Turn, Turn and Turn [A]gain! (Turn A Gundam Quest)

[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Approach.
--[X] Use the mountains as cover and attack at range.
[X] Engagement range.
--[X] Stay at Long Range.
[X] Mobility.
--[x] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Dober Gun.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Saber.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telekinetic Barrier.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.
 
Given the way missiles work in gundam (which is to say, they're usually popguns fired in saturation barrages) I wouldn't resolve each missile as a separate shot. Same way MGs don't get hundreds of shots.

I'd save one missile per shot for the big things like an Archangel-class's anti-ship missiles where even a single hit can be fatal.
Mostly because the point defense systems seem to be pretty good overall and stacking THAT on top of evasion and propulsion on par with some missiles and they're mainly saturation weapons that are used more to maneuver targets to where you get to nail them with a direct fire weapon with no evasion possible
 
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Approach.
--[X] Use the mountains as cover and attack at range.
[X] Engagement range.
--[X] Stay at Long Range.
[X] Mobility.
--[x] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Dober Gun.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Saber.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telekinetic Barrier.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.
 
Week 22 Result Part 8
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.


[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Approach.
--[X] Use the mountains as cover and attack at range.
[X] Engagement range.
--[X] Stay at Long Range.
[X] Mobility.
--[x] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Dober Gun.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Saber.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telekinetic Barrier.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.


As two teams of three Baund Doc IIs peek out from behind a nearby mountain your hands fly across the White Doll's controls, selecting weapons and systems even as you call out orders to your team. "Ambush! Get into cover!"


Rolling 1d100 for Initiative (Loran) = 99! Sochie, Corin & Arisa, Garcia go last because of Ambush! Loran is Immune to Ambush!

Rolling 3d100 for Initiative (Muttowooo Team 1, Muttowooo Team 2, Zssan Team) = 25; 10; 50!

Turn Order is: Loran, Zssan Team, Muttowooo Team 1, Muttowooo Team 2, Sochie, Corin & Arisa, Garcia!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field) 10/10 (TK Barrier)

Loran has entered Cover!

Target 1d2 = 1!

Targeting Muttowooo Team 1.

Destruction Manipulator Buster Rifle 1d2 Attacks = 1!

DC 30+15(Heavy Cover) Destruction Manipulator Buster Rifle Hit = 77! Major Success! -10 to Destruction Manipulator Buster Rifle Hit DC next Turn!

DC 4+2(Penetration) Target Armor Save = 2! Failure!

Muttowooo Team 1 takes 5(8-3(Mercy)) Integrity Damage! 1 Muttowooo has been Disabled!

Dober Gun 1d2 Attacks = 2!

2DC 30+15(Heavy Cover) Dober Gun Hit = 71, 88! 1 Success! 1 Major Success! -10 to Dober Gun Hit DC next Turn!

2DC 4 Target Armor Save = 1, 2! 2 Failures!

Muttowooo Team 1 takes 5(4+4-3) Integrity Damage from Single-Target Attacks! 1 Muttowooo has been Disabled!

Telekinetic Strike 4d1 Attacks = 4!

4DC 10+15(Heavy Cover) Telekinetic Strike Hit = 53; 17; 46; 17! 2 Successes! 2 Failures!

2DC 4 Target Armor Save = 2, 6! 1 Failure! 1 Success!

Muttowooo Team 1 takes 4 Integrity Damage!


Zssan Team 24/6

Targeting Loran.

Shoulder Missile Pod 8d3+4 Attacks = 16!

16DC 70+25(NT Empathy) Shoulder Missile Pod Hit = 8; 5; 10; 91; 5; 98; 93; 24; 70; 76, 76; 6; 12; 36; 28; 80! 2 Successes! 14 Failures!

2DC 6 Telekinetic Barrier Save = 3, 5! 2 Failures! Telekinetic Barrier takes 6 Integrity Damage!


Muttowoo Team 1 2/6

Muttowoo Team 1 is Disengaging!


Muttowoo Team 2 18/6

Target 1d4 = 1!

Targeting Loran.

Beam Rifles 8d2 Attacks = 11!

11DC 70+25(NT Empathy)+15(Heavy Cover)+10(Long Range) Beam Rifles Hit = 77; 49; 69; 37; 50; 95; 73; 32; 92; 49, 80! 2 Successes! 9 Failures!

2DC 6 Telekinetic Barrier Save = 6, 6! 2 Successes!


Sochie (Qubeley Mk.2) 6/6

Sochie has entered Cover!

Targeting Muttowooo Team 2.

Qubeley Beam Guns 2d2 Attacks = 2!

2DC 40+15(Heavy Cover)+10(Long Range) Qubeley Beam Guns Hit = 91, 37! 1 Major Success! 1 Failure! -10 to Qubeley Beam Guns Hit DC next Turn!

DC 4+1(Penetration) Target Armor Save = 6! Success!


Corin & Arisa (Leo Flight Type Custom) 12/6

Corin & Arisa have entered Cover!

Targeting Muttowooo Team 2.

Dober Guns 2d2 Attacks = 3!

3DC 20+15(Heavy Cover) Dober Guns Hit = 31; 15; 36! 1 Success! 2 Failures!

DC 4 Target Armor Save = 5! Success!


Garcia (Strike Noir) 6/8

DC 50 for Closing In = 76! Garcia has Closed in to Normal Range!

Garcia has entered Cover!

Targeting Muttowooo Team 2.

'Shorty' Beam Rifles 2d2 Attacks = 3!

3DC 50+15(Heavy Cover) 'Shorty' Beam Rifles Hit = 49; 28; 46! 3 Failures!

Twin Linear Guns 2d3 Attacks = 5!

