GM Tarondor's Path of Tears Campaign - Traveller: The New Era (Inactive)

Game Master Tarondor

The Area of Operations

OPLAN Open Hand

Timeline for Path of Tears campaign

DECK PLAN OF Deepnight Endeavor


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Human Bounty Hunter

If possible. I want to not get shot until I have some better armor on. We will see if that works out.


The enemy pours out from behind the cover of the alleyway in a startling, if amateurish frontal assault. The only concession to tactics they have made is that one of their number is firing from the second floor of the two-story building directly in your front.

Three figures emerge from the shadows. Two are in combat armor a little less advanced than your own, most likely TL 10. However the third figure is in full battle dress. You've seen images of Imperial battle dress before and even a relic suit in the Oriflamme Museum of Antiquities, but never one in full repair and on the battle field. It is terrifying to behold.

Your TL 12 Combat armor is lighter than theirs, substituting carbon-tube weave for the smart plastic of the previous generation. Battle dress on the other hand, is powered armor, vastly increasing the strength and dexterity of its wearer. An onboard computer provides tactical advice and the suit is proof against most NBC (nuclear, biological and chemical attacks.

As the three figures rush out, a fourth opens fire from the upper story. His bullets punch holes in the unarmored air/raft, keeping Drifter's head down. Technically they are not bullets. They're the flechettes of a gauss rifle, but the difference isn't really on your mind right now. The figure on the right opens fire at Flatfoot while the two others fire at Mascot and Spider. From the alleyway, a fifth figure fires a handgun.

Novohig's Gauss Rifle v. Spider (hard target because of cover): 2d6 + 1 + 2 ⇒ (2, 3) + 1 + 2 = 8
Crewman's Gauss Rifle v. Mascot(hard target because of cover): 2d6 + 0 + 1 ⇒ (2, 4) + 0 + 1 = 7
Crewman's Gauss Rifle v. Flatfoot(hard target because of cover): 2d6 + 0 + 1 ⇒ (4, 2) + 0 + 1 = 7
Sniper's Gauss Rifle v. Drifter(extremely hard target because of cover): 2d6 + 0 + 1 ⇒ (3, 4) + 0 + 1 = 8

Siscoe's target: 1d3 ⇒ 1
Siscoe's Autopistol v. Spider (hard target because of cover): 2d6 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5

Bullets crash into your cover. Bits of rock, wood and carbon fiber go flying and the ground is alive with spattering needles of tungsten, but none hit you or your armor.

Time to show 'em how the professionals do it. Spider, don't forget your five dice from Leadership. Go!


UPP: 73A797; Armor 4/17; Injury:

"Mascot, Flatfoot! Concentrate fire on the one on the right!"

Grant a boon die to both Mascot and Flatfoot

Following his own command, Spider targets the figure on the right and unleashes a hail of bullets.

Use Full Auto to take 3 attacks on the one on the right.

Gun Combat(slug rifle) + DEX: 2d6 + 1 - 1 ⇒ (5, 4) + 1 - 1 = 9
damage: 3d6 ⇒ (4, 5, 1) = 10

Gun Combat(slug rifle) + DEX: 2d6 + 1 - 1 ⇒ (3, 6) + 1 - 1 = 9
damage: 3d6 ⇒ (5, 4, 1) = 10

Gun Combat(slug rifle) + DEX: 2d6 + 1 - 1 ⇒ (1, 2) + 1 - 1 = 3
damage: 3d6 ⇒ (2, 4, 5) = 11

Does the upper story sniper have cover?


Human Bounty Hunter

Drifter tries to put on his armor faster.

Round 2/5.


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot aims at the sniper and fires his slug rifle, taking advantage of the guidance provided by Spider.

Gun Combat(0)+Dex(0)+Aim(+1)+Boon: 3d6 + 0 + 0 + 1 ⇒ (2, 3, 3) + 0 + 0 + 1 = 9

Damage: 3d6 ⇒ (2, 1, 1) = 4


UPP: A47A38; Armor 1

Mascot shifts positions so that he fires from a spot they haven't seen him previously. He takes aim at the shooter on the right.

