Current
Holiday hiatus coming to a close, updates for all soon!
5
likes
2 yrs ago
Stop being passive aggressive. Just be aggressive.
7
likes
3 yrs ago
It is certainly not 'optimal', but it *is* doable, depending on what you want to do with it. You could go swords or valor bard and play them more like a warrior with some magical ability
2
likes
3 yrs ago
One might say your villain arc has begun. Embrace it.
@Crimmy There were indeed monster and tomahawk destroids on the SDF-1, but I'd prefer players to be veritech pilots. Fox Squadron is a veritech squadron anyway, wouldnt make sense for a veritech pilot to not be in a veritech.
Having one person off as a destroid pilot ruins the flow of the party doing small unit tactics and stuff- yes in space battles a Monster or a Tomahawk could be sitting on top of the SDF-1 providing long range support, but on any ground mission or mission that takes the party away from the SDF-1, the destroids are kind of SOL.
The year is 2009 (yes, the past, I know). 10 Years ago, a mysterious ship space crashed down onto Macross Island in the South Pacific. Leaving, it left tremendous destruction in its wake, this ship from space destroyed at least one city and wiped out an entire US Navy carrier battle group near Macross Island as it crashed. This would eventually come to be known as the Macross Incident.
In the aftermath of this disaster, various nations around the world declared a ceasefire in the Global War being fought and worked towards a more united Earth. Unknown to the public, the object that crashed into Macross Island was in fact an alien spaceship. This discovery along with the revelation that the ship was manned by giant aliens resulted in fear among political and military leaders about the threat of an alien invasion.
Over the course of several years, Earth was united under one banner, and humanity made great technological strides forwards thanks to the amazing technology found in the alien vessel, which was rebuilt to serve humanity. In 2009, the Earth finally faced their mysterious alien foes.
Striking in massive force and number, the Zentradi struck at Earth and their prized battleship- the SDF-1. In a desperate effort to draw the Zentradi away from Earth, the SDF-1 prepares to depart. More Robotech nostalgia "Fox Squadron! On your fucking feet! Flight deck, now! Walk and talk! We've got a fuck ton of aliens incoming and a lot of civies to keep safe. We're putting rooks in the air as fast as we can get flightsuits, and we've got got more waves of alien signatures moving in fast on sensors. Remember, we don't know what these aliens can do yet, so watch out for your wingman and keep an eye on your ammo counters. Fox Squadron is also one of the only RDF-SOC Squadrons on Macross at the moment, so put on your big-boy pants. We'll be splitting into wings to be tasked as necessary- expect a lot of hot zones, tough fights, and a long sortie.
Remember, when it comes to these aliens, we're all rookies. But we're the best rookies. Hit 'em hard, and come back home. We launch in 10, review the VF-1 schematics and finalize your last wills. FAST packs and re-armament will be available as requested. Get it done. Fall out." Hello everyone! Welcome to the OOC for "Robotech: The Macross War"! If you haven't already picked up on it, this RP will be about Robotech- the westernized version of Macross. Yes, I am well aware Robotech is a weird bastardization of a bunch of different anime series's into one, but I grew up on this bastardized shit and I loved it. I generally avoid fandoms, but I've been itching for a mech/space RP, and I hope to grab a small group of dedicated players to experience this with me.
This particular RP will follow the adventures of a group of men and women from the Robotech Defense Force’s Fox Squadron. We will not be following the storyline of the main anime, some generous changes are being made to make it a bit grittier and wide in scope than just the mis/adventures of a single ship, and more fitting for our needs. Some timelines will be fudged around, including technologies and craft, as well as RDF military size and fleet forces. Expect space combat, melodrama, some slice of life, romance, a sprinkling of political intrigue, and gray morality as we try and save the galaxy- or at least part of it.
SDF-1 Flight Roster & Equipment Database
A prototype battle-carrier developed by the united governments of Earth. A repair and retrofit job of a crashed alien battleship, very little is actually known about the ship. While more heavily armed than any of conventional ship in the RDF fleet, it is still primarily a carrier, and flexes a massive 1,500 individuals in its combined aerospace complement. The SDF-1 has two flight decks on either side of the ship, which can be folded when not in use. The SDF-1 carries some 250 VF-1 Valkyrie fighters, 200 QF-300E Ghost drones, 150 Destroids, 50 AEW aircraft, Space shuttles and other small auxiliary craft
(The VF-1A is the only available craft at the start of the RP. Others will become available as the RP goes on.)
The VF-1A Valkyrie is the standard veritech fighter used by the RDF. A marvel of engineering, the VF-1 series veritechs are some of the newest pieces of technology in the world, combining versatility with mobility and a potent weapons package. More than just a fighter jet, the VF-1A Valkyrie is unique to other aircraft on earth in that it is capable of transforming into 3 different modes. The standard mode that most pilots begin learning is the Fighter configuration. Operating similarly to other contemporary aircraft, the Fighter configuration serves as an aerospace superiority fighter role.
The second veritech configuration is known as the Battloid Configuration. Essentially a 40 foot humanoid mecha form, the battloid configuration allows the VF-1 to operate in a role similar to infantry- only on a much larger scale. While still fairly mobile compared to most vehicles, it lacks the speed of an aircraft, though is much more sturdy, as small hits to the fuselage won't disrupt its ability to fly or fight. In this mode, the oversized gun pod used by the VF-1 becomes a handheld machinegun type weapon. The battloid configuration is especially liked for its increased mobility- able to change directions on a dime as opposed to aircraft, allowing it to rapidly target targets all around it.
The final veritech configuration is known as the GERWALK or Guardian mode. Resembling a fighter jet with legs and arms, the Guardian mode is good for low altitude flying and handles similarly to a fighter jet with more mobility and the ability to rapidly turn and lift off vertically. Its manipulators can be used to handle objects while in motion, similar to the battloid mode.
