Zeon, Last of the Loyal Quest

Hmmm I'm a work right now, so here we go...

All 10 zakus are to deploy along with fighters, keep at 2nd ring and have the special Ms along with the new-type deploy with them

Also this may not be the right situation but I suggest that the three big gunner zaku's be deployed on the station to hit the enemy ships with long range weaponry.

The zaku II' should also have two escort ships and make a fighting retreat as the enemy engages, pull them into the station and our cruiser and remaining escorts firing arcs.

Also our troops and tanks should be at the population center to defend it in case the enemy tries to attack our forces on the ground or force a capitulation.

Commando teams are to be on stand by in case we have disabled a enemy ship.

In time if this battle is over we can rebuild and get things set up so we can start expansion levels.

Also I suggest all forces utilize wingmen to watch their backs, we are outnumbered in terms of space capable MS.

(The big gun zakus should only deploy if they are able to in space if not then send them to the ground.)

Finally I'm rolling for a Zaku II

I should mention the Big Gun Zaku's are space capable, as are all Auxiliary units, so if you wanted to deploy the Artillery MS as well you could
 
I should mention the Big Gun Zaku's are space capable, as are all Auxiliary units, so if you wanted to deploy the Artillery MS as well you could

Then deploy them on the station as anti ship units, they are ordered to take shots that are gaurenteed hits, this has a lower firing rate but a better chance at hitting the targets, also deploy the special big gun MS (the art unit) on the station as well to target the ships or if possible the enemy special MS.
 
Waiting on at least two more votes and 1d100 rolls from Command Staff players and then we'll proceed with the battle. Trust me, you'll need all the rolls you can get for this one.
 
[X] Deploy the Artillery MS on the station exterior as additional station defences
[X] deploy all Zakus/Zaku IIs to engage enemy mobile suits
 
Turn 6- The Battle
Then deploy them on the station as anti ship units, they are ordered to take shots that are gaurenteed hits, this has a lower firing rate but a better chance at hitting the targets, also deploy the special big gun MS (the art unit) on the station as well to target the ships or if possible the enemy special MS.
[X] Deploy the Artillery MS on the station exterior as additional station defences
[X] deploy all Zakus/Zaku IIs to engage enemy mobile suits

Halan Heavy Industry Fleet Forces



Zeon 7th Fleet Forces



Current Proposed Battle Plan


Each player has the ability to use <Spirit of Zeon>, selecting a Mobile Suit and rolling 1d100 for it. One player has rolled, and more may roll before the battle begins. However, if none roll after a sufficient amount of time, the battle will commence.
Lop threw 8 100-faced dice. Reason: Zaku II (0091-98) Total: 338
13 13 41 41 13 13 90 90 16 16 43 43 76 76 46 46
Lop threw 1 100-faced dice. Reason: NZ-666 Kshatriya Total: 40
40 40
Lop threw 10 100-faced dice. Reason: Zeon Dopp Fighter Total: 728
70 70 38 38 58 58 86 86 61 61 78 78 76 76 91 91 100 100 70 70
Lop threw 3 100-faced dice. Reason: Zaku II Big Gun Team Total: 62
37 37 15 15 10 10
Lop threw 1 100-faced dice. Reason: Zeon Mobile Artillery Suit-01 Total: 24
24 24
Lop threw 6 100-faced dice. Reason: Zamouth Nada Gunships (1&2) Total: 361
57 57 6 6 17 17 87 87 98 98 96 96
Lop threw 3 100-faced dice. Reason: Musai Light Cruiser Total: 149
27 27 28 28 94 94
Lop threw 8 100-faced dice. Reason: MPAP-MS Total: 229
12 12 4 4 11 11 18 18 56 56 57 57 65 65 6 6
Lop threw 3 100-faced dice. Reason: ???? Mobile Suit Total: 220
51 51 89 89 80 80
Lop threw 1 100-faced dice. Reason: ???? Mobile Suit Total: 95
95 95
Lop threw 3 100-faced dice. Reason: ???? Ship Total: 126
8 8 26 26 92 92
Lop threw 3 100-faced dice. Reason: ???? Ship Total: 234
43 43 94 94 97 97
Lop threw 1 100-faced dice. Reason: Europa Orbital Station R-Gun Total: 97
97 97
 
I'll give the Dopp fighters some love.

