Brave Soul) + 2 (Dragonar 3 EWAC) + 2 (Superior Metal Z Circuits)
Roll 8
8 + 8 + 3 + 3 + 2 + 2 = 26
26 vs Armor DC 28 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 4 (Getter Ray Exposure) - 4 (Progressive Katana shred) - 1 (bullet damage) - 1 (Scan)
Moderate damage! No change to Zeruel's Armor DC
Fuu attacks with Windam's sword
vs
AT Field DC 17
Roll 1d10 + 7 Ability + 3 (8 Will) + 1 (Magic Knight) + 2 (Dragonar 2 EWAC) + 4 (Magic)
Roll 1
1 + 7 + 3 + 1 + 2 + 4 = 18
18 vs Armor DC 28
Due to critical failure, no degradation of armor or AT Field, though damage will still be dealt
Shin Getter 1 attacks with Getter Beam
vs
AT Field DC 17
Roll 1d10 + 9 Ability + 4 (9 Will) + 2 (Superior Metal Z Circuits) + 2 (Dragonar 3 EWAC) + 4 (Getter Rays vs a stagnant lifeform)
Roll 6
6 + 9 + 4 + 2 + 2 + 4 = 23
23 vs Armor DC 28 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 4 (Getter Ray Exposure) - 4 (Progressive Katana shred) - 1 (bullet damage) - 1 (Scan)
Moderate damage! Zeruel's AT Field and Armor DC decrease by 4 for the rest of combat.
Awakened Unicorn Gundam attacks with pscyhoframe empowered melee assault
vs
AT Field DC 13
Roll 1d10 + 7 Ability + 3 (8 Will) + 4 (Newtype 4) + 8 (NT-D mode) + 2 (Dragonar 3 EWAC)
Roll 4
4 + 7 + 3 + 4 + 8 + 2 = 25
25 vs Armor DC 24 = 20 Armor + 14 Ability + 4 (The 14th Angel) - 8 (Getter Ray Exposure) - 4 (Progressive Katana shred) - 1 (bullet damage) - 1 (Scan)
Moderate damage! Zeruel's AT Field DC will decrease by 8 next round of combat
Result: Significant damage dealt to Zeruel.
The Ptolemaios II is first to fire, a barrage of GN missiles and beams overwhelming Zeruel's AT Field before the rest slam into its skin. Although the Angel's skin doesn't seem to degrade any further, it was definitely injured.
The Quarter's barrage of beams from its deck guns, by contrast, does nothing, being deflected off of Zeruel's AT Field almost effortlessly despite how much it's been weakened.
"Yukari, give me maximum power to the whip!" You say.
"Got it!" Yukari responds.
You lash out at Zeruel with the Energy Whip, the glowing blue lash shattering Zeruel's AT Field before cutting deep into the Angel's skin. The wounds you inflict bleed profusely before they self-mend.
You back off as Fuu in the Rune God Windam charges forward, sword drawn.
Fuu eschews any technique in favor of simply slamming her sword into Zeruel as hard as possible. Although Fuu is able to break the Angel's AT Field easily, she apparently underestimated how thick its skin is in some places, as Windam's sword embeds itself in Zeruel's side momentarily before Fuu hastily pulls it back and retreats.
Zeruel's AT Field disintegrates in the face of the green beam that erupts from Shin Getter 1's head. The Getter Beam goes on to collide with Zeruel's torso. After the beam fades away, you see that in addition to new cracks, numerous lesions have formed near the point of impact, which Zeruel starts hastily chipping off with its own arms.
At that moment, the Unicorn Gundam charges forward, psychoframe glowing green.
Banagher lets out a wordless battle cry before slamming the Unicorn's right fist into Zeruel's AT Field, which seems to have gotten weaker after being hit by the Getter Beam.