Armament
Guns:
1 x Fixed Mauler RÖV-20 anti-aircraft laser cannon - A basic ship mounted lasercannon. Capable at firing 6,000 pulses per minute, the RÖV-20 is accurate, and excels in point defense, and interception roles. Unfortunately, it is not as effective against the hulls of alien craft as the GU-11, but concentrated fire can still be deadly. The RÖV-20 is generally only used in Fighter and Guardian modes, but is more difficult to use in battloid mode due to its positioning.
1 x Howard GU-11 55 mm three-barrel Gatling gun pod - A detachable weapon system, this weapon is attached to the bottom of the VF-1A fuselage, and is held like a machinegun while in battloid mode. The GU-11 uses an 1000 round internal magazine that fires at a rate of 1,200 rds/min, giving pilots approximately 50 seconds of contiguous fire before needing to rearm.
Bombs & Missiles: All VF-1A Veritechs have 4 underwing hardpoints for pilots to mount a variety of munitions.
AMM-1 hybrid guided multipurpose missiles (3/point) - The standard RDF missile. Potent and extremely fast weapons package with smart guidance systems, capable of targeting a variety of targets, and capable of taking down most foes with a single missile.
UUM-7 micro-missile pods (1/point) each carrying 15 x Bifors HMM-01 micro-missiles - The preferred combat missile of RDF pilots. Capable of targeting dozens of targets simultaneously, the micro missiles are excellent for opening missile barrages and overwhelming point defense systems. While individual missiles aren't incredibly damaging, they are capable of crippling most craft.
MK-82 LDGB conventional bombs (3/point) - Unguided bombs. Good for precision bombing. In space, these bombs follow the trajectory they are released at at whatever current velocity they are at- similar to conventional torpedoes.
RMS-1 large anti-ship reaction missiles (2/point) - Highly advanced guided anti-ship missiles. Limited deployment weapons, these were designed to combat enemy spaceborne vessels.
FAST Packs
An Acronym of Fuel Armor Sensor Tactical, FAST Packs are additional equipment first pioneered with the VF-0 but did not see mainstream use until the VF-1 Valkyrie. FAST Packs offer a variety of benefits for Variable Fighters; such as additional boosters and verniers to increase speed and maneuvering, extra armor to increase survivability, additional weapons to improve on offensive capabilities, or sensor equipment to improve on early detection capabilities. As they often contain hazards like ammunition and propellant FAST Packs are designed to blow off once they become too damaged, or if their stores are expended. This allows a VF that may have been specialized for a specific task to resume normal operations once it has used up this temporary advantage.
Fighter Guardian Battloid
The members of Fox Squadron are given access to a variety of Fast Packs:
The standard FAST pack for the VF-1; the Super Pack equips a VF with extra missile ordinance, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
Each main pod provides the Veritech with an additional 12 micromissiles for a total of 24 micromissiles. A sub bay mounts 6 micromissiles that either face backwards while in fighter configuration or is mounted on the forearm during battloid/guardian modes.
Like the Super Pack, the Strike Pack equips a VF with extra missile ordinance, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
An evolution of the Super Pack, the strike pack replaces 12 of the FAST Pack's missile armament with twin beam cannons that can be fired typically from the dorsal side of the craft in fighter and guardian modes and from over the shoulder in battloid mode. A sub bay mounts 6 micromissiles that either face backwards while in fighter configuration or is mounted on the forearm during battloid/guardian modes. The Beam Cannon module stores enough charges for 24 blasts- each blast is generally enough to disable an enemy craft.
Like the Super Pack, the Dual Strike Pack equips a VF with extra offensive capabilities, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
A further evolution of the Strike Pack, the dual strike completely foregoes the additional missiles- aside from the 6 sub bay missiles, for two pairs of beam cannons, offering a fair deal of stopping power for the VF it's equipped with. Each cannon module stores enough charges for 24 blasts- each is generally enough to disable an enemy craft.
Rules
All standard guild/rp rules - Don't be a dick, powergame, godmod, stuff like that.
Keep things civil. If you ever catch yourself thinking "Huh, that might be an excessively mean/rude/confrontational thing to say/do." Maybe don't do that. I'm not expecting everyone to behave like angels and get along with one another constantly, but I don't want the OOC to become a warzone. Ironic for a war based RP, but you get what I mean.
I always emphasize that Real life is more important than the Guild. If you feel life is smacking you down hard, and you need a break or time off, please try to let me know and I'll do my best to accommodate you. This may include controlling your character for you for a round, putting them in a reserve slot or something similar.
If you are going to need some time off or are going to be away from the guild for an extended period of time, please let me know ahead of time instead of just disappearing on us.
One character per player.
GM decisions are final.
Character Sheets:
All character sheets should be posted in the OOC tab for approval before being moved to the Char section.
Fox Squadron is one of the RDF's Special Operations Capable Units. Members of Fox Squadron are hand picked by Squadron Leader Rae Simms. Fox Squadron members have a varying level of veterancy, many are pulled from various high performing air force units, though particularly talented recruits may be pulled straight out of flight school. Most members of Fox Squadron should have been part of the squadron for at least a small amount of time- enough that the characters know each other, though I am looking for one or two fresh rookies.
Also keep in mind that our characters have never encountered these aliens before- and are not aware that the Zentradi are actually giants, at least not yet.
A note on Callsigns: A callsign is a name given to you by the rest of the squadron (whether you want it or not). There are very few people that will be willing to unironically call you "Archangel" or "Kingslayer". Nicknames and Callsigns should be short, sweet, easy to call out, and referencing either tendencies people observe you doing or quick shortening of your names: IE "Brit" because you have a strong english accent, "Twitch" because you tend to look around a lot/rapidly, "Kanga" because your last name is Roo, etc. If you're a brand new pilot, or haven't been around long enough- or notable enough- to have an established callsign, you won't have one- or in the case of the newbie: "Noob", "Rook", "Rookie", "FNG", etc.
Image (I know robotech is an anime, but lets not get too anime with our pictures yea?) Name: Last name, First name Age: The minimum age of a pilot fresh out of training is 20 Gender: Your pilot's gender Origin: Your pilot's birthplace/nationality
Appearance: A short blurb about your character's appearance, including height and any distinguishing marks.