Gun Combat, Dex: 3d6 + 2 - 1 ⇒ (1, 6, 6) + 2 - 1 = 14->13
Damage: 4d6 ⇒ (5, 4, 3, 3) = 15


CDR Jasper "Spider" Webb wrote:
Does the upper story sniper have cover?

Yes he does.

Mascot, your Gauss Rifle is not only Auto 3 (meaning you can fire it on semi-automatic), but is also Armor-Piercing 5. You -really- want to mention that to the Referee when you fire it!

The three RCES operatives open fire on the poorly trained enemy, but it hardly seems to matter. All three score direct hits on the Guild crewmen, but the bullets from Spider and Flatfoot's ACRs merely bounce off the TL-10 combat armor.

Mascot does manage to slightly wound his target when his gauss rifle punches a hole in his target's thigh armor and causes the figure on the right to scream and drop to the ground, holding his leg.

The figure on the left rushes at Spider and Mascot's hiding place, screaming incoherently. The sniper shifts aim to Mascot, drawn by the sound of the Gauss rifle. Meanwhile, Novohig reveals another power of his awesome battle dress by rocketing into the air. In the air he has no cover...but neither do any of you. Half hidden in the alleyway, Siscoe keeps firing at Spider.

1d3 ⇒ 1

Novohig's Gauss Rifle v. Spider: 2d6 + 1 + 2 ⇒ (4, 5) + 1 + 2 = 12
Crewman's Gauss Rifle v. Mascot(hard target because of cover): 2d6 + 0 + 1 ⇒ (2, 4) + 0 + 1 = 7
Sniper's Gauss Rifle v. Mascot(hard target because of cover): 2d6 + 0 + 1 ⇒ (4, 4) + 0 + 1 = 9
Siscoe's Autopistol v. Spider (hard target because of cover): 2d6 + 1 + 1 ⇒ (4, 6) + 1 + 1 = 12

Novohig's Gauss Rifle Damage+effect (AP 5): 4d6 + 5 ⇒ (2, 3, 6, 1) + 5 = 17
Siscoe's Autopistol Damage +effect: 3d6 - 3 + 2 ⇒ (4, 5, 6) - 3 + 2 = 14

Pistol bullets spatter harmlessly off Spider's armor despite being deadly accurate. But the gauss rounds pierce the armor like a hot knife through wax, striking Spider in the left arm.

STATUS
SPIDER - Wounded (-5 END)
DRIFTER -
FLATFOOT -
MASCOT -
Novohig -
Crewman A -
Crewman B - Unconscious (-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Everyone, go!


Referee gets out the paddle ball.


Male UPP: 969866; Armor: 1; Wounds: 0

Waiting to see if Spider doles out Boons again.


UPP: A47A38; Armor 1

Mascot bends his body out from the cover, lining up to shoot the other crewman. He pauses to line up the target just for a moment before his finger squeezes the trigger.

Minor action to aim

Gun Combat (slugs), Dex, aim): 2d6 + 2 - 1 + 1 ⇒ (1, 4) + 2 - 1 + 1 = 7
Damage (armor piercing 5): 4d6 ⇒ (5, 4, 4, 2) = 15


UPP: 73A797; Armor 4/17; Injury:

Sorry, my bad. Long couple of days travelling/returning to work.

"Concentrate on the Gauss rifles! I'll see if I can distract Novohig!"

1 boon each to Mascot & Flatfoot

How high up is Novohig? Also, are any of the enemy without helmets?


Human Bounty Hunter

[ooc]Rd 3 of donning armor.[/oc]


Human Bounty Hunter

Rd 3 of donning armor.


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot continues to fire at the sniper. After aiming, the former detective squeezes off a shot.