For a few moments, the Angel's AT Field clashes against the glow of the Unicorn's psychoframe. Eventually, Zeruel's AT Field starts to wildly fluctuate as a green aura emanates from the Unicorn, and the Gundam breaks through, driving its fists into Zeruel and tearing out large chunks of flesh from the Angel.
Zeruel lets out a cry of pain before coughing up some kind of bodily fluid from its 'face'.
The rest of your group is about to charge at Zeruel when an explosion from above gets your attention, and you glance up to see four Zeruel copies descending from the hole above.
A flash of yellow that you recognize as a beam from Wing Zero's Twin Buster Rifle comes through the hole and spears the furthest Zeruel copy in the torso, causing it to fall out of the air and slam into the ground. The copy Zeruel tries to get up, only to slump over after a few seconds and start to dissolve into orange fluid.
A shift from the real Zeruel catches your attention, and you curse as you see the Angel turn toward the pyramid of Central Dogma, its eyes flashing.
Interception-Mira tries to protect Central Dogma
Zeruel vs Mira Support Defense
Support Defense DC 22 = 8 Ability + 6 Armor + 3 (8 Will) + 3 (Brave Soul) + 2 (Yukari copilot)
Roll 1d10 + 14 Ability + 4 (The 14th Angel)
Roll 7
7 + 14 + 4 = 25
Result: Mira is able to partially intercept the blast. The Rose takes 3000 damage (3000/6000 HP)
"Yukari!"
"I see it!"
The Rose shakes violently as Zeruel's beam blasts your Super Robot aside in a cross shaped explosion.
You shake your head to clear resulting disorientation and check on Yukari, who nods at you reassuringly before the two of you glance at Central Dogma. Unfortunately, it doesn't seem like you were able to intercept the entirety of Zeruel's beam, as you see smoke billowing out of the the pyramid in the distance.
At this point, the other 3 Zeruel copies have touched down on the ground, while Zeruel itself seems to be weighing its options. Tactical Updates
Zeruel is heavily injured, but doesn't seem anywhere near on its last legs yet
Zeruel's copies will attempt to protect the original at all costs
Zeruel's AT Field DC for next round: 28
Available forces in the Geofront
EVA-00
EVA-01
EVA-02
EVA-03
The Rose
Noriko's Grungust
Mazinkaiser
Shin Getter Robo
Shin Great Mazinger
Hi-Nu Gundam
Unicorn Gundam (Awakened)
Qubeley MK-III
Flame God Rayearth
Sea God Selece
Sky God Windam
Dragonar-3 Ptolemaios II
Macross Quarter
The EVAs will automatically attack the real Zeruel.
[ ] Pick FIVE units to attack the real Zeruel. The rest will deal with the copies present.
A/N: The final stretch of the Zeruel fight, one way or another. Please vote, discuss, and critique!
[X] Pick FIVE units to attack the real Zeruel. The rest will deal with the copies present.
-[X] Hi-Nu Gundam
-[X] Qubeley MK-III
-[X] Flame God Rayearth
-[X] Sea God Selece
-[X] Sky God Windam
Some bad luck in there, but the hits that needed to land count. Poor Rei, as usual.
Hm, we're one short of doing a Final Dynamic Special+Spiral Flash double combo. I'm thinking the Nagai trio plus Noriko and Mira? Or sub in the Quarter for one of the latter two.
Preliminary unit list for who we want to fight the Real Zeruel: Mazinkaiser (likely bypasses the AT Field since it reached Will 8 and Mazin Power has triggered), Shin Getter Robo (getter radiation works well against Angels), Hi-Nu Gundam (high enough stats to be able to do some damage), Unicorn Gundam (Awakened) (same as the Hi-Nu) and Ptolemaios II (Trans-AM should be more than enough to bypass both the AT-Field and the Angel's defensive stats, and might actually be enough to kill it outright).
EDIT: Since no one's saying anything...