Callsign/Codename: Nickname/Alias your Pilot goes by in combat Kills: Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. 'Ace' status is earned at 50 kills. At the moment, kills only refer to kills against human targets. As the RP will start before any combat with the Zentradi has occurred. Remember, the world has generally been in a state of peace for the past decade. An insurrection or uprising here and there, sure, but you probably haven't butchered your way through dozens upon dozens of enemy pilots. Veritech Specs: Your pilot's preferred Veritech loadout in list form preferably. Also include a description of any distinguishing marks your character has put on their fighter- all Fox Squadron veritechs are painted white and red
Psychological Analysis: Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.
Military Record: Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.
Name: Gormac the Bloodhound Age: 20 Sex: Male Breed: Orcish
Appearance: Gormac is smaller than most full-blooded orcs; he's thin with a rather lanky build- at least compared to orcish standards. Standing in at 6'4", Gormac possesses a lean and sinewy musculature with ashen green, almost gray skin. His black-gray hair is coarse and tough and pulled behind his head and kept in place by a band, and he wears a rough beard over his chin. He has three red streaks painted across his face, reminiscent of a claw mark or a gash from talons. Gormac forgoes chainmail in his armor, wearing a combination of hardened leather with metal plates affixed to it, and softer leather where his joints are. A warg pelt is draped over his shoulders, with the skull affixed to his left shoulder- which faces his enemy when he draws his bow.
Skills/Abilities:
Tracking - Called the 'Bloodhound' for a reason, Gormac is a predator of predators. Rumored to be able to pinpoint the scent of a human from over a mile away, Gormac uses a combination of extremely keen senses, and predictive reasoning to root out his quarry. If the Nar Mat Kordh-Ishi need something or someone to be found, followed, and killed- Gormac's the one to turn to.
Archery - More than just marksmanship, but the ability to continually draw massive orcish bows and consistently hit targets. Through his years of training Gormac has considerable strength and endurance- and is regularly among the sharpest shooters in the company.
Trapping - A subset of tracking, but equally important, Gormac's keen eyes and hunter's training means he is capable of spotting and disarming traps meant for the company that some of the others may not see. With enough logic and deductive reasoning to disarm most traps, Gormac is generally able to at least estimate the general effective area of traps outside his skill level to disarm. He is also able, to an extent set up his own crude traps, for game and human alike- not that there's much difference between the two. His preferred traps are the simple but effective 'bear trap'.
Swordsmanship - Not unused to melee combat, and having had his training with the 'pikes, as well as other members of the Company, Gormac is fairly good with a sword. While he may not be the fastest, or strongest, or most clever melee combatant of the Company, he can still hold his own with the other members of the Chosen.
Fletching - Gormac fletches arrows in his own time- good busy work for the hands. He marks his arrows with bands of white on the shaft so he can collect them later.
First Aid - Armed with a variety of poultices, herbs, wraps, and other small supplies, Gormac isn't a surgeon but he can keep himself or others from dying from an wound or cut.
Equipment:
Leather Armor - Gormac forgoes noisy clinky chainmail for a thick set of tough leather with layers of metal plates woven between layers of leather. Not unlike a brigandine, but with more layers. Underneath the stiffer cuirass, Gormac wears softer padded cloth and leather for some means of protection. Draped over his shoulders as the fur of a Warg, with its skull on his left shoulder.
Falchion - More akin to a crude military cleaver than a man's sword, Gormac's falchion is heavy and tough piece of shit, meant to crush and cleave its way through armor and bone alike.
Recurved Longbow - A recurving longbow or orcish make, this bow is bigger than human equivalents by far, and at full draw delivers enough force to knock a man off his horse. With its considerable draw force, this bow can send even Gormac's heaviest arrows at blinding speeds.
Gormac's Quiver, 40 arrows - While Gormac will used arrows supplied to him by the Company in battle, he shows a preference for using his own arrows in small unit or individual actions. Gormac's personal arrows are heavier than most, sturdy wooden shafts with barbed arrowheads- the barbs at the end of the arrowhead make pulling the arrow out the way it came just as excruciating as pushing it all the way through. Gormac marks his arrows with white bands on the shaft so he can locate them and retrieve them later.
Kukri Knife - a weapon with an inward curving blade, this orcish weapon is closer in size to a shortsword than a dagger. There's a human saying that the best way to a man's heart is through his stomach, Gormac generally finds this statement to be true- and the curve of this blade makes that job all the more easier.
Supply Pack - A small pack affixed to the small of his back affords Gormac with much of what he needs in the field. Whetstones for maintaining weapons and arrows, a waterskin, a small knife for fletching, a roll of bandages and some poultices, some rations, rope, flint, and the like.
Bear Traps - Affixed to his pack are a pair of bear traps- crude circular things with rusty jagged teeth and a pressure plate in the middle. Gormac's first attempt at making these traps snapped a most mens' leg clean off- especially the skinny daisy-eating ones, no good for actually trapping the bastards, so Gormac has toned the strength of these traps down just a notch- broken bones are inevitable, but the leg will still be stuck.
History:
Gormac was born a member of a tribe of mountain orcs in the north- the Spine Mountains. The Spine Mountain orc tribes were rather peaceful peaceful ones by orcish standards- there weren't a lot of humans that wandered up the wilderness of the Spines so there wasn't much killing of 'civilized folk' to be had. Skirmishes with other tribes were fairly commonplace, and taking slaves were the general order of business. Gormac's family were among the lower rungs of the tribe's society, and so he did a lot of the grunt work- hunting, gathering, and securing food for the rest of the tribe while they did all the fighting. Gormac's family were slaves, they would fight for one tribe, be beaten and taken by another bigger, meaner tribe, and then fight for that tribe before they were beaten and taken by another, even bigger, even meaner tribe. Of his half dozen siblings, Gormac was the only one to make it to the age of 8.