5DC 50-10(Linear Weapon)+15(Heavy Cover) Twin Linear Guns Hit = 23; 76; 97; 91; 21! 1 Failures! 1 Success! 1 Major Success! 1 Critical Success! -10 to Twin Linear Guns Hit DC next Turn! Critical Hit! Double Damage + Ignore Saves!

2DC 4 Target Armor Save = 1, 6! 1 Failure! 1 Success!

Muttowooo Team 2 takes 9(3+6) Integrity Damage from Single-Target Attacks! 1 Muttowooo has been Destroyed!



Loran Telekinetic Barrier Regenerates 3 Integrity.


Your clairvoyance training kicks and you react before the ambushers can attempt a second volley. An instant later you have zipped behind a sizable outcropping of rock, using it as cover as you fire at the position of one of the Baund Doc II teams. The combination of a Buster Beam, a pair of Dober Shells and a flurry of Telekinetic blows takes out two of them, and the third member of the team withdraws from the field with half his Mobile Suit crumpled like a tin can.

A missile shower and a fusillade of beam fire answers your attack, with the former managing to take a pair of considerable bites out of your telekinetic barrier. Said barrier then goes on to successfully resist a fair of beam shots that melt through the rock to hit you. You cannot remember the last time it did that.

Sochie, Corin and Arisa have gotten their wits about them at this point and try to add their firepower to the fray, but the other enemy Mobile Suit Team is lucky enough that your teammates' few hits on them glance of armor or cause nothing but cosmetic damage.

Garcia is the odd one out on your side: Instead of hanging back like the rest of you he charges forward, flying between the peaks to reach a firing position closer to the enemy. The beams she fires from there hit nothing but rock, but a pair of shots from his linear guns go straight through the cockpit area of a Baund Doc II as it is about to drop back into cover after shooting at you.


Rolling 4d100 for Initiative (Loran) = 39; 93; 88; 85! Sochie, Corin & Arisa, Garcia go last because of Ambush! Loran is Immune to Ambush!

Rolling 2d100 for Initiative (Muttowooo Team 1, Muttowooo Team 2, Zssan Team) = 80; 79!

Turn Order is: Sochie, Corin & Arisa, Garcia, Muttowooo Team 2, Zssan Team, Loran!


Sochie (Qubeley Mk.2) 6/6

Targeting Muttowooo Team 2.

Qubeley Beam Guns 2d2 Attacks = 3!

3DC 40-10(Major Success)+15(Heavy Cover)+10(Long Range) Qubeley Beam Guns Hit = 65; 69; 28! 2 Successes! 1 Failure!

2DC 4+1(Penetration) Target Armor Save = 3, 5! 1 Failure! 1 Success!

Muttowooo Team 2 takes 3 Integrity Damage!


Corin & Arisa (Leo Flight Type Custom) 12/6

Targeting Muttowooo Team 2.

Dober Guns 2d2 Attacks = 3!

3DC 20+15(Heavy Cover) Dober Guns Hit = 100; 21; 38! 1 Success! 1 Critical Success! 1 Failure!

DC 4 Target Armor Save = 1! Failure!

Muttowooo Team 2 takes 12(4+8) Integrity Damage! Muttowooo Team 2 has been wiped out!


Garcia (Strike Noir) 6/8

No Targets in range!


Zssan Team 24/6

Target 1d4 = 3!

Targeting Corin & Arisa.

Shoulder Missile Pod 8d3+4 Attacks = 14!

16DC 80 Shoulder Missile Pod Hit = 5; 29; 77; 64; 32; 57; 92; 99; 53; 74, 31; 44; 60; 1! 2 Successes! 12 Failures!

2DC 5 Target Armor Save = 2, 6! 1 Failure! 1 Success!

Corin & Arisa take 3 Integrity Damage!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field) 7/10 (TK Barrier)

No Targets in range!



Loran Telekinetic Barrier Regenerates 3 Integrity.


Sochie blasts an arm of a Baund Doc II, which explodes a second later as a dober shell from Corin hits it under the cockpit and detonates. Arisa takes out the last one with a well-placed shell, and then there were none to oppose you.

The brief rush of victory lasts until the next volley of missiles from the hidden Zssans homes in on Corin and Arisa. The one that hits and deals damage takes a leg off the former's Mobile Suit.

"I'm alright! Just a bit shaken!" He hurries to assure you as Arisa puts her Leo to use and catches him, preventing his damaged Mobile Suit from crashing into the mountain from the sudden loss of balance.

You break from cover to fly over to Garcia's mountain, stopping by the top to look over the cover used by you opponents. From this vantage point you can see the retreating Baund Doc II as it lands at the base a mountain over. If the White Doll's sensors are correct there are two Linear Emplacements and three WaDoms at the base, which is larger than the one you destroyed yesterday. They seem to have expended their air power in the failed ambush though.

Another flight of missiles streak upwards from the heart of the base, confirming that the Zssans are also there.


Your team needs directions…

[] Corin & Arisa will-
--[] Form up on you.
--[] Attack head on.
--[] Engage targets of opportunity.
--[] Take cover and fire from afar.
--[] Fly up and attack from above.

[] Sochie will-
--[] Form up on you.
--[] Attack head on.
--[] Engage targets of opportunity.
--[] Take cover and fire from afar.
--[] Fly up and attack from above.



As for yourself…

[] Keep current Battleplan.

[] New Battleplan.
--[] Write in.

[] Approach.
--[] Attack the enemy head on.
--[] Use the mountains as cover and attack at range.
--[] Fly up and hit the enemy from above.

[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Take to the air with the Flight Mode.
--[] Take to the air with the Flight Mode and risk using the Voiture Lumiere.

[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] None.

[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.

[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.

[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Activate the NT-D Mode.

[] NT Power.
Choose 2
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.