[X] Plan Last Strike
-[X] The Rose
-[X] Shin Getter Robo
-[X] Hi-Nu Gundam
-[X] Unicorn Gundam (Awakened)
-[X] Qubeley MK-III
In the end, decided to swap Mazinkaiser for Selece, since the AT Field is weak enough that a unit that can hit harder is better than someone who doesn't hit as hard, but ignores the AT Field. Opinions are welcome.
EDIT: Upon more consideration, dropped Selece for the Rose. Opinions on the plan are still welcome.
EDIT1: Given clarifications from QM and after some consideration, dropped Ptolemaios II for the Qubeley MK-III, since I'd rather not tip our hand to SEELE too much here.
[X] Plan Final Dynamic.
-[X] Hi-Nu Gundam
-[X] Unicorn Gundam (Awakened)
-[X] Shin Getter Robo
-[X] Mazinkaiser
-[X] Shin Great Mazinger.
Like I said, the brothers probably will also degrade the AT field, since zeruel will bring it up only to probably shatter on impact, without counting that Getter and the Brothers do have a combination attack which could give us the edge to finish zeruel as we do need to kill it before EVA 01 kicks the bucket and we need to not leave anything behind otherwise Gendo is probably gonna activate the dummy plug to nom the S2 engine.
Which I doubt the double burning fire + getter beam will leave anything behind.
Amuro as always has good enough rolls and has enough will to do some serious damage
As for the magic knights, well all of them have kinda the same stats and Hikaru hasn't done much this update, besides we do need to leave some other heavy hitters for the copy angels and since Kaiser and great will be rolling directly againts Armor instead of AT.
Rather save ships for cleanup if we don't kill it this turn.
I still think we should send the Ptolemaios II against the Angel. We have enough Will to use Trans-AM and that is still our strongest buff (being a x3 multiplier to roll result), and that should be enough to kill the Angel, since it's already taken damage. Trans-AM is more certain than potentially getting some combination attack on the Angel (the latter is speculation, while the former is a known quantity; also, even if we get a combination attack, a poor roll on it could cause it to not do anything to the Angel, whereas Trans-AM's x3 multiplier ensures a strong hit even if we roll low).
Mira's will is high enough by now that the damage she took is buffing her? None of the plans seem to be acknowledging that? I mean, it's a risk to her and Yukari's heath but we knew that when brave soul was her chosen pilot upgrade.
Mira's will is high enough by now that the damage she took is buffing her? None of the plans seem to be acknowledging that? I mean, it's a risk to her and Yukari's heath but we knew that when brave soul was her chosen pilot upgrade.
Mira currently rolls with a +21 to attack roll (8 from Ability, 3 from Brave Soul, another 3 from Brave Soul due to losing 3000 HP, 3 from Will 8, 2 from Superior Metal Z Circuits and 2 from Dragonar 3's EWAC).
By comparison, here's how the other units that are being considered roll:
Ptolemaios II: +15 (8 Ability, 3 Will points above Will 5, Dragonar-3 EWAC, GN Particles also count as a +2 here) + 3x multiplier to the final result if in Trans-AM;
Shin Getter: +21 (9 Ability, 4 Will points above Will 5, Superior Metal Z Circuits, Dragonar-3 EWAC, Getter Radiation confers a +4 in this situation);
Any of the three Magic Knights (grouped as one since their differences come mostly from Spirit Commands): +17 (7 Ability, 3 Will points above Will 5 + Magic Knight providing another +1 currently for being at least 2 points of Will above Will 5, Dragonar-3 EWAC, +4 from Magic; Umi can squeeze in another +2 via Focus, bringing it up to +20);
Hi-Nu Gundam (assuming it is at Will 8): +27 (12 Ability, Newtype Level 5, 3 Will points above Will 5, Dragonar-3 EWAC, first part of Psycho-Frame is active and gives another +5)
Unicorn Gundam: +24 (7 Ability, Newtype Level 4, 3 Will points above Will 5, Dragonar-3 EWAC, NT-D gives a +8)