As Gormac reached adulthood, life continued on as normal- he hunted, food, and at times fought other orc tribes. As humans and more civilized people began to move closer to the Spine Mountains, setting up small villages and townsteads, conflict with humans, elves, and more 'civilized' peoples became more commonplace. Hunters venturing into the rich forests of the Spine Mountains would come across Orc tribes, and would either shoot, or be shot at. Lumberjacks and farmers clearing land for farms would get spooked by the Orc tribes and flee screaming bloody murder. A small militia would occasionally in response venture into the mountains to root out the source of the Orcs. Occasionally they would beat back a small tribe or hunting party, but usually they got scared off after losing a few men.
Around the age of 14 is when Gormac's life experienced any noticeable change. Gormac's hunting party had strayed too far from the mountains tracking down prey, and came upon a mixed band of humans, elves and dwarves- self styled as 'adventurers'. These 'adventurers' took the Orc hunting party as their call to action, to save the nearby town of its scourge of raiders. After a short, but bloody conflict, the adventurers, armed with magic and steel, managed to defeat Gormac and his small hunting party. Left for dead, and covered in too much blood and gore to find his way anywhere, Gormac dragged himself aimlessly across the ground, somehow reaching the edge of the woods before losing consciousness.
When he came too, Gormac found himself in tent belonging to the Nar Mat Kordh-Ishi. His wounds had for the most part been patched and treated. In that tent he found himself face to face Drillmaster Koloch "the Butcher", who noted that he had watched a bloody and beaten Gormac drag himself almost a mile along the edge of the woods before passing out. That sort of drive, and will to survive is something Koloch found worthy of saving, and honing into a tool of war for the Company. So, with little else to lose, and with a glowing recommendation as any from the Drillmaster himself, Gormac found himself dressed in plate and pike, and thrust into the center of the Pikes, the Company's training grounds.
Gormac would prove to be one of Koloch's favorites- that is favorites to beat down and ridicule. Sometimes with words, usually with fists, clubs, and the like. Gormac, like many orcs, proved to be particularly hard headed and resistant to the Company's strict and more regulated manners. After a few years of getting his skull bashed in, Gormac eventually found his stride and finished his tour in the Pikes. He was quickly moved to the Spikes due to his keen eye and original role as a hunter.
Here Gormac really came into his own. He was excellent as part of the Spikes, he could shoot faster, more accurately, and for longer than most Spikes recruits, and his skill as a scout and woodsman became a defining trait of his- leading to him being named Koloch's Bloodhound (which was eventually shortened to just the Bloodhound). During his three years in the Spikes, Gormac was elevated to the role of subleader, under his Warleader, for his excellent tracking abilities, as well as sharp shooting skills. He would eventually be picked out by Koloch to join the ranks of the Chosen.
Having only been a part of the Chosen for a relatively small amount of time, Gormac is one of the newest members of the Nar Mat Kordh-Ishi's Chosen.
Personality and Psychological profile:
Sullen and brooding, Gormac isn't as loud as most orcs, and makes his presence known through sheer force of personality. Gormac is strong willed to the point of stubbornness, and in his earlier years in the Company had been beaten down more than once for refusing to obey orders. Experience and beatings have long since eroded any sense of insubordination, and while Gormac may doubt and question orders, he still carries them out to the fullest of his abilities. Gormac is fiercely loyal to both the Company, as well as Drillmaster Koloch in particular, whom he respects unconditionally. Though a bit of a grump, Gormac embodies the Company's esprit de corps and is more talkative in smaller settings or with those he's had more experience with. He views magic and sorcery with suspicion and unease, and is often visibly uncomfortable when magic is used in his vicinity.
The year is 2009 (yes, the past, I know). 10 Years ago, a mysterious ship space crashed down onto Macross Island in the South Pacific. Leaving, it left tremendous destruction in its wake, this ship from space destroyed at least one city and wiped out an entire US Navy carrier battle group near Macross Island as it crashed. This would eventually come to be known as the Macross Incident.
In the aftermath of this disaster, various nations around the world declared a ceasefire in the Global War being fought and worked towards a more united Earth. Unknown to the public, the object that crashed into Macross Island was in fact an alien spaceship. This discovery along with the revelation that the ship was manned by giant aliens resulted in fear among political and military leaders about the threat of an alien invasion.
Over the course of several years, Earth was united under one banner, and humanity made great technological strides forwards thanks to the amazing technology found in the alien vessel, which was rebuilt to serve humanity. In 2009, the Earth finally faced their mysterious alien foes.
Striking in massive force and number, the Zentradi struck at Earth and their prized battleship- the SDF-1. In a desperate effort to draw the Zentradi away from Earth, the SDF-1 prepares to depart. More Robotech nostalgia "Fox Squadron! On your fucking feet! Flight deck, now! Walk and talk! We've got a fuck ton of aliens incoming and a lot of civies to keep safe. We're putting rooks in the air as fast as we can get flightsuits, and we've got got more waves of alien signatures moving in fast on sensors. Remember, we don't know what these aliens can do yet, so watch out for your wingman and keep an eye on your ammo counters. Fox Squadron is also one of the only RDF-SOC Squadrons on Macross at the moment, so put on your big-boy pants. We'll be splitting into wings to be tasked as necessary- expect a lot of hot zones, tough fights, and a long sortie.
Remember, when it comes to these aliens, we're all rookies. But we're the best rookies. Hit 'em hard, and come back home. We launch in 10, review the VF-1 schematics and finalize your last wills. FAST packs and re-armament will be available as requested. Get it done. Fall out." Hello everyone! Welcome to the Interest Check for "Robotech: The Macross War"! If you haven't already picked up on it, this RP will be about Robotech- the westernized version of Macross. Yes, I am well aware Robotech is a weird bastardization of a bunch of different anime series's into one, but I grew up on this bastardized shit and I loved it. I generally avoid fandoms, but I've been itching for a mech/space RP, and I hope to grab a small group of dedicated players to experience this with me.