[] Psycho-Field. (NT-D Mode only)
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.

[] Chorus. (Only if Sochie forms up on you)
--[] Yes.
--[] No.
 
Last edited:
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Keep current Battleplan.
 
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Keep current Battleplan.
 
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Keep current Battleplan.
 
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Keep current Battleplan.
 
Week 22 Result Part 9
[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Keep current Battleplan.

[X] Corin & Arisa will-
--[X] Take cover and fire from afar.
[X] Sochie will-
--[X] Form up on you.
[X] Approach.
--[X] Use the mountains as cover and attack at range.
[X] Engagement range.
--[X] Stay at Long Range.
[X] Mobility.
--[x] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Dober Gun.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Saber.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telekinetic Barrier.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.


"Same procedure! Keep going!" You call over your team's dedicated channel as you fly the White Doll over the mountain and towards some good cover. Sochie falls in to your right, and Corin and Arisa waste no time in making their way to follow you. Garcia does his own thing,


Rolling 4d100 for Initiative (Loran) = 61; 90; 69; 90!

Rolling 2d100 for Initiative (WaDoms, Linear Emplacement 1, Linear Emplacement 2, Zssan Team) = 97; 22; 20; 39!

Turn Order is: WaDoms, Sochie, Garcia, Corin & Arisa, Loran, Zssan Team, Linear Emplacement 1, Linear Emplacement 2!


WaDoms 24/8

Target 1d4 = 1!

Targeting Loran (White Doll).

WaDoms Siege Beam 3d1 Attacks = 3!

3DC 60+25(NT Empathy)+10(Evasive Perk) WaDoms Siege Beam Hit = 18; 85; 65! 3 Failures!

WaDom Missile Launcher 3d6 Attacks = 11!

11DC 60+25(NT Empathy)+20(Missile)+10(Evasive Perk) WaDom Missile Launcher Hit = 83; 28; 90; 71; 45; 52; 43; 88; 100; 47, 49; 53; 70; 72! 1 Success! 1 Critical Success! 12 Failures! Critical Hit! Double Damage + Ignore Saves!

DC 6 Target Telekinetic Barrier Save = 5! Failure!

Loran Telekinetic Barrier takes 9(3+6) Integrity Damage!

Loran (White Doll) is too far away for WaDom Micromissiles!


Sochie (Qubeley Mk.2) 6/6

DC 30 for Closing In = 77! Sochie has closed in to Normal Range!

Sochie has entered Cover!

Target 1d3 = 2!

Targeting Linear Emplacement 1.

Qubeley Beam Guns 2d2 Attacks = 3!

3DC 50-20(Large Target)+10(Long Range) Qubeley Beam Guns Hit = 59; 96; 28! 1 Success! 1 Critical Success! 1 Failure! Critical Hit! Double Damage + Ignore Saves!

DC 4+1(Penetration) Target Armor Save = 2! Failure!

Linear Emplacement 1 takes 9(3+6) Integrity Damage! Linear Emplacement 1 has been Destroyed!


Garcia (Strike Noir) 6/8

DC 50 for Closing In = 64! Garcia has Closed in to Normal Range!

Garcia has entered Cover!

Target 1d2 = 1!

Targeting WaDoms.

'Shorty' Beam Rifles 2d2 Attacks = 2!

2DC 60-20(Large Target) 'Shorty' Beam Rifles Hit = 50; 57! 2 Successes!

2DC 4+1(Penetration) = 1, 1! 2 Failures!

WaDoms take 6(3+3) Integrity Damage!

Twin Linear Guns 2d3 Attacks = 4!

4DC 60-10(Linear Weapon)-20(Large Target) Twin Linear Guns Hit = 9; 73; 56; 23! 1 Failure! 1 Major Failure! 1 Success! 1 Major Success! Major Success/Failure cancel each other out!

2DC 4 Target Armor Save = 2, 6! 1 Failure! 1 Success!

WaDoms takes 3 Integrity Damage from Single-Target Attacks! 1 WaDom has been Destroyed!


Corin & Arisa (Leo Flight Type Custom) 9/6

Target 1d2 = 2!

Targeting Linear Emplacement 2.

Dober Guns 2d2 Attacks = 2!

2DC 20-20(Large Target) Dober Guns Hit = 93, 63! 1 Success! 1 Critical Success! Critical Hit! Double Damage + Ignore Saves!

DC 4 Target Armor Save = 2! Failure!

Linear Emplacement 2 takes 12(4+8) Integrity Damage! Linear Emplacement 2 has been wiped out!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field) 1/10 (TK Barrier)

Loran has entered Cover!

Targeting WaDoms.

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 30-20(Large Target) Destruction Manipulator Buster Rifle Hit = 70; 23! 1 Success! 1 Major Success! -10 to Destruction Manipulator Buster Rifle Hit DC next Turn!

2DC 4+2(Penetration) Target Armor Save = 5, 2! 2 Failures!

WaDoms take 14(8+8-2) Integrity Damage from Single-Target Attacks! 2 WaDoms have been Disabled!

No Targets in Range!


Zssan Team 24/6

Target 1d4 = 4!

Targeting Garcia.

Shoulder Missile Pod 8d3+4 Attacks = 19!

19DC 50 Shoulder Missile Pod Hit = 80; 88; 18; 89; 62; 97; 61; 10; 82; 81, 9; 49; 44; 52; 51; 26; 11; 89; 70! 12 Successes! 7 Failures!

12DC 4 Target Armor Save = 3; 3; 5; 6; 2; 6; 1; 5; 4; 4, 6; 5! 4 Failures! 8 Successes!

Garcia (Strike Noir) takes 4(3+3+3+3-2-2-2-2)! Integrity Damage!



Loran Telekinetic Barrier Regenerates 3 Integrity.