Gun Combat(0)+Dex(0)+Aim(+1)+Boon: 3d6 + 0 + 0 + 1 ⇒ (4, 3, 6) + 0 + 0 + 1 = 14

Damage: 3d6 ⇒ (1, 2, 4) = 7


UPP: A47A38; Armor 1

Boon: 1d6 ⇒ 6
I think that gives Mascot a total of 12 for his attack


Okay, so first off, I goofed with Crewman B. He is not unconscious, merely wounded. So I'll say that he fell prone when injured.

Novohig is 15 meters straight up. Siscoe, under cover in the alleyway, isn't wearing a helmet.

Mascot, don't forget that you can fire on semi-auto if you want.

Responding to Spider's expert direction, Mascot lines up a shot on the standing crewman, who dives for cover (Traveller Core Rulebook, p. 74). The shot hits nonetheless, striking him in his armored chest. Mascot's gauss rifle punches straight through the otherwise invulnerable armor.

Flatfoot sees his chance and fires when the sniper moves, hitting him center mass, but once again his ACR lacks the punch to harm the armored figure.

STATUS
SPIDER - Wounded (-5 END)
DRIFTER -
FLATFOOT -
MASCOT -
Novohig -
Crewman A - Wounded (-7 END, -3 STR)
Crewman B - Wounded(-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Spider, go!


UPP: 73A797; Armor 4/17; Injury:

Spider sprints back towards the air/raft and stops next to the pile of gear.

I'm assuming its far enough to take a full 3 move actions to get there.


Male UPP: 969866; Armor: 1; Wounds: 0

Are any of the Guild personnel not wearing armor?


Spider, you can make it to the piled gear in two full moves, but you'll have no cover.

Flatfoot, the two Guild crewmen are dressed in Combat Armor (slightly less advanced than your own). Novohig is dressed in Imperial Battle Dress a great deal more advanced than your armor. Local thug Siscoe Nickrent is wearing only civilian clothes and firing an autopistol from the cover the alleyway, though he's really not much of a threat, it seems. You're not sure what the sniper is wearing since you've only caught glimpses of movement in the upper story.


UPP: 73A797; Armor 4/17; Injury:
Tarandor wrote:
Spider, you can make it to the piled gear in two full moves, but you'll have no cover.

Understood


Holy carp, but Novohig is rolling huge on damage. And that AP 5 is murder.

Novohig and the sniper spot Spider making a run for the equipment stash and open fire on him. Novohig's fire is deadly accurate and slices into Spider's abdomen and shoulder, nearly killing him. Injured and in agony, MS-7's leader is caught in the open.

Siscoe continues to be very accurate with his autopistol, spraying Flatfoot with a chestful of bullets, but the weapon lacks the sheer punch to break through his Coalition combat armor. Meanwhile, gauss rifle flechettes spatter around Mascot, but none hit him.

A static-laden voice sounds on the comms, but you can't make sense of it with the jamming going on.

"...tight...seconds...take..."

Novohig's Gauss Rifle v. Spider: 2d6 + 1 + 2 ⇒ (5, 4) + 1 + 2 = 12
Crewman A Gauss Rifle v. Mascot(hard target because of cover): 2d6 + 0 + 1 ⇒ (1, 4) + 0 + 1 = 6
Crewman B Gauss Rifle v. Flatfoot(hard target because of cover): 2d6 + 0 + 1 ⇒ (5, 1) + 0 + 1 = 7
Sniper's Gauss Rifle v. Spider: 2d6 + 0 + 1 ⇒ (3, 1) + 0 + 1 = 5
Siscoe's Autopistol v. Flatfoot(hard target because of cover): 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11

Novohig's Gauss Rifle Damage+effect (AP 5): 4d6 + 5 ⇒ (1, 6, 5, 4) + 5 = 21
Siscoe's Autopistol Damage+effect: 3d6 - 3 + 1 ⇒ (1, 5, 6) - 3 + 1 = 10

STATUS
SPIDER - Wounded (-6 STR, -9 END)
DRIFTER -
FLATFOOT -
MASCOT -
Novohig -
Crewman A - Wounded (-7 END, -3 STR)
Crewman B - Wounded(-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Everyone, go!