This particular RP will follow the adventures of a group of men and women from the Robotech Defense Force’s Fox Squadron. We will not be following the storyline of the main anime, some generous changes are being made to make it a bit grittier and wide in scope than just the mis/adventures of a single ship, and more fitting for our needs. Some timelines will be fudged around, including technologies and craft, as well as RDF military size and fleet forces. Expect space combat, melodrama, some slice of life, romance, a sprinkling of political intrigue, and gray morality as we try and save the galaxy- or at least part of it.
SDF-1 Flight Roster & Equipment Database
A prototype battle-carrier developed by the united governments of Earth. A repair and retrofit job of a crashed alien battleship, very little is actually known about the ship. While more heavily armed than any of conventional ship in the RDF fleet, it is still primarily a carrier, and flexes a massive 1,500 individuals in its combined aerospace complement. The SDF-1 has two flight decks on either side of the ship, which can be folded when not in use. The SDF-1 carries some 250 VF-1 Valkyrie fighters, 200 QF-300E Ghost drones, 150 Destroids, 50 AEW aircraft, Space shuttles and other small auxiliary craft
(The VF-1A is the only available craft at the start of the RP. Others will become available as the RP goes on.)
The VF-1A Valkyrie is the standard veritech fighter used by the RDF. A marvel of engineering, the VF-1 series veritechs are some of the newest pieces of technology in the world, combining versatility with mobility and a potent weapons package. More than just a fighter jet, the VF-1A Valkyrie is unique to other aircraft on earth in that it is capable of transforming into 3 different modes. The standard mode that most pilots begin learning is the Fighter configuration. Operating similarly to other contemporary aircraft, the Fighter configuration serves as an aerospace superiority fighter role.
The second veritech configuration is known as the Battloid Configuration. Essentially a 40 foot humanoid mecha form, the battloid configuration allows the VF-1 to operate in a role similar to infantry- only on a much larger scale. While still fairly mobile compared to most vehicles, it lacks the speed of an aircraft, though is much more sturdy, as small hits to the fuselage won't disrupt its ability to fly or fight. In this mode, the oversized gun pod used by the VF-1 becomes a handheld machinegun type weapon. The battloid configuration is especially liked for its increased mobility- able to change directions on a dime as opposed to aircraft, allowing it to rapidly target targets all around it.
The final veritech configuration is known as the GERWALK or Guardian mode. Resembling a fighter jet with legs and arms, the Guardian mode is good for low altitude flying and handles similarly to a fighter jet with more mobility and the ability to rapidly turn and lift off vertically. Its manipulators can be used to handle objects while in motion, similar to the battloid mode.
Armament
Guns:
1 x Fixed Mauler RÖV-20 anti-aircraft laser cannon - A basic ship mounted lasercannon. Capable at firing 6,000 pulses per minute, the RÖV-20 is accurate, and excels in point defense, and interception roles. Unfortunately, it is not as effective against the hulls of alien craft as the GU-11, but concentrated fire can still be deadly. The RÖV-20 is generally only used in Fighter and Guardian modes, but is more difficult to use in battloid mode due to its positioning.
1 x Howard GU-11 55 mm three-barrel Gatling gun pod - A detachable weapon system, this weapon is attached to the bottom of the VF-1A fuselage, and is held like a machinegun while in battloid mode. The GU-11 uses an 1000 round internal magazine that fires at a rate of 1,200 rds/min, giving pilots approximately 50 seconds of contiguous fire before needing to rearm.
Bombs & Missiles: All VF-1A Veritechs have 4 underwing hardpoints for pilots to mount a variety of munitions.
AMM-1 hybrid guided multipurpose missiles (3/point) - The standard RDF missile. Potent and extremely fast weapons package with smart guidance systems, capable of targeting a variety of targets, and capable of taking down most foes with a single missile.
UUM-7 micro-missile pods (1/point) each carrying 15 x Bifors HMM-01 micro-missiles - The preferred combat missile of RDF pilots. Capable of targeting dozens of targets simultaneously, the micro missiles are excellent for opening missile barrages and overwhelming point defense systems. While individual missiles aren't incredibly damaging, they are capable of crippling most craft.
MK-82 LDGB conventional bombs (3/point) - Unguided bombs. Good for precision bombing. In space, these bombs follow the trajectory they are released at at whatever current velocity they are at- similar to conventional torpedoes.
RMS-1 large anti-ship reaction missiles (2/point) - Highly advanced guided anti-ship missiles. Limited deployment weapons, these were designed to combat enemy spaceborne vessels.
FAST Packs
An Acronym of Fuel Armor Sensor Tactical, FAST Packs are additional equipment first pioneered with the VF-0 but did not see mainstream use until the VF-1 Valkyrie. FAST Packs offer a variety of benefits for Variable Fighters; such as additional boosters and verniers to increase speed and maneuvering, extra armor to increase survivability, additional weapons to improve on offensive capabilities, or sensor equipment to improve on early detection capabilities. As they often contain hazards like ammunition and propellant FAST Packs are designed to blow off once they become too damaged, or if their stores are expended. This allows a VF that may have been specialized for a specific task to resume normal operations once it has used up this temporary advantage.
Fighter Guardian Battloid
The members of Fox Squadron are given access to a variety of Fast Packs:
The standard FAST pack for the VF-1; the Super Pack equips a VF with extra missile ordinance, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
Each main pod provides the Veritech with an additional 12 micromissiles for a total of 24 micromissiles. A sub bay mounts 6 micromissiles that either face backwards while in fighter configuration or is mounted on the forearm during battloid/guardian modes.
Like the Super Pack, the Strike Pack equips a VF with extra missile ordinance, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
An evolution of the Super Pack, the strike pack replaces 12 of the FAST Pack's missile armament with twin beam cannons that can be fired typically from the dorsal side of the craft in fighter and guardian modes and from over the shoulder in battloid mode. A sub bay mounts 6 micromissiles that either face backwards while in fighter configuration or is mounted on the forearm during battloid/guardian modes. The Beam Cannon module stores enough charges for 24 blasts- each blast is generally enough to disable an enemy craft.