The five of your speed forward into cover, and from there you dismantle the Dianna Counter defenses. Lucky shots from Sochie and Corin take out the Linear Emplacements, and the WaDoms go under from simultaneous volleys from you and Garcia. The tall Mobile Suits manage to score some hits on you, but their missiles do nothing but drive your barrier to the point of breaking.

Garcia proceeds to suffer a deluge of missiles that rapidly shift from their cruise above your heads to come crashing down upon his Mobile Suit. The Gundam survives the assault of a dozen high explosive warheads, but according to the White Doll's sensors it is a close thing.

With no targets visible you break from cover. To get at the Zssans you will need to hit them from above…


Rolling 4d100 for Initiative (Loran) = 70; 27; 98; 25!

Rolling 1d100 for Initiative (Zssan Team) = 20!

Turn Order is: Corin & Arisa, Loran, Sochie, Garcia, Zssan Team!


Corin & Arisa (Leo Flight Type Custom) 9/6

DC 80 for Closing In = 40! Failure! Next Turn's DC changed by -30!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field) 1/10 (TK Barrier)

DC 80-20(Flight+) for Closing In = 64! Success! Loran has a clear line of sight!

Targeting Zssan Team.

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 30-10(Major Success) Destruction Manipulator Buster Rifle Hit = 50; 41! 2 Successes!

2DC 5+2(Penetration) Target Armor Save = 5, 1! 2 Failures!

Zssan Team takes 16(8+8) Integrity Damage from Single-Target Attacks! 2 Zssans have been Destroyed!

No Targets in Range!

Dober Gun 1d2 Attacks = 1!

DC 30 Dober Gun Hit = 59! 1 Success!

DC 5 Target Armor Save = 5! Success!


Sochie (Qubeley Mk.2) 6/6

DC 80+10(Voidborne) for Closing In = 98! Sochie has a clear line of sight!

Targeting Zssan Team.

Qubeley Beam Guns 2d2 Attacks = 4!

4DC 40 Qubeley Beam Guns Hit = 49; 74; 52; 62! 4 Successes!

4DC 5+1(Penetration) Target Armor Save = 1; 2; 1; 1! 4 Failures!

Zssan Team takes 12(3+3+3+3) Integrity Damage! 2 Zssans have been Destroyed! Zssan Team has been Wiped Out!



Loran Telekinetic Barrier Regenerates 3 Integrity.


Corin and Arisa are the first to move, but the White Doll is quicker than their Leos and you reach a good firing position before they do. Unmanned machines don't require you to hold back, so once you have the Mobile Dolls in sight it is just a manner of opening up with everything you have. Your Buster Rifle takes out two of them, one with each shot, but your lone Dober shell fails to detonate on contact with one of the remaining ones, instead creating a line of sparks before it continues its flight to explode down on the rocks past the base.

And then Sochie is beside you, raining down a quartet of yellow beams that perforate the two Mobile Dolls before they explode.

By the time the other three have caught up the pilot in the damaged Baund Doc II has surrendered. The battle is over.


*


1d100 Searching the Base = 56


As everyone has moved into or around the base the Coradans begin to ransack it, though they find little of consequence. Most of their attention is on fixing up the damaged Strike Noir, which might be out of commission for a while.

You have already decided to stick around until the Ohita Mountains have been retaken, so it is just a matter of deciding where to spend the evening…


[] Talk to Vestige.

[] Talk with Corin and Arisa.

[] Spend time with Sochie.

[] Track down the Corado Psychics.

[] Go to bed early.
 
Week 22 Result Part 10
[X] Track down the Corado Psychics.


As the sky darkens your technicians, led by Horace, once again spend an evening repairing a damaged Leo. It is for the second time in just as many days, with the only difference being that this time it is Corin's Leo that needs replacement limbs.

The White Doll is parked outside of the Gallop to give the repair crews some room, which is where you find Garcia. The damaged psychic is staring at the ancient Mobile Suit, likely sensing out its Psychoreactive systems, or perhaps the traces of your Pressure that no doubt linger in it.

"Captain Garcia?"

He turns to look at you, surprised. You slipped into the Hidden Hand on your way here, which no doubt startled him. You would be surprised too, months ago when you first gained your abilities, if someone had managed to sneak up on you.

"C-Captain Rola?" He mumbles back with a reedy, slightly labored voice. This close you can sense his Pressure with more detail, and it is just as jagged and uneven as his sister's. if you had to put it into words, it would be that you, Sochie and Vestige are even circles, with abilities in all Disciplines relative to your level of power, but Grace and Garcia are circles that have been warped and broken, dipping and expanding with little rhyme or reason.

If your theory is correct, the two of them are likely ahead of you in some areas -when you were at their level of power, of course-, but completely deficient in others.

"Captain Rola." He repeats with more confidence as he straightens up. "I wished to speak with you."

You simply nod at his formal tone. "Yes?"

Garcia looks contrite when he answers you, but you can sense the frustration bubbling underneath. "I…cannot guarantee that my Black Doll will be ready for combat tomorrow. It took too much damage from those self-aiming rockets."

So they still call the Strike Noir the 'Black Doll'. "That's alright. We will just have to manage tomorrow."

"Captain Rola?" He whispers airily. "What was it like for you when you became…this?"

"My abilities?" You ask, inferring his question from the way he pulsed his Pressure.

He nods at you. "Yes. Grace said you were strong, but now that I can sense you…"

You force your Pressure to act as if you were telling him the truth. "There isn't much to tell. It just happened a while after the first Dianna Counter landings, I can't remember exactly when."

Garcia just looks at you, so you continue. "What about yourself?"