Edit: Seems about right for a fighter jet in a mecha show. :p
Valerian threw 1 100-faced dice. Reason: Dopp Fighter Total: 49
49 49
 
Turn 6- The Battle Write Up
Battle Report- Battle of Europa

Zeon 7th Fleet Forces

Zaku II (0091) = 48% CE
Zaku II (0092) = 76% CE
Zaku II (0093) = 48% CE
Zaku II (0094) = 125% CE
Zaku II (0095) = 46% CE
Zaku II (0096) <Spirit of Zeon Bonus> = 123% CE
Zaku II (0097) = 106% CE
Zaku II (0098) = 76% CE
Special MS (0002) <Spirit of Zeon Bonus> =195% CE
Zeon Fighter (00031) = 80% CE
Zeon Fighter (00032) = 48% CE
Zeon Fighter (00033) = 68% CE
Zeon Fighter (00034) = 96% CE
Zeon Fighter (00035) = 71% CE
Zeon Fighter (00036) = 88% CE
Zeon Fighter (00037) = 86% CE
Zeon Fighter (00038) = 101% CE
Zeon Fighter (00039) <Spirit of Zeon Bonus> = 159% CE
Zeon Fighter (00040) = 80% CE
???? Mobile Suit = 100% CE
Zaku II Big Gun Team (00011) = 87% CE
Zaku II BIg Gun Team (00012) = 65% CE
Zaku II Big Gun Team (00013) = 60% CE
MAS-01 = 84%
Zamouth Nada Gunship (001) = 108% CE
Zamouth Nada Gunship (002) = 284% CE
Musai Light Cruiser = 201% CE
Europa Orbital Station Rail Gun = 107% CE

Halan Heavy Industries Forces
MPAP-MS = 32% CE
MPAP-MS = 24% CE
MPAP-MS = 31% CE
MPAP-MS = 38% CE
MPAP-MS = 76% CE
MPAP-MS = 77% CE
MPAP-MS = 85% CE
MPAP-MS = 26% CE
???? MS = 81% CE
???? MS = 119% CE
???? MS = 110% CE
???? MS = 145% CE
???? Ship = 156% CE
???? Ship = 274% CE

Sirens sound. Alarms flash. Cables fall away and pistons rotate. Zeon pilots congregate together getting one last smoke in before adorning their helmets and rushing off to the Zakus.

All around the orbital station, soldiers, technicians, pilots and mechanics rush to launch the 7th fleet's forces. You watch from the command deck of the Musai Light Cruiser, newly christened Wrath of the Awakened. All around you, command staff watch massive display screens from their stations.

The Zaku Squads launch, as does the Special MS, the Dopp Fighters and two of the Gunships. On the station, a Big Gun Team adjusts their massive beam cannons. The MAS-1 is also positioning itself on the rocky surface of the station.

"Enemy has deployed mobile suits!" A tech yells, pressing several buttons on their station.

"Tell the assault leaders to meet their charge," You say. Captain Lennstett, standing next to your chair, relays your orders. You shift in your chair, eyeing the screen before you. You motion at Lennstett. "Tell the long range station forces to open fire,"

"Big Gun Team, MAS," A command staffer says, speaking into a headset. "Open fire!"

As the Zaku II's, Dopps and their escorts streak towards the approaching fleet, the Big Gun Team back on the station opens fire. Their powerful weaponry sends purple streaks of light across space. The MAS also opens fire, launching high-kinetic rounds from its gun barrels.

"The range is too great," A staffer says, studying a display screen. "We can't hit them,"

"Open fire with the Wrath of the Awakened!" You command. "Fire the Orbital station rail gun!"

You see, rather then hear, the station hum below your ship. Lights begin to flicker around a section of the station, and two large panels open up. An equally large barrel extends from the opening, and begins to glow.

"Rail gun at 96% charge!"

"Fire!" You yell, leaning forward in your chair.

The rail gun flashes, and the Musai Light Cruiser opens fire. More colors join the streaks of destruction being shot from the Big Gun Teams. The rail gun hits a MPAP-MS, disintegrating it. The Halan Heavy Industry ships return fire.

The two sides of mobile suits finally enter each others' range. They blast towards each other at full speed, releasing everything. The Zakus fore their beam cannons, the MPAP's and mystery MS's launch clouds of missiles. Explosions rock space, lighting up the distant darkness.