Like the Super Pack, the Dual Strike Pack equips a VF with extra offensive capabilities, booster engines, extra verniers and more propellant to give the craft a respectable kick not only in offence but also in speed and maneuverability as well. These packs are also designed to blow off of the VF in the event of catastrophic damage or should their stores become used up to purge the VF of the dead weight.
A further evolution of the Strike Pack, the dual strike completely foregoes the additional missiles- aside from the 6 sub bay missiles, for two pairs of beam cannons, offering a fair deal of stopping power for the VF it's equipped with. Each cannon module stores enough charges for 24 blasts- each is generally enough to disable an enemy craft.
Character Sheets:
Fox Squadron is one of the RDF's Special Operations Capable Units. Members of Fox Squadron are hand picked by Squadron Leader Rae Simms. Fox Squadron members have a varying level of veterancy, many are pulled from various high performing air force units, though particularly talented recruits may be pulled straight out of flight school. Most members of Fox Squadron should have been part of the squadron for at least a small amount of time- enough that the characters know each other, though I am looking for one or two fresh rookies.
Also keep in mind that our characters have never encountered these aliens before- and are not aware that the Zentradi are actually giants, at least not yet.
A note on Callsigns: A callsign is a name given to you by the rest of the squadron (whether you want it or not). There are very few people that will be willing to unironically call you "Archangel" or "Kingslayer". Nicknames and Callsigns should be short, sweet, easy to call out, and referencing either tendencies people observe you doing or quick shortening of your names: IE "Brit" because you have a strong english accent, "Twitch" because you tend to look around a lot/rapidly, "Kanga" because your last name is Roo, etc. If you're a brand new pilot, or haven't been around long enough- or notable enough- to have an established callsign, you won't have one- or in the case of the newbie: "Noob", "Rook", "Rookie", "FNG", etc.
Image (I know robotech is an anime, but lets not get too anime with our pictures yea?) Name: Last name, First name Age: The minimum age of a pilot fresh out of training is 20 Gender: Your pilot's gender Origin: Your pilot's birthplace/nationality
Appearance: A short blurb about your character's appearance, including height and any distinguishing marks.
Callsign/Codename: Nickname/Alias your Pilot goes by in combat Kills: Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. 'Ace' status is earned at 50 kills. At the moment, kills only refer to kills against human targets. As the RP will start before any combat with the Zentradi has occurred. Remember, the world has generally been in a state of peace for the past decade. An insurrection or uprising here and there, sure, but you probably haven't butchered your way through dozens upon dozens of enemy pilots. Veritech Specs: Your pilot's preferred Veritech loadout in list form preferably. Also include a description of any distinguishing marks your character has put on their fighter- all Fox Squadron veritechs are painted white and red
Psychological Analysis: Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.
Military Record: Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.
Name: Gormac the Bloodhound Age: 20 Sex: Male Breed: Orcish
Appearance: Gormac is smaller than most full-blooded orcs; he's thin with a rather lanky build- at least compared to orcish standards. Standing in at 6'4", Gormac possesses a lean and sinewy musculature with ashen green, almost gray skin. His black-gray hair is coarse and tough and pulled behind his head and kept in place by a band, and he wears a rough beard over his chin. He has three red streaks painted across his face, reminiscent of a claw mark or a gash from talons. Gormac forgoes chainmail in his armor, wearing a combination of hardened leather with metal plates affixed to it, and softer leather where his joints are. A warg pelt is draped over his shoulders, with the skull affixed to his left shoulder- which faces his enemy when he draws his bow.
Skills/Abilities:
Tracking - Called the 'Bloodhound' for a reason, Gormac is a predator of predators. Rumored to be able to pinpoint the scent of a human from over a mile away, Gormac uses a combination of extremely keen senses, and predictive reasoning to root out his quarry. If the Nar Mat Kordh-Ishi need something or someone to be found, followed, and killed- Gormac's the one to turn to.
Archery - More than just marksmanship, but the ability to continually draw massive orcish bows and consistently hit targets. Through his years of training Gormac has considerable strength and endurance- and is regularly among the sharpest shooters in the company.
Trapping - A subset of tracking, but equally important, Gormac's keen eyes and hunter's training means he is capable of spotting and disarming traps meant for the company that some of the others may not see. With enough logic and deductive reasoning to disarm most traps, Gormac is generally able to at least estimate the general effective area of traps outside his skill level to disarm. He is also able, to an extent set up his own crude traps, for game and human alike- not that there's much difference between the two. His preferred traps are the simple but effective 'bear trap'.
Swordsmanship - Not unused to melee combat, and having had his training with the 'pikes, as well as other members of the Company, Gormac is fairly good with a sword. While he may not be the fastest, or strongest, or most clever melee combatant of the Company, he can still hold his own with the other members of the Chosen.
Fletching - Gormac fletches arrows in his own time- good busy work for the hands. He marks his arrows with bands of white on the shaft so he can collect them later.
First Aid - Armed with a variety of poultices, herbs, wraps, and other small supplies, Gormac isn't a surgeon but he can keep himself or others from dying from an wound or cut.
Equipment:
Leather Armor - Gormac forgoes noisy clinky chainmail for a thick set of tough leather with layers of metal plates woven between layers of leather. Not unlike a brigandine, but with more layers. Underneath the stiffer cuirass, Gormac wears softer padded cloth and leather for some means of protection. Draped over his shoulders as the fur of a Warg, with its skull on his left shoulder.
Falchion - More akin to a crude military cleaver than a man's sword, Gormac's falchion is heavy and tough piece of shit, meant to crush and cleave its way through armor and bone alike.
Recurved Longbow - A recurving longbow or orcish make, this bow is bigger than human equivalents by far, and at full draw delivers enough force to knock a man off his horse. With its considerable draw force, this bow can send even Gormac's heaviest arrows at blinding speeds.