Mazinkaiser (assuming it is at Will 8): +15 (8 Ability, 3 Will points above Will 5, Superior Metal Z Circuits, Dragonar-3 EWAC); Mazin Power boosts the result up by anywhere between a +4 (15 + 1 = 16; 16 / 4 = 4) and a +6 (10 + 15 = 25; 25 / 4 = 6.25 -> 6), so it rolls with a minimum of +19 currently;
Shin Great Mazinger (assuming it is at Will 8): +15 (8 Ability, 3 Will points above Will 5, Superior Metal Z Circuits, Dragonar-3 EWAC); Mazin Power boosts the result up by anywhere between a +4 (15 + 1 = 16; 16 / 4 = 4) and a +6 (10 + 15 = 25; 25 / 4 = 6.25 -> 6), so it rolls with a minimum of +19 currently;
Qubeley MK-III (assuming it is at Will 8): +21 (10 Ability, Newtype Level 4, 3 Will points above Will 5, Dragonar-3 EWAC, Psycommu gives +2);
All-in-all, Mira's actually competitive here, and hasn't used any Spirit Commands currently, so she does have a safety net here. I think I can drop Selece for the Rose here (unless QM confirms that using Trans-AM isn't feasable here for one reason or another, in which case I'm willing to drop the Ptolemaios for something else).
I will say that using the Ptolemaios' Trans-Am is valid in the moment, but you're going to have to use the 00 Gundam to recharge the ship's reserves of GN Particles after the fight if you do so, which might raise some awkward questions with NERV and give SEELE insight into GN Particle technology...
So far, you've mostly been able to keep SEELE in the dark about the more esoteric applications of GN Particle tech due to them focusing on, you know, achieving Instrumentality. If they see anything that could threaten it, they WILL notice.
For the record, they obviously already know about Getter Rays and Photon Power, and are willing to take a gamble against them.
Final Dynamic counts too much on luck I feel, since it has 2 units that need a 5 or higher to damage the Angel and 1 unit that needs a 7 or higher, at a time where we want to kill the Angel now, rather than later. Final Strike is a lot more certain to kill the Angel this round, since even the weakest units there damage the Angel on a 3 or higher and it has 2 units that are guaranteed to damage the Angel (Hi-Nu and Awakened Unicorn).
Final Dynamic counts too much on luck I feel, since it has 2 units that need a 5 or higher to damage the Angel and 1 unit that needs a 7 or higher, at a time where we want to kill the Angel now, rather than later. Final Strike is a lot more certain to kill the Angel this round, since even the weakest units there damage the Angel on a 3 or higher and it has 2 units that are guaranteed to damage the Angel (Hi-Nu and Awakened Unicorn).
We don't have the luxury for more turns, since I don't think we want Terminal Dogma damaged further, and the Angel is already inside and could reach sensitive section if not stopped this round. Therefore, it is better to assign the strongest units to fight the Angel, to increase the chance for killing the Angel this turn.
We don't have the luxury for more turns, since I don't think we want Terminal Dogma damaged further, and the Angel is already inside and could reach sensitive section if not stopped this round. Therefore, it is better to assign the strongest units to fight the Angel, to increase the chance for killing the Angel this turn.
Mazinkaiser compares slightly worse to the Quebeley, since even with Mazin Power, it is +19 minimum vs the Quebeley's +21, so I'd rather not do the swap (adding Spirit Commands into the equation doesn't help, since Mazinkaiser doesn't have anything that could buff its offense all that much, while the Quebely has Focus which gives it another +3 if needed). As I said earlier, we can overpower the AT Field, so Mazin Power's barrier ignore property isn't all that useful, and even if the Mazinkaiser rolls high enough to squeeze the most of Mazin Power (aka a 9 on the attack roll; 9 + 15 = 24; 24 / 4 = 6; 24 + 6 = 30), it is still equal to the Quebeley if the latter doesn't pop Focus.