"Same as you." He says, brow furrowed as he digests your words. His Pressure fees like he is telling the truth, but you know from experience that how someone's Pressure feels to someone else can mean very little. "It happened a few months ago. I sensed this pressure from the east when I was coming home and then my head started to hurt."

The two of you stay there talking for a while, during which you learn that Garcia has no telekinetic ability and that Grace is hampered or incapable of all areas of psychic power other than her ability to sense people, which is much stronger than her brother's, and some limited ability to see the future. Speaking of Grace, she is busy with Lord Denver and his Colonels and is therefore not available to talk.


*


Garcia was right in that the Strike Noir would take longer to repair, so today there is just you and the LRAMDC acting as vanguard for the Corado Militia. Lord Denver has his forces chart out firing positions and places where the ground is flat enough to allow his Linear Tanks to form firing lines aimed at anything coming in from the south and the east in case the Dianna Counter tries to launch another offensive into the Ohitas, so the Coradans are hard at work behind you.

This is the last major Dianna Counter base in the Ohitas, the first one established when they first drove the Coradans back into the mountains. It is more of a supply base, really, with fewer fortifications and a smaller garrison than the one you took out yesterday. There is just the issue of the two Almaiyas hovering above the base.

You spend some time observing them, peeking out from behind a mountain while under the cover of the White Doll's damaged Invisible Umbrella. Beyond the pair of battleships there is a pair of WaDoms and a few WaDs, along with a half-constructed Linear Emplacement.

But that is not the issue. The real issue is the presence headed here from the southeast. A familiar presence. You will need to take out this base before Gadget gets here.


[] Corin & Arisa will-
--[] Form up on you.
--[] Attack head on.
--[] Engage targets of opportunity.
--[] Take cover and fire from afar.
--[] Fly up and attack from above.
--[] Stay hidden until you have gotten the enemy's attention.

[] Sochie will-
--[] Form up on you.
--[] Attack head on.
--[] Engage targets of opportunity.
--[] Take cover and fire from afar.
--[] Fly up and attack from above.
--[] Stay hidden until you have gotten the enemy's attention.


[] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[] Request Linear Tank support.
--[] Don't request Linear Tank support.




As for yourself…


[] Approach.
--[] Attack the fortress head on.
--[] Use the mountains as cover and attack at range.
--[] Fly up and hit the enemy from above.
--[] Focus on the ships.

[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Take to the air with the Flight Mode.
--[] Take to the air with the Flight Mode and risk using the Voiture Lumiere.

[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] None.

[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.

[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.

[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Activate the NT-D Mode.

[] NT Power.
Choose 2
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.

[] Psycho-Field. (NT-D Mode only)
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.

[] Chorus. (Only if Sochie forms up on you)
--[] Yes.
--[] No.
 
[X] Corin & Arisa will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] Sochie will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[X] Request Linear Tank support.
[X] Approach.
--[X] Focus on the ships.
[X] Engagement range.
--[X] Close in.

[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Leo Beam Rifle.

[X] Destruction Manipulator Melee Weapon.
--[X] Beam Cutter.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telepathic Strike.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.


Sneak in and use the Cutter to chop the ships up.
 
[X] wingstrike96
Adhoc vote count started by Thors_Alumni on Jan 9, 2018 at 10:15 AM, finished with 4 posts and 4 votes.

  • [X] Corin & Arisa will-
    --[X] Stay hidden until you have gotten the enemy's attention.
    [X] Sochie will-
    --[X] Stay hidden until you have gotten the enemy's attention.
    [X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
    --[X] Request Linear Tank support.
    [X] Approach.
    --[X] Focus on the ships.
    [X] Engagement range.
    --[X] Close in.
    [X] Mobility.
    --[X] Take to the air with the Flight Mode.
    [X] Initial Left Hand Weapon.
    --[X] Leo Beam Rifle.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Beam Cutter.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[X] Activate the NT-D Mode.
    [X] NT Power.
    --[X] Telepathic Strike.
    --[X] NT Empathy.
    [X] Psycho-Field. (NT-D Mode only)
    --[X] Refrain from using a Psycho-Field ability.
    [X] Chorus. (Only if Sochie forms up on you)
    --[X] No.
    [X] Track down the Corado Psychics.

Adhoc vote count started by Thors_Alumni on Jan 9, 2018 at 3:49 PM, finished with 6 posts and 6 votes.

  • [X] Corin & Arisa will-
    --[X] Stay hidden until you have gotten the enemy's attention.
    [X] Sochie will-
    --[X] Stay hidden until you have gotten the enemy's attention.
    [X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
    --[X] Request Linear Tank support.
    [X] Approach.
    --[X] Focus on the ships.
    [X] Engagement range.
    --[X] Close in.
    [X] Mobility.
    --[X] Take to the air with the Flight Mode.
    [X] Initial Left Hand Weapon.
    --[X] Leo Beam Rifle.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Beam Cutter.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[X] Activate the NT-D Mode.
    [X] NT Power.
    --[X] Telepathic Strike.
    --[X] NT Empathy.
    [X] Psycho-Field. (NT-D Mode only)
    --[X] Refrain from using a Psycho-Field ability.
    [X] Chorus. (Only if Sochie forms up on you)
    --[X] No.
    [X] Track down the Corado Psychics.
 
[X] Corin & Arisa will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] Sochie will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[X] Request Linear Tank support.
[X] Approach.
--[X] Focus on the ships.
[X] Engagement range.
--[X] Close in.
[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Leo Beam Rifle.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Cutter.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telepathic Strike.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.


Why not. We haven't done CQC in a while.
 
[X] Corin & Arisa will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] Sochie will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[X] Request Linear Tank support.
[X] Approach.
--[X] Focus on the ships.
[X] Engagement range.
--[X] Close in.
[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Leo Beam Rifle.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Cutter.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telepathic Strike.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.
 