Your ship continues to fire, the battle playing out on the screen in front of your chair. You're simply watching now while Captain Lennstett and Vice Admiral Kubric bark orders. Now that the mobile suits have met, all there is to do now is see who are the better fighters.

The MPAP's go down quickly. The Zaku's more than hold their own, and the addition of the Dopp fighters causes the enemy a significant amount of frustration.

Despite the fact that the MPAP's are all destroyed, the battle does not end. The mystery gundams are not only more skilled than the MPAP's, but the tech in their mobile suits is clearly superior. The fighting turns vicious as the Zakus and Dopps try and overcome the three powerful cube mobile suits.

Kshatrya, piloted by the New Type Ingris, engages the other special MS. You watch the two streak around space at unbelievable speeds. The trail of their boosters marks the darkness beyond the station. The two special mobile suits clash again and again. Explosions light up around them.

The Halan Heavy Industry ships have joined the mobile suit fray. This brings them in range of all your ships and the orbital station, but it also puts your two forward gunships under heavy fire. To the captains' credits however, they unleash an equal amount of firepower, keeping the enemy ships at a range that your station and the Musai cruiser take full advantage of.

The battle finally ends after one of the Halan ships explodes in a rapturous ball of orange and white fire. The explosion is like a small sun, blinding everyone with a viewing computer.

The remaining two mystery mobile suits try to break away from the Zakus and Dopps to return to the last Halan ship. The Kshatrya and special mobile suit continue fighting however, clashing again and again.

Ingris suddenly gets the upper hand, and uses her mobile suit to tear the other one in half. The two pieces spark in the darkness as the Kshatrya holds them triumphantly.

"Sir!" A staffer says, holding their headset to their ears. "Halan is attempting to escape with one ship and two mobile suits, our forces are asking if they should pursue!"

"Give me a status on our forces!" You yell, pointing at a screen.

Initial Damage Assessment
2 Zaku II's destroyed along with their pilots
1 Zaku II heavily damaged
1 Dopp Fighter destroyed with pilot
Zamouth Nada Gunship partially damaged

[] Pursue
[] Regroup
 
[X] Pursue

We can't let the enemy get away with attaching our forces!

Bring our light cruiser and the gunships to aim at its engines

The damage is t to bad, the loss of three pilot series is bad but can be managed.

The gunship should pull back a bit.

Also prep commando teams for boarding actions!

Edited: also after combat ends have the pilots and crews report for debriefing as well as to congradulate them on their performance.

If your soildiers love and respect you they will follow you into hell and back. But have a firm and steady hand at the ready in case things go south.

Also we're going to have allot of wreckage to use as resupply and study.

If we've can upgrade our Zaku II's to even better heights we can then increase our special MS suits to higher levels then ever!
 
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Turn 7
[X] Pursue

Question for the QM @Lop

How long are cycles/turns?

1 week/month/season?

Want to get an idea of the timescale we are working with.
[X] Pursue

We can't let the enemy get away with attaching our forces!

Bring our light cruiser and the gunships to aim at its engines

The damage is t to bad, the loss of three pilot series is bad but can be managed.

The gunship should pull back a bit.

Also prep commando teams for boarding actions!

Edited: also after combat ends have the pilots and crews report for debriefing as well as to congradulate them on their performance.

If your soildiers love and respect you they will follow you into hell and back. But have a firm and steady hand at the ready in case things go south.

Also we're going to have allot of wreckage to use as resupply and study.

If we've can upgrade our Zaku II's to even better heights we can then increase our special MS suits to higher levels then ever!



"Pursue the enemy, full speed ahead," You say, gazing at the screen. "I want that ship,"

"Thrusters at full speed!" Captain Lennstett yells. "Order assault teams to pursue! I want the commando units on standby for boarding action!"

The Wrath of the Awakened breaks away from the orbital station, flaring up its engines full blast towards the distant wreckage of mobile suits and the ship. The third Zamouth Nada ship follows.

The five undamaged Zakus group together and blast off after the retreating mobile suits. Ingris also catches sight of the fleeing Halan forces, and stears the Kshatrya full tilt towards the ship.

The remaining Halen ship slowly turns to retreat, opening fire with all its weapons. The Zakus can't catch up with the retreating mobile suits, but the Kshatrya can. Ingris swerve down, cutting them off from the ship, then releases a swarm of missiles.