A quick reminder: The body sleeve under your armor contains a number of "self-evacuation" features including automatic tourniquets. Most important here, however is the Stimulant feature. By pulling a tab on your body sleeve (or toggling a safety on your combat armor), you can inject yourself with a stimulant that will let you ignore the effects of any wound that doesn't kill you for five minutes. After that, the normal effects of the wound will return.


UPP: 73A797; Armor 4/17; Injury:

Fighting the pain, Spider staggers up to the gear. Bending down (and nearly falling over in the process) Spider grabs the rocket launcher from the pile, turns, and fires it at the flying battle dress.

Heavy Weapons + DEX: 2d6 + 2 - 1 ⇒ (4, 5) + 2 - 1 = 10
rocket damage: 5d6 + 6 ⇒ (5, 3, 6, 6, 5) + 6 = 31

(it has a 6 meter blast radius, but with Novohig 15 m up, that shouldn't be an issue)


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot changes targets to fire at Siscoe, even though the man in behind cover. He aims before firing.

Gun Combat(0) + Dex(0) + Aim(+1): 2d6 + 0 + 0 + 1 ⇒ (5, 3) + 0 + 0 + 1 = 9

Damage: 3d6 ⇒ (3, 4, 6) = 13


Human Bounty Hunter

Round 4. Almost finished.


UPP: A47A38; Armor 1

When Novohig turns his attention to Spider, Mascot snaps his rifle up at the flying man. He fires a burst of shots at the would-be TED.

Gun Combat, Dex: 2d6 + 2 - 1 ⇒ (5, 3) + 2 - 1 = 9
Damage (AP5): 4d6 ⇒ (2, 3, 1, 6) = 12

Gun Combat, Dex: 2d6 + 2 - 1 ⇒ (1, 5) + 2 - 1 = 7
Damage (AP5): 4d6 ⇒ (4, 5, 6, 1) = 16

Gun Combat, Dex: 2d6 + 2 - 1 ⇒ (2, 6) + 2 - 1 = 9
Damage (AP5): 4d6 ⇒ (2, 3, 4, 1) = 10


Point of rules. Mascot, I know you're using the word "burst" in a descriptive sense, but since it is also a rules term, I want to point out that what you are rolling is not burst fire, but full auto (see "Auto X" on page. 76 of the Core Rulebook). Be careful, your magazine held 80 rounds and you have now fired 12 of them.

Full auto gives you more chances to hit, but burst fire is more accurate, meaning it's only one potential hit, but that hit does more damage, possibly useful in this situation

Flatfoot's ACR fires, a flat sound that echoes off the flat walls of the buildings. It smacks into the concrete inches from Siscoe's head.

Badly injured, Spider half-grabs, half-collapses over the rocket launcher. The TL-9 weapon is far less sophisticated than the Imperial battle dress worn by Novohig, but it nonetheless assists Spider with smart targeting, tracking the Guild captain and predicting where he will be when the rocket arrives. It is dead-on accurate, striking Novohig in the duranium/carbon weave breastplate, exploding on impact. A ball of fire and plasma surrounds the flying opponent. Those of you wearing Combat Armor are momentarily blinded as your optics sensors dim dramatically to avoid blinding you. When the smoke clears, Novohig is still flying, but his servomotors seem to be experiencing some difficulty and there are several jagged holes in the armor which the smart fabric is already trying to seal. You can't hear Novohig, but he gestures angrily and prepares to return fire. The second (and last) rocket launcher round automatically cycles into place in the launcher.

Without cover against Novohig, Mascot puts his back to the shed and opens fire with a long burst from his gauss rifle, trying to take down Berens's would-be dictator. The fire is accurate and rakes Novohig from shoulder to crotch, but the attack produces no effect against the formidable battle armor.

Recon+INT 10+:
You spot sunlight flashing off a ship on the horizon, coming from the direction of the port. It is inbound fast.