Week 22 Result Part 11
[X] Corin & Arisa will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] Sochie will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[X] Request Linear Tank support.


[X] Corin & Arisa will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] Sochie will-
--[X] Stay hidden until you have gotten the enemy's attention.
[X] There is a ridge overlooking the base. It should be possible for the Coradans to get there.
--[X] Request Linear Tank support.
[X] Approach.
--[X] Focus on the ships.
[X] Engagement range.
--[X] Close in.
[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial Left Hand Weapon.
--[X] Leo Beam Rifle.
[X] Destruction Manipulator Melee Weapon.
--[X] Beam Cutter.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Telepathic Strike.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.
[X] Chorus. (Only if Sochie forms up on you)
--[X] No.


As you set the White Doll's systems you open your team's channel, instructing them to stay hidden until you have drawn the attention of the enemy upon yourself. With that done you contact the Coradans. "Corado Militia, can you hear me?"

"Captain Rola?" Crackles the radio, an effect of the relatively primitive equipment of your Coradan allies. Really, it is a wonder that they are even compatible to this extent.

"I have spotted the enemy, but they do not know we are here yet. Two Scarecrows and two Turtles are present at the moment, but reinforcements might be incoming."

"Two Turtles? Do you mean we should wait until the Black Doll has been restored completely?"

You shake your head despite yourself as you take the map they gave you out from a jacket pocket. "That won't be necessary, but near our position there is a ridge overlooking the base, the map calls it the 'Flandar Rib'. If you could send some of your Dark History vehicles there it would be most helpful."

What follows is a few minutes of silence before the radio crackles to life again. "Understood, Captain Rola. We will be sending a column up there as soon as we are able. Good luck."

Right then. Time to get to work.


Rolling 1d100 for Initiative (Loran) = 43!

Rolling 3d100 for Initiative (Almaiya 1, Almaiya 2, WaDoms) = 7; 79; 14!

Turn Order is: Almaiya 2, Loran, WaDoms, Almaiya 1!


Almaiya 2. 16/16 10/10(Hyper I-Field)

Beam Cannons 4d4 Attacks = 13!

13DC 70+25(NT Empathy) Beam Cannon Hit = 53; 45; 48; 39; 43; 98; 47; 45; 85; 50, 61; 88; 75! 12 Failures! 1 Major Success! Turreted weapons do not get Major Successes or Failures!

DC 4 I-Field Save = 1! Failure!

White Doll I-Field takes 4 Integrity Damage!

Acceleration Cannon 1d2 = 1!

DC 70+25(NT Empathy)-10(Linear Weapon) = 1! Critical Failure! Acceleration Cannon offline next Turn!

DC 3+1(Penetration) Shield Save = 6! Success!

Anti-Air Guns cannot harm the White Doll or the Lightwave Shield and are ignored.


Loran (White Doll) 12/12 4/4 (Shield) 2/6 (I-Field)

DC 100-20(Flight+) for Closing In = 100! Success! Loran has closed in!

Target 1d2 = 1!

Targeting Almaiya 1.

Destruction Manipulator Buster Rifle 1d2 Attacks = 1!

DC 30-20(Large Target) Destruction Manipulator Buster Rifle Hit = 33! Success!

DC 4 Target I-Field Save = 5! Success!

Leo Beam Rifle 1d3 Attacks = 2!

2DC 30-20(Large Target) Leo beam Rifle Hit = 13; 49! 2 Successes!

2DC 4 Target I-Field Save = 1, 1! 2 Failures!

Almaiya 1 Hyper I-Field takes 6(3+3) Integrity Damage!

Entering Melee!

Destruction Manipulator Beam Cutter 1d2 Attacks = 1!

DC 30-20(Large Target) Destruction Manipulator Beam Cutter Hit = 90! Major Success! -10 to Destruction Manipulator Beam Cutter Hit DC next Turn!

DC 4 Target I-Field Save = 6! Success!

Anti-Large!

DC 4 Target I-Field Save = 6! Success!

Telepathic Strike 1d1 Attacks = 1!

DC 10 Telepathic Strike Hit = 34!

Rolling 4d4 for Damage = 12/4

Rolling 4d100 for Branching = 18; 44; 61; 46! Non-essential personnel struck! No effect on Almaiya 1!


Almaiya 1. 16/16 4/10(Hyper I-Field)

Beam Cannons 2d4 Attacks = 4!

4DC 70+25(NT Empathy) Beam Cannon Hit = 73; 20; 89; 39! 4 Failures! Turreted weapons do not get Major Successes or Failures!

Beam Cutters 2d3 Attacks = 2!

2DC 70+25(NT Empathy) Beam Cutter Hit = 90; 99! 1 Success! 1 Major Success! -10 to Beam Cutter Hit DC next Turn!

2DC 3+2(Penetration) Shield Save = 2, 4! 2 Failures! Lightwave Shield broken! Second hit passes through!

DC 1+1(2(Penetration)-1(Beam-Resistant Armor)) Target Armor Save = 4! Success!

Anti-Air Guns cannot harm the White Doll or the Lightwave Shield and are ignored.


WaDoms 16/8

WaDoms have no clear target and are holding fire!


Linear Tanks 20/10

Rolling 1d100 for Progress = 63!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 2 Integrity.

Almaiya 1 Hyper I-Field Regenerates 2 Integrity.


You leap over the rock and fly the White Doll towards the waiting battleships. One of them, the one you are not speeding towards, reacts immediately, unloading a storm of heavy beam fire from the four turrets that can turn to face you. Only one of them manages to strike you, but it almost breaks your I-Field upon impact. Its topside linear cannon appears to suffer a technical malfunction judging by the sudden burst of frustration coming from the people working it in lieu of actual railgun slugs.