Gormac's Quiver, 40 arrows - While Gormac will used arrows supplied to him by the Company in battle, he shows a preference for using his own arrows in small unit or individual actions. Gormac's personal arrows are heavier than most, sturdy wooden shafts with barbed arrowheads- the barbs at the end of the arrowhead make pulling the arrow out the way it came just as excruciating as pushing it all the way through. Gormac marks his arrows with white bands on the shaft so he can locate them and retrieve them later.
Kukri Knife - a weapon with an inward curving blade, this orcish weapon is closer in size to a shortsword than a dagger. There's a human saying that the best way to a man's heart is through his stomach, Gormac generally finds this statement to be true- and the curve of this blade makes that job all the more easier.
Supply Pack - A small pack affixed to the small of his back affords Gormac with much of what he needs in the field. Whetstones for maintaining weapons and arrows, a waterskin, a small knife for fletching, a roll of bandages and some poultices, some rations, rope, flint, and the like.
Bear Traps - Affixed to his pack are a pair of bear traps- crude circular things with rusty jagged teeth and a pressure plate in the middle. Gormac's first attempt at making these traps snapped a most mens' leg clean off- especially the skinny daisy-eating ones, no good for actually trapping the bastards, so Gormac has toned the strength of these traps down just a notch- broken bones are inevitable, but the leg will still be stuck.
History:
Gormac was born a member of a tribe of mountain orcs in the north- the Spine Mountains. The Spine Mountain orc tribes were rather peaceful peaceful ones by orcish standards- there weren't a lot of humans that wandered up the wilderness of the Spines so there wasn't much killing of 'civilized folk' to be had. Skirmishes with other tribes were fairly commonplace, and taking slaves were the general order of business. Gormac's family were among the lower rungs of the tribe's society, and so he did a lot of the grunt work- hunting, gathering, and securing food for the rest of the tribe while they did all the fighting. Gormac's family were slaves, they would fight for one tribe, be beaten and taken by another bigger, meaner tribe, and then fight for that tribe before they were beaten and taken by another, even bigger, even meaner tribe. Of his half dozen siblings, Gormac was the only one to make it to the age of 8.
As Gormac reached adulthood, life continued on as normal- he hunted, food, and at times fought other orc tribes. As humans and more civilized people began to move closer to the Spine Mountains, setting up small villages and townsteads, conflict with humans, elves, and more 'civilized' peoples became more commonplace. Hunters venturing into the rich forests of the Spine Mountains would come across Orc tribes, and would either shoot, or be shot at. Lumberjacks and farmers clearing land for farms would get spooked by the Orc tribes and flee screaming bloody murder. A small militia would occasionally in response venture into the mountains to root out the source of the Orcs. Occasionally they would beat back a small tribe or hunting party, but usually they got scared off after losing a few men.
Around the age of 14 is when Gormac's life experienced any noticeable change. Gormac's hunting party had strayed too far from the mountains tracking down prey, and came upon a mixed band of humans, elves and dwarves- self styled as 'adventurers'. These 'adventurers' took the Orc hunting party as their call to action, to save the nearby town of its scourge of raiders. After a short, but bloody conflict, the adventurers, armed with magic and steel, managed to defeat Gormac and his small hunting party. Left for dead, and covered in too much blood and gore to find his way anywhere, Gormac dragged himself aimlessly across the ground, somehow reaching the edge of the woods before losing consciousness.
When he came too, Gormac found himself in tent belonging to the Nar Mat Kordh-Ishi. His wounds had for the most part been patched and treated. In that tent he found himself face to face Drillmaster Koloch "the Butcher", who noted that he had watched a bloody and beaten Gormac drag himself almost a mile along the edge of the woods before passing out. That sort of drive, and will to survive is something Koloch found worthy of saving, and honing into a tool of war for the Company. So, with little else to lose, and with a glowing recommendation as any from the Drillmaster himself, Gormac found himself dressed in plate and pike, and thrust into the center of the Pikes, the Company's training grounds.
Gormac would prove to be one of Koloch's favorites- that is favorites to beat down and ridicule. Sometimes with words, usually with fists, clubs, and the like. Gormac, like many orcs, proved to be particularly hard headed and resistant to the Company's strict and more regulated manners. After a few years of getting his skull bashed in, Gormac eventually found his stride and finished his tour in the Pikes. He was quickly moved to the Spikes due to his keen eye and original role as a hunter.
Here Gormac really came into his own. He was excellent as part of the Spikes, he could shoot faster, more accurately, and for longer than most Spikes recruits, and his skill as a scout and woodsman became a defining trait of his- leading to him being named Koloch's Bloodhound (which was eventually shortened to just the Bloodhound). During his three years in the Spikes, Gormac was elevated to the role of subleader, under his Warleader, for his excellent tracking abilities, as well as sharp shooting skills. He would eventually be picked out by Koloch to join the ranks of the Chosen.
Having only been a part of the Chosen for a relatively small amount of time, Gormac is one of the newest members of the Nar Mat Kordh-Ishi's Chosen.
Personality and Psychological profile:
Sullen and brooding, Gormac isn't as loud as most orcs, and makes his presence known through sheer force of personality. Gormac is strong willed to the point of stubbornness, and in his earlier years in the Company had been beaten down more than once for refusing to obey orders. Experience and beatings have long since eroded any sense of insubordination, and while Gormac may doubt and question orders, he still carries them out to the fullest of his abilities. Gormac is fiercely loyal to both the Company, as well as Drillmaster Koloch in particular, whom he respects unconditionally. Though a bit of a grump, Gormac embodies the Company's esprit de corps and is more talkative in smaller settings or with those he's had more experience with. He views magic and sorcery with suspicion and unease, and is often visibly uncomfortable when magic is used in his vicinity.
Here goes the first draft of my character- Not too sure where everything in the world is, so I left it vague. Made the character before I found the portrait.. might remake him into a plain jane boring human with the portrait in mind.