Novohig's Gauss Rifle v. Spider: 2d6 + 1 + 2 ⇒ (4, 3) + 1 + 2 = 10
Crewman A Gauss Rifle v. Mascot(hard target because of cover): 2d6 + 0 + 1 ⇒ (4, 1) + 0 + 1 = 6
Crewman B Gauss Rifle v. Flatfoot(hard target because of cover): 2d6 + 0 + 1 ⇒ (5, 5) + 0 + 1 = 11
Sniper's Gauss Rifle v. Flatfoot: 2d6 + 0 + 1 ⇒ (2, 1) + 0 + 1 = 4
Siscoe's Autopistol v. Flatfoot(hard target because of cover, firing a burst): 2d6 + 1 + 1 ⇒ (6, 5) + 1 + 1 = 13

Crewman B's Gauss Rifle Damage+effect (AP 5): 4d6 + 1 ⇒ (5, 4, 5, 6) + 1 = 21
Siscoe's Autopistol Damage+effect: 3d6 - 3 + 3 + 5 ⇒ (5, 6, 6) - 3 + 3 + 5 = 22

Knowing that Spider is the only real threat to him, Novohig fires mercilessly down at the RCES Commander. Inexperienced as he is, he doesn't switch to burst or full auto. Spider dives for cover(Core Rulebook, p. 73), getting some of the air/raft between him and the incoming blast. He lives for at least a few more seconds.

STATUS
SPIDER - Wounded (-6 STR, -9 END)
DRIFTER -
FLATFOOT - (-5 END+???)
MASCOT -
Novohig - Wounded (-7 END, -2 STR)
Crewman A - Wounded (-7 END, -3 STR)
Crewman B - Wounded(-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Spider you lose your next action. But your DEX and Athletics are poor so you couldn't dodge. Diving for cover was the only solution to save your life.

Flatfoot, Dodging won't do you any good, but Diving for cover will cause the Crewman's gauss rifle to miss. Either way, you still get by Siscoe's autopistol and take 5 END damage. If you choose NOT to dive for cover, you will suffer a further 4 damage. If you do dive for cover, you will lose your next action.

Everyone go!


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot grunts from the impact of the pistol bullets on his armor. Seeing that he has lost any advantage that the cover provided, he pushes off and fast crawls to the next closest spot.

Flatfoot *does* Dive for Cover.


Human Bounty Hunter

Drifter finally dons his armor.


UPP: A47A38; Armor 1

Seeing the impact of his gauss rounds against the advanced armor, does Mascot think he could ever penetrate it or is that out of the question? i.e. Does he just need to roll higher or should he be choosing a new target?


Mascot, the Gauss Rifle does 4d6 and is AP 5. Your weapon is also Auto 3, which means you could be doing burst fire and scoring an additional 3 damage with every hit. The Battle Dress has 22 armor. That means that Novohig effectively has 17 armor versus your weapon. In theory you could do up to 27 damage (plus effect) on a single hit. So yeah, get accurate and you could ruin his day.


UPP: A47A38; Armor 1

Mascot lines up a more careful shot again, selecting burst fire from his gauss rifle. He tries to effectively drill a hole in the power armor with a burst of flechettes.

Minor action to aim

Gun Combat, Dex, aim: 2d6 + 2 - 1 + 1 ⇒ (3, 4) + 2 - 1 + 1 = 9
Burst fire, AP5: 4d6 + 3 ⇒ (5, 2, 6, 3) + 3 = 19


Don't forget to add your Effect (Core Rulebook, pp. 59 and 74) to damage. You did 20 damage.

The firefight is fast and furious now. The Guild crewmen remain unsophisticated in their tactics, firing at anything that moves.

Recon+INT (7+):
Resolution is in the air and inbound. It will arrive in a few seconds!

Novohig's Gauss Rifle v. Mascot: 2d6 + 1 + 2 ⇒ (6, 1) + 1 + 2 = 10
Crewman A's Gauss Rifle v. Drifter (Very Hard because cover): 2d6 + 0 + 1 ⇒ (5, 6) + 0 + 1 = 12
Crewman B's Gauss Rifle v. Mascot (Hard because cover): 2d6 + 0 + 1 ⇒ (4, 3) + 0 + 1 = 8
Sniper's Gauss Rifle v. Flatfoot (Hard because cover): 2d6 + 0 + 1 ⇒ (3, 6) + 0 + 1 = 10
Siscoe's Autopistol v. Flatfoot (Hard because cover): 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10

Uh-oh.