The Almaiya you are actually targeting takes a shot from your Buster Rifle without problem, the heavy beam splashing harmlessly against its Hyper I-Field. A pair of shots from your Leo rifle weakens the field in time for you to bring the full length of your Beam Cutter against it. To your amazement the beam greatsword is repelled by the battleship's defense, and the force from that repulsion leaves you open to its counterattack.

It tries to fire at you, but this close all its shots miss. The ship's own Beam Cutters are a different story, with one blade cleaving your Lightwave Shield asunder while the second fails to penetrate the White Doll's armor, instead simply batting your Mobile Suit to the side. You right yourself before the WaDoms below have time to acquire a target lock, and prepare yourself for round two.


Rolling 4d100 for Initiative (Loran, Sochie, Corin & Arisa, Linear Tanks) = 91; 6; 74; 4!

Rolling 3d100 for Initiative (Almaiya 1, Almaiya 2, WaDoms) = 55; 86; 28!

Turn Order is: Loran, Almaiya 2, Corin & Arisa, Almaiya 1, WaDoms, Sochie, Linear Tanks!


Loran (White Doll) 12/12 2/4 (Shield) 4/6 (I-Field)

Targeting Almaiya 1.

Destruction Manipulator Beam Cutter 1d2 Attacks = 1!

DC 30-20(Large Target)-10(Major Success) Destruction Manipulator Beam Cutter Hit = 44! Success!

DC 4 Target I-Field Save = 6! Success!

Anti-Large!

DC 4 Target I-Field Save = 1! Failure!

Almaiya Hyper I-Field takes 4(8/2) Integrity Damage!

Leo Beam Rifle 1d3 Attacks = 3!

2DC 30-20(Large Target) Leo beam Rifle Hit = 10; 48; 35! 3 Successes!

3DC 4 Target I-Field Save = 3, 3, 6! 2 Failures! 1 Success! Field Broken! Second and third hits go through! First Hit continues on!

DC 3 Target Armor Save = 1! Failure!

Almaiya 1 takes 1(3-2(Dampen)) Integrity Damage!

2DC 3+1(Penetration) Target Armor Save = 4, 1! 1 Success! 1 Failure!

Almaiya 1 takes 3 Integrity Damage!

Telepathic Strike 1d1 Attacks = 1!

DC 10 Telepathic Strike Hit = 18!

Rolling 4d4 for Damage = 9/4

Rolling 4d100 for Branching = 65; 73; 28; 69! Non-essential personnel struck! No effect on Almaiya 1!


Almaiya 2. 16/16 10/10(Hyper I-Field)

Almaiya 2 is holding fire.


Corin & Arisa (Leo Flight Type Custom) 12/6

Target 1d3 = 1!

Targeting Almaiya 1.

Dober Guns 2d2 Attacks = 3!

2DC 20-20(Large Target) Dober Guns Hit = 100; 71; 51! 2 Successes! 1 Critical Success! Critical Hit! Double Damage + Ignore Saves!

2DC 3 Target Armor Save = 4, 1! 1 Success! 1 Failure!

Almaiya 1 takes 12(4+8) Integrity Damage! Almaiya 1 has been destroyed!


WaDoms 16/8

Targeting Corin & Arisa.

WaDoms Siege Beam 2d1 Attacks = 2!

2DC 70+10(Heavy Cover) WaDoms Siege Beam Hit = 33; 41! 2 Failures!

WaDom Missile Launcher 2d6 Attacks = 6!

6DC 70+20(Missile)+10(Heavy Cover) WaDom Missile Launcher Hit = 62; 86; 82; 41; 93; 10! 1 Success!

DC 5 Target Armor Save = 5! Success!

Corin & Arisa are too far away for WaDom Micromissiles!


Sochie (Qubeley Mk.2) 6/6

Target 1d3 = 3!

Targeting WaDoms.

Qubeley Beam Guns 2d2 Attacks = 3!

3DC 50+10(Long Range) Qubeley Beam Guns Hit = 59; 63; 65! 2 Successes! 1 Failure!

2DC 4+1(Penetration) Target Armor Save = 1; 1! 2 Failures!

WaDoms take 6(3+3) Integrity Damage!


Linear Tanks 20/10

Rolling 1d100 for Progress = 90!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 2 Integrity.


You slam your Beam Cutter into the battleship's I-Field once more time. Though it is repulsed again, the White Doll's sensors say that it is close to breaking. A trio of beam shots from your borrowed Leo Rifle do the trick, the first breaking through while the other two are absorbed by the armor or melt their way into the ship respectively.

And then a trio of Dober shells strike your target. One bounces off the armor, the other blasts a hole in it, but the third and last shell enters the ship through the hole you made and hits something important within, making the whole ship go up in flames.

The WaDoms try to suppress your older subordinates. With their Siege Beams. Neither of the wide blasts of mega-particles hit home, instead splitting the small mountain they are hiding behind in two places. One of the followup missiles do hit and explode against Arisa's Leo, but at an angle that lets her Mobile Suit's armor tank it.

Sochie answers the WaDoms with the beam guns of her Pap-Qubeley, -

Better.

-severely wounding one WaDom.


Rolling 4d100 for Initiative (Loran, Sochie, Corin & Arisa, Linear Tanks) = 98; 52; 11; 93!

Rolling 2d100 for Initiative (Almaiya 1, Almaiya 2, WaDoms) = 62; 43!

Turn Order is: Loran, Linear Tanks, Almaiya 2, Sochie, WaDoms, Corin & Arisa!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field)

Targeting Almaiya 2.

Destruction Manipulator Beam Cutter 1d2 Attacks = 1!

DC 30-20(Large Target) Destruction Manipulator Beam Cutter Hit = 20! Success!