Arthur Redmond
18 | Half-Elf
Appearance: Standing in at 5'9", Arthur doesn't strike the most imposing appearance. Arthur sports a fairly lean and sinewy build- stouter than most elves, but slimmer than the majority of humans. Arthur has strong facial features, with a fair complexion and short, dark brown hair along with a stubble over his face. Green eyes and a constant smirk are accented by a fairly large scar over his left forehead. Fairly dexterous and nimble, Arthur is quite subtle in his movements and appearance, even if his manners are more crass and headstrong. Class: Rogue/Thief - Dexterous, sneaky, and subtle, rogues rely on versatility and resourcefulness to solve most of their problems. Rogues use finesse over brute strength to work their ways into the homes and pockets of others.
Alignment: Chaotic Good
Weapon(s):
Side Sword - A thin double edged blade. reminiscent of both an arming sword and a rapier, this narrow blade is light enough to be used as a rapier, but sturdy enough to be swung like a blade. Effective against both armored and unarmored foes, this blade would be deadly were Arthur any more than a novice with it.
Daggers - Arthur regularly carries anywhere between one and half a dozen daggers on him at any given time. Simple, ubiquitous and replaceable, these daggers are lightweight and good for stabbing, cutting, or throwing. For optimum efficiency, the pointy end should be thrust into vital regions. This should be repeated as necessary.
Jack Knife - More a tool than a weapon, a tiny handle with an equally tiny blade, perfect for cutting the strings off coin purses and even jimmying open lesser locks. Short and insubstantial, this little blade doesn't do much against most forms of protection but can still be dangerous.
Prybar - Again, more a tool than a weapon, a short length of steel, straight at one end and curved at the other, with small fissures in the ends for removing nails. While meant to be used as a lever to pry open or apart objects, it is still weighty enough be used as a bludgeon or pick.
Armor/Clothing: For clothing, Arthur wears mostly plain or muted colors. A tough but flexible leather jerkin over an otherwise plain cloth shirt, sturdy trousers and a pair of well worn leather boots. Molded pieces of leather stitched onto his shoulder provides a modicum of protection, and a small leather satchel carries most of his belongings, held by a strap over his shoulder and fastened close. A pair of worn leather gloves finishes off his clothing. Arthur is much less a warrior than he'd admit, and his everyday wear represents that fairly accordingly. While he does own a shirt of chainmail, its usually stored with the rest of the company's supplies, and doesn't get pulled out unless they know there's fighting to be had.
Personal trinkets:
"Tools of the Trade" - A small leather case containing tools for larceny, pilfering and robbery, including a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Lucky Coin - The first gold coin Arthur had ever stolen. A small hole is punched through and threaded with a string.
Short History: Born to a pair of lower class laborers- a factory worker and a tailor, specifically, Arthur was born with very little and has had to fight, claw, and steal for everything he's had in life. The middle child of five, there was a motto at the dinner table of the Redmond family: "You eat fast, or you don't eat!". Most of Arthur's childhood was spent in the streets of the City of Idris, also known as the Iron City, running through the urban slums with his brothers and other lower class children, getting into trouble and causing a general ruckus. Elves were never particularly liked by the majority human city of Idris, and half-elves, being an amalgamation of the two were liked even less- seen as an atrocity to racial purity by some of the particularly arrogant. As a result, Arthur spent most of his time running around with other half-elves and even some elves, though their numbers were fairly small. Schooling for the lower class children of the Empire was never a particularly strong priority, and most of what the lower class children learned in their youth were the lessons they picked in the streets, alleys and bazaars- with mathematics, letters and reading being a skill learned at their extremely limited time at school-if they could afford it or while they were in their homes after dinner.
Around the age of 12, Arthur became an orphan, the result of a large fire sweeping through much of Idris' slums before the blaze was finally able to be controlled and quelled. Arthur managed to escape and survive the fire that consumed his home, along with his older brother and younger sister. With no home and no money to support his siblings, Arthur's oldest remaining brother Armon decided to join the Imperial Military- where he'd be fed and clothed, and would have the money to send to his siblings to support them. Arthur and his younger sister Sara took to living with one of Arthur's friends, a small time gangster by the name of Reed.
In a relatively low position in the military, where most of the pay came in the form of food and benefits and less cold hard cash, the money sent in by Arthur's brother wasn't enough for the two to subsist on, and so, at Reed's prodding, the two Redmond children took to thievery, conning, and robbery. Along with Reed, Arthur would break into homes and pick pockets, taking money and trinkets- whatever they couldn't use immediately went to Sara, who would sell them at the bazaar, where her big watery eyes could melt a heart enough to make a sale.
Their antics would get bigger and bigger, and as time went on, Arthur found himself joining the gang Reed was part of, and began taking part in more dangerous and more cruel lines of work- evolving from pickpocketing and larceny to straight robbery and mugging. Arthur got along with Reed and the rest of the gang quite well. They were rowdy, and often had differing opinions, but they all came up the same way- disenfranchised, poor, and lower class nobodies, a gang of young street thieves and thugs who felt it was them against the rest of the world- or city. The money was lucrative (at least in comparison to stealing pocket change), and Arthur worked well in this type of environment, though as he grew older differences in opinion between himself, Reed, and the gang leader started becoming more and more apparent, eventually fraying their once impeccable cohesion.
After one too many arguments, and a failed robbery resulting in Reed losing a hand and being thrown into prison, Arthur found himself outted from the gang. Fleeing the city, Arthur and his sister found themselves upon a group of arms dealers. Seeking to protect himself from his pursuers, Arthur tried to steal weapons from the group only to end up being caught again. After hearing his story- along with a bit of eye batting from his sister, Arthur was let off the hook under the condition that he pledged his services to the group.
It has been a bit less than a year since that day, and Arthur has found himself finally getting into the swing of how things work with this new company. Arthur himself is in charge of 'acquisition and entrances', while his brighter, more approachable sister manages the more legal side of things, from book keeping to sales.
Other: As a result of childhood trauma, Arthur has always been a bit wary of fire. He won't freak out about a campfire getting a bit larger than expected, or balk at the idea of holding a torch, but he has his reservations.