Novohig damage v. Mascot (AP 5): 4d6 + 2 ⇒ (4, 2, 5, 1) + 2 = 14
Crewman A damage v. Drifter (AP 5): 4d6 ⇒ (4, 4, 4, 4) = 16
Sniper damage v. Flatfoot (AP 5): 4d6 + 0 ⇒ (3, 6, 5, 5) + 0 = 19
Siscoe damage v. Flatfoot: 3d6 - 3 ⇒ (3, 2, 1) - 3 = 3

STATUS
SPIDER - Wounded (-6 STR, -9 END)
DRIFTER - (???)
FLATFOOT - (-5 END+???)
MASCOT - (???)
Novohig - Wounded (-7 END, -5 STR)
Crewman A - Wounded (-7 END, -3 STR)
Crewman B - Wounded(-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Flatfoot, you may Dive for Cover again and lose your next turn. If you do, the Sniper will fail to hit you and you will save yourself 7 damage. Let me know.

Drifter, 4 damage is coming your way if you don't move. You, however, are dexterous enough to Dodge (Core Rulebook p. 72) without Diving For Cover. By Dodging, you can subtract your Dex modifier (+1) from your attacker's attack roll. This would mean he misses. It inflicts a -1 penalty on you the next round. I'll assume you do this unless you tell me otherwise.

Mascot, neither Dodging nor Diving for Cover is going to keep you from being struck (although Diving for Cover will reduce the enemy damage by 2.

Let me know before we proceed.


Human Bounty Hunter

Drifter dodges to the side.

Did I still get my armor on? I am all for dodging and not being shot in the future.


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot keeps rolling, trying to get to something offering more protection than a few weeds.

Flatfoot Dives for Cover ... again


UPP: 73A797; Armor 4/17; Injury:

Spider looks out over the edge of the air/raft. Gotta make this count, he thinks to himself as he swings up the rocketlauncher, takes aim at Novohig, and launches another missile.

Give final boon to myself; Aim; fire rocketlauncher at Novohig

Heavy Weeapons + DEX + aim: 3d6 + 2 - 1 + 1 ⇒ (5, 2, 1) + 2 - 1 + 1 = 10
Rocket damage + effect: 5d6 + 6 + 2 ⇒ (4, 5, 1, 2, 3) + 6 + 2 = 23


UPP: A47A38; Armor 1

Mascot will dive for cover...especially since he suspects Spider will be tossing rockets again.


Yes, Drifter, you got your armor on and still get to act this round.

Spider, you rolled a 9 (since you don't get all three dice, only the best two). Since all you needed to hit Novohig was an 8, you have an Effect of 1, which adds 1 to your damage, not 2. Sadly, the damage wasn't enough.

Drifter dodges out of the way and the flechettes thud dully into the body of the air/raft. Harried by a storm of bullets, Flatfoot low-crawls through the grass to get to better cover. Mascot also hurls himself on the ground, but the deadly flechettes find him anyway, tearing up his leg armor.

Close to death, Spider stands, aims and fires. The rocket is well-aimed and strikes Captain Novohig center-mass, but when the smoke clears the Guilder is unharmed.

Drifter, go!


Human Bounty Hunter

Drifter aims up at the flying figure and pops off a shot from where he dove into cover.

TL 11 Laser Rife Shooting (Energy Rifle) +Dex -Dodge Penalty+Aim: 2d6 + 1 + 1 - 1 + 1 ⇒ (3, 4) + 1 + 1 - 1 + 1 = 9

Laser Rifle Damage: 5d6 + 3 ⇒ (5, 3, 1, 6, 4) + 3 = 22


Drifter's laser beams hit Novohig squarely, but have no effect, merely being absorbed by the incredible material science of the Imperium.