Your computer screen lights up as you watch the missiles explode. The fire takes out both mobile suits.

The forward gunships circle wide around the retreating Halen ship. Their weapons find the sides of the enemy, then blast ahead to target its engines. The enemy ship manages to hit one of the gunships at point blank, nearly tearing it in half. The other gunship repays the damage with a full barrage to the engines.

The enemy ship shudders, then drifts directionless with its engines sparking.

"Launch the boarding teams!" You yell. Captain Lennstett repeats the order. The pods erupt from the Wrath of the Awakened and the gunships.

The pods impact on the ship. You nod at a nearby command staffer, who turns a dial on the screen and brings up the boarding party feeds. The commandos are rushing through the ship, taking down any who try and stop them.

The operation comes to an end as the commandos breach the command deck. They secure the ship, capturing 80 crew members.



5IR have been processed from the mines. Current balance is 10IR.
Europa-1 Population center is now at Level 1 Assimilation.
Zaku II (0093) is heavily damaged. Repairs will take 1 mechanical team and 2 spare parts. You currently have 1 Spare Part. 1IR can be converted into 2 Spare Parts at any time.
Zamouth Nada Gunship (002) is heavily damaged. Repairs will take 2 mechanical teams and 8 spare parts.
Captured Halan Ship is partially damaged. Repairs will take 1 mechanical team and 4 spare parts.

[] Collect Wreckage
[] Plot a course to the asteroid

Construction Options are now available


[] Security Base (10IR)
[] Training Camp (10IR)
[] Tank Factory (10IR)
[] Zeon Fighter Factory (10IR)
[] Zaku Factory (20IR)
 
[X] Pursue

Question for the QM @Lop

How long are cycles/turns?

1 week/month/season?

Want to get an idea of the timescale we are working with.

Cycle normally refers to one Earth cycle, 24 hours, but I fudge it a lot as you can see. It can be anywhere from 1-4 days, since that's how long Europa takes to circle Jupiter.
 
[] Collect Wreckage

no sense of waste...

spend 7IR into spare parts to refit our current forces, spend the rest of the three IR to upgrade the rest of our forces with the new system captured from the enemy to as many suits as possible, prioritize the Kshatrya and the rest of the Zaku's then the MS artillery platform.

edited: since we don't have enough space, take the prisoners and insure they don't have any weapons or communication equipment on them, use a soft but firm hand in interrogations.

wait until we get another 10 IR to spend on the security center. we don't expect them to switch sides (that would be stupid) but we should put them in at least decent area for human habitation and working off their debt to Zeon by working with oversight.

at least until we can be sure they wont cause issues with the local populace.

also we should spend a turn or two deciphering the new ships logs and technology, see if there's any improvements we can make to our current forces from them and then take it to see if we can turn it to Zeon's cause!
 
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[x] Collect Wreckage
[x] Convert 7 IR into spare parts, use to repair equipment
[x] Convert 3 IR into System upgrades
-[] Priority on the Kshatrya and the Zaku's

Huh, so it only takes a few days to instill a sense of Zeon patriotism into a populace that doesn't even share our language?

Whats in that building, mind-control beams?
 
[x] Collect Wreckage
[x] Convert 7 IR into spare parts, use to repair equipment
[x] Convert 3 IR into System upgrades
-[] Priority on the Kshatrya and the Zaku's

Huh, so it only takes a few days to instill a sense of Zeon patriotism into a populace that doesn't even share our language?

Whats in that building, mind-control beams?

this is gundam as well as a quest, also a corporation planet, as long as were not dicks to the populace they wouldn't care on whos in charge, as long as they can live their livelihood. and if we present a better chance at that they WILL take it.
 
[x] Collect Wreckage
[x] Convert 7 IR into spare parts, use to repair equipment
[x] Convert 3 IR into System upgrades
-[] Priority on the Kshatrya and the Zaku's

Huh, so it only takes a few days to instill a sense of Zeon patriotism into a populace that doesn't even share our language?

Whats in that building, mind-control beams?

Moreso they're just fringe settlers (well, several generations beyond that by now) and will bow to anyone they deem powerful enough to protect/not kill them. That was Halan. Now it's you.
 
