[X] Keep killing command units (Roll 2d100s (Shooting), best of 3)
[X] No
what a pointless loss of life, TZ just keeps coming, we need to take out that super weapon, or at least disable it so we can turn it on the damn aliens when they invade!
Ant-Ship Team
< Move! 8th team move to help 5th, 10th pull back, don't over extend. > DESPERATION, HOPE
You line up a shot on him, after all, he looks important.
They're in a desperate state, and confirmation of a Newtype unless Alex is the one whose feeling the invisible text?
Enemy Pilot
< Shit! They got the Captain! >
(The 2nd's Shooting roll: 99)
The 2nd's rounds pour into the enemy, taking out the panicking TZ by the dozens.
So TZ has 6 confirmed squads in this engagement, and with say 6 pilots per that would give them 6 remaining? Regardless they're mostly finished from what we can tell, and with two notable leaders taken out they'll break when the line is breached.
(Enemy counter Roll: 49)
The enemy line bends to a near breaking point, one more good push should do it.
Are they like hidden on the ship, and waiting to ambush whomever approaches the gun in first, or something? That uh certainly explains the red text back when we were given the option of going after this ship... probably best not to remain in the rear then.
Like unless they plan on using the Jormungand as a bomb for a dynamics boss entrance not trying to snipe the boss squad is probably a good idea. Note this would not make sense as they rolled extremely well for the defense forces on it.
[X] Move to help with the last push (Roll 3d100 (Maneuver, Shooting), best of 4)
[X] No
More like they rolled a 95 on what they had defending Jormungand, which was sufficient that their remaining ace felt no need to stick around. I expect we've got most of the grunts, but they've got an ace squad waiting for us to approach by the look of things.
Honestly your biggest problem is finding commanders to shoot. The enemy is stretched so thin you only manage to find one more command unit, a shot from your railgun takes care of him.
Enemy Pilot
< We can't hold! >
Crossbones
< Keep up the pressure! We're almost there! >
(Our squad: auto-pass, 131st: 96)
The line shatters, TZ force scatter as the bulk of the 118th and 131st pour through the gap.
131st Pilot < Lets show these bastards what the Federation is made of! >
Omega < Forward! That cannon is in reach! >
As Federation forces pour through the holes in the line a sinking dread crawls up your back.
Wolf 04
< Now? > HATE GLEE HATE GLEE Wolf 02
< Now. > HATE SATISFACTION
The sides of the forward most 'pod' of the Musai-class ship explode open, sending metal panels and smoke out into the black. Five red eyes glowed through the smoke. One of the machines leaped from the Musai, in its hands a massive heat blade in the style of the an executioners sword activates. Two shots from Anti-Ship Rifles ring out killing two GMs that would have intercepted the Zaku (a deadman custom, painted a grayish white) and prevented it from reaching it's prey. Said pray is cut clean in half by the massive blade.
Wolf 02
< White Wolf Team engage. Three stick with me and continue to provide long range support, Five take the Doppelganger and take out their snipers. > HATE SATISFACTION Wolf 03
< Copy. > RESIGNATION Wolf 05
< You got it boss, come on new girl lets have some fun~. > EAGER JOY
Two Zakus brake from from the group, one a standard model with a stolen GM shield and a MS Assault rifle, the other a long range type with more thrusters bolted on, carrying what seems to be three machine guns strapped together and a boxing shield.
Wolf 02
< Four. > HATE SATISFACTION Wolf 04
< Yea boss? > HATE GLEE HATE GLEE Wolf 02
< Have fun. > HATE SATISFACTION Westborn <Westborn here, we're 4 minutes out.>
You have incoming.
[] Intercept them
-[] With rifle (Roll 1d100 (Shooting), Best of 3)
-[] With yourself (Roll 2d100 (Shooting/Maneuver), Best of 4)
[] Call for backup (Roll 1d100 (???) Best of 3)
[] Charge the enemy line (Roll 1d100 (Maneuver), Best of 4)
[] (write in)
[] Talking is a free action-(write in)
(Your MASaR Has 16 rounds, you battery has enough for 6 you have one replacement battery, you can overcharge 4 shots )
2nd Experimental-Providing long range support.
Change action or targets
[] No
[] (write in)
131st-Engaging enemy Aces
Change action or targets
[] No
[] (write in)
"Skadi"-Vehicle: Pixie Warlord
ECA- Green
Status- Green
"Crossbones"-Vehicle: Pixie Warlord
ECA- Green
Status- Green
Shin-Vehicle-Vehicle: Zudah Rider
ECA- Green
Status- Green
"Pixie"-Vehicle: Pixie Warlord Solo Wing Custom
ECA- Yellow-Green
Status- Green
"Thunder"-Vehicle: Pixie Warlord
ECA- Green
Status- Green
"GK"-Vehicle: GM Plus
ECA- Yellow-Green
Status- Green