A voice finally crackles through your suits' communicators. "MS-7, this is Resolution, inbound on your 7. Request permission to engage."

The Guild crewman stare gape-mouthed at the rapidly-approaching warship, but Captain Novohig doesn't seem to notice. Reveling in his victory, he sprays Drifter with his rifle. The LT dives behind the air/raft and is badly injured, but still breathing.

Novohig's Gauss Rifle v. Drifter: 2d6 + 1 + 2 ⇒ (4, 3) + 1 + 2 = 10
Novohig damage v. Drifter(AP 5): 4d6 + 2 ⇒ (6, 2, 6, 5) + 2 = 21 Cripes!

STATUS
SPIDER - Wounded (-6 STR, -9 END)
DRIFTER - (-5 END, -6 STR)
FLATFOOT - (-5 END)
MASCOT - (-4 END)
Novohig - Wounded (-7 END, -5 STR)
Crewman A - Wounded (-7 END, -3 STR)
Crewman B - Wounded(-7 END, -4 STR, -3 DEX)
Sniper -
Siscoe -

Drifter, neither Dodging nor Diving for Cover will save you from being hit, because he will still hit on an 8. But Diving for Cover will keep you suffering only 11 instead of 13 damage and that is the difference between consciousness and un-. I'm going to assume you do that.

Your turn!


UPP: 73A797; Armor 4/17; Injury:

Spider drops the rocket launcher and pulls a gauss pistol out of the pile. "Hell yeah, Resolution, you have permission to engage. Concentrate on the airborne target. Do whatever you can to avoid collateral damage to the town." He looks out over the air/raft and fires a burst at the nearer crewman.

Fire a Burst at the closest gauss rifle wielding crewman with Guass Pistol(AP3)

Gun Combat(slug) + DEX: 2d6 + 1 - 1 ⇒ (3, 3) + 1 - 1 = 6
damage: 3d6 + 2 ⇒ (3, 3, 2) + 2 = 10


UPP: A47A38; Armor 1

"F#&$, yeah!" Mascot whoops when he hears the incoming air support. He rolls to a kneeling position and aims at the nearest crewman.

Gun combat, Dex: 2d6 + 2 - 1 ⇒ (5, 2) + 2 - 1 = 8
Burst Damage (AP5): 4d6 + 3 ⇒ (4, 1, 2, 4) + 3 = 14


Losing blood and biting down the pain, Spider seizes up a gauss pistol and fires, but the flechettes spray in a cloud off to one side of his target. Mascot snaps off a three-round burst that hits one of the crewmen in the chest, tearing into his armor and causing the Guildsman to fall backwards into the churned-up field and lay still in a pool of blood.

Resolution's Light Autocannon v. Novohig (Burst 3): 2d6 + 2 + 2 ⇒ (1, 6) + 2 + 2 = 11
Damage+Effect: 6d6 + 3 + 4 ⇒ (1, 4, 4, 3, 4, 2) + 3 + 4 = 25

Resolution comes to a full stop, hovering in midair thirty meters over the fight, and fires its chin-mounted antipersonnel autocannon, which swats Novohig out of the sky and sends him hurling to earth in a single continuous burp of large-caliber rounds.

The lone visible crewman throws down his gauss rifle and falls back onto the ground, hurt and giving up. Of the sniper and Siscoe there is no sign.

"MS-7, Resolution. Two heat signatures still active, one in the alley, one in the two-story structure. Both are fleeing. Doctor Su is standing by. Your orders?"

STATUS
SPIDER - Wounded (-6 STR, -9 END)
DRIFTER - (-5 END, -6 STR)
FLATFOOT - (-5 END)
MASCOT - (-4 END)
Novohig - DEAD OR DYING
Crewman A - Wounded (-7 END, -3 STR) - SURRENDERED
Crewman B - DEAD OR DYING
Sniper - FLEEING
Siscoe - FLEEING


Male UPP: 969866; Armor: 1; Wounds: 0

The former police officer groans, feeling every one of the wounds. And he isn't the worst off, either. He keys his communicator, hailing Doctor Su.