DC 4 Target I-Field Save = 6! Success!

Anti-Large!

DC 4 Target I-Field Save = 3! Failure!

Almaiya Hyper I-Field takes 4(8/2) Integrity Damage!

Leo Beam Rifle 1d3 Attacks = 3!

3DC 30-20(Large Target) Leo beam Rifle Hit = 2; 97; 90! 1 Major Success! 1 Critical Success! 1 Major Failure! Major Success/Failure cancel each other out! Critical Hit! Double Damage + Ignore Saves!

Almaiya Hyper I-Field takes 6 Integrity Damage! I-Field Broken!

DC 3+1(Penetration) Target Armor Save = 1! Failure!

Almaiya 2 takes 3 Integrity Damage!

Telepathic Strike 1d1 Attacks = 1!

DC 10 Telepathic Strike Hit = 58!

Rolling 4d4 for Damage = 7/4

Rolling 4d100 for Branching = 67; 27; 48; 15! Non-essential personnel struck! No effect on Almaiya 2!


Linear Tanks 20/2

DC 40 for Arrival = 55! Linear Tanks are in position!

Target 1d1 = 2!

Targeting WaDoms.

Linear Tank Guns 10d2 Attacks = 16!

DC 70-20(Large Target)+10(Long Range) Linear Tank Hit = 69; 72; 57; 95; 90; 86; 43; 12; 42; 27, 21; 55; 73; 66; 96; 64! 9 Successes! 7 Failures!

9DC 4 Target Armor Save = 6; 1; 3; 1; 5; 3; 6; 3; 5! 4 Successes! 5 Failures!

WaDoms take 10(2+2+2+2+2) Integrity Damage! 2 WaDoms have been Destroyed! WaDoms have been wiped out!


Almaiya 2. 13/16 0/10(Hyper I-Field)

Turreted Targeting Linear Tanks.

Beam Cannons 2d4 Attacks = 6!

6DC 40+15 (Heavy Cover) Beam Cannon Hit = 45; 72; 20; 42; 86; 6! 4 Failures! 2 Successes! Turreted weapons do not get Major Successes or Failures!

2DC 6 Target Armor Save = 4, 6! 1 Failure! 1 Success! 1 Linear Tank has been Destroyed! 1 Linear Tank has been Disabled!

Turreted Targeting 1d2 = 1!

Targeting Sochie.

Beam Cannons 2d4 Attacks = 5!

6DC 60+10(NT Empathy)+15 (Heavy Cover) Beam Cannon Hit = 32; 80; 55; 71; 15! 5 Failures!

Acceleration Cannon Targeting 1d3 = 1!

Targeting Sochie

Acceleration Cannon 1d2 Attacks = 1!

DC 60+10(NT Empathy)+15(Heavy Cover)-10(Linear Weapon) = 89! Success!

DC 4+1(Penetration) Target Armor Save = 3! Failure!

Sochie (Qubeley Mk.2) takes 5 Integrity Damage!

Anti-Air Guns cannot harm the White Doll or the Lightwave Shield and are ignored.


Sochie (Qubeley Mk.2) 1/6

Sochie is Disengaging!


Corin & Arisa (Leo Flight Type Custom) 12/6

Targeting Almaiya 2.

Dober Guns 2d2 Attacks = 4!

2DC 20-20(Large Target) Dober Guns Hit = 82; 45; 20; 59! 4 Successes!

4DC 3 Target Armor Save = 2; 4; 4; 3! 3 Successes! 1 Failure!

Almaiya 2 takes 4 Integrity Damage!



Almaiya 2 Hyper I-Field Regenerates 2 Integrity.


With the first Almaiya destroyed you zip over to the other, slamming your Beam Cutter into it. To your frustration your oversized beam sword is repelled once again, causing minimal damage to the Almaiya's I-Field. A salvo from your Leo Rifle breaks it and damages the ship itself, but far less than you should be able to.

Up on the ridge the Coradan Linear Tanks finally get into position and unleash a thundering volley against the WaDoms, blowing several new holes into them and taking them out of the battle. The Almaiya answers by adjusting a pair of turrets and firing at the tanks, taking two of them out of the battle while the rest bite deep into the ridge itself. Another pair of turrets go after Sochie, but fail to hit anything but the mountain she is hiding behind.

Weakening it enough that a shot from the Almaiya's topside Acceleration Cannon goes straight through the rock and tears off most of her Mobile Suit above the cockpit. Your knuckles whiten on the White Doll's controls as her shock hits you full force, but you calm down with some mental trickery from Vestige and the clairvoyance-given knowledge that she is alive and unhurt.

Corin and Arisa try to avenge her as she slips further down the mountain to avoid any followups, but out of their shells only one actually causes damage to the Almaiya, failing to bring it down.

And Gadget is still closing in on this location…


[] Keep fighting.
--[] Use current Battleplan.
--[] New Battleplan. (Write in)

[] Have everyone cease fire.
--[] Ask the Almaiya's captain for their surrender.
--[] Offer the Almaiya's captain the chance to run with the base personnel in exchange for a ceasefire.


[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Take to the air with the Flight Mode.
--[] Take to the air with the Flight Mode and risk using the Voiture Lumiere.

[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] None.

[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.

[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.

[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Activate the NT-D Mode.

[] NT Power.
Choose 2
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.

[] Psycho-Field. (NT-D Mode only)
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.
 
[X] Keep fighting.
--[X] Use current Battleplan.
 
Last edited:

[X] Have everyone cease fire.
--[X] Offer the Almaiya's captain the chance to run with the base personnel in exchange for a ceasefire.
 
[X] Have everyone cease fire.
--[X] Offer the Almaiya's captain the chance to run with the base personnel in exchange for a ceasefire.
 
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