Moreso they're just fringe settlers (well, several generations beyond that by now) and will bow to anyone they deem powerful enough to protect/not kill them. That was Halan. Now it's you.

which makes them all the more likely to turn to Zeon, especially since we have a culture center, and soon a Security center to boot! in time we will turn this into a bastion of Zeon!!!
 
Turn 8
[] Collect Wreckage

no sense of waste...

spend 7IR into spare parts to refit our current forces, spend the rest of the three IR to upgrade the rest of our forces with the new system captured from the enemy to as many suits as possible, prioritize the Kshatrya and the rest of the Zaku's then the MS artillery platform.

edited: since we don't have enough space, take the prisoners and insure they don't have any weapons or communication equipment on them, use a soft but firm hand in interrogations.

wait until we get another 10 IR to spend on the security center. we don't expect them to switch sides (that would be stupid) but we should put them in at least decent area for human habitation and working off their debt to Zeon by working with oversight.

at least until we can be sure they wont cause issues with the local populace.

also we should spend a turn or two deciphering the new ships logs and technology, see if there's any improvements we can make to our current forces from them and then take it to see if we can turn it to Zeon's cause!
[x] Collect Wreckage
[x] Convert 7 IR into spare parts, use to repair equipment
[x] Convert 3 IR into System upgrades
-[] Priority on the Kshatrya and the Zaku's

Huh, so it only takes a few days to instill a sense of Zeon patriotism into a populace that doesn't even share our language?

Whats in that building, mind-control beams?


You have one science team available
[] Task science team to research Head Sphere Sensor (1d100)
[] Task science team to research Minosky Reactor (1d100)

Roll 1d100 to begin intelligence operations on captured Halen Heavy Industries Ship

7 IR have been converted into 14 Spare Parts
5IR have been processed from the mines. Current balance is 8IR
Mechanical team 1 has begun repairs on Zaku II (0093)
Mechanical team 2 and 3 have begin repairs on Zamouth Nada Gunship (002)
Captured Halan Ship repairs will begin as soon as a mechanical team is available.

[] Stay on Europa
[] Plot a course to the asteroid

Construction Options are unavailable until 10 IR has been reached.
 
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Going for low hanging fruit

You have one science team available
[x] Task science team to research Head Sphere Sensor (1d100)

We do need to scout a bit more, but I'd prefer to scout in force. Still, maintain momentum and all that jazz.

[x] Plot a course to the asteroid
-Bring all functional mobile suits, fighters and the commandos.

Leaving the ground forces to maintain control while we take a look at what's over the proverbial horizon.
Valerian threw 1 100-faced dice. Reason: Ship Intel operations Total: 27
27 27
 
Going for low hanging fruit

You have one science team available
[x] Task science team to research Head Sphere Sensor (1d100)

We do need to scout a bit more, but I'd prefer to scout in force. Still, maintain momentum and all that jazz.

[x] Plot a course to the asteroid
-Bring all functional mobile suits, fighters and the commandos.

Leaving the ground forces to maintain control while we take a look at what's over the proverbial horizon.

I should have absolutely mentioned this and somehow forgot, but any of the Big Gun Team Zakus can be taken off their guns and just made regular Zakus II's. The guns don't disappear and you can also reattach mobile suits to them when you build more.
 
are we really sure we want to head to the asteroid field?

I would say we need to be careful...but then again we could expand our industries here...

[x] Plot a course to the asteroid
-[x]Bring all functional mobile suits, fighters and the commandos.
-[x] leave behind the damaged ships and mobile suit to stay at the station

next few turns we should spend them upgrading our forces for exponential growth...also that roll for ship intel? what? I didn't see anything like that in the update..

heres for:
[X] Task science team to research Head Sphere Sensor (1d100)

edited: really dice? really...fucking A our team is sucking right now.
RandomDwarf threw 1 100-faced dice. Reason: Head Sphere Sensor Total: 23
23 23
 
are we really sure we want to head to the asteroid field?

My intention is to scout, not conquer.

Need more intel since our info rolls keep sucking wind and we still don't have the language issue nailed down.

We are drowning from lack of intel on the state of the world.

The only thing saving us right now is that an NGO is running Europa.
 
yeah it is...and damn the dice for betraying us!!! seriously what do we have to do!?! Sacrifice the QM's Sanity to Murphy for Hilarity's sake?!?!
 
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