"Doc! Get in here! We have wounded - all hostiles are down or fleeing."

Thinking about it, Flatfoot stands and moves to where Novohig has fallen. He has no skill as a healer, but he looks to determine whether the Guildsman is likely to survive.

"Hate to say it, but we need to be able to talk to someone."


Novohig looks pretty bad, Flatfoot. You have enough battlefield time to know he's not going to live without some medical assistance immediately. His wrist readout is blinking "Critical"


UPP: 73A797; Armor 4/17; Injury:

"Resolution, get Doctor Su down here. He's got work to do. Let the ones fleeing go."

Gathering himself, Spider moves to triage the wounded and try to keep everyone alive until the doctor arrives.

Medic + EDU: 2d6 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9


Human Bounty Hunter

Drifter stumbles over to Shrier and slumps down to look him over and make sure that he was not hit in the crossfire while he mutters, "Wow...do I hate getting shot...blasted...." and trails off muttering as he makes sure the other man is OK.


A static-laden response is heard over the comms. ...<Skzeedle> on the...<skshhhhhh> minutes. Over."

_____________________________________________
Four hours later, Dr. Su exits the bloody officer's mess aboard RCS Resolution, which has served as a temporary surgery. Captain Novohig is sedated and unconscious. Sandman has put the ship down far enough outside of town to detect anyone coming and Hopper stands by just inside the hatch with a looted gauss rifle in case anyone gets any ideas. There is, after all, still a sniper out there somewhere.

Spider, Drifter and Flatfoot are all in bed being treated for gunshot wounds. Mascot is fine, although his bandages itch.

"You're going to pull through, but you'll need several days of bed rest," says Doctor Su. "And then, only light duty for several weeks at least."

"I've been in contact with the other Guild ship at the port," says Sandman over the comms. They've been adamant that they had nothing to do with Novohig's force and deny ever having heard of this supposed Guild ship purchase program. According to Captain Madsen, this isn't something the Guild would do."[/b]

"Something else," says Shrier, sitting up in one of the crash couches where he's been recuperating. "Novohig talked about returning to the secret assembly plant, but he didn't have a navigator and couldn't navigate his way out of his own outhouse. So how was he going to get there? It doesn't add up."


First Aid, Spider: 2d6 + 3 + 2 ⇒ (2, 3) + 3 + 2 = 10
First Aid, Drifter: 2d6 + 3 + 2 ⇒ (3, 3) + 3 + 2 = 11
First Aid, Flatfoot: 2d6 + 3 + 2 ⇒ (1, 3) + 3 + 2 = 9
First Aid, Mascot: 2d6 + 3 + 2 ⇒ (6, 5) + 3 + 2 = 16
First Aid, Captain Novohig: 2d6 + 3 + 2 ⇒ (2, 2) + 3 + 2 = 9
First Aid, Guild Crewman: 2d6 + 3 + 2 ⇒ (5, 5) + 3 + 2 = 15
First Aid, Shrier Magemenas: 2d6 + 3 + 2 ⇒ (1, 6) + 3 + 2 = 12

Surgery, Captain Novohig: 2d6 + 3 + 2 ⇒ (2, 2) + 3 + 2 = 9

STATUS After First Aid and Surgery
SPIDER - Wounded (-6 STR, -7 END)
DRIFTER - Wounded (-4 END, -4 STR)
FLATFOOT - (-4 END)
MASCOT -
Novohig - UNCONSCIOUS(-4 END, -5 STR, -3 DEX)
Crewman A - Wounded (-3 END)

Despite Doctor Su's prognosis, you will in fact be healthy well before then. Medical Treatment will restore 6 points+your END DM per day of bed rest. You'll be fully ready to go in four days of bed rest.


UPP: 73A797; Armor 4/17; Injury:

After allowing Doctor Su to treat the crew, Spider says, "I want to know what other chaos this bunch has caused. Let's find Doctor Harrington, make sure she is alright, and let her know what happened here. Maybe we can get Berens to take the prisoners, once Novohig is out of surgery."

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